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I6: Ravenloft (adapted to 3.x) - OOC Thread - CALLING MY PLAYERS!

kinem:

Your PC looks good. I like that you gave him a skill (Perform: Mandolin) that has no real bearing except for flavor. Kudos.

As far as the background goes, any idea of what type of city he would have served in the watch of? I mean, there are hundreds of cities across my game world...

As far as the dwarves go, the largest concentration of them is the Kingdom of Koradar, which is predominantly dwarf. And he very well could have fought shadows in the Felldark Hills on Koradar's southern border...afterall, the presence of the Riftlands behind the hils ensure all sorts of dark and foul things are found in that region.

Here it was...did you have something in mind for a certain atmosphere of city?
 

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Thanks.

The city should be a fairly large one, with some wild (perhaps borderland) or monstrous elements, but also a sophisticated elite.
 

Thanks.

The city should be a fairly large one, with some wild (perhaps borderland) or monstrous elements, but also a sophisticated elite.

Actually, I have a city that comes to mind that fits your PC's background pretty well, I think:

Dzoria, City State of
Her Resplendence, the Lady Magistress Agnacia, of the family Tovald

Capital: Dzoria (Metropolis, pop. 50,000)
Population: 200,000 (70% human; 15% dwarf; 15% other)
Government: Aristocracy; a Lord Magister governs the city-state, and is chosen by the aristocracy of the city.
Arms: A mining pick and wood axe crossed, on a green field
Resources: Timber, precious metals, metal ore, gemstones, building & decorative stone, coal
Predominant Alignments: LN, LG, NG

Dzoria is one of the smallest of the city-states in the Ophidian Region, though the city itself is still a large Metropolis. Sitting at the base of the Atylaun Mountains, Dzoria grew from a small timbering and mining town to the wealthy and influential nation that it is today. Its location on the peninsula is prime, and has led to much of its wealth: the majority of all stone and wood used for construction in the region comes from Dzoria. In addition to their main resources, Dzoria is well known for their fine single malt whiskeys, of which there are a half-dozen or so distilleries within a day's ride of the city itself.

As mining and stonecutting make up significant portions of the state's economy, there is a relatively large population of dwarven people to be found here. While the climate is a bit warm to their liking, the large amount of work has proven to be worth their extended presence.

While the proximity to the wealth of the forested Atylaun Mountains is a blessing, it is also a curse...humanoids and worse dwell among the peaks. While they are fairly content to stay in their mountain homes, some raiding does occur; rarely against the city itself, these raiders focus more on the mines, logging camps, carvans and outlying communities. Because of this, Dzoria sends out regular patrols of guardsmen, either on foot or specially bred war-mules. These mounts are easier able to traverse the dangerous mountain trails than horses. Still, the lairs of these raiders are hard to find, as the Atylaun's heavily forested slopes and ravines hide many caverns and hiding places.

Dzoria guardsman usually wear chain shirts, carry light steel shields, and bear spear, axe and sword in combat. They prefer to be mobile, to better respond to threats, and are well-trained in skirmish tactics. Dzoria also maintains a strong contingent of archers.

Due to its position in the highlands area, Dzoria's climate is much cooler than that of the rest of the city-states of the region. Summers are still warm, but pleasant; the winters are cool and moist, with some likelihood of snow during the coldest months.
 

Hey Nebten, can you do me a favor and actually post your PC's stats and such as an actual text post in the Rogue's Gallery instead of an attachment? I prefer it that way for ease of reference if you don't mind?

Thanks!
 


Hey Rhun,

Did you ever get a chance to look over my character? Post 156?

I added his background and full gear, so he is pretty much ready to go.

I may need to change a name for the city he comes from, if you have a good one in mind. And Queenie and I are blending therir backgrounds, so I may need to change her character's name once she settles on one.
 



Hey, I haven't forgotten about my character! I've just been super busy lately and am *really* bad at making decisions :o . So here is the almost final product. I may change out a spell or two and still deciding on my last feat but the rest should be pretty set. Also, Fenris has our mutual background I have to get the rest of mine written up, if not tonight then hopefully tomorrow. Let me know if I need to change / work anything then I'll post it in the other thread.



Female | Human | Lvl 6 Witch
XP Total 3,000
Size: Medium
Init: +6
Senses: Listen +1, Spot +1
Languages: Common, Sylvan, Elven, one more

- - - - - - - - - - - - - - - - - - - - - - - - - - -

AC: +15 Touch: +13 Flatfooted +13
(+2 Dex, + 2 armor, +1 Misc )

HP: 25 (6d4, + 6CON bonus)
Immunities: N/A
FORT: +3, REFL: +4, WILL: +6
Special Save conditions:
- - - - - - - - - - - - - - - - - - - - - - - - - - -

Speed: 30 feet
Melee: Silver dagger +3 (1d4-1) 19-20x2
Ranged: Light Crossbow +9 (1d8+1) 20x2
BAB: +3 Grapple: +3

- - - - - - - - - - - - - - - - - - - - - - - - - - -

Ability Scores: STR: 9, DEX: 14, CON: 12, INT: 12, WIS: 12, CHA: 18 (20)
Special Characteristics:

Class Abilities and level:
Dabble: Prophecy, White Magic
Vulnerability: Cold Iron
Trackless step
Bewitch (1/day)
Gentle Touch (Heal 12 HP per day as Lay on Hands)

Dabble Info:

White Magic: White Magic is the magic of light and life, goodness and beauty, and is dabbled in exclusively by Good witches. Power: Gentle Touch: The witch can heal 2 hit points per level per day; otherwise as a paladin’s Lay on Hands ability. Spells: 0 disrupt undead, 1 bless, 2 calm emotions, 3 daylight, 4 primal lightning [d294], 5 dispel evil, 6 heal, 7 sunbeam, 8 crown of glory [BoXD], 9 prismatic sphere.

Prophecy: Some witches uncover their third eye, gaining insight into truth and possibility. Only Nonchaotic witches dabble in Prophecy. Power: The witch can take the Fortunetelling feat for free or select two of the following as class skills: Decipher Script, Listen, Sense Motive, or Spot. Spells: 0 guidance, 1 true strike, 2 detect thoughts, 3 clairvoyance/clairaudience, 4 divination, 5 true seeing, 6 mass owl’s wisdom, 7 vision, 8 moment of prescience, 9 foresight.


Feats:
Blood Art, Fortune Telling, Brew Potion, Improved Initiative, Charmed Archery, (Rapid Reload or one more)


Spells:
Cast per day: 6/7/6/4
Known: 8/4/2/1

Spells Known:
0 level: Cure Minor Wounds, Dancing Lights, Detect Magic, Disrupt Undead, Ghost Sound, Guidance, Light, Mending, Message, Prestidigitation
1st level: Bless, Charm Person, Cure Light Wounds, Entangle, Obscuring Mist, True Strike
2nd level: Calm Emotions, Cure Moderate Wounds, Detect Thoughts, Tasha’s Hideous Laughter
3rd level: Call Lightning, Daylight, Clairvoyance/Clairaudience


Skills:
Bluff +14 (9 ranks +5 Cha)
Heal +10 (9 ranks +1 Wis)
Kn(arcane) +10 (9 ranks +1 Int)
Survival +10 (9 ranks +1 Wis)

Possessions: Bracers of Armor +2 (4,000 sp), Cloak of Charisma +2 (4,000 sp), Ring of Protection +1 (2,000 sp), Light crossbow +1 (2,335 sp), MW Silver dagger 322 sp, 323 sp

Here is the link for class reference: http://forums.gleemax.com/showthread.php?t=119098
 


Into the Woods

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