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[v.3.5] Campaign Guide: Crow God PbP Game!


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Knightfall

World of Kulan DM
[MENTION=11520]Scotley[/MENTION], the Knowledge check I rolled for you was a 20, which is automatically considered a 30 for my games. As a result, Phar can related any part of the following information about Immotion to the other PCs. And if you have any other question about her, I'll try to answer what I can off the top of my head.

Patron of Magic, Goddess of Purity and Cleansing

Intermediate Deity
Symbol:
Crossed longsword and staff surrounded with blue aura
Home Plane: Elysium
Godly Realm: Soul of Magic
Alignment: Neutral good
Portfolio: Cleansing, magic, purity, rune magic, spellcasters, spells
Worshipers: Bards, crusaders, elementalists, monks, paladins, sorcerers, warmages, wizards, the gema, any good or neutral arcane spellcaster
Cleric Alignments: NG, LG, CG
Domains: Good, Magic, Purity, Rune, Spell, Water
Favored Weapon: Longsword or quarterstaff

Immotion is the North Goddess of Purity and Cleansing and the Patron of Magic. She is wife of Jalivier, North God of the Sun. Her brother Xuar, known as the Jealous Arcane, stole some of her arcane power by attacking her with his spear and drinking some of her blood. It was Jalivier who saved her by raising the Greystone Mountains up to the sky and by using the power of the sun to heal her.

Immotion’s Avatar always appears in either one of two forms. Either as a huge human female cleric/paladin dressed in silver plate armor wielding a huge +5 spell storing disruption holy longsword or as a medium-sized human or elven wizard/sorcerer wielding a +5 staff of power (no charges required). In either form she is both beautiful and fierce to behold with long hair, shimmering both golden and fiery red, and silver skin.

An aura of radiant, blue light surrounds her at all times and her Avatar cannot hide its divine nature from mortals. If Immotion chooses to manifest on the Material Plane it is in the form of either a floating longsword with a blue aura or the audible effect of any spell.

Dogma
Immotion teaches her followers the tenets of purity, magic, and cleaning rituals. Purity of heart is more important than the power of magic. One shouldn’t use magic for evil or destruction even when fighting evil. Purity of body is also important and her clerics must remain chaste until after marriage. Magic is to be protected from those who would use it for evil. She teaches the concept of crusading to capture and destroy evil artifacts, especially those of Xuar. Evil magic is forbidden. (Immotion’s followers may use only the Necromantic spells listed in the Special Sidebar [see below], regardless of class or specialty.) Cleansing rituals often involve water, but it isn’t required. Cleansing of ones magical aura is important in order to keep the magic pure. (Natural running water is best.)

Clerics and Temples
Spellcasters of all sorts, including both divine and arcane spell-casters, worship Immotion. Her clergy is made up mainly of cleric/sorcerers and cleric/wizards. Almost any type of spellcaster can join her church and can be considered members of the clergy. Thus, good-aligned adepts, bards, elementalists, paladins, warmages, and most specialty wizards can all be considered clergy if members of her faith. However, assassins, blackguards, hexblades, necromancers, and all other evil spellcasters are excluded from her faith as most of these types of spellcasters worship her dark brother or one of the Interloper Gods.

Most of her arcane followers are sorcerers and elementalists, however, as wizards tend to worship the Interloper known as Boccob. Many monks also join her faith as masters of the cleansing and purity aspects of her portfolio. Immotion has many Paladin Orders across Harqual that pay tribute to her as well, but these Orders only accept female members. However, most are on good terms with her more mainstream church members and, generally, the Paladin Orders of Jalivier.

Immotion is a popular deity in the region known as the Eastern Shores. She has many temples scattered throughout those lands. However, recent changes in the Kingdom of Thallin have brought about the persecution of her followers in that kingdom as well as the followers of the other North Gods. Her temples have either been destroyed or striped of all their wealth and adornments. The new king of Thallin hates arcane spellcasters and is quite the madman. He is a devote follower of Nether, the Sword God of Hate and Tyranny.

As a result, many of her followers either have been killed or have managed to escape to one of the other lands in the region. The lucky ones escaped to Minar where good magic is welcome. Near Minar on a remote island of Lake Qualitian the College of Wizardry, formerly of Fruen, has relocated by magical means. (Fruen is the Kingdom of Thallin’s capital city.) The main structure, known as Mathghamhna, is both a school and temple to Immotion. It is the most famous structure dedicated to her.

Japheth Arcane is Mathghamhna’s headmaster and the Chancellor of the Arcane Order. He refused to let Mathghamhna be captured or be destroyed by the Mad One of Thallin. Thus, he had the man known as Heward Tallinson help move the structure to its present location. It is said that Mathghamhna is directly linked to the Soul of Magic.

Immotion's realm is located on Eronia, which is the second layer of Elysium. It appears different to each mortal that beholds it. To an arcane spellcaster it is a colossal wizardry tower made of pure mithral and etched with magical runes. To a divine spellcaster it is a colossal temple made of bronze and etched with silver runes. To a monk it is a beautiful yet peaceful monastery made out of pure, simple material with dozens of rivers and waterfalls surrounding it. Those that neither worship her nor at least pay her homage cannot see or enter her realm.

There are dozens of other unique temples and/or magical schools dedicated to Immotion. However, only a few of these are dedicated solely to her. Most are temples dedicated to more than one magic god or to one type of magic specialty. Regardless, the Church of Immotion never allows its faith to be located in the same place as that of Xuar. The church is less strict about mixing its faith with that of the Elven Gods and the following deities: Apollo, Baravar, Garl, Heward, and Mirella.
Temples dedicated both to Immotion and to her son, Kuil, are quite common throughout the Lands of Harqual.

Immotion’s church is strong on Calla Island. The Kingdom of Navirosov controls the entire island and the fortress known as Meira Castle on the western side of the island has the largest temple dedicated to both the Patron of Magic and her husband, Jalivier. The castle is the headquarters to an order of knights known as The Shining Swords of Light and Magic. Many of these knights are paladin/sorcerers as well as Sky Riders of Navirosov.

[sblock="Special Sidebar"]Sidebar: Followers of the North Gods, Death, and Necromancy
All “devoted” followers of the North Gods pass through Hade’s Underrealm in the Lower Outlands before being allowed to continue on to their home planes as petitioners. Those that are lacking in their faith are given penance, to perform, for as long as the Lord of the Dead demands. Note: Followers of the Sword, Interloper, and World Gods are not judged in this way regardless of where they live in the Lands of Harqual.

Note that the member deities of the Pantheon of the North take death very seriously due to what occurred with Tok. “Devoted” followers of a North God deity must take the Oath of Life and Death. This magical oath, which is similar to geas/quest spell, means that the character won’t use forbidden Necromancy magic (such as the inflict spells) or magic items that duplicate forbidden Necromancy magic.

The character is protected, by the Oath, from being turned into an undead creature, but the character loses the option of being raised or resurrected, even through the power of a miracle or wish spell. The character accepts death as a natural part of life, even if that death wasn’t a peaceful one (i.e. death by violence). The Oath of Life and Death is optional to the masses and even to the clergy members of the various faiths of the Pantheon, except for the clergy of Hades.

However, note that clerics of the North Gods cannot cast evilly aligned Necromancy spells, regardless of whether or not they have taken the Oath of Life and Death, as well as those Necromancy spells designated as “gray,” with a few exceptions (see below).

