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Post by Richard Loh on Jun 13, 2013 23:45:34 GMT 8
A special branch of Pathfinders, these select individuals are tasked with accomplishing the impossible. Drilled from the moment of entry into the Pathfinder Society Grand Lodge in Absalom, they are grouped together as a crack team of Pathfinders with abilities to complement each other's abilities. However, on account of their elite status, they are subjected to limitations on their gear, namely...
1. Character creation rules are as per Pathfinder Society legal characters as they are Pathfinders. 2. Food, sleep, light, weight and encumbrance are strictly enforced. 3. They have restrictions on the following items: - 2 medium size weapons on the belt to the hips (inclusive of quivers (arrows/bolts)) - either 1 quiver of arrows strapped across the back with a bow slung across one shoulder OR 2 large weapons slung across the backs - 2 small weapons hidden in the boots -wrist sheaths and other items are allowed for additional storage. 4. For simplicity sake, bullets are restricted and stored in a belt pouch. - Backpack: A backpack can hold up to 2 cubic feet of material. - Belt pouch: Can hold up to 200 coins, or up to 120 bullets. - Sack: A sack can hold up to 4 cubic feet of material, but as there are no straps attached to it, it have to be carried in one hand.
Note: The above restrictions on weapons are entirely optional. Players who signed up for the game will abide by these restrictions voluntarily.
Items found for usage so far: Anfernus: - Backpack - waterskin, small tent, winter blanket - 5 days trail rations - wolf pelt worn as a cloak - pillow, being hugged with both hands - wand of mage armor (10 charges) - spellbook (contains: all cantrips, Cause fear, Enlarge person, Expeditious retreat, False life, Levitate, Mage armor, Magic missile, Ray of enfeeblement) (blank pages remaining: 71) - wand of magic missiles (CL 3, 18 charges) - bracers of armor +1 - horn of fog - wand of lesser confusion (10 charges) - finely tailored Chelish style courtier outfit (30 gp) - wand of mirror image (23 charges) - wand of lesser confusion (10 charges) - bag of holding I - Enigma Map - destroyed +1 mithral pepperbox rifle
Anfernus spell access: 0th: All 1st: Burning hands, Cause fear, Color spray, Enlarge person, Expeditious retreat, False life, Feather fall, Hypnotism, Identify, Mage armor, Magic missile, Obscuring mist, Ray of enfeeblement, Reduce person 2nd: Alter self, Blur, Cat's grace, Glitterdust, Hypnotic pattern, Levitate, Phantom trap, Pyrotechnics, Rope trick, Spider climb, Touch of idiocy, Web 3rd: Blink, Daylight, Fireball, Invisibility sphere, Slow, Vampiric touch 4th: Black tentacles
Jakarin Nuromer: - Backpack - waterskin, small tent, winter blanket - 4 days trail rations - large fluffy pillow in backpack, which is inside a masterwork backpack. - quiver of 20 blunt arrows, belted at the hip
The Mitigator - small handbill (although faded, this handbill clearly reads as a notice of employment, telling those interested to meet at "The Ranger's Lament".) - +1 chainmail - leather hip flask (worth 25 gp) containing a potion of cure moderate wounds - 2 alchemist's fire - silver ring of swimming - Besmara's tricorne
Mai Sung Xiao: - Backpack - small tent, winter blanket - 4 days trail rations - 2 waterskins - pillow - 2 pints of lamp oil - masterwork short sword - smokestick - potion of bear's endurance - +1 longsword - +1 bashing shield - potion of cure moderate wounds - ring of swimming
Nirav Pankaja: - Backpack - waterskin, small tent, winter blanket - 5 days trail rations - tarnished silver lantern - coin pouch (87 gold coins, newly minted from Tamran) - wand of cure light wounds (10 charges) - lesser bracers of archery - anchor feather token - wand of cure light wounds (3 charges)
Dair "Reed" Reedshifter: - Backpack - Waterskin, small tent, winter blanket - 4 days trail rations - Small masterwork light crossbow - silver necklace (worth 200 gold) (stashed in backpack) - +1 dagger - 4 +1 bolts
Ulfur-Undarleght "Undar": - Masterwork scythe - oil of magic weapon - 4 days trail rations - masterwork dagger - leather armour - 5 lbs of peppers in waxed bags (10 gp total) - silver tankard (30 gp) - spyglass (750 gold) - wand of summon nature's ally II (11 charges)
