Call to the Four Lands

Canaan - History

For Canaan

[sblock]Having been initaited into the elder druid's, you were assigned the task of gathering information/items/monies that are currently being held by various agents/embassay scattered across the four lands. While not a typical assignement, it was made clear to you that is was very important as you would be securing items/moneis/information/etc that needs to be removed to a more secure enviroment.

In order to facilitate this task you have been given a small heavily carved (celtic engravings) rosewood box. The box measures some 8inches in lenght by 6 in width by 5 in depth. The box an obvious top but no obvisous opening or seem. When given to you, the box was keyed to your aura and fingerprint and you open it by tracing the celtic engraving of a tree. It is explained to you that anything placed in the box will be transported to an identical box held by your new superior (Cirrus Oakwand).LIkewise letters and instructions can be placed in the box and sent you and upon their arrival you feel a warming senesation in your right hand.

Taking port from eastmarch you have sailed down the eastern seaborad and around the D'shai empire arriving at the Confederation Port of Brightlaw. There you rested and reprovinnished yourself for the trip up the western seaboard, past the eleven coast where you are set to arrive at the principal port of Westmarch. From there you are to take the great military road eastward until you arrive back in the old Forrest. It is estimated that this journey will take you some 18 to 24 months.[/sblock]
 

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Jaroth Urkas (Character Sheet--subject to change)

Jaroth Urkas, N Male Human Sorc[7]. ElD[3]

http://invisiblecastle.com/find.py?id=679180
STR 10
DEX 13
CON 13
INT 13+1@4th=14
WIS 16
CHA 17+1@8th=18 (+4 cloak) = 22

hitpoints: 40 http://invisiblecastle.com/find.py?id=680583 + http://invisiblecastle.com/find.py?id=684649

Armor Class:

Normal: 11

+ 4 if shield is active (shield bonus)*
+ 6 if greater mage armor is active (armor bonus)*
+ 4 if barkskin is active (natural armor bonus)*
+50% miss chance if greater invisibility is active*

* These enhancements stack

Flat-Footed: -1
Touch: 11 + 4 (if shield is active) + 50% miss chance (if greater invisibility is active)

Initiative: +5

Saves:

Fort: 4 + 1(con) +4 (resist) = 9
Ref: 4 + 1(dex) +4 (resist) = 9
Will: 10 + 3(wis) +4 (resist) = 17

Attacks: BAB: +7, dam: 1d6+1 18-20x2 (masterwork silver scimitar)

Skills: 65 total (+synergies, feats, ability mods and magic items) (My earlier calculation was wrong because I didn't include skill points for being human)

Bluff: 5 (11)
Concentration: 6 (9)
Diplomacy: 5 (17)
Gather Information: 1 (6)
Hide: 0 (6)
Knowledge, Arcana: 10 (12)
Knowledge, History: 5 (10)
Knowledge, Nature: 5 (7)
Listen: 0 (5)
Move Silently: 0 (6)
Search: 5 (7)
Sense Motive: 5 (8)
Spellcraft: 10 (14)
Spot: 0 (5)
Survival: 2 (7)

Languages: Old Tongue, Northern Illum, Dwarven

Feats:

[1] Eschew Materials
[1] Improved Initiative
[3] Negotiator
[6] Skill Focus: Knowledge, History
[9] Extend Spell
Item Familiar (bonus feat)

Special Abilities:

Communication: At 1st level, the Elder Druid can invoke tongues and comprehend languages on himself as the spells of the same name, at will. This is a spell-like ability.

Druid Fire: Once per day per two Elder Druid class levels, as a standard action, the Elder Druid can summon forth a plane of white hot flames similar to a burning hands spell. This attack takes the form of a 40-foot-long semi-circular burst of fire that deals damage equal to 1d6 per Elder Druid class level plus the Elder Druid's Wisdom modifier. Creatures in the area of effect can make a Reflex save (DC 20 + Elder Druid's Wisdom modifer) to take half damage. The fire can affect incorporeal and ethereal creatures, and spell resistance does not apply. This is a supernatural ability.

Sense Magic: At 3rd level, the Elder Druid can detect magic and read magic as the spells of the same name, at will. This is a spell-like ability.


