HM's AP for PbP - RG

HolyMan

Thy wounds are healed!
Setting this up as everyone has about got a concept in mind.

Will have a lot of placeholders for notes and such for both keeping the track of this game and edits to the AP as a whole.

2nd post is for the character sheet - I know it is huge but for some reason it is the easiest one for me to check as I can don't have to do it all at once and can mark off sections checked and come back. Just quote and edit.

There will be no XP for this as that seems to slow down in PbP so this will use adventure goals. This should be rather quick (I hope) so if you could have your tentative lvl advancements listed in that section then it won't take a week or two to lvl everyone up. (Another slow down in pbp).

HM

Links:
http://www.enworld.org/forum/talking-talk/307249-hms-ap-play-post-closed-group-playtesting.html
 
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Character Sheet

[sblock=Characters Name]
[sblock=Game Info]
Race:
Class:
Level: 1
Alignment:
Languages: Common
Deity:[/sblock]
[sblock=Abilities]
STR:
DEX:
CON:
INT:
WIS:
CHA:[/sblock]
[sblock=Combat]
HP: 00 = [1d??=??] + 0 (CON) + 0 (misc) + 0 (favored class)
AC: 00 = 10 + 0 (armor) + 0 (shield) + 0 (DEX) + 0 (misc)
AC Touch: 00 = 10 + 0 (DEX) + (misc)
AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield) + 0 (misc)
INIT: +0 = +0 (DEX) + 0 (misc)
BAB: +0 = +0 (list class)
CMB: +0 = +0 (STR) + 0 (BAB)
CMD: 00 = 10 + 0 (STR) + 0 (DEX) + 0 (BAB)
Fort: +0 = +0 (base) + 0 (CON)
Reflex: +0 = +0 (base) + 0 (DEX)
Will: +0 = +0 (base) + 0 (WILL)
Speed:
Damage Reduction:
Spell Resistance:
Spell Failure:[/sblock]
[sblock=Weapon Stats]
EXAMPLE:
Longsword(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2
[/sblock]
[sblock=Racial Traits]
... [/sblock]
[sblock=Class Features]
...[/sblock]
[sblock=Feats & Traits]
1st lvl-
3rd lvl-

Traits:
a)
b)[/sblock]
[sblock=Skills]
Skill Ranks: 00 = [0 (class) + 00 (INT)] x 00 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 00
ACP: -0

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+00 =  Acrobatics          +00    +00   +0  +00   -0   DEX
+00 =  Appraise            +00    +00   +0  +00        INT
+00 =  Bluff               +00    +00   +0  +00        CHA
+00 =  Climb               +00    +00   +0  +00   -0   STR
+00 =  Craft:_____         +00    +00   +0  +00        INT
+00 =  Diplomacy           +00    +00   +0  +00        CHA
+na =  Disable Device^     +00    +00   +0  +00   -0   DEX
+00 =  Disguise            +00    +00   +0  +00        CHA
+00 =  Escape Artist       +00    +00   +0  +00   -0   DEX
+00 =  Fly                 +00    +00   +0  +00   -0   DEX
+na =  Handle Animal^      +00    +00   +0  +00        CHA
+00 =  Heal                +00    +00   +0  +00        WIS
+00 =  Intimidate          +00    +00   +0  +00        CHA
+na =  Know:Arcana^        +00    +00   +0  +00        INT
+na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
+na =  Know:Engineering^   +00    +00   +0  +00        INT
+na =  Know:Geography^     +00    +00   +0  +00        INT
+na =  Know:History^       +00    +00   +0  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+na =  Know:Nature^        +00    +00   +0  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+na =  Know:Planes^        +00    +00   +0  +00        INT
+na =  Know:Religion^      +00    +00   +0  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+00 =  Perception          +00    +00   +0  +00        WIS
+00 =  Perform:_____       +00    +00   +0  +00        CHA
+na =  Profession^:_____   +00    +00   +0  +00        WIS
+00 =  Ride                +00    +00   +0  +00   -0   DEX
+00 =  Sense Motive        +00    +00   +0  +00        WIS
+na =  Sleight of Hand^    +00    +00   +0  +00   -0   DEX
+na =  Spellcraft^         +00    +00   +0  +00        INT
+00 =  Stealth             +00    +00   +0  +00   -0   DEX
+00 =  Survival            +00    +00   +0  +00        WIS
+00 =  Swim                +00    +00   +0  +00   -0   STR
+na =  Use Magic Device^   +00    +00   +0  +00        CHA
[/sblock]
[sblock=Spellcasting]
...[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight


Total weight carried:
Treasure: gp, sp, cp Gems:

Carrying Capacity:
light-
medium-
heavy- [/sblock]
[sblock=Details]
Size:
Gender:
Age:
Height:
Weight:
Hair Color:
Eye Color:
Skin Color:
Appearance:
Demeanor:[/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
[sblock=Level Up Goals]
-Explore the new tomb and search the central chamber - Obtain LvL 2 - COMPLETE[/sblock]
 
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AP notes

[sblock=Tal'Duporia]
History: A lot of the events prior to the days of the desert kingdoms rise from the sands is obscured in myth and legend. The first and oldest myth is that the desert has not always been where it stands today. Legend passed down through song and sand-script say that once where the desert of today stands there was once an inland sea. It is said that one night fishermen and villages that once where near the sea woke up one morning to find it gone and the still wet sand, plants once underwater lying in heaps, and a sprinkling of dead fish about the land.

Adventurers came to explore the great mystery and found no explanation but they did discovery something new. Three pyramids which must have laid on the seas bottom for ages where found with the boundries of the new desert and each was exactly the same yet each was hundreds of miles from one another.

This new land was never truly fought over or conquered but in time a king came to rule the land and with him he brought two sons. Sette Tal'Dupor the sorcerer king was one of the first men to lay claim to the lands that were once underwater but had been starting to become hot and dry over a half a century later. He built a city near one of the pyramids and gave land that surrounded the other two to his sons so that might rule in his name. The three men ruled and learned the ways of their new homeland over many years of trail and error, eventually conqueror it and brought forth the nation of Tal'Duporia that stands today.

The youngest son Bati, built a city in the eastern most lands and he named the city after his wife, Leinier. Finding the pyramid nestled between two high cliff walls. Bati decided to carve his city out of the rock walls of those cliffs using the natural caves within to help in the expansion of the city and growing populace. Leinier is now deserted, it is a haunted area that no one ventures to today. It is said some great curse fell upon Bati, given to him by the gods.

