Six Characters in Search of a Plot [concluded 2/7/04 - character stats added 2/16/04]

lp said:
About halfway done and enjoying the style of the story hour, hope the new campaign goes well. Any chance we could get some of the characters posted? I really like the way Ehput-Ki is portrayed, plus Myoo has some interesting aspects as well.

I'll see what I can do. I actually have all the character stats (we play at my house, so I kept backup copies of characters just in case). A couple might be slightly outdated, but by no more than a level.

DMO said:
Ah! so young, such promise.... I'm really disappointed to see this Story Hour end prematurely. I don't get the chance to read too many SH's and mostly stick to the amply vetted (Piratecat, Sepulchrave, Destan), but the Pirandello reference was too good to resist and I took a shot. Add to that a spellcaster named MU ... ahem, Myoo. And then of course the engaging writing style. Such a shame.

I'm sure you'll bring the same spark to whatever comes next. Please post a note here to let us know what that happens to be. Great effort!

Like you, I too stick to the "big guys" on Story Hours, for similar reasons. Actually, I haven't yet delved into Destan's SH (I was already trying to catch up on 3-4 long ones, figured I'd wait a bit to add another to the mix).

The Pirandello reference (and, in the spirit of full disclosure, I'll admit I've never read the referenced work) stems from our group's efforts at the time to stumble upon the campaign's main plot hook. Turns out, of course, that there wasn't one...

And a funny thing about Myoo. His full name is actually Myoo the Second, and it's kind of a bad joke. See, after the player had decided to create a mindbender sorcerer, he wanted an appropriate mind-control name. So, he referenced a certain psychic Pokemon. Myoo II = Myoo Two = Mewtwo. :P
 

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Well, I promised I'd post stats for the characters, so here they are, starting with, of course, my own character.

Alia Selkirk
Human Female from Sembia region
Hit Dice: 13d6+39 (98 hp) (Rogue 8/Fighter 2/Thief-Acrobat 3)
Initiative: +5
Speed: Base speed 30 feet (6 squares)
Armor Class: 24 (+5 armor, +2 shield, +5 Dex, +2 deflection), touch 17, flat-footed 19
Base Attack: +10/+5
Attack: acrobat's baton +16 melee (1d6+1/x2) or hand crossbow +16 ranged (1d4/19-20 x2)
Full Attack: acrobat's baton +16/+11 melee (1d6+1/x2) or hand crossbow +16 ranged (1d4/19-20 x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Sneak attack 4d6
Special Qualities: Darkvision 60', Uncanny dodge (Dex bonus, flanking), evasion, improved evasion, fast balance (move full speed during Balance check without penalty), kip up (stand from prone as free action), Unbounded Leap (jump distance not limited by height), slow fall (no damage from first 20' of a fall)
Saves: Fort +11, Ref +16, Will +7
Abilities: Str 11, Dex 20, Con 16, Int 20, Wis 14, Cha 16
Skills: Balance +18, Bluff +15, Climb +14, Disable Device +19, Escape Artist +9, Gather Information +7, Hide +26, Jump +47, Knowledge (arcana) +10, Knowledge (Sembia local) +10, Knowledge (monsters) +9, Knowledge (nobility & royalty) +7, Knowledge (politics) +7, Listen +7, Move Silently +26, Open Lock +19, Perform +8, Pick Pocket +12, Search +17, Sense Motive +7, Spot +7, Swim -3, Tumble +21, Use Magic Device +13, Use Rope +10
Feats: Combat Reflexes, Dodge, Education, Expert Tactician, Improved Trip, Mobility, Quicker Than The Eye, Spring Attack, Weapon Finesse (light mace)
Environment: Faerun, usually cities
Organization: Solitary, or adventuring group
Challenge Rating: 13
Treasure: Acrobat's baton +1,Sweeping (treat as light mace, can also function as expandable pole, not useable as weapon while expanded); masterwork covered hand crossbow; mithral chain shirt +1, glamered, silent; buckler +1, called; amulet of darkvision; cloak of elvenkind; gloves of dexterity +2; heward's handy haversack; headband of intellect +4; ring of jumping; ring of protection +2; rogue's earring (functions as masterwork thieves' tools); rope of climbing; vest of resistance +2; standard adventuring gear; no coins
Alignment: Chaotic good
Advancement: By character class
Level Adjustment: +0

You see a slender young woman with long red hair and fair skin appraoch you. She wears dark clothing cut to accentuate a pleasant figure. She appears unarmed, but without warning a metal baton seems to appear in her hand, and she leaps impossibly high into the air as she attacks.

