Adventurers of the Seven Realms

Orvallon

First Post
This thread is for the characters involved in the Seven Realms, a PBP post game that will be taking place in EN world's Playing the Game section
 

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Larris Farvold Human Fighter

Male Human
Fighter 6 level 15,500 exp.
Alignment: Chaotic Good
Height: 6'2”
Weight: 170 lbs
Hair: Black worn very short
Eyes: Green
Age: 26
Patron Deity: Vanar
Land of Origin: Kythraen

Str: 16 (+3) [8 points] [+1 4th level]
Dex: 15 (+2) [8 points]
Con: 12 (+1) [4 points]
Int: 12 (+1) [4 points]
Wis: 10 (+0) [2 points]
Cha: 10 (+0) [2 points]

Class and Racial Abilities:
Bonus Feat and skill points (Human), Proficient with all simple and martial weapons and with all armor and shields, Bonus Combat Feats at 1st, 2nd, 4th, & 6th level

Hit Dice: 6d10+6
HP: 46
AC: 20 or 14
Flat Footed: 16 or 12
Touch: 12
Init: +2 [+2 Dex.]
Speed: 30ft base
Armor Check Penalty: 0
Arcane Spell Failure: 20%

Saves:
Fortitude +6 [+5 base, +1 Con.]
Reflex +4 [+2 base, +2 Dex.]
Will +2 [+2 base, +0 Wis.]

BAB: +6/+1

Melee Attack: +9/+4 or +7/+2 and off-hand +7

MW Bastard Sword +11/+6 or (+9/+4 if using off-hand too) 1d10+5 19-20/x2
+1 Small Spiked Shield Bash +10/+4 or +8 if using primary 1d6+3 20/x2
Lance +9/+4 1d8+5 20/x3 (x2 from charging mount) Reach weapon 10’
Light Hammer +9/+4 1d4+3 or +7 1d4+2 if off-hand 20/x2
MW Dagger +10/+5 1d4+3 or +8 1d4+2 if off-hand 19-20/x2

Ranged Attack: +8/+3 (+1 attack at point blank range <30')

Javelin +8/+3 1d6+3 20/x2 30’ range
MW Mty. Comp. Longbow +9/+4 1d8+3 20/x3 110’ range
Hammer +8/+3 1d4+3 20/x2 20’ range
Dagger +8/+3 1d4+3 19-20/x2 10’ range

Feats:
Two-Weapon Fighting, Improved Shield Bash, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Shield Charge, Quick draw, Point Blank Shot

Skills:

Fighter 2x4(1st level)+2x5 (levels 2nd-6th) (+9 Human)(+9 Int.)=36

Appraise cc +1 [0 ranks, +1 Int.]
Balance cc +3 [1 ranks, +2 Dex.]
Climb +7 [4 ranks, +3 Str.]
Craft +3 [2 ranks, +1 Int.] (Weapon smith)
Escape Artist cc +2 [0 ranks, +2 Dex.]
Forgery cc +1 [0 ranks, +1 Int.]
Handle Animal +5 [5 ranks, +0 Cha.]
Hide cc +2 [0 ranks, +2 Dex.]
Intimidate +4 [4 ranks, +0 Cha.]
Jump +4 [1 rank, +3 Str.]
Listen cc +1 [1 rank, +0 Wis.]
Move Silently cc +2 [0 ranks, +2 Dex.]
Ride +13 [9 ranks, +2 Dex., +2 Syn.]
Search cc +1 [0 ranks, +1 Int.]
Spot cc +3 [3 rank, +0 Wis.]
Swim +5 [2 ranks, +3 Str.]
Use Rope cc +2 [0 ranks, +2 Dex.]

Languages
Common, Elven

Equipment:
4 Potions Cure Light Wounds (200gp), Masterwork Bastard Sword (350 gp), +1 Mithril Breastplate (5350gp), Finely tailored Masterwork Leather armor (190 gp), Mighty MW Composite Longbow (+3 Str. Adj.) (550gp), Small spiked shield +1 (as armor and weapon 3169 gp), Masterwork Dagger (302gp), Hammer light alchemical silver (21 gp), 2x Hammer Light Cold forged iron (4 gp) Quiver of Ehlonna (1800gp), 60 Arrows (3gp), 18 Javelins (18 gp), 2 Lances (20 gp), 3 Daggers (6gp), Backpack (2gp), Belt Pouch x2 (2gp), Bedroll (1sp), Silk Rope (10gp), Grappling Hook (1gp), Flint and Steel (1sp), 2 Weeks Rations (6gp), 5 Sunrods (10 gp), 1 Map Case (1g), 2 Weeks Feed for War horse (7sp), 2x Light War Horse /w full military tack and MW studded leather barding only pack saddle for 2nd (300gp+26gp+250 gp+15 gp), Courtiers Outfit /w jewelry (80gp), Tindertwigs x10 (10gp), Alchemist’s fire x5 (100gp), Acid x2 (20gp) Small tent (10gp), 3xWinter Blanket (3sp), Waterskin x2 (2gp), MW Artisan’s tools (weaponsmith 55 gp).

