OoC:The Sceptre of Kings:A Heroic Dwarven Quest

Wilphe, I believe Half-Dragon is a +2 template.

Jarval hasn't commited to a character concept yet, he may be a dwarf.
Te 50% Dwarf thing isn't set in stone (no Dwarf puns intended), I just didn't want a dwarf and 6 elves/halflings/tieflings/gnomes/humans etc...
 

log in or register to remove this ad


Just opened the Savage Species, Half Dragon is unfortunately LA +3.

Re max Hps. I vote for max HPs. I know that for me its only 9 hps which will probably hurt in the end, but its a heroic game, lets go all out!

I will have my character done soon. Just typing him up now.
 

I'm going to be either a Shield Dwarf Wizard 5/Elemental Savant (Air) 5, or a Shield Dwarf Wizard 5/Mage of the Arcane Order 5. Any preference Uriel, as I'm keen on both concepts.
 

Here's the basic concept for Prince Alembregh. Minor details might change, and some mundane equipment will be added, but overall this is what I think he'll be.

Btw, any mount available that would be fitting to a dwarven prince? I mean a regular mount, no sucky poke-mount.
 

Attachments


Mohgrym Xothaerin

Mohgrym Xothaerin, Male Shield Dwarf Psion (Nomad) 10: CR 10; medium humanoid (dwarf); HD 10d4+40; hp 80; Init +5 (Dex); Spd 40 ft.; AC 22, touch 16, flat-footed 16 [Dex +6, armour +6]; Atk +11 ranged (1d8, 19-20/x2, light crossbow) or +8 melee (1d4+2, 19-20/x2, dagger); SQ Dwarven traits, psicrystal; AL LG; SV Fort +10, Ref +13, Will +12; Str 10, Dex 24,
Con 18, Int 14, Wis 10, Cha 10.

Skills and Feats: Concentration +15, Craft (metalworking) +9, Escape Artist +15, Listen +3, Knowledge (psionics) +9, Psicraft +9, Spot +3, Creature Capacitor*, Empowered Psicrystal#, Extend Power, Extra Power#, Inner Strength, Master Dorje, Psychic Meditation (3rd Eye)#

Dwarven Traits(Ex): Darkvision 60ft., stonecutting, +2 saves vs. poison, +2 saves vs. spells and spell-like effects, +1 attack vs. Orcs and Goblinoids, +4 dodge bonus vs. Giants

Psicrystal: Resolve (+2 will saves), Power Storing, Energized Crystal, Discipline Focus, Int 10

Powers (74 Power Points; 13 free 0th): 0th - burst, catfall, control shadow, detect compulsion$, detect psionics, float, inkling, missive, teleport auxiliary#; 1st - combat precognition, psychic crush$, slow light$, spider climb, vigor; 2nd - clairsentience/claivoyance, invisibility, knock, mind thrust$; 3rd - fly, negate psionics, metaphysical weapon; 4th - dimensional anchor, mass concussion, temporal concussion$; 5th - teleport

Primary Discipline: Psychoportation; Secondary Disciplines: Clairsentience, Psychometabolism; Mindscapes Mode Check Bonus: +7; Restive Mind: acumen screen +0.

Gear: Bag of Holding 1, Boots of Striding and Springing, Cloak of Resistance +3, Dorje of Body Adjustment(50), Dorje of Lesser Psionic Weapon#(50), Gloves of Dexterity +4, Mithril Shirt +2 (signiture item), masterwork lightcrossbow, masterwork crossbow bolts (50), masterwork silver dagger, standard equipment (clothes, belt pouches (2), 50' hemp rope, flint and steel, water skin, blanket, backpack, 10 sunrods), Torc of Power, 53gp

History: Mohgrym was born to an ancient line of Shield Dwarves in the North. He can trace his ancestry back to the last ruling kings of the ancient kingdom of Xothaerin which was abandoned after the fall of Deep Shanatar. He is very proud of his heritage and he strives to bring honour to his family name. His mithril shirt is one of the remaining heirlooms that he carries from the ancient line of his ancestors. He has long been a vassal of the Prince and accompanies him on his travels where ever he goes. Mohgrym found his way into service with the Prince when he managed to defeat a feral great orc who had led raids on the area for many years.

