[RG] TRM's Second Darkness adventure path


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Dr Simon

Explorer
Tolneus "Tolly" Garnus

25 year old Chelaxian human male. Rogue 1
Height 6'2"; Weight 184 lbs; Eyes Blue; Hair Red; Left-handed. Tall, lean, winning smile.

Str 12 (+1) (2 points)
Dex 14 (+2) (5 points)
Con 10 (+0)
Int 15 (+2) (3 points to 13, +2 racial bonus)
Wis 10 (+0)
Cha 14 (+2) (5 points)

AL: NG
Move 30 ft.
Initiative +6 (+2 Dex, +4 feat)

Armour Class 14 (+2 leather, +2 Dex), touch 12, flat-footed 12;
With Dodge AC 15, touch 13

Hit points 13 (HD 8 + 5 (half Con))
BAB +0, melee +1, ranged +2, CMB +1

Fort +0 (Base +0, mod +0)
Reflex +4 (Base +2, mod +2)
Will +0 (Base +0, mod +0)

Racial Traits: +1 skill point/level, bonus 1st level feat, martial weapon training (longsword), favoured class rogue.
Rogue Traits: +1d6 Sneak Attack, trapfinding.
Background Traits: Mystical Upbringing (+1 to Know (arcana) and Know (the planes); Looking For Work (+1 to Bluff)
Languages: Common, Draconic, Elven, Thassilonian, Varisian

Skills (12 points (8 class, +2 Int, +1 human, +1 favoured class))
Appraise +6 (1 rank, +3 class, +2 Int)
Bluff +7 (1 rank, +3 class, +2 Cha, +1 trait)
Diplomacy +6 (1 rank, +3 class, +2 Cha)
Disable Device +6 (1 rank, +3 class, +2 Dex)
Escape Artist +6 (1 rank, +3 class, +2 Dex)
Knowledge (arcana) +7 (1 rank, +3 class, +2 Int, +1 trait)
Knowledge (dungeoneering) +6 (1 rank, +3 class, +2 Int)
Linguist +6 (1 rank, +3 class, +2 Cha)
Perception +4 (1 rank, +3 class)
Sleight +6 (1 rank, +3 class, +2 Dex)
Stealth +6 (1 rank, +3 class, +2 Dex)
Use Magic Device +6 (1 rank, +3 class, +2 Cha)

Feats
Dodge (1st level)
Improved Initiative (human bonus)

Longsword +1 melee (1d8+1, crit. 19-20)
Shortbow +2 ranged (1d6, 60 ft., crit. x3)

Leather armour, +2 bonus, +6 max dex, -0 ACP, 10% spell failure.

Equipment
Longsword, Shortbow, 20 arrows, Backpack, Leather armour, Spellbook, Thieves tools, Bedroll, Caltrops, Flint and steel, Vial of ink, Pen, Traveller's Outfit; Total weight 40lbs

Money 25 gp, 7 sp, 5 cp

Light load <43lbs
Medium 44-86 lbs
Heavy 87-130 lbs

[sblock=Background]
Tolly is a thin, rangy looking individual with reddish hair and a charming smile. A chancer and wanderer by nature, Tolly moves from place to place picking up whatever work he can do, and sometimes pilfering a bit of food and drink if work is unavailable. He's spent a bit of time travelling with Varisians, but is Chelaxian by birth. Part of a large extended family from East Side, Korvosa, Tolly has picked up bits of background knowledge about magic from his older sisters who studied at Theomenexus's College. He carries with him a battered old book of basic magical theory, but has not quite come to grips with the spells listed therein, despite his best efforts.

Tolly has no dark secrets or tragic upbringing, his worst attribute is probably his total lack of responsibility or focus - some say he is a gnome trapped in a human body. Always dabbling, always curious, always friendly.

