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Topic:
A Tide of Flames: a d20 Dungeons & Dragons adventure
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Saintheart
Title: Manager and Wandering Swordsman of the RPF
Registered:
Dec '00
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Date Posted:
2/20 4:22pm
Subject:
A Tide of Flames: a d20 Dungeons & Dragons adventure
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A Tide of Flames
The dry hilltops danced with fire.
Throughout the heart of the wild badlands the humans called the Wyrmsmokes, great bonfires had been kindled atop the ridges overlooking Elsir Vale. There thousands of warriors had gathered -- hobgoblins in armor dyed scarlet, thick-thewed bugbear berserkers, goblin worg riders and skirmishers and archers, and the scaled ones as well, who often towered over the rest. For so long they had fought each other, tribe against tribe, race against race, engaged in the endless test of battle, feud, and betrayal. But tonight . . . tonight they stood together, hated enemies shoulder-to-shoulder, shouting together as brothers. And they saw that they were strong, and together they danced and sang and shook their blades at the smoke-hidden stars overhead.
"We are the Kulkor Zhul!" they shouted, and the hills shook with the thunder of their voices. "We are the People of the Dragon! Uighulth na Hargai! None can stand before us!"
One by one the tribes fell silent. Armor creaked as thousands turned to look up to the Place of Speaking. There, a single champion emerged from the assemblage and slowly climbed the ancient stone stair cut into the side of the hill. A hundred bright yellow banners stood beneath him like a phalanx of spears, each marked with a great red hand. The warpriests holding the banners chanted battle-prayers in low voices as the champion ascended.
On the hundredth step he stopped and turned to face the waiting warriors. He was tall and strong, one of the hobgoblin chieftains, but dull blue scales gleamed along his shoulders, and jutting horns swept back from his head. "I am Azarr Kul, Son of the Dragon!" he cried. "Hear me, warriors of the Kulkor Zhul! Tomorrow we march to war!"
The warriors roared their approval, stamping their feet and clashing spear to shield. Azarr Kul waited, holding his hands aloft until they quieted again. "The warpriests of the Doom Hand have shown us the way! They have taught us honor, discipline, obedience -- and strength! No more will we waste our blood fighting each other. We will take the lands of the elf, the dwarf, and the human, and make them ours! Under the banner of the Red Hand of Doom we march to victory and conquest! Remember that you stood here this night, warriors of Kulkor Zhul! For a hundred generations your sons and your sons' sons will sing of the blood spilled by your swords and the glory you win in the nights to come! Now, my brothers -- to WAR!"
The burning hills were too small to hold the shout the Kulkor Zhul gave in answer to their warlord's call.
Welcome to the Forgotten Realms.
Introduction
This adventure is unlike most that you’ll see on these boards. It is a Dungeons & Dragons roleplaying adventure in the lands of the Forgotten Realms, using Wizards of the Coast’s d20 system, played out by successive posts on these boards, with provable dice rolls conducted online. What is envisioned is an epic adventure, where players will have the opportunity to both roleplay and advance their characters to greater and greater levels of power and culminating in a memorable climax. In short ... to becomes heroes.
Staff
Your GM for this adventure is Saintheart, with demiurge assistance from LightWarden. PM either for details on anything in this campaign.
Rules:
1. GM’s word is law, as it always is.
2. PM all character sheets for Saintheart or LightWarden’s approval before posting.
3. We think it’s pretty hard to godmode where the outcome of your decisions are arbitrated by a dice, but don’t do it anyway.
4. Don’t cheat your rolls -- whether combat or noncombat. We’ll be watching, m’kay?
5. Obey the TOS otherwise.
6. Have fun!
Notes on Character Creation
For those of you familiar with the D&D system and/or the d20 system, the starting level for your characters will be level 1. This is for the “prologue” of the campaign which will show folks how the game works and iron out problems as they arise. When the campaign proper commences your characters will be advanced several levels to match the quality of the enemy you’ll be facing.
People who haven’t played Dungeons & Dragons before are welcome, but if you are entirely new to D&D it is highly recommended that you familiarize yourself with the system by commencing your reading here. After that by all means contact Saintheart or LightWarden for assistance on putting your character together; we’d be happy to help.
For those who want to create their own characters without a lot of GM support, the relevant guidelines are these:
* The world is the Forgotten Realms. Feats, skills, etc, from the Forgotten Realms are therefore acceptable (subject to the following).
* No psionics, but otherwise almost anything goes (subject to CS approval).
* The rules we’ll be using are Dungeons & Dragons 3.5e.
* Skill and feat selection is a little different under the house rules. You’ll be selecting skills to know rather than assigning the skill points per se. It’s recommended you leave this part until last.
Useful links
This is the online resource for all the rules of D&D.
This is the site for online dice rolls that we’ll be using.
This is a Forgotten Realms character generator. Warning: it’s automated, but also complex for a beginner at D&D.
Character Sheet:
(Needless to say you’ll need to generate a character according to D&D 3.5 rules, or have either Saintheart or LightWarden assist you to fill this out.)
Name:
Race:
Class:
Hit Dice:
Initiative:
Speed:
AC:
Touch AC:
Flat-Footed AC:
Base Attack:
Grapple:
Attacks:
Damage:
Face/Reach: 5x5, 5 ft
Special Attacks:
Special Qualities
Saves: Fort -, Ref -, Will -
Abilities: Str-, Dex - , Con -, Int -, Wis -, Cha -
Skills:
Feats:
Languages:
Alignment:
Deity:
Gender:
Age:
Height:
Weight:
Equipment:
Weight:
Appearance:
Personality:
Biography:
-----signature-----
Michelle: my Italian queen, my angel, my reason, my wife. Jessica: my little princess, my daughter, born 10 August 2007 Director -- Star Wars: Knighthood
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Tog
Registered:
Jan '07
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Date Posted:
2/20 4:44pm
Subject:
RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
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YES!! I've been wanting something like this! I'm gonna go work on a CS.
-----signature-----
"Cover ears Big Boom Boom comin!"-Tek
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Yuul_Shamar
Registered:
Nov '04
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Date Posted:
2/20 5:22pm
Subject:
RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
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I'm working on a cs to, probaly sorc.
-----signature-----
"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano Most Eager Newbie - Spring RPF awards 2008 Most Eager GSE Player! Sith Lord! Watch out! John 3:16
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Saintheart
Title: Manager and Wandering Swordsman of the RPF
Registered:
Dec '00
|
Date Posted:
2/20 6:01pm
Subject:
RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
- Date Edited:
8/21 9:50pm (10 edits total)
Edited By:
Saintheart
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Important Note on Stat Generation:
This applies to rolling your abilities. Most of the seasoned players of D&D will already know this, but in coming up with your primary abilities (Str, Dex, Con, Int, Wis, Cha) you roll them by coming up with a set of 6 4d6 results. You can then assign them between your stats as you see fit. For those who aren't familiar with d20, this means rolling four six-sided dice six times and discarding the lowest result on the 4 dice.
Kindly don't cheat this part. If I start seeing arrays of 18, 18, 17, 16, 6, and 17 I've got a fair idea there's some shenanigans going on.
Fun Link: Here's a map of the Forgotten Realms.
Reference Maps
Drellin's Ferry:
1. - Guardposts.
2. - The Village Green.
3. - Town Speaker's House.
4. - The Green Apple.
5. - Morlin's Smithy.
6. - Shrine of Lathander.
7. - Sertieren the Wise's House.
8. - The Old Toll House.
10. - The Old Bridge Inn.
11. - Jarrett's Sundries.
12. - Delora's Livery Stable.
16. - Gausler's Brewhouse.
18. - Sterrel's Provisioning.
