Redclaw's Eyes of the Lich Queen (needs replacement casters)

Redclaw said:
Leif--The rogue/wizard combo is fine by me, but with the scout in the party already, you'd want to avoid too much overlap in your sneaky natures. The party isn't heavily languaged at this point, so that would be appreciated, I'm sure. They have a few, but are missing many.
As for how I'm choosing, it's about what I think is the best fit for the current party. I see the current players as my first priority, and therefore will do my best to select characters that will work best with the group as it currently exists. All else being equal, I also love a good concept/background. Since this is really a collaborative storytelling exercise, I want the players who are most likely to add interest and excitement through their characters.
Ok, I was heading more toward the wizard side, anyway. 6 hp vs 4 hp really isn't that much of a difference at first level, but the extra skill points and weapon proficiencies do help tremendously. Definitely planning to stock up on some language skills. I'll do my best with the background/story! May take me a few more days, is that ok?
 

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The group is getting close to the first location I had hoped to put a captive, so I'll probably need to make a decision about one of the two soon. I'd love to get a bit more background detail from Bloodweaver, Pathfinder, Tyreus and Leif to make sure I choose the right characters.

Leif, I understand the need for time, but I'm hoping you can give me a bit more to go on now, and then flesh it out further if necessary.
 

I've been having a bit of trouble deciding which concept to focus on- so I'll pitch them both. Both concepts are druids, perhaps a bit more healing-centric and less combat-focused than the average druid but it looks like this group has the close-in combat pretty well covered.

It all comes down to responsibility, one way or another. Chevri is leaping wholeheartedly into the responsibilities that her adulthood has thrust upon her; Fox is running away from a responsibility that he doesn't want, and he is wiling to risk everything to avoid.

Chevri is a shifter, from deep in the Eldeen Reaches. From a small village, and a rather isolated one, she had little contact with the outside world while she was growing up- some rare travelers sought ought the local elders for their wisdom and advice, but that was all. Chevri was noticed at an early age for her magical gifts and for the strength of her spirit, and she was apprenticed to one of the local elder druids. She would have been content to stay within the friendly and familiar trees of her home for her entire life, serving the needs of nature and her own tiny community- but that was not to be. As she approached adulthood, both Chevri and her mentor were plagued by recurring dreams- while the details varied, the central message was clear. Chevri was meant to be a druid, of course, but she was not meant to stay in the friendly confines of the Reaches- in fact, if she did stay, it would mean disaster. She was marked, meant to wander the world at large, to study and experience the power and majesty of nature in all its guises. Only after years of wandering and study would she find her way home. And so it was that she left that tiny village in the Reaches- first to Aundair, then out into the wider world. Years have passed since that day, and she has developed powerful gifts, especially as a healer- and she has wandered far. Only recently has she traveled into the jungles of Q'Barra, and the experience has not been a pleasant one- for the lizardfolk have been less than welcoming. (Female wildhunt shifter, Druid 5, with racial substitutions at levels 1, 4, and 5, so no animla companion; she has Augment Healing and will take Spontaneous Healing at 6th level; she is headed for the Moonspeaker PrC, but not until level 9 so it probably won't come into play)

"Fox" is all the name he uses nowadays, the only name he has used for years. Even the civilized halflings of Khorvaire suffered greatly during the war. Fox was an orphan, both his parents slain during the endless years of tumult. He was sent to live at an isolated hostel on the borders of the Eldeen Reaches, a hunting lodge of sorts run by House Ghallandra and catering to rich folk seeking to experience the wilderness. The hostel was home to dozens of city-borne orphan halfling children at any one time, and they fulfilled many of the myriad tasks about the place while growing up in a healthy environment far removed from the terrors of the war which had scarred so many of their lives. As the children grew, many of them were taken back to the cities, often trained as non-marked employees of either Jorasco or Ghallandra, as neither house had a shortage of job openings. But the hostel also served as a refuge for dragonmarked Jorasco healers who had seen too much of war, a place for them to recover before they put themselves back into the fires of conflict. Fox was terrified by the stories he heard from such healers, and even more terrified by the unspoken trauma that they suffered. He knew, even from an early age, that to carry the mark of Jorasco was a great honor, but also a terrible burden. He was also far more interested in the wonders of nature, for the Eldeen Reaches were home to many marvelous sights and sounds. As he grew, he spent more time in the forest and less among the civilized folk of the hostel- by the time he was an adolescent he had already taken the first steps to join the druidic faith. The halfling elders who ran the place were sad to see him go, but they would have been even sadder had they known that he carried House Jorasco's healing mark- a secret he kept from even his closest friends. Years passed, and he continued his studies as a druid- but the knowledge of the mark he carried drove him farther and farther from civilized lands. Even as a full adult and an experienced druid, he felt that House Jorasco would not allow him any peace if they knew the powers he had, so he continued to push out into wild lands- first deep into the Reaches, then even farther, into the jungles of Q'Barra, where he and he trusty riding dog fell afoul of the lizardfolk who held the land... (Halfling male Druid 5, with riding dog steed.companion; has Least Jorasco mark and will take the lesser mark at level 6)
 