Thus, clerics of the North God can only cast the following Necromancy spells from the D&D PHB v.3.5: astral projection, death ward, disrupt undead, gentle repose, halt undead, hide from undead, horrid wilting (Water Domain clerics only), mark of justice, speak with dead, and undeath to death. Druids dedicated to a North God may cast death ward, blight, and poison but not contagion or finger of death.[/sblock]

DM's Note
Sidebar: The name of this goddess and the purity and cleansing part of her portfolio originally come from the AD&D Accessory College of Wizardry by Bruce Cordell. I have adapted and expanded what is presented in the book (a few lines) to fit Immotion into my World of Kulan campaign setting.
 
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Trogdor1992

First Post
Lorien Mornyano
[sblock="Trogdor's version archived"]
RACE (CR) : Male Elf
CLASS (LEVEL) : Bard 7
ALIGNMENT : N
SIZE : Medium
SPEED : 30 ft.
LANGUAGES
Common, Draconic, Elven, Sylvan, Barbarian.

EXPERIENCE : 21000
CASH : 1020gp, 80sp, 40cp

ABILITY SCORES
Str 12 (+1) (12/base)
Dex 17 (+3) (13/base +2/race +2/item) (currently 11)
Con 12 (+1) (13/base -2/race +1/level)
Int 17 (+3) (17/base)
Wis 10 (+0) (10/base)
Cha 15 (+2) (15/base)

SAVES
FORT +3 (2/brd 1/con)
REF +8 (5/brd 3/dex) (currently +5)
WILL +4 (5/brd 0/wis)

HIT POINTS : 34 (6+4+3+4+3+4+3+7)
ARMOR CLASS
Standard : 18 (+3/dex +4/armor +1/deflection) (currently AC 15)
Touch : 14
Flat-Foot : 14

INITIATIVE : +7
BASE ATTACK BONUS : +5
RANGED : +8
MELEE : +6
GRAPPLE : +6

WEAPONS
+1 Longsword +7; 1d8+2; 19-20/x2
Mw C.Longbow +10; 1d8+1; x3 (Range 110ft) (currently +7)

RACIAL TRAITS
-Immunity to magic sleep effects, and a +2 racial saving throw bonus
against enchantment spells or effects.
-Low-Light Vision
-Weapon Proficiency: longsword, rapier, longbow, shortbow
-An elf who merely passes within 5 feet of a secret or concealed door
is entitled to a Search check to notice it as if she were actively looking
for it.

CLASS FEATURES
Bardic music: Countersong, Fascinate, Inspire courage +1,
Inspire competence, Suggestion
Bardic knowledge +10

FEATS
1: Improved Initiative
3: Weapon Focus (Longbow)
6: Quick Draw

SKILLS
Balance 5+3+2=10
Bluff 5+2=7
Diplomacy 10+2+2=14
Gather Information 10+2=12
Hide 10+3+5=18
Listen 5+2=7
Move Silently 10+3=13
Perform Sing 10+2=12
Perform String Inst. 5+2+2=9
Sleight of Hand 5+3+2=10
Tumble 10+3=13
UMD 5+2=7

Bardic Knowledge 10

SPELLS: 0:3/D, 1:4/D, 2:3/D
A0: Dancing Lights, Detect Magic, Ghost Sound, Prestidigation,
Read Magic, Summon Instrument
A1: Alarm, Charm Person, Feather Fall, Identify
A2: Cure Moderate Wounds, Hold Person, Shatter, Tongues

EQUIPMENT: [17970gp, 9sp]
Explorer's Outfit [10gp]
Mithral Shirt [1100gp]
Cloak of Elvenkind [2500gp]
Gloves of Dexterity [4000gp]
Ring of Protection +1 [2000gp]
Ring of Sustenance [2500gp]
Signet Ring (House Mornyano) [5gp]

Efficient Quiver [1800]
-MW Composite Longbow (+1 str Bonus) [500gp]
-+1 Longsword [Heirloom]
-Arrows (20) [1gp]
-Cold Iron Arrows (20) [2gp]
-Silver Arrows (20) [3gp]

Handy Haversack [2000gp]
-Courtier's Outfit [30gp]
-Jewelry [50gp]
-Everburning Torch [110gp]
-Silk Rope (50ft) & Grappling Hook [11gp]
-MW Elven Lute [100gp]
-Lorien's Writing Kit
-Book x2 30gp
-Inkvial 8gp
-Inkpen 1sp
-Everburning Candle 110gp

Belt Pouch x3 [3gp]
-Caltrops [1gp]
-Signal Whistle [8sp]
-Smokestick x2 [40gp]
-Potion of Resist Fire [300gp]

Spell Component Pouch [5gp]
Scroll Case [1gp]
Wand of CLW [750gp]
- used twice by the DM

A nobleborn from Silverleaf, Lorien only knew the life of song and joy when growing up. Swordplay was sport to him and the bow was an instrument of beauty, not of war. But childhood never lasts long, and the content life of court became boring for the young elf who wanted to see the distant lands he had heard tales of. He journeyd far and wide and for a while settled with the wild cousins of Silver Elves living on the north edges of the Great Forest. There he truly learned what it meant to use the bow. Decades of life on the road has roughed the soft youth off of Lorien, and he is a hardy adventurer now, but his manners still speak of noble upbringing.

Lorien is a softspoken elf, with the manners of a noble contrasted by the confidence of a warrior. He stands quite tall for an elf, being 5'7" and weighs around 120 lbs. His skin has taken a soft tan from the years on the road but his silvery hair and bright green eyes effectively reveal his heritage.

[sblock="What Lorien knows"]You've heard tales of the Thunder Lands since you were young. The tales talk of old, worn out cities and nature at its wildest. The Thunder Lands are a place of adventure and conflict. You've had run-ins with the mountain orcs of the Black Kingdom and the warlords of the City-state of Flamerule to the west. You've also heard stories of heroes...

It was several years ago. A band of heroes stopped some sort of planar invasion and war erupted in the lands west of where you are now. Pitched battles that beset good versus evil and that lead to the subjugation of the domain of Anoria by Flamerule's infernal worshipping rulers. The war did not reach the Strandlands; although, many Strandlanders fought on both sides as mercenaries.

At least, that's the story.

There is an odd land of barbarians to the north. They are lead by a barbarian who has taken the title of Baron and who rules his barbaric land as a king rules a kingdom. It would seem odd to the barbarians of the Twilight Lands, north of your homeland.

It has been ages since you've been home. You've become an outsider amongst your own people. You never liked courty life and you found solace amongst the Twilight barbarians and gains a good friend as well. You've known Halmar since he was a boy. He's been a good friend and a staunch ally. The two of you have saved each other's life many times.

Along the road you've heard rumors of elves living to the south in a large desert. Their culture is said to revolve around one deity who isn't a traditional elven god. You've also heard rumors about strange ruins in the desert and a hidden tower said to stand so high that it reaches the sun and moon. A tower of evil.

