Temple of Evil - Take 2.

TwistedMindInc

First Post
Can these adventurers stop the Evil that is brewing once and for all? Only time will tell.

Zoycitenega - Azurin Totemist - Jayla
Borson - Half-elf (?) Rogue - Serin Dajeep
Hero4Hire - Human Cleric - Eric the Gray
silentspace - Human Wizard - Vendan Iskrune
Dire Lemming - Human Monk - Yun
DCrane1 - Human Fighter - Nairb

Not only will your characters be kept in this thread, but please check it frequently as I will be updating your experience via it as well.
 
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Erik the Gray

Character Name: Erik the Gray
Character Race: Human
Character Classes: Cleric 4
Alignment: LN
Deity: St. Cuthbert

Gender: Male
Age: 53
Height: 6’5”
Weight: 315 lbs
Eyes: Blue
Hair: White

Experience Points (Current): 6200
Experience Points (Needed): 10000
Character Level: 4

Known Languages: Common, Celestial
-------------------------------------------------------

Strength: 18
Dexterity: 13
Constitution: 13
Intelligence: 12
Wisdom: 17
Charisma: 16

-------------------------------------------------------

Armor Class: 23
Spell Resistance: na

Flatfooted Armor Class: 22
Check Penalty: -6
Maximum DEX bonus: +1
Armor Type: Heavy
Hit Dice: 4d8+4
Hit Points: 23

Notes:
-------------------------------------------------------

Save vs. Fortitude: +5
Save vs. Reflex: +2
Save vs. Will: +7
Special Save Notes:

-------------------------------------------------------

Initiative Modifier: +1
Base Attack Bonus: +3

Melee Attack Bonus: +7
Ranged Attack Bonus: +4

-------------------------------------------------------

Weapons:
MW Heavy Mace [Atk +8, Dmg 1d8+4, Crit x2]
Dagger [Atk +7, Dmg 1d4+4, Crit 19-20/x2, 10' range]
Sling [Atk +4, Dmg 1d4+4, Crit x2, 50' range]

-------------------------------------------------------

Skills :
Concentration 7 (+8)
Diplomacy 5 (+8)
Heal 7 (+10)
Intimidate 2 (+5) cross-class
Knowledge (Religion) 5 (+6)

-------------------------------------------------------

Feats
Extra Turning [General]
Law Devotion [Domain] Complete Champion p. 61
Touch of Healing [Reserve] Complete Champion p. 62

Special Abilities
Aura (Ex) Powerful Aura of Law.
Spontaneous Casting (Sp) The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower
Turn Undead (Su) 1d20+5 Turning Check, 2d6+7 Turning Damage. 10/day
Smite (Su) single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level. 1/day
Protective Ward (Su) Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw for 1 hour. 1/day

-------------------------------------------------------

Equipment & Gear:
Gloves of the Starry Sky (free)
Reliquary Holy Symbol of St. Cuthbert (free)
Wand of Lesser Vigor 50 charges 750 gp
Wand of Nimbus of Light 10 charges 150 gp
Scroll of Comprehend Languages 25 gp
Scroll of Scholar's Touch 25 gp
Scroll of Float 25 gp
Scroll of Eyes of the Avoral 25 gp
Full Plate +1 2650 gp 50#
Heavy Steel Shield +1 1170 gp 15#
MW Heavy Mace 312 gp 8#
Dagger 2 gp 1#
Sling 0 gp 0#
10 Silver Bullets 20 gp 1sp 5#
Silver Holy Symbol 25 gp 1#
Spellcasting Sevice Continual Flame on Holy Symbol 110 gp
Healer's Kit 50 gp 1#
Backpack (empty) 2g p 2#
Bedroll 1 sp 5#
Blanket, winter 5 sp 3#
Case, map or scroll 1 gp 1/2 #
10 Paper (sheets) 4 gp
Ink (1 oz. vial) 8 gp
Inkpen 1 sp
Pouch, belt (empty) 1 gp 1/2 #
Rations, trail (10 days) 5 gp 10#
Waterskin 1 gp 4#


EQUIPMENT WEIGHT: 32#
ARMOR WEIGHT: 65#
WEAPON WEIGHT: 14#
TOTAL WEIGHT: 111#

Carrying Capacity Light: under 100# Medium: 101-200# Heavy: 201-300#


-------------------------------------------------------

Money:
PP: 3
GP: 8
SP: 2
CP: 0
-------------------------------------------------------