Here's My Proposed Character

Nenhotep Human Alignment: N/G Rogue 1 / Wizard 4 xp: 10 000

S 10
D 14 +2
C 12 +1
I 17 +3 Bonus Langs.: Draconic, Elven, Giant (also speaks Orcish and Sylvan see below)
W 12 +1
C 10

HP: 6+4d4+5(con)= 20 http://invisiblecastle.com/roller/view/1477207/

FEATS:
Human Bonus: Stealthy (+2 to hide/move silently)
1st: Improved Initiative (+4 init, and +2 dex is a total of +6 to initiative)
2nd Level (Wizard Bonus Feats): Scribe Scroll & Summon Familiar
3rd: Improved Counterspell

FAMILIAR: Rat, "Thetis", AC=+2, INT 7, 4HD, 20 hp http://invisiblecastle.com/roller/view/1477219/
*Still need to add in the benefits of this familiar*

SKILLS:
Disable Device +7 (4 ranks, +3 int)
Climb +4 (4 ranks, +0 str)
Hide +8 (4 ranks, +2 dex, feat)
Move Silently +8 (4 ranks, +2 dex, feat)
Speak Language: Orcish
Speak Language: Sylvan
Open Lock +6 (4 ranks, +2 dex)
Balance +6 (4 ranks, +2 dex)
Appraise +7 (4 ranks, +3 int)
Decipher Script +7 (4 ranks, +3 int)
Sense Motive +5 (r ranks, +1 wis)
Spot +5 (4 ranks, +1 wis)
Search +7 (4 ranks, +3 int)
Spellcraft +10 (7 ranks, +3 int)
Knowledge: Arcana +8 (5 ranks, +3 int)
Concentration +8 (7 ranks, +1 con)
Listen +1 (0 ranks, +1 wis)

SPELLBOOK
Level 0: Acid Splash, Det. Poison, Det. Magic, Read Magic, Daze, Dancing Lts., Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
Level 1: Ray of Enfeeblement, True Strike, Chill Touch, Protection from Evil, Shield, Comprehend Languages, Detect Secret Doors, Magic Missile
Level 2: Knock, Resist Energy, Scorching Ray, Arcane Lock

Spells Memorized (4,3,2): 0th: Ray of Frost, Disrupt Undead, Detect Magic, Detect Magic
1st: Ray of Enfeeblement, Detect Secret Doors, Shield
2nd: Knock, Scorching Ray


WEAPON PROFICIENCIES
Rapier
Short Bow

EQUIPMENT
Rapier
Short Bow
Quiver 20 arrows
Wand of Scorching Ray
Thieves tools
Spell Component Pouch
Blank Spellbook
Pen and Ink
4 Sheets Parchment
2 Scroll Cases
Bedroll
Pouch
Whetstone
Trail Rations, 7 days
Mule
Pack Saddle
Saddle Bags
2 Potions - Cure Moderate Wounds
3 Potions - Mage Armor (one carried very accessibly at all times)
3 Potions - Cure Light Wounds

Remaining funds: 377gp, 4sp, 8cp

Nenhotep, "Nen" to his friends, was always minimally good, but a bit on the wild side. The son of a courtier and his wizard wife, Nen rebelled against authority in his younger days and fell in with a rough crowd. It was during these years that he nurtured his rogueish ways and developed the skills of that life. Nen was always pretty strong and agile, but he hated to be hit, so he developed a reputation for having a "glass jaw." The fact that he favored the rapier, something of a dandy's blade, only reinforced that image.

