PCs for the non-Iconic Adventure


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Kytess, female human Ftr4: ECL 4; HD 4d10+8; hp 36; Init +4; Spd 30 ft; AC 19 (+4 Dex, +5 chain shirt); Melee mw spiked chain +10 (2d4+3); Ranged mighty composite longbow [+2] +8 (1d8+2/crit x3); AL N; SV Fort +6, Ref +5, Will -1; Str 14, Dex 18, Con 14, Int 13, Wis 7, Cha 8.
Skills and Feats: Craft (weaponsmith) +9, Jump +8, Ride +10, Spot –1, Tumble +8½; Cleave, Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Power Attack, Weapon Finesse (spiked chain), Weapon Focus (spiked chain).
Equipment: mw spiked chain, mighty composite longbow [+2], dagger, longsword (in bandolier), +1 chain shirt, mw weaponsmith’s tools, 20 arrows, backpack, entertainer’s outfit*, 8 days’ rations, potion of cure light wounds, waterskin, 41 gp.
* The entertainer’s outfit is similar to the normal one, but less gaudy. Kytess considers her mobility important enough to consider the standard adventure’s outfit overly restrictive.

Miscellaneous data:
Kytess stands 5 feet, 5 inches and weighs 130 pounds. She has dark brown hair and brown eyes. She is now 17 years old, having joined the militia at the age of 15. She speaks Common and Orc.
In battle, Kytess does not wear her backpack, which holds her weaponsmith's tools, rations, waterskin, and coins.

Background:
The daughter of a minor noble, Kytess was born into a plush life. She spent her early days in various recreational activities, from fencing and archery to acrobatics, as would befit a child of a rich family. She was lithe but surprisingly strong for her age, and was known for her carefree demeanor.
One fateful day, her entire life was to be changed. Hundreds of orcs attacked the small village that was her home. She hid from the invaders as best she could, coming out only when she heard sounds of victory from the town’s militia. The town was in ruins, and the dead outnumbered the living. Young Kytess ran to her parents’ house, but did not find her parents. Searching frantically, she finally came upon the remains of her parents. She had little time to mourn their loss, though, as she was recruited, along with all able-bodied, to rebuild. The first priority was the town’s defenses, as the marauding orcs were driven off but not vanquished. Kytess helped as best she was able, but had no training in building or repairing. In two days, the orcs returned. This time, Kytess took up arms in defense of the city, wielding a bow from a protected tower.
Kytess was never able to go back to her life as it was. The orcs’ attacks did not stop, though they lessened in frequency. The elders believed that the orcs had been driven from their home, though by what or whom they knew not. Kytess grew quickly out of necessity, becoming a member of the city’s militia. She learned to wield many weapons; the guards’ spears, the sentries’ bows, and the two-handed swords of the great warriors. She was trained to fight effectively in armor, though she disdained its use. She was taught to operate a forge, as the town’s need for weapons and armor was greatly increased.
Almost two years after the orcs’ initial invasion, the town council unanimously voted to vacate the city; the ranks of the defenders were too thin to defend against another confrontation. The villagers packed whatever they could carry and heaped any remaining material into the center of town to be burnt, to give the orc hoards no advantage. Kytess decided then to leave the others and make her own way. She took with her a sword, a bow and quiver of arrows, her shirt of mail, and food for the journey.
Traveling through a forest, Kytess came upon a wooden hut in a small clearing. She saw a man in leather armor practicing with a flexible spiked weapon. He seemed to notice her but continued to practice, swinging the chain all around himself, simulating combat. Curious, Kytess asked the man to show her how to use the weapon…

Kytess has adventured alone for some two months since she left the village. During that time, she has fought myriad goblins, who appeared to be taking advantage of an unstable situation, as well as the orcs themselves.
Kytess is now a full-fledged adventurer, having completely severed the connection to her younger days. She uses a spiked chain almost exclusively, seeing it as an elegant weapon, in contrast to the unwieldy greatswords she used in the militia. She refuses to use the heavy armor of the army, preferring the mobility of her shirt of chain to the increased protection of plate. She is grim and militaristic, finding no joy in life beyond the perfection of the warrior’s art.