Elsir Vale:
The Witchwood:
A) Dawn Way
B) The Witch Trail
C) Jorr's Cabin
D) Blackwater Causeway (a bridge across Swift Creek)
E) Vraath Keep
F) The Old Forest Road
G) An old trail
H) A clearing
I) Skull Gorge Bridge
J) The hills & mountains
-----signature-----
Michelle: my Italian queen, my angel, my reason, my wife. Jessica: my little princess, my daughter, born 10 August 2007 Director -- Star Wars: Knighthood
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LightWarden
Registered:
Oct '01
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Date Posted:
2/20 6:07pm
Subject:
RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
- Date Edited:
9/30 9:12pm (15 edits total)
Edited By:
Saintheart
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And if your rolls suck, come to us and we'll work something out.
Current Funds of the Company of the Crescent Flame
(Brought to you by Crazy Alaundo, Skillbot Accountant of Waterdeep)
Alessandro: 364 GP
Ariel: 135 GP, 4 SP, 1 CP
Celbrandir: 2402 GP
Corrath: 14 GP 9 SP 4 CP
Halden: 511 GP
Najos: 146 GP, 9 SP, 9 CP
Skadi: 2294 GP
Zanaek: 63 PP, 6 SP
Character Sheets for all party members
Name: Corrath Marktos
Race: Half-elf
Class: Rogue 6
Hit Dice: 1d6+1
HP: 46
Initiative: +5
Speed: 30ft (or 6 squares)
AC: 21
Touch AC: 16
Flat-Footed AC: 21
Base Attack: +4
Grapple: +4
Attacks:
- Melee +4
- Dagger +5
- Rapier +11
- Ranged +10
Damage:
- +1 Rapier 1d6+1 (18-20/x2+3d6)
- Masterwork Shortbow 1d6 (20/x3+3d6)
- Masterwork Dagger 1d4 (19-20/x2+3d6)
Face/Reach: 5x5, 5 ft
Special Attacks:
- Sneak Attack +3d6
Special Qualities:
- Trapfinding
- Low-Light Vision (racial)
- Evasion
- Uncanny Dodge
- Trap Sense +2
Saves:
- Fort 3 + 1 [Vest] = 4
- Ref 10 + 1 [Vest] = 11
- Will 2 + 1 [Vest] = 3
Abilities:
- Str 10 (0)
- Dex 20 (+5)
- Con 13 (+1)
- Int 15 (+2)
- Wis 10 (0)
- Cha 13 (+1)
Skills:
Acrobatics +14
Diplomacy +12
Disable Device +13
Deception +10
Stealth +19
Perception +10
Thievery +14
Use Magic Device +10
Use Rope +14
Linguistics +11
Athletics +9
Feats:
Armor Proficiency (Light): (automatic)
Telling Blow: Add sneak attack damage (+3d6) to every critical hit.
Weapon Finesse: use Dex modifier instead of Str for attack rolls
Weapon Focus (Light Blades): +1 attack rolls
Dodge: +1 dodge bonus to AC during combat (always on.)
Languages: Chondathan, Common, Elven, Sylvan, Illuskan
Alignment: Chaotic Neutral
Deity: Erevan Ilsere
Gender: Female
Age: 22
Height: 5'3"
Weight: 110lbs
Equipment:
Armour:
- +1 Blueshine Mithral Shirt +2 Stealth (competence) (10lb)
- Cloak of Elvenkind +5 Stealth (competence) (1lb)
- Ring of Communication
- Vest of Resistance +1 (+1 to all saves)
Weapons:
- +1 Rapier w/ Least Crystal of Return ("Nox") (2lb)
- Masterwork Dagger (1lb)
- Sleeve Blade (drops a dagger 1d4, crit 19-20/x2+3d6, into the hand. DC 15 to spot, +5 to Sleight of Hand check to conceal its presence)
- Drop Sheath (Magical item: drops a light weapon into the wearer's hand on command as a free actions, hides weapon from view)
- Finger Blades
- Masterwork Shortbow(2lb)
- Quiver & Arrows x20(3lb)
Tools:
- Handy Haversack (5lb)
* Masterwork Thieves' tools (1lb)
* Magic Bedroll (5lb)
* Waterskin (4lb)
* Rope, silk (5lb)
* Climber's Kit
* Spyglass
* Everburning Torch
* Flint and steel
* Candles x5
* Torch x5 (5lb)
* Potion of Cure Light Wounds
* Potion of Cure Serious Wounds
* Potion of Cat's Grace
* Rations x10 (10lb)
* Rope, silk (5lb)
* Grappling hook (4lb)
* Tindertwigs x 20
- Belt Pouch
* Least Crystal of life-drinking (Magic Item Compendium)
* Thunderstone x 5
Weight:
- Carrying 24lb (max 33lb)
* Haversack 35lb (max 120lb)
Gold: 26g 9s 5c
Mount:
Light Horse, "Altair"
- Military Saddle (30lb)
- Bit & Bridle (1lb)
- Saddlebags (8lb)
Weight: 39lb
Appearance: Corrath has slightly pointed ears, sharp features, pale skin tinged with blue due to her Moon Elf heritage, and wavy dark brown hair from her human (largely Chondathan) side. Like most elves and half-elves, she has bright green eyes. She's slenderly built and can look rather attractive if she cares to clean up to look the part - useful when conning people.
Personality: First and foremost, Corrath is an individualist with precious little in the way of scruples. She's quite willing to steal, con or kill if there's something in it for her, although out of prudence she tries to avoid killing people if she can con them - it's a messy solution to a problem - but won't stand for anyone forcing her to do any of those things. Generally speaking, she's equally likely to kill someone for money as she is to steal things because they're pretty or help a friend with a long quest on a whim. She's able to handle herself in both cities and the wilds, although she is most comfortable in an urban environment.
Biography: Corrath was born in a half-elven enclave in the Silver Marches. Both her parents were from half-elven stock themselves and had her rather young - unfortunately, this resulted in her mother dying in childbirth, for which her father never forgave her. He was an alcoholic, a mean drunk and a lousy parent, and to survive Corrath began to steal: first from him, then later from others. By her early teens she had become a rather accomplished thief and con artist (the wide-eyed innocent look fooled many people, although usually not more than once) and it wasn't long before she left her father's house in Silverymoon to strike out on her own.
She city-hopped for a while after that, finding work whenever she needed money, but mostly just out for adventure. Then by chance, Corrath was passing through Alqidar's Crossing the night of the Mossgarde Fire. She and seven others banded together to drive off the goblin raiders, and rescued Lissa Mossgarde and her children. The goblins themselves slipped through their grasp - but the experience had forged them into a group, unlikely though it was.
Time passed. Travelling in a group outdoors proved an instructional experience for the young rogue. Her strength and dexterity improved from practice, and a few more close shaves, particularly nearly dying at the battle of Cadeford, hammered a bit more common sense into her head. That the battle in question also saw the death of Radok Keghammer made it a particularly sobering experience. Corrath had not liked the dwarf very much, but they had been travelling companions for several months and she was surprised to find she missed having him around. Not long after, Simwar Saddlebrook disappeared into the night - perhaps he had been shaken by Radok's death and decided to find a safer group to travel with, or perhaps he simply found a better path to riches.
Not that the Company didn't come across sufficient riches during their travels. They were soon able to afford the horses they couldn't buy at Alqidar's Crossing; Corrath's mount was a spirited black stallion named Altair. A craftsman in a tiny nondescript shop crafted Corrath's Blueshine Mithral Shirt, a beautiful piece of armour that fit her like a glove and glittered with a blue-black sheen, as if covered in oily liquid sapphire. But her prize possession was a reward from one of their adventures: a razor-edged rapier with a sky blue crystal set in its hilt and the letters "Nox" etched on the blade. The previous owner had done her level best to behead Corrath with it, and subsequently Corrath took a certain amount of vindictive pleasure in claiming it as her own.
