Turmoil in Ghelspad [Scarred Lands] characters


log in or register to remove this ad

Paxus Asclepius

First Post
Torvin the Scribe, Dwarven Conjuror 3

Str 8 (-1) [0 points]
Dex 14 (+2) [6 points]
Con 16 (+3) [6 points, +2 racial]
Int 18 (+4) [16 points]
Wis 8 (-1) [0 points]
Cha 6 (-2) [0 points, -2 racial]

HD: 3d4+9 Hp 21
Attack: -2 melee, 1d3-1 unarmed, or +4 ranged, 1d8 crossbow
Saves: F+4 R+3 W+2

Skills:
Concentration +9 [6 ranks, +3 Con]
Knowledge:
Arcana +11 [6 ranks, +4 Int, +1 Absent-Minded]
Dungeoneering +11 [6 ranks, +4 Int, +1 Absent-Minded]
Nature +11 [6 ranks, +4 Int, +1 Absent-Minded]
The Planes +14 [6 ranks, +4 Int, +3 Skill Focus, +1 Absent-Minded]
Spellcraft +10 [6 ranks, +4 Int]

Languages: Dwarven, Common, Aquan, Auran, Ignan, Terran

Feats: Spellcasting Prodigy, Skill Focus: Knowledge (the planes), Augment Summoning (bonus), Scribe Scroll (bonus)

Dwarf Traits:
*Darkvision 60 ft
*Stonecunning
*Runic Heritage: 2/day detect magic or arcane mark
*Weapon Familiarity: treat dwarven waraxes and urgroshes as martial weapons, rather than exotic
*Stability: +4 to resist bull-rush or tripping while standing on ground (ie. both feet planted)
*+4 dodge bonus against giant type (Huge or larger)
*+2 attack roll if another dwarf is within 5 feet

Traits: Absent-minded (+1 to Knowledge, -1 to Spot and Listen), Spellgifted (+1 caster level to conjuration, -1 caster level to other schools)

Flaw: Noncombatant (-2 to all melee attacks)

Spells Known: (Prohibited schools illusion and necromancy)
0th: All PHB
1st: Alarm, Comprehend Languages, Mage Armor, Magic Missile, Magic Weapon, Protection from Evil, Summon Monster I, True Strike, Web Sphere
2nd: Acid Arrow, Dragonhide, Ice Shards, See Invisibility, Summon Monster II, Web

Spells Prepared: (Save DC 15+level) (4+1/4+1/2+1)
0: Detect Magicx2, Read Magicx2, Ray of Frost
1: Mage Armor, Magic Weapon, Summon Monster Ix2, Web Sphere
2: Dragonhide, Summon Monster II, Web

EQ: MW light crossbow, 50 bolts, spellbook (4 2nd level spells purchased), spell component pouch.

Scrolls: (25gp per 1st, 75 per 1st at caster level three, 150 per 2nd)
1st: Alarm x2, Comprehend Languages x2, Magic Missile x5, Magic Weapon x3, Protection from Evil x2, True Strike x2
2nd: Acid Arrow x3, Ice Shardsx2, See Invisibility x2, Web x3

Appearance: Torvin is short and stocky, even for a dwarf; the only thing elegant about him are his long, spidery fingers, which manipulate pens and spell components with unusual grace. His black, curly hair and beard are seldom washed or groomed, merely tied back with leather thongs. He wears simple black robes, and traditional casting clothes underneath.

Personality: Torvin is simply, flat-out, clueless. His parents encouraged him to get a proper education, and to learn magic; this encouragement was strong enough that he has spent very little time outside of the library. While brilliant in academic matters, he is not particularly observant, and has no real knowledge of social interactions. Nevertheless, he enjoys the company of others, and has difficulty understanding how he always ends up ignored on the periphery of any conversation.
 
