IndyPendant's Sunless Citadel OOC thread.

IndyPendant

First Post
We're off and running! Sorry for the short notice, but with Voadam leaving soon, I figured we'd better get going asap. I would like to keep the other thread as IC as possible, and this thread for OOC talks. Anything OOC in the other thread I would like to be put in double brackets. We'll probably work out a style that fits for us over time.

Your first posts in this thread I would like to be of your chars again. And everyone please wait to post a second time until all six chars are posted, just so they're all available right at the top. After that though, every feel free to post away!

I only have one thing I'd like everyone to do for style: anything your chars say please put in quotes *and* bold. If you're the type to put speech in different colours, please refrain from that in this campaign; I've seen it in other threads and frankly hate it.

The IC thread is here.

Post away, and let's have fun!
 
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Ydyr Bhantt

Code:
Name: Ydyr Bhantt
Class: Monk1
Race: Human
Size: Medium
Gender: Male
Alignment: LG
Deity: Illmater (the Broken Ones)

Str: 10 +0      Level: 1        XP: 0
Dex: 14 +2      BAB: +2         HP: 9   (1d8+1)
Con: 12 +1      Grapple: +4     Current HP: 9/9
Int: 12 +1      Speed: 30'      Spell Res: 00
Wis: 16 +3      Init: +2       
Cha: 10 +0              

Dex is considered 16 (+3) for AC purposes. 

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +0    +0    +3    +0    +0    +3    16
Touch: 16             Flatfooted: 13

                         Base   Mod  Misc  Total
Fort:                      2    +1          +3
Ref:                       2    +2          +4
Will:                      2    +3          +5

Weapon                  Attack   Damage     Critical
Unarmed                   +2     1d6+0        x2
Flurry                   -0/-0   1d6+0        x2      

Languages: Common, Celestial, Elvish

Abilities: 
Flurry of Blows
Unarmed Damage (1d6)

Feats: 
Improved Unarmed Strike
Improved Grapple (+4 to all grapple checks)
Dodge (Indy's version)
Weapon Finesse (unarmed) (Indy's version)


Skill Points: 24       Max Ranks: 4/2  (4 + Int [+1] + 1 [human]) x4 @ 1st level
Skills                   Ranks  Mod  Misc  Total
Conentration               4    +1    +0    +5
Knowledge(relig.)          4    +1    +0    +5
Diplomacy                  4    +0    +0    +4
Escape Artist              2    +2    +0    +4
Listen                     2    +3    +0    +5
Spot                       2    +3    +0    +5
Sense Motive               2    +3    +0    +5
Spellcraft (cc)            2    +1    +0    +3

Equipment:               Cost  Weight
Backpack                 2gp    2lb
Bedroll                  1sp    5lb
Chalk                    1cp    -lb
Flint&steel              1gp    -lb
Spell component pouch    5gp    2lb
Waterskin(1)             1gp    4lb
trail rations(2)         1gp    2lb
traveler's outfit        1gp    1lb


Total Weight: 16lb  Money: 0gp 0sp 0cp
 
                           Lgt   Med   Hvy  Lift  Push
Max Weight:                33    66    100   100   500


Age: 19
Height: 6'4"
Weight: 182 lbs
Eyes: Brown
Hair: Dishwater
Skin: Pale-ish


Appearance: Ydyr is a tall and gaunt fellow. He is soft spoken, and polite. His eyes are 

usually downcast, and his floppy hair hangs over his face. He wears a very simple robe, 

which was once probably very nice, but is now frayed and graying from travel. He seems 

awkward as he moves, his strides helplessly longer than most of his companions and sometimes 

off kilter from wounds that never healed exactly properly. His hands twitch nervously at 

most sounds, and it sometimes seems as though he might be having a conversation under his 

breath a lot of the time. 

Background: Ydyr was a simple laborer in a large Dalelands city. His parents were around for 

a few years of his life, but soon hard work and hard knocks were his only two authority 

figures. He sprouted up early, becoming too tall for most of the jobs he had procured: 

chimmney sweep, shiploader, ratkiller.

