(OOC) D&D 3.5 - Paridon: The Dark Metropolis (Ravenloft)

Torhan Xarr: Work in Progress

Brief Background
Torhan Xarr is an orphan…he knows not what happened to his parents. Found on the streets of Paridon at an early age, Torhan was raised as a ward of the church. His early life was not pleasant. The strict rules imposed by the church upon the children in its care made life difficult, but instilled a deep sense of discipline, duty and knowledge of right and wrong on those that chose to listen to such lessons.

As a teenager, Torhan was taken in by a military arm of the church and taught to fight. Upon recognizing the boy’s powerful force of will, he was given specialized training to help him hone such talents.

After fulfilling his terms of service to the church, Torhan chose to enter service in the constabulary of Paridon, hoping to make a difference and put an end to the sinful, dark ways of the city.


Torhan Xarr
LG human male Fighter 1/Paladin 3

Str 14 (+2) (6 points)
Dex 10 (+0) (2 points)
Con 14 (+2) (6 points)
Int 10 (+0) (2 points)
Wis 12 (+1) (4 points)
Cha 16 (+3) (8 points + 1 level increase)
 

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not completely done...but something to go on.

Code:
[B]Name:[/B] Johnny Blades
[B]Class:[/B] Infiltrator 2/Barbarian 1/Urban Ranger 1
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LN
[B]Deity:[/B] none

[B]Str:[/B] 14 +2 (06p.)     [B]Level:[/B] 4        [B]XP:[/B] XXXX
[B]Dex:[/B] 14 +2 (06p.)     [B]BAB:[/B] +3         [B]HP:[/B] 29 (1d6+1d12+1d8+10)
[B]Con:[/B] 12 +1 (04p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 10 +0 (02p.)     [B]Speed:[/B] 40'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +6        [B]Spell Save:[/B] -
[B]Cha:[/B] 16 +3 (08p.)     [B]ACP:[/B] -X         [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +2    +0    +0    +0    16
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1          +3
[B]Ref:[/B]                       5    +2          +7
[B]Will:[/B]                      0    +0          +0

[B]Weapon                  Attack   Damage     Critical[/B]
MW Longsword              +6     1d8+2      19-20/x2
MW Shortsword             +6     1d6+2      19-20/x2
Dagger                    +5     XdXX+X     XX-XXxX

[B]Languages:[/B] Common

[B]Abilities:[/B] Trapfinding, Evasion, Favored Enemy (whatever group killed Paully), Wild Empathy (half)

[B]Feats:[/B] Dodge, Improved Initiative, Combat Reflexes, Quick Draw, Mobility, Urban Tracking, 

[B]Skill Points:[/B] 57       [B]Max Ranks:[/B] 7/3.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]

Bluff                      5    +3          +X
Gather Information         7    +3          +X
Diplomacy                  5    +3          +X
Use Magic Device           7    +3          +X
Disable Device             7    +0
Search                     5    +0
Move Silently              6    +2
Knowledge(local)           7    +0
Survival                   7    +0

[B]Equipment:               Cost  Weight[/B]
MW Longsword            315gp    4lb
MW Shortsword           310gp    2lb
Sap                       2gp    1lb
Mithril Shirt          1100gp   10lb
Backpack                  1gp    2lb
Crowbar                   1gp    5lb
Mw Manacles x3          150gp    6lb
Silk Rope                10gp    5lb
Signal Whistle            1gp    -
Grappling Hook            1gp    4lb
Potion of CLW x3        150gp    

Dagger                   XXgp   XXlb

Angus - Mastiff         150gp    -

[B]Total Weight:[/B] 39lb      [B]Money:[/B] 1959gp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   350   875

[B]Age:[/B] 26
[B]Height:[/B] 5'11"
[B]Weight:[/B] 165lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Brown
[B]Skin:[/B] Healthy White, Rugged.

[sblock=fluff]Appearance: XXXX

Background: Johnny didnt know where he came from. Orphans in Paridon arent exactly rare. He hated thieving, but he hated going hungry more. Johnny looked for work when he could, but work always seemed to require a morally lax point of view. He did what he needed to though and was soon noticed by a local leader. Paully knuckles wasnt just a thug, he had character. He taught Johnny how to talk people out of gold and, more importantly, information. He was something of a philanthropist, always giving back to the neighborhood. Johnny knew his money came from less than legal activities, but everybody stole. Paully always explained that one must have some kind of honor. He showed his young pupil that leaning on someone will only make them lean on you. "Force is a spice best used sparingly", he taught...this phrase echoes still with Johnny. One day Johnny walked in on two men beating Paully. He knew the men, they were once loyal underlings. Just as Johnny heard his own screams Paully fell, throat slit. Instinct took over and Johnny ran for his life. After the shock passed Johnny knew what he had to do. Vengence would be swift that night as found and visited the hideout of his mentor's murderers. Johnny had used the same techniques his teacher had shown him to find his to be victems. When he walked in on them all of the feeling of his friends death spilled into him at once causing Johnny to fly into an emotional frenzy. Moments later he stood over two corpses. It was at that moment that Johnny the Urchin became Johnny Blades.