Cash: 58 gp, 11 sp, 10 cp and 6 gems (10gp each).

~~~~~~~~~~~~~~~~~~~~~~~

Appearance: Larris Farvold is a powerfully built man of some height. He has dark hair cut short in a military style. His eyes are bright green and very expressive. He smiles easily and laughs deeply and often. His father always told him he would never be a good card player because his emotions always showed on his face. He has scars in several places from battlefields and bar brawls. He has a strong rugged rather than handsome face and has broken his nose at least once. Most notably he is missing the last digit of the last two fingers of his left hand. Larris goes into battle wearing a gleaming mithril breastplate with his family crest painted in blue and gold. His spiked shield is also polished to a shine. His helmet is plummed with blue. For normal wear his finely tailored leather armor is in the form of high dark boots, white overalls, and a red jacket with the family crest of eagles in gold on the sleeves. His equipment is always maintained in perfect order.

Personality: Larris is a good-hearted man. He often champions the underdog and defends the weak. He enjoys the camaraderie of the tavern and campfire. He is slow to anger, but enjoys a good fight. Sometimes he drinks a bit much and has been known to get into a friendly brawl on occasion. His friends think of him as a nice guy if a bit flighty and unreliable in minor matters. He often questions authority and has a stormy relationship with his father and older brother when he spends too much time at home. He revels in battle and seems to enjoy a bit of danger and excitement. He makes new friends often and easily, but has trouble with longer-term relationships. While he keeps his gear in perfect order other aspects of his life tend to be more chaotic. This has kept him from forming many lasting relationships beyond old comrades in arms.

Background: Larris is the second son and third child of minor noble landholding family in Kythrean. The family has a long history of distinguished military service. His family hall is lined with the portraits and busts of his heroic ancestors. As a younger son Larris joined the military at a young age and served well in war, but poorly in peacetime. He was a headstrong lad and has some trouble with authority. After a 10 year career of ups and downs Larris has left the military to seek his fortune. He has been on his own for a couple of years taking work as he finds it and seeing a bit of the world. His skill at arms finds him enough work to live simply if not extravagantly. He enjoys challenging work that offers variety and the occasional battle. He becomes bored with routine quickly and frequently has a falling out with his superiors if his assignments are dull.


2x Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

One gray horse and one black with white socks. Alternately, one is outfitted with a black leather Military saddle, a bit and bridle, MW std. Leather barding, and a pair of saddlebags. The other wears a packsaddle. They know the following tricks: Attack, Defend, Guard, Down, Come, and Stay.
 

Erkenbrand the Red
Male Human
Fighter 6
Alignment: Lawful Good
Height: 6’1'
Weight: 172 lbs
Hair: Blond
Eyes: Blue
Age: 21

Str: 16 (+3) [8 points, 1 Progression]
Dex: 14 (+2) [6 points]
Con: 14 (+2) [4 points]
Int: 10 (+0) [2 points]
Wis: 10 (+0) [2 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities:
One additional feat at first level, +4 skill points at first level, +1 skill point/level past first, 4 bonus fighter feats

Hit Dice: 6d10+12
HP: 49
AC: 24 (+1 Dex, +9 Armor, +3 Shield, +1 Natural Armor)
Init: +2 [+2 Dex)
Speed: 20ft
Armor Check Penalty: -5

Saves:
Fortitude +7 [+5 base, +2 Con]
Reflex +4 [+2 base, +2 Dex]
Will +2 [+2 base, +0 Wis]

BAB: +6/+1
Melee Attack: +9/+4
Longsword: Attack Bonus +11/+6, 1d8+4 Dmg, 19-20 x2

Ranged Attack: +8/+3
Spear (Thrown): Attack Bonus +8, 1d8+3 Dmg, x3

Skills:
Diplomacy +6 (4.5 cross class ranks, +2 cha)
Handle Animal +13 (9 ranks, +2 cha, +2 synergy from Ride)
Ride +13 (9 ranks, +2 dex, +2 synergy from Handle Animal)

Feats:
Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, Trample, Cavalry Charger, Weapon Focus: Longsword, Leadership.

Languages
Common

Equipment:
+1 Full Plate (2,650), +1 Adamantine Longsword (5,315), +1 Large Darkwood Shield (1,257), Amulet of Natural Armor +1 (2,000), Chain Shirt Barding (400), Heavy Warhorse, 5 spears, 6 potions cure light wounds (300), 1 potion cure moderate wounds (300), 1 oil bless weapon (100), 2 oils magic fang (100), 2 oils pass without trace (100), rations, saddle, 28 gp left over

Appearance: Erkenbrand is a large, well built man with rough good looks, long blond hair, and bright blue eyes. He is a capable fighter on his feat, but practically a force of nature when mounted, plowing through ranks of enemies without slowing. For battle and ceremony, Erkenbrand wears well made plate mail padded on the inside and out by leather for comfort during long rides, and covered with patterns. His shield bears the device of a white horse on a green field.

Personality: Erkenbrand can have somewhat of a temper, and is often impatient. However, once he gets to know people, he is more genial, and completely loyal. Erkenbrand has a love of horses and battle, and is never more alive than when charging an enemy on horseback.

Background: Erkenbrand's people are a nomadic group of horse-riding Nordheim who split from the main group over a hundred years ago. Erkenbrand himself was a lord's son, who was sent to be an esquire (read: errand boy) for the lord of their people. He served in this position for 6 years. However, peace had come to the land, and so despite all his efforts, Erkenbrand could not prove himself in battle, and thus could not prove himself a true warrior by his people's standards. And so he decided to go out into the world to seek battle and glory, accompanied by a childhood friend Frea, a younger, charming noble's son who had visions of glory dancing through his head.



Cohort:

Frea
Male Human
Marshal 4
Alignment: Lawful Good
Height: 5’11'
Weight: 152 lbs
Hair: Blond
Eyes: Blue
Age: 19

Str: 14 (+3) [6 points]
Dex: 14 (+2) [6 points]
Con: 14 (+2) [4 points]
Int: 10 (+0) [2 points]
Wis: 10 (+0) [2 points]
Cha: 16 (+3) [8 points, +1 Progression]

Class and Racial Abilities:
One additional feat at first level, +4 skill points at first level, +1 skill point/level past first, Skill Focus: Diplomacy, 2 minor auras known, 1 major aura +1 known, Grant Move Action 1/day

Hit Dice: 4d8+8
HP: 29
AC: 21 (+1 Dex, +8 Armor, +2 Shield)
Init: +2 [+2 Dex)
Speed: 20ft
Armor Check Penalty: -5

Saves:
Fortitude +6 [+4 base, +2 Con]
Reflex +3 [+1 base, +2 Dex]
Will +4 [+4 base, +0 Wis]

BAB: +3
Melee Attack: +5
Longsword: Attack Bonus +6, 1d8+2 Dmg, 19-20 x2

Ranged Attack: +5
Spear (Thrown): Attack Bonus +5, 1d8+2 Dmg, x3

Skills:
Diplomacy +13 (7 cross class ranks, +3 cha, +3 skill focus)
Handle Animal +12 (7 ranks, +3 cha, +2 synergy from Ride)
Ride +11 (7 ranks, +2 dex, +2 synergy from Handle Animal)
Sense Motive +7 (7 ranks, +0 wisdom)
Spot +7 (7 ranks, +0 wisdom)

Feats:
Mounted Combat, Ride-By Attack, Spirited Charge

Languages
Common

Equipment:
MW Full Plate (1,650), MW Longsword (315), Large Darkwood Shield (1,257), Chain Shirt Barding (400), Heavy Warhorse, 5 spears, Battle Standard (White horse on green, can cast Bless 3/day)(1,200), 250 gp.
 
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Oxana

Female Half-celestial elven Bard2


Size: Medium
Type: Outsider
Speed: 30 ft.
Flying speed: 60 ft.
AL: NG
Deity: Corinale, Lady of Beauty, the Singer, The Bringer of Joy
Hair: Silver
Eyes: Light blue
Skin: Golden
LA: +4


STR: 12 (+1) [0pts]