Tolly has come to Riddleport partly by happenstance, partly out of curiosity about rumours that he's heard about the place. Not only does the free-for-all nature of the city and the gambling tournament appeal to his happy-go-lucky side, the mystery of the Blot appeals to his magical interests.
[/sblock]

[sblock=Picture]
1brown.gif

(I think this is Clark of "Lewis and Clark" fame)
[/sblock]

Quote "This is indeed a fascinating conjecture. Where could the pie have gone?" (Colour=Wheat)

Possible party role: Charismatic rogue, "face", dabbler in magical secrets.
 
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Ambrus

Explorer
dragonwroughtkoboldblacbk5.gif


Tosh, the Bone Wyrm

Dragonwrought kobold rogue 1
CN Small dragon (kobold, reptilian)
Init +6; Senses Perception +4
+2 racial bonus to sight and touch based Perception checks
Darkvision 60 ft., low-light vision
Languages Common, Draconic, Varisian
–––––––––––––––––––––––––
AC 19, touch 16, flat-footed 15
hp 13 (1d8 HD)
Fort 0, Ref +6, Will 0
Immune sleep, paralysis
–––––––––––––––––––––––––
Spd 30 ft.
Melee 2 claws +1 (1d3-1) and bite -4 (1d3-1)
Ranged light crossbow +6 (1d6)
Base Atk 0; CMB -2
Combat Options sneak attack +1d6
–––––––––––––––––––––––––
Abilities Str 9, Dex 18, Con 11, Int 12, Wis 10, Chr 9
SQ Light Sensitivity, Slight Build, Trapfinding
Traits Guileful Pickpocket, Reactionary
Feats Dragonwrought (black)
Skills Acrobatics +8, Climb +3, Craft (alchemy) +5, Craft (trapmaking) +3,
Disable Device +8, Escape Artist +8, Knowledge (local) +5, Perception +4,
Sleight of Hand +8 (+2 on Sleight of Hand checks to take something from another creature),
Stealth +18, Swim +3
Possessions light crossbow (2 lb.), 20 bolts (1 lb.), 3 silver bolts (0.15 lb.),
leather armor (7.5 lb.), backpack (0.5 lb.), chalk, fishhook, flint & steel, 3 sacks
(0.375 lb.), sewing needle, signal whistle, sundark goggles, thieves tools (1 lb.),
roll of twine (50 ft.), waterskin (1 lb.)
–––––––––––––––––––––––––
Treasure 12 gp, 8 sp, 9 cp
Experience 0
–––––––––––––––––––––––––
Age 7 Height 2-ft. 3-in. Weight 42 lb.

[sblock=Background]Here's tha dark a it, bes as I can figure. Few years back some eggsucking bigfeet bashers done in a brood a kobolds somewhere up north; probably in tha Lurkwood or past tha Red Mountains. Came inta town with whatever shiny shinies they'd got to buy some bub and ta rut with some laced mutton.

Mayhaps they was canny, mayhaps jes ol' sodding hatchwits, but they'd snatched a shiny-shiny egg from tha brood's hatchery that they took ta be that a some kinda trueblood. Sodding leatherheads. Came down with goldfever an so went ta tha Cypher Lodge ta bilk a fancyboy. Eggsucking fancyboy got all giddy at tha sight a that shiny-shiny an gave em some pelf fer it; thought he'd got hiself a lil shoulder dragon pet ta hatch. Addle-coved twit.

So off go tha egg snatchers ta drown in bub till they've no shine left. Tha dandy fancyboy makes hiself a nice lil nest and sets ta work on hatchin his shiny-shiny egg. Fortnight later, I come on out ta say hi to im. Peery fancyboy tumbles ta tha dark 'o it right quick; I aint ever gonna be no shoulder dragon. Now this top-shelf fancyboy, Tammerhawk – yeah, that Tammerhawk, is plenty pissed that he's been bobbed, but don't want none a his fancyboy buddies tumbling ta tha fact that he's just big ol gully out ten large. So he takes me, a tiny hatchwit, an does what he does with tha rest a tha drek from his arse; dumps my hide inta a drain ditch; damn well near drowned.