In Kytess’ new group, she has found much in common with an unlikely person: a martial artist named Murhid. She enjoys discussing the deeper meaning of life with him, though her pessimistic outlook differs drastically from his viewpoint.

Personality:
Kytess is grim and withdrawn. While quite willing to talk about strategy and tactics, she dislikes “small talk” and avoids it whenever possible. She is not cruel and does not seek vengeance, but slays foes without remorse.
Inside, though, Kytess is truly unsure of what to do with her life. She feels lost and alone, searching for direction in a life radically different from what it was. She does not admit this to anyone, not even to herself; she responds with characteristic cynicism when asked about these matters.

Goals:
Kytess seeks self-improvement for its own purpose, not unlike members of typical monastic orders. She is still searching for a meaning in life, but would deny it if asked; she has repressed anything resembling insecurity in her life. She does not disbelieve the gods, but ignores them; she knows of spells but belittles them. Reliance on spells, to Kytess, is a sign of weakness. As a tactician, she understands the need for casters, though, and is willing to work with them. Kytess has no such view of magic items, insofar as they enhance one’s ability to fight.
 
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Murhid, male human Mnk4: ECL 4; Medium-size Humanoid (human); HD 4d8+4; hp 26; Init +3; Spd 40 ft; AC 17 (+1 bracers of armor, +3 Mnk, +3 Dex); Melee unarmed strike +5 (1d8+2), or unarmed strike +3/+3 (1d8+2); Ranged mw shuriken +7 (1 [x3]); SA stunning attack; SQ evasion, fast movement, slow fall, still mind; AL LN; SV Fort +5, Ref +7, Will +7; Str 14, Dex 16, Con 12, Int 9, Wis 16, Cha 10.
Skills and Feats: Climb +3, Diplomacy +3, Escape Artist +4, Hide +5, Jump +7, Listen +8, Move Silently +9, Open Locks +4, Tumble +7; Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility, Run.
SA–Stunning Attack (Su): 4/day, Murhid may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 15).
SQ–Slow Fall (Ex): When within arm's length of a wall, reduce the effective height of a wall by 20 ft.
Equipment: mw shuriken (9), silvered shuriken (3), +1 bracers of armor, 2 days' rations, 3 sunrods, waterskin, winter blanket, 40 gp.

Miscellaneous data:
Height 6'5", weight 220 lb, bald, brown-green eyes; wears a peculiar looking coat, with a large cloth belt in which most of his smaller items are placed (several pockets are woven in). He speaks Common and Dwarven.

Background Summary:
Murhid grew up in the city of Saelmur; in the northern reaches of the region know as The Lake of Steam. He was son to Jirthur of Takir'ot from Daggerford, a tall strong man of a rich family bloodline that fell into despair. After his holdings and his family had diminished, he found his way to the city of Saelmur. Here he soon established a quaint stall of fresh fish know as Jirth's Jetty, situated near a bustling harbor suburb. Murhid's mother Silus Pirues was a human from the area know as Cormyr, she was slim with long straight black hair. She contributed to the family wages as a maid for a local noble. She was brutally killed during Murhid's infant years. When Murhid was at the age of twelve his father passed away from a form of food poisoning. Murhid tried to work for the new owner of his father's fishing stall, which was seized by the local authorities and auctioned off. Though his young age and his lack of skills soon forced him to the gutter, almost dead, he was dragged into an inconspicuous wooden home and cared for. Murhid expected and hoped to have his troubles solved with death and thus was not at first grateful for the deed that this stranger had done. Though after several weeks Murhid had grown to enjoy living with this man named Somtik, who himself was appreciative that he had found the boy; Murhid was already considered his son. Murhid watched and slowly learned Somtik's skills, though most seemed unattainable and impossible to Murhid.

During his younger years; nine to twelve, he learnt some of the more basic concepts of martial arts, and of Foa'tus [similar to Tao, encompassing beliefs of harmony and to a lesser extent balance]. Once Murhid reached a more mature state of understanding, his teachings and thus skill were furthered; he showed an aptitude for combat and knowledge. At the age of seventeen he was initiated into the Old Order.