Base Speed: 30 feet, 20 feet in armor



Spells:
Domains: Destruction, Protection
Caster Level: 4th
Difficulty Class: 13+spell level

Spells per Day

Zero level: 5
1st level: 4+1
2nd level: 3+1

Spells Memorized
Zero level: Create Water, Detect Magic, Detect Poison, Mending, Purify Food & Drink
1st level: Ray of Hope, Magic Stone, Magic Weapon, Nimbus of Light [Sanctuary]
2nd level: Elation, Remove Paralysis, Spiritual Weapon [Shield Other]

Appearance
Eric the Gray is a older man whose advanced age is borne amidst weathered features.
Still, at a head taller then most young men, with knotted sinews, and broad shoulders and chest, the priest conveys a sense of physical power that many half is age could not claim.
Full Armor
Cuthbert.jpg

Travelling
Wise.jpg

Look of Reproach
Viking.jpg

Cloistered Vestments
BoogieMan.jpg

Victorious!
photo48.jpg


Personality
The Priest is a Dour and Taciturn Zealot with a Heavy-Handed Sense of Justice.

Background:
Erik Drakkensson (aka Erik the Gray) was a Chapeaux of Cuthbert and a Champion against foes of the Church. He wished for his son, also named Erik, to lead a cloistered life. So when when the lad was young, he retired from adventuring, and began to raise his boy (whose mother died in childbirth) in the cionfines of church walls.
However he could not discourage his son's adventurous nature and when Erik the Younger came of age he became a Paladin of Cuthbert. Despite the elder Erik's protests his son began a successful adventuring career...Picking up right where his father had left off.
Word then came one fateful day that Erik the Younger gave his life destroying the Temple of Elemental Evil. Erik the Gray grieved for his son, and regretted the rift that was between them when he lived.
Now 15 years later, word has come that Evil may yet stir again amidst the Temple ruins.
Vowing that his son's death would not be in vein, the surly grizzled priest has set forth to make sure that will not happen.

edit 9/17/07 spellcasting
 
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[sblock=Yun]Name: Yun.
Race: Human
Class: Monk 4
Gender: Male
Alignment: LN
Age: 19

Str: 17 (+3)
Dex: 17 (+3)
Con: 11
Int: 13 (+1) Level 4 upgrade
Wis: 15 (+2)
Cha: 10

HP: 24
Speed: 30
BAB: +3
AC: 15
Init: +3

Saves:
Fort: +4
Ref: +7
Wis: +6

Class Features:
Flurry of Blows -2
Monk Unarmed Strike 1d8
Evasion
Still mind
Ki Strike (magic)
Slow Fall (20 feet)

Feats:
Improved Unarmed Strike
Weapon Focus (Unarmed Strike)
Improved Grapple
Stunning Fist 4 per day
Deflect Arrows
Dodge

Skills:
Balance +12 (7 ranks, Dex +3, Syn, +2)
Climb +10 (7 ranks, Str +3)
Jump +12 (7 ranks, Str +3, Syn +2)
Escape Artist +10 (7 ranks, Dex +3)
Listen +9 (7 ranks, Wis +2
Tumble +12 (7 ranks, Dex +3, Syn +2)

Equipment:
Brawler's Gauntlets
Cloak of Elemental Protection
Monk’s Outfit 5 gp 2 lb.
Heward’s Handy Haversack 2000 gp
Potion of Cure Light Wounds x15 50 gp
Ungent of Timelessness x2 150 gp
Bolas x5 5 gp 2 lb.
Tent 10 gp 20 lb.
Bedroll x2 1 sp 5 lb.
Winter Blanket x2 5sp 3 lb.
Grappling Hook 1 gp 4 lb.
50 ft. Silk Rope 10 gp 5 lb.
Flint and Steel 1 gp
Bullseye Lantern 12 gp 3 lb.
Oil x8 1 sp 1 lb.
Ration x11 5 sp 1 lb.
Waterskin 1 gp 5 lb.
Climber’s Kit 80 gp 5 lb
Small Steel Mirror 10 gp ½ lb.
Map / Scroll Case 1 gp ½ lb.
Masterwork Manacles with Good Lock, M x5 130 gp 3 lb.
Masterwork Manacles with Good Lock, S x3 130 gp 3 lb.
Heavy Warhorse x2 400 gp
Wagon 35 gp 400 lb.
Feed x10 5 cp 10 lb.


