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S@squ@tch's Against the Giants - Alternate RG
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<blockquote data-quote="pathfinderq1" data-source="post: 4255497" data-attributes="member: 48394"><p><strong>back-up concepts (continued)</strong></p><p></p><p>Okay, here are back-up concepts 3 and 4- just in case. I couldn't fit all four possibilities in one post.</p><p></p><p>Concept 3: Emmiryth D'Orien (recon/archer):[sblock]Emmiryth d’Orien</p><p>Human female</p><p>Role: recon/missile</p><p>Region of origin:</p><p>Alignment: CG</p><p>Religion: Sovereign Host (Balinor)</p><p>Age: 22</p><p>Height: 5’5”</p><p>Weight: 130 lbs</p><p>Hair: brown</p><p>Eyes: brown</p><p></p><p>Description: Emmiryth is a rather plain-looking young woman. Her facial features are angular, almost severe, and she keeps her hair trimmed quite short. A bit short, she has a slender, wiry build- but is far tougher and more athletic than she looks. She also dresses quite plainly, given her House status- she prefers dull-colored but durable utilitarian clothing, of an almost military cut.</p><p></p><p>Background: Emmiryth was born in what is now Droaam, where her parents helped maintain a House Orien waypost. Her parents and most of the other villagers nearby were killed in the wave of monster attacks which led Breland to evacuate and cut off that area. Emmiryth, who was barely eight years old, was left to fend for herself. She lived in the woods for a time, scavenging the ruined villages. That lasted only a few months though, and soon she was found by an orcish ranger. While she had no children of her own, Yrget didn’t want this little human to end up in a minotaur’s cookpot, and took the foundling as a mascot of sorts. From time to time, she tried to teach the girl tidbits of the forester’s trade- and Emmiryth learned all those tricks and more. By her early teen years she was a skilled scout, though she preferred to hunt her enemies a bit more stealthily than her ranger mentor- she seemed to have a bit of a gift for getting into trouble, and a nearly mystic ability to get back out again. No one realized that she possessed the Mark of Passage…</p><p> In time she had learned all that Ygret could teach her, and she left the monster-infested realm for the human settlements of western Breland. She was able to earn a decent living as a tracker and guide, despite her youth, but one chance encounter set her on a very different path. A House Orien trade caravan happened to be passing through a small village where she was staying, and they were looking for a few extra guards for the trip. Short on cash, Emmiryth hired on- her woodscraft and archery skills were far better than any of the other potential hirelings in the village. As it turned out, the trip took them back into Droaam, and they had all the trouble they could handle. In the course of one desperate battle, most of the caravan was overwhelmed, and the Orien agent in charge tried to escape with the few survivors- he saw that Emmiryth had been grabbed by an ogre thug, but a second later the girl was free. Once they had escaped, it was a simple matter to give her a more detailed examination (“making sure she wasn’t wounded”)- as the caravan leader suspected, the girl had a dragonmark…</p><p> While the expedition had ended in disaster, the house was able to welcome a new member- with careful research, they even discovered who her parents had been. Already a capable scout, Emmiryth welcomed the extra training that the house offered her. Since then she has been almost constantly on the go, either training and developing her skills (and the power of her dragonmark) or actually working for the house. She has completed a number of dangerous or complicated assignments, though many of the missions were entirely unknown outside of House Orien). Recently, she has been working with the Blades of Orien, honing her powers even further. </p><p></p><p>Personality: Very capable and competent, and values the same traits in others. Has a quietly sarcastic sense of humor, but usually saves that for her close associates- tends to act “all business” around those she does not know or trust. Wants to be a strong asset for her house- as if she is constantly trying to earn her place (even though she has already done so many times over). Tends to be daring and a risk-taker in many situations- except combat, where she is fairly cautious and tactically astute, favoring sniping and hit-and-run engagements to frontal assault. She retains a deep dislike for the goblinoid races and similar monstrous folk, though she is quite comfortable around orcs and half-orcs.