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Beneath the Ice! - Characters

nonamazing

Explorer
The Aundairian Scroll, 12 Ayrth, 998 YK

~Read by Queen Aurala Herself~

Voddlegrok Organizes New Expedition
"What suicidal fools are these?" says Sasik d' Vadalis

Quentin Voddlegrok, the Gnomish "scholar" responsible for the recent deaths of no less than six brave explorers in the Demon Wastes (sent to bring back a rare breed of flower, no less), has shocked this reporter with his plans for a new, and insanely dangerous, expedition. Voddlegrok, known for endlessly chasing after the most ridiculous of pipe dreams, is now planning to hunt for the mythical 'lost city' of the Dwarves. When informed that every respectable Dwarven scholar scoffs at the 'lost home' fable (which is obviously nothing more than a bedtime story for Dwarven children), Voddlegrok had no comment.

Voddlegrok latest lampoonery, however, has to everyone's surprise managed to attract the attention of several powerful interests. This reporter is baffled as to why such reasonable and respectable men would invest in a hare-brained scheme from a thrice-failed "scholar", but perhaps these worthies believe (as this reporter does) that no price is too much to pay to be finally rid of foolish old Voddlegrok.

And this voyage is a sure death sentance for the crew that Voddlegrok has somehow convinced to join him. As our astute readers will no doubt note, there has only been one successful expedition to the Frostfell, led by none other than the Aundairian Scroll's long-time patron and friend, Lord Boroman ir'Dayne. Voddlegrok has none of Lord Boroman's amirable qualities, which leads this reporter to an obvious conclusion: this foolhardy adventure is doomed before it begins. Why, Voddlegrok is mad enough to sail into the Frostfell at the dead of winter, when conditions will surely be at their worst!

Voddlegrok has recently announced the names of the explorers who will be joining him on his "expedition". We include their names here so that our kinder readers may send their condolances to the families.

Barandurr Genlom Steelsing, a minor noble from the Mror Holds. Sir Barandurr is a respected priest and explorer in his homeland, and will be missed. (Barkey)
Karthak d'Lyrandar, valued scion of House Lyrandar. That the House of Storms would gamble one of their most promising sons on such a voyage is truly a tragedy. (Speed-Stick)
Mong, respected hunter and bodyguard. This reporter was unable to uncover much about the mysterious female ranger known as Mong. She would appear to have no immediate family, which is good--it always tears this reporter's heart to see parents lose a favoured child. (Krug)
Norderill "Smarttounge" Pitiken, beloved cousin of House Sivis. Norderill is a talented translator who has been brought aboard in order to communicate with any natives the groups may encounter. It is sad that skills such as his must go to waste because of Voddlegrok's insanity. (Sorrow the Man Bear)
Toshanharath, a skilled and charming warrior-knight who has long been a friend of House Lyrandar. Although the Aundairian military could certainly use leaders like Toshanharath, his life is instead to be wasted on this fruitless expedition, his potential never realized. Truly, very sad. (Doomhawk)

And finally, Voddlegrok hopes to round out his expeditionary force with a "native guide" (a foolish conceit, since Lord Boroman proved there are no intelligent races inhabiting the Frostfell). Voddlegrok claims that there is a unique fey race dwelling in the snow, and that he plans to convince one of these fey to be of assistance to him. Whether or not Voddlegrok manages to find one of these 'Uldra', as he calls them, remains to be seen. (Ferrix)

Condolances and contributions to the soon-to-be bereaved families may be sent to the offices of the Aundairian Scroll. Our honest and vigilant reporters will see that all missives are delivered promtly.

Please trust that the Aundairian Scroll will keep you updated on this fascinating story as it develops. This reporter will do her best to record personal interviews with each of these tragically doomed explorers.

-- Maylin Feyliss, two-time winner of the Aundairian Scroll's "Most Trustworthy Investigator" award.


The Aundairian Scroll, 9 Vult, 998 YK

~The News that is Meant to be Known, for Those of Discriminating Tastes~

Balthazar to the Rescue!
"Truly a noble adventurer," gushes Esravash d'Lyrandar

It has been more than two weeks since old Voddlegrok's ill-fated expedition left the port of Stormhome, and this reporter had considered the poor souls aboard the Whale's Carcass to be forever lost! But a recent development means that there may be hope for those explorers, whose only crime was being foolish enough to be tricked into going on a voyage with the luckless Quentin Voddlegrok.

"Although I initially disaproved of Quentin's expedition," says Lord Boroman ir'Dayne, founder of the illustrious Wayfarer's Guild, "I am by no means cold hearted and cruel. I know what horrors those unprepared adventurers must be facing, and I swear to do anything in my power to rescue them from poor, deluded Quentin's foolishness."

To that end, Lord Boroman has enlisted the aid of fabulously handsome adventurer and man-about-town, Lord Balthazar d'Orien y ir'Lain. (This reporter has long followed the career of Lord Balthazar with interest--and who wouldn't? He's rich, beautiful, and so incredibly charming!). (RillianPA)

Lord Balthazar will no doubt rescue the explorers and help them to come home safely, as well as deliver the fabled Horn of Lyrandar, which will allow the ship's wizard, young Karthak d'Lyrandar, to communicate with his family in Stormhome. Look to the Aundairian Scroll for more information on this breaking story, as it happens!

-- Maylin Feyliss, eligable bachlorette (hint, hint, Lord Balthazar!).


The Aundairian Scroll, 10 Vult, 998 YK

~Information was not meant to be Free!~ ~1 gp~

Mysterious Developments in the Voddlegrok Expedition!
"We may never see any of them again," weeps Lord Boroman ir'Dayne

Oh, my dear readers! You won't believe what has happened! According to urgent messages recieved via the Horn of Lyrandar, Voddlegrok's expedition has reached the Frostfell almost two weeks earlier than scheduled, only to have their ship irrepairably damaged in the landing! That's right, noble friends--the entire expedition is trapped, with no possible way home!

And to increase the drama, a new mysterious adventurer has joined the exploratory party. This Rigel (last name unknown) was certainly not mentioned in the ship's passenger list--a last minute addition? Voddlegrok's secret weapon? Whoever she is, this reporter hopes that she knows how to build a sailing ship out of snow and ice--otherwise, we will never hear from any of those sad, doomed adventurers again. (adamantineangel)

The message from Karthak also mentioned that the crew had encountered intelligent natives, but Lord Boroman is quick to dismiss such statements. "They have no doubt contracted snow madness--a dark disorder that also claimed the life of my friend Grinton Steed. No doubt we shall hear no further from Voddlegrok's expedition."

-- Maylin Feyliss, the Aundairian Scroll's most valuable (and unbiased!) reporter

I've set up this thread as an easy 'one-stop' place to organize all of the characters from the Beneath the Ice game. The characters are mentioned in the 'articles' above--if more characters are introduced (such as from some of the alternate players), I'll update the article to include them.

I'd like everyone to use the same format (mentioned by Speed-Stick in this post, with an example here). This formatting is actually optional--it's just what I'd prefer to keep everything nice and easy for me to read (I know, I'm awfully selfish). If you really don't want to use that format, or if you'd like to make changes to it, feel free.

I'd like this forum to have only characters in it--anything else should go into the OOC forum for the game.

Also, if you'd like, you may add an 'interview' along with your character post. You should write it as though your character were being interviewed by the reporter who wrote the above (I think you can get an idea of what sort of character she is and how she writes--she loves italics). If you'd like to do the interview thing but aren't sure what sorts of things Maylin might ask your character, let me know and I'll send you a list of interview questions.
 
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Krug

Newshound
So Mong I hear you're a snake shifter?

HISS.

What's with the snake? Is that the latest fashion thing?

Rast is a pet. Her skin against mine is pleasant.

Can you tell us about your past employment?

Mercenary. I stuck arrows into bandits. Does that answer your question?

And your interest in this quest?
Monetary. And personal.

She departs, shrugging past the interviewer.

