| EltonJ |
Cool, so are we playing as if we all know each other off the bat or are we just meeting for the first time? I've got an idea for a character that I'd like to use.
Also, is Otik the owner of the Last Home at this point? (Don't have the book, but I did find a wiki. ^_^)
** spoiler omitted **
Otik is the owner of the Last Home at this point. Oh, and half-elves aren't accepted by man or elf.
| Gnomezrule |
I'm backing out because my eyes are bigger than my alloyed time in life, lol. The Hoopak is for sure in one of the 3.x books. I assume the DLCS, but it could be in the race book or either of the era books MWP released.
I have been trying to find it. There is no euipment listed in the table of contents and there is no index. I have seen it elsewhere and compared it to the PF Halfling Sling-Staff which is similar.
| Gnomezrule |
So for Magic Item classification. I think the Hoopak would be not just a double weapon but a triple weapon. Meaning if each function of the weapon were treated separate they would need to be enchanted separate. The spear head, the staff, and the sling portion would all need to be enchanted separate.
Am I correct in that assumption.
| EltonJ |
Okay, I've got some reading to do then. I'll be mulling some options over.
Also, I never got an answer about favored enemies. I was thinking goblinoids, but I wanted to check and see what would be a good choice.
Sorry about missing your favored enemies. Goblinoids would be a good choice for a favored enemy. Also ogres.
Feral
|
Here's my first pass on Dragonlance Minotaurs.
Blood Sea Minotaur (from Dragonlance Campaign Setting) - 14 RP
Medium Humanoid (0)
Greater Paragon (2)
+4 strength
-2 intelligence
-2 dexterity
Natural Armor +2 (3)
Gore Attack 1d6 (1)
Scent (4)
+2 to intimidate
+2 to swim
Notes: There's no equivalent to Use Rope in Pathfinder so I left that skill bonus off. I left off the charisma penalty because being net negative on stat bonuses feels bad.
Thoradorian Minotaur (from Races of Ansalon) - 16 RP
Medium Humanoid (0)
Greater Paragon (2)
+6 strength*
-2 dexterity
+2 constitution*
-2 intelligence
*Advanced Strength (2)
*Advanced Constitution (2)
Natural Armor +2 (3)
Gore Attack 1d6 (1)
+2 to perception
Notes: I had to leave a lot off these guys because they're intended to have racial hit dice. I kept them medium because being large didn't seem appropriate without the racial hit dice. I left off natural cunning because the race builder doesn't appear to have an equivalent but I'd assume it's worth 1 RP.
| Bander Drunkensquirrel |
Oi. This is Gnomezrule's submission. Bander Drunkensquirrel at yer service. Still putting some finishing touches on the background. Mostly thinking of past exploits and how I acquired some of my gear and took the name Drunkensquirrel.
Trying to wrap my head around the geography of Krynn. It seems like a really big place for everything in it and its been awhile since I read the novels only a few places stood out to me. It was a little brain-wracking trying to figure what a journey from North Ergoth to Solace would feel like.
| EltonJ |
Oi. This is Gnomezrule's submission. Bander Drunkensquirrel at yer service. Still putting some finishing touches on the background. Mostly thinking of past exploits and how I acquired some of my gear and took the name Drunkensquirrel.
Trying to wrap my head around the geography of Krynn. It seems like a really big place for everything in it and its been awhile since I read the novels only a few places stood out to me. It was a little brain-wracking trying to figure what a journey from North Ergoth to Solace would feel like.
Ansalon is about as big as Australia.
| EltonJ |
The first Minotaur is off. You could save three Race Points by using Skill Training, which would make Intimidate and Swim class skills. You could make Minotaurs from the DLCS an 11 RP race. Accordingly, if you make them Monstrous Humanoids (3RP) then the 14 RP race is justified.
As for Thoradorian Minotaurs. These can be handled differently. first off are the stats: +4 strength, -4 intelligence, and -2 Charisma. If you go Greater Weakness you can end up with +2 Strength, -4 Intelligence, and -2 Charisma. Add an Advanced Ability Trait, and you can give the Minotaur a +2 in Strength, to a total of +4 Strength. Total RP spent on Stats: -3 RP + 4 RP = 1 RP.
Base Speed and Size are both normal: 0 RP spent.
IF you give Thoradorian minotaurs the Monstrous Humanoid trait, then you got their darkvision covered. +3 RP.
Language: Thoradorian Minotaurs have standard language ability. They can speak Common and Minotaur. Plus Thoradorian Minotaurs with high intelligence scores can choose Kothian, Ogre, Draconic, Terran, Sylvan, Elven, and Goblin. 0 RP.
