Age Me On: The First Book


Age Me On: The First Book



A Company forms in the small hamlet of Jalanthar in the Savage North.


Characters

  1. Og, half-orc male. Brb 5/Ftr 4/Rog 3: Medium (6 ft. 6 in. tall); HD 5d12+4d10+3d6+36; hp 107; Init 2 (Dex); Spd 20 ft.; AC 25 (+1 Dex, +11 Armor, +2 Deflection, +1 Natural); Double Greatsword +18/13/8 melee (2d6+10 damage [19-20/x2] [Single], S/P), Double Greatsword +15/10/5 melee (2d6+7 damage [19-20/x2] [On-hand], S/P), Double Greatsword +16 melee (2d6+5 damage [19-20/x2] [Off-hand], S/P), Great Axe+3 +19/14/9 melee (1d12+10 damage [x3], S), Spiked Chain +17/12/7 melee (2d4+7 damage 10 ft. Reach [Single], P), Spiked Chain +15/10/5 melee (2d4+5 damage 10 ft. Reach [On-hand], P), Spiked Chain +15 melee (2d4+2 damage 10 ft. Reach [Off-hand], P), Mighty (Str18) Elven Bow +14/9/4 ranged (1d10 damage+4 [x3] 70 ft. Range, P), Melee Weapon +16/11/6 (Damage as weapon), Ranged Weapon +13/8/3 (damage as weapon); SA Sneak Attack +2d6; SQ Rage 2/day, Fast Move, Darkvision 60 ft., Uncanny Dodge (Dex to AC), Uncanny Dodge (Unflankable), Evasion; AL Neutral Good; SV Fort +14, Ref +9, Will +4.
    Str 20, Dex 15, Con 16, Int 13, Wis 8, Cha 9.
    Skills: Climb +1(5), Handle Animal +3(2), Intuitive Direction +5(4), Jump +5(10), Knowledge (Arcane) +2(3) (4 points, Xclass), Listen +5(4), Ride +2(4), Spellcraft +1(2) (2 points, Xclass), Spot +6(5), Swim +2(7), Tumble +5(9), Use Magic Device +6(5), Wilderness Lore +13(12).
    Feats: Exotic (Spiked Chain), Combat Reflexes, Improved Unarmed Strike, Two Weapon Style, Ambidexterity, Leadership, Quickdraw, Exotic (Double Greatsword), Power Attack.
    Languages: Common, Orc, Halfling, Chondathan.
    Equipment: Full Plate +3, Great Axe +3, Masterwork Spiked Chain, Elven Bow, Quiver (20 arrows), Quiver (20 Masterwork arrows), Double Greatsword, Glove of Storing, Amulet of Natural Armor +1, Bracers of Protection +2, Signet Ring (Wyvrenfell), Goggles of see invisibility, Grey (Dull) Ioun Stone, Moon Mote (Dancing Lights 1/day), Longsword, Shortsword, Light Pick, Flail, Morning Star, (2) Throwing Axes, (2) Throwing Hammers, (6) Daggers, Wand of Magic Missiles (9th lvl Maximized) (full), Wand of Lightning (5th lvl) (10 charges), Potion Belt [Vision, Hiding, CMW], Backpack [50 ft. silk rope, folding grapple, skinning knife, waterskin, climb kit], Pouch [(10) tindertwigs, (3) smoke sticks, (3) thunderstones, (3) alchemical fires, (4) alchemical sleep potions].
    Items with Nurn (His Expert teacher in the ways of magic and lore): Box with book, spell book, ink pen, (2) vials ink.
    Equipment on the Boat: sledge hammer, shovel, pick, (8) torches, (10) vials oil, bedroll, winter blanket, saddle bags, 150 ft. rope, (2) Quivers (20 arrows), crowbar.
    Notes: Diety-Tempus, Region-The North.

