(Old) World of Kulan SH Character Thread

Knightfall

World of Kulan DM
Ok, I'm going to use this thread to post random PCs and NPCs from my World of Kulan Story Hour.

However, the first few are definitely key to that storyline as I will be starting with Bactra, Dabuk and Jeddar. Note that these characters have never been played as 3E PCs and that these stats are basically conversions from 2E.

Comments are welcome and if you notice something that looks wrong, don't be afraid to speak up. Any help would be appreciated.

Warning: If you're reading my World of Kulan Story Hour then I must warn you that these conversion detail the PCs at a much higher level then were the current story line is at the moment. I have tried to keep future events secret for those that don't want the story to be spoiled.

Cheers!

KF72
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First up... Bactra, revised for 3.5E.


Bactra Redwind
An original character for World of Kulan created by Robert Blezard (rblezard@telusplanet.net) and Dan Fournel.
Converted to 3rd Edition statistics by Robert Blezard.


Race: Elf (forest)
Classes: 7th level wizard
Sex: Male
Age: 140
Alignment: N

Abilities
Strength: 15 (+2)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 17 (+3)
Wisdom: 15 (+2)
Charisma: 10 (+0)

Hit dice: 7d4+14
Hit points: 35
Initiative: +3 (Dex)
Speed: 30 ft.
Armor class: 15 (+3 Dex, +2 ring)
Base attack/grapple: +3/+5
Attack: Masterwork quarterstaff +6 melee (1d6+2) or dagger +5 melee (1d4+2) or spear +5 melee (1d8+2) or warhammer +5 melee (1d8+2)
Full attack: Masterwork quarterstaff (as double weapon) +2/-2 melee (1d6+2/1d6+1) or masterwork quarterstaff +6 melee (1d6+3) or dagger +5 melee (1d4+2) or spear +5 melee (1d8+2) or warhammer +5 melee (1d8+2)
Saves *: Fort +4, Ref +7, Will +7
* +2 to saving throws vs. Enchantment spells.​

Special attacks: Proficient with rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow, spells
Special qualities: +2 to Concentration check DCs and -2 to attack rolls while underground, immune to sleep spells and similar magical effects, low-light vision, summon familiar

Languages spoken: Common, Draconic, Elven, Gnoll, and Sylvan.

Skill points: 20 (1st level wizard) + 23 (2nd to 7th level wizard)
Skills: Concentration +10, Craft (alchemy) +9, Craft (weaving) +8, Knowledge (arcana) +9, Listen +5 (+7 *), Profession (cook) +6, Ride +5, Search +6, Spellcraft +10, Spot +5 (+7 *), Survival +4.
* Granted by familiar when within arm’s reach.​

Feats: Brew Potion, Craft Wand, Martial Weapon Proficiency (warhammer), Quicken Spell, Scribe Scroll (B), Simple Weapon Proficiency (spear).

Spellbook(s): 1) 0th – arcane mark, dancing lights, detect magic, flare, ghost sound, mage hand, mending, read magic, prestidigitation; 1st – color spray, comprehend languages, reduce person, shield; 2nd – ice knife *, spider climb; 3rd – dispel magic, explosive runes, lightning bolt; 4th – arcane eye, dimension door, dimensional anchor, greater invisibility.
This is Bactra’s primary spellbook. It’s the one he grew up with and is both lightweight and filled with arcane notes. The book has the false name of ‘Elven Delicacies’ and is protected by an explosive runes spell.
* Spell from Tome and Blood.​
2) 0th – arcane mark, detect magic, disrupt undead, message, ray of frost, read magic; 1st – burning hands, color spray, identify, mage armor, silent image, sleep, summon monster I, unseen servant; 2nd – arcane lock, blur, glitterdust, invisibility, Leomund’s trap, Melf’s acid arrow, magic mouth, minor image, summon monster II, summon swarm; 3rd – daylight, dispel magic, flame arrow, hold person, invisibility sphere, phantom steed, summon monster III.
This spellbook has the false name of Exotic Salads on the cover and spine. This spellbook use to belong to the evil wizard Hezra Blacktooth. Bactra has yet to add any spells to this book but has inscribed an explosive runes spell on it.​
Spells per day: 4/5/4/3/1
Wizard spells memorized: 0th – dancing lights, detect magic, message, read magic; 1st – burning hands, color spray, ice knife; sleep, summon monster I; 2nd – blur, glitterdust, invisibility, Melf’s acid arrow; 3rd – daylight, dispel magic, lightning bolt; 4th – arcane eye.

Possessions: +2 ring of protection, rod of the elements, wand of fear, belt pouch, dagger, familiar (opossum), flint and steel, light warhorse (equipped), masterwork quarterstaff, sack (w/ 1 lb. saffron) *, scroll case (w/ globe of invulnerability, knock, reduce scrolls), spear *, spellbook, spell component pouch, trail rations (5 days), traveler’s outfit, warhammer *, waterskin, and winter blanket *.
* Keeps tied onto back of warhorse or stored in saddlebags.​

Familiar: Opossum (named Spot); HD 7d8; hp 17; Spd 15 ft., climb 15 ft., AC 21; Atk bite +5 melee; Dmg 1d3-4; SA attach, can deliver touch spells; SQ empathic link, grants Alertness feat, grants +2 modifier on Ref saves, improved evasion, scent, share spells, speak with opossums, speak with master; SV Fort +2, Ref +2, Will +5; Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5; AL N.
Skills and Feats: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +5; Weapon Finesse.
Attach (Ex): On a hit with its bite attack, it automatically deals bite damage each round (attached AC 15).

Mount: Light warhorse w/ bit & bridle, feed (5 days), riding saddle, and saddlebags.

Personality: Charming and quick-tempered

Description: Bactra started off dirt poor, in life, but soon came to love the beautiful, fine things that adventuring allowed him to afford (sometimes), He doesn't dress in gaudy colors or fine silk. To him, fine clothes means warm, well-made clothes where it is cold and light, loose fitting clothes where it is hot. He will dress up for special occasions but tends to follow Dabuk's lead when it comes to being prepared for life on the road. He stands 5 feet 1 inches tall and weighs 113 lbs.

Background: Bactra is the son of one of the heroes of the Second Ogre War, Minonus Redwater. The young elf knows little of his father’s past heroics, as Minonus has gone out of his way to downplay his role in the war.

Both Minonus and Garth decided it was best that Bactra and Dabuk be kept in the dark for as long as possible in hopes that the boys’ lives would not be overshadowed by the past deeds of their fathers. And while this has worked to a degree the two were off adventuring together, as soon as they could survive on their own. Knowledge of their parents’ heroics soon came to light. However, Bactra is a little more in the dark than Dabuk.

While Dabuk is the somber, serious one, Bactra is the fun-loving one (for the most part). He is fond of human woman but is also a little unsure of himself unless encouraged. He bares some of his cousin's pain through the elven ritual that showed him Dabuk's nightmare. But he doesn't let that weigh on his soul the way his cousin does. After all, he needs to be there for Dabuk, which means keeping his mind alert and calm. He does have a tendency to go-off when he feels as though he has been really hurt emotionally.
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Bactra and Dabuk image created by Kip the Bold. Colored by Chauzu.
 
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Jeddar Silversun, Blade of the Tiger
An original character for World of Kulan created by Robert Blezard (rblezard@telusplanet.net) and Dave Mondor.
Converted to 3rd Edition statistics by Robert Blezard.


