If you are creating a new, 1st level character for the Living ENWorld campaign, please use the required standard character sheet, located here. Because much of this sheet is in CODE blocks, it's easiest to edit with a fixed width font (like the default font in Notepad, or 'Courier New'), instead of the ENWorld post editor.
LEW uses the 3.5 Core books (PHB, DMG, and MM) and the SRD rules. Also available for use are the approved proposals from LEW's own members, compiled in the Rules and Mechanics thread and the LEW Wiki. Feel free to propose new content in the Living ENWorld forum (original creations or open content), it will be reviewed by the community and voted on by the judges.
When creating your character, do not roll for ability scores. Instead, please use Standard Point Buy with 30 points. Hit points are max at first level, then 3/4 max after that (for d6 and d10 hit dice, first round down then round up every other level). For example, a 1st Rogue with 10 Con has 6 HP at level 1, 10 HP at level 2, and 15 HP at level 3.
Use the maximum standard starting gold for your class:
Make a new post here in the Official Character Thread for each character you play. Remember that you may only have up to 3 active characters at a time.
Once you have posted your character sheet, you need to get your character approved. To be approved, please send the character judges an email containing the character's name, level, and a link to the character's post in this thread. Make sure to put 'LEW' in the subject line so that there is less chance that any of us will delete it as spam. The current Living ENWorld Character Judges are Boddynock (boddynocklew@gmail.com), covaithe (covaithe@googlemail.com), orsal (orsal@mail.com), Rae ArdGaoth (Rae.ArdGaoth@gmail.com), and Trouvere (trouvere.lew@googlemail.com). To keep everybody informed, make sure to 'Reply to All' when responding to approval emails.
In order to receive any experience points, a Living ENWorld character must be approved by at least two judges. When a character gains a level, the character must be re-approved by at least two judges before the character can receive any more experience points. To be re-approved, simply edit the post here with the new level and send us an email with a link to the updated character sheet. Unapproved characters will receive NO experience for adventuring before they are fully approved.
The List
This is the list of all of the characters the Judges have approved. All of these characters are good to go for Living ENWorld.
__________________ From 'The Third IR':
Creamsteak - What do you think of Sollir?
Darkness - My guess is that he's an opportunistic munchkin If that's good or bad is an entirely different question, of course...
From 'A Game of Opposites':
Janos - The above challenge is open to everyone except Sollir, because I know he could kill a 20th level Wizard with a 1st level commoner ... somehow.
Description: Velbrik is a moderately young human with a fair complexion and black hair that, when it reflects the light, shows a tint of dark green. He is of average build, although slightly shorter than average. On his lower cheek near the back of his jaw is a tiny curving birthmark of indeterminate shape. Velbrik wears a high-collared chain shirt under a loose navy blue cotton shirt and brown trousers, over which he wears a high-quality black cloak. A backpack, bulging in odd places, is slung over his back. In addition, Velbrik wears a battered sword-belt, strapped on the right of which is a longsword, the left holding two pouches and a few heavily-padded vials. Velbrik carries himself with a cocky air and speaks in a quiet, steady, and almost musical voice.
Equipment:
Artisan's Outfit
Traveller’s Outfit
Cleric's Vestments
Backpack
Caltrops
Scrollcase
Chalk x 5
Flint & Steel
Flask
Ink
Inkpen
Paper x 5
Belt Pouch
Sealing Wax
Signet Ring
Sunrod x 3
Artisans Tools
Holy symbol (wood)
Merchant's Scale
Spellbook
Weapons:
Longbow and 100 arrows
Rapier
Curiosities: Assorted oddities for sale to a total value of 35gp
For Example:
A beaded feather shimmering with rainbow colours: (5sp)
Pebbles that always feel warm to the touch: (2sp each)
A monkey's paw good luck charm: (1gp)
A pair of dice made from gold: (3gp)
A pack of cards of the finest artistry: (4gp)
A small bottle of extra-planar salt: (1gp)
etc. etc.
Prepared:
0 level: detect magic x 2, prestidigitation,
1st level: Magic Missile, Enlarge Person, Silent Image
2nd Level: Fog Cloud, Scorching Ray
The God of Merchant's (if there is one ) has a strange clergy often seeming more mercenary then spiritual. The truth however is more complex; a god that has risen in popularity with the rise of greater wealth and luxury in society gives rise also to a doctrine more in tune with the demands of a modern society. Not for the follower of the benefactor god the simple rigidity of more staid religion rather they must aim to be keystones of the community not only spiritually but also economically. They must accumulate wealth so that their charity can be of more consequence.
Felixandryr is a typical follower of the faith in many ways. He believes in the good of society but also the freedom of the self and the right to build a good society from the top downwards. Ever the entrepreneur Felix (as friends know him) has selected the life of the adventurer as his mode of generating capital. He sees no interest for anyone in the wealth and magic of history rotting beneath the ground and would dearly like to reintegrate it into more useful enterprise. If he should make a pretty penny in the process then so much for the better. Raised in a family of magical artisans in a cosmopolitan city Felix tends towards very urban modes of thought in comparison to many elves raised in more arboreal surroundings yet still has great respect for elven tradition (even training in traditional racial weapons) and especially a love of magic both arcane and divine.
Apart from the glory and excitement offered by the life of an adventurer Felix is deeply committed to self-improvement particularly through education and knowledge. He entertains grand hopes of establishing universities, successful shops or guilds of adventurers. At times he even considers whether these three enterprises might not be capable of being married together.
His appearance is that of an urbanite and smartly dressed slender elf with light, styled hair. He favours clothes of grey, black and white with accents of colour or silver trim but are not overly ornamented. His personality is that of a dreamer, a joker, a playful scholar, and a ruthless businessman.
Name: Rinaldo di Senzio
Class: Rogue / TraderRace: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: None
Str: 10 +0 (2p.) Level: 6/5 XP: 58 182
Dex: 16(14) +3 (6p.) BAB: +7 HP: 62 (11d6+11)
Con: 12 +1 (4p.) Grapple: +7 Dmg Red: 0/-
Int: 15 +2 (10p.-1) Speed: 30' Spell Res: 0
Wis: 12 +1 (2p.+2) Init: +3 Spell Save: +0
Cha: 16 +3 (6p.+2) ACP: 0 Spell Fail: 20%
Craft Points: 8650
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +2 +3 +0 +0 +2* 23
Touch: 15 Flatfooted: 20
*+1 deflection from ring of protection
*+1 insight from dusty rose ioun stone
Base Mod Misc TotalFort: 3 +1 +2 +6
Ref: 6 +3 +2 +11
Will: 6 +1 +2 +9
Weapon Attack Damage Critical Range
Rapier +1 of Shock +11/+6 1d6+1d6+1 18-20x2 N/A
Sap +10/+5 1d6 20x2 N/A
Adamantine Dagger +11/+6 1d4 19-20x2 N/A
Adamantine Dagger, Thrown +11 1d4 19-20x2 10
Crossbow +10 1d8 19-20x2 80
Languages: Ancient Medibarian, Common, Draconic, Dwarven, Elven, Orc, Goblin, Gnoll, Terran
Abilities:
Trapfinding
Sneak +3d6
Evasion
Trap Sense +2
Uncanny dodge,
Haggle (90%/120%)
Bargain (90%)
Extra Language x5
Vigilant +4
Connected
Slippery Mind
TemperanceFeats:
Negotiator
Combat Expertise
Improved Feint
Leadership
Weapon Finesse
Skill Points: 155* Max Ranks: 14/7
[48' + 12' + 12' + 12' + 12' + 10" + 10" + 10" + 9"* + 9" + 11']
*Int goes down from 16 to 15 at level 8.