He finally found a dockside warehouse that needed an inventory counter. He could count just 

high enough in the "interview" to get the job. It was dull, but afforded him walking-around 

money. There was no higher ambition in his life.

One day, a group of disguised thugs jumped his company's dropoff of a shipment. They were 

attempting to steal a set of boxes that his boss had said were "very important". The thugs 

were in the process of killing the company's one bodyguard (Ydyr's best friend at the time). 

Ydyr rushed to his friend's aide only to be knocked out cold by one swing from behind. 

He awoke on the side of an unknown road, battered and broken. In the haze of pain, he looked 

skyward and wondered what might be "out there". He passed out again with death hovering over 

him. 

The next time he awoke, he was in a temple of Illmater. His wounds had been tended to, and 

he was told of how a group of monks returning from a supply run in his city had found him. 

They brought him to their temple to save his life. 

After catching a glimpse of the monks in training, he begged the headmaster to allow him to 

stay and join them. The headmaster relented, but after only a few short weeks of learning 

the basics and trying his heart out, it was obvious that the gangly Ydyr didn't want to 

continue on as a martial monk. He felt called to a more direct link to the deity who saved his 

life.

A passing cleric of Illmater offered to escort the boy back to his city, but found that here 

was the aptitude everyone had been looking for in Ydyr. He gave him a very basic training 

on how to pray for spells and gain more power. This was the way that Ydyr had been 

seeking.

So, dressed as a monk, Ydyr set out from the temple with the intention of getting closer to 

his god. He knew he would have to work hard to forge his own path in a world he had never 

explored.

Here's my char. Good intro, Indy. Going to post there now.
 
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Jair Feyfriend

My druid concept. Jair

Originally insturcted by the treant Vinathus of the unicorn's horn circle of druids who contained many harper members. Trained in the arts of druidic shapeshifting, curing, and summoning animal spirits, the young priest has potent mystical abilities and studies the druidic arts, looking to the day he can become one of Mielikki's Champions of Nature. Jair has been sent to the Dale lands to begin to re-establish a druidic presence after the destruction of the local circles there and to place a harper minion in the locale.

As a druid of Miellikki, patroness of rangers and good forest creatures Jair is required to call and serve a dryad or treant once a month. Jair, a handsome and personable young man bonded with the dryad Alleah who lives in the forests of the Dales, and fell into a courtship with her according to the customs of the fair folk. Jair is now considered fey touched and has grown in his druidic powers establishing a rapport with the local good fey and some of the mortal residents who follow the druidic faiths or who wish a mediator with the fey.

Jair works hard to create a natural haven of good in the forests of the dales but takes his role as a mielikki priest and champion seriously and will investigate and confront any unnatural evil that threatens his new desmesne or the people who call it home.

As a face man for good druidism, Jair has a strong diplomacy focus as well as the usual druidic wilderness skills. His companion is a wolfhound Terrek a friendly hunting/guard who is happy to get skritched and give friendly grins that put people at ease.

Jair
Human druid 1
Patron Mielikki
NG
Str 10
Dex 12
Con 12
Int 10
Wis 16
Cha 14
HP 9
AC 16 (+3 armor +2 shield, +1 dex), touch 11, Flat footed 16
BAB +0, melee +0 ranged +1 grapple +0
F +3, R +1, W +5
Feats: spell focus conjuration, augment summoning
Languages: Common, Druidic, Sylvan
skills:
Diplomacy 4 ranks +2 cha, = +6
Survival 4 ranks +3 wis +2 nature sense =+9
Knowledge Nature 3 ranks +2 nature sense = +5
Handle Animal 4 ranks +3 wisdom = +7 (+11 with companion)
Spot 4 ranks +3 wis = +7