Race: Half-Elf
Classes: 7th level bard, 2nd level blade of the tiger
Sex: Male
Age: 23
Alignment: Neutral good

Abilities
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 15 (+2)
Intelligence: 17 (+3)
Wisdom: 14 (+2)
Charisma: 15 (+2)

Hit dice: 7d8+15 + 2d8+4
Hit points: 63
Initiative: +3 (Dex)
Speed: 30 ft.
Armor class: 16 (+3 Dex, +3 armor)
Base attack/grapple: +6/+8
Attack: Masterwork scimitar +9 melee (1d6) or +1 silver dagger +9 melee (1d4+1) or +1 composite shortbow +10 ranged (1d6+1)
Full attack: Masterwork scimitar +5 melee (1d6) and masterwork scimitar +5 melee (1d6) or masterwork scimitar +7 melee (1d6) and +1 silver dagger +7 melee (1d4+1) or +1 composite shortbow +10 ranged (1d6+1)
Saves *: Fort +4, Ref +11, Will +10
* +2 racial saving throw bonus against Enchantment spells or effects.​

Special attacks: Acrobatic strike (DC 25), countersong, fascinate (3 creatures), fearsome display (1) (DC 19), suggestion.
Special qualities: Bardic knowledge, elven blood, immune to sleep spells and similar magical effects, inspire courage +1, inspire competence, low-light vision, parry (1), weapon catching.

Languages spoken: Common, Dwarven, Elven, Halfling, and Sylvan.

Skill points: 36 (1st level bard) + 52 (2nd to 7th level bard) + 14 (1st to 2nd level blade of the tiger)
Skills: Balance +7 (+8), Bluff +7, Climb +1 (+2), Concentration +7, Decipher Script +8, Diplomacy +9, Escape Artist +2 (+3), Gather Information +4, Hide +2 (+3), Intimidate +7, Jump +7, Knowledge (geography) +7, Knowledge (history) +8, Listen +8, Move Silently +7 (+8), Perform (weapon drill) +7, Search +9, Sense Motive +6, Sleight of Hand +6 (+7), Spellcraft +8, Spot +8, Swim +7, Tumble +7 (+8), Use Magical Device +7.

Feats: Blind-Fight, Light Armor Proficiency (B), Martial Weapon Proficiency – composite shortbow (B), Martial Weapon Proficiency – rapier (B), Medium Armor Proficiency (B), Shield Proficiency (B), Simple Weapon Proficiency (B), Two-Weapon Fighting, Weapon Finesse, Weapon Focus – scimitar.

Bard spells known (6/4/4/2): 0th – daze, detect magic, ghost sound, mage hand, read magic, resistance; 1st – alarm, expeditious retreat, feather fall, ventriloquism; 2nd – blur, cat’s grace, scare, tongues; 3rd – blink, sculpt sound.
Spells per day: 3/4/3/1

Possessions: +1 composite shortbow, +1 silver dagger, Heward’s handy haversack, 20 arrows, bedroll, belt pouch, caltrops, cold weather outfit, flint and steel, ink (1 oz. vial, x2), inkpen, masterwork rapier (x2), parchment (x5), scroll/map case, signet ring, small steel mirror, spell component pouch, studded leather, torch (x3), trail rations (5 days), traveler’s outfit, waterskin, whetstone, winter’s blanket.

Personality: Admirable, passionate, and dark.

Description: Jeddar tend to stick out wherever he goes due to the crest he wears marking him as a Blade of the Tiger, an order associated with the Tiger Guild of Fruen. The crest is a tiger's head roaring towards those looking directly at it. The crest's eyes seem to follow you but it is only a trick of its design and is not magical.

As a half-elf, Jeddar doesn't tower over others. But he makes up for this with his striking glare, long pitch black hair (which he keeps braided in the back), and piercing green eyes. He has been known to intimidate others just by looking at them - especially humans. His features are always calm in the face of adversity unless he is dealing with the fops and hangers-on in the Silver Court of his homeland, the Kingdom of the Silver Leaves. He is as handsome as any elf but would never be mistaken for a full silver elf, as he often has a short, trimmed goatee that gives away his half-elven nature. Both elven and human lasses have swooned over him, much to his chagrin.

Jeddar wears mostly dark outer clothing – short breeches and a loose tunic – overtop of white, silk shirts and leggings. He has a fondness for clothes with ornate buckles that serve no purpose other than for show but does restrains himself, as not to have them interfere with his fighting talents or appear gaudy. He always wears the most comfortable clothes he can get to accentuate his strong, yet lithe body and flowing movements. He prefers lightweight boots made out of sturdy black-dyed leather. He wears his double masterwork scimitars at his sides with pride. A gift from his father at his Year of Ascension Ceremony when he was twenty.

Jeddar only wears his armor when he knows he is going to be adventuring or in situations that might call for it. He had his armor dyed black when he had it commissioned and is often mistaken for a warrior of Hades. He doesn't mind the comparison; it helps intimidate his foes.

His composite shortbow is made from polished cedar and is enchanted. He won it in a dual during his first year living in Fruen. His magical dagger was won the same way from a man who insisted the fight would be to the death. The dagger's hilt is made from adamantine and the blade is pure silver, carved with dwarven runes. He received his magical backpack from the Master of Bards of the Bardic College in Fruen upon his graduation to full membership.

Background: Jeddar is the adopted son of the High One of the Silver Leaves, Menkhar Silversun. Little is known of his elven family other than they might have been gray elves left without a home after the destruction of Caer Amylinyon. What is known is that his father, Teth Miger, a famous bandit known for raiding elven communities and robbing travelers up and down the Wind River, is the only lineage the young half-elf knows of. The old bandit raided an elven encampment on the edge of the Great Forest and would have put them all to the sword if the patriarch hadn't surrendered all their heirlooms and his youngest granddaughter to the human.

Teth tried to tempt Jeddar's mother for years, hoping she could learn to care for him, but she rejected him time and time again. Bitter and truly heartbroken the old man finally forced her to yield to his desires. It is said that Teth died that night – either from a broken heart or a dagger through his back. His mother's true name is lost to the tale that has become folklore down the length of the Wind River.

His mother obviously escaped and gave birth to him but none know her name or clan. As for Jeddar was abandoned as an infant near Silverleaf by someone – whether it was his mother or someone else. It was the High One himself who found the child crying in the woods during a hunting trip. Silversun brought the starving babe to his wife's midwife, Corinesa, who raised Jeddar as Menkhar's adopted son. In fact, Corinesa is more like his mother than Menkhar's wife, Anithiia, is who never really warmed up to the boy. The Silver Council disagreed with Silversun's decision to raise the boy as his own but, as always, Menkhar had his way. It is often said that Jeddar was the child that launched a thousand debates amongst the council members.

Jeddar grew up quickly and was soon ready to choose his Life Quest. His choice shocked the High One and the council. It was well known at the time that the young man's gift for music was strong and his voice boomed like thunder over the Greystones. But none thought he would choose the life of a bard as his Quest, until he announced that he planned to attend the Bardic College in the Kingdom of Thallin. His father pleaded for him to try to learn to become a minstrel first before running off to some human city that he had never seen. But the human part of him was stubborn and he wouldn't budge. He would go to Fruen and that was that. The debate in the chambers of the Silver Council was intense that night.