Code:
[B]Name:[/B]  Mong
[B]Class:[/B] Ranger3/Fighter2
[B]Race:[/B]  Shifter
[B]Size:[/B]  Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral 
[B]Deity:[/B] Traveler

[B]Str:[/B] 14       [B]Level:[/B] 5        [B]XP:[/B] 13,000
[B]Dex:[/B] 19       [B]BAB:[/B] +5         [B]HP:[/B] 8+2d8+2d10+5 = 33
[B]Con:[/B] 12       [B]Grapple:[/B] +7     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12       [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12       [B]Init:[/B] +4        [B]Spell Save:[/B] - 
[B]Cha:[/B] 8        [B]ACP:[/B] 7          [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]                 +4    +0    +4    0    +0    +0    +0    18
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +1        +6
[B]Ref:[/B]                       4    +4        +8
[B]Will:[/B]                      1    +1        +2

[b]Armor                  Bonus   Dex   ACP   ASF  Weight    Cost[/b]
Chainshirt, Mithral        +4     6    0     10%  12.5lb    1100gp

[B]Weapon                  Attack   Damage     Critical   Range     Weight  Cost[/B]
Longbow+1, Mighty (+2) Comp   +11      1d8+5      20x3/Pie    100ft     3lb  2700gp
Efficient Quiver                                                      2lb  1800gp
--Arrows (56)                                                         8lb     2gp
--Sleep Arrows (4)                                                    1lb   528gp
Longsword, MW                +8      1d8+3   19-20x2/Pie    -         4lb   315gp
Dagger                       +7      1d4+2   19-20x2/Pie     10ft     1lb     2gp
Blackice Hammer - radiates intense cold, kept in furs                                        

  2lb

[B]Languages:[/B] Common, Sylvan

[B]Abilities:[/B] Shifting 1/day: Wildhunt (+2 Con, Scent ability), Track, Wild Empathy, Low light vision, Favored Enemy: Undead, Traits - Uncivilized (+1 bonus to Handle Animal and Wild Empathy, -1 on Bluff/Diplomacy/Gather Information)

[B]Feats:[/B] Point Blank Shot (1st), Rapid Shot (Ranger 2nd), Precise Shot (3rd), Weapon Focus: Comp Longbow (Ftr1), Weapon Spec: Comp Longbow (Ftr2), Endurance (Ranger 3rd)

[B]Skill Points:[/B] -  42+6=48    [B]Max Ranks:[/B] 7
[B]Skills                  Abil Ranks  Mod  Misc  Total[/B]
Balance                   Dex  2      +4  +2     +8
Climb                     Str  2      +2  +2     +6
Craft (Bowmaking)         Int  5      +0         +5
Handle Animal             Cha  6      -1  +1     +6
Hide                      Dex  4      +4         +8
Jump                      Str  1      +2  +2     +5
Knowledge (Religion)      Int  2      +0         +2
Knowledge (Nature)        Int  5      +0         +5
Listen                    Wis  3      +1         +4
Move Silently             Dex  4      +4         +8
Ride                      Dex  1      +4         +5
Search                    Int  2      +0         +2
Spot                      Wis  2      +1         +3
Survival                  Int  6      +0  +2     +8
Swim                      Str  1      +2         +3
Use Rope                  Dex  2      +4         +6

[B]Equipment:                Cost  Weight[/B]
Backpack                   2gp    2lb
Traveler's Outfit          1gp    5lb
Rations (4 days)           2gp    2lb
Waterskin                  1gp    4lb
Winter Blanket             5sp    3lb
Potion CMW (2)           600gp    0lb
Potion Invisibility      300gp    0lb


[B]Total Weight:[/B] 46.5lb                 [B]Money:[/B] 12pp 22gp

                           [B]Lgt   Med   Hvy  Lift[/B]
[B]Max Weight:[/B]       58lb 116lb 175lb 350lb 

[B]Age:[/B] 23 years
[B]Height:[/B] 5'10"
[B]Weight:[/B] 250 lbs
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] Brown

Background: Not all Dwarves need be surrounded by fellow Dwarves for war. Grak Blackice was a wealthy dwarf merchant, based in Mror, who enjoyed having a retinue of bodyguards composed of different types, believing that they adorned him as well as his gaudy clothes. One of his bodyguards was the archer Mong, a Shifter ranger marked with the serpent's sign; a curiousity and an aberration, even for her kind. She was trained to slay undead creatures. But it wasn't to rid evil as much as to get rid of these creatures that other dwarven merchants used to protect their banks, mines or warehouses.

Mong's parents didn't survive past her fourth birthday. Her father was slain by prejudicial farmhands, and her mother died of a wasting disease contracted during a plague. She was abandoned until Grak saw her and took pity on her, though of course, the dwarf saw a 'potential investment' (in terms of training and gold) for his own ends.

Mong served Grak long days, accompanying the merchant's caravans that bought back silk, steel and salt from other lands. However, one day, Grak was slain by an unknown assassin, and the empire he built disintegrated within a month after. Mong was left with nowhere to go. She had spent many a night listening to the dwarf, especially on their long caravan trips, about the ancient dwarven home Etevalkim. The dwarf was the last of his tribe, and he wished for the Blackice hammer to be returned there one day when his days were done.

Mong managed to unearth the hammer, and carried it with her even as she struggled to cope with the outside world. She learnt bowcraft, spent her days travelling from town as a mercenary and biding her time. She fought many of the servants of Vol, aiding a human priest of the Traveler who was more earnest than skillful. He taught her about religion, his beliefs and from him she learnt of the Order of the Bow, who were highly skilled (and deadly) in archery.

She left his service soon after to wander even more, as she could not bear the looks of those she saved and their disdain for her.

She heard about the gnomes' quest for Etevalkim while wandering the Frostfell, and now she wants to join the group and return her former master's hammer to its proper place of rest. Only then will the Blackice be at piece once more with the world.

She has volunteered to be a guide for the group, and to help them in their treacherous
journey in the cold wastes.

Description: Unlike other Shifters, Mong is slightly scaly and has intense eyes.

Her tongue constantly flicks out to feel the air around it. She is dressed modestly in robes with a hooded cowl, where one can hear the chinks of mail underneath. Mong keeps a small snake, Rast, that hides in the folds of her clothes. She enjoys the feel of the creature's slimy skin against her own.

Behaviour: Mong looks at other Shifters as weak. She does not favor their shifting into other forms vainly. She is uncomfortable around other races, particularly humans. She finds them a judgemental race, and having a snake crawl around your body doesn't help much either. ;)
 
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Doomhawk

First Post
Code:
[B]Name:[/B] Toshanharath
[B]Class:[/B] Psychic Warrior
[B]Race:[/B] Kalashtar
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] The Path of Light

[B]Str:[/B] 14 +2 (6p.)                 [B]Level:[/B] 5        [B]XP:[/B] 13,000
[B]Dex:[/B] 14 +2 (6p.)                 [B]BAB:[/B] +3         [B]HP:[/B] 40 (5d8)
[B]Con:[/B] 12 +1 (4p.)                 [B]Grapple:[/B] +5     [B]Dmg Red:[/B] --
[B]Int:[/B] 14 +2 (6p.)                 [B]Speed:[/B] 40'      [B]Spell Res:[/B] --
[B]Wis:[/B] 16 +3 (8p.) (+1 for levels) [B]Init:[/B] -4        [B]Spell Save:[/B] +2 vs. mind-affecting abilities & possession
[B]Cha:[/B] 10 +0 (2p.)                 [B]ACP:[/B] -0         [B]Spell Fail:[/B] --
                                        [B]Action Points:[/B] 7

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +3    +2    +0    +0    +0    19
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 17

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +1   +2     +7
[B]Ref:[/B]                       1    +2   -1     +2
[B]Will:[/B]                      1    +3   +1     +5

[B]Weapon                       Attack   Damage     Critical[/B]
Scimitar                       +6     1d6+2      18-20/x2
Longbow                        +6     1d8+2      x3
Dagger                         +6     1d4+2      19-20/x2

[B]Languages:[/B] Common, Quor, Riedran, Draconic

[B]Abilities:[/B] [i]Mind Link[/i] 1/day, Dream Immunity, +2 Disguise to imitate humans