That was 5 years ago. Today Johnny has taken a position with the constibulary. He has done much to suppress the rage he felt that day. With his post came the law although he has not forgotten the teachings of his friend and even in his work today he lives by that code.

The Code of Paully Knuckles
1. The tongue is quicker and sharper than any dagger, and it can cut twice as deep.
2. Take care of your neighbors, and they will take care of you.
3. Everybody steals from somebody somehow.
4. Never get too comfortable.[/sblock]

[sblock=Angus Stats]
Size/Type: Medium Animal
Hit Dice: 2d8+4 (16 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, Track[/sblock]
 

OK, just to let you know I haven't forgotten.

  • Specialist Diviner, who also relies heavily on Conjuration spells to apprehend criminals.
  • Lawful Good.
  • Arrogant, intellectual, impatient with anyone who doesn't share his views or questions his methods.
  • Finds undead an abomination, so applies his considerable intellect to the question of how to deal with them effectively and efficiently.
  • Creates magical items which help in his work.
  • No social life - the job's the thing.
  • Doesn't do combat - that's up to those who do not have his obvious intellectual superiority. Anything he wants to do, he uses magic to achieve.
  • Has a single passion outside his work - he breeds roses.

That's it for now. Still mulling the details.

One question, IVV - do we have any spare XP which can be used in crafting magic items?

'Nock
 

Everyone:

Regarding firearms: We'll use Monte Cook's rules. All firearms are going to be treated as exotic weapons. The available weapons are: Dragon Pistol, Sting, Double Pistol, Dragon Rifle. The Dragon Rifle takes a full round to reload, and all firearms require two hands (of which one or both may hold the firearm) to reload. The Powder Bomb and Smoke Bomb are available, and can be thrown as any alchemical weapon (alchemist's fire, etc.)

Regarding HP: Full HP for first level. 3/4 HP (round down) for each additional level.

Regarding Languages: Assume the standard languages in the PHB. It's not canon Ravenloft, but it will work just fine here.

Regarding extra rules: I don't own any of the "Complete" series, campaign worlds, etc. That's why I'm only looking for Core stuff. I am willing to grow the campaign ruleset to include some things from the Supplemental SRD, and the Firearms rules above, but that's it. Thugs, Infiltrators, and Urban Rangers already have an OK by me. I'm afraid I won't be able to allow the Warlock or Warmage for these reasons (although you might want to check out the Battle Sorcerer or Battle Wizard in the Supplemental SRD if you're looking for something like that).

Regarding crafting magic items: Since the PCs are only 4th level, that means that only potions and scrolls (of up to 2nd level) will be crafted. With this in mind, I'm not going to worry about the XP needs at this time. I reserve the right to review the character and change my mind before we start play, though, just in case there's some risk I'm not recognizing.

Regarding evil in Ravenloft: Note that the nature of Ravenloft nerfs Detect Evil and Know Alignment-type magics pretty severely. Don't expect to be able to use them to quickly tell the good guys from the bad guys.

So far, I see eight interested players... Great! Unfortunately, I won't be able to take everyone, but here's the big things I want to see:

  • Completeness of the character. Stats, purchases, etc. should be complete.
  • An interesting and relevant background. You will all be members of the city's constabulary; take it into account. I know I haven't given many details of the city, but that's okay. Use that to build a history you like.

If anyone has concerns about overlapping character niches, feel free to discuss it here, as well. I'd like a group that feels like they can work well together.

I'll decide characters done throughout the week; characters completed earlier get preference over characters completed later. If anyone completes a character early, but I have concerns about it, I'll let you know ASAP so you have a chance to fix it and not get bumped out.

Everyone: If your character is ready, let me know. I know the rulings above may change some minds.
 

InVinoVeritas said:
Everyone:
Regarding crafting magic items: Since the PCs are only 4th level, that means that only potions and scrolls (of up to 2nd level) will be crafted. With this in mind, I'm not going to worry about the XP needs at this time. I reserve the right to review the character and change my mind before we start play, though, just in case there's some risk I'm not recognizing.
Thanks for this, IVV. One point of clarification: the Craft Wondrous Item feat has a prerequisite of "caster level 3rd". Was it a conscious decision to disallow this feat on your part, or had you overlooked the possibility?