DEX: 18 (+4) [6pts]
CON: 16 (+3) [6pts]
INT: 16 (+3) [6pts]
WIS: 12 (+1) [0pts]
CHA: 20 (+5) [10pts]


HP: 16 (2d6 + 6con)


AC: 20 (10 + 4dex + 4armor + 1natural armor + 1ring of protection) / 15 / 16


Saves:
FORT: +5 (0base + 3con + 2Cloak of Resistance)
REF: +9 (3base + 4dex + 2Cloak of Resistance)
WILL: +6 (3base + 1wis + 2Cloak of Resistance)


Init: +4 (+4dex)


Base attack bonus: +1


Special Qualities:
Race (elf):
Immunity to sleep and effects
+2 saving throw against enchantments spells or effects
Low-Light vision
+2 bonus on Listen, Search and Spot
Template (half-celestial):
Darkvision out to 60 ft
Immunity to disease
Resistance to acid 10, cold 10, electricity 10
Damage Reduction 5/magic
Spell resistance equal to HD+10 (max 35)
+4 fortitude save against poison


Attacks:
MW Katar: +3 (1base + 1str + 1MW), 1d4+1 damage, Threat 20/x3
MW Composite Longbow (str +1): +6 (1base + 4dex + 1MW), 1d8+1 damage, Threat 20/x3, Range 110 ft.


Special Abilities:
Dayllight: Can use the Daylight effect (as the spell) at will
Smite Evil: Once per day can use a normal melee attack to deal extra damage equal to its HD (max +20) against evil foes


Spell-Like abilities:
Caster Level 2
Save DC 15
Protection from Evil 3/day
Bless 1/day


Spells:
Spells per day: 3/1
DC: 10 + spell level + cha
0: Ghost Sound, Lullaby, Mage Hand, Message, Prestidigitation
1: Alarm, Ventriloquism


Skills:
Skill points: 78
Max Rank: 5
Appraise: 8 (5ranks + 3int)
Bluff: 10 (5ranks + 5cha)
Concentration: 8 (5ranks + 3con)
Decipher Script: 8 (5ranks + 3int)
Diplomacy: 12 (5ranks + 5cha + 2synergy)
Gather Information: 10 (5ranks + 5cha)
Knowledge (arcana): 8 (5ranks + 3int)
Knowledge (history): 8 (5ranks + 3int)
Knowledge (the planes): 8 (5ranks + 3int)
Listen: 8 (5ranks + 1wis + 2racial)
Perform (singing): 13 (5ranks + 5cha +3skill focus)
Sense Motive: 6 (5ranks + 1wis)
Sleight of hand: 11 (5ranks + 4dex + 2synergy)
Spellcraft: 10 (5ranks + 3int + 2synergy(+2synergy, scrolls))
Use Magic Devise: 10 (5ranks + 5cha(+2synergy, scrolls))


Feats:
(lvl 1) - Skill focus (Perform (Singing))


Class features:
Level 1: Bardic Music, bardic knowledge, countersong, fascinate, inspire courage +1


Proficiencies:
Weapon proficiency with longsword, rapier, longbow, shortbow, sap, shortsword, whip
Single and Martial weapons
Light armor
Shields (Not tower shields)


Languages:
Common
Elven
Sylvan
Draconic
Celestial (1 skill point)
Abyssal (1 skill point)
Infernal (1 skill point)


Equipment:
Bedroll [1sp]
Waterskin [1gp]
8 days Trail Rations [4gp]
Outfit [3gp]
Masterwork Katar[302gp]
Masterwork Composite Longbow (str +1) [500gp]
Chain Shirt [250]
Bag of Holding type 1 [2500gp]
Ring of Protection +1 [4000gp]
Cloak of Resistance +2 [2000gp]
Wand of Cure Light Wounds (50 charges) [750gp]
Wand of Magic Missile (1st) [750gp]

1940 gp


Personlaity:
Oxana is a loving and nurturing spirit. Her happy and positive personlaity always seems to cheer up the ones around her. She cares for her friends and she is willing to do almost anything for the ones she cares about. Oxana never liked battle and conflicts, but living in the world she does, the ability to be able to defend herself is vital. Although she has spent much time practicing the art of the bow and the use of the Katar. She will also use her innate abilities and spells to confuse and disorient her enemies, if possible.


Background:
Oxana was born in the Realm of Glory. She lived with her mother, a high ranking agent of The Lady of Beauty, Corinale. Oxanas never knew her father. He lived in the Mortal Realm, a place that Oxana was forbidden to venture into. Her childhood was rather uneventfull, untill one day during her tenth year. Her friends discovered that Oxana got the most beautiful voice, and that she knew how to use it well. The word spread fast and soon reached the ears of Du'mora, a skilled Bard. Du'more spoke with Oxanas mother and together they decided that Oxana was going to learn from Du'mora the way of the bard. Oxana was a quick learner and she soon knew how to use her voice to affect people in way she never thought possible. However, her tutelage was cut short the day her mother did not return from an errand on the Mortal Realm. Fearing the worst Oxana convinced Du'mora to be allowed to go look for her mother. Du'mora gave in and let Oxana leave the Realm of Glory to look for her mother. Although she was full of doubts Du'mora knew that Oxana would be able to take care of her self. Oxana found her mother on The Sunrise Isles shortly after arriving on the Mortal Realm, but her mother was transformed. She was no longer the happy and good-spirited woman she used to be, that woman was gone. Instead Oxana met an angry and bitter woman. The light in her eyes was gone, and her naturally positive nature was subdued. However, she did not want to tell Oxana what had transpired while she was on the Mortal Realm. As a result, together with the fact that she fell in love with the Realm, Oxana set out to find out what had happened to her mother.
 
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Aidan Re'Trayl

Aidan Re’Trayl
Male Human
Cleric 6 level 15,000 exp.
Alignment: Lawful Good
Height: 5’9”
Weight: 165 lbs
Hair: Medium length dark brown, somewhat shaggy
Eyes: Blue
Age: 19
Patron Deity: Aeos
Domains: Sun and Healing
Land of Origin: Araestos

Str: 14 (+2) [6 points]
Dex: 10 (+0) [0 points]
Con: 14 (+2) [6 points]
Int: 12 (+1) [4 points]
Wis: 15 (+2) [6 points] [+1 Bonus at 4th Level]
Cha: 12 (+1) [4 points]

Class and Racial Abilities:
Bonus Feat and skill points (Human), Proficient with all simple weapons, all armor, and all shields except tower. Turn Undead. Cast divine spells.

Hit Dice: 6d8+12
HP: 42
AC: 20 (10 base, +7 for Banded Armor, +2 for shield, +1 for Amulet of Natural Armor)
Flat Footed: 20
Touch: 10
Init: +0
Speed: 30ft base 20ft in armor
Armor Check Penalty: -6
Arcane Spell Failure: 40%

Saves:
Fortitude +7 [+5 base, +2 Con.]
Reflex +2 [+2 base, +0 Dex.]
Will +7 [+5 base, +2 Wis.]

BAB: +4

Melee Attack: +6

+1 Heavy Mace +8 1d8+3 x2



Ranged Attack: +4

MW Heavy Crossbow +5 1d10 19-20 x2 120ft range increment [20 bolts]

Feats: Combat Casting, Extra Turning, Scribe Scroll, Weapon Focus (Heavy Mace)


Skills:

Cleric 2x4(1st level)+2x5 (levels 2nd-6th) (+9 Human)(+9 Int.)=36

Concentration +11 (9 ranks +2 CON)
Diplomacy +5 (4 ranks +1 CHA)
Heal +11 (9 ranks +2 WIS)
Knowledge(religion) +10 (9 ranks +1 INT)
Spellcraft +6 (5 ranks +1 INT)

Languages
Common, Celestial

Equipment:
+1 Heavy Mace (2,312), MW Heavy Crossbow (350), 20 bolts (2), +1 Banded Armor (1,400), Mithral Heavy Shield (1,020), 2 Wands of Cure Light Wounds [50/50] (1,500), Bag of Holding I (2,500), Amulet of Natural Armor +1 (2,000), Bedroll (1sp), 5 Candles (5cp), 2 Vials of Ink (16), Inkpen (1sp), Small Steel Mirror (10), 40 Sheets of Paper (16), 4 Days of Trail Rations (2), Belt Pouch (1), 50 ft Silk Rope (10), Sealing Wax (1), Signet Ring (5), 2 lbs Soap (1), 2 Waterskins (2), Everburning Torch (110), Silver Holy Symbol [Sun in Glory] (25), 2 Healer’s Kits (100), Cleric Vestments (5), 4 Traveler’s Outfits (4), 2 Courtier’s Outfits (60)

Cash: 1,567 gp, 7 sp, 5 cp

Spells Per Day:

0-Level 5
1-Level 4+1
2-Level 4+1
3-Level 2+1

Normal Memorized Spells:

0-Level: Light, Purify Food and Drink, Detect Magic, Create Water, Read Magic

1-Level: Divine Favor, Bless, Shield of Faith, Summon Monster I, Endure Elements (Domain)

2-Level: Bull’s Strength, Aid, Silence, Shatter, Heat Metal (Domain)

3-Level: Create Food and Water, Daylight, Searing Light (Domain)

Domain Features:

Sun: Can perform greater turning once per day in place of regular turning

Healing: Healing spells cast at +1 caster level
~~~~~~~~~~~~~~~~~~~~~~~

