RG - Carrion Crown AP (The Deadwatchers)


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Cyansylph

First Post
Valaran, servant of Abadar

[sblock=Valaran, servant of Abadar]
[sblock=Game Info]
Race: Human
Class: Paladin - Divine Scourge(Divine Defender and Undead Scourge)
Level: 1
Alignment: Lawful Good
Languages: Common
Deity: Abadar[/sblock]
[sblock=Abilities]
STR: 20 +5 (+2 racial)
DEX: 13 +1
CON: 13 +1
INT: 13 +1
WIS: 11 +0
CHA: 17 +3[/sblock]
[sblock=Combat]
HP: 12 = [1d10 + 1] + 1 (favored class bonus)
AC: 20 = 10 + 8 (armor) + 1 (shield) + 0 (DEX) + 1 (Dodge)
AC Touch: 10 = 10 + 0 (DEX)
AC Flatfooted: 19 = 10 + 8 (armor) + 1 (shield)
INIT: +3 = +1 (DEX) +2(Trait)
BAB: +1 = +1 (Paladin)
CMB: +6 = +5 (STR) + 1 (BAB)
CMD: 17 = 10 + 5 (STR) + 1 (DEX) + 1 (BAB)
Fort: +3 = +2 (base) + 1 (stat)
Reflex: +1 = +0 (base) + 1 (stat)
Will: +2 = +2 (base) + 0 (stat)
Speed: 30' 20' in armor
Damage Reduction: none
Spell Resistance: none[/sblock]
[sblock=Weapon Stats]
MW Scimitar(melee): +7 = +1 (BAB) + 5 (STR) + 1 (MW enhance) / DMG = 1d6+5(S), CRIT 18-20x2
Heavy Flail(melee): +6 = +1 (BAB) + 5 (STR) / DMG = 1d10+7(S*1.5), CRIT 19-20x2, Disarm, Trip
[/sblock]
[sblock=Racial Traits]
+2 any Ability Score (STR)
30' Speed Base
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait.
+2 Craft(Weaponsmithing)
[/sblock]
[sblock=Class Features]
- Aura of Good
- Detect Evil (at will) as spell - move action to concentrate on one item or individual with 60' and determine if it is evil (no need to study for 3 rounds)
- Smite Evil (swift action) - 1/day: +3 to attack rolls, +1 damage (+2 vs. evil outsiders, evil dragons, and undead), +3 AC (vs smited creature only), automatic bypasses DR, remains till target is dead or paladin rests/regains abilities

- Smite Evil (Undead Scourge) - This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.
[/sblock]
[sblock=Feats & Traits]
Prof. with all simple and martial weapons (paladin)
Armor Prof. (light, medium, heavy) (paladin)
Shield Prof. (paladin)
Quickdraw:
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. (level 1)

Dodge: +1 AC (except for when denied dex ac bonus) (human)

Traits:
a)
Rich Temple: Your home temple has outfitted you well for your expedition.
Increase starting gold to 900g.
b) Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you.

You gain a +2 trait bonus on Initiative checks.

[/sblock]
[sblock=Skills]
Skill Ranks: 3 = [2 (class) + 1 (INT)] x 1 (LvL) + 0 (Favored Class)
Max Ranks: 1 ACP: -8
Skills:
() = class skill
^ = trained only
Code:
[FONT=Lucida Console][B]Total            Ability   Racial Rank  Class  Misc[/B]
-7=  Acrobatics          +1    +      +      +      + -8   DEX
+1=  Appraise            +1    +      +      +      +      INT
+3=  Bluff               +3    +      +      +      +      CHA
-3=  Climb               +5    +      +      +      + -8   STR
+3=()Craft:WepSmith      +1    +      +      +      +  2   INT
+7=()Diplomacy           +3    +      +  1   +  3   +      CHA
-7=  Disable Device^     +1    +      +      +      + -8   DEX
+3=  Disguise            +3    +      +      +      +      CHA
-7=  Escape Artist       +1    +      +      +      + -8   DEX
-7=  Fly                 +1    +      +      +      + -8   DEX
+3=()Handle Animal^      +3    +      +      +      +      CHA
+4=()Heal                +0    +      +  1   +  3   +      WIS
+3=  Intimidate          +3    +      +      +      +      CHA
+1=()Knowledge: Nobility +1    +      +      +      +      INT
+5=()Knowledge: Religion +1    +      +  1   +  3   +      INT
+1=  Linguistics         +1    +      +      +      +      INT
00=  Perception          +0    +      +      +      +      WIS
+3=  Perform:_____       +3    +      +      +      +      CHA
00=()Profession:*^       +0    +      +      +      +      WIS
-7=()Ride                +1    +      +      +      + -8   DEX
00=()Sense Motive        +0    +      +      +      +      WIS
-7=  Sleight of Hand^    +1    +      +      +      + -8   DEX
+1=()Spellcraft^         +1    +      +      +      +      INT
-7=  Stealth             +1    +      +      +      + -8   DEX
00=  Survival            +0    +      +      +      +      WIS
-3=  Swim                +5    +      +      +      + -8   STR
03=  Use Magic Device^   +3    +      +      +      +      CHA[/FONT]
[/sblock]
[sblock=Equipment]
Code:
[FONT=Lucida Console]Equipment                       Cost   Weight
Traveler's Outfit                ---     ---
MW Half Plate (spice)            ---    50lb
MW Scimitar                    315gp     4lb
Shield, Light Steel(quickdraw)  59gp     7lb
Flail, Heavy                    15gp    10lb
Ioun Torch                      75gp     ---
Holy Symbol of Abadar(silver)   25gp     1lb 
- oversized decorated key tied to belt