Vex - bag of holding (Type I): 293 gold pieces, 211 silver pieces, 2 casks of very cheap perfume (25 gp each), wedding dress inlaid with pearls and set with 3 tiny rubies (400 gp), whalebone corset set with mother-of-pearl inlays (20 gp), 6 silver hairpins set with obsidian (5 gp each), 3 gems worth 250 gp, 56 gp and 97 sp, gold wedding ring (50 gp), 3 silver shoe buckles (5 gp each), silver hairpin (5 gp), 7 finely tailored Chelish style courtier outfits (30 gp each), silver locket (depicting a beautiful, buxom young blonde woman)(45 gp), 3 bottles of fine Chelish perfume (Egorian no.5)(15 gp each), a pair of manticore spike chopsticks (15 gp), ivory walrus tusk set with gold with a scrimshawed map of the Shackles (400 gp), curious harp made from the jaw of an orca set with pearls (500 gp), jawbone of a shark carved with scrimshaw images of a vast octopus eating whales and containing a dozen silver and gold rings hammered into it (250 gp), a huge hooked tooth from some colossal sea creature with a seaweed plugged cavity containing six pearls (75 gp each), 14 bags (200 cp each), 9 bags (200 sp each), 4 bags (200 gp each), small darkwood case inscribed with the symbo of Razmir (40 gp), 5 moonstones (200 gp each), 4 golden censers (10 gp each), fragile water pipe (30 gp), 20 agates (10 gp each), 5 carnelians (60 gp each), small topaz (500 gp)
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Post by Daryl Kong on Jun 15, 2013 13:14:21 GMT 8
Anfernus #78809-7 Tiefling Male Level 2.66 Void Shadowcaster Fame 6, Prestige 6 Brief History: Anfernus was one of the many tiefling orphans in Cheliax. Found and brought into the orphanage founded by House Kazer, Anfernus formed a special bond between two other tieflings and together they vowed to one day grow powerful and be somebodies. Anfernus soon showed great potential in the magical arts. He was sent off to neighboring Nidal where he studied Void magic under the Shadowmages of the Umbral Court, at heavy expenses paid for by House Kazer. Anfernus endured and grew up as a thrall, learning very little, until one day - he was summoned away, under the orders of the extremely diplomatic and influentical Paracountess Zarta Dralneen. Anfernus was sent to Absalom to be trained as a Pathfinder where the Society was in need of individuals who can command the dark arts and still be in control. Anfernus soon discovers that his tiefling sworn brothers have also made it big time. Soon, it will be Anfernus' turn. =========================================================================== Likes: Playing with shadow-hand puppets and small furry animals. Dislikes: Uptight Paladins. Motivations: Power seeking. More spells = more power = more freedom. While Anfernus is a pathfinder and travels around, he is still bound to Cheliax and Nidal. To break free of the chains, he must be all-powerful. Flaws: After all those years in shadowy Nidal, Anfernus hears voices in his head. Sometimes, those voice provide insight and guidance, other times, they attempt to cause chaos and distrust. 4 Tactics (based on int modifier) 1. Being a spellbook hunter, will always vote for the choice where there is a spellbook to be gained. 2. Being a glory hound, will try to do damage and kill steal. 3. Being a badass, may take unnecessary risks to impress those around him. 4. Being a support and illusionist, will aid the party should they call for it. =========================================================================== 1) Wizard, Shadowcaster Archetype, Void Elementalist/Opposing Earth, Favoured Class (Wizard)+1 HP. 2) Tiefling Male, Lawful Neutral, No Deity, Cheliax, Fiendish Resistance, Prehensile Tail, Vestigial Wings, Darkness Spell-like Ability, Languages (Common, Infernal, Abyssal, Alko, Undercommon, Shadowtongue, Draconic, Necril, Dark Folk). 3) 10 Str, 16 Dex, 14 Con, 18 Int, 10 Wis, 8 Cha 4) Skill Ranks per level: +6, Rank points in... 2 Linguistics 2 Spellcraft 2 Arcana 1 Planes 1 Religion 1 Nature 1 Dungeoneering 1 Engineering 1 Fly 5) Traits: Necromatic Aura, Skeptic. Feats: Spell Focus (Illusion), Tenebrous Spell 6) Weapons Carried: Pillow of Fluff 7) Armour Worn: Bracers of Armor +1 8) Gear Bought: (Pirate-themed)Explorer's Outfit, Backpack, Wizard's Kit, Small Tent, Winter Blanket, Wand of Magic Missile (CL3, 22 charges), Wand of Mage Armor (10 charges), Wand of Lesser Confusion (10 charges), Horn of Fog, Elemental Gem of Water. 9) Mounts/Pets: None. 10) Tiefling Male, Age 74, 6ft, 140lbs. 11) 2,294 gold remaining. 6 fame, 6 prestige. 12) Spellbook: (29 L0, 17 L1, 10x2 L2, 4x3 L3, 78/100 pages used) Level 0: All wizards' spells + Guidance (void specialization) Level 1: Shield, Color Spray, Silent Image, Vanish, Obscuring Mist, Cause Fear, Enlarge Person, Expeditious Retreat, Mage Armor, Magic Missile, Ray of Feeblement, Burning Hands, Feather Fall, Identify, Reduce Person, True Strike, Charm Person. Level 2: Cat's Grace, Glitterdust, Hynoptic Pattern, Levitate, Phantom Trap, Pyrotechnics, Rope Trick, Spider Climb, Web, False Life. Level 3: Blink, Daylight, Fireball, Invisibility Sphere.
