Warriors Of The Coast [Character List]




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  1. #1
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    Grandfather of Assassins (Lvl 19)

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    ø Ignore DEFCON 1

    Warriors Of The Coast [Character List]

    The following are the characters histories and stat sheets for the Warriors Of The Coast PbP game.

    • Ari Osten Human Hexblade [stonegod]

    • Jango Silversun Elf Sorcerer [Valmont]

    • Khalia ir’Indari Human Archivist [drothgery]

    • Nelson Luttin Human Bard [James Heard]

    • Skarghash Half-orc Rogue [Brogarn]

    • Taviss Jarga Human Ranger [Ringmereth]



    For all players - please post ONLY your characters here (history, appearance and crunch). All further comments/questions should be made in the OOC discussion thread. Let's leave this thread clean. Thanx!
    Last edited by DEFCON 1; Thursday, 3rd August, 2006 at 08:16 PM.

 

  • #2
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    Khalia ir'Indari, LG Human Female Archivist

    Code:
    Character Name: Khalia ir'Indari 
    Character Race: Human 
    Character Classes: Archivist 2
    Deity: The Silver Flame
    Alignment: Lawful Good
    
    
    Age: 19 
    Gender: F 
    Height: 5' 10" 
    Weight: 125 lbs. 
    Eyes: Blue 
    Hair: Dark Brown
    Skin: Fair
    
    Character Level: 3
    XP: 3000
    
    Known Languages: 
    	Common, Draconic, Daelkyr, Infernal
    ------------------------------------------------------- 
    
    Strength:	 8 +0 ( 0 pts)
    Dexterity:	14 +2 ( 6 pts)
    Constitution:	10 +0 ( 2 pts)
    Intelligence:	16 +3 (10 pts)
    Wisdom:		14 +2 ( 6 pts) 
    Charisma:	12 +1 ( 4 pts)
    
    ------------------------------------------------------- 
    
    Hit Dice: 3d6 
    Hit Points: 14 
    
    ------------------------------------------------------- 
    
    Save vs. Fortitude:	 +3 [+3 (Archivist 3) + 0 (Con)] 
    Save vs. Reflex:	 +3 [+1 (Archivist 3) + 2 (Dex)] 
    Save vs. Will:		 +5 [+3 (Archivist 3) + 2 (Wis)] 
    
    Special Save Notes: 
    ------------------------------------------------------- 
    
    Initiative Modifier: +2 
    Base Attack Bonus: +1 [+1 (Archivist 2)] 
        
    Melee Attack Bonus: 0 [BASE (1) + STR MOD (-1)] 
    Ranged Attack Bonus: +3 [BASE (1) + DEX MOD (2)] 
    
    ------------------------------------------------------- 
    
    AC: 14 [ BASE (10) + Armor (2) + DEX (2)] 
    Flatfooted AC: 12
    Touch AC: 12
    
    Notes: 
    ----------------------------- 
    
    Armor Worn: Leather 
    Armor Check Penalty:  0
    Maximum DEX bonus:  +6 
    Armor Type: Light 
    
    Notes: 
    
    -------------------------------------------------------
    Weapons: 
    Lt Xbow
    ATK +3, DMG d8, CRIT 19/x2, RANGE INC 80 ft
    Dagger
    ATK +0, DMG d4-1, CRIT 19/x2
    Dagger (thrown)
    ATK +3, DMG d4-1, CRIT 19/x2, RANGE INC 10 ft
    
    
    ------------------------------------------------------- 
    
    Feats 
    Scribe Scroll (Bonus, Archivist 1)
    Investigator (1st level feat)
    Spontaneous Healer (human bonus feat, Complete Divine)
    Dracon Archivist (3rd level feat)
    
    Master of Knowledge 
         (campaign bonus feat 1; Heroes of Horror;
          +1 to all Knowledge skills)
    Research (campaign bonus feat 2, Eberron Campaign Setting)
    
    ------------------------------------------------------- 
    
    Skills: 
    
    Name/Total Mod (Ability) ** # Ranks taken 
    				ranks	ability	misc	total
    Concentration			2	0	0	2
    Decipher Script			6	3	2	10
    Gather Information		2	2	2	6
    Knowledge (Arcana)		6	3	1	10
    Knowledge (Dungeoneering)	6	3	1	10
    Knowledge (History)		2	3	1	6
    Knowledge (Reglion)		6	3	3	12
    Knowledge (The Planes)		6	3	1	10
    Spellcraft			6	3	0	9
    Search				6	3	2	11
    
    Spot				0	2	0	2
    Listen				0	2	0	2
    
    * Armor Check: 0 
    [CC] Cross Class Skill 
    ------------------------------------------------------- 
    
    Special Abilities 
    Dark Knowledge 4/day (lasts 1 min, 60' range, one type of creature)
    - tactics (+1 bonus/attacks @ DC 15, +2 @ DC 25, +3 @ DC 35)
    Lore Mastery (+2 to certain skills)
    - L2, Decipher Script
    - L2, Knowledge (religion)
    ------------------------------------------------------- 
    
    Spells 
    Spells per day
    Level 0 - 4
    Level 1 - 4
    Level 2 - 3
    
    Spells Known
    
    Level 0
    Create Water
    Cure Minor Wounds+
    Detect Magic*
    Detect Poison
    Guidance
    Inflict Minor Wounds
    Light*
    Mending
    Purify Food & Drink
    Read Magic*
    Resistance
    Virtue
    
    Level 1
    -Bless*
    -Bless Water
    -Comprehend Languages
    -Cure Light Wounds
    -Detect Evil*
    -Magic Weapon (L2)
    -Nimbus of Light+ (L2, CDiv)
    -Protection from Evil*
    
    Level 2
    -Find Traps*
    -Lesser Restoration*
    
    * Usually prepared (if combat is not expected, she
      prepares Comprehend Languages rather than Bless)
    + prepared in 3rd-level slot
    ------------------------------------------------------- 
    
    Equipment & Gear:
    
    item		cost	weight
    [carried]
    Leather Armor	10	15	
    Dagger		2	1	
    Light Crossbow	35	4	
    - Bolts (10)	1	1	
    			
    Signet ring	N/A		
    Spell component pouch
    		5	2	
    Prayerbook	15	3	
    Scholar's outfit	
    		N/A	N/A	
    Wooden Holy Symbol	
    		1
    
    [on mule while traveling]			
    horse, light	75		
    riding saddle	10	15
    saddlebags	4	8
    
    Bedroll		0.1	5
    flint & steel	1		
    Ink		8		
    Inkpen		0.1		
    parchment (5 sheets)
    		1		
    rations, 2 days trail
    		1	2
    - Bolts (10)	1	1
    Rope, 50', hemp	1	10
    Torch (10)	0.1	10
    Tent		10	20
    Waterskin	1	4
    Scholar's outfit (spare)
    		N/A	6
    Noble's outfit
    		N/A	6
    Jewelry (100gp worth, non-sellable)
    
    
    
    total	190.3	26 (carried)	87 (stowed)
    
    
    EQUIPMENT WEIGHT: 5 
    ARMOR WEIGHT: 15 
    WEAPON WEIGHT: 6 
    TOTAL WEIGHT: 26 
    
    Carrying Capacity 8 STR 
      Light: 26 Medium: 53 Heavy: 80
    
    ------------------------------------------------------- 
    
    Treasure:
    remaining gold: 9 gp 7 sp
    
    ------------------------------------------------------- 
    
    Base Speed (Actual Movement): 30 ft
    Appearance

    Spoiler:

    Tall, thin (food rarely holds her attention), and dark-haired, Khalia tends to simple and practical, yet elegant and well-made clothing (at least, when in cities or anywhere she's not expecting danger; in the field, she worries less about elegance). What she wears around town in Seawell is the equivalent of most people's festival-day best, and Khalia doesn't have the heart to tell people that she has far better stashed away in case she needs it (including a dress and accompanying jewelry that would be approriate for any royal court, or to see the Keeper of the Flame herself).

    In the field, her dresses give way to slacks and blouses, and often a suit of leather armor. The custom work that's common to nearly all of her clothes and equipment still shows; the nearly perfect fit, and the subtle hints of the signs of the Silver Flame and of House ir'Indari made that obvious.

    OOC: She looks quite a bit like Amy Acker ('Fred' from Angel), actually.