Jeddar found human culture fascinating and was drawn together with three companions that would become his closest friends. Dvalin Thunderstone, a young dwarven fighter from the city of Milo, Mesik – halfling rouge – and a strong-minded half-elven ranger named Dabuk Tigerstorm. The four of them had a tendency to get into trouble throughout the city and when Dabuk's half-cousin, a elven wizard named Bactra Redwind, came to visit the five of them were a terror. Only the tempering influence of Dabuk's grandfather, Carl, and the Tiger Guild of Fruen kept them out of real trouble.

Soon Jeddar found himself not only enrolled in the Bardic College of Thallin but also enlisted as a junior member of the Tiger Guild where he learned the art of the sword. He was soon a master of song, sword, and magic. His return to Silverleaf in his graduating year was a triumph and even the Silver Council gave him his due. Only Anithiia still wouldn't accept him, which hurt Jeddar deeply. He had tried for years to win just some slight approval from his adopted mother but she refused to acknowledge him even after all his training. Disenchanted he left again – this time to stay with Bactra, in forest elven land of Knotwood in the southern portion of the Great Forest.

However, he and his friends were not content to stay in Woodknot, the capital of the forest elf lands. They adventured together for over a year to such places as Minar, the Wild Plains, the Far South of Harqual, and all the way to the continent known as the Fallenlands.
 
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Dvalin Thunderstone
An original character for World of Kulan created by Robert Blezard.
Converted to 3rd Edition statistics by Robert Blezard.


Race: Dwarf (high)
Classes: 9th level fighter
Sex: Male
Age: 59
Alignment: Neutral good

Abilities
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 17 (+3)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 12 (+1)

Hit dice: 9d10+27
Hit points: 81
Initiative: +2 (Dex)
Speed: 30 ft.
Armor class: 15 (+2 Dex, +3 armor)
Base attack/grapple: +9/+13
Attack: +1 greataxe +14 melee (1d8+8) or +2 shock gnome hooked hammer +11 melee (1d6+7) or dwarven waraxe +14 melee (1d10+5) or composite shortbow w / masterwork arrows +14 ranged (1d6)
Full attack: +1 greataxe +14/+9 melee (1d8+8) or +2 shock gnome hooked hammer +11/+2 melee (1d6+7/1d4+4) or dwarven waraxe +14/+9 melee (1d10+5) or composite shortbow w / masterwork arrows +14/+9 ranged (1d6)
Saves *: Fort +9, Ref +5, Will +6
* +2 racial bonus on saving throws against poison and against spell and spell-like effects.​

Special attacks: +1 racial bonus to attack rolls against any known members of the Opposition, weapon familiarity (dwarven waraxe and urgrosh).
Special qualities: +4 stability bonus against being bull-rushed or tripped, +4 dodge bonus against giants, darkvision 60 feet, full movement rate (30 feet) in heavy or medium armor, stonecunning.

Languages spoken: Dwarven, Heverkent, and Undercommon.

Skill points: 8 (1st level fighter) + 16 (2nd to 9th level fighter)
Skills *: Climb +7 (+8), Craft (stonemasonry) +5, Handle Animal +6, Jump +7 (+8), Ride +5, Swim +7.
* +2 racial bonus on Appraise checks that are related to rare and exotic items, and +2 racial bonus on Craft checks that are related to stone or metal.​

Feats: Cleave, Combat Reflexes, Blind-Fight, Endurance, Exotic Weapon Proficiency – gnome hooked hammer, Great Cleave, Heavy Armor Proficiency (B), Leadership, Light Armor Proficiency (B), Martial Weapon Proficiency (B), Medium Armor Proficiency (B), Power Attack, Shield Proficiency (B), Simple Weapon Proficiency (B), Tower Shield Proficiency (B), Weapon Focus – dwarven waraxe.

Possessions: +1 greataxe, +2 shock gnome hooked hammer, artisan’s outfit, backpack, belt pouch, cold weather outfit, composite shortbow w/ masterwork arrows, explorer’s outfit, dwarven waraxe, flask, flint and steel, sack, signal whistle, signet ring, spyglass, stonemasons tools, studded leather, trail rations (5 day), waterskin, whetstone, winter blanket.

Personality: Loyal, patient, and fierce.

Description: Dvalin looks and dresses the way a dwarf should, for the most part. Only when he travels with his non-dwarven friends does he tend to shed his dwarven appearance, dressing as humans would. This makes him stand out wherever he goes and most in the city of Fruen know him on sight. He stands 4 feet 2 inches tall, weighs 166 lbs., has dark brown hair and a long braided beard, as well as coal-black eyes.

Background: Dvalin Thunderstone was born a dwarf – of that, there is no doubt. However, his behavior is hardly typical for one who grew up under the strict guidance of the High Defender of the Stone Fists, his father, Brekk.

It isn't that Dvalin hates being a dwarf, it's that he refuses to be stereotyped by the race he was born into. Dvalin is fond of learning about new races and cultures. Known for disappearing from his homeland for months at a time, Dvalin has never been a homebody. In fact, the last time he left with his adventuring friends, he made up his mind not go back.

The new High Thane of the Greystones, Sannl Blackforge, was promised Dvalin's hand in marriage, as a blood debt, when they were children and she is pushing Brekk to locate his wayward son. Brekk sent Rikin Stonefossil, Dvalin's longtime friend, south to find his son but now hasn't heard from Rikin for six months as well.

Brekk has resigned himself to the fact that his son will probably never come home. He is worried that the new High Thane will take her frustration out on him if Dvalin doesn’t return.
 
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Thessa Simmial, Priestess of Baervan
An original character for World of Kulan created by Robert Blezard.
Converted to 3rd Edition statistics by Robert Blezard.


Race: Gnome (rockwood)
Classes: 8th level cleric (Baervan)
Sex: Female
Age: 79
Alignment: Neutral good

Abilities
Strength: 10 (+0)
Dexterity: 15 (+2)
Constitution: 12 (+1)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 16 (+3)

Hit dice: 8d8+8
Hit points: 47
Initiative: +2 (Dex)
Speed: 20 ft.
Armor class: 17 (+2 Dex, +5 armor)
Base attack/grapple: +6/+2
Attack: +1 shortspear +7 melee (1d6+1) or +1 shortspear +9 ranged (1d6+1) or sling +8 ranged (1d4)
Full attack: +1 shortspear +7/+2 melee (1d6+1) or +1 shortspear +9/+4 ranged (1d6+1) or sling +8/+3 ranged (1d4)
Saves *: Fort +7, Ref +5, Will +9
* +2 racial bonus to saving throws against illusions.​

Special attacks: +1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids; spell-like abilities (see below); spells; turn undead, weapon familiarity (gnome hooked hammer).
Special qualities: +4 dodge bonus against giants; cannot cast evil spells; low-light vision; pass without trace; spontaneous casting (healing); spells.

Languages spoken: Common, Heverkent and Suar.

Skill points: 8 (1st level cleric) + 14 (2nd to 8th level cleric)
Skills: Diplomacy +6, Concentration +4, Craft (alchemy) +2, Knowledge (arcana) +2, Knowledge (nature) +3, Knowledge (religion) +3, Heal +8, Hide +6 *, Listen +5, Ride +3, Spellcraft +5.
* +4 racial bonus to Hide checks improves to +8 in a wooded area.​

Feats: Brew Potion, Combat Casting, Endurance, Heavy Armor Proficiency (B), Light Armor Proficiency (B), Medium Armor Proficiency (B), Shield Proficiency (B), Simple Weapon Proficiency (B).

