Here is Ungorotol, Gillman Seer of Time
Long Stat Block:
Male Riverfolk Gillman Seer (Oracle of Time) 1
CE Medium humanoid (aquatic)
Init +2, Senses clouded vision (30 feet), darkvision, Perception -1 (+2 to avoid surprise, +2 detect invisible or incorporeal)
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 12 (1d8+3+1)
Fort +3, Ref +2, Will +1 (+2 vs non-aboleth enchantments, -2 vs aboleth spells, -2 against charm and compulsion where power is offered)
Speed 30 ft, swim 30 ft.
Melee longspear +0 (1d8) or ritual knife +0 (1d4)
Spell-like Abilities (CL 1st, concentration +4)
1/day - doom
Oracle Spells Known (CL 1st, concentration +4)
1st (4/day) - diagnose disease, murderous command(DC 14)
0 - bleed, detect magic, detect poison, guidance
Str 10, Con 16, Dex 14, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Extra Revelation
Skills Know (arcana) +4, Know (history) +4, Know (planes) +4, Know (religion) +4
Touched By Divinity: Imbued with greater power by the tea ceremony of Debilis, Ungorotol can cast doom once per day as a spell-like ability.
Spirit Sense: Attuned to the spiritual world, Ungorotol has +2 trait bonus on Perception skill checks to avoid being surprised and detect invisible or incorporeal creatures.
Power-Hungry: With the world of forbidden knowledge slowly opening up to him, Ungorotol is greedy for more. He suffers -2 penalty on Will saving throws against charm and compulsion effects if power is promised.
Languages Aboleth, Common
SQ amphibious, enchantment resistant, normal speed, vulnerability to fire
Favored Class (Oracle) 1st level (+1 hitpoint)
Gear longspear (walking staff), ritual knife (dagger), lamellar leather, ceremonial robes
-----FEATS AND SPECIAL ABILITIES-----
Amphibious (Racial) Ungorotol can breathe both water and air.
Clouded Vision (Ex) Ungorotol has limited physical sight, and cannot see anything beyond 30 feet, but he can see as though he has darkvision.
Enchantment Resistant (Racial) Ungorotol has a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but suffers -2 penalty on saving throws against spells from aboleth sources.
Knowledge of the Ages (Su) Ungorotol can retry any Knowledge skill check he made within the past minute, gaining a +3 insight bonus on the skill check. He may use this ability 3 times per day.
Natural Divination (Ex) Ungorotol can read entrails of a freshly killed animal or humanoid to gain a +3 insight bonus on one saving throw. By observing the flight patterns of birds, he may apply a +10 competence bonus on one skill check. Spitting on the groud and making swirlds in the mud, he gains a +4 insight bonus on one initiative check. Making a natural divination requires 10 minutes, and the bonus only applies to a check within the next 24 hours. Natural divination can be used once per day.
Normal Speed (Racial) Ungorotol can swim at a speed of 30 feet, in addition to normal land movement of 30 feet. He can move in water without making swim skill checks, and always treats Swim as a class skill.
Vulnerability to Fire (Racial) Ungorotol takes an additional 50% damage from fire spells and attacks.
Background, Description, Personality:
The scent of decaying tea leaves is the first sign of Ungorotol's presence, his appearance is even more barbaric. The gillman's green skin is slimy with oil and water, which stain into the black and purple ceremonial robes he wears over bulky armor composed of strips of crocodile skin, expertly stitched together into a lamellar formation. His eyes are clouded over, as though by thick cataracts, a white film glazes over them in a disturbing manner for those unused to such an appearance. He grips a decorative staff and guides himself along the ground or into the water if it is nearby. Those who notice such things will realize the staff contains a sharp blade at one end, as it is really a longspear. A wicked ritual knife is tucked into the belt of the robe.
Oh that's cool. But I don't think I want to be an actual warlock (arcanist) warlock, but someone might. I just meant that instead of calling him a witch, I was calling him a warlock, but now that there's an actual warlock class, I guess I'll have to call him a witch.
EDIT: There aren't that many 1 HD outsiders, anyway. Most of the tiny ones (imp, quasit) are 3 HD.
Ridal Liakiir (Silverblossom) is an elven prince of the Hill Elders of Evereska, the last great fortress of Elvenkind on the continent of Faerun. Although born to the nobility of Evereska, Ridal has insisted on studying the ancient magics that so many elves have forgotten, including the ancient art of the swordmages. Most of this knowledge has been lost in the cities of the elves throughout Faerun that have fallen to the enemies: Myth Drannor and other ancient places in the High and Old Forests of the continent. Ridal has petitioned the Hill Elders to ride out and find what he can of the lost knowledge, and any allies who might know of some of the lost arts of swordmagery or forgotten mythals. Both Candlekeep and Baldur's Gate are among his target locations. Unwilling to send him out alone, the Hill Elder Elquiel Liakiir sent him with three servants. One of which was a sage of the household, and who had helped to raise the young prince with knowledge of magic, mythalcraft, and basic spellcraft: Faerivor Haelnithlin. While knowledgable, Faerivor had grown old, and while he still resisted the call to Evermeet, Ridal had already sworn to accompany him to a harbor to see his old friend and advisor off to those promised lands. The other two were simple servants, not really skilled in combat. Their presence assured the voyage would be as comfortable as possible.
