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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Nomachron: Tides of Time Q/A
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    Messages in Nomachron: Tides of Time Q/A
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Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Nomachron: Tides of Time Q/A

Quick Reference Section:

Quick Status Block:
Name~~~~~~~~~~Hit Points~~~~~~Status Ailments/buffs
Atharam Marquel (58/58 )
Joseph/Tristessa (39/39)&(29/29)
Henrik Pyrum (50/50)
Janus (33/33)
Vincente La Rosa (27/27)
Savan Ghoul (37/37)
Kismet (31/31)

Character Development Points Name~~~~~~~~~~CD points~~~~~~Bonuses Received
Atharam Marquel 1
Joseph Feroz 1
Henrik Pyrum
Janus 1
Vincente 1
Savan Ghoul
Kismet 1
DM~Kaelyn: 1

Party Treasure:
--------------------------------------------------------------------------------
The following is the party Treasure and wealth.

Party Wealth Gold Pieces: 00
Silver Pieces: 00
Copper Pieces: 00

Mundane Items
Gems and Artwork
Magical Items

Potions
Magic Item 'Tab' Players may bid on magic items until they can pay the total of 1/2 the item's market value to the other party members to officially 'own' an item. If the item were to be sold before that amount is reached, the money spent will be returned to the bidder, while the excess funds will be split as profit amongst everyone.

Personal Wealth (Currency only)
Atharam Marquel: Platinum: 0 Gold: 44 Silver 3: Copper: 1

Joseph Feroz: Platinum: 0 Gold: 1250 Silver: 0 Copper: 0

Henrik Pyrum: Platinum: 25 Gold: 78 Silver: 6 Copper: 0

Janus: Platinum: 0 Gold: 205 Silver: 8 Copper: 4

Vincente Platinum: 0 Gold: 1074 Silver: 9 Copper: 10

Savan Ghoul: Platinum: 0 Gold: 50 Silver: 0 Copper: 0

Kismet Platinum: 0 Gold: 359 Silver: 6 Copper: 7

Magical Crafting XP Pool Any player capable of crafting magic items requiring xp components may use up to their level x 100xp points. Xp gained in battle will be used to replenish this pool first before being added to character xp, instead of taking xp away for the crafting of items.)




Posted on 2011-05-04 at 20:49:02.
Edited on 2011-06-01 at 19:50:34 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Character Development Points

Since they worked wonderfully in my last game on here, I'm bringing back my Original Reward System, something that sets my games apart from the rest. With that I give you, CD points. (Character Development Points)

Once every Major Update (approximately 1/week) The Pc's will have the opportunity to each award one (1) CD point to ANOTHER PC (or me the DM) based on their post(s)throughout that week. CD points are given to someone who you think wrote an outstanding post, something entertaining, really in character despite character safety or gain, or generally an improvement or extra effort from previous posts. Players are NOT required to give out CD's every week. These are something special to motivate and encourage everyone.

CD's are CUMULATIVE! And are not turned in. Each level nets you the listed reward! So lets see how this goes.


Character Development Chart:

5CD's: Monetary Bonus
10CD's (1 time bonus) +2 rolls, skill checks, saves for one encounter
(state in OOC along with post if you're using this)
15CD's Monetary Bonus#2
20CD's Reroll one failed roll (state in OOC along with post)
25CD's Magic Item of DM's Discretion
50CD's Get on your knees and pray card- (Dm may intervene/fudge a roll to save your hide-since you're such a credit to the game)
100CD's -enough Xp to automatically hit next level.



Posted on 2011-05-04 at 20:51:28.
Edited on 2011-05-04 at 21:01:34 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


A Brief History of Nomachron

The Scarred Lands were not always so. Less than two centuries ago, the world of Nomachron was healthy -- its forests were green, its seas pure, and its very heart pulsed with magic. The mortal races toiled the land and hunted the beasts, building entire civilizations, stone by stone. It was no paradise, but it was a prosperous world.

Of all Nomachron's beings, both magical and mundane, the most awesome were the titans. The titans were entities of monstrous power, and their strength was derived from Nomachron itself. The elements of the world and the skies above nourished them, granting them near-limitless abilities. Given sufficient time and patience, a titan could sculpt islands and mountain ranges, cut rivers, and breathe life into entirely new species of creatures. If they combined their powers, they could create entire continents. Even so, they were entities of raw fury, forces of nature that lacked the vital spark that would make them into something more.

Mighty though the titans were, they were not yet gods. But their children...

Although philosophers have difficulty explaining just why and how it could have happened, the children of the titans were not truly titans themselves. Like their progenitors, they drew some power from the world of Nomachron, but the remainder of their potency derived from another source. They drew the greatest portion of their strength from the world's mortal races, feeding on the intensity of belief and on the vibrant mortal condition. The power these children called from the mortal races made them something new, something better. It made them gods.

The gods' enviable connection to the mortals of Nomachron was destined to set them against their parents. For although the titans were at one with the essential elements of heaven and earth, they cared little for the world in their charge. If a titan was disappointed with how a coastline developed, he thought nothing of reducing it to sand with a series of tidal waves, cleaning the slate. If a titan grew bored with the thriving mortal races in her domain, she might give birth to horrific monsters to make things more "interesting."

The gods, who felt the suffering of the mortal races to their very souls, decided that the titans' reign had to end. Even the cruelest of the gods realized that if the titans were to cleanse the world of mortals on a whim -- a very real possibility -- loss of the mortals' faith and vitality would cripple the gods. So these celestial lords met in secret and plotted rebellion. When Denev, the titan of the earth itself, spoke out against her brethren, the gods took it as a sign -- and the Titanswar erupted.

Eight gods and one titan went to war against a dozen other titans. The revolution shook the heavens' pillars, shattered the blazing iron streets of hell, and raged across the face of the world. Under the force of combatants' blows, mountains split into rubble-strewn plains. Islands sank as warriors used them as stepping stones. Gods and titans alike spawned races of monsters and humanoids as foot soldiers in their feud. And divine blood spilled across Nomachron, warping the very land.