Personality: Mohgrym is very quick for a dwarf, his agility has proven useful in his battles allowing him to move to positions that would best suit his talents. He is a very determined individual, noble in spirit.

Description: At 4'8" and 193lbs, Mohgrym is signficantly larger than his fellow Gold Dwarf companions. He has thick long greasy black hair and a well trimmed beard. He is always dressed in fine clothing. He carries a crossbow and dagger and wears his mithril shirt in the open displaying his proud heritage engraved on the shirt. He is 68 years old and still looks quite young. While on the heavy side he moves extremely quickly and sometimes uses misconceptions about his weight to his advantage. He is an ardent follower of Marthammor Duin, believing as many expatriates do, that the Finder of Trails will eventually lead them home.

Tactics: In battle he is keenly aware of tactics and position often using his abilities to put himself into an advantageous spot and direct his ranged attacks at those who pose the greatest threat to his companions.

Conversion Notes: The above requires use of Mindscapes for psychic combat, if we are using the rules from the PsiHB, then the following changes need to be made: add Resculpt Mind# feat, Attack/Defense Modes: ego whip, empty mind, mind thrust, mental barrier, thought shield

Notes:
* - If Thoughts Could Kill by Bruce Cordell, publ. Malhavoc Press
# - Mind's Eye by WotC web team.
$ - Mindcapes by Bruce Cordell, publ. Malhavoc Press
 

some initial thoughts

CLERIC 6/Hospitaler 4
Alignment: NG
Hit Die: 10d8.
Class Skills: The cleric's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
Domains: War, Protection
10 +8/+3 +9 +3 +6


TABLE: Cleric Spells Per Day
------------------ Spells per Day*---------------------
Level 0 1 2 3 4 5 6 7 8 9
----- - - - - - - - - - -
10 6 6+1 6+1 4+1 4+1 3+1 — — — —

s 14
D 10
C 16
I 10
W 20 (24) +7
Ch 14

Power Attack,Craft Wonderous Item, Divine Might, 9 , Improved Critical
Weapon Focus (War Axe)
[ I wanted to sub Power Attack, Divine Might and healing and ??? as it would make more sense with the prestige class]


Periapt of Wisdom +4 8000
+2 (+1) Keen Dwarven Waraxe - Adamantine (Special Item) 17330
+1 Called Plate Mail 5500
+2 Large Steel Shield 4170
Wand of CLW 750
Cloak of Resistance +3 4500
Bead of Karma 2750
Bag of Holding 2500
Potion of CLW x5 250
War Pony 100
Military Saddle 20
Noble Outfit 75
300 ft silk rope 60
Greater Holy Symbol 2540
MW Healers Kit 150
Headband of Charisma +2 2000
Gauntlets of Ogre Power +2 2000
52695
Mundane Equipment
 

Skezzketh, Lawful Neutral Male Lizardfolk Spirit Warrior
Monk 8

Speed:
50 ft. (Standard 30 ft.)
HD: 2d8+6 (Lizardfolk) + 8d8+24 (Monk)
HP: 110 hp (Max)

Str: 18 (+4) [8] +2 racial, +1 increase 4th
Dex: 16 (+3) [10]
Con: 16 (+3) [6] +2 racial
Int: 12 (+1) [6] -2 racial
Wis: 17/21 (+3/+5) [10] +1 increase 8th
Cha: 8 (-1) [0]

Base Attack: +7/+2 (+1 lizardfolk, +6 monk)
Base Flurry of Blows: +6/+6/+1
Grapple: +11 (+15?)