'Rogue level
"Trader level
Skills Ranks Mod Misc Total
Appraise 7 2 +9
Balance 5 3 2 +10 +2 syn from Tumble
Bluff 14 3 +17
Decipher Script 7 2 +9
Diplomacy 14 3 6 +23 +2 syn from Bluff, +2 syn from Sense Motive, +2 from Negotiator
Disable Device 11 2 2 +15 +2 from masterwork Thieves' tools
Disguise 5 3 12 +18/+20 +2 from Bluff when in character, +10 from hat of disguise
Escape Artist 0 3 6 +9 +6 from Vest of Escape
Gather Information 10 3 +13
Intimidate 5 3 2 +10 +2 syn from Bluff
Knowledge(Arcana) 3 2 +5
Listen 8 1 4 +13 +4 from Vigilant class ability
Open Lock 11 3 6 +20 +2 from masterwork Thieves' tools, +4 from Vest of Escape
Profession[Trader] 14 1 +15
Search 11 2 +13
Sense Motive 10 1 6 +17 +4 from Vigilant class ability, +2 from Negotiator
Sleight of Hands 6 3 2 +11 +2 syn from bluff
Spot 8 1 4 +13 +4 from Vigilant class ability
Tumble 6 3 +9
Equipment: Quantity Cost Weight Sources
Traveler's Outfit 1 -
Signet Ring 1 -
Mithral Chain Shirt +2 1 10.0
Buckler +1 1 5.0 Enchanted by Tenebrynn (The Crux of the Matter)
Rapier +1 of Shock 1 2.0 Bought (The Crux of the Matter)
Dagger, Monemvassian Knight's adamantine 1 1.0 M4: Under the Volcano
Sap 1 2.0
Crossbow, Light 1 4.0
Bolt 20 2.0
Handy Haversack 1 5.0 Bought (The Crux of the Matter)
Pouch, Belt 1 0.5
Hat of Disguise 1 - A Merry Chase
Acrobat Immovable Rod 1 - A Merry Chase
Cloak of Resistance +2 1 1.0
Dusty Rose Ioun Stone 1 - Loot of The Crux of the Matter
Gloves of Dexterity +2 1 -
Ring of Protection +1 1 -
Ring of Counterspelling 1 - Loot of The Crux of the Matter
(Magic Missile)
(5% chance to double the effect of the spell instead of counterspell it)
Lady's Shoes 1 - Loot of The Crux of the Matter
(Dimension Door range of 60' as a move action 5/day)
Vest of Escape 1 - Bought with shop's money.
In handy Haversack: (Content weight: 18.5 lbs)
Potion of Cure Light Wounds 2 -
Potion of Cure Moderate Wounds 1 -
Thieve's Tools, mw 1 2.0
Traveler's Outfit 1 5.0
Cold Weather outfit 1 7.0
Sealing Wax 1 1.0
Ink, vial 1 -
Inkpen 1 -
Scroll Case 1 0.5
Parchement 7 -
Flint & Steel 1 -
Candle 10 -
Merchant Scale's 1 1.0
Antitoxin 1 -
Sunrod 2 2.0
Total Weight: 32.5lb Money: 1242gp 0sp 6cp
Left at the shop: 4000 gp
Light horse (Named: Wanderer) 1 N/A
Riding Saddle 1 25.0 (on horse)
Bit and Bridle 1 1.0 (on horse)
Saddlebag 1 8.0 (on horse)
Horse's Equipement Weight: 34.0 lb
Rinaldo Weight: 157.0 lb
Rinaldo's Equipement Weight: 32.5 lb
Poney's Total Weight: 223.5 lb (Medium Load)
Age: 24 (Became 6 years youger because of some Temporal Distortion)
Height: 5'8"
Weight: 157lb
Eyes: Deep Blue
Hair: Black
Skin: White/pink
Appearance: A mundane man with mundane clothing.
Background:Rinaldo di Senzio has always been a simple man, who had in heart the welfare of his family. He was a travelling merchant who walk the world to buy and sell spices. Sadly, his business hasn’t been faring in the last years, and he saw his economy going down, compromising the education of his children, two boys and a girl: Salvador, a 6-years-old boy who already dream of becoming wizard, just like her aunt Opale, Isabella a 4-years-old girl and Carlo, a 2-year-old boy.
He turned to his cousin Francisco di Senzio to find a way to correct the situation. His cousin’s business was going pretty well. Francisco is a smuggler who has many contacts in the thieves’ guild of the country and neighbouring nations. When Rinaldo came to him, he told him that he would help him. They discuss a lot and finally came to the decision that the trade of spice would never be something where Rinaldo could become rich, as some merchant houses are already controlling all the business.
It is at that moment that a solution appeared, suggested by Opale, Francisco’s wife. The adventuring business is raising, and adventurers are always seeking magical items to help them during there missions. If Rinaldo could start a business in Ororuss, it would allow him to take care of his family without problem, as the magical items have a tendency to value a lot.
But there is one major problem with that solution, it is to start a business, you need to have a great deal of money. A solution brought a problem… but there Francisco has made a suggestion, the best way to raise the money and to start his business, it is to go in adventure himself. The idea is not bad, but it brings two problems. First, Rinaldo needed some skills that would come useful to a group of adventurer, but Francisco told him he could teach him a few tricks he could find useful. The second, Rinaldo’s wife should learn nothing about it. And so Francisco and Opale promise to tell nothing to Rinaldo’s wife.
And so Rinaldo has headed to the Red Dragon Inn, one of his stop during his travel to sell his spices, knowing the chance to find some employment was good.
After some times of adventuring, he finally moved his family to Orussus. They found a small shop near the Red Dragon Inn who need some renovation but will become a nice shop. A few months after they have establish themselves, Valeria, Rinaldo's wife, have found the secret of Rinaldo. While the couple was doing there market, they met the Road Warden of Orususs, who spoke about the great job Rinaldo and his friends have done against the highwaymen. Valeria didn't react to the news until they came back home. After a serious quarrel and a few bruise, Rinaldo saw himself kick out of the family house.
Background: Hogarth was raised on the island called Centrum. He has been part of a isolated culture which worships Gundar. The care for an ancient temple created eons ago. The island has an active volcano, and is considered a power source for Gundar’s worshipers. There used to be many pilgrams in ages past. About 100 years ago, a young wandering dragon decided to make Centrum her home. She was not hostile towards the cult, and they lived in peace for many years, even helping each other on occasion. Relations soured as she brought a clan of goblins to the island to serve her. These goblins became pirates, bandits and raiders and grew in number under her direction. In time the dragon grew to despise the cult, as she grew and became obsessed with her own power. This did not please Gundar, who took a personal interest in his temple.
This past year, the dragon managed to mate and lay eggs. The eggs made her paranoid, and she sent her goblins to make war on the colony. Recently these goblins have destroyed the temple. Hogarth escaped, but is not aware of any other survivors. He knows now, from an ancient prophesy, that when the temple was profaned, Gundar would invoke the volcano to destroy its attackers. He knows the island will soon be inundated with lava.
Hogarth has learned to speak Goblin. Over the past century, the colony has had virtually no contact with the outside world. They speak only Terran amongst themselves.
After being saved by Rinaldo and his friends, he has been impress by the merchant courage and touch by his devotion to his friends. For these reasons, and also because his home island have been detroyed, and he doesn't know what await him on the other side of teh water, he has decided to follow the merchant in his adventures.
__________________ Living ENWorld di Senzio's Magical Shop, the best place to buy and sell magical items in Orussus
Description:
Thurgan is somewhat tall for a dwarf and broad of shoulder. His dark brown hair is overly thick, including his beard. Both the beard and hair are braided to keep them from the work area. He is constantly dirty and his hands are quite calloused (though he can be surprising gentle when it is called for). Outside of work (something he doesn't see much of) Thurgan is partial to darker colors (browns, greys, blues, and the occasional burgundy) of clothing.
Background:
Thurgan comes from distinguished clan of crafters and smiths but how he found his way to be apprenticed to a human with poor work skills would require much more explanation than Thurgan is ready to give. However, it is known that Thurgan has toiled for almost eighteen years as an apprentice to Master Drewer, many years beyond the customary apprenticeship term. Thurgan runs the shop for Master Drewer, both opening and closing, as well as working at the forge on those orders which Drewer can't get to (which is almost 90% of all incoming orders). So working long hours for no credit (for all product must go out with Master Drewer's mark while Thurgan is an apprentice - though he has subtly marked the items with his mark as well, usually in a hidden area of the product) has made Thurgan a might bit surly . . . which is saying a lot (something Thurgan doesn't do much of).
