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Parent thread: The Shadow Cathedral Recruitment
Related thread: The Shadow Cathedral
Shadow Cathedral Q/A
This is the Q/A thread for the game: The Shadow Cathedral. All out of character questions go here, even if you're not in this game.
Players in this game:
Raven - Human Fighter
Aleric - Half elf Rogue
Ayrn - Dwarf Cleric/Radiant Servant
Celeste - Human Swashbuckler
Phelan - Human Mage
Brundel - Gnome Bard
Boshaunn - Human Paladin/Anointed Knight
Bag of holding:
1250 GP in coins
15 gems worth 100 GP each
3 potions of CMW
Posted on 2012-03-09 at 17:47:17.
Edited on 2012-05-18 at 12:48:54 by Almerin
Player 1 - Raven
Two scruffy looking men at the tavern's counter are holding their clay beer mugs just a bit too tightly. Their dirty heads are close together and they are whispering something together nervously. The men are doing quite well to hide their anxiety as their posture seems relaxed and there is a smile on each of their faces. But to someone observing closely the cold sweat on their foreheads, the quick glances and the trembling hands reveal the fear gripping their backbones. The tavern is quite full and most of the patrons do not waste a breath for the duo at the bar. Yet in the shadowy corner near the entrance and one of the fireplaces, the sharp eyes of one man do not let the subtle signs pass unnoticed.
Marius Thulmann watches the suspicious duo for a moment longer and takes a puff on his pipe. The sudden rush of air lights the the tobacco in the pipe's bowl brightly and reveals the witch hunter's facial features for a blink of an eye. One of the men happens to cast a quick glance at Thulmann's direction at the very moment and seems to miss a heartbeat. The strikingly bright blue eyes on the emotionless, weathered face are locked into his and seem to eat their way right into his soul. The witch hunter immediately recognizes the source of the farmers' fear… It is Thulmann himself the men are worried about. Apparently his reputation has proceeded him and reached this backwater place before him.
The two fools at the counter must have done someone something wrong, committed some act of evil, to be wary of a witch hunter. Normal people living their lives in peace have nothing to fear from Marius or the organization he is a part of. Then again pathetic criminals like these two are unworthy of his attention. They are better left to be handled by the local authorities or a marshal than to waste the precious time of a witch hunter. No. Neither of them is the one he is after…
It is easy for anyone to compare Marius with Ark. The two could not be much more different in outlook or behavior. Where the young sylvari half-blood is a joyful fellow, the witch hunter is almost sulky in his grimness. If he ever smiles, it doesn't come openly and never does he laugh out loud. All the darkness, the chaos and the evil have eaten most of his joy for life. Marius Thulmann practically exists only to destroy the malevolent beings whose actions are turning regular people into somber creatures such as himself. On a trip, the witch hunter tends to ride the point and at a campsite he often lies his head down somewhat apart from the rest.
In a conversation, Marius is often slow to respond, but those who know him better also know he will more often than not have a reply ready. The man of 40 or so summers never seems to lie, not even when a little white one could be more valuable than the ugly truth. More than once have his words hurt someone deeply even when that has not been his purpose. And once again, Marius and Ark are very different when it comes to sharing information about themselves. The Sendrian never speaks of his past unless asked directly. Even then he is prone to avoid responding if at all possible. All his companions have managed to gather about him during their travels together is that Marius Thulmann is a son of a nobleman from Davnor. Yet he has left his homeland decades ago in search of an undead lord responsible for the disappearance of his little brother, the only person Marius has apparently ever truly loved.
It is also clear to anyone well versed in the Antaronian heraldry, that the tattoo of Rydor symbol engulfed in flames on his left palm is the sign of a semi-secret joint order of the Iron Flame and the Justicars. The members like Marius are simply referred to as witch hunters although their prey is hardly only warlocks or conjurers of evil powers. The name of the Ertain based order is so secret that almost no one outside it is allowed to know it.
The whole presence of Marius Thulmann screams of danger. Rare are the men brave or insane enough to sneak upon the witch hunter let alone challenge him into a duel. And rarer still are the ones who have walked out live from such a foolish attempt. For Marius is not a forgiving or merciful man. In his world there are too many people making the lives of others miserable to let every one of them live when caught. But he is sworn to uphold the law and if the law says someone should not die for his sins, then so be it. Fortunately the law does require criminals to be punished for their abusive actions...
