Alright ladies and gents. You should know the drill by now. Post here if you're interested. I want a maximum of 4 players.
Groundrules:
We will start at level 10. 49,000. No single item can cost more than 30% of that total.
Your character needs to have a backstory; along with allies, family, friends, contacts, stuff like that. It doesn't have to be particularly detailed. Childhood, upbringing, training, and notable moments will do. If you want to go into more detail, that's just fine.
We'll be using AoK's HP system. Full HP for odd levels, half HP for even, adding Con as usual.
Sorcerer's get Eschew Materials as a bonus feat at 1st level, and bonus feats exactly like a Wizard.
Sorcerers can take Draconic feats in place of the normal bonus Wizard feats.
Wizards, and only Wizards, can take Spell Focus, Improved Spell Focus, Spell Penetration, Greater Spell Penetration, and Augment Summoning as bonus feats in addition to their normal bonus feats.
Vorpal will not decapitate enemies on a natural 20, but will instead double your critical hit damage. So if a weapon would do x3 on a critical, a vorpal version of that weapon would do x6. And the enchantment price equivilant is reduced to +3 instead of +5.
A +1 racial level adjustment is the maximum. You cannot buy this level off, so if you choose a race with a +1 adjustment be prepared to be one level lower than the rest of the party.
No custom items. Don't even ask. I'll say no, and tell you to read the rules more carefully next time. By custom items, I mean items with unique abilities or items that can't be created by using the standard item-creation rules.
No Legacy items or aritfacts. See above.
No items with a non-enhancement bonus to an ability score. See above.
There will be a limited selection of non-prestige classes to choose from. These are:
-All 3.5 Player's Handbook base classes
-Dread Necromancer
-Dragonfire Adept
-Ninja
-Archivist
-Scout
I'll be more lenient with PrC's. Just run it by me and I'll probably approve it.
I'm the DM. I reserve the right to mod-kill characters, god-mod characters, or do anything else to your characters that I see fit. Which brings me to another point: I'm the DM. Please don't argue with me about something that doesn't make sense to you. I know what I'm doing. Trust me.
That said, I'm only human, and as a human, I make mistakes. If you see something that looks like a mistake on my part, feel free to point it out. If it is a mistake, I'll correct it. If it's something deliberate, I'll let you know with a cryptic remark.
I'd prefer only people who have D&D experience. This won't be a beginner's game.
EDIT: Something I forgot to mention for anyone who wants to be a Dread Necro or some kind of specialist Wizard:
Zombies will be dramatically altered in this game. What's the point of being able to raise the dead when all they can do is shamble about? Zombies will retain their levels, weapon and armor-proficiency, and most feats.
Here's how they will be calculated:
DR 5/bludgeoning. This replaces any DR the original creature had.
+2 Str, -10 Dex, Int set to 1, no Con. HD increased to D12's.
Any spellcasting feats get changed to Toughness.
Any feat with a Dex requirement is changed to Toughness.
Any feat with an Int requirement is changed to Toughness.
Any feat with a Con requirement uses Cha instead.
Any spells are lost. Zombies can't cast spells.
Movement reduced by 10 feet.
+2 Natural Armor bonus.
Undead traits.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Well, I figured if you're going to go through all the trouble of raising the dead, they should be able to do something more than shuffle around moaning about brains.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Well since the classes are limited i think i will be taking Dragonfire Adept... too bad i cant go with Incarnum.... oh well just give me a couple of hours and i can have something functional ready
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
@Halinn: Sorry, but I meant to put "no spellcasting zombies" in the zombie traits. There are spells that let you raise up other types of undead, mummies among them. And mummies can cast spells. So you'll have to wait a few levels to reanimate spellcasters.
Also, you can only start with a single zombie, and it has to be at least 4 levels below you, LA included.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Hmmm... so im going through the Dragonfire Adept and im just not feeling it... so here's what im thinking: Goliath Barbarian 6/Frenzied Berserker 3... that is of course provided you let me get Rightful Wrath from BoED so i dont murderize you all :p.
If thats not allowed... hell i'll redo Rashevix as an Elven Ranger/Wizard/Arcane Archer or maybe a Ranger/Skylord?
So let me know what you think... I could also always just Play a Chaos Gnome Illusionist by the name of Oreo
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
I'll see what i can come up with... i have to reread all the books now to find a good PrC... the Undead Vibe im getting from this game makes me question the move to ranger though... anyways I should have this all set up soon.
