[OOC] The Banewarrens


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Malikar di'Tandaer
Lawful Good Human Ranger 1 Fighter 2 Paladin 3

Strength 18 (+4)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 18 (+4)

Hit Points: 52
Armor Class: 18 (+5 Armor, +3 Dexterity)
BAB: +6/+1

Saves:
Fortitude +14 (+8 Base, +2 Constitution, +4 Charisma)
Reflex +8 (+1 Base, +3 Dexterity, +4 Charisma)
Will +7 (+1 Base, +0 Wisdom, +4 Charisma, +2 Feat)

Attacks:
Shortsword +12/+7 (+5 Base, +4 Strength, +1 Feat, +1 Enhancement) 1d6 +5

Two Shortswords +10/+10/+5 (+5 Base, +4 Strength, +1 Feat, +1 Enhancement, -2 Hand) 1d6 +5 / 1d6 +5

Skills: (32 Skill Points)
Climb +9 (4 Ranks, +4 Strength, -1 Armor, +2 Circumstance)
Diplomacy +8 (4 Ranks, +4 Charisma)
Jump +7 (4 ranks, +4 Strength, -1 Armor)
Knowledge: Nobility +6 (6 ranks, +0 Intelligence)
Listen +4 (4 ranks, +0 Wisdom)
Spot +4 (4 ranks, +0 Wisdom)
Swim +8 (4 ranks, +4 Strength)
Wilderness Lore +4 (4 ranks, +0 Wisdom)

Languages: Common

Feats:
Track, Ambidexterity, Two-Weapon Fighting, Iron Will, Quick Draw, Weapon Focus: Shortsword, Power Attack, Off-Hand Weapon Expert, Divine Might

Special Abilities:
Favored Enemy: Evil Outsiders
Divine Grace
Divine Health
Detect Evil
Lay on Hands
Aura of Courage
Smite Evil 1/day
Remove Disease 1/week
Turn Undead 7/day (1st)

Equipment:

Shortsword +1
Shortsword +1
Mithral Breastplate

Explorer's Outfit
Backpack
-Bedroll
-Blanket
-Flint and Steel
-Grappling Hook
-Hammer
-Piton (5)
-Pouch, Belt
-Rations (4)
-Rope, Silk 50'
-Soap
-Spade
-Waterskin (2)
-Whetstone
Sunrod (4)
Signet Ring

Climber's Kit

Appearance:
Malikar is a tall, good-looking muscular man who stands perfectly straight with his shoulders even. Malikar has long, carefully-trimmed golden brown hair and a slight beard that grows constantly, requiring him to shave several times a day. As he strides confidently, his head is held high and his chin straight, and he looks straight ahead. Malikar resembles a soldier standing at attention, at all times. His fur-lined clothes would be of distinctive quality, except for their age. He wears a shining silver breastplate, and two shortswords, their pommels resembling lions, hang at his belt.

Background:
The Tandaers were once favored nobility of Palastan, both barons and Viridian Lords. However, Tandarus Tandaer, Malikar's great-grandfather, fell to the temptation of an abyssal succubus. Under her spell, Tandarus committed despicable acts of villainy, but was defeated by other Viridian Lords. He was stripped of his titles and honorifics and put to death. His children were sent into exile. Alicia Tandaer, Tandarus's granddaughter, and Malikar's mother, reared her son and teaching him about his glorious ancestors. She was obsessed with becoming nobility again, having been reared on the same stories of riches and honor by her parents. Malikar, at his coming of age, swore to restore the honor of the Tandaer family, both to bring comfort to his mother and to make amends for the deeds of his ancestor. As such, he travelled to Ptolus to gain glory and riches in the Spire.
 
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The Districts of Ptolus

Ptolus lies between the Spire and the sea. The highest portions of the city, the Noble's Quarter, is built on the very feet of the Spire. From there the level of the city drops down a sharp cliff to Oldtown, and then again into Midtown. Lastly, the final cliffs of Ptolus drop into the sea, with the only flat area at the bottom of the cliffs occupied by the city's docks. Well-worn paths connect the various elevations of the city and help make Ptolus very defensible (although the city has not been attacked in even an elf's lifetime).

