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[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]
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'''Bold text'''
  
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]
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M'''oyuk “Yuck” Hobgoblin “Scout”''': Ranger (Dungeon Rover) 2  N <br/>
 
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Character creation: 6#4d6k3 7 11 11 8 18 12……7 -> 12 <br/>
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]
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Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8 <br/>
 
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Languages: Common, Tusk Darkvision 60’ +4 Stealth <br/>
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]
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HP: 20/20 AC: 18 BAB: +2 (Cleave) <br/>
 
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Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4<br/>
== The Gravediggers ==
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Fort 5 (6 vs disease) Will 0  Ref 5<br/>
 
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Skills: 7/lvl Climb 2:9 (6) Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) <br/>
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.
 
 
 
=== Crew Money ===
 
 
 
15,500 brightsilvers
 
 
 
== Characters ==
 
 
 
=== Yuck, Scout ===
 
'''Moyuk “Yuck” Hobgoblin “Scout”''': Ranger (Dungeon Rover) 2  N <br/>
 
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -> 12<br/>
 
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8<br/>
 
Languages: Common, Tusk<br/>
 
Darkvision 60’, +4 Stealth<br/>
 
HP: 20/20, AC: 18, BAB: +2 (Cleave) <br/>
 
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4<br/>
 
Fort 5 (6 vs disease) , Will 0, Ref 5<br/>
 
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) <br/>
 
 
Feat: Power Attack -1 to hit, +2/+3 damage<br/>
 
Feat: Power Attack -1 to hit, +2/+3 damage<br/>
 
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. <br/>
 
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. <br/>
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'''Equipment:''' 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30<br/>
 
'''Equipment:''' 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30<br/>
1 gp<br>
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<br/>1 gp
 
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? <br/>
 
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? <br/>
 
- a posey of sweet smelling fruits<br/>
 
- a posey of sweet smelling fruits<br/>
 
+
<br/>
'''Background:''' Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast.
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'''Background:''' Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. <br/>
 
 
----
 
 
 
=== Dasten, Opener ===
 
 
 
'''Dasten, TN Male Human Rogue''' (Unchained) 3 (a Guild Opener)<br/>
 
 
 
'''Abilities'''<br>
 
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) <br/>
 
 
 
'''Max HP:''' 33 | '''AC:''' 19 (Touch AC: 15) (Flatfooted: 14) | '''Initiative:''' +6 <br/>
 
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium<br/>
 
 
 
'''Skills:''' 8 + INT (2) + 1 (Skilled) / level = 11/level <br/>
 
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves' tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket's outfit), Stealth +10, Use Magic Device +7<br/>
 
 
 
'''Saving Throws'''<br>
 
Fort: 4 | Ref: 7 | Will: 3
 
 
 
'''Background Traits:''' Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) <br/>
 
Favored Class: Rogue (Unchained) <br/>
 
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), <br/>
 
Rogue Talents: Weapon Training (Daggers), Befuddling Strike (when you hit with a SA, the creature takes -2 on its attack rolls against you for 1d4 rounds) <br/>
 
Other Proficiencies & Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.
 
 
 
'''Feats:'''<br/>
 
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6<br/>
 
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. <br/>
 
Weapon Finesse - With a light weapon, elven curve blade, 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. <br/>
 
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.
 
Extra Rogue Talent (Befuddling Strike)
 
 
 
'''Equipment:''' <br/>
 
Returning Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) <br/>
 
Menacing Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Menacing, 10 ft Thrown 1d4+2) <br/>
 
Shortbow (+6, 1d6, x3, P, 60ft) <br/>
 
Light mace x2 (+6, 1d6, x2, B, Light) <br/>
 
Sap x2 (+6, 1d6, x2, B, nonlethal, light) <br/>
 
Mithral Chain Shirt (+4 AC | Max +6 DEX) <br/>
 
Oil of keen edge (12 uses on a dagger)
 
 
 
'''Gear:''' Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves' tools. He wears a pickpocket's outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. <br/>
 
 
 
'''Backstory:''' Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn't going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, "loyalty" is not quite the right way to put the relationship between him and the guild. Rather, he's never even considered that there might be more to life than completing jobs for the family, so to speak, and "appropriating" certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer's worst sorts, the kind who didn't give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn't heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he's down to his last coin since he's been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.
 
 
 
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.
 
 
 
(Sorry about getting banned. Have fun y'all.)
 