Alia was the first-born daughter of Countess Mirabeta Selkirk, one of the most likely candidates to become the next Overmaster of Sembia. Alia learned of her family's evil ways when she was young, and on her fourteenth birthday, the very night she was officially invested as Mirabeta's heir, she ran from home, joining a traveling carnival. She was with the carnvial for several years before striking out on her own to become an adventurer. She joined a company in the Moonsea area, and worked with them for three years, until they were killed in a drow ambush in the Underdark. While trying to escape, Alia met her current companions. Bold and outgoing, Alia venerates the goddess Sharess, goddess of hedonism, and isn't afraid of having a good time. Recently, however, she has become romantically involved with her companion, the cleric Tantu, and is starting to question her life-path. She also finds herself thrust into the leadership role, a position she isn't entirely comfortable with, but is determined to do the best she can at it.

Combat: Alia prefers melee combat, using her impressive acrobatic skills to move about on the battlefield, making surgical strikes. Recently, however, she has begun to hang back a bit more in order to direct the efforts of her companions and lend her strength where it is most needed, acting defensively rahter than offensively.
 
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Tantu Nusaibah
Human Male from Calimshan region
Hit Dice: 14d8+0 (80 hp) (Cleric 14 of Tyr)
Initiative: +4
Speed: Base speed 30 feet (6 squares)
Armor Class: 27 (+7 armor, +4 shield, +5 Dex, +2 deflection), touch 16, flat-footed 23
Base Attack: +10/+5
Attack: longsword +16 melee (1d8+5/17-20 x2) or light crossbow +16 ranged (1d8+2/19-20 x2)
Full Attack: longsword +16/+11 melee (1d8+5/17-20 x2) or light crossbow +16 ranged (1d8+2/19-20 x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Turn undead 9/day
Special Qualities: Knowledge and War domain special abilities
Saves: Fort +14, Ref +15, Will +18
Abilities: Str 14, Dex 18, Con 10, Int 12, Wis 18, Cha 15
Skills: Concentration +17, Knowledge (Calimshan local) +8, Knowledge (nature) +7, Knowledge (religion) +6, Scry +11, Search +6, Spellcraft +4, Spot +6, Use Rope +7
Feats: Blind-Fight, Combat Casting, Divine Vigor, Extra Turning, Lightning Reflexes, Spell Penetration, Weapon Focus (longsword)
Environment: Faerun
Organization: Solitary, or adventuring group
Challenge Rating: 14
Treasure: longsword +3, keen; light crossbow +2; elven chain +2; large shield +2; wand of silence (15 charges); cloak of charisma +2; heward's handy haversack; deep red ioun stone (+2 Dex); periapt of wisdom +2; potion of cure moderate wounds; 2 potions of sneaking; ring of protection +2; ring of water walking; scroll of neutralize poison; slippers of spider climbing; vest of resistance +5; standard adventuring gear; no coins
Alignment: Lawful neutral
Advancement: By character class
Level Adjustment: +0

A man with the appearance of a native of Calimshan approaches you. Standing in stark contrast to his dusky skin is his red hair and reckled cheeks. He wears the vestments of a cleric of Tyr, and at his side rests a longsword.

Tantu is the son of a wealthy noble from Calimport. Tantu had fallen in love with one of his family's slaves, but his father murdered her when she begged for her release so she could marry Tantu. Realizing that his father's acts were unjust, Tantu killed his own father and fled the country, renouncing his old life and taking up the mantle of the god of justice. Tantu pursues a less orthodox interpretation of Tyr's role, believing that true justice only comes when all things are balanced. Tantu has recently begun courting Alia, the party's rogue, and his thoughts are also turning toward the family he left behind in Calimport.

Combat: Tantu would prefer to be more active in melee, but much of his time ends up spent in healing or providing magical support. He favors large-area spells, and becomes frustrated when his companions rush into the fray, spoiling his opportunity to call down a flame strike or blade barrier.