Updated for 4th:
Thurgan in his journey through the Halls of Stonepike had the company of several worthy fighters. As such Thurgan tried to use his other talents to assist the group. Working in the dwarven forge and climbing through crevices had bulked the already large muscles Thurgan had. [+1 increase in STR, 10 skill points: Appraise, Disable Device, Open Lock, Search, Spot x3, and Use Magical Device x3)
Updated for 3rd:
Again, Thurgan was tested in combat in the exploration of Delmon’s Tower and the journey into the monastery, making use of his crossbow frequently and needing to stay on his toes (trained as a fighter again, point blank shot, alertness). His need to climb an outer wall of the monastery improved his climbing skills, and he needed to stay sharp with his crafting skills [4 skill points: Climb, Craft Blacksmith, Armor smith, and Weapon smith)
Updated for 2nd:
Thurgan was tested in combat during the trek to the vineyard and he had always felt better with his war axe in his hand (trained as a fighter, weapon focus - waraxe). He exposure to the demons the others called horses made him realize that he needed some amount of skill with them, and he needed to stay sharp with his crafting skills [4 skill points: Ride, Craft Blacksmith, Armor smith, and Weapon smith)
Last edited by Keia; 18th October 2005 at 05:11 AM..
SHARIFF SILVERSHIELDS
Halfling, 1st-Level Sorcerer/ 1st level Rogue
Small Humanoid (Halfling) Hit Dice: 1d4+1d6 (8 hp) Initiative: +1 Speed: 20 ft. (4 squares) Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11 Base Attack/Grapple: +0/–4 Attack: +0 melee (1d4/x2) or Sling +2 ranged (1d3/x2) Full Attack: +0/-4 melee (1d4/x2) or Sling +2 ranged (1d3/x2) Space/Reach: 5 ft./5 ft. Special Attacks: Halfling traits, Magic, Sneak attack +1d6 Special Qualities: Halfling traits, Spells, Alertness from Familiar. Saves: Fort +1, Ref +7, Will +3 Abilities: Str 8, Dex 14, Con 10, Int 12, Wis 10, Cha 18 Skills: Climb +1, Hide +9, Jump +2, Listen +5, Spot +3, Move Silently +5, Armorsmith + 5, Concentration +4, Bluff +6, Disable Device +2, Decipher Script +2, Use Magic Device +6. Feats: Spell Focus Abjuration, Trap finding Alignment: Lawful Good
Halfling Traits (Ex): Halflings possess the following racial traits.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A halfling’s base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and
Slings.
+2 racial bonus on Listen checks.
Sorcerer Traits/Abilities:— Spells Cast per Day:
Cantrips: 5
1st Level: 4
Spells Known:
Cantrips: Daze, Mage Hand, Prestidigitation, and Arcane Mark.
1st Level: Shield, and Protection from Evil.
Familiar: Popgoes. (Ferret) See his info.
Equipment:
Backpack with waterskin, 1 days rations, Bedroll, Sack, Flint and Steel, Hooded Lantern, 5 pints of oil, Spell component Pouch, sling, 2 pouches of 10 stones each, Halfling sized quarterstaff.
70gp left.
Popgoes.
Tiny Magical Animal (Ferret) Familiar Hit Points: 2 (Half masters normal rounded down) Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 15 (+2 size, +2 Dex, +1 natural armor), touch 14, flat-footed 13 Base Attack/Grapple: +0/–12 Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will +3 Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5 Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3 Feats: Weapon Finesse Familiar Benefits: Alertness, Improved Evasion, Share Spells, Empathic Link
Combat Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature. Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.
__________________ Looking forward to 4E!
Last edited by Argent Silvermage; 8th January 2004 at 06:30 AM..
Name: Ewald Tain
Class: Fighter
Race: Half-Elf
Size: Medium
Gender: Male
Alignment: Lawful Good
Str: 15 +2 ( 8p.) Level: 1 XP: 0
Dex: 13 +1 ( 5p.) BAB: +1 HP: 10 (1d10)
Con: 10 ( 2p.) Grapple: +3 Dmg Red: -
Int: 14 +2 ( 6p.) Speed: 30' Spell Res: -
Wis: 12 +1 ( 4p.) Init: +1 Spell Save: -
Cha: 13 +1 ( 5p.) ACP: -3 Spell Fail: -
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +1 +1 16
Touch: 11 Flatfooted: 14
Base Mod Misc TotalFort: 2 +0 +2
Ref: 0 +1 +1
Will: 0 +1 +1
Weapon Attack Damage Critical
Unarmed +3 1d3+2 20x2 (subdual/normal)
Ranseur +2 2d4+2 20x3 (Reach, +2 disarm)
Longsword +3 1d8+1 19-20x2
Light Crossbow +2 1d8 19-20x2
Languages: Common, Elven, Celestial, Halfling
Abilities: lowlight vision, immune to sleep, +2 save vs. enchantments
Feats: Combat Reflexes, Improved Unarmed Strike
Skill Points: 16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Craft (Bowmaking) 4 +2 +6
Diplomacy (cc) 1 +1 +2 +4
Gather Information (cc) 1 +1 +2 +4
Intimidate 4 +1 +5
Jump 4 +2 -3 +3
Listen - +1 +1 +2
Ride 2 +2 +4
Search - +2 +1 +3
Spot (cc) 1 +1 +1 +3
Equipment: Cost Weight
Traveller's Outfit 1 gp -
Chain Shirt 100 gp 25 lb
Buckler 15 gp 5 lb
Necklace 30 gp -
Ranseur 10 gp 12 lb
Longsword 15 gp 4 lb
Dagger 2 gp 1 lb
Light Crossbow 35 gp 4 lb
-Bolts (30) 3 gp 3 lb
Backpack 2 gp 2 lb
-Traveller's Outfit 1 gp 5 lb
-Bowmaking Tools 5 gp 5 lb
-Bedroll 1 sp 5 lb
-Candle (5x) 5 cp -
-Torch (5x) 5 cp 5 lb
-Flint and steel 1 gp -
-Ink 8 gp -
-Inkpen (3x) 3 sp -
-Scrollcase 1 gp 0.5 lb
--Parchment (10x) 2 gp -
-Rope, Hempen (50 ft.) 1 gp 10 lb
-Rations (5 days) 3.5 gp 5 lb
-Empty Sack 1 sp 1 lb
-Soap 5 sp 1 lb
-Waterskin 1 gp 4 lb
-Whetstone 2 cp -
Belt Pouch 1 gp 0.5 lb
Total Weight:100lb Money: 21gp 3sp 8cp
Lgt Med Hvy Lift PushMax Weight: 66 133 200 400 1000
Age: 28
Height: 5'2"
Weight: 121lb
Eyes: Green
Hair: Golden-blond, medium long
Skin: fair
Appearance: Ewald Tain is a comely young man who shows heavy signs of his mixed descent. He is in good shape and quite powerful, but not burly. Rather, he is quite slim and not very tall. His golden-blond hair falls loosely about his head, occasionaly showing the tips of his slightly pointed ears. His face is friendly, with inquisitive green eyes that would like to take in as much as possible. Despite his open and friendly demeanor, he keeps an eye out for trouble and is ready to deal with things that are not right in his opinion. Ewals likes to dress in reds and silver, accustomed to the colors by years of wearing the city guard's tunic. Around his neck is a silver necklace, bearing a humming-bird pendant. It is very dear to him, one of the few things to remember his mother by.
Background: Ewald Tain was born of a human father and an elven mother, yet he knows very little of elven culture. His mother died while giving birth, leaving it upon his father Harold to raise the young boy. Harold, filled with grief, would not speak of Ewald's mother, not of the elven lands where he had met here. As such, Ewald was brought up in a mostly human culture. As he became of age, Ewald followed into his father's footsteps, serving in the ranks of the city guard. About a year ago, Harold was unjured during duty and subsequently fell ill. The injury cost him a leg, forcing him to remain in bed. Ewald took care of him as best as he could, but the illness could not be treated. Harold had lost the will to live when his wife had died, and he followed her to the heavens a month ago. Ewald grieved, and then began to look ahead.
Goals: Besides his job, Ewald had very little ties to the city. Free from the burden of caring for his ill father, he decided to leave the city and learn of the world, and his elven heritage. His dreams are filled with the halls of elven kings and queens, their music and dance. Also, he dreams of the Lady Lisandra, an elven maiden of high birth whom he once had the honor of escorting when she was in the city.
Last edited by Fanog; 7th September 2003 at 12:47 AM..
Reason: Removed two days' of rations
ACP applies to the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, Tumble.
Favored Enemy +4 (Ex) [Magical Beast]
Favored Enemy +2 (Ex) [Humanoid (Human)] The ranger gains the listed bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets the listed bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
Wild Empathy +6 (Ex) The ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result.
To be affected, an animal must be within 30 feet of the ranger.
