Mark of the Wyrm [closed]

Hm, I have the FR:CS book. But I've never really played a FR game, excluding the computer games. I'm interested, but I'm in allot of games already, some of which may or may not drop dead for no apparent reason. :\
 

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Well, you've grabbed my interest :D I've come up with a somewhat unorthodox character concept, a half-orc cleric of Deneir. Let me know what you think:

Twenty-three years ago, a child was born to the heiress of a prestigious noble family in southwestern Sembia. Unfortunately, it was a half-orc child, and, needless to say, the resident nobles were not of orcish extraction. So, in short order, the family's half-orc stable-slave was executed, and the tearful heiress shipped off to a Lathanderite convent. But what of the child? Well, as none of the men-folk could bring themselves to kill the pitiable wretch, they had a servant, under cover of night, shuttle the infant to the steps of the nearest thing resembling a charitable institution: a temple of Deneir.

The resident priests took the boy in, and raised him as best they could, through a combination of awkward paternalism and pedantic instruction in the tenets of Oghma's Scribe, as well as all manner of history and lore. Raised within the temple walls, the boy, whom the clerics named Carfal, came to consider them his family, and developed a concomitant devotion to doing the work of Deneir.

In fulfilling their charge to preserve as much information as possible, the temple’s scribes regularly record the news carried by itinerant bards and merchants. Some months ago, rumors began arriving of strange activity in the Dalelands, seemingly in relation to a mysterious sigil. Even more unnerving was the fact that, once a reliable description of this symbol was obtained, it was soon realized that the temple’s own adopted son bore such a mark! A flurry of research followed, whereupon the sigil’s draconic origin was uncovered. Seeing that further investigation was clearly in order, Carfal volunteered to travel to the Dales himself to get to the root of the matter. It is, literally, quite personal to him…
 

How much does a third level character have to spend?
How do you want to determine HP beyond first level?
If I have Craft (Weapons) can I get my weapons for half price or some other discount?
 
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OK! So, let's see...

Ambrus, looking over the material you sent, I don't see anything unbalanced. Let's
try it out and see what we get. Expect your PC to get lots of bigotry and confusion,
but then he'll have the alignment and the charisma to work past it.

Redclaw, your ranger looks good. I assume he's going for the archer specialization?
And silversheen, that adds alchemical silver to weapons for an hour? Must remember
to throw werewolves at you ;)

Bloodcookie, the background sounds intriguing, can't wait to see the character.

FreeXenon, the half-orc idea sounds good, too. Yes, Daggerdale was under the
Zhents until about three years ago when they regained their freedom. Tempers
are still very frayed there, as it was often brother against brother.

For gold, use the chart in the DMG, I'm sorry I don't have it in front of me here
at work. I'll quote you a page when I get home. Roll your HP beyond first level,
I'm happy with the honor system there. Same thing with Craft (Weapons); you
can indeed -make- weapons at cost, which is cheaper, but you have to make
your Craft rolls and spend the money outlined in the skill. I don't remember if
failure costs raw materials, but I know it takes up time ("I've been working on
this bastard sword for six months now, and I still can't get the width right!")
 

Tharune said:
Ambrus, looking over the material you sent, I don't see anything unbalanced. Let's try it out and see what we get.
Yay! So did the Dragonborn stuff strike you as appropriate for the campaign's theme, or would do you prefer the dragonwrought angle?

What should I use as a starting region? Anyone know where there are good concentrations of kobolds in the FR?

And might we know the name of the red dragon who's mark we carry? What's generally known about him/her/it if anything?
 

Tharune said:
Redclaw, your ranger looks good. I assume he's going for the archer specialization?
And silversheen, that adds alchemical silver to weapons for an hour? Must remember
to throw werewolves at you ;)
Definitely the archery path. As for the silversheen, it never hurts to be prepared, and I had a lot of money since magic armor would have been more than a third of the total. :)
 

Code:
Name: Carfal
Male Half-Orc Cleric 3
Neutral Good 
Origin: Sembia


Strength 10 (+0) 
Dexterity 14 (+2) 
Constitution 10 (+0) 
Intelligence 14 (+2) 
Wisdom 15 (+2) 
Charisma 8 (-1) 

Size: Medium 
Height: 6' 7" 
Weight: 200 lb 
Skin: Greenish-gray 
Eyes: Yellow
Hair: Black; Straight; Thin beard 
 

Patron Deity: Deneir
Domains: Good, Knowledge 

Energy: Positive [Healing / Turns Undead]


Total Hit Points: 16

Speed: 30 feet

Leather armor [light; + 2 AC; max dex + 6; 15 lb.]

