Wandering Wastrel |
2 people marked this as a favorite. |
The remote town of Falcon's Hollow has endured much suffering in its time, from inside and out. Now it faces a new peril: a strange sickness is spreading among the population. No outside help is coming - the inhabitants are on their own. Can they survive?
Welcome to the recruitment for Hollow's Last Hope, an old module but one of my favourites. Just to get this out the way: I've been away from these boards for a long time due to personal reasons. I'm now back, and looking to run games again. I'm running this module first, with the aim of starting up an AP if all goes well.
If that hasn't put you off, I'm looking for 4 or 5 players to run through the module. I would love for at least one of them to be new, either to Pathfinder or to the whole Play-By-Post thing. More experienced players are welcome too, of course
Character creation
1st level
20 point buy
Maximum hit points
Average starting gold
2 traits, no drawbacks
Background skills: yes
Unchained classes: yes
Race: any, but exotic types need a REALLY good reason for being in Falcon's Hollow
No 3rd party materials
Background: I don't need pages, just something that distinguish you from all the other fighters/clerics/wizards usw out there. It should tell me how you ended up in this place (family always been here? Passing through? Settled recently? Other?). It should also explain why you didn't run away when the plague arrived. Some description of your character's appearance and mannerisms also helps.
If you need inspiration, here is a link to the page on Falcon's Hollow (beware spoilers).
Let me know if you have any questions. Recruitment will run until it doesn't, but I'll let you know 48 hours before I close it.
Wandering Wastrel |
@ Marjim Marc Arafiles - not a problem. Background skills are part of teh Unchained rules. See the link here.
They give you 2 extra skill points a level for "non-adventuring" skills like Appraise, Craft, Profession, Linguistics and so on. It allows PCs to flesh out their background a bit by having skills suited to what they did before becoming an adventurer.
Wandering Wastrel |
@ Mahalak: looking forward to reading the background. You'll also need to list the stats for your animal companion, either in Mahalak's sheet or by making a separate alias. I've seen both options used and I have no preference which one you go for.
@ Ralleck: looks good. Very minor point, though, Falcon's Hollow is remote enough that by the time word got out of what's happening it would be too late to get there. Maybe Ralleck has just come home from his last adventure, either to recover or show off or for some other reason? As I say, very minor point but it's part of the plot that no outside help is available in time.
dcalrokundess |
Full Name: Parundar Wair
Race: Human (Garundi)
Classes/Levels: Witch 1
Favored Class: Witch
Gender: M
Size: M
Age: 24
Height: 5'7"
Weight 140 lb
Hair: Black
Eyes: Brown
Skin: Olive
Alignment: CN
Deity: Atheist
Languages: Common, Elven, Gnome, Halfling, Osiriani, Undercommon
Occupation: Ex-con artist
Str 10 (+0)
Dex 13 (+1)
Con 12 (+1)
Int 18 (+4) Human Bonus added here
Wis 12 (+1)
Cha 13 (+1)
EXP:0
Hit Points: 8
Spd: 30
Init: +7
AC 11, touch 11, flat-footed 10 (+1 Dex)
BAB: +0
CMB: +0
CMD: 11
Saves: Fort +1, Ref +1, Will +3
Weapons
Melee dagger +0 (1d4/19-20)
Ranged light crossbow -1 (1d8/19-20)
Skills (point invested in each, 7 total)
Bluff +4
Heal +7
Know (Arcana) +10
Know (Nature) +10
Spellcraft +10
Stealth +1
Use Magic Device +7
Background Skills (point invested in each, 2 total)
Appraise +7
Linguistics +7
Untrained Skills (with relevant bonus/penalty)
Climb -1
Diplomacy +3
Disguise +3
Intimidate +3
Perception +5
Sense Motive +6
Survival +3
Swim -1
Equipment
light crossbow
crossbow bolts (20)
dagger
backpack
bedroll
belt pouch
chalk (10)
flint and steel
inkpen
occultist's implement
occultist's implementOA
pot
torch (10)
trail rations (5)
waterskin
3 gp
Feats:Alertness (+2 Perception and Sense Motive), Extra Hex (Cackle), Extra Hex (Misfortune)
Traits: Reactionary (+2 Init), Suspicious (+1 Sense Motive, Sense Motive is class skill)
Special Abilities:
- Evil Eye -2 (7 rounds, DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
- Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
- Misfortune (1 round, DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
- Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
- Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
- Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
- Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
Witch Spells Prepared (CL 1st; concentration +5)
1st—cure light wounds (2)
0 (at will)—guidance, mending, resistance
Patron Healing
Familiar
Name: Anela
Race: Arctic Hare
Bonus: If within a mile of Master, Master gets +4 Init
HP: 4
AC: 16
CMB: +1
CMD: 7
Speed 50
Str 3 (-4)
Dex 16 (+3)
Con 9 (-1)
Int 6 (-2)
Wis 12 (+1)
Cha 5 (-3)
Parundar Wair grew up at an orphanage. His only link to his parents was the little white rabbit that he cared for, ever since he could remember. He had no idea of his witch blood, only noticing that he had the ability to stare into someone and change their fate for the worse. As such, the other children of the orphanage were afraid of him. He struggled for food and longed for the comforts of the world. Though he could worsen the luck of others, he could do nothing about his own. His fortunes changed when he met another young man on the streets: Terrance Northrop.
Parundar learned the ways of the con artist from Terrance. He and his new friend went from town to town, swindling everyone of their cold hard cash. Once the locals caught wind of the cheating, the duo would flee into the night, cackling about their conquests.
Terrance was the attractive and charming gambler with the luck of the gods. Parundar was the intelligent one who planned and played the “normal person” to draw in more hapless, unsuspecting victims. While Terrance was lucky, Parundar would use his abilities to render their opponents less so. On occasion, the two would be caught between a rock and a fist, so Parundar found himself learning means to heal, to patch up their wounds.
Their recklessness finally caught up with them. They borrowed money and played with it a little too fast and a little too hard. The organization sent a collector, Terwilliger, who captured Parundar and Terrance.
Rather than kill them both outright, the collector decided that the two would be given a chance to win their lives back in a single game of cards: High Card Wins. The two seemed confident in their chances of victory, putting their fingers on the triggers of their respective abilities regarding luck and misfortune. Terrance held the deck in his deft hands, shuffling and controlling the cards while Parundar held the animosity in his heart to trigger his gaze of bad luck. Their smiles were ripped from their faces when they realized that they would be playing each other. Parundar won, and so his only friend and loved one in the world was dragged, beaten and bloody, out of his life.
Now Parundar tries to convince himself that he didn’t stack the odds against Terrance. He keeps a single memento of that game on his person at all times, the final gift that Terrance dealt him: a single ace of spades.
Tie-in to Falcon's Hollow:
Parundar Wair is enthusiastic to help the dying as a means to redeem his own soul. Though slight and frail, he speaks words of encouragement and soothing to those on death’s door, tiring himself out and pushing beyond his physical limitations. He avoids battlefields but cannot stand idly by when he sees the defenseless under attack, by any side.
Along his travels, he finds himself on the edge of Falcon's Hollow. The old man who kindly took him in ushered a word of warning: “You’re a dead man if you enter that town. Why? You're young! You could go anywhere and do anything! Why would you risk your life to save us?”
"If I can save you, perhaps there's a chance I might save myself."
Please let me know if there's anything you think needs adjusting. I hope this character will fit in with your vision!
EDIT: Oh, whoops! I just saw your feedback based on the above posts! I'll be editing a stat sheet for my companion as well as incorporating the tie-in to the module to be within Falcon's Hollow instead of traveling due to hearing about it.
Wandering Wastrel |
@dcalrokundess: looks like you haven't taken a favoured class bonus. You get either +1 hit point/level or +1 skill point/level. I like the background. Falcon's Hollow seems to be the Mos Eisley of Andoran (a wretched hive of scum and villainy) so it seems like a good place for your (now reformed?) grifter to end up.