Spell-like abilities: 1/day – dancing lights, detect magic, ghost sound, Nystul’s magical aura, prestidigitation, read magic.
Domains: Animal, Travel
Domain granted powers: 1) 1/day – speak with animals. 2) 8 rounds/day – freedom of movement.
Spells per day: 6/5+1/4+1/4+1/2+1
Spells prepared: 0th – create water, detect poison, guidance, light, mending, purify food and drink; 1st – bless, calm animals *, deathwatch, detect evil, endure elements, protection from evil; 2nd – aid, animal messenger, bear’s endurance, hold animal *, remove paralysis; 3rd – create food and water, dispel magic, fly *, magic circle against evil, searing light; 4th – air walk, dimension door *, sending.
* Domain spells​

Possessions: +1 shortspear, +3 leather armor, potion of cure moderate wounds (x2), potion of neutralize poison, backpack, belt pouch, bullseye lantern, chest, cleric’s vestments, explorer’s outfit, healer’s kit, magnifying glass, oil (2 pint flasks), sack, sling, small steel mirror, soap (1 lb.), spell component pouch, torch (x3), trail rations (5 days), wooden holy symbol (Baervan), warpony (equipped), waterskin.

Mount: Warpony w/ bit & bridle, feed (5 days), riding saddle, and saddlebags.

Personality: Friendly, quiet, and observant.

Description: Thessa is a beauty amongst her race with delicate facial features, as well as perfect grace and style. Thessa has woody brown skin, long blonde hair and cinnamon eyes, a rarity amongst her people. She most often wears clothing that is both practical and pleasing to the eye. In the southern lands, her homeland, she tends towards form fitting flowing garments made of silk and light cotton. When visiting her friends in the north, she dresses in warm bundles of heavy cotton or wool. Regardless, she always looks stylish. She stands 3 feet 10 inches tall and weighs 45 lbs.

Background: Thessa is the daughter of a rockwood gnome forester, Villey Simmial. She is the first daughter born to the Simmial family in two generations and has four older brothers. Pushed, from a very early age, to enter the priesthood of Gaerdal, Thessa found herself at odds with her father over the spiritual path that she should take.

Thessa’s parents had prayed fervently to Gaerdal for a girl after having had four sons. They had promised the god that Thessa would become a devote priestess to The Stern. Gaerdal was moved by the gnome couples devotion and blessed them with a girl. However, Baervan, known as the Masked Leaf, took a shine to the newborn gnome girl from an early age and bestowed upon her a love of nature and an insatiable desire to wander.

Thessa had no desire to follow the path of The Stern, even though she admires the Gnome God of Protection and War as much as any of her kin. She was always disappearing into the depths of Heverkent Forest to explore and play with the animals. As she spent more and more time following the path of Baervan, Gaerdal saw that forcing Thessa into his priesthood would only suffocate the young gnome girl’s spirit. He appeared to Thessa in a dream and gave his consent that Thessa was free to join Baervan’s clergy.

Thessa’s father felt that his daughter owed it to Gaerdal to forgo her desires and join his clergy anyway. Villey knew that life, as a cleric of Baervan, would take his daughter away from him due to the priesthood’s dogma of traveling the world. He wished for his daughter to remain close to home and would have put his foot down had his wife, Anna, not interceded on her daughter’s behalf. Gaerdal had manifested a warning to Anna, telling her that tragedy would befall the gnomes of Mount Rockwood if Thessa wasn’t allowed to choose her own path.
 
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Dabuk Tigerstorm, The Stalker
An original character for World of Kulan created by Robert Blezard (rblezard@telusplanet.net) and Gerald Grant.
Converted to 3rd Edition statistics by Robert Blezard.


Race: Half-Elf (forest)
Classes: 4th level ranger, 3rd level urban ranger (Rillifane)
Sex: Male
Age: 21
Alignment: Chaotic good

Abilities
Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 15 (+2)
Intelligence: 15 (+2)
Wisdom: 14 (+2)
Charisma: 11 (+0)

Hit dice: 4d8+8 + 3d8+6
Hit points: 52
Initiative: +5 (Dex, Improved Initiative)
Speed: 20 ft.; base 30 ft.
Armor class: 18 (+1 Dex, +7 armor)
Base attack/grapple: +7/+10
Attack: +1 short sword +12 melee (1d6+4) or dagger +10 melee (1d4+3) or rapier +10 melee (1d6+3) or shortbow w/ masterwork arrows +11 ranged (1d6)
Full attack: +1 short sword +10 melee (1d6+4) and dagger +8 melee (1d4+1) or rapier +10 melee (1d6+3) or shortbow w/ masterwork arrows +11 ranged (1d6) or shortbow w/ masterwork arrows +9/+9 ranged (1d6)
Saves *: Fort +7, Ref +6, Will +4
* +2 racial saving throw bonus against Enchantment spells or effects.​

Special attacks: Favored enemy benefits – ranger: ogres (+2), favored enemy benefits – urban ranger: members of the Opposition (+2), combat style – ranger: two-weapon, combat style – urban ranger: archery.
Special qualities: Animal companion, elven blood, immune to sleep spells and similar magical effects, low-light vision, spells, wild empathy (+5).

Languages spoken: Common, Elven, Giant, and Halfling

Skill points: 32 (1st level ranger) + 24 (2nd to 4th level ranger) +24 (1st to 3rd level urban ranger)
Skills: Climb +9 (+5), Concentration +6, Diplomacy +2, Gather Information +8, Hide +7 (+3), Knowledge (geography) +8, Knowledge (local: Fruen) +8, Knowledge (nature) +8, Listen +9, Move Silently +7 (+3), Ride +7, Search +1, Sense Motive +8, Spot +9, Survival +8, Swim +7 (-1).
Numbers in braces are while armored.​

Feats: Endurance (B), Improved Initiative, Light Armor Proficiency (B), Martial Weapon Proficiency (B), Medium Armor Proficiency, Rapid Shot (B), Shield Proficiency (B), Simple Weapon Proficiency (B), Track (B), Two-Weapon Fighting (B), Urban Tracking (B), Weapon Focus – short sword.

Spells per day: 1
Ranger spells: 1st – calm animals.

Possessions: +1 short sword, 10 magical arrows (unidentified), backpack, belt pouch, custom-made armor (see below), dagger, dog (animal companion), explorer’s outfit, holy symbol (Rillifane), light warhorse (mount), masterwork arrows, rapier, shortbow, trail rations (5 days), waterskin, winters blanket, plus any wilderness survival essentials.
  • Green Dragon Hide Armor: Medium Armor, Armor Bonus +7, Max Dex Bonus +2, Check Penalty -4, Spell Failure 25%, Speed 20 ft., Weight 40 lbs.

Animal companion: Dog (named Fuller); HD 3d8+6; hp 20; Init +4, Spd 40 ft.; AC 17; Atk bite +3 melee; Dmg bite 1d4+2; SQ evasion, grants +4 wild empathy and handle animal checks, bonus tricks (2), scent, share spells; SV Fort +4, Ref +6, Will +1; Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6; AL N.
Skills and Feats: Listen +5, Spot +5, Survival +1 *, Swim +6; no feats
* Fuller receives a +8 racial bonus to Survival checks when tracking by scent.​

Mount: Light warhorse w/ bit & bridle, feed (5 days), riding saddle, and saddlebags.

Personality: Somber, serious, and slightly jaded.

