We did a character revision, so it seemed a good time to start a fresh chapter.
Chapter I was essentially Baby’s First Dungeon, in which they explored the Maze and did things here and there, but mostly stuck to the dungeon.
Chapter II was essentially Founding Galaufabonne.
Chapter III … well, we’ll see, won’t we? But they’ve definitely finished “founding” and “establishing” Galaufabonne. No one really doubts their ability to defend themselves. The money has begun to pour in. And now they’re pushing the boundaries, so … new chapter.
The character revisions:
Character Revisions
Note: Current year: 1307.
Lady Chlodomer, Duchess of Galaufabonne, “the Blue Duchess”
Birth 1282 (adult 25 of 36). STR 16 (18 w/ogre gauntlets); DEX 10; CON 12; INT 11; WIS 10; CHA 18 Aristocrat-11 (XP 588,610 of 610,000).AC 14; HD 9d6+4 (37 hp); MV 120; AT dwarven kukri 1d6+10 (throw -3+), silvered hoof 1d8+10 (throw -3+, max MV 5’), strong composite bow 1d6+8 (throw 2+).
(AC breakdown: plate +9, shield +4, style +1)Proficiencies: Fighting Style Weapon-and-Shield, Grey Lore, Laying on Hands, 3x Military Strategy, Riding.
Class Abilities: Battlefield Prowess, Command, Diplomacy, Employee Mastery, Immune to Fear, Intimidation, Leadership, Seduction.
Lady Chlodomer is a statuesque woman of unusual height, with dark curls and soulful brown eyes. A streak of white hair from a run-in with undead enhances the beauty, but her most striking feature is her feet: the silvered hooves of a unicorn. She was once a man, and has not yet made peace with that - as a result, her mannerisms tend toward the amazonian. Still … few are unwilling to follow her to death in battle, so perhaps she has earned that.
Her clothing colors tend toward platinum or white, gold or yellow, and jade or emerald. Although as a man she wore the traditional white powder and rouge of the Frankish courts, as a woman (and on the advice of her court enchantress) she has begun to mimic the cosmetic styles of the southern Iamanu realms, with stylized kohl around the eyes, and olive oil and beeswax to enhance rather than conceal her natural skin tones. While there are those who complain of her barbaric looks, others consider it exotic.
Aristocrat Class Proficiencies: Acrobatics, Alertness, Berserkergang, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Dungeon Bashing, Eavesdropping, Endurance, Fighting Style, Gambling, Grey Lore (turn undead), Laying on Hands, Manual of Arms, Military Strategy, Precise Shooting, Riding, Running, Siege Engineering, Skirmishing, Survival, Swashbuckling, Weapon Finesse, Weapon Focus.
Lady Galswintha, Court Enchantress, Enchantress of Galaufchulis, Baroness of Oak River, Court Treasurer, Daughter of Winter in Galaufchulis, Guardian of the Wood, Guildmaster of the Oak Circle Order, Governess of Oak Spring.
Birth 1280 (aged +10; youth 37 of 50) STR 10; DEX 14; CON 16; INT 16; WIS 8; CHA 14 Mage-11 shifting to Elven Spelldancer-11 (XP 643,800 of 905,000 - see below).AC 12; HD 9d4+20 (50 hp); MV 120; AT silver dagger 1d4+2/+3 vs. beastmen (throw 5+/4+), sling 1d4+1 (throw 5+).
(AC breakdown: bracers 6, dex +1, ring of protection +3, swash +2)Proficiencies: Command, Familiar, Leadership, 3x Military Strategy, Mystic Aura, Riding, Swashbuckling.
Familiar: 3x Animal Husbandry, Animal Training (Hawk), Animal Training (Giant Hawk), Beast Friendship, Command, Skirmishing, Swashbuckling.Class Abilities: Spells 4/3/3/3/2/1, Scrolls, Potions, Magic Items, Research Spells, Ritual Magic, Constructs, Elementals.
Petite (Giant Hawk): AC 8; HD 5 (25 hp); MV fly 450’; AT talon 1d4+1/talon 1d4+1 (throw 6+). Carry 36/72 stone.
(AC breakdown: natural 3, barding 2, dex +1, ring of protection +1, swash +1)Lady Galswintha is an apparent teenager, although her pointed ears betray her hidden age. She has skin like abalone, ankle-length hair like a raven’s wing, eyes like hoarfrost, and a distant, wintry smile that has been barely touched by the years or wars she fought through. The supernatural, however …
Her left arm is made of smooth, delicately stained oakwood (she does not conceal it); she sometimes looks as if she is listening to something no one else can hear; and as befits the fey’s Daughter of Winter, her touch leaves a touch of frost on metal and glass surfaces, and her breath puffs as if in bitter cold. Elemental creatures of frost and fire admire or fear her by turns.
