Feint Whispers Chapter #8: You will Rune the Day... party stats and ooc

jasamcarl

First Post
Ok, everyone. Post your updated character sheets and backgrounds here. There is to be no posting on unrelated matters before this is done.
 
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Jericho Ibn Al Sufaed

Jericho Ibn Al-Sufaed
Fighter 5
CR: 5
Experience: 12,488
Experience Needed: 15,000
Race: Human
Alignment: Chaotic Good
Action Points: 7/7
STR 17
DEX 14
CON 16
INT 10
WIS 10
CHA 10
Hit Dice: 5d10+15
Hit Points: 50
Speed: 20 Feet
Initiative: +6
Armor Class: 21 (+2 DEX, +6 Armor, +3 Shield)
Base Attack Bonus: +5
Saving Throws: FORT +8; REF +4; WILL +2
Attack: +10 Bastard Sword +1 (1d10+6 19-20/x2), +10 Masterwork Bastard Sword (1d10+5 19-20/x2), +7 Shortbow (1d6 x3), +8 Dagger (1d4+3 19-20/x2), +8 Scimitar (1d6+3 18-20/x2)
Special Qualities: 1 extra skill point per level
Skills: Ride (6) +8, Jump (5) +8/+2, Climb (5) +8/+2, Intimidate (8) +8
Feats: Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Improved Initiative, Power Attack, Cleave, Weapon Specialization (Bastard Sword)
Equipment: Masterwork Bastard Sword, Shortbow (20 arrows), Dagger, Scimitar, Spiked Chainmail +1, Large Steel Shield +1, Backpack (Bedroll, Winter Blanket, Flint & Steel, Grappling Hook, 50 feet Hemp Rope, 5 days Rations, Hooded Lantern), 2 Potions of Cure Light Wounds, 1834 GP, Bastard Sword +1, Silver Dagger of the Fist, Light Warhorse "Saladin", Military Saddle, Cloak of Resistance +1
Description: Jericho is a tall human from the D’or Caliphate, he has blonde almost white hair, and has weathered skin that makes him look much older then he truly is. He is just approaching his mid-twenties, and was a conscripted soldier before leaving the army, after his term and seeking his own fortunes. He never truly fit in the military lifestyle, but excelled in the physical arts and uses his skills for his own benefit.

Jericho makes it his business to help others, he hates to watch others suffer, and despite his gruff exterior he goes out of his way to help others. He makes it a point to fight the good fight, and stand up for those who can’t stand up for themselves. He tends to run afoul of the authorities, simply because he does not get along with them.

Jericho was born into wealth, his father was a wealthy merchant with a successful trade in silk, and a mother who was quite an accomplished magician in her own right. They had two sons, Jericho and Jafar, Jericho being the older of the two he was destined to take the helm of the merchant business and live a life of traveling and selling goods. The traveling part suited Jericho fine, but he had no love of being a merchant, he liked to get physical, while his brother was the scholar and had a head for numbers and the business of trade.

Jericho though hit upon a scheme, and enlisted the aid of his younger brother, the two faked Jericho’s death, thus allowing him to avoid the fate of the businessman without actually having to own up to the responsibility, which suited Jericho just fine. Despite himself though, he does wish at times that he did take up the family business, at least for the prestige and power, but feels it will be better to make his own name and own way.

He joined the army to find purpose, and to get as far away from his past, and try to get a feel for what the lesser folks do, and how to live. With his social rank and privilege, his father could have easily bought him a commission, but he wanted to do things his way, and besides since his father thought he was dead, he wouldn’t have much support as it stood. He enjoyed fighting, and working hard, but he did not have taste for the structure or taking orders, and he liked to lead, or at least do what he wanted to do. In a way he was spoiled, and used to getting his way, but this only burned the fire of ambition even brighter.

He was discharged with Honor, when his enlistment came to a close, and took to a life of traveling and seeing what the lands far beyond his own were like. He had a penchant for getting himself into trouble for opening his mouth, and he liked to enjoy himself a little too much, which gives him the outward demeanor of a partying brute. But he prides himself on being clean, and well kept, and treats his possessions like heirlooms, keeping them clean and well kept, and despite his loud braggart nature, he is not above using the social charms ingrained into him in his youth when it suits him.