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Post by Stephen on Jun 15, 2013 23:43:04 GMT 8
Nirav hails from Vudran, one of many to be raised in the Irori temple after being abandoned by poor or unmarried mothers. Named Nirav by the priests for his quiet, calm demeanor, his "family" name, Pankaja, is an adoptive one, meaning "born of mud". When his initiation was complete he set out on a dual pilgrimage of self-perfection and to teach the centredness of Irori. A sojourn in Tian Xia saw him learn Tien and align with the Lantern Lodge faction before journeying further west. Two aspects of his appearance give away his non-human heritage: his only visible hair, his eyebrows--everwhere else being scrupulously clean shaven--are a metalic bronze. But it's his eyes that catch the attention, as they are deep black pools filled with swirling constellations. Str 14, Dex 13, Con 12, Int 13, Wiz 16, Cha 14 Aasimir LG cleric of Irori Lantern Lodge Alt race traits: Deathless Spirit, Truespeaker. Traits: Wisdom in the Flesh (Acrobatics), Weapon Style (9-section whip). Feats: Improved Unarmed Strike (Irori), Deflect Arrows. Skills: Acrobatics 4, Linguistics 6, Know: Religion 5, Know: History 5 (corrected). Languages: Vudrani, Celestial, Taldane, Tien, Kelish (corrected). Armour: Chihal'Ta Hazar, AC 16. Weapons: Nine-section whip, Longspear, Javelins, Katara. First level rebuild: Trait: Replace Weapon Style with Reactionary. Domain: Replace Inevitable with Memory (Knowledge). Feat: Replace Deflect Arrows with Combat Reflexes. Equipment: Remove 9-section whip, take silver heavy mace, change silver katara to cold iron, add 2gp.
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Post by Richard Loh on Jun 16, 2013 12:00:09 GMT 8
Sundays. Saturdays are generally off limits.
Edited to add the following:
Hi Wayward Wanderers,
I would need the following information from your character, preferably presented in the listed order:
1. Class/archetypes/favoured class/favoured class bonus (whether +1 to hit points, skill points, etc)
2. Race/alignment/deity/faction/alternate racial traits/racial heritages/languages
3. Ability scores
4. Skill ranks
5. Feats/traits/specification of feat (eg. weapon focus (longsword))
6. Weapons carried
7. Armour worn
8. Gear bought
9. Mounts/pets/hirelings (if any)
10. Gender/age/height/weight/background story. Also, if you like to have a picture printed on your character sheet, please attach the picture here as well.
11. Gold left/fame & prestige points
This information is required to generate the character sheet using Hero Lab, which will be stored in The Wayward Wanderers folder. Your co-operation is much appreciated. Thanks!
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Post by roderick on Jun 17, 2013 11:35:10 GMT 8
Sold into slavery as a baby, Mai Sung Xiao has known only the lash of the whip and the hatred of his fellow man. Yet thrived he did in the slave pits of Absalom, growing tall and unbowed. Singled out for his natural fighting abilities, Sung Xiao was trained in the finest gladiatorial schools but before he was slated to die in the arena for the entertainment of the mob, he was bought at auction by his uncle Mai Xiao Xiao, who also happened to be a famous pathfinder and a master of martial arts. Since then Sung Xiao has thrown himself into the adventuring life with the same abandon that he has displayed on the sands. A trait that worries his more cautious master. Yet Sung Xiao does not care, for him the only peace he has known is at the edge of the blade, where all that matters is to prevail or die.
Str 18, Dex 16, Con 10, Int 9 Wiz 14, Cha 7
Human Fighter Brawler Silver Crusade Traits: Bullied, Himeki na Kurai Rebel Feats: Combat Reflexes, Two Weapon Fighting, Weapon Focus (Unarmed Strike) Skills: Sense motive 3, Survival 6, Acrobatics 4 Languages: Tien, Common Armour: Kikko, AC 18 (20) with shield, 15, 13 Weapons: Sansetsukon Cold Iron, Tonfa, Spiked Shield, Short sword Masterwork, Jutte, Shuriken 20 each of cold iron, alchemical silver and normal. Favoured Class (Fighter) HP: 10 FWR: 4,2,3 Pathfinder kit and bulls eye lantern.
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Post by Richard Loh on Jun 18, 2013 16:35:47 GMT 8
From the journey from Absalom, the City at the Centre of the World, to Kassen, in Nirmathas, the Wayward Wanderers travelled up the River Iseld which runs in Cheliax where Anfernus hosted the group in Remesiana.