316 gp


Yun is a human male with short; sun bleached blond hair that seems to stick up a bit more than it should, dark brown eyes, and slightly large ears. He's of about average height, has an athletic build and has darkly tanned skin.

Yun's father, Shoon is a monk who was once a member of the Scarlet Brotherhood. Left with them as a child, he learned nothing of morality for most of his childhood, learning only to follow orders. One day however he met a cleric of Pelor who inspired him. Filling him with thoughts of a greater purpose, and so he escaped the monastery, and ventured forth into the world. He found that his talents were particularly suited to bounty hunting, and so that is the profession he took up.

In his travels he met a young cleric of Pelor who for reasons he is not entirely sure of decided to join him. In any case he started to become quite infatuated with her, but unfortunately one of the things he'd never been taught in his stunted upbringing was how to talk to women. Eventually she did realize how he felt, and it seemed like she felt the same way, but his continued social ineptitude repulsed her and one day while they were staying at an inn, she ran off with the Bard that had been singing there that night. When he awoke to find her gone he remembered seeing her talking to the bard the night before and the way she had reacted to him and immediately decided that he had kidnapped her. Thus began his long pursuit after her and the Bard.

His travels eventually led him to Hommlet where he stayed the night at the Inn there, unaware of the evils that were brewing nearby. In the morning he met a band of adventurers who spoke of fighting bandits in an old abandoned moat house, and of hints of a greater evil afoot. Having no better leads on the Bard, whom he had decided must be evil; he joined them on their journey to Nulb and eventually to the temple itself.

Yun has never been told anything about his mother. He learned to stop asking after a while, as it seemed to pain his father greatly to think about it. When he was seventeen, his father, who had been his teacher up until that point, left with nothing more than a letter left behind, saying that he had taught everything he could. Now with nothing left but his martial abilities, he started traveling, honing his skills, in hopes of… well, he didn’t know what. This however, was what he had been taught. His last link to family, so perhaps that had something to do with it. Two years later, he received a letter in an unfamiliar hand, telling him to come to Hommlet where a true challenge awaited. Yun’s curiosity got the better of him, and he set out the next day.
[/sblock]

Here's the best I could do for a pic.

 
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Jayla Piket: Azurin Totemist 4; Medium-size humanoid; HD 4d8+16; HP 38; Init +3; Spd 30ft; AC 21(touch 13, flat-footed 18); Atk +6/6 melee (1d6+2+2d4 acid Claws) or +5 melee (1d8+3/x3 spear) or +6 ranged(1d8+3/x3 short spear; 20 ft) or +7 (1d8/19-20 light crossbow); AL CN; SV Fort +9, Ref +8, Will +4; Str 14, Dex 16, Con 18, Int 13, Wis 14, Cha 10.

Skills and feats: Hide +18(7 ranks), Knowledge(nature) +5(4 ranks), Listen +15(7 ranks), Move Silently +18(7 ranks), Swim +5(3 ranks); Bonus Essesntia, Shape Soulmeld(Mantle of Flame), Weapon Finesse(claws)

Class Features: Esentia Pool 6, Wild Empathy, Illiterate, Totem's Protection(+4 vs. the supernatural abilities of magical beasts), +1 capacity for totem chakra.

Normal Soulmelds:
Hands: Kruthik Claws - 2 essentia - +8 competence bonus to Hide and Move Silently - Bound to the totem chakra(claws).
Brow: Yrthak Mask - 1 essentia - +6 competence bonus to Listen.
Waist: Wormtail Belt - 1 essentia - +3 Natural Armor.
Crown: Threefold Mask - Can't be flanked.
Shoulders: Mantle of Flame - 1 essentia - attackers take 2d6 fire damage everytime they hit with a non-reach weapon.(feat-gained)

Company Soulmelds:
Waist: Wormtail Belt - 1 essentia - +3 Natural Armor.
Shoulders: Shadow mantle - 1 essentia - +6 Listen checks
Crown: Shedu Crown - 1 essentia - immunity to bullrush, +1 vs. mind effecting spells and effects.
Heart: Blink Shirt - 2 essentia - Dimension door as a move action, 30 ft. - bound to Totem Chakra.

Languages: Common, Goblin.