The oldest son Ellkun, built his city near the river Sette (named after his father) and named the city Cepinus. The pyramid was a few miles from the river so it was never truly a part if the city but it was explored by Ellkun at his fathers wish. Later Cepinus with it's location as a staging area to cross the desert allowing caravans a quicker route to southern cities for their goods, allowed Cepinus to grow and prosper. Note: this is the starting city for this AP and is your usual mix of peoples, cultures, and goods.

Sette Tal'Dupor the sorcerer king founded his city near the last pyramid actually building the city around it making it the center of the massively walled city/state come to be whispered as The Black Fortress. While slavery is practiced in other parts of the desert it is the mainstay of The Black Fortress with slaves (those marked by the tattoo tear drop called The Tear of Sorrow) being the main trade into it's dark walls. Staying clear of The Black Fortress is just common sense if not also a way to stay off the sacrificial altars of the evil Priest of Antak.[/sblock]
[sblock=Modules?]
Module #1: The Lost Tomb of the Sand Sage (LTotSS or LTSS)[/sblock]
 
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Game notes

[sblock=Pantheon]
[sblock=Chelicera]
The Stinging Queen, Guardian of the Sands, Mother/Mistress/Queen of Scorpions
Lesser Goddess
Symbol: A scorpion with a Halfling woman’s face
Alignment: Neutral Evil
Portfolio: Halflings, desert, scorpions
Worshipers: Halflings, assassins
Cleric Alignments: Neutral Evil, Neutral, Lawful Evil
Domains: Animal (granted powers affect/are scorpion-only), Death, Protection, Trickery
Favored Weapon: Sting (shortspear)

Chelicera is a cold goddess of the desert, focused entirely on her domain and her chosen races – scorpions and the Halflings who care for them. She has little patience for those hailing from beyond the deserts and has been known to send her scorpion-kind children to murder those who meddle too much in the affairs of the sand kingdoms.
That said, when dealing with her children and their caretakers, she seems more the doting mother than calculating murderess. Perhaps it is because of the size of the Halflings and their uncanny bonding with the scorpions or perhaps the legends that she once loved a Halfling man are true. Whatever the reason, the little folk are the only humanoid race with whom she will actually deal.

Dogma
Chelicera is swift, deadly and silent. She calls for all who truly worship her to follow the same path. Protect the desert lands from those who would abuse them and their inhabitants. But do not hesitate to kill with any means necessary those who would betray the desert and her peoples. And honor the scorpions, the children of Chelicera.

Clergy
Clerics of Chelicera are almost exclusively Halflings. More often than not, they are women and they are as uncaring as their mistress when it comes to the ways of most folk. But if their nomad tribe or, gods forbid, their scorpions are threatened, the Scorpion Priests act as swiftly as their Queen strikes with her poison tail. Most of the time, clerics of Chelicera serve the tribe and act as advisors and guardians. (Clerics almost always have the Trickery domain and many also take the Animal domain to later be blessed by a Scorpion Companion.)
Druids and Rangers are also fairly common among Chelicera’s worshippers. Druids are less skilled in the ways of stealth, but they have a far stronger connection to the scorpions and are awarded a level of respect comparable to that of other priests. More Halfling men become Druids and Rangers than Clerics.
Chelicera’s followers tend to not get along well with any other faiths. Other desert gods dislike or even fear Chelicera for her cold and cruel ways and as such keep their distance from her and her deadly tail.

Quests
Tasks and quests from the Stinging Queen often involve protecting the desert and its people (especially Halflings) from marauders or purging the desert of troublemakers. Sometimes, if a mighty scorpion is threatened, Chelicera may call on her followers to protect the creature.

Prayers
Prayers to Chelicera are most often performed in the presence of her favored children. It is not uncommon for a worshipper of Chelicera to have a small scorpion in hand or nearby while praying to the goddess. They often involve asking for protection or a swift death, whichever Chelicera deems appropriate that day. Some more paranoid followers pray for protection several times a day, just in case the Queen of Scorpions starts losing interest.

Temples
Temples, or at least places of worship, are most often the same pen or tent the Halflings use to house their scorpions. Actual temple buildings to her tend to be solemn and bleak places. The husk of a large scorpion (whether dead of old age or simply a molt) is often in a place of honor, usually right one the altar.

Rites
Very few true rituals exist in the worship of Chelicera. Collecting venom is the most common one to be practiced (and is called The Scorpion’s Gift), and it is only done, at most, once a month. Priests will speak with the scorpion brood and then have the creatures repeatedly sting an empty bladder or waterskin, filling it with toxin. After the poison is blessed, it is given to the tribe’s poison-maker who distills it and makes it ready to be used with weapons.
The other major ritual is the Rite of the Sting. There are two parts to this ritual, though only one is required of all Chelicera’s worshippers. It is similar to a rite of passage or adulthood. The adult-to-be (whether male or female) must endure a sting from a dog-sized scorpion (Medium, usually the Animal Companion of a tribe Druid or Cleric). Almost all Halflings survive, though some suffer harsher effects than others. The second portion of the ritual is only performed if the adult-to-be wishes to join either arm of the priesthood of Chelicera (Druids or Clerics). In this version, the priest-to-be must survive three stings from the scorpion, rather than just one. Naturally, fewer Halflings survive this ritual, but it ensures the ones who do survive are hardy enough to be priests of the Stinging Queen.

Herald and Allies
The herald of Chelicera is a massive scorpion-like creature called Aradromoscor. It appears to be a Colossal Monstrous Scorpion, but with a vast intellect and keen mind (INT 20, CHA 16). Legends say Aradromoscor was part of the first brood of scorpions ever birthed by Chelicera. His siblings were all killed over time, by outside forces and by each other, and now only Aradromoscor remains. He has survived for eons and served his mother faithfully the entire time (likely part of the reason he has survived so long).
Allies of the Mother of Scorpions are few and far between. Fiends of various sorts and even a few beings of law (Inevitables) fall under her banner, but other deities steer clear of the dangerous goddess.[/sblock]
[sblock=Antak]
Unknown by PCs as of yet but be on the look out.[/sblock][/sblock]
 