----
 
 
 
=== Yona, Trickster ===
 
 
 
[[file:Ending-card.jpg|right|400px]]
 
 
 
'''Name:''' Yona , Slayer Trickster <br>
 
'''Player:''' Mindstalk <br>
 
'''Gender:''' Female <br>
 
'''Race:''' Human <br>
 
'''Age:''' 19 <br>
 
'''Class/Level:''' Bard 3<br>
 
'''Alignment:''' Good <br>
 
'''Description/Background:''' A tricksy survivor of the Last Men Standing, a generalist 'Slayer' band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer's castle, they were killed or captured by the necromancer's tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk's village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town.
 
 
 
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.
 
 
 
Siblings: maybe
 
 
 
Love interest: no
 
 
 
Languages: Common, Tusk, Elven troubadour
 
 
 
'''Abilities''' '''Strength''' 10 '''Dexterity''' 14/+2  '''Constitution''' 12/+1  '''Intelligence''' 14/+2  '''Wisdom''' 13/+1  '''Charisma''' 16/+3
 
 
 
'''Combat'''<br>
 
'''Senses:''' Perception +7<br>
 
'''Init:''' +2 <br>
 
'''HP:''' 20 '''AC:''' 18 (Touch 13 Flatfooted 14) <br>
 
'''BAB:''' +2  '''CMB:''' +1 '''CMD:''' 13 <br>
 
'''Fort:''' +2 '''Ref:'''  '''+6''' '''Will:''' '''+4'''
 
'''Special:''' +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)
 
 
 
'''Skills with ranks'''<br>
 
'''Bluff:''' +7, '''Climb:''' +4, '''Diplomacy:''' +9, '''Disguise:''' +7, '''Escape Artist:''': +6, '''Intimidate:''' +7, '''Knowledge arcana:''' +7, '''Knowledge geography:''' +7, '''Knowledge history:''' +7, '''Knowledge local:''' +7, '''Knowledge nature:''' +7, '''Perception:''' (see combat), '''Perform (singing):''' +7, '''Ride:''': +3, '''Sense Motive:''' +6, '''Sleight of Hand:''' +6, '''Spellcraft:''' +6, '''Stealth:''' +7, '''Use Magic Device:''' +7
 
 
 
'''Feats'''<br>
 
'''Human''' Point-blank Shot 'You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.'<br>
 
'''Level 1:''' [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]
 
'''Level 3:''' Precise-Shot 'You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.'
 
 
 
'''Traits'''<br>
 
Deft Dodge: +1 Reflex <br>
 
Second Chance: re-roll failed save 1/day
 
 
 
'''Class Features'''<br>
 
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.<br>
 
Bardic Performance (countersong, distraction, fascinate, inspire courage, inspire competence +2)
 
 
 
'''Gear'''<br>
 
--Shortbow<br>
 
--Shortbow +2<br>
 
--Six fire arrows<br>
 
--Ring of protection<br>
 
--One potion of flying<br>
 
--Longsword<br>
 
--Dagger<br>
 
--Mithral chain shirt<br>
 
--Buckler<br>
 
--Bard's kit<br>
 
--Entertainer's outfit<br>
 
--Traveler's outfit<br>
 
--Advanced swim gear<br>
 
--Two flasks alchemical fire<br>
 
--900 brightsilver
 
 
 
'''Spells'''
 
 
 
'''Level 0''' unlimited, DC 13 <br>
 
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic, light
 
 
 
'''Level 1''' 4/day, [3 class, 1 Cha] DC 14 <br>
 
Silent Image, Cure light wounds, Auditory Hallucination, Summon Monster 1,
 
 
 
----
 
 
 
=== Malkin, Deadman ===
 
 
 
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)
 
 
 
23/23 hps<br>
 
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1<br>
 
Base Attack Bonus +2<br>
 
Saves: Fort +4, Ref +3, Will +7
 
 
 
Melee: shortspear +2, 1d6; Mace of Disruption +3 (+1 magic), 1d8+1<br>
 
Ranged: light crossbow +3, 1d6
 
 
 
Languages: Common, Angelic<br>
 
Special: Aura, Channel Energy 2d6<br>
 
Domains: Glory, Sun<br>
 
Spells : Level 0 (Orisons): 8 Level 1: 6+1 Level 2:2+1<br>
 
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil<br>
 
2nd:Aid, Spiritual Weapon
 
Domain spell: shield of faith, Bless Weapon<br>
 
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire), Selective Channel<br>
 
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)
 
 
 
Skills Ranks Spent: 15/15<br>
 
Diplomacy 9: 3 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 7: 3 ranks + 1 Int + 3 class, Sense Motive 10: 3 ranks + 4 Wis + 3 class, Perception 10: 2 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class, Stealth 2:1 rank +1 Dex
 
 
 
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)<br>
 
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.
 
