For thousands of years, the gods walked on the mortal world and made war. This was simply a fact of life for the mortal races. Then, for reasons unknown to lesser beings, the war of the gods ended, and the world was left in the hands of mortals. It was at this time that the human nation of Lalshara was founded. Four thousand years have passed since that time, and over the millennia Lalshara has experienced periods of great prosperity and great turmoil.
One of the greatest trials to face Lalshara came in the year 3801 (in the Lalsharan calendar), when the great Necromancer Ibolian conquered much of the nation with his hordes of undead. Two years later, when Ibolian was finally defeated, the High King of Lalshara reflected on the mistakes that had allowed Ibolian to capture much of the country. He came to the conclusion that Lalshara had grown too large to manage, and decided to divide the nation into three parts. The western portion of Lalshara was given to Duke Briont, and became the Kingdom of Briontia, named after the great city of Briontia from which the duke ruled.
While Briontia City had survived the invasion of the Necromancer, the newly crowned King Briont faced the daunting task of resettling the rest of the vast land he had been given. Over the next 200 years, many brave adventurers would work hard to drive out the many monsters that had occupied the land. The land of Briontia steadily improved, becoming a place where people could live in relative safety.
Recently, however, many problems have begun to arise within Briontia. For the first time in the nation's history, the land has been growing more and more dangerous rather than more peaceful. The biggest threat known to the common people is that of Calan, the so-called Bandit Prince. He has gathered thousands of followers, and uses them to ambush the many caravans that pass through the vast Forest of Nargoth between Briontia City and the port city of Cantara. While only a few years ago, caravans were able to make due with only a few guards to fend off the occasional bandit or savage beast, now even groups with dozens of armed men regularly disappear in the depths of Nargoth.
Unbeknown to the peasants of Briontia, many other dangers currently threaten the stability of the land. The vast tribes of the Orc Nation to the north of Briontia are growing restless, and some tribes have already attacked the garrisons stationed along Briontia's northern border. Elsewhere, rumors spread of people claiming to be servants of the Necromancer Ibolian, and that there leader has at last been resurrected. In other places, people report seeing strange foreign men walking the streets at night, men whose purposes are uncertain. However, the greatest threat to the safety of Briontia, a threat that fills even the King of Briontia himself with fear, is that of the Order of the Magi. Those in the know claim that the power of this secretive and sinister organization of wizards rivals that of the strongest kingdoms, though their true goals are unknown.
During this period of unrest, many adventurers pass through the town of Darton. Darton lies just to the west of the Forest of Nargoth, and some people travel there seeking to make money by hiring themselves off as guards on caravans traveling through Nargoth to Briontia City. Other adventures use Darton as a starting point for expeditions into the mostly wild lands that make up the north-central portion of Briontia. Whatever you reasons, you are some of the adventurers who have made their way to Darton, arriving with a caravan traveling from Cantara. Here you are fated to become embroiled in the troubles facing the kingdom.
Feats - Alertness(Spirit Guide) -Combat Casting - Spontaneous Summoner (2/day spontaneously cast summon natures ally like a druid)
Spells per day: 5/5/3 Spells left: 5/3/2 Spells retrieved: Lvl 0: Create Water, Cure Minor Wounds, Purify Food & Drink Lvl 1: Cure Light Wounds, Entangle Lvl 2: Flaming Sphere Class Features - Proficient with club, dagger, dart, handaxe, javelin, longspear, quaterstaff, shortspear, spear, sling, shortbow and throwing axe - Proficient with light armor and shields - Spirit Guide (grants Alertness) - Wild Empathy+7 - Chastise Spirits (2d6 damage to spirits, Will save (DC 15) for half damage, 30' burst, 6/day) - For purposes of the spirit shaman's class abilities a "spirit" includes any of the following creatures: -- All incorperal undead, fey and elementals -- Creatures in astral form or with astral bodies (not a creature physical present on the material plane) -- All creatures of the spirit subtype -- Spirit folks and telthors -- Spirit creatures created by spells such as dream sight or wood wose -Detect Spirits at will