The ranger can also use this ability to influence magical beasts with Intelligence scores of 1 or 2, but gets a -4 penalty to the check.
Track The ranger gains Track as a bonus feat.
Combat Style (Ex) [Two-Weapon Combat] At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance A ranger gains Endurance as a bonus feat at 3rd level.
Lesser Scent (Ex) At 4th level, the ranger can choose to either gain the Lesser Scent ability, or get an animal companion as per the normal progression.
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Unlike normal Scent, however, lesser scent does not allow the creature to automatically detect scents; it must focus on the attempt, and its range is slightly smaller.
The creature can detect opponents within 20 feet by sense of smell by making a successful Search check against DC as per Table S-1. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 10 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
Code:
Table S-1: Lesser Scent
Search DC Smell
-10 Troglodyte stench, skunk musk
0 Smoke, rotting garbage
5 Aromatic scents (burning bread, strong incense)
10 Normal scents
15 Subtle or vague scents
20 Barely noticeable scent
Search DC Modifier Condition
+5 Running water between creature
with scent and source of scent
+1 Per 10 feet of distance
+5 Smeller distracted
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Delmontes Technique
Delmontes Technique: Piercing Whip [General] You are so skilled in using a whip, that you can find chinks in almost any armor and strike there with enough force to deal damage. Prerequisites: Exotic Weapon Proficiency (Whip), Weapon Finesse. Benefit: When using a whip, you can deal damage to opponents with up to +4 armor or +6 natural armor. Your damage with a whip is increased to 1d4 (1d3 for Small characters). Normal: Without this feat, you can't deal damage with a whip to opponents with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.
Craft History
Boomerang [7 gp 5 sp, 1 craft]
Appearance
Troi is laid-back, and he looks it. His hair is slighty unkempt, brown, and tied back into a ponytail that hangs down to his mid-back. He is mildly rough-shaven. He wears a plain black shirt, with a slightly more elaborate blue shirt over it. He wears black breeches, and wears black-and-blue bracers. He has a simple silver ring on the middle finger of his right hand, and wears a finely-made belt. His rapier is a fine weapon, purchased from a good friend of his; his whip, however, is a better weapon, with an ivory handle and a fine leather grip. A finely-crafted lute is slung across his back, held in place by a plain leather belt. His chain shirt, when he wears it, is worn underneath his normal clothing, making him look slightly bulkier. When his left shoulder is bare, the jagged scar extending from his collarbone to the end of his shoulder is quite visible.
Description Eyes - Blue Hair - Brown Height - 5' 10" Weight - 130 lbs. Age - 17
This is an approximation of Troi's appearance.
Personality
Troi is a laid-back person. He doesn't get angry easily, though when he does, he isn't very friendly. Troi is a good negotiator, and prefers to settle arguments between others by calming them and throwing in some unusual philosophical statement. In his own conflicts, he prefers to skewer his opponents with mocking and sarcasm than outright fight. He's a generally friendly and helpful guy, and he makes friends easily. He likes to help people who have problems, but his concern only goes so far.
Troi has a respect for nature, as he studies it's most dangerous creatures in an attempt to find a way to harness their inherent abilities in such a way that humans and the other humanoid races can utilize them. Throughout his search for such creatures, he has gained a respect for the power of nature, and is quite comfortable in less hospitable settings. He doesn't like hurting animals and his targets, however, as he only wants to research them to find out how they do those things that monsters do. He oftentimes has his 'spellbook' out, which he instead uses as a form of keeping his notes all in one place, and writing new ideas in it or reviewing and revising old ones.
However, respect for nature doesn't require a liking for it, and Troi doesn't exactly love the outdoors. He much prefers an urban setting; though he can function outside, as he has learned how to in his journeys, he would much rather be in a city, surrounded by people and buildings, than have trees and wild animals for company. Though he sometimes finds that the solitude found in being in the wilderness is refreshing, he still prefers urban environs to wild ones.
Troi does have an appreciation for certain scenes in nature. A summer sunrise over an endless plain, a tranquil forest clearing during a soft snowfall, the full moon and stars in a clear night sky - these are the sorts of things that draw him to nature when he is on the road.
Troi shuns responsibility. Though he does what must be done, he doesn't do it unless he pushes himself hard, someone else urges him to, or he simply loves the activity in question. He dodges being blamed for things as much as possible, as well, never liking being the source of a fault. When others come to him for assistance, then later blame him for what occurs after, he simply tells them that they didn't have to listen to him.
When the name 'Zidaniel Raziel' is mentioned, however, his demeanor instantly becomes that of one who is on the hunt. His words become short and harsh, and he watches around himself intently, searching for an unknown foe.
Troi views his spellcasting as not so much as spellcasting as it is a manifestation of his religious beliefs. He is slowly coming to understand some of the teachings of Zidaniel, and - sifting through them in pursuit of truth - it has given him an understanding of the world. His understanding of arcane magic is moderate, but divine magic is something he views as slightly more esoteric in nature. Though his methods are relatively simple, it is his strong beliefs that fuel his divine power.
For somatic components, he typically makes an unusual motion with his hand, producing a symbol he feels has a connection with his beliefs. For verbal components, he recites a passage he memorized from Zidaniel's teachings. For material components, he looks for small things that are simplistic but also symbolic. For a divine focus, he uses the ring Shiva gave him.
Background
Troi Delmontes was born on November 9th. He was an inquisitive child, also trying new things. Later on in life, when he knew enough to ask others about things they knew, he gathered up as much knowledge as he could. His parents encouraged him, and his interests grew. He was always into things that normal beings weren't capable of doing... he would listen intently to tales of monsters doing horrific things. That's what I want to learn how to do. Young Troi thought. I want to learn the same things that monsters can do.
And so he began on his search. A young Troi began, on his own, studying the ways of monsters and how they were born, lived, and died. He began testing ways to emulate their skills that made them such dangerous enemies, but he continued to run into failure after failure. For a short time, he also studied arcane magic, thinking that could lead to an answer; however, it, like everything else, failed to yield one. Though he still continues to this day those attempts, he also attained other skills that went along with the research of animals and beasts.
However, Troi's childhood was not an easy one. The city of Lathirn was a difficult one, and his parents had scarce enough money to raise a child. Eventually, the two seperated; he stayed with his mother, while his father disappeared from his life. After his father left, Troi became interested in religion. He joined a local church, and started going there on a regular basis. However, he soon found what he thought to be inconsistencies in their teachings. He questioned them on it, and they threw him from their church because of it. Since then, he has had little trust in religions of any nature, and prefers to follow his own set of beliefs.
In addition, though he himself never became involved in it, Troi began learning the ways of those who lived on the streets; he grew to know several who were criminals, though he himself managed to stay just barely within the limits of the law. He learned of the vast webs of intelligence-gatherers, and picked up several other tricks of living on the street.
When Troi turned 14, he met a man by the name of Zidaniel Raziel. Zidaniel was only a few years older than Troi, but he seemed to know many more things, and had strange ways of talking about things. Zidaniel was also a master thief and swordsman, but he refused to teach Troi the finer tricks of his trade. At about the same time, Troi also met a woman whose name he never learned, but who called herself Shiva. Shiva was a close friend of Troi's, but she and Zidaniel were involved with one another.
Years passed. When Troi was 16, Shiva came to him and told him of Zidaniel's evils, telling him that Zidaniel had hurt her in an unspeakable manner. Troi had put up with many of Zidaniel's ways - his constant thievery, his requests for money when he ran into the law and needed cash - but this was too far, too much. Zidaniel had finally broken the tenuous friendship that existed between the two by harming Shiva. Troi declared that he would hunt down Zidaniel and left to hunt him down, but before he went, Shiva gave him a plain silver ring, though she didn't say why. Troi sought out Zidaniel, and on a rainy night in an alleyway, the two fought - Troi with his whip, Zidaniel with his longsword.
The two nearly killed each other. Though not dead, each bore a mark from their encounter - Zidaniel now bore a long scar down the right side of his face, a testament to Troi's skill with the whip, while Troi had a long scar searing across his left shoulder, a symbol of Zidaniel's prowess with the blade.
Zidaniel disappeared into the night, and Troi sought out Shiva - but she was nowhere to be found. Though he lost a woman he might have, one day, come to love, he wandered out from that city called Lathirn - meaning 'without a name' - and became a traveller. He wandered the roads and towns of the world, learning the ways of his chosen trade along the way, and learning of things in general.