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Thinking about having a ninja who was in a clan that was attacked by a horde of undead and necromancers, or perhaps just general badness. They aren't scattered to the wind, but his clan has shrunk considerably and he must regain his clan's honor and reputation.
I have gone in a complete 180 and decided to play an elven Arcane Hierophant (So ill be a nature loving Druid/Wizard that will cast spells while in Bear Form :D)... also taking the Elven Wizard alternative from races of the Wild... Generalist Wizardry <3!
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I won't be able to do anything until early next week.
I'm sorry f that stalls anything.
Nah, it's cool. I've got some things to do this weekend as well, so I doubt I'll be on very much.
@Halinn: No established worlds. I'm not going to be making up many details about the world we'll be playing in. Mostly I'll make it up as I go. We won't be leaving the starting city too often anyway, so I see no reason to go into detail about places that you won't ever see.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Halinn: Enmity between the party members leads to good RP. My ninja wouldn't attack you--he has lost so much honor as it is, that betraying an ally just because he doesn't trust him without knowing him would darken the black mark on his name.
Halinn: Enmity between the party members leads to good RP. My ninja wouldn't attack you--he has lost so much honor as it is, that betraying an ally just because he doesn't trust him without knowing him would darken the black mark on his name.
^^^ This.
As long as it doesn't devolve into PvP (which I hate with an unholy passion), conflicts in backgrounds and whatnot are perfectly fine.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Ok havent worked on the sheet today but i have stuff planned in my head, just one question for Caex, are we allowed to start with any kind of material? and if so what would be the price of a Dragon Hide Breastplate? and do you know of any other non metal variations on Medium level Armor?
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Im not sure on Ironwood... i was referring more to actual crafting Materials like Dragon Hide or Dragon Scales or one of the many other thousand materials that are features in the so many other books im going to go through them but right now the best options are Dragon Hide and Moon Ivy... Moon ivy has a very restrictive price though at 16k gp and that does not include actual enhancing...
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Base Attack Bonus: +8/+3 Grapple Bonus: +9 Ranged Attack Bonus: +12/+7 (+13/+8 when within 30')
Attack: Flaming Kama +1
Attack Bonus: +13/+8
Damage: 1d6+2 +1d6 fire
Range: Melee
Type: Slashing
Crit: x2
Weight: 1 lb.
Special: May be used to make trip attempts. If tripped during the attempt, may drop kama to prevent the trip; Special monk weapon
Attack: Frost Sai +1
Attack Bonus: +13/+8
Damage: 1d4+2 +1d6 frost
Range: Melee/20'
Type: Bludgeoning
Crit: x2
Weight: 1 lb.
Special: +4 on opposed attack rolls made to disarm; Special monk weapon
Weapon:Flaming Kama +1 (+1 enhancement bonus to hit and damage; +1d6 fire damage) 8,303g Weapon: Frost Sai +1 (+1 enh. bonus to hit and damage; +1d6 frost damage) 8,301g Weapon: Returning Shuriken +1 (50; +1 enh. bonus to hit and damage; returns to thrower 1 turn later) 8,310g Head: Hat of Disguise (disguise self at will) 1,400g Face: Neck: Torc of Displacement (3 charges/day: Spend 1 for 20% concealment for 1 round; spend 2 for 30%; spend 3 for 40%) 2,000g Shoulders: Cloak of Elvenkind (+5 competence bonus to Hide) 2,500g Chest:
Torso: Vest of Resistance +1 (+1 resistance bonus to all saves) 2,000g Arms: Bracers of Armor +2 (+2 armor bonus to AC) 4,000g Hands: Gloves of Extended Range (Doubles range of all thrown weapons and objects) 2,000g Ring: Ring of Protection +1 (+1 deflection bonus to AC) 2,000g Ring: Ring of Four Winds (4/day may, as immediate action, grant +2 deflection bonus to AC vs 1 attack; or may use feather fall on self) 2,000g Waist: Feet: Boots of Elvenkind (+5 competence bonus to Move Silently) 2,500g
Poisons:
3 Sassone Leaft Residue (Contact DC 16; 2d12 hp; 1d6 Con) 900g
5 Carrion Crawler Brain Juice (Contact DC 13; Paralysis) 1000g
Class Skills Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble
Skill Points per Level 6+Int bonus
Weapon and Armor Proficiencies All simple weapons plus hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, siangham. No armor or shield proficiencies.