Terrible though the war was, it finally came to an end. With the help of Denev, the gods were victorious. They could not kill the titans, once and for all, however -- not even they possessed such power. Each titan had to be restrained or imprisoned, prevented from regaining his strength and seeking revenge. The gods pulled the teeth from Gaurak the Glutton before burying the Ravenous One beneath the earth, ensuring that he could not chew his way out. They cut Mormo the Serpent Mother into pieces, scattering the parts far and wide so the Queen of Witches could not reform. And so the gods dealt with each titan in turn, stripping them of their power and sealing them away.

Now, Nomachron is no longer the world it once was. The land bears horrible scars where gods felled titans. The Kelder Mountains are split with chasms left by a heavenly axe. The Hornsaw Forest has grown gnarled and twisted after feeding on the spilled blood of Mormo. Great deserts and badlands linger where verdant fields once lay. An entire sea runs red with the blood of a titan who lies chained at its depths. The world has twisted and changed wherever the titans or their dismembered remains lie. Many of the monstrous races created by the titans and gods during the war still survive in the gouged reaches of the land. Those races favored by the gods prosper. The titans' chosen are less fortunate, watching and waiting from their wilderness exile, plotting to restore their fallen patrons.

Nomachron is no longer. To many of its inhabitants, it is now simply the Scarred Lands -- a wounded world that has yet to heal.

But there is hope. Cities begin to prosper once again under the watchful eyes of their patron deities. Mortals sharpen their skills of war and magic, the better to hunt the monstrous beasts that prey upon the weak and injured. The followers of the gods are ever vigilant, careful that the titans' scattered minions do not succeed in restoring their heartless lords. The Scarred Lands are a place of fierce barbarism and intense struggle -- and yet, the mortal races aspire to something much greater. With good fortune, bravery, sorcery and skill -- and no small amount of providence -- perhaps the Scarred Lands can be rebuilt. Perhaps Nomachron can be restored.

The Nomachron Calendar
One year by the calendar of Nomachron consists of 400 days broken down into:

16 months per year
4 months per season
Spring : Corot, Tanot, Enkilot, Belot
Summer : Chardot, Madrot, Hedrot, Vangalot
Autumn : Charder, Mader, Enker, Corer
Winter : Tarer, Belsamer, Hedrer, Vanger

25 days per month, which are broken down into
3 weeks per month

8 days per week with the last week having 9 days
Corday, Madraday, Taniday, Hedraday, Wildday, Charday, Belsaday, Vanday
Last day of the month : Denday (Landsday)



Posted on 2011-05-04 at 20:51:39.
Edited on 2011-05-06 at 22:44:16 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Lore ~ The Panethon of Nomachron

Worship in the Scarred Lands has real and immediate consequences. It was only a century-and-a-half ago that the gods' avatars walked the land, contesting the titans for supremacy, while mortal races sided with the gods or titans and fought at their feet.

With such colossal events in recent history, religious practice is never a matter of rote ritual or prayers mumbled to an unresponsive heaven. Certainly the most audacious displays of divine might occur when the gods allow their divine power to flow through chosen saints and champions, granting these mortals the strength to perform miracles. The gods respond regularly to any of their worshipers, however, whether favorably or not. The smith who fails to have his forge blessed to Corean finds that his ironwork shatters under the hammer. The doctor who fails to draw wards on her medicines, displaying the proper fear and respect for Vangal, invites plague upon herself and her patients. Madriel's voice resounds like a deafening wind through a temple of farmers who fail to pray for a good harvest. The gods and goddesses of the Scarred Lands make their presence known daily across the world.

The intelligent races of the Scarred Lands openly worship the eight major deities, and the sole remaining titan: Denev, the Earth Mother. Though these deities have begotten many lesser demigods and goddesses who are also worshipped, these nine are venerated or appeased above all others.

The Gods

Corean

CORE-ay-ahn
the Avenger, the Champion
Lawful Good
Chivalry, Craftwork, Strength, Protection, Wisdom
Domains: Fire, Good, Law, Protection, War
Holy Symbol: Four long swords forming a compass rose

The very picture of the paladin's ideal, Corean is an unflinching crusader among the gods. He has the strength of mountains, and his smoky armor reflects his ties to the earth and the metals that run through it. He bears a long sword that he forged himself from scraps gleaned from a titan's forge -- that of Golthagga, who was the first to taste the blade's edge. Corean is generally unwilling to compromise, although he usually errs on the side of compassion rather than on the side of law. Many people praise him as the ideal of virtue, although more people pay lip service to him than are willing to live up to his standards.


Madriel

MA-dree-el
the Redeemer, the First Angel of Mercy
Neutral Good
Sun, Light, Sky, Redemption, Healing, Agriculture
Domains: Air, Good, Healing, Plants, Sun
Holy Symbol: Spear with a tassel of peacock feathers

Madriel flies on wings of peacock feathers, an armored angel with a spear formed from the purest, whitest sunlight. Although relentless in her struggle against suffering (and particularly against her rival Belsameth), she is the most merciful and compassionate of the gods. Her temples are popular across the Scarred Lands, particularly in areas where people pray for fertility to return to their fields.


Tanil

TAH-nil
the Huntress
Chaotic Good
Travel, Hunting, Forestry, Music, Archery, Freedom, Good Fortune
Domains: Animals, Chaos, Luck, Plants, Travel, Trickery
Holy Symbol: Three bronze arrows lying parallel

Of all the gods, Tanil is most likely to spend some of her time quietly walking the face of the Scarred Lands. However, this doesn't make her sociable -- she prefers back roads and untrodden wilderness to highways and villages. The ultimate champion of the underdog, she is the queen of archery and stealth, generally favored by rogues, bards, and wayfarers. She appears as a lithe archer wearing flexible bronze armor. Her arrows are silver-tipped, as she dislikes the poor treatment of animals and considers the world's werebeasts an insult. Many elves venerate her; her other servants include dryads and unicorns.


Hedrada

heh-DRAH-dah
the Lawgiver, the Judge
Lawful Neutral
Law, Justice, Wealth, Order, Cities, Knowledge
Domains: Knowledge, Law, Protection
Holy Symbol: Two-handed hammer

The Lawgiver is keeper of all the things that civilized beings have learned, and is the patron of society itself. He is the ultimate impartial judge, striving to make certain that each person receives what he or she has earned -- for good or ill. He's commonly shown as a stern man in somber robes, crowned with gold and wielding a massive two-handed hammer. He is particularly popular among dwarves, mages, prosperous merchants, and regional governments, and is the patron of many cities -- foremost of which, of course, is Hedrad.