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NPCs, Maps, and Misc

[sblock=Tregin Kurr]
[sblock=Game Info]
Race: Half-Orc
Class: Cavalier/Oracle
Level: 1/1
Alignment: Neutral
Languages: Common, Orc, Abysall
Deity: pays homage to all gods[/sblock]
[sblock=Abilities]
STR: 15 +2 (7pts)
DEX: 10 +0 (0pts)
CON: 14 +2 (5pts)
INT: 13 +1 (3pts)
WIS: 14 +2 (5pts)
CHA: 16 +3 (5pts) +2 racial adjustment[/sblock]
[sblock=Combat]
HP: 21 = [1d10/1d8=16] + 4 (CON) + 0 (misc) + 1 (favored class)
AC: 15 = 10 + 5 (armor) + 0 (shield) + 0 (DEX) + 0 (misc)
AC Touch: 10 = 10 + 0 (DEX) + (misc)
AC Flatfooted: 15 = 10 + 5 (armor) + 0 (shield) + 0 (misc)
INIT: +0 = +0 (DEX) + 0 (misc)
BAB: +1 = +1 (Cavalier) + 0 (Oracle)
CMB: +3 = +2 (STR) + 1 (BAB)
CMD: 13 = 10 + 2 (STR) + 0 (DEX) + 1 (BAB)
Fort: +5 = +2 (Cavalier) + 0 (Oracle) + 1 (luck) + 2 (CON)
Reflex: +1 = +0 (Cavalier) + 0 (Oracle) + 1 (luck) + 0 (DEX)
Will: +5 = +0 (Cavalier) + 2 (Oracle) + 1 (luck) + 2 (WILL)
Speed: 20'
Damage Reduction: none
Spell Resistance: none
Spell Failure: n/a[/sblock]
[sblock=Weapon Stats]
Falchion(melee): +4 = +1 (BAB) + 2 (STR) + 1 (MW)/ DMG = 2d4+3(S), CRIT 18-20x2
Dagger(melee): +3 = +1 (BAB) + 2 (STR)/ DMG = 1d4+2(S or P), CRIT 19-20x2
Dagger(range): +1 = +1 (BAB) + 0 (DEX)/ DMG = 1d4+2(S or P), CRIT 19-20x2[/sblock]
[sblock=Racial Traits]
+2 to One Ability Score: (CHA) Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Chain Fighter: Some Half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This trait replaces the weapon familiarity racial trait.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.[/sblock]
[sblock=Class Features]
Challenge(Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Mount(Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Order(Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benef its from his old order. He must then follow the edicts of his new order for one entire level without gaining any benef its from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

The following orders represent the most common chosen by cavaliers. Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of cavaliers that all belong to one specific order.

Order of the Dragon
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Tactician(Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery: (Lore) Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

Revelations: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Automatic Writing(Su):
Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Oracle’s Curse(Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.[/sblock]
[sblock=Feats & Traits]
1st lvl- Combat Expertise
Bonus- Coordinated Defense(teamwork)
3rd lvl-

Traits:
a) Adopted (human): Scholar of Ruins: You gain a +1 trait bonus to Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.
b) Sacred Touch: As a standard action, you may automatically stabilize a dying creature merely by touching it.[/sblock]
[sblock=Skills]
Skill Ranks: 10 = [04 (Cavalier) + 01 (INT) x 01 (LvL)] + [04 (Oracle) + 01 (INT) x 01 (LvL)] + 00 (misc) + 00 (Favored Class)]
Max Ranks: 02
ACP: -4

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
-04 =  Acrobatics          +00    +00   +0  +00   -4   DEX
+01 =()Appraise            +01    +00   +0  +00        INT
+03 =()Bluff               +03    +00   +0  +00        CHA
-02 =()Climb               +02    +00   +0  +00   -4   STR
+01 =()Craft:_____         +01    +00   +0  +00        INT
+07 =()Diplomacy           +03    +01   +3  +00        CHA
+na =  Disable Device^     +00    +00   +0  +00   -4   DEX
+03 =  Disguise            +03    +00   +0  +00        CHA
-04 =  Escape Artist       +00    +00   +0  +00   -4   DEX
-04 =  Fly                 +00    +00   +0  +00   -4   DEX
+07 =()Handle Animal^      +03    +01   +3  +00        CHA
+02 =()Heal                +02    +00   +0  +00        WIS
+09 =()Intimidate          +03    +01   +3  +02        CHA
+na =()Know:Arcana^        +01    +00   +0  +00        INT
+06 =()Know:Dungeoneering^ +01    +01   +3  +01        INT
+na =()Know:Engineering^   +01    +00   +0  +00        INT
+06 =()Know:Geography^     +01    +01   +3  +01        INT
+05 =()Know:History^       +01    +01   +3  +00        INT
+na =()Know:Local^         +01    +00   +0  +00        INT
+na =()Know:Nature^        +01    +00   +0  +00        INT
+na =()Know:Nobility^      +01    +00   +0  +00        INT
+na =()Know:Planes^        +01    +00   +0  +00        INT
+na =()Know:Religion^      +01    +00   +0  +00        INT
+na =  Linguistics^        +01    +00   +0  +00        INT
+02 =()Perception          +02    +00   +0  +00        WIS
+03 =  Perform:_____       +03    +00   +0  +00        CHA
+na =()Profession^:_____   +02    +00   +0  +00        WIS
+05 =()Ride                +00    +02   +3  +00   -0   DEX
+02 =()Sense Motive        +02    +00   +0  +00        WIS
+na =  Sleight of Hand^    +00    +00   +0  +00   -4   DEX
+na =()Spellcraft^         +01    +00   +0  +00        INT
-04 =  Stealth             +00    +00   +0  +00   -4   DEX
+07 =()Survival            +02    +02   +3  +00        WIS
-02 =()Swim                +02    +00   +0  +00   -4   STR
+na =  Use Magic Device^   +03    +00   +0  +00        CHA
[/sblock]
[sblock=Spellcasting]
Spells Known:
Orisons - Create Water, Detect Magic, Resistance, Virtue, Mage Hand, Ghost Sound
1st LvL - Cure Light Wounds, Comprehend Languages, Endure Elements

Spells Per Day:
Orisons - Unlimited
1st LvL - 4[/sblock]
[sblock=Equipment]
Code:
Item                                 Cost  Weight
Hot weather outfit                   free    0lb
Falchion, mw                         375gp   8lb
dagger                                 2gp   1lb
scalemail, mw                        200gp  30lb
backpack                               2gp   2lb
waterskin                              1gp   4lb
rations(4 days)                        2gp   4lb
sunrods(2)                             4gp   2lb
bedroll                                1sp   5lb
flint&steel                            1gp   0lb
sack                                   1sp  .5lb
whetstone                              2cp   1lb