Possessions: 1 masterwork light crossbow, 1 common spear, +1 mithral chain shirt, Cloak of Resistance +1, Lightning Gauntlets, Amber Amulet of Vermin(Giant Stag Beetle), 5 cure light wounds herbs, tile of lesser restoration, 2 cure moderate wounds herbs, healing belt, back pack, dagger, chalk, 3 sunrods. 4 gp, 11 sp, 11 cp.
------​
Jayla's aunt, a human druid by the name of Brin, was among the original adventurers who survived the ordeal 15 years ago, though she sustained an injury in her leg that never healed right. Brin always imagined that the temple would come back, and prepared her 3 young sons to one day fight it off. Unfortunately, the eldest son is currently 11 and can barely hold a spear, so it fell to Jayla, her eldest niece.

Jayla was a witch-babe, born under a full moon during midsummer, and this left her touch with incarnum. She's always felt a bit different from her siblings - a bit more feral, a bit more primal. Jayla was the second oldest of 5 children(3 boys, 2 girls). Her family lived about 10 miles out of Hommlet on a small farm. When she was 7, Jayla found a small green snake in the grass with a ruby on its head. The snake, Brian, had been awakened by a druid about 10 years ago, and now was a totemist himself. Brian began to teach Jayla about the balance of nature and how to be in harmony with all around.

Jayla's parents quickly found out about this, and tried to put a stop to it imediately. Unfortunately for them, once Jayla had tasted what she could do with incarnum, she was unwilling to let it be. She saw no reason to stop - it hadn't hurt anyone, on the contrary - Brian had become her first friend. About two months later when she was 9, Jayla's parents forced her to leave the farm.

For three years, Jayla and Brian travelled around, learning more and more about this wonderful power they both shared and more about each other. As they grew closer, the snake became enamoured with Jayla, and would watch her constantly. This led him to return to the same druid who had awakened him, and beg her to transform him into a human or something similar. This druid was Brin.

Brin agreed to do as requested, in exchange for Jayla's assistance with the temple. Jayla, not knowing Brian's motives, was unsure about it at first, but upon hearing that not only it was her aunt's request, but that there was supposed some form of elixer that made the drinker's soulmelds far more powerful, agreed to check it out.

-----​
Appearance without soulmelds:
Wiry and thin, Jayla is of medium hieght with pitch black hair, pale skin, and blue eyes. Her eyes, entirely blue, make people know that she is no ordinary human. Because of this, she makes no effort to truly fit in, in either style or personality. Jayla wears leather leggings and tunic, with a cloak made of starling feathers. Her cloathing is decorated with porcupine quils and feather fletchings. Her belt is made of flat shell disks, which gleam with a purply light, and on it hang several herb packets(1 cure mod, 2 cure light), and on her back is a highly decorated backpack and crossbow.
 
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Serin Dajeep

Code:
[B]Name:[/B] Serin Dajeep
[B]Class:[/B] Rogue
[B]Race:[/B] Half-Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] none

[url=http://invisiblecastle.com/find.py?id=1211577]stats[/url]

[B]Str:[/B]     16 +3           [B]Level:[/B] 4        [B]XP:[/B] 6200
[B]Dex:+1[/B]   17 +3           [B]BAB:[/B] +3         [B]HP:[/B] 28 [url=http://invisiblecastle.com/find.py?id=1213873](4d6=20)[/url]
[B]Con:[/B]     15 +2           [B]Grapple:[/B] +6     [B]Dmg Red:[/B] N/A
[B]Int:[/B]     14 +2           [B]Speed:[/B] 30'      [B]Spell Res:[/B] N/A
[B]Wis:[/B]     12 +1           [B]Init:[/B] +3        [B]Spell Save:[/B] N/A
[B]Cha:[/B]     13 +1           [B]ACP:[/B] -0         [B]Spell Fail:[/B] N/A

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B] Leather      10    +3    +0    +3    +0    +0    +1    17
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 17

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +2          +3
[B]Ref:[/B]                       4    +3          +7
[B]Will:[/B]                      1    +1          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Masterwork Rapier         +7     1d6+3      18-20/×2
Shortbow                  +6     1d6+3      X3
Dagger                    +7     1d4+3      19-20/×2

[B]Languages:[/B] Common, Elven, Goblin, Orc

[B]Abilities:[/B] Sneak attack +2d6, Evasion, Trapfinding, Uncanny dodge, Trap sense +1