AC: 23/25 (+5 natural, +3 Dex, +3/+5 Wis, +1 monk, +1 deflection)
Initiative: +7 (+4 Improved Initiative, +3 Dex)
Fort +12 [+0 lizardfolk, +6 monk, +3 Con, +3 cloak]
Ref +15 [+3 lizardfolk, +6 monk, +3 Dex, +3 Cloak]
Will +12/+14 [+0 lizardfolk, +6 monk, +3/+5 Wis, +3 cloak]

Attacks
Ghost Tooth (+2 ghost touch kama) +13/+8 melee; 1d6+6 slashing; x2/19-20
Flurry with Ghost Tooth +12/+12/+7 melee; melee; 1d6+6 slashing; x2/19-20
Unarmed Strike +12/+6; 1d10+4 bludgeoning; x2
Flurry with Unarmed Strike +11/+11/+6; 1d10+4 bludgeoning; x2
2 claws +11 and bite +6; claw 1d4+4 slashing, bite 1d4+2 b/s/p; x2

Skills: [15 lizardfolk, 40 monk]
Balance +16 [+3 lizardfolk, +4 monk, +4 racial, +3 Dex, +2 synergy (Tumble)]
Climb +10 [+0 lizardfolk, +6 monk, +4 Str]
Concentration +9 [+0 lizardfolk, +6 monk, +3 Con]
Jump +18 (+26?) [+4 lizardfolk, +4 monk, +4 racial, +4 Str, +2 synergy (Tumble), (+8 speed?)]
Knowledge (nature): +4 [+2.5 [5] lizardfolk (cc), +.5 [1] monk (cc), +1 Int]
Knowledge (religion): +3 [+0 lizardfolk, +2 monk , +1 Int]
Listen +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness]
Spot +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness]
Survival +4/+6 [+0 lizardfolk, +1 [2] monk (cc), +3/+5 Wis]
Swim +16 [+3 lizardfolk, +5 monk, +4 racial, +4 Str]
Tumble +11 [+0 lizardfolk, +6 monk, +3 Dex, +2 synergy (Jump)]

Feats: Alertness, Deflect Arrows [B, Monk 2], Dodge, Improved Grapple [B, Monk 1], Improved Initiative, Improved Trip [B, Monk 6], Weapon Focus (Unarmed Strike)

Special Abilities: Evasion, Flurry of Blows (1 extra attack at -1), Purity of Body, Slow Fall 30 ft., Spirit/Ki Strike (magic), Still Mind (+2 on saves against Enchantment spells), Unarmed Stike, Wholeness of Body (14 hp)

Equipment: Backpack (2 gp; 2 lb), Waterskin (1 2 gp; 4 lb), Trail Rations (5 days) (2.5 gp; 5 lb), Talismans (ineffective) (10 gp; 0 lb), Ghost Tooth (+2 ghost touch kama (18,302 gp; 2 lb; 1d6+6; 19-20/x2)) <L>, Goggles of Night (8,000 gp; 0 lb), Periapt of Wisdom +4 (16,000 gp; 0 lb), Cloak of Resistance +3 (9000 gp; 1 lb), Ring of Protection +1 (2000 gp; 0 lb), 2 Potions of Bull’s Strength (600 gp; 0 lb), 2 Potions of Cat’s Grace (600 gp; 0 lb), 1 Potion of Lesser Restoration (300 gp; 0 lb), 3 Potions of Spider Climb (150 gp; 0 lb)
Load: 14 lb.
Carrying Capacity: 100/200/300 lb.
32 gp, 5 sp in coins.

Languages known: Draconic, Dwarven

Among the lizardfolk tribes of the Yellow Marshes, the Tribe of the Swamp Spirits is more tradition-bound than most other tribes. As such, it has kept alive the nearly forgotten tradition of the Spirit Warriors, fighters who supposedly hear the whispers of the spirits around them, warning them from near danger. While many humanoids, and even a number of lizardfolk, think of them as fairy tales, Spirit Warriors do exist, and Skezzketh is one of them. As the second-oldest Spirit Warrior who is not yet teaching the young, he has fought many fights, whether alone, with other Spirit Warriors, or with other allies, such as the dwarves. The experiences from these fights led him to deeper understandings and respect for the dwarves. If one regards the lizardfolk as blessed by the spirits of Water, then the dwarves are blessed by the spirits of Earth. In Skezzketh’s eyes, and many other lizardfolk following the same traditions, that makes lizardfolk and dwarves closer relatives than lizardfolk and kobolds, or dwarves and the rumored evil duergar.