Ended washin up inta tha Boneyard east a town. Tha gnawin redgut got me crawlin an digging through tha stink-stink soon enough. Had ta run-run from tha plague-a-rats ta live; so damned many a em down in tha Boneyard fightin fer turf. Got it figured out in time though; made some slow fangs, learnt ta fight-fight an turned em inta meat an skins. Even took on a big ol' donkey rat once; that'd be this here skull. Still call tha place kip durin tha day. So these years later, lucky or no, I aint dead yet. Tammerhawk be damned.

Got this whole anthill figured out now; kinda twigged ta it. I watch tha blackeyes scurying around in tha streets from tha nooks an crannies. I listen at tha windows and doors to em spillin tha dark o things. I take what they toss out; tha good an tha bad. When I get tired a waitin on em I jes go up an take what I need. Some a tha bashers I even work with; rat-catchers, toshers, tinkers and cross-traders. Some a em aint half bad. Even run inta some kobolds a time or three.

As I seez it, startin from tha gutter, things can only keep headin up fer me. A while back a dark splotch started blottin out tha damed daylight. Good that; one less thing ta worry bout if it gets big nough. Now I hear talk about a shiny-shiny game goin down at tha Goblin. Might jess have ta check that out; take my cut up front.[/sblock][sblock=Dragonwrought Feat]You were born a dragonwrought kobold, proof of your race's innate connection to dragons.
Prerequisite: Kobold, 1st level only.
Benefit: You are a dragon wrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype. You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage on the table on page 103.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Having this feat allows you to take the Dragon Wings feat at 3rd level.[/sblock][sblock=Guileful Pickpocket campaign trait]The lure of wealth has drawn many to the Gold Goblin's gambling tournament, but not all are pinning their hopes on a winning streak to gain their share of the stakes. Not being one for games of chance, you plan to skip the gambling altogether and use the tournament's hubbub as a backdrop for larceny. With a bit of skill, luck and guile you hope to lighten the purses of a few competitors before making your escape with none the wiser. You gain a +2 on Sleight of Hand checks to take something from another creature.[/sblock][sblock=Light Sensitivity]Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.[/sblock][sblock=Slight Build]The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Stealth), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.[/sblock][sblock=Equipment]Sundark Goggles
from Races of the Dragon

(10 gp cost / no weight / DC 15 Alchemy check to create)
The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from falling off. Sundark goggles negate the dazzled condition experienced by a creature with light sensitivity whille in bright illumination. As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles can't use a gaze attack, since other creatures can't see its eyes. Creatures without low-light vision or darkvision that wear sundark goggles take a -2 penalty on Search and Spot checks.

Bitterleaf oil
from Races of the Dragon
(25 gp cost / no weight / DC 15 Alchemy check to create)
Kobolds use this salve to keep their scales healthy and shiny. Each bottle of bitterleaf oil holds enough for ten applications. If the oil is applied each day (a full-round action), it staves off shedding indefinately. In addition, on any day when bitterleaf oil is applied, the character naturally heals 1 additional point of damage per HD (max. 5) with a full night's rest.

Tumbling bolt
adapted from the Arms and Equipment Guide
(5gp cost / 0.2 lb.)
A tumbling bolt resembles a standard crossbow bolt except for a few minuscule holes and vents along the shaft. A channel allows air to pass through the bolt, which causes it to tumble when fired. The bolt deals +1 damage but only has one-half its normal range increment due to the way the projectile moves through the air.[/sblock]
 
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ghostcat

First Post
Chan Ti

23 year old Tian half elf male. Monk 1.
Height 6'1"; Weight 140lbs; Eyes Brown; Hair Orange; Tall, Thin

Str 13 (+1) (3 points)
Dex 16 (+3) (5 points to 14, +2 Half Elf Bonus(+1) )
Con 12 (+1) (2 points)
Int 10 (+0) (0 points)
Wis 14 (+2) (5 points)
Cha 10 (+0) (0 points)

AL LN
Move 30 ft.
Initiative +3 (+3 Dex)

Armor Class 15 (+ 3 Dex, + 2 Monk Wisdom Bonus)

Hit points 15 (HD 8 + 1 (con mod) + 6 (half con))
BAB +0, melee +1, ranged +3
CMB +1