Total weight: 57.5 (light)

Mount- Semie                          free   ---
saddle exotic riding                  30gp  30lb
saddlebags                             4gp   8lb
javelins(4)                            4gp   8lb
misc equipment                          varies
- has what the group might need in a pinch

Total weight: varies (medium when mounted)
Treasure: 14gp, 8sp, cp Gems: 1x50gp

Carrying Capacity (Tregin):
light- 0-66
medium- 67-133
heavy- 134-200

Carrying Capacity (Semie):
light- 0-300
medium- 301-600
heavy-601-900[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 24
Height: 6'-1"
Weight: 230lbs
Hair Color: black
Eye Color: hazel
Skin Color: greyish

Appearance: Tergin is not unusual for one of his kind. Greyish skin covered by scalemail, a porturding jaw with at least on tusk showing and a high browed forehead that has dark hair under his helm.

The tattoos marking him as a Modan-Re are clear under each eye. The Tear of Sorrow under his left eye is small and darkened in. It was received the day he became a slave letting everyone know that he was someone's property. The Tear of Joy under his right eye is hollow and was given to him the day he was set free or won his freedom. It is said that most Modan-Re win there freedom by killing their former masters and are not men to hold lightly.

Demeanor: jovial and forthwith makes Tregin not your most typical of half-orcs. When asked how he got so carefree and happy his face turns grim and he states simply that he never laughed his long years as a slave and is making up for lost time.[/sblock]
[sblock=Background]Unknown to PCs at this time. [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class: Oracle
BAB: +0 to +0
Fort: +2 to +2
Ref: +0 to +0
Will: +0 to +2
Feat: none
Class Features: Spells, Orisons, Mystery, Revelation, Curse
HP: +8 = (1d8 - 2 = 6) + 2 [CON] + 13 (Old Total) = 21 (new total)
Skill Ranks: +5 = +4 (Class) + 1 (INT) + 0 (misc) + 5 (Old Total) = 10 (new total)
Skills: Survival, Ride, Diplomacy, Know(History), Know(Dungeoneering)
Favored Class Bonus: n/a[/sblock] [/sblock]
 
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The Loot List

Items from central chamber:
Tregin - flail,mw
Arsa - Emperor scorpion armor
Gyrs - Assisting Gloves
Beast - chieftan's necklace (i.e. cash)
Sandwalker - pearl of power (1st lvl)
 
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Urdrak "Beast" Thaneson

[sblock=Urdrak "Beast" Thaneson ]
[sblock=Game Info]
Race:Half Orc
Class:Invulnerable Beast Totem Barbarian
Level: 2
Alignment:CN
Languages: Common, Orc
Deity:[/sblock]
[sblock=Abilities]
STR:18
DEX:14
CON:16
INT:8
WIS:12
CHA:10[/sblock]
[sblock=Combat]
HP: 28 = [2d12=22] + 6 (CON) + 0 (misc) + 0 (favored class) (+6 While Raging)
AC: 19 = 10 + 7 (armor) + 0 (shield) + 2 (DEX) (-2 While Raging)
AC Touch: 12 = 10 + 2 (DEX) + (misc)
AC Flatfooted: 17 = 10 + 6 (armor) + 0 (shield) + 1 (Enchancement)
INIT: +4 = +2 (DEX) + 2 (Trait)
BAB: +2 = +2 (Barb)
CMB: +6 = +4 (STR) + 2 (BAB)
CMD: 18 = 10 + 4 (STR) + 2 (DEX) + 2 (BAB)
Fort: +7 = +3 (base) + 3 (CON) + 1 (Resistance) (+3 While Raging) (+2 vs saves to resist warm or hot weather)
Reflex: +3 = +0 (base) + 2 (DEX) + 1 (Resistance)
Will: +3 = +0 (base) + 1 (WIS) + 1 (Trait) + 1 (Resistance) (+2 While Raging)
Speed: 30' (40' Base 30' Armored)
Damage Reduction: 1/-
Spell Resistance:
Spell Failure:[/sblock]
[sblock=Weapon Stats]
MWK Earthbreaker(Melee): +7 = +2 (BAB) + 4 (STR) + 1 (MWK)/ DMG = 2d6+6(B), CRIT 19-20x2
Throwing Axe(Missile): +4 = +2 (BAB) + 2 (DEX)/ DMG = 1d6+4(S), CRIT 20x2 10' Range
Bite(melee primary natural): +6 = +2 (BAB) + 4 (STR)/ DMG = 1d4+4(P), CRIT 20x2
Bite(melee secondary natural): +1 = +2 (BAB) + 4 (STR) - 5 Secondary/ DMG = 1d4+4(P), CRIT 20x2
Bite(melee primary natural): +8 = +2 (BAB) + 6 (STR)/ DMG = 1d4+6(P), CRIT 20x2 (Raging)
Claw(melee primary natural): +8 = +2 (BAB) + 6 (STR)/ DMG = 1d6+6(S), CRIT 20x2 (Raging Only)
Full Rounds:
Non Rage - EarthBreaker +7/Bite +1
Rage: Claw +8 / Claw +8 / Bite +8
[/sblock]
[sblock=Racial Traits]
+2 to STR
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Toothy: Some Half-orcs’ vestigial tusks are massive and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces the orc ferocity racial trait.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc.
[/sblock]
[sblock=Class Features]
Fast Movement
Rage: 11 Rounds (6 + 3 Con + 2 FC bonus +) +4 STR +6 CON +2 Will Saves -2 AC
Invulnerability: Gain DR equal to half level, double against non-lethal
Rage Powers[/sblock]
[sblock=Rage Powers]
Level 2: : Lesser Beast Totem(Gain 2 Claw Attack While Raging)[/sblock]
[sblock=Feats & Traits]
1st lvl-Raging Vitality
3rd lvl-Power Attack

Traits:
a)Reactionary
b)Legacy of Sand)[/sblock]
[sblock=Skills]
Skill Ranks: 06 = [4 (class) - 01 (INT)] x 02 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 02
ACP: -3