Saelmur soon crowded with refugees from Mintar, Murhid decided it was time for him to leave his life in the city. A tremendous gift was bestowed on his departure; Somtik had given him bracers imbued with magic. After a grateful hug, Murhid left his home and mentor.

Murhid had set out to the north towards Tethyr; he often rode with trade caravans, offering his skills. Throughout his journey north he battled goblins and other wicked creatures of terror and chaos. On his way to the city of Riatavin he came by a small hamlet where he met an adventurer much like himself, Cerasa was wise and quick. She was headed to Lheshayl and in need of some protection. They both set out towards the east; across the Snowflake Mountains and towards The Shinning Plains. They shared many victories, though they came repeatedly without blood, for the only weapon drawn was that of Cerasa's words. Cerasa had helped Murhid with his lexis in both Common and Dwarven. Over the time they spent together their friendship grew immensely. Once they reached the city of Lheshayl they parted, the road ahead was safer than that of before and Cerasa preferred Murhid not accompany her, for personal reasons, which Murhid respected. Though they vowed to meet at Ordulin during The Year of Risen Elfkin. Murhid had heard of opportunity to the north.

Since then Murhid had made his way to The Dragon Coast and the city of Westgate, where he met a group of adventures; with the others, Murhid seeks a Fire Opal, near a village named Branmarch. He has mixed feelings about the group, though enjoys the company of certain members. He is trying to show Kytess, a great master of the chain, that the Toril is a place of more than just death and grimness. Murhid enjoys the fact that Jalon, a man of Law, is present; he brings much needed stability to the party. Murhid knows little of the two smaller folk, though that they are great story tellers. Ubaar and Ivellios seem a little uncivilized for Murhid's liking, though he respects them as they are.

Personality:
Murhid tries to show humility and wishes not to attract attention, preferring stealth over more 'direct approaches'. Through Somtik's and Cerasa's help, he has learned to act with a diplomatic and logical attitude. He tries to distance himself from material possessions and most people, but does not ignore their usefulness. He follows Foa'tus, though does not wish to spend his time preaching it.

Goals:
Murhid wishes for self improvement above all, and hopes he shall meet with Cerasa once again who he adores, though like a sibling and not otherwise. Murhid has other minor goals, but is not forthcoming about them.
 
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Taz: female lightfoot halfling Rog 2/Sor 2; CR 4; small-size humanoid (halfling); HD 2d6+4 plus 2d4+4, hp 24; Init +3; Spd 20 ft.; AC 18 (+1 size, +3 Dex, +4 mithril chain shirt); Atk +6 melee (1d4/crit 19-20/x2, silvered dagger), +7 ranged (1d4/crit 19-20/x2, silvered dagger); SA sneak attack +1d6; SQ lightfoot halfling traits, familiar benefits, traps, evasion; AL CG; SV Fort +3, Ref +9, Will +3; Str 10, Dex 16, Con 14, Int 14, Wis 8, Cha 17[19]. Height 3 ft.
Skills and Feats: Bluff +8[5], Climb* +4[0], Concentration +5[3], Disable Device +10[6], Hide* +10[3], Jump* +7[3], Listen +7[4], Move Silently* +10[3], Open Lock +10[5], Pick Pocket* +8[3], Search +7[5], Spellcraft +7[5], Spot +7[6], Tumble* +8[5]; Languages: Common, Halfling, Chondathan, Elven, Giant, Draconic; Spellcasting Prodigy (sorcerer), Weapon Finesse (dagger).
Special Qualities: Lightfoot Halfling Traits: +2 morale bonus on saving throws against fear, +1 racial attack bonus with thrown weapons. Familiar Benefits: grants +2 modifier on Move Silently checks, grants Alertness when within reach, share spells, empathic link (1 mile).
Sorcerer Spells Known: (6/5; base DC 14 + spell level; arcane spell failure 10%): 0 - light, mage hand, mending, detect magic, prestidigitation; 1 - shield, color spray.
Possessions: screech owl familiar Sheela, mithril chain shirt, 3 silvered daggers, 6 flasks with alchemical sleep gas, explorer's outfit, backpack, masterwork bandoleer, masterwork potion belt, belt pouch, bedroll, winter blanket, scroll case, flint and steel, marbles, steel mirror, 2 sacks, waterskin, whetstone, talis deck, silver holy symbol of Selûne, climber's kit, masterwork thieves' tools, spell component pouch, silver coin with continual flame, 3 potions of cure light wounds, arcane scrolls of alter self and knock, vial with Eldath's light, 1047gp, 9sp, 8cp.
Loot: wand of magic missile (3rd-level caster, 14 charges left), cloak of resistance +1, counterspell ring, +1 quarterstaff of protection from good, 2034gp, 2 small black crystalline gems, gleaming orange fist-shaped gem, small bag with gems (1500gp).