Description: Dabuk is very average looking for a half-elf, tending towards non-descript clothing. He is hardened, like a soldier that has seen way to much combat. His face would be able to express many masks of emotion, but those feeling would never touch his soul. He is calculating and has strength of will. He doesn't trust or love easily but is loyal to his family, especially his grandfather. Dabuk has dark brown hair, black eyes, and lightly tanned skin. He stands 5 feet 5 inches tall and weighs 124 lbs.

Background: Dabuk grew up without a mother and a father that he hardly ever saw. His split heritage allows him two places that he calls home. His mother was a forest elf druid from the southern forests of Woodknot, Eiithinia Starchild, and his father is the human ranger, Garth Tigerstorm. Both were heroes in the Second Ogre War.

From a young age he was closer to his grandfather than anyone, which ultimately lead to Dabuk joining the Tiger Guild in the Kingdom of Thallin. The young half-elf thrived in the city and applied his natural wilderness talents in the city as well.

In fact, Dabuk is as a good a tracker as his father in the wilderness and can also out-track most of his fellow guild members through the streets of Fruen. However, he shines the most when in the forests of the Knotwood.

Dabuk hates ogres with a passion due to the fact that it was a group of ogres that killed his mother and his aunt. He is positive that ogres were also responsible for the death of his Uncle Kevin, after the man disappeared trying to locate the ogres that killed his wife.
 
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Mesik Tindertwig, Rogue
An original character for World of Kulan created by Robert Blezard.
Converted to 3rd Edition statistics by Robert Blezard.


Race: Halfling (hairfoot)
Classes: 6th level rogue
Sex: Male
Age: 37
Alignment: Lawful neutral

Abilities
Strength: 10 (+0)
Dexterity: 19 (+4)
Constitution: 15 (+2)
Intelligence: 14 (+2)
Wisdom: 15 (+2)
Charisma: 10 (+0)

Hit dice: 6d6+12
Hit points: 35
Initiative: +4 (Dex)
Speed: 20 ft.
Armor class: 15 (+1 size, +4 Dex)
Base attack/grapple: +4/+0
Attack: +2 keen large dagger (Sheao, 17-20) +11 melee (1d6+2) or masterwork dagger +10 melee (1d4) or sling w / +1 bullets +11 ranged (1d4+1) or throwing-rock +10 ranged (1d3)
Full attack: +2 keen large dagger (Sheao, 17-20) +11 melee (1d6+2) or masterwork dagger +10 melee (1d4) or sling w / +1 bullets +11 ranged (1d4+1) or throwing-rock +10 ranged (1d3)
Saves *: Fort +5, Ref +10, Will +5
* +2 morale bonus to saving throws against fear.​

Special attacks: +1 racial attack bonus with slings or thrown rocks, sneak attack +3d6
Special qualities: +1 racial bonus to all saving throws, evasion, low-light vision, trap finding, trap sense +1, uncanny dodge (always receive Dex bonus).

Languages spoken: Common, Elven, and Halfling.

Skill points: 40 (1st level rogue) + 50 (2nd to 6th level rogue)
Skills: Balance +7, Bluff +4, Climb +4 (+6 *), Craft (mapmaking) +7, Decipher Script +7, Disable Device +8, Escape Artist +7, Gather Information +6, Hide +7, Jump +4, Knowledge (local) +6, Knowledge (religion) +7, Listen +6, Move Silently +7, Open Lock +9, Ride +7, Search +3, Sense Motive +2, Sleight of Hand +7, Spot +7, Survival +2, Swim +4, Tumble +7, Use Rope +9.
* With climber's kit.​

Feats: Dodge, Light Armor Proficiency (B), Martial Weapon Proficiency - hand crossbow (B), Martial Weapon Proficiency - rapier (B), Martial Weapon Proficiency - shortbow (B), Martial Weapon Proficiency - short sword (B), Mobility, Simple Weapon Proficiency (B), Weapon Finesse.

Possessions: Sheao (+2 keen large dagger), +1 sling bullets (10), amulet of the planes, everburning torch, backpack, bedroll, belt pouch (x3), climber's kit, cold weather outfit, flint and steel, good lock, grappling hook, ink (1 oz. vial), inkpen, map case, masterwork dagger, magnifying glass, masterwork thieves' tools, parchment (x3), sack, shovel, silk rope (100 ft.), sling, throwing-rocks (10), trail rations (3 days), traveler's outfit, waterskin, whetstone, winter blanket, wooden holy symbol (Hades).

Mount: Warpony w/ bit & bridle, feed (5 days), riding saddle, and saddlebags.

Personality: Tranquil, devout, and emotional.

Description: Mesik tend to dress as humans do to better blend in with his human associates in the Tiger Guild of Fruen. His taste in clothes tends toward darker shades and simple, non-obtrusive designs. Mesik never stands out unless that is his goal. Mesik tend to travel heavy, for a hairfoot halfling, but he always stows things orderly so he can find things quickly. On long journeys, however, he only packs his most important gear. Mesik's most prized possession is his +2 keen medium-sized dagger know as a Sheao. It was a gift from his friend Salisan Marg, a reef giant, and it has saved his life on more than one occasion. He stands 3 feet 2 inches tall and weighs 36 lbs. He has cropped flaxen hair, lightly tanned skin, and brown eyes.

Background: Mesik Tindertwig comes from an obscure hairfoot family, which use to call the Eastern Shores home. He is the last Tindertwig that he is aware of in the region. This left the hairfoot youth alone in the world, an awful state for one of Mesik’s race.

Thus, from an early age Mesik would do almost anything to fit and blend in, especially with humans. This made him an easy target for evil organizations looking to corrupt a young man in his prime. The result was his association with the evil organization known as the Dark Reborn and more specifically with the assassins known as Vespin’s Lost.

Mesik doesn’t talk about this time in his life but will say, to those that know, that he owes his survival to the Lord of the Dead, Hades and that death god’s priesthood. Most of his close friends know that he is devoted to Lord Hades, but very few will ever know the reason why or about his past association with Pantheon of Swords cults. Mesik’s guildmaster, Carl Tigerstorm, and the hairfoot’s friend Dabuk are the only two, in the Tiger Guild, that know the whole story.

Mesik found a home with the Tiger Guild of Fruen. He considers Carl to be like a surrogate father and the guild’s members to be his siblings. He is quite fond of Dabuk, as the hairfoot watched the half-elf ranger grow from boy to man. He is also very close with Jeddar and Dvalin, two fellow guild members and longtime friends. Lately, he has also become a friend and mentor to Bactra Redwind – Dabuk’s half-cousin. The four companions often adventure together, finding both excitement and danger on the road.

However, Mesik also has an ulterior motive for staying close to Dabuk and his friends. It is the will of Lord Hades that Mesik lookout for Dabuk, protecting him when the hairfoot can. It was the Lord of the Dead who put Mesik on the path towards joining the Tiger Guild and meeting Dabuk Tigerstorm. Mesik often asks himself why Dabuk should be protected, although he would give his life for the young man who has become his closest friend. However, not even Dabuk is aware of Mesik’s mission to watch over him in Lord Hades name, although Carl suspects something.

Mesik is an excellent mapmaker and sneak thief, although he never uses his thieving skills for personal gain. He is one of the Tiger Guild’s best lookouts and information gathers, even though he is still young for a hairfoot. He also a virtuoso with locks and any intricate, dexterous procedures. Mesik is the undefeated champion of the guild’s Labyrinth Challenge, held each year, under the guildhall, for the last four years.
 
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Rikin Stonefossil, The Thunderstone Seeker
An original character for World of Kulan created by Robert Blezard.
Converted to 3rd Edition statistics by Robert Blezard.