Belt, Pouch                      1gp    .5lb[/FONT] [FONT=Lucida Console]
   Sunrod                        2gp     1lb

Backpack, Masterwork            50gp     4lb[/FONT] [FONT=Lucida Console]
   Rope, Silk 50ft              10gp     4lb
   Rations, Trail (10 days)      5gp    10lb
   Bedroll                      .1gp     5lb[/FONT]
Treasure: 342gp, 9sp, 0cp Gems:
Total weight carried: 91.5 (light)
Carrying Capacity:
Code:
            Normal    MW Backpack
Light       00-133     00-153
Medium     134-266    154-306
Heavy      267-400    307-460
[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 24
Height: 6'2''
Weight: 185
Hair Color: Dirty Blonde
Eye Color: Bright Blue
Skin Color: caucasian with a bit of a tan
Apperance: Stands tall and proud, long scraggly hair creeping out from beneath his helmet's narrow cheekguards. Gleaming in bright shining half plate. A 4 sided prism Ioun stone dances over his head, casting a bright light, but is only a pale shadow of the Ioun's stones former glory. A scabbard-ed scimitar rests ar his right side, a mighty imposing steel shield resting over a fine quality backpack. Hanging from the left side of his belt is a stylized oversized key - the symbol of Abadar - keeper of the First Vault.
Deamenaor: Patient, calm, slow to anger, quick to action, fearsome when provoked
[/sblock]
[sblock=Background]
As a teenager, both of Valanar's parents were killed when a terrible disease swept through their neighborhood. His parents entrusted the boy to the temple, and after showing devout faith, and some martial talent, he began to train to be a paladin in service of Abadar.

As the sole remaining paladin based out of the temple of Abadar in the city of Eranmas, nation of Molthune, the temple places alot of trust and respect in me.

One of the clerics had a dream where he saw The Lawgiver embarking from our own temple in Eranmas and setting forth for the lands of Ustalav. In this dream The Lawgiver was wearing an ornate set of half-plate. As he journeyed, hands clawed at him from the ground, scratching and scraping the armor but it continued to gleam with not a scratch on it. He saw this dream as a miracle and commissioned a suit of half-plate to be hung in the temple as a holy symbol and reminder of Abadar's blessing and protection.

Some time, later, I received this summon to Ustalav for the professor's funeral, and the temple thinks that these two events must be connected. The dream of The Lawgiver in gleaming armor, was foretelling my summons, and it is only appropriate that the temple bless this newly commissioned armor and bestow it upon me to the dangerous, utterly chaotic, and uncivilized nation of Ustalav.
[/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]
 
Last edited:

HolyMan

Thy wounds are healed!
Locations

[sblock=The Lorrimor House]
This modest home was, until recently, the home of Professor Petros Lorrimor and his daughter Kendra. With the professor’s recent death, Kendra has been left the house as her inheritance, whether or not she chooses to stay in Ravengro is an unanswered question.

