Male gnome cleric of Curchanus 1 | Chaotic Good
Init +0; Senses low-light vision; Perception +4
AC 15, touch 11, flat-footed 15 (+1 size, +4 chain shirt)
hp 11 (1d8 +3 con)
Fort +5 | Ref +0 | Will +4
Equipment: wooden holy symbol, winter clothes, snow shoes, a brown fur-lined hooded cloak, chain shirt, light crossbow, case with 10 crossbow bolts, boar spear, dagger, backpack with 2 weeks trail rations, 50 rope, a healer's kit, waterskin, winter blanket.
Background Gartov claims to be a cleric of a dead god yet he is granted all the abilities of a normal cleric. Those who study religion aren't quite sure what to make of this, but one thing is certain, his faith is true. Gartov is the castles weaponsmith, traveling far and wide to procure whatever ores the castle needs. Being able to talk to the horses helps.
When not traveling he can be found hammering away at a forge.
He is not sure why his god led him this far north but for the time being he is content to limit his travels.
Male arctic gnome sorcerer 2 | Chaotic Neutral
Init -4; Senses low-light vision; Perception +2
AC 14, touch 14, flat-footed 12 (+1 size, +2 dex, +1 combat exp)
hp 16 (2d6+4 con)
Fort +1 | Ref -1 | Will +3
Speed 20 ft.
Melee grandfather's musket with bayonet +2 (1d6, crit x3)
grandfather's bayonet +2 (1d3, crit 19–20/x2)
Ranged grandfather's musket +6 (2d4+1, crit x3) (heirloom weapon)
Str 8, Dex 14, Con 13, Int 13, Wis 10, Cha 20
Base Atk +1; CMB +?; CMD ?(too lazy to look it up right now)
Feats Combat Expertise, Exotic Weapon Proficiency (firearm), Rapid Reload (musket)
Flaw Bookwyrm (-6 Initiative checks and a -3 to Reflex saves)
Traits Heirloom Weapon, threatening defender
Skills: (2 ranks in each) Bluff +10, Knowledge (arcana) +8, Spellcraft +6, Use Magic Device +10
Alternative Racial Trait: Academician (+2 arcana)
Languages Common, Giant, Gnome, and Sylvan
SQ light sensitivity
Equipment: grandfather's musket, and bayonet (both are +1), slightly burnt polar bearskin robe, old snow goggles, snow shoes, and a backpack containing a bed roll, 2 weeks trail rations, a hammer, 6 pitons, 50' hemp rope, flint/steel tinder.
Appearance: Krol One-Day wears a breechcloth with leather leggings, a buckskin shirt and sealskin moccasins. He has long braids wrapped in fox fur.
Background: Krolmgolam was born the youngest in the litter of six gnomelings. His brothers beat him up all the time. As a result, he would hide from them all the time. An avid reader, he would sit and read for hours, One Day as he searched for a new book to read, he found his uncle's spell book. Being unable to read the magical words made him want to become a wizard.
Krolmgolam was tall, fuzzy and excellent at the game "fetch". One of his most striking features was his huge eyes. His doting mother found it very endearing and lavished much attention on him as did many in the village he grew up in. His father, an avid ice fisherman, would frequently take Krolmgolam with him on the frozen lake near their village teaching him to hunt and fish. Krolmgolam wasn't very adept at either and would frequently need rescuing from animals and from thin ice.
One Day while out hunting alone, Krolmgolam found himself low on crossbow bolts facing an angry young polar bear. After expending his last two bolts, that had no effect on the giant beast, he saw his doom slowly approaching. It was then that he felt a powerful surge of energy well up within him as a jet of fire sprang from his hands and engulf the angry polar bear cub, killing her where she stood. After the realization of what just happened settled in, Krolmgolam looked up to see several villagers and his father standing on a hillside about to attack the now dead polar bear cub, their stunned faces could clearly be seen.
One Day Krolmgolam overheard his cousins telling his father tales of a strange gnomish toy maker who lived in a castle to the north. Eager to try out his new talents, he left his worried father and crying mother behind, his destiny uncertain. Wearing his poorly tanned, burnt, polar bearskin robe, a pair of snow goggles and armed with his grandfathers musket and bayonet, his destiny uncertain.
Appearance: Tuck Fard looks like a brown gnome with bulging fish eyes spaced too far apart and reeks faintly of urine since he soaked in it for a few decades. The hairs of his thin mustache and goatee look like catfish feelers.