Sheela: female screech owl familiar; CR -; diminutive magical beast; HD 1, hp 12; Init +3; Spd 10 ft., fly 30 ft. (average); AC 18 (+4 size, +3 Dex, +1 natural); Atk +9 melee (1d2-3, claws); Face/Reach 1 ft. by 1 ft./0 ft.; SQ low-light vision, familiar abilities; AL NG; SC Fort +2, Ref +6, Will +5; Str 4, Dex 17, Con 10, Int 6, Wis 14, Cha 4. Height 8 in.
Skills and Feats: Listen +14, Move Silently +20, Spot +8/+8 modifier in dusk and darkness; Weapon Finesse (claws).
Special Qualities: low-light vision; Familiar Abilities: grants +2 modifier on Move Silently checks, grants Alertness when within reach, improved evasion, share spells, empathic link (1 mile).

Physical Description: Taz is 22 years old, stands 3' tall and weights 29 lbs. Her long and straight black hair is bound to a pony tail. Her eyes are brown with a warm and friendly look. She prefers comfortable clothes of dark colors. On top of those she wears her chain shirt and a bandoleer with a dozen small pouches.
Background: Taz is an orphan. She was raised in Waterdeep by an elven family. Her "father" is a respected wizard with the name Enialis Nightbreeze and her "mother" Lia Nightbreeze is a craftswomen. Ever since her "father" noticed Taz' arcane talent he was eager to instruct her in the wizardly ways, but she was not quite a perfect student, often exploring the city instead of learning her lessons. Despite her obvious lack of interest she has discovered the talent that rests in her and slowly begins to explore its possibilities. Her interest in the arcane ways has grown during the last years, but she chose to find out more about them on her own. She left her familiy to journey the continent, looking for interesting places and persons. With the promise to return one day and her few belongings she headed to the east.
Personality: Taz is a notoriously curious and friendly person. She is fearless and very loyal to those she calls her friends. She is also very optimistic and quite confident in her abilities.
Goals: To find out more about her magical talents and to return to her family one day to show her "father" that his teachings were not completely lost on her. To see interesting places and meet interesting persons on the way. Those are Taz' current goals.

Combat: In a combat situation, Taz will usually act defensively, observing the situation and warning the others of possible dangers, they might not have noticed. She will ready a shield spell to be cast, when an enemy approaches her, but before he gets too close to interrupt her casting, then draw a dagger and defend herself to the best of her abilities, tumbling to get or provide flanking bonus at least. At the start of an encounter, when she reacts fast enough, she will sneak attack a definite enemy with a thrown dagger, retrieving and cleaning the dagger after the combat. When someone seems endangered, or there is a large group of dangerous opponents, she will cast a color spray spell to help out or keep their fighting numbers low, moving to get three or more enemies within the spray, but never a companion.
 
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on with the background and stats stuff!

Ubaar: male half-orc Bbn1, Clr3; CR 4, Medium-size Humanoid (half-orc); HD 3d8+1d12+8; hp 35 <43 when raged>; Init +2 (Dex); Spd 40 ft; AC 16 (+2 Dex, Chainshirt) <14 when raged>;
Atks +7 melee (+8 with 2d6+6 <+10 and 2d6+9 when raged><2d6+12 with Feat of Strength & raged>/crit 19-20, MW greatsword), or +5 ranged (+6 with 1d8+4/crit x3 MW mighty longbow) +7 with MW arrows
SA rage, spells, turn undead
SQ fast movement, half-orc traits
AL CG
Saves: Fort +7 <+9 when raged>, Ref +3, Will +4;
Abilities: Str 19, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Skills: Concentration 2(4), Intimidate 4, Intuit Direction 1(2), Knowledge (Religion) 7, Listen 4(5), Perform (Drums) 1(2 w/ MW drum), Ride (Thunderbeasts) 2(4), Wilderness Lore 1(2)
Feats: Scent (can detect opponents within 30 feet, can track quarry), Extra Rage (can rage 2 more times per day)