Racial Features: Forest Gnome - +2 Constitution, -2 Strength - Small (+1 AC, +1 on attack rolls, +4 Hide, small weapons, ¾ carrying limit) - 20 ft base speed - Low-light vision - treat gnome hooked hammers as martial weapons - +2 bonus on saves vs illusions - +1 DC for illusions - +1 on attack rolls against kobolds and goblinoids, orcs and reptilian humanoids - +4 dodge bonus to Armor Class against giants. - +2 Listen - +2 Craft (alchemy) - +4 racial bonus on Hide checks, which improves to +8 in a wooded area. - Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals. Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. - Spell-Like Abilities: 1/day each: dancing lights, ghost sound, predistigation. Caster level 1, save DC: 13 - Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome's class levels. - Favoured Class: Bard
000,0/00,00 Explorer's outfit (worn) 050,0/01,00 Boots with soft soles (mwk move silently tool, worn) 175,0/10,00 Wooden/bark armor (mwk studded leather armor, worn) 315,0/00,75 Mwk darkwood club (belt, left) 002,0/00,50 Dagger (boot. right) 178,0/01,25 Mwk light darkwood shield (left arm or slung over shoulder) 000,0/00,00 Sling (belt,right) 001,1/02,62 Pouch with 6 bullets (belt, right) 001,0/00,00 Holy symbol, wooden (around neck) 005,0/02,00 Spell component pouch (belt, right)
001,0/00,13 Beltpouch (belt, left): 000,8/00,00 Dog whistle (pouch) 001,0/00,00 Flint & steel (pouch) 000,1/00,00 Fishhook with fishing line (pouch) 000,0/00,00 Small purse (pouch) 003,9/00,00 Money (3gp,18sp,10cp, purse)
002,0/00,50 Backpack (back) 000,1/01,25 Bedroll (backpack) 002,0/01,00 Trail rations 2 days (backpack) 001,0/01,00 Waterskin (tied to backpack) 001,0/00,50 Scrollcase (backpack) 050,0/00,00 1x Scroll of lesser vigor (scrollcase) 025,0/00,00 Scroll of wood wose (scrollcase) 025,0/00,00 Scroll of obscuring mist (scrollcase)
900,0/24,50
Total Weight: 24,50lbs Carrying Capacity: 25lbs/50lbs/75lbs
Appearance: Snenneqs unruly black hair barely reaches the chin of the average halfling. Most people, especial those of the bigger races rarely notice the small gnome clad into a somewhat strange armor made from pieces of bark and wood over some leather clothes. But upon takeing a closer look they see not only that some pieces of the armor still wear living leaves but also notice the prominent nose pointing in their direction. And finally they turn to into his deep friendly eyes and see the impish grin on his lips that probably just uttered some kind of welcome.
Personality: Always curious Snenneq went out to see the spirits and even more important the other races and wonders he heard about in Ookanuq's stories. He is open minded, sometimes even a little brash and likes a good prank just like his taller cousins the rock gnomes. Having a direct link to the spirit world he usually hesitates before harming anyone or anything as he believes that he might have to deal the with spirits of those later. This doesn't stop Snenneq from hunting though as long as he can give his respect to the spirits of his prey.
Backgroud: For almost 4 millenia the small tribe of forest gnomes has lived under the shelter of the big trees within the southern parts of the Forest of Nargoth when Snenneq became the apprentice of Ookanuq the wise. Delighted by his wits and quick learning Ookanuq soon prepared the young gnome for his spirit quest and send him off. After a few days of travelling through the forest eating only of the blessed mushrooms Snenneq was looking at a world of wonder. Plants of unbelievable colours contented with the delicios smell of berries and the joyful singing birds for Snenneqs attention as he stepped into the trap. It caught his leg with a loud bonebreaking thump. Unaware of his injury Snenneq was resting on his back and staring at the wonders around himwhen something nugded him at his shoulder. A raccoon was standing next to him, strinkingly different to the neverending colours around him with its black and white fur. It was talking to Snenneq about escaping the trap and fleeing and after a while the confused gnome did just that just to escape the prodding animal. But while he managed to leave the trap behind the beast wouldn't go and when he sobered up under the care of Ookanuq he realized that he had found his guide. With the guidance of the mischievous animal Snenneqs natural curiosity was increased tenfold and after beeing caught eavesdropping on the tribe elders, the old Ooqanuk relalized he had to rein him hin. For a while Snenneq actually enjoyed preparing herbs under the tutolage of his master listening to to him telling the ancient stories of his people, but soon the closeness of Ooqanuks cave depressed him. Secetly storing food, his weapons and some old magic scrolls Snenneq finally snuck away leaving a smiling Ooqanuk behind. The old gnome had known about it before Snenneq had even started to think about leaving.