The King's River flows through the city, spilling into an eroded chasm in the northwest corner and flowing down to the Whitewind Sea near the docks. The bottom of the chasm, usually called the King's River Gorge, is 80 feet below the level of ground on the north side, but almost 180 feet below on the south side. The south side still bears the old city walls and fortifications. A bridge built atop two massive pillars, themselves erected atop two natural rock columns, stretches across the King's River Gorge at a steep angle, leading into the area of the city known as Oldtown. Another bridge stretches across the chasm with the help of another rock column, joining Oldtown with the Rivergate District. Although Oldtown is higher, the difference in elevation between these two districts is not as steep, so the slope of the bridge seems far less noticeable.
 

Oldtown

When Ptolus was founded, it existed only as a small community surrounding a fortress called Dalenguard. The fortress' original purpose was to keep the area clear of evil creatures, drawn by the power of the Banewarrens and Jabel Shammar. Over the years, the community grew into an important port and the need for Dalenguard as a wilderness bastion waned. Today, the area surrounding the old fortress (still used by the Imperial appointed ruler of the city, the Commissar) is know as Oldtown. It sits atop a ridge higher than most of the rest of Ptolus, but still lower than the Noble's Quarter.

The stone and marble buildings of Oldtown reflect an earlier, grander age. Columns flanking majestic entrances, tall stone towers, and buildings with three or even four stories are common sights here. Yet all are marked with the signs of age and wear. Today many of the buildings are used to house the bureacracy the Empire forces upon the city. Still others are museums or homes for the wealthy (who are not quite wealthy enough to live in the Noble's Quarter). There are wonderful theaters, auditoriums, and even a grand sporting arena in this large district of the city. Also located here is the Delver's Guild, an association that provides assistance in the form of maps, reference material, and equipment to explorers of the ancient dwarven city which lies below the streets of Ptolus.
 

Hate to interrupt

...but we need to talk strategy. That orc is kicking our butts! One good hit and I'll go down. Verakka, the one lizard I counted to get us out of this, is down as well. The dwarf can't seem to hit, and even he could the damage would be insignificant. We need to set up some flanking and deal some damage. I realize I made some mistakes this fight; big ones.

I don't think surrender is a valid option, and Malikar is a stubborn fool who doesn't like to retreat. He will if he has too, but nothing else. Any chance we can get some Magic Missiles or something to smack the orc?

I also think that as soon as we get into town...SHIELD POTIONS. Lots of shield potions. Verakka already has the spell, which is nice. But a nice Shield could bump my pathetic 18 to a relatively impressive 25.
 

Re: Hate to interrupt

Hammerhead said:
...but we need to talk strategy. That orc is kicking our butts! One good hit and I'll go down. Verakka, the one lizard I counted to get us out of this, is down as well. The dwarf can't seem to hit, and even he could the damage would be insignificant.

Why you little... ;)

If we managed to flank I would have scored my Sneak Attack bonus, but yea, I can't take him down on my own.

Yes, some strategy would be good. But there might be more to this than apparent. Is the orc magicked?

well so much for strategy. I guess the rush in and cusinart foe method has lots going for it. :D
 
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I know that if you could flank you could unleash a deady sneak attack. Believe me, no one has more respect for a rogue's damage than me, because I always play them. My point was that plinking away with a crossbow is likely to be ineffective without sneak attacks. You should have been able to flank before, but I screwed up. Sorry.

Well, she's dead. Thanks to the cleric who healed me. I wouldn't have made it otherwise. What classes do we have in our game? I think we have:

Lizardfolk Rogue/Ranger/Sorcerer
Human Ranger/Fighter/Paladin
Dwarf Rogue/Fighter
Human Evoker/Cleric
Halfling Telepath
Human Cleric
 

No problem on the heal. It's what I do.

As far as AC's go, we all have pretty low AC's, for the most part, because we're 5th (and I for one, didn't spend all my money on Defense).

Keia

ps. I don't think there is such a thing as a shield potion. In fact, I'm pretty sure there isn't one according to the rules.
 
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Shield Potions

I wouldn't consider the list on pg 191 of Core Rulebook II to be the end-all, be-all potion list.

A potion would just be a single use, use activated item limited to spells of 3rd level or lower that make sense, right? (i.e., no potions of lightning bolt) Or are there no potions of Mage Armor, no potions of Displacement, no potions of Protection from Evil? That just doesn't make sense.
 
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