Nen grew tired of this life on the run soon, and looked to resume his easy life in his parents' home. A condition of their taking him back was that he settle down and get serious about studying magic. This Nen did, and he soon discovered that he had quite a gift for it. His mother was disappointed that he seemed to grasp the intricacies of Necromancy quite easily, although he still made plenty of time to study all schools of magic. Nen decided right away that he was unwilling to give up any schools of magic in favor of concentrating on just one.

The increasingly strained relations with his parents led Nen to leave one day and not look back. He has wandered from place to place, city to city, always looking for something he knows not what. Nen has been in a few scrapes with danger, and even with the law at times, but he always manages to keep his freedom, at least so far. Nenhotep is looking now for friends more than anything else, even if he may not be consciously aware of the fact. He is conscious of his present desire for a bit of excitement.....
 
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Well, after looking the concepts over and envisioning their interactions with the other characters, I have reached my decision. It's a bit hastier than I would prefer, but I want to sneak one of you into the adventure quite quickly. I appreciate the ideas and effort that you each offered, and I hope those not selected understand that it's never easy to turn good players away.

That being said, I think that Chevri and Hedowin are the best choices for the party. S@squ@tch and Pathfinder, if you could crunch out character sheets here, I'll look them over and then have you post them in the RG. I'll work you into the adventure in the order you finish the creation process.

Leif, I appreciate the pitch and hope you'll be interested the next time I'm looking for players.
 

Redclaw: Thanks! Look forward to this! How are hp's determined, and is scroll crafting allowed as part of the character build? (if so, what is starting xp? exactly enough for level 5?)
 

No crafting in creation, although you can purchase any scrolls you want. I look at it as the total value of equipment that you've amassed up to this point, as opposed to purchasing everything just for this new adventure. As a result, scrolls 'cost' the same whether you crafted them or bought them from someone else. On the other hand, there should be enough opportunities in-game to use those feats.

Hit points are max for first, then 3/4 for each level after that (4 for d6, 7 for d10).
 

Hopefully I didn't miss anything. Here is draft 1.0:

Code:
[B]Name:[/B] Hedowin Darvan
[B]Class:[/B] Wizard 4/Sorcerer 1
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] N
[B]Senses:[/B] Spot: +0, Listen +0
[B]Deity:[/B] Sovereign Host
[B]Region of Origin:[/B] Breland
[b]Action Points:[/b]: 7/7

[B]Str:[/B]  8 -1 (0p.)	[B]Level:[/B] 5	[B]XP[/B]: 10000
[B]Dex:[/B] 12 +1 (4p.)	[B]BAB:[/B] +2		[B]HP:[/B] 21 (5d4+5)
[B]Con:[/B] 12 +1 (4p.)	[B]Grapple:[/B] +1	
[B]Int:[/B] 16 +3 (10p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b] Cha +1
[B]Wis:[/B] 10 -- (2p.)	[B]Init:[/B] +1	[B]Spell Save:[/B] 
[B]Cha:[/B] 16 +3 (8p.)	[B]ACP:[/B] N/A	[B]Spell Fail:[/B] 0%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+0	+0	+1	+0	+0	+0	11
[B]Touch:[/B]	11	[B]Flatfooted:[/B] 10

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+3	+1	+1	+1
[B]Ref:[/B]	+3	+1	+1	+1
[B]Will:[/B]	+7	+6	+0	+1
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Dagger     		+1	1d4-1	19-20/x2 	------
Light Crossbow		+3	1d8	19-20/x2 	 80ft

[B]Notes:[/B]

[B]Languages:[/B] Common, Draconic, Giant, Sylvan

[B]Abilities:[/B]

- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. 
- Human base land speed is 30 feet. 
- 1 extra feat at 1st level. 
- 4 extra skill points at 1st level and 1 extra skill point at each additional level. 