The following part could work as introduction if the group decides to follow the tracks:
With a lot of patience Snenneq finally had him. The big badger came forward snatched the fish from his hands and laid down at his feet. Slowly Snenneq stroked through the wonderful fur of the big animal ignoring the jealous whining of Lotor his spirit guide. Grinning proud of himself heard the noise to late and when he looked up he saw a small band of unfriendly looking humans and bugbears staring at him and the animal. The first arrow merely scratched the badger but was enough to send him in a blind rage and snarling it jumped at the attackers to defend his new friend. He had no chance but his sacrifice allowed Snenneq to escape into the woods where he hid himself.
After the evildoers had left Snenneq returned to bury the remains of the animal and the rest of the group finds him digging a grave with his dagger. Obviously the wetness in his face does not come from the rain only.
That, together with the problems the evergrowing bandid population in the forest is starting to cause even to the well hidden forest gnome community, will give Snenneq enough of a cause to go with the group I think.
Rogue Class Abilities: -Proficient with all simple weapons, hand crossbow, rapier, short bow, and short sword. -Proficient with light armor. -Sneak attack +2d6 -Trap finding -Evasion -Trap Sense +1
Ranger Class Abilities -Proficient in all Simple and Martial weapons. -Proficient in Light armor and shields (except tower shields) -Favored Enemy: Elves,- +2 to all Bluff, Listen, Sense Motive, Spot and Survival checks, and to damage vs. goblinoids. -Gains Track as a bonus feat. -Wild Empathy: +3 to Diplomacy check to improve attitude of an animal.
Human Traits: -Bonus Feat at 1st Level -Extra Skill Points (4 at first level, 1 per level thereafter)
Equipment: Travellers Outfit (black) (Worn, 0 wt)
Chain Shirt (Worn, 25 wt) Black Leather Armour (mule, 15 wt) 10 gp Boots of Springing and Striding (worn, 0 wt) (gives +10 movement and +5 bonus to jump checks) Scimitar (belt left, 4 wt) Silver Dagger (left hip, 1 wt) 22 gp Silver Dagger (right hip, 1 wt) 22 gp Silver Dagger (Belt-right, 1 wt) 22 gp Silver Dagger (left boot, 1 wt) 22 gp Dagger (right boot, 1 wt) 2 gp Dagger (left forearm, 1 wt) 2 gp Dagger (right forearm, 1 wt) 2 gp Dagger (back, 1 wt) 2 gp Dagger (belt back, 1 wt) 2 gp
Light Crossbow (Back, 4 wt) 35 gp 20 Bolts in quiver (back, 2 wt) 2 gp 20 Silver bolts (back, 2 wt) 42 gp
Belt pouch (belt front, 0.5 wt) 1 gp Flint & Steel (beltpouch, 0 wt) 1 gp Signal Whistle (beltpouch, 0 wt) 8 sp
Coins: 11 gp (belt pouch, 0.2)
Background: Zira grew up in the dock area of the port of Cantara. Her parents did not have much time for her or her siblings and as with many young people in this situation she gravitated towards one of the local gangs. When she proved to have a knack for the things the gang undertook and was quickly involved in a number of unsavory activities, putting the squeeze on local businesses, burglaries and the like, All seemed to be going well until the new Mayor decided enough was enough and started putting pressure on the gangs and local crime operations. Seeing the end for her gang in sight Zira decided enough was enough and took to the road, the thought of life as an adventuring rogue appeared preferable to one in prison or being subject to whatever creative punishment was dreamed up for her. She packed her possessions and has been wandering for the last few months, selling her services to those who want them. Her wanderings have now led her to Darton where she has heard a noble by the name of Sir Zachery is offering good rates of pay for the retrieval of an artifact, so she has sort him out and made herself available for hire.
Personality: Zira is a confident individual and presents herself as such, on occasion coming across as cocky. She is gregarious and enjoys being around people, and tends to be quite loud and boisterous when in company. When working she takes a professional attitude and dedicates herself to the task for which she has been hired, she has something of a sense of honor in that she will honor her part of any agreement that makes. She also likes to mix things up and is not afraid to throw her weight around.
Appearance: Zira is tall, lithe and statuesque, she is aware that she is attractive and carries herself in such a way that accentuate this. She wears black leather armor that is made to make the most of her physical features. She wears her hair long and in a single braid that reaches down to her waist. Her green eyes always seem to flash with laughter and she always seems to have a smile on her face irrespective of circumstances.
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh god oh god we're all gonna die?"
Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
Successfull bite free trip attempt +2 vs apposed str/dex check.(not during AoO) Base movement 40 feet, mounted movement 30 feet due to medium load.