Race: Dwarf (high)
Classes: 6th level fighter, 2nd level ironbound
Sex: Male
Age: 49
Alignment: Lawful good

Abilities
Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 17 (+3)
Intelligence: 10 (+0)
Wisdom: 13 (+1)
Charisma: 11 (+0)

Hit dice: 6d10+18 + 2d10+6
Hit points: 72
Initiative: +1 (Dex)
Speed: 30 ft.
Armor class: 24 (+1 Dex, +8 armor, +3 shield, +2 AC bonus)
Base attack/grapple: +7/+10
Attack: +2 cold-iron dwarven waraxe +12 melee (1d10+6) or heavy crossbow +8 ranged (1d10)
Full attack: +2 cold-iron dwarven waraxe +12/+7 melee (1d10+6) or heavy crossbow +8/+3 ranged (1d10)
Saves *: Fort +11, Ref +3, Will +3
* +2 racial bonus on saving throws against poison and against spell and spell-like effects.​

Special attacks: +1 racial bonus to attack rolls against any known members of the Opposition; weapon familiarity (dwarven waraxe and urgrosh).
Special qualities: +4 stability bonus against being bull-rushed or tripped; +4 dodge bonus against giants; darkvision 60 feet; full movement rate (30 feet) in heavy or medium armor, ready shield, stonecunning.

Languages spoken: Dwarven and Undercommon.

Skill points: 4 (1st level fighter) + 5 (2nd to 6th level fighter) +3 (1st to 2nd level ironbound)
Skills *: Climb +2 (+6) (+8 **), Craft (weaponsmithing) +5, Intimidate +2, Jump +1 (+5), Listen +1, Ride +2, Search -1, Sense Motive +1, Spot +1, Survival +1, Swim +3.
* +2 racial bonus on Appraise checks that are related to rare and exotic items, and +2 racial bonus on Craft checks that are related to stone or metal.
** With climber's kit.​

Feats: Cleave, Endurance, Great Cleave, Exotic Armor Proficiency - dwarven plate, Exotic Armor Proficiency - traveler's plate (B), Heavy Armor Proficiency (B), Light Armor Proficiency (B), Martial Weapon Proficiency (B), Medium Armor Proficiency (B), Power Attack, Run, Shield Proficiency (B), Simple Weapon Proficiency (B), Tower Shield Proficiency (B), Weapon Focus - dwarven waraxe.

Possessions: +2 cold-iron dwarven waraxe, +1 large steel shield, dwarven plate, backpack, bedroll, belt pouch, clay mug, climber's kit, cold weather outfit, flint and steel, iron pot, masterwork manacles, sack, signet ring, silk rope (100 ft.), smokestick, sunrod, tent, torch (x5), trail rations (5 days), traveler's outfit, waterskin, whetstone, winter blanket.

Personality: Stern, single-minded, and amendable.

Description: Dwarf male, 4 feet tall 7 inches and 180 lbs. Rikin has dark reddish brown hair and short cropped beard, as well as piercing green eyes. Rikin is never without his traditional dwarven weapons or armor, which was passed down to him from his father and his grandfather before that. His armor and shield bare the traditional symbol of the Ironguard of the Greystones, etched in bronze and silver – a gore mole’s head. Rikin’s +2 cold-iron dwarven waraxe is also a family heirloom and is etched with hundreds of tiny, intricate runes that tell the weapons honored history.

Background: Rikin Stonefossil is the last son of a dead clan, whose name he still bares with honor. The Stonefossil clan was one of the many dwarven clans wiped out during the destruction of the dwarven hold of Highstone in 714 N.C. by an evil force of mercenaries and humanoids known as the Opposition. The only reason Rikin survived is because he was visiting the dwarven hold of Milo during the attack. Heartbroken and distraught, Rikin became clanless in one night. Only when the father of his good friend, Dvalin, agreed to adopt him into the Thunderstone clan did the dwarven boy find joy in his heart again.

Rikin and Dvalin have always considered themselves truly brothers regardless of what others believe. Most dwarves that met Rikin as a youngster couldn’t help but pity him. For to be without one’s true clan means one has little honor in dwarven society. Rikin has never seen it this way since his formal induction into the Thunderstone clan. To him, the Thunderstone clan is his clan even though he still honors the memory of his forefathers. Brekk Thunderstone, the patriarch of the Thunderstone clan, could not be more proud of his adopted son and honored history he has brought with him into the clan.

Rikin, like all high dwarves, believes it is his duty to protect the dwarven holds of the Greystone Mountains against any further attacks or misdeeds by the Opposition. Known only as evil adventuring group, which consorts with devils and vile humanoids the Opposition is an enigma on Harqual that very few people, even scholars, know anything about. Rikin joined the honored Ironguard of the Greystones, an order of ironbound warriors, in order to better serve his people, and fuel his need for justice against the Opposition.
 
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Crystal Tigerstorm, The Silver Witch
An original character for World of Kulan created by Robert Blezard (rblezard@telusplanet.net).
Converted to 3rd Edition statistics by Robert Blezard.


Race: Human
Classes: 12th level wizard (ex-necromancer)
Sex: Female
Age: 31
Alignment: Neutral good

Abilities
Strength: 11 (+0)
Dexterity: 13 (+1)
Constitution: 14 (+2)
Intelligence: 17 (+3)
Wisdom: 14 (+2)
Charisma: 16 (+3)

Hit dice: 12d4+24
Hit points: 60
Initiative: +5 (Dex, Improved Initiative)
Speed: 30 ft.
Armor class: 14 (+1 Dex, +3 ring)
Base attack/grapple: +6/+6
Attack: Staff of power +8 melee (1d6+2) or dagger +6 melee (1d4)
Full attack: Staff of power (as double weapon) +4/-1/-2 melee (1d6+2/1d6) or staff of power +8/+3 melee (1d6+2) or dagger +6/+1 melee (1d4)
Saves: Fort +8, Ref +7, Will +12

Special attacks: Spells
Special qualities: Bonus wizard feats, cannot cast Enchantment and Illusion spells, extra skill points and feat for being human, spells, summon familiar

Languages spoken: Abyssal, Common, Denila (regional), Draconic, Dwarven, and Elven.

Skill points: 62 (1st to 12th level wizard) + 16 (for being human)
Skills: Bluff +5, Concentration +11, Craft (alchemy) +11, Craft (bookbinding) +10, Heal +5, Intimidate +6, Knowledge (arcana) +11, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nobility and royalty) +7, Knowledge (the planes) +5, Knowledge (undead) +7, Spellcraft +11.

Feats: Combat Casting, Craft Magical Arms and Armor, Craft Wondrous Item, Empower Spell, Improved Initiative, Leadership, Quicken Spell, [Scribe Scroll].