Ralleck |
@ Ralleck: looks good. Very minor point, though, Falcon's Hollow is remote enough that by the time word got out of what's happening it would be too late to get there. Maybe Ralleck has just come home from his last adventure, either to recover or show off or for some other reason? As I say, very minor point but it's part of the plot that no outside help is available in time.
Backstory has been edited.
Wandering Wastrel |
@Ralleck: looks good.
@Razzocnor: everyone is welcome, I look forward to seeing what you submit.
@Karla: very happy to help where I can. Look forward to reading more about your cleric.
@Megan: definitely not too late to apply! Catfolk are rare everywhere, and Falcon's Hollow is a fairly xenophobic place so your character would definetely stand out. Not necessarily a problem, but something to be aware of.
Megan Firefang |
@Megan: definitely not too late to apply! Catfolk are rare everywhere, and Falcon's Hollow is a fairly xenophobic place so your character would definetely stand out. Not necessarily a problem, but something to be aware of.
Then I will go with a human. I'll get the sheet and backstory to you later today.
Wandering Wastrel |
@Ethan - looks good. How did he end up in a wicked, out-of-the-way place like Falcon's Hollow?
Migah/Megan: You need more detail of your character's skills/abilities, traits, equipment/weapons, attacks and so on. See this link for one of my old character sheets that shows you how to present the information.
Karla: everyone is welcome to apply, although I can't promise to take the both of you. See the above link to one of my old characters to see how to present the character sheet.
Lyuvla: look forward to seeing more on your character. Kitsune are pretty rare, sounds like there's a good story there. EDIT: It doesn't look like you've taken any background skills.
dcalrokundess |
@dcalrokundess: looks like you haven't taken a favoured class bonus. You get either +1 hit point/level or +1 skill point/level. I like the background. Falcon's Hollow seems to be the Mos Eisley of Andoran (a wretched hive of scum and villainy) so it seems like a good place for your (now reformed?) grifter to end up.
Oh snap! I thought I hit that option, my bad! I'll go with the +1 hit point/level. So here's the result after the fix:
Full Name: Parundar Wair
Race: Human (Garundi)
Classes/Levels: Witch 1
Favored Class: Witch
Gender: M
Size: M
Age: 24
Height: 5'7"
Weight 140 lb
Hair: Black
Eyes: Brown
Skin: Olive
Alignment: CN
Deity: Atheist
Languages: Common, Elven, Gnome, Halfling, Osiriani, Undercommon
Occupation: Ex-con artist
Str 10 (+0)
Dex 13 (+1)
Con 12 (+1)
Int 18 (+4) Human Bonus added here
Wis 12 (+1)
Cha 13 (+1)
EXP:0
Hit Points: 9
Spd: 30
Init: +7
AC 11, touch 11, flat-footed 10 (+1 Dex)
BAB: +0
CMB: +0
CMD: 11
Saves: Fort +1, Ref +1, Will +3
Weapons
Melee dagger +0 (1d4/19-20)
Ranged light crossbow -1 (1d8/19-20)
Skills (point invested in each, 7 total)
Bluff +4
Heal +7
Know (Arcana) +10
Know (Nature) +10
Spellcraft +10
Stealth +1
Use Magic Device +7
Background Skills (point invested in each, 2 total)
Appraise +7
Linguistics +7
Untrained Skills (with relevant bonus/penalty)
Climb -1
Diplomacy +3
Disguise +3
Intimidate +3
Perception +5
Sense Motive +6
Survival +3
Swim -1
Equipment
light crossbow
crossbow bolts (20)
dagger
backpack
bedroll
belt pouch
chalk (10)
flint and steel
inkpen
occultist's implement
occultist's implementOA
pot
torch (10)
trail rations (5)
waterskin
3 gp
Feats:Alertness (+2 Perception and Sense Motive), Extra Hex (Cackle), Extra Hex (Misfortune)
Traits: Reactionary (+2 Init), Suspicious (+1 Sense Motive, Sense Motive is class skill)
Special Abilities:
- Evil Eye -2 (7 rounds, DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
- Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
- Misfortune (1 round, DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
- Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
- Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
- Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
- Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
Witch Spells Prepared (CL 1st; concentration +5)
- 1st—cure light wounds (2)
- 0 (at will)—guidance, mending, resistance
Patron Healing
Familiar
Name: Anela
Race: Arctic Hare
Bonus: If within a mile of Master, Master gets +4 Init
HP: 4
AC: 16
CMB: +1
CMD: 7
Speed 50
Str 3 (-4)
Dex 16 (+3)
Con 9 (-1)
Int 6 (-2)
Wis 12 (+1)
Cha 5 (-3)
Parundar Wair grew up at an orphanage. His only link to his parents was the little white rabbit that he cared for, ever since he could remember. He had no idea of his witch blood, only noticing that he had the ability to stare into someone and change their fate for the worse. As such, the other children of the orphanage were afraid of him. He struggled for food and longed for the comforts of the world. Though he could worsen the luck of others, he could do nothing about his own. His fortunes changed when he met another young man on the streets: Terrance Northrop.