Fort +3 (base +2, mod +1)
Reflex +5 (base +2, mod +3)
Will +4 (base +2, mod +2)

Languages Common, Tien
Racial Traits
Low-Light Vision,
Keen Senses (+2 Perception sight/sound),
Elven Immunities (immune to magic sleep, +2 against enchantment),
Adaptability (Skill Focus as bonus feat),
Elf Blood
Favoured Class Monk.
Background Traits
Di-Chan initiate (+1 to Diplomacy),
Looking For Work (+1 to Perception)

Skills 7 (4 class, 0 Int, +1 favoured class, +2 Traits)
Acrobatics +7 (1 rank, +3 class, +3 dex)
Diplomacy +5 (1 rank, +3 class, +1 trait)
Escape Artist +7 (1 rank, 3 class, +3 dex)
Perception +3/+5 (1 trait, +2 wis, +2 to Sight and Sound from Half Elf)
Sense Motive +6 (1 rank, +3 rank, +2 wis)
Stealth +10 (+1 rank, +3 class, +3 dex, +3 Skill focus)

Feats
Two-Weapon Fighting (1st level)
Improved Unarmed Strike (Monk)
Deflect Arrows (Monk Bonus)
Focus (half elf bonus)

Unarmed Strike +1 melee (1d6+1, x2)
Nunchaku +1 melee (1d6+1, crit x2)
Quarterstaff +1 melee (1d6+1/1d6+1, crit x2, double)
Sai +1 melee (1d4+1, crit x2)
Shuriken +3 ranged (1d2, 10ft, crit x2)

Equipment
Monk's Outfit
Nunchaku
Quarterstaff
Sai
Sai
Shuriken(5)
Shuriken(5)
Backpack
Bedroll
Blanket
Fishhook
Fishhook
Flint & Steel
Hooded Lantern
Oil
Oil
Waterskin
Waterskin

Total weight 34
Money 4gp, 9sp, 10cp

Light Load < 50lbs
Medium Load 51-100lbs
Heavy Load 101-150lbs

[sblock="Description"]
A tall skinny looking Half Elf wearing a dark gray monk's outfit. Ti has a round face, slopping brown eyes and a short wide nose. However, his most prominent feature is his hair, which is dark orange worn in a Mohecan cut.[/sblock]

[sblock="Background"]
Ti does not know his parents. All he knows is that his mother sold him into the service of the Di-Chan order when he was a baby. From that day until his 23 year, Ti was cloistered in the Di-Chan monastery, perfecting his art and skills.

To give the novice experience of the world outside of the monastery, they are taken to town near the monastery during the final year of their novitiate. There they are given a series of tests. These tests always take the same form, the novice has to follow someone for 24 hours and then use his diplomacy skills to determine what the target was doing.

Ti was given three of these tests:

In the first test, he fell for the charms of a pretty young whore and totally blow it.

In the second test, Ti was introduced to drinking and gambling and woke up in the gutter broke and hung over. He latter found out that his hair colour had been permanently changed to orange.

By the time of the third test, Ti had become a little more streetwise and managed to ignore the various temptations that where put in his path and completed his mission.

Shortly after his third test, Ti was initiated in the Di-Chan order and was told to go out in to the world and perfect his art.

Starting from his home on the Tian Xia continent, Ti has been making his way steadily west, Wherever possible he has been working as a caravan guard. However, things have been really peaceful on the trip and he only managed to recoup his expenses.

Ti has recently arrived in Riddleport and has heard that the Gold Goblin's tournament is looking for security. So he has gone to apply for a job.[/sblock]

[sblock="DM ONLY"]The Di-Chan Order

The Di-Chan order maintains a monastery in a hidden valley in the foothills. To the Novices, Initiates and the few outsiders that know about it, the Di-chan is just an order of monks dedicated to the perfection of the the marshal arts. While this is true as far as it goes, the order actually supports itself by acting as an information brokers. Its initiates roam the world and report back to the monastery. There, the information is collated and sold. Occasionally, one of the Initiates will receive orders either to go on a specific mission or to obtain a specific piece of information.