You know there are city-states to the south and that one may be inhabited by winged, bird-like humanoids from another plane of existance that were brought here during the time of The Transformation. There is also said to be decadance in the southern city-states but know one could tell you anything for certain. Someone did refer to a city-state known as Yuln, however.[/sblock]

Current HP: (34 [max.])[/sblock]
 
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Knightfall

World of Kulan DM
LORIEN MORNYANO
Adventuring Bard
Male Silver Elf, Bard 7
TN medium humanoid (elf, silver elf)
Init +5; Senses Low-Light Vision, Listen +7, Spot +2
Languages Barbarian, Centaur, Draconic, Elven, Halfling, Harqualian Common, Sylvan
AC 16, touch 12, flat-footed 15
hp 31 (7HD)
Fort +3, Ref +6, Will +5; immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Speed 30 ft. (6 squares)
Melee +1 longsword +7 (1d8+2/19-20)
Ranged masterwork composite longbow (+1 Str) +8 (1d8+1/x3)
Face 5 ft. Reach 5 ft.
Base Atk +5; Grp +6
Bard Spells per Day (3/4/3 | DC 13 + spell level)
Bard Spells Known (CL 7)
0th - Dancing Lights, Detect Magic, Ghost Sound, Prestidigitation, Read Magic, Summon Instrument
1st - Alarm, Charm Person, Feather Fall, Identify
2nd - Cure Moderate Wounds, Hold Person, Shatter, Tongues
3rd - Clairaudience/Clairvoyance, Dispel Magic
Abilities Str 12 (+1), Dex 13 (+1) [normally 17], Con 12 (+1), Int 17 (+3), Wis 10 (+0), Cha 15 (+2)
Ability Damage -4 Dexterity​
Special Qualities Arcane Spells, Bardic Knowledge, Bardic Music (countersong, fascinate, inspire competence, and inspire courage), Beloved Leader, Elf Racial Traits, Weapon and Armor Proficiency (bard, elf)
Feats Improved Initiative, Martial Weapon Proficiency (Longbow, Longsword, Rapier, Shortbow), Quick Draw, Weapon Focus (Longbow)
Skills Appraise +3, Balance +9, Bluff +7, Bluff (Flattery) +2, Climb +1, Climb (Swarm Huge Monster) +1, Concentration +1, Craft (Untrained) +3, Decipher Script +8, Diplomacy +12, Diplomacy (Dragon Protocol) +4, Disguise +2, Disguise (Act in character) +4, Escape Artist +1, Forgery +3, Gather Information +8, Hide +13, Intimidate +4, Jump +3, Jump (Leap into the Saddle) +3, Knowledge (Lands of Harqual) +8, Listen +7, Move Silently +7, Perform (Lute) +7, Perform (Sing) +9, Perform (Untrained) +2, Ride +1, Sapper +1, Sea Legs +1, Search +5, Search (Stash Item) +3, Sleight of Hand +9, Speak Language(Barbarian) +1, Spellcraft +9, Spellcraft (Decipher spell on scroll) +11, Spot +2, Strategy +3, Swim +1, Tactics +3, Tumble +8, Use Magic Device +7, Use Magic Device (Scroll) +11, Use Rope +1,
Possessions +1 longsword; gloves of dexterity +2; ring of protection +1; ring of sustenance; mithral shirt; explorer's outfit; cloak of elvenkind; spell component pouch; handy haversack [masterwork musical instrument (lute); silk rope (50 Ft.); grappling hook; courtier's outfit; everburning torch; belt pouch; wand of cure light wounds (20 charges); signet ring; Lorien's writing kit; coin bag]; Belt Pouch in Haversack [potion of fire resist energy 10; smokestick (x2)]; belt pouch [caltrops (x2)]; belt pouch [coin (gold) (x120); coin (silver) (x80)]; Lorien's Writing Kit in Haversack [ink (1 oz. vial); Ink (1 oz. vial/other colors); inkpen; candle (x5); case (map or scroll); parchment paper]; case (map or scroll); Coin Bag in Haversack [coin (copper) (x40); coin (platinum) (x90)]; efficient quiver [arrows (20/cold iron); arrows (20/alchemical silver); arrow (x10)]; masterwork composite longbow (+1 Str); waterskin.


Bardic Knowledge Lorien may make a special bardic knowledge check with a bonus +10 [equal to his bard level + his Intelligence modifier] to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If he has 5 or more ranks in Knowledge (history), Lorien gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. Lorien may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Bardic Music Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su) Lorien can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of him (including Lorien himself) that is affected by a sonic or language-dependent magical attack may use the Bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Lorien's Perform check result for the save. Countersong has no effect against effects that don't allow saves. Lorien may keep up the countersong for 10 rounds.​
Fascinate (Sp) Lorien can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear Lorien, and able to pay attention to him. He must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, Lorien makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, Lorien cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as Lorien continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires Lorien to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.​
Inspire Competence (Su) Lorien can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear him. Lorien must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear Lorien's music. Certain uses of this ability are infeasible. The effect lasts as long as Lorien concentrates, up to a maximum of 2 minutes. Lorien can't inspire competence in himself. Inspire competence is a mind-affecting ability.​
Inspire Courage (Su) Lorien can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear Lorien sing. The effect lasts for as long as the ally hears Lorien sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.​

Beloved Leader When rolling to the pool of settlers he can draw from, Lorien gains a +2 competence bonus.

Low-light Vision Lorien can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Racial Skills +2 racial bonus on Listen, Search, and Spot checks. If Lorien merely passes within 5 feet of a secret or concealed door, he is entitled to a Search check to notice it as if he were actively looking for it. An elf's senses are so keen that he practically has a sixth sense about hidden portals.

Weapon and Armor Proficiency Lorien is proficient with all simple weapons, plus the longbow, longsword, rapier, sap, short sword, shortbow, and whip. He is proficient with light armor and shields (except tower shields). Lorien can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, while wearing medium or heavy armor or using a shield, he incurs a chance of arcane spell failure if the spell in question has a somatic component (most do).

Created using PCGen 6.08.00 RC6 on Sep 9, 2019
Player: Originally (Blackrat) Then (Trogdor1992); now a NPC; Character Name: Lorien Mornyano


Current HP: (34 [max.])
Current XP: 26,339
XP Needed for Next Level: 1,661

Description
Lorien is a soft spoken elf, with the manners of a noble contrasted by the confidence of a warrior. He stands quite tall for an elf, being 5'7" and weighs around 120 lbs. His skin has taken a soft tan from the years on the road but his silvery hair and bright green eyes effectively reveal his heritage.

Background
A nobleborn from Silverleaf, Lorien only knew the life of song and joy when growing up. Swordplay was sport to him and the bow was an instrument of beauty, not of war. But childhood never lasts long, and the content life of court became boring for the young elf who wanted to see the distant lands he had heard tales of. He journeyed far and wide and for a while settled with the wild cousins of Silver Elves living on the north edges of the Great Forest. There he truly learned what it meant to use the bow. Decades of life on the road has roughed the soft youth off of Lorien, and he is a hardy adventurer now, but his manners still speak of noble upbringing.

You've heard tales of the Thunder Lands since you were young. The tales talk of old, worn out cities and nature at its wildest. The Thunder Lands are a place of adventure and conflict. You've had run-ins with the mountain orcs of the Black Kingdom and the warlords of the City-state of Flamerule to the west. You've also heard stories of heroes...

It was several years ago. A band of heroes stopped some sort of planar invasion and war erupted in the lands west of where you are now. Pitched battles that beset good versus evil and that lead to the subjugation of the domain of Anoria by Flamerule's infernal worshiping rulers. The war did not reach the Strandlands; although, many Strandlanders fought on both sides as mercenaries.

At least, that's the story.

There is an odd land of barbarians to the north. They are lead by a barbarian who has taken the title of Baron and who rules his barbaric land as a king rules a kingdom. It would seem odd to the barbarians of the Twilight Lands, north of your homeland.

It has been ages since you've been home. You've become an outsider amongst your own people. You never liked courtly life and you found solace amongst the Twilight barbarians and gains a good friend as well. You've known Halmar since he was a boy. He's been a good friend and a staunch ally. The two of you have saved each others life many times.