Parundar learned the ways of the con artist from Terrance. He and his new friend went from town to town, swindling everyone of their cold hard cash. Once the locals caught wind of the cheating, the duo would flee into the night, cackling about their conquests.
Terrance was the attractive and charming gambler with the luck of the gods. Parundar was the intelligent one who planned and played the “normal person” to draw in more hapless, unsuspecting victims. While Terrance was lucky, Parundar would use his abilities to render their opponents less so. On occasion, the two would be caught between a rock and a fist, so Parundar found himself learning means to heal, to patch up their wounds.
Their recklessness finally caught up with them. They borrowed money and played with it a little too fast and a little too hard. The organization sent a collector, Terwilliger, who captured Parundar and Terrance.
Rather than kill them both outright, the collector decided that the two would be given a chance to win their lives back in a single game of cards: High Card Wins. The two seemed confident in their chances of victory, putting their fingers on the triggers of their respective abilities regarding luck and misfortune. Terrance held the deck in his deft hands, shuffling and controlling the cards while Parundar held the animosity in his heart to trigger his gaze of bad luck. Their smiles were ripped from their faces when they realized that they would be playing each other. Parundar won, and so his only friend and loved one in the world was dragged, beaten and bloody, out of his life.
Now Parundar tries to convince himself that he didn’t stack the odds against Terrance. He keeps a single memento of that game on his person at all times, the final gift that Terrance dealt him: a single ace of spades.
Tie-in to Falcon's Hollow:
Parundar Wair is enthusiastic to help the dying as a means to redeem his own soul. Though slight and frail, he speaks words of encouragement and soothing to those on death’s door, tiring himself out and pushing beyond his physical limitations. He avoids battlefields but cannot stand idly by when he sees the defenseless under attack, by any side.
Along his travels, he finds himself on the edge of Falcon's Hollow. The old man who kindly took him in ushered a word of warning: “You’re a dead man if you enter that town. Why? You're young! You could go anywhere and do anything! Why would you risk your life to save us?”
"If I can save you, perhaps there's a chance I might save myself."
Thank you for the opportunity! Fingers crossed for entry, haha!
Wandering Wastrel |
@Ramin Sang - interesting personality, I see potential there. Not so convinced about the background: how did he end up in Falcon's Hollow? Why does he hang around when there's a plague?
@Ethan - background looks good, thanks.
@Buckshot Bob - look forward to reading what you come up with.
Really pleased to see so much interest!
I'll probably close recruitment this Friday and spend the weekend looking over submissions with a view to making decisions and getting the game started next Monday/Tuesday.
Sound ok to everyone?
Razzocnor |
Alright, here we go. In what I will warn is somewhat typical of me, I have created a bit of an odd character.