Diety: Uthgar (Thunderbeast manifestation)
Domains: Thunderbeast, Strength
Cleric Spells Prepared (4/ 3+1 /1+1): (0 level) - Create Water, Detect Magic, Stomp, Virtue
(1st level) Cause Fear, Magic Weapon, Thunderstomp (domain spell), Shield of Faith
(2nd level) Bull's Strength, Barkskin (domain spell)

SA - Rage (Ex): 3/day, Ubaar can fly into a screaming blood frenzy for 7 rounds. Ubaar gains +4 Str, +4 Con, and a +2 morale bonus vs. fear, but suffers -2 to AC. After the rage, Ubaar is winded (-2 Str, -2 Dex, can't run or charge for encounter).
SA - Turn Undead (Su): 2/day, Ubaar can attempt to turn undead creatures. Each attempt, he turns 2d6+2 total HD.
SQ - Fast Movement (Ex): Ubaar moves faster than normal.
SQ - Half-Orc Traits (Ex): 60 foot darkvision, orc blood.

Possessions: MW Greatsword, MW Mighty Composite Longbow +4, greatclub, longspear, stomp boots, 27 MW arrows, 26 arrows.
Chain shirt with Spikes, Large Wooden shield.
MW drum, wooden totem of Uthgar (in shape of Thunderbeast footprint), adventurer's equipment, ~425 gp and change.
Regional Equipment: Potion of Bull's Strength and a potion of Cure Moderate Wounds (used in Dungeon Adventure #1).

Domain spell description:
Thunderstomp (1st level):
- 5' radius effect per every 3 caster levels centered anywhere within close range.
- All creatures in the area must make a Balance check (DC = 10+Caster's Strength bonus) or fall down.
- Creatures who fall prone must make a fortitude save (DC = 10+Caster's Strength bonus) or be stunned for 1 round.
- Creature's size and stability modifiers are applied to their saving throw which means giants would be harder to affect (makes sense) and smaller ones would be easier.

The 0-level spell Stomp has the same mechanic, except it's only for 1 target in range.

Thunderbeast domain granted power:
Free Stomp feat: When you attempt to overrun (see Overrun, page 139, PHB) an opponent of your size or smaller, the target may not choose to avoid you. If you knock down the target, you may make one leg attack against him or her, gaining the standard +4 bonus on attack rolls against prone targets
This attack does 1.5 x Str bonus damage.

Stomp boots: These specially-made boots have metal inserts and metal ridges along the bottom of the sole. The ridges are in the shape of a Thunderbeast's footprint, so they leave that indentation on a victim.
Size: Small
Damage: 1d6
Threat Range: 20
Critical: x2

Physical Description:

Height 6'6"; Weight 280.
Hair: Coarse black, with a single, white lock.
Eyes: Crystal clear blue.
Notable Features: There is a tattoo of a large slime-green brontosaurus body on his chest. He has some visible scars on his leathery skin
Ubaar is an imposing presence due to his size, but strangely something about him makes people more at ease with him than most half-orcs.
His hair erupts from his head like an explosion of dreadlocks, all of which are jet-black save one forelock forever painted white by the gods. The hair itself feels more like coarse wool or yarn to the touch than human hair.
He speaks primitive Common, not because he's not intelligent, but because he hasn't been around civilized speakers to get all the grammar good. :)
His words are usually careful and slow but it is more to keep people at ease than because he is unintelligent. His actions are the opposite, however and he normally prefers to act quickly than to ponder. Overall he can be considered to be a powerful ally or foe and a loyal companion.