Name: Ariel Elandinai ("Arrowbreeze")
Race: Winged Elf (Avariel)
Class: Fighter/(Archer)
Level: 6 (4th level fgt stats)
Hit Dice: 1d10+2
HP = 60
Initiative: +6
Speed: 30 ft, fly 50ft (6 squares, fly 10 squares) (Good manueverability)
AC: 21 (22 with buckler)
Base 10, +6 for Dex, +4 for chain, +1 for buckler
Touch AC: 16
Flat-Footed AC: 14
Base Attack: +4
Grapple: +7
Attack/Damage:
--Dagger +9, 1d4+3 (19-20/x2)
--Avariel Glass Rapier (Sulcabedoo) +9, 1d6+3 (18-20/x2)
--Rapier (Morsul) +9, 1d6+4 (18-20/x2)
--Composite Longbow +11, 1d8+3 (20/×3)
--Bolas +10, 1d4+3 (20/x2)"
Face/Reach: 5x5, 5 ft
Special Attacks: Dive Attack
Special Qualities: Elf traits, Keen sight
Saves: Fort - +6, Ref - +7, Will - +3
Abilities:
Str 16 (+3), Dex 22 (+6), Con 14 (+2), Int 13 (+1), Wis 15 (+2), Cha 16 (+3)
Skills:
Perception +9
Stealth +9
Heal +5
Perform (Wind Instruments) *Horn* +6
Sense Motive +5
Feats:
Weapons Focus - (Light Blades) +1 attack
Weapons Focus - (Bows) +1 attack
Improved Flight - Hover
Precise Shot – (No -4 to attack roll when shooting into melee combat)
Point Blank Shot - (+1 to attack and damage at less than 30 feet)
Fearless
Languages: Elven, Common, Auran, Draconic
Alignment: Chaotic Good
Deity: Aerdrie Faenya
Gender: Female
Age: 51 (Young mature)
Height: 5'11"
Weight: 110
Weapons:
Composite Bow (+3 strength bonus) 1d8+3 (20/×3)
Sling 1d4
Dagger 1d4+3
Bolas 1d4+3
Rapier 1d6+3
masterwork rapier=+1 to attacks.
Equipment:
Flint and steel
Water/wine skin
rope, silk
torch
spyglass
caltrops 2lb bag
3 flasks oil
6 candles
2 torches
first aid/healers kit
2 smokesticks
arrows (60)
3 Bolas
2 Daggers
1 Sling - 20 bullets
Rations
Wooden buckler shield. +1 to armor.
Horn
(Total 13 lbs)
1 Soap
5 Piton
1 Ink (1 oz. vial)
1 Inkpen
1 Hammer
2 Parchment (sheet)
1 Grappling hook
1 Case, map or scroll
1 Net
1 chalk -
1 Everburning torch
Gold= 141
Silver= 4
Copper=1
Avariel Glass Sword
Mithral shirt
Handy Haversack
Magic bedroll
Hat of Disguise
Universal solvent
Everlasting Rations
Replenishing Skin
Efficient Quiver
Potions
2 cure light wds, 1 cure moderate wds, 1 x invisibility
One dagger and 2 rapiers are tied to her, on a belt with leather toggle loops, so she does not lose her weapon in flight. All other weapons are inside the Quiver.
All of her other items fit into the haversack.
Weight:
2 lbs for Quiver
5 lbs for Haversack
Background:
Much has changed in the year that Ariel has spent with the company of folks she found herself with. But still, nothing felt as wonderful, as their first gathering, when they had saved the mother and her children. From Alqidar's Crossing, she had retained a horn, which looked like some kind of dire boar tusk. She had purchased it to sound warnings if necessary, but found she liked the instrument, and began practicing with it, to become a decent player of the thing, and it provided her fond, if not sometimes frustrating memories of her first true campaign.
Later, after the battle of Cadeford where they had lost the dwarven warrior Keghammer, came something she could barely believe. As she traveled with the others, they came upon a dark forest, it was like places she had heard whispered about in the airie as a child. And there, she had found it. A crystal weapon, of her own people. The others thought it was but a trinket, as it looked delicate, and made of glass, but Ariel recognized it immediately. She wondered what of the Avariel that might have been here before her. The rapier was beautiful, looked as light as a breeze, with gold writing around its crystaline hilt. She softly read the script, 'Saesa omentien lle', and nearly burst out laughing at it's translation. "Pleasure meeting you." Seems the prior owner had a sense of humor. So she came to named her regular rapier, Morsul, The Black Wind, and the crystal one, Sulcabedoo, the Windycliffes to remind her of home. Not long afterwards, the halfling Sadlebrook disappeared from the group.
As the year wound down its days, they came upon other fabulous treasure, which made it easier for Ariel to carry the few things she now claimed as hers. She honed her archery and rapier skills. She stayed airborne as much as possible, finally claiming the skies as hers, when she received the ability to hover. Yes, she had much to be thankful, and sang praises to the winged mother come end of the year. When she is in WING mode, she tends to use the glass rapier. But if she is using her hat of disguises, and hiding her wings, she uses the other, so as not to stand out. She rather likes the ability to not be the 'BIG BIRD' of the group, only to suddenly appear later, wings in all. It also allowed her to deal more directly with the other elves in the party she was with. For while the other landers were polite, she enjoyed the chance to speak the home tongue to those elves around her. And she was fascinated by the Clerics and Mages, Clerics being quite well looked upon by her people. She love to listen to stories as she traveled as well, watching with a curious eye, as the party changed with the loss and growth of others, and how much their skills had changed, since they had first joined in combat. Other lessons came to her as well, such as why her people wore the belts that they did. After losing her weapons a few times, she quickly decided to adopt the belt system that others of her kind did, tying her rapiers to her belt so that she would not lose them. Also, as she travels, she has done her best to collect the most beautiful or unusual feathers from different creatures as she can, for she knows she will need them soon enough.
She often takes to the skies at night, to avoid the gawks and stares of the locals when in town, but away from cities, the skies are hers to fly. Her horn, can often be heard in the distance, playing a gentle tune as she floats aloft in the clouds.
Skadi (Sa'adi Adim)
Race: Human (Calishite)
Class: Cleric 6 (Variant from the SRD, substitutes Turn Undead for Smite Evil and Aura of Courage as a paladin)
Hit Dice: 6d8+24
HP: 78
Initiative: +1
Speed: 20 feet (4 squares)
AC: 23 = 10 +8 armor +2 shield +1 Dex +2 Enhancement=23
Touch AC: 10
Flat-Footed AC: 17
Base Attack: +4
Grapple: +7
Attacks: +9 longsword, +7 Heavy Mace
Damage: 1d8+4 longsword, Heavy Mace 1d8+3
Face/Reach: 5x5, 5 ft
Special Attacks: Smite Evil 4/day (+2 Hit, +6+1d6 damage vs. evil, good-aligned), Spells
Special Qualities: Aura (Good, Law), Aura of Courage
Saves: Fort -9, Ref -4, Will - 10
Abilities: Str-16, Dex - 12, Con -16, Int -12, Wis -19, Cha -15
Skills:
Diplomacy +11
Heal +15
Intimidate +11
Knowledge (religion) +10
Profession (sailor) +13
Spellcraft +13
Armor Check Penalty: -6
Feats:
--Improved Smite: From Complete Warrior, adds 1d6 damage to any evil target smote, weapon counts as good-aligned
--Improved Toughness: From Complete Warrior, adds 1 HP per HD
--Weapon Focus (heavy blades)*
--Weapon Group Proficiency (heavy blades)*
--Martial Study (Devoted Spirit- Crusader’s Strike): From Tome of Battle: Book of the Nine Swords, makes Intimidate a class skill and allows an attack as a standard action, once per encounter, that heals 1d6+1/2 level hit points (maximum 1d6+5)
--Martial Stance (Devoted Spirit- Martial Spirit): From Tome of Battle: Book of Nine Swords, a stance adopted as a swift action. Upon each successful attack made while in this stance, Skadi or an ally within 30 feet (her choice with each attack) is healed 2 points of damage.