* has holy water, candles, holy symbols etc for cleric activities
 
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)
 
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.
 
 
 
Glory Domain<br>
 
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light<br>
 
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
 
 
 
Sun Domain<br>
 
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light<br>
 
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
 
 
 
----
 
 
 
=== Alita Blackwood, Squire ===
 
 
 
[[File:Vestal_blonde_recolor.jpg|right|400px]]
 
 
 
Lawful Good
 
 
 
Female [https://www.d20pfsrd.com/races/core-races/human/ Human]
 
 
 
[http://www.d20pfsrd.com/classes/core-classes/paladin/ Paladin] ([http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/warrior-of-the-holy-light Warrior of the Holy Light] + [http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/undead-scourge Undead Scourge]) 3
 
 
 
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita's mother was sir Numinos's sister, so when she heard a guild band was going to take back her uncle's old keep she couldn't very well ''not'' get involved...
 
 
 
; Abilities
 
: Strength 15 (+2)
 
: Dexterity 15 (+2)
 
: Constitution 13 (+1)
 
: Intelligence 10 (0)
 
: Wisdom 13 (+1)
 
: Charisma 18 (+4)
 
 
 
; Traits
 
: [https://www.d20pfsrd.com/traits/magic-traits/flame-touched/ Flame-Touched] (DR 1/- against fire type creatures and attacks)
 
: [https://www.d20pfsrd.com/traits/social-traits/seeker/ Seeker] (+1 on Perception checks, Perception is a class skill)
 
: [https://www.d20pfsrd.com/traits/regional-traits/soldier-of-the-faith-regional-razmiran/ Soldier of the Faith] (+1 on Intimidate checks, Intimidate is a class skill)
 
 
 
; Drawbacks
 
: [https://www.d20pfsrd.com/traits/drawbacks/tainted-spirit/ Tainted Spirit] (after X rounds of combat, make Fort save against 10+X or be fatigued for 10 times X minutes)
 
 
 
; Feats
 
: [https://www.d20pfsrd.com/feats/general-feats/extra-lay-on-hands/ Extra Lay On Hands] (use lay on hands two additional times per day)
 
: [https://www.d20pfsrd.com/feats/general-feats/radiant-charge/ Radiant Charge] (spend all remaining uses of Lay on Hands to add Xd6+Cha holy damage to a successful charge)
 
: [http://www.d20pfsrd.com/feats/general-feats/persuasive Persuasive] (+2 Diplomacy and Intimidate)
 
 
 
; Skills
 
: Diplomacy 3 ranks + 3 class + 4 Cha + 2 feat = +12
 
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait + 2 feat = +12
 
: Knowledge (nobility) 2 ranks + 3 class = +5
 
: Knowledge (religion) 2 ranks + 3 class = +5
 
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8
 
 
 
; Class Features
 
: Aura of Courage (immune to fear, allies within 10ft gain +4 on saves against fear)
 
: Aura of Good (power 3)
 
: Detect Evil (move action, single target within 60ft, instant information as if studied for 3 rounds)
 
: Divine Grace (+Cha on all saves)
 
: Divine Health (immune to disease)
 
: Lay on Hands (5+2/day, 1d6hp)
 
: Mercy (lay on hands also cures Fatigued)
 
: Smite Evil (1/day, +4 attack, +3 damage (+6 against evil undead), +4 AC)
 
 
 
; Gear
 
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)
 
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)
 
: "Firestar", a +2 flaming burst heavy mace (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)
 
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)
 
: Hooded arming robe
 
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)
 
: ~100 brightsilver
 
 
 
; Combat
 
: Initiative +2
 
: Melee attack 3 BAB + 2 Str = +5
 
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing
 
: Ranged attack 3 BAB + 2 Dex = +5
 
:* sling +5, 1d4+2, x2, Bashing
 
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20
 
:* flatfooted AC 10 base + 6 armor + 2 shield = 18
 
:* touch AC 10 base + 2 dex = 12
 
: Fortitude save 3 class + 1 Con + 4 Cha = +8
 
: Reflex save 1 class + 2 Dex + 4 Cha = +7
 
: Will save 3 class + 1 Wis + 4 Cha = +8
 
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] (backstop 4) + 3 Con = 26
 
 
 
----
 
 
 
=== Leanna, Spark ===
 
 
 
[[File:Leanna_Spark.jpg|right|300px]]
 
 
 
Chaotic Good
 
 
 
Female Elf
 
 
 
Wizard 3
 
 
 
An elf with a magical talent shouldn't be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.
 