Last edited:

ferretguy

First Post
Soleril Quilserve 1/1 Monk/Rogue Dark Elf 30' Base Move

Str: 11 (3pts)
Dex: 18 (10 pts +2 racial) +4
Con: 10 (4 pts -2 racial)
Int: 13 (3 pts +2 Racial) +1
Wis: 14 (6 pts) +2
Chr: 12 (2 pts +2 racial) +1

AC: 16 (10 +4 dex +2 Wis )
Hits:14
BAB: 0 -2/-2 Flurry Melee: +1 quarterstaff/shortsword
...............................Range: +4 Hand Crossbow
Saves:
Fort: +2 Ref: +8 Will: +4(+6 vs spells, +8vs enchantment)
Initiative: +8 (+4 Dex +4 Improved Initiative)
Dark Elf Abilities:
Darkvision: 120'
Immunity to sleep
+2 vs enchantment
+2 listen, search, and spot
+2 will save spell or spell like effects
Spell like Abilities: 1/day Blur, Mirror Image (as dark elf level)
Thief:
Sneak Attack: +1d6
Trapfinding
Monk:
Stunning Fist (DC:13)
Flurry of Blows
1d6 unarmed damage
Feats:
Improved Initative
Negotiator: +2 Sense Motive, +2 Diplomacy

Skill:..................Level:.....Stat:......Mod:......Total:
Balance .............2............4........................6
Climb.................2......................................2
Disable Device.....3.............1.......................4(6)
Escape Artist......1.............4........................5
Hide..................3.............4........................7
Diplomacy...........2.............1..........2............5
Bluff..................2.............1........................3
Sense Motive......3.............2..........2............7
Search...............3.............1..........2............6
Spot..................3.............2..........2............7
Open Lock..........2..............4.......................6(8)
Listen................3.............2..........2.............7
Concentration......2.......................................2
Know(Arcane).....2..............1........................3
Tumble..............3..............4........................7

Equip:
Masterwork Thieves Tools (+2 Disarm Device and Open Locks) 2#
Monks Outfit
Masterwork Quarterstaff 1d6 (x2) 4#
Masterwork Shortsword 1d6 19-20 (x2) 2#
Hand Crossbow 2#
30 Bolts 1d4 19-20 (x2) 3#
Tanglefoot Bags (x2) 8#
Backpack 2#
2 Small Sacks 1#
Blanket-Winter 3#
Waterskin 4#
5 Days Trail Rations 5#

Total Carried: 35# gold: 1482gp

Appearance:
Soleril is nondescript.....as any dark elf monk would be traveling the surface world of Ghelspad. He stands 5'2" weighing in at a strapping 94#, his white hair cropped short on the sides, but long in the center drapping down to below his shoulders. His arms and legs are covered with swirling patterns of ink denoting his previous life in Dier Drendal, which at times during his meditations, his fingers still trace in memory of what once was. He keeps his quarterstaff his old master gave him at all times by his side, which has dwarven runes engraved on its surface which his master told him when the time is right the runes would reveal their purpose to him.
History:
Soleril Quilserve had spent the beginnings of his life like any dark elf of the underdark of the Kelder mountain region: doing his part to bring the dwarfs of Burok Torn to their knees for his God (as his priests would speak of the great betrayal). After many years of using his skills to aid ambushing these stubborn beings, he one day met a dwarf who changed his life.This dwarf singlehandedly beat a dark elf patrol only using a old deeply worn quarterstaff (and knocked him out as he tried to stick him from behind...). He was awakened by a rough boot to the side from what he thought was a great warrior, was instead an old dwarf in robes.
This Dwarf calmly explained to him that he was a member of The Exemplars of Onn...a monastic order dedicated to understanding the Eternal KI....and this war between their 2 peoples was serving as a disruption of this vital force. He had let Soleril live to become his student, to carry on his work when he was gone. As they talked, Soleril felt the true calling of his life, to find and perfect himself and then return home to end this waste of the vital energy of his people. He traveled with Draeor (the dwarven Monk),learning his ways, managing one day to send word back to his father in his homeland(his father a mid level priest of Nathalos....)that he was done with this war and would one day return to show his people the foolishness of what they were doing...
Draeor recently dissappeared leaving a note and a staff..."Your journey is just begune, when you have found that which cannot be found I will return."
He now travels the lands above searching for the meaning behind his masters words.
 