--Extra Smiting: From Complete Warrior, adds 2 extra smites per day.
Languages: Alzhedo, Chondathan, Common
Alignment: Lawful Good
Deity: Tyr
Gender: Female
Age: 46
Height: 5’11”
Weight: 150 lbs
+1 Platemail (2.5k)
+1 Longsword (2k)
+1 Heavy Steel Shield (1k)
Cloak of Resistance +1 (1k)
Ring of Communication (2k)
Belt of Healing (.75k)
Crystal of Return, Least (.3k)
Magic Bedroll (.5k)
Restful Crystal (.5k)
2450 gp
Heavy Mace
Backpack
Holy symbol (silver)
Healer’s Kit
Bedroll
Tent
Torch x3
Waterskin
Rations
Backpack
Weight: 67 lbs
Spells: (5/5/5/4) DC (14+Level) Domains: Retribution, War Caster Level: 6
0: Detect Magic, Guidance, Light, Read Magic, Resistance
1: Divine Favor x 2, Conviction x2 (SpC), Shield of Faith (d)
2: Bull’s Strength x 2, Remove Paralysis, Spiritual Weapon (d), Zone of Truth
3: Chain of Eyes (SpC), Flame of Faith (SpC), Magic Circle Against Evil, Speak with Dead (d)
Appearance: Black curly hair streaked with grey, tan skin, dark brown eyes. Scar on her upper lip, and a chunk missing from her right earlobe. She has a large but very faded sunburst tattoo covering her upper right arm. She walks with a slight stoop from the days when she lived on a ship.
Personality: Brave, bossy, a bit set in her ways, can be very judgemental. Likes things to go the way she plans them to. Won’t back down from a fight. Unfortunately her definition of ‘fight’ is extremely loose.
Biography: When she was younger Skadi was a notorious pirate operating around the Sea of Fallen Stars. She was known for her skill at fighting and was renowned amongst other pirates for her drive and determination. However, during one raid Skadi's crew kidnapped a cleric of Tyr. While imprisoned in the ship, he started to teach Skadi about his religion and eventually she became certain that the life of a pirate was not for her any more, and that she should dedicate her life to Tyr.
Skadi helped him to escape and followed the cleric to an abbey where she decided to dedicate her life to Tyr. Her pirate fighting skills were not allowed to atrophy, but this time they were used for justice.
That was many years ago now, but Skadi has continued to faithfully follow the way of Tyr.
Zanaek Grahorn [zahn-ach gray-horn]
Race: Human (Tethyrian)
Class: Cleric
Hit Dice: 1d8 +1 [Con]
Hitpoints: 60
Initiative: +4 = +2 [Dex] +2 [Feat]
Speed: 30 feet (6 squares)
AC: 19 = 10 +5 [elven chain] +2 [dexterity] +1 [shield] +1 [Ring of Protection +1]
Touch AC: 13
Flat-Footed AC: 17
Base Attack: +4
Grapple: +5 [base + Str]
Attacks/Damage:
-- Crossbow, light +6 [1d8, crit 19-20/x2, range inc 80 ft., 4 lb., light, piercing]
-- Longsword +5 [1d8+1, crit 19-20/x2, 4 lb., medium, slashing]
-- Shield, light +5 [1d3+1, crit x2, 6 lb., light, bludgeon]
-- Dagger x 2 +5/+6 [1d4+1, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Face/Reach: 5x5, 5 ft
Special Attacks:
-- Turn Undead 3 + (+3) [Cha] = 6x per day
Special Qualities: 0
Saves:
--Fortitude: 6 = 5 [base] +1 [constitution]
--Reflex: 4 = 2 [base] +2 [dexterity]
--Will: 9 = 5 [base] +4 [wisdom]
Abilities: [Base Score] + [Modifier]
--Strength: 12 (+1)
--Dexterity: 14 (+2)
--Consitution: 12 (+1)
--Intelligence: 12 (+1)
--Wisdom: 18 (+4)
--Charisma: 17 (+3)
Skills: (Ability modifier) + (Rank modifier) + (Misc modifier) = Total modifier
--Heal: +15
--Spellcraft: +13
--Knowledge [Religion]: +10
--Diplomacy: +12
--Ride: +8
--Perception: +10
--Athletics: +4
Armor Check Penalty: -3
Feats:
--Armor Proficiency (All) - No armor check penalty on attack rolls, clerics receive this feat automatically.
--Augment Healing - Healing spells do +2 per spell level
--Blooded - +2 on initiative and spot checks, cannot be become shaken and ignores effects of shaken condition.
--Brew Potion – create magical potions
--Die Hard – Stay conscious when hit points fall below 0, can do only non-strenuous actions
--Endurance - +4 to checks or saves to resist non-lethal damage, including Swim check, Constitution checks on continued running, forced march, holding breath, and starvation and thirst, Fortitude saves on hot and cold environments and suffocation. Can also sleep in light and medium armor without fatigue penalty.
--Spontaneous Healing - Swap out your spells for cure spells on your list
--Weapon Proficiency [Longsword] – granted by virtue of faith in Torm
Languages: Common, Chondathan, Goblinoid
Alignment: Lawful Good
Deity: Torm
Gender: Male
Age: 23
Height: 5'9"
Weight: 122 lbs
Equipment:
On Person
Handy Haversack (5 lbs)
-- Candle x2
-- Healer's Kit 10/10 (1 lbs)
-- Grappling Hook w/ 50' hemp (14 lbs)
-- Lantern, hooded (2 lbs)
-- Oil (1 lbs)
-- Rations x 7 (7 lbs)
-- Torch x 2 (2 lbs)
-- Waterskin (4 lbs)
-- Holy Water (1 lbs)
-- Sunrod x 2 (2 lbs)
-- Ink
-- Inkpen
-- Vial x 5 (.5 lbs)
-- Parchment x 14
-- Pot, iron (10 lbs)
-- Case, map (.5 lbs)
-- Holy text (3 lbs)
-- Chess set, common (4 lbs) – made of wood
-- Spyglass (1 lbs)
-- Tinderwig x 10
-- Pestle and Mortar (1 lbs)
-- Tongs, metal (4 lbs)
-- Antitoxin, vial x 2
-- Hourglass (1 lbs)
-- Blank Book 100pg (3 lbs)
Pouch x 2 (1 lbs)
-- Flint & Steel
-- Money
---- 30 pp
---- 3 gp
---- 6 sp
-- Signal Whistle
Crossbow (light) (4 lbs)
Longsword (4 lbs)
Shield, light steel (6 lbs)
Dagger x 2 (2 lbs)
Bolts, quiver of 10 x3 (3 lbs)
Elven Chain (20 lbs)
Holy Symbol (1 lbs)
Ring of Protection
Healing Belt (1 lbs)
Potion belt, masterwork (1 lbs) – holds 10 potions
-- Cure Light Wounds, potion x 9 (1 lbs)
-- Potion of Invisibility (1 lbs)
Weight: 50 lbs
Not On Person
Military Saddle (30 lbs)
Saddlebags (8 lbs)
Tent, four person (40 lbs)
Weight: 78 lbs
Animal Companions:
N/A
Spells: (5/5/5/4) DC 14+Level, Caster Level 6
0: Detect Magic, Guidance, Light, Read Magic, Resistance
1: Comprehend Languages, Bless, Magic Weapon, Sanctuary, Divine Favor
2: Hold Person, Balor Nimbus, Iron Silence, Deific Vengeance, Frost Breath
3: Daylight, Magic Circle Against Chaos/Evil, Remove Curse, Dispel Magic
Appearance:
Torm's Symbol
Looks exactly like images above minus the helm and the Templar Cross is replaced with Torm's symbol above.