Along the road you've heard rumors of elves living to the south in a large desert. Their culture is said to revolve around one deity who isn't a traditional elven god. You've also heard rumors about strange ruins in the desert and a hidden tower said to stand so high that it reaches the sun and moon. A tower of evil.

You know there are city-states to the south and that one may be inhabited by winged, bird-like humanoids from another plane of existence that were brought here during the time of The Transformation. There is also said to be decadence in the southern city-states but know one could tell you anything for certain. Someone did refer to a city-state known as Yuln, however.


Lorien Mornyano_Hero Forge.png
 

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Knightfall

World of Kulan DM
First post of this thread has been updated to include player and character details, as well as links to the current versions of the characters. Also includes links to ex-PCs stats.
 

Knightfall

World of Kulan DM
AUREUS CANIS
Female Hutaakan 1HD / rogue 7 / divine bard 1
LN Medium Monstrous Humanoid (Extraplanar)
Init +4; Senses Darkvision (60 ft.), Listen +11, Spot +11
Languages Gnoll, Harqualian Common, Hutaakan, Javeldian, Maran Orc, Vananean (elven language from Maran)
AC 22, touch 15, flat-footed 21; Haste
hp 50 (9HD)
Fort +7, Ref +17, Will +13; +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. [Mass Conviction (+3), Haste]
Speed 30 ft. (6 squares); 60 ft. (12 squares) w/Haste
Melee +2 short sword +11/+11/+6 (1d6+3/19-20) and
Melee dagger +9 (1d4/19-20) or
Ranged dagger (thrown) /+12+12/+7 (1d4+1/19-20) or
Ranged +3 longbow (composite) +15/+15/+10 (1d8+3/x3)

Face 5 ft.; Reach 5 ft.
Base Atk +6; Grp +7
Special Actions Sneak Attack + 4d6
Spells per Day (2/0/0/0/0/0/0/0/0; DC: 15 + spell level; CL 1)
Spells Known 0th – cure minor wounds (cast two of these already), detect magic, read magic, resistance
Druid Spell Granted by Shrine 3rd – plant growth (CL 5)​


Abilities Str 13, Dex 18, Con 14, Int 16, Wis 18, Cha 14
Special Qualities Bardic Knowledge, Bardic Music, Darkvision, Divine Bard Spells, Evasion, Extraplanar Traits, Monstrous Humanoid Traits, Trapfinding, Trap Sense, Uncanny Dodge, Weapon and Armor Proficiency, [Haste]
Feats Martial Weapon Proficiency (Longbow), Nimble Fingers, Skill Focus (Disable Device, Open Lock)
Skills Appraise +3, Balance +13, Bluff +2, Climb +8, Concentration +4, Craft (Untrained) +3, Decipher Script +4, Diplomacy +2, Disable Device +17, Disguise +2, Escape Artist +6, Forgery +3, Gather Information +2, Heal +6, Hide +15, Intimidate +2, Jump +10, Knowledge (Lands of Harqual) +5, Knowledge (Religion) +5, Listen +11, Move Silently +15, Open Lock +18, Perform (Untrained) +2, Ride +4, Search +10, Sense Motive +5, Speak Language (Harqualian Common), Spellcraft +5, Spot +11, Survival +4, Survival (Find or follow tracks) +6, Swim +1, Tumble +13, Use Rope +6
Possessions +3 composite longbow, +2 mithral shirt; +2 short sword; gloves of dexterity +2; rope of climbing; dagger (x4); masterwork thieves' tools; quiver [w/arrows (x40)]; and a waterskin (filled).
Backpack [art (bone mask [mundane eyegear]); torch (x4); flasks of acid (x4); dagger (x3)]​
Belt Pouch [coins – 1 platinum, gold (x8), silver (x3), copper (x10)]​


Bardic Knowledge Aureus may make a special Bardic Knowledge check with a bonus +3 [equal to her bard level + her Intelligence modifier] to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If Aureus has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.) A successful Bardic Knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Bardic Music Once per day, Aureus can use her song or poetics to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of Bardic Music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if Aureus does not have the required number of ranks in at least one Perform skill, she does not gain the Bardic Music ability until she acquires the needed ranks. Starting a Bardic Music effect is a standard action. Some bardic music abilities require concentration, which means Aureus must take a standard action each round to maintain the ability. Even while using Bardic Music that doesn't require concentration, Aureus cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, Aureus has a 20% chance to fail when attempting to use Bardic Music while deafened. If she fails, the attempt still counts against her daily limit.

Darkvision (Ex) Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Divine Bard Spells Aureus casts arcane spells, which are drawn from the bard spell list. She can cast any spell she knows without preparing it ahead of time. Every divine bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, Aureus must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against Aureus’s spell is 10 + the spell level + her Charisma modifier. Like other spellcasters, a divine bard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Bard. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: Bard Spells Known indicates that the divine bard gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The divine bard's selection of spells is extremely limited. A divine bard begins play knowing four 0-level spells of your choice. At most new divine bard levels, she gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a divine bard knows is not affected by her Charisma score; the numbers on Table: Bard Spells Known are fixed.) Upon reaching 5th level, and at every third divine bard level after that (8th, 11th, and so on), Aureus can choose to learn a new spell in place of one she already knows. In effect, she "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level divine bard spell Aureus can cast. A divine bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. As noted above, Aureus need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Evasion (Ex) At 2nd level and higher, Aureus can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Extraplanar Traits A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). Every extraplanar creature in the MM has a home plane mentioned in its description. Creatures not labelled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Ethereal Plane and Shadowstar Sea.

Sneak Attack Aureus’s attacks deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks her target. Should she score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, she can make a sneak attack that deals nonlethal damage instead of lethal damage. Aureus cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. She can sneak attack only living creatures with discernible anatomies – undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. She must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Trap Sense (Ex) Aureus gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex) Aureus retains her Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

A divine bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Divine bards are proficient with light armor and shields (except tower shields). A divine bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a divine bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass divine bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Created using PCGen 6.08.00 RC8 on Jun. 20, 2021
Player: Formally-Tailspinner, then Thateous; now NPC; Character Name: Aureus Canis

Current XP: 35,999
XP Needed for Next Level: 9,001



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Knightfall

World of Kulan DM
MERIDITH BOWEN
Meridith is a young guard who is good with a bow. While she has mainly guarded Pendour Manor in the past, Sir Ghal recently began to suspect that she’s getting antsy for more excitement, so he assigned to work with the PCs. (He was worried she’d resign from the guards and become a full-time adventurer.) She and Wieland are first cousin.

