OoC:The Sceptre of Kings:A Heroic Dwarven Quest

Sorry about all the delays with my character. I'll have the stats finished and his background posted by tomorrow evening.
 

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Very cool characters, all.
Xael, you need a name...:|
We are just waiting for jarval (not hurrying him, just giving a recap) and then we are good to go.

I'll have GE's Cohort up in a Jiffy.

(OK, I mean tonight)

-Uriel
 

GoldenEagle, I don't know if you picked a god already. If not, may I recommend Gorm Gulthyn? It's a Dwarven god with the War and Protection domains as well as the favored weapon Battleaxe. He's worshipped by those dwarves that defend the borders of the dwarven kingdom from the other underdark creatures, and has a fight 'till you're dead dogma that really suits the campaign.

His holy symbol is a Shining Bronze Mask with eyeholes of flame.
His Alignment is Lawful Good.
His Domains are Dwarf, Good, Law, Protection, War.

(Dwarf gives Great Fortitude for free and has the following domain spells: Magic Weapon, Endurance, Glyph of Warding, Greater Magic Weapon, Fabricate, Stone Tell, Dictum, Protection from Spells, Elemental Swarm (Earth Spell Only).)

Oh, and a few minor notes about the character (though I dunno if Uriel minds at all):

- Healer Kits are already considered a masterwork item and already give a +2

- Hospitalers require 5 ranks in Ride and Handle Animal (which I think is because they meant it as a paladin PrC, not a cleric PrC).
 
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Uriel_fire_of_Heaven said:
We are just waiting for jarval (not hurrying him, just giving a recap) and then we are good to go.

Really sorry about the delay, but it's going to be tomorrow (Monday) night before I've got everything done with my character. I'm working on getting an assgnment finished, but once that's out the way, I'll be right back with this.
 

Thels said:
GoldenEagle, I don't know if you picked a god already. If not, may I recommend Gorm Gulthyn? It's a Dwarven god with the War and Protection domains as well as the favored weapon Battleaxe. He's worshipped by those dwarves that defend the borders of the dwarven kingdom from the other underdark creatures, and has a fight 'till you're dead dogma that really suits the campaign.

His holy symbol is a Shining Bronze Mask with eyeholes of flame.
His Alignment is Lawful Good.
His Domains are Dwarf, Good, Law, Protection, War.

(Dwarf gives Great Fortitude for free and has the following domain spells: Magic Weapon, Endurance, Glyph of Warding, Greater Magic Weapon, Fabricate, Stone Tell, Dictum, Protection from Spells, Elemental Swarm (Earth Spell Only).)

Oh, and a few minor notes about the character (though I dunno if Uriel minds at all):


I will change the gold to reflect the already MW kit for healing. Thanks.
- Healer Kits are already considered a masterwork item and already give a +2

- Hospitalers require 5 ranks in Ride and Handle Animal (which I think is because they meant it as a paladin PrC, not a cleric PrC).

Gorm Gulthyn is fine, although the domains must remain war and protections due to PRC. I asked UFOH if I could change the restrictions and he said it was fine. I picked things that seem to suit the class more, although I still have mounted combat and the ride skill.
 


OK, I've added some background to my character, and named him, so Storí Vidkunn is a little further along the road towards readiness. I'll just finish up spell and equipment selection, then I'm ready to go :)
 

Well, Jarval is busy in RL (as several folks always are, which is understandable), so I am going to go ahead and post in the Playing thread. No ambushes or major scenes as of yet, but I want to get the RPing going, and introduce folks to the City .each other etc...

So, just so I am clear, you have all arrived together, right? I gathered that you were all part of an established Band.


The following, while keyed to Alembregh, really is another group item.
Thels, you will have to let me know what your personnal standard is, or better yet, you or someone else post a picture of it.

Another free Group Magic Item...

*********************************************
Alembregh Temperlain's Standard.
As is long tadition in Temperlain, upon Prince Alembregh's achievment of his Majority, along with all of the ceremony and ritual stripping away his boyhood and beginning his adultlife was the Gifting of a Standard bearing his Arms.