Travelling further up north the river, they also stopped in the neighbouring country of Isger, a thrall of Cheliax. Approaching the fort of Wolfpoint, where the party was stopped, but with the words of Anfernus, the party was allowed on its journey north, they stopped in the village of Saringallow which welcomed strangers.
After a night's rest, they resumed their journey before proceeding to Kerse, the capital of Druma. Staring in awe at the opulent city of manor houses and municipal buildings that also resemble manor houses, the party truly understands how Druma, a mercantile oligarchy can retain its power and wealth without being subsumed by neighbouring nations. Bricks are flecked with gemstones, stories-tall statues made of precious metal alloys and every timber in every home is a rare wood, but theft is all but unheard of here. One of the best-funded organizations in a nation founded on profit, the ruthless Mercenary League is inescapable in the streets, as well as above and below them. Travel through Druma's roads and rivers are safe thanks to the efforts of the Mercernary League, but here, in the League's hometown, those efforts are taken to ridiculous heights. No expense is spared by the league to ensure the safety of Kerse's fantastic wealth, with magical wards, bound outsiders, mystical alarms and full-time scryers on constant watch.
The halfling rogue Reed might be well-acquainted with the Mercenary League were it not for Nirav who stopped him. Realising that further delays in Kerse might result in possible incarceration of the party, Nirav quickly boarded a ship and paid a fair price to travel to Kassen, where he, after two years of training in the Pathfinder Society can finally see the results of his shrine, built in Kassen.
Five years is a long time in establishing his shrine, and the natives of Kassen welcomed Nirav as if he was one of their own and Mayor Uptal approached the Wanderers with a request for help. With Kassen as a small town, and the youngsters having left for Tamran to work, the upcoming festival which marks the lighting from the Torch of the Everflame needed volunteers and thus, Nirav was asked to assist. By lighting the silver lantern with the Everflame, good harvest will be brought to the crops, even though advanced irrigation methods were already in use by the druid Olmira Treesong, the townsfolk sincerely believed that carrying out this particular ritual will ensure the blessing of Kassen be upon them. This ritual is known as the Quest for the Everflame.
The Wanderers readily accepted and enjoyed the town's hospitality for a couple of days before they finally set off.
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mort
New Member
Posts: 28
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Post by mort on Jun 19, 2013 21:09:12 GMT 8
Background: Jakarin was born in Absalom, and like all boys do, he enjoyed tales of great heroes and deeds.And loved nothing better then to experience it first hand for himself, and reveres Desna for her love of exploration. Unfortunately, he caught a fever when he was young which left him with a crippled leg and a permanent limp. Desna took pity on him and granted him in recompense, a form of second sight, letting him see things a split second before they happened. With his silver tongue and knowledge skills he was able to secure a place in the pathfinder society and has gotten his ticket to explore the world. Read more: pfs-singapore.proboards.com/thread/80/jakarin-nuromer#ixzz2WQIDEtzK--- Character Sheet: Character Name (NotMort/Jakarin) --- Name: Jakarin Race: Human Class: Oracle Faction: Lantern Lodge Alignment: Chaotic Good Deity: Desna Domains: Age: 27 Eyes: Black Hair: Greying Features: Height: 6"0 Weight: 90 lb Size: M Gender: M Level: 1 Exp: 2 Fame: 4 Prestige : 2 Mod Str: 16 +2 Dex: 8 -1 Con: 14 +2 Int: 12 +1 Wis: 10 +1 Cha: 16 +3 (after +2 racial stats) HP: 14/14 (8hp + 2 con bonus +3 toughness + 1 favored class) Speed: 20 ft with armor: 20 ft _________________________________________________________________ Base Save Fortitude: 4 = +2(base) +2 (con) Reflex: 3 = +0(base) +3 (dex) Will: 2 = +0(base) +2 (wis) Base Attack = +0 CMB = 3 = 0(base) + 3(str) + 0(size) CMD = 16 = 1(base) + 3(str) + 0(size) +3(cha) + 10 Attack Roll Totals = Base Abil Size Misc ----------------------------------------------------- Melee 3/3 = 0 +3(str) +0 Ranged -1 = -1 -1(dex) +0 _____________________________________________________ Total AC = Base Shield Dex Armour Size Misc --------------------------------------------------------------- 19(standard) = 19 +0 +3 +6 +0 +0 13 (vs touch) = 13 -- +3 -- +0 +0 18 (flatfooted) = 16 +0 -- +6 +0 +0 _______________________________________________________________ Weapons TAB DMG Crit Weight Range Size Type ------------------------------------------------------------------------------------ Sling Quarterstaff 20 Bullets Longspear 1 Cold iron Morningstar 1 Silver Dagger (Spring loaded wrist sheathe) 7 Branch Sword ____________________________________________________________________________________ Armour AC Speed Weight Max Dex Spell Failure Check Penalty ------------------------------------------------------------------------------- Breast Plate +6 30 ft 25lbs none 0% 0% Heavy Wooden shield _______________________________________________________________________________ Skills Abil Mod Abil Ranks Misc (details) --------------------------------------------------------------------------- --Class---------------------- Profession wis 0 = +0 0 +2 Spellcraft int 5 = +1 1 +3(class) Heal wis 0 = +0 0 +0 Craft (alchemy) int 4 = +1 1 +3(class) Knowledge (arcana) int 0 = +0 0 +0 Knowledge (dungeoneering) int 0 = +0 0 +0 Knowledge (engineering) int 0 = +0 0 +0 Knowledge (geography) int 0 = +0 0 +0 Knowledge (history) int 0 = +0 0 +0 Knowledge (local) int 0 = +0 0 +0 Knowledge (nature) int 5 = +1 1 +3 Knowledge (nobility) int 0 = +0 0 +0 Knowledge (planes) int 0 = +0 0 +0 Knowledge (religion) int 5 = +1 1 +3 Fly dex -4 = -1 0 -3 Sense Motive wis 0 = +0 0 +0 Diplomacy cha 7 = +3 1 +3(class) --Cross Class---------------- --------------------------------------------- Acrobatics dex* -4 = +0 0 -3 Swim str* 0 = +3 0 -3 Bluff cha 4 = +3 1 +3 Disable Device dex* -4 = -1 0 -3 Disguise cha 3 = +3 0 +0 Escape Artist dex* -4 = -1 0 -3 Fly dex* 0 = +3 0 +0 Handle Animal cha 0 = +3 0 + Intimidate cha 3 = +0 0 +3 Ride dex* 0 = +0 0 +0 Use Magic Device cha 3 = +0 0 +0 Stealth dex* -4 = -1 0 -3 Appraise int 0 = +0 0 +3 Perception wis 0 = +0 0 +0 Climb str* 0 = +3 0 -3 ___________________________________________________________________________ *armor check penalty applies Feats ------------------------- Noble Scion (war), Toughness _________________________ Oracle Curse: Lame (movement slowed down to 20 ft) Oracle Revelation (Lore) : Sidestep Secret Traits ------------------------- Weapon Style : 7 branched sword Reactionary _________________________ Cantrips known: Create water, Guidance, Detect Magic, Light Spells (Lv 1) known: Shield of Faith, Magic Weapon, Cure Light wounds (Oracle selection) Lv 1 Spells (3/day). Misc. Bonuses --------------------------------------------------------------------------------- _________________________________________________________________________________ 0 All Inventory -------------------------------------------------------- Worn (excluding arms and armor) Arms (1) Bag (1) Backpack Bag (1) Bag (1) Belt Pouch Back (1) Face (1) Head (1) Neck (1) Torso (1) Hands (1) LHand (1) RHand (1) Feet (1) In Backpack (Masterwork) (1) Rope, Silk (50 ft) - 5 lbs (5) Paper (1) Charcoal (1) Flint and Steel (1) Torch (1) Waterskin (2) Sacks (7) days rations 1 Wand of CLW - 49 charges (1) Ioun Torch 1 Herbology for Dummies, a Guide for the rest of us (Pathfinder Chronicle , +2 to knowledge nature) In Belt Pouch 2 potions of anti toxin 1 scroll of lesser restoration 1 Silver Holy symbol of Desna 2 scrolls of remove fear (10) Acid flasks (1) Spell Component Pouch (1) Smoked Goggles ______________________________________________________ In pathfinders lodge: Coin Amount ------------- PA 0/0 pp 0 gp 130.59 sp 0 cp 0 _____________ Languages ---------------- Common Auran ________________ Other information -------------------------------------------- Favoured class: Oracle ____________________________________________ Scenarios: Campaign Notes --------------------------------------------------------------------------------- [Area] Tasks: * * NPC's: * * _________________________________________________________________________________ Biography --------------------------------------------------------------------------------- 38742-11 Amended GP, bought some items with the spare GP(2 antitoxin, 1 scroll lesser restoration, 2 scrolls of remove fear , 1 pathfinder Chronicle (Herbology for Dummies, a Guide for the rest of us). [/quote]
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bob3k
New Member
Posts: 7
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Post by bob3k on Jun 29, 2013 21:03:29 GMT 8
1. Druid 2. Half Orc/True Neutral/+1hp or skill per level 3. STR 14(+2), DEX 10, CON 11 , INT 14, WIS 15, CHA 12 4. Climb (+2), Handle Animal 1, Heal 1, Intimidate(+2), Survival 1, Knowledge:Nature 1 5.Quick Draw (drawing weapon as a free action), Speak With Animals, Intimidating (+2 intimidate bonus), Orc Ferocity (if less than 0 hp but still alive can fight as disabled, but after the fight will be rendered unconcious and start dying), Forrest Walker (low light vision, +2 climb), Killer trait (Additional damage equal to weapons crit modifier when scoring a critical hit), wisdom of irori (select any Str, Con, or Dex make the checks using Wisdom modifier. Currently on acrobatics) 6. Masterwork Scythe (type P or S, DMG=2d4+1, Critical x4, Can 'trip' with this weapon, if tripped by someone, can drop this weapon to avoid tripping), morning star (b or p) 1d8 damage, critical x2 7.Wolf Hide (ac 15, 20/15ft, +4 Max AC Dex, 0 Check Penalty, 20% spell failure), wooden shield (ac2, acp2,max dex0, asf 15%) 8. Gear bought: Blanket, Fishing Net, Water Skin, Waterpoof Bag, Iron Pot, Rope, Silent Whistle, Heat Stone, Nuts, Berries, Salted Fish, oil of magic weapon 9. Moose Animal Companion (Name: Hurt,Size: M, STR 12, DEX 15, CON 14, INT 2, WIS 13, CHA 7, Gore 1d6, 2 Hooves 2d3, Link - A druid can handle and command her companion as a free action +4 circumstance bonus on wild empathy checks and wild animal checks, shapespell - what can cast on myself I can cast on hurt, AC+2 Natural Armour) 10. Male, 25, 5'7" tall/ 95kg/
Ulfur-Undarleght (or Undar for short) was a product of war, desperation and lust. His birthtown was once raided and pillaged by a band of orcs. The village was taken by surprise, and soon all the men were dead, the orc's took all they could carry, and even things that can't be carried..
