Online Campaign in the IC forum!

All right, so Mal Malenkirk has recently done a stint in an elite mercenary company serving under the banner of the Black Tower. He left recently, happy with the gold he earned, unhappy with the deeds he comitted. He doesn't intend to sign up with a company ever again. It was a very unpleasant experience.

If it suits your campaign, the circumstances of his resignation from the company can be quite dramatic. Otherwise he just left with no lost love between him and his commander.

He joined up a caravan headed for Seilan. He is traveling as a passenger. He could have earned a free ride if he'd enrolled as a caravan guard, but then he would have been required to take watch duties. It wasn't worth it.

He is going to Seilan because he wants to see his sister again, party long in the night and get a job. In that order.

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I have set up an online capaign of my own and I hope that you won't mind if I give you this opinion on the player gathering process;

It's a lot easier (and fairer) to simply accept the first 5-6 valid PC submissions that are sent to you instead of counting on those that were promised by posters but didn't come in.
 

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Which is what I'm doing...don't worry...it's just that those three all had character ideas, but haven't been around lately.

And to answer your question, Sollir, if you send in a character, you're in...

And I knew about the IR...and, hell, the Black Brotherhood can all become Red Goo now...

They served their purpose...
 

Kaiambus

Kaiambus is heading back into Seilen because of the High Family meeting and the Merchant's Emporium. Although he doesn't really want to renew acquaintances with them and seriously hopes that they'll forget he exists in all the buzz and preparations, he's not stupid enough to not be available for them when they might want him.

Otherwise, he's been out wandering around the outskirts of the city, staying near, but constantly moving from village to village (for the same reasons he's heading back in — out of sight, out of mind may be possible, but out of reach is not an option). In his spare time, he's been visiting shrines of different gods, trying to find one that works for him. No success so far.

He joined the caravan for the speed with which it'll get him back into the city.

tKL
 

Sirrath Leisterb

Male Quaesteri Rogue 2/ Illusionist 3

Familar: Raven

STR 10
DEX 16
CON 12
INT 19
WIS 11
CHA 10

Abilities:

Elven:
Immunity to magical sleep
+2 saving throw v.s. Enchantment magics
Low light vision
+2 to listen, search, and spot checks
Automatic search check if passes within 5' of a secret or concealed door

Quaesteri specific:
+2 racial bonus to Hide and Move Silently
+4 racial bonus to saves versus poison
-1 to rolls in daylight(negated by daylight adaptation feat)

Skills(60 Rogue/20 Wizard):

Hide 5 ranks + 3 Dex + 2 Racial = 10
Move Silently 5 ranks + 3 Dex + 2 Racial =10
Tumble 5 ranks + 3 Dex = 8
Search 5 ranks + 4 Int + 2 Racial = 11
Spot 5 ranks + 2 Racial = 7
Bluff 5 ranks = 5
Intimidate 5 ranks = 5
Sense Motive 5 ranks = 5
Listen 5 ranks + 2Racial = 7
Disable Device 5 ranks + 3 Dex = 8
Decipher Script 5 ranks + 4 Int = 9
Escape Artist 5 ranks + 3 Dex = 8
Knowledge(arcana) 8 ranks + 4 Int = 12
Concentration 8 ranks + 1 Con = 9
Spellcraft 8 ranks + 4 Int = 12
Scry 8 ranks + 4 Int = 12
Craft(trapmaking) 4 ranks + 4 Int = 8

Feats:
Daylight Adaptation
Improved Inititive

School of Specialization: Ilusion
Prohibited school: Enchantment

Wizard Spells per Day
(Including bonus spells for INT and specialization)

0-Level 5
1-Level 4
2-Level 3

Spells in Spellbook
All cantrips
level 1: Mage Armor, True Strike, Change Self, Silent Image, Magic Weapon, Spider Climb, Reduce, Comprehend Languages, Alarm, Ray of Enfeeblement
level 2: Invisiblity, Minor Image, Hypnotic Pattern, Cat's Grace

(1 1st level and 2 2nd level were "obtained" from other wizards, costing 1000gp to scribe into the spellbook) if this is not ok let me know

Spells Prepared:
3X Detect Magic, 2X Light
Silent Image, Ray of Enfeeblement, True Strike
Invisiblity, Minor Image, Hypnotci Pattern

Scrolls:
2 Alarm
2 Magic Weapon
1 Spider Climb
1 Silent Image
1 Reduce
1 Mage Armor
2 Cat's Grace
(500 gp total)

Equipment:
Boots of Elvenkind
MW Composite Longbow
+1 arrows(25)
arrows(50)
sap
MW rapier
MW dagger
mithril shirt (seldom worn, prefers magical protection)