    Personality

    Spoiler:

    Relentlessly inquisitive, deeply loyal to her father, Thrane, and the church, and more than a little ambitious, Khalia is never one to pass an opportunity to chase down a mystery. Despite the airs she gives off -- highborn, devoted to the Church of the Silver Flame, and academian -- most people who take the time to get to know her end up liking her, or at least respecting her. It is true, though, that most who try to get to know her based solely on her appearance (she can be quite attractive when she puts even a little effort into it) end up regretting the decision.


    Background

    Spoiler:

    Khalia ir'Indari is the only child of the Lord Reverened Alistair ir'Indari, a bishop (mechanically an aristocrat/archivist) from an old noble family in northern Thrane. As her father's apprentice, he asked her to investigate a set of ruins near Seawall, which held some ancient magical treasure, if Lord Alistair's information was correct.

    And Khalia is sure there's something there, at any rate. She knew she would find the remains of a temple not ten miles from the town. She didn't expect extensive draconic iconography, or clear signs that parts of the temple had long since been looted. Someone like Garrick or his lizardfolk friend -- that, she did expect. For amatuers, they possed certain skills she did not, and she's hired them more than once to help her investigations -- though she has always watched them very closely. Their like weren't far from most ruins on Eberron; real scholars weren't all that common, and there was always someone who guessed that ancient ruins meant treasue and therefore wealth.

    What she certainly didn't expect to find were intact magical seals well beyond her power to break, or even divine much about. She has sent for some scrolls and other equipment from her father to help her complete her investigations, but the ship they were to arrive on is among the missing, leaving her more than a little vexed.

    Khalia still rents a room at the Green Lilac, though it's been nearly a year since she first arrived. She attends services at the local shrine to the Silver Flame, though anyone who engages her in conversation will learn that she thinks the local priestess has fallen in too closely with the puritan Elder Nevillom of Wyrmwatch, who she, quoting her father, says is "a good man in his way if things get tough, but not one to consult on questions of theology". Moreover, she's getting very frustrated with Mother Kylin Tharavar; Khalia has to keep reminding the preistess that she is not under her authority (she's gone so far as to get a notarized letter from her father making that clear, and has contemplated schemes to get Kylin sent away for a few months -- or years), and trying to convince the woman that every pronouncement of the Voice of the Flame was not meant to be taken literally seemed to be an exercise in futility.

    Anyone local who shows interest in or knowledge of the supernatural or ancient history has been a victim of Khalia's inquisitions; she is leaving no stone unturned in her research, and that includes the people of Seawell. Indeed, she would be talking to lizardfolk shamans if she could meet them, and has hired guides to take her to them before.

    Her closest friend among the locals has been Zan, the changeling wizard who maintains a suprisingly extensive library in town. She knows some in the Church aren't any more friendly with changelings than they are with shifters -- some have spoken openly of inquisition against dopplegangers along lines of the one against lycanthopes, and changelings would surely be caught up in such an effort -- but she's seen no sign of anything dangerous in him. Moreover, he's one of the few trained academics in the town, and so one of the few she's truly comfortable around.

    DM note:
    Spoiler:

    In Shards of the Silver Flame, Lord Reverened Alistair ir'Indari (Archivist 7/Aristocrat 2) was a very high-level member of the Argentum (see the Thrane section of Five Nations), as one of its foremost experts on divine artifacts. He had a fair number of adventurers working for him (most notably the PCs of the game, and his daughter Khalia), and extensive other contacts.

    Khalia only became aware of her father's association with the Argentum (and confirmed that the Argentum really existed) as a result of the events that game, which haven't happened yet, so in this game she has no such knowledge.



    Khalia on the other PCs

    Spoiler:

    Ari Osten, Human Hexblade

    Khalia's had little contact with Ari, prefering Jina's company if she needs an extra sword and trusting in her own magical skills. She believes hunting down monsters is a worthy cause, but it should be done for the Flame, not for money.

    Garrick Yandson, Human Rogue

    Khalia first encountered Garrick in the ruined temple she had come to Seawell to explore, and quickly discovered that whatever job he might technically hold, the young man was really a freelance amatuer treasure hunter. She has a somewhat mixed opinion those who follow that trade -- they seem all too quick to take profit, and often do not truly understand what they are exploring, but they have some skills she does not. As a consequence, she has hired Garrick and his lizardfolk friend on several occasions (both probably amused that someone was paying them to do what they'd prefer to be doing anyway), and generally likes thm.

    Jina Silversun, Elf Swashbuckler

    Khalia met Jina and her twin brother shortly after arriving in Seawell, and has seen a lot of them since, mostly because she has been living in their mother's inn. Jina reminds her of a friend of her father's -- a human swashbuckler, though she learned the thinblade from an elven master -- though Hariel didn't have a twin brother.

    Khalia has become quite friendly with the twins, especially Jina, for all their disparate personalties; when Khalia's looking for "one of the girls" to spend time with, in Seawell, it has been Jina.

    Jango Silversun, Elf Sorcerer

    Though Khalia had been closer to his sister, she still considered the innkeeper's son a friend, and one of the few magically adept people in the village. She's talked shop with him a few times, though Zan's wizardry seems more logical to her than Jango's sorcery.

    Zan, Changeling Wizard

    Zan is probably Khalia's best friend among the denizens of Seawell, as one of the few whose interests coincide largely with hers. She's been through almost every volume of his library, and discussed half of its contents with him. And she hoped his undertanding of the divine had improved as much by association with her as her own understanding of the arcane had improved by association with him. That she might have any feelings for him beyond friendship was completely unreasonable -- he wasn't human, wasn't a member of the Church, and wasn't a citizen of Thrane, and she was the daughter of a nobleborn theocrat and a temple archivist in her own right.

    Nelson Luttin, Human Bard

    Khalia has, much to her dismay, picked Nelson out of the hordes of Luttins, most of who (including Nelson) seem to be the types of people she prefers to avoid. Even Father Martin Luttin, who runs a local shrine he calls the "Traveler's Church", isn't the most savory character; while they're friendly enough, from what she understands the sacremental wine flows freely there, Father Martin always strongly encourages giving generorously to the church (and thus managed a standard of living well beyond what a local friar in a small village without any support from higher ups could reasonably expect), and they do worship the least offensive of the Dark Six, as if there were really any degrees there.

    As for Nelson himself ... the young man knew things about the town that few others did, but he was a singularly infuriating figure... he was smart, charming -- she could see what these peasant girls saw in him, though she fancied she also saw the flaws they were willing to overlook -- and talented ... and he seemed destined to waste the Flame's gifts on a life of petty crime.

    Skarg, half-orc rogue

    Much to the surprise of a lot of people, Khalia has developed a friendship with the watchman, whose scouting duties often crossed the paths of her digs.



    Combat and Tactics

    Spoiler:

    Khalia tries to avoid getting into melee, if at all possible. She opens a fight by using her Dark Knowledge ability if possible (when fighting magical beasts, aberrations, undead, outsiders, and elementals), and then will cast support spells or use her crossbow.


    NPC log
    Character's I've created for Khalia's background

    Spoiler:

    Lord Reverened Alistair ir'Indari, LG human male Archivist 7/Aristocrat 2. Khalia's father, theocrat of a district in northern Thrane about halfway between Silvercliff Castle and Thaliost.

    Mother Kylin Tharavar, LN human female Expert 2. Priestess of the Silver Flame in Seawall. A member of the Puritan sect, she takes all pronouncements of the Voice of the Flame as the literal truth, refuses to admit the Church is ever wrong, and otherwise gets on Khalia's nerves. Her shrine is one of the handful of formal places of worship in the town.