The Standard is a pennant some 3 feet long, sitting on a 4' back-pole, born upon the back of his trusted Friend Duranom.

The standard confers the following bonuses.

+2 bonus to resist any Mind-Affecting Spells or abilities to all allied with Alembregh in a radius of 30' from the standard.

+2 Deflection bonus to AC of the Bearer (Duranom).Likewise, the Bearer gains a +6 Enhancement bonus to Strength to resist attempts to Bull-Rush,Overbear,Trip or otherwise cause him to lose his balance/feet, as the Standard must never fall to the ground (So far, Duranom has not let it become thusly dishonored).

Once per Day casts Healing Circle (only upon all those allied with Prince Alembregh) as a 12th level Cleric.<1D8+12 HP restored within a 20' burst. Free Action, no AoOp, Duranom must exclaim 'Temperlain!' in a loud call.

Once per Day casts Minor Globe of Invulnerability as a 12 Level Sorceror, trigger as above. Both effects cannot be triggered on the same round, although the bearer may trigger the Healing while the Globe is in effect.

Once per day, casts Protection from Arrows upon the Bearer as a 6th Level Sorcerer. Trigger as above, free action, no AofOp.

If the Standard is ever allowed to fall to the ground, Alembregh suffers the effects of a Bane spell until the Standard is Blessed by a Priest allied with the Prince.

If the Standard is ever stolen or taken in Battle, or otherwise removed from the possession of the Bearer or the Prince, Alembregh suffers the effects of a Bestow Curse spell and he is obligated to recover it via a Geas/Quest, suffering all effects from shirking this duty.Obviously, this is moot, as the Prince will no doubt want to recover the Standard at all costs regardless.


Dwarves will have a DC shift of 5 favorably in dealing with Alembregh so long as his Standard is present, providing the situation warrents it (Obviously, bringing a flag into a weapon shop looks a bit silly, though having it in dealings with possibly hostile rival Clans doesn't. And there will be some, folks, others want the Sceptre)as well...).

Goblins, Hobgoblins and Orcs sighting the Standard will try to take it at all costs, or nearly so (not suicidal, well, mostly not suicidal...). This translates into causing these to Berserk within 20' of the Standard, these foes gaining a +2 to hit, while losing -2 from AC.hese bonus/negs are only verses the Bearer and anyone between them and the bearer. there is quite a large Bounty on Royal Dwarven standards. This is not a supernatural effect, but one brought about by greed,reputation and the hatred that these beings have for the Dwarves (and temperlain in particular).
Charm or other methods of calming the recipient will work to dispel this effect.


*****************************************



Let me know how this looks. Just trying to recreate a 'Knightly feel'.


OK, look for a Intro post as well as a recap of the OoC post that I started this opne with (for those wishing to read the story) tonight sometime, earlier than later.



the thread will be titled 'The Sceptre of Kings-A Heroic Dwarven Quest.'

-Uriel
 

Storí in his current form. I'm still to finish his spell book selection (quite a few to go still, given his Blessed Book) and I've got a fair bit of gold left (around 2000 gp). Any suggestions on what to do with both of those welcome :)


Storí Vidkunn
Shielf Dwarf Wizard 5/Mage of the Arcane Order 5, Lawful Good

STR 12 (+1)
DEX 14 (+2)
CON 14 (+2)
INT 24 (+7) (inclueds stat bonuses at 4th and 8th levels, and +4 Headband of Intellect)
WIS 14 (+2)
CHA 10 (+0)


Combat Stats:
Base Attack Bonus: +4
Melee: +5 [+4 BAB, +1 STR]
Ranged: +6 [+4 BAB, +2 DEX]
Hit Points: 60 [4 x 10 (levels) + 20 (CON)]
Armor Class: 18 [10 + 2 (DEX) + 4 (Mage Armor + 2 Amulet of Natural Armor)]
Initiative: +6 [+2 DEX, +4 Improved Initiative]
Movement Rate: 20 feet