[B]Feats:[/B] Point Blank Shot , Nimble Fingers

[B]Racial Feats/Traits:[/B] Low-light Vision, Immune to Sleep spells, 

Skill Points: 8+2(int)x7=70   Max Ranks: 7/7
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise         (int)          +2                 +2
Balance          (dex)     3    +3                 +6
Bluff            (cha)          +1                 +1
Climb            (str)     2    +3                 +5
Concentration    (con)          +2                 +2
Craft            (int)          +2                 +2
Decipepher Script(int)          +2                 +2
Diplomacy        (cha)          +1        +2       +3
Disable Device   (int)     7    +2        +2       +11
Disguise         (cha)          +1                 +1
Escape Artist    (dex)          +3                 +3
Forgery          (int)          +2                 +2
Gather Info      (cha)          +1        +2       +3
Handle Animal    (cha)          +1                 +3
Heal             (wis)          +1                 +2
Hide             (dex)     7    +3                 +10
Intimidate       (cha)          +1                 +1
Jump             (str)     4    +3                 +7
Knowledge        (int)          +2                 +2
Listen           (wis)     7    +1        +1       +9
Move Silently    (dex)     7    +3                 +10
Open Lock        (dex)     7    +3        +2       +12
Perform          (cha)          +1                 +1
Profession       (wis)          +1                 +1
Ride             (dex)          +3                 +3
Search           (int)     7    +2        +1       +10
Sense Motive     (wis)          +1                 +1
Sleight of Hand  (dex)     7    +3                 +10
Spot             (wis)     7    +1        +1       +9
Survival         (wis)          +1                 +1
Swim             (str)          +3                 +3
Tumble           (dex)          +3                 +3
Use Magic Device (cha)          +1                 +1
Use Rope         (dex)     5    +3                 +8


[B]Equipment:                  Cost  Weight[/B]
Leather Armor +1          1160gp   15lb
Ring of Protection +1     2000gp    -
Rapier (MasterWork)        315gp    2lb
Short Bow                   30gp    2lb
Arrows (20)                  1gp    3lb
Dagger (MasterWork)        302gp    1lb
Thieves Tools (MasterWork) 100gp   2lb
Backpack                     2gp    2lb
Rope (50’)                   1gp   10lb
Grappling Hook               1gp    4lb
Waterskin                    1gp    4lb
Potion:Neutralize Poison   750gp    1lb
Amulet of Translocation (Formally an anklet of translocation)
     (10' instant movement, twice/day, swift action)

[B]Total Weight:[/B] 46lb      [B]Money:[/B] 737gp

                          [B] Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 76   153   230   460   1150

[B]Age:[/B] 25
[B]Height:[/B] 5'10"
[B]Weight:[/B] 160lbs
[B]Eyes:[/B] Black
[B]Hair:[/B] Black
[B]Skin:[/B] Tan
Appearance: A better than average looking young man, with an easy to like look about him, Serin sports black hair and eyes so dark they appear black in the center with whites barely visible. His hair is shoulder length and flowing easily, hiding his elf-like ears. face is clean shaven. He wears leather armor and a nice blackish shirt to help hide in shadows. A dagger sheath on his belt, and a bow and a backpack on his back, and a very nice Rapier at his side as the primary weapon for melee.

Serin_rtt.jpg
 
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Code:
[B]"Vendan Iskrune"[/B]
Wizard 4

Medium-size humanoid
Race: Male Human
Alignment: N
Age: 17
Height: 5'8", 150#

Str 11 +0
Dex 12 +1
Con 13 +1
Int 17 +3 (16, +1 level)
Wis  6 -2
Cha 12 +1

Initiative: +1
Speed: 30 ft
Armor Class: 11 (+1 Dex)
HD 4d4 + 4
HP 15 (4/4/1/2 + 4)

Saves: Fort +3, Ref +3, Will +3

BAB: +2
Grapple: +2

Feats
  Skill Focus Knowledge Religion (Human)
  Scribe Scroll (Wizard 1)
  Improved Initiative (Level 1)
  Extend Spell (Level 3)