In most occasions the hoarse voice and the sharp words of the witch hunter are enough to intimidate anyone willing to test his or her luck in combat with the raven-haired man. But in the uncommon occasion when it is not enough to turn someone aside from the path of self destruction, he or she will have to survive a ruthless warrior who spits on the idea of fighting honorably. In mortal combat only one thing matters to Marius - survival. The witch hunter is a very strong man even though his tall frame isn't bulging with muscle like one of them northern barbarians. Yet his prowess in battle does not come from physical power alone. The enchanted mighty hand and a half sword flies around with respectable skill and ease and tends to find the weak spots in the opponent's defense. But before an enemy can lock himself in a fierce melee fight, he must be able to dodge a bullet or two from the duo of pistols Marius carries everywhere. Not all can…
The witch hunter's outfit is mostly black. The wide brimmed hat hides most of the weathered and scarred face including the blue eyes, a sharp nose, thin lips and the stubble covering a strong chin and cheeks. A completely black suit of chain seems to suck in light and create a shadow around Marius. On top of the armor is a black leather vest with sewn in scabbards for six throwing knives. And long leather boots cover his black leather pants to the knee. A heavy oiled leather overcoat keeps the witch hunter warm and dry during wind and rain.
As a part of a team, Marius Thulmann packs more than just firepower. His years of fighting against the undead and the witches have given the witch hunter invaluable experience and knowledge that can be used in the group's advantage against their enemies. His tracking skills have proven to be most useful too from time to time. Marius also has an uncanny ability of seeing through the facades people put up to hide their secrets and he rarely fails get results when questioning suspects. The incredibly blue eyes seem to notice everything from small details to hidden objects.
Posted on 2012-03-09 at 17:47:32.
Edited on 2012-03-14 at 16:46:38 by Almerin
Player 2 - Aleric
Ark is, at first impression, a young, savvy traveler. He has a rough but lively feel to him, casual and lighthearted. His wit is as sharp as a blade, and he makes it his duty to play the joker in good times, look after the emotional well-being of the group in bad times, and all-in-all have a good time. When the group hits the tavern, he is always among the first to order drinks and the last to stop, though he has the sense to keep his wits about him. He is perceptive, quick with his thoughts and words, and socially reliable, for the role that he plays.
As one grows deeper, Ark begins to flesh out. He, despite his sharp but lackadaisical manner, fancies himself as a bit of an intellectual, philosophy and ethics being his favorite topics, and he gladly discusses and debates these things. To turn this debate into a conversation, however, is another matter; Ark considers his beliefs to be s very personal subject, and, though he is always eager to discuss the concepts, the things he believes and why are privy only to those very close to him.
Aside from these things, Ark is very openhanded with himself. He easily speaks of his personal life and story, such as the childhood wagon-accident that left his lower legs heavily scarred, or his younger sister Alice, living in an orphanage in his home city of Bayris; he visits her as often as possible, and dotes heavily on her whenever he does.
In combat, Ark is very, very much a pragmatist, taking any advantage, no matter how slight, however it may come about. His sword, which he has named Raz, for his late father, is guided by a sloppy, highly-unorthodox style of fencing, which would make any by-the-books teacher cringe but serves him well. This style is an active work, for him. Ark is often seen shadowfencing in his free time, or studying anatomy when possible; anything for an edge.
In terms of physical description, Ark is a lean, flinty young man, with a sharp face, a lopsided grin, and odd-matched eyes of sapphire-ble and a soft, mossy green. His face and body are covered with an assortment of scars large and small, a testament to his original calling as a street urchin in and about the port city of Bayris.
Character name: Ark Morigan
Player: Aleric Stevanson
Alignment: Chaotic Good
Weight: 142 lbs.
Eyes: Right blue, left green
Hair: Brown, just touching the shoulders. Close, well-groomed goatee, sans mustache.
Str: 10 +0
Dex: 20 +5
Con: 12 +1
Int: 14 +2
Wis: 10 +0
Cha: 12 +1
AC: 17 (+5 dex bonus, +2 armor bonus)
Fortitude: 4 = 3 + 1
Reflex: 11 = 6 + 5
Will: 5 = 3 + 0 + 2
+2 Keen Rapier: Attack +13/+7, dmg 1d6+2 (cr 16-20)
Dagger: Attack +11/+6, dmg 1d4 (cr 18-20)
Short Bow: Attack +11/+6, dmg 1d6 (cr 20)
Move Silently: 12
Gather Information: 12
Point Blank Shot
Money: 8500 Gp
+2 Keen Rapier: 1d6, 16-20/x2
+2 armor bonus, max dex bonus +6, armor penalty 0
+2 Gloves of Dexterity:
These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Both gloves must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft Wondrous Item, cat’s grace; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Boots of Striding and Springing:
These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks.
