Party for Maure Castle!

mattcolville

Adventurer
http://www.enworld.org/showthread.php?t=174792

I've got a small group tonight and instead of playing borad games in lieu of D&D, I thought it'd be fun for them to play something episodic, and not campaign-based. There are four players. I want to hand out 6 12th level PCs, complete with gear, and let them pick, give them a little choice. But I don't have time to make them myself and knowing these guys, they might spend all night making dudes.

So I put myself at the mercy of the Rogues Gallery, as suggested by another user. What I need by 7pm PST (three and a half hours from now) are the following;

2 Fighter Types: Fighter/Ranger/Paladin/Barbarian, no more than one of each
1 Cleric
1 Wizard/Sorcerer, perferably a Wizard since I want to give the player a wide variety of spell choices.
1 Thief
1 Misc character: Bard, Monk, Scout, Ninja, whatever.

Any PrC or Class or Race from any of the non-setting WotC books works for me, we have all the books. Ideally, if the group *felt* like a party instead of a random collection of dudes, that'd be great, but given the open nature of this request, I'll take what I can get. :D

This sounds like a lot of work to me, so if it can't be done in the time allotted, I understand. If anyone has any experience with Maure Castle from the three times it's appeared in Dungeon, that might help.
 

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Eh I'll give it whirl.

The Crusaders: Formed after the Greyhawk Wars, this rough and ready band led by Sir Raynarn "Bonecrusher" Harmor, a human paladin in the service of Bahamut, has already gained much noterity as a great force for independent operators of good. Rarynarn's closest comrades are the estemstible, and quite knowledge Tessalli "The Wild One" Breech, a half elf druid/sorceress who has already mastered the art of blending her abilities together. Tessalli is fond of Raynarn, whom she known since they were kids in the streets of Irongate. Tessalli however has a most unusual relationship with her animal companion and familiar, Jess the dire badger, as it was her former lover, Jessah the Bold. Jessah died in routine "trap and plunder" operation near the city of Streith. Tessalli used her druidic powers to put his soul into her badger which she had previously been somewhat attached to. While Jess rarely speaks, he is still close and devoted to her and she too him. The other member of the party is the halfling Bren. Bren is unusual sort as he's already blended the art of both ninjistu and spellcasting, (as he has a natural talent for it as a devoted follower of Odmilleria(sp), (ie favored soul). While considered mostly a "backup." he has proven to be quite useful as he knows a lot of people and has treated a number of others. (He was originally a back up healer in a previous sortee involving the Scarlet Brotherhood and some dwarves.) Next up are the two newer members. Gharis, the gnome, is a gifted prodigy in the school of Transmutation. While not the flashiest of sorts, his keen mind and perceptions more than make up for his slightly scatter brain common sense and weak physical size. His partner in crime is the shady, looking to better deal himself Arliss, a human thief with weakness for gold and plunder. His body is covered by numerous scars given at an early age by being trained by the Shadow Guild, a brotherhood of thieves and cut-throats always on the move. While his mortality might be in doubt, he is loyal in his own way. He never goes back on a deal, and always keeps his word about any promise. Finally rounding out the group is the mysterious Dusk. No one is sure if the always cloaked figure is male or female. What is certain is Dusk's fighting skill and ability to cast spells. Some believe Dusk to be a Mageblade (or Duskblade). Whatever his ability, all that is known is Dusk's inability to speak and to only make hand signs.

Howse that for a start Matt?
 

I am going to assume 28 point buy

Ok, 1 Half Orc Fighter / Rogue with a 28 point buy and a few magic items.

The Grand Bastard Evandar

Half Orc
Rogue 5 (4d6 + 19)
Fighter 7 (7d10 == 47)


Str 16
Dex 13
Con 16 (improved at 12th)
Int 13 (improved at 4th and 8th)
Wis 8
Cha 6

Skills:
Open Locks - 8 Ranks,
Sense Motive - 8 Ranks
Disable Device - 8 Ranks
Hide - 8 Ranks
Spot - 11.5 Ranks
Search - 8 Ranks
Climb - 15 Ranks
Listen - 11.5 Ranks

Class abilities:
Sneak attack +3d6
Evasion
Trap sense +1
Uncanny Dodge

Feats:
L1 Imp Init
L3 Dodge
Ftr1 Exotic Wpn Dwarven War Axe
L6 Wpn Focus Dwarven War Axe
L9 Mobility
Ftr2 Expertise
Ftr4 Wpn Spec Dwarven War Axe
L12 Improved Trip
Ftr6 Quick Draw