Edit: had to reword the description, as there is a naughty part in the middle of the word used to mean "person from the land of Calimshan" :)
 
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Myoo the Second
Aasimar Male from Moonsea region
Hit Dice: 12d4+12 (48 hp) (Sorcerer 6/Mindbender 6)
Initiative: +0
Speed: Base speed 30 feet (6 squares)
Armor Class: 15 (+1 armor, +2 shield, +2 deflection), touch 12, flat-footed 15
Base Attack: +6/+1
Attack: darts +6 ranged (1d4/20 x2)
Full Attack: darts +6/+1 ranged (1d4/20 x2)
Space/Reach: 5 ft/5 ft
Special Attacks: None
Special Qualities: Acid, cold, electricity resistance 5, light 1x/day, native outsider, Beguile (Su), Friends Forever (Su), Mindread (Su), Suggestion (Su), Telepathy (Su)
Saves: Fort +8, Ref +4, Will +14
Abilities: Str 10, Dex 11, Con 12, Int 16, Wis 18, Cha 24
Skills: Bluff +11, Concentration +10, Craft (armorsmithing) +4, Craft (blacksmithing) +4, Craft (weaponsmithing) +4, Diplomacy +11, Intimidate +21, Knowledge (arcana) +11, Knowledge (the planes) +11, Sense Motive +10, Speak Language (Alzhedo, Draconic), Spellcraft +11
Feats: Craft Magic Arms and Armor, Craft Wondrous Item, Improved Familiar, Spell Focus (Enchantment), Spell Penetration
Environment: Faerun
Organization: Solitary, or adventuring group
Challenge Rating: 12
Treasure: 5 darts; hand of glory;cloak of charisma +2; glove of storing; heward's handy haversack; moon bracers +1; ring of animal friendship; ring of force shield; ring of protection +2; wand of fireball (10th level,8 charges); 2 wands of magic missile (9th level,15 and 13 charges); wand of charm person (5th level, 22 charges); standard adventuring gear; no coins
Alignment: Neutral
Advancement: By character class
Level Adjustment: +0

A thin man with a bald head and dark eyes stands in the corner. His appearance suggests an otherworldly origin. You suddenly hear his voice inside your own head, and realize that you are compelled to do his bidding.

Myoo was born in Zhentil Keep, the result of a secret affair between his mother and a celestial. Myoo and his mother were chased out of Zhentil Keep for being part of a secret society, and Myoo never forgave his unknown father for not intervening. After a period of servitude at the temple of Waukeen in Sembia, Myoo fled, eventually ending up in Calimport. He began teaching people that the gods were unnecessary, that sentient beings could rise above their dependence on deities. He ended up gathering a small following, and married a young noblewoman whose household had been devastated when her older brother killed her father over a slave girl. As Myoo's following grew, the local priests banded together and attacked his commune, killing all his followers as well as his wife and children. Myoo himself only escaped by good fortune, as a magical accident halfway across Faerun teleported him away from danger and into the hands of his current adventuring companions. Myoo now seeks to increase his power and rebuild his following. Eventually, he seeks to grow powerful enough to challenge and overthrow the gods themselves, leaving their portfolios unfilled.

Myoo's most constant companion is his familiar, a beholderkin eyeball named Ignuus Mortuus, or 'Iggy'. Despite the evil tendencies of his race, Iggy displays an almost childlike sense of wonder toward the world around him.

Combat: Myoo avoids direct conflict whenever possible, and has no qualms about fleeing if a situation looks dire. He uses his mind control abilities to neutralize enemies and turn them against each other. He tends to use his telepathy to communicate, and if others have a problem with this he will usually stop speaking to them altogether.
 