[B]Feats:[/B] Dodge, Expanded Knowledge (Energy Ray), Mobility, Psicrystal Affinity, Psicrystal Containment, Psionic Weapon

[B]Traits:[/B] Detached, Quick

[B]Flaws:[/B] Unreactive

[B]Power Points:[/B] 19
[B]Powers Known:[/B] 1st - Empty Mind, Energy Ray, Offensive Precognition, Vigor
             2nd - Dissolving Weapon, Wall Walker

[B]Skill Points:[/B] 32       [B]Max Ranks:[/B] 8/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Autohypnosis               8    +3    +2    +13
Bluff                      0     0    +2    +2
Concentration              8    +1          +9
Diplomacy                  0     0    +2    +2
Intimidate                 0     0    +2    +2
Jump                       8    +2          +10
Listen                     0    +3    +2    +5
Spot                       0    +3    +2    +5
Survival                   4.0  +3          +7

[B]Equipment:                                    Cost  Weight[/B]
Masterwork Deep Crystal Scimitar           1,315gp   2 lb
Masterwork Composite Longbow, Mighty (+2)    600gp   3 lb
Masterwork Dagger                            301gp   1 lb
40 Arrows                                      2gp   6 lb
Mithral Shirt                              1,100gp   10lb
Mithral +1 Heavy Steel Shield              2,170gp  7.5lb
Ring of the Lost Home Expedition               ?gp   0 lb
3 Power Stones of Body Adjustment            450gp   0 lb
2 Potions of Cure Light Wounds               100gp   0 lb
2 Power Stones of Body Purification          300gp   0 lb
Power Stone of Psionic Darkvision            150gp   0 lb
Cold Weather Outfit                            8gp   7 lb
Belt Pouch                                     1gp  .5 lb
Everburning Torch                            110gp   1 lb
Flint and Steel                                1gp   0 lb
50 ft. silk rope                              10gp   5 lb
Signet Ring                                    5gp   0 lb
Waterskin                                      1gp   4 lb
Caltrops                                       1gp   2 lb
Flask                                          3cp  1.5lb


Equipment on sled:
     Bedroll                                   1sp   5 lb
     Winter Blanket                            5sp   3 lb
     Traveler's Outfit                         1gp   5 lb
     Tent                                     10gp   20lb
     Whetstone                                 2cp   1 lb
     2 Map/Scroll Cases                        2gp   1 lb
     2 days' firewood                          2cp   40lb
     2 oz. ink                                16gp   0 lb
     Inkpen                                    1sp   0 lb
     40 sheets paper                          80sp   0 lb
     Iron Pot                                  5sp   10lb
     4 days' trail rations                     5sp   5 lb
     Sealing Wax                               1gp   1 lb 
     Signal Whistle                            8sp   0 lb
     Soap                                      5sp   1 lb
     Shovel                                    2gp   8 lb
     4 Torches                                 4cp   4 lb
     
     
[B]Total Weight:[/B] 50.5 lb      [B]Money:[/B] 841gp 10sp 39cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   350   875

[B]Age:[/B] 43
[B]Height:[/B] 5'10"
[B]Weight:[/B] 153
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown

Psicrystal (Hero personality): +2 natural armor, +2 Int, Alertness, improved evasion, self-propulsion, share powers, sighted, telepathic link, deliver touch powers, telepathic speech

Background: Toshanharath is a native to the monastic fortresses of Adar, where he received his mental and physical training. Once he finished his training, he left Adar, unable to deal with the continual siege and the strict life of the Kalashtar there. He traveled to Khorvaire in the final years of the Last War, earning his passage as a guard or messenger. He tries to keep it hidden, but those close to him realize that something in the young Kalashtar's past troubles him. He rarely speaks of his home or exactly why he left.
Toshanharath has traveled extensively in Karrnath and the Bitter Sea, and also participated in two previous forays into the Frostfell (a hunting expedition and a search for another party which had become lost; both successful). He frequently sailed with a Captain Wassen, a House Lyrandar noble on an elemental galleon, and the two became friends. Toshanharath learned of Quentin through Captain Wassen, and gladly accepted the job, eager for both the adventure and the chance to get away from civilization for a while.

Personality: Although Toshanharath has something painful hidden away deep inside of him, the rest of him is actually very cheerful. The psychic warrior has an irrepressible sense of humor, making jokes and smiling even in the worst of situations, or in the middle of a fight (a practice which sometimes infuriates his comrades). That's not to say he can't be serious; he can and often is very serious, but he doesn't show it outwardly very much.
Perhaps Toshanharath's greatest failing is his lack of courage - the young man wishes he were a hero, but when push comes to shove, he often finds he doesn't want to go through with it after all. This might be because he transferred all of his bravery to his psicrystal; which continually drives him to do the right thing, regardless of how much he doesn't want to.
Although he is actually in his forties, Toshanharath is barely an adult by Kalashtar standards. He displays great maturity most of the time, although between his troubled past and his lack of self-motivation, the remnants of his "teenage" years are still present.

Appearance: Toshanharath is tall and attractive, a lopsided smile usually spanning his face. His brown hair is usually cropped close, and he wears slightly eccentric clothing. Usually perched on his right shoulder is his psicrystal, which takes the form of a tiny emerald lion that acts as his conscience. On his belt hangs a scimitar of violet crystal, which he calls Mongamathor - which, depending on how it is pronounced, is Draconic for "Dragon's Claw" or Quor for "One Hit Wonder".
 
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Barkey

First Post
Code:
[B]Name:[/B] Barandurr Genlom Steelsing
[B]Class:[/B] Cleric
[B]Race:[/B] Dwarf (Half-Duegar)
[B]Size:[/B] Medium, 4'5" 230 lbs
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Onatar

[B]Str:[/B] 12 +1      [B]Level:[/B] 5        [B]XP:[/B] 12,750
[B]Dex:[/B] 10 +0      [B]BAB:[/B] +3         [B]HP:[/B] 65 (5d8+25)
[B]Con:[/B] 20 +5      [B]Grapple:[/B] +4     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 10 +0      [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 16 +3      [B]Init:[/B] +0        [B]Spell Save:[/B] +0
[B]Cha:[/B]  9 -1      [B]ACP:[/B] -12        [B]Action Points:[/B] 7

              [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]      10    +7    +2    +0    +0    +0    +0    19
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 19

              [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]       4    +5          +9
[B]Ref:[/B]        1    +0          +1
[B]Will:[/B]       4    +3          +7

[B]Weapon                  Attack   Damage     Critical[/B]
+1 Dwarven Warhammer         +5      1d8+1       20-x3
thrown weapon                +3      varies      varies

[B]Languages:[/B] Dwarven, Common

[B]Abilities:[/B]
Darkvision 60Ft.
Stonecunning
Stability
+2 racial bonus on saving throws vs. poison 
+2 racial bonus on saving throws vs. spells and spell-like effects
+1 attack vs. orcs and goblinoids
+4 dodge bonus to AC vs. monsters of giant type
+2 appraise checks related to stone or metal items
+2 racial bonus on craft checks that are related to metal or stone items
Turn or rebuke undead (3/day)
+2 bonus on turn undead checks because of knowledge religion ranks
Domains: War, Fire
Spells per day: 
0 (5) 2xCreate Ale, Mending, 2xDetect Magic
1st (4+1)Magic Weapon, Shield of Faith, 2xEndure Elements, Divine Favor
2nd (3+1)Spiritual Weapon, Bull’s Strength, Bear’s Endurance, Shield other
3rd (2+1)Magical Vestment, Flame of Faith, Prayer

[B]Feats:[/B]
Sudden extend
Domain spontaneity (Fire)
Weapon Focus (Warhammer)

[B]Skill Points:[/B] 18       [B]Max Ranks:[/B] 8/4
[B]Skills                Ranks  Mod  Misc  Total[/B]
Heal                       4    +3          +7
Knowledge (Khyber)         3    +0          +3
Knowledge (religon)        3    +0          +3
Survival                   2    +3          +5
Concentration              4    +5          +9

[B]Equipment:                                   Cost         Weight[/B]
+1 Dwarven forged steel warhammer (Steelsong)   2312gp         5lb.
Wand of cure light wounds                        750gp         1lb.
Shield, Heavy wooden                               7gp        10lb.
Half-plate steel armor,masterwork                750gp        50lb.
expedition ring of sustenance                   2500gp         n/a
winter furs                                        8gp         7lb.
handy haversack                                 2000gp         5lb.
*bedroll                                           1sp         8lb.
*2xoil flasks                                      2sp         2lb.
*Holy symbol,silver                               25gp         1lb.
*Healer’s Kit                                     50gp         1lb.
*2xGallons fine dwarven ale                        2gp        16lb.
*Grappling hook                                    1gp         4lb.
*50ft rope, silk                                  10gp        10lb.
*2xalchemist fire                                 40gp         2lb.
*silver warhammer				 322gp	       5lb.