Since the Sun (or High) elves are returning from their Retreat, I thought that perhaps Ridel Liakiir (and company) might be attempting to find displaced elves or other peoples from the High Forest, in an effort to reclaim one of the settlements overrun by daemonfey or the like. Perhaps he is one of the noble family of the original settlement. I can come up with more but that's what I have for now, until I can research some more. He could be looking for potential allies in the Friendly Arms Inn for this same purpose.
Yes, here is what I have for Ridel Liakiir, though I still need to look over my FR campaign setting to tie him in. (Any good wikis out there?)
I gave him the noble background as it seemed fitting, and I think he was sent to Candlekeep in an effort to learn something more about the world, as part of a royal/noble tradition in this family. As to the three retainers, I think they're just gofers, so I'm not sure if you want to design them or if I should come up with something.
Also, I noticed the noble has a tendency to spend too much money... lol. Is there any way I can downgrade the fine clothes to traveling clothes and get a spell component pouch?
Ridel Liakiir (Silverblossom)
CG Medium High Elf Mage
For your perusal, enjoyment, and delight. I present Thorakiz Grimblood.
Scarred and twisted in his childhood because of his 'small' stature, Thorakiz grew up abandoned, forced to fight for existence among the tribal camps of his species. His childhood is not unlike most of his kind, for existence for the orc is not a given. They are forced to exist off the land, to fight for what they achieve, promoting savagery at every opportunity.
In his childhood, Thorakiz suffered a nearly mortal head wound, that struck him dumb for most of his childhood and adolescence. He eventually relearned to communicate with grunts and hand gestures. When the orc settlement was attacked by humans, Thorakiz hid, uncertain how to deal with this new threat with his impaired existence. He saw his mother and father cut down, but the orcs do not value family relationships. Still, he had to do something, and picked up a heavy blade dropped by one of the fallen humans.
Despite his best efforts, the humans won the day. Thorakiz was not killed, but taken as a captive, eventually to become a personal servant/bodyguard of Prince Barindal. After several years as his servant/bodyguard, Thorakiz eventually learned the meanings of kindness and goodness. He no longer lived an existence based on cruelty and fighting for every thing.
Loyalty is seldom kept between servant and master, however. Eventually one turns on the other. For Thorakiz, as the Prince aged beside him, he became gradually more cruel and sadistic, finding pleasure in the pain of others, taking from the poor to pursue his own entertainments. Eventually even Thorakiz suffered from the brunt end of this stick, as Prince Barindal took some of his most valuable possessions to settle a gambling debt.
Thorakiz was forced to steal wealth from a nearby church, even, at the Prince's demand. And this led him down a dark spiral for a time. It was his prince's command, not his own value that drove him forward. Still, he continues to tell himself that it was a necessary act. He was caught in the act and forced to flee that nation for a time. He found himself drawn back to the wilderness, where his survival skills came back into play. Here he has remained to this day.
Courageous Thorakiz has a +2 bonus on saves vs fear effects.
Influence After serving the prince as companion and bodyguard for so long, Thorakiz has a special insight into social situations, and knows how to act among nobles and society. He has a +1 trait bonus to Sense Motive, which is also a class skill.
Male orc two-handed fighter 2
NG Medium humanoid (orc)
Init +4; Senses darkvision 60 ft., Perception +2
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 16 (2d10+2); dead -16
Fort +4; Ref +0; Will +2 (+2 vs fear)
Speed 30 ft.
Melee mwk large bastard sword +7 (2d8+9)
Power Attack mwk large bastard sword +6 (2d8+12)
Sunder mwk large bastard sword +7 (2d8+13)
Str 22, Dex 10, Con 12, Int 6, Wis 15, Cha 7
Base Atk +2; CMB +8 (+1 on sunder attempts); CMD 18 (+1 vs sunder)
Feats Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack
Skills Sense Motive +3, Survival +6
Combat Gear bandages of rapid recovery (1 lb), potion of cure light wounds (1d8+1)
Gear masterwork large bastard sword (sawback, hollowed pommel) (12 lbs), masterwork chain shirt (25 lbs), fighter's kit (29 lbs) (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin), small tent (20 lbs), camouflage netting (5 lbs), candle lamp and 10 candles (1 lb)
Wealth 1000 gp (-370 gp), (-250 gp), (-9 gp) = 371 gp (-200 gp) = 171 gp (-50 gp), (-10 gp), (-20 gp) = 89 gp (-5.1 gp) = 83.9 gp (-10 gp) = 73.9 gp
Favored Class (Fighter) 1) +2 to Constitution score for purposes of determining death; 2) +2 to Constitution score for purposes of determinging death.