Spells Known: 9/5/4/3/2/1

0-6/day amanuensis, arcane mark, launch item, mage hand, prestidigitation, mending, light, disrupt undead, message [DC 16]; 1st-8/day entangle, ebon eyes, identify, magic missile, shield [DC 17]; 2nd-8/day protection from arrows, detect thoughts, see invisibility, darkvision, barkskin [DC 18]; 3rd-7/day greater mage armor, protection from energy, call lightning [DC 19]; 4th-6/day ice storm, invisibility greater [DC 20]; 5th-4/day commune with nature [DC 20]

Possessions:

Shroud of the Hadeshorn: Jaroth wears a magical cloak given him on initiation into his Order. It grants him a +4 enhancement bonus to charisma, a +4 resistance bonus to saves, a +5 enhancement bonus to move silently and hide checks, and a constant endure elements effect. The Shroud of the Hadeshorn is not unique, but each member of the Order of the Elder Druids wears one. They were initially created as relics of the Order by its founders in a ritual meant to bond the wearer to the Order's timeless call. Each shroud was dipped into the black waters of the magical pool, the Hadeshorn, in the center of the Old Forrest. A ritual was performed that infused the magics of the pool into the shrouds, thereby providing their enhancements, but also their curse. All Elder Druids are bound to return to the Hadeshorn when their final time has come, there to remain for all eternity to provide timeless advice to future generations of Elder Druids, forever robbed of their just rewards in the afterlife. In the Hadeshorn, their souls are tormented as the droning press of time whittles away their sanity. Some become insane and others become terrors to horrific to behold. But should a living Elder Druid ever need the advice of the Ancients, it is to the Hadeshorn that one goes.

Darkrazor: Darkrazor has a "bad boy" complex. It thinks its all tough (hence its chosen name), but it would rather examine rare runes or substances than fight, if it had its druthers. No matter how hard Jaroth tries to convince Darkrazor to embrace its inner nerdiness, Darkrazor's stubborn demeanor won't allow it to. Many a time, Jaroth has been in the middle of a life or death battle when Darkrazor would see something interesting and Jaroth would hear in his head, "pardon me, Jaroth, but what's that over there?"

"What?" Jaroth would think back to Darkrazor nearly failing to dodge a blow.

"That shiny, sparkly thing over there, behind the ogre with the two-handed waraxe--oooo, watch that axe!--Is that alchemical silver?"

Jaroth would roll his eyes, "O be quiet! I'm trying not to bleed on the stone floor. Pay attention!"

Darkrazor is Jaroth's item familiar. Jaroth has invested his life energy into Darkrazor. Darkrazor has increased sapience and the following ability scores: Int: 12, Wis: 12, Cha: 16. It can see and hear in a 60-foot radius as if it were a creature and grants Jaroth the alertness feat. Darkrazor communicates with Jaroth telepathically in a recognizable language out to 120 feet and can speak audibly in Common. It can speak, read, and understand the Old Tongue. Darkrazor may also communicate using basic emotions or feelings. It may try to tell Jaroth of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being carried by Jaroth. Darkrazor has an Ego Score of 7.

He wears a hip satchel with a shoulder strap. In the satchel he carries:

-- 3 flasks of acid,
-- 4 flasks of alchemist's fire,
-- 4 sunrods,
-- 2 tanglefoot bags,
-- 4 thunderstones
-- 3 tindertwigs.

He made these alchemical items using the lore of the old ways, combining the elemental powers of the earth (basically crude science). This is part of the lore he learned among his order. He also wears soft leather boots. He carries a waterskin and his satchel also contains trail rations and flint and steel, several pieces of parchment and ink and quill. He also carries in his satchel some soap, and eating utensils. He also carries a rosewood box.

Brief History:

Jaroth Urkas was orphaned as a toddler. He was too young to remember what had happened exactly. All he remembers is flames and his mother screaming for help. His first real memories are those from his childhood growing up in an Eastland village, raised in a dwarven orphanage. Being human, and tall for his kind to boot, despite the warmth the dwarves gave him, he never truly felt like he belonged there. On his 14th birthday, he struck out on his own, guided by his intuition. Lost and alone in the wilderness, he met a hermit, named Grothe, and became fast friends with him. Life was tough in the wilderness, but Jaroth and Grothe managed. Grothe taught him the secrets of the natural world. Jaroth learned he had a knack for debate and persuasion through argument and logic. But there was always something different about Jaroth. He had the spark of magic. And it soon manifested itself.