Appearance: Aidan is of about average height, with a fairly lean but muscular build. While this build would indicate strength and agility, in truth Aidan is a bit clumsy. So while he is fairly strong, he’ll trip over his own feet on occasion. He has kind of shaggy brown hair and deep blue eyes that combined with a youthful face makes him at least above average in attractiveness if not exactly a perfect physical specimen. While on his journey, he normally wears subdued traveler’s clothes, though he has a few outfits to wear when dealing with nobility. As a cleric of Aeos he also has his cleric vestments for official ceremonies and the like. As part of his armor, there is a less ornate blue and gold vestment that he wars over the protective gear. He wears his crossbow at his left hip and the mace from his right and usually has his Bag of Holding strapped to his back like a backpack.

Personality: In most social interactions, Aidan is very shy, especially when dealing with attractive females. He has firm set ideas about how to treat women that often seem archaic. Despite being quiet, Aidan has very firm convictions about his faith and about right and wrong in general. He has a very black and white view of morality and in questions of ethics or religion can get surprisingly forceful. Even so, he is a nice enough young man once one can actually get past his shy exterior.

Background: Born into a minor noble family in the hill land of Araestos, Aidan grew up in a life of luxury. His parents made a good trade in farmland, and combined with a long family history were in very good standing among the lesser noble houses of the land. Unfortunately, he was also the second scion of the line and his inheritance would be small. Being devout followers of Aeos, Aidan’s parents had him entered into a monastery for the god at the young age of 12. Aidan excelled as a young cleric, proving intelligent, wise, and strong. His connection with Aeos was strong as evidenced by his mastery of divine spellcasting and he was always the top mace fighter in his class. Even still, his relationship with his supportive family never flagged, as they visited one another often. Finally, upon his 19th birthday, Aidan was commissioned to go out in the world on a pilgrimage for several years. He would spread the word of Aeos, and fight evil in his name, and show mercy on the sick with healing, the weak with protection, and the poor with sustenance. Since that time, Aidan has been traveling the Seven Realms doing the work of his god.
 

The Seven Realms

The Seven Realms – Overview

The Seven Realms is a term that generally refers to the seven different nations that share the continent of Delathen. The term refers to Kythraen, Mordwyr, Al-Kar, Araestos, Shadowen, Nordheim, and the Sunrise Isles (Selathaen). These Realms have been in existence, under diverse names, and with ever-shifting borders and states of government, for more than a thousand years.

Kythraen is the first of the twin kingdoms, born in the travail of the Kin-Strife War. It is a place of high mountains, deep forests, lush farmlands, where all the Five Races live in relative harmony. The Elven Queen Tailennara rules from Whiteheart with a light hand, her rule strengthened by the Lord Protector Kalvedin, who commands the armies of the land.

Mordwyr is the second of the twins, a hard land, where a score of kings hold their own counsel in castles of stone, all answering, when they must, to the High King Caldor, whose hatred of all things Elven is inherited from a long line of High Kings before him. His citadel is Caer Mord, one of the greatest fortresses of the Known World.

Al_Kar is a land of contrasts, of shining cities, nomadic herdsmen, lush river valleys and dry grasslands. Each city is named for a tribal king from days long past, and the greatest city of the land is Turik, where all the sheiks and sultans meet each year to decide their policy. Al Kar is famed for it’s horses, it’s feuds, and for it’s mystic Blademasters, said by some to be the finest swordsmen in the world.

Araestos the southernmost of the Realms, ancient seat of a fallen empire, land of trade, and intrigue. Hills and fertile valleys have all seen their share of blood spilled. Great houses clash, city-states struggling for preeminence. The largest of the cities is the former imperial capitol, Araes itself, yet in these fallen days it is little more then one among many. Araestan traders, assassins, and sailors are all equally notorious, and ubiquitous, in the Seven Realms.

Shadowen is justly named, a land where the Shadow is strongest. Darkness rules this land, from great citadels thrust up like erupting wounds upon the land. All the Dark Races thrive in this place of evil, and always it’s fell influence seeps out into the lands surrounding. Great rents in the earth spew smoke into the air, legacy of the Apocalypse itself. A place of dark malice, it’s greatest citadel is Karak Vordun, the Tower of Mourning.

Nordheim is a land of barbaric splendor. High mountain peaks, crashing waterfalls, deep fjords, all teeming with game, and beasts to bring joy to a warriors heart. There is no ruler here, instead a hundred kings and jarls constantly feud, argue, and brawl. Yet as more then one invader has found to his cost, the Northmen will brook no invasion lightly, and have united several times in the past to sweep down upon a southern foe with grim efficiency, and brutal power.

The Sunrise Isles are the last home of the Elves, those who have chosen not to live among Men. They are zealously guarded, both physically and magically. Islands of deep, sunny glades, softly green hills, and mists. It is ruled by the Elven Council, which meets in the White Spire, atop the highest mountain of the largest island. The gleaming spire can be seen far out into the ocean. Only one port is open to the ships of other lands, and Trademeet is one of the largest trade centers of the Known World.
 

A Brief Cosmology

Delathen's planar arrangement isn't quite the same as the standard DnD treatment.

First, the Mortal Realm, which would equate to the Prime Material Plane. The Ethereal coexists with the Mortal Realm, and is otherwise much like the "classic" DnD treatment of that plane of existence, however all the Realms have their own version of the Ethereal plane, as the Ethereal plane is merely a reflection of the real.

The Higher Realms include the Realm of Elemental Fury, the Realm of Spirits, and the Realm of Glory.

The Lower Realms consist of the Realm of Shadow, the Realm of the Infernal, and the Realm of the Damned.

The Astral connects all Seven Realms of Existence (another reason for the name, btw) and coexists with and overlays all.
 