Female Human of Harqual (Anorian) commoner 1 / ranger 4
LN medium humanoid (human, Harqualian)
Init +2; Senses Listen +10, Spot +10
Languages Anorian, Common, Denilan, Dwarven, Sylvan
AC 16, touch 12, flat-footed 14
hp 29 (5HD)
Fort +7, Ref +8, Will +6 [Mass Conviction (+3)]
Speed 40 ft. (8 squares)
Melee masterwork longsword +5 (1d8+2/19-20) and masterwork handaxe +5 (1d6+1/x3) or
Melee masterwork longsword +6 (1d8+2/19-20) or
Melee masterwork handaxe +7 (1d6+2/x3) or
Ranged +1 verminbane shortbow of seeking +8 (1d6+2/x3)

Face 5 ft. Reach 5 ft.
Base Atk +4; Grp +5
Special Actions Favored Enemy (Vermin +2)
Ranger Spells per Day (0/1, DC 14 + spell level)
Prepared Ranger Spells (currently, none)


Abilities Str 13 (+1), Dex 14 (+2), Con 12 (+1), Int 16 (+3), Wis 17 (+3), Cha 14 (+2)
Special Qualities Animal Companion (doesn't currently have one), Favored Enemy, Ranger Spells, Track, Wild Empathy, Humanoid Traits, Human Racial Traits, Two-Weapon Fighting Combat Style, Wild Empathy
Special Abilities Sailor
Feats Alertness, Endurance, Skill Focus (Survival), Track, Two-Weapon Fighting, Underwater Combat
Skills Appraise +3, Bluff +2, Climb +4, Concentration +1, Craft (Untrained) +3, Diplomacy +2, Diplomacy (Wild Empathy [Animals]) +8, Diplomacy (Wild Empathy [Magical Beasts]) +4, Disguise +2, Escape Artist +1, Forgery +3, Gather Information +2, Handle Animal +6, Heal +4, Hide +7, Intimidate +2, Jump +8, Listen +10, Move Silently +7, Perform (Untrained) +2, Profession (Boater) +7, Profession (City/Town Guard) +4, Ride +2, Sea Legs +6, Search +4, Sense Motive +3, Spot +10, Survival +11, Swim +4, Swim (Avoid taking nonlethal fatigue damage) +8, Use Rope +6
Amulet of health +2; masterwork handaxe; masterwork longsword; traveler's outfit; cloak of the Bowens (family heirloom); masterwork buff coat; skid boots; backpack [waterskin (filled)]; belt pouch [coins - silver (x35), gold (x25), and copper (x50)]; belt pouch [potion of bear's endurance; potion of barkskin +2; potion of remove paralysis]; +1 verminbane shortbow of seeking.
Favored Enemy - Vermin (Ex) Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Age 21

Created using PCGen 6.08.00 RC8 on Jun. 14, 2021
Player: n/a; Character Name: Meridith Bowen

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Knightfall

World of Kulan DM
TIMMINS WALMSLEY
The original group of PCs first met Timmins in the tavern/inn Gurnard's Arms. He is a retired older fighter and adventurer. He and Gareth adventured together in their youth. While his strength has waned somewhat, he is one of Carnell's most skilled warriors.

Male Human (Anorian) fighter 6
LN medium humanoid (human)
Init +5; Senses Listen +4, Spot +4,
Languages Anorian, Common, Denilan
AC 15, touch 11, flat-footed 14
hp 40 (6HD)
Fort +6, Ref +4, Will +5
Speed 30 ft. (6 squares)
Melee +1 longsword +7/+2 (1d8+2/19-20)
Melee dagger +6/+1 (1d4-1/19-20)
Ranged dagger (thrown) +7/+2 (1d4-1/19-20)
Face 5 ft.; Reach 5 ft.
Base Atk +6; Grp +5


Abilities Str 9 (-1), Dex 12 (+1), Con 11 (+0), Int 13 (+1), Wis 14 (+2), Cha 9 (-1)
Special Qualities Bonus Fighter Feats, Weapon and Armor Proficiency, Humanoid Traits, Human Racial Traits
Feats Alertness, Improved Initiative, Quick Draw, Skill Focus (Ride, Swim), Weapon Finesse, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Appraise +1, Climb +3, Craft (Leatherworking) +5, Craft (Untrained) +1, Handle Animal +4, Heal +2, Jump +3, Listen +4, Ride +12, Sea Legs +1, Search +1, Sense Motive +2, Spot +4, Survival +5, Swim +5, Use Rope +1
Amulet of natural armor +1; +1 longsword; peasant's outfit; +1 armored kilt; cloak of resistance +1; buckler; dagger; belt pouch [silversheen]; large quiver [arrows (8); ]; shortbow ; guard dog; chest [coins - silver (x7), (gold) (x8), and copper (x10); dog whistle]
Age 52

Created using PCGen 6.08.00 RC8 on Jun. 17, 2021
Player: n/a; Character Name: Timmins Walmsley

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Knightfall

World of Kulan DM
WIELAND BOWEN
Wieland is a local soldier under the command of the knight, Sir Ghal. While he is inexperienced as an adventurer, he is good at taking orders. He won't rush into a fight without orders. He was assigned to work alongside the PCs while they are on Gurnard's Head.

Male Human of Harqual (Anorian) commoner 1 / warrior 5
NG medium humanoid (human, Harqualian)
Init +1; Senses Listen +5, Spot +5
Languages Anorian, Common, Denilan, Sign Language
AC 17, touch 11, flat-footed 16
hp 44 (6HD)
Fort +11, Ref +6, Will +8 [Mass Conviction (+3)]
Speed 30 ft. (6 squares)
Melee +1 mithral sickle +11 (1d6+5) or
Ranged masterwork crossbow (light) +8 (1d8+1/19-20) or
Melee dagger +9 (1d4+4/19-20) or
Ranged dagger (thrown) +7 (1d4+4/19-20) or

Face 5 ft. Reach 5 ft.
Base Atk +5; Grp +8


Abilities Str 16, Dex 12, Con 16, Int 14, Wis 16, Cha 9
Special Qualities Humanoid Traits, Human Racial Traits, Weapon and Armor Proficiency
Feats Alertness, Athletic, Skill Focus (Profession [Soldier]), Weapon Focus (Sickle)
Skills Appraise +2, Climb +10, Concentration +3, Craft (Untrained) +2, Handle Animal +5, Heal +3, Intimidate +5, Jump +8, Listen +5, Profession (Soldier) +10, Ride +9, Sea Legs +1, Search +2, Sense Motive +3, Spot +5, Survival +3, Swim +8, Use Rope +1
+1 mithral sickle; traveler's outfit; cloak of resistance +1; chain shirt; +1 light ironwood [+1] shield; goggles of night (belongs to Aries); dagger; flawed heavy mace (belongs to Aries); masterwork light crossbow [w/crossbow bolts (x30)]
Age 27

Created using PCGen 6.08.00 RC8 on Jun. 17, 2021
Player: n/a; Character Name: Wieland Bowen

Wieland Bowen_Hero Forge.png
 
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Knightfall

World of Kulan DM
FYI, I've been working on a campaign map for the game today. Here's the work in progress. I'm fairly happy with the placement of the terrain but I might add a few more new locales but not too many.

Cheers!

KF

p.s. EDIT: I forgot to mention that one hex equals eight miles.
Crow God Overview Map.jpg
 
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Knightfall

World of Kulan DM
BRUTUS WRUCK
Brutus Wruck is a young initiate guard who is a bear of a boy; he has ogre blood. He is quite inexperienced and prone to mistakes if left to his own will. He spends most of his time guarding the manor. He was assigned to work alongside the PCs by Lady Pendour.

