Character: Moire Nia-Taín (Lvl 16)
Moire Nia-Taín
Medium-size Male Deep Dwarf
Fighter11 Cleric5
Hit Dice: (11d10)+(5d8)+80
Hit Points: 201
Initiative: +1
Speed: Walk 20 ft.
AC: 23 (flatfooted 22, touch 11)
Attacks: *Jok’s Sword +4/Anarchic +26/+21/+16; ;
Damage: *Jok’s Sword +4/Anarchic 1d8+16; ;
Vision: Darkvision (90′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +3 racial bonus on saving throws against poison., +3 racial bonus on saving throws against spells and spell-like effects., +4 Dodge bonus to Armor Class against monsters of the giant type., Light Sensitivity: Deep Dwarves are dazzled in bright sunlight or within the radius of a daylight spell., Rebuke Undead (Su) 3/day (turn level 5) (turn damage 2d6+5), Spontaneous casting, Stability, Stonecunning
Saves: Fortitude: +16, Reflex: +5, Will: +10
Abilities: STR 24 (+7), DEX 12 (+1), CON 20 (+5), INT 13 (+1), WIS 16 (+3), CHA 10 (+0)
Skills: Appraise 1; Balance -4; Bluff 0; Climb 9; Concentration 5; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist -4; Forgery 1; Gather Information 0; Handle Animal 8; Heal 3; Hide -4; Intimidate 11; Jump 3; Knowledge (Arcana) 3; Knowledge (Religion) 2; Listen 3; Move Silently -4; Ride 12; Search 1; Sense Motive 3; Spellcraft 4; Spot 3; Survival 3; Swim 0;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Casting, Combat Expertise, Exotic Weapon Proficiency (Sword (Two-Bladed)), Improved Critical (Sword (Two-Bladed)), Improved Overrun, Improved Sunder, Improved Trip, Knock Down, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Two-Bladed)), Weapon Specialization (Sword (Two-Bladed))
Challenge Rating: 16
Alignment: Chaotic Evil
Possessions: Belt of Giant Strength +4; Boots of Speed; Gauntlets of Ogre Power; Jok’s Dwarven Plate +4 (Spell Resistance); Jok’s Sword +4/Anarchic; Ring of Freedom of Movement; Ring of Mind Shielding;
Deity: None Domains: Chaos(You cast chaos spells at +1 caster level.) Evil(You cast evil spells at +1 caster level.)
Spells:
Spells per Day: (5/4+1/3+1/2+1/0/0/0/0/0/ DC:13+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Good, Protection from Good, Protection from Law, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Desecrate, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
Level 3: Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Good, Magic Circle against Good, Magic Circle against Law, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall
Posted in Character and tagged fighter by Stephen Hilderbrand with no comments yet.
Character: Wallis Dal Grof (CR 6)
A pretty-boy by half-orc standards, Wallis sees himself as the ultimate half-orc swinger. In reality, his intimidating presence usually dictates how his actions turn out, which is usually for the worse.
He always wanted to be a bard, but realized he couldn’t sing or play any instruments, so he’s made a living starting fights at taverns. Somehow he’s kept up his pretty boy appearance, despite being half orc and half manic thug. He’s now picked up the drums a little, but still prefers to beat on the heads of his opponents.
Wallis usually attacks with dual shortspears, but occasionally opts for the longspear, especially when besieged by creatures larger than himself.
Wallis Dal Grof
Medium-size Male Half-orc
Fighter6
Hit Dice: (6d10)+18
Hit Points: 63
Initiative: +2
Speed: Walk 20 ft.
