Sunday, June 21, 2009

Wild Boots

These brightly-colored leather boots provide benefits to the wearer. First, he receives a +5 Insight Bonus to knowledge checks in the wild. Spellcasters that wear the boots also add 1 additional spell of level 3 or below to their daily spell allotment. For games using mana, add 3 mana to the wearer's mana pool.

Faint abjuration and transmutation; CL 7th; Craft Wondrous Item, imbue with spell ability; Price 4,500 gp; Weight 1 lb.

Friday, June 19, 2009

Polonico Colouz

Polonico is the scruffy-yet-trustworthy paladin who runs Adin Temple, the main church in Central Valley. This church contains multiple wings, each of which is dedicated to a god - Pelor in the north and largest wing, Heironeous in the east wing, and Kord in the west wing. Polonico himself worships Pelor, but works in a partnership with adepts and warriors who worship other gods in typical Central Valley fashion.

Polonico Colouz
Medium-size Male Human
Paladin 9

Hit Dice: (9d10)+18
Hit Points: 79
Initiative: +1
Speed: Walk 20 ft.
AC: 22 (flatfooted 21, touch 11)
Attacks: *Mace +2 (Light) +13/+8; ;
Damage: *Mace +2 (Light) 1d6+4; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Aura of Courage (Su), Aura of Good (Ex), Divine Grace (Su), Divine Health (Ex), Lay on Hands (Su) 27 hp/day, Remove Disease (Sp) 2/week, Smite Evil (Su) 2/day, Special Mount (Sp), Turn Undead (Su) 6/day (turn level 7) (turn damage 2d6+10)
Saves: Fortitude: +11, Reflex: +7, Will: +9
Abilities: STR 15 (+2), DEX 13 (+1), CON 14 (+2), INT 13 (+1), WIS 16 (+3), CHA 16 (+3)
Skills: Appraise 1; Balance -5; Bluff 3; Climb -4; Concentration 14; Craft (Sculpting) 3; Craft (Untrained) 1; Diplomacy 15; Disguise 3; Escape Artist -5; Forgery 1; Gather Information 3; Handle Animal 7; Heal 15; Hide -5; Intimidate 3; Jump -10; Listen 3; Move Silently -5; Ride 5; Search 1; Sense Motive 5; Spot 3; Survival 3; Swim -10;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Craft Wondrous Item, Improved Turning, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration
Challenge Rating: 9
Alignment: Lawful Good
Possessions: Banded Mail +2; Mace +2 (Light); Potion of Cure Serious Wounds; Potion of Fly; Shield +1 (Heavy/Metal);

Spells:
Spells per Day: (0/2/1/0/0/0/0/0/0/ DC:13+spell level)
Paladin - Known:
Level 1: Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Chaos, Protection from Evil, Read Magic, Resistance, Restoration, Lesser, Virtue
Level 2: Bull's Strength, Delay Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone of Truth

Monday, June 15, 2009

Padaric Malloy

Padaric Malloy is the leader of a small rebel unit that has held out against the Baroese army's advances into its home nation. The group of wild-dwellers has evaded the large, organized army by living at the edge of a great forest. The Baroese tactics do not account for heavy forests. Malloy's group is able to steal supplies and sneak attack the troops in their bivouacs when the sun is down. Malloy's men and women number six.

Malloy himself was once a soldier, so he understands tactics. His recent need to survive in the the woods has led to his greater understanding of nature, and he has recently gained the ability to cast ranger spells.