Male Half-Ogre 2HD / fighter 2
CG medium humanoid (ogre, earth)
Init +3; Senses Darkvision (60 ft.), Listen +10, Spot +10
Languages Common, Giant
AC 21, touch 13, flat-footed 18
hp 37 (4HD)
Fort +7, Ref +6, Will +5
Speed 30 ft. (6 squares)
Melee +1 alchemical silver greataxe (two handed) +11 (1d12+10/x3) or
Melee heavy mace +10 (1d8+7) or
Melee punching dagger +10 (1d4+3/x3) or
Ranged heavy crossbow +6 (1d10/19-20)
Face 5 ft.; Reach 5 ft.
Base Atk +3; Grp +10
Atk Options Cleave, Power Attack


Abilities Str 25 (+7), Dex 16 (+3), Con 18 (+4), Int 13 (+1), Wis 16 (+3), Cha 14 (+2)
Special Qualities Bonus Fighter Feats, Weapon and Armor Proficiency, Earth Traits, Humanoid Traits
Special Abilities Ogre Blood (Ex)
Feats Alertness, Cleave, Iron Will, Power Attack
Skills Balance +1, Bluff +2, Climb +10, Craft (Untrained) +1, Diplomacy +2, Escape Artist +1, Gather Information +2, Heal +3, Hide +1, Intimidate +4, Jump +7, Listen +10, Move Silently +1, Ride +3, Sea Legs +3, Search +1, Sense Motive +3, Spot +10, Survival +3, Swim +5, Use Rope +3
Amulet of mighty fists +1; father's old signet ring; heavy mace (claimed from cultists); punching dagger; +1 studded gargoyle leather; +1 alchemical silver greataxe (w/dagger hilt); Quiver [screaming bolts (x9); crossbow bolts (x20)]; heavy crossbow
Earth Traits This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Age 16

Created using PCGen 6.08.00 RC8 on Jun. 17, 2021
Player: n/a; Character Name: Brutus Wruck

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Knightfall

World of Kulan DM
SIR GARETH PORTHGLAZE
Sir Gareth is as dense and naïve as he is brave and powerful. Like a huge (and muscled) dog, he instantly becomes the best friend of anyone who gives him even the slightest attention. People find it all but impossible to dislike the big man. It’s a good thing Sir Gareth is as strong with his sword as he is because the almost childlike innocence he demonstrates often leads him into repeated danger.

Since meeting the PCs, he has come to realize his best days a warrior are behind him, or so he now believes. He has come to see Quinn as the man he could have been if he'd not given up the adventuring life many years ago. His foray onto Gurnard's Head has left him with a sense of melancholy and he's unlikely to fight alongside the PCs in the future unless his bruised ego is healed.

Male Human of Harqual (Anorian) fighter 6
LG medium humanoid (human, Harqualian)
Init +4; Senses Listen +6, Spot +6
Languages Anorian, Common
AC 15, touch 10, flat-footed 15
hp 51 (6HD) [currently UNKNOWN]
Fort +8, Ref +3, Will +4
Speed 30 ft. (6 squares)
Melee masterwork short sword +8/+3 (1d6+1/19-20) or
Ranged light crossbow +6/+1 (1d8/19-20) or
Melee masterwork dagger +8/+3 (1d4+1/19-20) or
Ranged masterwork dagger (thrown) +7/+2 (1d4+1/19-20)
Face 5 ft.; Reach 5 ft.
Base Atk +6; Grp +7
Atk Options Blind-Fight


Abilities Str 12 (+1), Dex 11 (+0), Con 14 (+2), Int 11 (+0), Wis 13 (+1), Cha 10 (+0)
Special Qualities Bonus Fighter Feats, Weapon and Armor Proficiency, Humanoid Traits, Human Racial Traits
Feats Alertness, Blind-Fight, Craft Focus (Craft [Bowyer]), Improved Initiative, Mounted Combat, Quick Draw, Skill Focus (Listen, Spot)
Skills Climb +3, Craft (Bowyer) +4, Handle Animal +5, Heal +1, Intimidate +3, Jump +3, Listen +6, Ride +8, Sense Motive +1, Spot +6, Survival +1, Swim +4
Amulet of natural armor +1; masterwork short sword; masterwork studded leather; cloak of resistance +1; light wooden shield; masterwork dagger; belt pouch [Coins - copper (x20) and silver (x5); potion of cure light wounds (x2); ]; belt pouch [Coins - silver (x12), gold (x38), and copper (x8); gem (coral)]; Waterskin ; light crossbow [w/bolts (x10)]
Other Items Mule [pack saddle; Saddlebags]; pack saddle; saddlebags ; clay pitcher; iron pot; cart ; guard dog; bucket; barrel; chest [backpack; belt pouch; average lock (on chest); potion of cure light wounds (x2); silversheen; universal solvent; art (mask)]; backpack ; bullseye lantern

Age 43

Created using PCGen 6.08.00 RC8 on Jun. 17, 2021
Player: n/a; Character Name: Gareth Porthglaze

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Knightfall

World of Kulan DM
Celephonicus Demetrius, AKA The Honorable Angus Alexander MacKillan

Centaur

Level: 8 (1st Ranger, +4 Racial HD, +3 Level Adj.)

<snip>

---Character creation still in progress.
Since the PCs are in a dungeon that can only be accessed through a trapdoor, I'm going to say Angus has a ring of flying that Aeron loaned him, so he could get to the island and then get down into the dungeon. Once the PCs are done in the cultists lair, he'll have to give it back to the hedge mage.
 

Tellerian Hawke

Defender of Oerth
The Honorable Angus Alexander MacKillan
(Adopted 4th Son of the Chief of Clan MacKillan,
Ewan Alexander MacKillan.)

E71AADFE-DA1C-4AA8-92D3-A88B4B06841F.png

Picture made with Hero Forge, showing Angus with his clan sword.

41D095DC-1940-4177-BB33-EDBDBC352031.png

This is a commissioned picture of Angus, using his clan sword, done in the Medieval manuscript style, that shows his actual coat of arms. (Hero Forge does not have the option to submit artwork for shields.)

978C9915-165A-4433-9967-19E1D4585F0E.jpeg
1EA66810-A415-49FE-9CDF-7DC13959CE97.jpeg
Celephonicus Demetrius
Centaurs of Harqual possess the following racial traits.
— +4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Intelligence, +2 to Wisdom, -2 to Charisma.
— Large. As Large creatures, centaurs of Harqual gain a -1 size penalty to Armor Class, a -1 size penalty on attack
rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting
and carrying limits are twice those of Medium-size characters.
— Monstrous Humanoid: Centaurs are monstrous humanoids, and are therefore immune to spells that only affect
humanoids, such as charm person.
— A centaur’s base land speed is 40 feet.
— Centaurs of Harqual have Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like
normal sight, and centaurs can function just fine with no light at all.
— +1 racial bonus on saves against cold effects and a –1 racial penalty on saves against fire effects. These
adjustments apply to cold and fire effects from any source, whether mundane or magical.
— Racial Hit Dice: A centaur of Harqual begins with four levels of monstrous humanoid, which provide 4d8 Hit
Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, Will +4.
— Racial Skills: A centaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier,
minimum 1). Its class skills are Hide, Knowledge (agriculture), Knowledge (nature), Listen, Move Silently,
Spot, and Survival. Centaurs of Harqual gain a +2 racial bonus on all Knowledge (agriculture), Knowledge
(nature), and Survival checks.
— Racial Feats: A centaur's monstrous humanoid levels give it two feats. Centaurs of Harqual gain Alertness as a
bonus feat.
— +2 natural bonus to armor class.
— Spell-like Ability: Centaurs have the ability to use ray of frost once per day as a 1st-level cleric.
— Automatic Languages: Centaur and Barbarian. Bonus Languages: Giant, Gnoll, and Orc.
— Favored Class: Ranger. A multiclass centaur’s ranger class does not count when determining whether he suffers
an XP penalty for multiclassing.
— Level Adjustment: +3

Centaur (Large Monstrous Humanoid)

