Thursday, September 29, 2016

Odekor - Day 29

Orbero Candun, L1 Gnome Bard

Ability Scores
STR 09 (-1)
DEX 11
CON 09 (-1)
INT 14 (+2)
WIS 12 (+1)
CHA 16 (+3)
HP 07
AC 11

Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You speak Gnomish and Common.
Gnomish Madness. You have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.

Proficiencies: +2
Armor: Light
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Drum, Fiddle, Pipe
Skills: Arcana +4, Performance +5, Persuasion +5

Leather armor; AC 11 + Dex
Rapier; +2 to hit; deals 1d8 piercing dmg; Finesse
Dagger; +2 to hit; deals 1d4 piercing dmg; Finesse, light, thrown (range 20/60)
A diplomat’s pack
A fiddle

Bardic Inspiration

# of Spells Known: 4
Spell DC: 13
Spell Atk Modifier: +5
At-Will: Dancing lights, Vicious Mockery
L1 (2): Charm Person, Cure Wounds, Detect Magic, Thunderwave

Orbero Candun is a typical Odekor gnome, which means that he is crazier than a bag of assholes. In Orbero’s case, however, his madness has taken a peculiar manifestation; he believes he is a noble prince from a far off land, trapped on Choan and is actively seeking a means to return to his homeland.
As long as Orbero’s madness is indulged, he can be quite the charming fellow, if somewhat condescending. But the minute someone starts to pick apart his story, Orbero flies into a murderous rage and attacks with anything to hand.
Orbero joined the Checkered Band when he woke up next to Oris in a jail cell in Alsnoc’s Hollow.  When a band of outcast troglodytes attacked the town, the kobold and the gnome fought side by side and back to back.  Afterwards, Oris invited ‘Prince’ Orbero to meet his friends.
To say that the Checkered Band was a little taken aback by Orbero would be an understatement. But after Oris revealed what the ‘Prince’ could do, Arrodeth immediately changed her mind.
The group has gotten quite used to Orbero since then, and he has proven himself quite useful. Although they don’t encourage his madness, neither do they seek to dispel it.  The noble gnome prince is far superior company to the wild-eyed madman unleashed when anyone calls his past into question.

Wednesday, September 28, 2016

Odekor - Day 28

Oris, L1 Kobold Cleric 

Ability Scores
STR 11
DEX 16 (+3)
CON 14 (+2)
INT 11
WIS 15 (+2)
CHA 11
HP 10
AC 16 (leather armor & shield)

Size. Your size is Small.
Speed. You have a base walking speed of 25 feet.
Languages. You speak Draconic and Common.
Darkvision. Within 60 feet, you can see in dim light as if it were bright light and in darkness as if it were dim light. You cannot discern colors, only shades of gray.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated.
Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Proficiencies: +2
Armor: Light, Medium, Heavy, Shields
Weapons: Simple
Tools: None
Saves: Wisdom +4, Charisma +2
Skills: Insight +4, Religion +2

Leather Armor; AC 11 + Dex
Shield; AC +2
Mace; +2 to hit; deals 1d6 bludgeoning
Dagger; +5 to hit; deals 1d4 +3 piercing; Finesse, light, thrown (range 20/60)
Explorer’s Pack
Holy Symbol

Divine Domain: Life
 - Bonus Proficiency: Heavy Armor
 - Disciple of Life

# of Spells: 2
Spell DC: 12
Spell Atk Mod: +4
Domain Spells: Bless, Cure Wounds
At-Will: Mending, Spare the Dying, Thaumaturgy
L1 (2): Guiding Bolt, Healing Word