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+03 =()Acrobatics          +02    +01   +3  +00   -3   DEX
-01 =  Appraise            -01    +00   +0  +00        INT
+00 =  Bluff               +00    +00   +0  +00        CHA
+01 =()Climb               +04    +00   +0  +00   -3   STR
-01 =()Craft:_____         -01    +00   +0  +00        INT
+00 =  Diplomacy           +00    +00   +0  +00        CHA
+00 =  Disguise            +00    +00   +0  +00        CHA
-01 =  Escape Artist       +02    +00   +0  +00   -3   DEX
-01 =  Fly                 +02    +00   +0  +00   -3   DEX
+na =()Handle Animal^      +00    +00   +0  +00        CHA
+01 =  Heal                +01    +00   +0  +00        WIS
+07 =()Intimidate          +00    +02   +3  +02        CHA
+na =()Know:Nature^        -01    +00   +0  +00        INT
+06 =()Perception          +01    +02   +3  +00        WIS
+00 =  Perform:_____       +00    +00   +0  +00        CHA
-01 =()Ride                +02    +00   +0  +00   -3   DEX
+01 =  Sense Motive        +01    +00   +0  +00        WIS
-01 =  Stealth             +02    +00   +0  +00   -3   DEX
+05 =()Survival            +01    +01   +3  +00        WIS
+01 =()Swim                +04    +00   +0  +00   -3   STR
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost   Weight
Hot Weather Outfit
MWK Earthbreaker            340 gp   14 lb
Throwing Axe                 08 gp    2 lb
Chainmail                    -- gp   -- lb  Sold for 00 Gold
Breastplate +1             1350 gp   30 lb
Chocker                    1500 gp    1 lb
Cloak of Restistance +1    1000 gp    1 lb
Belt Pouch                   01 gp   .5 lb
--Flint and Steel            01 gp    0 lb
--Rations x2                 01 gp    1 lb
--Waterskins                  2 gp    8 lb
--Wand of CLW               750 gp   -- lb

Total weight carried: 54.5 lbs
Treasure:47gp, sp, cp Gems:

Carrying Capacity:
light-100
medium-200
heavy-300[/sblock]
[sblock=Details]
Size:M
Gender:Male
Age: 19
Height: 6'1
Weight: 220
Hair Color: Bald, shaven as he is an outcast
Eye Color: Black
Skin Color: Tanned, from wondering the desert.
Appearance: Tall dark and Handsome? More to come.
Demeanor:[/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class: Barbarian
BAB: +1 to +2
Fort: +2 to +3
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:Rage Powers(Lesser Beast Totem), Invulnerability
HP: +13 = (1d12 - 2 = 10) + 3 [CON] + 15 (Old Total) = 28 (new total)
Skill Ranks: +06 = +04 (Class) - 1(INT) + 03 (Old Total) = 06 (new total)
Skills:Perception, Acrobatics, Intimidate
Favored Class Bonus:Extra Rage Round

Level 3
Class: Barbarian
BAB: +2 to +3
Fort: +3 to +3
Ref: +0 to +1
Will: +0 to +1
Feat:Power Attack
Class Features:Extreme Edurence(Heat), 1 Point Fire Restistance
HP: +13 = (1d12 - 2 = 10) + 3 [CON] + 15 (Old Total) = 41 (new total)
Skill Ranks: +09 = +04 (Class) - 1(INT) + 06 (Old Total) = 09 (new total)
Skills:Perception, Acrobatics, Intimidate
Favored Class Bonus:Extra Rage Round

Level 4
Class: Barbarian
BAB: +3 to +4
Fort: +3 to +4
Ref: +1 to +1
Will: +1 to +1
Feat:
Class Features:Rage Powers(Unknown yet)
HP: +13 = (1d12 - 2 = 10) + 3 [CON] + 15 (Old Total) = 54 (new total)
Skill Ranks: +12 = +04 (Class) - 1(INT) + 03 (Old Total) = 12 (new total)
Skills:Perception, Acrobatics, Intimidate
Favored Class Bonus:Extra Rage Round[/sblock] [/sblock]
 
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Gyrs Tado, half-orc ranger (trapper)

[sblock=Gyrs Tado]
[sblock=Game Info]
Race: Half-Orc
Class: Ranger (Trapper)
Level: 2
Alignment: Chaotic Good
Languages: Orc, Common
Deity:None[/sblock]
[sblock=Abilities]
STR: 18 +4
DEX: 16 +3
CON: 12 +1
INT: 10 +0
WIS: 14 +2
CHA: 8 -1[/sblock]
[sblock=Combat]
HP: 21/21 = [2d10=18] + 2 (CON) +1 FC
AC: 20 = 10 + 6 (armor) + 3 (DEX) +1 (Ring)
AC Touch: 14 = 10 + 3 (DEX) +1 (Ring)
AC Flatfooted: 17 = 10 + 6 (armor) +1 (Ring)
INIT: +3 = +3 (DEX)
BAB: +2 = +2 (Ranger)
CMB: +6 = +4 (STR) + 2 (BAB)
CMD: 19 = 10 + 4 (STR) + 3 (DEX) + 2 (BAB)
Fort: +6 = +3 (base) + 1 (Con) +1 Trait (Resilient) +1 (resistance)
Reflex: +7 = +3 (base) + 3 (Dex) +1 (resistance)
Will: +3 = +0 (base) + 2 (Wis) +1 (resistance)
Speed: 20'/30'
Damage Reduction: N/A
Spell Resistance: N/A[/sblock]
[sblock=Weapon Stats]
MW Greatsword (melee): +7 = +2 (BAB) + 4 (STR) +1 (MW) / DMG = 2d6+6(S), CRIT 19-20x2
MW Comp Longbow (4 str): +6 = +2 (BAB) +3 (DEX) +1 (MW) / DMG 1d8+4 (P), CRIT x3, range 110 ft.
MW Comp Longbow (rapid shot): +4/+4 = +2 (BAB) +3 (DEX) +1 (MW) -2 (feat) / DMG 1d8+4 / 1d8+4 (P), CRIT x3, range 110 ft.
Shortbow (ranged): +5 = +2 (BAB) +3 (DEX) / DMG = 1d6(P), CRIT x3, range 60 ft.
Shortbow (rapid shot): +3/+3 = +2 (BAB) +3 (DEX) -2 (feat) / DMG 1d6 (P) / 1d6, CRIT x3, range 60 ft.