Last edited:

Voadam

Legend
Harl Gurrok

Ghelspad Mountain Dwarf Barbarian 3 (3.5 class)

Str 16 (10 points)
Dex 14 (6 points)
Con 16 (6 points +2 racial)
Int 8 (0 points)
Wis 10 (2 points)
Cha 10 (4 points -2 racial)

Hit points 45 (12x3 +9)
AC 17 (5 armor, 2 dex), touch 12, Flat footed 17
Fort +6 (+8 disease or poison) Ref +3 (+4 vs traps) Will +1
BAB +3, Grapple +6
Medium Size
30 feet movement
Chaotic Good

Speaks common, dwarven

Dwarf Traits

Darkvision 60 ft

Stonecunning

Runic Heritage: 2/day detect magic or arcane mark

Weapon Familiarity: treat dwarven waraxes and urgoshes as martial weapons, rather than exotic

Stability: +4 to resist bull-rush or tripping while standing on ground (ie. both feet planted)

+4 dodge bonus against giant type (Huge or larger)

+2 attack roll if another dwarf is within 5 feet

Feats
Dodge, Mobility

Skills
Intimidate +6 (6 ranks +0 Cha)
Listen +6 (6 ranks +0 Wis
Survival +6 (6 ranks +0 Wis)

Barbarian abilities

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Equipment
Masterwork Breastplate (350 gp)
Masterwork rune-covered Heirloom Greatsword (350 gp) 2d6+4 19-20
Cold Iron Spiked Gauntlet (10 gp) 1d4+3
Dagger (2gp) 1d4(+3) 19-20
1,988 gp

Somewhat of a misfit who did not learn his runes and did not fully fit into the lawful lifestyle Harl Gurrok is a brave berserker, not a disciplined warrior. He thought about joining the Iron Guard who patrol the mountain passes of Burok Torn, but realized even their lives on the outside were filled with too many restrictions for him and would not satisfy his wanderlust. When he heard his cousin Torvin was journeying outside the mountain Harl jumped at the chance to accompany him and see the world. Harl wants to journey to foreign lands, meet exotic new monsters, and kill them.
 
Last edited:

Hammerhead

Explorer
Lydia Sitarak
Lawful Neutral Human Necromancer 3
Hit Dice: 3d4+6 (16 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (Light Load: 18 lb./26 lb.)
AC: 12 (+2 Dex)
Full Attacks: Dagger +0 (1d4-1), Light Crossbow +4 (1d8)
Attacks: Dagger +0 (1d4-1), Light Crossbow +4 (1d8)
Racial Traits: Extra skills, bonus feat
Class Features: Familiar, Arcane Spellcasting, School Specialization: Necromancy, Forbidden School (Illusion)
Saves: Fort +3 Ref +3 Will +4
Abilities: Str 8, Dex 14, Con 14, Int 16, Wis 12, Cha 10
Skills: Alchemy +9 [6 ranks], Concentration +8 [6 ranks], Heal +4 [3 ranks], Knowledge: Arcana +9 [6 ranks], Knowledge: History +9 [6 ranks], Spellcraft +9 [6 ranks]
Feats: Spellcasting Prodigy, Scribe Scroll, Improved Initiative, Spell Focus: Necromancy
Languages: Common, Dwarven, Infernal, Elvish
Spells
0th (4+s) DC 14 - Disrupt Undead, Detect Magic (2), Daze, Prestidigation
1st (3+s) DC 15 - Ray of Enfeeblement, Mage Armor, Magic Missile, Sleep
2nd (2+s) DC 16 - Scare, Scorching Ray (2)

Equipment (1509/2,700 gp)
Hollowfaust Robes [6 lb]
Spellbook (765 gp) [3 lb]
Spell Component Pouch (5 gp) [2 lb]
Masterwork Light Crossbow (335 gp) [4 lb.]
Crossbow Bolts-20 (2 gp) [2 lb]
Dagger (2 gp) [1 lb]
Scroll of Scorching Ray (150 gp)
Scroll of Expeditious Retreat (50 gp)
Scroll of Spider Climb (150 gp)
Scroll of Comprehend Languages (50 gp)