His current haunt has become his favorite one, though he knows he must leave it soon. He must find Zidaniel, and finish what was started the last time they met. Though he is loathe to admit it, he knows that he and Zidaniel will fight again... and one of them will not walk away. But before he goes and possibly ends his life, he wants to complete the work he began as a child, and find a way to emulate the abilities of monsters.
Adventuring Log
The following entries are written in the spellbook Troi carries, scribed between notes on monsters and various ideas and drawings.
Well, we're on the road right now, coming down from Vingarius vinyard, south of Orussus. It's been a crazy time.
We had to deal with orcs. Nasty ones, too - not your normal ones. Followed a deity by the name of Kroggoth, I think, or something along those lines. And there were a couple wolves, too, and they weren't normal, either... and one guy who changed his shape, but he ran off and we couldn't find him.
Damn! If only we hadn't dawdled around, we might've caught him, whoever the hell he was. Not that I think he was Zidaniel, or anything... though that bastard might've learned to change his shape...
Anyway. We got a hefty amount of cash from this job, a little over a grand. I'm planning on buying myself a new whip, hopefully better than this one... though I'd like to keep the handle. I like its grip, and I don't think I'd adjust too well to a new one. I'm thinking of getting a longbow, too... a ranged weapon wouldn't hurt, and I might've been able to shoot the shapechanger if I'd had one.
And I'm getting a longsword, too. I know that Zidaniel used that, and that its his weapon... but I need something with a little more force behind it than a rapier or a whip, at least for now. When I finally perfect the technique I'm working on, then I'll ditch the longsword. For now, though, it's an evil that I'll have to deal with.
My companions, this time? A woman by the name of Zoe, a paladin of Hyrag, or whatever. She was alright, though a little too... something. I don't know. Felix, some kind of merchant or priest of a merchant god. He liked to talk a lot. Thurgan... is Thurgan, of course. I've known him since I came into Orussus. Good guy, and good in a fight. Rinaldo... don't know about him. He's a merchant, too, I think. And Velbrik, one of those Nobius bards.
I learned quite a bit on this little venture. I think I'm going to be a little more cautious in the future, too. I leapt into a few things that I'll remember to consider more carefully next time, like opening unknown doors. I worked on using my whip, of course, and my technique is coming along... though it's not perfect, I think it will be soon. I'm going to start using two weapons at once, and see where that gets me... I think I'll be a lot more useful in combat if I do that, and it'll be more effective.
Hopefully there's another job waiting... this is good money, but I need more experience, too. I can't go after Zidaniel until I get as good with a whip as he was with a longsword, and I won't be able to do that without going out and actually fighting for my life, unfortunately.
An interesting venture, heading out to the wizard Delmon's tower. There was actually little to it.
We found out a few important things this time around. For one, the feral orcs have a clerical friend who can bring them back from the dead, though not quite too well... they're still not entirely alive when they're brought back. I'm not too well-versed in the finer details of divine magic, but I'm not thinking that this is something that a good deity does.
Damn gods. Always getting involved in our affairs.
Anyway... Delmon said something about him not having a normal, human shape. I think that the cleric might be the shape-changer I spotted leaving the vinyards. If it is, that means that guy is going to be having issues with us real soon...
Luckily, I went this time with a group of people whom I'm primarily familiar with. Felix, Velbrik, and Thurgan all came along, and a new guy by the name of Thale. He's a cleric... yeah, I wandered around with an actual cleric. I haven't done that willingly for a long time. At least he didn't preach or anything. I would've had to hurt him.
As it was, I did some pretty dumb things on this venture. Like fighting that fire elemental... why the hell didn't I go unbar the door to let the others in? Damn good thing that they managed to break through, though, otherwise I would've been really screwed. I learned my lesson, though... I'll be paying attention to my surroundings from now on, and try not to let the situation surprise me enough to make me lose my head.
Unfortunately, I didn't get too much practice in with my whip, which bothers me, and I didn't get to practice my two-handed style, as I didn't get a short sword like I originally intended to. I'm going to donate my longsword to somebody, because I quite frankly don't want to use it anymore... I'll go get a short sword in Orussus.
However, we did get some neat stuff from the wizard. He was pretty generous, too, I think - though we did somewhat save his life, or something along those lines.
The fight in the monastery taught me a few things... seems that everything lately has been teaching me things, funny, that...
I don't think that hand-to-hand is really for me. I've been using a variety of blades lately: a rapier, a longsword, a shortsword... but I don't think getting into the thick of things is a good idea. Seems that everytime I do, I end up getting knocked down.
But as much as I like archery - and I do, have since I was young - I don't want to relegate myself to bows, either.
Ranged weapons, like the whip, are my thing. I'm in melee, but not right next to the guy I'm attacking, which seems like a good thing. So what I need is something with reach... I could use two whips, but that would get unwieldy fast. Perhaps a thrown weapon? But it would have to return to me with each throw, or else that'd get expensive fast, buying more and more each time I went into combat. No, I need something that can be thrown, but that returns afterwards... I'll give this some thought, but for now I'll have to stick with a blade. Maybe when I get some down time, I'll work on something.
Almost funny, too, was how easily I got knocked out. A spell, of some kind... it weakened me so badly it took me down. I always knew I wasn't very hardy, but that surprised me a lot. I think I need to start exercising more to at least partially stop that kind of thing from happening.
Another thing I need to start thinking about is numbers. Not like math, or anything... but there is strength in numbers. When I charged into that room, I didn't think I'd end up in the middle alone. Granted, I was... foolish? Enough to believe that I could take on the monk, the orc, and the leader all on my own. I took out the orc, sure enough, but that's all I managed to do.
I got two, and was down. Ye gods, I'm so useless.
I don't think I can keep going like this, with Velbrik, Thurgan, and everybody else. Sure, these Kroggothites - I think that's how that's spelled - are dangerous and should be stopped, but not by me. I've done little more than hinder everybody else. Everytime we get into combat, who goes down? Me. I think it's quite obvious at this point that I'm not very good at this.
So, what am I going to do now? I'm going to go to Orussus, and... something. Maybe I'll look more into that guy those kids down by Drewer's told me about... sounds like something I might be able to handle. Velbrik also mentioned something about a forest... though he'll probably keep going after the Kroggothites. Which is fine by me - he was quite productive throughout the last couple adventures we've had, so he's probably of more use than me.
Well, once I get back to Orussus, we'll see what the future holds...
We've set out to take care of some bandits in the forest between Orussus and Rivenblight. It's been quite an experience thus far, and I don't think that it will get dull anytime soon.
Velbrik ended up coming along on this one, joining me and Jaan - a new guy we picked up at the inn - and Ioleta.
Jaan's an alright guy, don't get me wrong. He's got little haggling sense, but decent all around. It's the other one we have to worry about.
Ioleta. An odd name - fitting, since she's an odd person. And that's about the best way to put it. In some ways, she reminds me of Zidaniel: erratic, forward, and what would appear to be messed up morals and such. I'm slightly worried... when we were talking to the guy who hired us for the job, he was freaked out when he saw me... the first thing I thought was that this guy had gotten a description of me, had something to deliver... from Zidaniel.
No idea why that idea crossed my mind. Something just seemed to click, for some reason... that was the first thing that popped into my head, that someone would be freaked out by seeing me. Funny, that. Hell, I even lost my accent for a moment...
But anyway. Yeah, she reminds me of Zidaniel - but she isn't him. Not that that idea had crossed my mind at all. She has some of his traits, sure, but not all of them. But for some reason, I don't think it's entirely coincidence that I thought of Zidaniel, and then she showed up, so similar to him in so many ways.
I've got a bad feeling about all of this... I don't know why, but I know something is going to happen. Something bad. Then again, my luck hasn't been that great as of late... perhaps it will turn, and I'm just being nervous?
On the road once more. It seems like forever since I set out the last time... I'm not even really certain of how long I rested in that room, in that coma, since we returned from the trek to Rivenblight.
I thought about many things as I rested, recovering strength from yet another near-death. It's funny... every time, I seem to come so close, and yet I manage to pull through. It doesn't cease to amaze me.
What really bothered me, though, was this dream that kept coming to me while I was out. There was a tower... and music, like what I used to play. And poetry - things I had written when I was a lot younger. And there was the smell of home, always the smell of home... of her... and that bastard showed up, and I fought that fight again, and again, and again, just like I always do whenever something reminds me of him. How I should have done something more, how I could have finished him off then and there if I had just had the skill...
