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[OOC] The Banewarrens

Verakka
Lizardman (+2CR)Level 1 Rogue, Level 1 Ranger, Level 1 Sorcerer (Monte Version)
Align: Neutral
Male, 6'3".175 pounds, yellow eyes, dark green skin with pale yellow undersides, light green spines and dewlap (neck 'comb'). Age 16 (human equiv 25)

Str 18 +4
Dex 18 +4
Con 16 +3
Int 14 +2
Wis 12 +1
Cha 14 +2


HP 45
BaB +2
Fort +5
Ref +9
Will +3
Init +8
Move 30'/Swim 30'
Speaks Draconic, Common

AC: 19
Flat: 15
Touch: 19

+5 Natural Armor
+6 Jump, +8 Swim, +4 Balance
Skills:10 (LM) + 40 Rogue,6 Ranger,6 Sorcerer
Multi-Attack
Weapon Proficiency
Gladiatorial Slave Background: Exotic Weapons;
Bastard Sword, Net, Warfan
Combat Reflexes
Improved Initiative
Track, 2 Weapon fighting, Ambidexterity
Favored Enemy: Humans
Sneak Attack +1D6
Summon Familiar
Weapon Focus:Bastard Sword
Fey-Blooded: (Charm Person 1/D as a spell-like ability.
Necromancer spells@ -1 caster level, -4 to resist Spells/Powers from Fey Beings)


The Talaxian Duelist Sword Style

Lesson 1-Calm Demeanor
The calm demeanor technique makes
Concentration a Class Skill for the duelist, and gives him a +2 bonus to Will saves
against mind-affecting spells if he is in melee combat.

Lesson 2-Weapon Mastery
Gains Weapon Focus:Bastard Sword

Attacks

Claws +6 /+4 as offhand with sword 1D4+4 20/X2
Bite 1D4 /+4 1D4+2 20/X2 Gets this in addition to claws/weapons
Bastard Sword +8 1D10+6 two handed, +4 1 handed 19-20/X2
Gladius +7/+5 offhand 1D6+4/2 in of-hand 18-20/X2
Club +6 1D6+4/2 in off-hand 20/X2
Long Composite Bow +6/+7 with master worked arrows 1D8+4 20/X3 110' increments
Dagger +6 1D4+4 10' Increments
Spider Throwing Knife 1D4+, 19-20/X3 20' Increments


Familiar: "Sletha" Tiny Pit Viper
HD:5, HP 22 Initiative +3 Move 15' Climb, Swim and standard
Str 6 Dex 17 Con 11 Int 6 Wis 12 Cha 2 AC:18 (3Dex,2 Size, 3 Natural)
Bite +5 1D4-3 (I min) + Poison: DC 11 Primary and Secondary is 1D6 Con
Scent, Balance +12, Climb +12, Hide +18, Listen +8, Spot +8.
Weapon Finesse: Bite
Alertness, Improved Evasion, Share Spells,
Empathic Link to 1 Mile. +1 NA
Damage Reduction 5/+1, Invisibility Up to 1 minute/Sorc. Level: May be broken up
Into smaller increments.

Dark Brown with tiny yellow flecks.

Listen 5/+11 (+13 with familiar)
Spot 5/+11 (+12 with familiar)
Search 5/+7
Hide 4/+8
Move Silently 4/+8
Disable Device 4/+10
Open Locks 4/+10
Decipher Script 3/+4
Use Magic Device 3/+5
Bluff 2/+4
Appraise 1/+2
Balance 4/+12
Tumble 2/+6
Jump 4/+14
Swim 2/+14
Climb 1/+5
Spellcraft 2/+3
Concentration 1/+4
Know: Arcana 2/+3
Intimidate 1/+3
Gather Information 1/+3
Wilderness Lore 3/+4

Spells Known: 5/3
Cantrips: Detect Magic, Mage Hand, Light, Daze, Quick Boost
1st Level Spells: Mage Armor, True Strike, Charm Person.


Heward's Handy Haversack (2,000GP)
+1 Bastard Sword (2,335GP)
Neck-Torc of Resistance +1 (1,000GP) as Cloak
MW Short Sword (310)
MW Thieves Tools :2 Sets (200GP) < 1 set in Haversack>
Mighty Long Composite Bow (600GP)
Quiver of 17 MW Arrows (119GP)
Quiver of 20 Normal Arrows (1GP) <In Haversack>
4 Daggers (8GP)
3 Spider throwing knives (1 on hip, 2 in Haversack)
Club (on back)
Headband of the Observant (2,000) +2 to Spot and Listen (pg 242 DMG , Vest of Escape as example of an item that gives bonus to 2 skills, still 10 total)
Small pouch for Sletha (5 SP)
Scrolls: (All at 1st level casting) (150GP) <In Haversack>
Color Spray
Spider Climb
Hold Portal
Change Self
Erase
Feather Fall