For now, he chooses to live a life of adventure, and hopefully carve his name into the annals of history by his own blade. Perhaps he can make himself a king, or maybe a powerful general, or maybe something more that he has yet to fathom. It is a big-wide world out there, and it is wide open for him to make his mark in it.

*31 August, 2004: Updated gold and experience, spend 2335 gold on Light Crossbow +1...
 

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Bhartus Tharden; M Dwarf Cleric 5; Size:M; HD 5d8 + 10; hp 36; Init +1; Spd Walk 20'ft. ; AC 18 (+7 Armor, +1 Dex); BAB +3; Atk = +6 (+3 BAB/+2 Str/+1 MW) melee, +5 (+3 BAB/+1 Dex/+1 MW) ranged; SA: Stonecunning, save +2 vs. poison, save +2 vs spells, +4 dodge vs giants, +2 on Appraise of stone/metal items, +2 on stone/metal Craft check, Turn Undead; AL:NG; SV Fort +6, Ref +2, Will +7
Str 14, Dex 12, Con 14, Int 12, Wis 17, Cha 10
Height 4' 0 inches, Weight 151 pounds
Skills: Concentration (4r +1 Con) +5, Heal (5r + 3 Wis) +8, Diplomacy (2r) +2, Knowledge (Religion) (6r +1 Int) +7, Spellcraft (5r +1 Int) +6, Spot (0r+3) +3, Listen (0r+3) +3, Search (0r+1) +1, Turn Undead
Feats: Scribe Scroll, Combat Casting
Armor: Chain Mail, Cloak of Protection +1 and Masterwork Large Steel Shield
Weapon: Masterwork Heavy Mace (1d8 +2/x2), Masterwork Light Crossbow with 40 bolts (1d8/19-20x2/80ft), Hand Axe (1d6 +2/x2)
Possessions: Backpack, Bell, Candle, Trail Rations (10), Sack, 2 Flasks of Oil, Holy Water (x2),
- Scrolls of Invisibility to Undead, Sanctuary, Cure Moderate Wounds (x3), Cure Light Wounds (x2)
- Potion of Cure Light Wounds (x2), Potion of Cure Moderate Wounds (x2), Wand of Cure Light Wounds (30 charges)
Treasure: 4,020 gp
XP: 12,019
Action Points: 5/7

Deity: Moradin
Domains: Good,Earth
Granted Powers: Cast good spells at +1 caster level.,Turn or destroy air creatures as a good cleric and rebuke or command earth creatures as an evil cleric. 3 attempts per day.

Type/Spells (5/4+1/3+1)
0 level: Detect Magic, Light, Read Magic
1: Bless, Summon Monster I, Endure Elements, Magic Weapon I, Protection from Evil (domain)
2: Aid (domain), Hold Person, Sound Burst, Bull's Strength
3: Magic Circle Against Evil(domain), Summon Monster III, Sword Stream (Defenders of the Faith, p.90)

Description:
Brother Bhartus is a jovial fellow with a hearty, robust laugh, who loves a good ale. He's gone adventuring in order to defeat evil doers, which he considers his holy purpose, and earn enough for a few rounds of drinks. He hopes to run his own church in an emerging dwarven outpost someday.

Bhartus' clan was severely depleted by a group of duergar, and now number only about 40. They have moved to a new location, but have lost access to a precious stretch of Ore. Now they cannot forge except by purchasing ore from other sources, and Moradin's influence wanes over his clan.

Bhartus searches the realm for a new home to move his folk. He has learnt of much court intrigue amongst the remaining clan members, and fears that he might have to return to take over the leadership of the clan. However, he sees it more likely to set up a new outpost somewhere and move his folks and whichever dwarves might want to this new post.
 