Total RP spent = 4 RP.
And I was off, I didn't take into account their racial class.
| EltonJ |
As for Thoradorian Minotaurs. These can be handled differently. first off are the stats: +4 strength, -4 intelligence, and -2 Charisma. If you go Greater Weakness you can end up with +2 Strength, -4 Intelligence, and -2 Charisma. Add an Advanced Ability Trait, and you can give the Minotaur a +2 in Strength, to a total of +4 Strength. Total RP spent on Stats: -3 RP + 4 RP = 1 RP.
Base Speed and Size are both normal: 0 RP spent.
IF you give Thoradorian minotaurs the Monstrous Humanoid trait, then you got their darkvision covered. +3 RP.
Language: Thoradorian Minotaurs have standard language ability. They can speak Common and Minotaur. Plus Thoradorian Minotaurs with high intelligence scores can choose Kothian, Ogre, Draconic, Terran, Sylvan, Elven, and Goblin. 0 RP. (so far, 4 RP).
Add Natural Armor (+1 to AC) (2 RP)
Add a Natural Attack, Gore: 1d6 Gore attack is 1 RP. (So far, 7 RP.)
Finally, add Natural Cunning so that they are immune to maze spells: 4 RP. So far, 11 RP.
| AdamWarnock |
Kalisuel
Female half-elf bard 1/fighter 3/ranger 1
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +5 Dex)
hp 43 (5 HD; 1d8+4d10+10)
Fort +7, Ref +10, Will +3 (+1 vs. fear); +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+3/19-20) or
. . gladius +7 (1d6+3/19-20) or
. . mwk greatsword +8 (2d6+4/19-20) or
. . mwk longsword +8 (1d8+3/19-20) or
. . quarterstaff +7 (1d6+4) or
. . unarmed strike +7 (1d3+3 nonlethal)
Ranged +1 darkwood composite longbow +10 (1d8+4/×3)
Special Attacks bardic performance 5 rounds/day (countersong, distraction, fascinate [DC 11], inspire courage +1), favored enemy (goblinoids +2)
Bard Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—cure light wounds, vanish[APG] (DC 12)
. . 0 (at will)—dancing lights, mending, prestidigitation, spark[APG] (DC 11)
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 14, Int 10, Wis 11, Cha 13
Base Atk +4; CMB +7; CMD 23
Feats Deadly Aim, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Skill Focus (Perception)
Traits acrobat, armor expert
Skills Acrobatics +10, Climb +7 (5 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Craft (painting) +7, Disguise +7, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +5, Knowledge (history) +1, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +1, Perception +9, Perform (dance) +5, Perform (oratory) +5, Perform (percussion instruments) +5, Perform (sing) +5, Perform (string instruments) +5, Perform (wind instruments) +5, Profession (barmaid) +4, Stealth +10, Survival +4, Swim +7; Racial Modifiers +2 Perception
Languages Common, Elven
SQ armor training 1, bardic knowledge +1, elf blood, track +1, wild empathy +2
Other Gear +1 agile breastplate[APG], mithral chain shirt, +1 darkwood composite longbow (+3 Str), arrows (20), dagger (4), gladius[UC], mwk greatsword, mwk longsword, quarterstaff, ring of feather falling, ring of protection +1, artisan's outfit (3), bedroll, belt pouch, Bhodran Drum, cold weather outfit (2), entertainer's outfit (2), explorer's outfit (2), Fiddle, grappling hook, ink (2), inkpen (2), journal[UE] (2), Lute, masterwork backpack[APG], masterwork painting tools, sack, silk rope (50 ft.), Tin Whistle, winter blanket, 12 gp, 1 sp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 5 rounds/day) Your performances can create magical effects.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Kalisuel is a short, but athletic woman. Her hair is a pale golden color while her skin is fair, signs that some of her heritage is not Abanasinian. She has a few freckles on her nose and cheeks, only adding the youthfulness of her features. Her eyes are icy blue and seem to sparkle and glimmer when she's in a good mood.
Since coming to work for the Inn of the Last Home, Kalisuel has mainly worn dresses. She always has a scarf tying back her hair that covers her ears, though it never seems to impede her hearing. Her long hair is often done in a simple braid or tail, though she has been known to put it up in more elaborate styles for holidays and festivals.