Spells 4/2
DC 13+spell level

spells known
0
create water
cure minor wounds
detect magic
read magic

1
speak with animals
cure light wounds
summon nature's ally I

Powers
Nature's sense
Animal companion (unused currently)
Wild Empathy +3

Possessions,
hide armor
heavy wooden shield
spear d8 x3
sling and pouch with stones d4
skinning knife d4
Mielikki holy symbol (wooden)
23 gp 9 sp

Animal Companion
Riding dog
Dog, Riding: CR 1; LA —; Medium animal; HD 2d8+4; hp 13; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4 natural),
touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk Bite +3 melee (1d6+3); Full Atk (same); Space/Reach 5 ft./5 ft.;
SA trip (if trained for war); SQ low–light vision, scent; AL (Always) N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15,
Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Jump +8, Listen +5, Spot +5, Survival +1, Swim +3; Alertness, Track B. B = Bonus Feat.
(Riding dogs have a +4 racial bonus on Jump checks. Riding dogs have a +4 racial bonus on Survival checks
when tracking by scent.)
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a
heavy load, 201–300 pounds A riding dog can drag 1,500 pounds
Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Trip (Ex): A riding dog that is trained for war that hits with a bite attack can attempt to trip the opponent (+1
check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt
fails, the opponent cannot react to trip the dog.
Description/Combat: This category includes working breeds such as collies, huskies, and St. Bernards. If
trained for war, these animals can make trip attacks just as wolves do. A riding dog can fight while carrying a
rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Advancement: —

Jair's wolfhound is trained for guarding and knows the bonus trick fetch and is trained in trip attacks.

Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks.
 
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Code:
[B]Name:[/B] Heirmund Vottar
[B]Class:[/B] Illusionist (Barred schools: Necromancy&Evocation)
[B]Race:[/B] Rock Gnome
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] CG
[B]Deity:[/B] none

[B]Str:[/B] 8  -1      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 12 +1      [B]BAB:[/B] +0         [B]HP:[/B] 5   (1d4+1)
[B]Con:[/B] 12 +1      [B]Grapple:[/B] -5     [B]Current HP:[/B] 5/5
[B]Int:[/B] 18 +4      [B]Speed:[/B] 15'      [B]Spell Res:[/B] 00
[B]Wis:[/B] 10 +0      [B]Init:[/B] +1        [B]Spell Failure:[/B] 00%
[B]Cha:[/B] 10 +0      [B]ACP:[/B] -3         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +1    +1    +0    +0    12
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 11

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +1          +1
[B]Ref:[/B]                       0    +1          +1
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Quarterstaff              +0     1d4-1      x20
Dagger                    +1     1d3-1      19-20

[B]Languages:[/B] Common, Gnome, Draconic, Dwarven, Elven, Goblin.

[B]Abilities:[/B] 
Low-light vision.
Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons.
+2 racial bonus on saving throws against illusions.
+1 to the DC for saving throws against illusion spells cast by Heirmund.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against giant type.
+2 racial bonus on Listen and Craft (alchemy) checks.
1/day—speak with animals (burrowing mammal only, duration 1 minute), dancing lights
ghost sound, prestidigitation. Caster level 1st; save DC 10+ spell level.

[B]Feats:[/B] Scribe scroll, Craft wondrous item, Alertness (if Ivan is within reach)

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                   2    +4    +3    +9
Conentration               4    +1    +0    +5
Craft(Alchemy)             4    +4    +2    +10
Knowledge(Arcana)          4    +4    +0    +8
Knowledge(History)         4    +4    +0    +8
Knowledge(Nature)          2    +4    +0    +6
Spellcraft                 4    +4    +0    +8

[B]Equipment:               Cost  Weight[/B]
Quarterstaff             -gp    2lb
Dagger(x4)               8gp    2lb
Backpack                 2gp    1/2lb
Bedroll                  5sp    1 1/4lb
Candle(x10)              1sp    -lb
Map case                 1gp    1/2lb
Chalk                    1cp    -lb
Flint&steel              1gp    -lb
Black ink vial           8gp    -lb
Ink Pen                  1sp    -lb
Parchment(10 sheets)     2gp    -lb
Spell book               15gp   3lb
Blank book               15gp   3lb
Spell component pouch    5gp    2lb
Soap                     5sp    1lb
Waterskin(4)             4gp    4lb
trail rations(4)         2gp    1lb
Scholars outfit          5gp    6lb