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Whitney DelNoir
Female Human Wiz5: HD 5d4+5 (Wizard) ; hp 20/; Init + 2; Spd 30; AC 14; Atk + 2 base melee, + 4 base ranged, +5 w/ Light Xbow +1; AL NG; SV Fort + 2/3 ,Ref + 3/4,Will + 4/7; STR 9, DEX 14, CON 12, INT 18, WIS 10, CHA 14 Experience: 9752 xp

Money: 692 gp 11 sp 3 cp
Action Points: 7/ 7
Weapons: Crossbow, light +1; Bolts, crossbow (20); Dagger; Quarterstaff.

Magic Items: Bracers of Armor +1, Cloak of Resistance +1, Wand of Magic Missles (40 charges),

Goods: Backpack; Bedroll; Case, scroll (x2); Flint and steel; Ink (2 vials); Lantern, hooded; Ink (vial), colored; Inkpen (2); Oil (3 pints); Sack; Sealing wax; Signet ring; Tent; Waterskin (2); Whetstone; Pouch, belt; Pouch, belt; Rations, trail (per day); Rations, trail (per day); Rations, trail (per day); Donkey; Feed (3 days); Saddle, pack; Bit and bridle; Light Riding Horse, Saddle, Saddlebags

Potions: Cure Light Wounds (x5; id8+1)

Scrolls: Magic Missile (x6, 1st Level, x1 3rd level), Lesser Electric Orb (x2, 3rd), Mage Armor (x2,1st Level), Comp. Language (x1, 1st Level), Identify (x1, 1st Level), Bull’s Strength (x2, 3rd level), Melf’s Acid Arrow (x2, 3rd)

Skills:
Craft (Alchemy) +8/12, Concentration + 8/9,Decipher Script: +2/6, Disguise + 3/5, Knowledge (arcana) + 8/14, Knowledge (Nobility/Royalty) +2/6, Listen + 0/2, Perform +3/5, Spellcraft + 8/14, Spot + 0/2.

Feats: Alertness*, Craft Wondrous Item, Endurance, Extend Spell, Iron Will, Scribe Scroll.
*from Mist
Spells Known (Wiz 4/3): 0 - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st - Charm Person, Comprehend Languages, Forcewave, Identify, Lesser Electric Orb, Horizikal's Boom, Mage Armor, Magic Missile, Magic Weapon, Protection from Missiles, Shelgarn's Persisitant Blade, Shield, Sleep, Summon Creature I, True Strike, Unseen Servant
2nd -- Aganazaar's Scorcher, Alter Self, Bull’s Strength, Cloud of Bewilderment, Familiar Pocket, Glitterdust, Invisibility, Knock,Melf's Acid Arrow, Scorching Ray, Summon Creature II,Summon Swarm, Web
3rd:--- Dispel Magic, Deep Slumber, Fireball, Summon Creature III, Stinking Cloud
Spells Prepared (Wiz 4/4/3): 0 - Daze x2 Ray of Frost x2; 1st - Magic Missile (x2), Sleep (x1), Summon Creature I (x1, Celestial Hawk); 2nd – Invisiblity(x1), Scorching Ray (x1), Protection from Arrows; 3rd - Fireball, Sleet Storm

Familiar, “Mist’, CR 1/4; Tiny Animal; HD 1/2d8 (Animal) ; hp 8; Init + 2; Spd 30; AC 17; Atk -1 base melee, + 5 base ranged; +5/+0 ( 1d2-4, 2 Claws; 1d3-4, Bite ); AL N; SV Fort + 2, Ref + 4, Will + 4; STR 3, DEX 15, CON 10, INT 7, WIS 12, CHA 7.

Skills: Balance + 10, Climb + 5, Hide + 17, Listen + 4, Move Silently + 9, Spot + 4.
Feats: Weapon Finesse, Weapon Finesse: Bite.
Special: Move Silently Bonus of +2 to Master. Familiar Abilities: Alertness, Improved Evasion, Share Spells, Empathic Link, Touch

Background: Born to the mistress of a high ranking Noble, Whitney grew up in fair luxury with her father's occasional love and mother's strong opinions shaping her view of life. Without a legitimate title and any form of acknowledgement on the behalf of her father, she seemed to be on the same path as her mother.
Her mother's passing when she was 10, and the discovery of a 'dowry' that her mother had kept over the years that included several significant interests in a handful of businesses. Her father took charge off her affairs and discretely sold them off to set up a trust so that she could be taken care of for many years. With the emergence of her skill in magic he paid a large portion of her trust to secure her a position of merit at one of the leading academies of magic.
With luck, he hopes that her sharp intelligence, social bearing, and magic will let her earn a title of her own. He watches from the shadows as she shows promise as an adventurer of some merit.