Weight without rider: 50 Lbs Weight with rider: 129.5 Lbs Current Load: Light when not mounted(Medium mounted) Light load 99 Lbs or less, Heavy Load 201-300
+11 Track (+2 if above ground Nat. Environments, +2 from search synergy on survival checks to find tracks or follow tracks)
Equipement:
Backpack (center back, 0.5 Lbs) 2 gp Bedroll (below backpack, 1.25 Lbs) 1sp +1 Dire Pick Dire Pick Silvered Light pick Explorers outfit (2 Lbs) 10 gp (see below for description and locations) Dark Blue Everburning Headband, (head)(like everburning torch) Dark Green Cloak (worn) Red Vest (worn) Black Leather Belt (worn) Dark blue Gloves (hands) sturdy Dark brown boots(feet)
Studded Leather armor(10 Lbs)(worn) Studded Leather barding(20 Lbs)(worn by Eatumm) Military saddle(30 Lbs)
2 Waterskin- water (backpack, 2 Lbs) 2 gp Flint & Steel (backpack) 1 gp 15 days rations (10gp)(5Lbs)(Betty) 2 bottles of wine (4gp) 15 days feed(200Lbs)(Betty) Portable ram(10gp)(20Lbs)(Bettty) Crowbar(2gp)(5Lb)(Betty) 2 pints of oil(2sp)(2Lbs)(Betty) Planks of wood(?gp)(?lbs)(Betty)
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Two-weapon Combat Style (Ex): Two-weapon combat is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling's +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue. A multiclass halfling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Zilon Lived in the woods most of his life with his parents and clan members, most the members of the clan were barbarions or rangers a contradiction to the normal rogue ways of other halfling societies. They lived off the land and followed deer herds as supply to keep them well fed. However 7 years ago the clan ventured too far away from safe territories and in their folley it ended the life of the Ooks clan, only Zilon Ooks heir to the Ooks tribesleader survived. Zilon wanted to stay and fight till the last man back then, but a javilin burst through his side and pinned him to his riding dog, the dog ran far away with the screaming youth Zilon attached. Zilon passed out due to the a pain and when he woke the riding dog was dead, having bled to death after the javilin freed itself from it flesh but not its saddle. Zilon would have bled out as well in the remaining hours as he slipped back into a deep sleep, he woke in the home of a dwarven merchants who had dressed his wounds. they lived many happy years, Zilon hired on as a volunteer guard for the merchant on his caravans. So far the trips had been uneventfull but with rumors of late of missing caravans and the such, the dwarven merchant is worried to take out. Whether or not he does is unknown, but one thing for sure they ended up in the right city to begin searching for a solution to the problem. Zilon may have to part ways with his long time friend and pretty much adopted father but in this world his skills passed down to him by the Ooks clan may be needed.
Zilon is calm and yet excited about life, he's not like many halflings that seem to annoy others that are not halfling, He does have a sense of humor, yet his serious side sometimes takes over too often but for the most part one thing is for sure....he luvs to talk and when it comes to orcs he's very edgie, cautious and very willing to kill it where it stands if it gives him more reason to do so. As for half-orcs he could care less, he doesn't trust them nor does he hate them, after all its not their fault they come from a race of murderers.
Zilon walks with confidence and if give the chance to ride he rides with grace and dignity, he wears a Dark blue Headband around his head, A clean red vest thats worn under his Dark Green Cloak, his gloves are also dark blue in color and due to his hafling nature he perfers to remain barefoot, except in extremely cold or hot environtments where he wears a pair of Black Leather Boots. His Eyes are a dark Jade or Dark green and if looked into show a constant swirl of unforgettable sadness and anger. The few that can hold his gaze would wonder how he his able to contain such feeling and act as cheerful as can be.
Special: If you are riding bareback, you take a -5 penalty on Ride checks. If your mount has a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle. The Ride skill is a prerequisite for the feats Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, Trample. If you have the Animal Affinity feat, you get a +2 bonus on Ride checks. Synergy: If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks.
An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also "upgrade" an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. *Warhorses and riding dogs are already trained to bear riders into combat, and they don't require any additional training for this purpose.