Denev

den-EV
the Earth Mother
Neutral
Earth, Nature, Natural Death, the Seasons
Domains: Air, Animals, Earth, Fire, Plants, Water
Holy Symbol: Stone sickle with a flowering wooden hilt

The only surviving titan, Denev sided with the gods -- in particular, her children -- against her brothers and sisters who ravaged Scarn. However, the long battle left even more wounds on the world's surface, driving her to retreat to its heart in frustration and fatigue. She still answers prayers from those who venerate her, and is honored by the other gods. She is not a generous or merciful mother, though; she respects nature at its bloodiest as well as at its most beautiful. She is rarely depicted in humanlike form. Tales paint her as a mountain range or forest come to life, although she is said to wield a stone sickle when roused to make war. She is venerated by cults of druids who stubbornly refuse to pray to any of the newcomer gods, and by many elementals and other spirits of the land.


Enkili

en-KEE-lee
the Trickster, the Shapeshifter, the Unlucky
Chaotic Neutral
Storms, Trickery, Chaos, Misfortune
Domains: Air, Chaos, Luck, Travel, Trickery
Holy Symbol: Mask decorated with lightning shooting from the eye slits

The real wild card of the gods, Enkili can't really be said to be on anyone's side -- not even his own. His tempestuous and stormy personality is mirrored in each freak storm or sudden calm. He commonly shapeshifts from form to form, even changing gender so regularly that no two temples portray the same image of him -- or her. As the trickster figure of the pantheon, he also gets into trouble far more often than any divine being should. When he uses a weapon, he commonly wields a thunderbolt-hurling flail that lashes so wildly that others doubt it is truly under his control.


Chardun

char-DOON
the Slaver, the Overlord, the Great General
Lawful Evil
War, Domination, Conquest, Avarice, Pain
Domains: Evil, Law, Strength, War
Holy Symbol: Blood-soaked golden scepter, crowned with a thorny laurel wreath

Tyrant among gods, Chardun exemplifies the worst traits of the most despotic generals, emperors, and masters. His weapon is a golden mace-like scepter, stained deeply with blood. He wears the white regalia of a conquering hero, but his robes and sandaled feet are splattered with blood and dusted with powdered bone. He is particularly venerated by militaristic people with powerful ambitions, but anyone who craves domination is a worthy follower. A general who seeks a throne or a man who covets absolute obedience from his woman are both near to Chardun's black heart.


Belsameth

BEL-sa-meth
the Slayer, the Assassin
Neutral Evil
Darkness, Death, Nightmares, Deception, Witchcraft, Madness
Domains: Death, Evil, Magic, Trickery
Holy Symbol: Thin silver circle on a black field, signifying the lunar eclipse

The vulture-winged goddess Belsameth is the incarnation of everything people fear about the night. Her basalt throne sits on the dark side of the moon; her power over the moon grants her command of lunacy, and makes her the patron goddess of Nomachron's werebeasts. Her preferred weapon is a jet-black dagger, and she is favored by evil sorcerers and witches, Nomachron's harpies, wily and murderous goblins, and of course by werewolves and their like.


Vangal

VAN-gahl
the Reaver, the Ravager
Chaotic Evil
Destruction, Pestilence, Famine, Bloodshed, Thunder, Disaster
Domains: Chaos, Destruction, Evil, Strength, War
Holy Symbol: Cloven shield dripping blood

The volcano-god Vangal is the very embodiment of war. He is commonly depicted as a huge charioteer in filth-covered armor, with beard and dreadlocks matted with blood. He wields two massive axes still encrusted with the blood of the titans he overcame. He has few human followers, as it's said that when he gains sufficient power he'll bring about the destruction of Nomachron itself. The few cults dedicated to him, called the Horsemen, are much-dreaded doomsayers and warriors.

The Titans

The Scarred Lands are the domain of the gods who defeated their titan parents in the cataclysmic Divine War one hundred and fifty years ago. Before that time, it was the titans who commanded the world of Nomachron. For the first time ever, presented here is a list of twelve titans that the alliance of the gods and the titan Denev overthrew, destroying much of nomachron in the process.

Many of the various races created by the titans survived the Divine War and still populate the Scarred Lands. Whether they are pockets of brigands, remote remnants of shattered civilizations, or sovereign nations still contesting the people of the gods for supremacy, the titans' races have not walked meekly into oblivion. Many carve out power in the new world, drawing on what latent vitality they can from their fallen masters. Other titan-created races seek to resurrect their fallen lords and rule the world at their side.

Many of the titans are listed here.

Chern
(CHURN) of the Scourge, of the Last Great Sickness and Suffering

The Flourishing Flats was a broad, fertile plain between two great rivers that ran from the Kelder Mountains to what is now the Blood Sea. It is said this very plain is where the gods gave birth to man. Though the nation of Vesh yet exists here, much of the territory has transformed into the Mourning Marches. This is a result of the contaminated and festering corpse of Chern, said to be interred here after his defeat on Termana -- but not before this vile monster unleashed a curse of disease that has haunted the lands ever since.

Chern created a fair number of vermin and vermin-type humanoid races, as well as many of the magical diseases found in the Scarred Lands.

Gaurak
(GAH-rock) the Glutton, the Voracious One

A hideously obese and always ravenous titan, Gaurak is said to have devoured all the life from the once verdant moon. After his defeat, the gods pulled out every last one of Gaurak's hundred teeth before burying him deep in the earth. His fallen teeth are said to have taken the form of mountains, colossal obelisks, and even trees, always tainting the land near them.

Gaurak created servitor races whose main purpose was either to breed and become food for Gaurak or to hunt and gather food for the titan to eat. His titanspawn races therefore run the gamut of aberrations created to breed and bloat themselves, to more intelligent races meant to be supreme predators or harvesters. His races are particularly hated by druids, for Gaurak's spawn often overhunt natural areas, stripping the area clean of all edible forms.