[B]Total Weight:[/B]78lb.      [B]Money:[/B] 176gp 22sp 33cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]             43    86   130   130   650

[B]Age:[/B] 50
[B]Height:[/B] 4'5"
[B]Weight:[/B] 230lb
[B]Eyes:[/B] deep burgundy
[B]Hair:[/B] white
[B]Skin:[/B] dark greyish
Appearance: Barandurr is remarkably stout, even for a dwarf. His adopted father has referred to him, on several occasions, as "a sturdy dwarven stone wall". He has a thick main of white hair and a stark white beard to match. Some have said that his beard is so pale because of all his time spent exploring deep beneath the earth, away from the light of the sun. Others believe that it shows his dedication to Onatar, the god of the forge, who is often depicted with a white beard and hair. Barandurr takes very good care of his hair: often it is braided in very complex ways and decorated with many small accoutraments. He is equally proud of his dark grayish skin, which many people also say shows his connection to ebony-skinned Onatar. His eyes are a deep burgundy, unsettling to even his best of friends. He typically is clad in the ornate plate armor, as much decorative as practical, that his adopted father gave to him upon setting out on his first expedition into the depths of Khyber.
His warhammer, crafted by his own hands, is a large and rather gruesome dedication to the Sovereign Host the main head of the hammer making up the symbol itself, often covered in bits of the last individual that didn't see eye to eye with him.

Background: Growing up among incredible luxury, Barandurr happily believed the life set for him was that of a noble; and not just a noble but the King someday. Barandurr, a typical rational dwarf of his kind, believed it his place to someday become the King and therefore resigned himself to that life. The years progressed and his heart began to wander out to the bigger world, 'surely there must be more than this' he would think to himself. One day he was searching for his father, and couldn't seem to find him no matter how hard he looked. Eventually, he made his way to the King's bedchamber, therein discovering his normally cheerful father cursing to himself softly. Curious as to what would bring this behaviour about, Barandurr hid and waited for the King to leave his chambers. After his father had left, Barandurr discovered a small book burnt partially on the edges and bound in black adorned with the gold letters " Krosklinn Genlom Steelsing ". It seemed to be the cause of his father's distress. Barandurr began to read the book, thinking it a lost brother or family member, all the time curious as to why this person and he shared not only the same clanname but the same family name. He shortly discovered the following passage, scrawled poorly and rather quickly:

3rd Day of Fire
Waxing moon

"No place will accept us, this I have learned, and now I realize no place will accept our child. Things are becoming dangerous for Sao Tome and I, I want to give the child over to my brother I know he could keep it in relative safety. Sao will not accept this, she says that we will work to grow acceptance of her race, saying that someday they will understand there are exceptions to every rule. I do not believe this possible, so tonight while she sleeps I will take the young Barandurr to my brother to raise as his own, I will take Sao to the Lost Home and there we will live the last of our days together. I only hope that the child will grow to be as strong as I hope, and perhaps give some understanding the reason of the union of a dark one and a light one. For now, that is all I can do, hope...."​

His heart lept, this was his father? his real father? Many different thoughts ran through his head: the Lost Home was just a legend, wasn't it? And what had the journal meant by a dark one? He had to know, immediately he began to question the King, whom after a time told him the whole story. He revealed that his brother was, in fact, Barandurr's true father, and that he had been missing for many, may years. No one had any idea where Krosklinn had gone, but Barandurr's uncle believed that since the Lost Home wasn't real perhaps they had retreated into the darkness of the Dragon Below to look for seclusion and to carve out whatever kind of life they could.
Barandurr vowed to set out the next day to search for them. His uncle offered every bit of assistance he could, but did not try and dissuade young Barandurr. The Dwarven king saw, in his adopted son, the same stubbonness and zeal that his brother had possessed.

After many expeditions and many failures, a ray of hope has finally appeared. A couple of months ago, a gnomish explorer came to the Steelsing clan home, seeking funds to outfit an expedition to find the legendary Lost Home. Barandurr, of course, immediately insisted that he be allowed to accompny the mission.
 

Code:
[B]Name:[/B] Norderil "Smarttounge" Pitiken
[B]Class:[/B] Rogue
[B]Race:[/B] Gnome
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Aureon

[B]Str:[/B] 10 +0 	     [B]Level:[/B] 6        [B]XP:[/B] 13,000
[B]Dex:[/B] 16 +3 	     [B]BAB:[/B] +4         [B]HP:[/B] 48 (6d6+12)
[B]Con:[/B] 14 +2  	     [B]Grapple:[/B] 0     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 15 +2  	     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1  	     [B]Init:[/B] +3        [B]Spell Save:[/B] +0
[B]Cha:[/B] 12 +1 	     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 10%
			     [B]Action points[/B]:8  	

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]             10    +2    +0    +3    +1    +0    +0    16
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 13

                     [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                  2    +2          +4
[B]Ref:[/B]                   5    +3          +8
[B]Will:[/B]                  2    +1          +3

[B]Weapon                     Attack   Damage     Critical     Range[/B]
MW Calculus, Gnomish           +4       1d4        x2        50ft
MW Byshek Light Mace           +8      1d4+1       x2        -
MW Silver Dagger	       +8       1d3    19-20/x2	     10ft
Throw Grenade Weapon	       +8	-          -	     10ft	

[B]Languages:[/B] Argon, Common, Draconic, Dwarven, Elven, Giant, Gnome, Gnoll, 
Goblin, Halfling, Orcish, Quori

[B]Abilities:[/B] 1/day-Comprehend Languages 1/day—Dancing Lights, Ghost Sound, 
Prestidigitation; 1/day-Speak With Animals (burrowing mammals only, 1 minute)

[B]Racial Traits[/B] Low-Light Vision; +2 on Illusion Saves; +1 Illusion DC; 
+1 ATK vs Goblinoids/Kobolds; +4 AC vs Giants; +2 Listen, Craft (Alchemy) 

[B]Feats:[/B] Education (K: History, K: Local) Least Dragonmark of Sivis 
(Comprehend Languages 1/day), Weapon Finesse

[B]Skill Points:[/B] 90       [B]Max Ranks:[/B] 8/4
[B]Skills                  Ranks  Mod  Misc  Total[/B]
Bluff		          6    +1          +7
Decipher Script		  7    +2          +9
Diplomacy		  6    +1    +2    +9
Disable Device		  5    +2          +7
Forgery			  6    +2          +8
Heal			  4    +1          +5
Hide			  4    +3    +4    +11
Knowledge: History        6    +2    +2    +10
Knowledge: Local          6    +2    +2    +10
Move Silently		  4    +3          +7
Open Lock		  6    +3          +9
Proffession: Translator	  4    +2          +6
Search			  4    +2          +6
Speak Language	          9     -           -
Spot			  4    +1          +5
Use Magic Device	  9    +1          +10(12 on scrolls)