FEATS AND SPECIAL ABILITIES
Dayrunner (Racial) Instead of suffering from light sensitivity, Thorakiz instead takes -2 penalty on ranged attacks.
Exotic Weapon Proficiency (Feat) Thorakiz is proficient with the bastard sword, an exotic weapon, and can wield a normal sized bastard sword in one hand. His current bastard sword is larger than normal, and must be wielded in two hands.
Ferocity (Racial) As an orc, Thorakiz remains conscious and continues fighting even after his hit points fall below 0. He is still staggered at 0 hitpoints, and loses 1 hit point each round as normal.
Improved Initiative (Feat) Thorakiz has a +4 bonus to Initiative.
Power Attack (Feat) Thorakiz can take a -1 penalty on melee attack rolls to gain a +2 bonus to melee damage rolls. This amount is increased by 50% if Thorakiz is wielding a two-handed weapon or a one-handed weapon with two hands, but is halved if he is attacking with an off-hand or secondary weapon.
Shattering Strike (Ex) Thorakiz has +1 bonus to CMB and CMD on sunder attempts and damage rolls against objects. This bonus increases by +1 for every 4 levels beyond 2nd.
Rolling for second level hitpoints here:
I might be interested as well. From watching other people play it seems like Next is easy to play, story-focused, and hearkens back to 2nd edition some.
Edit: I think I will try an elf mage if that's not too out of line. Eventually planning to multiclass as fighter/mage. I'll have to get back to this idea after sleep when I start the creation process.
Character Creation Questions:
So questions about my Orc Two-Handed Fighter.
First of all. Strength 22, Intelligence 6. So basically no skills at all unless I use his favored class bonus. (I didn't see any rule in the book, that a character who would normally receive 0 skill points per level receives a minimum of 1. Care to make a ruling on that?) Hopefully this is not too munchkin. I suppose I can make another character if it is, but I really wanted something light to play without too much heavy RP/skill management.
Secondly, to make the orc character a little more usable, I replaced light sensitivity with Dayrunner ability.
Would it be possible for him to use a large bastard sword, and if so, how much would it cost?
100 Fantasy Archetypes
Roll 1d100 for each race (or nation or group of people) just to throw some ideas out there for things they might find interesting or unusual. Roll 1d100 twice for even more ideas.
1 Jack of All Trades
Sorry everyone. I've lost internet connection for some time, and don't see when I'll be getting it back. "They're working on it." I'm posting from the library right now... I can get there about once a week. So we'll either have to discontinue the game until I can get my internet working again, or we can go to once a week posting... lol. (at least for me), But that option almost never works out.
Don't lose them, change them. Make them unrecognizable as gnomes. Perhaps they're a savage barbarian people, barely emerged from the forest. Perhaps they're mystic and aloof, rarely coming down from their crystal towers.
Perhaps gnomes are the only ones with the advanced technologies of gunpowder, or have found a way to merge magic and gunpowder to be devastatingly dangerous.
There are tons of ways to use the less-liked races. All you have to do is change the tropes that are normally associated with them.
The journey is mostly uneventful; however, on the last day after the forest lightens a little, you hear a terrible screeching from the woods to the east.
William and Quee notice a sudden movement in the trees as five wild boars set upon the group with squeals. (They can act in the surprise round.) The boars are about 20 feet away, once they are in plain view. This will be a description-based combat, since I still don't have good map software. I might try to use Roll20 in the future if I can understand it.
Post your actions please. It might be possible to outrun the boars on horseback, but I'm not sure that the dog would be able to keep up.
The safest route to the High Forest of Mirgilaura passes by the Citadel of Eresorgould, a 16 day journey. Costs are normal in Amgilaura and the surrounding hexes, so restocking for supplies should be easier now.
1d6 ⇒ 1
The roads along the river are lowly populated, lower than is normal, and the smoke from the northern forests continues to indicate that something is out of the ordinary in this part of Lin~Sharel. The further east one travels, the more signs of the Verdigris Resistance are present. Silverhelm knights are seen in more than one occasion, most of them bearing the white and blue banners of Eresorgould.
The path towards the Citadel that breaks from the main road is thinner than expected, but it is likely that the cavalry moves through the forest in single file formation. It will take 6 days to travel through the forests to the Vale of Eresor.
Those who attend the performance,
The Silver Harpists are a group of seven beautiful elven women who play, most reasonably, harps, and sometimes singing in harmony. At least one must be a mage, for she plays a four-hand harp with the aid of an invisible servant.
Since it seems like very few people from the group came to the performance, we'll say nothing unusual happened, and the show was a success. Moving on.