Deities of the Seven Realms

The Greater Pantheon

Vanar, King of the Gods, the Hammer of Foes, Lord of Storm and Forge, Dragonsbane
Divine Rank: 19 (Greater God)
Worshippers: Fighters, Barbarians, Dwarves, Rulers, Smiths
Align: Chaotic Good (NG/CG/CN)
Symbol: Crossed hammer and lightning bolt
Domains: Weather, Artifice, Strength, Chaos, War
Favored Weapon: Warhammer
Dogma: Build and prepare, fight for what is right, freedom is the way to holiness

Mahana, Queen of the Gods, Lady of the Moon, the Healer, the Gentle Goddess
Divine Rank: 16 (Greater Goddess)
Worshippers: Women, Farmers, Philosophers, Halflings
Align: Lawful Good (LN/LG/NG)
Symbol: Moon over sheaves of grain
Domains: Community, Good, Protection, Healing, Creation
Favored Weapon: Quarterstaff
Dogma: Grow in peace, bring healing to the stricken, stand between the evil and those it would harm.

Aeos, Lord of the Sun, Lightbringer, Deathsbane.
Divine Rank: 18 (Greater God)
Worshippers: Paladins, Monks, Rulers
Align: Lawful Good (LN/LG/NG)
Symbol: Sun in Glory, or Face in Sun.
Domains: Sun, Healing, Glory, Law
Favored Weapon: Heavy Mace
Dogma: Much is gained through the organized good works of the righteous. Follow the path of light and truth. Suffer no undead thing to walk the land.

Liva, Lady of Life, The First Walker, Green Mistress
Divine Rank 17 (Greater Goddess)
Worshippers: Druids, any who revere life or nature, Elves
Align: Neutral (LN/NG/N/NE/CN)
Symbol: Ash Tree
Domains: Plants, Animals, Creation, Earth
Favored Weapon: Sickle
Dogma: Life is to be treasured, nurtured, and celebrated. Be one with the life around you. Balance is the key of life.

Kythros, Lord of the Wild, the Second Walker, Old Wolf
Divine Rank 17 (Greater God)
Worshippers: Druids, Rangers, Elves
Align: Neutral (LN/NG/N/NE/CN)
Symbol: Wolf’s Head
Domains: Animals, Travel, Protection, Strength
Favored Weapon: Longbow
Dogma: Hunt when you must. Protect those you can. Move on when the mood strikes you.

Malathar, Lord of the Dead, the Great Judge, the Fate Speaker
Divine Rank 18 (Greater God)
Worshippers: Monks, Judges, Lawyers
Align: LN (LE/LN/LG)
Symbol Scythe and Judge’s gavel
Domains: Death, Law, Luck, Community
Favored Weapon: Scythe
Dogma: Death is simply the gateway to eternity. All of existence is defined by order and law. Live in your place, by the precepts of order, and all will be well, in the end.

Talmorne, Lord of Tyranny, the Father of Evil, the Great Enslaver
Divine Rank 18 (Greater God)
Worshippers: Evil Monks, Evil Wizards, Goblinkind
Align: Lawful Evil (LE/LN/NE)
Symbol: Whip and Shackles
Domains: Law, Evil, Death, Knowledge
Favored Weapon: Whip
Dogma: Rule if you can. Serve well if you must. The weak must be made to serve the strong.

Bor-Gala, Lady of the Night, Mother of Undeath, the Queen of Corruption
Divine Rank 16 (Greater Goddess)
Worshippers: Evil Sorcerors, Undead, Drow, numerous other “evil variant” races
Align: Chaotic Evil (CN/CE/NE)
Symbol: Lioness, Lady in Shadow
Domains: Chaos, Evil, Charm, Darkness
Favored Weapon: Shortsword
Dogma: Take what you will. Destroy any who restrain you. Pleasure is all.

The Middle Pantheon

Delos, Lord of Knowledge, Father of Scholars, the Great Scribe
Divine Rank 14 (Intermediate God)
Worshippers: Wizards, Sages, Gnomes
Align: Neutral (LN/N/NG/NE/CN)
Symbol: Open Tome
Domains: Knowledge, Magic, Travel
Favored Weapon: Quarterstaff
Dogma: Learn all you can. Seek out knowledge. Magic is the highest form of knowledge, but not the only one.

Konar, Lord of War, Father of Battle, the Red God
Divine Rank 14 (Intermediate God)
Worshippers: Fighters, Barbarians, warriors of all kinds
Align: Chaotic Neutral (N/CG/CN/CE)
Symbol: Bloody Axe
Domains: War, Chaos, Strength
Favored Weapon: Battleaxe
Dogma: Life is war. War is life. Live life, and wage war. The blood of an enemy is sweet.

Narra, Lady of Rivers, the Huntress, the Unicorn Friend
Divine Rank 13 (Intermediate Goddess)
Worshippers: Rangers, Elves
Align: Chaotic Good (NG/CG/CN)
Symbol: Silver bow
Domains: Animals, Water, Travel
Favored Weapon: Longbow
Dogma: Animals are gifts, as are the fish of rivers. Harvest these gifts, and cherish them, to nurture yourself and your kin.

Zol-Arak, Lord of Destruction, the Dragon, the Defiler
Divine Rank 14 (Intermediate God)
Worshippers: Evil Dragons, Fighters, Barbarians
Align: Chaotic Evil (NE/CE/CN)
Symbol: Dragon’s Head, Triple Lightnng Bolts
Domains: Chaos, Evil, Destruction
Favored Weapon: Heavy Flail
Dogma: Destroy what stands between you and what you seek. Have no mercy. Kindness is the worst and most pathetic sort of weakness.

Corinale, Lady of Beauty, the Singer, The Bringer of Joy
Divine Rank 12 (Intermediate Goddess)
Worshippers: Bards, Artists, Gnomes, Craftsmen
Align: Chaotic Good (NG/CG/CN)
Symbol: Dancing Woman, Lyre
Domains: Charm, Joy, Artifice
Favored Weapon: Rapier
Dogma: Create Beauty, spread Joy, inspire those who need a touch of grace within their lives.
 

Kaltesis Ghoulbane Male Human Ranger 2 / Paladin 3 / Cleric 1

Kaltesis Ghoulbane
Male Human
Ranger 2 / Paladin 3 / Cleric 1 15,000 exp.
Alignment: Lawful Good
Height: 5’10”
Weight: 170 lbs
Hair: Shoulder lenght black
Eyes: gray
Age: 22
Patron Deity: Aeos
Land of Origin: Araestos

Str: 14 (+2) [6 points]
Dex: 12 (+1) [4 points]
Con: 12 (+1) [4 points]
Int: 10 (+0) [2 points]
Wis: 14 (+2) [6 points]
Cha: 17 (+3) [6 points, +1 level 4, +2 enhancement]

Class and Racial Abilities:
Ranger abilities
1st favored enemy : undead
Track,
Wild Empathy (Ex): +2 handle animal synergy. A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Paladin
Proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Cleric
Turn undead (+2 turn checks knowledge undead synergy), spells


Hit Dice: 2d8 + 3d10 +1d8 +6
HP: 48
AC: 18 (10 base, +1 dex, +6 mithral chain shirt +2)
Flat Footed: 17
Touch: 11
Init: +0
Speed: 30ft base
Armor Check Penalty:0
Arcane Spell Failure: 10%

Saves:
Fortitude +12 [+8 base, +1 Con, +3Divine Grace]
Reflex +8[+4 base, +1 Dex, +3 Divine Grace]
Will +8[+3 base, +2 Wis., +3Divine Grace]

BAB: +5 or +3/+3 (2 handed, with offhand weapon smaller)