Outfits:
Artisan #1:
- White blouse with flowing sleeves and red trim that leaves her shoulders exposed
- Dark-green waist cincher with red-brown laces
- Dark-green skirt with a white apron trimmed in red and with white, lace-trimmed underskirts
- White, wool stockings with red trim
- Dark-green leather shoes
Artisan #2:
- Cream shirt with long sleeves
- Brown bodice
- Brown skirt with a cream apron and cream, lace-trimmed underskirts
- Cream, wool stockings
- Brown, low boots
Artisan #3:
- Green blouse with flowing sleeves
- Brown waist cincher
- Brown skirt with green trim and a cream, green-trimmed apron
- Same stockings and boots as Artisan #2
Entertainer #1:
- Blue blouse with long sleeves and silver trim
- Black bodice with silver brocade
- Black skirt with silver trim and white underskirts
- Black, wool stockings with lace and silver trim
- Black, mid-calf boots
Entertainer #2:
- Crimson blouse with three-quarter sleeves and gold trim
- Black waist cincher with gold brocade
- Black skirt with gold trim and crimson underskirts
- Same stockings and boots as Entertainer #1
Explorer #1:
- Green tunic with gold trim and short sleeves
- Cream shirt
- Brown leather bracers with bronze fittings
- Brown leather belt with bronze fittings and loops for weapons
- Brown pants
- Cream, wool socks
- Dark-brown, mid-calf boots with bronze fittings
Explorer #2:
- Black tunic with dark-gray brocade
- Black shirt
- Black leather waist cincher
- Black leather belt with blackened steel fittings
- Black pants
- Black, wool socks
- Black knee boots with blackened steel fittings
Cold Weather #1:
- White chemise with crimson trim and long sleeves
- Crimson tunic with white trim
- Black leather waist cincher with silver fittings
- Black leather belt with silver fittings
- Crimson skirt of heavy wool with white fur trim, white brocade along the bottom, and white underskirts trimmed with lace
- Black stockings of heavy wool with white brocade up the outsides
- Black leather boots with white fur lining
- Crimson overcoat with black leather belt with silver fittings, white fur trim, and white brocade decorating sections of it.
-Crimson scarves with white trim
- Black leather gloves with white fur lining
Cold Weather #2:
- Black shirt with long sleeves
- Green tunic with black fur trim
- Brown leather belt with bronze fittings
- Brown wool pants
- Green overcoat with black fur lining, brown leather belt, and bronze fittings
- Black socks of heavy wool
- Brown leather boots with black fur lining and bronze fittings
- Black scarves
- Brown leather gloves with black fur lining
Cloaks & Hoods:
- Plain brown cloak with a somewhat deep hood and simple tie
- Black cloak with blackened steel clasp and a deep hood
- Green cloak decorated with designs in a darker green with a silver clasp and trim
- Crimson hood with white fur lining and white brocade decorations
- Green hood with black fur lining
Kalisuel is a mess of contradictions. She is kind-hearted and caring when others are in need of help, but cold and distant when others try to get close to her. She's confident and brash when entertaining and telling stories, but timid and shy when asked about herself. She's obviously capable and skilled, but is often the first to claim she isn't anything special or good.
She has a knack for painting and drawing and she spends much of her free time sketching people and scenes around Solace. Creating the art helps calm her and soothe the still raw wounds she feels from events that lead to her coming to Solace and living and working at the Inn of the Last Home. It is her way of connecting with the people she can't let get close to her.
While she appears outgoing and friendly, she has a hard time trusting anyone. It took her over a year before she told Otik the whole story of how she wound up in Solace covered in blood and nearly freezing to death. While she rarely wears her mail shirt and padding under her clothing while in the tavern nowadays, she is almost never without it while out in the village.
Despite her troubles trusting people, she is quick to help how she can. Most of the patrons of the Inn of the Last Home have seen or heard tales of her coming to the aid of one of the other serving girls when a particularly unruly guest keeps harassing them. People who do her a kindness or have found themselves in need often find some small gift waiting for them shortly afterwards or some chore done before they can get to it.
Kalisuel's only gift from her mother was her name. Her father was dead and left rotting for his crime before she was even born. Her mother only raised her long enough that a life on the streets of New Ports wouldn't be a death sentence. For the first few years, Kalisuel struggled to survive. She learned to hide her ears early on after a couple of urchins, egged on by a merchant who noticed that Kalisuel was a half-elf, pinned her to the ground and tried to cut the points of her ears off. She managed to land a couple of lucky blows on the boys, being unusually strong for her size and age, and escape their tortures, but not before they'd notched her ear.