    Resource log

    Spoiler:

    8/7/06 - Spent 12.5 gp, 1 XP to craft a scroll of CLW. Will adjust character sheet after treasure and XP is distributed.
    Last edited by drothgery; Tuesday, 19th September, 2006 at 05:17 AM. Reason: 2nd level
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  • #3

    Taviss Jarga

    Taviss Jarga
    Class: Ranger 2
    Race: Human
    Hit Dice: 2d8+4, 17 HP
    Initiative: +3
    Speed: 30 ft.
    Armor Class: 17 (10 +3 dex +3 armor +1 shield)
    Base Attack Bonus: +2
    Grapple: +4
    Attacks: Longbow +6 (1d8, x3, 100 ft), Battleaxe +4 (1d8+2, x3), Quarterstaff +4 (1d6+2, x2), Dagger +4 melee or +5 thrown (1d4+2, 19-20 x2, 10 ft)
    Full Attack: Longbow +6 or +4/+4 (1d8, x3, 100 ft), Battleaxe +4 (1d8+2, x3), Quarterstaff +4 (1d6+2, x2), Dagger +4 melee or +5 thrown (1d4+2, 19-20 x2, 10 ft)
    Face/Reach: 5x5/5ft
    Special Qualities: Favored Enemy (humans), Track, Wild Empathy, +2 resistance bonus on saves vs. disease
    Special Attacks: n/a
    Saves: Fort +5, Ref +6, Will +1
    Abilities: Strength 14, Dexterity 16, Constitution 14, Intelligence 10, Wisdom 12, Charisma 8
    Skills: Climb +4* [2], Handle Animal +3 [4], Heal +8 [5], Hide +8* [5], Move Silently +8* [5], Search +3 [3], Spot +6 [5], Survival +8 [5] (* = -1 in studded leather or with buckler, -2 with both)
    Feats: Weapon Focus (longbow), Point Blank Shot, Self-Sufficent, Action Boost, Rapid Shot
    Languages: Common
    Alignment: Neutral
    Deity: None
    Gender: Male
    Age: 26
    Height: 5' 8"
    Weight: 148 lbs

    Inventory:
    Traveler's outfit
    Quarterstaff
    Longbow
    57 arrows
    Battleaxe
    Dagger
    Studded leather armor
    Buckler
    Bedroll
    Hemp rope
    Backpack
    Gallon of ale
    Trail rations x4
    Targath ring
    Unidentified ring
    Torch x3
    Flint and steel
    Sack
    8 gp, 5 sp, 7 cp

    Appearance: Taviss Jarga's tough body is well-scarred from his military days with minor wounds, but he has little of the discipline he was once taught. His black hair and beard are both crudly trimmed, and his hands are dirty. He wears worn leather boots, a simple brown tunic and pants under leather armor studded with steel, and a belt; his dagger and axe are strapped to it, along with a small bag of his coin. A dull ring bearing a worn-down crest of Breland adorns his left hand, a token of his scouting days. His bow and quiver are strapped to his back over a knapsack filled with his possessions and a lightweight shield.

    Personality: While unafraid to involve himself in the affairs of others, Taviss has seen too many friends die over years of war, and pushes away, physically or verbally, anyone who treats him as anything more than an ally. His language is blunt and unrefined, though he rarely talks more than he must. While he is no diplomat, he prefers to avoid violent confrontation with other humans, usually by keeping out of their way or staying out of their sight.

    Biography: Taviss Jarga was born in rural eastern Breland to peasant farmers, and his family and village instilled in him a pride in his nation's traditions. He grew up an idealist, confident in the agricultural heritage of his country would be defended by Boranel's strong armies as war flared across Khorvaire. His hope did not wane when the wiry young man was conscripted into the military--he would have volunteered anyway.

    "We cannot stand by and allow Cyran aggression to rob defenseless Brelanders of their land, their homes, their lives!" his officer shouted at the hastily trained archery unit. Taviss, not experienced enough to take orders with a grain of salt, cheered and waved goodbye as his company squeezed with sparse personal goods onto lightning rail coaches. He had never seen any villages razed or villagers turned refuge near the Cyran border, but nor had he ever come within fifty miles of that line.

    A two days' march from the end of the rail line, Jarga's group and eight other units met a mixed force of cavalry skirmishers and shining warforged swordsmen. As his lieutenant urged them into easy range of the living constructs, Taviss' ideals began to crumble with the first of his nation's casualties in the engagement. He aimed and fired, he sent arrows flying into the flesh of the hostile horsemen, but when the Cyrans sent them running for reinforcements, his faith in Breland wavered.

    While a wise leader might encourage defeated troops with stirring speeches, displays of strength, or effective counterassualts, Tarviss' instead let his unit sit in the mud for a week while rallying forces to strike back with, letting the discouraged soldiers mull over their new experiences. Jarga's conflicting emotions of patriotism and disgust were superceded by simple fear: I don't want to go back out there.

    Back 'out there' was where he was bound, first to retailate against Cyre. It took only weeks for a truce to be reached and the two nations to ally against Karrnath, and Taviss found himself marching in ranks behind warforged; warforged who had sliced open the bodies of men who fit into his earliest memories, and now were only memories and hastily burried corpses. Many marches, battles, and dead friends later, the agile archer was tranfered by his commander to a scout unit. Taviss witnessed fewer battles spying under cover of darkness, but every time he returned to camp with information he remembered that his alliance was one with men who had killed his friends. That his country's war had taken lives for no purpose.

    The last word in needless deaths was spoken, of course, on the Day of Mourning, around the time that Taviss' weary partners crossed the Cyre-Breland border with reports on Karrnathi advances. As the towering gray clouds swept over the landscape behind him, the ranger stopped and watched a nation pass away, and as the wall of mist came to rest at the border, he knew that whatever had befallen Cyre was at the hands of other men. He quickly slipped away from his own men, and headed south, running parallel to the border.

    Two days into his journey, the thoroughly traumatized scout ran across a Cyran family and a well-armed warrior who called himself a monster hunter. "Better to slay monsters than men,"
    Taviss declared. He lent his bow and axe to their defense as they travelled to Q'barra, but he refused to stay among the Cyran enclaves in the jungles, angered by the reminder of the
    foolish wars of fellow men. He made his way with Ari the hexblade to a small town called Seawall, and promptly isolated himself from the goings-on of the town, prefering to lose himself in the jungle, hunt for food, and drink too much.

    The ranger's antisocial behavior was only mitigated by the inspiration Ari's diligent defense of the town provided. While tired of killing men, he was without moral objection to fighting murderous lizardmen, and began to patrol the outer fringes of Seawall. He consulted no one in town, asking for nothing in return for his vigilance, and similarily ignored all attempts to interefere with his watch. As months passed, they began to appreciate Jarga's protection, even as he was regarded suspiciously. When reports of delayed shipping reached his ears, his responsibility to Seawall led him into town to join Ari and other volunteers in investigating.
    Last edited by Ringmereth; Tuesday, 18th July, 2006 at 11:04 PM.
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  • #4
    Spawn of Khyber/LEB Judge
    Enchanter (Lvl 12)

    stonegod's Avatar

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    ø Ignore stonegod

    Ari Ostin, LN Human Hexblade 3

    Ari Osten CR 3 (2000 xp)
    Male human (Aundair) hexblade 3; AP 6
    LN Medium humanoid
    Init -1; Senses Listen +0, Spot +0
    Languages Common

    AC 13, touch 9, flat-footed 14
    hp 28 (3 HD)
    Fort +3, Ref +0, Will +3; arcane resistance +2, mettle

    Spd 30 ft.
    Melee +1 longsword two-handed +7 (1d8+5/19-20) or
    Melee cold-iron morningstar two-handed +6 (1d8+4) or
    Melee spiked armor +6 (1d6+3) or
    Melee +1 longsword two-handed +3 (1d8+5/19-20) and spiked armor -2 (1d6+3) or
    Melee cold-iron morningstar two-handed +2 (1d8+4) and spiked armor -2 (1d6+3) or
    Melee alchemical silver dagger +6 (1d4+2/19-20) or
    Ranged 6 +1 javelins +3 (1d6+4)
    Base Atk +3; Grp +6
    Atk Options Hexblade's curse 1/day, Aberrant Dragonmark 3/day, Aberrant Vigor
    Spell-like Abilities (3/day, CL 1, DC 12):
    • 1st: chill touch


    Abilities Str 16, Dex 8, Con 14, Int 10, Wis 10, Cha 15
    Feats Aberrant Dragonmark: chill touch, Aberrant Dragonmark Gift, Aberrant Vigor, Skill Focus: Survival, Track
    Skills Gather Information +5, Intimidate +8, Survival +6
    Possessions longsword, cold-iron morningstar, alchemical silver dagger, chain shirt with armor spikes, +1 chainmail (carried), backpack with waterskin, one day's trail ration, bedroll, sack, flint and steel, silk rope (50'); 3 sunrods, 3 torches; identification papers, traveling papers; 17.3 gp

    Aberrant Vigor (Su): As an immediate action, Ari can sacrifice one of his uses of his chill-touch spell-like ability to gain 3 temporary hit points that last and hour.
    Arcane Resistance (Ex): Ari adds +2 to any save vs. spells or spell-like abilities.
    Hexblade's curse (Su): Once per day, as a free action, Ari can unleash a curse upon a visible foe within 60'. The target takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage for 1 hour thereafter if they fail a DC 13 Will save.
    Mettle (Ex): If Ari makes a successful Fortitude or Will save vs. an attack that would have reduced effect on a successful save, he instead completely negates the effect.

