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
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.
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.
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 *.
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.
------------------------------
Bactra and Dabuk image created by Kip the Bold. Colored by Chauzu.
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
------------------------------
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.* Spell from Tome and Blood.
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: 4/5/4/3/1Wizard 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.
------------------------------
Bactra and Dabuk image created by Kip the Bold. Colored by Chauzu.
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