Faint transmutation; CL 3rd; Craft Wondrous Item, longstrider, creator must have 5 ranks in the Jump skill; Price 5,500 gp; Weight 1 lb.
Flint and steel
10 foot pole
Posted on 2012-03-09 at 17:47:45.
Edited on 2012-04-09 at 12:27:27 by Almerin
Player 3 - Riaucard
at a glance: Chale is a travel and battle worn man with a short scraggly beard and a mess of thick ,shoulder length, brown hair.he is wearing armor made of leather and chain, and around his neck is a ring and a burnt holy symbol, on his left arm is a buckler.
disposition towards the group:Chale has been with the group for only about half of their adventures, known to be a bit gloomy at times, Chale is a rather kind and wise person, who has been keeping he group in good health since he joined them. Chale had tried teaching Ark proper sword fighting techniques, yet he had failed because Ark didnt want to learn anything "Boring and predictable" much to Chales dismay, as seeing Ark fight almost makes him cringe from the fear that Ark might hurt himself beyond healing.
history: Chale used to be a cleric of Solanis, however he left due to a great loss and the feeling of a higher calling. Chale ended up in the ranks of Coria's army and after a show of great skill in battle (and his healing spells, which he had decided not to use except for in emergencies, at that time anyway), he was promoted to an infiltration squad. after a mission gone terribly wrong, Chale left the army and Coria, wandering the land. when he met the adventurers, he felt that he was supposed to join them. He told the Party all of the above except what he lost and what happened on the mission, though im sure they could guess.
Class: Cleric/Fighter, 6/3
str: 16 +3
con: 14 +2
wis: 16 +3
AC: 18 (armor + ring of prot)
fort +10 =5 +3 +2
ref +3 =2 +1
will +9 =5 +1 +3
IceBreaker: att +13/+8, dmg 1d8+5 +1d6 fire dmg (cr 19/20)
Crossbow: att +7, dmg 1d8 (cr 19/20)
kn. arcana 2,
kn. history 2,
kn. religion 2,
kn. the planes 2,
handle animal 2,
Weapon focus (longsword)
Point Blank Shot
Steel Lamelar armor, (scale mail +3)
Ring of Protection +1
burnt wooden holy symbol,
Dented wedding ring on a chain,
IceBreaker (a +2 flaming longsword)
2 flasks of water,
2lbs of jerky,
1lbs of travel bread,
1 wedge of cheese,
2 vials of holy water.
Level 0 = 5
Level 1 = 4 + 1 domain spell
Level 2 = 4 + 1 domain spell
Level 3 = 3 + 1 domain spell
Level 1 = CLW
Level 2 = CMW
Level 3 = CSW
Level 1 = Endure Elements
Level 2 = Heat Metal
Level 3 = Searing Light
Posted on 2012-03-09 at 17:47:58.
Edited on 2012-04-09 at 12:15:15 by Almerin
Player 4 - Celeste
Annaliese Paola de Zoccolitto, known as Anna
Annaliese hails from the shining City State of Bayris. Or, at least, most of the locals would tell you that it is the pinnacle of free trade and independence. Most of the travelers would tell you it’s the pinnacle of thievery and greed. The Zoccolitto family is a prominent merchant family in Bayris, and Mme Maricela Zoccolitto gave her husband several prodigies to choose from. Anna was daughter number seven of ten in a line of brothers and sisters, and came to realize that she was being groomed for nothing more than a political marriage with a hefty dowry.
The backdrop of Bayris provided Anna with a playground of multilayer buildings and cliffs in which to learn the artful form of adrenaline inducing acrobatics. Anna’s training at home was limited to social graces and a fairly focused language education, instilling her with painfully cultivated social refinement, an odd love of idioms and a tendency to overuse puns and alliterations. Her narrow instruction left her with plenty of time to hone her skills with a rapier while out in the city streets consorting with the colorful locals. Anna’s insatiable desire for action eventually led to her leaving her home in search of that ever romantic idea of adventure.
Unfortunately for Anna, she had grown accustom to certain fineries in her existence. Quickly learning that toting around trunks upon trunks of sundries was not very conducive to a life of adventure; Anna downsized her accessories and grew to love a different sort of luxury: fine drink, fine accommodations, and fine meals. Occasionally she will indulge in a trinket or two, but most of her money is spent lavishly in the bellies of taverns, or in the soaps and perfumes of the bathhouse.