[B]Total Weight:[/B] 26 1/4lb  [B]Money:[/B] 0gp 7sp 9cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               19.5  39   60    60    300

[b](Class Name) Spell DC:[/b] 14(15 if illusion)+ Spell Level
[b](Class Name) Spells Per Day:[/b] 4/3
[b](Class Name) Spells Prepared:[/b]
[i]0-level(DC 14):[/i] Acid splash, Detect magic, Mage hand, Message
[i]1-level(DC 15):[/i] Color spray*, Mage armor, Silent image*


[b](Class Name) Spells Known:[/b]
[i]0-level(DC 14):[/i] Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic
Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
[i]1-level(DC 15):[/i] Identify, Comprehend languages, Mage armor, Charm person, Color spray, Silent image, Feather fall

Ivan: 
Tiny Animal	   
Hit Dice:	     1 (2 hp)	   
Initiative:	     +2	   
Speed:	             10 ft. (2 squares), fly 40 ft. (average)	   
Armor Class:	     15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13	   
Base Attack/Grapple: +0/–13	   
Attack:	Claws        +4 melee (1d2–5)	   
Full Attack:	     Claws +4 melee (1d2–5)	   
Space/Reach:	     2-1/2 ft./0 ft.	      
Special Qualities:   Low-light vision	   
Saves:	             Fort +2, Ref +4, Will +4	   
Abilities:	     Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6	   
Skills:	             Listen +3, Spot +5	   
Feats:	             Weapon Finesse	 
These glossy black birds are about 2 feet long and have wingspans of about 4 feet.

[B]Age:[/B] 60
[B]Height:[/B] 3'8"
[B]Weight:[/B] 48lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blond
[B]Skin:[/B] Dark Tan


[B]Appearance:[/B] Heirmund's has blond hair blue eyes and wrinkled tan skin, he has short
blond hair and He keeps a well groomed beard which comes to a point accenting his chin. 
Heirmund dresses in a dark blue robe and cloak, he keeps two sharp knives in their sheaths
at his left side.

[B]Background:[/B] Heirmund Vottar was born to a rich merchant family in a fairly large town.
He was taught in many things he would need in any line of work he might want to take up, or
so his family thought at the time. When he was old enough to learn a trade he was put to work
as a clerk in one of his family's shops, a pawn shop to be exact.

Heirmund did quite well there but felt unfulfilled. He was a brilliant young gnome and from an
early age had devoured all the knowledge he could find this lead him to apprentice to a wizard
since that seemed quite interesting indeed from his readings.

So Heirmund found a wizard who would accept him as his apprentice and worked under him for several
years. He found he despised spells that dealt with the essenced of life and the flashy
spells some of the wizard's other apprentices liked. He spent the extra time working on forming
believable illusions. 

Once Heirmund's time as an apprentice was over he went back to work for his family making various
alchemical item's. After a time he grew bored of simply creating these item's like some kind of
factory. Heirmund's family could not understand their son's need for something more, in their
mind he had everything a gnome could want, rich men would be knocking on his door soon if he
worked hard and what could be more important?.

Heirmund unlike his family found his prospects rather dull at best. He determined to find something,
anything to do with his skills that wouldn't be drudgery. In the mean time all he had was his work
whatever he could find to read and Ivan, who quite honestly wasn't the best company you could ask for.
 