Potions:
Cure Light Wounds 1D8+1 X4 (200GP) <In Haversack>

3 Tindertwigs (3GP) <In Haversack>
50 Hemp Rope & Grapnel <In Haversack> (2GP)
3 flasks of acid (30GP) <In Haversack>
Belt Pouch (1GP)
3 Sunrods (6GP) <In Haversack>
4 flasks of oil (4SP) <In Haversack>
crowbar (2GP) <In Haversack>
Flint & Steel (1GP) <In Haversack>
Dried Meat Rations: Equivalent to 1 week (3.5GP) <In Haversack>
2 Water Skins-Full (2GP) 1 worn, <1 in Haversack>
Bedroll (1SP) <In Haversack>
Sledge Hammer (1GP) <In Haversack>
Shovel (1GP) <In Haversack>
3 Torches (3CP) <In Haversack>
3 pcs chalk (3 CP) <In Haversack>
200 feet twine in a ball (8CP)
Bag of Stones: 20 or so at a ½ pound each <In Haversack>
3GP, 3SP,8CP in Belt Pouch









Background
Verakka hails from some distant swamp of the Southlands. He doesn't ever speak
of his home, except to say that he is no longer welcome there for undisclosed
reasons. Early in the young Lizardman's life outside of his tribe, Verakka was taken
by Slavers and sold far in the south to a Gladiatorial Arena. Fighting for his
survival, Verakka learned the use of many weapons, as well as perfecting his
natural weaponry. A savagery untapped, as well as the will to survive and be free
eventually led to Verakka's chance to escape. Scaling a Wall in the dead of night,
Verakka headed north to the city of Hurndollin, living amongst the dregs of the
city and learning the skills of the Rogue. It was here, as well, that Verakka
encountered a Society of Rogues, dedicated to a Dueling tradition as a matter of
Honor. Verakka cut an odd figure, dueling in the back alleys and streets, a reptilian
Swashbuckler, and he gained quite a reputation as a settler of disputes. After a
year or so like this, Verakka left the cities of the Midlands and continued North,
living off the land and taking work as a Bounty hunter, where his combat skills
proved invaluable. recently, Verakka has manifested arcane powers, leading to his
current state and obsession with things magical. Taking on a small Pit Viper as a
familiar, Verakka has come to the Banewarrens, seeking to solve the mystery of
their Opening.
 
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Uriel_fire_of_Heaven said:
PS OoC:Garyh: 11 isn't enough. I plan on giving you an 'auto-In' when I start running games on here soon.
I want your head to explode.:D

Well, once the ones I'm in developement on start up, I'll be in 16. :D

I'm trying to be more selective in which games I join now. Really. I mean it. ;)
 
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Happy New Year, Everyone.

I have been slacking this holiday, and I apologize for not setting a restart date in advance. I will resume the game within 24 hours.
 

We have two spots in the Banewarrens campaign.

Current characters include a rogue/ranger, a rogue/ranger/sorceror, a fighter, and a cleric. We are losing our psion.

Please read this thread for character details and the game thread for the story thus far.
 

Morden "The Pious" Kainen V: Human Cleric 1/Evoker 5; CR 6; Medium Humanoid; HD 1d8+5d4+20; hp 41; Init +3; Spd 30'; AC 16 (touch 15, flat-footed 13); Atk +2 base, +3 melee (1d4+1, dagger), +7 ranged (1d8+1, mighty composite short bow (+1 STR)); SQ: toad familiar (named Merkit); AL LG; SV Fort +7, Ref +4, Will +7; Str 12, Dex 16, Con 18 (16), Int 21(+2) (19), Wis 12, Cha 14.

Skills: Alchemy 4, Concentration 8, Craft (bookbinding) 4, Diplomacy 4, Heal 4, Knowledge (arcana) 8, Knowledge (geography) 3, Knowledge (history) 5, Knowledge (nature) 3, Knowledge (religion) 4, Scry 1, Spellcraft 8

Feats: Energy Substitution (sonic), Martial Weapon Proficiency: long bow, Scribe Scroll, Signature Spell (magic missile), Silent Spell, Spellcasting Prodigy, Spell Mastery (detect magic, identify, magic missile, read magic, shield); Weapon Focus: long bow

Languages: Common, Celestial, Draconic, Dwarven, Elven

Cleric Spells (domains: healing, war; 3/2+d): 0--create water (1), light (1), mending (1); 1--comprehend languages (1), cure light wounds (1), obscuring mist (1)