Personality: Zanaek Grahorn is a kind, simple and religious man. He will help those who are in need of healing and does not turn away even a dying enemy. It is of his opinion that kindness can turn even a diehard enemy into a friend, even if he's only a temporary ally. He is loyal to his cause and to those he calls friends. He has courage but he will not foolishly fight a battle that cannot be won. He will also protect those who cannot protect themselves, particularly innocent and unarmed civilians. He may not be a genius, but he has a lot of sense and wisdom to make up for his lack of intelligence.
Biography: Zanaek Grahorn is a healer and an explorer of a religious sect that follows the lesser deity, Torm; a god of loyalty, goodness, healing, protection, and strength. Zanaek grew up in a war torn region and has seen various acts of cruelty and hatred which eventually led him to studying under the clerics of Torm with a belief to protect and help those in need from the same cruelties and hatreds he had seen as a child. Zanaek soon discovered that he could do more than become a knight of his sect when he realized that he had been blessed with a keen ability to heal others as well as himself from injury either through divinity from his god or simply with his knowledge in herb lore.
Name: Celbrandir Silverwind
Race: Elf
Class: Sorcerer
Hit Dice: d4+1
Hitpoints: 39
Initiative: +4
Speed: 30 feet (6 squares)
AC: 15
Touch AC: 15
Flat-Footed AC: 10
Base Attack: +3
Melee Attack: +3
Ranged Attack: +7
Grapple: +3
Attacks/Damage:
Dagger +3 1d4 (19-20/x2)
Shortbow +7 1d6 (20/x3)
Longsword +3 1d8(19-20/x2)
Face/Reach: 5x5, 5 ft
Special Attacks: Spells
Special Qualities: Elf traits
Saves:
-Fort +4 Ref +6 Will +7
Abilities:
-Str: 10(+0)
-Dex: 18*(+4)(16 before racial bonus)
-Con: 14*(+2)(15 before racial penalty)
-Int: 16 (+3)
-Wis: 14 (+2)
-Cha: 17 (+3) (19 (+4) with Cloak of Charisma)
Skills:
Bluff: +12
Knowledge(arcane): +12
Spellcraft: +12
Perception: +8
Knowledge(history): +7
Use Magical Device: +12
Knowledge(geography) +7
Feats: Heighten Spell, Point Blank Shot, Precise Shot, Dodge, and Combat Casting
Languages: Elvish, Common, Draconic, Sylvan, Goblin
Alignment: Neutral Good
Deity: Ellismae
Gender: Male
Age: 177
Height: 6’1”
Weight: 165 lbs
Equipment: Dagger, Longsword, Shortbow, arrows 40, Backpack, bedroll, waterskin, component pouch. 2 potions of Cure Light Wounds(all that is from demo), Cloak of Charisma (+2), Ring of Protection (+1), Everfull Mug, Everlasting Rations, Sunrod x10, Ring of Communication, Light Warhorse, Military Saddle, Bit and bridle, Arcanist’s Gloves
Weight: 35lbs
Money: 2258 gp
Spells: Caster Level 6, DC 14+Spell Level
Level 0(per day 7): Mage Hand, Light, Disrupt Undead, Detect Magic, Read Magic, Open/Close, and Ghost Sound
Level 1(per day 7): Enlarge Person, Magic Missile, Mage Armor, Ray of Enfeeblement.
Level 2(per day 6): Invisibility, Scorching ray.
Level 3(per day 4): Fireball
Appearance: Wears a travel worn green-gray tunic and cloak. Fair caucasian skin tones, attractive features. Piercing silver Blue eyes and light toned hair.
Personality: Can be impulsive at times and at others completely calm. Often when he sets his mind to something it takes a lot to dissuade him.
Biography (not very long, limited knowledge of D&D): Celbrandir has spent most of his days traveling across the various lands, part from an enjoyment of seeing new places, and part from a want to be able to use his abilities. Celbrandir has enjoyed solving challenges and overcoming them in the past. His earlier life was spent in the wooded realm of his birth, one of the reasons he enjoys the woods. When he discovered his abilities he eventually chose a travelor’s life and has held to it ever since.
Halden Virthyr
Race: Human (Sembian)
Class: Fighter 6
Hit Dice: 1d10+4
HP: 91
Initiative: +3
Speed: 20 ft (4 squares)
AC: 10 + 3 shield +2 Enhancement +3 Dex +5 armor= 23 (25 vs ranged)
Touch AC: 17
Flat-Footed AC: 20
Base Attack: +6
Grapple: +9
Attacks: +11/+6 +1 Changeling Spear, +9 dagger, +9 shortsword, +9 ranged (thrown dagger)
Damage: 1d6+6 (20/x2) (Shortspear), 1d8+7 (20/x2) (spear or longspear), 1d4+3 (19-20/x2) dagger, 1d6+2 shortsword (19-20/x2)
Face/Reach: 5x5, 5 ft (10 ft longspear)
Special Attacks: None
Special Qualities: None
Saves: Fort -9, Ref -5, Will - 2
Abilities: Str - 16, Dex - 16, Con - 18, Int - 15, Wis - 11, Cha - 8
Skills:
Athletics +12
Acrobatics +12
Diplomacy +3
Heal +4
Intimidate +8
Knowledge (Local) +6
Survival +4
Armor Check Penalty: -4
Feats:
--Allied Defense: From Shining South, when using Combat Expertise, this allows any adjacent ally to be granted the same bonus
--Block Arrow: As Deflect Arrows, but with a shield. 1/round allows him to block a ranged attack that would normally hit
--Combat Expertise: Can take a penalty of up to -5 on attacks and receives the same bonus to AC
--Shieldmate: Adjacent allies are granted a +1 shield bonus to AC, though it doesn’t stack with any shields allies may be carrying
--Shield Specialization (heavy): Shield bonus from heavy shields improves by +1
--Shield Ward: Shield bonus applies to touch attacks, rolls against tripping, overrunning and bull rushes
--Shield Wall: When adjacent to any allies with a shield, shield bonus improves by +2
Weapon Focus (Spears and Lances), Weapon Specialization (Spears and Lances): Improves attacks and damage with spears and lances by +1 to hit and +2 damage
Languages: Common, Chondothan, Halfling, Chessentan
Alignment: Lawful Neutral
Deity: Helm
Gender: Male
Age: 26
Height: 5'10" (5,81 ft)
Weight: 183,97 lbs
Equipment and Weaponry:
+1 Breastplate (1k)
Ring of Communication (2k)
+1 Changeling Spear (4k) (Can alternate between a shortspear, spear and longspear as a swift action once per round, with the exact appearance determined by the wielder)
Crystal of return, least (.3k)
Magic Bedroll (.5k)
+1 Heavy Steel Shield (1k)
Crystal of adaptation, least (.5k) (endure elements)
Crystal of arrow deflection, least (.5k) (+2 to AC vs. ranged attacks)
Brute gauntlets (.5k) (3 charges per day, spend them to gain a morale bonus on strength checks, strength-based skills and damage for one round. 1 charge: +2, 2 charges: +3, 3 charges: +4)
Healing belt (.75k)
Steadfast boots (1.4k) (+4 to resist trip, overrun, bull rush. When holding a two-handed weapon, always considered to have it readied against a charge)
Sword, short ('for backup', 'cause I'd be very screwed if the spear would be thrown)
Dagger
Traveller’s outfit
Backpack
Flint and steel
3 candles
1 Water skin
2 rations
1 sun rod (woohoo for magnesium! ^^)
380 gp
Mount:
Warhorse, light (.15 gp) (black, Yondalla)
Military Saddle (20 gp) (off-white cloth)
Appearance: Dark brown, very short-cut hair, and dark brown, lively eyes. His skin was originally pale, but has tanned slightly due to his travelling in the sun. Doesn’t have facial hair, but does have a small beauty mark to the side of his left eye, which is said to contrast heavily with his somewhat angular face, of which most people are slightly intimidated by. He has broad shoulders, and is muscular, especially in the arms. He has a few scars, all of which are concealed by normal clothing. He wears woollen breeches, a shirt, a study belt, boots, and an ample cloak with a hood.