    Appearance and Personality

    Ari is a striking figure: A tallish, well-muscled young man of 28 years with black curly hair and brown eyes. His clothes are stark, accented by the wicked spikes on his armor and the thick black gloves and boots he wears. Beneath his left glove (the sinister one) lies his secret---a red/blue scar-like Aberrant Dragonmark.

    Ari is not a lone wolf by any means, and enjoys the company of others. However, he takes his work very seriously and grimly. There is dark anger beneath his friendliness, an anger against all the monstrous things that prey on the Five Nations. Ari will do what needs to be done to hunt down his quarry, and will defend any charges to the death.

    Background

    Ari is the son of well-off merchants in Fairhaven; they could have kept him out of the Last War. However, he fought with relish. But he did not fight for his country; he fought for money. As a House Deneith mercenary, he fought all over Khovaire. And what he found angered him---soulless constructs, vile undead, and other monsters. Thus, he utilized his Deneith ties to train himself as a monster hunter. Deneith found in him some spark---probably tied to his Aberrant Dragonmark he kept hidden---and trained him has a hexer. He used his skills successfully during the final years of the War.

    After the War, Ari left Deneith---he did not want protection work, he wanted to hunt the creatures that prey on civilization. He thus began to freelance with House Tharashk. It was a simple arrangement---any job they provided, he would give them a commission on; any "off-the-books" work was his own.

    Two years ago, after doing some freelance hunting work near the Mournland/Breland border, the patriarch of an Cyran-expat family approached him. It was protection work---escort them to Newthrone in New Galibar---but the pay was good and Ari know that Tharashk was establishing operations in Q'Barra. It was also during this expedition that he met Taviss; they formed an odd sort of bond during that time. After he landed in the New Galibar seaport, he sought out the Finder's Guild house.

    The local House leader, Khalar d'Tharashk, did not recognize Ari's name, but a quick Message Stone message soon sorted that out. Ari was offered the opportunity to be part of a Tharashk operation in "an area of interest"---Seawell. Tharashk was to use it as a base of operations for dragonshard delving in the region. The Seawell chapterhouse would be controlled by Dhelleck d'Tharashk, and Ari could be part of any bounty hunting or similar operations brought to the House. Ari agreed, and left with a very small contingent (six or so) House affiliated members. He convinced Taviss to follow; Ari did not believe the man would find solace in the bustling, swampy city.

    Ari did not concern himself with the workings of the Tharashk operation---when a job was offered, he took it. After a few Tharashk jobs, the locals began to realize that they could go to Ari directly. This did not endear Ari to Dhelleck, but as the main function of the chapterhouse was dragonshard extraction, he let it fall by the wayside.

    Ari assisted in many monster hunts, earning a bit of reputation in town. There was that odd swamp creature with purple tentacles which ate some of Tebick Luttin's livestock; Ari politely refused the "introduction" to one Sire Luttin's many daughters. Another case was that of Watchman Citen, who asked Ari to assist in finding some errant blacksmith-cum-treasure hunter that lizardfolk may have eaten; they later tracked this "Garrick" to some forgotten stone rubble, healthy as pie. While the townsfolk would not come to him for many jobs, they did think of him when his special skills were needed. They sometimes even thought of him when those skills were not needed---as a joke, the owner of the Green Lilac once offered some "giant rat" hunting. He left that to the cats.

    Thus, Ari found himself busy for the next two years---one day, he would be killing the deformed green kobold that infested the Rattenback Tavern (which lead to its eventually closing), the next he would be "clearing" a potentially lucrative dragonshard field for his Tharashk semi-associates. Though he does not consider himself settled, he does feel a sense of community with the Seawell locals and feels a sense of accomplishment in his protecting them from the vile creatures of the night.

    Ari on the Other PCs

    Amycothe "Amy" Dyne, Human Fighter

    Amy is very popular with the Seawell children, and seems to know his way around a sword too. Ari appreciates those skills, but notices the the older man is occasionally hesitant about doing what needs to be done. When the mood strikes him, Ari will join a tale of his own to Amy's; though he holds the children's attention, they always find his stories more frightening for some reason.

    Garrick Yandson, Human Rogue

    Ari finds Garrick a bit flighty, to often neglecting his safety. He has heard that the "treasure hunter" has a lizardfolk associate somewhere out there; as long as this associate does not do anything to merit a contract, Ari is not concerned.

    Jina Silversun, Elf Swashbuckler

    The young elf---and that is what she is, regardless of her real age---likes to play at swords. She, however, has not seen real War; nor has she seen the unnatural horrors it can bring. In that respect, Ari both envies and pities her.

    Khalia ir’Indari, Human Archivist

    Even though he left home long ago, some old habits die hard, and Ari still has an instinctual distrust of those of the Flame. Ari, however, does not have anything particularly against Khalia, and has offered his services should she require. He has yet to be taken up on that offer.

    Nelson Luttin, Human Bard

    Ari somewhat regrets taking that job from Tebik Luttin; he may have been able to avoid the attentions of the Luttin clan otherwise. They do scurry throughout the town, and some of their attentions can be...distracting. Nelson seems a personable one, however, and his knowledge has been useful in finding the yellow salts needed to remove the Green Kobold.

    Taviss Jarga, Human Ranger

    Ari understands Taviss more than he would like to admit, and tries to bring out the humanity in the damaged man. Taviss is better at tracking, and thus is Ari's go-to man when his skills are not sufficient.

    Zan, Changeling Wizard

    In his few dealings with the Librarian, Ari has found Zan straight-to-the-point, a useful skill in a business associate. His help was invaluable in determining the nature of the purple thing infesting the Luttin farm.

    Combat and Tactics

    Ari is smart enough to use the right tool for the right job: He will use whatever weapon seems most appropriate, will flank, bull rush, etc. as the battle takes him. For a very large enemy, he will curse them to turn luck his way, and surprise them with a chill touch delivered with his left hand.
    Last edited by stonegod; Tuesday, 19th September, 2006 at 12:11 AM. Reason: Updated hp 9/18: Level 3

  • #5
    Registered User
    Acolyte (Lvl 2)

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    Jina Silversun

    Female Elven Swashbuckler 1
    Chaotic Good
    Experience: 350

    Str: 14 (+2) (6points)
    Dex: 16 (+3) (6points + 2racial)
    Con: 12 (+1) (6points - 2racial)
    Int: 14 (+2) (6points)
    Wis: 8 (-1) (0points)
    Cha: 12 (+1) (4points)

    HP: 11 (1d10 + 1Con)

    AC: 17 (10 + 3dex + 4armor) / 13 / 14

    Saves:
    Fortitude: +3 (2base + 1con)
    Reflex: +3 (0base + 3dex)
    Will: -1 (0base - 1wis)

    Speed: 35 ft.
    Init: +3 (3dex)

    Base attack bonus: +1

    Attacks:
    Elven Thinblade: +4 (1base + 3dex), 1d8+2 damage, Threat 18-20/x2
    Dagger: +4 (1base + 3dex), 1d4+2 damage, Threat 19-20/x2, 10 ft.
    Two-weapon Fighting:
    Elven Thinblade: +2 (1base + 3dex - 2TWF), 1d8+2 damage, Threat 18-20/x2
    Dagger: +2 (1base + 3dex - 2TWF), 1d4+2 damage, Threat 19-20/x2, 10 ft.