Oris was born in the imperial capital of Askir, the youngest son of loving parents.  His mother worked as a florist’s assistant while his father was a priest in the Cult of Tytan.   When the War came and then the godstorms, Askir was the only member of his family to survive. His parents and siblings were killed by the storms.  Oris survived, barely, and made his way to what he considered the safest place in the ravaged city, the Temple of Tytan.  The young kobold spent the first few nights, shivering on the floor of the Temple, sleeping at the feet of a statue of Tytan himself.  And he dreamed.
Oris dreamed of a beautiful garden.  His parents were there, smiling, waiting for him. With them was a tall, kind human man in flowing red robes.  The human rubbed Oris’s head and gave him a sweet.  Oris woke with a start, the taste of the sweet fresh on his tongue, and the certain realization that he had been chosen by Tytan to be one of his clerics.
Oris left the temple as the half-dragons were returning to Askir.  He crept out of the city and fled into the stonewood south of the city.  There, he found a group of wandering kobolds and joined them as priest and healer.  He stayed with them for several weeks until an encounter with a gibbering mouther again left Oris an only survivor.
He walked south and west, traveling by night, avoiding trouble when he could.  When he slept, he dreamed.  He dreamed of Tytan, holding him on his lap, cuddling him, whispering secrets into his ear.
It was the dreams that led Oris to the wounded aarakocra, Arrodeth Graywing.  He saved her life and was invited to join her Checkered Band.  Oris agreed and traveled with the party back to the shadowtown of Alsnoc’s Hollow, where Oris has become quite well known as healer and espouser of Tytan’s greatness.
What no one has realizes is that Oris has a divine mission.  He has been ordered by Tytan to save the Empire. He must develop his powers to the point where he can cast resurrection. At that point, he will be instructed by his god to resurrect certain human persons, who will restore humanity, expand the worship of Tytan and build a whole new Empire.

Tuesday, September 27, 2016

Odekor - Day 27

Yi, L1 Kenku Ranger

Ability Scores
STR 07
DEX 13
CON 12
INT 10
WIS 14
CHA 12
HP 11
AC 12 (Leather armor)

Size. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Languages. You speak Auran and Common.
Ambusher. You have advantage on attack rolls against any creature you have surprised.

Proficiencies: +2
Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: None
Saves: Strength, Dexterity +3
Skills: Insight +4, Perception +4, Survival +4

Leather armor; AC 11 + Dex Mod
Shortswords (2); +3 to hit; deals 1d6 + 1piercing; Finesse, light
Longbow; +3 to hit; deals 1d8 +1 piercing; Ammunition (range 150/600), heavy, two-handed
Quiver of 20 arrows
Explorer’s Pack

Favored Enemy: Undead
Natural Explorer: Forest

Yi was born and raised in a kenku monastery.  The monastery’s day-to-day life was not impacted significantly by the War and the fall of the Empire.  Things continued as they had for centuries. Then, one night, someone left a gate open and undead swarmed into the monastery.  Many of the monks survived, but some died, including Yi’s master.  After order had been restored, Yi left the monastery and began to live in the stonewoods and the shadowtowns that had sprung up near the aarakocra citadels.  He lived off the land, occasionally hiring himself out as a guide.  And everywhere he went, he killed undead.  Zombies mostly, but he also encountered wraiths and specters.
One day, while escorting a pilgrim caravan toward Temm, they were attacked by a large swarm of zombies.  Yi fought bravely and well, but the swarm would have overwhelmed him if not for the timely arrival of an aarakocra fighter called Arrodeth.  They fought side by side and afterwards Arrodeth joined the remnants of the caravan as fighter and scout.
When the caravan reached Temm, Yi insisted on sharing his payment with the aarakocra. She told him to keep the money, then they found a bar and, over drinks, began to form a lasting friendship.  When Arrodeth began to put together her Checkered Band, Yi was the first person she recruited.
Yi hasn’t regretted joining the Checkered Band. Not even after a near fatal encounter with a wight.  He blames himself for that, as he is the group’s acknowledged authority on undead.  Yi has sworn to make amends, even though his comrades hold no grudge.  As such, he has become quite reckless lately when confronting other undead.

Monday, September 26, 2016

Odekor - Day 26

Arrodeth Graywing, L2 Aarakocra Fighter

Ability Scores:
STR 09 (-1)
DEX 10
CON 15 (+2)
INT 09 (-1)
WIS 09 (-1)
CHA 07 (-2)
HP 19
AC 11 (Leather armor)

Size: Medium
Speed: (walking) 30 ft; (flying) 50 ft.
Languages: Auran, Common
Dive Attack. If you are flying and dive at least 30 feet straight toward your target and hit it with a melee weapon attack, your attack deals an extra 1d6 damage to the target.
Natural Weaponry. You possess talons that you are proficient with. They deal 1d6 + Dexterity Modifier of slashing damage.