Ht:
7'4" Wt: 2,113 Lbs. Eyes: Icy Blue Hair: Raven Black Skin: Fair Build: Super-Athletic / Wiry (Human part);
Quarterhorse muscularity (Horse part)
Level: 11th ECL (3rd Ranger, 1st Reeve, +4 Racial HD, +3 Level Adj.)
Current XP: 56,990 (11th ECL)
Need For 12th ECL (2nd Level Reeve / 9th Character Level): 66,000
Speed: 80 ft. Alignment: Chaotic Good Darkvision: 60 feet.
DEITY: Mielikki
Carrying Capacity: Light Load = Up to 459 lbs.; Medium Load = 460-918 lbs.; Heavy Load = 919-1,380 lbs.
Favored Enemy: Giants ..............Initiative: +3

63524E74-C735-4634-9C95-1A314C5B02CA.jpeg
Languages Spoken: Centaur, Northlandic, Harqualian, and Dhaoninean.
Ability
Base Roll
Racial Adjustment
Total Score
Ability Bonus
Strength
17​
+4​
21
+5​
Dexterity
15​
+2 (+1 @8th)​
18
+4​
Constitution
16​
+4​
20
+5​
Intelligence
14​
-2​
12
+1​
Wisdom
15​
+2​
17
+3​
Charisma
12​
-2​
10
None​

No Ability Increase @ 4th Level because of Racial Bonuses.
Ability Increases:
(ECL 11 / 8th CL): +1 DEX (from 17 to 18);

Carrying Capacity, Lift, Drag (21 STR):
Light Load:
153 Lbs. or less. (Tripled for Centaur); 459 Lbs. or Less.
Medium Load:
154-306 tripled: 460-918 Lbs.
Heavy Load:
307-460 tripled: 919-1,380 Lbs.
Lift Over Head: 920 Lbs.
Deadlift (To Waist Only / Stagger Around): 1,840 Lbs.
Push/Drag: 4,600 Lbs. (2.6 Tons)
Hit Points: Base 8 (Ranger 1st) + Hit Die (4d8, Avg = 4,5,4,5 = 18) + CON Bonus (5 x 5 = 25) = 8+18+25 = 51 Hit Points. @ 8th ECL.
Ranger 2, Ranger 3, Reeve 1: 4,5,5 = 14. CON: (5 x 3) = 15. Total: 29.
TOTAL HIT PTS. @ 11th ECL: (51+29) = 80 Hit Points.
Base Attack Bonus: +4 (Racial), +3 (Ranger), +1 (Reeve) = +8

Adjusted BAB For Size (L): 8-1 = +7

Other Factors:
+5 (STR), +1 Magic Wpn (Melee) = (+6) + 7 BAB = +13;
+4 (DEX), +1 MW Wpn, = (+5) + 7 BAB = +12

TOTAL MELEE BAB: +13
TOTAL RANGED BAB: +12

MELEE WEAPONRY:
+1 Claidheamh-mor AB:
+13 / +8
+1 Shield AB: +13 (Bashing treats it as +1 weapon)
WHEN FIGHTING W/ BOTH: 3 ATTACKS: Sword: +11 / +6 / Shield: +11

RANGED WEAPONRY:
MW Bow AB:
+12 / +7
(+4 To Damage, or +5 w/ Earth's Defender ability.)
Feats:
=============
Flaw Feat (Shaky):
Shield Specialization. (+1 AC) [3.5 PHB II, pp. 82]
1st Level Ranger (Bonus): Track
4 HD Centaur #1 (1st Character Level): Improved Shield Bash. (You can bash with a shield while retaining its shield bonus to your AC.) [3.5 PHB, pp. 96.]
4 HD Centaur #2 (3rd Character Level): Rapid Metabolism (You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.)

[Standard rate: 1 hit point per level per day. (8 pts. per day @ 11th ECL / 8th CL; ) Rate with Rapid Metabolism: 8 + (CON x 2 = 5 x 2 = 10) = 18 pts. per day without rest. If being tended by someone with the Heal skill, rate becomes 16 + 10 = 26 pts. per day.] [3.5 Expanded Psionic Handbook, pp. 50]

Harqual Centaur (Bonus): Alertness (+2 Listen, +2 Spot)
2nd Level Ranger (Bonus): Agile Shield Fighter (Equivalent of Two-Weapon Fighting feat for shield users; gained as class feature.)
3rd Level Ranger (Bonus):
Endurance
6th Character Level: Sacrifice this feat to alleviate Shaky flaw.

Endurance [General]​

Benefit​

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Normal​

A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

Special​

A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
FDC13A4C-C51B-4F2D-9BFF-C039DEB59998.jpeg
Centaur
Effective Level For Skills = 4th
Max Class Skill: 4+3 = 7
Max Cross-Class Skill: 4+3 div 2 = 3.5 = 3

1st RANGER:
Class Level (1) + Racial HD (4) = Effective Level For Skills = 5th
Max Class Skill: 5+3 = 8
Max Cross-Class Skill: 5+3 div 2 = 4
==============================================
Skill Points At 1st Level: 6 + INT(1) x 4 = 7 x 4 = 28 Points.
==============================================
Centaur Class Skills (Racial):
======================
(7 x 3 = 21 Pts.)
======================
Hide
Knowledge (agriculture)
Knowledge (nature)
Listen
Move Silently
Spot
Survival
PLAN: Spend 3 pts. in each.

Ranger Class Skills: (Bolded Skills Are Also Centaur Skills, & Therefore Retained)
===================================================
Climb (Str)
Concentration (Con)
Craft (Int)
Handle Animal (Cha)
Heal (Wis)
Hide (Dex)
Jump (Str)
Knowledge (dungeoneering) (Int)
Knowledge (geography) (Int)
Knowledge (nature) (Int)
Listen (Wis)
Move Silently (Dex)
Profession (Wis)
Ride (Dex)
Search (Int)
Spot (Wis)
Survival (Wis)
Swim (Str)
Use Rope (Dex)

FOREST REEVE PRC CLASS SKILLS:
=============================
Class Skills (6 + Int modifier per level):
=============================
Bolded Skills are Centaur Skills (retained);
Bolded and Italicized Skills are Ranger Skills (retained);
=============================
Balance
Climb
Craft
Handle Animal
Heal

Hide

Intimidate
Jump
Knowledge (geography)

Knowledge (nature)
Listen
Move Silently
Search
Spot
Survival
Swim
Use Rope


Spending Plan:
Ranger & Reeve (Focusing on shared skills, since the lists have so much overlap, and pts. gained per level are identical.)

Each level, 7 skill pts. are gained.
Spend 1 point in the following skills each level:

1. Heal
2. Hide (@ ECL 9, did not improve; spent 1 pt. to learn Harqualian.)
3. Knowledge (Nature)
4. Listen
5. Move Silently (Same)
6. Spot
7. Survival

This pattern will be followed even AFTER the Reeve PrC is finished, and Angus goes back to the Ranger class.


Skill Name

Ability
Class
Skill?
Base
Ranks
Ability
Mod

Racial

Feat

MIsc

Size

TOTAL
ClimbSTRY0+5-2+3
ConcentrationCONY2+5+7
CraftINTY---+1---
Handle AnimalCHAY2+0+2
HealWISY7+3+10
HideDEXY4+3-2-4+1
JumpSTRY1+5+16 (+14)+20
Knowledge (Agriculture)INTN3+1+2+6
Knowledge (Dungeoneering)INTY2+1+3
Knowledge (Geography)INTY2+1+3
Knowledge (Nature)INTY6+1+2+9
ListenWISY6+3+2+11
Move SilentlyDEXY5+3-2+6
Profession (Herbalist)WISY2+3+5
SearchINTY2+1+3
SpotWISY10+3+2+15
SurvivalWISY10+3+2+15
SwimSTRY2+5-4+3
Use RopeDEXY2+3+5

Max Base Rank @ ECL 11 (Char.Lvl. 8): 11 (Char. Lvl. 8 + 3)
Max Cross-Class @ ECL 11: 5 (11 / 2, Round Down.)
(None of Angus' skills are cross-classed.); Armor Check: (-2)
DM Special: Ring of Flying, one use / day.