  2. Eleshiva Wyvrenfell, human female. Rrg 4/Has 3/Rog 3. : Size & template (# ft. tall); HD #d#+#; hp #; Init # (Init modifiers); Spd # ft.; AC # (AC modifiers); Atks +# melee (damage [crit info if not 20/x2] [qty if >1], attack type), +# ranged (damage [crit info if not 20/x2] [qty if >1], attack type); Face/Reach list if other than 5 ft. x 5 ft./5 ft.; SA short descriptions of special attacks, complex attacks go below; SQ Short descriptions of special defenses, complex Qualities go below; SR spell resistance value; AL alignment; SV Fort +#, Ref +#, Will +#.
    Str #, Dex #, Con #, Int #, Wis #, Cha #.
    Skills: list skills and values.
    Feats: list feats.
    Languages:
    SA: Type-Type explained. Type-Type explained.
    SQ: Type-Type explained. Type-Type explained.
    Equipment: Stuff, more stuff, items, more items.
    Notes:

  3. Tia, halfling female. Drd 10: Size & template (# ft. tall); HD #d#+#; hp #; Init # (Init modifiers); Spd # ft.; AC # (AC modifiers); Atks +# melee (damage [crit info if not 20/x2] [qty if >1], attack type), +# ranged (damage [crit info if not 20/x2] [qty if >1], attack type); Face/Reach list if other than 5 ft. x 5 ft./5 ft.; SA short descriptions of special attacks, complex attacks go below; SQ Short descriptions of special defenses, complex Qualities go below; SR spell resistance value; AL alignment; SV Fort +#, Ref +#, Will +#.
    Str #, Dex #, Con #, Int #, Wis #, Cha #.
    Skills: list skills and values.
    Feats: list feats.
    Languages:
    SA: Type-Type explained. Type-Type explained.
    SQ: Type-Type explained. Type-Type explained.
    Equipment: Stuff, more stuff, items, more items.
    Notes:

  4. Myn, human male. Mnk 1/Sor 8: Size & template (# ft. tall); HD #d#+#; hp #; Init # (Init modifiers); Spd # ft.; AC # (AC modifiers); Atks +# melee (damage [crit info if not 20/x2] [qty if >1], attack type), +# ranged (damage [crit info if not 20/x2] [qty if >1], attack type); Face/Reach list if other than 5 ft. x 5 ft./5 ft.; SA short descriptions of special attacks, complex attacks go below; SQ Short descriptions of special defenses, complex Qualities go below; SR spell resistance value; AL alignment; SV Fort +#, Ref +#, Will +#.
    Str #, Dex #, Con #, Int #, Wis #, Cha #.
    Skills: list skills and values.
    Feats: list feats.
    Languages:
    SA: Type-Type explained. Type-Type explained.
    SQ: Type-Type explained. Type-Type explained.
    Equipment: Stuff, more stuff, items, more items.
    Notes:

  5. Donwyn, sun elf male. Mnk 13: Size & template (# ft. tall); HD #d#+#; hp #; Init # (Init modifiers); Spd # ft.; AC # (AC modifiers); Atks +# melee (damage [crit info if not 20/x2] [qty if >1], attack type), +# ranged (damage [crit info if not 20/x2] [qty if >1], attack type); Face/Reach list if other than 5 ft. x 5 ft./5 ft.; SA short descriptions of special attacks, complex attacks go below; SQ Short descriptions of special defenses, complex Qualities go below; SR spell resistance value; AL alignment; SV Fort +#, Ref +#, Will +#.
    Str #, Dex #, Con #, Int #, Wis #, Cha #.
    Skills: list skills and values.
    Feats: list feats.
    Languages:
    SA: Type-Type explained. Type-Type explained.
    SQ: Type-Type explained. Type-Type explained.
    Equipment: Stuff, more stuff, items, more items.
    Notes:


Moves

  1. P - Q4  ... K - KB3
  2. P - QB4 ... P - K3
  3. N - KB3 ... P - Q4
  4. N - B3  ... B - N5
  5. P - K3  ... O - O
  6. B - Q3  ... P - B4
  7. O - O   ... N - B3
  8. P - QR3 ... B - R4
  9. N - K2  ... P x BP
  10. B x BP  ... B - N3
  11. P x P   ... Q x Q
  12. R x Q   ... B x P
  13. P - QN4 ... B - K2
  14. B - N2  ... B - Q2
  15. QR - B1 ... KR - Q1
  16. N/2 - Q4... N x N
  17. N x N   ... B - R5
  18. B - N3  ... B x B
  19. N x B   ... R x Rch
  20. R x R   ... R - QB1
  21. K - B1  ... K - B1
  22. K - K2  ... N - K5
  23. R - QB1 ... R x R
  24. B x R   ... P - B3
  25. N - R5  ... N - Q3
  26. K - Q3  ... B - Q1


New Weapons and Equipment

NameDamageCritTypeSizeWeightRangeCost
Elven Bow1d10x3PM5 lb70 ft50 gp
Elven Arrows---S6 lb-6 gp

Atlatl1d6x2PM1 lb60 ft1 gp

Escrima/Kali Stick1d6x2BS1 lb--

Atlatl
Not a weapon in and of itself, the atlatl (pronounced AT-lat'l) augments the use of javelins and other hurled weapons, increasing both the speed at which the weapon is thrown as well as the distance it can be thrown. The atlatl, for all intents and purposes, is a grooved stick. The javelin is placed into the groove and hurled overhand. This requires about three feet more clearance above the thrower than a normal javelin throw, making this device very difficult to use underground in anything but large caves.

The benefit to using an atlatl is in the range possible. The range increment for a javelin thrown with an atlatl is double that of a javelin thrown without an atlatl, so targets within 60 feet can be attacked without penalty.

The Atlatl is an Exotic Ranged Weapon Proficiency.

Escrima/Kali Sticks
Escrima, or Kali sticks, are virtually always used as a set of two, one stick in each hand. They are little more than simple sticks of about two feet in length that can be used to strike. Escrima are generally much smaller and thinner than clubs. However, because of the speed and accuracy with which escrima can be handled, they can be used to strike at gaps in armor, pressure points, and joints. They are just as effective as a club in the hands of an expert.

If a character using escrima chooses, he or she can elect to take a second attack (one with each hand) in a given round. This entails all normal penalties for attacking with two weapons, with the off-hand weapon considered light.

The Escrima are an Exotic Melee Weapon Proficiency

Elven Bow
"The bows used by these people are not made of horn, ivory, or yew, but of wild elm; unpolished, rude and uncouth, but stout; not designed to shoot an arrow to a great distance, but to inflict very severe wounds in a close fight."
---Gerald. Sage on Elven Culture.

Here we have the real Elven bow. A roughly-fashioned bow no longer than the standard short bow (otherwise Gerald would have commented on its unusual length) -- about four feet long, made of elm, with a short range but great power. Much more practical for woodlands use than a six-foot longbow. Elven bows were fired at close range, as an ambush weapon -- a perfect bow for our elves. During fighting at Castle Waterdeep, an Elven arrow was recorded to have penetrated a horseman's mail-covered leg, through his saddle, and into his horse far enough to kill it; another arrow was fired 4" into a solid oak door.

Note that standard arrows are not suitable for this weapon. Elven arrows are shorter and heavier than longbow/shortbow arrows. The extra weight reduces the weapon's range but increases its damage at short distances. Larger flights help stabilize the missile. These arrows cost the same as normal arrows but are double their weight and cannot be used with any other sort of bow. Likewise, normal arrows cannot be used with this bow.

The Elven Bow is a Martial Ranged Weapon Proficiency


Last updated 15FEB02
� Perpetual copyright 5,000 B.C. (Sumerian copyright) to and including 2057 A.D., Jeff Brawley, Minneapolis, Minnesota, United States. All rights reserved under penalty of whatever I can get in the cheapest court, with the meanest judge, in your jurisdiction.