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she'll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family's estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she'll never return to the capitol, and her family name will never be heard again in connection with her escapades.
 
 
 
; Abilities
 
: Strength 13 (+1)
 
: Dexterity 18 (+4) (16 base +2 race)
 
: Constitution 12 (+1) (14 base -2 race)
 
: Intelligence 19 (+4) (17 base +2 race)
 
: Wisdom 8 (-1)
 
: Charisma 15 (+2)
 
 
 
; Traits
 
: Reckless (Acrobatics +1 and class skill)
 
: Arcane Temper (+1 Concentration and Initiative)
 
 
 
; Feats
 
: Scribe Scroll
 
: Combat Casting (+4 Concentration when casting defensively or grappled)
 
: Skill Focus (Acrobatics)
 
 
 
; Skills
 
: Acrobatics +14 (3 ranks + 3 class + 4 Dex + +3 feat + 1 trait)
 
: Appraise +10 (3 ranks + 3 class + 4 Int)
 
: Knowledge (Arcana) +10 (3 ranks + 3 class + 4 Int)
 
: Knowledge (Dungeoneering) +9 (2 rank + 3 class + 4 Int)
 
: Knowledge (Geography) +9 (2 rank + 3 class + 4 Int)
 
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)
 
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)
 
: Perception +1 (- 1 Cha + 2 race)
 
: Perform (Dance) +7 (3 ranks + 2 Cha + 2 tool)
 
: Spellcraft +10 (3 ranks + 3 class + 4 Int)
 
 
 
; Class Abilities
 
: Intense spells (+1 to evocation spells damage)
 
: Force missile (1d4+1 damage, 7/7 daily)
 
: Spontaneous spell (1/1 daily)
 
 
 
; Wizard Spells Prepared
 
: 2nd level (DC 16)
 
:* Invisibility
 
:* X Flurry of Snowballs
 
:* X Flurry of Snowballs (school slot)
 
: 1st level (DC 15)
 
:* X Burning hands
 
:* Shield
 
:* Thunderstomp
 
:* Shocking Grasp (school slot)
 
: Cantrips (DC 14)
 
:* Detect Poison
 
:* Daze
 
:* Detect Magic
 
:* Prestidigitation
 
:* Dancing Lights (school slot)
 
 
 
; Gear
 
: Masterwork rapier (bonded item)
 
: Bracers of Armor +2
 
: Dancer's Garb
 
: Wand of ''magic missile'' (50 charges)
 
: Wand of ''scorching ray'' (XX charges)
 
: Potions
 
:* ''endure elements''
 
: Scrolls
 
:* ''Vanish''
 
:* ''Disguise Self''
 
:* ''Comprehend Languages''
 
:* ''Grease''
 
:* ''Charm Person''
 
: 1000 brightsilver
 
: Spellbook containing
 
:* All Wizard's cantrips
 
:* ''Burning Hands'' (3d4 fire damage in a 15-foot cone)
 
:* ''Color Spray'' (15 foot cone; conditions depending on HD)
 
:* ''Shield'' (+4 Shield AC and block magic Missile for 3 minutes)
 
:* ''Shocking Grasp'' (3d6 electricity damage on melee touch)
 
:* ''Snapdragon Fireworks'' (1d4 Fire and dazzle for 1 round at long range, 3 rounds)
 
:* ''Summon Monster I'' (Summon creature for 3 rounds)
 
:* ''Thunderstomp'' (Ranged trip attempt at +6 CMB)
 
:* ''Touch of Gracelessness'' (1d6+1 Dex damage on touch)
 
:* ''Unseen Servant'' (Summon servant for 3 hours)
 
:* ''Invisibility'' (Makes target invisible for 3 minutes)
 
:* ''Flurry of Snowballs'' (30 ft burst 4d6 cold damage)
 
: An estate (somewhere out there)
 
 
 
; Combat
 
: Initiative +5 (4 Dex + 1 trait)
 
: BAB +1 CMB +2 CMD 16
 
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)
 
:* Ranged spells +5
 
 
 
: Armor Class 16 (+ 4 Dex + 2 armor)
 
:* flatfooted 12, touch 14
 
: Fortitude +2 (1 class + 1 Con)
 
: Reflex +5 (1 class + 4 Dex)
 
: Will +2 (3 class - 1 Wis)
 
: HP 14/14 (6+3+2 class + 3 Con)
 
 
 
== Story So Far ==
 
 
 
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.
 