She would beg, and when hungry drove her to desperation, she learned to steal. The meager meals she survived on stunted her growth, but not her spirit. as she grew older, she became fascinated with the minstrels and storytellers that she saw on the streets. Soon enough she began to imitate their performances and used her natural charm to earn coin she could use to buy food and clothing that wasn't little more than sack cloth tied with twine or rope. She found that she possessed a gift for minor magics and soon used those to help enhance her performances and even earn a little more coin cleaning and mending clothing for those on the go.
As she turned thirteen, she found work in a small tavern that served the artist quarter of New Ports. She proved to be popular among the patrons of the establishment and a few taught her to draw and paint when business was slow. She felt like had found a home as her talents grew and the proprietor, seeing opportunities to draw in more business, helped foster her musical skills, paying for lessons on a variety of percussion, string, and wind instruments. The old man treated her like a granddaughter and for a couple of years, Kalisuel thought she had finally found a family.
Sadly, a gang of thugs, called the Broadside Boys, had other ideas. One night they came into the tavern, chasing the regular patrons out and proclaiming that this was their place now. The proprietor protested, demanding that the gang leave or he would fetch the guard. He was cut down, leaving Kalisuel alone and frightened. They grabbed her and teased her as she whimpered and tried not to cry. She hadn't lost any of her agility or cunning from her time on the streets, however, and as the Broadside Boys said what they would do to her, she twisted loose and bowled her way through to the door where she began calling for help.
The guards never heard her, having been paid to be elsewhere for the night, but a band of adventurers did. Seeing her distress and the thugs chasing her coming through the tavern door, they surrounded her and protected her as they dealt with the gang. After a minute, three of the Broadside Boys lay dead or wounded as the others fled. The adventurers took Kalisuel under their wing after learning of what happened. Over the next several days they helped her cope with the loss and grief she felt, giving her comfort and offering to take her in. With nowhere else to go, she accepted.
They roamed the countryside for the next four years, teaching Kalisuel how to defend herself, then how to track, to move like a shadow unseen, and how to use her agility to her advantage. She, in turn, helped them with coin for lodgings and food by performing and doing odd jobs while they were in town. It was after she killed a goblin shaman that had put the party in dire peril they saw her as a full member of their crew and gifted her a masterfully made longbow and sword.
Again, Kalisuel thought she had found a family and a home. She enjoyed the adventures they were having, but as before, fate turned cruel. It was shortly before winter fully set in. The cold wind cutting to the bone. The leaves of the oaks had fallen, save a few stubborn stragglers. As they settled into camp, a band of goblins attacked. The band that had become Kalisuel's family were experienced, however, and Kalisuel herself had learned how to fight goblins. They slaughtered them quickly, but it was only the first wave. Dozens more came in, forcing the band into flight, just as the goblins had planned. They drove the band into the waiting clutches of their masters, a trio of ogres that had wandered a long way from Kern.
One by one the band fell until only Kalisuel was left with the dying command of the band's leader to run ringing in her ears. She drew on her bit of minor magic, vanishing from sight long enough to slip past the ogres and run. She ran until she collapsed several minutes later. Unsure if she was being followed, she picked herself up and began to walk on legs shaky from the exertion. The snow began to fall and cover the ground, and Kalisuel grew colder and colder. The storm piled snow higher and higher, making it more and more difficult for her to continue her trudging march.
Just as she was about to give into despair and let herself collapse onto the ground to fall into the deepest of slumbers, Kalisuel found herself in a city among the trees. Guided by fate is seemed, she stumbled to the tree that held the Inn of the Last Home. Exhausted and numb from the cold, she climbed up the stairs to the entrance and knocked twice before collapsing on the threshold, too weak to stand. Otik came to the door, wondering who it could be at such a late hour and found Kalisuel lying at his doorstep, looking up at him with what strength she could muster and begging him for shelter. The kindly man helped her inside and built a roaring fire to warm her up as he prepared some broth for her to drink. She told him some of what happened, wary even now, but enough for him to send word to the knights and adventurers in town to look out for the band she run afoul of.
Kalisuel spent the next few days recovering in one of the Inn's rooms while the search combed the area. While goblin tracks were found, they were too few to be the band Kalisuel described, nor where there any ogre tracks with them. They did, however, find the corpses of the band she had been with, mutilated and hacked apart before being left to rot and freeze in the snow. The track were too muddled for the scouts to make anything of, and the search died down as the threat seemed to have passed.
Kalisuel, again not having anywhere to go, asked Otik for a place to stay in exchange for her working in the Inn as a serving girl and entertainer. He agreed and over the next several months helped her adjust to her new life. It was as well he did, after the first week, the nightmares began, leaving Kalisuel whimpering as she curled up in her bedclothes in an attempt to hide. Slowly, though, she began to move on. She became the barmaid and entertainer once more, hoping that if she keeps her distance that this time, she'll be able to stay where she's safe and content.