AC: 19 (flatfooted 18, touch 11)
Attacks: Longspear +1 (two handed) +11/+6;*Shortspear +4;*Shortspear (Thrown) +9/+4;*Shortspear +1 +6/+1;*Shortspear +1 (Thrown) +10/+5; ;
Damage: Longspear +1 (two handed) 1d8+7;*Shortspear 1d6+2;*Shortspear (Thrown) 1d6;*Shortspear +1 1d6+5;*Shortspear +1 (Thrown) 1d6+1; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Orc Blood
Saves: Fortitude: +8, Reflex: +4, Will: +4
Abilities: STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 14 (+2), WIS 14 (+2), CHA 8 (-1)
Skills: Appraise 2; Balance -3; Bluff -1; Climb -1; Concentration 3; Craft (Untrained) 2; Craft (Weaponsmithing) 5; Diplomacy 0; Disguise -1; Escape Artist -3; Forgery 2; Gather Information -1; Heal 2; Hide -3; Intimidate 6; Jump -7; Listen 2; Move Silently -3; Ride 2; Search 2; Sense Motive 2; Spot 2; Survival 2; Swim -6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Martial Weapon Proficiency, Multiattack, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Shortspear, Spear)
Challenge Rating: 6
Alignment: Neutral Evil
Possessions: Dragonhide Plate; Longspear +1; Outfit (Traveler’s); Shortspear; Shortspear +1;
Posted in Character and tagged fighter by Stephen Hilderbrand with no comments yet.
Character: Torsten Danattaway (Lvl 6)
Torsten is a dancin’ fool who also plays the flute and sings songs of youth. Though he’s no spring chicken, he has strut his stuff on stages across Onuago and his new home in the upcoming town of Arowynne. He often performs in feathers, earning him the moniker “springin’ chicken!”
In combat, he tends to remain out of the fray, slinging stones at his enemies. When forced, he draws his longsword, shouts obscenities and charges.
Torsten Danattaway
Medium-size middle-age Male Human
Bard6
Hit Dice: (6d6)+6
Hit Points: 35
Initiative: +3
Speed: Walk 30 ft.
AC: 17 (flatfooted 14, touch 13)
Attacks: *Longsword +1 -1;*Sling +1 -2; ;
Damage: *Longsword +1 1d8+1;*Sling +1 1d4+1; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bardic knowledge (+10), Bardic music 10/day, Countersong (Su) for up to 10 rounds, Fascinate (Sp) can effect 2 creatures for up to 6 rounds, Inspire Competence (Su) +2 to skill checks for up to 2 minutes, Inspire Courage (Su) +1 to saves against charm or fear effects and +1 morale bonus on attack and damage rolls., May wear light armor without incurring the normal arcane spell failure chance., Suggestion (Sp) Will DC 17 negates – does not count against Bardic Music uses
Saves: Fortitude: +5, Reflex: +8, Will: +6
Abilities: STR 10 (+0), DEX 17 (+3), CON 13 (+1), INT 19 (+4), WIS 12 (+1), CHA 18 (+4)
Skills: Appraise 6; Balance 6; Bluff 15; Climb -3; Concentration 1; Craft (Untrained) 4; Decipher Script 12; Diplomacy 14; Disguise 10; Escape Artist 5; Forgery 4; Gather Information 13; Heal 1; Hide 2; Intimidate 8; Jump 4; Listen 1; Move Silently 0; Perform (Dance) 13; Perform (Sing) 13; Perform (Wind Instruments) 13; Ride 3; Search 4; Sense Motive 6; Sleight of Hand 5; Spellcraft 9; Spot 1; Survival 1; Swim -6; Tumble 2;
Feats: Armor Proficiency (Light), Diligent, Extra Music, Great Fortitude, Persuasive, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 6
Alignment: Neutral Good
Possessions: Arrows (50); Musical Instrument (Flute); Boots of Striding and Springing; Bullets, Sling (50); Gloves of Dexterity +2; Leather +2; Longsword +1; Traveler’s Outfit; Sling +1;
Spells:
Spells per Day: (3/4/3/0/0/0/0/0/0/ DC:14+spell level)
Bard – Known:
Level 0: Daze, Detect Magic, Mage Hand, Prestidigitation, Read Magic, Summon Instrument
Level 1: Charm Person, Confusion, Lesser, Feather Fall, Magic Mouth
Level 2: Heroism, Mirror Image, Sound Burst
Posted in Character by Stephen Hilderbrand with no comments yet.