Undar's mother was raped in the raid and soon bore Undar. She tried to raise him as her own but all it brought was painful memories of the raid. She knew she had to get rid of Undar for her own sanity, but she couldn't bring herself to murdering her own child. Half orc or not. Instead, in the deep of the night she took him deep within the forest, and abandoned him.
Move forward several years, young undar has spent his life growing up alone surviving on plants and fish. He doesn't remember much of his mother or her village, but undar is pretty content with the way his life is so far. One day on one of his strolls to the river, he comes across the dead carcass of a moose. She seemed to have been bitten through the neck by a large creature. Most likely a wolf.
But Undar also noticed a baby moose desperately trying to suckle the already dead mother moose. Undar also noticed that the baby moose was hurt on one of his front legs. He decided to nurse the baby moose back to health. He called the Moose 'Hurt'.
Fast forward a few more years.. The adolecent Undar and Hurt are slowly sneaking over to a farm nearby the forest. This farm is located just on the outskirts of Kassen. Some times Undar comes to the farm to steal some ale, cheese and honey. As they were sneaking past the sheep pen there is a slight rumbling coming from the deep of the forrest. The rustling stops, Undar continues towards the barn where they keep the stocks..suddenly a huge shadow leaps out of seemingly nowhere and attacks Undar.
Undar grabs for the nearest thing he can get his hands on which turns out to be the farmer's scythe. Hurt spooked by the sudden appearance of the wolf runs off into the forrest. An epic battle of teeth, claws and metal commence till both are pretty tired from the ordeal. The wolf clearly having the upper hand. In the distance a brown dot seems to be moving ever closer to Undar, slowly at first then catching up speed. It is Hurt charging head on aiming straight for the Wolf.
Antlers meet fur as the wolf is thrown back.. Undar is on his back with his friend Hurt nuzzling him with his snout seemingly to say everything is all right. Another surprise attack from the wolf as he makes an opportunity attack.. leaping over Undar ready to bite Hurt in the neck. Flashbacks to that fatefull day near the river plays in Undar's mind. He soon snap's to reality, Undar grabs the Scythe and before the Wolf could reach the flesh of Hurt's neck the wolf gets the feeling that only a metal blade from throat to navel can only provide.
Undar passes out from the ordeal.
It's been 7 years since that event he is now a native of Kassen after being brought in by Nirav the cleric and was handed over to the local druid who raised him as his own..
Undar is a half orc druid, who constantly wears a scarf over his face for he is ashamed of his lineage. He devotes his time maintaining the balance of the forest that he felt is his first home. This year Undar finds himself...
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Post by Richard Loh on Jun 30, 2013 20:05:43 GMT 8
Discovered the source of the wailing from a man called Roldare whose beautiful sister Dimira was captured by the "walking bones with the voice of death, who walk the halls in ancient mail" as well as the rescue of Ungar, the half-orcish druid. A quick romp through the Crypt have the Wanderers encountering skeletons, pit traps stuffed with pillows, a wood golem and a deadly shadow in which Jakarin was severely drained of his strength. Only the co-operation of the entire party were they able to subdue the shadow and retrieving the two tower shields from the wood golem. Future expeditions into the Crypt will befuddle the new explorers as the wood golem has a blanket tied over it's head.
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Post by Daryl Kong on Jul 1, 2013 12:30:55 GMT 8
As the group rest in the bunker, Anfernus raises the issue of "What if Dimira, the girl whom we are suppose to save, has already turned into a zombie or killed by an undead and may turn into one?"