</p><p></p><p>What is she doing in Xen’drik: (“Leave no man behind”) One of the missing Tharaskh expeditions (unbeknownst to them) had a valuable and experienced House Orien agent along as a scout. When the expedition didn’t return local Orien representatives wanted to find out more about what was going on, and they wanted to find the agent (or his remains). Emmiryth, who had just arrived as a courier aboard an airship, volunteered for the mission, and has been shadowing the party for some time. After a few close calls, the dangerous nature of the place convinced her to reveal her presence (if not her purpose) and she joined forces with the party.</p><p></p><p></p><p>Crunch:</p><p>Human female Scout 5/Dragonmark heir 1/Blade of Orien 2</p><p>Experience points: 28,000 </p><p>Advancement: SSSSDBSB; Next D</p><p></p><p>STR 14 (+2; 6 pts)</p><p>DEX 20 (+5; 10 pts, +2 advancement 4 and 8, +2 gloves)</p><p>CON 14 (+2; 6 pts)</p><p>INT 14 (+2; 6 pts)</p><p>WIS 12 (+1; 4 pts)</p><p>CHA 8 (-1; 0 pts)</p><p></p><p>Action points: 9 (at level 8)</p><p>HP 66 (8/6/6/6/6/6/6/6= 50 +16 CON)</p><p>AC 20 (t 15/ff 15)(armor +5, DEX +5)</p><p>Initiative: +6 (+5 DEX, +1 battle fortitude)</p><p>Speed: 40 feet (30 base +10 scout, light armor/light load) </p><p>Weight carried: 38.5 lbs (light, to 58 lbs)</p><p></p><p>BAB: +5 </p><p>Melee: +7 (MW shortsword +8; 1d6+2)</p><p>Ranged: +10 (+1 composite shortbow +11; 1d6+3)</p><p>Grapple: +7</p><p></p><p>+7 FORT (+1+2+0 base, +2 CON, +1 vest, +1 battle fortitude</p><p>+15 REF (+4+2+3 base, +5 DEX, +1 vest)(+Evasion)</p><p>+5 WILL (+1+2+0 base, +1 WIS, +1 vest)</p><p>Modifiers: </p><p></p><p>Racial abilities (human): Bonus feat and skill points; size medium; base speed 30 feet</p><p></p><p>Class abilities (Scout, dragonmark heir, blade of Orien): Trapfinding, Uncanny dodge, Evasion, Battle fortitude (+1); Fast movement (+10 feet); Trackless step; Skirmish (+2d6, +1 AC); House status (+1); Improved dimension leap; Swift leap</p><p></p><p>Spell-like abilities: </p><p>>Dimension leap (4x/day; level 9= 90 feet per use; usable in 5-foot increments); >Dimension door (1x/day; level 9= 760 feet)</p><p></p><p></p><p>Feats: </p><p>>Track (level 1), </p><p>>Least dragonmark (passage- Dimension leap; racial bonus), </p><p>>Favored in house (level 3), </p><p>>Point blank shot (Scout 4 bonus); </p><p>>Lesser dragonmark (passage- Dimension door; Dragonmark heir 1 bonus), </p><p>>Precise shot (level 6)</p><p>NEXT: Orien battle stride (level 9)</p><p></p><p>Languages: Common, Giant, Goblin</p><p></p><p>Skills:</p><p>+12/Balance//5 pts/5 ranks/+5 DEX, +2 synergy</p><p>+7/Climb//5 pts/5 ranks/+2 STR</p><p>+9/Concentration//3 pts +8 cc/7 ranks/+2 CON</p><p>+5/Disable device//2 pts cc/1 rank/+2 INT, +2 tools</p><p>+15/Hide//10 pts/10 ranks/+5 DEX</p><p>+9/Jump//5 pts/5 ranks/+2 STR, +2 synergy</p><p>+4/Knowledge- geography//1 pt +2 cc/2 ranks/+2 INT</p><p>+10/Knowledge- nature//5 pts +2 cc/6 ranks/+2 INT, +2 synergy</p><p>+4/Knowledge- nobility//1 pt +2 cc/2 ranks/+2 INT</p><p>+7/Listen//5 pts +2 cc/6 ranks/+1 WIS</p><p>+15/Move silent//10 pts/10 ranks/+5 DEX</p><p>+8/Open locks//2 pts cc/1 rank/+5 DEX, +2 tools</p><p>+13/Search//11 pts/11 ranks/+2 INT</p><p>+14/Spot//11 pts/11 ranks/+1 WIS, +2 headband</p><p>+14/Survival//11 pts/11 ranks/+1 WIS, +2 dragonmark</p><p>+13/Tumble//6 pts/6 ranks/+5 DEX, +2 synergy</p><p></p><p>Equipment:</p><p>+1 mithril shirt (2100 gp; 10 lbs, ACP 0, 10 lb, M.DEX +6; light/30 feet)</p><p>Armor crystal (Adaptation, least)(500 gp, 0 lb)</p><p>Vest of resistance +1 (1000 gp; 0 lb/clothing)</p><p></p><p>+1 composite shortbow (STR +2)(2525 gp, 2 lb)</p><p>MW short sword (310 gp, 2 lb)</p><p>Weapon crystal (Phoenix ash threat, least)(500 gp, 0 lb; on short sword)</p><p>Daggers (x2)(4 gp, 2 lb)</p><p>Arrows (x20, cold iron)(2 gp, 3 lb; ready)</p><p>MW spiked gauntlet (left hand; 305 gp; 1 lb)</p><p></p><p>+2 Gloves of dexterity (4000 gp, 0.5 lb)</p><p>Scout’s headband (MIC)(3400 gp, 0 lb)</p><p>Skirmisher boots (MIC; 3200 gp; 1 lb)</p><p>Ring of sustenance (2500 gp, 0 lb)</p><p>Ring of feather falling (2200 gp, 0 lb)</p><p>Heward’s handy haversack (2000 gp, 5 lb)</p><p>Quiver of Balinor (1800 gp, 2 lb)</p><p></p><p>Arcane signet ring (Orien; 150 gp; 0 lb)</p><p>MW thieves tools (100 gp; 2 lb)</p><p>Acidic fire (x1; 30 gp; 1 lb)</p><p>Explorer’s outfit (10 gp; 0 lb/clothing)</p><p>Identity papers (standard; 2 gp; 0.5 lb)</p><p>Sunrod (x1; 2 gp; 1 lb)</p><p>Belt pouch (1 gp; 0.5 lb)</p><p>Flint and steel (1 gp; 0 lb)</p><p>Signal whistle (8 sp; 0 lb)</p><p>Bedroll (1 sp; 5 lb)</p><p></p><p>Equipment in Quiver:</p><p>Arrows (x60 cold iron)(6 gp; 0 lbs)</p><p>Javelins (x15, thrown)(15 gp, 0 lbs)</p><p>Shortspears (x2, HtH)(2 gp, 0 lbs)</p><p>Composite short bow (+0 STR, spare)(75 gp, 0 lbs)</p><p></p><p></p><p>Equipment in Haversack:</p><p>Potion: CLW (x2; 100 gp)</p><p>Alchemist’s fire (x2; 40 gp)</p><p>Rope (50 