Golthain
(GALL-thane) the Faceless

He is recalled fondly by the gods, who nevertheless sundered and imprisoned him lest he later seek revenge. He is remembered by the titanspawn as a weakling, singular among the titans in the hint of compassion he seemed to feel for the life he and his kind created. The other titans, of course, mocked him for this, and as punishment for this obvious weakness they stripped him of his senses so he could neither enjoy what was created nor detect how badly the other titans treated these creations.

Golthain created few races himself, more often influencing the development of other races. He did create some servitors to attend him in place of his lost senses, as well as some races of giant-kind.

Golthagga
(gall-THAH-ga) of the Forge, the Shaper

This misshapen brute cared little for the living, but at least that disinterest meant he did not direct much ill towards the struggling life forms of Nomachron. Instead, Golthagga was more intrigued by what he might construct with the material his fellow titans created. Even during the war, Golthagga kept to his forge... and when Corean slew him, he died upon it as well. Now, his essence is dispersed bit by bit into his myriad creations.

Golthagga created many aberrant versions of other humanoids, animals, and beasts. His creations were mainly larger, more hideous, metallic versions of the life forms his brethren created. Golthagga sometimes used other creatures as models for his own creations, and sometimes took these other creatures and reshaped them on his forge.

Gormoth
(GORE-moth) The Writhing Lord

The first of the titans to create a humanoid race, this titan spent centuries in pain and solitude after his sister Mormo poisoned him. Upon his recovery, Gormoth turned his spite and hate upon the world. Where his brethren often destroyed and created on a grand scale, this titan was content to make playthings of individuals, many of whom were forced to attend him and ease the pain that would sometimes still wrack his great frame. His pain is immense to this day, for he was split from skull to crotch by the gods Vangal and Chardun and each half placed on opposite sides of a great chasm. The flailing halves forever struggle to reunite.

Gormoth created few creatures after the Viren

Gulaben
(goo-LAH-bin) Lady of the Winds of Madness

The most difficult of all the titans to defeat was the Lady of Winds. Like the wind, her presence was felt but she went unseen. Finally, the gods granted their most powerful priests the knowledge of a great ritual that would bind a foe. The catch: Gulaben's location remains unknown.

Gulaben has created all manner of aerial aberrations, and some aerial humanoid races. She also created wind spirits, akin to air elementals but even less corporeal, that would deliver the titan's favor or disfavor depending on the nature of the spirit.

Hrinruuk
(he-RIN-rook) the Hunter

Perhaps undetectable even by the gods themselves, the Hunter stalked and slew Miridum, the goddess of lore and the daughter of Hedrada, soon after Mesos was dispersed. The sly and dangerous titan would have taken down Hedrada himself but for the intervention of Corean. Hedrada is now said to have the still-living head of the Hunter, whose indiscernible body fruitlessly searches for it.

Hrinruuk created many of the most lethal monstrosities to ever walk Nomachron. Discontented with the ease of hunting any normal creature, and too infrequently getting to hunt down an errant godling in the days before the Divine War, Hrinruuk resorted to creating many monstrosities which would provide him some level of challenge to hunt across the planes of existence. Hrinruuk's spawn often have means of cloaking themselves and their trails, and they can travel quickly -- even via teleportation and plane shifting -- and are terrible opponents if confronted.

Kadum
(KAH-doom) the Mountainshaker, the Bleeding One

This great beast would uproot entire mountains when enraged, but his strength alone could not save him. Belsameth cut his heart from him, and Chardun chained him to a rock, which Vangal in turn sank to the bottom of the deepest ocean chasm. To this day, the deepest waters of the Scarred Lands run red with the Bleeding One's ichor. It is said that whole new races of horrific merfolk, krakens, and other fell sea monsters have arisen from exposure to Kadum's blood.

The creatures-turned-aberrations that haunt the Blood Sea are a result of Kadum's blood infecting those waters. Before Kadum's defeat, the Mountainshaker created several monstrous giant-kin whose quickness to rage mirrors their creator's.

Lethene
(lay-THEEN) Dame of Storms, the Untamed One

Many godlings fell before the fury of Lethene during the Divine War, although the casualties cannot be tallied, for the Dame of Storms annihilated these gods' worshippers as well. But in the end Lethene was tamed -- though no one seems to know exactly how. The elves and dwarves who lived through the Divine War simply recall a day, perhaps a moment, when the gods concentrated their powers to still the tumultuous world... and suddenly Lethene was no more.

Lethene created a small number of spirit creatures, but few other creatures.

Mesos
(MAY-zohz) Sire of Sorcery, the Disrupted

The destruction of Mesos was probably the key event that allowed the gods to win the Divine War. Without a doubt, it was the signal event for the beginning of the colossal struggle. This titan literally seethed with magical energies unbelievable even to the gods, and while several among them surely coveted this power, they all agreed the titan must be dispatched. An ambush was prepared. With the assistance of the greatest archmages, whose spells cancelled some minute portion of the titan's power, the gods disintegrated Mesos in an explosion that flung his constituent parts to every corner of existence.

Mesos created some of the most deadly and mysterious of the titanspawn humanoid races. Some monstrous, some beautiful, some giant, some tiny, but all imbued with magical powers, and all vengeful against those who conspired to sunder their creator. Some sages believe Mesos was the most likely creator of the now extinct slarecians.

Mormo
(MORE-moh) Mother of Serpents, Queen of Witches

This gruesome crone was the patron of all witches and hags and was responsible for the creation of serpentine races such as the medusae and wyrms. Her spilled blood has turned the Hornsaw Forest into the homeland of mutated terrors that it is today. Some say her followers seek to recover the pieces of the Serpent Mother that were strewn across the Scarred Lands. They hope to bring these grisly trophies together so that Mormo may be reborn.

Mormo was perhaps the most prolific creator of life forms, from Hags to Gorgons, Dragons, and Wyverns to dozens of other races, many of whom she neglected as soon as they were fashioned. Second only to Mesos' spawn, Mormo's creations often wield sorcerous or druidic power. Now Mormo's blood taints areas like the Hornsaw, creating monstrosities from normal beasts at a rate at which the Mother of Serpents rarely worked when she was whole.