Wizard Abilities


[B]Feats: [/B] 
L1: Human Bonus: Collegiate Wizard: +2 bonus on Knowledge Arcana checks. At 1st level gain 6 1st lvl spells, each level after, gain 4 new spells.
L1: Wizard Bonus: Scribe Scroll
L1: Wizard Bonus: Call Familiar
L1: Extend Spell
L3: Combat Casting



[B]Spells prepared[/B] (Save DC 13 + spell level): 


[U]Wizard Spells: (CL4)[/U]

0 -(4)-  Ray of Frost, Detect Magic, Read Magic, Daze
1st -(4)-  Mage Armor, Lesser Orb of Fire, Magic Missile, Lesser Orb of Acid
2nd -(3)- Mirror Image, Flaming Sphere, Invisibility

[U]Sorcerer Spells: (CL1)[/U]

0 - (5)
1st -(4)

[B]Spellbook/Spells Known:[/B]

[U]Wizard:[/U]
	0 - All Cantrips
	1st -(13) Color Spray, Mage Armor, Magic Missile, Identify, Grease, Enlarge Person, Shield, Shocking Grasp, Tenser's Floating Disc, Reduce Person, Lesser Orb of Acid, Lesser Orb of Fire, Ray of Enfeeblement
    	2nd -(5) Flaming Sphere, Glitterdust, Mirror Image, Invisibility, Levitate
[U]Sorcerer:[/U]
	0 - (4) - Touch of Fatigue, Acid Splash, Message, Light
	1st -(2)- Magic Missile, Ray of Enfeeblement

[B]Spell-Like:[/B] None

[B]Skill Points:[/B] 48	[B]Max Ranks:[/B] 8/4
[B]Skills		Total	Ranks	Mod 	Misc[/B]
[U]Bluff[/U]       	+5	2	+3	--
[U]Concentration[/U]  	+9	8	+1	--
[U]Decipher Script[/U]	+7	4	+3	--
[U]Know: (Arcana)[/U]  +13	8	+3	+2
[U]Know: (Religion[/U])+9	6	+3	--
[U]Know: (Planes)[/U]  +9	6	+3	--
[U]Know: (Nature)[/U]  +9	6	+3	--
[U]Spellcraft[/U]  	+13	8	+3	+2
[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
MW Light Crossbow	335gp	4lb
20 bolts   		2gp	2lb
Dagger    		2gp	1lb
Explorer's Outfit	10gp	5lb
Belt Pouch		1gp	0.5lb
Spell Component Pouch   5gp	2lb
Arcanist's Gloves       500gp	--lb
Eternal Wand of Identify 820gp	--lb
Eternal Wand of Shield	820gp	--lb
Armband of Elusive Action 800gp	1lb
Vest of Resistance 	1000gp	1lb

[U]Backpack 		2gp	2lb[/U]
Spellbook 		15gp	3lb
Sunrod    		2gp	1lb
Chalk (3 pieces)	3cp	0lb
Pen and Ink		8gp	0lb
Paper (10 sheets)  	4gp	0lb
Flask        		3cp	1.5lb

[u]Potions:[/u]
Cure Light Wounds X2 	100gp	--lb
Cure Moderate Wounds X2	600gp	--lb


Scroll Case with:           	1gp	0.5lb
Glitterdust (CL3)           	150gp	--lb
Invisibility (CL3)            	150gp	--lb
Grease (CL1)                 	25gp	--lb
Tenser's Floating Disk (CL3) 	75gp	--lb
Enlarge Person X2 (CL3) 	150gp	--lb
Reduce Person X2 (CL3) 	150gp	--lb
Lesser Orb of Fire (CL3)    	75gp	--lb
Lesser Orb of Acid (CL3)     	75gp	--lb
Mage Armor (CL1)     	25gp	--lb



[B]Total Weight:[/B]25 lb	[B]Money:[/B] 97 gp 9 sp 4 cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	26	53	80	160	400

[B]Age:[/B] 19
[B]Height:[/B] 5'10"
[B]Weight:[/B] 154
[B]Eyes:[/B] Green
[B]Hair:[/B] Black 
[B]Skin:[/B] Pale

[B]Familiar:[/B] Ebony (Raven)
Size: Tiny animal
Hit Dice: 5d8 (10hp)
Armor Class: 17 (+2 size, +2 Dex, +3 Natural Armor), touch 16, flat-footed 15
Speed: 10 ft. (2 squares), fly 40 ft. (average) 
Abilities: Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6
Skills: Listen +5, Spot +7
Feats: Alertness, Weapon Finesse, Improved Evasion, 
Special Qualities: Low-light vision, Speech (Common), Empathic Link, Share Spells, Deliver touch spells, Speak with Master
Saves: Fort +2, Ref +4, Will +8 
Full Attack: Claws +4 melee (1d2-5)
 


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