Android Barbarian (unchained) 1
CG Humanoid/Construct
Init + 3 Senses: Darkvision 60ft, Low-Light vision, Perception+7
(numbers after slash include rage effects)
Defense:
AC: 15/13 Touch: 12/10 FF: 13/11 (+2 Dex, +3 armor)
HP: 15 (1d12+3)
Fort+ 4 Ref+ 2 Will+ 1/3
Immune: disease, sleep, fatigue, exhaustion, morale/emotion effects
Constructed: +4 vs poison, paralysis, stun, mind-affecting effects
Offense:
Speed: 40ft
Melee:
Greataxe +4/6 (1d12+4/6)
Spear +4/6 (1d8+4/6)
Short sword +4/6 (1d6+3/5)
Dagger +4/6 (1d4+3/5)
Ranged:
Thrown spear + 3 (1d8+3/5)
Thrown dagger + 3 (1d4+3/5)
Statistics:
STR: 16 DEX: 15 CON: 14 INT: 12 WIS: 12 CHA: 8
Base Atk: +1 Melee: +4/6 Ranged: +3
CMB: +3 CMD: 15
Traits:
Tactician, Enemy of Slavers
Racial:
Constructed, Emotionless, Alert, Nanite surge
Feats:
Power Attack
Features:
Fast movement, Rage
Skills:
Survival+5 , Perception+7 , Knowledge(nature)+5 , Intimidate+3 , Acrobatics+6
Craft(Weapons)+5 , Profession(Woodcutter)+5
Gear:
Hide shirt, Greataxe, 5x Spear, Short sword, 2x Dagger, 2 flasks acid
Backpack, Flingt+Steel, Blanket, Bedroll, Belt pouch, Waterskin, 50ft hemp rope, 5 days rations
22 gp
Languages known:
Common, Androffan
Background:
Deviast is an oddity, even among the oddities that are androids as a whole. Whether a defect or interaction or unexplained curse or blessing, Deviast wandered into the world with the unusual ability to go into a berserk rage... despite the fact that androids are meant to be mostly emotionless. This deviation led to him being sought after by all manner of unsavory researchers back in Numeria, which caused him no end of pain and trouble, and bred a strong dislike of all those who would imprison another against their will. After managing to escape his latest captor through surprisingly canny use of simple brute force, he fled the wastes of Numeria to head for freer lands. Drawn to Andoran, with its strong reputation for freedom, Deviast still found himself occasionally hunted by agents from the lands he had left. While hand-made spears and fury were enough to drive them off, Deviast still knew he needed to hide somewhere they wouldn't come for him. And so he came to Falcon's Hollow, an unsavory backwater where a strong axe-arm was always welcomed, and no-one would ask questions of his origins.
Most folk here don't know Deviast is an android... and wouldn't know what an android was even if he told them. As such, he is more typically know simply as a strangely tattooed wild man from the north, a view he aims to maintain in order to avoid notice from any Numerian agents. Still, the rank injustice and near slavery of the workers of Falcon Hollow rankles against deep seated rage in Deviast's mind, and he has taken to sharpening his great felling-axe at night, when others are asleep, against the time when he will take it up against captors once again. Or perhaps some other crisis will rise first, for beneath it all, Deviast is surprisingly well-meaning.
Wandering Wastrel |
OK, quick summary of where we are. Don't think I've missed anyone, but give me a shout if I've overlooked you
COMPLETE OR ALMOST COMPLETE
Parundar Wair (Human Witch)
Ramin Sang (Aasimar Cleric, Calistria)
Ethan Sower (Human Cleric, Erastil)
Ralleck (Human Skald) - just needs background skills
Grulyn Ironfoot (Dwarf Fighter) - just needs background skills
Deviast (Android Unchained Barbarian) - just needs background skills
NEED BACKSTORY AND DESCRIPTION
Mahalak Akrakai (Human Hunter)
Lyuvla Kazar (Kitsune Unchained Rogue)
NEED CHARACTER SHEET/STATISTICS
Migah Lerian (Human Alchemist)
Karla Phillips
Jolgren Flintbeard
Wandering Wastrel |
Boruk Craghammer |
Hey, hope I'm not too late to throw my name in the hat.