Character: Elfis Pressleaf (Lvl 4)
Always shakin’ his hips, this crazy elf speaks only out of the side of his mouth. Still, he’s a good ole boy, and people love him. He’s not much of fighter (more of a lover); most of the time he spent in the elven army he posed for paintings and entertained the other troops, earning him his nickname “tha que’eng,” elvish for “sequined leader” and often quoted “thenq’u, thenq’u faer’e u’mush,” elvish for “pompadoured and pampered i am.”
Though noone would say it to him (in fact many adore him for it), many despise his fashion sense. Still, this guy sings himself
into everyone’s hearts, his long, flowing sideburns hynotizing as they sway with his hips in tune with the music.
Favored songs:
Elfis Pressleaf
Medium-size Male Elf
Bard4
Hit Dice: (4d6)
Hit Points: 21
Initiative: +3
Speed: Walk 30 ft.
AC: 18 (flatfooted 15, touch 13)
Attacks: *Longsword +1 +5; ;
Damage: *Longsword +1 1d8+2; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Bardic knowledge (+7), Bardic music 8/day, Immunity to magic sleep effects., May wear light armor without incurring the normal arcane spell failure chance.
Saves: Fortitude: +1, Reflex: +7, Will: +4
Abilities: STR 13 (+1), DEX 16 (+3), CON 11 (+0), INT 16 (+3), WIS 11 (+0), CHA 20 (+5)
Skills: Appraise 3; Autohypnosis 3; Balance 5; Bluff 11; Climb -2; Concentration 0; Craft (Untrained) 3; Diplomacy 12; Disguise 7; Escape Artist 7; Forgery 3; Gather Information 10; Heal 0; Hide 0; Intimidate 7; Jump -2; Listen 3; Move Silently 0; Perform (Dance) 6; Perform (Sing) 6; Perform (String Instruments) 6; Ride 3; Search 5; Sense Motive 7; Spellcraft 10; Spot 2; Survival 0; Swim -5; Tumble 4; Use Magic Device 11;
Feats: Armor Proficiency (Light), Combat Casting, Extra Music, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 4
Alignment: Chaotic Neutral
Possessions: Chain Shirt; Cloak of Charisma +2; Disguise Kit; Longsword +1; Musical Instrument (Lute); Outfit (Entertainer’s); Shield, Light;
Spells:
Spells per Day: (3/4/1/0/0/0/0/0/0/ DC:15+spell level)
Bard – Known:
Level 0: Dancing Lights, Detect Magic, Message, Prestidigitation, Read Magic, Summon Instrument
Level 1: Grease, Hideous Laughter, Magic Mouth
Level 2: Enthrall, Glossolalia
Posted in Character by Stephen Hilderbrand with no comments yet.
NPC: Yamarra Sul-ýammůn (Lvl 10)
Named for the Silver Moon, Yamarra is a “night-elf,” one of but a few elves who thrive under the cover of darkness. Other elves often retain a great deal of disdain for such night-elves, which forces them into lonely lives. Their eyes are often attuned to the moonlight, and Yamarra can see almost twice as far as other elves.
Spritely and nimble, Yamarra grew up as a traveling entertainer. Her acrobatic skills led her into a life as a trapeze artist and tightrope walker. She has perfect balance (natural Dex 22) and quick reflexes, often performing such stunts as juggling daggers on a tightrope while blindfolded!
Appearance: Yamarra wears her hair in a pony-tail, keeping it dyed black and tied back. She is always dressed in black.
Quotes:
Yamarra Sul-ýammůn
Medium-size Female Elf
Rogue7 Sorcerer3
Hit Dice: (7d6)+(3d4)+20
Hit Points: 65
Initiative: +6
Speed: Walk 30 ft.