Skill Points at 1st Level: (2 + 2 Int modifier) x4 at Each Additional Level: 2 + 2 Int modifier [/color]
Feats
1st lvl- quick draw 1st lvl fighter- weapon focus (Longspear) 2nd lvl fighter- weapon focus (Greatsword) 3rd lvl- power attack [color=silver] in the future; 4th lvl fighter- cleave
[/color]
Elven Traits +2 dex, -2 con speed 30 feet language; common, elven. Bonus draconic, gnoll, gnome, goblin, orc, sylvan immune to magic sleep effects +2 saving throw against enchantment spells and effects low light vision proficient with longsword, rapier, longbow, shortbow +2 to listen, search, spot favored class wizard
Fighter Abilities Alignment: Any. Hit Die: d10. proficient with all simple and martial weapons and with all armor and shields (including tower shields) Bonus Feats: At 1st level, at 2nd level and 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th
Background Bren Smithsson and Lilja Huntersdaughter settled in Darton for 115 years ago and build a smithy. They married shortly after and Anne Smithsdaughter was born a few years later. A smithy is always needed in any town and the Smith's family did well enough to buy what they needed. Lilja came from a family of hunters but now she assisted her houseband as well as she could, and after a few years so did Anne. Anne's parents educated their own daughter and after a few years they had given Anne basic training in the use of most weapons and armor, how to make them and even a few languages that might come in handy.
Anne saw the growth of Darton and the growing number of adventurer passing through her hometown and heard of the trouble in the lands. She thought it might be wise to put her education to the defence of Darton and so she sought to become a member of the city guards to help out. However being a guard was not so busy or interesting a job as she had hoped so except for having to fight a few orcs from the north and a few nut adventurers going berserk it was actually a slow and routineous life in the barracks or city walls. As most guards do also she often visited the town's taverns, as customer, and there they met and chatted with many an adventurer who had fought bandits or orcs, and many a bard sang of heroic battles and vast treasures just lying around waiting to be found. The thought of fighting in glorious battles against orc hordes facinates Anne and she decided to retire as a guard and after a few weeks of preparations, saying farewells and buying travelling equipment she set out to find her own adventure. Anne is a proficient fighter and smith, but this is her first adventure out of her town. After a few weeks of travel she found herself lost...
Personality She is a thoughtful fighter, conserned about other peoples safety and want to see the peaceful times of her younger days return to the world.
Look
Anne is blond, white skin and silver (grey) eyes. She likes the colors of silver and gold and try to select cloths and armor in these colors. At other times she prefer a combination of white, red and black.
Uisl Celeb Tiri'Ithil QuantaTwilight Silver Bright Moon Full called BrightMoon or Ithil Male Elf from Shalesstar Lawful Good Scout1 - former member of a military group Cleric1 of Terisan, god of the moon Paladin1, on a quest to find the Lost King Certil of Shalesstar Nimhotar Amandil y Terisanpaladin cleric of Terisan Queste y Faroth AranQuest to Hunt King Certil y Shalesstar 6880 XP(as of Dec 2012)
Character Sketch not selected
Medium size, 5'5" tall, 105 wt, 156 yrs old black hair, brown eyes
Speaks Elven, Common, Sylvan
Game Statictics: 36 point buy 12 Str (+1) 18 Dex (+4) 16+2elf 12 Con (+1) 14-2elf 12 Int (+1) 12 Wis (+1) 16 Cha (+3) (added +1 at 4th)
Hit Points 20 (8+1)+(2+1)+(3+1)+(3+1) 21 AC (10+4armor+4dex){+3shield} Touch 14, Flat 17 Initiative +4 BAB +2, Grapple +3 Speed 40 (30+10domain; 42.35 of 43/86/130, light armor) Speed 20 with backpack, load 64.16# Fort +9, Ref +9, Will +6 total Fort +1, Ref +4, Will +1 stats Fort +0, Ref +2, Will +0 scout Fort +2, Ref +0, Will +2 cleric Fort +3, Ref +0, Will +0 paladin Fort +3, Ref +3, Will +3 divine grace ability
Backpack (center back, 2#) 2gp 21.81# Skinning knife (belt, left side, 1#) 2gp Bedroll (below backpack, 5#) 1sp Scroll case (backpack, 0.5#) 1gp Parchment (5 pieces, scroll case, -wt) 1gp Ink vial (backpack, wrapped in cloth, 0.1#) 1gp Ink (ink vial, -wt) 8gp Ink pen (backpack, -wt) 1sp Mirror, steel (backpack, 0.5#) 10gp Whetstone (backpack, 1#) 2cp Candles (10, backpack, -) 10cp Waterskin & water (strapped to backpack, 4#) 1gp Sacks (2, backpack, 1#) 2sp Flint & Steel (backpack, -) 1gp Trail Rations- 1 day remaining (backpack, 5#) 2gp 5sp Coins: 25gp, 50sp, 18cp (pouch, 1.71wt) [Coins wrapped to prevent jingling] HISTORY: Ithil began his adult life serving his mandatory time as a member of the elf military. After his time was up, he re-enlisted, continuing to patrol the wilderness. In all, he spent twenty-one years watching over travellers along the forest roads and paths. One full moon night, his patrol rescued a merchant wagon from attack by goblins, and he found a young girl badly wounded. Calling on Terisan for divine aid, he was granted the power to heal her wounds, and she survived. Soon after, Ithil retired from military service and devoted himself as a cleric of the Moon.
