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Full Game: Land of the Seven Realms, Glossary and General Background

Perrivas,

If you are still looking to be a blademaster, you might want to take a look at the PrC posted aboveabove. It'll at least give you an idea what things you'll need to have.

Cheers
 

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Would like to join

Hey,

I would like to join. I'm still thinking about what kind of character I would like to play but I just wanted to throw my hat in the ring before the game filled up.

One idea I had was a human lawful neutral cleric bent on retribution/justice. This cleric might even go so far as to channel negative energy instead of positive energy (although I wouldn't want to do this if I was the only cleric in the party, as that choice makes for poor healing). DM, what are your thoughts on a positive energy cleric PC animating the dead (for example the death domain's 3rd rank spell)?
 
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Howdy, Thorbardin, and welcome :)

Animating corpses could be taken as a neutral act. All Animate Dead does, as I see it, is use magical energy to make meat and/or bone move.

Wee Jas, the local non evil goddess of death, probably wouldn't be too disturbed by it. How the local peasantry would react might be a different story.

We've got a dwarven priest somewhere in the works, and a Nordheimer druid as well, so if either or both of those actually materialize, your idea of retribution would work well as a different take on the clerical idea.

Cheers,
 

Kintys Redstar: Stat Block

Kintys Redstar, female human Evo5: CR 5; ECL 5; Medium-size Humanoid (human); HD 5d4+10; hp 26; Init +6; Spd 30 ft.; AC 13 (+1 bracers of armor, +2 Dex); Melee quarterstaff +2 (1d6/crit x2); Ranged MW light crossbow +5 (1d8/crit 19-20); SA spells; SQ summon familiar; AL N; SV Fort +4, Ref +4, Will +8; Str 10, Dex 14, Con 14, Int 17, Wis 12, Cha 8.

Skills and Feats: Alchemy +11 (8), Concentration +10 (8), Knowledge (arcana) +11 (8), Knowledge (history) +8 (5), Knowledge (the planes) +8 (5), Move Silently +4 (2 from familiar), Scry +9 (6), Spellcraft +11 (8); Craft Wand, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (Evocation)

Spells Prepared: (4+1/4+1/3+1/2+1) 0-detect magic(2), flare, read magic, resistance; 1-burning hands, finger of flame, magic missile, magic weapon, shield; 2-daylight, flaming sphere, knock, see invisibility; 3-fireball(2), haste.

Spellbook: 0-arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, read magic, resistance; 1-burning hands, color spray, endure elements, finger of flame, identify, magic missile, magic weapon, shield, sleep; 2-daylight, flaming sphere, knock, pyrotechnics, see invisibility; 3-fireball, haste, Leomund's tiny hut.

Equipment: MW light crossbow, quarterstaff, Heward's handy haversack, wand of magic weapon, wand of shield, wand of burning hands (3rd), wand of magic missile (3rd), potion of cure light wounds (2), +1 bracers of armor, +1 cloak of resistance, spell component pouch, spellbook, bolts (20), trail rations (10), waterskin (2), bedroll, pearl (for identify), paper (20 sheets), ink (2 vials), inkpen, 125 gp.

Languages: Common, Elven, Draconic, Undercommon

Encumbrance: 13 lb.

Tamna, female owl familiar: CR 1; Tiny Magical Beast (snowy owl); HD 5d4; hp 13; Init +3; Spd 10 ft, fly 40 ft (average); AC 18 (+2 size, +3 Dex, +3 natural); Melee claws +5 (1d4-2/crit x2); SQ familiar, low-light vision, improved evasion, share spells, empathic link, touch, speak with master; AL N; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 4.

Skills and Feats: Listen +14, Move Silently +20, Spot +6 (+14 in dusk or darkness); Weapon Finesse (claws).

Notes:

The four wands are all via Craft Wand (total cost 3000 gp + 250 xp).

The "spells prepared" is a typical preparation, but definitely not static.

And, finally, I reserve the right to use some or all of that money on items before we start. :) Though I probably will not do so.

Edit: Edited a number of minor bits--languages, encumbrance, small items, fire orb -> finger of flame, familiar.
 
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Very interesting looking character, indeed, LL

As far as the flame orb is concerned, I'd prefer to keep things to the core rules, with a few homegrown things tossed in, for the moment.

However, there is a 1st level spell called Finger of Flame that might appeal to Ms. Redstar.

I'll provide a full write up later, when my notebooks are handy, but the basics might be similar to your orb.

The general effect is a ranged touch spell, useable out to medium spell range, that does 1d8 + 2 points per level up to 5th. In addition, it can ignite flammable objects, unless a reflex save is made. IIRC, I believe the fire does an additional 1d3 dmg per round to a relevant target until that person takes a standard action to put out the flames.

Cheers,
 


Nah, most of the house rules I use are more in the way of a few feats, and spells, that have popped up in the game over the last couple of years.

Rogues have been pretty well left to their own devices. heh
 

Twice Burned

A bit of background, in narrative form...

---

Kintys Redstar could have been many things: the wife of a minor lord, tending the manor, hosting parties; a dancer and performer; a mother and healer. But fate took all of that from her when she was three.

She heard the screams through her sleep and, groggily, looked around, grabbing a blanket to carry with her. Several of the manor's residents were racing about, with destinations and errands who knew where? A three-year-old mind could only speculate so far.

"Kintys? Kintys!" Her mother sped toward her, something very odd in her mode of dress. "Kintys, come, we must hurry. There's--trouble. Come, now--"

And in that moment, Kintys learned what hell was.