[B]Equipment:                  Cost  Weight[/B]
MW Calculus, Gnomish		 350gp   2.5lbs
MW Byshek Light Mace	        1805gp     2lbs
MW Silver Dagger		 322gp    .5lbs
Sling bullets (10)		   1sp     5lbs
*Sling bullets (20)		   2sp	10lbs	
Leafweave Armour                 750gp   7.5lbs
MW Thieves' Tools                100gp     2lbs
Wand of [I]cure light wounds[/I]        750gp	   -lb
*Traveler's outfit                 -gp   2.5lbs
Cold Weather outfit                8gp   3.5lbs
Heward's Handy Haversack        2000gp     5lbs
*Winter blanket 		   5sp   1.5lbs
*Everburning torch	         110gp     1lb
*Hooded lantern 		   7gp     2lbs
*Oil flask 	        x4 	   8sp     2lbs
*Acid flask 		x5        50gp     2lbs
*Alchemist's Fire 	x5       100gp     2lbs
*Alchemist's Spark 	x5	 125gp     2lbs
*Tanglefootbag   	x5       250gp     4lbs
*Thunderstone 		x2  	  60gp     2lbs
*Parchment 		x5 	   1gp     -lbs
*Inkpen		 	x2 	   1sp     -lbs
*Ink 				   8gp     -lbs
*Mapcase 			   1gp    .5lb
-Scroll of [I]comprehend
 languages[/I]              x3        75gp     -lbs
*Sack 				   1sp    .5lb
*Campaign Journal                  15gp    3lbs
Ring of the Lost Home Expedition

(*=In Haversack)

[B]Total Weight:[/B]28.5lb      [B]Money:[/B] 611gp 3sp 0cp

                           [B]Lgt    Med     Hvy     Lft/OH   Push/pull[/B]
[B]Max Weight:[/B]           0-33   34-66   67-100   200/100    500

[B]Age:[/B] 64
[B]Height:[/B] 3'6"
[B]Weight:[/B] 39lb
[B]Eyes:[/B] Warm hazel
[B]Hair:[/B] Black/blonde highlights
[B]Skin:[/B] Light caucasian

Background: Norderil began his life in the not so much opulent, but comfortable middle class of petty house nobles in Gnome society. His family was a cousin's cousin's cousin of one of the main house members, and were generally ignored, even if they were invited to the weddings and funerals. They engaged little in the umbral feuds caused by the staticized Gnomish society .They were, above all things, comfortable. Payed their taxes, ate their dinners, and sired their children. And, in the most recent generation, one of these children, was Norderil.

From early on Norderil displayed a dazzling intellect, even among Gnomes. He began talking at an early age, and just wouldn't stop. By the time he was to begin his formal education, he spoke four languages. However, before his conception even his path had been decided. The first son of this generation would be enrolled in the House Sivis Rogue's Academy, for training as a house spy. Norderill did not rebel, and accepted his charge. He did not, unfortunately, display the same knack for espionage work that he did for linguistics.

He graduated all right, but neither at the top nor bottom of his class. As with all other things, he became a mediocre spy. Luckily, the Spymaster was no fool, he recognized Norderill's talents. And when on his coming of age to manhood (Gnomehood?) he manifested the Least Dragonmark of Scribing, the Spymaster knew a skill like Smarttounge's (as he had come to be called) should not be wasted. He sent him to the Library of Korranburg to gain the knowledge to properly utilize his affinity for speech.

He was never happier than the few years he spent there, constantly learning and honing his skills, trading lore an knowledge, and picking up several more languages to his already impressive repertoire. Upon his second gradation of his lifetime, he left the school with full marks and honours, and at the top of his class. Almost instantly, he was hired to become a house translator, and to employ his Dragonmark and skills at the direction of House Sivis. This he was comfortable with, as it had him traveling to new places, learning new things, and helping others to do the thing he most enjoyed. Understand each other.

------

Norderill had spent several years wandering, adventuring, and pursuing his occupation as a translator. He was particularly skilled at interpreting and drawing up treaties. He had in fact just finished drawing up a treatise between several barbarian Orc tribes, and a budding settlement on the edge Of the Shadow Marches when he heard of the expedition being led by one Quentin Voddlegrock. He was instantly electrified. He had heard the tales told of Quentin during his schooling, and of his doomed but successful missions in the many exotic locations he traveled to. He contacted his superiors at once, and they somewhat reluctantly agreed. However, they would provide no additional personnel or materiel support. Nonetheless, he excitedly purchased the necessary equipment, and was on the first lightning coach to Stormhome.

Personality: Norderill is the bright, inquisitive type, always ready to ask the right questions at the right time. He is highly dexterous, and not nearly as physically incapable as his demeanor portrays, a fact he is always ready to demonstrate. Whether rolling a copper across his knuckles, twirling his table knife, shuffling cards one handed, or simply tapping his pen, Smarttounge always has his hands moving and is always playing with something. Partly because of his background and education, but mostly because of his extraordinary linguistic ability, Smarttounge always pays close attention to people's words. Very talkative, and generally pleasant fellow, Norderil often comes across as stiff and stilted. This may be because of his crisp and precise pronunciation and enunciation. He also has a poor tendency to be overly loquacious. In combat, Smarttounge belies his training at the Rogue's Academy, demonstrating his innate dexterity with lethally honed efficiency. He has no fear of bloodshed, he just finds the prospect distasteful. Also, as is common for Gnomes in general, Norderil will always prefer to try to find a diplomatic solution before resorting to lethal force. But do not be fooled, he understands the place of violence, and is far from a pacifist.

Appearance: Norderil wears his hair in a long, tight ponytail, held together by several different bands in muted colours. His tightly trimmed facial hair is worn in three vertical lines, starting at the lower lip and trailing down across his jaw, ending at the line of the jaw bone under his chin. Both his facial and head hair are seemingly randomly striated with brilliant streaks of blonde, contrasting sharply with the glossy raven black of the rest of his hair. He tends to dress simply, in earthen tones of red and brown, unadorned except for a simple wrought silver chain often worn beneath his shirt. The only ornament on the chain is a ring he obtained upon his graduation from the Linguistics Academy at the Library of Korranberg. He is fond of tightly tailored clothing, except for his affinity for large, high collared jackets. He wears low boots and shoes, tightly laced with many eyelets or hooks. Ever present with him is his large battered backpack, usually worn on a long leather strap over his shoulder. Any weapons he carries (aside from his sling which he wears on his belt and was a graduation gift from his Headmaster at the Linguistics College) are generally concealed beneath his jacket, a testament to his Rogue training.
 
Last edited:

Speed-Stick

First Post
Code:
[B]Name:[/B] Karthak Lyrandar
[B]Class:[/B] Domain Wizard 5 (Storm)
[B]Race:[/B] Half-Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] The Host

[B]Str:[/B] 11 +0     [B]Level:[/B] 5        [B]XP:[/B] 12,950
[B]Dex:[/B] 14 +2     [B]BAB:[/B] +2         [B]HP:[/B] 30 (5d4+10)
[B]Con:[/B] 14 +2     [B]Grapple:[/B] +2     [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 18 +4     [B]Speed:[/B] 30       [B]Spell Res:[/B] 0
[B]Wis:[/B] 8 -1      [B]Init:[/B] +2        [B]Spell Save:[/B] 0
[B]Cha:[/B] 12 +1     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +0    +0    +0    12
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +3          +4
[B]Ref:[/B]                       1    +3          +4
[B]Will:[/B]                      4    +0          +4

[B]Weapon                  Attack   Damage     Critical[/B]
Crossbow                  +4     1d8        20/x2
Quarterstaff              +2     1d6        20/x3

[B]Languages:[/B] Common, Elven, Goblin, Draconic, Auran, Giant

[B]Abilities:[/B] Summon Familar, Gust of Wind 1/day (Dragonmark)

[B]Flaws[/B]Inattentive

[B]Feats:[/B]Scribe Scroll (1st Level Bonus)  Least Dragonmark (Mark of Storm)(1st), Extend Spell (Bonus 1st), Sudden Silent (3rd),
Sudden Maxamaize (5th Level Wizard Bonus),

[B]Skill Points:[/B] 41       [B]Max Ranks:[/B] 8/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Knowledge (Arcana)         8    +4          +12
Knowledge (Geogrpahy)      5    +4          +9
Knowledge (Nature)         5    +4          +9
Spellcraft                 8    +4          +12
Decipher Script            4    +4          +8
Proffesion (Sailor)        4    -1          +3
Climb                      6cc  +0          +3   
Spot                       0    -5          -5
Listen                     0    -5          -5    