Thulkas
(thool-KAHS) Father of Fire, the Iron God

Where the powerful Kadum was unstoppable, the impregnable Thulkas was unmovable, for he was said to be an extension of the very earth -- and this only if he could be touched at all, for he burned with the heat of a thousand suns. Even Corean could not move this beast, but he could bend him, so he pressed the Iron God upon the forge of Golthagga and hammered the titan into the form of an arrow. Tanil then drew back her great bow and fired that arrow into the sun itself. Thulkas still dwells therein, still an unmovable form.

Thulkas created life forms more by consequence than by design. When natural phenomenon would interact with his fiery body, often life forms were created by the interplay of forces. Most of the creature races spawned off Thulkas have affinities for the earth and fire, and are very resilient, especially when in contact with these elements. In addition, many of the goblin races were influenced by Thulkas in their final development


Posted on 2011-05-04 at 20:51:48.
Edited on 2011-05-11 at 03:17:13 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Lore ~ The History of the Trician Kingdom

Epitaph of Revival
By the time the last blow had been struck, and the smoke and ash had settled, the world as we knew it had all but disappeared. ~ Flint Sorrowsong: Elven Minstrel Day of Reckoning, 2512AL
It was out of that same smoke and ash that the city states comprised of the survivors of the Titans/Divine War upon the Eastern Continent scattered and erected a triumvirate of power on all sides of their land . In the Northwest, under the extended shadows of the Nabaresh Mountains arose the settlement of Formidia, under the leadership of a stonemason named Aradan Trice VII, while in the South, Ravenswood was formed, ruled by an Enchantress only known as the Emerald Lady. Lancôme arose in the Northeast governed by a trading guild of some notoriety. As the settlements grew in size and prosperity, Aradan was elected to be the first King of the new empire, and Thus Trice was born. The Emerald Lady on the other hand, fortified the natural border presented by the thick briars separating the two regions, and Ravenswood all but fell off the radar for some time.

Trice on the other hand, became the figurehead for the entire Midwest. Villages sprang up around the growing kingdom, and with each passing day more and more refugees filed through the city gates. In a decade, the Kingdom had erected stone walls mined from the nearby mountains and the population had grown to over 100,000 people. An alliance with Lancôme was formed and both kingdoms flourished, and King Aradan VII watched in adoration of his people who had fought so hard to survive, as businesses and new opportunities appeared within his great walls.

King Aradan had figured that behind their walls nothing save the God’s would bring harm to the people of Trice… and he was right—for the next years at least. It was in the year 2512 that disaster sought to strike. From below they had struck, the drow instigating a conflict that would ravage the lands. Commanding vast forces of lesser races—which were anything other than a drow in their minds—brutally attacked the kingdom of Lancôme, sending the populous scattering. Like cattle to the slaughter, most of Lancôme was herded right into the monstrous horde that awaited them. While the horde moved unhindered throughout Lancôme, a small group of strangers, brought together by destiny emerged, joined by a single cause; survival. The group went unknown for the longest time to both sides of the war, facing against great dangers and untold perilous adventures… but that is another tale.

So it had come that with the mustered forces of the Under-mountain stacked against them, Trice’s walls had began to falter. The forces entered the city and the walls that were meant to protect the populous served as a cage to entrap them. Were it not for the arrival of those strangers, and the selfless sacrifice of the Celestial Prism Sera Stormender whose divine light eradicated the darkness, Trice would have fallen that day. But Trice did not fall, and the walls were built taller and stronger, the defenses improved and raised higher, with Lancôme falling under the Trician banner to extend the Kingdom’s influence across the continent.

And so life grew on, the Crossroad’s, a mercantile epicenter was formed between The City of Lancôme and The City of Trice, and as old gave way into new with the passing of the throne from Aradan VII to Aradan VIII new opportunities arose. The new king was young and full of ambition, he sought to expand Trice’s reach beyond what it had already possessed, and marched in the year of 2572 upon the borders of Ravenswood in an unprecedented invasion. Ravenswood however was not without its eyes and ears however, and Aradan’s invasion force was thoroughly repelled, crippled, with many left for dead including the King himself; leaving his 11 year old son to take the throne. It is said that in the briar fields where the battle raged now grows a rose for every soldier slain, and thus was given the name The War of the Roses. In retaliation to the invasion the Emerald Lady mustered a counter offensive, and were it not for Trice’s pact with a Dragon nested in the nearby Nabaresh, the poorly manned Trice would have been hard pressed against the Lizard riders of the south. What of the dragon?; again, that is another folktale that need not be spun here and now.

What is important however is this. King Aradan IX was a young king, an idealistic king, but one endowed with a patience and wisdom far surpassing his father. It was he who established relations with the reclusive elves of the Mirrorwood, and he who established the trade routes to the Nabaresh to bring new stone and dwarven goods into the kingdom. A merchant at heart, the kindly King of Trice formed what is now known as the Council of Six, with each of his trusted ministers handling affairs under his watchful eye. It is under the reign of King Aradan IX of Trice that I find myself today.

And from the rabble arose a testament to human defiance. For in each stone of the great walls is the story of the countless lives who fought to place it there, and of the sheer determination to survive that would carry them through generations to come.
~Flint Sorrowsong: Elven Minstrel, 11th of Stave, 2610 AL





Posted on 2011-05-04 at 20:51:57.
Edited on 2011-05-04 at 21:38:50 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Lore~ Characters/ Organizations of Interest

Reserved


Posted on 2011-05-04 at 20:52:07.
Edited on 2011-05-04 at 22:39:58 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Lore~ The Rumor Mill

Reserved


Posted on 2011-05-04 at 20:52:16.
Edited on 2011-05-04 at 22:53:16 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


96756

45647


Posted on 2011-05-04 at 20:52:27.

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


412435

347657


Posted on 2011-05-04 at 20:52:39.