Melee Attack:
(usually right hand: longsword, left: handaxe)

Right hand (main hand)
Longsword +5 to hit, 1d8+2 damage 19–20/x2 — 4 lb. Slashing
Flail +5 to hit, 1d8+2 damage x2 — 5 lb. Bludgeoning (Spare weapon)
Sword short +5 to hit, 1d6+2 damage 19–20/x2 — 2 lb. Piercing (Spare weapon)
Axe, throwing +5 to hit, 1d6+2 damage x2 10 ft. 2 lb. Slashing (Spare weapon)

Left hand (offhand)
Handaxe +5 to hit 1d6+1 damage x3 — 3 lb. Slashing
Hammer, light +5 to hit 1d4+1 damage x2 20 ft. 2 lb. Bludgeoning (Spare weapon)
Sword short +5 to hit 1d6+1 damage 19–20/x2 — 2 lb. Piercing (Spare weapon)
Axe, throwing +5 to hit 1d6+1 damage x2 10 ft. 2 lb. Slashing (Spare weapon)

[to hit : +5 base (or +3 if 2 weapon fighting ) +2 strenght (+1 offhand); damage base, +2 strenght (+1 offhand)]

Ranged Attack:
Longbow, composite +2 strenght: +8 to hit 1d8+2 damage x3 110 ft. Piercing
2 throwing axes +8 to hit, 1d6+2 damage x2 10 ft. Slashing

"Spells:
domain:
Sun: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
healing: Granted Power: You cast healing spells at +1 caster level."
0/1: 3/3 [3/2 base, 0/+1 wis]
0: create water, detect magic, detect poison
1: Endure Elements (domain), magic weapon, protection from evil

Feats:
Nemesis (BoED) (human feat): 1d6 to all attack damage against your favored enemy, and can detect them in a 60' radius without error
Nimbus of Light (BoED) (level 1 feat) +2 to all diplomacy and sense motive checks against good people
Holy Radiance (BoED) (level 3 feat) every round, undead within 10' of you take 1d4 damage.
Exalted Turning (BoED) (level 6 feat) everything you turn also takes 3d6 damage

Track (ranger 1)
2 weapon fighting (ranger level 2)

Skills:
Ranger 6x4 (ranger 1st level)+6 (ranger level 2) +2*3 (paladin levels 1-3) +2 cleric +9 (human)= 47

Concentration
Craft
Diplomacy –Paladin, cleric (Cha) : +10 [5 ranks , +2 sence motive synergy, +3 cha] note: +2 with good people (nimbus of light)
Handle Animal –Paladin, ranger (Cha) : +8 [5 ranks +3 cha]
Heal –Paladin, ranger, cleric (Wis) : +3 [1 ranks +2 wis]
Knowledge -ranger (nature) (Int) : +7 [5 ranks, +2 survival synergy]
Knowledge-Paladin, cleric (religion) (Int) : +5 [5 rank]
Knowledge (dongeoneering) (Int) : +5 [5 rank]
Listen -ranger (Wis) : +7 [+5 ranks, +2 wis]
Ride –Paladin, ranger (Dex) : +4 [1 ranks, +1 dex, +2 handle animal synergy]
Sense Motive –Paladin (Wis) : +7 [5 rank, +2 wis] note: +2 with good people (nimbus of light)
Spot - ranger (Wis) +7 [+5 ranks +2 wis]
Survival - ranger (Wis) : +9 [5 ranks, +2 knowledge nature synergy (aboveground environement), +2 knowlegde dongeneering synergy (underground) +2 wis]

Languages
Common, Celestial

Equipment:

+2 mithral chain shirt, 20 pounds, 5250 gp
Bag of Holding type 1 [2500gp]
Amulet of charisma +2, (as cloak of charisma), 4000



Hammer, light 1 gp 1d3 1d4 x2 20 ft. 2 lb. Bludgeoning (Spare weapon)
Handaxe 6 gp 1d4 1d6 x3 — 3 lb. Slashing (Spare weapon)
Sword short 10 gp 1d4 1d6 19–20/x2 — 2 lb. Piercing (Spare weapon)
Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon)
Longsword 15 gp 1d6 1d8 19–20/x2 — 4 lb. Slashing
Flail 8 gp 1d6 1d8 x2 — 5 lb. Bludgeoning (Spare weapon)
Sword short 10 gp 1d4 1d6 19–20/x2 — 2 lb. Piercing (Spare weapon)
Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon)
Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon)
Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing (Spare weapon)

Longbow, composite +2 strenght 100 gp 1d6 1d8 x3 110 ft. 3 lb. Piercing
60 Arrows (3gp),

Bedroll (1sp)
10 Candles (10cp),
1 Vials of Ink (8)
Inkpen (1sp)
Small Steel Mirror (10)
10 Sheets of Paper (4gp),
Belt Pouch (1gp)
Sealing Wax (1)
2 lbs Soap (1)
Silver Holy Symbol [Sun in Glory] (25)
1 Healer’s Kits (50)
1 Traveler’s Outfits (1)
Backpack (2gp)
Belt Pouch x2 (2gp)
Silk Rope (10gp)
Grappling Hook (1gp)
Flint and Steel (1sp)
Courtiers Outfit /w jewelry (80gp)
Tindertwigs x10 (10gp)
Alchemist’s fire x5 (100gp)
5 Sunrods (10 gp
Small tent (10gp)
Winter Blanket (3sp).
2 waterskins 2gp
2 Weeks Rations (6gp),

gold
538,3

History :
Kaltesis was an orphan. As a child, he was left on the doorstep of an old couple in [insert appropriate region] that raised him. They thought him the way of the forest, and he learned to become a ranger.

However, he knew that this was not his calling, and after his two adoptive parents were killed by [insert appropriate undead], he set out to find his path. Afer some adventuring involving destroying undead, he found himself almost dying, roming the wilderness, and had a vision of Aeos, Lord of the Sun. He found a church of Aos, and trained to become a holy warrior of the Lightbringer.

Personality :
Kaltesis hates undead and wishes to rid the world of them. He is always ready to destroy undead, as he knows the perversions of nature can attack at anytime. Therefore, he always sleeps with his armor on (light armor, no penalty) and his weapons are always ready.

He is very frank and direct with his values, and doesn't tolerate tyranny. However, Kaltesis is a friendly warrior, who is ready to die for those that serve the gods of light and virtue.
 
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Aaldar Taluven

Aaldar Taluven
Conjuror 6th level 15,000 xp
Alignment: Neutral Good
Height: 5'11"
Weight: 224
Hair: Dirty Blonde, uncombed bed-head look
Eyes: Hazel.
Age: 29
Patron Deity: Karn, Lord of Nature and Protection
Land of Origin: Kythraen

Str: 8 (-1) [0 points]
Dex: 12 (+1) [4 points]
Con: 14 (+2) [6 points]
Int: 19 (+4) [16 points] [+1 4th level]
Wis: 10 (0) [2 points]
Cha: 8 (-1) [0 points]

Class and Racial Abilities:
Bonus Feat and skillpoints (Human), Proficient with club, dagger, heavy crossbow, light crossbow, and quarterstaff, Arcane Spellcasting, Summoned Weasal familiar (see below), Scribe Scroll as bonus feat, bonus item creation feat at 5th level, conjuration specialization grants one extra conjuration spell per level, but prohibited from casting necromancy and enchantment spells.