Spellbook
0th: All
1st: Shield, Endure Elements, Grease, Mage Armor, Comprehend Languages, Identify, Charm Person, Sleep, Magic Missile, Cause Fear, Ray of Enfeeblement, Enlarge Person, Expeditious Retreat, Feather Fall
2nd: Glitterdust, Web, See Invisibility, Tasha' Hideous Laughter, Scorching Ray, Scare, Spider Climb
 
Last edited:

Paxus Asclepius

First Post
Torvin's Commonly Summoned Monsters:

All elementals have the following qualities:
Darkvision 60 ft
Immune to paralysis, poison, sleep effects, and stunning
Not subject to critical hits or flanking
Does not eat, sleep, or breathe

All air elementals have Air Mastery.
All earth elementals have Earth Mastery and tremorsense 60 ft.

Common Special Qualities:
Air Mastery: Airborne creatures take a -1 to hit and damage against [creature].
Earth Mastery: [Creature] gains a +1 to attack and damage if both it and its foe are touching the ground. If an opponent is airborne or waterborne, [creature] takes a -4 penalty on attack and damage rolls.


Summon I:

Air Blood Hawk:
Hd 1d8+2 (6 hp)
Initiative +6
Speed fly 100 perfect
AC 19, touch 17, flatfooted 13
BAB +1/Grapple +0
Attack Claw +8
Full Attack 2 claws +8, bite +3
Damage claw 1d3+3, bite 1d4+1
SA: Wounding
SQ: Air Mastery
Saves F+4, R +8, W+1
Hide +8, Listen +2, Search -2, Spot +2
Weapon Finesse, Flyby Attack

Wounding: Anyone struck by a claw or bite attack loses 1 hp per round (cumulative per attack), until a Heal check DC 15 or curative magic is applied.

Earth Badger
HD 1d8+4 (8 hp)
Initiative +2
Speed 30 ft, burrow 20 ft
AC 17, flatfooted 15, touch 13 (15, 13, 11 when raging)
BAB+0/Grapple-2(+0 raging)
Full Attack 2 claws +3, bite -2
Damage Claw 1d2+1 (+3 raging), bite 1d3 (+1 raging)
Saves F +6 R +4 W +1
SQ Earth Mastery
Escape Artist +7, Listen +3, Spot +3
Track, Weapon Finesse

Summon II

Earthen Scorpion (medium)
HD 2d8+8 (17 hp)
Initiative -1
Speed 40 feet, burrow 20ft
AC 16, touch 9, flatfooted 16
BAB+1/Grapple+5
Full Attack 2 claws +5, sting +0
Damage claws 1d4+4, sting 1d4+2 +poison
Saves F +7, R -1, W +0
SA Improved grab, constrict 1d4+4, poison
SQ Earth mastery, tremorsense 60 ft

Poison; 1d3 Con primary and secondary, DC 15

Air Wolf
HD 2d8+8
Initiative +5
Speed 50 ft, fly perfect 100
AC 17, touch 15, flatfooted 12
BAB+1/Grapple+4
Attack bite +5 melee
Damage 1d6+3
Saves F +7 R +8 W +1
SA: Trip
SQ: Air Mastery
Hide +5, Listen +3, Move Silently +6, Spot +3, Survival +1
Track, Weapon Focus (bite)
 
Last edited:

Argent Silvermage

First Post
Ashcroft Skulos (finally done.)

Half Elf, 3rd-Level Druid
Medium Humanoid (Half-Elf)
Hit Dice: 3d8 (24 hp)
Initiative: +2
Speed: 20 ft. (4 squares)/ 30 out of armor.
Armor Class: 19 (+2 Dex, +5 Dragonhide breastplate, +2 heavy shield), touch 12, flat-footed 17
Base Attack/Grapple: +2/+2
Attack: Cold Iron Scimitar +4 melee (1d6/18–20) or Sling +4 ranged (1d4/x2)
Flame Blade: Flame Blade +4 melee (1d8+1 fire damage/18-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Half-Elven traits
Saves: Fort +3, Ref +3, Will +6*
Abilities: Str 10, Dex 14, Con 10, Int 14, Wis 16, Cha 10
Skills: Listen +10, Search +4, Spot +10, Knowledge Nature +12, Survival +12, Concentration +6, and Handle Animal +3, Ride +5.
Languages: Common, Elf, Druidic, Ignan and Giant
Druid Talents: Animal companion, nature sense, wild empathy, Woodland stride, Trackless step
Feats: Elemental Focus: Fire, Weapon focus: Scimitar.
Alignment: Chaotic Neutral