Skills: 42 pts (6x7) 
  Concentration       			 +8 (7 Ranks +1 Con)
  Decipher Script     			 +8 (5 Ranks +3 Int)
  Spellcraft         			+12 (7 Ranks +3 Int, +2 Knowledge Arcana)
  Knowledge Arcana   			+10 (7 Ranks +3 Int)
  Knowledge Architecture + Eng		 +4 (1 Ranks +3 Int)
  Knowledge Dungeoneering		 +4 (1 Rank +3 Int)
  Knowledge Geography			 +4 (1 Rank +3 Int)
  Knowledge History			 +4 (1 Rank +3 Int)
  Knowledge Local		 	 +4 (1 Rank +3 Int)
  Knowledge Nature			 +4 (1 Rank +3 Int)
  Knowledge Nobility + Royalty		 +4 (1 Rank +3 Int)
  Knowledge Religion 			+13 (7 Ranks +3 Int +3 Skill Focus)
  Knowledge The Planes			 +4 (1 Rank +3 Int)
  Tumble	      			 +1 (0.5 cc Ranks +1 Dex)

Languages: 
  Automatic: Common
  Bonus: Abyssal, Celestial, Draconic

Wizard Abilities
  Summon Familiar, Scribe Scroll

[B]Spells Prepared[/B] (DC 13 +spell level)
  0 (4) : Daze, Dancing Lights, Prestidigitation, Ghost Sound
  1 (3+1): Grease, Mage Armor, Ray of Enfeeblement, Silent Image
  2 (2+1): Alter Self, Glitterdust, Web

Spellbook
  0: All 0-level spells
  1: Alarm, Grease, Identify, Mage Armor, Protection from Evil, 
     Ray of Enfeeblement, Shield, Silent Image
  2: Alter Self, Glitterdust, Invisibility, Web

Equipment: (5400 gp starting wealth)
  Dagger					(    2 gp,    1#)
  Light Crossbow				(   35 gp,    4#)
  Pearl of Brain Lock                   	(    - gp,    -#)
  Bolts x10 					(    1 gp,    1#)
  Cloak of Resistance +1			(1,000 gp,    1#)
  Brooch of Stability				(    - gp,    -#)
  Adventurer's Outfit 				(    - gp,    -#)
  Spell Component Pouch 			(    5 gp,    2#)
  Scroll Case 					(    1 gp,    0.5#)
    Scroll of Alarm (Extended, CL 4)		(  100 gp,    -#)
    Scroll of Comprehend Languages		(   25 gp,    -#)
    Scroll of Mage Armor x2 			(   25 gp,    -#)
    Scroll of Protection from Evil x2 		(   25 gp,    -#)
    Scroll of Ray of Clumsiness			(   25 gp,    -#)
    Scroll of Shield x4 			(   50 gp,    -#)
    Scroll of Alter Self			(   75 gp,    -#)
    Scroll of Baleful Transposition		(  150 gp,    -#)
    Scroll of Detect Thoughts			(  150 gp,    -#)
    Scroll of Greater Slide			(  150 gp,    -#)
    Scroll of Mirror Image			(  150 gp,    -#)
    Scroll of Ray of Stupidity			(  150 gp,    -#)
    Scroll of See Invisibility			(  150 gp,    -#)

  Pouch, over shoulder				(    1 gp,    0.5#)
    Pearl of Power I x3				(3,000 gp,    -#)
    Potion of Cure Light Wounds x2		(  100 gp,    -#)
    Candle 					(    0.01 gp, -#)
    Chalk					(    0.01 gp, -#)
    Flint and Steel 				(    1 gp,    -#)
    Ink 					(    8 gp,    -#)
    Inkpen 					(    0.1 gp,  -#)
    Paper 					(    0.4 gp,  -#)
    Rations					(    0.5 gp,  1#)
    Sack 					(    0.1 gp,  0.5#)
    Spellbook 					(    - gp, 3#)
    Waterskin 					(    1 gp, 4#)
    1 pp, 8 gp, 8 sp, 8cp			(    1#)
  Carried Weight: 18.5# (38/76/115)

Description
Vendan is a human male of smaller than average stature. He has long black hair and a clean shaven face. He dresses and robes, and has mystical tattoos adorning his body.


Background
Vendan Iskrune’s father was a skilled wizard, chosen to take part in a raid into the Temple of Elemental Evil. Vendan remembers his father Volom as a brave wizard and adventurer.

To Volom's joy, Vendan inherited his father’s intelligence and ability for wizardry, and showed much more promise than his other children. Young Vendan would watch his father practicing his magic, and was often allowed to study with him in his library and laboratories. Volom tutored Vendan in the ways of magic, spellcraft, and what it meant to be a wizard. Vendan studied with passion and zeal, and learned quickly.