During a terrible hail storm, he and Grothe were caught outdoors. Soon they were being pelted with apple sized hailstones. Running for cover, Grothe fell and twisted his ankle. Jaroth came to his rescue, putting his arms above his head to shield off the hailstones, a shimmer appeared in the air just above his head and the hailstones were smashed onto it. Jaroth picked up Grothe and carried him all the way back to their cottage. Grothe was very thankful and supportive of his magical friend thereafter.

Shortly after that incident, Grothe send a message to someone he told Jaroth was "an old friend." Two weeks later, a dark enigmatic man arrived, draped in a billowing black cowled cloak and black robes. "This man is Cirrus Oakwand. Go with him Jaroth. He will teach you more of the natural ways than I could possibly and he will teach you to hone your natural gifts."

Jaroth was skeptical at first, but over the two weeks that Cirrus stayed with them, he learned to like the man. He was kind and very knowledgeable about the old ways and the natural world. He spoke of healing the rifts between the races and safeguarding the old ways for future generations. At the end of the visit, Jaroth went with him. After years of study, Jaroth has become a new member of Cirrus Oakwand's order and has donned his own billowing black cowled cloak and robe.

During that time, Jaroth learned the fine art of diplomacy and negotiation and the deep history of The 4 Lands. "Always be alert for signs of history repeating itself." Cirrus taught him. "For often you can divine the future by knowing the past." Jaroth received training with the scimitar, the weapon of choice for the Order of Elder Druids. And on his initiation, he was given his very own masterfully folded silver scimitar.

As his first mission, Jaroth had to travel to the Old Forrest from the Keep of the Elder Druids far to the south and dip his Scimitar in the waters of the Hadeshorn to awaken it. It was a harrowing journey fraught with peril. Jaroth nearly did not survive. When he arrived at the Hadeshorn, he was plagued by nightmares. Cirrus warned him to sleep at a distance from the Hadeshorn to avoid its ill effects. But even at a distance, it called to him in his slumber. One of the Ancients came to him in dream and revealed a secret. To this day, Jaroth knows not the meaning of the images the Ancient put in his head. Were they past or future?

The following morning, Jaroth dipped his scimitar into the waters of the Hadeshorn. The waters started frothing. They became turbulent and a moaning was on the wind. One of the Horrors was stirring within the waters. Just then, his scimitar was awakened. Jaroth fled the Hadeshorn, but the memory of the Horror rising from the waters of the Hadeshorn is still with him to this day.

His scimitar revealed its name to him, Darkrazor. Jaroth bonded himself to Darkrazor and carries Darkrazor with him.

Jaroth is tall, perhaps 6'3" and leanly built. Not thin. Rather, athletic. He has a short cropped beard and deep blue, penetrating eyes. He wears the weight of his 32 years heavily.
 
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History - Rath

For Rath
[sblock]Anniston Van Aalorn was on a promising carrer path with the Defenders of the Faith due to both his ability and the political influence that could be brought to bear on his behalf by various Borderlords. For over three years he was considered to be an eventual contender for the Preceptorship of the order itself which caused much grumbling and discontent among the knights/patariachs/and prelates of the valley and southern lands. Assigned to escourt a senior prelate to an important meeting, Anniston and Primate Korlon, were ambushed by unknown parties. As the guards fell defending the Primate, Annison successfully won free and fought his way back to the Primates side just before a figure struck from the shadows laying the Primate on death's door. Seeing their prey fallen, the attackers quickly vanished rather than face the warth of a Paladin in fury.

Giving what aid he could to the Primate, Anniston proved unable to save his life, despite calling forth his own healing powers. With the death of the Primate, a huge outcry was raised by Annistons foes within and without of the church. A trial was held but despite obivious biased and manafactured evidece the ecclestacial court ruled that while the Knight Anniston did fail in his charge of protecting the Primate, derelection of duty and malfesance could not be proven beyond reasonable doubt. Having failed his charge, the court further ruled, the Knight Anniston was to be suspended from the order and charged with presenting proof of his innoncece by either proof of divine favor or bringing the indiviudal responsible for the the Primates Death to justice.