Half-Elf Traits (Ex): Half-elves possess the following racial traits.
—Medium size.
—A half-elf ’s base land speed is 30 feet.
—Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
—Low-light vision.
— +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf ’s ability to notice secret doors simply by passing near them.
— +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust.
—Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.

Spells Known:
Orisons: Detect Poison, Mending, Create water, resistance
1st Level: Entangle, Cure light Wounds, Magic Stone.
2nd Level: Flame Blade, Heat Metal.


Equipment:
MW Dragonhide breastplate [1000]
MW Cold Iron Scimitar [630]
MW Heavy Darkwood Shield [257]
Sling [0]
10 sling bullets [1s]
10 cold iron sling bullets [2s]
10 alchemical silver sling bullets [2g 1s]
50’ silk rope [10]
2 belt pouches [2]
Spell component pouch [5]
4 vials of antitoxin [200]
2 tanglefoot bags [100]
5 thunderstones [150]
5 alchemists fire [100]
50 tindertwigs [50]
10 sunrods [20]
Ancestral brass ring. [0]

Spitfire Horse, Light
Large Animal Companion
Hit Dice: 5d8+10 (50 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 17 (–1 size, +1 Dex, +5 natural, +2 barding), touch 10, flat-footed 16
Base Attack/Grapple: +2/+8
Attack: Hoof –2 melee (1d4+1*)
Full Attack: 2 hooves –2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +6
Feats: Endurance, Run
Companion Traits: Link, share spells, Evasion.


Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.
Tricks:
1) Accept Barding, bit and bridle
2) Accept rider
3) Drag with rope.
4) Defend Ashcroft
5) Hide
6) Trail behind
7) Come when called
8) Buck off rider on command.


Equipment:
Leather barding [40]
Riding Saddle [10]
Bit and bridle [2]
Saddle bags [4]
Tent [10]
105g 8s to spend.


Background:
Ash’s story is one of a family’s failure. The Skulos* clan is a sorcerous lineage stretching back to an Efreeti that mixed it’s blood with a humans. The family prides itself on all of it’s members being sorcerers of some power. All that is but one.
Ashcroft was born on a day that was strange. The animals were acting oddly in the pasture of the Skulos estate and the weather had turned unnaturally violent. He did not cry once while he was born or after. While he grew it was obvious that he was “different” from the rest of the clan. His temper was legendary even for their family. He also had a way with animals that the rest didn’t understand. The biggest issue however was his total lack of arcane gifts.
His father Pyrus Skulos the 12th decided that a rival sorcerer family must have cursed the child and no amount of talking would dissuade him from starting a mage war with their rivals**. This war lasted many years until one day Ashcroft decided he had had enough of his family and being so ill equipped to defend himself from attacks. He left the estates when he turned 16 and wandered into the wilds alone.

It didn’t take him long to wander into the path of a hermit who seeing the boy had potential for the ways of the green took him in and taught him everything he knew. Ashcroft showed great power with fire magics and his skill with scimitar was unquestioned. He was the hermit’s link to the outside world and Ash found that he was living very comfortable in two very distinct worlds. He lived half the time in a local village where he was known as a guide through the woodlands and the hermit’s camp where he was an aspiring druid. Eventually these two worlds collided when the town was hit hard by a plague brought about by a witch but the hermit was blamed and before Ash found out about the problem the hermit was captured and hung. Ash hunted down the witch and slaughtered her and her huge bond beast serpent.
He now roams the land trying to find a place where he can live again in both worlds peacefully.

* The skulos family is writen up in the Complete Wizards, Sorcerers and Bards book.

**Insert whomever you wish.
 
Last edited:

Remove ads

Top