Blue dot[/sblock]
[sblock=The Laughing Demon]
Zokar Elkarid (NG male human expert 3) holds the philosophy that the best way to meet the horrors of the world is with a jest, for if one can laugh at the worst life has to offer, there remains little to fear. His warm and friendly tavern does its best to live up to this admirable philosophy, down to the menu. Zokar takes pains to come up with humorous names for his drinks and meals, with offerings like vampire steaks (cuts of beef skewered on thick wooden spikes), wolf balls (lamb meatballs served on plates painted to look like the face of the full moon), corpse chowder (a thick stew with red broth and chunks of meat), and liquid ghosts (a sweet pale ale that glows faintly with a greenish tint). Zokar and his regulars enjoy telling visitors tall tales about what's really in the food served here.

red dot[/sblock]
[sblock=Ravengro Town Hall]
In classic small-town style, the people of Ravengro use this all-purpose facility for virtually everything, including council meetings, wedding receptions, and, when it rains, even the annual cook-off. Town council meetings are generally scheduled on the first Oathday of the month, and often last well into the night.

purple dot[/sblock]
[sblock=The Unfurling Scroll]
When their parents can afford to spare them from the farms, a few “lucky” children are sent to study under Alendru Ghoroven, a retired wizard-turned-teacher. Alendru teaches reading, history, and math, as well as beginning magical theory. He seeks to elevate “the commoners,” though few of his pupils enjoy the strictness of his classes.In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.

orange dot[/sblock]
[sblock=Temple of Pharasma]
This temple is devoted to Pharasma, the Lady of Graves. Ravengro’s only religious structure, the temple is also the town’s most elaborate building. Its eastern facade displays an intricate stained-glass mural depicting a stern Pharasma judging Count Andachi, one of Tamrivena’s most infamous previous rulers. Vauran Grimburrow is officially in charge of the temple, but the day-to-day tending of the flock and maintenance of the temple and the Restlands are largely seen to by a dozen acolytes.

yellow dot[/sblock]
 

Attachments

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Last edited:

HolyMan

Thy wounds are healed!
NPCs

[sblock=Kendra Lorrimor]
Kendra Lorrimor
CR 1 XP 400
Female human diviner 2
NG Medium humanoid (human)
Init +1; Senses Perception +1
DEFENSE
AC 10, touch 10, flat-footed 10
hp 11 (2d6+2)
Fort +1, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4–1/19–20)
Ranged light crossbow +1 (1d8/19–20)
Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
6/day--diviner’s fortune (+1)
Diviner Spells Prepared (CL 2nd; concentration +5)
1st--comprehend languages, identify, mage armor
0 (at will)--acid splash, detect magic, disrupt undead, read magic

Opposition Schools Evocation, Illusion

TACTICS
During Combat Kendra prefers to use her diviner’s fortune on her allies or employ the aid another action. When applicable, she keeps her wits about her and uses her Knowledge skills to try to determine her opponents’ strengths and weaknesses, communicating this information to her allies. If needed, she uses her bonded amulet to spontaneously cast protection from evil, true strike, sleep, feather fall, or the other spells in her spellbook.
Morale Kendra flees from a battle if she’s on her own and is brought below 5 hit points, but if she’s with allies, she fights to the death to protect them.
STATISTICS
Str 8, Dex 10, Con 12, Int 16, Wis 13, Cha 15
Base Atk +0; CMB +1; CMD 10
Feats Improved Iron Will, Iron Will, Scribe Scroll
Skills Craft (alchemy) +8, Diplomacy +4, Knowledge (arcana) +8, Knowledge (history) +8, Linguistics +8, Spellcraft +8, Use Magic Device +4
Languages Aklo, Ancient Osiriani, Azlanti, Common, Celestial, Draconic, Varisian
SQ arcane bond (amulet), forewarned
Combat Gear potion of cure light wounds, scroll of protection from evil, silversheen, alchemist’s fire, 3 alchemical silver bolts, antitoxin, 3 cold iron bolts, holy water, smokestick; Other Gear light crossbow with 10 bolts, dagger, journal, magnifying glass, scroll case, spellbook (contains all prepared spells plus feather fall, protection from evil, sleep, and true strike), sun rod, 23 gp[/sblock]
[sblock=Valanar, servant of Abadar]
[sblock=Game Info]
Race: Human
Class: Paladin - Divine Scourge(Divine Defender and Undead Scourge)
Level: 1
Alignment: Lawful Good
Languages: Common
Deity: Abadar[/sblock]
[sblock=Abilities]
STR: 20 +5 (+2 racial)
DEX: 13 +1
CON: 13 +1
INT: 13 +1
WIS: 11 +0
CHA: 17 +3[/sblock]
[sblock=Combat]
HP: 12 = [1d10 + 1] + 1 (favored class bonus)
AC: 20 = 10 + 8 (armor) + 1 (shield) + 0 (DEX) + 1 (Dodge)
AC Touch: 10 = 10 + 0 (DEX)
AC Flatfooted: 19 = 10 + 8 (armor) + 1 (shield)
INIT: +3 = +1 (DEX) +2(Trait)
BAB: +1 = +1 (Paladin)
CMB: +6 = +5 (STR) + 1 (BAB)
CMD: 17 = 10 + 5 (STR) + 1 (DEX) + 1 (BAB)
Fort: +3 = +2 (base) + 1 (stat)
Reflex: +1 = +0 (base) + 1 (stat)
Will: +2 = +2 (base) + 0 (stat)
Speed: 30' 20' in armor
Damage Reduction: none
Spell Resistance: none[/sblock]
[sblock=Weapon Stats]
MW Scimitar(melee): +7 = +1 (BAB) + 5 (STR) + 1 (MW enhance) / DMG = 1d6+5(S), CRIT 18-20x2
Heavy Flail(melee): +6 = +1 (BAB) + 5 (STR) / DMG = 1d10+7(S*1.5), CRIT 19-20x2, Disarm, Trip
[/sblock]
[sblock=Racial Traits]
+2 any Ability Score (STR)
30' Speed Base
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait.
+2 Craft(Weaponsmithing)
[/sblock]
[sblock=Class Features]
- Aura of Good
- Detect Evil (at will) as spell - move action to concentrate on one item or individual with 60' and determine if it is evil (no need to study for 3 rounds)
- Smite Evil (swift action) - 1/day: +3 to attack rolls, +1 damage (+2 vs. evil outsiders, evil dragons, and undead), +3 AC (vs smited creature only), automatic bypasses DR, remains till target is dead or paladin rests/regains abilities