AC Bonus (Ex) Add Wisdom bonus to AC as well as +1 for every 5 Ninja levels at all times unless immobilized, helpless, or wearing armor or carrying a medium+ load.
Ki Power (Su) Granted ki points/day equal to half class level+Wisdom bonus. (9 points/day) Ki points are used for class abilities. +2 bonus to Will saves as long as there is 1 unused ki point.
Sudden Strike +5d6 (Ex) When attacking an opponent that is unable to react, defend himself, or been denied a Dexterity bonus to AC, deal an additional +1d6 damage for every 2 Ninja levels to the attack. Functions like Sneak Attack in every other respect. Cannot be used to deal nonlethal damage. Stacks with Sneak Attack.
Trapfinding(Ex) May use Search to locate traps with a DC higher than 20 and may use Disable Device to disarm the trap. See the rogue class feature in the PHB.
Ghost Step (Su) May spend 1 ki point to, as a swift action, become either invisible or ethereal (by choice) for 1 round.
Poison Use (Ex) Never risk accidentally poisoning self when applying poison to a weapon.
Great Leap (Su) Always make Jump checks as if running and had the Run feat, enabling long jumps without a running start and gaining a +4 bonus to the jump. May be used only if wearing no armor and carrying no more than a light load.
Acrobatics (Ex) +2 bonus on Climb, Jump, and Tumble checks.
Ki Dodge (Su) May spend 1 ki point to, as a swift action, gain concealment (20% miss chance) against all attacks for 1 round. Does not provoke AoO, may only be negated by true seeing. Doesn't stack with other concealment-granting spells and abilities.
Speed Climb (Ex) May climb at regular movement speed as a move action with no penalty, but must start and finish the action on a horizontal surface; otherwise falls. Requires one free hand, cannot wear armor, and carrying no more than a light load.
Ghost Strike (Su) May spend 1 ki point to, as a move action, strike incorporeal and ethereal creatures as if they were corporeal. Also may use this ability to strike creatures on the Prime Material normally while ethereal (such as when using Ghost Step). Doesn't provoke AoO, and affects the next attack made before the beginning of the next turn.
Improved Poison Use (Ex) May apply poison to a weapon as a move action rather than a standard action.
Ryttare Kelasin is the eldest lord of her clan, Morsul. Morsul is ancient elvish for "The Black Wind." Morsul consisted of rogues, thieves, swashbucklers, assassins, and most importantly, ninja. The ninja sect was that which Ryttare belonged. The ninja had the greatest respect both in and out of the clan, though their ways were mysterious to the general populace. The ninja were called dangerous assassins and deadly warriors: While this was true, they were bound to strict codes of honor for one's self-respect, family, and clan. The best ninja were commissioned by the clan to serve for the lords of the land. Morsul did not align with any particular kingdom, working across borders for the highest bidder. Their secrecy was so secure that they often were whispered to be the cause of many a political shift among the nations.
That all changed when the civil war struck. Someone within the clan had sold the location of the ninja out to one of the nations. It was unknown who precisely, but the result ended in a sudden attack by a horde of undead on the clan's location. It overwhelmed the clan and scattered its surviving members to the winds. The ninja clan blamed itself. They should've caught the culprit. They should've stopped the betrayal. It had nearly been completely lost. The remaining members of the Morsul regrouped in the new nation of Habadyn; Pylae was definitely not the region responsible for any of the problems.
Ryttare was the clan leader when it fell, narrowly escaping the massacre. She seeks to regain her honor, her clan's honor, and her family's name. The first place to start? Davin's treaties.
Ryttare is wise and soft spoken, never speaking unless she feels the need. She doesn't abide carelessness, and usually she disguises herself as an older woman in long black robes with her hat of disguise. Despite her older age, she is as deadly as ever.
The kingdom of Habadyn was recently formed- within the past 10 years. The king, a man named Davin, carved up a portion of land for himself when the last kingdom- Pylae- fell to civil war. Davin was a general of the Pylae army. When he saw that the side he was fighting for (he's never said which side it was) was going to lose, he took his men and their families and took one of the smaller Pylae provinces, complete with castle and farmlands, for himself.
Habadyn's three closest neighbors: Asylyn, Estia, and Estark (;)) are all much older and more established, not to mention many times stronger militarily speaking.