Skezzketh is a 7 feet tall, powerfully built lizardman weighing nearly 180 pounds. As is typical for lizardmen, he does not use much in the ay of clothing, except for a seemingly plain cloak made out of animal skin, and a primitive belt used to hold his weapon when he doesn’t need it. A number of talismans hang from his neck, arms and legs, marking him as a spirit warrior. Skezzketh wears most of these talismans as part of the traditional „garment“ of the spirit warriors, but a few of them actually are inhabited by spirits. The green whisperstone (a periapt of wisdom) hanging around his necks allows him to better hear and understand the whispers of the spirits surrounding him, while the hardened breezeweed band around his finger (a ring of protection) is inhabited by a minor spirit of the winds that causes minor disturbances around him Skezzketh, making him harder to hit. Finally, his cloak (a cloak of resistance) is inhabited by a powerful spirit of luck, aiding him in dire situations. Only recently was he awarded the aid of another talisman inhabited by a spirit by the elders of his tribe, consisting of two large, dark scales (goggles of night). These scales, worn in front of the eyes, allow Skezzketh to see the world as a dwarf does.

Skezzketh is armed with a strange weapon reminding vaguely of a sickle, supposedly created by his ancestors a long time ago, propably dating back to the first contact with the dwarves. Ghost Tooth (or athzin thisticc), as the weapon is named, is the home of a powerful, but insubstantial spirit that can be strengthened by its wielder, but always has the power to reach into the spirit worlds, so that it can easily be used by, or if neccessary, against spirits. Ghost Tooth has already proven to be a great ally to Skezzketh, especially against a small number of malevolent spirits, though it could not be found it why these spirits had become malevolent. Skezzketh honors this loyalty by only using Ghost Tooth when it becomes necessary, which he can do without many problems, given that he has empowered his own spirit enough to hurt many creatures normally not affected by normal strikes with his attacks.

A few months ago, Skezzketh experienced what the spirit warriors call the szittizz athzin, the one and only time in the live of the spirit warrior that he hears the spirits with great clarity. During this time, a spirit warrior is given a quest by the spirits by the spirits, and in Skezzketh’s case, it was the quest to serve a dwarven prince who would visit the tribe soon. The elders of the tribe were not happy to see him go, but they realized that the will of the spirits had to be fulfilled. It was during this time that he was given the two dark scales that should give him the vision abilities of a dwarf.


Well, I think I caught most things statwise, but I might change a few things of the background for better fitting.
Rereading Savage Species, I believe that I should have 7 class levels, so I used this version (I also prepared a L8 version, so I can switch to that quickly).

A few things: I believe that Imp Grapple prevents the AoO for the grapple attempt and gives a +4 to grapple checks, according to the one of the Devil previews.
Also, Jump supposedly uses, with some adjustments the D20 Modern rules, which give a +4 bonus to Jump checks per 10 feet movement above 30 feet.

I haven't adjusted Hit Points yet, and I'd vote for the 3/4 method. (adjusted now)

(Have I forgotten something...... likely :D)
 
Last edited:

Lizardfolk have an ECL of 3, so +2. That means you get your 1st class level at ECL 3 and your 8th class level at ECL 10. So you're Monk level 8. The Level Adjustment of +1 makes you a Character level 9. You last hit die for the monster gets replaced by the class hit die, so it's 1d8+3 + 8d8+24, which ends up being the same thing.

Also, you forgot the bonus point at level 8.
 

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: 16 [10 + 2 (DEX) + 4 (Mage Armor)]
Initiative: +6 [+2 DEX, +4 Improved Initiative]
Movement Rate: 20 feet

Attacks per round:

Weapons and Armor:


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) +2 (13 ranks, +7 INT)
Listen +4 (+2 WIS, +2 Alertness from familiar)
Speak Language 7
Spot +4 (+2 WIS, +2 Alertnessfrom familiar)
Spellcraft +20 (13 ranks, +7 INT)


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


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:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

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


Equipment:
Backpack:
- Spellbook
- Boccob's Blessed Book (9500 gp)
Wearing / Carrying:
- Explorer's Outfit
- +4 Headband of Intellect (16000 gp)
- Ring of Counterspelling (currently contains Dispel Magic) (4000 gp)

Total Weight Carried: ? lb
Load: Light


Current XP:
Current:
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.
 
Last edited:

Remove ads

Top