AC: 24 (flatfooted 24, touch 20)
Attacks: *Longbow (Masterwork) +2 +13/+8; ;
Damage: *Longbow (Masterwork) +2 1d8; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Evasion (Ex), Immunity to magic sleep effects., Sneak Attack +4d6, Summon Familiar, Trap Sense (Ex) +2, Trapfinding, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +5, Reflex: +12, Will: +6
Abilities: STR 12 (+1), DEX 22 (+6), CON 14 (+2), INT 18 (+4), WIS 13 (+1), CHA 12 (+1)
Skills: Appraise 8; Balance 21; Bluff 1; Climb 5; Concentration 7; Craft (Untrained) 4; Diplomacy 1; Disguise 1; Escape Artist 19; Forgery 4; Gather Information 1; Heal 1; Hide 19; Intimidate 1; Jump 12; Listen 5; Move Silently 19; Open Lock 11; Ride 6; Search 6; Sense Motive 1; Sleight of Hand 19; Spellcraft 15; Spot 11; Survival 1; Swim 1; Tumble 21;
Feats: Armor Proficiency (Light), Dodge, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency
Challenge Rating: 10
Alignment: Neutral Good
Possessions: Arrows (50); Arrows +2 (50); Bag of Withholding (Type 1); Bedroll; Blowgun; Charcoal (1 piece); Dagger; Dart; Glove of Storing; Grappling Hook; Leather +2; Longbow (Masterwork) +2; Phase Ring;
Spells:
Spells per Day: (6/6/0/0/0/0/0/0/0/ DC:11+spell level)
Sorcerer – Known:
Level 0: Dancing Lights, Detect Magic, Message, Prestidigitation, Read Magic
Level 1: Animate Rope, Expeditious Retreat, Silent Image
Spells to acquire in the future: Invisibility, Tightrope (new spell, description to come), Silence Spell (new spell, description to come), Deodorize, Feather Fall
Rat familiar
Posted in Character by Stephen Hilderbrand with no comments yet.
Character: Pava the Wise (CR 4)
Pava is a druid who has set up shop outside of east Onuago. Friend of the Wyndm folk and Yevgeny Divoký the Fierce. Occasionally seen wandering the rocky moor lands along the shore of the bay muttering to the gulls and controlling the flow of the Swift River, she has been blamed by some townfolk for the changes in the Lazy River, but is not actually connected. Her wolf companion helps protect her from the creepy-crawlies of the moors.
Pava the Wise (CR 4)
Medium-size Female Human Druid
Hit Dice: (4d8)+8
Hit Points: 35
Initiative: +2
Speed: Walk 30 ft.
AC: 14 (flatfooted 12, touch 12)
Attacks: ;
Damage: ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Animal Companion (Ex), Nature Sense (Ex), Resist Nature’s Lure (Ex), Trackless Step (Ex), Wild Empathy (Ex) +5, Woodland Stride (Ex)
Saves: Fortitude: +6, Reflex: +3, Will: +7
Abilities: STR 13 (+1), DEX 15 (+2), CON 15 (+2), INT 11 (+0), WIS 17 (+3), CHA 9 (-1)
Skills: Appraise 0; Balance 2; Bluff -1; Climb 2; Concentration 3; Control Shape 6; Craft (Untrained) 0; Diplomacy -1; Disguise -1; Escape Artist 2; Forgery 0; Gather Information -1; Handle Animal 5; Heal 3; Hide 10; Intimidate -1; Jump 1; Listen 7; Move Silently 4; Ride 4; Search 1; Sense Motive 4; Speak Language 0; Spot 7; Survival 11; Swim 1;
Feats: Alertness, Armor Proficiency (Light), Armor Proficiency (Medium), Endurance, Shield Proficiency, Stealthy
Challenge Rating: 4
Alignment: True Neutral
Possessions: Bracers of Armor +2; Brooch of Tangents; Cloak of Elvenkind; Hat of Disguise; Signet Ring;
Spells:
Spells per Day: (5/4/3/0/0/0/0/0/0/ DC:13+spell level)
Druid – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature’s Ally I
Level 2: Animal Messenger, Animal Trance, Barkskin, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl’s Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb, Summon Nature’s Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape
Godan: Wyndm-Wolf Companion
Godan means “seaside” in the Wyndm forest tongue. Pava’s first love is the land near the ocean, where she can feel the gentle breeze. Godan is a friendly cub, but fully capable of launching into action when needed.