The purchase of Wynn, Anna’s roan Clydesdale, initially came out of necessity. Not wanting to walk hundreds of miles by foot, she bought the then called ‘Salts’ from a farmer just outside of Bayris. For a few extra coins, the man not only sold her the horse’s tack, but also gave her a few basics on saddling and riding. After close to a year with Wynn, Anna has begun to dote on the mare nearly as much as herself. Apples, frequent rubdowns, and the best lodgings that she can manage are regular expenditures that Anna has no problem fulfilling. She speaks to Wynn regularly, treating her more like a beloved pet rather than an ordinary mount. It is only through her pure agility that Anna is able to mount the tall horse at all.
In combat, Anna prefers the brash yet “sideways” approach, as she calls it. Flanking is her specialty, though she often tangles with foes toe to toe. Her reckless nature puts her immediately into any fray, and with her extensive rapier training, attempts to cause the most mayhem through disarms, tripping, and any other underhanded moves she can manage.
Desirable is a word that her father often used when describing his seventh child and Anna has exploited that fact to the fullest. Her training has lead her to being the ‘face’ in most situations, not only describing the pretty one that it presents, but also her ability to negotiate, charm, and generally use her wiles to get what she wants for her and her party members. Somewhat self serving, Anna has grown accustomed to traveling with the group and extending their needs into her own. In the time that they have traveled together, she has stopped the high class façade initially presented, and now shows her true nature: live fast, die young, and leave a color coordinated corpse.
Anna stands at what she would consider a modest five foot six. Her long coffee colored hair is usually bound in a thick braid, and large dark brown eyes dominate her freckled face. Anna’s figure is slight and lanky. It appears that she wears no armor, her day to day garb being a pair of black leggings, knee high soft soled boots, and a tight fitting scarlet tunic that exposes all of her neck and much of her shoulders. For those in the know, this is actually her glamoured armor, giving her not only protection but also the ability to wear it in nearly every situation. She claims that her dinner party dress will fit effortlessly over the whole thing, but no one has seen her in her finery yet. A signet ring dominates one hand, showing the Zoccolitto coat of arms, and she hides a pair of daggers in sheaths worked into her boots.
Name: Annaliese Paola de Zoccolitto, known as Anna
STR 10 (0)
DEX 18 (+4)
CON 10 (0)
INT 13 (+1)
WIS 10 (0)
CHA 15 (2)
AC 19 = 10 (Base) +4 (Dex) +5 (Leather +3)
Fort 6 = 6 (Base) +0 (Con)
Ref 8 = 3 (Base) +4 (Dex) +1(Grace*)
Will 3 = 3 (Base) +0 (Wis)
Base land speed: 30 ft
1 extra feat at 1st level
4 extra skill points at 1st level, 1 extra skill point at each additional level
Bonus Languages: Any
Languages: Common, Halfling
Weapon and Armor Proficiency : Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.
Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Grace (Ex): A swashbuckler gains a +1 competence bonus on reflex saves at 2nd level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bous on damage rolls (in additions to any Strength bonus she may have) with any light weapons, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Dodge Bonus (Ex): A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. She can slelect a new opponent on any action. This bonus increases by +1 at every five levels after 5th. A swashbuckler looses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Acrobatic Charge (Ex): A swashbuckler of 7th level or higher can charge in situations where other cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
Improved Flanking (Ex):A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don’t gai this increase bonus)
Skills (Ranks only) [Skill Modifier] Ability Modifier/Ranks/Misc Modifier
Balance  4/8/+2 synergy
Bluff  2/12
Climb  0/10
Diplomacy  2/8/2/+4 synergy
Escape Artist  4/5
Jump  0/10/+2 synergy
Sense Motive  0/8/2
Tumble  4/6/+2 synergy
Use Rope  4/5
+2 Use Rope involving bindings
+2 Climb involving rope
+2 Escape Artist involving rope
Gear Price Weight
* indicates when carried by mount
+ indicates wrapped in oilcloth
Glamour Leather Armor +3 16000 15
Rapier +2 8000 3
Cure Moderate Wounds Wand (50 charges) 4500 -
Dagger (3) 6 6
Horse, Heavy 200 -
Riding Saddle* 10 25*
Saddle Bags, large* 4 8*
Bridle* 2 1*
Large Blanket* 5 8*
Apples* 2 2*
Backpack 2 2
Bedroll* 1 sp 5*