feet, silk; x2; 20 gp)</p><p>Mirror (small steel; 10 gp)</p><p>Explorer’s outfit (spare; 10 gp)</p><p>Sunrod (x4; 8 gp)</p><p>Morningstar (wrapped; 8 gp)</p><p>Identity papers (with portrait; 5 gp)</p><p>Dagger (spare, sheathed; 2 gp)</p><p>Waterskin (x2; 2 gp)</p><p>Trail rations (x4 days; 2 gp)</p><p>Scroll case (x2, empty; 2 gp)</p><p>Potion vial (x2, empty; 2 gp)</p><p>Traveler’s outfit (spare; 1 gp)</p><p>Flint and steel (spare; 1gp)</p><p>Hammock (1 gp)</p><p>Pitons (x10; 1 gp)</p><p>Hammer (5 sp)</p><p>Sacks (x4, empty; 4 sp)</p><p>Chalk (x8, various colors; 8 cp)</p><p>Whetstone (2 cp)</p><p></p><p>Spare cash: 1 sp; 43 gp</p><p>[/sblock]</p><p></p><p>Concept 4: Gareth of Westbridge (Tank/divine caster):[sblock]Gareth of Westbridge</p><p>Human male</p><p>Region of origin: Breland</p><p>Alignment: CG</p><p>Deity:: Dol Dorn (Sovereign Host)</p><p>Age: 21</p><p>Height: 6’0”</p><p>Weight: 175 lbs</p><p>Hair: light brown</p><p>Eyes: brown</p><p></p><p>Description: Gareth is, at least while relaxing or in town, a rather unremarkable-looking young man- a bit taller than average, perhaps, and his training is finally packing some serious muscle onto what was, for years, a rather lanky frame. His hair is an almost colorless mousy-brown, and he keeps it cut short, since he wears a helmet nearly all the time. His face is rather long and angular, with a constant shadow of pale-brown stubble. He smiles easily- especially in combat, when testing himself in the sight of his divine patron. When dressed for battle, however, he is a much more impressive figure. He wears full armor (a heavy suit of plate in glittering blue-washed steel, only partially covered by a tabard and heavy cloak), and carries a heavy wooden shield emblazoned with the holy sigil of Dol Dorn.</p><p></p><p>Background: Gareth was a young war orphan, whose home village was wiped out in the raids that led to the evacuation of what had been western Breland and the rise of the monster nation of Droaam. Like many children of similar background, he was raised at a monastery of the Sovereign Host near the farming village of Westbridge. Most of the orphans took turns helping the local farm folk in the fields, as the monastery was an integral part of the village- with his size and strength, Gareth spent more time in the fields than most. Soon enough, though, his strength found other outlets- the monastery produced many priests from each crop of orphans, and the warrior-brothers of Dol Dorn saw great potential in Gareth. Before his tenth birthday he was spending more time in the training yard than in the fields, and he seemed to have a natural talent for combat. The more spiritual and academic segments of priestly training were much harder for him to master, but fortunately he was strong-willed as well as strong of arm. By thirteen, he was an acolyte of the Host, and he began to travel across the still war-torn continent in the company of senior priests of Dol Dorn- he saw the best and the worst that the world had to offer over the next few years.. As he grew, he drew great strength and inspiration from his faith, and he was soon installed as a full priest of Dol Dorn. Within months, though, the war drew to a close, and some semblance of peace began to return to the civilized lands. Hardened by his experiences, and strong in his faith, Gareth found himself ill-suited to peaceful days- luckily for him, the world still held many dangerous places, even though the war had ended. Since then, he has traveled almost ceaselessly, seeking out hostile lands and dangerous environments in which to test and improve himself. A chance meeting with some former soldiers from a unit he knew, now employed as mercenary guardsmen for an academic expedition into the wilds of Xen’drik opened a whole new frontier for him, and he eagerly signed on with the group. As it turned out, the jungles and ancient ruins held even greater threats than he had faced in Khorvaire, and Gareth has been forced to admit that his strength and his faith both need to be toughened if he wants to stay in this dangerous place. </p><p></p><p>Personality: Gareth is a relatively simple fellow- brave, honest, hard-working and devout in his worship of Dol Dorn and the Host. While he is part of one of the great dragonmarked houses, he has never forgotten his simple upbringing, and he is far more comfortable with normal soldiers or common folk than with officers or nobility. He particularly revels in dangerous duties- he feels genuinely proud and honored to step up when others are threatened or terrorized. As such it is only natural that he has found his way to Xen’drik, one of the most dangerous parts of the known world. Nearly any expedition full of scholars or explorers is quite glad to have one of Dol Dorn’s champions in their midst- and they almost always find enough trouble to make his trip worthwhile (in a purely spiritual sense, of course). His typical prayers focus on healing, and on removing afflictions of hostile spellcasters- he is an able enough combatant that he rarely uses magic to directly enhance his prowess.