For clothing … Galswintha has a vast and mighty wardrobe. Elven, gnomish, human, and pixie outfits in a variety of styles and nationalities, something for every occasion and then some. Her cosmetics change with the seasons, and her styling has influence as far as Paris. To maintain this, of course, she spends a veritable fortune every month.
Galswintha has ceased leveling as a mage and is converting to an elven spelldancer, below.
Elven Spelldancer (HD 1, Fighter 2, Elf + Mage 4; max level 14) Attacks and saves as fighter. Can use fighter and mage magic items. Armor: leather or lighter. Can cast while wearing armor. Weapons: any one-handed and any missile weapon. Can dual-wield, but no shield or two-handed weapons. Fighter damage bonus on all weapons. XP: 305,000 for 8th level; +200,000 XP per level thereafter.Burned three customs on increased maximum level.
Elf: +1 wilderness surprise rolls. Keen elven eyes (8+/14+ secret doors). Immune to ghoul paralysis, +1 save vs. Petrification/Paralysis and Spells. Extra languages.
level 1: graceful fighter (+1 AC w/leather, +2 at 7th level)
level 5: beast friendship; and research spells, scribe scrolls, brew potions.
level 7: enchant powerful magic items.
level 7: speak with animals at will
level 9: sanctum + friendly animals.
level 11: ritual magic; constructs; and binding elementals (borrowed from the witch class).Class Proficiencies: Acrobatics, Alchemy, Alertness, Battle Magic, Beast Friendship, Collegiate Wizardry, Combat Reflexes, Combat Trickery (disarm, knock down), Command, Elementalism, Elven Armourer, Familiar, Fighting Style, Leadership, Loremastery, Magical Engineering, Magical Music, Mystic Aura, Naturalism, Passing Without Trace, Precise Shooting, Prestidigitation, Sensing Power, Skirmishing, Soothsaying, Swashbuckling, Unarmed Fighting, Unflappable Casting, Wakefulness, Weapon Focus, Weapon Finesse.
Elven Armourer
An apprentice can produce 60 gp per month; a journeyman 120 gp; and a master 240 gp. An elven armourer can also produce normal daggers, shortswords, swords, bows, and clubs, but at a rate of 10 gp, 20 gp, and 40 gp per month. The items that can be crafted with this proficiency are:elven silk padding (1,500gp; worn under armor, grants Savage Resilience) elven quilted silk armor (hide; 5,000gp; AC 2, wt 1/6 stone; grants Savage Resilience) fine elven mail (leather; 2,500gp; AC 3, wt 1 stone) heavy elven mail (chain; 5,000gp; AC 5, wt 3 stone) elven dragonscale (chain; 25,000; AC 6, wt 2 stone; reduces one type of energy damage by -1 per die)mithril dagger (3,500gp; +1 to hit, 1d4+1, thrown 10/20/30, counts as magical, glows as candle)
mithril shortsword (7,500gp; +1 to hit, 1d6+1, counts as magical, glows as torch)
mithril sword (15,000gp; +1 to hit, 1d6+1/1d8+1, counts as magical, glows as torch)fighting stick (6gp; 1d4, throwable 20/40/60)
ebonwood fighting stick (2,500gp; +1 to hit, 1d4+1, throwable 30/60/90)
mithril-bonded fighting stick (7,500gp, +2 to hit, 1d6+1, throwable 20/40/60)leaf spear (30gp; 1d6/1d8, throwable 20/40/60, attack from second rank)
mithril leaf spear (6,000gp; +1 to hit, 1d6+1/1d8+1, throwable 30/60/90, attack from second rank)elfbow (300gp; 1d6, range 80/160/240)
ebonwood elfbow (15,000gp; +1 to hit, range 100/200/300)
mithril arrow (250gp; 1d6+1)
General Vulfelind de Galaufabonne, Governess of Bone Temple, Beggar Queen of Bone Temple, the Duke’s Fang
Birth 1284 (adult 23 of 36) STR 13 (18 w/ogre gauntlets); DEX 18; CON 16; INT 10; WIS 12; CHA 16 Werefox Burglar-10 (XP 651,201 of 730,000).AC 12; HD 9d4+19 (40 hp); MV 180, swim 60; AT paired sentient shortswords 1d4+10 (throw -3+), flame crossbow 1d6+8 (throw 0+).