Armor Class: 14 = 10 + 2 [armor] + 2 [dexterity] 
Touch AC: 12
Flat-footed: 12
Initiative modifier: + 2 = + 2 [dexterity]  
Fortitude save: + 3 = 3 [base]  
Reflex save: + 3 = 1 [base] + 2 [dexterity]  
Will save: + 5 = 3 [base] + 2 [wisdom]  

Masterwork Dagger [+1 attack, 1d4 damage, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] 

Attack (handheld): + 4 = 2 [base]  + 2 [dex (weapon finesse)]
Attack (missile): + 4 = 2 [base] + 2 [dexterity]  
Grapple check: + 2 = 2 [base]  


Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.


Languages: Chondathan Common Dwarven Orc Draconic  


Feats:
Inscribe Rune  
Weapon Finesse  

Skill Name / Key Ability / Skill Modifier / Ability Modifier / Ranks / Misc. Modifier
Appraise Int 2 =  +2   
Balance Dex* 2 =  +2   
Bluff Cha -1 =  -1   
Climb Str* 0 =  +0   
Concentration Con 4 =  +0 + 4  
Craft (calligraphy) Int 10 =  +2 + 6 + 2 [w/ tools]  
Diplomacy Cha -1 =  -1   
Disguise Cha -1 =  -1   
Escape Artist Dex* 2 =  +2   
Forgery Int 2 =  +2   
Gather Information Cha -1 =  -1 + 0  
Heal Wis 2 =  +2   
Hide Dex* 2 =  +2   
Intimidate Cha -1 =  -1   
Jump Str* 0 =  +0   
Knowledge (history) Int 6 =  +2 + 4  
Knowledge (religion) Int 6 =  +2 + 4  
Listen Wis 2 =  +2   
Move Silently Dex* 2 =  +2      
Ride Dex 2 =  +2   
Search Int 2 =  +2   
Sense Motive Wis 2 =  +2   
Spellcraft Int 8 =  +2 + 6  
Spot Wis 2 =  +2   
Survival Wis 2 =  +2   
Swim Str** 0 =  +0   
Use Rope Dex 2 =  +2   

* = check penalty for wearing armor
Craft >=5 ranks gives + 2 on related appraise checks.


Zero-level Cleric spells: 4 per day

First-level Cleric spells: 3 (2 + 1) per day + 1 from a domain

Second-level Cleric spells: 2 (1 + 1) per day + 1 from a domain



Half-Orc:
+ 2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)

Cleric:
Alignment Aura
Spontaneous Casting (cure)
Turn Undead (2x/day)
High wisdom gains bonus spells daily
Good domain: cast [good] spells at +1 caster level
Knowledge domain: cast divination spells at +1 caster level

Cash: 164gp, 4sp
Equipment:
Masterwork Artisan's Tools (not generally carried) 5 lb., 55gp
Wooden holy symbol 1gp
Traveler's outfit
x2 Masterwork Daggers 2 lb., 604gp
Leather armor 15 lb., 10gp
Backpack 2 lb., 2gp
-blanket 3 lb., 5sp
-x4 rations 4 lb., 2gp
-waterskin 4 lb., 1gp
-ink vial 8gp
-inkpen 1sp
-potion of [i]neutralize poison[/i] 750gp
-potion of [i]tongues[/i] 750gp
scroll case .5 lb., 1gp
-5 sheets parchment 1gp
-scroll of [i]entropic shield[/i] 25gp
-scroll of [i]resist energy[/i] 150gp
-scroll of [i]augury[/i] 175gp

[sblock=Background]Twenty-three years ago, a child was born to the heiress of a prestigious noble family in southwestern Sembia. Unfortunately, it was a half-orc child, and, needless to say, the resident nobles were not of orcish extraction. So, in short order, the family's half-orc stable-slave was executed, and the tearful heiress shipped off to a Lathanderite convent. But what of the child? Well, as none of the men-folk could bring themselves to kill the pitiable wretch, they had a servant, under cover of night, shuttle the infant to the steps of the nearest thing resembling a charitable institution: a temple of Deneir.