</p><p></p><p>What is he doing in Xen’drik: Gareth originally journeyed to Xen’drik about six months ago, as part of the mercenary guard detachment for some Morgrave University scholars. The expedition was very nearly a disaster, and when they left, Gareth stayed in Stormreach. Since then he has spent time both acting as the keeper for the local shrine of Dol Dorn and working with rescue and recovery teams in the jungle. On his most recent trip out, the team ran into some drow scouts, and ended up getting separated. Gareth has been slowly working his way back towards Stormreach- but the appearance of the party gives him another option…</p><p></p><p>Crunch:</p><p>Human male Fighter 2/Cleric 6</p><p>Experience points: 28,000 Advancement: CFCFCCCC; next Cleric 7 </p><p></p><p>STR 18 (+4)(6 pts, +2 advancement 4 and 8, +2 gauntlets)</p><p>DEX 12 (+1)(4 pts)</p><p>CON 14 (+2)(6 pts)</p><p>INT 12 (+1)(4 pts)</p><p>WIS 18 (+4)(10 pts, +2 periapt)</p><p>CHA 10 (+0)(2 pts)</p><p></p><p>Action points: 9 (level 8)</p><p>HP: 69 (8/7/6/8/6/6/6/6/= 53, +16 CON)</p><p>AC: 24 (t 15/ff 23)( +8+1 armor, +1 DEX, +4 shield)</p><p>Initiative: +1 (DEX)</p><p>Speed: 20 feet (heavy armor) </p><p>Weight carried: 93.1 lb (light load to 100 lb, but heavy armor)</p><p></p><p>BAB: +6/+1</p><p>Melee:+10/+5; +12/+7 long sword +1, 1d8+5</p><p>Ranged: +7/+2; +8/+3 MW composite long bow, 1d8+3</p><p>Grapple: +10</p><p></p><p>+11 FORT (+3+5 base; +2 CON; +1 vest)</p><p>+4 REF (+0+2 base; +1 DEX, +1 vest)</p><p>+10 WILL (+0+5 base, +4 WIS, +1 vest)</p><p></p><p>Racial abilities (human): bonus feat and skill points</p><p></p><p>Class abilities (fighter, cleric): Bonus fighter feats (2); Turn undead (3x/day; check 1d20+2; damage 2d6+6); divine spellcasting; spontaneous positive energy channeling/cure spells</p><p></p><p>Spells per day (CL 6):</p><p>Cleric 0: 5</p><p>Cleric 1: 4 +1 domain</p><p>Cleric 2: 4 +1 domain</p><p>Cleric 3: 3 +1 domain</p><p></p><p>Spells memorized (standard load):</p><p>Level 0: Detect magic, Guidance, Guidance, Light, Light</p><p>Level 1: Bless, Divine favor, Doom, Remove fear, Enlarge person (D)</p><p>Level 2: Close wounds, Lesser restoration, Lesser restoration, Remove paralysis, Bull’s strength (D)</p><p>Level 3: Dispel magic, Mass lesser vigor, Prayer, Magical vestment (D) </p><p></p><p>Non-core spells: Close Wounds (SC); Lesser vigor (and other Vigor spells; SC); </p><p></p><p>Feats: </p><p>>Endurance (level 1); </p><p>>Least dragonmark (Sentinel- Shield of Faith; racial bonus); </p><p>>Martial weapon proficiency- long sword (War domain bonus); </p><p>>Weapon focus- long sword (War domain bonus); </p><p>>Shield specialization (heavy; fighter 1 bonus); </p><p>>Mark of the dauntless (level 3);</p><p>>Shield ward (fighter 2 bonus);</p><p>>Lesser dragonmark (Sentinel- Protection from energy; level 6);</p><p>NEXT: Greater dragonmark (Sentinel), at level 9</p><p></p><p>Spell-like abilities:</p><p>Shield of faith: 2x/day, CL 6 (+3 deflection for 6 minutes)</p><p>Protection from energy: 1x/day, CL 6 (72 pts or 60 minutes)</p><p></p><p>Languages: Common, orcish</p><p></p><p>Skills:</p><p>+2/Climb//3 pts/3 ranks/+4 STR, -5 armor</p><p>+13/Concentration//11 pts/11 ranks/+2 CON</p><p>+8/Heal//4 pts/4 ranks/+4 WIS</p><p>+2/Jump//3 pts/3 ranks/+4 STR, -5 armor</p><p>+3/Knowledge- history//2 pts/2 ranks/+1 INT</p><p>+2/Knowledge- nobility//2 pts cc/1 rank/+1 INT</p><p>+12/Knowledge- religion//11 pts/11 ranks/+1 INT</p><p>+8/Sense motive//4 pts cc/2 ranks/+4 WIS, +2 dragonmark</p><p>+4/Spellcraft//3 pts/3 ranks/+1 INT</p><p></p><p>Equipment:</p><p>Plate mail +1 (Blueshine, Called; MIC; 6150 gp, 50 lbs)</p><p>Darkwood heavy shield +1 (Consecrated, acts as wooden holy symbol; 1258 gp, 5 lbs)</p><p>Armor crystal (Adaptation- least; 500 gp, 0 lbs- set in plate mail)</p><p>Vest of resistance +1 (1000 gp, 0 lbs/clothing)</p><p></p><p>Long sword +1 (2315 gp, 4 lbs)</p><p>MW composite long bow (STR +3)(700 gp, 3 lbs)</p><p>MW long sword (spare; 315 gp, 4 lbs)</p><p>Dagger (x2; 4 gp, 2 lbs)</p><p>Arrows (x20; 1 gp; 3 lbs)</p><p></p><p>Gauntlets of ogre power (4000 gp, 4 lbs)</p><p>Periapt of wisdom +2 (4000 gp, 0 lbs)</p><p>Ring of sustenance (2500 gp, 0 lbs)</p><p>Heward’s handy haversack (2000 gp, 5 lbs)</p><p>Wand of CLW (x50 charges; 750 gp, 0.1 Lbs)</p><p>Channeling rod (Extend; least)(ECS; 500 gp; 1 lb)</p><p></p><p>Silver holy symbol (25 gp; 1 lb)</p><p>Explorer’s outfit (10 gp; 0 lb/clothing)</p><p>Spell component pouch (5 gp; 2 lb)</p><p>Sunrod (x2; 