Ti was ordered to report anything "interesting" back to the monastery. (A part of Ti's training involved learning how to recognise what was of interest to the order.)[/sblock]
 
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Mark Chance

Boingy! Boingy!
Kronk Madaxe


leaving.asp


[sblock=Kronk Madaxe, male dwarf fighter 1]
N Medium Humanoid (dwarf)
Init +1 (+4 surprise round); Senses darkvision 60 ft., Perception +5 (+7 taste- and touch-based, and +7 vs. unusual stonework)
Language Common, Dwarven, Goblin
-----
AC 17 (+1 Dex, +4 armor, +2 shield), touch 11, flat-footed 16; defensive training
hp 19 (1 HD)
Fort +4*, Ref +1*, Will +1* (*Doesn't include +2 vs. poison, spells, and spell-like abilities)
-----
Speed 20 ft. (4 squares)
Melee (1H PA) dwarven waraxe +2 (1d10+3/x3), or
Melee (1H PA vs. orcs & goblins) dwarven +3 (1d10+3/x3), or
Melee (2H PA) dwarven waraxe +2 (1d10+5/x3), or
Melee (2H PA vs. orcs & goblins) dwarven waraxe +3 (1d10+5/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +1; CMB +3 (+7 when resisting bull rush or trip while standing on the ground)
-----
Abilities Str 14, Dex 12, Con 15, Int 14, Wis 12, Cha 8
SQ defensive training, keen senses, stonecunning, weapon familiarity
Feats Intimidating Prowess, Power Attack (B)
Skills (Ranks) Appraise +3 (+6 with greed racial trait) (1), Intimidate +5 (1), Knowledge (dungeoneering) +6 (1), Knowledge (engineering) +6 (1), Perception +5 (1)
Armor Check Penalty -4
-----
Possessions: dwarven waraxe, short sword, chain shirt, heavy wooden shield, backpack, bedroll, winter blanket, crowbar, belt pouch (x2), waterskin, trail rations (x7), 11 gp, 9 sp
-----
Background Traits:
Looking for Work: Perception is a class skill.

Talent for Sudden Violence: You grew up in and around violence. Survival often depended on drawing first blood, or at least being the first one to get out of harm's way. Consequently, you developed quick reflexes in dangerous situations. Gain a +3 initiative bonus during a surprise round.

Racial Traits:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Greed: Dwarves treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.

Favored Class: Fighter.
[/sblock]

[sblock=A Bit of Background]
Kronk has long been a bit of a vagrant. He has difficulty remembering much of his past. Memories seem to slip through his mind like water through a funnel. He's pretty sure this wasn't always the case. Kronk thinks he used to be a pretty normal dwarf, at least until some sort of accident that may have involved a horse and a wagon. Regardless of the cause of Kronk's partial amnesia and behavioral quirks, one thing is for sure: Kronk often finds himself being asked to leave town.

Of course, it doesn't help that the squirrels spy on him. Kronk's not sure who or what the squirrels report to, but they're definitely up to something. Think about it. Squirrels are really skittish. Why? What are they trying hide (other than nuts)? And what about those eyes? Little, dark, beady: Almost like a goblin's eyes, aren't they?

But that's a bit of digression. Kronk has recently arrived in town looking for work. He's not been in a city for a while, and he doesn't really know anyone. Well, that's not quite true. He has recently bumped into a familiar face, which is a rarity for Kronk given his memory problems. What was that half-orc's name again? Roger? Rorger? Something like that.
[/sblock]
 
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Walking Dad

First Post
Rorgar

[sblock=stats]
Str 16 (5 points to 14, +2 racial bonus)
Dex 13 (3 points)
Con 13 (3 points)
Int 10 (2 points to 12, -2 racial)
Wis 15 (3 points to 13, +2 racial bonus)
Cha 9 (-1 point)

Half-Orc (Chelish heritage).
30 ft. base move, Darkvision, Weapon Familiarity, Orc Ferocity, Orc Blood
Favored Class: Druid
AL: LN