- Smite Evil (Undead Scourge) - This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.
[/sblock]
[sblock=Feats & Traits]
Prof. with all simple and martial weapons (paladin)
Armor Prof. (light, medium, heavy) (paladin)
Shield Prof. (paladin)
Quickdraw:
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. (level 1)

Dodge: +1 AC (except for when denied dex ac bonus) (human)

Traits:
a)
Rich Temple: Your home temple has outfitted you well for your expedition.
Increase starting gold to 900g.
b) Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you.

You gain a +2 trait bonus on Initiative checks.

[/sblock]
[sblock=Skills]
Skill Ranks: 3 = [2 (class) + 1 (INT)] x 1 (LvL) + 0 (Favored Class)
Max Ranks: 1 ACP: -8
Skills:
() = class skill
^ = trained only
Code:
[FONT=Lucida Console][B]Total            Ability   Racial Rank  Class  Misc[/B]
-7=  Acrobatics          +1    +      +      +      + -8   DEX
+1=  Appraise            +1    +      +      +      +      INT
+3=  Bluff               +3    +      +      +      +      CHA
-3=  Climb               +5    +      +      +      + -8   STR
+3=()Craft:WepSmith      +1    +      +      +      +  2   INT
+7=()Diplomacy           +3    +      +  1   +  3   +      CHA
-7=  Disable Device^     +1    +      +      +      + -8   DEX
+3=  Disguise            +3    +      +      +      +      CHA
-7=  Escape Artist       +1    +      +      +      + -8   DEX
-7=  Fly                 +1    +      +      +      + -8   DEX
+3=()Handle Animal^      +3    +      +      +      +      CHA
+4=()Heal                +0    +      +  1   +  3   +      WIS
+3=  Intimidate          +3    +      +      +      +      CHA
+1=()Knowledge: Nobility +1    +      +      +      +      INT
+5=()Knowledge: Religion +1    +      +  1   +  3   +      INT
+1=  Linguistics         +1    +      +      +      +      INT
00=  Perception          +0    +      +      +      +      WIS
+3=  Perform:_____       +3    +      +      +      +      CHA
00=()Profession:*^       +0    +      +      +      +      WIS
-7=()Ride                +1    +      +      +      + -8   DEX
00=()Sense Motive        +0    +      +      +      +      WIS
-7=  Sleight of Hand^    +1    +      +      +      + -8   DEX
+1=()Spellcraft^         +1    +      +      +      +      INT
-7=  Stealth             +1    +      +      +      + -8   DEX
00=  Survival            +0    +      +      +      +      WIS
-3=  Swim                +5    +      +      +      + -8   STR
03=  Use Magic Device^   +3    +      +      +      +      CHA[/FONT]
[/sblock]
[sblock=Equipment]
Code:
[FONT=Lucida Console]Equipment                       Cost   Weight
Traveler's Outfit                ---     ---
MW Half Plate (spice)            ---    50lb
MW Scimitar                    315gp     4lb
Shield, Light Steel(quickdraw)  59gp     7lb
Flail, Heavy                    15gp    10lb
Ioun Torch                      75gp     ---
Holy Symbol of Abadar(silver)   25gp     1lb 
- oversized decorated key tied to belt