Do we...
1) Make sure she is really dead dead? 2) Capture and observe, in hopes of curing or experimenting? 3) Leave her be, locked away forever in the depth of the crypt?
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Post by Septh Silver on Jul 1, 2013 20:37:56 GMT 8
Name: Dair Reedshifter (Reed) Alignment: Chaotic Good Player: Ben Class: Rogue Level: 1 Deity: Desna Faction: Andoran Race: Halfling Size: Small Gender: Male Age: Not decided :\ Height: 3.2 ft Weight: 36 lbs. Hair: Brown Eyes: Brown
STR: 10 MOD: 0 DEX: 18 MOD: 4 CON: 11 MOD: 0 INT: 10 MOD: 10 WIS: 16 MOD: 3 CHA: 14 MOD: 2
HP: 8/8 SPD: 20ft
AC: 17 = 2 + 0 + 4 + 1 + 0 + 0 + 0
TOUCH AC: 15 FLAT AC: 13
FORT SAVE: 1 = 0 + 0 + 0 + 1 + 0 REF SAVE: 5 = 0 + 4 +0 + 1 + 0 WILL SAVE: 4 = 0 + 3 + 0 + 1 + 0 BAB: 0 CMB: -1 CMD: 14 = 0 + 0 + 4 + 1 + 10
Dagger: Bonus: +4 CRIT: 19-20/x2 DMG: 1d3 SNK + 1d6 RNG: 10ft
Light Crossbow: Bonus: +4 CRIT: 19-20/x2 RNG: 80 AMMO: 140 DMG: 1d6 SNK + 1d6
Light Mace: Bonus: +4 CRIT: x2 DMG: 1d4 SNK+ 1d6
Halfling Sling: Bonus: +4 CRIT: x3 RNG: 80 DMG: 1d6 SNK+1d6
Skills: Acrobatics: 10 Bluff: 6 Climb: 6 Craft Weapons: 4 Disable Device: 8 (9 on traps) Perception: 9 (10 on traps) Sleight of Hand: 8 Stealth: 12
Inventory: 1 crowbar 2 flasks of water 7 days rations 2 torches 1 silk rope (50 ft) 1 grapple 5 Daggers 5 fish hooks 1 string 5 chalk 1 leather armor 1 thieves tools 1 traveler's outfit 1 light crossbow 14 sets of bolts 1 light mace 1 halfling sling
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bob3k
New Member
Posts: 7
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Post by bob3k on Jul 2, 2013 9:21:34 GMT 8
As the group rest in the bunker, Anfernus raises the issue of "What if Dimira, the girl whom we are suppose to save, has already turned into a zombie or killed by an undead and may turn into one?" Do we... 1) Make sure she is really dead dead? 2) Capture and observe, in hopes of curing or experimenting? 3) Leave her be, locked away forever in the depth of the crypt? Undar: If she has turned undead, we should first try cure her. If there isn't away we should put her soul at rest and give her a proper burial. When we try cure her we have to be really subtle about it, possibly without the brother knowing. We aint need to worry the townfolk or nothing:
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Post by vainadaite on Jul 4, 2013 17:17:39 GMT 8
Blah. I'm lazy.
Vex was born Nuri Hala Ar'Raqis or the "Firey halo that surrounds the moon". Born to a family of traders in Qadira, it wasn't long out of the womb before the rumours began to spread - Celestial blood seemed to lie within the Ar'Raqis bloodline, as Nuri sported a full head of flaming red hair, that seemed to glow unnaturally under the moonlight. Growing up, Nuri's skin began to tan to a dark olive, due to the harsh desert sun, and with her bright gold eyes, many likened her to the goddess Saranrae, and some even spoke of her as if she were an incarnation of the goddess itself. It wasn't long before the Padishah Emperor heard of this lass, and bethroval gifts started pouring into the Ar'Raqis family.
Unfortunately, the wives and concubines of the Emperor weren't too happy with this arrangement, as it was known that the celestial-touched lived longer lives that humans did, and her existence posed a threat to not only their position, but those of future generations to come. Assassins were sent to kill the child, before she hit her seventh birthday.
Nuri was a capricious child, and her family doted on her tremendously, out of his 8 children, she was her father's favourite. Spoilt to the core, she had no qualms in using whatever means possible to get jut what she wanted, and her glib tongue got her into as much trouble as it did in avoiding punishments for bad behaviour. On her 6th birthday, she was gifted a horse and took it out for a ride, unfortunately the beast was too wild and threw her off his back and into a river. Her family searched for her with no avail, but the next morning, she appeared at their doorstep a bit scratched up but none worst for the wear. She retold her stories and they realised her summoner's power, immediately they sought a wizard to teach her the ways of the magical.