Dengar Tonhil

Dengar Tonhil
Earth Genasi Male
Fighter 1
Lawful Good

Str 18, Dex 10, Con 16, Int 12, Wis 10, Cha 8

Fort +6, Ref +0, Will +1

Atk +5 melee (1d8+4/20x2, Flail), +1 ranged (1d6+4/20x2, Javelin) +1 ranged (1d6+4/20x2 throwing axe)

AC 15 (scale mail + shield) 10 (touch) 15 (flat footed), hp: 14

RA: Darkvision, Pass without trace 1/day, +1 saving throw vs earth spells and effects, outsider

Languages: Common, Chondathan, Dwarven

Feats/Skills: Strong Soul, Improved Toughness; Craft (sculpting): +3, Intimidate: +3, Knowledge (Geology) (cc): +3, Sense Motive (cc): +1

Equipment: Scale Mail, Flail, 10 Javelins, 2 Throwing Axes, Backpack w/bedroll, waterskin, 3 days rations, sculpting tools, Flint & Steel, whetstone

Description

Dengar Tonhil from a distance looks like any other militia member you might pass on the road. While broad at the shoulder and chest, he is of average height and weight, but as you look closer, it is easy to see the differences between Dengar and those he travels with.

Dengar's body is slate in color and his very flesh seems closer to stone than skin in its texture and appearance. Black eyes, deeply set underneath his craggy brow, stare out at all he passes, and while he does not mean any harm, it does not ease the discomfort it causes.

His armor is well cared for, as are his weapons, and although he will never serve as mounted cavalry, Dengar has proved his mettle in the minor skirmishes he has been involved in during his training with the militia.


Background

When I was younger, my grandmother would sit beside my bed and tell me the history of my people and my family. She would tell me of how Moradin gathered twelve of his trusted servants and bade them to live among his children and help them carve out a home deep in the heart of the earth. The servants did as they were told and worked tirelessly with the dwarves until Moradin came to the twelve and told them that their time among the mortals was almost at an end. The servants, who had come to love the young race nearly as much as the Soulforger himself, beseached Moradin to allow them to stay among the dwarves, even if it meant forsaking their own immortality to do so. The Soulforger pondered their request as while it seemed an easy one to grant, Moradin knew that for his children to grow as a race, he had to let them face the world on their own. However, if his servants were willing to forsake their immortality and live the life of a mortal, could he truly stop them? After seven days Moradin reached his decision and stripped his servants of their immortality, but not their powers. Thanking Moradin for his generousity, the servants went among the clans and after a time chose a mate and started a family of their own. With the Soulforger's blessing, the blood which flowed through their veins carried with it the powers of their father, but Moradin in his wisdom had weakened the bloodline, as he did not wish for his children to come to depend upon the "braclish", or chosen in the dwarven tongue, to solve their problems in all the days to come. As each generation passed, the bracklish's blood became weaker and weaker until there was soon no difference between them and their dwarven brothers and sisters. In the eyes of the dwarves, it was a fair and just thing as Moradin had given them aide when they needed it, but had not given them a crutch.

On the night of the Thunder Blessing, Moradin gave two gifts back to his children. The dwarven race would no longer fear the curse of the barren womb and for the first time in almost two hundred years, a braclish was born into the world.

My grandfather's father was the son of a dwarven mercanary and a human woman, and while my grandmother would tell me that their union was one of love, I have my doubts. If it was truly love, why did she hide the fact she was pregnant and journey to the Dalelands to have the child? Why would she give the child over to the priests of Ilmater shortly after his birth, neglecting to even name him in her haste to continue her phlight into gods know where.

Although a pious man, it was not his fate to walk as a priest, but he did serve as the groundskeeper for the church and when he took a wife, a seamstress by trade and choice, the clergy gave him permission to build a small cottage on the church's ground. It would take several years for him to save up enough money to complete the house, but as Tymora, Ilmater, and Moradin would have it, the day it was finished she went into labor and on the cold stone floor, my grandfather, whose skin was as gray as the stone tiles themselves, was born.

My grandfather would spend his entire life learning all he could of the blood which flowed through his veins. Everything he learned, he recorded in his journals and when he felt he had learned enough to quell the questions in his soul, he returned to the quiet life in the Dales and took a struggling young bard under his wing and soon made her his wife.