4 gp; 2 lb)</p><p>Alchemist’s fire (x1; 20 gp; 1 lb)</p><p>Belt pouch (1 gp; 0.5 lb)</p><p>Flint and steel (1 gp; 0 lb)</p><p>Identity papers (standard; 2 gp; 0.5 lb)</p><p>Bedroll (1 sp; 5 lb)</p><p></p><p>Equipment in Haversack:</p><p>Wooden holy symbol (spare; 1 gp)</p><p>Everbright lantern (212 gp)</p><p>Scroll: Dispel magic(x1; CL 6; 375 gp)</p><p>Potion: Cure light wounds (x4; CL 1; 200 gp)</p><p>Alchemist’s fire (x2; 40 gp)</p><p>Explorer’s outfit (spare; 10 gp)</p><p>Clerical vestments (5 gp)</p><p>Sunrod (x8; 16 gp)</p><p>Mirror (small steel; 10 gp)</p><p>Arrows (x20; in capped quiver)(1 gp)</p><p>Morningstar (wrapped, 8 gp)</p><p>Dagger (spare, 2 gp)</p><p>Belt pouch (spare; 1 gp)</p><p>Flint and steel (spare; 1 gp)</p><p>Rope (50 feet, silk; 10 gp)</p><p>Pitons (x10; 1 gp)</p><p>Whetstone (2 cp)</p><p>Hammer (5 sp)</p><p>Hammock (1 gp)</p><p>Waterskins (x2; 2 gp)</p><p>Trail rations (x4 days; 2 gp)</p><p>Scroll case (x2; 2 gp)</p><p></p><p>Spare cash: 38 gp; 3 sp; 8 cp)[/sblock]</p></blockquote><p></p>
[QUOTE="pathfinderq1, post: 4255497, member: 48394"] [b]back-up concepts (continued)[/b] Okay, here are back-up concepts 3 and 4- just in case. I couldn't fit all four possibilities in one post. Concept 3: Emmiryth D'Orien (recon/archer):[sblock]Emmiryth d’Orien Human female Role: recon/missile Region of origin: Alignment: CG Religion: Sovereign Host (Balinor) Age: 22 Height: 5’5” Weight: 130 lbs Hair: brown Eyes: brown Description: Emmiryth is a rather plain-looking young woman. Her facial features are angular, almost severe, and she keeps her hair trimmed quite short. A bit short, she has a slender, wiry build- but is far tougher and more athletic than she looks. She also dresses quite plainly, given her House status- she prefers dull-colored but durable utilitarian clothing, of an almost military cut. Background: Emmiryth was born in what is now Droaam, where her parents helped maintain a House Orien waypost. Her parents and most of the other villagers nearby were killed in the wave of monster attacks which led Breland to evacuate and cut off that area. Emmiryth, who was barely eight years old, was left to fend for herself. She lived in the woods for a time, scavenging the ruined villages. That lasted only a few months though, and soon she was found by an orcish ranger. While she had no children of her own, Yrget didn’t want this little human to end up in a minotaur’s cookpot, and took the foundling as a mascot of sorts. From time to time, she tried to teach the girl tidbits of the forester’s trade- and Emmiryth learned all those tricks and more. By her early teen years she was a skilled scout, though she preferred to hunt her enemies a bit more stealthily than her ranger mentor- she seemed to have a bit of a gift for getting into trouble, and a nearly mystic ability to get back out again. No one realized that she possessed the Mark of Passage… In time she had learned all that Ygret could teach her, and she left the monster-infested realm for the human settlements of western Breland. She was able to earn a decent living as a tracker and guide, despite her youth, but one chance encounter set her on a very different path. A House Orien trade caravan happened to be passing through a small village where she was staying, and they were looking for a few extra guards for the trip. Short on cash, Emmiryth hired on- her woodscraft and archery skills were far better than any of the other potential hirelings in the village. As it turned out, the trip took them back into Droaam, and they had all the trouble they could handle. In the course of one desperate battle, most of the caravan was overwhelmed, and the Orien agent in charge tried to escape with the few survivors- he saw that Emmiryth had been grabbed by an ogre thug, but a second later the girl was free. Once they had escaped, it was a simple matter to give her a more detailed examination (“making sure she wasn’t wounded”)- as the caravan leader suspected, the girl had a dragonmark… While the expedition had ended in disaster, the house was able to welcome a new member- with careful research, they even discovered who her parents had been. Already a capable scout, Emmiryth welcomed the extra training that the house offered her. Since then she has been almost constantly on the go, either training and developing her skills (and the power of her dragonmark) or actually working for the house. She has completed a number of dangerous or complicated assignments, though many of the missions were entirely unknown outside of House Orien). Recently, she has been working with the Blades of Orien, honing her powers even further. Personality: Very capable and competent, and values the same traits in others. Has a quietly sarcastic sense of humor, but usually saves that for her