(AC breakdown: dex +3, ring of protection +2, swash +2, shapeshifting +2, fox natural +3)Proficiencies: Combat Reflexes, Diplomacy, Fighting Style Dual-Wield, Lip Reading, Swashbuckling, Tracking, Weapon Finesse.
Class Abilities: thief skills, shapeshift into fox/foxman, shapeshifting enemy, difficult to spot, pass without trace, wilderness evasion.
A short, compact woman with dark olive skin, close-cropped black hair, and bright amber eyes. She has a slightly feral look as long as she can resist smirking.
Vulfelind wears practical gnomish clothing: sturdy leather, tool pouches, and hidden pockets. Her only additional requirements are dark, matte shades … and ease of shedding when she transforms. As a rule, she prefers heavy-duty pants, a loose tunic over silk bindings, a workman’s apron, minimal gloves, and padded boots. She does not wear cosmetics, and only jewelry when required (the Grim Fist ring, her war medals, and her Governor arm torc, all for official functions).
Werefox Burglar (HD 0, Fighter 3, Thief 3, Werefox 0; max level 14)
Attacks as a monster; saves as a thief. Can use fighter and thief magic items.
Armor: None allowed.
Weapons: Standard thief choices. Standard thief fighting styles.
Fighter damage bonus on all weapons.Shapeshift into a very small fox. Move 180, swim 60, natural AC 3. Immune to non-magical weapons. Speak to foxes and take foxes as henchmen. Worth +1,100 XP. Increases XP costs after 8th by +50,000 XP.
XP Costs: 280,000 for 8th, +150,000 per level thereafter.
The foxman midpoint form burned two of the customs she earned for dropping her fighting abilities. Two customs were burned to increase the maximum character level.
The remaining four customs went as follows:
level 1: Shapeshifting Enemy (renamed from Blade-Dancing).
level 3: Difficult to Spot.
level 7: Passing Without Trace.
level 7: Wilderness Evasion.
level 13: Totem Animal (fox; DEX; Alertness benefit; MV 180, AC 3, attack nil, Tracking).
level 13: Spiritwalk (as Shaman).Class Proficiencies: Acrobatics, Alertness, Arcane Dabbling, Blind Fighting, Bribery, Cat Burglary, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Diplomacy, Fighting Style, Gambling, Intimidation, Lip Reading, Lockpicking, Mapping, Precise Shooting, Riding, Running, Seafaring, Skirmishing, Skulking, Sniping, Swashbuckling, Trap Finding, Weapon Finesse, Weapon Focus.
Sir Merideth de Galaufabonne, Matriarch of Galaufabonne, Church Knight of the Lady, Galaufabonne Knight of the Realm
Birth 1282 (adult 25 of 36) STR 9 (18 w/ogre gauntlets); DEX 10; CON 9; INT 10; WIS 18; CHA 18 Church Knight-11 (XP 525,800 of 600,000).AC 12; HD 9d4+19 (40 hp); MV 120; AT lady’s cane 1d6+5/1d8+5 (throw 0+), blessed lance 1d10+6 (throw -1+).
(AC breakdown: plate +9, shield +3)Proficiencies: Command, 3x Healing, Leadership, 2x Military Strategy.
Class Abilities: Turn Undead, Riding, Mount Bond, Spells 4/4/4/3/3, Scrolls, Potions, Magic Items, Research Spells, Ritual Magic, Constructs.A petite chocolate-skinned woman with ankle-length platinum hair, immense brown eyes, and the toothiest grin around.
She tends to eschew the vast quantities of gold, platinum, sapphire, and rubies of her rank within the Church of the Lady, preferring a gold-trimmed, white silk cassock and small sapphire earings - enough to show her allegiance, and of fine-enough tailoring to show her power, but not so much as to elevate her beyond the means of her knights. It is said that this has rankled some of her superiors, who do wear enough gold to feed a city, but she has thus far evaded any consequences.
Church Knight
Identical to a cleric, with the following changes:Weapon Choices: flail/hammer/mace and spears/pole arms.
Weapon Styles: Weapon and Shield only (gain 1 custom power).
Armor: Unrestricted.
Bonus Powers (expends 1 custom power):
level 3: Riding proficiency.
level 9: Mount Bond (see below).A mount bond takes one month of careful work with a particular mount to forge, and requires a war-trained mount. While being ridden by its master, the mount has hit points equal to the higher of its natural hit points or its master’s hit points, and its master gains a +4 on any throws to remain seated, guide the mount, etc. The mount’s speed improves by +60 and its AC by 1. If a bonded mount dies, a new one requires the same amount of time to establish. Only one mount bond is possible at a time.