Druid 1
Hit points 16 (HD 10 + 1 (Con mod) +5 (half Con))
BAB +0, melee +3, ranged +1
Fort +3
Reflex +1
Will +4
CMB +3
Initiative +3
Traits: Into Enemy Territory (+1 to Reflex), Reactionary (+2 to Initiative)

AC: 16 - Flatfooted: 14 - Touch 12

Skills (4 class + 1 fav class)
Know (nature) +5
Perception +5
Spellcraft +3
Survival +7
Swim +5

Feats
1st level Dodge

Spells prepared
o - Detect Magic, Guidance, Resistance
1 - Cure Light Wounds, Longstrider

Equipment (80 gp):
Leather Armor 10 gp
Scimitar 15 gp
Dagger 2gp
Heavy Wooden Shield 7gp
Holly and Mistletoe -
Spell Component's Pouch 5 gp
Backpack 2 gp
Bedroll 0.1 gp

Predator-Shapeshift
Str 20
Dex 13
Con 13
Int 10
Wis 15
Cha 9

AC: 16 - Flatfooted: 14 - Touch: 12

50 ft. base move
Att (Bite): +5 / 1d6+5
CMB +5
[/sblock]
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[sblock=Background]
[sblock=Image]
55.jpg

[/sblock]
Rorgar has lived his early life as a little dog biter in the seedier parts of Riddleport. His first memory is of himself avoiding to become pigmeat beyond the waves. As an orphan who didn't know if all this was a terrible accident or if his own parents tried to hush him, Rorgar had a difficult early life.
His life changed after trying to pick-pocket an elderly man he thaught to be just another soggy plum. The man revealed himself to be a druid and he saw potential in Rorgar. Thinking that better than ending in an earth bath, he followed him. There, he grew strong and wise.
This sect venerates more primal powers an less nature gods like Gozreh. They think they are charged to protect the material realm from otherworldly, unnatural forces (including celestials!).
After the shadow in the sky has become visible from all around Riddleport, the druid elders have performed some auguries, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. Rorgar has avoided the sleazy, dirty town for most of his 'new' life, traveling there only when accompanying his now deceased mentor, and although he doesn’t relish the prospect of going there now, he has little other choice. Fortunately, Kronk, a dwarf with a 'special' insight, is in town, and Rorgar has heard this friend (?) will be taking part in some gambling thing at a place called the Gold Goblin or at least will work near there.
[/sblock]
 
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Voadam

Legend
Voadam the Traveller, the Green Wizard of Althora

Voadam
NG Human Ranger 1
6’2” 240 lbs brown hair, blue eyes, beard

Str 14
Dex 13
Con 14
Int 16
Wis 7
Cha 10

AC 11 (+1 Dex)
HP 19

F +4, R+3, W-2

Initiative +1
BAB +1
CMB +3
Favored Enemy: Evil Outsider
Wayfarer Lore (planar)
Favored Class wizard

Attack unarmed strike +3 melee d3+2 (+2 favored enemy evil outsider).

Feats: Improved Unarmed Strike, Deflect Arrows
Skills:
Diplomacy +5 (1 rank, +3 int(*), +3 class skill, +1 trait)
Knowledge Arcana +5 (1 rank, +3 int, +1 lore)
Knowledge Dungeoneering +8 (1 rank, +3 int, +3 skill, +1 lore)
Knowledge Engineering +4 (+3 int, +1 lore)
Knowledge Geography +4 (+3 int, +1 lore)
Knowledge History +4 (+3 int, +1 lore)
Knowledge Local +4 (+3 int, +1 lore)
Knowledge Nature +8 (1 rank, +3 int, +3 class skill, +1 lore)
Knowledge Nobility +4 (+3 int, +1 lore)
Knowledge Planar +6 (1 rank, +3 int, +2 lore)
Knowledge Religion +4 (+3 int, +1 lore)
Perception +2 (1 rank, -2 wis, +3 class skill)
Profession Sailor +2 (1 rank -2 wis, +3 class skill)
Ride +5 (1 rank +1 dex, +3 class skill)
Spellcraft +4 (1 rank, +3 int)
Swim +6 (1 rank +2 str, +3 class skill)
Survival +2 (1 rank -2 wis, +3 class skill)