Personality: Though he looks like an all-muscle, scary brute, he is very intelligent and good-mannered, but loves to fool around with people, nonetheless. And even though he is a very nice guy, the first impression he makes upon people (probably due to his appearance) is often negative: “He looks scary”. He loves adventure, and can be rather impulsive at times. His voice is most often calm, with a deep tone, but also an almost intimidating, out-of-character softness and sincerity, which admittedly takes a while to get used to. As soon as he raises his voice, however, it changes drastically to a more fitting one: an almost booming, authoritative, commanding voice, capable of forcing respect and compliance on anyone, and creating a fearful sensation. This happens even when uses his loud voice in some kind of joke, which aggravates him to no end. He is often cheerful, despite a major setback in his life, and can have rapid switches between the down-to-earth mentality, and the playful mentality.
Biography: Born in Sembia, in a small family of seafaring traders, he quickly became used to the sea. His childhood was spent mostly on their little sailing boat, travelling from city to city, trying to find stuff to trade. One day, however, their little peaceful boat was raided and plundered, and was left to shipwreck on a nearby shore. His father was killed defending his boat, and his mother was left alive, yet terribly afflicted by the traumatic experience, and soon she found herself becoming more and more depressed and paranoid. Their slaves devoted their lives to the aiding and taking care of his mother, but whether this was out of gratitude for the respect they received in the family, or simply out of pity, he still doesn’t know. Halden, however, found that the money his slaves made was not enough to sustain them all. He decided to leave this newfound family, and try to get a job, a new life. He found plenty of them: barkeeper, blacksmith assistant, at one point even town guard (where he received his training). But in the end, whether he was still drawn to the sea, or it simply was fate, he found himself being the hired bodyguard of a seafaring trader, who had just landed at Alqidar's Crossing. Who would’ve knows that the tavern he stayed there would be the beginning of a glorious adventure?
For the next year, after the first adventure where he saved a family from goblins and quit his bodyguard-duty, he joined the newly formed traveller’s party. Over the course of the next few months, they grew closer to being friends, and even fought as mercenaries in the battle for Cadeford in which, tragically, but alas not unexpectedly, the drunkard Keghammer was slain. The immortal of the party had been killed, which was a realisation for most, and an experience which made the party treasure their friendship even more.
The Halfling Saddlebrook, however, grew more and more silent, and on the first night of winter, when the beautiful snow trickled down on Amn’s nightscape, he disappeared. Whether he found our antics too dangerous and wanted to escape possible death to experience the beauty of this world longer, or whether it was something else, we don’t know. I suspect it’s the first one, but he could’ve also just robbed a bank for all we know…
After a month of other adventures, however, we found two others who joined this ‘party of the moon’. Where the name came from I do not know, but it spread like wildfire. And it was nice to see the two fit in greatly…
During the course of their adventures they have encountered treasures and riches that they wouldn’t dream of acquiring when they were still in their old habits and professions. They soon bought themselves the horses they couldn’t yet afford at Alqidar’s Crossing – Halden’s horse is a serene mare. It is a light-weight horse and was bred to be a war horse first and foremost, which is strange seeing her personality is all except for ‘war-like’. This is probably why she was named ‘Yondalla’, after the Halfling godess of wisdom. She has a black fur-coat, and this is why Halden has bought her an off-white saddle-cloth: to provide at least a bit of cover against the sun.
A blacksmith at Cadeford carved runes into his breastplate when the battle there had ended, and enchanted it to become more resistant. His shield has been enchanted at another blacksmith to become more resistant to attacks, and has been infused with crystals that protect him against arrows as well as the elements. At another shop (much to the liking of the owner) he has bought gauntlets that give him more strength, boots that enhance his balance, a bedroll that’s always the right temperature, and a belt that can heal him. But his most prized possession (much to the dismay of his friends; they all had to fight for theirs) was one he found lying around in a forest. It was a beautiful spear, almost ceremonial, which as soon as he picked it up, was surprisingly light and easy to thrust with a larger force than normal. Its real power became apparent at the next ambush: the short spear transformed into a large cavalry pike by just wishing for it. And if that was not enough: it was even imbued with a crystal that could draw the weapon in a flash when only wishing for it.
Alessandro Itrayem
"You've never seen a show quite like this!"
Race: Human
Class: Swashbuckler 3/Rogue 3
Hit Dice: 5d10+3d6+12 18
HP: 70
Initiative: +5
Speed: 30ft (6 squares)
AC: 21 (+5 dex +4 armour + 1 enhancement +1 dodge)
Touch/Flat-footed AC: 16/15
Base Attack/Grapple: +5/+7
Attacks/Damage:
--Sword-Cane +9; 1d6+6(18-20/x2)
--Shortsword +9; 1d6+4 (19-20/x2)
--Light Crossbow +10; 1d8 (19-20/x2)
Face/Reach: 5x5, 5 Feet
Special Attacks: Dodge +1, Insightful Strike, Sneak Attack 3d6
Special Qualities: Evasion, Grace +1
Saves: Fort +6 Ref +10 Will +3
Abilities: Str 14(+2), Dex 20(18)(+5), Con 12(+2), Int 16(+3), Wis 12(+1), Cha 14(+2)
Skills:
Acrobatics +14
Deception +11
Diplomacy +11
Gather Information +11
Knowledge (local) +12
Perception +12
Perform (acting) +11
Thievery +14
Feats: Combat Expertise, Daring Outlaw, Improved Feint, Telling Blow, Two-Weapon Fighting, Weapon Finesse(b)
Languages: Chondathan, Common, Elven, Goblin
Alignment: Chaotic Good
Deity: Lathander
Region: Amn
Gender: Male
Age: 22
Height: 5' 8"
Weight: 138lbs
Equipment:
Sword-cane +1 2360gp (3lb), requires a DC 30 search check to be identified as a weapon.
Masterwork Shortsword 310gp (2lb)
Light Crossbow – 35gp (4lb)
- 40 bolts – 4gp (4lb)
Thieves’ Tools (Masterwork) – 100gp (2lb)
Flint & Steel – 1gp
Traveler’s Outfit (5lb)
Mithral Shirt +1 – 2100gp (10lb)
Hat of Disguise – 1800gp
Gloves of Dexterity +2 – 4000gp
Ring of Communication - 2000gp
Rod of Metamagic Extend Spell
Pearl of Power, 1st level (DMG)
Wink Broach (MIC)
Pearl of Speech (Infernal) (MIC)
Tanglefoot bags x 2
Everburning Torch
7 x Tindertwigs
Light horse - 75gp
Military saddle - 20gp (30lb)
Bit and Bridle - 2gp (1lb)
Saddlebags - 4gp (8lb)
- Backpack – 2gp (2lb)
- Bedroll – 1sp (5lb)
- Canteen – 3cp (1.5lb)
- 4 wooden balls
227gp
Weight: 28lb (light load)
Description:
Short and lithe, with a shock of longish dark brown hair, Alessandro seems more like an oversized halfling than a human. Perhaps the best description for him is ‘impish’ – his perpetual expression of that of someone who’s just gotten the grand joke. Where he comes from is a little difficult to place – his accent is a melange of different regions, and while he definitely has Tethyrian blood in him, there’s a touch of the exotic in his swarthy skin and sparkling blue eyes.
His clothes, while mostly wool and linen, are well cut and in good repair. Though made for travelling, they show definite touches of flamboyance – the crimson cloak, the scarlet-and-gold waistcoat, the elegant cut of his linen shirt. There’s something of the showman in this fellow, certainly.
Personality:
As his habitual attire might suggest, there is a great streak of the theatrical in Alessandro, from the overstated gesture to the subtle inflection. Despite his small stature, he possesses an almost boundless energy and enthusiasm for whatever he’s decided to take on, an eagerness that can border on the annoying. Whatever he’s doing, wherever it is, it has to be a performance.