Posted in Character and tagged Horror of the Old Ones by Adam A. Thompson with no comments yet.
Character: Yevgeny Divoký the Fierce (CR 8)
Yevgeny Divoký the Fierce, an ethnic Wyndm-folk, took charge of one of the four factions created by the Baron von Stieglitz’ power vacuum. His followers mostly include other Wyndm-folk. He intends to round up even more by visiting the refugee camps hidden deep in the marsh. His main motivation is the protection of his people.
Yevgeny Divoký CR 8
Neutral good Male Human (Wyndm) Ranger 8
medium humanoid
Init: +3 Senses: lowlight vision
Listen +10, Spot +9
Languages: common, wyndm, giant
AC: 23
HP: 68 (8d8+16 HD)
Fort: +8 Ref: +9 Will: +4
MV: 30ft.
Attack: +11/ +6 with + 1 longsword, +13/ +8 with +1 longbow
Full Attack: +11/+6/+11 with +1 longbow
Space / Reach: 5ft/5ft
Base Attack: +8/+3 Grapple: +10
Abilities: Str: 15 (+2) Dex: 16 (+3) Con: 14 (+2) Int: 12 (+1) Wis: 14 (+2) Cha: 10
Feats: dodge, mounted combat, mounted archery, weapon focus (longbow), rapid shot*, many shot*
Skills: climb +8, handle animal +6, heal +7, hide +11, jump +6, knowledge (local) +6, knowledge (nature) +7, listen +10, move silently +9, profession(mercenary) +7, ride +8, search +6, spot +9, survival +7, swim +7, use rope +5
Class Features: track, wild empathy +8, animal companion, endurance, combat style* (archery), improved combat style* (archery), woodland stride, swift tracker
Favored enemies: human/ giant
Spells Prepared or Available: 2/1: Summon Nature’s Ally I, entangle, barkskin
Posessions: Leather Armor +4, long sword +1, long bow +1, 50 arrows, sack of dried meat, scroll case filled with various poems written in forest wyndm, 400gp.
*Detailed Special Ability or Attacks (type): Combat style archery grants him the rapid shot feat. Improved combat style archery grants him the many shot feat.
Minions: Yevgeny is sometimes seen with a Wyndm wolf named Zami, which means “wild one” in forest wyndm.
Zami (CR 4): wyndm wolf
Posted in Character and tagged Journey to Castle Steiglitz by Stephen Hilderbrand with no comments yet.
Character: Petry Pokrm the Dish-eater (CR 8)
Petry Pokrm the Dish-eater is a man of unknown origin who fought himself out of the slums of Onuago when he was brought to the town to work as a slave as a young boy. His present-day followers are mostly of thug origin, and seek to disrupt the powers that be. It is said that he is part orc, which comes out in his violent language and actions when he drinks. His men have been seen harassing people in Onuago. His name comes from a time, after outslugging a man in a duel, as tribute he ate not only his opponent’s meal, but the wooden dish it was served on. Then he took his money, and has been a thug ever since.
Fighter 3, Barbarian 5
Petry Pokrm (CR 8)
Chaotic Neutral Male Human/Quarter-Orc Barbarian 5, Fighter 3
medium humanoid
Init: Senses: normal
Listen Spot
Languages: common, orc, some Mountain Wyndm
AC: 16 (+4 armor, +2 dex)
HP: 5d12+20 + 3d10+12 (HD) 120 hp.