The resident priests took the boy in, and raised him as best they could, through a combination of awkward paternalism and pedantic instruction in the tenets of Oghma's Scribe, as well as all manner of history and lore. Raised within the temple walls, the boy, whom the clerics named Carfal, came to consider them his family, and developed a concomitant devotion to doing the work of Deneir. In recent years he has taken it upon himself to make regular circuits of the surrounding villages, recording news and offering to read and explain letters and legal documents for the illiterate.

In fulfilling their charge to preserve as much information as possible, the temple’s scribes regularly record the news carried by itinerant bards and merchants. Some months ago, rumors began arriving of strange activity in the Dalelands, seemingly in relation to a mysterious sigil. Even more unnerving was the fact that, once a reliable description of this symbol was obtained, it was soon realized that the temple’s own adopted son bore such a mark! A flurry of research followed, whereupon the sigil’s draconic origin was uncovered. Seeing that further investigation was clearly in order, Carfal volunteered to travel to the Dales himself to get to the root of the matter. It is, literally, quite personal to him…[/sblock]
[sblock=Personality & Appearance]Carfal's relatively cloistered upbringing has left him rather reserved, diligently studious, and a bit naive. While he is intellectually aware of much that goes on in the wider world, he has personally experienced little of it - this includes the virulent prejudice in many regions against half-orcs. He does his best to help those in need, as he is cognizant of the fact that he owes his own life to the charity of others.

Carfal is quite tall (though not exceptionally for his race), and rather lanky for his height. His greenish-gray face is best described, frankly, as ape-like, with short, blunt, tusk-like lower canines. His black hair is pulled back into a short ponytail, and his jaw sports a short, bristly beard. He wears a sturdy maroon traveling frock beneath his armor.[/sblock]
 
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Under construction

koboldzy8.gif


Vorastrix

Dragonwrought kobold sorcerer 3
NG Small dragon (reptilian)
Init +1; Senses Spot -1, Listen -1
Darkvision 60 ft., low-light vision
Languages Draconic, Common
–––––––––––––––––––––––––
AC 13, touch 12, flat-footed 12
hp 12 (3d4 HD)
Fort +1, Ref +1, Will +3
Immune sleep, paralysis
–––––––––––––––––––––––––
Spd 30 ft.
Melee 2 claws +0 (1d3-2) and bite -5 (1d3-2)
Ranged ?
Base Atk +1; Grp -3
Spells Known dancing lights, detect magic, prestidigitation, ray of frost, read magic, color spray, magic missile, unseen servant
Spells Per Day 6,5
–––––––––––––––––––––––––
Abilities Str 6, Dex 12, Con 12, Int 12, Wis 9, Chr 17
SQ Light Sensitivity, Slight Build
Feats Dragonwrought, Dragon Wings
Skills Appraise +3, Concentration +7, Craft (trapmaking) +3, Hide +5, Jump +8, Knowledge (arcana) +7, Spellcraft +7, Profession (miner) +1, Search +3
–––––––––––––––––––––––––
Possessions ?
–––––––––––––––––––––––––
Treasure 2,500 gp
Experience 3,000
–––––––––––––––––––––––––
Height 2' Weight 32 lbs
 

Hey, I'd like to throw my name in the ring for a slot, if you're still recruiting. Looking at what's been submitted so far, it looks like the "skills" guy niche needs filling.

I'm thinking of a Zhentish rogue, a member of the original garrison in Scardale Town. Freed of his duty by the Plague, he formed a small-time street gang, but stronger gangs backed by Zhentish interests quashed the gang, and now my guy is an independent operator, and wholly against Zhentil Keep. He works actively to sabotage efforts to bring Darkhope to the lordship. He's a good "face", and can work his brand of sneakthievery in both the upper and lower classes.

I have lots of FR 3e books, but I'm mostly familiar with 1e and 2e Realms, which was my primary setting of play back in my youth. I'm fully versed in 3.5 D&D rules, too, so no worries there.