But again, fate seems to have other ideas.
Kalisuel is a scout that can hit like a truck in melee and at range. Her secondary roles are as the party's backup face and one of the frontliners. My loose plan is to work on giving her some more boosts to her skills, specifically the ones that need to be good like Stealth and Acrobatics. This is by no means an optimized build, but it should be a fun one to play.
| AdamWarnock |
Thanks. I'm going to be working more on her background. It's just a first pass and I'd like to work into some threads you can hook into, like the Broadside Boys. I'm sure they are still around even seven years later as someone's lackeys if nothing else, and if we ever go to New Ports, that'll be interesting to see play out, I think.
By the way, do you know how many you're looking for, or when you'll be starting things up in gameplay? Just wondering what kind of time frame I have to get things sorted.
| EltonJ |
Thanks. I'm going to be working more on her background. It's just a first pass and I'd like to work into some threads you can hook into, like the Broadside Boys. I'm sure they are still around even seven years later as someone's lackeys if nothing else, and if we ever go to New Ports, that'll be interesting to see play out, I think.
By the way, do you know how many you're looking for, or when you'll be starting things up in gameplay? Just wondering what kind of time frame I have to get things sorted.
Two more weeks is ample time for you, right?
| Torilgrey |
Lets see what the dice do for me,
4d6 ⇒ (5, 3, 4, 1) = 13 - 1=12
4d6 ⇒ (1, 6, 3, 2) = 12 -1 =11
4d6 ⇒ (1, 6, 6, 2) = 15 -1= 14
4d6 ⇒ (6, 3, 4, 4) = 17-3 =14
4d6 ⇒ (3, 5, 1, 4) = 13 -1 =12
4d6 ⇒ (3, 6, 5, 5) = 19-3 =16
Well with that array anything's possible. I'm thinking KoS. Either through cavalier or fighter - but would it make sense thematically for a paladin? (Obviously that's what the KoS builds itself into)
| AdamWarnock |
AdamWarnock wrote:Two more weeks is ample time for you, right?Thanks. I'm going to be working more on her background. It's just a first pass and I'd like to work into some threads you can hook into, like the Broadside Boys. I'm sure they are still around even seven years later as someone's lackeys if nothing else, and if we ever go to New Ports, that'll be interesting to see play out, I think.
By the way, do you know how many you're looking for, or when you'll be starting things up in gameplay? Just wondering what kind of time frame I have to get things sorted.
Oh yeah, plenty!
Welp, back to work!
| AdamWarnock |
Our Potential Dramatis Personae
Slam, Ogre Cleric of Kiri-Jolith - Played by Vrog Skyreaver
!Raistlin, Red Wizard - played by MontCestMoi
Unnamed Minotaur PC #1 - Played by Spazmodeus
Bander Drunkensquirrel, Kender Rogue (Unchained) - Played by gnomezrule
Unnamed Minotaur PC #2 -Played by Feral
Kalisuel, Human (Yup! Totally Human!) Gish - Played by AdamWarnock
Unnamed Knight of Solamnia - Played by Torilgrey
Those still thinking about their auditions
Oblivion's Scion
Tiessa
Terevalis Unctio of House Mysti
brvheart
| EltonJ |
EltonJ wrote:ok....there's this one, not sure what the rp total is ; linkSpazmodeus wrote:I did, at that time, I didn't have a copy of Races of Ansalon. Now I do. You can remake your minotaur using Races.EltonJ wrote:you told me to use the dlcs version of minotaur...I have Races of Ansalon but I haven't read up on Minotaurs yet. -- Okay, I've read it.
Can you rebuild the Races of Ansalon minotaur race using the ARG? Or would you like me to?
Quote:What books can we use archetypes from?All of them.
It's off. I don't know what the RP total is either. I don't think its balanced.
| AdamWarnock |
Fun. The craziness is about to get started here. First confirmed case in Alabama showed up in Montgomery last week, and now everyone in the area wants to be working from home.
Hope y'all are staying safe and well. I'm going to be trying my best to here.
In happier news, I've got some work done on Kali's background. I hope that it's worth reading, because I'm looking at about 10,000 words when I'm done if I keep going at the rate I'm managing.
| EltonJ |
Sorry, the last week has been nuts. Schools are closed for at least 3 weeks and I had a grad class to finish teaching this week.
I used to teach Graduate school. I think teaching is an awesome job.
Fun. The craziness is about to get started here. First confirmed case in Alabama showed up in Montgomery last week, and now everyone in the area wants to be working from home.