I'm a complete newbie, haven't played PbP or a proper game of Pathfinder yet, but I've read a good few of the books and had a look at some of the games on here. I think I've a fairly good grasp on how to play but might need some help from time to time when posting or with certain actions if I do get picked ;).
The full background is in my profile, but it's a bit wordy. I got carried away while reading about the history of Falcon's Hollow and the Darkmoon Vale ;).
I think I've created the character properly according to what you asked for but as it's my first character I may have messed it up, so I'd appreciate any critiques. Most of the info is on a mythweaver character sheet but I plan to fill in most of my profile like the character you linked about when I get a chance.
Abelard Minsc |
Well hello there! I'm entirely new to play-by-post, but I've been playing Pathfinder for years and I'd love to give this a try. For your consideration, I present Abelard Minsc, local historian and wizard of VERY minor renown.
Full Name: Abelard Minsc
Race: Human (Andoran)
Home City: Carpenden
Classes/Levels: Wizard 1
Favored Class: Wizard
Gender: M
Size: M
Age: 86
Height: 5'3"
Weight 110 lb
Hair: White
Eyes: Brown
Skin: Relatively Pale
Alignment: NG
Deity: Irori
Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Infernal
Occupation: Historian/Librarian
Str 7 (-2)
Dex 14 (+2)
Con 14 (+2)
Int 20 (+5)human bonus here
Wis 10 (+0)
Cha 7 (-2)
EXP:0
Hit Points: 7
Spd: 30
Init: +2
AC 12, touch 12, flat-footed 10 (+2 Dex)
BAB: +0
CMB: +0
CMD: 12
Saves: Fort +2, Ref +2, Will +2
Weapons
Melee quarterstaff +0 (1d6/1d6)
Skills (1 rank in each, 8 total (2(class)+5(int)+1(human))
Appraise +9
Escape Artist +3
Knowledge (Arcana) +9
Knowledge (Dungeoneering) +10
Knowledge (Nature) +9
Knowledge (Planes) +9
Knowledge (Religion) +9
Linguistics +9
Spellcraft +9
Background Skills (1 rank in each, 2 total)
Knowledge (History) +9
Profession (Librarian) +4
Untrained Skills
Acrobatics +2
Bluff -2
Climb -2
Craft +5
Diplomacy -2
Disguise -2
Fly +2
Heal +0
Intimidate -2
Perception +0
Perform -2
Ride +2
Sense Motive +0
Stealth +2
Survival +0
Swim -2
Equipment
Scholar's Outfit
Eyeglasses
Quarterstaff
Arcane Focus (Ring)
Backpack
Bedroll
Belt pouch
Book, Journal
Inkpen
Ink (1)
Pouch, Spell Component
Parchment (10)
Rations, Trail (10)
Rope, Silk (50 ft)
Scroll Case
Spellbook
Waterskin
6 gp
Feats: Scroll Scribe (From Class), Spell Focus (Conjuration)(Human Bonus Feat), Augment Summoning
Traits: Reactionary (+2 Init), Scholar of Ruins (+1 to Knowledge (Geography) and Knowledge (Dungeoneering))
Special Abilities:
-Arcane Bond (Item - Ring)
-Arcane School - Conjuration (Teleportation)
-Opposition Schools (Enchantment, Necromancy)
-Summoner's Charm (+1/2 level rounds added to summons)
-Shift (8/day, teleport as a swift action 5ft/2 lvls)
Spells:
0th: 3
1st: 4 (1 + 2 (from 20 int) + 1 (arcane bond))
Wizard Spellbook:
0th: all
1st: (9 spells)
-Shield, Grease, Mage Armor, Summon Monster I, Identify, Color Spray, Silent Image, Protection From Evil/Law/Chaos/Good, Enlarge Person
Wizard Spells Prepared (CL 1st; concentration +6, DC 15 + SL)
0th: Detect Magic, Dancing Lights, Prestidigitation
1st: Mage Armor, Summon Monster I, Color Spray, Enlarge Person
Background: Abelard Minsc is one of the keepers of the archive in nearby Carpenden where he has lived for most of his 86 years. He is generally liked in the community as he is kind and helpful and is actually quite well informed on a wide variety of topics. Although he is a blustery old man who can drone on for hours and hours telling stories of his past, buried in his tales are many nuggets of wisdom that come from decades of experience. Abelard's primary area of interest is ancient civilizations; their rise and fall and all of the notable events in between. During his lengthy career as a librarian and historian, Abelard has come in contact with numerous volumes containing magical secrets. He has committed a few useful tricks to memory, but a love of knowledge, much moreso than a love of magic, is what drives him forward. Abelard has only recently arrived in Falcon's hollow after receiving a letter from his grandson Gerald who had begun working as a lumberjack only a short time ago. The letter requested that Abelard come visit Gerald in Falcon's Hollow. Abelard had never been to Falcon's Hollow before and was eager to spend some time with his grandson while perhaps imparting some of his wisdom. Therefore, Abelard grabbed a few books on Falcon's Hollow and the surrounding area, hired a carriage, and proceeded with as much haste as he could muster to Falcon's Hollow.