Ice Chunk (real name - Grobnar Cramfizzle)
Secret Squirrel (Thronar Rubyson)
Male gnome rogue 1 | Chaotic Good
Init +5; Senses low-light vision; Perception +11
AC 19, touch 15 (+4 armor (chain shirt)+3 DEX, +1 dodge, +1 size)
hp: 11 (1d8 +3 con)
Fort + 1| Ref +3 | Will -1
Speed: 20 ft.
Melee: Short sword +0 1d4+1(1d6SA), dagger +0 1d3+1(1d6SA)
Ranged: Sling +2 1d3+1
Str 12, Dex 16 , Con 16 , Int 16 , Wis 12 , Cha 10
Base Atk +; CMB +2 (+ BAB +3 Dex -1 size); CMD 15 (10 + 1 STR + 3 DEX -1 size, +1 dodge)
Feats: 4 Sharp senses (+4 perception), Dodge(+1 AC), Combat Expertise, Agile Maneuvers
Traits: Excitable(+2 init.), trickster(+1 caster lvl illusions)
Flaw: Born Under a Bad Sign(-2 all saves)
Skills: 1 rank each: Perception 11, Stealth 11, Disable Device 7, Sleight of Hand 7, Acrobatics 7, Escape Artist 7, Linguistics 7, Knowledge Dungeoneering 7, Craft Trapmaking 7, Appraise 7, Climb 5
Languages: Common, Gnome, Elf, Draconic, Giant, Fey
Thronar Rubyson was born under a bad sign, not that he would know since both of his parents and his 6 older siblings died in a house fire shortly after his birth. No one knows how he survived the fire but he carries the scars to this day.
Thronar was adopted by a particularly kindly old gemcutter in the gnomish community where his family died. Thronar thrived under the care of the gemcutter for nearly 10 years. At this time the senile old gnome died in a fire in his shop when he forgot to tend the jewelry smelting process properly. Thronar was playing downstairs and was fortunate enough to be hurried out by a patron.
After the loss of two caregivers in horrific fires, no one in the small community was willing to take Thronar into their homes. So into the orphanage Thronar went. The mistress that ran the orphanage was not particularly cruel. However, she was particularly greedy and forced all the young gnomes to work to earn far more than their keep. Thus was Thronar introduced to the life that would become his, that of a rogue.
Thronar was far better at the sneaking than many of the other children of the orphanage and he excelled at finding hidden things. The headmistress often required Thronar to follow wealthy patrons home to find and return whatever expensive baubles he could obtain. One such trip went terribly wrong. Shortly after obtaining several extremely valuable pieces of jewelry from the home of a particularly wealthy patron, Thronar was seized by a small group of hooligans who tortured the young gnome until he revealed the secrets of the orphanage. Thinking to recruit Thronar the thieves drug him along to the orphanage, where they set a fire that burned the home to the ground with the headmistress and many of the orphans still inside.
They then told Thronar that he would now work for them or he would meet the same fate as all the other orphans. This terrified Thronar for many years to come, as he was still very young. And so he served these roughians until he was nearly an adult, plotting his revenge all the while. For these people were always cruel to him and everyone else with whom they came in contact. Finally, Thronar set fire the building these cretins were staying in. While he did set many traps to prevent their escape, he did not remain behind to ensure the all burned.
Thronar proceeded to wander into the world only to discover that he knew nothing of survival in the outside world. Fortunately he met up with some other gnomes who took him to the Toymaker's castle. Thronar thought a castle seemed like a good place to live since stone seemed unlikely to burn.
Male nocturnal lifespark clockwork gnome ranger (trapper) 1 | Chaotic Neutral
Init +5; Senses darkvision 60'; Perception +6 (-2 in bright light)
AC 21, touch 16, flat-footed 16 (+1 size, +5 natural, +5 dexterity)hp 9 (1d10 -1 because he is a pussy)Fort +0 | Ref +7 | Will +0
Speed 20 ft.
Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
And way down here at the bottom of the page that no one reads...
After character creation the mad toy-making gnome sends the PCs off to fetch some rare ore for his next batch of experimental clockwork critters and they become trapped in a temporal stasis for two centuries. In this time a rampaging band of various humanoid berserker tribes led by a family of frost giants devastates the countryside, burning all the villages and the gnome castle (which had massive 6' high walls manned by clockwork guards with wooden swords).
Rumors of the toy-makers hidden stash of gems would attract adventurers to the area every so often. The frost giants have also heard this rumor and keep their minions from attacking explorers until they leave the castle.
A few encounters with the new local fauna and the ruins of a village on the way back to the castle clue the PCs in that something is wrong. At the castle itself they find a few clockwork gnomes laying around the ruins and after a brief search they'll find a secret door under some rubble where the toy maker left a few spare windup keys and a stash of some magic items.