Attacks per round:
+1 Light Crossbow (using masterwork bolt) (+8 to hit, 1d8+1 dmg)
or Dagger (+5 to hit (melee) +6 to hit (thrown), 1d4+1 dmg)
or Quarterstaff (+5 to hit, 1d6+1 dmg)

Weapons and Armor:
Armor: Mage Armor, +2 Amulet of Natural Armor
Weapons: +1 Light Crossbow (1d8 dmg+1, Crit 19-20/x2, Rng 80 ft)
Dagger (1d4 dmg, Crit 19-20/x2, Rng 10 ft)
Quarterstaff (1d6+1 dmg, Crit x2)


Saving Throws:
Fort: +4 [+2 base, +2 CON]
Ref: +4 [+2 base, +2 DEX]
Will: +10 [+8 base, +2 WIS]


Feats:
Scribe Scroll (Free for Wizard)
Spellcasting Prodigy (1st level feat)
Extend Spell (3rd level feat)
Cooperative Spell (Bonus 5th level metamagic feat)
Improved Initiative (6th level feat)
Energy Substitution (Sonic) (Research Breakthrough)
Craft Wondrous Item (9th level feat)


Skills:
Alchemy +20 (13 ranks, +7 INT)
Concentration +15 (13 ranks, +2 CON)
Craft (Metalworking) +14 (5 ranks, +7 INT, +2 racial)
Diplomacy +6 (6.5 ranks)
Knowledge (Arcana) +30 (13 ranks, +7 INT, +10 Vidkunn's Eyeglasses of Arcane Knowledge)
Listen +4 (+2 WIS, +2 Alertness from familiar)
Speak Language 7
Spot +4 (+2 WIS, +2 Alertness from familiar)
Spellcraft +30 (13 ranks, +7 INT, +10 Vidkunn's Eyeglasses of Arcane Knowledge)


Languages:
Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal, Terran, Undercommon


Special Abilities:
Darkvision 60'
+1 to hit orcs and goblinoids,
+2 on Appraise of stone/metal items
+2 on stone/metal Craft checks
+4 dodge bonus vs giants
+2 to saves vs spells
+2 to saves vs. poison
Stonecunning
Summon Familiar
Spellpool Level I access
Spellpool Level II access
Permanencied spells: Detect Magic and See Invisibility (cost 1,500 XP).


Spells:
Spells per day: 4/6/6/5/5/3
DCs: 18/19/20/21/22/23
Cantrips:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Spellbook:
Cantrips: All.
Level 1: Charm Person, Endure Elements, Identify, Mage Armor, Magic Missile, Tenser's Floating Disk, True Strike
Level 2: Invisibility, Melf's Acid Arrow, See Invisibility
Level 3: Dispel Magic, Fireball, Secret Page
Level 4: Charm Monster, Polymorph Other, Scrying
Level 5: Cone of Cold, Dominate Person, Permanency, Teleport

Boccob's Blessed Book:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:


Equipment:
Backpack:
- Portable Hole (14000 gp)
- - 4 Bolt cases
- - - 60 crossbow bolts
- - - 20 silvered crossbow bolts (20 gp)
- - Scrying mirror (1000 gp, spell focus)
- - Spellbook
- - Boccob's Blessed Book (4750 gp, 380 XP, self crafted)
Potion Belt:
- Potion of Cure Serious Wounds (750 gp)
- 2 Potions of Cure Moderate Wounds (600 gp)
- 8 Potions of Cure Light Wounds (200 gp)
Scroll Organizer:
- 2 Scrolls of Alter Self (300 gp)
- 2 Scrolls of Dispel Magic (750 gp)
- 2 Scrolls of Gaze Screen (300 gp)
- 2 Scrolls of Grease (50 gp)
- 2 Scrolls of Greater Magic Weapon (750 gp)
- 2 Scrolls of Identify (225 gp, 2 XP, self crafted)
- 2 Scrolls of Invisibility (300 gp)
- 2 Scrolls of Jump (50 gp)
- 4 Scrolls of Mage Armor (50 gp, 4 XP, self crafted)
- Scroll of Magic Circle Against Evil (375 gp)
- 4 Scrolls of Magic Weapon (100 gp)
- 2 Scrolls of Mount (25 gp, 2 XP, self crafted)
- 2 Scrolls of Spider Climb (50 gp)
- Scroll of Teleport (1125 gp)
- 2 Scrolls of Tongues (750 gp)
- Scroll of Water Breathing (375 gp)
Wearing / Carrying:
- +1 Light Crossbow
- 20 Masterwork crossbow bolts (140 gp)
- 3 Daggers
- Quarterstaff
- Explorer's Outfit
- +2 Amulet of Natural Armor (8000 gp)
- +4 Headband of Intellect (8000 gp, 640 XP, self crafted)
- Ring of Counterspelling (currently contains Dispel Magic) (4000 gp)
- Ring of Sustenance (2500 gp)
- Vidkunn's Eyeglasses of Arcane Knowledge (+10 to Knowledge (Arcana) and Spellcraft checks) (3000 gp, 240 XP, self crafted)