Proficiencies: +2
Armor: All armor, shields
Weapons: Simple, Martial
Tools: None
Saves: Strength +1, Constitution +4
Skills: Insight +1, Survival +1

Leather armor; AC 11 + Dex Mod
Javelins (20); +4 to hit; deals 1d6 piercing; Thrown (range 30/120 ft)
Scimitar; +2 to hit; deals 1d6 slashing; Finesse, light
Daggers (2); +2 to hit; deals 1d4 piercing; Finesse, light, thrown (range 20/60 ft)
An explorer’s pack

Fighting Style: Archery (+2 Attack Bonus with ranged weapons)
Second Wind (1/Rest)
Action Surge (1/Rest)

Arrodeth Graywing was just a chick when the War occurred and the Elemental Plane of Air collapsed into what would become known as the Elemental Plane of Fury. Like her kin, she found herself transported via planar rip to Odekor.
Arrodeth doesn’t remember much of the Elemental Plane of Air and, to be honest, she doesn’t understand why the elders moan endlessly about Odekor. In this, as in many aarakocra things, Arrodeth has always been just a little out of step with her fellows.  
Like most aarakocra, Arrodeth joined the military when she was old enough, but it was a bad fit. The mindless obedience to orders that her fellow soldiers exhibited, that their superiors expected, wrankled her.  She questioned her orders and her supervisors, enough to be labeled a ‘disruptive influence’ and encouraged to leave. Arrodeth served her initial term, then left the military to strike out on her own.
It’s been a couple of years now and Arrodeth has made a home and a name for herself in the southwestern Mountains of Desh.  She’s been in a few scraps and earned a few choice scars. And although she’s never quite fit in with her own kind, Arrodeth has found a niche for herself in the fighting company she founded.  Other aarakocra may look down on Arrodeth and her Checkered Band, viewing them as untrustworthy and disruptive, but the group’s members are fiercely loyal to one another and dangerous to cross.

Sunday, September 25, 2016

Odekor - Day 25

Death, Dying and the Undead

Zombies shamble through the ruined streets of ravaged cities.  Wraiths drift through the stonewoods. Wights rise from their tombs, hungry to slay.  At present, there are probably more undead on Odekor than living people.
When the godstorms swept through creation, the delicate process of death was disrupted. Previously, when a living being perished, psychopomps in the service of Eligel would escort them to their final destination, either the Fields of Joy or the Plains of Agony.  Now, when someone dies, their soul is vulnerable. Psychopomps do not come to escort the departed away from the Material Plane.  Rather, the departed must set out on their own, to find their own afterlife.  Those who linger in the Material World too long can become undead.
The prevention of physical undead, like zombies and wights is fairly easy. You simply burn the body.
Spiritual undead, however, are more difficult to prevent.  Wraiths and spectres haunt the five continents, seeking to extinguish all life.  Its possible they would have done so already if their undead natures had not been altered by the godstorms.
Sunlight damages and can destroy a wraith or a spectre. Wights have never cared for the light of day, but now they flee it to preserve their existence.  (In game terms, most undead lose half their hit points if they start a turn in sunlight, and they do not get any sort of regeneration while they remain in the light.)
Only zombies do not take damage from exposure to sunlight. Indeed, Odekor zombies are difficult to destroy. The world is drenched in necrotic energies, so that if a damaged zombie does not lose all of its hit points, after eight hours it regain its original hit points.  Because of this, when facing zombies, adventurers know to ensure their destruction.
Of course, not everyone becomes undead.  Most of the deceased gravitate naturally toward their intended destination.  Some find unexpected help on the Dead Roads from those who have gone before them.
Wizards, oracles and seers exploring the afterworld, have spoken of a rumored city called Torin, made all of glowing white stone, standing on a bone shore next to a black sea. Here, they say, the Dead Gods reside in cold splendor, with their fallen armies.  Fresh souls are welcome in Torin, where they can reside for as long as they wish, before continuing on to the Fields of Joy or the Plains of Agony.  Whether this is true or not is anyone’s guess, but most are skeptical.