Hit Dice: 6d4+12
HP: 29
AC: 11 [+1 Dex.]
AC with Luminous Armor: 16 [+1 Dex., +5 Luminous Armor]
Flat Footed: 10 (15 with Luminous Armor)
Touch: 11
Initiative: +5 [+1 Dex] [+4 Improved Initiative]
Speed: 30'
Armor Check Penalty: 0
Arcane Spell Failure: 0

Saves:
Fortitude: +4 [+2 Base] [+2 Con.]
Reflex: +3 [+2 Base] [+1 Dex.]
Will: +5 [+5 Base] (+4 on compulsion based saves due to Vow of Obedience)

BAB: +3

Melee Attack: +2

Quarterstaff +2 1d6-1/1d6-1 x2
Club +2 1d6-1 x2
Dagger +2 1d4-1 19-20 x2

Ranged Attack: +4
Light Crossbow +4 1d8 19-20 x2 80'
Club +4 1d6-1 x2 10'
Dagger +4 1d4-1 19-20 x2 10'

Feats (as of now):
1st Scribe Scroll [Wizard bonus]
1st Spell Focus (Conjuration) [Human]
1st Sacred Vow
3rd Vow of Obedience
5th Craft Wondrous Item [Wizard Bonus]
6th Improved Initiative

Skills:

Wizard 2x4(1st level)+2x5(2nd-6th level)+9(Human)+36(Int.)=63

Appraise cc +4 [0 ranks, +4 Int.]
Balance cc +1 [0 ranks, +1 Dex.]
Climb cc -1 [0 ranks, -1 Str.]
Concentration +11 [9 ranks, +2 Con.]
Craft (Alchemy) +8 [4 ranks, +4 Int.]
Craft (Cooking) +7 [3 ranks, +4 Int.]
Decipher Script +6 [2 ranks, +4 Int.]
Diplomacy cc +1 [0 ranks, -1 Cha., +2 Sacred Vow perfection bonus]
Escape Artist cc +1 [0 ranks, +1 Dex.]
Forgery cc +4 [0 ranks, +4 Int.]
Hide cc +1 [0 ranks, +1 Dex.]
Jump cc -1 [0 ranks, -1 Str.]
Knowledge (Arcana) +13 [9 ranks, +4 Int.]
Knowledge (History) +13 [9 ranks, +4 Int.]
Knowledge (Nature) +13 [9 ranks, +4 Int.]
Knowledge (The Planes) +13 [9 ranks, +4 Int.]
Listen cc +0(+2) [0 ranks, 0 Wis., +2 Alertness Feat if Chippy is within 5']
Move Silently cc +1 [0 ranks, +1 Dex.]
Ride cc +1 [0 ranks, +1 Dex.]
Search cc +4 [0 ranks, +4 Int.]
Spellcraft +15 [9 ranks, +4 Int., +2 Synergy bonus from Know (Arcana)]
Spot cc +0(+2) [0 ranks, 0 Wis., +2 Alertness feat if Chippy is within 5')
Survival cc +0(+2) [0 ranks, 0 Wis., +2 Synergy bonus due to Know (Nature)
and Know (The Planes)]
Swim cc -1 [0 ranks, -1 Str]
Tumble cc +1 [0 ranks, +1 Dex.]
Use Rope cc +1 [0 ranks, +1 Dex.]

Languages:
Common, Celestial, Draconic, Terran, Auran

Equipment:
2 Monk's outfits (5 gp) [1 worn and 1 in saddlebags, 0 lbs. on body and 2 lbs. in saddlebags], Silver Holy Symbol (25 gp) [Neck, 1 lb.], Backpack (2 gp) [back, 3 lbs.], Bandolier (50 gp) [Chest, 1 lb.], Spellbook (free) [backpack, 3 lbs.], Blank Spellbook (15 gp) [saddlebags, 3 lbs.], 3 Spell Component Pouches (15 gp) [1 on belt and 2 in saddlebags, 2lbs. on person and 4 lbs in saddlebags], Bedroll (1 sp) [saddlebags, 5 lbs.], Winter Blanket (5 sp) [saddlebags, 3 lbs.], 5 candles (5 cp) [saddlebags, 0 lbs.], 5 Scroll Cases (5 gp) [saddlebags, 2.5 lbs.], 2 oz. of Ink (16 gp) [backpack, 0 lbs.], 2 inkpens (2 sp) [backpack, 0 lbs.], 20 Sheets of Paper (8 gp) [backpack, 1 lb.], Remains of The Protector's of Karn (free) [pocket, 0 lbs.], 10 Rations (5 gp) [saddlebags, 10 lbs.], Waterskin (1 gp) [saddlebags, 4 lbs.], Iron Pot (5 sp) [saddlebags, 10 lbs.], 50' of Silk Rope (10 gp) [saddlebags, 5lbs.], 2 bit and bridles (4 gp) [1 on Eist and 1 on Aefie], 10 days of feed (5 sp) [Saddlebags, 100 lbs.], Pack Saddle (5 gp) [Eist, 15 lbs.], Riding Saddle (10 gp) [Aefie, 25 lbs.], Saddlebags (4 gp) [Eist, 8 lbs.], Light Crossbow (35 gp) [Left Shoulder, 4 lbs.], 20 Crossbow Bolts (2 gp) [Left Shoulder, 2 lbs.], Club (free) [saddlebags, 3 lbs.], Quarterstaff (free) [Right Hand (walking stick), 4 lbs.], Dagger (2 gp) [belt, 1 lb.], Everburning Hooded Lantern (110 gp) [Left Hand, 2 lbs.], Wand of Protection from Evil (375 gp) [Bandolier, 0 lbs.], Wand of Detect Magic (375 gp) [Pocket, 0 lbs.], Wand of Silent Image (750 gp) [Bandolier, 0 lbs.], Wand of Web (4500 gp) [Bandolier, 0 lbs.], Wand of Invisibility (4500 gp) [Bandolier, 0 lbs.], Scroll of Tongues (375 gp) [Pocket, .5 lbs.]

86 gp, 1 sp, 5 cp [6 gp, 1 sp, 5 cp in pocket; 80 gp in saddlebags]

Total weight on person: 24.5 lbs.
Light Load: 26.5 lbs or less

Spellbook:
0 Level Spells (16 pages):

Resistance, Acid Splash (Conj), Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Menging, Message, Open/Close, Arcane Mark, Prestidigitation.

1st Level Spells (9 pages):

Grease (Conj), Obscuring Mist (Conj), Monster Summoning I (Conj), Magic Missile, Protection from Evil, Enlarge Person, Identify, Comprehend Languages, Disguise Self.

2nd Level Spells (14 pages):

Web (Conj), Summon Monster II (Conj), Ayailla's Radiant Burst, Luminous Armor, Shatter, Rope Trick, Scorching Ray.

3rd Level Spells (21 pages):

Stinking Cloud (Conj), Summon Monster III (Conj), Fireball, Haste, Celestial Aspect, Dispel Magic, Path of the Exalted.