The alchemist's fire lit up the room brilliantly. Kintys's mother did not have time to so much as scream. Kintys felt herself dropped--and then felt the flames touch her face, her shoulder, her arm.

Kintys had time to scream.

---

The cloak was all she took of her possessions. She knew they would be following her--possibly before the night was through, but most likely not--and by daybreak she would be far gone. She wore the hood up, covering her face and the scar that made her--undesirable. She had watched her younger sisters married off to minor lords to mend feuds, to cement alliances--but no one was interested in marrying the girl with the scar.

She rode on with her hood up. The fire had burned her physically, and it had burned her emotionally--she would not let it burn her again.

This time, she would do the burning. And she knew who could help.

Geldan knew most of her story--but then, he knew most of what went on for miles around. He had been old when the men from Mordwyr had attacked her home, and he seemed to age little as she was rejected time and again, by young men, and eventually by her father, who seemed to see her only as a reminder of what had happened to her mother.

And Geldan knew how to control fire. She had seen him shoot flame from his fingertips, throw balls of fire at enemies. He would teach her. He would understand. He had to.

She rode on into the night.

------

Some things to know:

Kintys has a severe burn scar that runs from her left ear, across her left cheek and chin, down the left side of her neck and over most of her left shoulder and shoulder blade. Magical healing was not available as her family flew from their mostly-destroyed home, and while Kintys lived through the burn, she was left with no way to remove the scar. (She *earned* that 8 Charisma!)

Kintys wears a +1 cloak of resistance made of black cloth with a bright red star on the back--one of her few reminders of her previous life. She almost always wears the hood up to hide her scar.

Kintys apprenticed to Geldan for about nine years, during which she learned the ways of the evoker. Though she focused on fire, always wanting to control it, Geldan made sure she understood other practical magic as well, as well as the use of basic non-magical weapons to defend herself--just in case.

After her apprenticeship, Kintys remained near the Mordwyr-Kythraen border, assisting as a mage in several small battles, each of which jarred her memory of the burn that much more--but also allowed her to take out her aggression on the allies of those who burned her in the first place. She doesn't see herself as a hero or adventurer, but is happy to take contract work if the price is right.

Kintys isn't much for moral debate, and is less likely to see things as "good" or "evil," and more likely to see them as "friend" or "flammable." Nonetheless, she will assume something is a friend until contrary evidence exists, and is happy to classify something as "flammable" if a friend says it is.

Physical Description: Kintys is 28, 5'2", 150 lbs--slightly portly, but still able to carry herself. She has long blonde hair and grey eyes. She is right-handed.
 

Sorry for the barrage of questions, but any insight into the balance of the following would be great, since a Rogue has so many skill points:

1) City vs. Wilderness vs. Dungeon environs
2) Tactical (combat) challenges vs. non-combat challenges

Right now I'm building a Human Spy-type Rogue (fully skilled out with Bluff/Diplomacy/Disguise and with a Hat of Disguise) but am considering adding the old standby level of Ranger depending on the above.
 

Lasmar human Druid 6’0 feet tall 180 lb Male
Str 10+0 HP-28 AC-16
Dex 14+2 alignment-n/g
Con 10+0 Speed 20 Feet Ini +2
Int 12+1
Wis 17+3
Cha 12+1
Saves
For 5(4+1 clock of resistance)
Ref 4(3+1 clock of resistance)
Will 8 (7+1 clock of resistance)

Skills- Animal Empathy 8(1+7),Concentration 8, Diplomacy 5(4+1), Handle animal 6(5+1), Heal 7(4+3), Intuit Direction 9(6+3), Knowledge(Nature) 7(6+1), Wilderness lore 11(8+3)

Feats-Track, Dodge, Combat Casting,Nature Sense,Woodland Stride,Tackless Step,Resist Nature's Lure,Wild Shape (1/day)

Spells-0 level-Cure Minor Wounds +2, Detect Magic , Detect Poison , Resistance ,
1 level- Cure Light Wounds +2, Magic Fang +2
2 level- Barkskin , Flaming Sphere , Resist Elements
3 level- Dominate Animal , Spike Growth

BAB
Melee +3 longspear +4(1d8+1) Scimtar +4(1d6)
Ranged +5

Languages
Common
Sylvan
Druidic


Longfang wolf (Animal Companion)
STR- 13 +1 HP 35 AC 14
DEX- 15 +2 Speed 50 Feet Ini +2
CON-15 +2
INT- 2 -4
WIS- 12 +1
CHA- 6 -2

Saves
FOR+5
REF+5
Will+1

Bite+2 (1d6+1)
Trip
Scent
Weapon Finess (bite)
Skills-hide +3, listen+6, Move silently +4, Spot +4

Gear
Bag of holding (one)
Backpack
Winter blanket (in bag of holding)
Cloak of resistance +1
Flint and steel (in bag of holding)
Hide armor +1
Longspear +1
Pearl of power 1st
Rations +15 (in bag of holding)
Hemp rope 50 feet (in bag of holding)
Scimtar (masterwork)
Torch +4 (in bag of holding)
Waterskin +2 (in bag of holding)
Whetstone (in bag of holding)
Bedroll (in bag of holding)
Healer’s kit (in bag of holding)
Sunrod +7 (in bag of holding)

Money left
Gp 637
Sp 3
Cp 4

Background soon to come
 
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Into the Woods

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