(Father's Name:Lord Severus Gellen, Marshel of Northern Hoatar and the Right Hand of King Hedrick III, Half Brother: Dallus Gellen)
 
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Norri 'Goose' Tallgeese; male lightfoot halfling; Rog 4; 8660/10000xp

str 12, dex 19, con 12, int 14, wis 12, cha 10;
HD 4d6+4; hp 22/22;
AP 5/7;
spd 20';
init +4;
BA +3;
saves - fort +4, reflex +10, will +4;
languages - common, halfling, orc, goblin;
alignment - NG;
attacks - +9 melee(mw cold iron short sword) d6+1, +9 melee/ +10 ranged(mw cold iron dagger) d4+1, +9 ranged(mw darkwood composite shortbow +1) d6+1;
height 3'1", weight 58lb = 30lb(halfling) + 28lb(equipment);
AC - 20, flat footed - 16, touch - 15;

skills -
appraise (int) +6/4, balance (dex) +7/3, climb (str) +7/4, decipher script (int) +6/4, disable device (int) +7/3, escape artist (dex) +7/3, forgery (int) +6/4, hide (dex) +11/3, jump (str) +7/4, listen (wis) +8/3, move silently (dex) +9/3, open lock (dex) +9/3, search (int) +6/4, sense motive (wis) +5/4, sleight of hand (dex) +7/3, spot (wis) +7/4, swim (str) +5/4, tumble (dex) +7/3, use magic device (cha) +4/4, use rope (dex) +7/3

feats -
alertness
weapon finesse

racial bonuses -
+2 racial bonus to saves vs fear
+1 to hit with thrown weapons
+2 racial bonus to climb, jump, listen and move silently
+1 luck bonus to all saves

class bonuses -
trapfinding
sneak attack +2d6
evasion
trapsense +1
uncanny dodge (dex bonus to AC)

equipment-
mw cold iron short sword
2 mw cold iron daggers
mw darkwood composite shortbow +1
30 arrows
15 silvered arrows
small +1 mithril chain shirt
backpack
small bedroll
flint & steel
8 days rations
30 tindertwigs
ink & quill
10 pieces of parchment
5 pieces of chalk
everburning torch
masterworked thieves tools
small explorer's outfit
silk cloak of resistance +1
potion of sneaking
potion of hiding
2 potions of spider climb
2 potions of jump
4 potions of cure lgt wounds
2055.83 gp

Description:

Black hair, blue eyes, a pair of talented hands and a keen set of senses make this halfling a natural burglar. A kindly little chap who helps people where he can but is usually escaping problems caused by his own mischief.

To make a long story short, Norri came from a family who owned a little shop in the King's City. His father was accused of something which Norri thought he didn't do by one of his noble class customers. His father was soon killed by a group of hired thugs. Norri got angry, Norri got even, relieving the noble of much valuables. These valuables were soon depleted in his constant fleeing of said noble's wrath. He became desperate and accepted a job to return to the noble's mansion and steal a painting. Complications from said operation, involving multiple thieves working on the same task, resulted in Norri's acquiring of the painting and the arcane secret it held.

Lo and behold he was not given the opportunity to give it to his employer, soon being chased out of the King's City by both the noble and his former employer. During his wanderings he lost the painting after an unfortunate fall into a stream. Soon after though he came to a place called Duvik, and into the good companionship of the local adventuring group who kept the peace there. He hasn't regretted it one bit, assured that his pursuers would have long given up by now, and glad of the good natured friends who accepted him among them so readily.
 