Three decades later, Ithil was at the elven court to meet one of the senior moon clerics. While there, he was invited to a banquet. At the feast several of the Paladins of the Sun began boasting that they would quest in search of Certil of Shalesstar, the Lost King. As the three Paladins of the Sun knelt to take the quest Oath, one called out in his pride, "Are there none of the Moon's Faithful who will quest with us?" The Sun's Paladin thought the question a fine jest, because everyone knew that the Paladins of the Moon had been called to another duty a week past. Angered by the boast, Ithil stood without thought of the consequences and accepted the challenge.
Now after a year of questing, he finds himself without a clue to the location of the Lost King. Without a true destination, he has wandered to this Troubled Kingdom of Briontia. With no goal in sight, he agreed to aid a group of adventurers, so he has traveled to this inn in the town of Darton. Taking a deep breath, Ithil opens the door to the inn, not knowing what new quests await within. PERSONALITY: Ithil is very much the elf - even the stereotypical extremes. He is very aware of his link to the elven histories, and to the wilderness, and to the divine powers of Terisan. His lawful nature was suited to the rigid military structure, the clerical hierarchy, and now the paladin code of conduct. However, it made him somewhat uncomfortable with the general happy chaos of general elven society. He is slowly adjusting to the idea that he truly is a Paladin, and cannot go back to the moment at the feast and unspeak the words.
Ithil is cautious in beginning a combat - his frail elf body does not fare well in a general melee. However, once the fight starts, he throws himself in completely, using his speed and agility to avoid taking blows and to place himself for advantageous attacks. APPEARANCE: Brightmoon is tall and narrow, even for an elf. He is the stereotypical elf, the one described as nimble, secretive, mystical, magical, deadly, pointy-eared (and his ears are extra pointy), and having a strange but always evident sense of humor. City-folk say, "They are part of the mystical magic themselves, are elves." Barroom brawlers say "blasted quick, and won't stand still so's I can hit 'em." Hunters say, "Didn't hear him, then he was right there, watching me." Goblins say, "Eeek!" edits: Jan 2009-join game 3001 xp; Feb 2012 reached 6337 experience; 3 potions and 1 healing scroll used July 2012
Alright, lets go ahead and start up again. I assume Golden Silverstar is a new account for Deva of Mystra?
Setiny, if you can't find a copy of your character sheet, you can go ahead and recreate it from memory. I don't really care if some of the details change a little.
Before the group camps for the night, Snenneq and Ithil use the rest of their healing spells on the party. Though some people in the group are left with minor wounds, they will hopefully heal somewhat during the night. After dividing up watches and making other preparations for the night, the group sleeps. Nothing disturbs you during the night, and you awaken refeshed. Since I didn't roll any monsters during the night, I figured it wasn't worth spending more time deciding exactly which watch everyone is on.
Everyone regained some hp during the night. Here is what I think the current wounds are after the group rests.
If anyone knows how to get that to look better, let me know. Is there a replacement for the "code" tags in the new forums? Also, is there a way to get the forums to stop skipping a line whenever I hit enter?
Anyway, let me know what you want to do next. If anyone is changing the spells you have memorized for the new day, let me know that too.
One way to do it is using tables. I have written the code below but I put a space between the < > and the code words. Ther's still something called code, with < and > around, but it's for writing a certain text like this . To use singel line jump just hold in the 'shift' key when you hit the 'return' (or 'enter') key. For color we can still use [ and ] around the color code but the safest is to replace the [ ] with < and > .
Now that this list is made you don't have to write the code I think. Just quote and drag and copy the above table and copy it into your message. Also you later on can edit all the text in the different cells just by clicking the word, delete it and write in the new one. The cells will adjust automatically. So this is easier than the old code thingy.
And yes I was Deva. I had many names on my accounts but WotC had to remove the extra names when they made this new boards. I guess the last name made were kept while the oldest were deleted