Many pressed for the Knight to be forceably released from his vows and remanded to the civil courts for prosectuion but this movement failed. Alone in the world, the Paladin Anniston was left to make his way.[/sblock]
 

If you're willing to allow another, here's a Gray Elf wizard named Aisur Rothlin for you:

Stats:
[sblock]Aisur Rothlin

Grey Elf Wizard(Diviner - Necromancy disallowed) 8, Alignment N


Age: 130

Height: 5'2"

Weight: 130 lbs.

Pale Skin, silvery hair, deep blue eyes, slender build

Alternate #1(fighter disguise): Deeply tanned, medium build, 5'10", black eyes and hair, human fighter - in this form his chain mail looks like plate)
Alternate #2:(minstrel disguise): 5'10", blond hair, starved appearance, human singer

Ability Score Rolls:
http://invisiblecastle.com/find.py?id=680538

Unaltered Starting Ability Scores:
Str: 13, Con: 16, Dex: 16, Wis: 15, Int: 18, Cha: 16

Grey Elf Adjustments:
Str: 11, Con: 14, Dex: 18, Wis: 15, Int: 20, Cha: 16

Level-up Adjustments(+2 at 8th level):
Str: 11, Con: 14, Dex: 18, Wis: 15, Int: 22, Cha: 16

Ability Scores, Current:
Str: 11, Con: 14, Dex: 18, Wis: 15, Int: 22, Cha: 16


Max hp = 48, 70% hp = 34.

HP roll:
http://invisiblecastle.com/find.py?id=680549

HP: 42


Misc. Race Effects:

-Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.

-Low-light vision

-2 racial bonus on Listen, Search, and Spot checks.

-May roll to notice secret or concealed door anytime he passes with 5' of one.

-Favored Class: Wizard



Languages: Common, Elven, Draconic, Gnome, Goblin, Orc, Sylvan

Weapon Proficiencies: club, dagger, heavy crossbow, light crossbow, quarterstaff, longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow

Feats: Find Familiar, Scribe Scroll, Use Armor(Light), Still Spell, Silent Spell, Weapon Finesse


Skill Points: 11 x (2 + 5) = 77

Skills:

Concentration: 13 (11 ranks + 2 Con)
Spellcraft: 19 (11 ranks + 6 Int + 2 Knowledge), 21 for Divination effects, 14 for Necromancy effects
Knowledge(Arcane): 17 (11 ranks + 6 Int)
Knowledge(Legends): 17, (11 ranks + 6 Int)
Decipher Script: 17, (11 ranks + 6 Int)
Bluff: 4 (2 ranks + 3 Cha)
Hide: 8 (2 ranks + 4 Dex + 5 Shadowtread - 2 Armor check penalty)
Move Silently: 11 (2 ranks + 4 Dex + 5 Shadowtread - 2 Armor check penalty + 3 Cat Familiar)
Search: 9 (2 ranks + 6 Int + 2 Elf)
Spot: 5 (2 ranks + 2 Wis + 2 Elf), 7 when close to familiar
Listen: 5 (2 ranks + 2 Wis + 2 Elf), 7 when close to familiar
Use Rope: 5 (2 ranks + 4 Dex)
Perform(Singing): 4 (2 ranks + 3 Cha)
Disguise: 4 (2 ranks + 3 Cha), effectively 14 due to Hat of Disguise
Gather Information: 5 (4 ranks + 3 Cha)

Equipment:

Shadowtread, Elven Chain Mail + 2 of Silent Moves and Shadow (value: 4,150 +4,000 +3,750 +3,750 = 15,650)
Featherfang, a +1 Longsword of Lightness (value: 315 + 8,000 = 8,315)
(Lightness is a +1 enchantment that allows the weapon to be considered Light)
Handy Haversack (value: 2,000)
Hat of Disguise (value: 1,800)
Rope of Climbing (value: 3,000)


Spellbooks

Notebook
Pens
Pencils
Longbow, Masterwork
Quiver
20 arrows
Bedroll
Chalk
3 Waterskins
10 days rations
Traveller's gear
Belt Pouch
Flint and Steel
Rod of Faint Light(like an everburning torch but it only provides low-light out to 20 feet)
(pretty much everything goes in the Haversack)


HP: 42
AC: 21
Attack(Featherfang): +9, Damage: 1d8+1
Attack(longbow): +9, Damage: 1d8



Familiar: White cat with golden eyes named Liath.