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Kiy Willowroot
Wild Elf Male from Cormanthor region
Hit Dice: 12d10+24 (103 hp) (Fighter 6/Order of the Bow Initiate 6)
Initiative: +6
Speed: Base speed 30 feet (6 squares)
Armor Class: 25 (+4 armor, +6 Dex, +3 natural, +2 deflection), touch 18, flat-footed 19
Base Attack: +2/+7/+2
Attack: longsword +14 melee (1d8+2/17-20 x2) or composite longbow +23 ranged (1d8+4/19-20 x3 +1d6 cold)
Full Attack: longsword +14/+9/+4 melee (1d8+2/17-20 x2) or composite longbow +23/+18/+13 ranged (1d8+4/19-20 x3 +1d6 cold)
Space/Reach: 5 ft/5 ft
Special Attacks: Ranged sneak attack +3d6
Special Qualities: Close combat shot (can used ranged weapon without provoking AoO), Free attack (shot at highest BAB at enemy just struck), Improved Zen Archery (add both Wisdom and Dex bonus to attack bonus within 30 feet), Immune to sleep, +2 saves vs enchantment spells, low-light vision, automatic search for secret doors, cold resistance 5
Saves: Fort +11, Ref +15, Will +11
Abilities: Str 12, Dex 22, Con 14, Int 16, Wis 14, Cha 12
Skills: Climb +13, Craft (bowmaking) +25, Handle Animal +5, Hide +8, Jump +4, Knowledge (forests) +5, Knowledge (religion) +15, Ride +11, Spot +16, Swim +3
Feats: Combat Reflexes, Improved Critical (composite longbow), Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Superior Weapon Focus (composite longbow), Weapon Focus (composite longbow), Weapon Specialization (composite longbow), Zen Archery
Environment: Faerun
Organization: Solitary, or adventuring group
Challenge Rating: 12
Treasure: mighty composite longbow +3, frost; cormanthyran elfblade (longsword +1, keen); 50 arrows +2; moon-ivy armor (with explosive spores); 5 alchemist's fire flasks; amulet of natural armor +3; cape of winter; elohnna's quiver; hewards handy haversack; deep red ioun stone (+2 Dex); knife of the bowyer; potion of haste; ring of feather falling; ring of invisibility; ring of protection +2; 4 tanglefoot bags; 4 thunderstones; travel cloak; standard adventuring gear; no coins
Alignment: Neutral good
Advancement: By character class
Level Adjustment: +0

The elf before you has long, stringy black hair, and appears to be wearing clothing made of leaves. He has apparently been living in the wild for some time. You can barely make out numerous ivy tattoos on his body underneath the grime. He calmly notches an arrow and awaits your response.

Kiy's village lies deep in the forest, isolated from the outside world. Every hundred years, the village chooses one on their number to leave, and explore the world around them so they may know what dangers they may face in the century to come. Kiy was chosen to fulfill this task. Soon after departing, Kiy found himself in the company of a group of adventurers, and chose to stay with them, as they seemed intent on traveling far and wide in Faerun. Kiy is quiet and reserved, being content to observe.

Combat: Kiy is quick to attack, firing arrows in rapid succession to bring a foe down. He fights from a position much closer to the enemy than the typical archer, having been trained to fight in close quarters.
 
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Ehput-Ki
Aasimar Male from Mulhorand region
Hit Dice: 11d10+44 (144 hp) (Paladin 11 of Horus-Re)
Initiative: +2
Speed: Base speed 40 feet (8 squares)
Armor Class: 28 (+11 armor, +4 shield, +1 Dex, +2 deflection), touch 13, flat-footed 27
Base Attack: +11/+6/+1
Attack: khopesh +18 melee (1d8+7/17-20 x2) or shortbow +13 ranged (1d6/20 x3)
Full Attack: khopesh +18/+13/+8 melee (1d8+7/17-20 x2) or shortbow +13/+8/+3 ranged (1d6/20 x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Smite evil 1/day, turn undead 9/day (turn level 9)
Special Qualities: acid, cold, electricity resistance 5, darkvision 60', cast light 3/day, cast protection from evil 1/day, cast bless 1/day, native outsider, aura of courage, detect evil, divine grace, divine health, lay on hands (66 hp/day), remove disease 3/week, special mount
Saves: Fort +17, Ref +11, Will +13
Abilities: Str 18, Dex 15, Con 19, Int 15, Wis 18, Cha 22
Skills: Concentration +13, Craft (armorsmithing) +6, Diplomacy +20, Handle Animal +9, Heal +9, Knowledge (religion) +16, Profession (armorer) +5, Ride +8
Feats: Celestial Bloodline, Divine Might, Exotic Weapon Proficiency (khopesh), Power Attack
Environment: Faerun
Organization: Solitary, or adventuring group
Challenge Rating: 11
Treasure: khopesh +3, lawful, keen, wounding; full plate +3; large shield +2; amulet of health +4; boots of striding and springing; cloak of charisma +2; gauntlets of ogre power; portable hole; potion of bull's strength; 3 potions of cure light wounds; potion of cure moderate wounds; potion of endurance; ring of protection +2; ring of regeneration; ring of sustenance; wand of daylight; standard adventuring gear; no coins
Alignment: Lawful good
Advancement: By character class
Level Adjustment: +0

The dark-skinned man before you is obviously of celestial descent. His plate armor, of Mulhorandi design, gleams in the sunlight. His bald head is etched with tattoos honoring the sun god Horus-Re. His golden eyes seem to penetrate your soul as he waits patiently.