    Skills:
    Skill points: 24
    Max Rank: 4
    Balance: 7 (4ranks + 3dex +2 synergy - 2AC)
    Bluff: 6 (4ranks + 2cha)
    Diplomacy: 8 (4ranks + 2cha + 2synergy)
    Jump: 6 (4ranks + 2str + 2acrobatic - 2AC)
    Tumble: 9 (4ranks + 3dex + 2synergy + 2acrobatic - 2AC)
    Use Rope: 7 (4ranks + 3dex)

    Feats:
    Fluff 1: Dash
    Fluff 2: Exotic Weapon Proficiency (Elven Thinblade)
    Bonus elven: Martial Weapon Proficiency (Longsword, rapier, longbow, shortbow)
    Swashbuckler lvl1: Weapon Finesse
    Lvl 1 - Two-weapon Fighting

    Languages:
    Common
    Elven
    Draconic
    Sylvan

    Equipment:
    Elven Thinblade
    Dagger x3
    Chain Shirt
    Backpack
    Flint and Stell
    Hooded Lamp
    Oil, Pint x3
    Silk Rope (50 ft.)
    Signel Whistle
    Waterskin

    11 gp 9sp

    Load:
    47 lb., Light Load

    Class features:
    Weapon Finesse: Gains Weapon Finesse at lvl 1

    Proficiencies:
    Simple Weapons
    Martial Weapons
    Light Armor


    The fire was burning fiercly in the hearth, and the owls could be heard outside. Jango had his face in a book - as usual - and let loose a small yelp of suprise when his twin sister, Jina, came stomping in through the door. "Tough crowd tonight bro. Mom says you should come and help me keep the peace. They're more affraid of you torching the roof, than me poking their ribs with this." She patted the slim, elegant blade hanging from her hip. "Come on, you can read later, now it is time to work!" With that she turned around and left.
    Sighing, Jango carefully puts the old book down on the table and follows his sister downstairs. Indeed, the common room was full as bursting tonight...

    Dawn was rapidly arriving, and the last guests had just left a short hour ago. Morinda, the twins mother, ushered the last of the maids and cooks outside as she was beckoning to her kids. "Come, please join me for a bite before sleep. I've had Lina made baked peppers and sweetbread for us. We deserve it, after this night." Wearing a tired smile, she headed upstairs, the twins trailing slowly behind her. The room was as Jango left it, only the fire had died. A few logs and a flick of Morindas wrist later, the fire was burning yet again. They ate for a long while in silence, but finally Jango spoke up. "Mother, did father say anything about what the reason behind the recent raids? I mean, it is all good and well for the Lilac that people gather for comfort and comraderie, but I just feel there is something... off... about the things that are happening." He blushed and shrugged, but looked searchingly at his mother.

    Several moments went past before Morinda spoke. "No, he never said a thing about it. He told me he had to help with the defences of the outlying farms, but not for how long..." Jina, prefering to take matters at hand, rather than talk about it for days without end, frowned. "I don't see why we can't just go and chase the lizards off. They're surely not as organized or well equiped as we, are they? And it isn't the first time they have behaved strangely, is it?"
    Shaking her head wearily, Morinda agrees. "No, it is not the first time... back when your father and I came through her on our journey, they were acting strangely... We'd been traveling for close to three years, just seeing new places, exploring the world. With my training and your father learning on the road we were safe enough, but when we came here we heard rumours about the lizardfolk. They had been acting strangely, more often seen close to the town, harassing trading caravans and chasing away the lesser boats coming to close. It appeared later that they've had a split in their tribe, and a sort of tribal war was fought, but nothing big, like these ships dissapearing, ever happened back then. Anyway, we decided to stay here, as you were born and we did not want to take you out on the road."

    The twins looks at eachother and grins. "Yeah, good thing that was. Seawell is a nice place to grow up, and with you and father to teach us, we could not have had a better time." Jango smiles and throw a little ball of liquid fire into the fireplace, helping the embers warm the room. "I know mother, no magic in the Lilac untill I've learned to controll it better. But I truly believe I am that far now. You won't let me proove it though."
    A motherly smile comes to Morindas lips, and she explains. "It is not that I doubt your abilities, but you have not had the strict training I had. You will learn with time, my son. But now, I am going to bed."

    They are alone in the room now, and Jina is suddenly grinning. "Hey Jango, let's go and spy on the lizards! We havn't done that in weeks." With that, she runs out of the room and down the stairs, not even bothering to wait for her brothers response. I better go and keep her out of trouble, he thinks, and follow suit.


    They're walking down the street, towards one of the gates. One with dark black hair, the other with flaming red. If it weren't for that apparent difference, they would be identical. Almond shaped eyes the color of dark brown, bordering on black. Lithe bodies, walking confidently towards their destiny, allthough unknown to them both - yet.
    Last edited by Rayex; Wednesday, 31st May, 2006 at 05:57 PM.
    Sa Souvraya Niende Misain Ye!

  • #6
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    Novice (Lvl 1)

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    Amycoth Dyne

    Amycoth Dyne


    Male Human Fighter 1


    Statistics:
    Code:
    Human Fighter 1 (28 Point Buy)
    =================================================
    
    Abilities:
    -----------------------------------------------------------------
    Str	 14		+2
    Dex	 14		+2
    Con	 12		+1
    Int	 14		+2
    Wis	 14		+2
    Cha	  8		-1
    -----------------------------------------------------------------
    
    Hit Points:
    -----------------------------------------------------------------
    HD: 1d10+1
    HP: 11
    -----------------------------------------------------------------
    
    Feats:
    -----------------------------------------------------------------
    (1)- Weapon Focus(Flail).
    (h)- Combat Expertise.
    (f)- Improved Trip.
    (b)- Skill Focus(Profession(Sailor))*.
    (b)- Improved Unarmed Strike*.
    -----------------------------------------------------------------
    *: Bonus background "fluff" feat.
    
    Skills:
    -----------------------------------------------------------------
    Total Ranks = 20.
    Climb +0 (4 ranks, +2 Str, -6 ArmorCheck), 
    Intimidate +3 (4 ranks, -1 Cha), 
    Jump +0 (4 ranks, +2 Str, -6 ArmorCheck), 
    Profession(sailor) +7 (2 ccranks, +2 Wis, +3 Focus), 
    Swim -6 (4 ranks, +2 Str, -12 ArmorCheck).
    -----------------------------------------------------------------
    
    Languages:
    -----------------------------------------------------------------
    Common, Dwarf, Goblin.
    -----------------------------------------------------------------
    
    Class Abilities:
    -----------------------------------------------------------------
    None.
    -----------------------------------------------------------------
    
    Race Abilities:
    -----------------------------------------------------------------
    Size: Medium.
    Base Speed: 30 feet.
    Favored Class: Any.
    -----------------------------------------------------------------
    
    Base Features:
    -----------------------------------------------------------------
    Base Attack Bonus: +1
    Grapple: +3 (+1 BaB, +2 Str)
    
    Saves:
    	Fort +3 (2 base, +1 Con)
    	Refl +2 (0 base, +2 Dex)
    	Will +3 (0 base, +2 Wis)
    -----------------------------------------------------------------
    
    Equipment:
    -----------------------------------------------------------------
    (Value = 240 gp)
    - Weapons and Armor - 
    Scale Mail(50), Heavy Steel Shield(20), Flail(8), Composite Longbow(100), 
    40 Arrows(2).
    
    - Supplies -
    Backpack(2), Bedroll(.1), Map Case(1), 1 Piece of Chalk(.01), 
    Flint and Steel(1), Hooded Lantern(7), 6 1-Pint Flasks of Oil(.6), 
    10 Days Trail Rations(5), Sack(.1), Waterskin(1).
    
    - Treasures -
    40 Gold Pieces.
    20 Silver Pieces.
    19 Copper Pieces. 
    -----------------------------------------------------------------
    
    Armor Class:
    -----------------------------------------------------------------
    Normal: 18 (+4 Armor, +2 Shield, +2 Dex)
    Touch: 12
    Flat-Footed: 16
    -----------------------------------------------------------------
    
    Initiative:
    -----------------------------------------------------------------
    Initiative +2 (+2 Dex)
    -----------------------------------------------------------------
    
    Speed:
    -----------------------------------------------------------------
    20 feet. (30 Foot Base)
    -----------------------------------------------------------------
    
    Combat:
    -----------------------------------------------------------------
    Flail 			+4 melee (1d8+2 bludgeoning, 20/x2)
    Trip 			+4 melee touch attack (Trip; +6 Opposed Check; 
    							Free Atack)
    Unarmed Strike		+3 melee (1d3+2 lethal/nonlethal bludgeoning, 20/x2)
    Composite Longbow 	+3 ranged (1d8 piercing, 20/x3, 110 feet)
    -----------------------------------------------------------------
    Background:
    Spoiler:

    Amycoth ("Amy" to his friends) was born to an old sailing family in the Lhazaar Principalities. His father raised him to be strong of arm and quick of wit. By his teens Amycoth had earned his way onto a ship as a hand. He spent his youth on the ship earning the respect of the Seadragons. After a few years though, Amycoth had simply had enough. The sea bored him and while his friends onship were fine fellows, he just didn't see himself a sailor. When his ship made a run into Q'barra to trade dragonshards, Amy made his intent known, and the captain of the ship gave him his meager pay and left him in the small town of Seawell.