But there isn't any sense in worrying about the past, I suppose. I mean, I feel so stressed all the time, and worrying about what could have happened isn't going to help any. It's like... I feel like something is pushing me to do more. Like there is something greater I should be doing with my life, than running around trying to get enough skill to go back and hunt that bastard down...
I remember the road we're on right now. It runs along the Roaring River, which intersects with the Grellgo - the river that runs through Lathirn. They sometimes called it the Green River, I remember, since it ran through the swamp further north and sometimes sludge and other nasty things got caught up in the tide... but that was a long time ago. I think I remember hearing the grellgo meant "green" in halfling or something like that, but I don't really recall.
I'm traveling with a several people this time - and I don't know any of them. I remember being so dissatisfied with seeing the same people all the time back home, and now I can't seem to keep track of anyone for too long. People come and go all the time... even Velbrik, who's been with me for quite awhile, isn't on this trip. I just hope that I don't let these people down like I have the last few groups I was with... it sounds like I'm going to be the main fighter, and I don't really like that idea. I'm still not as good as I should be, and my tactics still need work...
Speaking of combat, I finally finished my weapon - the one I thought of on the way to Rivenblight. I started work on it while I rested, and I finished it just before this journey. I don't know if I can teach myself to use it - it seems really strange - but I think I'll figure it out.
But that's enough for now. Hopefully I'll have the chance to reflect on this venture later... I just hope my luck changes.
I cannot recall with any certainty many of the things that happened. Aside from the bandits we fought on the way here, I didn't really have any reason to pull out my weapons.
All in all, pretty dull.
There was some excitement with a local girl that Sunny got into trouble with. Lots of discussion and whatnot about what to do... lots of talking. I did quite a bit of thinking about things. Learned some things, too. I also decided to work on my art skills, since I had little else to do. I didn't get much practice with my boomerang, which irks me somewhat.
In particular, I think I'm going to pick up music again. It's been a long time, but listening to Oirhandir and Carsis play at the dinner inspired me to pick it up again. So when we get to Orussus I'm going to pick up a lute, an instrument I tried out a long time ago but could never really get the hang of. Then again, I was pretty busy back in the day, so I suppose it made sense to drop it then.
But nowadays, I'm not doing much. I still need to work on my skills to deal with Zidaniel, and I'm still on the look-out for Shiva. But after the trip to Halina, I'm feeling sort of... willing to let things be where they are for the moment, I guess. Yeah, I'm hunting him down, and yeah, I'd like to see her again... but I'm in no rush. Things will work out.
I'll find them eventually. And then we can settle this.
Scribbled in the margins: Also, I met an interesting woman by the man of Melinda, who I believe was part of the Freefolk. I was given a pouch containing her scarf and a note, informing me that she hoped we met again. I'm not entirely certain what to make of it, but perhaps if I feel the need for a companion I will seek her out. I have much to do before then, though... (rough sketch of Melinda)
Well, I managed to find myself a job within a few hours of coming back to the Red Dragon Inn. Pretty strange how quickly time goes in that place. That's alright, though - after the Festival thing, I'd rather stay on the road.
Teaming up with Jaan again, who was with me hunting down bandits on the road to Rivenblight. I imagine we'll be a bit more cautious this time, with that whole thing coming back up. Lasair is along, too - she talks a lot about the zivaash, or something, which seems to me like it's similar to my own beliefs. She was with me during the whole thing with the Festival.
And a new guy, Wil. Armored like a dwarf, and sounds like he's a healer. He'll be an alright guy to have around, I suppose, though I'm reminded of... who was it, Thelan? The guy from when we went to Delmon's tower. I didn't like him too much. Maybe Wil will be better. I don't like how many religious people we have in the group, though, it makes me edgy. Reminds me of Lathirn...
In fact, this whole thing sort of reminds me of back then. This guy Pacian wants us to hunt down his brother, who Lasair and I think we ran into at the Festival, going by the name of Carsis. Apparently Carsis kidnapped guy's wife, whose name is Niobe. So we have to go track her down.
Carsis seemed like a swell guy. So it'll be interesting if it's him, and it'll be interesting to see what his story is.
There's quite a bit of cash riding on this one, too, which is something I like. It's about time I had some decent cash... maybe I can get a better whip, or something.
We'll see, though. We have to head out to Earling first, which is apparently quite the ride. Never been there myself, but I think Jaan mentioned something about it being a long way.
Well, Jaan's back, so I suppose that's all for now.
Important NPCs
The following is a list of important NPCs.
Zidaniel Raziel
A master thief, expert with the longsword. Uses unusual philosophy as the reasoning behind his selfish actions. Bears a scar going vertically across the right side of his face.
Appearance
Zidaniel Raziel appears as an disheveled human. He has a slight goatee, and light blonde hair that is combed back neatly to the back of his neck. On the right side of his face, there is a barely visible, veritcal scar running from his forehead to his chin. He wears a blue bandana around his hair. He is usually dressed in tight-fitting white or black shirts, with baggier black leggings; he wears a long, heavy, black coat over his attire. A longsword is almost always strapped to his back. He is usually wearing dark blue fingerless gloves, which extend to roughly his elbows. He wears heavy black boots, and occasionally carries a small bag with an assortment of items.
Description
Eyes - Brown Hair - Blonde Height - 5' 11" Weight - 126 lbs. Age - 19
Personality
Zidaniel is self-centered, arrogant, and confident in himself. He has a great love for chaos, interfering in events that have nothing to do with his own affairs simply for the love of the chaos that it causes. He also enjoys studying people, determining their weaknesses and using them against them. Zidaniel is a chaotic person, though he does have a personal code of ethics - when he isn't drunk. He posesses a twisted sense of honor, which often conflicts with the codes of many major religions and groups. Unfortunately, this code of honor doesn't mention anything about stealing, and Zidaniel is skilled at the art of theft; he views stealing as a sort of mind game. Zidaniel himself is a Mortalist.
Zidaniel has a respect for games of the mind. He doesn't appreciate being given a definite way to win in any situation - he likes there being a chance of losing, a difficulty in his tasks. If there is no challenge, he becomes disgusted with the activity, and seeks out a new challenge. Zidaniel has an appreciation for the finer arts, such as song and music, though his tastes are slightly unusual; he also has a liking for swordplay, and fancies himself a great swordsman.
Shiva
A woman, she was once involved with Zidaniel. Having been emotionally scarred by him, she fled the town she found him in, and hasn't been seen by Troi since.
Appearance
Shiva is a shorter woman, and she dresses in blues and blacks, though she is known for sometimes wearing a bright pink color. Her hair is long and brown, and she lets it loose, hanging down to her mid-back. She usually wears a dark blue coat over her clothing. She wears a variety of bracelets, rings, and necklaces, and also wears two pairs of earrings.
Description
Eyes - Brown Hair - Brown Height - 5' 2" Weight - 148 lbs. Age - 18
Personality
Shiva is an easy-going person. She keeps little from those who know her, and she often needs emotional support from those she calls her friends. She laughs easily, but she also cries easily. Emotionally, she is a very confused person, not knowing where to turn to; however, in most situations, she manages to conceal this fact, and comes off as self-assured.
Shiva has a love of drawing, and often draws sketches of people or places she has seen.
Troi posesses... Shiva's Ring: A simple silver band with no unusual markings.
Melinda
A Freefolk Troi met at the Festival of Halina, she and Troi spent some amount of time together.
Appearance
A fairly buxum brunnet freefolk, with long hair under a bandana over her head.
Troi posesses... Melinda's Scarf: Smells faintly of Melinda. Melinda's Note: Reads, "Hope you track me down some time, Melinda"
Public Information
Lathirn
The city of Lathirn is a public location, and can be used in backgrounds and adventures.
Zidaniel Raziel
Zidaniel Raziel is a public person, and can be used in adventures. DMs:When Zidaniel is encountered, he should be around Troi's level, but not lower; he should probably be portrayed as a rogue/fighter, focusing on the longsword. Bront added: Zidaniel is now in the employ of an underground organization with unclear political motives.
Shiva
Shiva is a public person, and can be used in adventures.