Ehput-Ki was raised by the temple of Horus-Re. He originally wanted to become a priest, but his talents lay in the field of battle. One day he was visited by his father, an archon, who tasked Ehput-Ki with seeking out the minions of the evil god Set and destroying them. Shortly after setting about his task, however, he was whisked away by a magical accident, and found himself far from home in the company of strangers. He has since decided to remain with them, in order to support the efforts of his faith to expand into other parts of Faerun.

Combat: Ehput-Ki does not fear wading into combat, but is a savvy tactician and will conserve his strength when it is not needed. Against a powerfu foe, he will often use the spell divine sacrifice, draining his own health for several rounds waiting for the chance to strike the final decisive blow.
 

Niles Calvangnaw
Rock Gnome Male from Waterdeep region
Hit Dice: 15d4+60 (99 hp) (Illusionist 15)
Initiative: +4
Speed: Base speed 20 feet (4 squares)
Armor Class: 22 (+2 armor, +4 Dex, +1 size, +1 natural, +2 deflection, +2 luck), touch 19, flat-footed 18
Base Attack: +7/+2
Attack: staff +10 melee (1d6+2/x2) or light crossbow +12 ranged (1d8/19-20 x2)
Full Attack: staff +10/+5 melee (1d6+2/x2) or light crossbow +12/+7 ranged (1d8/19-20 x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells
Special Qualities: +1 to hit kobolds/goblinoids, +4 dodge bonus vs giants, +2 to saves vs illusions, cast dancing lights, ghost sound, prestidigitation, speak with burrowing mammals each 1/day, darkvision 60', low-light vision
Saves: Fort +11, Ref +11, Will +13
Abilities: Str 10, Dex 18, Con 18, Int 22, Wis 15, Cha 14
Skills: Alchemy +15, Appraise +9, Concentration +11, Craft (gencutting) +13, Hide +11, Knowledge (arcana) +14, Knowledge (engineering) +13, Knowledge (history) +13, Knowledge (nature) +13, Knowledge (nobility and royalty) +13, Knowledge (religion) +13, Knowledge (the planes) +13, Profession (scribe) +9, Search +9, Spellcraft +14, Spot +4
Feats: Combat Casting, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (Illusion), Scribe Scroll, Silent Spell, Spell Focus (Illusion), Spell Mastery, Spell Penetration, Still Spell
Environment: Faerun
Organization: Solitary, or adventuring group
Challenge Rating: 15
Treasure: staff of power (4 charges); amulet of natural armor+1; bag of holding (type 1); bracers of armor +2; headband of intellect +4; 5 potions of cure moderate wounds; 2 potions of sneaking; ring of counterspells; ring of protection +2; ring of wizardry II; staff of frost (13 charges); travel cloak; 2 wands of acid arrow (5th level, 10 and 8 charges); wand of lightning bolt (10th level, 6 charges); 2 wands of magic missile (9th level, 22 and 14 charges); wand of slow (8th level, 5 charges); war wizard cloak; standard adventuring gear; no coins
Alignment: Chaotic neutral
Advancement: By character class
Level Adjustment: +0

A middle-aged gnome in brightly-colored clothes regards you coolly. There is a look of mischief in his eyes.

Niles is the youngest son of a wealthy, but large family. Rather than wait for a tiny inheritance, he decided to strike out on his own and make a name for himself. He has seen several of his adventuring companions come and go, which has left him somewhat jaded.

Combat: For an illusionist, Niles utilizes a great number of direct-damage spells. He will usually strike from the safety of an improved invisibility spell, throwing fireballs and disintegrates. He does use illusions and spells such as displacement to help protect his allies. Niles avoids physical combat and will run if threatened.
 

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