My father was born without Moradin's touch, and while my father would never admit it, he felt that he was less of a son because the braclish blood did not manifest within him. However, while the gift may have passed him over, there could be no doubt that when I was born that I was one of the braclish.

My father was a skilled bladesman and my grandfather a respected mage so it was no surprise that when the land was plunged into chaos during the Godswar that they would volunteer to defend it as best they could. I did not need my grandmother's stories to remind me of the day they left. I can remember all too well running up and hugging my father's waist, begging him not to leave us. I can remember the feel of his glove upon my head as he told me everything would be fine. I can remember the feel of tears on my cheek as I watched them ride out to meet their destinies. I can remember knowing I would never see them again.

I was right.

Before my grandfather left, he had given my grandmother the keys to his desk and told her that should the gods not allow him to return, she was to use the coins she would find to take care of the family. My grandmother had told him to quit giving Basheba ideas, but she took the keys anyway and promised she would look after us as best she could. It was a promise that she kept to the day she joined Milil's heavenly choir.

My mother passed away three summers after my grandmother died of the brain fever. The Ilmatari and Lathanderites did all they could, but in the end, the damage done by the fever was too much for her body to handle. I held her hand as she passed away and I buried her with the others in the small graveyard behind our house. After she died, the priests of Ilmater requested to buy the house back from me, to serve as a study for the church and their visitors, but I could not take their coin, especially since the land was given freely to my great-grandfather to begin with. I merely asked that they tended to the family's grave and put fresh flowers out when the spring blossoms bloomed. They agreed with a solemn nod and after packing only what I needed to travel to Mistledale, as well as my grandfather's journals, I left and began my part in the tale.

I have served in the Mistledale militia for six years now, and while others have come and gone, I remain. They have come to accept me here and I no longer draw the curious stares I did when I first arrived, and in turn I have come to accept the fact that while Moradin did not want his children to rely to heavily upon the braclish, we are needed once more, but for what I do not know. Until I am given a sign, I shall stay among my adopted clan and protect them as best I can. It was what my people were asked to do when the world was brand new, and it is a duty I willingly accept now.
 

Jerek Tolman

Jerek Tolman

Male Human Rogue1, Neutral Good

HD (1d6)+1 hp 7

STR 10 (+0)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 12 (+1)
Init +3 (+3 Dex, +0 Misc)

AC 15 (flatfooted 12, touch 13)
Base Atk +0 Grapple +0

SA: Sneak Attack 1d6

Saves: Fort +1, Ref +5, Will +0

Attacks
+0 Melee Dagger (1d4 19-20/x2)
OR
+0 Melee Short Sword (1d6 19-20/x2)
OR
+3 Ranged Dagger (1d4 19-20/x2) (+1 within 30 ftl, 10 ft. increment)
OR
+3 Ranged Short bow (1d6 20/x3) (+1 within 30 ft., 60 ft. increment)

Skills
Balance +7 (4 ranks)
Climb +4 (4)
Disable Device +6 (4)
Hide +7 (4)
Move Silently +7 (4)
Open Lock +7 (4)
Sleight of Hand +7 (4)
Search +6 (4)
Spot +4 (4)
Survival +2 (4)
Tumble +7 (4)

Feats
Point Blank Shot
Precise Shot

Possessions (GP)

Shortbow (30)
20 Arrows (1)
Leather Armor (10)
2 Daggers (4)
Explorer's Outfit (0)
Short Sword (10)
Thieve's tools (30)

Tent (10)
Bedroll (0.1)
Blanket (0.5)
Backpack (2)
10 days Traveling Rations (5)
2 Spare outfits (2)

12 GP in various denominations

Party Possessions
Block and Tackle 5 5
2 x 50' Hemp Rope 2 20
3 x Lantern (Hooded) 21 6
6 x oil flask 0.6 6
5 x sack 0.5 2.5


Description
Jerek is of medium height, with a thin, wiry build and a sardonic smile playing around his lips. He dresses in muted colors for the most part but wears a red cloth around his brow to keep his long black hair back.