Hope y'all are staying safe and well. I'm going to be trying my best to here.
In happier news, I've got some work done on Kali's background. I hope that it's worth reading, because I'm looking at about 10,000 words when I'm done if I keep going at the rate I'm managing.
Yeah, the virus is spreading. However, in my current situation I'll miss getting it. Get your backstory done, alright?
| Terevalis Unctio of House Mysti |
Thalasi
Elf diviner (foresight APG) 5 ( Pathfinder RPG Advanced Player's Guide 145)
NG Medium humanoid (elf)
Init +8 (+10 in forests); Senses low-light vision; Perception +8
—————
Defense
—————
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 27 (5d6+4)
Fort +1, Ref +3, Will +5 (+1 trait bonus against effects that cause the confused or dazed conditions.); +2
vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft.
Diviner Spells Prepared (CL 5th; concentration +9)
3rd—aura sight ACG, lightning bolt (DC 18), lightning bolt (DC 18)
2nd—detect thoughts (DC 16), scorching ray , see invisibility
1st—burning hands (DC 16), comprehend languages , mage armor , magic missile , snowballUW
0 (at will)— detect magic , ray of frost , read magic , resistance
Opposition Schools Enchantment, Necromancy
—————
Statistics
—————
Str 8, Dex 15, Con 11, Int 19, Wis 12, Cha 12
Base Atk +2; CMB +1; CMD 13
Feats Craft Magic Arms & Armor, Craft Wondrous Item, Improved Initiative, Scribe Scroll, Spell Focus
(evocation)
Traits devout visionary, guerilla tactics
Skills Appraise +8, Craft (weapons) +7, Diplomacy +2, Knowledge (arcana) +12, Knowledge (history) +10,
Knowledge (nobility) +9, Knowledge (religion) +10, Linguistics +10, Perception +8, Spellcraft +12 (+14 to
identify magic item properties), Stealth +2 (+4 in forests), Use Magic Device +2; Racial Modifiers +2
Perception, +2 Spellcraft to identify magic item properties
Languages Abanisinian, Common, Dwarven, Elven, Nagius, Sylvan
SQ elven magic, forewarned, prescience (7/day)
Other Gear wizard starting spellbook, 150 gp
—————
Special Abilities
—————
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Foresight Associated School: Divination
Forewarned 2 (Su) Can always act in surprise rounds.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any
other d20 roll before the next turn.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
| AdamWarnock |
Yeah, the virus is spreading. However, in my current situation I'll miss getting it. Get your backstory done, alright?
That's the plan! Slowly but surely.
Our Potential Dramatis Personae
Slam, Ogre Cleric of Kiri-Jolith - Played by Vrog Skyreaver
!Raistlin, Red Wizard - played by MontCestMoi
Unnamed Minotaur PC #1 - Played by Spazmodeus
Bander Drunkensquirrel, Kender Rogue (Unchained) - Played by gnomezrule
Unnamed Minotaur PC #2 -Played by Feral
Kalisuel, Human (Yup! Totally Human!) Gish - Played by AdamWarnock
Unnamed Knight of Solamnia - Played by Torilgrey
Thalasi, Qulanesti elf Wizard of High Sorcery - played by Terevalis Unctio of House Mysti
Those still thinking about their auditions
Oblivion's Scion
Tiessa
brvheart
| Torilgrey |
I present Sir Uther Mowbray, Knight of the Crown. All the mechanics are done save HPs for him and his mount, Greystrider.