Languages: Common, Mongolic, Orcish, Abyssal, Giant,

Equipment:
140 gp budget Roll Lookup
Wand of cure light wounds 9 charges 135 gp.
Black robes
Green sash
5 gp

Traits

Makes Connections: Voadam is a friendly and outgoing man with a good heart. He is willing to work with most any being under most circumstances and worked with allies ranging from renegade demons to paladins, elves, dwarves, gods and men as well as various guilds, groups, and governments. He is used to working with people or beings from a wide range of backgrounds and viewpoints and at one point was a merchant prince with a world spanning network of allies, though that was many years and worlds ago and has had to start anew multiple times on multiple worlds. He recently found himself in the Golden Goblin in Riddleport, newly arrived in the world and stripped of his former magics again. He heard that mages were not common but there was a fellow in the Goblin named Tolly who sounds like he might be a mage. Voadam decided to meet the young man (gain a +1 trait bonus in Diplomacy, and Diplomacy is always considered a class skill for you).

Tactical diplomacy: Voadam's negotiations are guided by his quick mind and keen insight into possibilities and opportunities. He applies his intelligence bonus to diplomacy checks.

Class adjustments, gave up ranger tracking, wild empathy, and animal companion for bardic lore renamed wayfarer lore.


A bearded brown-haired bear of a man with blue eyes dressed in black robes with a green sash.

After the shadow in the sky became visible from all around Riddleport, the druid elders of the Clawed Watchers sect performed auguries and all the signs pointed the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. The sect is charged to protect the material realm from otherworldly, unnatural forces and they sought further divinations through a circle ritual about what forces they could bring to bear on the situation. These rituals tapped into ancient not fully controlled powerful forces of druidic magic. They were somewhat surprised when a black rift opened up amidst their sacred standing stones and a bear of a man in black robes crashed through. Magics coursed over him, wracking his body and leaving him a smoking heap on the ground, unconscious.

They restored him to health and answered some of his questions about where he was and what had happened. He claimed to be a demon hunter who walked worlds, of late dealing with ancient giant magics, dragons, and animals corrupted by planar forces into unnatural abominations. He claimed to be a wizard without magic, but he demonstrated he could tap into nature magics. Some of the druids felt their ritual had failed spectacularly and brought them a madman, others felt the man was sent to answer their need.

Ultimately he convinced the sect to ask him to go with their agent Rorgar to learn what the two could of the Blot. Voadam agreed, provided they grant him a druidic healing wand, and a bargain was struck.

Many considered Voadam touched in the head. The man was said to have called himself "the Green Wizard of Althora" but performed no magics claiming "it works different here" and nobody had ever heard of Althora. He swore by gods nobody heard of and was concerned about the machinations of demons and the forces of Law and Chaos. Still he is friendly, inquisitive, and quick to learn. He's also tough, brave, and ready to step into dangerous situations.

Voadam was in fact a world hopping, demon-hunting viking wizard who fell afoul of planar magics that banished him to this world as he encountered a dragon while seeking out secrets of ancient giant magic. He was skilled in spells, bladework, and the lotus petal style of martial arts learned among a Mongolic people. On arriving in Riddleport however he found that magic worked differently and much of his previous lore and powers were now inapplicable.

He has seen many things and is an experienced hunter of evil. Pragmatic, greedy, and mercenary though he may be, underneath he is a good man with a lust for life and can’t help himself from getting involved in the affairs of the worlds he finds himself in. He is currently interested in learning about where he is, recovering his magical powers, and rebuilding a new spellbook. He expects the dark forces at work in the world to draw him into their ambit before too long.

The concept is a Ranger Wizard heading towards either eldritch knight or loremaster, he is rebuilding his magical abilities from the ground up again as he learns of this new world he finds himself in.

Party role to start: Healer with the cure wand and lore expert.

Bold for speech
 

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