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Character Name : Tarowyn Coldoak
Character Race : Elf
Character Classes : Ranger 3 / Fighter 2
Alignment : Chaotic Good

Gender : M
Age : 131
Height : 5 ft. 6 in.
Weight : 97 lbs.
Eyes : Green
Hair : Red

Character Level : 5
EXP Points Gained : 10278
EXP Needed For Next Level : 15000

Known Languages : Southern Common, Elven, Orc, Goblin

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Strength : 14 (+2)
Dexterity : 18 (+4)
Constitution : 12 (+1)
Intelligence : 14 (+2)
Wisdom : 13 (+1)
Charisma : 8 (-1)

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Armor Class : 19

Flatfooted Armor Class : 15
Touch Armor Class : 14

Special Armor Class Notes : Armor +5, Dex +4

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Hit Points : 38

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Save vs. Fortitude : +8
Save vs. Reflex : +8
Save vs. Will : +3

Special Save Notes : Cloak Of Resistance +1, +2 on saves vs. enchantment

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Initiative Modifier : +4

Base Attack Bonus : +5

Melee Attack Bonus : +7

Ranged Attack Bonus : +9

Special Combat Notes :
+10 Melee with mw rapier
+11 Ranged with mw mighty composite longbow

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Weapons :

Masterwork Rapier 1D6+2
Masterwork Mighty (Str +2) Composite Longbow 1D8+2
2 Silvered Daggers 1D4+2

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Skills :

Name/Total Mod (Ability) # Ranks taken

Craft (bowmaking)/+7 (Int) 5 ranks
* Hide/+9 (Dex) 5 ranks
* Jump/+9 (Str) 5 ranks (+2 Synergy)
Knowledge (religion)/+4 (Int) 2 ranks
Listen/+8 (Wis) 5 ranks (+2 Elven)
* Move Silently/+9 (Dex) 5 ranks
Perform (trickshooting)/+7 (Cha) 8 ranks
Ride/+8 (Dex) 4 Ranks
Search/+9 (Int) 5 ranks (+2 Elven)
Spot/+8 (Wis) 5 ranks (+2 Elven)
Survival/+6 (Wis) 5 ranks

* Armor Check Penalty Applies

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Feats :

Armor Proficiency (Light, Medium, Heavy)
Endurance
Point Blank Shot
Precise Shot
Rapid Shot
Shield Proficiency (All)
Track
Weapon Finesse
Weapon Focus (Composite Longbow)
Weapon Proficiency (Simple, Martial)

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Racial and Class Skills, Abilities & Features :

Immune to sleep
Low-light vision
Favored Enemy (Shapechangers)
Wild Empathy +1
Combat Style: archery

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Equipment & Gear :

Explorer's Outfit
Backpack
Waterskin
3 day's trail rations
Bedroll
Sack
Flint & Steel
3 Torches
Quiver of Solonon
Arrows +1 (16)
Arrows (35)
Arrows, Silvered (9)
Chain Shirt +1
Cloak Of Resistance +1
3 Potions of Cure Light Wounds
Potion of Cat's Grace

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Money : 3225GP

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Base Speed : 30

Normal Speed (including penalty for armor or encumbrance load) : 30

AC Check Penalty (for armor or encumbrance load, whichever figure is worse) : -1

Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) : +4

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Description : Tarowyn is tall and thin, almost gaunt, with bronze skin and short, red hair. His mood is withdrawn and serious. He has a job to do and he gets the job done.

Background : Tarowyn Coldoak's father, Elwyn, was a renowned fletcher and craftsman known for the magnificent bows that he created from the fallen branches of elder sylvan Oaks in the Northern forests. Unfortuantely, Tarowyn never knew his mother for she died in childbirth. His father's many years of mourning were finally broken when he fell in love with a young human woman, Jesela, the daughter of Girosi Denaar, a travelling merchant who bought bows & arrows from Tarowyn's father to sell in the lands to the South. Girosi, who was extremely protective of his daughter, did not approve of the marriage and, for that matter, neither did the small isolated elven community where the Coldoaks lived. Regardless, Elwyn and Jesela eloped, leaving the merchant caravan behind in the elven village and taking young Tarowyn along with them. Tarowyn at first balked at their relationship as well, but quickly came to love his new mother, for she filled a aching gap in his heart.