[B]Equipment:               Cost  Weight[/B]
Boots of the Voyage 2500gp 1lb
Cloak of Resistance +1   1000gp 1lb
Outfit (Cold Weather)    0gp    7lb
Backpack                 2gp    2lb
Blanket (Winter)         5sp    3lb
Bedroll                  1sp    5lb
Flint and Steel          1gp    0lb
Lantern (Bullseye)       12gp   3lb
Oil (1 Pt. Flask) (x5)   5sp    5lb
Potion of CLW (x5)       250gp  0lb
Ring of Sustenance       2500gp 0lb
Scroll (Endure Elements) 25gp   0lb
Scroll (Fly)                    350gp  0lb (Scribed)
Scroll (Invisibility)          150gp (Scribed)
Scroll (Locate Object)   150gp (Scribed)
Scroll (Arcane Sight)    375gp  0lb (scribed)
Scroll (Dispel Magic)  375gp (Scribed)
Scroll (Dispel Magic) (x2)   700gp
Scroll (Silence) (x2)  400 GP 
Scroll (Protection From Energey) (x3) 700 GP
Scroll (Knock) 150gp

Quarterstaff             0gp    1lb
Crossbow, Light          35gp   4lb
20 Crossbow Bolts        2gp   .2lb
[B]Total Weight:[/B]29lb      [B]Money:[/B] 98gp 7sp 

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               38   76   115   230   575

[B]Age:[/B] 32
[B]Height:[/B] 6'1"
[B]Weight:[/B] 140lb
[B]Eyes:[/B] Green
[B]Hair:[/B] none
[B]Skin:[/B] White

Spellbook
1st Sheild, Mage Armor, Detect Secret Doors, Magic Missle, Alarm, Floating Disk Hold Portal, Identify, Obscuring Mist
2nd Blur, Scorching Ray, Mirror Image, Web, Gust of Wind, Locate Object, Invisibility
3rd Lightning Bolt, Fireball, Haste, Arcane Sight, Fly, Dispel Magic


Appearance:His height is Karthak's only noticeable physical feature. His clothing is plain and he keeps his head clean shaven, mainly because its easier than dealing with hair. He tries to look presentable however, and all of his gear is neat and clean.

Background: Karthak has lived aboard ships for as long as he can remember. Since he manifested the Mark of Storm, and he showed talent for Wizardy at a young age, he is a valuable asset to his house, and has sailed countless voyages, picking up many skills needed to survive on a ship over the years. Various tutors taught him the basics of harnessing magical energey at an early age, and after that, countless experiments and hours of research in his cabin have expanded his magical power. Since his parents are often away on House business, Karthak has been raised by his uncle, Lord Wassen d'Lyrandar. Lord Wassen commands a small fleet that patrols around Eldeen Bay, his quick vessels acting as an early warning system for Stormhome's navy. Karthak spent quite a bit of time out in the Bay with Lord Wassen--it was on one such trip that Karthak managed to defend his uncle's damaged flagship against a group of deadly Lhazaar pirates. Karthak's uncle has encouraged him to be part of this expedition. Although he's never said so openly, Lord Wassen appears to be grooming Karthak to some day take command of his fleet.

Personality:The only thing orderly about Karthak is his appearance. He constantly forgets to do things, and has often nearly fallen into the briny depths because he forgets that he in infact on a ship, and that falling off could be a bad idea. He is personable, but is easily sidetracked in conversations, and has been banned from negoiating with Harbor Masters after putting one to sleep with a speech on the merits of Evocation Magic. He is a inhernetly good person, and his main goal with this quest is to see what he can do to help, and expand his magical knowledge in the process.



 

Ferrix

Explorer
Floe Glitterice - Uldra Druid 4

Floe Glitterice

Female Uldra Druid 5
Experience: 10000/15000 (3000 spent to reduce LA)
Neutral


Str 10 -- (4 Pts, -2 Race)
Dex 14 +2 (6 Pts)
Con 16 +3 (6 Pts, +2 Race)
Int 12 +2 (4 Pts)
Wis 18 +4 (10 Pts, +2 Race)
Cha 10 -- (2 Pts)

Hit Points 55 (5d8+15)
AC 19 [10, +4 armor, +2 shield, +2 dex, +1 size], Touch 13, Flat 17
Init +2
BAB +3, Grap -1
Speed 20 (base 20, load 21.125/24.75, light)
Fort +7 [+4 base, +3 Con]
Refl +3 [+1 base, +2 Dex]
Will +8 [+4 base, +4 Wis]

Rimefire Masterwork Cudgel +5 melee (1d4 + 2 cold, 20/x2, bludgeoning)
Blueice Scimitar +4 melee (1d4 + 1 + 1 cold, 18-20/x2, slashing)
Masterwork Longspear +5 melee (1d6 + 1 cold, 20/x3, piercing)
Masterwork Sling +7 ranged (1d3, 20/x2, 50 ft., bludgeoning)

Small fey, 2'4" tall, 22 wt, 148 yrs old
Navy hair, Gold eyes, white-blue skin

Speaks common, sylvan, and ancient dwarven

Skills (35 skill points)
+10 Concentration [7 ranks, +3 Con]
+10 Knowledge (nature) [7 ranks, +1 Int, +2 Race]
+11 Survival [7 ranks, +4 Wis]
+7 Swim [7 ranks, +0 Str]
+11 Listen [7 ranks, +4 Wis]

Feats
-Mark of Hleid (level 1)
-Snowrunner (level 3)

Uldra Traits
-Small
-Darkvision 120 feet
-Low-light vision
-Nature Scholar (+2 to Knowledge (Nature))
-Cold Resistance 5
-Frosty Touch (1 cold damage)
-Spell-like Abilities: 3/day - ray of frost, 1/day speak with animals, touch of fatigue (DC 14)

Druid Abilities
-Animal Companion (Snow Leopard)
-Nature Sense
-Wild Empathy
-Woodland Stride
-Trackless Step
-Resist Nature's Lure
-Wild Shape 1/day

Spells Prepared
0th- Create Water, Detect Magic, Flare, Detect Poison, Cure Minor Wounds
1st- Shillelagh, Entangle, Produce Flame, Obscuring Mist
2nd- Flaming Sphere, Blood Snow, Summon Swarm
3rd- Call Lightning, Conjure Ice Beast III


Like Snow Falling
Snow Leopard Animal Companion

Blue-ice Chain Shirt (worn, 6.25wt, 850gp)
Blue-ice Heavy Shield (worn, 3.75wt, 770gp)
Explorer's Outfit (worn, 2wt, -gp)


Rimefire Masterwork Cudgel (belt left, 2wt, 1050gp)
Blueice Scimitar (belt right, 2wt, 515gp)
Masterwork Sling (belt right, -wt, 300gp)
Belt Pouch (belt front, .125wt, 1gp)
Sling Bullets (5) (belt pouch, 2.5wt, 1sp)


Masterwork Longspear (left shoulder, 4.5wt, 305gp)
Heward's Handy Haversack (center back, .5wt, 2000gp)
Wand of Cure Light Wounds (haversack, 1oz, 750gp)


Pearls of Power (3) (neck, -wt, 3000gp)


2 Waterskins- water (haversack, 2wt, 2gp)
Flint & Steel (haversack, -wt,1gp)
Trail Rations- 12 days (haversack, 3wt, 6gp)
Skis and Poles (haversack, 3wt, 15gp)
Ice Chalk (5) (haversack, -wt, 100gp)
Meltpowder (10 doses) (haversack, 20wt, 250gp)
Sling Bullets (50) (haversack, 25wt, 10gp)


Coins- 68gp, 9sp, 0cp (haversack, ??wt)
Gems- Moonstone 50gp


Personality: Floe is a creature of silent warmth in the brazen winds of the north. Her forte is listening: to the winds, ice, animals, tribes, dwarves. Many take her girlish features as a literal translation upon her personality, however few who spend much time with her consider her anything less but experienced in the ways of the frozen peaks and windswept tundras. A child’s playfulness and justice mark her deeds. Her dedications are unhurried and reflective. Spirited like a snowball fight amongst friends.