Fort: +7 Ref: +2 Will: +2
MV: 40′
Attack: +11 halberd 1d10+4 (x3) plus trip
or +11 falchion 2d4+4 (18-20, x2)
or +? whip disarm or trip
or +10 throwing axe 1d6+3
Full Attack: +11 / +6 halberd 1d10+4 (x3) plus trip
or +11 / +6 falchion 2d4+4 (18-20, x2)
or +3 / -2 whip disarm or trip and +2 throwing axe 1d6+3 (adjust for 2 weapon fighting)
or +11 / +6 throwing axe 1d6+3
Attack Options: Rage
Space / Reach: 5′ / 5′, 10′ (halberd), 15′ (whip)
Base Attack: +8 Grapple: +11
Abilities: Str: 17 Dex: 14 Con: 18 Int: 12 Wis: 11 Cha: 13
SQ: Fast Movement, Uncanny Dodge, Trap Sense +1, Improved Uncanny Dodge
SA: Rage 2/day
Feats: quick-draw, dodge, mobility, spring attack, power attack
Skills: +7 climb, +12 intimidate, +7 jump, +5 listen, +8 survival, +14 swim
Posessions: chain shirt, halberd, falchion, whip, 2 throwing axes.
Rage (ex): +4 str, +4 con (+16 HP), +2 will, -2 AC for up to 25 rounds.
Tactics: A wild fighter, Petry will run circles around his foes, charging in and out in a rage, droping one weapon to draw another and leaving the field of battle littered with his weapons and the limbs of his foes.
Posted in Character and tagged Horror of the Old Ones, Journey to Castle Steiglitz by Stephen Hilderbrand with no comments yet.
Character: Karl Underharl (CR 8)
Karl Underharl, an ex-knight turned robber baron when his wife left him for a more famous knight. When the Barony splintered, similarly cuckolded men followed Karl.
Fighter 8
The eldest son of Gundar Harl, Karl was groomed for knighthood from an early age. Sadly, he never fit his life’s role, and he fell out of favor with his family, disgracing them on his 15th birthday by having sexual relations with a young harlot, then an older one (Mme. Babushka) in a very public place. He doesn’t take very good care of himself, and often loses money, forcing him into his life as a mercenary. He is quick to anger and holds a grudge, two traits perhaps not best suited to his line of work. Despite these traits, he thinks he deserves knighthood, and is quick to convince any naysayers of his honor, which is usually what gets him into trouble. He finally settled down and married, only to become cuckolded by his wife.
Karl Underharl (though he goes by Karl Harlot, turning the name and the blame on his father) CR 8
CN Male Human Fighter 8
medium humanoid
Init: +1 Senses: normal
Listen: +4 Spot: +4
Languages: Common
AC: 20 (+9 Armor, +1 Dex) touch 11, Flat-footed 19
HP: 64 (8d10+8)
Fort: +7 Ref: +3 Will: +3
MV: 20′
Attack: +12 Morning Star (1d8+4) or +12 Lance (1d8, x3)
Full Attack: +12 / +7 Morning Star (1d8+4) or +13 /+8 Lance (1d8+7, x3)
Space / Reach: 5’/5′
Base Attack: +8 Grapple: +11
Abilities: Str: 17 Dex: 13 Con: 13 Int: 12 Wis: 13 Cha: 11
Feats: (9) Cleave, Die-Hard, Endurance, Improved Sunder, Mounted Combat, Power Attack, Ride-by Attack, Weapon Focus (Lance), Weapon Specialization (Lance)
Skills: Handle Animal +6, Intimidate +6, Listen +4, Ride +12, Spot +4
Posessions: +1 Breast plate (1000 gp), +1 Large Steel Shield with Cresent Moon enameled (1000 gp), +1 Morning Star (2000 gp), +1 Lance (2000 gp), 300gp. He has lost or spent all the rest.
He is currently mountless, having lost his war horse in his last drunken encounter on the road east of Onuago Port-Town.
Detailed Special Ability or Attacks (type): Dirty fighting
Posted in Character and tagged fighter, Horror of the Old Ones, Journey to Castle Steiglitz by Stephen Hilderbrand with no comments yet.