The couple and child ended up in a small, remote, mixed community in the southern part of the kingdom of Horator, where there presence was welcomed and where they could live a simple life, hopefully unnoticed by Girosi. Elwyn and Jesela were married in a small church of the Southern Som faith, a religion which all of the family soon converted to. The priest, Father Norris, became a close family friend and mentor to young Tarowyn. Elwyn, unable to find a hardwood that had the same properties as his trees back home, gave up his craft and instead made a living repairing farm implements and doing carpentry work for the village. Anonymously, Elwyn also made beautiful wooden holy symbols that Father Norris discretely distributed to other chruches of the Southern Som faith, many of which can still be found displayed prominently in those remaining churches today. Soon, a fourth member was added to the Coldoak family, when Jesela gave birth to a daughter named Lorah. Tarowyn finally had the sibling he had always wanted and it seemed as though life couldn't get any better.

Young Tarowyn could never have guessed how bad it could get, however. It all began when Father Norris began to act strangely. He distanced himself from the family and spent much of his time wandering in the woods dotting the foothills around the village. When Tarowyn tried to speak to his mentor about the problem, the priest would mumble about how his faith was being tested and how he needed the solace that his solitary strolls provided him. One night, Tarowyn decided to follow Father Norris and see what these walks were all about. What he saw that night changed his life forever. Under the light of the full moon, Father Norris began transforming before the young elf's eyes. The priest howled in agony as his limbs distended and hair began spreading out all over his body. Tarowyn, frightened but concerned for his friend, rushed to the Father's aid just as he was making his final transformation. Upon seeing the young elf, the Father knocked him aside. Tarowyn's head hit a rock and the last thing he saw as the world faded to black were the slathering jaws and sharp claws of the wolf that was Father Norris as it bounded away towards the village.

When Tarowyn awoke, the previous night's visions returned in a rush, and Tarowyn took off toward the village as fast as his feet would carry him. To this day, the scene that greeted his eyes when he reached his home haunts his every dream. The devastation of the village was complete. The only person whose remains he couldn't find was his half-elven sister Lorah. Of her, all that remained was part of her nightshirt and the small flute that his father had made for her on her birthday, now covered with blood and grime.

It took Tarowyn three days of constant digging to bury all of the dead. He put Lorah's nightshirt in the grave with Elwyn and Jesela's bodies and kept the flute for himself. He freed the few animals that were left alive and took the only remaining mule and rode out of town. It took him two more days to find the closest village. Starved and weary, Tarowyn refused food and healing and instead insisted on telling his story of horror to the local priest. When the priest refused to believe him, Tarowyn broke his nose with a single blow. He stood over the bleeding cleric, renounced his religion and left the town behind to find the man - the beast - who killed his family and cleanse the world of him and his kind.

That was many years ago. Tarowyn never has found Father Norris, although he devoted the majority of those years in training to slay shapechangers like him. Now, the elf hires himself out as a bodyguard and mercenary, but only for causes that he believes in. When Sir Whiteclove, the Sherriff of Duvik's Pass approached him about joining the group that had freed the town from the tyranny of Jakk Tornclaw and the evil Orc's burning plague, Tarowyn finally felt that he had found a place where he was needed and where he belonged.
 
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Good deal. I will start the game thread either today or tommorow.

Just a note for those archers amongst us. I want everyone to remember that they can only reclaim 50% of your arrows. Remember to keep track of those!! :)
 



Just letting everybody know, that I will be tossing assorted setting info in this thread:

http://enworld.cyberstreet.com/showthread.php?s=&threadid=42880

Right now, its just old writeups of the Northern Gods, but stay tuned for further writeups on the Northern and Southern gods as well as a description of Hoatar's geography. In addition, legends and history will be touched on as the party comes into contact (through plothooks or knowledge/bardic checks). Stay tuned!!
 

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