HP: 4d10 + 8 ⇒ (2, 3, 8, 9) + 8 = 30
mount hp: 2d8 + 6 ⇒ (8, 5) + 6 = 19
Cavalier 4/ Knight of the Crown 1 Human (Solamnic)
Str 16
Dex 12
Con 12+2
Int 11+1
Wis 14
Cha 14
BAB 5
AC 24
HP 47/47
F: 9 R 3 W 5
Traits:
Armor Expert (reduce armor check penalties by 1); Indomitable Faith (+1 Will Saves)
Feats:
Mounted Combat, Honor Bound, Cavalry Formation (Teamwork), Power Attack (3), Endurance (5)
Abilities:
Challenge 2/Day (Swift Action to gain +4 Damage vs 1 target, -2 AC to other targets, +2 morale on svs when threatening target of challenge); Mount (No armor pen on Ride checks with his mount); Order of the Star; Tactician 5 rnds/day; Order Ability – Calling – standard action - +2 competence to ability check, attack roll, save, or skill check (1 each/day); Cavalier’s Charge +4 when charging to hit, no AC penalty when mounted; Expert Trainer; Strength of Honor - +4 str 5rnds 1/day; Knightly Courage +2 vs Fear svs
Languages: Common, Solamnic, Dwarven
Skills: -5 armor pen
Heal 1+ 2+3
Knowl Religion 3+1+3
Knowl Nobility 2+1+3
Ride 5 +1+3
Handle Animal 5+2+3
Diplomacy 3+2+3
Bluff 2+2+3
Climb 1+3+3
Craft (Blacksmith) 1 +1+3
Intimidate 1 +2+3
Profession
Sense Motive 2 +2+3
Swim 1+3+3
Equipment: +2 Full Plate, Heavy Steel Shield +1, Feed 5 days, Backpack, Bedroll, Belt pouch, Bit and Bridle, flint and steel, iron pot, rope, saddlebags, soap, torches (10), 5 days rations, waterskin, Military saddle, MW Longsword, dagger, Mighty Composite Shortbow (+3), 20 arrows, MW Bardiche, Banner x2, Masterwork Lance, Chainmail Barding, Cloak of Resistance +1, 4x potion cure light wounds, Horse (light, Combat trained packhorse): harness, Bit and Bridle, pack saddle, saddlebags
GP 191
MOUNT (Charger Archetype) lvl 4 Greystrider
HD 4 hp: 41 , BAB +3, F 4 R 4 W 1, skills 4; +2 nat armor bonus, +1 Str/Dx, 2 bonus tricks, Barding Training, ability score increase (int), Link, +1/2 Challenge ability, Intimidate is a class skill
Skills: Perception 1+1+3, Survival 1+1+3, Intimidate 1-2+3, Stealth 1+2+3-4
Speed 50, AC 22, +8 bite 1d4+5, 2 hooves +8 1d6+5,
Str 20, Dex 15, Con 17, int 3, Wis 12, Cha 6
Low Light Vision, Scent, Feats: Light armor proficiency, Combat Reflexes, Power Attack
Tricks: attack, come, defend, down, guard, heel, track, stay
| Torilgrey |
Hi, I finished a background story for Uther Mowbray here! I'm holding off creating the alias until selection, since I've already got a few abandoned aliases on this site. Thank you for your consideration!
“When the tomes are loaded into the crypt, start sealing the masonry back up” the old knight intoned, torchlight flickering off his enameled armor, roses catching the flickering orange light of the burning rushes.
Four years ago, I entered this fort as a younger man Uther thought, before all this happened. Greystrider and I didn’t know all these things which Lord Commander Karras has taught me. The forgotten gods, Paladine, Kiri-Jolith, and Habbubbuk; I had never heard these names, but now I understand that is where we draw our inspiration from. These tomes hold those secrets, but must be hidden ere they would be destroyed by those who are fearful. Uther lifted another box of dusty tomes, akin to the Oath and Measure but different, handing them to Conrad, who stood deeper in the old crypt. Simon huffed his way down the stairs, “Last box from the tower lads.”
As Uther turns to accept the dusty box, the whip-thin form of Cassius leapt down the steps, “I can see torches on the horizon, I suspect we’re in for a bit of a scrap boys.” His broken teeth showing through a wry grin.
Lord Commander Karras turns to the four young knights, his gray mustache, twitching above his mouth, “As I have told you since you were all assigned here as fresh-faced recruits, darkness grows upon the land. Our allies diminish as the hobgoblins and goblins roam ever more broadly in the light. Crops fail and the people turn against each other. Rumors of darkness spreading across all our lands, this is the end time we fear.”
Breathing deeply, Uther hands the last crate of tomes to Conrad. For so long he has trained us and told us of this darkness and what may happen. Is he addled in his dotage? Are these books all he has left to him? What place do these old gods who abandoned us, I mean, whom we abandonded, have in all this chaos. People turn against our order as being too old, too rigid; they can never understand the truths we know and don’t share to them…
Leaning on his greatsword, Lord Commander Karras addresses them as Conrad clambers out of the crypt, “the time has come, each of you must carry out these orders as I have outlined for you.” Holding up his hand to cut off the impeding interruption of Cassius, “This is an order young Sirs, and is not open for debate.”