Family Heirloom, 3,000 gp. value = +1 Mithral Heavy Shield of Bashing. (+3 AC, +0 ArmChk, 5% Spell Fail, Considered Light, Weight: 7 Lbs.) Shield bears the differenced arms of the MacKillan clan. Shield Spec: +4 Total AC bonus. Is considered a light weapon for the purposes of two-weapon fighting.
DAMAGE: 1d8+6

0FCB4962-03FE-466E-B2A0-48340442A7FD.jpeg


Horseshoes of Speed: Speed +30 (for total Speed of 80'); +16 to Jump skill.

Amulet of Natural Armor +3

+1 Claidheamh-mor (Large-Sized Longsword): [BASE STATS: Size: L, Dam: 2d6, Crit: 19-20 (x2); WT: 8 lbs., Type: Slashing.] Adjusted: Damage: 2d6+6, Crit: 4d6+12.
Centaur-sized & modified Mithral Chainmail armor (Considered Light Armor): +5 AC, +4 Max Dex, ArmChk: -2, Spell Fail: 20%, Weight: 40 Lbs. (Halved from 80 Lbs.) Speed: 80 ft. [Cost: 12,750 gp.]
AC Breakdown: Base 10 - Size (1) + Dex (4) + Natural Armor (4*) + Armor (5) + Shield (4) = AC: 26
(* = Racial +2, Amulet +2)
Saving Throw Breakdown:
Class:
3/3/2, 0/2/0 = 3/5/2
Race: 1/4/4
Ability: 5/4/3
TOTAL SAVES: Fort +9 / Reflex +13 / Willpower +9
(Saddlebag #2)
Empty. (Gave remaining wealth to merchant in Carnell.)
Pack Saddle5 Gp.Worn15 Lbs.
2 Saddlebags8 Gp.
Attached To Pack Saddle​
16 Lbs.
Flint & Steel1 Gp.
Saddlebag #1​
1.6 Oz.
Hooded Lantern7 Gp.
Saddlebag #1​
2 Lbs.
10 Pint-Flasks of Lamp Oil1 Gp.
Pack Saddle​
10 Lbs.
6 Torches1 Gp.
Pack Saddle​
6 Lbs.
50’ Silk Rope w/ Grappling Hook11 Gp.
Saddlebag #1​
9 Lbs.
Winter Blanket1 Gp.
Pack Saddle​
3 Lbs.
Wineskin (Half Gallon)3 Gp.
Saddlebag #1​
4 Lbs.
Waterskin (Half Gallon)3 Gp.
Saddlebag #2​
4 Lbs.
Dried Rations (3 Weeks)38 Gp.
Saddlebag #2​
15 Lbs.
5 Gallons of Ale (Barrels)2 Gp.
Pack Saddle​
40 Lbs.
Masterwork Composite Longbow
Set For 19 Strength; +1 To Hit / +4 To Damage
20 Arrows
701 Gp.Attached to Pack Saddle6 Lbs.
782 Gp.
130 Lbs.
Angus has two "saddle hooks," one on each side of the saddle; the hook on the right is designed to hold his massive Claidheamh-mor at his side, with the tip pointing backwards / behind him, in the same manner as a normal scabbard. The second hook (left side) is designed to carry his shield, as if it were a saddle bag, hanging loosely. When both items are on their hooks, Angus has both hands free, and can make use of his bow. Angus wears his massive bow across his torso, and his quiver hangs next to his shield, on his left flank.
 
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Knightfall

World of Kulan DM
Looks good so far... I see a shield-wielding theme for your PCs. Heh.

BTW, your PC gets an heirloom item for free that is under 3,000 gp. This item is in addition to the ring of flying, which I'm going to say has a limit restriction on it of one use per day.
 

Knightfall

World of Kulan DM
Note that for rangers, I usually prefer for such PCs to be at least partially neutral, like with druids. While it's not as big a deal on Kanpur, it is a common theme of Harqualian characters, especially any character that worships one of the North Gods (the default neutral and good pantheon of the continent.) The deities known as as the Sword Gods are the evil pantheon of the continent.

Harqualian Centaurs revere the Horned God, the Daghdha, before all the other gods of the pantheon. (Centaur clerics of the Daghdha can choose any two of the following domains: Animal, Community, Earth, Forest, Nature, Plant, Renewal, Water and Weather. [The Forest Domain is homebrewed.])

Daghdha, the
The Good God, Horned Man, Shining Divinity

Greater Deity
Symbol: A staff, a cauldron, or a harp
Alignment: True neutral
Portfolio: Agriculture, animals, earth, flora and fauna, forests, harvest, nature, weather
Worshipers: Dragons, druids, elves, farmers, firbolgs, the gema, gnomes, half-elves, halflings, lizardfolk (poison dusk), rangers, anyone who lives in a rural community
Cleric Alignments: N, NG, CN, LN, NE
Domains: Animal, Community, Earth, Forest, Nature, Plant, Renewal, Water, Weather
Favored Weapon: Club or light mace

The great deity most often referred to as “the Daghdha” is the enigma of the North Gods. The Daghdha, an Old God from the Celtic Pantheon, is an odd sort who is very comical in his demeanor. He neither fits in with the more barbaric members of the pantheon or the ones that gravitate toward order and law. It’s true he is in better company with the chaotic North Gods but even they don’t understand him. His behavior suggests that he would be chaotic in alignment, yet he is “truly” neutral. The Daghdha is a strange bird indeed, but Cronn likes him so the Horned Man’s place amongst the North Gods is assured.

The Daghdha's Avatar often appears as a tall, lanky human who wears waggish outfits. He’s known for appearing arrayed in multi-colored, frayed garments one minute then in a long, well-kept robe colored in a single primary color. No one ever knows what he’ll look like next, not even his own pantheon members. The one constant is his magical spear, which he calls Little Dragon.

Dogma
The Daghdha teaches respect for the earth and all its wonders. He teaches Balance between the need for agriculture and the natural world. The druids of the Daghdha help farmers with the harvest and teach them how to gather wood for their homes without cutting down tons of trees. They often help communities by predicting dangerous weather patterns and interceding if to many innocents are endangered. They protect nature from those who would abuse it or use it for evil purposes. The tenets of the Nature Lord mesh with the Tenets of the Balance passed down by the clergy of Mirella for the most part. The Daghdha teaches respect and supplication for The All-Mother and her servants in all cases that endanger the Balance.

However, there are also a group of deities known as the Interloper Gods who stand outside both of those pantheons, as well as the Transformation Gods that weren't worshipped on the continent until after that magical event altered the Lands of Harqual. The best choices among the Interloper Gods are Dionysus, Faunus, Hak, Kord, Mielikki, Ordana, Sylvain, Ullr, and Valkar.

Hak is from the Blackmoor setting. Ordana and Sylvain are from the Vaults of Pandius.
 

Knightfall

World of Kulan DM
Here is the primary Myth and History document for the Lands of Harqual. EDIT: I've also attached my fictional narrative of the final events of the Divinity War.
 

Attachments

  • Myth & History of Harqual.pdf
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  • The Divinity War.pdf
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Last edited:

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