He also tends to be non-confrontational wherever possible – he would rather talk his way out of a tight spot than draw steel.
Biography:
Alessandro was born in Amn, the result of a ‘nocturnal transaction’ between a Calishite merchant and the barmaid of the inn where he was lodged. He grew up, for the most part, on the streets of Amn, while his mother worked at the inn, yet he was never really a troublemaker, despite having fallen in with gangs on a couple occasions – often he would just be the ‘funny one’ in the group, the joker. From a young age, he’d had an infatuation with the theatre, after seeing a rather madcap rendition of ‘The Caliph’s Daughter’ performed on the street. Often he’d take off from classes to try and sneak into the theatres to watch rehearsals.
A smooth-talker even then, it wasn’t long before he’s secured himself an apprenticeship – not with a theatre, but with a travelling troupe. There he learnt his trade, all while traveling from Baldur’s Gate to Calimshan, and all manner of places in-between. His performances were well spoken of, and he seemed to be set to go on to bigger things when disaster struck.
While Alessandro, like many others in the troupe, had his fair share of affairs - helped considerably by the fact that he'd be out of whatever town they happened to be visiting the next morning - it was his last that landed him in hot water. Not to put too delicate a point on it, he'd knocked up the manager's daughter, and his subsequent exit from the troupe was probably less graceful and more hurried than he'd perhaps have liked.
Since then, Alessandro has drifted from town to town, getting by through street performances and the occasional turn at a tavern. Despite a short - and unsuccessful - stint at a theatre back in Athkatla, he has not as yet been able to find a company of actors that will have him, and, after all, what's an actor without a supporting cast?
Although it looks less and less likely as time goes by, he's still looking for that one big role to play. There's fame out there for him. Maybe.
Name: Najos Kieran Feuer
Race: Half-Elf
Class: Shugenja 6
Hit Dice: 1D6/ 52
Initiative: +4
Speed: 30 Feet (6 squares)
AC: 19
Touch AC: 14
Flat-Footed AC: 15
Base Attack: +3
Grapple: +4
Attacks:
(+8) Masterwork Light Crossbow [1D8] (19-20/x2)
(+4) Short Sword [1D6+1] (19-20/x2)
Face/Reach: 5x5, 5 ft
Saves: Fort 4, Ref 6, Will 6
Abilities: Str 13, Dex 19, Con 14, Int 15, Wis 12, Cha 17
Skills:
Perception +6
Knowledge (Religion) +11
Spellcraft +12
Use Rope +10
Ride +9
Diplomacy +12
Heal +12
Feats: Armor Proficiency (Light), Fiery Burst, Rapid Reload (light), Storm Bolt
Languages: Common, Elven, Sylvan, Damaran, Chondathan, Illuskan
Alignment: Chaotic Good
Deity: Corellon Larethian
Gender: Male
Age: 25
Height: 5’ 10”
Weight: 130 lb
Spells per Day: 6/7/6/4 DC 13+Level, CL 6 -- CL 7 for [fire] and [electricity] spells.
0: Dancing Lights, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Read Magic
1: Burning Hands, Disguise Self, Faerie Fire, Remove Fear, Shield of Faith
2: Barkskin, Produce Flame, Scent
3: Call Lightning, Lesser Restoration
Equipment:
Backpack
Ofuda
Waterskin
Flint and Steel
Candle
Silk Rope
Spell Component Pouch
Belt Pouch
+1 Mithral Shirt (+5 AC) (2,100)
Masterwork Light Crossbow
Short Sword
Healing Belt (750)
Sandals of Sprinting (2,300)
Empowered Shardspell (Produce Flames) (3,000)
Bag of Holding Type I (2,500)
Ring of Communication (2,000)
Weight: 46.3 lb
Light Horse (Dark Grey “Feanor”)
Military Saddle
Wealth: 104 GP, 9 SP, 9 CP
Appearance: Average build and height, for a half-elf. Green eyes and short black hair. Wears a black cloak over his armor and tends to be more practical than showy with his clothes. Almost always has his face set into a serious expression, but tends to loose that in a battle.
Personality: Naloth is what one would call anti-social, he avoids people and doesn't trust easily. But once Naloth made a friend he was loyal till the end, often placing himself and others at risk for the friend. He can be kind, but he is mostly eager to be off with friends. He has a bit of a temper but he is honest and true to his morals. He is trustworthy and is a mystery to most.
Biography: Najos grew up in the Silver Marches region. His human father, Janos, was killed by a goblin raid on their village twenty years ago. He was raised in an elven community by his mother Kytha. It was a rather calm and kind community when it came to pure blood elves, but half-elves were distained and looked down upon. His human blood slowed him down in some areas, but it did bring him ahead on others. While physically weaker and mentally slower, he matured faster than the elves and, to his endless pleasure, he was taller.
His life took a drastic turn when, at the age of 12, Najos was abducted from the Silver Marches by a hobgoblin raiding party. They would've killed him outright, but the hobgoblins were looking for some quick cash, so they sold him to a slaver. Najos was taken halfway across the Realms to the slave markets of Thay, where he was sold as a house servant to a visiting Kara-tur nobleman who was interested in his looks, seen as exotic to the Karatese.
He was taken back, suffering assorted cruelties, to Kara-tur, and there endured almost a decade of indentured service to the nobleman's family.
Eventually an eccentric shugenja showed an interest in the half-elf and discovered a great wonder -- Najos had a talent for the path of the shugenja. The shugenja took him under his wing, and amazingly, in a remote area of Kara-tur, Najos prospered, learning much of the art of listening to the elements themselves, which is the focus of the shugenja's life.
Years later, his master freed him -- somewhat inexplicably, but then the old man was somewhat addled by the end. Najos's journey home across Kara-tur and the Endless Wastes in itself is an epic tale that the half-elf chooses not to discuss much. Twenty full years had passed before Najos finally found his way home to the Silver Marches. He was glad to have found his way there, but much had changed -- and Najos himself had changed. His worldview was now so different to that of the ordinary half-elven male -- he fitted neither into the human world or the elven world, and now did not even sit comfortably in the Faerunian world. So he set out travelling, looking to explore Faerun, to find a place where he can be comfortable with himself -- a place that feels like home, and riches with which to fill it.
-----signature-----
CDG Guild Master Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die The Internet is SERIOUS BIZNESS! It's all fun and games until someone loses a leg. TF.N RPGs: Less fun than pretending to have sex
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Post History
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Saintheart
Title: Manager and Wandering Swordsman of the RPF
Registered:
Dec '00
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Date Posted:
2/20 6:58pm
Subject:
RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
- Date Edited:
2/20 7:55pm (3 edits total)
Edited By:
Saintheart
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House Rules
Introduction:
As you might guess, these are variations to the standard D&D rules we'll be using in this campaign, for those of you intimately familiar with the system. Heck, those of you not familiar with it might want to cast an eye over this list anyway and keep some of it in mind when you're generating characters. Most campaigns do have house rules of one kind or another. In no particular order, then:
Ability enhancements:
At every 4th level reached, you get to boost two ability stats by +1.
Additional feats:
Leaving aside any bonus feats you get as part of the character creation process, you get an additional feat at 1st level and then at every even level after that (2, 4, 6, 8, etc...)
Critical Hits:
No rolls to confirm critical hits, if it's a threat and it hits, it's a critical.
Dodge Feat:
Dodge feat gives a flat +1 Dodge bonus, no need to pick an opponent against whom the bonus applies.
Heighten Spell Feat:
All magic users can Heighten their spells (as the metamagic feat) for free. If you want to amp up your spell and blow higher level slots, that's fine by us.
Weapon Focus/Specialisation applies to the weapon group, not just the weapon.
If a player selects weapon focus/specialization feats, it applies to the weapon group instead of just the weapon. This is so if you pick up a slightly larger sword you won't suddenly start sucking (metaphorically).