Equipment:
Dwarven War Axe with Shock (1d10 + 1d6 shocking damage)
Long bow
Short Sword (x2)
Dagger (x5)

Chain Shirt+1
Large Shield+2 (wood)

5 Tangle Foot Bags

Horn of Fog
Potion of Protection from Arrows
Potion of Invisibility
Potion of Cure Serious Wounds
A wine skin spiked with Dragon Bile Poison, 4 doses.
Dragon Bile Antidote, 2 doses.
Misc Equipment:
Belt Pouch, Backpack, Hammer, Nails, Climbers Kit, Theives Tools, Mule, 12 pound sack of sugar, 5 days of rations, Water skins, 5 days of feed for mule, Rope, Bed roll, Signal Mirror, Whet stone, 50 feet of silk rope, Iron cook pot, Lamp Oil.

Other, Owns a Mule to carry his supplies.

Back Story:
Evander was born in a medium sized city as the illegitimate son of a minor noblemen who enjoyed the company of Orc Prostitutes (some like it rough). when he was 5, his mother died and he went to an orphanage, and none of the other children beleieve his claims of noble birth. Due to unrelated events, he actually should have the dominant claim on is fathers title. However, the crimes he committed since leaving the orphanage pretty much make his claim moot.

He left the orphanage at an early age, and made a living breaking and entering. He had talent, but lacked the skill to make the kind of money he was entitled to from his thefts. After botching an attempt to break into his fathers home and obtain proof of his lineage, a magical item that would prove his claim. he was thrown in prison for a few years. When the day of his trial finally approached, his brother tested Evanders claim with the item, and found it was true. So he quietly arranged to have Evander run out of town after testing him with a fake version of the item.

Evander then made a living as a mercenary, picking up more combat oriented skills. He has been declared Persona Non Grata in many cities due to his now legendary reputation for refusing to be lied to or cheated, and resorting to violence to get bloody satisfaction when wronged. He does not commit murder, but he does break legs, and will resort to theft to get what he is owed. His first few months on the road were quite difficult, so he never travels without adequate food. He has 5 days of trail rations that he keeps with his pack mule. If times get hard, he will eat the mule (his current Mule is his 7th). He also keeps a large bag of sugar handy because he hates the taste of his own cooking, and greatly despises the taste of raw mule.

Evander is a notorious dirty fighter. He is not afraid to provoke attacks of opportunities to gain position on his opponents. When he needs to set up a flank, he will use Expertise to bump his AC as well as leveraging his Mobility feat. He also likes to trip opponents, and then quickly hit them with a tanglefoot bag to keep them prone. If ranged combat is called for, he will use his bow, but only if there is no chance of the opponent getting adjacent for a melee attack. Otherwise, he prefers to throw daggers.

2 short swords handy in the event he is disarmed.

END COMMUNICATION
 
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Nightfall said:
Eh I'll give it whirl.

The Crusaders: Formed after the Greyhawk Wars, this rough and ready band led by Sir Raynarn "Bonecrusher" Harmor, a human paladin in the service of Bahamut, has already gained much noterity as a great force for independent operators of good. Rarynarn's closest comrades are the estemstible, and quite knowledge Tessalli "The Wild One" Breech, a half elf druid/sorceress who has already mastered the art of blending her abilities together. Tessalli is fond of Raynarn, whom she known since they were kids in the streets of Irongate. Tessalli however has a most unusual relationship with her animal companion and familiar, Jess the dire badger, as it was her former lover, Jessah the Bold. Jessah died in routine "trap and plunder" operation near the city of Streith. Tessalli used her druidic powers to put his soul into her badger which she had previously been somewhat attached to. While Jess rarely speaks, he is still close and devoted to her and she too him. The other member of the party is the halfling Bren. Bren is unusual sort as he's already blended the art of both ninjistu and spellcasting, (as he has a natural talent for it as a devoted follower of Odmilleria(sp), (ie favored soul). While considered mostly a "backup." he has proven to be quite useful as he knows a lot of people and has treated a number of others. (He was originally a back up healer in a previous sortee involving the Scarlet Brotherhood and some dwarves.) Next up are the two newer members. Gharis, the gnome, is a gifted prodigy in the school of Transmutation. While not the flashiest of sorts, his keen mind and perceptions more than make up for his slightly scatter brain common sense and weak physical size. His partner in crime is the shady, looking to better deal himself Arliss, a human thief with weakness for gold and plunder. His body is covered by numerous scars given at an early age by being trained by the Shadow Guild, a brotherhood of thieves and cut-throats always on the move. While his mortality might be in doubt, he is loyal in his own way. He never goes back on a deal, and always keeps his word about any promise. Finally rounding out the group is the mysterious Dusk. No one is sure if the always cloaked figure is male or female. What is certain is Dusk's fighting skill and ability to cast spells. Some believe Dusk to be a Mageblade (or Duskblade). Whatever his ability, all that is known is Dusk's inability to speak and to only make hand signs.