Spells per day:
0 Level: 4+1 Conjuration
1st Level: 4+1 Conjuration
2nd Level: 4+1 Conjuration
3rd Level: 3+1 Conjuration

Normal Memorized Spells:
0 Level: Read Magic, Message, Dancing Lights, Ghost Sound, and Acid Splash (Conj).
1st Level: Obscuring Mist, Comprehend Languages, Magic Missile, Enlarge Person, and Grease (Conj).
2nd Level: Luminous Armor, Ayailla's Radiant Burst, Shatter, Rope Trick, and Summon Monster II (Conj).
3rd Level: Fireball, Haste, Dispel Magic, and Stinking Cloud (Conj).

Appearance:
Aaldar is an odd looking man. He is of average height, but is a bit overweight. Most of Aaldar's weight resides in his large belly, which makes his spindly legs and skinny arms look even more lean. Upon seeing Aaldar it is immediatley apparent he does not worry about his appearance. His hair is dirty blonde (most likely literally) and his hair always looks as if he just rolled out of bed. He usually wears his hair quite long until his hair starts to get in the way of his studies at which point he cuts all of his hair off. Aaldar can't remember the last time he shaved and has a long, scraggly beard and unkempt moustache. Aaldar enjoys chewing tobacco which has not been very good for his teeth. He is missing several teeth and his remaining teeth are very yellow. Aaldar wears very simple clothes that are more utilitarian than fashionable. He does wear a holy symbol of Delos at all times.
Aaldar appears much older than his 29 years as his skin is weather beaten and wrinkled.

Personality:
Aaldar is viewed by many as aloof and unfriendly, but this is a misperception on the part of others. Aaldar's mind constantly wanders from his current task as he ponders ways to expand his knowledge. When his mind wanders, he can sometimes be difficult to bring to the present, hence his label as aloof and unfriendly. Aaldar is actually quite friendly and makes friends quickly (friends can be a great source of knowledge). He is quite adept and maintaining his concentration when he's performing a mental exercise of some sort. Aaldar's main hobby outside of mental enlightenment is cooking. He is known to make great meals and always prepares generous portions. In addition to finishing all his meals, Aaldar also "tests" the food as he's preparing it which helps explain his rotund stomach. Aaldar does not drink as he finds it alters his thinking, but he does enjoy chewing tobacco every waking hour of every day. He is not very socially adept and has a difficult time understanding humor as he takes what is said very literally.

Background:
Aaldar was the third and final son born to Thev and Isha Taluven. The Taluvens farmed a small plot of land about a mile outside of the town of Kismae. The grew enough to feed their family and had just enough surplus to barter for most of their other needs. The Taluvens were not wealthy, but were able to set aside a few coins each month.
Thev and his two eldest sons, Faldief and Veitsat, worked the garden, took care of their pigs and livestock, and went to town to trade from sun up until sundown. Aaldar, on the other hand, being a younger child, wasn't expected to toil and labor to the degree of the other men in the home. He did help in the fields and enjoyed the work, although he wasn't very adept in the fields. He enjoyed the silence and the time to think. Thinking and learning was something Aaldar enjoyed. He also enjoyed helping his mother prepare lunch and dinner after his morning chores were finished. Isha, who favored Aaldar, helped him become a fine cook and spoiled him with an extra morsel or two during preparation of meals. Between lunch and dinner, Aaldar would read. He was a voracious reader, but the Taluvens owned only three books - The History of The Seven Realms , The Protector's of Karn , and Basics of Magick . Each of these books were heavily used, read, and reread by Aaldar. He was especially fond of the book of Karn and dreamt as a youth of being a Sentinel of Karn, helping to protect nature and what is good. His history text started him on his lifelong passion for history and the magickal tome led to his first forays into arcane lore. From this book, her first learned how to create light out of nothing.
This first magick spell, learned at age 12, ledThev and Isha to seek more specialized schooling for Aaldar. They spent the vast majority of their savings to send him to the Boumere Academy in Bissek. Aaldar excelled at his studies, quickly becoming one of the top in his class in History, Language Arts, Magical Studies, and Studies of the Seven Realms of Existence. He also dabbled in alchemy, but lacked the natural talent to excel, still he was an above average student. His only real troubles were math, and fitting in. It was obvious Aaldar was different than the other students. In addition to getting his spell book earlier than the others, he was also filling it more quickly with useful spells. But intelligence wasn't the only thing that set him apart - Aaldar was also teased for being a "soil boy". Even his masters would tease him about his chewing tobacco. He was also kidded about being plump. One warm summer night after being bullied all day, he packed his possessions and headed back to his parent's little home.
The journey home took five days, but thankfully was uneventful, at least until he arrived at the farm. When he arrived home, he saw ashes where his home had been and saw the charred remains of what had been his mother, father, and Faldief, but could not find the remains of Vietsak. Aaldar sobbed for he's not quite sure how long. After grieving, he laid his family's remains to rest and headed to Kismae. Catching his eye, while walking through the ashes that were once his home, he noticed part of the leather cover of The Protector's of Karn was intact. He picked up this last remaining link to his past and decided he would head to Karn's Hollow and devote his life to protecting the good and nature. He continued to Kismae hoping to find out what had happened to his family and possibly reunite with his brother, but there was only confusion in Kismae. No one knew what happened and Vietsak hadn't been seen.
Aaldar's journey to Karn's Hollow was long, but relatively uneventful. He enjoyed the solitude and often lost himself in thought. He thought again about his childhood dreams of becoming a Sentinel of Karn. Upon reaching Karn's Hollow, Aaldar met with the Sentinels of Karn and told them his story, he impressed the Sentinels with his knowledge of Karn and his use of magick. He immediately took a Sacred Vow to work with the Sentinels as an understudy. As he was nearing his the middle of his apprenticeship with the Sentinels, he swore a Vow of Obedience to his master, Ewiel Oahane. Ewiel took Aaldar under his wing and has led him to the brink of completing his apprenticeship and joining the Sentinels of Karn. Aaldar's final task was to deliver some books for Ewiel to his Druid friend Thad Tanier that lived in a grove just to the west of Elam's Cleft.

Heavy Horse (Aefie)
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 50' (10 squares)
Armor Class: 13 (-1 Size, +1 Dex., +3 Natural) Touch 10, Flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof -1 melee (1d6+1)
Full Attack: 2 hooves -1 melee (1d6+1)
Space/Reach: 10 ft./5ft.
Special Attacks: -
Special Qualities: Low-light vision, Scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str. 16, Dex. 13, Con. 15, Int. 2, Wis. 12, Cha. 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate Plains
Organization: Domesticated
Challenge Rating: 1
Advancement: -
Level Adjustment: -
The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. A heavy horse can drag 3,000 pounds.

Mule (Eist)
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Warm plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —
Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.
Combat
A mule’s powerful kick can be dangerous.
Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

Familiar:
Weasel (Chippy)
Tiny Animal
Hit Dice: 6 (14 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 17 (+2 size, +2 Dex, +3 Nat. Armor), touch 14, flat-footed 15
Base Attack/Grapple: +5/–9
Attack: Bite +7 melee (1d3–4)
Full Attack: Bite +7 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3
Feats: Weapon Finesse
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
 
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