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Atharam Marquel -Tek

Name: Atharam Marquel
Race: Human
Sex: Male
Age: 25
Birthdate:
Complexion: Fair and strong
Height: 6'2”
Weight: 185lbs
Hair: Black
Eyes: Grey
Family Coat: White badger against a red background

Class and Level: Paladin (5)
Alignment: Lawful-Good
Deity: Corean
Fluent Languages: Common, Elvish

Attributes
Strength: 17 = +3
Dexterity: 11 = +0
Constitution: 16 = +3
Intelligence: 15 = +2
Wisdom:13 = +1
Charisma: 19 [18 + 1] = +4

Base Attack Bonus: +5
Melee: +8 (+9 for Longsword) [ 5 Base + 3 Strength + 1 Focus]
Ranged: +5 [ 5 Base + 0 Dexterity]

Saving Throws
Fortitude: +11 [4 + 3 + 4]
Reflex: +5 [1 + 0 + 4]
Will: +6 [1 + 1 + 4]

HP: 58
Initiative: +0
AC: 22 = 10 [Base] + 8 [Full Plate] + 2 [Shield] + 2 [Magical]
-Touch: 12
-Flatfooted: 20
Speed: 30ft (20ft in armour)

Class Features
Simple and Martial Weapon Proficiency
Light Armour Proficiency
Medium Armour Proficiency
Heavy Armour Proficiency
Shield Proficiency
Aura of Good
Smite Evil 2/day
Detect Evil
Divine Grace
Lay on Hands
Aura of Courage
Divine Health
Turn Undead
Special Mount: Raykel

Feats
Weapon Focus: Longsword
Mounted Combat
Ride-By Attack

Skills
Diplomacy: 12 = 8 + 4
Handle Animal: 10 = 6 + 4
Knowledge – Religion: 5 = 4 + 1
Knowledge – Royalty and Nobility: 3 = 2 + 1
Ride: 8 = 8 + 0
Sense Motive: 5 = 4 + 1

Equipment
+1 Longsword
+1 Heavy Steel Shield w/ Silver Holy Symbol
Bracers of Armour +1
Full Plate Mail
Lance
Dagger
Noble's Outfit
Silver Holy Symbol (Around neck)
Belt Pouch
Signal Whistle
Flint and Steel
Potions
Cure Moderate Wounds
Sanctuary

On Raykel
Splint Mail Barding
Military Saddle
Saddlebags

Saddlebags
Bedroll
Winter Blanket
Candles x10
Torches x5
Manacles
Waterskin x2
Rations x10
Soap x2 lbs
Paper x40 Sheets (Rolled)
Inkpen
Ink x1oz
Sealing Wax
Whetstone
Noble's Outfit (Spare set)

Funds
Gold: 44
Silver: 3
Copper: 1

Raykel (Heavy Warhorse)
Size/Type: Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1 Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11 Attack: Hoof +6 melee (1d6+4) Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run

Special Mount Purposes
Bonus HD: +2
Natural Armour Adj: +4
Strength Adj: +1
Intelligence: 6
Special: Empathic Link, Improved Evasion, Spell Sharing, Share Saving Throws

Description
Atharam's tall and strong form is every bit the knight he is in heart and spirit. At 6'2” and 185lbs, he has a proud air about him, as it apparent in his perpetually squared shoulders and straight back. His raven black hair is typically worn short, but in the recent weeks it has grown out to become slightly wavy, which he wears swept back behind his ears. Set into his smooth features, Atharam's steely grey eyes reflect his strong sense of justice and courage, for if the eyes are a window to one's soul, his reveal the strength of iron.

A knight's armour is as much a part of him as his character, and Atharam's is no exception. Polished and well maintained, his full plate mail is a smooth, flat silver in colour. Around his shoulders is a magnificent crimson cape, adorned with the four-point sword rose of Corean directly in the center of the back, embroidered in white. At the neck, however, it is held fast by a brooch bearing his family coat, a white badger. At his hip, his ornate longsword rests in its scabbard, the blade kept sharp by dutiful maintenance. Frequently slung across his back, his heavy kite shield bears many signs of battle upon its face, but amidst that, the symbol of Corean upon its face still serves to inspire friend and intimidate foe.

The closest companion Atharam has ever known is his chestnut Percheron, Raykel. Since his induction into the knighthood, they have been near-inseparable, and at his hands, the mighty war charger has enjoyed borderline regal treatment. Each has shed blood for the other countless times, and across the years, have formed a bond that spans that of most horse and riders. Upon the mount's broad back is a durable saddle made for war, along with most of Atharam's belongings, stowed neatly away in leather saddlebags, as well as a harness to anchor his lance in for ordinary riding purposes.


Posted on 2011-05-04 at 20:52:50.
Edited on 2011-05-06 at 20:07:38 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Joseph David Gabriel Feroz

Player: Dragonblood
Name: Joseph David Gabriel Feroz
Race: Human
Class: Druid
Age: 21

Stats
STR 13; 1
DEX 16; 3
CON 17; 3
INT 15; 2
WIS 19; 4
CHA 11; 0

HP 5d8+15, (39hp) AC 17

Init 7
BAB +3
Speed 30 ft. (20 ft. w/ armor)

Fort 7
Refl 4
Will 8 (12 vs. Fey)

Skills
Climb 3 (2+1) (0 w/ armor)
Concentration 5 (2+3)
Craft 4 (2+2)
Heal 10 (6+4)
Hide 6 (3+3) (3 w/ armor)
Knowledge (geography) 5 (3+2)
Knowledge (nature) 12 (8+2+2)
Listen 8 (4+4)
Move Silently 6 (3+3) (3 w/ armor)
Spot 8 (4+4)
Survival 14 (8+4+2)
Swim 3 (2+1) (-3 w/ armor)

Feats:
Improved Initiative (He has to be quick to hunt)
Weapon Proficiency (Long Bow) (Extensive training during hunting has made him proficient with the Long Bow)
Point Blank Shot (Moving from hunting to combat has improved his close range shot)

Languages:
Common (mother tongue)
Druidic (taught by Paul)
Sylvan (learned from basic teachings of Paul and expanding education in wild)
Want to know more of the world before I decide on the last language

Racial Features:
4 skill points at Level 1; 1 skill point at each subsequent level
Bonus feat at first level (improved initiative)

Class Features:
Animal Companion (Tristessa)
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature’s Lure
Wild Shape (1day)