 
 
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who's screwed up, as he's lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).
 
 
 
The party attacked the necromancer's castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.
 
 
 
== Lore ==
 
 
 
=== The Realm ===
 
 
 
[[File:WizardsRealm.png|right]]
 
 
 
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.
 
 
 
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.
 
 
 
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world's wilds.
 
 
 
=== Guilds ===
 
 
 
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.
 
 
 
=== The Colour Bands ===
 
 
 
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc.
 
 
 
=== Religions of the Conquest ===
 
 
 
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.
 
 
 
=== The Magnificent Library ===
 
 
 
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.
 
 
 
=== Guild Axe ===
 
 
 
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers' Metal, Frost, has expertise in such a weapon.
 
 
 
== Guild Party Roles ==
 
 
 
=== Typical Roles ===
 
 
 
'Metal', a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.
 
 
 
'Opener', a rogue with the usual abilities.
 
 
 
'Deadman', an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.
 
 
 
'Sparky', a hedge wizard (non-upper caste) or sorcerer.
 
 
 
'Scout', a ranger.
 
 
 
'Berserk', a Tusk barbarian.
 
 
 
'Trickster', a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.
 
 
 
=== Wizard/Champion Roles ===
 
 
 
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.
 
 
 
'Prentice', a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.
 
 
 
'Squire', a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.
 
 
 
=== Seven Angels Roles ===
 
 
 
'Chaplain', an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as 'deadman' above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)
 
 
 
=== Races ===
 
 
 
Standard Adventurer races are human, halfling, dwarf or 'Tusk' (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.
 
 
 
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.
 
 
 
== Levels ==
 
 
 
As in older versions of D&D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.
 
 
 
[[File:Elena_di_Gorizia.jpg |right |170px]]
 
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;"
 
|+ METAL PROGRESS
 
|-
 
! Level
 
! Guild Title
 
! Notes
 
|-
 
! 1
 
| Rook || May lose this 'newb' title even during L1
 
|-
 
! 2
 
| Swinger ||
 
|-
 
! 3
 
| Guild Axe || Undertakes Guild training; recognised by any Guild band
 
|-
 
|-
 
! 4
 
| Champion|| 
 
|-
 
|-
 
! 5
 
| Destroyer || Often poached at this level by Colour bands
 
|-
 
|-
 
! 6
 
| Axe Saint || Famous/notorious even among Yeoman class peasantry
 
|-
 
|}
 
 
 
[[File:Bastian Dargan.jpg|right |150px]]   
 
 
 
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;"
 
|+ OPENER PROGRESS
 
|-
 
! Level
 
! Guild Title
 
! Notes
 
|-
 
! 1
 
| Punk || May lose this 'newb' title even during L1
 
|-
 
! 2
 
| Sneak||
 
|-
 
! 3
 
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items
 
|-
 
|-
 
! 4
 
| Assassin|| 
 
|-
 
|-
 
! 5
 
| Shadow ||
 
|-
 
|-
 
! 6
 
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions
 
|-
 
|}
 
 
 
[[File:Heleno.jpg|right |200px]]
 
 
 
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;"
 
|+ SCOUT PROGRESS
 
|-
 
! Level
 
! Guild Title
 
! Notes
 
|-
 
! 1
 
| Dude || May lose this 'newb' title even during L1
 
|-
 
! 2
 
| Guide||
 
|-
 
! 3
 
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items
 
|-
 
|-
 
! 4
 
| Master Tracker|| 
 
|-
 
|-
 
! 5
 
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts
 
|-
 
|-
 
! 6
 
| Green (or Delver) King ||
 
|-
 
|}
 
 
 
[[File:Garro_Marcado.jpg|right |300px]] 
 
 
 
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;"
 
|+ DEADMAN PROGRESS
 
|-
 
! Level
 
! Guild Title
 
! Notes
 
|-
 
! 1
 
| Novice || May lose this 'newb' title even during L1
 
|-
 
! 2
 
| Mumbler||
 
|-
 
! 3
 
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items
 
|-
 
|-
 
! 4
 
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church
 
|-
 
|-
 
! 5
 
| 'Bishop' || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters
 
|-
 
|-
 
! 6
 
| 'Cardinal' ||
 
|-
 
|}
 
 
 