Padaric Malloy
Medium-size Male Human
Fighter 5 Ranger 3

Hit Dice: (5d10)+(3d8)+8
Hit Points: 67
Initiative: +1
Speed: Walk 20 ft.
AC: 20 (flatfooted 19, touch 14)
Attacks: Dagger +12/+7;Dagger (Thrown) +9/+4; Shortbow (Masterwork) +10/+5; Sword +1 (Bastard) +14/+9; ;
Damage: Dagger 1d4+4; Dagger (Thrown) 1d4; Shortbow (Masterwork) 1d6; Sword +1 (Bastard) 1d10+5; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Favored Enemy (Humanoid (Orc)) +2, Two Weapon Fighting Combat Style, Wild Empathy (Ex) +5
Saves: Fortitude: +8, Reflex: +5, Will: +1
Abilities: Str 18 (+4), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 14 (+2)
Skills: Appraise 0; Balance -4; Bluff 2; Climb 1; Concentration 3; Craft (Blacksmithing) 3; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist -4; Forgery 0; Gather Information 2; Handle Animal 6; Heal 2; Hide -1; Intimidate 10; Jump -5; Knowledge (Geography) 1; Knowledge (Nature) 3; Listen -1; Move Silently -4; Ride 5; Search 2; Sense Motive -1; Spot 1; Survival 1; Swim -4;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Diehard, Endurance, Exotic Weapon Proficiency (Sword (Bastard)), Leadership, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Track, Weapon Focus (Sword (Bastard))
Challenge Rating: 8
Alignment: Chaotic Good
Possessions: Arrows (20); Arrows +1 (20); Banded Mail (Masterwork); Dagger; Medallion of Honor (AC Bonus+2) (Sacred); Shortbow (Masterwork); Sword +1 (Bastard); Wild Boots - AC Bonus (Insight) (+1);

Spells:
Spells per Day: (0/0/0/0/0/0/0/0/0/ DC:9+spell level)
Ranger - Known:
Level 1: Alarm, Animal Messenger, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Entangle, Jump, Longstrider, Magic Fang, Pass without Trace, Resist Energy, Speak with Animals, Summon Nature's Ally I

Wednesday, June 10, 2009

The Thousand Eyes of Prince Sangor

This prince of a nomadic tribe is said to have a thousand eyes.

In actuality his tribe has over 500 warrior-aged men and women who act and fight in his name. As nomads, they are known to travel in many directions, even away from the tribe. They keep watch wherever they go, reporting news back to Prince Sangor through a specialized sending spell.

In person, the middle-aged prince can seem distant, since reports from his "thousand eyes" stream in constantly. To his credit, he is amazingly attentive for someone who has the central node in a hive mind in his head at all times.

The prince rarely sleeps for more than a few hours (whenever his "eyes" sleep, he is able to), leading many outsiders (and even some closer to him) to question his humanity. However, to many he comes off as a kind and generous leader who believes very strongly in core principles of honesty and justice.

The story element here is that the prince's counsel has gone missing, and he has been unable to sort through the many messages that fill his mind. The party will be sent on a search and rescue mission across the desert in order to win his trust. Sandor's top archers will accompany the party, and will teach those who use bows how better to use them. They will, of course, be able to be impressed.

Saturday, May 30, 2009

Roadside Shrines

Roadside Shrines are found throughout Farghoal. Some are even far off the road, in the middle of the wilderness. Wherever people have found a reason to note a piece of ground, shrines can be found.

These shrines have multiple uses:

* providing a location to worship while on the road
* providing a source of (holy) water for travelers
* consecrating an area that once was tainted
* memorializing an event, such as a successful battle or a treaty
* memorializing a hero, especially one of the traveling saints
* providing spiritual or holy defense of an area

Sample Roadside Shrines

In the Central Valley, shrines are common roadside reminders of times past. The rich histories of the people who live in the valley are woven together in detailed, sometimes cryptic poetry and prose.

Every mile or so (twenty minutes walk) between towns and inns there is some shrine serving as a reminder of the teamwork and sharing that keeps the valley thriving.

Some towns have markers in the form of shrines on every corner, telling some part of the story. Though these have mostly taken on a more secular meaning. Those that have not are homages to Farlagn, though others praise Pelor, Moradin, or Toddemere Wolfhaven, a minor god of travel.