Belt, Pouch                      1gp    .5lb[/FONT] [FONT=Lucida Console]
   Sunrod                        2gp     1lb

Backpack, Masterwork            50gp     4lb[/FONT] [FONT=Lucida Console]
   Rope, Silk 50ft              10gp     4lb
   Rations, Trail (10 days)      5gp    10lb
   Bedroll                      .1gp     5lb[/FONT]
Treasure: 342gp, 9sp, 0cp Gems:
Total weight carried: 91.5 (light)
Carrying Capacity:
Code:
            Normal    MW Backpack
Light       00-133     00-153
Medium     134-266    154-306
Heavy      267-400    307-460
[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 24
Height: 6'2''
Weight: 185
Hair Color: Dirty Blonde
Eye Color: Bright Blue
Skin Color: caucasian with a bit of a tan
Apperance: Stands tall and proud, long scraggly hair creeping out from beneath his helmet's narrow cheekguards. Gleaming in bright shining half plate. A 4 sided prism Ioun stone dances over his head, casting a bright light, but is only a pale shadow of the Ioun's stones former glory. A scabbard-ed scimitar rests ar his right side, a mighty imposing steel shield resting over a fine quality backpack. Hanging from the left side of his belt is a stylized oversized key - the symbol of Abadar - keeper of the First Vault.
Deamenaor: Patient, calm, slow to anger, quick to action, fearsome when provoked
[/sblock]
[sblock=Background]
As a teenager, both of Valanar's parents were killed when a terrible disease swept through their neighborhood. His parents entrusted the boy to the temple, and after showing devout faith, and some martial talent, he began to train to be a paladin in service of Abadar.

As the sole remaining paladin based out of the temple of Abadar in the city of Eranmas, nation of Molthune, the temple places alot of trust and respect in me.

One of the clerics had a dream where he saw The Lawgiver embarking from our own temple in Eranmas and setting forth for the lands of Ustalav. In this dream The Lawgiver was wearing an ornate set of half-plate. As he journeyed, hands clawed at him from the ground, scratching and scraping the armor but it continued to gleam with not a scratch on it. He saw this dream as a miracle and commissioned a suit of half-plate to be hung in the temple as a holy symbol and reminder of Abadar's blessing and protection.

Some time, later, I received this summon to Ustalav for the professor's funeral, and the temple thinks that these two events must be connected. The dream of The Lawgiver in gleaming armor, was foretelling my summons, and it is only appropriate that the temple bless this newly commissioned armor and bestow it upon me to the dangerous, utterly chaotic, and uncivilized nation of Ustalav.
[/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]
 
Last edited:

HolyMan

Thy wounds are healed!
Trust

Trust Score: 20

[sblock=Trust in Ravengro]
Code:
Trust         Purchase   Diplomacy
 Score          Price     Modifier   Reaction
0(Hated)          N/A       N/A      Angry Mob
1-15(Loathed)    +20%       -4         ----
16-20(Disliked)  +10%       -2         ----
21-25(Neutral)   ----      ----        ----
26-30(Liked)      -5%       +2     Friendly Locals
31-35(Trusted)   -10%       +4      Free Healing
36+ (Admired)    -20%       +6        Cohort
[/sblock]

[sblock=Trust Tracking]
Talk to Thugs +1 Trust
eulogys +1 Trust
Day 2 -1 Trust
Day 3 -1 Trust[/sblock]
 
Last edited:

HolyMan

Thy wounds are healed!
Researching

Harrowstone Prison: Completed
The Whispering Way: Completed
The Five Prisoners: Incomplete

[sblock=Harrowstone Prison]
Knowledge (history) and Knowledge (local) can be used to research Harrowstone.

DC 10: Harrowstone is a ruined prison—partially destroyed by a fire in 4661, the building has stood vacant ever since. The locals suspect that it’s haunted, and don’t enjoy speaking of the place.

DC15: Harrowstone was built in 4594. Ravengro was founded at the same time as a place where guards and their families could live and that would produce food and other supplies used by the prison. The fire that killed all of the prisoners and most of the guards destroyed a large portion of the prison's underground eastern wing, but left most of the stone structure above relatively intact. The prison's warden perished in the fire, along with his wife, although no one knows why she was in the prison when the fire occurred. A statue commemorating the warden and the guards who lost their lives was built in the months after the tragedy-that statue still stands on the riverbank just outside of town.