To prevent hostilites, Davin has invited the rulers from these three nations to his castle to host peace talks.
An alliance of this magnitude would create a large imbalance of power for the other freeholding lords and independent cities. As such, rumors have been flying about assassination attempts. Not just for Davin, but for the rulers of the three other kingdoms present at the peace talks as well.
Davin, having the responsibilities as host to keep his guests safe for the duration, has hired many adventurers, soldiers, and mages to patrol his city and stand guard over the peace talks.
The four of you have been hired by Davin, along with about fifty others. The wage is fairly generous: 500 gold pieces per day, with a 5,000 piece bonus once the job is finished and everyone is home safe. Since the peace talks are rumored to be lasting an entire month, it seems like you'll be making quite a profit with relatively little effort.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Groundrules:
We will start at level 10. 49,000. No single item can cost more than 30% of that total.
Your character needs to have a backstory; along with allies, family, friends, contacts, stuff like that. It doesn't have to be particularly detailed. Childhood, upbringing, training, and notable moments will do. If you want to go into more detail, that's just fine.
We'll be using AoK's HP system. Full HP for odd levels, half HP for even, adding Con as usual.
Sorcerer's get Eschew Materials as a bonus feat at 1st level, and bonus feats exactly like a Wizard.
Sorcerers can take Draconic feats in place of the normal bonus Wizard feats.
Wizards, and only Wizards, can take Spell Focus, Improved Spell Focus, Spell Penetration, Greater Spell Penetration, and Augment Summoning as bonus feats in addition to their normal bonus feats.
Vorpal will not decapitate enemies on a natural 20, but will instead double your critical hit damage. So if a weapon would do x3 on a critical, a vorpal version of that weapon would do x6. And the enchantment price equivilant is reduced to +3 instead of +5.
A +1 racial level adjustment is the maximum. You cannot buy this level off, so if you choose a race with a +1 adjustment be prepared to be one level lower than the rest of the party.
No custom items. Don't even ask. I'll say no, and tell you to read the rules more carefully next time. By custom items, I mean items with unique abilities or items that can't be created by using the standard item-creation rules.
No Legacy items or aritfacts. See above.
No items with a non-enhancement bonus to an ability score. See above.
There will be a limited selection of non-prestige classes to choose from. These are:
-All 3.5 Player's Handbook base classes
-Dread Necromancer
-Dragonfire Adept
-Ninja
-Archivist
-Scout
I'll be more lenient with PrC's. Just run it by me and I'll probably approve it.
I'm the DM. I reserve the right to mod-kill characters, god-mod characters, or do anything else to your characters that I see fit. Which brings me to another point: I'm the DM. Please don't argue with me about something that doesn't make sense to you. I know what I'm doing. Trust me.
That said, I'm only human, and as a human, I make mistakes. If you see something that looks like a mistake on my part, feel free to point it out. If it is a mistake, I'll correct it. If it's something deliberate, I'll let you know with a cryptic remark.
I'd prefer only people who have D&D experience. This won't be a beginner's game.
Players-
1. Yukora
2. Sepiriel
3. Halinn
4. Alacar
EDIT: Something I forgot to mention for anyone who wants to be a Dread Necro or some kind of specialist Wizard:
Zombies will be dramatically altered in this game. What's the point of being able to raise the dead when all they can do is shamble about? Zombies will retain their levels, weapon and armor-proficiency, and most feats.
Here's how they will be calculated:
DR 5/bludgeoning. This replaces any DR the original creature had.
+2 Str, -10 Dex, Int set to 1, no Con. HD increased to D12's.
Any spellcasting feats get changed to Toughness.
Any feat with a Dex requirement is changed to Toughness.
Any feat with an Int requirement is changed to Toughness.
Any feat with a Con requirement uses Cha instead.
Any spells are lost. Zombies can't cast spells.
Movement reduced by 10 feet.
+2 Natural Armor bonus.
Undead traits.
{Magic: The RPG}
Can I get in on this? I mean, unless someone more new to the P&PI wants to jump in.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
That was faster than I expected.
{Magic: The RPG}
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Being a Ninja will actually give you a slight advantage in this campaign, now that I think about it. [/cryptic remark]
{Magic: The RPG}
I'll start thinking of a character. Any racial restrictions (besides the LA cap)? Any other restrictions at all?