Background Summary (full story in sig link)-
Ubaar is the son of a brawling, laborer orc named Herk and a rugged, survivor human named Leta. He grew up with both human and orc influences. He liked the animals of the wild area his tribe lived around, including the legendary dinosaurs in the region, especially the fabled Thunderbeast.
___________________(below optional reading)
When Ubaar reached puberty (after about 10 years – half-orcs mature faster than humans), he started distinguishing himself in the tribe, both with his uncommon strength and his wits. The half-orcs in the tribe tended to hang out together, as they were a bit different from the others. They got along well enough with full-blooded orcs, but they also had human interests and traits, as well. One season Ubaar took a shining to one particular half-orc female named Oonta – a rather confident and sexually aggressive gal. She knew what she wanted and how to get it. She ended up teaching the "teenage" Ubaar quite a few things about life.

As Ubaar grew older, his brains continued to help him in the tribe. To be honest, it wouldn’t take much brainpower to be considered smart in orcish company, but Ubaar possessed uncommon wisdom even when compared with others from outside the tribe. He became one of the tribe’s drummers in their ritualistic celebrations, where wild dancing and fighting and tribe business was carried out.

An interesting custom of the orcs was that when an orc (or half-orc) of the tribe reached "manhood" (around 13 winter’s time), they would embark on a tribal hunt for a displacer beast. The entire population of able-bodied orcs would sing songs, celebrate their ferocity and strength, make boasts, drink ale, and get in a frenzy before hunting down the elusive animal. When one was found (with many false alarms and excitedness being the norm), the tribe would rush and grapple with it en masse, eventually pinning the wild magical beast. Then the fledgling orc would deliver the killing blow, thus obtaining orc-hood.
The whole tribe would celebrate and revel all through the next day. One of the beast’s talons on its bizarre tentacles would be cut off and given to the new adult of the tribe. The rest of the beast (the tentacles and the hide) were valued by merchants, and would be traded. Ubaar still keeps a talon of the displacer beast he slayed to reach manhood on a necklace he wears at all times.

Occasionally, some orcs were hurt or even killed during these hunts. This was acceptable, and even OK with the tribe, as this was seen as weeding out the weak members of the tribe, keeping the whole strong.

As it came about, the orc tribe often had dealings with people of other races and nationalities. In these dealings, it was sometimes more advantageous to have half-orcs represent the tribe rather than a fullblood. This was due, of course, to the possible well-deserved biases some races have towards orcs. But denying advantageous trade based on preconceptions was something the orcs never could comprehend. So in Ubaar’s 15th year, he started to accompany the group that traded for the tribe with outsiders. They would meet with merchants or with other travelling traders to barter their goods.

The orcs had few items that were of use to other cultures, to be true. However, the many wild animals the orcs encountered in the wilderness of their primitive, brutish lives supplied the tribe with food, pelts, and more exotic parts of the animals. For example, the teeth of sabertooth cats…the claws of great bears…the beaks of owlbears…are all highly valued prizes to other, more decadent cultures who view them as ways to harness the power of the wild. Whether they are used as spell components, or rituals, or aphrodisiacs, there is always a market for such items that an orc tribe obtains fairly regularly. Thus, traders and travelling caravans would include the orc tribes in their routes, never paying the orcs even close to what they eventually sold them to palace denizens and ostentatious potentates for. This was fine for the orcs, even if they knew, since the money they received for these items was much more than they considered them to be worth. The meat of the animal was of more interest to the orcs…

As long as the tribe had enough hides for clothes, bedding, etc, they would trade whatever extras that were wanted. Sometimes, the tribes even sold owlbear or hippogriff eggs and young, as they were highly valued and traded for particularly well by most merchants.
________________________________(end optional reading)

Ubaar is a simple soul, loyal in his friendships, and furious in his displeasure. He likes the simple things in life; food, drink, drumming, revelry, women, and besting others in combat. He believes he can bring respect to his people and honor his mother by performing heroic deeds and feats of strength in the more "civilized" lands.

He knows from his father’s imposing strength that there are more physically endowed creatures around, but not that many that can interact with society in a useful way. His true strength comes from his mother and from his dedication to Uthgar. He knows the Thunderbeast's power will follow him into the political areas of Faerun.

He deduces that if he can meet up with companions who can guide him around the prejudices and trappings of "culture", his savage strength can work wonders and create legends.
 
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