close associates- tends to act “all business” around those she does not know or trust. Wants to be a strong asset for her house- as if she is constantly trying to earn her place (even though she has already done so many times over). Tends to be daring and a risk-taker in many situations- except combat, where she is fairly cautious and tactically astute, favoring sniping and hit-and-run engagements to frontal assault. She retains a deep dislike for the goblinoid races and similar monstrous folk, though she is quite comfortable around orcs and half-orcs. What is she doing in Xen’drik: (“Leave no man behind”) One of the missing Tharaskh expeditions (unbeknownst to them) had a valuable and experienced House Orien agent along as a scout. When the expedition didn’t return local Orien representatives wanted to find out more about what was going on, and they wanted to find the agent (or his remains). Emmiryth, who had just arrived as a courier aboard an airship, volunteered for the mission, and has been shadowing the party for some time. After a few close calls, the dangerous nature of the place convinced her to reveal her presence (if not her purpose) and she joined forces with the party. Crunch: Human female Scout 5/Dragonmark heir 1/Blade of Orien 2 Experience points: 28,000 Advancement: SSSSDBSB; Next D STR 14 (+2; 6 pts) DEX 20 (+5; 10 pts, +2 advancement 4 and 8, +2 gloves) CON 14 (+2; 6 pts) INT 14 (+2; 6 pts) WIS 12 (+1; 4 pts) CHA 8 (-1; 0 pts) Action points: 9 (at level 8) HP 66 (8/6/6/6/6/6/6/6= 50 +16 CON) AC 20 (t 15/ff 15)(armor +5, DEX +5) Initiative: +6 (+5 DEX, +1 battle fortitude) Speed: 40 feet (30 base +10 scout, light armor/light load) Weight carried: 38.5 lbs (light, to 58 lbs) BAB: +5 Melee: +7 (MW shortsword +8; 1d6+2) Ranged: +10 (+1 composite shortbow +11; 1d6+3) Grapple: +7 +7 FORT (+1+2+0 base, +2 CON, +1 vest, +1 battle fortitude +15 REF (+4+2+3 base, +5 DEX, +1 vest)(+Evasion) +5 WILL (+1+2+0 base, +1 WIS, +1 vest) Modifiers: Racial abilities (human): Bonus feat and skill points; size medium; base speed 30 feet Class abilities (Scout, dragonmark heir, blade of Orien): Trapfinding, Uncanny dodge, Evasion, Battle fortitude (+1); Fast movement (+10 feet); Trackless step; Skirmish (+2d6, +1 AC); House status (+1); Improved dimension leap; Swift leap Spell-like abilities: >Dimension leap (4x/day; level 9= 90 feet per use; usable in 5-foot increments); >Dimension door (1x/day; level 9= 760 feet) Feats: >Track (level 1), >Least dragonmark (passage- Dimension leap; racial bonus), >Favored in house (level 3), >Point blank shot (Scout 4 bonus); >Lesser dragonmark (passage- Dimension door; Dragonmark heir 1 bonus), >Precise shot (level 6) NEXT: Orien battle stride (level 9) Languages: Common, Giant, Goblin Skills: +12/Balance//5 pts/5 ranks/+5 DEX, +2 synergy +7/Climb//5 pts/5 ranks/+2 STR +9/Concentration//3 pts +8 cc/7 ranks/+2 CON +5/Disable device//2 pts cc/1 rank/+2 INT, +2 tools +15/Hide//10 pts/10 ranks/+5 DEX +9/Jump//5 pts/5 ranks/+2 STR, +2 synergy +4/Knowledge- geography//1 pt +2 cc/2 ranks/+2 INT +10/Knowledge- nature//5 pts +2 cc/6 ranks/+2 INT, +2 synergy +4/Knowledge- nobility//1 pt +2 cc/2 ranks/+2 INT +7/Listen//5 pts +2 cc/6 ranks/+1 WIS +15/Move silent//10 pts/10 ranks/+5 DEX +8/Open locks//2 pts cc/1 rank/+5 DEX, +2 tools +13/Search//11 pts/11 ranks/+2 INT +14/Spot//11 pts/11 ranks/+1 WIS, +2 headband +14/Survival//11 pts/11 ranks/+1 WIS, +2 dragonmark +13/Tumble//6 pts/6 ranks/+5 DEX, +2 synergy Equipment: +1 mithril shirt (2100 gp; 10 lbs, ACP 0, 10 lb, M.DEX +6; light/30 feet) Armor crystal (Adaptation, least)(500 gp, 0 lb) Vest of resistance +1 (1000 gp; 0 lb/clothing) +1 composite shortbow (STR +2)(2525 gp, 2 lb) MW short sword (310 gp, 2 lb) Weapon crystal (Phoenix ash threat, least)(500 gp, 0 lb; on short sword) Daggers (x2)(4 gp, 2 lb) Arrows (x20, cold iron)(2 gp, 3 lb; ready) MW spiked gauntlet (left hand; 305 gp; 1 lb) +2 Gloves of dexterity (4000 gp, 0.5 lb) Scout’s headband (MIC)(3400 gp, 0 lb) Skirmisher boots (MIC; 3200 gp; 1 lb) Ring of sustenance (2500 gp, 0 lb) Ring of feather falling (2200 gp, 0 lb) Heward’s handy haversack (2000 gp, 5 lb) Quiver of Balinor (1800 gp, 2 lb) Arcane signet ring (Orien; 150 gp; 0 lb) MW thieves tools (100 gp; 2 lb) Acidic fire (x1; 30 gp; 1 lb) Explorer’s outfit (10 gp; 0 lb/clothing) Identity papers (standard; 2 gp; 0.5 lb) Sunrod (x1; 2 gp; 1 lb) Belt pouch (1 gp; 0.5 lb) Flint and steel (1 gp; 0 lb) Signal whistle (8 sp; 0 lb) Bedroll (1 sp; 5 lb) Equipment in Quiver: Arrows (x60 cold iron)(6 gp; 0 lbs) Javelins (x15, thrown)(15 gp, 0 lbs) Shortspears (x2, HtH)(2 gp, 0 lbs) Composite short bow (+0 STR, spare)(75 gp, 0 lbs) Equipment in Haversack: Potion: CLW (x2; 100 gp) Alchemist’s fire (x2; 40 gp) Rope (50 feet, silk; x2; 20 gp) Mirror (small steel; 10 gp) Explorer’s outfit (spare; 10 gp) Sunrod (x4; 8 gp) Morningstar (wrapped; 8 gp) Identity papers (with portrait; 5 gp) Dagger (spare, sheathed; 2 gp) Waterskin (x2; 2 gp) Trail rations (x4 days; 2 gp) Scroll case (x2, empty; 2 gp) Potion vial (x2, empty; 2 gp) Traveler’s outfit (spare; 1 gp) Flint and steel (spare; 1gp) Hammock (1 gp) Pitons (x10; 1 gp) Hammer (5 sp) Sacks (x4, empty; 4 sp) Chalk (x8, various colors; 8 cp) Whetstone (2 cp) Spare cash: 1 sp; 43 gp [/sblock] Concept 4: Gareth of Westbridge (Tank/divine caster):[sblock]Gareth of Westbridge Human male Region of origin: Breland Alignment: CG Deity:: Dol Dorn (Sovereign Host) Age: 21 Height: 6’0” Weight: 175 lbs Hair: light brown Eyes: brown Description: Gareth is, at least while relaxing or in town, a rather unremarkable-looking young man- a bit taller than average, perhaps, and his training is finally packing some serious muscle onto what was, for years, a rather lanky frame. His hair is an almost colorless mousy-brown, and he keeps it cut short, since he wears a helmet nearly all the time. His face is rather long and angular, with a constant shadow of pale-brown stubble. He smiles easily- especially in combat, when testing himself in the sight of his divine patron. When dressed for battle, however, he is a much more impressive figure. He wears full armor (a heavy suit of plate in glittering blue-washed steel, only partially covered by a tabard and heavy cloak), and carries a heavy wooden shield emblazoned with the holy sigil of Dol Dorn. Background: Gareth was a young war orphan, whose home village was wiped out in the raids that led to the evacuation of what had been western Breland and the rise of the monster nation of Droaam. Like many children of similar background, he was raised at a monastery of the Sovereign Host near the farming village of Westbridge. Most of the orphans took turns helping the local farm folk in the fields, as the monastery was an integral part of the village- with his size and strength, Gareth spent more time in the fields than most. Soon enough, though, his strength found other outlets- the monastery produced many priests from each crop of orphans, and the warrior-brothers of Dol Dorn saw great potential in Gareth. Before his tenth birthday he was spending more time in the training yard than in the fields, and he seemed to have a natural talent for combat. The more spiritual and academic segments of priestly training were much harder for him to master, but fortunately he was strong-willed as well as strong of arm. By thirteen, he was an acolyte of the Host, and he began to travel across the still war-torn continent in the company of senior priests of Dol Dorn- he saw the best and the worst that the world had to offer over the next few years.. As he grew, he drew great strength and inspiration from his faith, and he was soon installed as a full priest of Dol Dorn. Within months, though, the war drew to a close, and some semblance of peace began to return to the civilized lands. Hardened by his experiences, and strong in his faith, Gareth found himself ill-suited to peaceful days- luckily for him, the world still held many dangerous places, even though the war had ended. Since then, he has traveled almost ceaselessly, seeking out hostile lands and dangerous environments in which to test and improve himself. A chance meeting with some former soldiers from a unit he knew, now employed as mercenary guardsmen for an academic expedition into the wilds of Xen’drik opened a whole new frontier for him, and he eagerly signed on with the group. As it turned out, the jungles and ancient ruins held even greater threats than he had faced in Khorvaire, and Gareth has been forced to admit that his strength and his faith both need to be toughened if he wants to stay in this dangerous place. Personality: Gareth is a relatively simple fellow- brave, honest, hard-working and devout in his worship of Dol Dorn and the Host. While he is part of one of the great dragonmarked houses, he has never forgotten his simple upbringing, and he is far more comfortable with normal soldiers or common folk than with officers or nobility. He particularly revels in dangerous duties- he feels genuinely proud and honored to step up when others are threatened or terrorized. As such it is only natural that he has found his way to Xen’drik, one of the most dangerous parts of the known world. Nearly any expedition full of scholars or explorers is quite glad to have one of Dol Dorn’s champions in their midst- and they almost always find enough trouble to make his trip worthwhile (in a purely spiritual sense, of course). His typical prayers focus on healing, and on removing afflictions of hostile spellcasters- he is an able enough combatant that he rarely