Spell Slots: 4/6/5/4/3

Spells: I need to know how many spells Aisur has discovered in his travels.[/sblock]

Background:
[sblock]Aisur Rothlin is a younger son of a very prominent elf family - Shadowtread was a gift when he left. He is obsessed with magic, and to that end has left his homeland and travelled to many places in search of all things arcane and wondrous.

Running straight into human prejudices, he has found it advisable to keep a very low profile and thus maintains a pair of useful disguises, even going so far as to learn how to fight well with his longsword. His favorite disguise is of a moderately skilled Fighter (about 3rd or 4th level).

Aisur is, as a long-term project, tracking down the Crown of Zhata (a circlet of interwoven mithral and gold). There are many powers attributed to the Crown throughout various legends, but the most common power attributed to it is a vast increase in Intelligence (+6).

Aisur's knowledge of legends gives him an insight into Church lore, but a highly heretical one.


Aisur is generally aloof. However, he is not above turning on the charm when he desires companionship for the night - he prefers women in his bed, but occasionally finds satisfaction with a man. (Almost always, said man is an elf and equally cut off from refined company.)

He is frankly disgusted with the short-sighted prejudices of modern humanity, and has no objections to Charming or otherwise compelling the weak-minded simpletons. He has a cruel streak, but it is limited to causing 'poetic justice', and he occasionally uses his magic for altruistic ends. (Note that he alone gets to decide what those ends ought to be - the fools on whose behalf he acts lack the ability to make the best decisions for themselves.)[/sblock]

-Albert
 
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Question...(mostly for help on my background):

Where does an 8th level Cleric fall in the Church hierarchy? The character is probably a member of one of the militant orders, as his patron is St. Heironeous. Would he be an itinerant bishop, or a member of the monsignori? Would he be on some type of detached service, which would allow him to travel with the other characters? I'm just trying to get a feel for where he would fit into everything...

Thanks!
 

Clerics

Actually the churh really does not base it's postions on levels....a low level priest with the right connections/ability/luck could well be promoted or elected to a high level post.....remember even a low level priest who has been given a parish or yet a cathederal has access to that structure's altar and or holy relics......thru the use of ritual magic that simple priest can access more power potientially than even a 20th level cleric with the drawback that it takes time to build and unleash...


As far as your postion goes, it could very well be an interent bishop, or a monsigori assigned to a specfic task or even a missionairy....he could also be a knight of one of the religious orders....really it is up to you........and how you wish his background to be....an interent bishop could work very well as would a priest devtoed to say a cause of justice or a monsiogri assigned to check up and review the decesions/actions of ecclestical courts....

hope this helps
 

Physical Features.

For those of you who have questions about the physical traits of your characters....there is generally all types abaialbe.....The borderlands and unclaimed lands will have physical traits similar to those of german and norse individuals.....the middle valley really a mix of all types....the republic will be more italian/greek in triats wheras gwynedde will be english.....the confederation northern european.....and the dsahi empire more oriental...

hope this helps
 

Anniston Van Aalorn

I added your history into the bit I had already done. Also added some more history and made some minor modifications to the skills and feats. Also added equipment. See post #20 above for all the details.
 

I'm having trouble accessing my email today (and yesterday). Time Warner bought Adelphia in my area and hilarity has indeed ensued (to some of us, it's not so funny.....). So, Todd, if you have any comments about Jaroth and you emailed them to me, I will be a bit late in implementing them ;)
 

Canaan said:
I'm having trouble accessing my email today (and yesterday). Time Warner bought Adelphia in my area and hilarity has indeed ensued (to some of us, it's not so funny.....). So, Todd, if you have any comments about Jaroth and you emailed them to me, I will be a bit late in implementing them ;)

Yeah as part of that same deal my Time Warner switched over to Comcast and week before last our service was either bad or non-functional. Others are saying the same thing here.
 

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