Equipment
Quarterstaff +1 (4 lbs.)
Hunting Knife (2 lbs.)
Long Bow +1 (2 lbs.)
Quiver (2 lbs.)
40 Arrows (6 lbs.)
Waterskin (1 lbs.)
Backpack (2 lbs.)
Traveler’s Outfit (5 lbs.)
Book of Poems by Rico Lorca Garcia Fede (2 lbs.)
Meerschaum Pipe (1 lb.)
Pouch of ‘Wellington’ Tobacco (n/a)
Pouch of ‘925’ Tobacco (n/a)
Hide Armor +1 (25 lbs.)
Gold: 2 gp.
Total Weight: 52 lbs. (light load)

Combat:
Quarterstaff +1:
One Handed: at.b. 5; dam. 1d6+2; crit. x2.
Two Handed: at.b. 1/-3; dam. 1d6+2/1d6+2; crit. x2.
Hunting Knife:
Melee: at.b. 4; dam. 1d6+1; crit. 19-20/x2.
Range: at. b. 6; dam. 1d6+1; crit. 19-20/x2; range 10 ft.
Long Bow +1:
at.b. 7; dam. 1d8+2; crit. 19-20/x2; range 100 ft.

Spells per Day
0 level
Create Water
Cure Minor Wounds
Detect Magic
Light
Guidance
1 level
Cure Light Wounds
Hide From Animals
Magic Fang
Shillelagh
2 level
Barkskin
Flaming Sphere
Hold Animal
3 level
Call Lightning
Cure Moderate Wounds

Animal Companion
Tristessa (wolf)
WOLF
Medium Animal
Hit Dice: 4d8+8 (29hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Bite +6 melee (1d6+1)
Full Attack: Bite +6 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Animal Companion Special: Link, Share Spells, Evasion
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +5, Listen +3, Move Silently +6, Spot +3, Survival +1*
Feats: TrackB, Weapon Focus (bite), Improved Natural Armor


Posted on 2011-05-04 at 20:53:01.
Edited on 2011-05-06 at 20:48:43 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Henrik Pyrum

Divine Spirit: http://www.wizards.com/default.asp?x=dnd/ex/20070209a
Paladin of Freedom: http://www.dandwiki.com/wiki/UAaladin_of_Freedom_Class_Features

Name: Henrik Pyrum
Race: Human
Gender: Male
Age: 22
Hair: Silver-grey, short
Eyes: Blue
Class: Paladin of Freedom 5
Alignment: Chaotic Good
Deity: Madriel

Stats:
Str 18
Dex 11
Con 16
Int 13
Wis 15
Cha 18

HP: 50
AC: 23
Initiative: +0
Speed: 20ft.

BAB: +5
Melee: +8
Ranged: +5

Weapon: Shield Bash, +1 Heavy Steel Shield
To Hit: +9
Damage: 1d4+5, x2

Weapon: Masterwork Composite Longbow
To Hit: +5
Damage: 1d8, x3, 110ft range increment

Fortitude +11
Reflex +5
Will +7

Skills:
Bluff* +12 (+4 Cha, +8 ranks)
Concentration +9 (+3 Con, +6 ranks)
Diplomacy +10 (+4 Cha, +6 synergy)
Knowledge (Nobility and Royalty) +6 (+1 Int, +5 ranks)
Knowledge (Religion) +6 (+1 Int, +5 ranks)
Sense Motive +10 (+2 Wis, +8 ranks)
*Class skill as per Paladin of Freedom

Armor Check Penalty: -6

Languages: Common, Elven

Feats: Shield Specialization (Heavy), Improved Shield Bash, Divine Shield

Class Abilities: Aura of Good, Detect Evil 2/day, Divine Grace, Lay on Hands (20 points/day), Divine Health, Aura of Resolve*, Turn Undead 7/day (as 2nd-level Cleric, +2 bonus Synergy), Divine Spirit* (Spirit of Healing 40 points/day)
* = Alternate Class Feature

Spells per Day: 1, DC 12+Spell Level

Gear: Masterwork Composite Longbow, 20 Arrows, +1 Heavy Steel Shield, +1 Full Plate, 2 Potions of Cure Moderate Wounds, 2 Potions of Cure Light Wounds, Ring of Feather Fall, Silver Holy Symbol, Backpack, Bedroll, Flint and Steel, 5 Torches, 100ft Silk Rope, Grappling Hook, Small Steel Mirror



Posted on 2011-05-04 at 20:53:14.
Edited on 2011-05-06 at 21:13:14 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Janus

Name: Janus
Race: Human
Sex: Male
Age: 27
Complexion: Tanned, average build, kinda slim
Height: 6'0”
Weight: 173lbs
Hair: Black
Eyes: Green

Class and Level: Bard (5)
Alignment: Chaotic-Good
Deity: Tanil

Attributes
Strength: 11 = +0
Dexterity: 17 = +3
Constitution: 15 = +2
Intelligence: 16 = +3
Wisdom:13 = +1
Charisma: 19 [18 + 1] = +4

Base Attack Bonus: +3
Melee: +3
Ranged: +6

Saving Throws
Fortitude: +3 [0 + 3]
Reflex: +7 [3 + 4]
Will: +5 [1 + 4]

HP: 33
Initiative: +3
AC: 14 = 10 [Base] + 1 [Padded Armor] + 3 [Dexterity]

Class Features
Simple Weapon Proficiency, longsword, rapier, sap, short sword, shortbow, and whip
Light Armour Proficiency
Shield Proficiency (no tower)
Bardic Music
Bardic Knowledge (+2)
Countersong
Fascinate
Inspire Courage
Inspire Competence

Feats
Eschew Materials
Negotiator (+2 Diplomacy, Sense Motive)
Weapon Finesse (Whip)

Skills
Bluff: 11 = 8 + 3
Diplomacy: 12 = 8 + 4
Gather Information: 12 = 8 +4
Hide: 11 = 8 + 3
Knowledge – History: 11 = 8 + 3
Listen: 9 = 8 +1
Perform (Pipes): 12 = 8 + 4
Sense Motive: 9 = 8 + 1
Sleight of Hand: 11 = 8 + 3
Tumble: 11 = 8 + 3