Water skin* 1 4*
Sack* 1sp 0.5*
Flint & Steel 1 -
Bullseye Lantern* 12 3*
Oil, 3 pints * 3 sp 3*
Grappling Hook * 1 4*
Rope, silk (50 ft) 10 5
Rope, hemp (50 ft) * 1 10*
Smelling Salts 5
Rations, 5 * 25 sp 5*
Soft high boots 10 sp
Plus Dagger sheath in each 20 sp
Cloak, cold weather* 2 5*
Hood, Fur* 10 sp 1*
Signet Ring 5 -
Bracelet, Gold 25 -
Traveler’s Outfit *+ 1 5*
Dress, silk *+ 7 5*
Plus embroidery 15
Chemise, silk *+ 6 -
Slippers, quilted silk *+ 35 -
Cloak, formal *+ 15 2*
Small steel mirror *+ 10 0.5*
Silver brush and comb *+ 2 -
Soap, mild 1 sp 1*
Perfume, fine, Mystara’s Spell *+ 3 -
Amber, polished – pair of hair combs 45 -
Amber, polished – single strand necklace 45 -
Total Price: 28978 gp 1 sp
Total Carrying Weight for Anna: 31 lbs
Total Carrying Weight for Horse (excluding Anna): 98 lbs
Up to 33 lbs.........66 lbs.........100 lbs
Weapon Finesse (Ex): With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Combat Expertise: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Improved Disarm: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Improved Feint: You can make a Bluff check to feint in combat as a move action.
Improved Trip: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Negotiator: You get a +2 bonus on all Diplomacy and Sense Motive checks.
Melee: +2 Rapier +15/+10 attack 1d6+2 x2 Piercing
Melee: Dagger +13/+8 attack 1d4 19-20/x2 Piercing 10 ft
Ranged: Crossbow, light +13/+8 attack 1d8 19-20/x2 Piercing 80 ft
Posted on 2012-03-09 at 17:48:11.
Edited on 2012-04-09 at 11:44:30 by Almerin
Player 5 - Phelan
My name is Arvin, I’m the third son of a noble family. My noble parents wanted a second son just in case. I was eight when my younger sister came along…my world came crashing down. I was no longer the baby and my parents doted on her. I tried to play along with the family but I hated what had happened. I started rebelling about six months later. After a couple of years even the neighbors started to notice and I became an embarrassment. My parents couldn’t send me away and they couldn’t control me. That all came to an end shortly after my twelfth birthday; one night in the grip of a nightmare I blew-out the side wall of the manor house and that was that. My Lord Father finally had the excuse he needed to bundle me up and send me on my way. Oh my mother wept, or rather she hid her eyes and pretended to weep, as I lashed my few belongings to the saddle of my horse, Rain, but she was just as happy to be rid of me as father.
They sent along one of their eldest arms-men, to make sure I arrived safely of course. He and I spent many nights together on the road and that’s when I first heard about my grandfather. The arms-man and I were sitting around the fire one night and after a few flagons he got into a story-telling mode. He told me of riding into battles with my fore-father. He also spoke of the rare occasions when my fore-father would have some kind of ‘fit’ come over him in the middle of battle. These ‘fits’ would usually have grandpa speaking in some weird language and then gesturing at the enemy in front of him who would then promptly burst into flame or have lightning dance through their ranks. Afterward, my grandfather never could remember what he’d said or done and since it always seemed to work in their favor the arms-men never spread the tales. I guess he was the first mage in the family, not that it mattered where the magic came from…I was cursed with it.
We arrived at the mage-school, bid one another farewell, and parted ways. Learning to become a proper mage took me several years. When I left the school behind I decided that it was time to call for a familiar. I set out to an appropriate place and sent out my call. The animal that responded to my call was not at all what I was expecting…it was a male dog. I named him Casanova, or Cass for short, because he managed to charm me into keeping him.
To the casual observer Arvin seems to be introverted tending to only express affection toward his dog, and well…it’s true. After having his family give him the boot and the mage school send him packing only months after ‘graduation,’ Arvin is more than a little paranoid. The wizard mutters, a lot, and often even seems to argue with himself on occasion. He doesn’t make attachments or likes to think so. The people he does become attached to he gives a “hard time.”
Arvin always tries his best to stay out of the way during a fight. He usually tries to find a place to cast his spells from without endangering the party and will keep Cass close to him. If all else fails Arvin is the emergency escape plan and will teleport the party to safety.