Howse that for a start Matt?


Damn, that sounds good to me!
 




If a warrior post remains open, this is the 12th level version of a Dwarven warrior-type I made "for fun" all the way from 1 to 20. The favoured class XP penalties were rather ignored, so you may wish to switch a level of Barbarian to fighter, adn he's also carrying the true believer feat, which is rather useless for a one shot as it's there as a PrC requirement. ACP penalties are also not all acounted for, and he has some money (35kgp)left over. I'm afraid it's 4am here so I don't have time to add much in the way of abckstory that would be coherent.

Name Azaghal of Kragandaz
Race Dwarf
Class Ranger 1/Dwarf Fighter 2/Dwarf Paragon 3/Deepwarden 2/Exotic Weapon Master 1/Barbarian 3
Alignment

Strength 18 +4 (22 +6)
Dexterity 14 +2
Constitution 23 +6 (27 +8)
Intelligence 15 +2
Wisdom 15 +2
Charisma 12 +1

HD 1d8+5d10+6d12+96
AC 33
Speed 30
BAB +12/+7/+2
Grapple +17
Fortitude +23
Reflex +8
Will +9

Feats
Endurance
Axe-Focus
Power Attack
Improved Bull Rush
Track
Uncanny Blow
Shock Trooper
Leap Attack
Improved Critical (Dwarven Waraxe)

Skills
Heal 5 +7
Climb 6 +12
Jump 13 +13
Dungeoneering* 5 +7
Nature* 2 +4
Religion* 4 +6
Survival 8 +10
Spot 7 +9
Listen 7 +9
Concentration 5 +12
Intimidate 7 +8
Weaponsmithing** 5 +12
Sense Motive 3 +5
Decipher Script 4 +6

Special
Favoured Enemy: Orcs +2
Wild Empathy
Craft Expertise
Improved Stonecunning (+4 search to find unusal stonework, automatic check inside 20 ft)
Trap Sense +1
Darkvision (90 ft)
+3 to saves vs spells and poisons
+4 AC vs giants
+1 Attack vs orcs/goblins
+2 Appraise: Stone or Metal Item
Stone Warden (+ Con to AC)
Rage 1/Day
Uncanny Dodge

Equipment (35k)
+4 Full Plate
+2 Ring of Protection
+4 Girdle of Giant Strength
+4 Amulet of Health
+2 Frost Dwarven War-Axe
+2 Cloak of Resistance
Light Crossbow
Bolts (20)

Attacks
Dwarven Waraxe +21/+16/+11 1d10+1d6+14 19-20/x3
Crossbow +14 1d8 19-20/x2
 
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And a wizard

Lord Zardoz

Human
Wizard (Divination Specialist) 12. 28 Hp

Str 8
Dex 10
Con 10
Int 21
Wis 14
Cha 10

Skills:
Knowledge, Arcana - 15 Ranks
Spell Craft - 15 Ranks
Knowledge, Religion - 15 Ranks
Knowledge, Plains - 15 Ranks
Concentration - 15 Ranks
Scry - 15 Ranks
Craft, Jewelry - 15 Ranks
Knowledge, History - 5 ranks

Class abilities:
Divination Specialist, Alteration Barred

Feats:
Freebies: Scribe Scroll, summon Familiar
L1 Improved Initiative
L3 Extend Spell
Wiz 5 Silent Spell
L6 Empower Spell
L9 Spell Focus, Enchantment
Wiz 10 Spell Focus, Divination
L12 Spell Mastery (Teleport, Magic Jar, Dominate, Scry, Clairvoyance)