Dust of Illusion
Eyes of the Eagle
backpack
flask of strong liqour(something from his home land)
cold weather clothes
masterwork theives tools
2 flasks acid
spell component pouch
2 belt pouchs
50ft silk rope
small steel mirror
set of nicer clothes

giant wasp poison
oil of taggit (2 doses)
this should leave 151 gp

Background:

Sirrath is and odd example of his race, having a somewhat morbid sense of humour and enjoying participating in ill fated adventures, confident that his own expertise will allow him to escape. He has worked as a mercanery and hired thief in his youth. Robbing an apprentice wizards house got him his first spellbook. Having a love of riddles and codes his soon decphered a cantrip or two. Seeing the advantages to magical stealth he has been "aquiring" spells ever since and has become a fare illusionist. He heads to Seilen for both the buisness and pleasures to be obtained in the celebratory time of year.
 
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No Bard... sticking with the Druid

Yunalesca “Whisper of the Rose”
Druid 5
CR: 5
Race: Human
Alignment: Neutral Good
STR 10
DEX 12
CON 14
INT 10
WIS 16
CHA 16
Hit Dice: 5d8+10
Hit Points: 35
Speed: 30 feet
Initiative: +1
Armor Class: 16
Base Attack Bonus: +3
Saving Throws: FORT +4; REF +1; WILL +4
Attack: +4 to attack with Scimitar +1 (1d6+1/18-20 x2)
Special Qualities: Nature Sense, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape 1/day (small and medium sized creatures), Spell Strength DC 14+Spell Level
Skills: Spellcraft (3) +3, Concentration (8) +10, Wilderness Lore (8) +11, Knowledge-Nature (4) +4, Intuit Direction (2) +5, Heal (4) +7, Handle Animal (5) +10, Diplomacy (1) +4, Animal Empathy (5) +8
Languages: Common, Druidic
Feats: Spellcasting Prodigy, Empower Spell, Augment Summoning
Equipment: Ring of Protection +1, +1 Studded Leather, Scimitar +1, Travel Gear, 5 Potions of Cure Moderate Wounds, 800 GP
Animal Companions: Tiger and Two Wolves
Spells: 0th (5)- Know Direction, Read Magic, Detect Magic x2, Light; 1st (4)- Entangle, Cure Light Wounds x2, Faerie Fire; 2nd (3)- Barkskin, Charm Person, Flaming Sphere; 3rd (2)- Summon Nature’s Ally III, Spike Growth
Description: Yunalesca is a traveler of sorts and enjoys to see the natural world as much as she enjoys a good party. She has traveled with the Caravan to come enjoy the festivities and perhaps find a bit of adventure. She enjoys to see what is over the next hill, and always look forward never getting too complacent…
 

Kelvin Arestine, male alfari Evo5 of Brigit: CR 5; ECL 5; Medium-size Humanoid (elf); HD 5d4+5; hp 21; Init +7; Spd 30 ft; AC 13 (+3 Dex); Melee longsword +3 (1d8+1/crit 19-20); Ranged longbow +6, +7 with MW arrows (1d8/crit x3); SA spells; SQ alfari traits, summon familiar; AL CG; SV Fort +2, Ref +4, Will +5; Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 14.

Skills and Feats: Alchemy +8, Bluff (cc) +5, Concentration +9, Diplomacry (cc) +8, Intimidate (cc) +5, Knowledge (arcana) +10, Knowledge (religion) +6, Sense Motive (cc) +5, Spellcraft +12; Eschew Materials, Improved Initiaitve, Scribe Scroll, Spell Focus: Evocation.

SQ–Alfari Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword or rapier, proficient: longbows and shortbows, Aura of Authority (counted in stats), Grace of Phoebe (Lay on Hands 10 hp/day).

Wizard Spells Prepared (4/4+1/3+1/2+1): (Illusion and Enchantment banned)
0-Detect Magic (x3), Light
1-Mage Armor, Magic Missile (x2), Shield, True Strike
2-Bull's Strength, Cat's Grace, Flaming Sphere, Rope Trick
3-Fireball (x2), Fly
*Note-Eschew Materials is used on all spells possible.

Spellbook:
0-All cantrips
1-Comprehend Languages, Exepeditious Retreat, Featherfall, Mage Armor, Magic Missile, Protection from Evil, Shield, True Strike
2-Bull's Strength, Cat's Grace, Flame Sphere, Rope Trick
3-Fireball, Fly

Equipment: Boots of Elvenkind, Cloak of Elvenkind, Glove of Storing, Longsword +1, MW Longbow, MW Arrows (10), Normal Arrows (15), 35 gold remaining.

Edit-Corrected Init
 
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The only thing I have that isn't PHB is the Masterwork potion belt from FRCS p.96

It allows to draw a potion as a free action once per round.

That's OK or do I need to change it?
 

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