DC20: Most of the hardened criminals sent to Harrowstone spent only a few months imprisoned, for it was here that most of Ustalav's executions during that era were carried out. The fire that caused the tragedy was, in fact, a blessing in disguise, for the prisoners had rioted and gained control of the prison's dungeons immediately prior to the conflagration. It was only through the self sacrifice of Warden Hawkran and 23 of his guards that the prisoners were prevented from escaping-the guards gave their lives to save the town of Ravengro.

DC25: At the time Harrowstone burned, five particularly notorious criminals had recently arrived at the prison. While the commonly held belief is that the tragic fire began accidentally after the riot began, in fact the prisoners had already seized control of the dungeon and had command of the lower level for several hours before the fire. Warden Hawkran triggered a deadfall to seal the rioting prisoners in the lower level, but in so doing trapped himself and nearly two dozen guards. The prisoners were in the process of escaping when the panicked guards accidentally started the fire in a desperate attempt to end the riot. [/sblock]
[sblock=The Whispering Way]
Knowledge (arcana) and Knowledge (religion) can be used to research the Whispering Way.

DC 10: The Whispering Way is a sinister organization of necromancers that has been active in the Inner Sea region for thousands of years.

DC 15: Agents of the Whispering Way often seek alliances with undead creatures, or are themselves undead. The Whispering Way’s most notorious member was Tar-Baphon, the Whispering Tyrant, although the society itself has existed much longer than even that mighty necromancer.

DC 20:
The Whispering Way itself is a series of philosophies that can only be transferred via whispers—the philosophies are never written or spoken of loudly, making the exact goals and nature of the secretive philosophy difficult for outsiders to learn much about.

DC 25: Exact details on the society are difficult to discern, but chief among the Whispering Way’s goals are discovering formulae for creating liches and engineering the release of the Whispering Tyrant. Agents often travel to remote sites or areas plagued by notorious haunts or undead menaces to perform field research or even to capture unique monsters. Their symbol is a gagged skull, and those who learn too many of the Way’s secrets are often murdered, and their mouths mutilated to prevent their bodies from divulging secrets via speak with dead.[/sblock]
[sblock=The Five Prisoners]
Knowledge (history) and Knowledge (local) can be used to research The Five Prisoners

DC 15: Originally, Harrowstone housed only local criminals, but as the prison’s fame spread, other counties and distant lands began paying to have more dangerous criminals housed within this prison’s walls. At the time of the great Harrowstone Fire, the number of particularly violent or dangerous criminals imprisoned within the dungeons below was at an all-time high.

DC 20: The five most notorious prisoners in Harrowstone at the time of the great fire were Father Charlatan, the Lopper, the Mosswater Marauder, the Piper of Illlmarsh, and the Splatter Man.

Special: each is DC 25

Father Charlatan: unknown

The Lopper:
unknown

The Mosswater Marauder: unknown

The Piper of Illmarsh: unknown

The Splatter Man:
unknown [/sblock]
 
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HolyMan

Thy wounds are healed!
Loot Tracking

False Crypt: Loot
[sblock=List]
dozen silver arrows (brown fletched)
four sun rods
six flasks of holy water
ten white fletched arrows - magical +1 arrows
five blue fletched arrows - magical (not ID'ed)
two black fletched arrows - magical (not ID'ed)
five potions of cure light wounds(d8+1)
two potions of lesser restoration
two scroll cases - 4 scrolls (hide form undeadx2, protection from evil, detect undead)
four haunt siphons
spirit planchette - magical [/sblock]
New Magical Items:

Haunt Siphon
Spirit Planchette
 
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Blood and Honor

First Post
[sblock=Merik Korvin]
[sblock=Game Info]
Race: Human
Class: Inquisistor
Level: 2
Alignment: LN
Languages: Common
Deity: Pharasma[/sblock]
[sblock=Abilities]
STR: 14
DEX: 17
CON: 9
INT: 12
WIS: 14
CHA: 10[/sblock]
[sblock=Combat]
HP: 14 = [2d8=8] -1 (CON) + 1 (FC)
AC: 18 = 10 + 5 (Scale Mail) + 3 (DEX)
AC Touch: 13 = 13 + 3 (DEX)
AC Flatfooted: 15 = 10 + 5 (Scale Mail)
INIT: +5 = +3 (DEX) +2 (WIS*)
BAB: +1 = +1 (Inquisitor)
CMB: +3 = +2 (STR) + 1 (BAB)
CMD: 16 = 10 + 2 (STR) + 3 (DEX) + 1 (BAB)
Fort: +2 = +3 (Inquisitor) - 1 (CON)
Reflex: +3 = +0 (Inquisitor) + 3 (DEX)
Will: +3 = +3 (Inquisitor) + 2 (WIS)
Speed: 20' (30')
Damage Reduction: None
Spell Resistance: None
* = Cunning Initiative[/sblock]
[sblock=Weapon Stats]
Longbow(ranged): +4 = +1 (BAB) + 3 (DEX)/ DMG = 1d8(P), CRIT 20x3, 100'
Dagger(melee): +3 = +1 (BAB) + 2 (STR)/ DMG = 1d4+2(P), 19-20,x2
Dagger(ranged): +4 = +1 (BAB) + 2 (DEX)/ DMG = 1d4+2(P), 19-20,x2[/sblock]
[sblock=Racial Traits]
Human Racial Traits
+2 to One Ability Score: Human charaters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base land speed of 30'.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Language: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]
[sblock=Class Features]
Weapon and Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of their deity. They is also proficient with light armor, medium armor, and shield (except tower shields).

Spells: An inquisitor casts divine spells drawn from the inquisisto spell list (see page 42). They can cast any spell they knows at any time without preparing it ahead of time, assuming they have not yet used their allotment of spells per day for the spell's level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty class for a saving throw against an inquisitor's spell is 10 + the spell level + inquisitor's Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Their base daily spell allotment is given on Table 2-3. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table 1-3 of the Pathfinder RPG Core Rulebook).

An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, they gain one or more new spells as indicated on Table 2-4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by their Wisdom score. The numbers on Table 2-4 are fixed).

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of on they already know. In effect, the inquisitor 'looses' the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than that the highest-level inquisitor spell they can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Inquisitions: If an inquisition's granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 the charater's inquisitor level + their Wisdom modifier. Unless otherwise stated, the caster level for granted power spell-like abilities is equal to the inquisitor's class level.

Inquisitions are intended for inquisitors, not for other classes that give access to domains. While a cleric or other domain-using class can select an inquisition in place of a domain (if appropriate to the character's deity), inquisitions do not grant domain spell slots or domain spells, and therefore are much weaker choices for those classes. These other classes use the appropriate class level as their inquisitor level for the purpose of inquisition granted powers (clerics use their cleric level as their inquisitor level, and so on).

Life Anchor (SU):You gain a 10' radius aura that helps dying creatures cling to life. Within this aura, a dying creature (including yourself) adds your Wisdom bonus to its stabilization checks (in addition to any other modifiers to stabilization checks).

Stare of Oblivion (SP): At 8th level, you can use feeblemind as a gaze attack against one creature (Will negates). This effect lasts 1d4 rounds. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Judgment (SU):Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgement is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts itil the combat ends, at which point all of the bonuses immediately end.

The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, they must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, they receive profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels they possess.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. the amount of healing increases by 1 point for every three inquisitor levels they possess.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels they possess. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels they possess.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels they possess. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: the inquisitor is protected from the vile taint of their foes, gaining a +1 sacred bonus on all saving throws. This bonus increase by +1 for every five inquisitor levels they possess. At 10th level, the binus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels they possess. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels they possess.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level , the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, they do not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (EX): The inquisitor adds their Wisdom on Knowledge skill chacks in addition to their Intelligence modifier, when making skill checks to identify the abilities and weaknessess of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2-4 under 'Spells Known.' These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (EX): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 their inquisitor level (minimum +1).

Cunning Initiative (EX): At 2nd level, an inquisitor adds their Wisdom modifier on initiative checks, in addition to their Dexterity modifier.

Detect Alignment (SP): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (EX): At 2nd level, an inquisitor adds half their level on Survival skills checks made to follow or identify tracks.[/sblock]
[sblock=Feats & Traits]
Feats:
Human Bonus: Point Blank Shot (Combat): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up tp 30'.