The reason I ask is that I had intended to give my wizard the feat, so that he could craft a pair of Boots of Levitation. At first I just thought they'd be cool, then I realized that they'd really fit with his character - he considers himself superior to everyone else! ;)

If you want things as per your original ruling that's no problem. :) I'd probably go with a metamagic feat instead.

'Nock
 

Boddynock:

Go ahead and craft the Boots of Levitation. It does count for a lot, I understand that, but I can plan for them in advance. If you don't mind, though, that's going to be pretty much the limit of the crafting that I'll allow.
 

Father Brian's done.

[sblock]Father Brian Breman: human cleric 4

Str 12
Dex 14
Con 12
Int 12
Wis 16
Cha 10

Init +2, BAB +3, grapple +4, move 30’, hp 30
AC 18 (+2 dex, +5 armor, +1 buckler), touch 12, ff 16
Saves: Fort +5, Reflex +3, Will +7

Feats: Exotic Weapon Proficiency (Dragon Pistol), Point Blank Shot, Precise Shot

Skills: 28 pts (ranks/total): Heal 7/10, Knowledge (religion) 7/8, Spellcraft 7/8, Concentration 7/8, Diplomacy 0/2, Search 0/1, Spot 0/3, Listen 0/3

Languages: Common, Draconic

Turn undead (3/day): turning check +2, turning damage 2d6+4

Spells/day: 0th 5, 1st 4+1, 2nd 3+1

Domains: Luck, Community
Granted powers:
Luck: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Community: Use calm emotions (DC 12) as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Spells: DC 13 + spell level. Typical spells prepared: (*: domain spell)
0: detect magic, detect poison, light, mending, read magic
1: magic weapon, remove fear, prot. from evil, command, bless*
2: hold person, zone of truth, owl’s wisdom, status*

Weapons:
MW dragon pistol
Piercing, range inc. 50’, move action to reload, reload using both hands.
Attack +6 ranged, damage 1d12, crit 20/x3

Mace, heavy
Attack +4 melee, damage 1d8+1, crit 20/x2

Equip.:
+1 chain shirt 1300
MW dragon pistol 550
Mace, heavy 12
pearl of power (1st) 1000
MW buckler 165
Wand of CLW 750
Everburning torch 110
tanglefoot bag 50
antitoxin (2) 100
Powder horns (20 shots) 20
Ammo pouches (20 sh) 10
Powder bombs (2) 300
Smoke bombs (2) 60
Potion of prot from ‘arrows’ 300
backpack 2
waterskin 1
lantern, bullseye 12
rope, silk 10
MW manacles 50
paper + ink 20
clothing, clerical 5
mirror 10
holy symbol, silver 25
138 gp 138

total 5000

Description:
Brian is 30 years old, blond, has blue eyes, and is 5’9” tall.

Father Breman lacked discipline as a child, and his parents sent him to a strict religious school to try to starighten him out. He was rebellious at first, but soon found himself drawn to the idea of the Goddess that helps guide humanity. He studied for the priesthood and was pleased to find he could cast spells. He was recruited into the Order of Fate by his mentor and adopted its teachings.

He was not really an adept preacher, but the Order found plenty of other uses for him. He was assigned to be a chaplain with the city watch, and in this role he provides not only moral guidance and healing spells but also works closely with detectives on cases with a possible religious angle, such as any case involving unnatural creatures or Church personnel.

Sometimes Father Berman feels cynical about the motives of priests, including himself, seeing all actions in light of political maneuvering or personal power. But on the good days, those concerns seem foolish and he easily brushes them aside, focusing on the task at hand.

Priests of Ezra are allowed to marry, but Brian has not yet found a woman he believes he is fated to be with.

The Order of Fate:

The Order of Fate is a sect within the Church of Ezra that believes that following the laws given by Ezra will lead to a better fate than people would otherwise have, even if the way in which this would happen is unknown to humans. The world is too complicated for people to understand Ezra’s plans, but She has given instructions, and might give more in the future at an appropriate time. Therefore, it is important to follow even seemingly pointless rituals and laws.

The Order has a strict heirarchy that is not always recognized by other branches of the Church, and the laws it follows are slightly different from the orthodox Ezraites. Sometimes, it is acceptable to break laws (religious or civil) on the orders of a superior, because he presumably has a better understanding of the overall situation. It is acceptable to break a law now if it will lead to many people obeying the laws in the future.

The Order maintains a number of monastaries where strict discipline is taught; physical training is used to focus the mind, and the unarmed martial arts are a main focus. Some members of the order scourge themselves with whips to remove sins and carnal thoughts or help focus the mind. The general public is largely ignorant of the distinction between the Order and other Ezraites.[/sblock]
 
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