    It's been two years since then. Amycoth Dyne spent some time exploring the jungles of Q'barra, working odd jobs in the city, and generally enjoying himself. While he isn't great at being persuasive, Amy has taken quite a liking to some of the children in town, and has been teaching a few of them the art of battle.

    Seawell had had its share of traders, shippers, and the ocasional Lhazaar pirate over the years, so when Mr. Dyne settled in at the inn and began casting about for information on a permanent residence, people only scoffed. Though a young man, this newcomer still wore the marks of battle and adventure - the residents of Seawell had seen men like him before who claimed to want to settle down, but they never did.

    Still, Mr. Dyne was persistant. He showed a knack for battle and, in his first month in the town, was asked to lend a hand with some lizardfolk the militia was set to deal with. Amycoth took quickly to the job and in the process earned the respect of a few of the guardsmen, one of whom was to become his closest friend in the town.

    Symon Barr had served in the militia for quite a few years, but had never fought alongside someone quite as interesting as this Mr. Dyne. He loved his stories, his personality, and how eager he was to led a hand when someone else was in need. After Amycoth saved Symon's life in one of the more harried battles the bond of friendship was immediate. Once the short crusade was complete, Symon dragged Amycoth home to meet his wife and sons. A few days later Symon introduced one of his brothers to Mr. Dyne, and asked him if he needed a hand with his shipping business. Though Amycoth didn't himself make an impression, the three of them worked out a deal and Amycoth had himself a legitimate place in the city. Soon he bought himself a small cottage - barely more than a shack with a fireplace - close to the Barrs.

    As time passed, Amycoth kept a fairly low profile in the town. On occasion he took a break from his regular job as a porter and found himself by the side of the local militia on some duty that they didn't want to commit to fully. In his free time though, his past caught up to him. The children of the neighboring families - both Jhonas and Terrian Barr and some of their friends - began to get the former "pirate" to tell them tales. Most of them Amycoth knew were poorly told, and poorly acted - he had never had a strong presence for storytelling - but the children loved them anyways, and he was as faithful to the truth as possible. When he gave a few quick pointers one day as the children had a mock swordfight he became permantly enlisted as the children's "combat tutor" of choice.

    It was through this ever-growing swarm of young people that Amycoth met the young miss Menna Soldorak - a dwarven emissary present in Q'barra as an assitant negotiator for trade to the region. Menna's son Kellak was one of Amy's star pupils before the two adults met. Amycoth and Menna quickly bridged the racial gap (and an age difference of a handful of decades) and have had a steady romantic relationship for the past 8 months (something that some townsfolk look poorly upon, as do the other dwarves in the region).

    Though at times he still longs for a life of adventure - he sometimes dreams of his days battling raiders or Lyrandar "pirate hunters" on the sea - Amycoth believes that he is actually acomplishing his goal of "settling down" here in Seawell. He loves the town, and is interested in keeping it safe for his friends and neighbors.


    Description:
    Spoiler:

    Amycoth Dyne is a tough-looking middle-aged fellow. Standing at only 5'2", Amy has a wide build. He's a stocky fellow with thinning black hair and a wide beard. He keeps himself well-groomed and clean, and keeps himself well-dressed... for a former pirate. Though he isn't a well-spoken man, wisdom and intellect beyond his thirty-four years are visible behind his eyes, and he's generally well-liked.


    Other Characters:
    Spoiler:

    Ari:

    Amycoth has had a few run-ins with Ari Osten throughout his time in the city. The two of them have often turned up on the same jobs when they're open-call or for the city, and while Amy doesn't quite see eye-to-eye with the slightly-younger man, they get along okay. Amy just doesn't really trust the man's zeal and eagerness to erradicate "monsters".

    Garrick:

    Though not a common "student" of Amy's, the young Garrick Yandson struck up his interest one day when the search party that Amy was lending a hand with found the boy and heard his stories of adventuring in the wilds. Though he disapproves of what the boy does - thinking it "foolhardy" - Amy finds himself feeling a strange kinship with Garrick. He's bought the boy a drink on a few occasions, eager to hear the stories the youth can share. The two are on fairly decent grounds, and Amy asks around the town guard every now and again to make sure Garrick isn't getting into trouble.

    Jina:

    Though he's run into the twins, and heard a bit about their talents, Amy's never really approached them. Just hasn't seen a need, and they've never really been in a place where he's talked to them. Amy is indifferent to the twins.

    Khalia:

    As a man without a real dedication to a faith, let alone the Flame, Amycoth has stayed away from the investigator. He's brushed shoulders with her a few times at the Inn, and been interrogated (there isn't really another word for it) about his knowledge of the supernatural a few times. Amy feels a bit uncomfortable around the woman, but is otherwise indifferent towards her.

    Nelson:

    Amycoth has met some of the Luttin clan over his time in Seawell and frankly, he is not impressed. The children are all eager for stories of his time on the sea, but he sees in them some of the traits that made for the worst of seamen. Amy humors them all the same, but he doesn't really trust them. Amy tries to avoid the Luttins in general, and he's heard enough stories to know better than to deal with them unless it's absolutely necessary.

    Taviss:

    Amy's heard stories of an ex-soldier wandering the wilds, "protecting" the town. While he's impressed with the tales, the concept of living on the fringes of society, away from any social contact, bothers him. He's never actually met Taviss, but from what he's heard he doesn't think the man's probably all there.

    Zan:

    Zan just isn't someone whom Amycoth would know. "Library" is a word that Amy avoids, seeing it as a bit pointless. He'd rather hear a story told then read an old tome. Amy has never met Zan before, or, if he has, it didn't stick in his mind.

    Last edited by Greatfrito; Tuesday, 16th May, 2006 at 10:09 AM. Reason: Formatting modifications.

  • #7
    Supressive Overlord
    Acolyte (Lvl 2)

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    Aurora, IL
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    Code:
    Name: Zan
    Class: Wizard
    Race: Changling
    Size: Medium
    Gender: Male?
    Alignment: NG
    
    Str: 8  -1 (0p.)      Level: 2        XP: 1000 /3000
    Dex: 12 +1 (4p.)      BAB: +0         HP: 14 (2d4+4+3)
    Con: 14 +2 (6p.)      Grapple: -1     Dmg Red: XX/XXXX
    Int: 18 +4 (16p.)     Speed: 30'      Spell Res: XX
    Wis: 8  -1 (0p.)      Init: +1        Spell Save: +X
    Cha: 10 +0 (2p.)      ACP: -0         Spell Fail: XX%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0    +1    +0    +0    +0    11
    Touch: 11              Flatfooted: 10
    
                             Base   Mod  Misc  Total
    Fort:                      0    +2          +2
    Ref:                       0    +1          +1
    Will:                      3    -1          +2
    
    Weapon                  Attack   Damage     Critical
    Light Crossbow ('80)      +2       1d8      19-20x2
    Quarterstaff              +0      1d6-1       20x2
    Dagger(10')              +0(+2)   1d4-1     19-20x2
    
    Languages: Common, Dwarven, Elven, Gnome, Draconic
    
    Abilities:
    Changeling Racial Abilities
    - +2 save vs Sleep and charm
    - +2 Bluff, Intimidate, Sense Motive
    - Natural Linguist: Speak Language class skill
    - Minor Shape Change: 
    Dual Specialization: Illusion & Transmutation
    Forbidden Schools: Abjuration, Enchantment, Necromancy
    Familiar: Toad (+3 HP)
    Spellcasting: Cantrips: 4  1st: 3+1
    
    Feats: Extend Spell, Scribe Scroll, Skill Focus: KN: Arcana, Skill Focus: KN: History
    
    Skill Points: 30       Max Ranks: 5/2.5
    Skills                   Ranks  Mod  Misc  Total
    Concantration              1    +2          +3
    Decipher Script            4    +4          +8
    KN: Arcane                 5    +4    +3    +12
    KN: History                5    +4    +3    +12
    KN: The Planes             4    +4          +9
    KN: Local                  1    +4          +5
    KN: Geography              1    +4          +5
    Spellcraft                 5    +4    +2    +11
    Use Magic Divice           4    +0          +4
    Bluff                      0    +0    +2    +2
    Concentration              0    +2          +2
    Disguise                   0    +0    +10   +10
    Intimidate                 0    +0    +2    +2
    Sense Motive               0    +0    +2    +2
    Spot                       0    -1   (+2)   +1
    Listen                     0    -1   (+2)   +1
    
    
    Equipment:               Cost  Weight
    Light Crossbow		35	4
    20 Bolts		2	2
    Quarterstaff			4
    Dagger			2	1
    Spell Component Pouch	5	2
    Spellbook		15	3
    Backpack		2	2
    Bedroll			0.1	5
    5 Candles		0.05	
    5 Pieces of Chalk	0.05	
    Ink Pen			0.4	
    Ink			8	
    Scroll Case		1	0.5
    5 sheets of paper	2	
    Familiar Summoning	100	
    Total Weight:23.5lb      Money: 27gp 4sp 0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                26    53    80    80   400
    
    Age: 21
    Height: 5'4"
    Weight: 121lb
    Eyes: White
    Hair: White
    Skin: Grey
    Appearance:
    Zan is small and fairly frail looking. His grey skin and white eyes and hair are unusual for a changeling only in that he chooses to not hide his true nature. He wears fairly loose fitting traveling clothes, with a long black cloak that flows around him.