I'll post stats soon!
 

Ghelt The Shin

This is my character submission. Let me know if you approve:

Code:
[B]Name:[/B] GHELT the SHIN
[B]Class:[/B] Rogue
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] Tymora
[B]Region:[/B] Moonsea (Zhentil Keep)

[B]Str:[/B] 10 +0 (2p.)     [B]Level:[/B] 3        [B]XP:[/B] 3000
[B]Dex:[/B] 16 +3 (10p.)    [B]BAB:[/B] +2         [B]HP:[/B] 16 (3d6)
[B]Con:[/B] 10 +0 (2p.)     [B]Grapple:[/B] +2     
[B]Int:[/B] 12 +1 (4p.)     [B]Speed:[/B] 30'      
[B]Wis:[/B] 10 +0 (2p.)     [B]Init:[/B] +5        
[B]Cha:[/B] 15 +2 (8p.)     [B]ACP:[/B] -1         

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

                     [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                 +1    +0          +1
[B]Ref:[/B]                  +3    +3          +6
[B]Will:[/B]                 +1    +0          +1

[B]Weapon                    Attack   Damage     Critical[/B]
MW Short Sword (x2)        +4/+4    1d6/1d6    19-20/x2     
Short Bow                    +5      1d6         x3
Dagger (x3)                  +5      1d4       19-20/x2


[B]Languages:[/B] Common, Damaran, Chondathan

[B]Abilities:[/B] Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1

[B]Feats:[/B] Two-Weapon Fighting, Thug, Weapon Finesse

[B]Skill Points:[/B] 60       [B]Max Ranks:[/B] 6/3
[B]Skills                     Ranks  Mod  Misc  Total[/B]
Bluff                         6    +2          +8
Climb                         3    +0    -1    +2
Diplomacy                     3    +2    +2    +7
Disable Device                6    +1    +2    +9
Escape Artist                 3    +3    -1    +5
Gather Information            6    +2          +8
Hide                          3    +3    -1    +5
Intimidate                    6    +2    +4    +12
Move Silently                 3    +3    -1    +5
Open Lock                     6    +3    +2    +11
Search                        6    +1          +7
Spot                          6    +0          +6
Tumble                        3    +3    -1    +5

[B]Equipment:                 Cost[/B]
Backpack                    2gp    
Flint & Steel               1gp        
Grappling Hook              1gp    
Belt Pouch (x2)             2gp   
Everburning Torch           110gp  
Waterskin                   1gp    
Antitoxin (x2)              40gp    
MW Thieves' Tools           100gp  
Rope, Silk 50'              10gp   
Rations (x3)                1.5gp  
MW Short Sword               -     
MW Short Sword              300gp 
Short Bow                   30gp  
Arrows (x20)                1gp   
Dagger (x3)                 6gp    
Studded Leather             25gp   
Potion: CLW (x3)            150gp
Potion: Invisibility        300gp
Dust of Dryness             850gp

[B]Money:[/B] 769gp 5sp 0cp                       

[B]Age:[/B] 23
[B]Height:[/B] 6'1"
[B]Weight:[/B] 145lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Brown
[B]Skin:[/B] Pale
Appearance: Ghelt is tall, lean, and strikingly handsome, always quick with a smile. His hair is a dark brown mop that often obscures his ice-chip eyes. A brace of daggers wraps his midsection, and a pair of gilt-leather swords criss-cross his belt.

Background: Ghelt enlisted in the Zhentish military at a young age, having grown up in the Keep as a cobbler's son. He was soon deployed to Scarsdale Town as part of the garrison occupying the city. The Shaking Plague arrived soon after, wiping out most of the Zhentish presence, and Ghelt himself barely survived. Finding himself without a commander, Ghelt roamed the streets, soon forming his own small street gang. This group had no real power or presence in the lawless town, but the stronger brigand gangs, backed by tacit Zhentish approval, wiped out Ghelt's troop in a single night. Ghelt escaped again, none of his enemies aware that he was part of the gang. He now works as an independent operator, mixing ably with all strata of society in Scarsdale. Because of his newfound dislike of Zhentil Keep, he works actively to sabotage the succession of the champion Darkhope to the Lordship.
 

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