Volom would regale young Vendan with stories of his adventures, of his battles with fierce creatures and how they were brought down by his magic and the swords of his companions. For years young Vendan felt his father was invincible, as he went on adventure after adventure, always coming back stronger and wealthier than before. Vendan gpeamed that when he was ready he would accompany his father on adventures, wading into battle, feeling its intoxicating rush. But he also knew of its dangers.

It was a beautiful clear day when Volom left, to a small town called Hommlet, to make a raid on the Temple. It was the last time Vendan saw his father. Vendan imagined his father and his band must have delved deep into the Temple, defeating many fell creatures. Moving deeper and deeper, they must have been finally overwhelmed by a swarm of monsters, or perhaps a evil elementals, or even a powerful demon. Whatever it was, Vendan imaginged his father and his companions went down in an orgy of flesh and blood, swords and spears, magic and counter-magic. None of Volom's party returned, or were ever found. It was a small consolation to Vendan when he heard the Temple finally fell a couple months later. No doubt the Temple had been weakened by Volom's raid, allowing the final 'heroes' to be victorious.

With the loss of his father, the family's wealth slowly whittled away. It was quite a lesson to learn how, without the presence of his powerful father, thieves, extortionists and swindlers could reduce a wealthy family to nothing. Then, one night, Iskrune's tower was invaded. His brothers Tundin and Gilmore, and his sisters Binti and Trina, and his mother Kira, all fairly accomplished warriors or priests, fell quickly. Vendan was coming back from the village at the time, and heard the clamor of battle and the screams of his siblings as he ran to the burning tower.

Not knowing if his family was alive or dead, he gripped his staff and rushed in, meeting the human and gnoll raiders. After a fierce battle, killing near a dozen raiders with his magic and the power of some of his father's items, Vendan was the only one left standing.

Now without a family, without a father and a teacher, Vendan gathered up whatever items he could manage from the burning tower and fled. He could see the campfires of other raiders nearby, and knew he had to flee. Thus Vendan started his travels, meeting others along the way and having some adventures of his own. Until one day he realized he was not far from Hommlet, the place where his father met his end. He felt drawn there, hoping to honor the life and death of his father, Volom Iskrune.
 

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Nairb, Human NG Fighter 4, Build 2.0

Str: 16 +3 HP: 25 (Taking the average of a d10 all levels but level 1)
Dex:16 +3 BAB: +4 (With a melee and ranged attack of +7)
Con:11 +0 Fort: +7
Int: 14 +2 Ref: +4
Wis:12 +1 Will: +2
Cha:11 +0 AC: 20

Skills: (24 Total) Bluff +1/2 sp (cc), Craft (Trapmaking) +7/5 sp, Decipher Script +2/1 sp (cc), Disable Devise +3/2 sp (cc), Move Silently +4/1 sp (cc), Knowledge (all categories in PHB besides Arcana) +1, Heal +3/3sp (cc.)

Notes on Skills: With Nairb's skill selection I tried to reflect someone who was given the finest tutoring money can buy, and someone who is fairly good at making things. Would it be possible for me to start the adventure with some traps made?

Feats: Improved Buckler Defense (from Complete Warrior), Two Weapon Fighting, Improved Initiative, (Now using fighter bonus feats) Block Arrow (From Heroes of Battle), Power Attack, Improved Sunder

Weapons: Mastercraft Warhammer, Mastercraft Shortsword, Composite (+3 Str bonus) Shortbow and 40 arrows.

Armor: +1 Chain shirt, Mastercraft Buckler.

Equipment: Backpack with food and water. Gold pieces I have left over. (Will calculate tomorrow)

Attacks: Warhammer and Shortsword +6/+6 1d8+3 and 1d6+3
Composite Shortbow +7 1d6+3

Background: Narib Sanuc grew up having anything a boy could ever want, except the love of Richard, his father. Richard left when Narib was still in his mother's womb, and came back with riches and fame. Richard didn't stay home for very long, there was always an Orcish hoard to fight, or a princess to rescue, or a dragon that needed slaying. The only interaction Nairb ever had with his father was screaming matches over "why can't you be more like me." At seventeen Nairb decided to try and be more like Richard and ran away to make his way in the world. When he was given a letter urging him to return to Homlett, site of his father's first triumph over evil, it was only natural that Nairb would try to investigate. Little does he know what he is getting into.

Personality: Nairb firmly belives in appearance over action, everywhere he goes he makes sure to look like the toughest thing in the room, even if he isn't. Despite this, Nairb has a good heart and ends up trying to help people he encounters.
 
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