STR 10 (+0)
DEX 10 (+0)
CON 14 (+2) 16 (+3) from bracers of Health +2 as per DMG pg. 208
INT 18 (+4) 22 (+6) from head band of Intellect +4 as per DMG pg. 209
WIS 14 (+2)
CHA 10 (+0)
AC : 10 = 10 (Base) +0 (Dex)
Fort +6 = 3 (Base) +2 (Con)+ 1 (with Bracers of Health +2)
Ref +3 = 3 (Base) +0 (Dex)
Will +8 = 6 (Base) +2 (Wis)
1 extra feat at first level
4 extra skill points at first level
1 extra skill point at each additional level
Common, Draconic, Elven, Celestial, Abyssal
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Summon Familiar: At first level, a wizards gains the ability to summon a familiar
Familiar: Dog, Casanova or Cass
STR 13 (+1)
DEX 17 (+3)
CON 15 (+2)
INT 2 (-4)
WIS 12 (+1)
CHA 6 (-2)
HP: ½ masters total Speed: 40 ft Breed: Bull Terrier Coloration: Faun & White
Init: +3 (Dex) AC: 15 (+1 size, +3 Dex, +1 Natural)
Attack: Bite +5 Damage: 1d4+1 Face/Reach: 5’x5’x5’
Fort +5 = 3 (Base) +2 (Con)
Ref +6 = 3 (Base) +3 (Dex)
Will +7 = 6 (Base) +1 (Wis)
Master gains a +2 bonus on Sense Motive checks.
Alertness:The presence of the familiar sharpens its master’s senses. While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells:As the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link:The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Note that the low intelligence of a low-level master’s familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world differently from humans, so misunderstandings are always possible.
Deliver Touch Spells:If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the same time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master:If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with animals of its kind:If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties). Such communication is limited by the intelligence of the conversing creatures.
Skills (Ranks only) 28 sp @ lvl 1, 7 sp each additional lvl
Total – Ability Mod/Ranks/Misc
Concentration: 15 = 2/12/1
Alchemy: 12 = 4/6/2
Decipher Script: 16 = 4/12/2
Arcana: 18 = 4/12/2
Geography: 18 = 4/12/2
Planes: 18 = 4/12/2
Scribe: 8 = 2/6
Spell Craft: 18 = 4/12/2
Combat Casting PHB pg. 92
Spell Focus Conjuration PHB pg. 100
Rapid Reload Light Crossbow PHB pg. 99
Somatic Weaponry Complete Mage pg. 47
Fiery Burst Complete Mage pg. 43
Spell Mastery PHB pg. 100
Water Skin *Map Case
**Trail Rations **Portable Writing Desk with ink, pen, and parchment (Tome and Blood pg.71)
*Bedroll *Noble’s outfit
**Flint & Steel **Signet Ring
**Spell Book **Fire Opal pendant on gold chain
**Spell Components pouch
*denotes gear lashed to my horse or in my saddle bags
**denotes items stowed in the belt of many pockets
Belt of many pockets Complete Arcane pg 147
Bracers of Health +2
Headband of Intellect +4
Light Medium Heavy Overhead Off Ground Push or Drag
≥ 33lbs 66lbs 100lbs 100lbs 200lbs 500lbs
Melee: Quarter Staff +4 Damage: 1d6/1d6 Critical: x2
Range: -- Type: Bludgeoning Weight: 4lbs
Ranged: Light Crossbow +4 Damage: 1d8 Critical: 19-20/x2
Range: 80’ Type: Piercing Weight: 4lbs
Spells prepared : I will PM
Spell Mastery : (with Headband of INT+4)
Lvl 1 spells:
Lvl 2 spells:
Lvl 3 spells:
Flame Arrow Mage Armor, Mass
Lvl 4 Spells:
Lvl 5 spells:
Spell Mastery : (without Headband of INT+4)
Lvl 3 spells:
Flame Arrow Mage Armor, Mass
Lvl 4 Spells:
Lvl 5 spells:
Spells per day as per 3.5:
Lvl: 0 1 2 3 4 5 6
#/day: 4 4 4 3 2 1 0
Bonus: 0 1 1 1 1 0 0 (w/o headband of INT +4)
Bonus: 0 2 2 1 1 1 1 (with headband of INT +4)
Special: 1 1 1 1 1 1 1 (Conjuration spells only)
Total: 5 6 6 5 4 2 0 (w/o headband of INT +4)
Total: 5 7 7 5 4 2 0 (with headband of INT +4)
‘Spell Book’ As per 3.5 for Wizard
Specialty school: Conjuration
Prohibited school: Evocation
All except for Evocation
9 lvl 1
Accelerated Movement Spell Compendium pg. 7
Orb of Cold, Lesser Spell Compendium pg. 151
Orb of Fire, Lesser Spell Compendium pg. 151
4 lvl 2
Ice Knife Spell Compendium pg. 119
5 lvl 3
Mage Armor, Mass Spell Compendium pg. 136
3 lvl 4
Leomund’s Secure Shelter
2 lvl 5
Lucent Lance Spell Compendium pg. 134
Posted on 2012-03-09 at 17:48:23.