Edits
'Paid' for the blue drink. His hometown is called Lathirn. Changed some skills around. Converted to the 'standard' character sheet. Changed format around a little. Added the up-front reward for taking the Vinyard job from Fenton, which was 50 gold. Added Troi's religious persuasion. Fixed saving throw bonuses. Added more detail to history. Added more detail to history. Added in some skill points that I forgot about for being human. Changed weapons format. Noted what armor is worn. Leveled to 2nd. Purchased equipment. Changed out shortbow for longbow. Corrected attack bonuses with longsword. Changed layout. Corrected current cash. Bought two potions of cure light. Added 1 rank to Move Silently due to forgotten racial bonus skill point. Changed feat layout. Added more detail to important NPC's. Removed used equipment, 1 arrow and 1 potion of cure light. Added first installment of XP from To Delmon's Aid. Removed two-weapon attack listings due to their being useless without having a light weapon. Added final installment of XP from To Delmon's Aid, and added in an adventure log. Added in more detail to history to explain the significance of the ring. Added the chain shirt gained from Delmon. Added the healing salve gained from Delmon. Modified HP since we get 3/4 as opposed to 1/2. Modified description to include the chain shirt. Expanded on personality notes. Levelled to third. Added in forgotten racial skill point. Added in the Delmontes Technique feat that Troi just acquired for reference. Fixed grapple bonus. Added in the short sword taken from the ogre's corpse. Expanded on background to explain why he doesn't like religious people. Added notes on Troi's and Zidaniel's appearances. Added XP from the Feral big battle. Added the treasure and jar of healing from the monastery. Editted to include ability damage. Added logs entry for the trek into the monastery and the feral battle. Fixed log format. Noted sales and purchases made after the feral battle. Added 4th log entry mid-adventure for the castaway adventure. Added dagger, throwing axe, 3 gp, healing herbs from the fallen bandit in rivenblight's castaway. Removed one use of healing salve. Fixed glaring error in background. Expanded notes on Zidaniel, indicated public information. Added picture. Expanded on personality notes regarding natural scenes. Added a picture for Zidaniel - but I can apparently only have one image per post, so no picture for Zidaniel. Updated for rewards from Rivenblight's Castaway. Levelled to 4th. Forgot about craft points gained for 4th level. Added description of lesser scent. Crafted a boomerang. Added 5th adventure log for the start of the festival adventure. Added first installment of XP from Festival of Halina, as well as first installment of payment. Added 136 gp, 1 sp, 7 cp from Festival part of Festival of Halina. Added 10 gp and second installment of XP from Festival part of Festival of Halina. Added third installment of XP from Festival of Halina. Added in link to second part of Halina adventure. Added Zidaniel and Shiva to public information. Added another installment of Halina XP (400) and cash (20 gp). Added final installment of Halina XP, gp, added info about Melinda, the items acquired from the halfling sent by Melinda, and a second log entry for the Halina adventure. Made font smaller to save space. Levelled to 5th. Purchased masterwork artisan's tools for two craft skills (Art and Weaponsmithing), added masterwork lute, added listing of skill synergies and bonuses from Favored Enemy. Changed description to include lute. Approved for 5th. Added in 7th adventuring log for Niobe's Dilemma. Formatted the adventuring logs with sblock tags to conserve space. Threw edits into an sblock, as well. Decided to throw everything else no in the character sheet in sblocks, as well. Made some clarifications to background. Noted that he now appears rough-shaven. Increased craft points given that proposal increasing craft points was approved. Changed layout of weapons and various combat-related equipment to better fit with character sheet standards. Added in title and spots for DR, SR, and spell failure to better conform with sheet standards. Added first installment of XP from Niobe's Dilemma. Added second installment of XP from Niobe's Dilemma. Added final installment of XP from Niobe's Dilemma, as well as the reward (11872 gp 9 sp 5 cp). Corrected monetary rewards from Niobe's Dilemma (as per here). Purchased some equipment at the end of Niobe's Dilemma (Ring of Pro +1, Gloves of Dex + 2). Forgot to improve skills based on Dex due to gloves. Forgot to improve init due to Dex booster. Put in total XP gained from Niobe's Dilemma.
Last edited by GnomeWorks; 2nd April 2007 at 11:38 PM..
Spells Known (4/2):
Cantrips: Dancing Lights, Detect Magic, Mage Hand, Prestidigitation
Level 1: Burning Hands, Charm Person
Spells per day: 5/4
Equipment, 23lb total (light load up to 33lb):
Backpack, 2lb
--Bedroll, 5lb
--Rations, trail (per day) x8, 8lb
Case, scroll 1/2lb
--Parchment (sheet) x5
Pouch, belt, 1/2lb
--Acid, flask, 1lb
--Antitoxin
--Ink (1 oz. vial)
--Inkpen
--Scroll of Hold Portal
--12gp, 8sp
Quarterstaff, 4lb
Spell component pouch, 2lb
Kathain Solinair is attractive by the human standards, still in her early twenties. Her raven-black hair is contrasted by silvery streaks running through it.
She doesn't know where she hails from (to anybody interested, this is free for plot hooks etc) nor how she got to the Red Dragon Inn. She has been staying there for while now, staying in her room away from others.
Appearance: Green eyes and mahogany hair set this small lithe Elf apart from others, her paler skin tells others with a little knowledge she comes from the northern lands. Well mannered and poised she stands no taller than seven above four (4'7). Her hair is slightly curled and falls to her shoulders, the style indicates that it has recently grown back from being cut roughly.
Background: Not something she would share with anyone, if you want to know, gain her trust and let her tell you in her own time.
__________________ "I can kick, kiss or cry my way out of anything."
"My accidental gay lover just called me a sexy kitten"~Vis
"I'm in a relationship with an expiry date."-Mo
Last edited by Aranel; 12th February 2004 at 07:41 PM..
Feats
-Combat Reflexes
-Negotiator (+2 Diplomacy & Sense Motive)
Human Traits
-Medium size
-Base speed is 30 feet.
-1 extra feat at 1st level.
-4 extra skill points at 1st level and 1 extra skill point at each additional level.
-Automatic Language: Common.
-Bonus Languages: Any.
-Favored Class: Any.
Rogue Abilities
-Sneak attack +1d6
-Evasion
Gregorian has alway thoughthtat he was the son of a noble, making his a minor noble in turn. He may be right. His mother was a high class prostitute that often cattered to the wants and desires of the rich and affluent. Now on his own, Gregorian has gone out of the way to learn the ways of the noble and most of his skills show his many hours of practice. Fortunately for him, he recieved his sharp mind from his father (he supposes, looking at his mothers intellect) and his slight frame to his mother. Looking to establish himself in a possision of power and prestige, Gregorian has left his mothers hovel to find his way in the world.
Gregorian has the toongue of a saint, rarely lying and always polite. He has an air about him that causes others to trust him. He only acts in the most generous and friendly manner to win the hearts of those he travels with. Though his own interest are always the most important things to him, he rarely makes others feel that way.
With his grace and fine bone structure, Gregorian is very nice to look at, even with the more common colors of his hair and eyes. His stature makes him seem taller then he truly is. Once you get to know him, he even seems more attractive, since his charm also furthers his looks. He wears a tan linen shirt over regular brown breaches of common cut. At his side, he has a rapier that seems to match him for it's grace and elegance.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Link (Ex): Gur can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. Gur gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At Gur's option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to Gur before the duration expires. Additionally, Gur may cast a spell with a target of “You” on his animal companion (as a touch range spell) instead of on himself. Gur and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
1200 Craft Points
Last edited by Creamsteak; 16th November 2008 at 12:59 AM..
Description:
Tristan has longish light brown hair has been loosely tied at the base of his neck and he hasn't shaved in a couple of days. His clothing is dusty from time on the road, but in good repair. The blackened mail shirt and various weapons on his belt mark him as a warrior. He's carring a pack in one hand, there's a oval shield with three wicked looking spikes on one rim (the center spike longer then the two flanking it.) strapped to the pack, as well is a light crossbow and a box of crossbow bolts. Once he gets over to the bar he drops the pack on the floor and opens his cloak, giving everyone a better look at the weapons on his belt: A short sword styled like a longsword with a shorter heavier blade, and a full crossguard. On the opposite hip is a large curved dagger, commonly known as a kukri, and tucked in the back is a simple light mace with a flanged head.