Appearance: Slender navy braids adorned with rimefire beads fall past a face unblemished by time. Girlish features. Golden eyes stark against an arctic blue tone of skin. A mother pearl strung amongst many stands out on her neck. Dark brown and simply cut with a V, her shirt dips between petite breasts covered by the shimmer of blue-ice chainlinks, long sleeves of lighter brown cover her arms. A thick white leather belt hold tight a pair of belled leather pants cuffed with fur over which falls a suede skirt to just above the knee. Hidden beneath the bells of the pants rise a pair of calf-high moccasins. A rimefire cudgel, its head carved like a dragons claw clenching an orb, swings from a loop at her left hip. Two bone shafts juts over her left shoulder, the two halves of a longspear carved from whalebone. A circular shield of semi-translucent blue-ice is affixed over a small many-pocketed haversack which sits snug between her shoulder blades.


Background: Born to the Eran Runningice, one of the renowned scouts amongst her people, Floe was born on the run, most likely in almost literal fashion. Never staying in one place for very long, she learned to run before she learned to walk and how to forecast the weather before being able to dress herself. Without a moment to pause, years tumbled by and they traveled amongst the various groups of frost elves, uldra families and glacier dwarves providing information. Lasting many years, Eran and Floe grew to be close friends beyond even their familial tie. Yet as information ran, so did the world, and soon word of the ice dragon in World’s End caught Eran’s ear and tugged at her heart. The adventurer in her mother had never ceased, only paused for a time, and soon she decided it was time for her to see this ice dragon. Leaving only her necklace, she ran like all those many times into the darkness, to World’s End to confront the terror of the deepest reaches of cold.


That was a year ago.


When the dwarves spilled out of World’s End four months later Floe secured the ties between her people and the glacier dwarves, hoping that they brought word of Runningice, but none could remember the swift uldra, fleeting in memory as she was on the ice. However, her heart forever young, she quickly befriended one of the dwarves, his name was Thugrun, and he came to have a warm place in her heart, not so unlike a father or a brother, but sometimes deeper. He talked of the legends of the Wandering Ones, dwarves who had left the World’s End to explore the far reaches of the world. But mostly about the problems of his people, this chafed at her mind, but soon she had a solution. If he sought out the Wandering Ones, perhaps they would help with the solution to the problems of his people.


He left, a tender spot, on a rimefire raft, two months ago. She became the runner, the swift-footed bearer of news, her mind fleeting like Runningice, but with a shine that spread warmth. This warmth took her, giving her a connection to the ice that even Eran had not mustered, an ear to the world. News came, and she was there, a craft had been spotted, perhaps it was Thugrun returned. Perhaps...
 
Last edited:

Mark Causey

Explorer
Rigel ir'Vol

Code:
Name: Rigel ir'Vol 
Class: Battle Sorceress/Human Paragon/Major Vampire Bloodline
Race: Karrlakton Human
Size: Medium
Gender: Female
Alignment: LN
Deity: Aureon, Blood of Vol

    Stat  Bonus Cost
Str:  17*  +3     8    Level: 2/2/1   XP: 12,500
Dex:  16   +3     6    BAB:      +2   HP: 27 (2d8-3 + 2d8-2)
Con:  10   +0     2    Grapple:  +5   Dmg Red: -/-
Int:  12   +1     4    Speed:    40'  Spell Res: -
Wis:  10   +0     2    Init:     -3   Spell Save: -
Cha:  18   +4    10                   Spell Fail: 20% (ignored)
*Str +1 @ 4th, +1 Bloodline           Action points: 8d6

Traits:
Focused: +1 on Concentration, -1 on Spot and Listen
Quick: -1 to HP at level up, + 10' land speed

Flaws:
Vampiric Bloodline: Positive energy deals damage, Negative Energy
heals at half rate, can be turned at my HD, Flaws active in sunlight
or [i]daylight[/i] equivalent spell
Murky Eyed: Roll miss chance twice for creatures with concealment.
Unreactive: -6 to Initiative

Bloodline: Major Vampire Bloodline
1st: +2 on Climb
2nd: Stealthy feat (+2 on Hide/Move Silently)
3rd: Strength +1
4th: Resistance to cold 5 (Ex)
5th: Vampire affinity +2

Feats:
Human: Aberrant Mark (Chill Touch)
1st Level: Iron Will - +2 to Will saves
Flaw 1: Combat Casting - +4 bonus to Concentration checks when casting
        defensively
Flaw 2: Draconic Heritage (White) - Balance class skill, bonus
        versus sleep and paralysis
3rd Level: Draconic Claw - gain claw attack (1d6), can make swift attack
           when casting a spell
Human Paragon (2nd Level): Two Weapon Fighting - reduces penalties for
                           fighting with two weapons

AC:
Base  Armor Dex Nat Total
 10    +5   +3   +1*  19
*Familiar special ability

         Base   Mod  Misc  Total
Fort:      0     +0          +0
Ref:       0     +3          +3
Will:      6     +0   +2     +8

Items Possessed (7500 gp (576 gp)):
Darkleaf Breastplate 2450 gp
Boots of the Winterlands 2500 gp
Masterwork Riedran Crysteel shortsword 1650 gp
Masterwork Cold Iron Warhammer 324 gp

Weapon        Attack   Damage        Critical
Warhammer      +6      1d8+4         (x3)
Short Sword    +6      1d6+3         19-20 (x2)
Both           +4/+4   1d8+3/1d6+3   (x3)/19-20 (x2)
Claw           +6      1d6+3         (x2)
All Three      +4/+4/+0 see above     see above

Languages: Common, Adarian, Draconic, Sylvan

Abilities: 
Battle Sorcereress: Weapons and Armor (light
 weapons, one martial (short sword), light armor),
 ignore spell failure on light armor, Spells,
 Familiar (Hedgehog - DMG)
Human Paragon: Weapons and Armor (light weapons, 
 one martial (warhammer), light armor), Adaptive
 Learning (one skill will always be class skill),
 Bonus Feat

Spells Known:

0th:
[list=1]
[*]Detect Magic
[*]Disrupt Undead
[*]Light
[*]Read Magic
[/list]

1st:
[list=1]
[*]Shivering Touch, Lesser (Frostburn)
[*]True Strike
[/list]

Skills 24+4+6+4=38: (Armor Check Penalty: -2)

Human Paragon Class Skill List:
Climb                Knowledge (Undead)
Concentration        Move Silently
Hide*                Speak Language
Knowledge (Arcana)   Spellcraft
Knowledge (History)  Tumble
* - Permanent Class Skill

Skill             Stat + Ranks + Misc - ACP = Total
Balance            +3     +2      --     -2     +3
Climb              +3     +4      --     -2     +5
Concentration      +0     +5      +1     --     +6
Decipher Script*   +1     +1      --     --     +2
Hide               +3     +6      +2     -2     +9
Intimidate**       +4     +1      --     --     +5
Jump*              +3     +1      --     -2     +4
K (Arcana)         +1     +4      --     --     +5
K (History)        +1     +2      --     --     +3
K (Undead)         +1     +2      --     --     +3
Listen*            +0     +0      -1     --     -1
Move Silently      +3     +1      +2     -2     +4
Speak Languages    --     +2      --     --     --
Spellcraft         +1     +3      --     --     +4
Spot*              +0     +0      -1     --     -1
Tumble             +3     +2      --     -2     +3
                         ----
                          35
*-Cross Class
**-Class skill only for Battle Sorceress levels


Equipment:                  Cost  Weight
To be determined

Total Weight:             Money: 

Age: 22
Height: 4'9"
Weight: 125 lb
Eyes: Blue
Hair: Short, Blue-Black
Skin: Tanned
 
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RillianPA

First Post
Code:
Name: Lord Balthazar d'Orien y ir'Lain
Class: Warlock 3, Rogue 2
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: 

Str: 10 +0 ( 2p.)     Level: 5        XP: 12,500
Dex: 16 +3 (10p.)     BAB: +3         HP: 30 (5d6)
Con: 10 +0 ( 2p.)     Grapple: +3     Dmg Red: 1/Cold Iron
Int: 14 +2 ( 6p.)     Speed: 30'      Spell Res: --
Wis: 10 +0 ( 2p.)     Init: +3        Spell Save: --
Cha: 17 +3 (10p.)     ACP: --         Spell Fail: --
                                   Action Points: 7