Skill system:
You don't have skill points as such. Instead, you're permitted to take a certain number of skills as learned when you create your character, according to the following table:
Barbarian 4 + Int modifier
Bard 6 + Int modifier
Cleric 4 + Int modifier
Druid 4 + Int modifier
Fighter 4 + Int modifier
Monk 4 + Int modifier
Paladin 4 + Int modifier
Ranger 6 + Int modifier
Rogue 8 + Int modifier
Sorcerer 4 + Int modifier
Wizard 4 + Int modifier
For each of the class skills you pick, your modifier is deemed as your character level plus three. For cross-class skills you pick, your modifer is deemed as your character level divided by 2 plus 3. So Conan the Librarian, a level 6 monk, with an intelligence of 18, can pick 8 skills that he's then deemed to have learned. 7 of them are skills which his class knows ("class skills"). The 8th skill is Riding, which is ordinarily the province of fighters (a "cross class skill"). For each of the class skills his modifier is +9 (level 6 + 3). On the other hand, for Ride, a cross-class skill, his modifier is +6 (level 6 divided by 2 + 3).
You can use other skills which require no training, but if you haven't picked them as skills in the above list, your modifier for them is half of your current level. For example, Conan the Librarian has not learned anything about bluffing people, so his modifier is +3 (His level being 6, divided by 2).
Just to restate that:
For class skills you've learned, your modifier is your character level +3.
For cross-class skills you've learned, your modifer is half your character level +3
For a skill which you can use untrained that you haven't learned, your modifier is half your character level.
For a skill you can't use untrained that you haven't learned - well, you can't use it at all.
You can add an additional learned skill when you increase your intelligence modifier.
Generation of hitpoints:
We just give players 3 times their maximum hit dice at level 1. From that point on, you get 3/4 of your HD when you go up a level
Death and Dying:
1) At 0 hp or less, you fall unconscious and are dying. Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).
2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is larger.
3) If you’re dying at the end of your turn, roll 1d20.
Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.
4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied. In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.
5) A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.
Action Point Rules Everyone should read this one. It's significant.
Action points are (as the SW d20 players might guess) a bit like Force Points under the old West End Games d6 system: they are interventions by fate, the gods, Peewee Herman, whatever, to give you a slightly better chance at doing something crucial. All characters get Action Points
Number of Action Points you get:
The number of action points you get: 5 + ½ current level.
Do Action Points come back?
No. Once used, an Action Point is gone for good. As you move up levels that may entitle you to an extra Action Point, but the others don't regenerate.
Uses of Action Points:
Add to roll:
1 action point spent = +1d6 to any d20 roll. If you're above 8th level, you roll 2d6 best result. If over 12th level, roll 3d6 and add best result. The Action Point can’t be used when taking 10 or taking 20.
Special Actions:
Activate Class Ability
A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.
Boost Defense
A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).
Emulate Feat
At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.
Extra attack
During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest base attack bonus. Action points may be used in this way with both melee and ranged attacks.
Spell Boost
A character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.
Spell Recall
Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of an action point is a free action and can only be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. This use of an action point is a free action and can only be done as the spell is being cast.
Stable
Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.
Improved Feats:
Characters can improve existing feats to take advantage of action points. Below are a few examples of how action points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.
Blind-Fight
You can spend 1 action point to negate your miss chance for a single attack.
Combat Expertise
You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.
Dodge
You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.
Improved Critical
You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range.
Improved Initiative
You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.
Metamagic Feats
You can spend 1 action point to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast. Heighten Spell automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally (as a 1st-level spell).
Power Attack
You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll.
Spell Focus
You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.
Spell Penetration
You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.
For Druids, Shapeshifting replaces Wild Shape.
This is the Shapeshifting rule, from the PHB II. Basically, you give up wild shape and all its friends. In exchange, you can shapeshift at will as a swift action (swift action= free action, but you only get one per turn.) You can change from one form to another without turning back, and you can use it as much as you want for as long as you want.
You retrain your normal hit dice, HP, base attack bonus, base saves, skill ranks, and ability scores, and you get a bonus to your strength score. You keep all your abilities except those requiring parts of your body that you don't have. If you get KO'd or killed, you revert to your original form.
All of your gear melds into your form and doesn't work until you become normal again, and you can't speak, cast spells, wield weapons, do fine manipulation, or activate magical items. Also, you don't get to use Natural spell.
Your natural weapons in your new form have an enhancement bonus equal to 1/4th your druid level, and count as magic weapons at 4th level and up. You then select between your forms:
Predator form: It's a wolf, a panther, or some other predatory mammal, and it's your first form. You gain a bite attack that does 1d6 points of damage, have the reach of a long creature of your size (5 ft for most druids), you gain a +4 enhancement bonus to Strength and a +4 bonus to natural armor. Your base land speed becomes 50 feet. At 4th level you gain mobility as a bonus feat when you are in this form, even if you don't meet the prereqs.
Aerial form: at 5th level, you can shapeshift into a flying creature, such as an eagle, vulture, or bat or whatever. You gain a talon attack that deals 1d6 points of damage, reach of a long creature of your side (usually 5 ft), a +2 enhancement bonus on Strength, a +2 enhancement bonus to Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good manuverability). At 7th level you gain Flyby Attack as a bonus feat whenever you're in this form.
Ferocious Slayer Form: At 8th level you change into some sort of large and angry creature, such as a tiger, brown bear, or dire wolf. You gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that deal 1d6 points of damage each. Your size increases by one category (max Colossal) and you have the reach of a long creature of your size (still around 5 ft). You gain a +8 enhancement bonus to Strength, a +4 enhancement bonus on Fortitude saves and your natural armor bonus improves by 8. Your base land speed changes to 40 ft. At 10th level, you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats in ferocious slayer form.
Forest Avenger Form: At 12th level (and probably beyond the scope of this game), you can turn into a large plant-like creature, like a shambling mound or a treant. If you're not from the forest, feel free to dink around with the name and appearance. While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each. Your size category increases by one category (caps at Colossal) and you have the reach of a tall creature of your size (10 ft if you were medium, still 5 ft if you were small). You gain a +12 enhancement bonus to Strength, a +4 enhancement bonus to Fortitude and Will saves, and natural armor improves by +12. Base land speed becomes 20 ft, and you gain DR 5/slashing. At 14th level, you gain Improved Overrun as a bonus feat while in this form.
Elemental Fury Form: at 16th level, you change into a giant form of air, earth, fire, or water (your choice each time). You gain a slam attack that does 2d6 points of damage each, size category increases by 2 categories (Colossal maximum) and you gain the reach of a tall creature of your size (10 ft if you were small, 15 ft if you were medium). +16 enhancement to Str, +4 enhancement on Fort, Ref and Will, natural armor improves by +16, no new modes of transportation or speed changing. Immune to critical hits while in this form, plus an element depending on what you are (air elemental immune to electricity, earth immune to acid, fire immune to fire, water immune to cold). You also don't need to breathe. At 18th level, you gain Great Cleave as a bonus feat, even if you don't meet the prereqs (as usual).
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Michelle: my Italian queen, my angel, my reason, my wife. Jessica: my little princess, my daughter, born 10 August 2007 Director -- Star Wars: Knighthood
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LightWarden
Registered:
Oct '01
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Date Posted:
2/20 7:41pm
Subject:
RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
- Date Edited:
2/20 7:46pm (1 edits total)
Edited By:
LightWarden
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Well, we've got Ktala on a ranged fighter, Sephy on a ranged ranger and Yuul on a sorcerer or something. Looks like the "Run Like Hell" World Tour is kicking off to a fine start.
Anyways, I posted a large list of classes in the D20 discussion thread, so if there's a role you'd like to fill or a character idea you'd like to try, drop me a line and I can talk you through it.
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CDG Guild Master Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die The Internet is SERIOUS BIZNESS! It's all fun and games until someone loses a leg. TF.N RPGs: Less fun than pretending to have sex
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Saintheart
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