Bio
Jerek was born to a farming family in a hamlet in the distant kingdom of Toulon. From an early age he had a habit of blundering into difficulties and wriggling his way out of them. As he matured he displayed a real talent for the bow and supplemented his family's farming with hunting in the nearby forests.

One day in his seventeenth year, he was suddenly set upon by what he took to be brigands. He defended himself as best he could but was soon pummelled into submission. Only then did he realize he had joined the army. He quickly found himself in the service of Baron Etienne Valmont, whose arbitrary cruelty was matched only by his military brilliance. Jerek's innate talents were quickly recognized and he was trained to perform infiltration and reconnaisance. Though their campaign against the neighboring kingdom of Osserik was a success, Jerek was apalled by the army's conduct. During an action in the Osserian town of Dovewood, the company captain allowed his men free reign on the local civilians. The captain personally despoiled the temple and seemed intent on doing the same to the priestess. Jerek had enough. He killed the captain and fled, though he was slightly wounded in the process. Noone seemed to know what he had done, but Jerek knew that he couldn't go home, since the Baron's troops would be sure to capture and execute him as a deserter. And if they found out he had killed the Captain, they would punish his family as well. The only hope for his family was to disappear and be counted as lost in action.

He wandered far to the north as quickly as he could, living off the land and turning the tables on the occasional thief. Eventually he signed on as a caravan guard. There he met an odd group of similar wanderers and feels for the first time in a long time that he might have genuine friends again.
 
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[B]Name:[/B] Lehko     [B]Class:[/B] Sorceror  [B]Race:[/B] Human
[B]Region:[/B]Chult   [B]Size:[/B] Medium  [B]Gender:[/B] Male
[B]Alignment:[/B] CN  


[B]Str:[/B] 12 +1 (4p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 14 +2 (6p.)     [B]BAB:[/B]   0        [B]HP:[/B] 4 (1d4+0)
[B]Con:[/B] 10  0 (2p.)     [B]Grapple:[/B] +1     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 (4p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10  0 (2p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +0
[B]Cha:[/B] 16 +3 (10p.)    [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10    +0    +0    +3    +0    +0    +0    13
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                  0    +0          +0
[B]Ref:[/B]                   0    +2          +2
[B]Will:[/B]                  2    +0          +2

[B]Weapon                     Attack   Damage     Critical     Range[/B]
Club                         +1     1d6+1 B        x2          10'
Sling                        +2     1d4+1 B        x2          50'
Punch                        +1     1d3+1 B        x2          -
Goblin short sword	     -5     1d4+1 P      19-20/x2      -

[B]Languages:[/B]Common, Chultan

[B]Racial Traits:[/B]Bonus feat at 1st level, +4 skill points at 1st level, 1 extra 
skill point every level there-after

[B]Class Traits:[/B]Eschew Materials, Bonus Feats at 5th, 10th, 15th, and 
20th level (must be metamagic feats)

[B]Feats:[/B]Dodge, Imp. Unarmed Strike

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills             Ranks    Mod   Misc    Total[/B]
Bluff 			4	3		7
Concentration 		4	0		4
Diplomacy 		4	3		7
Intimidate 		4	3		7
Sense Motive 		4	0		4
Use Magic Device 	4	3		7

[B]Spell DC:[/B] 13 + Spell Level
[B]Spells Per Day:[/B] 5/4

[B]Spells Known[/B]
[B]0-level[/B](DC 13)[B]:[/B] Mage Hand, Flare, Touch of Fatigue, Electric Jolt*
[B]1-level[/B](DC 14)[B]:[/B] Shocking Grasp, Forcewave*
[SIZE=-1]*From Magic of Faerun. If unacceptable, will sub (respectivley) Acid Splash and Burning 
Hands[/SIZE]