Background: Devlin was born into a merchant family and thus spent his formative years travelling the roads between the major cities of the realm. One thing he quickly learned in watching the activities of his father and uncles is that the most important commodity in the world is information, more important than gold or gems, magic or steel. Devlin decided that this would be his stock & trade, this would be where he would make his mark on the world. He would become a collector. A collector of information, secrets, forgotten lore, anything that he could learn that would have value to someone else. So, once he deemed himself old enough, he left his family and travelled on his own to the town of Ravensdale to begin his new career.
In Ravensdale he soon learned that others weren't so keen on strangers learning their secrets and Devlin found himself on the run from more than one prominent townsperson. Seeking safety in numbers, he relucantly agreed to join the Thieves Guild, thinking he could hone his training and gain protection. Unfortunately, the protection didn't last long as the Thieves Guild soon found itself under attack from several law enforcement groups, forcing it to disband and vanish into the night.
Devlin, seeking to continue his search for useful and valuable information, remembered the name of a place where he could go and be relatively safe while at the same time find new opportunities to expand his collection. So with his belongings in his pack and optimism in his heart Devlin set out from Ravensdale and headed for the Red Dragon Inn...
XP Awards
Dwarven Golems and Old Ruins: 3120 xp
Tracking Down Sullivan: 1575 xp
Of Eggs and Desires: 530 xp
Tests & Trials: 2670 xp
The Stuff of Dreams: 10846 xp
Name: Silvercat
Character Level: 3
Class: Rogue 2/Fighter 1
Race: Grey Elf
Size: medium
Gender: Male
Alignment: Chaotic Good (Neutral Tendancies)
Deity: None professed
Str: 12 +1 (6) Level: 3rd XP: 4.695
Dex: 18 +4 (10) BAB: +2 HP: 16 (1d6+1d10+1d6)
Con: 10 +0 (4) Grapple: +3 Dmg Red: 0/0
Int: 14 +2 (4) Speed: 30' Spell Res: 0
Wis: 12 +1 (4) Init: +8 Spell Save:Cha: 10 +0 (2) ACP: -0 Spell Fail:Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +4 18
Touch: 14 Flatfooted: 14
Base Mod Misc TotalFort: 2 +0 +2
Ref: 3 +4 +7
Will: 0 +1 +1/+3 vs. Enchantment
Weapon Attack Damage Critical
Rapier +6 1d6+1 18-20x2 P
Poignard +6 1d4+1 18-20x2 P
Dagger +6 1d4+1 19-20x2 P/S 10' Incr
Light Crossbow +6 1d8 19-20x2 P 80' Incr
Quarterstaff +6 or +4,+4 1d6+1 20 x2 B
Sap +6 1d6+1 20/x2 Subdual
Languages: Elvish,Common,Draconic,Goblin
Abilities: +2 Spot,Listen,Search (Detect Secret Doors), Low-Light Vision,
Immune to magical sleep,+2 vs. Enchantments,Proficient with all simple,hand crossbow,and all Martial Weapons.
Sneak Attack +1D6, Trapfinding.
Feats: Two-Weapon Fighting(1st),Weapon Finesse (F1),Improved Initiative(3rd)
Skill Points: 40 Rogue Max Ranks:Skills Ranks Mod Misc Total
Appraise 1 +2 +3
Bluff 4 +0 +4
Climb 2 +1 +3 F1 rank
Craft-Locksmith 3 +2 +5 F1 2 ranks
Disable Device 3 +2 +5
Disguise 2 +0 +2
Escape Artist 1 +4 +5
Gather Information 1 +0 +1
Hide 4 +4 +8
Jump 2 +1 +3 1F rank
Listen 6 +1 +2 +9
Move Silently 4 +4 +8
Search 5 +2 +2 +9
Sleight of Hand 2 +4 +6
Spot 6 +1 +2 +9
Pick Locks 3 +4 +7
Tumble 4 +4 +8
Use Magic Device 1 +0 +1
Equipment: Cost Weight
Mithril Chain Shirt <1100GP> 20#
Rapier <20GP> set with a 10GP malachite pommel 2#
Poignard <20GP>set with a 10GP malachite pommel 1#
6 Daggers <12GP> 6#
Light Crossbow <60GP> 4#
Quiver of 20 Bolts <1GP> 1#
Quarterstaff <0GP> 4#
Sap <1GP> 2#
Pouch <1GP> 1/2#
Thieves' Tools <30GP> 1#
3 Flasks of oil <3GP> 3#
4 Tindertwigs <4GP>
Chalk,flint&steel <1GP,1CP> 39.5#s...
3 Potions of Cure Light Wounds <1D8+1>
Backpack <2GP> 2#
50' Silk Rope and Grapnel <11GP> 10#
3 torches,empty sack <1SP,3CP> 3#
Waterskin(full) <1GP> 4#
1 week days rations <3.5 GP> kept in room 7#
Crowbar <2GP> 5#
Total full weight:31#
2 sets of explorers clothes <1 free, 10GP for other>
Total Weight:XXlb Money: 16gp 7sp 7cp
Lgt Med Hvy Lift PushMax Weight: to 43 44-86 87-130 260 650
Age: 64
Height: 5'6"
Weight: 115lb
Eyes: Amber
Hair: Silver,shoulder length
Skin: Pale
Appearance: Dressed in functional if rather plain clothes.
Background: Hailing from the War-Torn City of Rivenblight some
200 miles to the North of The City, the Elf known only as Silver Cat tells
little of himself, but much of his City.
Rivenblight was once a thriving trade center utilized as a middle ground
between the Grey Elves of Larkenwold Reach, the Wood Elves of the Silverwood
and the High Elves of the cities of the Vastermarch.
As well, humans, Dwarves and Halflings all came to trade in the great Metropolis.
In those bygone days, the City was known as Beryl. All of this changed
one dire day some 300 years ago, when a Cataclysmic Earthquake literally
split the city in twain, half of it sliding into a great crater/cleft, much of it
and thousands of it's residents all destroyed and killed.
Diviners and Seers sought the cause, and though no definative source was evident,
it was surmised that the Drow had a hand in the Foul deed.
Though none blamed the others for the catastrophe, the various elves all became
suspicious of the other Guild Houses, Clanns and Trade Unions.
Many sought to profit from the sorrow of others during this time of trouble.
Food importation and crafts, housing and jealousy of what others still had
when some had lost all quickly escalated into open hostility and Warfare among the Elves.
Some groups fought along racial lines, some for their Guilds and some
mercinarily fought for whoever paid the most coin, food or had the sweetest promises of things to come.
Into this came the Drow, steeling forth from below, as some of Rivenblight (as the former City was now known) was now permanently in the dark, shaded by the walls of the crater that fully a third of the city had fallen into. As well, Gnolls and Goblins, Orcs and Ogres used the strife as a distraction so that they might take up residence in the Ruins of Rivenblight as well (perhaps aided by the Drow, who use these as fodder in their armies). Rivenblight was a dangerous place indeed.
Now, some three centuries later, the Elves still live in an Uneasy situation, though open Warfare between them is now a thing of the past. Dwarves have begun entering the Ruins looking for treasures, 'plots' sold off by Elven Lords for a share of the profits.
The Human Realm of Hendrallia sits on the Eastern border of the city, a hostile presence not strong enough to depose the Elves and plunder their city, yet too strong for the Elves to remove.
Many eyes look to this Ancient and Rich place, from Lands abroad and Lands Below...
__________________ Iconic DMing-Addicted ENWorlder
Living ENWorld Judge
Last edited by Uriel; 29th May 2008 at 11:40 AM..
Reason: HP fixed (16, down from 17)
Appearance:
Just short of 6 feet tall, Sebastian is a simple fellow with short curly light brown hair, and bark brown eyes, that don’t seem to tell you anything about the person behind them. He is clothed simply in an outfit made for the hardships of traveling and carries a standard pack that appears to be full of gear. Along with that are a short sword and a pair of daggers at his belt. A simple Leather jerkin can be seen under his traveling cloak. He appears very light on his feet and his step is always light and quite when he moves.
History:
Sebastian has spent most of his life here in The City around the Red Dragon Inn, and visited the Inn a few times as a young boy with his mother before she passed to the plague. Now he does small odd jobs here and there, some legal and some a bit questionable.
Personality
He prefers the city to the wilds, as they are just a bit to open for him. Keeps to him self mostly, but knows a few people here & there about the city.
__________________ JDragon
Last edited by JDragon; 9th February 2004 at 09:25 PM..
Reason: Updated to Second Level / HP