[/sblock]
[sblock=Racial Traits]
* +2 ability of choice (Str)
* Darkvision
* Orc Blood (counts as human and orc for effects)
* Weapon Familiarity:
Proficient greataxe and falchion
any 'orc' weapon is martial
* Auto lang: Common and orc
* Bestial (replaces ferocity): +2 perception
* Scavenger (replaces intimidating):
+2 Appraise
+2 perception to find hidden objects (including traps / doors)
+2 perception determine if food is spoiled
+2 perception identify potion by taste[/sblock]
[sblock=Class Features]
* Favored enemy: Human
* Trapfinding (+1/2 ranger level to Perception v. traps and Disable Device)
* Simple & martial weapon proficiency
* Light & medium armor proficiency
* Shield proficiency (non-tower)
* Track (+1/2 ranger level to survival to track)
* Wild Empathy +1 (+2 ranger level -1 CHA)
* Combat Style: Archery
~~2nd level feat: Rapid Shot[/sblock]
[sblock=Feats & Traits]
1st lvl- Power Attack
2nd lvl Combat Style - Rapid Shot

Traits:
a) Poverty-Stricken (+1 Survival checks)
b) Resilient (+1 Fort saves)[/sblock]
[sblock=Skills]
Skill Ranks: 13 = [6 (class) + 00 (INT)] x 02 (LvL) + 00 (misc) + 01 (Favored Class)
Max Ranks: 2
ACP: -2

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+00 =  Acrobatics          +03    +00   +0  +00   -3   DEX
+02 =  Appraise            +00    +00   +0  +02        INT
-01 =  Bluff               -01    +00   +0  +00        CHA
+01 =  Bluff (favored enemy)
+01 =()Climb               +04    +00   +0  +00   -3   STR
+00 =()Craft:_____         +00    +00   +0  +00        INT
-01 =  Diplomacy           -01    +00   +0  +00        CHA
+08 =()Disable Device^     +03    +02   +3  +03   -3   DEX
+11 =()Disable Device^ (unarmored)
-01 =  Disguise            -01    +00   +0  +00        CHA
+00 =  Escape Artist       +03    +00   +0  +00   -3   DEX
+01 =  Fly                 +03    +00   +0  +00   -3   DEX
+04 =()Handle Animal^      -01    +02   +3  +00        CHA
+00 =()Heal                +00    +00   +0  +00        WIS
-01 =()Intimidate          -01    +00   +0  +00        CHA
+na =  Know:Arcana^        +00    +00   +0  +00        INT
+05 =()Know:Dungeoneering^ +00    +02   +3  +00        INT
+na =  Know:Engineering^   +00    +00   +0  +00        INT
+na =()Know:Geography^     +00    +00   +0  +00        INT
+na =  Know:History^       +00    +00   +0  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+04 =()Know:Nature^        +00    +01   +3  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+na =  Know:Planes^        +00    +00   +0  +00        INT
+na =  Know:Religion^      +00    +00   +0  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+09 =()Perception          +02    +02   +3  +02        WIS
+11 =()Perception (hidden objects (doors), spoiled food, favored enemy, identify potion by taste)
+12 =()Perception (vs. traps)
-01 =  Perform:_____       -01    +00   +0  +00        CHA
+na =()Profession^:_____   +00    +00   +0  +00        WIS
+01 =()Ride                +03    +00   +0  +00   -2   DEX
+02 =  Sense Motive        +02    +00   +0  +00        WIS
+04 =  Sense Motive (favored enemy)
+na =  Sleight of Hand^    +03    +00   +0  +00   -2   DEX
+na =()Spellcraft^         +00    +00   +0  +00        INT
+06 =()Stealth             +03    +02   +3  +00   -2   DEX
+08 =()Survival            +02    +02   +3  +01        WIS
+08 =()Survival (find / follow tracks)
+10 =()Survival (track favored enemy)
+02 =()Swim                +04    +00   +0  +00   -2   STR
+na =  Use Magic Device^   -01    +00   +0  +00        CHA

Misc modifiers:
* +1/2 ranger level (min 1) on Disable Device and Survival checks to find / follow tracks
* +2 Disable Device: MW theives' tools
* +1 Survival (Poverty Stricken trait)
* +2 Perception (Bestial racial trait)
* +2 favored enemy bonus, as noted above
Scavenger racial trait:
* +2 Appraise
* +2 Perception to find hidden objects (including traps / doors)
* +2 perception determine if food is spoiled
* +2 perception identify potion by taste[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
--Carried / worn--

MW Greatsword...............350gp...8lb
MW C. Lbow (4 str)..........800gp...3lb
Shortbow.....................30gp...2lb
Arrows (x20)..................1gp...3lb
Cold iron arrows (x20)........2gp...3lb
Alch silver arrows (x20)......3gp...3lb

MW Breastplate..............350gp...30lb
Cloak of Resist +1.........1000gp....1lb
Ring of Prot +1............2000gp...--

Backpack......................2gp...2lb
Explorer's Outfit............--.....--
Belt pouch....................1gp...1/2 lb
Signal Whistle................8sp...--
[url=http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/glove-assisting-glove]Assisting gloves[/url] (2)........360gp...2lb

--In Backpack--
Flint and Steel...............1gp...--
Rope, Hempen (50ft)...........1gp...10lb
MW Thieves' tools...........100gp...2lb
Waterskin.....................1gp...4lb


Total weight carried: 73.5 lbs
Treasure: 22 PP, 2 gp, 2sp

Carrying Capacity:
light- 100
medium- 200
heavy- 300[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 17
Height: 5'10"
Weight: 210
Hair Color: Black/yellow
Eye Color: Yellow
Skin Color: Mottled gray
Appearance: Beyond the obvious signs of orcish heritage for his kind, Gyrs has oversized ears, the slightest suggestion of a muzzle, and animalistic patterning in his hair and skin, making him also evocative of a hyena or cheetah.
Demeanor:Gyrs wants to do good by his family, but his appearance has made him wary of interaction, especially with humans, whom he's found to be most insensitive to him. He tends to either be quiet or gruff, the latter having less to do with attitude problems than with his own general lack of social graces.[/sblock]
[sblock=Background]The Tados never had what one would call a good life. They were grifters, moving from town to town, eking out an existence from the land, whether that land was desert, oasis, or back alley. Father had few marketable skills, always convinced his ill-conceived inventions would be the Next Big Thing. Mother finally took it upon herself to force them to settle, in a hovel on the outskirts of town, where she used her orc brawn to earn a modest salary loading and unloading caravans.