2165.00 gp left

Total Weight Carried: ? lb
Load: Light


Current XP:
Current: 45,250
Next Level:



History: Storí Vidkunn was born in the foothills of a great mountain range, in the poor quarter of the town. He was apprenticed to first the town's blacksmith, where he learnt a little of the smiths skills, but his apprenticeship was switched to Aldwin Var, a Transmuter who served the town. Storí's talent for magic proved strong, learning to cast some simple cantrips within weeks of his apprenticeship starting, and Aldwin took heed. Aldwin's attention also drawn by Storí's gift for languages. the boy having learnt both Terran and Undercommon simply by reading from his master's books. Aldwin decided to send Storí to Mathghamhna, the college of the Arcane Order, knowing that his student's potential outstripped his ability as a teacher.

Bidding farewell to his parents and Aldwin, Storí made the trip to Mathghamhna, presenting his letter of introduction from his master to the doorkeeper. He was admitted, and allowed to sit the test for a scholarship. Much to Storí's surprise (although not to Aldwin's) he passed, and was admitted to the School.

For the most part, his years at Mathghamhna were pleasant, although he did suffer a little from the taunts of his fellow students. Being both a dwarf and poor marked him out from the well-to-do humans and elves who make up the majority of the student body. His talent for languages was both fostered during these years, with Storí learning many tongues with either extraplanear or magical roots. This in turn made him in demand for translating texts and in negotiations.

After four years of study and labour, Storí took the Order's final test, becoming a full Mage of the Arcane Order. No longer a student, he returned to his homeland of Temperlain, finding work as a scribe and diviner in the Prince's court. His magical talents took a more martial turn after the giants to the North started incurring further into the dwarven lands, and Storí took to the battlefield alongside several of his fellow members of the Order. This was a life-changing experience for the still young Storí, and he gained a taste for excitement. The prince's quest to find the Sceptre of Kings sounds like one of the greatest and boldest challenges that will happen in his lifetime, and Storí made sure he was part of Prince Alembregh's party...


Personality: Storí is quick-witted and good humoured, with perhaps a little more in the way of social graces that the stereotypical dwarf. His linguistic skills tend to spill over into his everyday speech, with both archaic words, and phrases from other languages slipping themselves into his talk.


Description: Storí stands 4'4" tall, an average height for his race. Average is a pretty good way of describing his appearance, both is build and looks. His hair is a light brown, and his beard a similar hue. Both are kept neat and short, favouring the fashionable style of the season. His clothes also tend to follow the court fashions, and he is always well dressed (if perhaps less expensively than many in the court).

When "in the field", his wardrobe reverts to something more practical, both in cut and colour. While not the most devout of his people, Storí always carries the symbols of Moradin and Mystra.
 
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He looks fine, Jarval.
Remember that you must still pay for supplies to inscribe spells into a B.B.B. (that's a silly acronym) @ 100GP/Spell Level as per 3.5

Otherwise, he looks fine.


-Uriel
 

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