Spellbook(s): 1) 0th - arcane mark, detect magic, disrupt undead, light, mending, open/close, prestidigitation, ray of frost, read magic; 1st - burning hands, chill touch, comprehend languages, detect undead, feather fall, shocking grasp; 2nd - darkness, ghoul touch, protection from arrows, rope trick, scare, spectral hand; 3rd - clairaudience/clairvoyance, dispel magic, fireball, halt undead, haste, secret page, sepia snake sigil; 4th - arcane eye, contagion, fear, shout; 5th - magic jar, Rary's telepathic bond; 6th - circle of death.
2) 0th - detect poison, flare, mage hand, message, resistance; 1st - alarm, enlarge person, shield; 2nd - glitterdust, Melf's acid arrow, web; 3rd - explosive runes, water breathing; 4th - Evard's black tentacles, ice storm, wall of fire; 5th - cone of cold, contact other plane, permanency, secret chest, sending; 6th - antimagic field, control water, control weather, freezing sphere, globe of invulnerability.
Spells per day: 4/5/5/5/3/3/2
Wizard spells memorized: 0th - arcane mark, detect magic, disrupt undead, read magic; 1st - burning hands, chill touch, detect undead, feather fall, shield; 2nd - darkness, protection from arrows, scare, glitterdust, Melf's acid arrow; 3rd - dispel magic, fireball, halt undead, haste, water breathing; 4th - arcane eye, Evard's black tentacles, ice storm; 5th - cone of cold, contact other plane, Rary's telepathic bond; 6th - antimagic field, freezing sphere.

Possessions: +3 ring of protection, amulet of health (+2), ring of counterspells, staff of power (unique variant), belt pouch, courtier's outfit, dagger, explorer's outfit, spell component pouch, waterskin.

Personality: Devoted, imposing, and enigmatic.

Description: Crystal is 5 feet 11 inches tall with long, flowing blonde hair, deep blue eyes, and is incredibly beautiful (men tend to gawk with their mouths open). She used to be a necromancer and is still fond of wearing dark foreboding clothes. She always wears a silver-star pendant (her amulet of health (+2)), which was her mother's, as well as simple, yet elegant silver rings, bracelets, and fine metal cords braided into her hair on the left side. She always wears silver colored lipstick and nail polish. Her garments are always fine silk that are too revealing sometimes. She always wears more modest undergarments under these clothes coving her from just above the breast to just above the knees. She prefers soft leather boots, or sandals if she is going to be inside. She carries a powerful variant of a staff of power, shod in silver with a 3D silver star on the top (multiple star points in every direction - like a starburst).

Background: Crystal Tigerstorm is the granddaughter of Carl Tigerstorm and one of the most loyal members of the Tiger Guild of Fruen. Her youth is full of strife and darkness. Her father, Garth, knew nothing about her birth, as her mother, a woman Crystal doesn't remember, died in childbirth. Thus, Crystal was raised in an orphanage in Massalia, an old Sword Imperium city - totally oblivious to her birthright. Sold into the service of a local necromancer when she was eight, Crystal languished as common house servant for years under her master's harsh whip. Only when she started to show aptitude as a wizard did the old man stop beating her and made her his apprentice.

It was the first of several mistakes that would eventually cost him his life. For while Crystal eagerly took to the old wizard's teachings to heart, she hated the old man and used all her skills and wit to lull him into a false sense of security. As she grew to womanhood the old codger fell in love with her and she used all her charms and considerable beauty to trick the old necromancer into showing her his most spells. She then killed the old fool, flailing the skin from his body and burning his flesh and bones into ashes. The apprentice had become the master or mistress so to speak.

Crystal then set upon finding out who her parents were. She seduced all her master's colleagues in the Aras Guild of Massalia and forced the owner of the orphanage to spill his guts, literally. She used up all of her old master's magical items and possessions to buy powerful divination scrolls. Finally, she tracked down her grandfather in Fruen and went to confront the family that had abandoned her. What she found was a strong willed, righteous man that had didn't have a clue what the hell she was talking about. His son Garth had only ever had one relationship that he knew of and that was with a young elven druid, Eiithinia Starchild.

But to her surprise, he summoned for his son and swore that if Crystal was indeed family - she would be welcomed into the Tigerstorm family with open arms. Garth arrived at his father's guildhall in Fruen to find a charming young woman who looked exactly like a young priestess he had fought beside, and had fallen in love with, a long time ago. Crystal's mother had been a cleric of Jalivier named Dawn Almondsky who Garth believed had died near the end of the Second Ogre War. He hadn't seen her for forty years and was positive that he couldn't be Crystal's father. She was too young.

Crystal didn't believe him and swore she would make him suffer for denying her right to call herself a Tigerstorm. She stormed out of the room leaving the two men to speculate about the truth. After she had gone Carl asked his son, "Are you sure that she's not your daughter, after all she has your temperament." Garth left Fruen after that, while Carl tried to unravel the young woman's origin.

Crystal was angry, but more then that she was heartbroken. She was sure that she was a Tigerstorm she could feel it. If they would not admit she was one of them then she would take the Tiger Guild by force. She would claim her birthright, even if she had to kill them all. Years of abuse and frustration took over and she fell in league with the growing hordes of evil humanoids and soldiers planning to lay siege to Fruen. She rode near the front as the hordes moved towards the city. The armies of Thallin moved to meet them, with several prominent adventurers leading the charge, including Garth and his half-elven son, Dabuk.

Dabuk and Crystal met on the battlefield and something spoke to the young half-elven ranger. Somehow he felt he knew this person, felt a kinship with her. She too felt something and the two just stood there looking at each other. When Garth came across the two of them staring at each other, he knew they were indeed brother and sister. "I don't know how, but you are my daughter. Together, we will find the truth. I swear it by the love of a father who did not know."

Crystal's eyes swelled up with tears. No one had ever cared about her before, no one had truly ever loved her. But this man did - she could see it. What was she doing? This was her family she was a Tigerstorm! Her eyes went wide and she turned on her former allies. She rocked the hordes of darkness with lightning bolts and clouds of magical death. She rode into the fray with wild abandon hacking at gnolls and dark soldiers with her stiletto dagger in one hand and casting deadly necromantic magic with the other.

"Boy, does she ever have you temper." Garth could only nod his head at his son's words.
As time passed, Crystal gave up the Dark Arts completely. She traced her mother's ancestry to the city of Magdalene in Navirosov and claimed her birthright there as well. The granddaughter of a noblewoman, Lady Elaine Almondsky, who had given up hope after Dawn's disappearance. Finding Crystal was like getting her daughter back. Together they unraveled the mystery of Lady Almondsky's daughter.

Somehow after conception of her child, Dawn had become trapped in a magical stasis field and Garth was sure she was dead. However, before the body could be buried, it disappeared. The wizards of the Aras Guild had stolen the body intending to use it in some future, dark experimentation. For years Dawn laid dormant in the stasis field and it was only when a lowly apprentice figured out that the body was not decaying that she was brought to the attention of the masters of the guild.

Fearing that someone might learn of the woman's plight, the wizards removed the stasis field and had her dumped in the slums of Massalia. Dawn quickly came to term and died during the birth. It had been the stasis field that had given Crystal her uncanny gift of magic. Against the wishes of her new grandmother, who feared she'd lose her granddaughter like she did her daughter, Crystal returned to Massalia and brought the Aras Guild to justice - her justice (not that there is any real justice in Massalia). She then returned her mother's body to Magdalene and buried her in the Almondsky family crypt, taking a powerful magical staff with her from the fallen wizards' guild.

She then went back to Fruen to stay with her grandfather, vowing to her grandmother that she would visit her as often as possible. She swore fealty to the Tiger Guild and her grandfather and has not left his side since. She gets along well enough with her father but feels closer to Carl.
 
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Garth Tigerstorm, The Justiciar, Hero of the Second Ogre War
An original character for World of Kulan created by Robert Blezard (rblezard@telusplanet.net).
Converted to 3rd Edition statistics by Robert Blezard.