Gyrs learned as much from the pack of strays that accumulated around the small family as he did from his parents. But learn he did, to rely on skill and inborn talents together. When he was old enough, he began hiring himself out as a tracker, combining the orcish gifts he inherited from his mother, the mechanical skills he learned helping father piece together his junk-inventions, and his own personal experience in doing whatever it took to survive.

Despite the family history, Gyrs managed to do fairly well for himself. No one would call him rich, but he's managed to accumulate enough wealth to properly equip himself to begin adventuring, where he hopes to earn even more, to finally let his mother rest and his father tinker in obscurity without having to pick garbage piles for supplies.[/sblock]
[sblock=Adventure Notes] Notable NPCs
Ilestaem: Human merchant / benefactor of the party. Owner of Ilestaem's Items
Kella: Ilestaem's wife.
[/sblock]
[sblock=Level Ups]
Level 2
Class: Ranger (trapper)
BAB: +1 to +2
Fort: +4 to +5
Ref: +5 to +6
Will: +2 to +2
Feat: n/a
Class Features: Combat Style Feat (Archery: Rapid Shot)
HP: +10 = (1d10 - 2 = 8) + 1 [CON] +1 FC + 11 (Old Total) = 21 (new total)
Skill Ranks: +6 = +6 (Class) + 0 (misc) + 7 (Old Total) = 13 (new total)
Skills: +1 each Disable Device, Handle Animal, Know (Nature OR Dungeoneering), Perception, Stealth, Survival
Favored Class Bonus: +1 HP


Level 3
Class: Ranger (trapper)
BAB: +2 to +3
Fort: +6 to +7
Ref: +7 to +8
Will: +3 to +4
Feat: Deadly Aim
Class Features: Endurance
Favored Terrain: Underground OR Desert
HP: +10 = (1d10 - 2 = 8) + 1 [CON] +1 FC + 21 (Old Total) = 30 (new total)
Skill Ranks: +6 = +6 (Class) + 0 (misc) + 7 (Old Total) = 13 (new total)
Skills: +1 each Disable Device, Handle Animal, Know (**Nature OR Dungeoneering), Perception, Stealth, Survival
Favored Class Bonus: +1 HP[/sblock] [/sblock]
 
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Arsa Stingheart, Halfling Desert Druid

[sblock=Arsa of the Stingheart Tribe]
[sblock=Game Info]
Race: Halfling (Outrider Alternate Racial Trait)
Class: Desert Druid (Druid – Desert Archetype)
Level: 2
Alignment: Neutral
Languages: Common, Halfling
Deity: Chelicera[/sblock]
[sblock=Abilities]
STR: 14 (10 points -2 racial)
DEX: 14 (2 points +2 racial)
CON: 14 (5 points)
INT: 10 (0 points)
WIS: 16 (10 points)
CHA: 10 (-2 points +2 racial)
[/sblock]
[sblock=Combat]
HP: 18 = [2d8=14] + 4 (CON) + 0 (misc) + 0 (favored class)
AC: 22 = 10 + 7 (armor) + 2 (shield) + 2 (DEX) + 1 (misc)
AC Touch: 13 = 10 + 2 (DEX) + 1 (misc)
AC Flatfooted: 20 = 10 + 7 (armor) + 2 (shield) + 1 (misc)
INIT: +4 (+5) = +2 (DEX) + 2 (misc) (+1 if in desert, Desert Native class feature)
BAB: +1 = +1 (Druid)
CMB: +2 = +2 (STR) + 1 (BAB) - 1 (size)
CMD: 14 = 10 + 2 (STR) + 2 (DEX) + 1 (BAB) - 1 (size)
Fort: +6 = +3 (base) + 2 (CON) + 1 (racial)
Reflex: +3 = +0 (base) + 2 (DEX) + 1 (racial)
Will: +7 = +3 (base) + 3 (WILL) + 1 (racial)
Speed: 15 ft (20 ft. base)
Damage Reduction: 0
Spell Resistance: 0
Spell Failure: 0[/sblock]
[sblock=Weapon Stats]
Shortspear(melee): +4 = +1 (BAB) +2 (STR) +1 (size)/1d4+2 (P), Crit x2
Shortspear(range): +4 = +1 (BAB) +2 (DEX) +1 (size)/1d4+2 (P), Crit x2, Range 20'
Scimitar(melee): +4 = +1 (BAB) +2 (STR) +1 (size)/1d4+2 (S), Crit 18-20x2
[/sblock]
[sblock=Racial Traits]
+2 Dex, +2 Cha, -2 Str
Small size, slow speed
Fearless: +2 racial bonus on saves against fear. Stacks with Halfling Luck.
Halfling Luck: +1 racial bonus all saving throws.
Outrider: +2 racial bonus on Handle Animal and Ride checks. Replaces Sure-Footed.
Weapon Familiarity: proficient with slings, treat any weapon with “Halfling” in name as martial[/sblock]
[sblock=Class Features]
Nature Bond – Animal Companion (Scorpion)
Spontaneous Casting: can sacrifice any prepared spell to cast Summon Nature’s Ally of the same spell level.
Nature Sense: +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: +2 Diplomacy for animals. -2 for magical beasts.
Desert Native: +1/2 level as bonus on Initiative, Knowledge (geography), Perception, Stealth and Survival checks if within Desert environment. Also cannot be tracked in a desert.
[/sblock]
[sblock=Feats & Traits]
1st lvl-Mounted Combat
3rd lvl-

Traits:
a) Reactionary: +2 Trait bonus on Initiative checks.
b) Focused Mind: +2 Trait bonus on concentration checks.[/sblock]
[sblock=Skills]
Skill Ranks: 10 = [4 (class) + 00 (INT)] x 02 (LvL) + 00 (misc) + 02 (Favored Class)
Max Ranks: 02
ACP: -5