Each of us, barely a year into the Knighthood, to scatter across the lands, avoid the Seekers, avoid contact with the forces of evil which are mashalling, and find the truths of what is happening and assist to the best of our abilities. If we succeed our names will be put forward as Knights of the Sword, and he’s already dispatched a Raven to the heads of the Order with that recommendation. Thus starts our quest. Uther looks around the room, from the Lord Commander resplendent in his Rose Armor, to Cassius, the fastest of the four Crown knights in the room, paired shortswords on his waist offset against his breastplate; to Conrad a broad man gathering his warhammer from the floor, and lastly Simon, the most devout of the four and easily the least in shape of the knights, his girth straining against his full plate armor. “Lord Commander, you do not want us to remain and stand with you against whatever group approaches this fort? We have held this against goblins and hobgoblins in the past without strain.”
Shaking his head Karras responds, “No Uther, you must go as ordered. I fear these are just men, and we should not turn our blades against men except in the most dire of circumstance. Go now lads. The stablemaster should have prepared your mounts to ride.”
Grumbling, the four young knights leave the crypt and exit the sally door to the attached stable, where the stablemaster, a gully dwarf of all things, waited with 8 mounts. Tharx Mucknuggle had been in this fort longer than any of the young knights, and Lord Commander Karras had a soft spot for the diminutive creature. Apparently Tharx is a sterling example of his kind, and markedly less filthy than his peers. The four men begin to share farewells, pointing their mounts in the different cardinal directions. When suddenly the sounds of shouts rang out, and the thatched roof of the stable suddenly caught fire. “Knights, Mount!” Uther barked the order, vaulting onto Greystrider’s armored back and saddle. “Tharx, get out!” The gully dwarf only paused a second to free the Lord Commander’s mount from its stall and disappeared into the night.
Spurring Greystrider into the night, closely followed by his brother knights, Uther levelled his lance at the humanoid form rising out of the darkness as the burning stable cast a lurid light across the night sky. Cassius’ cackle echoed off the fort’s walls as Conrad began his typical chants of the Oath and Measure swinging his hammer in time to the ancient litanies. Figures loomed out of the shadows thrown by the flames licking the ancient stable, to be thrown down by lance, hammer, or sword. Even one figure raised with a bow to fire at the charging knights flanking Uther, only to be pulled down by a familiar gully dwarf.
After what seemed an eternity, the four knights broke free of the attackers, still without ever identifying who they were or what they wanted at the ancient Solamnic fort. Did they desire food, or was their intent more sinister in intent? The four overlooked the smoldering fort, unable to see the main doors, but trusting in the Lord Commander’s skill to talk his way out of whatever situation was upon their door. The four turned to each other, aligned to their assigned directions, and saluted each other “Est Sularius oth Mithas” with the ancient words of the knighthood.
Uther turned the large warhorse southward, Karras had assigned him toward Qualinesti, Conrad was to travel west and sail to Ergoth, Cassius to head east toward the Blood Sea, and Simon northward to Palanthas and the coastal areas there.
Dodging groups of humans Uther has led his trusty steed and packhorse south. Finally reaching the town of Solace. “Damn town in the trees. Doesn’t seem right, and can’t build a decent charge here.” Greystrider neighed in affirmation. “Thanks old friend. We’re just here to get resupplies and food. Stay here, and I will be down soon.” Greystrider casts an almost dubious glance at the knight, as Uther rubs his head and leaves him and the packhorse by the posts outside the Inn. He carefully throws his cloak across his body, its midnight blue wool wrapping over his shoulder, leaving only the ornate left arm of his armor exposed and his longsword free. Slinging his shield over that shoulder, and tucking his armored gauntlets into his belt, Uther begins to ascend to the inn. His armored sabatons and spurs clicking loudly upon the heartwood of the path, his helm resting under his right arm atop his dagger. Feeling the cool spring air on his freshly shaved face, for the first time since entering the knighthood he does not have the distinctive mustaches of the Knights.
Players note:
I am envisioning the Knights like the mythical descriptions of the Knights Templar, an organization full of secrecy and religious custom unknown by the outside world and misunderstood. That’s how I’m seeing the requirements of religious obligation for advancement in the religion bereft world of Krynn during the lead up to the War of the Lance.
| AdamWarnock |
Our Potential Dramatis Personae
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Unnamed Minotaur PC #1 - Played by Spazmodeus
Bander Drunkensquirrel, Kender Rogue (Unchained) - Played by gnomezrule
Unnamed Minotaur PC #2 -Played by Feral
Kalisuel, Human (Yup! Totally Human!) Gish - Played by AdamWarnock
Uther Mowbray, Human Knight of Solamnia - Played by Torilgrey
Thalasi, Qulanesti elf Wizard of High Sorcery - played by Terevalis Unctio of House Mysti
Those still thinking about their auditions
Oblivion's Scion
Tiessa
brvheart
Today has been a long day. No more from me tonight other than to say that your background's good, Torilgrey.