    Personality:
    Zan is a studious and curious person. He enjoys testing out things, be they magical projects, his own shifting abilities, or just the limits of things. While not the most social of people, Zan has no problems working with others, or even talking to them, though he is sometimes short to tolerate the stupidity of others. While Zan would not risk others in his experiments, he does not always take the best route when he does experiment, often making a careless mistake, or failing to see obvious risks. Zan is a fount of knowledge, and is never afraid to share this with the world.

    Background:
    Zan has always been proud of his changeling heritage, and usually openly walks around in his natural form. He feels that his changeling heritage shows that limits are what you perceive, and must be tested in every way. Growing up in Q’Barra gave him many opportunities to test his limits. Zan was naturally attracted to magic, and found many interesting new limits to test with it. He spent time watching the local magewrights work. He toyed with magic and spent time studying it and its strange effects.

    Zan apprenticed himself to Allustar, an elder wizard and librarian residing in Seawell, after several detailed discussions about magic. Allustar knew quite a bit, and encouraged Zan's analysis on the theories of magic. His magic grew in power under Allustar's tutelage, but Zan wanted more. A few years before the war ended, he went off to study at Morgrave University at Allustan's recommendation. He learned diversity in specializing, and enjoyed testing his magical limits. He worked with stretching his magic, and using it ways well beyond those thought conventional. He brought his changeling approach to magic, and was rewarded with a unique perspective on magic and its workings.

    Zan was never one for much personal contact beyond those he discussed magic and other scholarly topics with, and as a result had few ties in Sharn. So, Zan returned to Seawell. Unfortunately, Allustar had passed away while he was a student, and his parents had left to find a new life rebuilding after the war. Zan took over for Allustar, and has been the librarian for almost a year now, studying magic and other scholarly pursuits while earning a modest living. A yearning to move beyond the books and into some field study has begun to tug at Zan, but he has held out for the right time, as he feels comfortable with his home.

    Zan’s openness about his changeling nature has oddly eased the town’s mind about him considerably, perhaps in the better the evil you know than the evil you don’t know sense, but none the less, he finds he is tolerated with much less suspicion, particularly since his apprenticeship with the well respected Allustar, than he’s seen and read about changelings, or worse, suspected changelings, in other towns, particularly small ones like Seawell.


    Spellbook
    Cantrips:
    Acid Splash
    Arcane Mark
    Dancing Lights
    Detect Poison
    Detect Magic
    Flare
    Ghost Sound
    Light
    Mage Hand
    Mending
    Message
    Open/Close
    Prestidigitation
    Ray of Frost
    Read Magic

    1st Level
    T:Enlarge Person
    T:Lowlight Vision(AC)
    I:Color Spray
    Feather Fall
    Grease
    Identify
    Mage Armor
    Magic Missile
    Summon Monster 1


    Zan's thought on others:
    Khalia ir'Indari is an intriguing character. More focused on religious truths than Zan is on factual truths, they still have found time to work together, and occasionally discuss various scholarly issues. They share a budding friendship, which might even border on something more of each of them weren’t so focused on more scholarly pursuits. Zan would love join Kahlia on one of her expeditions, but he’s never been asked, and hasn’t spoken up about his desire.

    Ari Osten is all business when it comes to Zan. Zan has had little dealings with the mercenary other than when Ari has requested info. While dealing with the man has proven to be lucrative, it seems that there is little association with the man unless money is concerned. He finds it odd that a man with such a limited scope of knowledge can keep himself so focused and is not bored by not expanding his horizons.

    Jango and Jina Silversun, the elven twins. Definitely a unique pair. Zan actually got along with both of them fairly well. Jango was quiet and studious, and Zan enjoyed chatting with him about magic, and investigating his different take on it. Meanwhile Jina’s outgoing nature helped inspire Zan to push his own limits, and he found her company to be quite enjoyable, though they rarely had anything serious to speak of. Despite good relations, Zan was never particularly close to either, considering them simply as friends he meets on occasion.

    Garrick Yandson has had little contact with Zan, and most of it has been with Kahlia present, investigating the runes. He knows of Garrick’s reputation as a treasure hunter, but beyond that and a few business meetings, he’s had no reason to seek out Garrick’s company.

    Amycothe Dyne is a name Zan’s heard in Seawell, but never met the man personally.

    Nelson Luttin was nothing but trouble, or at least that’s what Zan’s parents used to tell him. Nelson wasn’t as studious as Zan, but he could hold a nice conversation when they were younger. Zan though, knew well that a changeling hanging out with a Luttin would make the town even more suspicious of them than they might otherwise be.

    Taviss Jarga is an associate of Ari’s, but not someone well known to Zan, and he has had little direct dealings with him.


    Memorized Spells
    Cantrips:
    Prestidigitation
    Light
    Detect Magic
    Acid Splash

    L1:
    S:Enlarge Person
    Color Spray
    Grease
    Summon Monster 1

    Advancement and Goals

    Feats:
    1: Extend Spell
    1W: Scribe Scroll
    B1: Skill Focus: KN: Arcane
    B2: Skill Focus: KN: History

    L2 -> Wizard 2
    HP +5(3+2) SP +6 (2+4) BAB +1 Will +1
    KN: Geography +1, Spellcraft +1, KN: Arcane +1, KN: History +1, Concentration +1, Use Magic Device +1
    Spells: Lowlight Vision, Grease

    Goal: Zan looks forward to testing the limits of magic, and learning more about life. He intends on becoming a Recaster and Loremaster

  • #8
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    Nelson Luttin
    Human Bard 1/Rogue 1

    Age: 17
    Gender: Male
    Height: 6'
    Weight: 160 lbs
    Eyes: Blue
    Hair: Bleached Blonde
    Skin: Sunbrowned

    STR: 10 [+0] (2 points)
    DEX: 10 [+0] (2 points)
    CON: 10 [+0] (2 points)
    INT: 14 [+2] (6 points)
    WIS: 14 [+2] (6 points)
    CHA: 16 [+3] (10 points)

    Hit Points: 10
    AP: 5
    Armor Class: 14 (10 base + 0 Dex + 3 Armor +1 Shield)
    Initiative: +0
    BAB: +0
    - Melee: +0
    - Ranged: +0

    Speed: 30'

    FORT: +0 (0 Base)
    REFL: +4 (4 Base)
    WILL: +4 (2 Base + 2 Wis)

    Abilities:
    Human Bonus Feat
    4 extra skill points at 1st level, +1 skill point per additional level
    Favored Class: Any
    Bardic Spell Casting
    Bardic Knowledge +7 (+ 1 lvl + 2 INT + 4 Insight)
    Bardic Music 1/day
    - Countersong(Su)
    - Fascinate (Sp)
    - Inspire Courage (Su)
    - Inspire Competence (Su)
    Sneak Attack +1d6
    Trapfinding


    Feats:
    Bard Proficiencies
    - Bardic Weapon Proficiency
    - Light Armor Proficiency
    - Shield Proficiency
    Rogue Proficiencies
    - Rogue Weapon Proficiency
    1st Level
    - Obscure Lore
    Human Bonus
    - Open Minded
    Extra 'Fluff' Feat
    - Open Minded
    Extra 'Fluff' Feat
    - Open Minded