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Ah, thanks. I haven't been to that site in quite a while. I'd almost forgotten about it.
Um... I can't think of any restrictions at the moment. If I do think of any, I'll edit them into the first post.
{Magic: The RPG}
{Magic: The RPG}
Well since the classes are limited i think i will be taking Dragonfire Adept... too bad i cant go with Incarnum.... oh well just give me a couple of hours and i can have something functional ready
@Halinn: Sorry, but I meant to put "no spellcasting zombies" in the zombie traits. There are spells that let you raise up other types of undead, mummies among them. And mummies can cast spells. So you'll have to wait a few levels to reanimate spellcasters.
Also, you can only start with a single zombie, and it has to be at least 4 levels below you, LA included.
And Leadership is banned.
{Magic: The RPG}
If thats not allowed... hell i'll redo Rashevix as an Elven Ranger/Wizard/Arcane Archer or maybe a Ranger/Skylord?
So let me know what you think... I could also always just Play a Chaos Gnome Illusionist by the name of Oreo
Sorry, couldn't find any pictures either.
@Sep: Either would work. But I'd prefer the Elf Ranger. FB's scare me.
{Magic: The RPG}
Hmm..
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
I'm sorry if that stalls anything.
Nah, it's cool. I've got some things to do this weekend as well, so I doubt I'll be on very much.
@Halinn: No established worlds. I'm not going to be making up many details about the world we'll be playing in. Mostly I'll make it up as I go. We won't be leaving the starting city too often anyway, so I see no reason to go into detail about places that you won't ever see.
{Magic: The RPG}
Basically, if the world you're making big into nationality and peace?
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
It's mostly feudal in nature. City-states and independent kingdoms. Kinda like a mixture of ancient Greece and medieval Britain.
^^^ This.
As long as it doesn't devolve into PvP (which I hate with an unholy passion), conflicts in backgrounds and whatnot are perfectly fine.
{Magic: The RPG}
Age: 32
Height: 5' 5"
Weight: 120 lbs.
Eye Color: Brown
Hair Color: Black
Skintone: Fair, slightly tanned
Alignment: Lawful Neutral
Deity: Shar
Race: Human
Gender: Female
Size: Medium
Class and Level: Ninja 10
DEX 18 (+4) (17 base+1 level)
CON 16 (+3)
INT 16 (+3)
WIS 18 (+4) (17 base+1 level)
CHA 12 (+1)
AC: 23 (10+4 Dex+4 Wis+2 Class+2 armor+1 deflection+2 deflection 1/rnd)
Flat-Footed: 19
Touch: 21
Speed: 30'
Initiative: +4 (+4 Dex)
Reflex: +11 (+7 base+4 Dex+1 resistance)
Will: +8 (+3 base+4 Wis+1 resistance)
Grapple Bonus: +9
Ranged Attack Bonus: +12/+7 (+13/+8 when within 30')
Attack: Flaming Kama +1
Attack Bonus: +13/+8
Damage: 1d6+2 +1d6 fire
Range: Melee
Type: Slashing
Crit: x2
Weight: 1 lb.
Special: May be used to make trip attempts. If tripped during the attempt, may drop kama to prevent the trip; Special monk weapon
Attack: Frost Sai +1
Attack Bonus: +13/+8
Damage: 1d4+2 +1d6 frost
Range: Melee/20'
Type: Bludgeoning
Crit: x2
Weight: 1 lb.
Special: +4 on opposed attack rolls made to disarm; Special monk weapon
Attack: Dual Wielded: Flaming Kama +1/Frost Sai +1
Attack Bonus: +9/+0
Damage: 1d6+2+1d6 fire/1d4+2+1d6 frost
Range: melee
Type: Slashing/Bludgeoning
Crit: x2/x2
Attack: Returning Shuriken +1
Attack Bonus: +13/+8 (+14/+9 if within 30')
Damage: 1d2+2
Range: 20'
Type: Piercing
Crit: x2
Weight: 1/2 lb.