Edited on 2012-04-09 at 11:37:49 by Almerin
Player 6 - Brundel
Mylos Goldspinner was a gnome, and tall for his race standing at just under 4 foot tall. He had long curly orange locks down to his shoulders, a custom of the Brathunii gnomes to signify he was single.
His face was comely but not handsome his eyes were mismatched, one blue and one green, some would say its luck and some would say its evil, yet Mylos did not think he possessed either of these traits. His nose was big and sloped to a hook shape and his mouth was tight, small red lips pursed together, the ears that sprouted from the side of his head were large and ended in a point near the top.
He wore a range of multiple colours, one day he would be wearing a blue jerkin the following day he would don his red surcoat and if he felt he was in danger he would don his old brown studded leather showing signs of use, more than a few of the studs were missing and a tear was ripped across his side, but he refused to mend it.
Mylos was a man of coin; a frequent worshipper to Alanus, the god of greed, many frowned upon this but Mylos cared little for the thought of others towards him. He wore an amulet of Alunus, three rings hung off the pendant copper, silver and gold, symbolising his love for all coins. He stroked it often, mostly when boredom found him or danger was close.
He was a joker and was always looking for fun, some would find him funny and return his witty japes with some of their own, others would look upon him with disgust. He had learned quickly that around humans and the other races that these outbursts should only be used at appropriate times and should not cut too deeply.
He enjoyed the company of others preferring raucous conversation to silent brooding. When he is asked a question he will reply quickly and surely. Mylos relied on his charisma and intelligence rather than strength and dexterity, and he enjoyed it, in his eyes wits were far greater than strength. Because of this he was next to useless in a fight, his weapons looked impressive, but he was weak and unskilled. His real weapon of choice was his lute, he could inspire acts of greatness and feats of heroic courage.
Mylos will not step foot on a seagoing vessel even if only a riverboat, he has a deep fear of all water as al Brathunii do. Even when raining Mylos will be silent ad shifty, each raindrop making him flinch.
Name: Mylos Goldspinner
Race: Brathunspar Gnome
Deity: Alanus, God of Greed
Str: 10 +0
Dex: 10 +0
Con: 10 +0
Wis: 10 +0
Int: 18 +4
Cha: 18 +4
Base Land Speed: 20ft
Languages: Common, Brathunii (Gnome), Elven, Dwarven and Orc.
Racial Abilities: Low-light vision, +1 against Kobolds and Goblinoids, 1/day speak with burrowing mammals.
Class Abilities: Bardic Music, Bardic Knowledge, countersong, fascinate, Inspire courage +2, Inspire competence, Suggestion, Inspire Greatness.
Immunities: +2 bonus vs. Illusions, +4 dodge bonus vs. Giants, 1/day dancing lights, prestdigitation, ghost sound.
Weapon 1 Melee:
[Kukri +2] +2 1d3 (18-20)
Weapon 2 Melee:
[Kukri +3] -7 1d3 (18-20)
Weapon 3 Ranged:
Light Crossbow +6 1d6
Weapon 4 Ranged:
Skill Focus (Diplomacy)
Skill Focus (Bluff)
Craft Alchemy 6
Decipher Script 9
Gather Information 14
Knowledge (religion) 14
Knowledge (Geography) 14
Knowledge (History) 14
Move Silently 12
Sense Motive 12
Sleight of Hand 10
0-level (6) Flare, Know Direction, Light, Mage Hand, Read Magic, Summon Instrument.
1st Level (4) Comprehend Languages, Charm Person, Cure Light Wounds, Disguise Self
2nd Level (4) Blind/deaf, Cure Moderate Wounds, Heroism, Invisibility.
3rd Level (3) Good Hope, Invisibility sphere, Blink.
Ring of protection +2
Posted on 2012-03-09 at 17:48:37.