[[File:Liahana_Rhys.jpg |right |400px]]
 
 
 
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;"
 
|+ SPARKY PROGRESS
 
|-
 
! Level
 
! Guild Title
 
! Notes
 
|-
 
! 1
 
| Apprentice || May lose this 'newb' title even during L1
 
|-
 
! 2
 
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)
 
|-
 
! 3
 
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items
 
|-
 
|-
 
! 4
 
| Wizard/ Wiz||  'Wiz' in non-Guild company as ruling class Wizards find the association insulting
 
|-
 
|-
 
! 5
 
|  Arch-Wiz|| 
 
|-
 
|-
 
! 6
 
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse
 
|-
 
|}
 
 
 
[[File:Rittangal.jpg|right |200px]]     
 
 
 
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;"
 
|+ BERSERK PROGRESS
 
|-
 
! Level
 
! Guild Title
 
! Notes
 
|-
 
! 1
 
| Kwop ('Lad') || May lose this 'newb' title even during L1
 
|-
 
! 2
 
| Crazy||
 
|-
 
! 3
 
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items
 
|-
 
|-
 
! 4
 
| Zog-Tak  ||  ('Ogre Slayer' in Tusk)
 
|-
 
|-
 
! 5
 
|  Zog-Ka||  ('Giant Slayer' in Tusk)
 
|-
 
|-
 
! 6
 
|  Zog Zog|| ('All Slayer' in Tusk)
 
|-
 
|}
 
 
 
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]
 
 
 
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;"
 
|+ TRICKSTER PROGRESS
 
|-
 
! Level
 
! Guild Title
 
! Notes
 
|-
 
! 1
 
| Busker || Main perceived function at lowest levels is to create goodwill among populations
 
|-
 
! 2
 
| Minstrel||
 
|-
 
! 3
 
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items
 
|-
 
|-
 
! 4
 
| Troubador|| 
 
|-
 
|-
 
! 5
 
| Bard||  Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded
 
|-
 
|-
 
! 6
 
|  Wonder Worker || 
 
|-
 
|}
 
 
 
[[File:Methrammar.jpg|right |250px]]
 
 
 
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;"
 
|+ CHAMPION PROGRESS
 
|-
 
! Level
 
! Guild Title
 
! Notes
 
|-
 
! 1
 
| Page ||
 
|-
 
! 2
 
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted
 
|-
 
! 3
 
| Champion Knight Errant  || May spend time wandering on horse or foot
 
|-
 
|-
 
! 4
 
| Order of the Clouds  ||  flying Eagle Boat fighter
 
|-
 
|-
 
! 5
 
| Order of the Silver Dragon || Flying Eagle Boat Officer
 
|-
 
|-
 
! 6
 
| Order of the  Angels  || Palace Commander; XP Advancement switches to 'slow' hereafter but further advancement is possible due to elven longevity
 
|-
 
! 7
 
| Paladin  || Long-lived elves only tend to attain this or higher levels
 
|-
 
|}
 
 
 
[[File:Morbius.jpg|right |250px]] 
 
 
 
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;"
 
|+ WIZARD PROGRESS
 
|-
 
! Level
 
! Guild Title
 
! Notes
 
|-
 
! 1
 
| Junior Apprentice ||
 
|-
 
! 2
 
| Senior Apprentice  || often a helpmate of a more senior Wizard
 
|-
 
! 3
 
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period
 
|-
 
|-
 
! 4
 
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster
 
|-
 
|-
 
! 5
 
| High Wizard ||
 
|-
 
|-
 
! 6
 
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to 'slow' hereafter but further advancement is possible due to elven longevity
 
|-
 
! 7
 
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels
 
|-
 
|}
 
 
 
== Estate Management ==
 
 
 
Income from the estate depends on the level of management/investment:
 
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.
 
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.
 
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.
 
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.
 
 
 
GM'll allow a re-roll each year if there is a halfling steward in place with a twee name.
 
 
 
[[File:GreenStarMap.jpg]]
 
 
 
'''[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]'''
 
 
 
"We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It's here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days' work a year was the old tax- they will be finding it hard without protection in these wild times."
 
 
 
"Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd."
 
 
 
"This map shows the keep. A fine Great Hall, I think you'll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won't ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver."
 
 
 
"If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip."
 

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