NPC: Belarand Glaenval 8th level cleric of Obad Hai
Belarand Glaenval
half-elven
8th level cleric of Obad Hai
chaotic neutral
size: medium
Dressed in white buckskin leggings, russet colored tunic, and lincoln green jerkin embroidered with golden oak leaves and acorns, Belarand Glaenval is ever teaching the ways of the natural world to the primitive peoples of the wilderness. He carries an oaken quarterstaff, the weapon of his diety Obad Hai, Shalm, the green man. Strapped to his belt are a mapcase, an ornate handaxe, leather purses, and a simple dagger. Slung over his shoulder is a gray and tattered bedroll.
HP: 61
AC: 19
Init: +3
Speed: 30′
Abilities:
Str: 14 (+2)
Dex: 16 (+3)
Con: 15 (+2)
Int: 12 (+1)
Wis: 18 (+4)
Cha: 12 (+1)
Saves:
Fort: +8
Ref: +5
Will: +10
Base Attack: +6/+1
Melee: +8/+3
Ranged: +9/+4
Weapons: +1 quarterstaff, +1 hand axe, +2 composite long bow (+2 strength bonus), dagger
Armor: +1 Mithral shirt, AC bonus +5, max dex +6
-ring of protection +1
-boots of elven kind (+5 move silently)
-Quiver of Elhonna
Languages: common, elven, sylvan
Racial traits: low light vision, +2 diplomacy and gather information checks, +1 listen spot and search, immune to sleep spells, +2 vs enchanment spells
Special abilities: Speak with animals once per day (animal domain), command plant creatures 4 times a day (plant domain)(+2 on check because of 5 or more ranks in knowledge nature), turn undead 4 times per day.
Feats: two weapon fighting, combat casting, scribe scroll
Skills:
concentration +16/ craft clothes +2/ Diplomacy +4/ Gather information +5/ Heal +12/ Knowledge religion +3/ Knowledge nature +6/ Listen +5/ Move silently +8/ Search +2/
Spot +6/ Survival(cc) +5
DM Information:
His elven mother dying during childbirth, Belarand’s grief stricken human father brought him to the house of his elven grandparents. There he grew into adulthood. Though his kin would try to make him feel as family, he could still hear the echo of whispers behind closed doors. The tragic tale of his mother leaving the endless wood for her human lover.
One moonless evening in his young adulthood, Belarand left his childhood home and ventured off alone into the endless wood. Hoping to find some hint of his destiny(or history)he wandered south through the great expanse of forest. After a few days his food began to run out. He took heart though for he still recognized some of the edible fruits of the forest, and he had brought a bow with him if he decided he should shoot a hart. A few days more, he is all out of the provisions with which he set out. Collecting some nuts and berries along the way he walks on. Coming upon a delightful and clear brook he decides to make camp and see if an animal coming to drink can’t be had for food. Listening to that water play about the rocks lulls young Belarand to sleep, and when he awakes day had passed into night and the light of the moon shone through the trees. Sitting up he startled an animal that had come to drink in the moon’s reflection. A great white stag with antlers a man’s height across was leaping back into the forest across the stream from where Belarand lay. Filled with a great wonder he sprang up. Bow in hand he gave chase to the stag. In his hunger, Belarand tired soon. He fell upon the ground and cried. Feeling a bit sore with cuts on his face and hands, he fell into an exhausted sleep. When he awoke it was the grey light of early morning. He was sleeping next to a small camp fire and a pot of something smelling tasty was sitting in the coals. An old man was staring at him.
As it turned out the old stranger was not overly fond of conversation. He spat out a gruff, “Eat!” gesturing toward the pot. Belarand gladly accepted the meager stew. Over the next 3 days the stranger guided Belarand through the forests, stopping only occasionaly to show the young man some edible plant or animal track. At dusk on the third day they came upon a small temple to Obad-Hai.
“It is here I must leave you.” The stranger told young Belarand, and turned and vanished into the forest.
Belarand adopted to temple life fairly easily. It was very comfortable for its rusticness. And much the Brothers and Sisters were willing to teach him, for he was eager to learn. He stayed there for 12 years, before the calling came upon him. A party was thrown for him before his departure, and gifts were given to aid him in his journey. He will sometimes return to his temple to visit old friends.
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