[B]Equipment:                  Cost  Weight[/B]
Club	                        -	3lbs
Sling				-	2lbs
-Sling bullets x2		2s	10lbs
Monk's Outfit			-	2lbs
Beltpouch x2			2g	1lbs
-Flint + Steel			1g	-
-Fishhook			1s	-
-Trail Ration x3		1g, 5s	3lbs
-Candle x5			5c	-
-Mirror, Small Steel		10g	.5lbs
Waterskin			1gp	4lbs
Hooded Lantern                  -gp      2lbs
Extra Pint of Oil               -gp      1lb
Goblin short sword x2           -gp      4lb

[B]Total Weight:[/B]33.5lb      [B]Money:[/B] 33gp 9sp 5cp

                           [B]Lgt    Med     Hvy    Lft/OH   Push/pull[/B]
[B]Max Weight:[/B]           0-43   44-86   87-130   130	  650

[B]Age:[/B] 19
[B]Height:[/B] 5'10 
[B]Weight:[/B] 145lbs
[B]Eyes:[/B] Dark green
[B]Hair:[/B] Raven, blonde streaks
[B]Skin:[/B] Golden tan

Appearance: Lehko is thin for his height, with taught stringy muscles. His clothing is simple, a rough but simply made shirt of green cloth with no collar or sleeves, closed with wooden toggles up to his neckline. He wears dark, braided leather pants that stretch tight when he bends and flexes his legs. A pair of sewn hide pouches fall to either side of his hips. His only adornment are bands, coloured with natural dyes and drawn tight around his biceps, elbows, forearms and wrists. They trail about 6 inches of the material past the fastening knot, and swing and twirl when he moves and runs. His dark hair is kept short and in a square cut, with brilliant streaks of vibrant blonde running laterally. His skin is the golden tan of a native to the wilds. Deep green eyes constantly move and scan the surroundings. He seems restless, antsy almost. Always shifting his weight and moving in large gestures.

Background:Lehko was born to one of the many small agricultural nomadic tribes of the Chultan penninsula. His family was of the warrior cast, and he showed an aptitude for personal combat at an early age. The first years of his life were mostly uneventful. He was never as strong as his brothers and friends, but he was swift as the wind and always had energy to burn. His instructors saw talent in him, but also a ferocity that hindered his training. He would often become emotional in combat and make sloppy mistakes. It soon became apparent that he would never be an exceptional warrior.

Around his twelfth year things began to happen. Objects moved without control only when Lehko was around. When he lost his temper in the sparring ring, the other young warriors started complaining about shocks when he hit them. People began to talk. On the eve of his thirteenth birthday, his arcane powers exploded and emerged fully when he got into one of his frequent squabbles with one of the other boys and struck him, causing him serious damage with an electric shock. Lehko could feel the power growing within him now.

His tribe restrained him and called the shaman. When the warrior-priest appeared the next morning, he recognized Lehko as a sorceror. Only one fate awaited him, exile. He was cast out of his tribe and told not to return. He came to terms with this. The power within humhad awoken a hunger. He wanted more. He traveled for long years, learning about himself, and his power. He honed, it, came to control it. He traveled deeper into the civilized lands and eventually came to the step of a master sorceror. The Master accepted his apprenticeship only after Lehko refused to leave. He stayed with the Master for some time, learning all he could. Unfortunatly, the Master was very old, and unwell. He passed in the night, and that morning Lehko left after burning his body on the funeral pyre. With nothing left for him in the city he resumed his wandering seeking power, glory, and a deeper truth from within.
 
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Indy, I have played Nightfang spire before and am currently in the beginning of Standing Stones in a different campaign and I plan on running Lord of the Iron Fortress in my group's campaign (probably later this year or maybe early next year).

I have not played or read any of the earlier modules in the series and the later ones were heavily modified for our Post apocalyptic Greyhawk banewarrens campaign according to the DM. I will keep any out of character knowledge to myself that does come up though.
 

I have actually played Sunless Citadel, et al up through speaker of dreams (?, maybe) but it was in 3.0 and during my college "gray haze" days so everything is WAY foggy. I too will keep my mouth shut should I happen to recollect something. LOL

-jay
 

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