1st-level: Precise Shot (Combat): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Traits:
A) Undead Slayer (Trait, Religion): +1 weapon damage vs. undead.
B) Subject of Study (Trait, Campaign): +1 damage vs. undead.[/sblock]
[sblock=Skills]
Skill Ranks: 16 = [12 (Inquisitor) + 02 (INT)] +2 (Skilled) + 00 (Favored Class)
Max Ranks: 02
ACP: -4

Skills: () = Class Skills, * = Class Ability

Skill List:
Acrobatics -1 = +0 [ranks] +0 [CS] +3 [DEX] -4 [ACP]
Appraise +1 = +0 [ranks] +0 [CS] +1 [INT]
()Bluff +1 = +0 [ranks] +0 [CS] +1 [CHA]
()Climb -2 = +0 [ranks] +0 [CS] +2 [STR] -4 [ACP]
()Craft +1 = +0 [ranks] +0 [CS] +1 [INT]
()Diplomacy +5 = +1 [ranks] +3 [CS] +1 [CHA]
()Disguise +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
Escape Artist -1 = +0 [ranks] +0 [CS] +3 [DEX] -4 [ACP]
Fly -1 = +0 [ranks] +0 [CS] +3 [DEX] -4 [ACP]
Handle Animal +1 = +0 [ranks] +0 [CS] +1 [CHA]
()Heal +6 = +1 [ranks] +3 [CS] +2 [WIS]
()Intimidate +6 = +2 [ranks] +3 [CSl] +1 [CHA] +1 [Stern Gaze*]
()Knowledge (Arcana) +5 = +1 [ranks] +3 [CS] +1 [INT] +2 [Monster Lore*]
()Knowledge (Dngnrng) +5 = +1 [ranks] +3 [CS] +1 [INT] +2 [Monster Lore*]
()Knowledge (Nature) +5 = +1 [ranks] +03 [CS] +1 [INT] +2 [Monster Lore*]
()Knowledge (Planes) +5 = +1 [ranks] +3 [CS] +1 [INT] +2 [Monster Lore*]
()Knowledge (Religion) +5 = +1 [ranks] +3 [CS] +1 [INT] +2 [Monster Lore*]
()Perception +7 = +2 [ranks] +3 [CS] +2 [WIS]
Perform +1 = +0 [ranks] +0 [CS] +1 [CHA]
()Ride -1 = +0 [ranks] +0 [CS] +3 [DEX] -4 [ACP]
()Sense Motive +2 = +0 [ranks] +0 [CS] +2 [WIS] +1 [Stern Gaze*]
()Spellcraft +6 = +2 [ranks] +3 [CS] +1 [INT]
()Stealth +4 = +2 [ranks] +3 [CS] +3 [DEX] -4 [ACP]
()Survival +2 = +0 [ranks] +0 [CS] +2 [WIS]
()Swim -2 = +0 [ranks] +0 [CS] +2 [STR] -4 [ACP][/sblock]
[sblock=Spells]
Spells Known:
Orisons - Create Water, Disrupt Undead, Light, Read Magic, Guidance
1st Level - Cure Light Wounds, Hide from Undead, True Strike

Spells per Day:
Orisons - Unlimited
1st Level - (2)[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Longbow 75gp 1lbs.
Arrows (20) 1gp 3lbs.
Arrows, Blunt (20) 2gp 3lbs.
Scale Mail 50gp 30lbs.
Backpack 2gp 2lbs.
Dagger 2gp 1lbs.
Waterskin 1gp 4lbs.
Trail Rations (1) 5sp 1lbs.
Blanket, Winter 5sp 3lbs.
Flint and Steel 1gp -
Bedroll 2sp 5lbs.
Twine (50') 1cp 1/2lbs.
Bell (2) 2go -
Torch (2) 2cp 2lbs.
Whetstone Quiver (6) 00gp 2lbs.
Treasure: 0gp, 8sp, 8cp Gems: None
Total weight carried: 61-1/2lbs.
Carrying Capacity: Light 58lbs., Medium 116lbs., Heavy 175lbs.[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 23
Height: 5'10"
Weight: 187
Hair Color: Blonde
Eye Color: Green
Skin Color: Fair
Apperance: Merik wears his blonde hair pulled back into a topknot. His face is pale and gaunt. He has the stubble of a man that hasen't shaved in days. His frame shows dexterity and a strength that is not, at first, obvious. He wears a penant of Pharasma around his neck.
Deamenaor: Calm and reserved.[/sblock]
[sblock=Background]When Merik was just a child he was caught in a snow storm that nearly took his life. Through the grace of Pharasma he survived and dedicated his life to her service. Merik has been plgued with poor health and a rasping cough.

Merik met the Professor while researching unded and making his way to becoming an inquisitor for Pharasma's chucrch. He became rather cloe to the Professor and was nearlt overwhelmed by the news of his death.[/sblock][/sblock]
 
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