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +5    +0    +3    +0    +0    +0    18
Touch: 13              Flatfooted: 15

           Base   Mod  Misc  Total
Fort:       1     +0           +1
Ref:        4     +3           +7
Will:       3     +0           +3

Weapon                     Attack      Damage     Critical    Range
Eldritch Blast                +6        2d6        20/x2      60ft
     +1 toHit and Damage at 30feet 
MW Light Byeshk Mace          +7        1d6+1      20/x2

Languages:Common, Elven, Draconic

Abilities: Evasion, Sneak attack +1d6, Trapfinding, DR 1/Cold Iron, Detect Magic (Sp) at will

Invocations:
   Eldritch Blast 2d6 (range 60ft, no save)
   Least- 
       Spiderwalk - Spiderclimb + Immune to webs
       See the Unseen - See Invisibility and darkvision

Feats: Point Blank Shot, Precise Shot, Weapon Finesse
Weapon Profs: Simple, Rogue
Armor Profs: Light

Skill Points: 70     Max Ranks: 8 / 4
Skills              Ranks  Mod  Misc  Total
Balance         Dex   5    +3    +2   +10
Bluff           Cha   4    +3         +7
Concentration   Con   7    +0         +7
Decipher Script Int   5    +2         +7
Diplomacy       Cha   4    +3         +7 
Hide            Dex   4    +3         +7
Jump            Str   5    +0    +2   +7
Listen          Wis   4    +0         +4
Move Silently   Dex   4    +3         +7
Sense Motive    Wis   4    +0         +4 
Spellcraft      Int   6    +2         +8
Spot            Wis   4    +0         +4 
Tumble          Dex   6    +3    +2   +11
Use Mag. Dev    Cha   8    +3         +11  (+4 with scrolls)


Equipment:               Cost    Weight
MW Bysehk Light Mace    1805gp   6lb
Mithral Chain Shirt+1   2100gp   12.5lb
Wand CLW                750gp   -   50 charges
Dagger                     2gp   1lb
Flint and Steel            1gp   -
Noble's Outfit
   w/Glamerweave         175gp   5lb
Signet Booch              75gp
ID papers with portrait
Traveling Papers
Scrolls:
   Web (x3)              450gp
   Cats Grace (x4)       600gp
Potions:
   Shield, Faith +2 (x3) 150gp
   CLW (x2)              100gp
   Repair Light (x3)     150gp
Hewards Handy Haversack 2000gp   5lb
  10 candles               5cp   -
  Case, map or scroll      1gp   .5lb
  Chalk, 1pc               1cp   -
  Fishhook                 1sp   -
  Grappling Hook           1gp   4lb
  Rope, silk 50ft         10gp   5lb
  Hammer                   5sp   2lb
  Ink, 1oz                 8gp   -
  Inkpen                   1sp   -
  Mirror, Small Steel     10gp   .5lb
  Oil, 2x 1pint flask      2sp   2lb
  Oil, 2x 1pint skin       2sp   2lb
  Paper, 5x sheets         2gp   -
  Piton x 8                8sp   4lb
  Pouch, belt              1gp   .5lb
  Sack x 3                 3sp   1.5lb
  Sealing Wax              1gp   1lb
  Sewing Needle            5sp   -
  Soap                     5sp   1lb
  5 empty vials            5gp   .5lb
  Waterskin                1gp   4lb
  Whetstone                2cp   1lb
Total Weight:29.5lb      Money: 38gp 04sp 04cp
Backpack weight: 5lb
Carried weight: 24.5lb

With Jenkins:
Noble's Outfit (x2)
   w/Glamerweave          350gp   10lb
Bedroll                     1sp   5lb
Rations, trail(x5)         25sp   5lb
       Days Used:
Lantern, Bullseye          12gp   3lb


                      Lgt   Med   Hvy  Lift  Push
Max Weight:           33     66   100  200  500

Age: 20
Height: 6'0"
Weight: 190lb
Eyes: Green
Hair: Black
Skin: White

Background:
Lord Balthazar d'Orien y ir'Lain is the son of a union between noble house and dragonmark house. His father, Darius d'Orien, is the younger brother of Agatha d'Orien, a leader of House Orien, and administrator of the House Orien enclave in Passage. His mother, Lady Evelyn ir'Lain is the only child of (title?) Lord Bentir ir'Lain, of Aundair. While Balthazar (usually just called Ori by his friends) believes that his parents married for love, his mother's dowry included significant mineral rights. Aunt Agatha has no children, and considers Balthazar her primary heir. Because of this, she keeps track of him, and frequently sends him audible messages which are focused on his personal House Insignia (a non magical brooch, she uses it because of familiarity and uniqueness). His younger sister, Amelia d'Orien y ir'Lain, is far more interested (and capable) in business, and should Balthazar eventually inherit, he will certainly hand the family interests over to her.

Born to wealth and priviledge, Balthazar has had the finest tutors, armsmasters and spellmasters. He was an exceptional student, with a flair for the lighter weapons, and able to handle magic instintively. While his teachers in magic and combat raved, his other tutors tore their hair out. Politics, religion, language, business, all poured in one ear, and out the other. In fact, Balthazar has taken no interest in the political or business affairs of the family, and has instead focused his attention on exploration, and seeking lost cultures, peoples, and civilizations. While he has had some small success, his lack of motivation has kept him from any great finds...especially since he avoids jungles with their mud and insects. Recently however, his fairly distant cousin, Marcus d'Poulet has had a couple of very significant finds, and gained great recognition. This motivated Balthazar to step up his involvement in the Wayfairer's guild.

When Lord Boroman, head of the Wayfairer's Guild came to Balthazar asking for help, it was the perfect opportunity. Lord Boroman had spent nearly his entire fortune on his ship, it had been stolen (by the paladin he hired to guard it, no less!), and he suspected a plot is afoot to interfere with Quentin Voddlegrok's expedition. He wanted to try and contact the explorers, but the ship that was stolen was the only ship that could have possibly caught up with them. Lord Boroman came to Balthazar asking only for a loan, but not only was it a chance to help out Balthazar's friend Quentin Voddlegrok, but also an opportunity to explore a find more significant than any of his cousin's work. Balthazar agreed to help Boroman contact the explorers--but insisted that he be the one to do it. He arranged to contact the most powerful woman in Stormhome, Esravash d'Lyrandar, and between his charm and huge sacks of money, managed to convince the Lyrandar family to hire a teleporter to send him to the Frostfell. They were able to use the friendship between Balthazar and Quentin Voddlegrok to teleport to target the teleport. Esravash also entrusted Balthazar with the Horn of Lyrandar and insisted that he bring it to her beloved cousin, Karthak d'Lyrandar.

Balthazar always travels with his gentleman's gentleman, an early model Warforged named Jenkins. Jenkins is a very early model, and kind of old, so he's a bit creaky and clanky, not much use in a fight. But he is always very calm and collected--nothing ever fazes him. No matter what you might ask of him, he always just says, "Very good, sir", and does his best. Jenkins has a warforged component of Prestidigitation, which allows him to use the cantrip up to 5 times per day.

Personality:
Balthazar is what might be refered to as a "gentleman explorer", a poncy, effete, dilletante (imagine certain English explorers of the early 1800s). He rarely does anything for himself, if someone else will do it (or can be paid to do it). For all of that, he is still quite competent, quite likeable, and someday, he might make a reasonable Quartermain.

Description:
At first glance, Balthazar appears to be dressed for an evening at the Opera or some other relatively formal expensive affair. Closer examination reveals that his outfits (and be sure that he has many that change frequently, and are the primary contents of Jenkins large pack), while made of the finest materials and in the latest designs, are sturdily reinforced, and made to stand up to heavy use. He wears his black hair long, and allows it its natural curl. He is relatively tall, and pale, clean shaven, and quite good looking.
 
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Voidrunner's Codex

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