List of crap that happens the first session
0. The PCs come out of stasis, the road home is now overgrown, barely an animal path.
1. The White Worg makes an appearance at some point on the journey back, he howls and 1d4+2 wolves attack the party, he however runs off to tell his master there are gnomes in the area. He'll attack them later when the PCs are 3rd level.
2. Ruined Village - Once, long ago, this village boasted of the best tavern in the area, a place well known by the PCs, now only a few foundation stones and a dry well remain.
4. Try positive reinforcement for Wes when he does something for 8 seconds then resort to a sand timer.
Unlike normal clockwork creatures, the lifespark clockwork gnome is not immune to mind-affecting effects. In fact, perhaps because of its past need for commands, its mind is especially vulnerable to magical compulsion. A lifespark construct takes a –2 penalty on saving throws against mind-affecting effects.
When the clockwork creature runs down, it becomes immobile, helpless, and unconscious, and it remains so until wound up again. Anyone can wind up a clockwork creature without the key by making a successful Disable Device check as a full-round action (DC based on the quality of lock the creator built into the clockwork creature). This technique allows the clockwork creature 4 hours of activity (maximum 24 hours) for each such successful check.
Though the lifespark clockwork creature is not a living creature, a "spirit" still resides within it. Unlike most constructs, the lifespark construct is not immune to all necromantic effects. Certain spells that rely on the existence of a creature's soul (not "life force") —namely astral projection, clone, magic jar, and soulbind— can affect lifespark constructs. No other necromantic effects affect lifespark constructs, and they are still immune to death effects. Though they cannot be raised or resurrected, lifespark constructs can be reincarnated as described by the reincarnate spell.
Male bugbear ranger 1
CE Medium humanoid (goblinoid)
Init+3; Senses darkvision 60 ft., scent; Perception +1
AC 18, touch 13, flat-footed 15 (+2 armor, +3 Dex, +3 natural)
hp 39 (3d8+10+1 favored class+16)
Fort +7, Ref +8, Will+2
Speed 30 ft.
Melee heavy flail +7 (1d10+6/19–20)
Ranged mwk composite longbow +7 (1d8+4/×3)
Special Attacks favored enemy (elf +2)
Str 18, Dex 17, Con 18, Int 8, Wis 12, Cha 9
Base Atk +3; CMB +7; CMD 20
Feats Point Blank Shot, Weapon Focus (longbow)
Skills Stealth +8(+18 in snow), Survival +8; Racial Bonus +2 Intimidate, +4 Stealth
SQ arctic, stalker, track +1, wild empathy +0
Languages Common, Goblin
Combat Gear potion of cure moderate wounds; Other Gear studded leather armor, heavy flail, masterwork composite longbow (+4 Strength) with 20 arrows and 4 +1 elf-bane arrows, 4 pp
Perception and Stealth are always class skills for bugbears.
Saves: Arctic creatures take only half damage from any cold damage dealt to them, and suffer a –2 penalty to saving throws against fire damage and spells with the [fire] descriptor. They gain a +5 bonus to Fortitude saves from natural cold dangers, the DC of their Fortitude saves against natural cold dangers does not increase (it’s always DC 15), and they are treated as if wearing cold weather gear. Arctic creatures suffer a –2 penalty to all Fortitude saves against natural heat dangers.
Skills: Arctic creatures are generally white, and thus receive a +5 bonus to Stealth checks in snowy conditions but receive a –5 penalty to Stealth checks made in areas that are not snowy.
Worg barbarian 2
CE Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
AC 13, touch 9, flat-footed 12 (+3 Dex, +2 natural, –2 rage)
hp 67 (6 HD; 4d10+2d12+32)
Fort +12, Ref +7, Will +5
Defensive Abilities uncanny dodge
Speed 40 ft.
Melee bite +13 (1d6+10 plus trip)
Special Attacks rage (9 rounds/day), rage powers (no escape)
Base Statistics When not raging, the worg’s statistics are AC 17, touch 13, flat-footed 14; hp 55; Fort +10, Will +3; Melee bite +11 (1d6+7 plus trip); Str 21, Con 17; CMB +11, CMD 24 (28 vs. trip); Skills Climb +9, Swim +9
Str 25, Dex 17, Con 21, Int 8, Wis 14, Cha 8
Base Atk +6; CMB +13; CMD 26 (30 vs. trip)
Feats Endurance, Intimidating Prowess, Step Up
Skills Climb +11, Intimidate +10, Perception +8, Stealth +9, Survival +10, Swim +11
Languages Common, Giant
SQ fast movement
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent
Environment cold or temperate forests
Organization solitary, pair, or pack (3–12)
Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf's wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.