Ideally, Abelard would arrive very close to the beginning of the campaign's events with no knowledge of the plague. However, at his advanced age, Abelard is far more concerned with the well-being of his grandson than any personal harm that a plague could cause him so the knowledge of such a plague would do little to dissuade him.
ElbowtotheFace |
Male Half-Drow
N Medium humanoid
Init +2; Senses- Darkvision, light blindness, Perception +3
_____________________
Defense
_____________________
AC 12, touch 12, flat-footed 10, CMD 12
HP 7 (1d6+1)
Fort +1, Ref +2, Will +3
_____________________
Offense
_____________________
Speed 30ft
____________________
Statistics
_____________________
Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 14
Base Attack +0, CMB +0, CMD 12
Feats: Half-Drow Paragon
Traits: Careful Combatant, Volatile Conduit
Skills: climb 1, fly 6, knowledge arcana 7, swim 1, spellcraft 7, UMD 6
(B) Skills: geography 7, history 7
____________________
Racial Abilities
____________________
-Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
-Keen Senses: Half-elves receive a +2 racial bonus on Perceptionchecks.
-Elf Blood: Counts as both elf and human.
-Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.
-Drow Heritage: Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow.
-Drow Magic: A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf’s character level as the caster levelfor these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.
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Special Abilities
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Arcane Reservoir: 3
Arcane Exploit: Force Strike
Cantrips
Consume spell
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Spells
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1st: Shock Shield, Grease, Mage Armor, Charm Person, Ear Piercing Scream, Burning Hands
Jalynnor Jusztiriy was born to a drow noble father and a half-elf slave mother. His father was a wizardry instructor and his mother died in childbirth. Not wishing his child a life among the drow he took the child to the surface. Using illusions and charms he was able to keep himself and the child safe in a moderately sized cabin deep in the woods.
The child grew and showed an aptitude for magic and the natural abilities of a true drow. Jalynnor's skills grew and he began to venture out on his own.
One day returning from wandering the forest Jalynnor could hear the sounds of battle near the cabin. It was his father fight his kin, drow warriors and mages had track him down. Distracted when he saw his son return was the opening the attackers needed, the fell apon him without mercy. With his final breath his father cast a spell, the likes of which Jalynnor had never seen, a massive white flash and in an instant his father and all around him were reduced to ash.
The cabin was no longer safe, Jalynnor gathered what few personal effects he had and fled. He headed toward a logging village he had notice while wandering once, hopeful it can provide temporary refuge.
Abelard Minsc |
I reworked my stat array slightly to something more reasonable for the character. Essentially, I dropped intelligence by two points to round the character out in other areas. A 10 wisdom and 7 charisma just didn't make sense. I can get you a fully updated sheet if need be, but the only changes will be to skill bonuses really.
Str 7 (-2)
Dex 14 (+2)
Con 14 (+2)
Int 18 (+4)
Wis 12 (+1)
Cha 10 (+0)