Edited on 2012-04-09 at 11:31:26 by Almerin
Player 7 - Boshaunn
Character name: Boshaunn Giles
Alignment: Lawful Good
Weight: 160 lbs.
Eyes: Deep blue
Hair: Dark brown, kept cropped to about half an inch long. Distinct cowlick on the left side due to it's wavy tendancy when longer.
Class: Paladin 7/ Annointed Knight 2
Str: 15 +2
Dex: 10 +0
Con: 12 +1
Int: 10 +0
Wis: 13 +1
Cha: 16 +3
AC: 23 = 10 + 7 (armor) + 6 (Shield)
Touch: 10 Flat-Footed: 23
+1 Longsword of Thundering +13/+8 1d8+6 19-20/x2
Extra 1d8 Sonic on Crit, Counts as good weapon (Granted by Class feature)
Heavy Shield of Bashing +6 1d8+3 20/x2
Shield counts as a +1 weapon
Javelins (x2) +12 1d6+5 20/x2
Craft (Alchemy): 5=5+0
Handle Animal: 6=3+3
Knowledge (Arcana): 4=4+0
Knowledge (The Planes): 4=4+0
Knowledge (Religion): 3=3+0
Ancestral Relic (Exalted Deeds, pg.39-40)
Shield Specialization (Heavy)
Improved Shield Bash
Alertness (Granted by class feature)
Two weapon fighting
Aura of Good
Smite Evil 2/day
Lay on hands (21hp total)
Aura of Courage
Charging Smite (PHP2 pg 53)
Remove Disease 1/week
+1 Good Longsword of Thundering (Ancestral Relic)(Annointed)
+3 Chain Shirt
+3 Heavy Wooden Shield of Bashing
Flint and Steel
3 Pints of Oil
Wooden Holy Symbol
Silk Rope (100')
3 bags of Caltrops
Boshaunn is a calm person. Of average height and build, he nonetheless draws eyes to him. Those who are near him feel either calmer and at ease, or agitated and uncomfortable, due to the near palpable aura of good that seems to surround him. He moves with an air of confidence and purpose that is usually associated with men of faith, but his eyes are troubled and show some confusion. His armor is well taken care of, as is his gear, but for some odd reason his entire sword arm is bare, with what appears to be a small tatoo of some kind on the back of his hand. His shield is painted a warm yellow, with a stylized sun disc emblazoned on the center of it. It shows some wear. His sword, though, seems to draw people's eyes to it just because of it's obvious age. The crossguard looks like leaves, while the pommel a rose. The hilt is a deep, comforting green.
He sits, alone, at a corner table, and untouched mug of mead sitting to his left as he stares tiredly at a wooden carving of the same design as the emblem on his shield. Anyone looking closely can see the confusion and sadness in his eyes, although only a cursory glance will show just a tired, middle aged warrior of some calibur.
Posted on 2012-03-09 at 17:48:50.
Edited on 2012-05-18 at 21:17:45 by Almerin
Posted on 2012-03-09 at 17:50:37.
Posted on 2012-03-09 at 17:50:57.
Open for business
This Q/A is hereby opened for business. I'll be uploading the character sheets when I've received them all, or when I find it useful to do so. For now, any more questions you have, please ask.
I encourage you all to converse here about the group-flow before the game, though it is absolutely only for flavour. You can discuss how the group came to be, which areas of Antaron you've been (check the map above), and what kind of monsters or villains you've defeated together so far.
Posted on 2012-03-09 at 17:53:29.
Group Cash added
Group Cash has been added to the first post of this Q/A. Everything you find and won't divide will go in there.
I've given the group a Bag of Holding. You'll have to figure out which of you is carrying this. This Bag belongs to the group, and its contents are for general use. Anything you want to do with this money will have to be a point of discussion (unless you intend to steal it, which I don't recommend ).
Posted on 2012-03-09 at 17:58:40.
Things Heating Up...
As for group flow, and backstory, I don't think I'll be making suggestions at least until I can see everyone's characters, but I will voice an itsy bitsy request for a recurring villain.
Posted on 2012-03-09 at 21:45:46.
Edited on 2012-03-10 at 01:02:06 by Aleric Stevanson
i dont think
its that kind of adventure Aleric
Posted on 2012-03-10 at 02:31:14.
not always the case!
We can dream, Riaucard! Espeically if Almerin wants to take us on for multiple adventures!
Posted on 2012-03-10 at 02:49:25.
Edited on 2012-03-10 at 02:50:03 by Celeste
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