Equipment
+1 Shortbow, 1d6, x3, 60ft
Whip, 1d3, x2, 15 ft
Padded Armor
1 quiver arrows (20)
Ring of Sustenance

Bag of Holding Type I
2 Entertainer's Outfits
Pan Pipes (MW)
Flint and Steel
Bedroll
Winter Blanket
Steel Mirror
Soap (2 lbs)
4 quivers arrows (20)
4 days rations
Healer's Kit
5 torches
10 feed

Potions
Cure Light Wounds

On Vrail
Riding Saddle

Funds
Gold: 205
Silver: 8
Copper: 5

Languages
Common
Elven
Dwarven
Sylvan

Spells
Lvl 0 (3 per day)
Detect Magic
Daze
Mending
Resistance
Flare
Dancing Lights

Lvl 1 (3 per day, 1 bonus, 4 total)
Hypnotism
Cure Light Wounds - 1d8 + 5
Disguise Self
Charm Person

Lvl 2 (1 per day, 1 bonus, 2 total)
Enthrall
Hypnotic Pattern - 2d4 + 5
Mirror Image - 1d4 + 1


Posted on 2011-05-04 at 20:53:27.
Edited on 2011-05-07 at 18:11:23 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Vincente La Rosa

Player: Phelan
Name: Vicente La Rosa
Race: Human
Age: 23
Deity: Hedrada
Alignment: CG
Class & Level: Wizard 5
Exp: 10,000

Stat Modifier
STR 11 +0
DEX 17 +3
CON 16 +3
INT 19 [18+1] +4
WIS 15 +2
CHA 13 +1

HP 27 =(5d4+15)
AC 13 = 10(Base)+3(Dex)

Init +3
BAB +2

Saves
Fort +4= +1(Base) +3(Con)
Ref +4= +1(Base) +3(Dex)
Will +6= +4(Base) +2(Wis)

Attack Options
melee:
Quarter Staff +2 1d6/1d6 X2
Ranged:
M.W. Light X-bow +5 1d8 19-20 / X2

Racial Abilities:
Bonus Feat at level 1
4 extra skill points at level 1
1 extra skill point at each level

Languages:
Common
Draconic

Class Features:
**Wizard**
Summon Familiar
Scribe Scroll

Skills (Ranks only)
Concentration (Con) 11= 8(ranks) +3(con)
Craft (Int)
Calligraphy: 6= 2(ranks) +4(int)
Decipher Script (Int) 12= 8(ranks) +4(int)
Knowledge (Int):
Arcana: 12= 8(ranks) +4(int)
Geography: 6= 2(ranks) +4(int)
History: 6= 2(ranks) +4(int)
Plains: 12= 8(ranks) +4(int)
Profession (Wis)
Scribe: 8 = 6(ranks) +2(wis)
Spellcraft (Int) 12= 8(ranks) +4(int)


Gear:
Backpack
Bedroll
Waterskin
Trail Rations X 1 day
Bedroll
Sack
Flint & Steel
Candles X 10
Map case
Parchment pages X 3
Ink
Ink pen
Spell component pouch
Spell book
Ever burning Torch
Wand of Cure Light Wounds X 2
Pearl of Power (1st level spell)
Ring of Sustenance
Pearls X 10 (100gp each for use in Identify spells)

Funds:
Gold: 1074
Silver: 9
Copper: 10



Feats:
Combat Casting
Point Blank Shot
Fiery Burst (reserve feat)
Rapid Reload (Light Crossbow)



Spells prepared: Will PM with updated lists as necessary.
0: Detect Magic, Detect Magic, Touch of Fatigue, Caltrops
1: Mage Armor, Mage Armor, Mount, Orb of Fire (lesser)
2: Invisibility, Ice Knife, Cat’s Grace
3: Dispel Magic, Flame Arrow


Appearance
Vicente stands around 5’10” and weighs in at 160lbs. He has sharp features and a hawk like profile. His crystal blue eyes are cold and hard, his general expression remote. Long black, partially restrained by a leather tie, frames his ivory face and hangs to his shoulders.




Posted on 2011-05-04 at 20:53:38.
Edited on 2011-05-09 at 19:38:09 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Savan Ghoul (not finalized yet)

Class: Ranger
Level: 5
Alignment: Neutral Good
Deity: Faithless
Languages: Common, Elvish, Draconic

Attributes:
Str-19 (+4)
Dex-19 (+4)
Con-13 (+1)
Int-13 (+1)
Wix-16 (+3)
Cha-11 (+0)

Base Attack Bonus: +5
Melee: +9
Longsword: +8
Shortsword: +8
Ranged: +9
Light Crossbow: +9
Throwing Axes: +9

Saves:
Fort: 5
Ref: 8
Will: 6

Hp: 37 (34+3)
Ac: 18 (4+3+1)
Toutch: 14
Flat-Footed: 14
Initiative: +4
Speed: 30ft

Feats and Bonuses:
2 Weapon Fighting
2 Weapon Defence
Track
Toughness
Iron Will
Favoured Enemy-Undead (+4)
Favoured Enemy-Constructs (+2)
Immunity: Magical Sleep Effects
Trance
+2 To defences against enchantments
+2 Bonus to Search, Spot and Listen
Proficiency with all simple and martial weapons, light armour and all shields except for tower shields.
Low Light Vision
Animal Companion: Kvashlor (Forest Eagle)

Spells: 1/day
Detect Traps and Snares (level 1)

Skills:
Handle Animal +8
Heal +11
Hide +12
Knowledge (Dungeoneering) +9
Listen +13
Search +11
Spot +13
Survival +11

Equipment:
Masterwork Leather Armour
2 Handaxes
Light Crossbow
50 Bolts
+1 Longsword
+1 Shortsword
Boots
Gloves
Heavy Leather cloak
Bullseye Lantern
Flint and Steel
Bedroll
4 Vials of Holy Water
2 Vials of Oil
Healer's Kit
5 Days' Trail Rations
Waterskin

Funds: 50 gold


Posted on 2011-05-04 at 20:53:48.
Edited on 2011-05-10 at 05:28:08 by Kaelyn

   
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