uses magic to directly enhance his prowess. What is he doing in Xen’drik: Gareth originally journeyed to Xen’drik about six months ago, as part of the mercenary guard detachment for some Morgrave University scholars. The expedition was very nearly a disaster, and when they left, Gareth stayed in Stormreach. Since then he has spent time both acting as the keeper for the local shrine of Dol Dorn and working with rescue and recovery teams in the jungle. On his most recent trip out, the team ran into some drow scouts, and ended up getting separated. Gareth has been slowly working his way back towards Stormreach- but the appearance of the party gives him another option… Crunch: Human male Fighter 2/Cleric 6 Experience points: 28,000 Advancement: CFCFCCCC; next Cleric 7 STR 18 (+4)(6 pts, +2 advancement 4 and 8, +2 gauntlets) DEX 12 (+1)(4 pts) CON 14 (+2)(6 pts) INT 12 (+1)(4 pts) WIS 18 (+4)(10 pts, +2 periapt) CHA 10 (+0)(2 pts) Action points: 9 (level 8) HP: 69 (8/7/6/8/6/6/6/6/= 53, +16 CON) AC: 24 (t 15/ff 23)( +8+1 armor, +1 DEX, +4 shield) Initiative: +1 (DEX) Speed: 20 feet (heavy armor) Weight carried: 93.1 lb (light load to 100 lb, but heavy armor) BAB: +6/+1 Melee:+10/+5; +12/+7 long sword +1, 1d8+5 Ranged: +7/+2; +8/+3 MW composite long bow, 1d8+3 Grapple: +10 +11 FORT (+3+5 base; +2 CON; +1 vest) +4 REF (+0+2 base; +1 DEX, +1 vest) +10 WILL (+0+5 base, +4 WIS, +1 vest) Racial abilities (human): bonus feat and skill points Class abilities (fighter, cleric): Bonus fighter feats (2); Turn undead (3x/day; check 1d20+2; damage 2d6+6); divine spellcasting; spontaneous positive energy channeling/cure spells Spells per day (CL 6): Cleric 0: 5 Cleric 1: 4 +1 domain Cleric 2: 4 +1 domain Cleric 3: 3 +1 domain Spells memorized (standard load): Level 0: Detect magic, Guidance, Guidance, Light, Light Level 1: Bless, Divine favor, Doom, Remove fear, Enlarge person (D) Level 2: Close wounds, Lesser restoration, Lesser restoration, Remove paralysis, Bull’s strength (D) Level 3: Dispel magic, Mass lesser vigor, Prayer, Magical vestment (D) Non-core spells: Close Wounds (SC); Lesser vigor (and other Vigor spells; SC); Feats: >Endurance (level 1); >Least dragonmark (Sentinel- Shield of Faith; racial bonus); >Martial weapon proficiency- long sword (War domain bonus); >Weapon focus- long sword (War domain bonus); >Shield specialization (heavy; fighter 1 bonus); >Mark of the dauntless (level 3); >Shield ward (fighter 2 bonus); >Lesser dragonmark (Sentinel- Protection from energy; level 6); NEXT: Greater dragonmark (Sentinel), at level 9 Spell-like abilities: Shield of faith: 2x/day, CL 6 (+3 deflection for 6 minutes) Protection from energy: 1x/day, CL 6 (72 pts or 60 minutes) Languages: Common, orcish Skills: +2/Climb//3 pts/3 ranks/+4 STR, -5 armor +13/Concentration//11 pts/11 ranks/+2 CON +8/Heal//4 pts/4 ranks/+4 WIS +2/Jump//3 pts/3 ranks/+4 STR, -5 armor +3/Knowledge- history//2 pts/2 ranks/+1 INT +2/Knowledge- nobility//2 pts cc/1 rank/+1 INT +12/Knowledge- religion//11 pts/11 ranks/+1 INT +8/Sense motive//4 pts cc/2 ranks/+4 WIS, +2 dragonmark +4/Spellcraft//3 pts/3 ranks/+1 INT Equipment: Plate mail +1 (Blueshine, Called; MIC; 6150 gp, 50 lbs) Darkwood heavy shield +1 (Consecrated, acts as wooden holy symbol; 1258 gp, 5 lbs) Armor crystal (Adaptation- least; 500 gp, 0 lbs- set in plate mail) Vest of resistance +1 (1000 gp, 0 lbs/clothing) Long sword +1 (2315 gp, 4 lbs) MW composite long bow (STR +3)(700 gp, 3 lbs) MW long sword (spare; 315 gp, 4 lbs) Dagger (x2; 4 gp, 2 lbs) Arrows (x20; 1 gp; 3 lbs) Gauntlets of ogre power (4000 gp, 4 lbs) Periapt of wisdom +2 (4000 gp, 0 lbs) Ring of sustenance (2500 gp, 0 lbs) Heward’s handy haversack (2000 gp, 5 lbs) Wand of CLW (x50 charges; 750 gp, 0.1 Lbs) Channeling rod (Extend; least)(ECS; 500 gp; 1 lb) Silver holy symbol (25 gp; 1 lb) Explorer’s outfit (10 gp; 0 lb/clothing) Spell component pouch (5 gp; 2 lb) Sunrod (x2; 4 gp; 2 lb) Alchemist’s fire (x1; 20 gp; 1 lb) Belt pouch (1 gp; 0.5 lb) Flint and steel (1 gp; 0 lb) Identity papers (standard; 2 gp; 0.5 lb) Bedroll (1 sp; 5 lb) Equipment in Haversack: Wooden holy symbol (spare; 1 gp) Everbright lantern (212 gp) Scroll: Dispel magic(x1; CL 6; 375 gp) Potion: Cure light wounds (x4; CL 1; 200 gp) Alchemist’s fire (x2; 40 gp) Explorer’s outfit (spare; 10 gp) Clerical vestments (5 gp) Sunrod (x8; 16 gp) Mirror (small steel; 10 gp) Arrows (x20; in capped quiver)(1 gp) Morningstar (wrapped, 8 gp) Dagger (spare, 2 gp) Belt pouch (spare; 1 gp) Flint and steel (spare; 1 gp) Rope (50 feet, silk; 10 gp) Pitons (x10; 1 gp) Whetstone (2 cp) Hammer (5 sp) Hammock (1 gp) Waterskins (x2; 2 gp) Trail rations (x4 days; 2 gp) Scroll case (x2; 2 gp) Spare cash: 38 gp; 3 sp; 8 cp)[/sblock] [/QUOTE]
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