Race: Human
Classes: 10th level ranger, 6th level justiciar
Sex: Male
Age: 58
Alignment: Lawful neutral

Abilities
Strength: 15 (+2)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 22 (+6)
Charisma: 18 (+4)

Hit dice: 11 + 9d8+27 + 6d10+18
Hit points: 129
Initiative: +2 (Dex)
Speed: 30 ft.
Armor class: 24 (+2 Dex, +7 armor, +2 bracers, +3 ring)
Base attack/grapple: +16/+22
Attack: +3 axiomatic orcbane longsword +21 melee (1d8+5, plus 2d6 vs. chaotic creatures) or +3 axiomatic orcbane longsword +23 melee (1d8+11, plus 2d6 vs. orcs) or +3 axiomatic orcbane longsword +23 melee (1d8+11, plus 4d6 vs. chaotically aligned orcs) or +1 disarming dagger +19 melee (1d4+3) or unarmed strike +20 melee (1d3+2)
Full attack: +3 axiomatic orcbane longsword +19/+8 melee (1d8+5, plus 2d6 vs. chaotic creatures) and +1 disarming dagger +17 melee (1d4+1) or +3 axiomatic orcbane longsword +21/+10 melee (1d8+11, plus 2d6 vs. orcs) and +1 disarming dagger +17 melee (1d4+1) or +3 axiomatic orcbane longsword +21/+10 melee (1d8+11, plus 4d6 vs. chaotically aligned orcs) and +1 disarming dagger +17 melee (1d4+1) or unarmed strike +20/+9 melee (1d3+2)
Saves: Fort +12, Ref +11, Will +14

Special attacks: Bring ‘em back alive, combat style: two-weapon, crippling strike, divine spells, favored enemy benefits: humanoid (orcs) (+6), ogres (+4), humanoid (goblinoids) (+2), hog-tie, non-lethal strike +2d6
Special qualities: Divine spells, evasion, extra skill points and feat for being human, street savvy +4, swift tracker, wild empathy (+16), woodland stride.

Languages spoken: Common, Elven, and Orc.

Skill points: 28 (1st level ranger) + 63 (2nd to 10th level ranger) + 15 (1st to 3rd level justiciar) + 18 (4th to 6th level justiciar) + 19 (for being human)
Skills: Bluff +9 *, Climb +12 (+11), Concentration +10, Diplomacy +6, Disguise +9, Gather Information +14.5, Handle Animal +11, Heal +12, Hide +7 (+6), Intimidate +11, Jump +7 (+6), Knowledge (geography) +7, Knowledge (nature) +11, Listen +13, Move Silently +7 (+6), Open Lock +7, Profession (hunter) +12, Ride +11, Search +12, Spot +12, Survival +16 ***, Swim +12 (+10), Use Rope +8.
* +2 synergy bonus to Disguise checks to act in character.
** +2 synergy bonus to Climb checks involving climbing ropes.
*** +2 synergy bonus to Survival checks to keep from getting lost, for avoiding hazards, when in aboveground natural environments, and when following tracks.
Numbers in braces are while armored.​

Feats: Cleave, Combat Casting, Endurance (B), Exotic Weapon Proficiency (Manacles) (B), Great Cleave, Improved Grapple (B), Improved Two-Weapon Fighting (B), Improved Unarmed Strike, Leadership, Light Armor Proficiency (B), Martial Weapon Proficiency (B), Power Attack, Shield Proficiency (B), Simple Weapon Proficiency (B), Skill Focus (Gather Information), Track (B), Two-Weapon Fighting (B).

Spells per day: 3/3
Ranger spells: 1st – delay poison, endure elements, resist energy; 2nd – cat’s grace, cure light wounds, protection from energy.

Possessions: +1 disarming dagger, +3 axiomatic orcbane longsword, +3 chain shirt, amulet of mighty fists (+2), bracers of armor (+2), candle of truth, dimensional shackles, elixir of truth, gloves of swimming and climbing, periapt of wound closure, ring of protection (+3), backpack, bedroll, belt pouch (x4), caltrops, candle (x3), clay jug, clay mug (x5), fishing net (25 sq. ft.), flint & steel, grappling hook, heavy warhorse (animal companion & mount), hooded lantern, ink (1 oz. vials; x2), inkpen (x2), iron pot, map case (x2), masterwork manacles, oil (1-pint flask), parchment (8 sheets), sealing wax, signal whistle, signet ring, silk rope (100 ft.), soap (1 lb.), spyglass, tent, torch (x5), trail rations (7 days), waterskin (x2), whetstone, winter blanket.

Animal companion: Heavy warhorse (named Hindle); HD 6d8+18; hp 49; Init +2, Spd 80 ft.; AC 20; Atk hoof +7 melee; Dmg 1d6+5; SQ evasion, link, low-light vision, scent, share spells; SV Fort +7, Ref +6, Will +2; Str 19, Dex 14, Con 17, Int 2, Wis 13, Cha 6; AL N.
Skills and Feats: Listen +5, Spot +5

Mount: Hindle (see above): +2 padded barding, feed bag, horseshoes of speed, saddlebags of holding *, bit & bridle, and military saddle.
* Equivalent to two bags of holding (type III).​

Personality: Cold, distant, and righteous.

Description: Garth Tigerstorm is an imposing man, He stands 6 feet 3 inches tall and is stronger than most men half his age. He is never without his arms and armor, as well as anything else he considers essentials. He always keeps his gear immaculately clean and well organized. Everything has its place, whether it is his magical longsword, at his side, or his elixir of truth, carefully wrapped and stowed within his backpack. His less essential gear is stored in the saddlebags of holding on his mount. He can be obsessive about it, but when combat erupts, all such thoughts empty from his mind. He is too focused for his slight obsession to become pathological. Garth prefers natural earth tones for his garments but does have less martial attire for the annual events he is forced to endure, in order to keep his title as the Justiciar of the Eastern Shores.

Background: Garth Tigerstorm is an anomaly in his family. The Tigerstorm family has always leaned towards neutrality and chaos for the most part. Garth, on the other hand, is the most law-abiding member of the family. This difference in philosophy has always meant there has been a morale rift between Garth and his father. This difference has also affected his relationship with his half-elven son, Dabuk.

Garth took to the life of a ranger, to protect the farmers and woodsmen of the Eastern Shores, from an early age. And while he has always done this without breaking the law he has made quite a few enemies in Minar, Stonn, and Thallin. For while he champions the weak and the poor, he doesn't care much for the upper class or their machinations. Garth is the least diplomatic in the Tigerstorm family tending to ruffle the feathers of nobles and kings wherever his travels take him.

The death of his elven wife, Eiithinia, was hard on the man and instead of dealing with the pain of losing her, he became distant from his family. The recent revelation of the young woman, Crystal, being his daughter has left him even more torn inside. He had loved Crystal’s mother more than anyone he’d ever known since. For while his love for Eiithinia had been strong it had been a mild affection compared to that of Dawn Almondsky.

Thus, he feels guilty for ‘still’ loving Dawn more than Eiithinia, and this guilt has driven him away from his daughter towards his son. He feels honorbound to spend more time with Dabuk, in order to prove too himself that his affection for Eiithinia had been more than just infatuation. He hopes to bridge the gap he created between his son and himself. So far, this hasn’t worked very well.

Garth, like his son, isn’t known for being a homebody. He rarely visits with family, having spent most of his life on the road, bringing justice to the lawless. This one fact has meant that time and again, Garth and Dabuk often travel the same roads and sometimes for the same purpose. It is this one factor that has forced them to have any sort of relationship at all.
 
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