Wizard Spells (restricted from transmutation; 4+s/5+s/4+s/2+s): 0--arcane mark, dancing lights, daze, detect magic (2), detect poison, disrupt undead, flare, ghost sound, light, mage hand (1), mending, open/close, prestidigation, ray of frost (2), read magic (1), resistance; 1--comprehend languages, endure elements (1), identify, lesser acid orb (1), magic missile, protection from evil, shield (2), sleep (1), summon monster I (1), unseen servant; 2--darkness (1), flaming sphere (2), glitterdust (1), invisibility (1); 3--fireball (2), gaseous form (1)

Possessions:circlet of intellect +2; pearl of power (1st level); MW mighty composite short bow (+1 STR); arrows in quiver(20); dagger; spellbook; spell component pouch; everburning sphere; flint & steel; soap; steel mirror; backpack; vials of ink & pen; waterskin; 2 scholar outfits; bedroll; +1 bracers of armor; +1 ring of protection; +1 amulet of natural armor; scroll of fireball (5th level); scroll of lightning bolt (5th level)

Description: Morden is a delicately-featured young man with light blonde hair, icy blue eyes and an easy smile. He strikes one as more "pretty" than handsome. His attire is clean, neat and very typical of a novice wizard--robes, a well-organized spell pouch and a shiny dagger betraying its lack of use. The only odd thing about his ensemble is the long bow and quiver. His overall build is average--both in height and build--and rather unremarkable.

Background: Morden "The Pious" Kainen V is the great, great, great, great grandson of the renowned archmage of Greyhawk. Although factual documentation and certifiable testimony may be lacking to prove such a claim, fate itself seems to agree with the claim. He has always lived a charmed life, as if the great archmage himself had been there to play the guardian angel and assure his distant progeny's success. While one would suspect such a connection to be a constant source of danger and problems, it was not the case for Morden. In fact, he seemed to have reaped only the benefit and suffered none of the consequences. A large inheritance from his mother--the great, great granddaughter of Mordenkainen--left Morden with all his basic needs fulfilled at an early age. His nature talent for the arcane arts seemed another great gift. Admissions to the prestigious Academy of High Wizardry came all too easy for him.

Even life after the Academy seemed blessed, as he met up with the famed Eadric, High Elven Paladin of the Church of Corellon Larethian, and his troupe of war-dancers as his first adventuring crew. That adventure literally dropped into his arms Princess Ariona of Albion, who became quite smitten with young Morden rather quickly. When he returned to Albion with the princess, he was even offered a chance to wed the damsel, although he declined in favor of more adventuring under the pretense of proving his worth. He headed off the Ptolus to search out a new flavor for adventure and promised his fiancee a dear gift from a true heart. So far, every time Morden spoke his name and claimed his heritage good things seem to happen for him. Well, maybe his luck is finally spent in Ptolus; but then again, who knows....

OOC: A ridiculous background I know, but fun to write at least.
 
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Fallon Whitehart

Halfling Psion (Telepath)
Level 5
Chaotic Good
Str: 10, Dex: 16, Con: 12, Int: 15, Wis: 14, Cha: 19
Hits: 18
A.C.: 17 (18w/ dodge) (+4 armor, +2 dex, +1 size)

BAB: +2, Fort: +4, Ref: +6, Will: +8.
Power points: 15
Psi crystal: Bilbo: liar (+2 on bluff checks)

Powers: <discipline>
0) (3+d) <Missive>, Detect Psionics, Finger of fire, Burst
1) (2+d) <Sense link>, Fire Fall, Skate
2) (1+d) <Brain Lock>, Astral Construct II

Psionic combat modes:
1) Mind blast
2) Empty mind
3) Tower of iron will
4) Mind crush
5) Thought shield
6) Mental barrier
7) Ego whip

Skills:
1) Animal Empathy: 8/+12
2) Bluff: 8/+14
3) Sense Motive: 8/+10
4) Intimidate: 8/+12
5) Gather Information: 8/+12
6) Psicraft: 8/+10

Feats:
Inertial armor
Dodge

IItem where on person quantity weight GP
Dorje 1st level: Stomp Belt pouch 1 *
Dorje 1st level: Lesser Bod adjustment Belt pouch
Dorje 1st level: Feather Fall Belt pouch
Shard +3: Intimidate Belt pouch
Shard +3: Diplomacy Belt pouch
Shard +3: Escape Artist Belt pouch
Shard +3: Psicraft Belt pouch 40
Sling Belt pouch *
10 sling stones. Belt pouch 1
Back pack back 2
Mitheral shirt body 1,100
Cloak of resistance +1 back 1000
Slipers of spiderclimb feet 2000
Psionatrice of Telepathy neck 2000
M.W. Sickle 306
 
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You are both in. Feel free to join the IC dialogue immediately. Finish the characters in the next few days.

My assumption is that you are friends of the characters already in the action, who catch up with them after the recent strange events.
 



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