Weapon: Frost Sai +1 (+1 enh. bonus to hit and damage; +1d6 frost damage) 8,301g
Weapon: Returning Shuriken +1 (50; +1 enh. bonus to hit and damage; returns to thrower 1 turn later) 8,310g
Head: Hat of Disguise (disguise self at will) 1,400g
Face:
Neck: Torc of Displacement (3 charges/day: Spend 1 for 20% concealment for 1 round; spend 2 for 30%; spend 3 for 40%) 2,000g
Shoulders: Cloak of Elvenkind (+5 competence bonus to Hide) 2,500g
Chest:
Torso: Vest of Resistance +1 (+1 resistance bonus to all saves) 2,000g
Arms: Bracers of Armor +2 (+2 armor bonus to AC) 4,000g
Hands: Gloves of Extended Range (Doubles range of all thrown weapons and objects) 2,000g
Ring: Ring of Protection +1 (+1 deflection bonus to AC) 2,000g
Ring: Ring of Four Winds (4/day may, as immediate action, grant +2 deflection bonus to AC vs 1 attack; or may use feather fall on self) 2,000g
Waist:
Feet: Boots of Elvenkind (+5 competence bonus to Move Silently) 2,500g
3 Sassone Leaft Residue (Contact DC 16; 2d12 hp; 1d6 Con) 900g
5 Carrion Crawler Brain Juice (Contact DC 13; Paralysis) 1000g
Gear:
Grappling Hook 1g
Silk Rope (50') 10g
Magic Bedroll 500g
Money:
875g
Bluff 13 12 ranks+1 Cha
Climb 13 10 ranks+1 Str+2 class
Disable Device 5 2 ranks+3 Int
Disguise 13 12 ranks+1 Cha
Escape Artist 5 1 rank+4 Dex
Gather Information 6 5 ranks+1 Cha
Hide 24 13 ranks+4 Dex+2 feat+5 competence
Intimidate 2 1 rank+1 Cha
Jump 15 8 ranks+1 Str+6 class
Listen 9 5 ranks+4 Wis
Move Silently 24 13 ranks+4 Dex+2 feat+5 competence
Open Lock 5 1 rank+4 Dex
Search 11 8 ranks+3 Int
Sense Motive 9 5 ranks+4 Wis
Sleight of Hand 9 5 ranks+4 Dex
Spot 12 8 ranks+4 Wis
Tumble 16 10 ranks+4 Dex+2 class
Ninja
Weapon Finesse Human
Stealthy 3rd
Point Blank Shot 6th
Precise Shot 9th
Elvish
Undercommon
That all changed when the civil war struck. Someone within the clan had sold the location of the ninja out to one of the nations. It was unknown who precisely, but the result ended in a sudden attack by a horde of undead on the clan's location. It overwhelmed the clan and scattered its surviving members to the winds. The ninja clan blamed itself. They should've caught the culprit. They should've stopped the betrayal. It had nearly been completely lost. The remaining members of the Morsul regrouped in the new nation of Habadyn; Pylae was definitely not the region responsible for any of the problems.
Ryttare was the clan leader when it fell, narrowly escaping the massacre. She seeks to regain her honor, her clan's honor, and her family's name. The first place to start? Davin's treaties.
Ryttare is wise and soft spoken, never speaking unless she feels the need. She doesn't abide carelessness, and usually she disguises herself as an older woman in long black robes with her hat of disguise. Despite her older age, she is as deadly as ever.
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Ryttare Kelasin Luna Orelinalei
The kingdom of Habadyn was recently formed- within the past 10 years. The king, a man named Davin, carved up a portion of land for himself when the last kingdom- Pylae- fell to civil war. Davin was a general of the Pylae army. When he saw that the side he was fighting for (he's never said which side it was) was going to lose, he took his men and their families and took one of the smaller Pylae provinces, complete with castle and farmlands, for himself.
Habadyn's three closest neighbors: Asylyn, Estia, and Estark (;)) are all much older and more established, not to mention many times stronger militarily speaking.
To prevent hostilites, Davin has invited the rulers from these three nations to his castle to host peace talks.
An alliance of this magnitude would create a large imbalance of power for the other freeholding lords and independent cities. As such, rumors have been flying about assassination attempts. Not just for Davin, but for the rulers of the three other kingdoms present at the peace talks as well.
Davin, having the responsibilities as host to keep his guests safe for the duration, has hired many adventurers, soldiers, and mages to patrol his city and stand guard over the peace talks.
The four of you have been hired by Davin, along with about fifty others. The wage is fairly generous: 500 gold pieces per day, with a 5,000 piece bonus once the job is finished and everyone is home safe. Since the peace talks are rumored to be lasting an entire month, it seems like you'll be making quite a profit with relatively little effort.
{Magic: The RPG}