Come her seventh birthday, assassins attacked her home, and although it was a failed attempt, many of the Ar'Raqis servants and guards and even injuring her father and slaying her eldest brother. To protect her, her family sent her off with her wizard teacher and pretended that the assassination attempt was a success.
To prevent Nuri from trying to contact her family she was told that they were attacked and killed by an evil wizard, and that the Keleshites refused to help as they were afraid. This began her disdain for the Keleshites and she vowed to join the Silver Crusade to route out evil. After the demise of her teacher, she took on the moniker "Vex" and began her adventures.
1. Summoner / +1 skill point
2. Aasimar/CG/Sarenrae/Silver Crusade/Common,Celestial,Draconic, Kelish
3. Ability scores Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 18
4. Skill ranks 2+1+1 = Diplomacy (4+4cha+2racial+1 Princess Trait), Handle Animal (4+4), Spellcraft (4+2), UMD (4+4)
5. Feat: Spell Focus (Conjuration)/ Trait: Keleshite Princess, Innocent
6. Weapons carried (weight: 1+4) (cost: 2+37) Dagger 1d4/19-20/x2 Light Crossbow (20) 1d6 80ft range
7. Armour worn (weight: 20) Studded Leather +3AC, -1Armorcheck penalty
8. Gear bought On person: Spellpouch Potion CLW (2) Alchemist's Fire (2) Acid Flask (2) Saddlebags: Summoner's Kit - backpack, bedroll, belt pouch, flint, pot, mess kit, rations (5), torch, soap, waterskin 19lb Spell pouch Rope Silk Mirror Scroll Case
9. Mounts/pets/hirelings (if any)
Eidolon - Quadruped [Medium] Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Evolutions - Free: Limbs Legs x2, Bite 3points : Improved Natural Armor, Claws, Improved Damage (Claws) Feats: Power Attack Skills : Perception 4, Sense Motive 4, Stealth 4+2, Acrobatics 4+2
10. F/68/5'2"/90lb
11. Gold left/fame & prestige points Gold Left: 394
12. Spellbook SPECIAL: Summon Creature I 3+4 times/day, std action RACIAL: Daylight 1/day Lvl 0 : Open/Close, Detect Magic, Guidance, Message Lvl 1 : Grease, Mage Armor
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Post by Daryl Kong on Jul 4, 2013 23:47:11 GMT 8
Anfernus senses a disturbance within the tomb. Someone powerful has appeared. Someone... with a spell book.
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Post by comradechris on Jul 7, 2013 23:26:26 GMT 8
Born the second son of a Varisian gypsy who lost her first husband, Kleptus was doted upon in excess and so enjoyed a very indulgent childhood. Afraid that she would somehow lose Kleptus, as her first son had become very withdrawn after the death of her first husband, she would indulge his every whim and fancy, and taught him her ways of a performer so that she could keep him close. Alas, as they say, too much of anything, even good, is bad. And so the young boy grew into a young man, with the impression that the provisions of life need not be worked for, but rather provided by those who adored him. Previously, it was his mother, then later, the other ladies in his caravan troupe who were enraptured by his good looks and honeyed tongue. While others would forage, hunt, trade of even pilfer the things they needed, Kleptus would sweet talk his admirers into giving him the things he wanted, food, water, clothes, trinkets, to name a few. One night, as he lay in bed stroking the hair of a young Calistrean priestess who took a fancy to him, he sang softly into her ear, putting a smile across her face as she lay next to him. Midway through the song, he felt thirsty and changed his lyrics to include praises to Calistrea and a small request for some water. Suddenly, water gushed from his hand, wetting the shocked priestess. Thinking that he played a prank on her, she sought to do the same, and tried to cast a blessing to create water to similarly soak Kleptus. However, she raised her hands to gesture but the words would not escape her mouth. It was as though that she had completely forgotten her basic acolyte training to invoke the favour of Calistria. In that moment of stunned silence, Kleptus realized that the words that she wanted to speak were in his head, like a bee in a glass jar, buzzing around. He sang the last stanza again, and water did indeed gush from his hand again, although this time it wet the bed, much to the chagrin of the priestess. Perhaps it was his indulgent upbringing, resulting in his belief of self-entitlement, coupled with the latent magic in his blood, allowed him to do so. The world would never know how, for Kleptus himself did not. Neither did he care. Somehow he got it but to him, all that mattered was that he had it. In fact, he felt that it was natural that he could steal spells, for just like everything he had in life, as long as he wanted it, he got it. With this new awareness, he now craved something new that his caravan could not give – adventure. And so he bid farewell to his caravan and joined the Pathfinder Society. And that would be the last his dear mother ever saw of him, for in his first adventure as a Pathfinder, the naïve Kleptus sought to show off his prowess to a beautiful summoner named Vex, and charged into a room full of undead. STR 13 DEX 14 CON 12 INT 10 WIS 10 CHA 18 Class: Bard (Sandman Archetype) [Everything else is irrelevant]
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