Spells Per Day: 4+1/6+1/5+1/5+1/4+1/4+1/2+1

Known Spells:
All Cantrips
1st: Protection from Good / Evil / Chaos, Shield, Alarm, Comprehend Languages, Detect Secret Door, Detect Undead,

Identify, True Strike, Mage Armor, Obscuring Mist, Summon Monster, Charm Person, Hypnotysm, Sleep,Burning Hands, Magic Missile, Cause Fear, Ray of Enfeeblement, Summon Monster 1

2nd: Arcane Lock, Protection From Energy, Acid Arrow, Glitter Dust, Summon Monster 2, Web, Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Hideous Laughter, Touch of Idiocy, Shatter

3rd: Dispel Magic, Protection from Energy, Explosive Runes, Stinking Cloud, Summon Monster 3, Lightning Bolt, Hold Person, Heroism, Rage, Suggestion, Deep Slumber, Major Image, Clairaudience / Clairvoyance, Arcane Sight, Tongues, Summon Monster 3

4th: Stoneskin, Remove Curse, Black Tentacles, Solid Fog, Wall of Ice, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Charm Monster, Confusion, Geas Lesser, Crushing Despair, Greater Invisibility, Animate Dead, Enervation, Summon Monster 4, Dimension Door

5th: Contact Other Plane, Prying Eyes, Telepathic Bond, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Cone of Cold, Wall of Force, Magic Jar, Waves of Fatigue, Teleport, Summon Monster 5

6th: Circle of Death, Eyebite, Geas, Mass Suggestion, Symbol of Persuasion, True seeing, Legend Lore, Analyze Dweomer, Wall of Iron, Summon Monster 6, Acid Fog, Anti Magic Field

Equipment:
Club, Fine Robes, Cowl (to cover his face), eyepatch,
Paper, Spellbooks, Ink, Pen, Signet Ring, Wax, Soap, Chalk, Salt
Sandals.


Ring of Protection +2
Ring of Counter Spells
Amulet of natural Armor +2
Potion of Flying,
Potion of Cure Serious Wounds

Back Story:
How the mighty have fallen. Zardoz was once a great and powerful wizard, who had brought a world to its knees, and made the cosmos tremble at his name. The gods them selves were humbled, and is power was absolute. But his knowledge was not, and that vexed him. It terribly vexed him. So he then turned his powerful mind to trying to learn everything. Every fact, every truth, and every secret. He even destroyed most of his own soul performing experiments upon himself that amounted to a crime against existence. And then he learned something Terrible. He learned something man was Not Meant to Know. He knew the secrets, but he could not understand them. And his efforts to understand things even the gods them selves chose not to understand were his undoing. He tore back the fabric of existence to peer at what lay beneath. And that which was there was not happy. It was not happy at all. He was torn from his reality and his wish to understand was granted. For one breif moment, he knew the Truth of What Laid Beyond, and it unmade him. He was made to suffer in a realm where time did not exist.

Somehow, he escaped, but he was a broken man. His body was a road map of pain and suffering. His very soul was destroyed. His body was torn and scarred. He awoke in this world stripped of his power but still possessing his understanding. And his very existence is an unending torture. He does not meerly seek death. He has lived and died a thousand life times, and still the echos of his atrocities haunt him. Death does not allow him to forget the secrets he once learned. His only goal in life is to end his own existence.

Tactics: He will use his divination to find out way too much. If he knows the name of his enemy, he will find out where he is and what he is doing. He will find out his weaknesses, and his secrets. He likes to use Charm person or Dominate to get people to do his bidding. He also likes summoning a few monsters, then throwing a wall spell between himself and
his opponents. His HP sucks, and he knows it.

Appearance: His body is horribly scarred. The left side of his face is pretty much destroyed, as he is missing an eye, many teeth, and a portion of the top of his skull. His limbs are covered with great gaping scars, and not quite straight as though his limbs were broken and set poorly. Despite the apparant injuries, he is in remarkably good health. When he sees someone commiting acts of villiany, he is likely to say something to the effect of how he has either done worse or suffered worse. "Back in my day, we didnt just cut them with knives. We set them on fire and let them burn a while first. Then we started asking questions...".

His alignment is essentially Lawful Neutral. He broke the rules once, and paid very, very dearly for it. He hopes to find the means to end his own existence.

END COMMUNICATION
 


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