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
-03 =()Climb               +02    +00   +0  +00   -5   STR
+00 =()Craft:_____         +00    +00   +0  +00        INT
-03 =()Fly                 +02    +00   +0  +00   -5   DEX
+07 =()Handle Animal^      +00    +02   +3  +02        CHA
+07 =()Heal                +03    +01   +3  +00        WIS
+na =()Know:Geography^     +00    +00   +0  +00        INT
+04 =()Know:Nature^        +00    +01   +3  +00        INT
+08 =()Perception          +03    +02   +3  +00        WIS
+na =()Profession^:_____   +03    +00   +0  +00        WIS
+04 =()Ride                +02    +02   +3  +02   -5   DEX
+na =()Spellcraft^         +00    +00   +0  +00        INT
+08 =()Survival            +03    +02   +3  +00        WIS
-03 =()Swim                +02    +00   +0  +00   -5   STR
[/sblock]
[sblock=Spellcasting]
Spellcasting (Druid CL 1, DC 13+lvl)
Regularly Prepared Spells:
0 (4)- Create Water, Light, Purify Food and Drink, Stabilize
1 (3)- Cure Light Wounds, Entangle, Magic Fang
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost      Weight
+1 Scorpionback (Chitin) Breastplate 1,700 GP 15 lbs
Heavy Wooden Shield 7 GP 5 lbs
Shortspear 1 GP 1.5 lbs
Scimitar 15 GP 2 lbs
Hot Weather Outfit (free)
Holly and Mistletoe 0 GP 0 lbs
Holy Symbol (Chelicera) 1 GP 0 lbs
Spell Component Pouch 5 GP 2 lbs
Tattoo 20 GP
Backpack 2 GP .5 lbs
Trail Rations (2) 1 GP .5 lbs
Wand of Cure Light Wounds (50, CL 1) 750 GP 0 lbs
Potion of CLW (2, CL 1) 100 GP

(On Mount)
Mithral Chain Shirt Barding 1100 GP 12.5 lbs
Exotic Military Saddle 60 GP 30 lbs
Saddlebags 4 GP 8 lbs
Trail Rations (8) 4 GP 2 lbs

Total weight carried: 27.5 lbs
Treasure: 220 gp, sp, cp Gems:

Carrying Capacity:
light- 0-43
medium- 44-87
heavy- 88-130 [/sblock]
[sblock=Details]
Size: Small
Gender: Male
Age: 28
Height: 3’2”
Weight: 35 lbs
Hair Color: light sandy brown
Eye Color: green
Skin Color: dark tan
Appearance: Arsa is unremarkable for a desert Halfling, at first glance. He wears the comfortable and common light-colored desert robes, with the addition of a stylized scorpion mask. The body of the little creature covers his forehead while each arm and pincer curves out and around his eye until it comes to rest on his cheek. The tail is pulled back over his head. His green eyes peer out from behind the grim facial cover, always with a distinct air of uncaring. His sandy brown hair is kept short and he has not facial hair of any sort. A tattoo of a scorpion’s tail runs up his neck, with the stinger inked into his chin. A pincer tattoo adorns the back of each hand. If one were to remove Arsa’s robes, they would see the rest of the tattoo – a large scorpion covering his chest with the aforementioned limbs leading to his endpoints.
Demeanor: Arsa Stingheart is generally terse. He is a fairly reasonable person (for a worshipper of Chelicera), but his cold speech and lack of tact can make him seem a far more cruel individual than he is. It doesn’t help that he mainly sees people as either useful to his survival or as threats to it. Shades of grey has little meaning to him.[/sblock]
[sblock=Background]
Arsa’s life up to now has been fairly average for his people. The only unusual thing in his youth was his choice to follow the druidic path of Chelicera, and even that is reasonably common among the Halfling tribes. He endured the three stings of the rite and Chelicera saw fit to send one of her arachnid children to be his ally. Since then, Arsa and Tox (the name of the scorpion) have learned the ways of the Stinging Queen and served the Stingheart Tribe. But Chelicera called him away… and her call led him to the city.
[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class: Druid 2
BAB: +0 to +1
Fort: +2 to +3
Ref: +0 to +0
Will: +2 to +3
Feat: none
Class Features: Desert Native (+1/2 level as bonus on Initiative, Knowledge (geography), Perception, Stealth and Survival checks if within Desert environment. Also cannot be tracked in a desert.)
HP: +8 = (1d8 - 2 = 6) + 2 [CON] + 10 (Old Total) = 18 (new total)
Skill Ranks: +05 = +04 (Class) + 1 (misc) + 5 (Old Total) = 10 (new total)
Skills: +1 Handle Animal, +1 Heal, +1 Perception, +1 Ride, +1 Survival.
Favored Class Bonus: Skill Point (already factored into above info)[/sblock]
[sblock=Animal Companion Tox]
Code:
Medium Vermin – Giant Scorpion
Init +1; Senses: Darkvision; Tremorsense 30 ft; 

--------------------
DEFENSE
--------------------
AC 16 AC (T) 11 AC (FF) 15 (+4 armor, +1 DEX, +1 Natural)
HP 16 (2d8+2 CON)
Fort +4, Ref +4, Will +1

--------------------
OFFENSE
--------------------
Speed 40 ft.
Attacks: Melee 2 Claws +2 for 1d4 damage plus Grab and sting -3 for 1d4 plus poison
Space 5 ft.; Reach 5 ft.

--------------------
STATISTICS
--------------------
Str 11, Dex 12, Con 12, Int -, Wis 10, Cha 2
BAB +2; CMB +2; CMD 13 (25 vs. Trip)
Mindless
--------------------
SPECIAL ABILITIES
--------------------
Darkvision 60 ft.
Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (vermin).

--------------------
Tricks (1+1 Bonus)
--------------------
Attack, Come
[/sblock] [/sblock]

[sblock=Chitin Armor]
From the 3.5 sourcebook Races of the Dragon.
Chitin is less restricting than metal, even though it weighs the same amount. The maximum Dexterity bonus of an armor or shield made of chitin is 1 greater than that of the same type of armor made from metal. Breastplates, half-plate armor, full plate armor and shields can be made from chitin. (Typically, the only kind of shield crafted from Chitin is a tower shield, since most shields don't have a maximum Dexterity bonus.)
A single giant beetle provides enough material to create a single breastplate or tower shield sized for a character of the same size category as the beetle. <SNIP> A suit of half-plate or full plate armor takes twice as much chitin, while a light shield or heavy shield takes half as much. (A chitin buckler can be made from the cast-off bits of any giant beetle.) The chitin from multiple giant beetles can be combined.
Because chitin armor isn't made from metal, druids can wear it without penalty. Armor and shields fashioned from chitin are always masterwork items; the masterwork cost is included in the prices given below. Chitin armor or shields cost double what masterwork armor of that type ordinarily costs, but take no longer to make than ordinary armor of that type.
Chitin armor has 10 hit points per inch of thickness and hardness 5.
[/sblock]
 
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HM can I kill the PCs using this monster?
Sand_Dragon_by_jslewis.jpg
 
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