    Skills:
    Skill Points at 1st Level: 51 ((6+2 INT) x 4) + 15 Open Minded (x3) +4) + 10 (Rogue Level)
    Bluff +8 (5 ranks, +3 Cha, +0 Syn)
    Concentration +2 (2 ranks, +0 Con, +0 Syn)
    Craft (alchemy) +5 (3 ranks, +2 Int, +0 Syn)
    Craft (architect & engineering) +4 (2 ranks, +2 Int, +0 Syn)
    Decipher Script +4 (2 ranks, +2 Int, +0 Syn)
    Diplomacy +10 (5 ranks, +3 Cha, +2 Syn)
    Gather Information +10 (5 ranks, +3 Cha, +2 Syn)
    Knowledge (local) +6 (5 ranks, +2 Int, +0 Syn)
    Knowlegde (geography) +6 (4 ranks, +2 Int, +0 Syn)
    Listen +4 (2 ranks, +2 Wis, +0 Syn)
    Perform (Luttin hollers) +7 (4 ranks, +3 Cha, +0 Syn)
    Profession (sailor) +6 (4 ranks, +2 Wis, +0 Syn)
    Sense Motive +7 (5 ranks, +2 Wis, +0 Syn)
    Sleight of Hand +2 (2 ranks, +0 Dex, +0 Syn)
    Speak Language (0 ranks)
    Spellcraft +4 (2 ranks, +2 Int, +0 Syn)
    Spot +5 (3 ranks, +2 Wis, +0 Syn)
    Use Magic Device +5 (2 ranks, +3 Cha, +0 Syn)
    Survival +4 (2 ranks, +2 Wis, +0 Syn)


    Languages:
    - Common, Riedran, Draconic, Giant

    Spells:
    Caster Level: 1
    Save DC: 10 + 3 Cha + Spell level
    Arcane Spell Failure Chance: 0% (Only uses Light Armor)
    Spells Per Day: 0 -2
    Spells Known
    0 level – Songbird, Mending, Message, Prestidigitation


    Equipment:
    Melee weapons
    -Calomel Rapier +0 (1d6, 18-20/x2) 2 lbs. Overcomes DR of fire subtype creatures

    Ranged weapons
    -Whip +0 (1d3, 20/x2, 15 ft. reach) 2 lbs.

    Mundane equipment
    Peasant's Outfit (worn)
    Pouch, Belt .5 lbs.
    Backpack 2 lbs.
    - 10 insectbane candles -
    - Hammock 1lbs.

    Armor
    - Studded Leather +3, -1 Armor check penalty, 20 lbs.
    - Light Wooden Shield +1, -1 Armor check penalty, 5 lbs.
    Total Encumberance: 32.5 lbs. (light load)
    Remaining money:23 GP 0 SP 0 CP


    Description
    Nelson Luttin is a lad with large, oversized features surrounding a slightly build and intense-looking blue eyes. He often appears around town in his homespun hickory cloth pants worn and torn just below the knees, often shirtless or in the wide, off-white loose shirts common among the Luttin field men, wearing a beaten straw hat and shoeless. His over-large blue eyes peek mirthfully from beneath an enormous mop of sun bleached blonde hair. His nose is perhaps just a bit large, and bent from scuffles with his cousins over the years. It sits above a wide, expressive mouth that would smile in a morgue, opening to show a most remarkably white and straight set of perfect teeth. He often appears with braids containing charms into his hair, and wearing varying degrees of amusement on his face is quite disarming. The purplish-bladed rapier at his side beads water constantly, and he is often seen futilely wiping it down.

    Personality
    Nelson speaks with the peculiar and slightly adaptive drawl and slang of the rest of the Luttin clan. It contains a startling number of curse words derived from all over the world, piratical and agricultural references, and sometimes seems to be something of another language entirely to outsiders. He smokes, drinks, rolls the dice when he wants to, and has been caught with his cousins stealing pies and young girl's innocence enough times to fit into every common villager's perceptions of the Luttin clan entirely.

    Background
    Seawell has been home to generations of Luttins, and it is most surely the home of Nelson Luttin. Of unknown origin and ethnicity, the Luttins have in varying degrees enlightened and disgraced the landscape of Seawell for decades. Some say that Luttins have distinctive features, dark eyes, a particular chin, a certain bearing - but the truth is that though you can sort of tell a Luttin by looking at them the simple fact of the matter is that Luttins are bad news, and they wear that bad news in everything they do. There a Luttin drunks, gamblers, ladies of ill-repute, a couple of cousins a little too close for conventional society - and there are also even darker Luttins, like Janias Luttin and the Luttin Gang, who preyed upon travelers and village-folk alike with a strangely consistent Luttin sense of matter-of-fact'ness that seems to hover on the tongue of even the youngest Luttin like a dirty word in church. Luttins have many detractors and opponents, people that the Luttin clan has swindled, committed adultery upon, sired children upon, beaten up, cheated at dice with, and some people just plain offended by their very nature. It can't change the fact that “Luttins are what slicks the mud that moves the wagons in Seawell" though, as the Luttin saying goes. If the Luttins left Seawell then it wouldn't be much of a town for their leaving. While many "newcomers" to Seawell have only lived in the town for a few decades, some say the Luttins lived in Q'Barra long before Newthrone was even founded, eking out an existence trading with the native lizard folk and passing pirates for whiskey and sniff, barely on the smiling side of civilized.

    All through Seawell you can see the Luttin lip, the Luttin jaw, have your purse stolen by mischievous young Luttin cousins, or be propositioned by not so young Luttin patriarchs. You can visit Janias Luttin up at his shack in the jungle and listen to him ramble on about all the women and gold he stole before his change of heart, or he met the love of his life, or the town pardoned him, or he killed his damned ol' daddy Nikree Luttin who made him evil mad his whole life. You can have you washing and cleaning done by a score or more of Luttin wives who all have something to say about each other and everyone and who need the extra coin to pay for the hordes of children beget upon them by their loutish, irresponsible, lazy Luttin husbands. If you find the Luttin husbands you'll find farmers, moon shiners, fishermen, cooks, and the heart of Seawell daily life entire. You also will find your wives and daughters leered at and commented upon, yourself beaten and cheated at with dice, a friend to drink you under the table with in your darkest hours, every single vice available in Q'Barra laid out like a roadmap of long-term Luttin connections, and some of the most loyal, cutthroat, and bloodthirsty friends you shall ever find.

    Luttins, or so the stories go, were refugees from Cyre, or Breland, or Xen’drik where they were jewelers, mercenaries, pirates, prostitutes, or the lost heirs of Galifar. Some dark whispers even suggest that Luttins have rather more Elvish blood in them than any suspect, and that the Luttins represent some sort of "lost" dragonmarked House stripped of its place and ranks through dragon and giant magics best left to dark sorcery and moonless nights. In any case, Luttins can clearly trace their hand in each and every building in the entire town of Seawell and most of the bloodlines, through marriage or not, making the Luttins of Seawell nothing if not famous, or infamous, in their tiny corner of the world. Some even say that Luttins brought the famous Seawell green ale recipe to Seawell from a hidden laboratory in Karnnath, and it is true that Old Arnel Luttin was a bit wilier than the average Luttin and worked at the brewery - before he fell asleep at the furnace and burnt that building down. Nelson Luttin isn't the most distinguished Luttin, even in his own age group; at least since his cousin Arven accomplished the remarkable feat of becoming a father to three separate sets of twins last winter by three different embarrassed women, including his mum's best friend, after a particularly bad blow came in from the Dragonreach.

    Nelson Luttin is a lad with large, oversized features surrounding a slightly build and intense-looking blue eyes. Despite earning a few suspicious looks from his pa when he was born, Nelson's large, luminous eyes and fine (for a Luttin) features have served him well over the years. Regardless of his heritage he has a singularly unsuspicious-looking face and that has vexed more than one townsperson in the past that have based their judgments on appearances. Nelson's Pa, "Big" Myck Luttin, runs Seawell's one and only taxidermy service, acts as a guide to unwary travelers into the jungle, repairs all manner of buildings and sea craft, holds Seawell's monthly cockfight in the large shed erected near the beach where he does his woodworking, and collects the mushrooms and rare herbs related to his Uncle Tebick's "farm" for a share of that business as well. As well as being a busy, hard-working honest Luttin, he has instilled upright Luttin values in all of his children. Two of Nelson's older brothers are in prison in Sharn for piracy, while the oldest slips in a few times a year with his crew to update Pa on how far they've come on springing them out. All of Nelson's sisters, well except for little Marlee, are all fat and round, married off to luckless dupes to raise Luttin heirs and kinsmen. Nelson even had a twin once, or so he's told, but "he had the devils in him" and his mother drowned him before he could cause evils when he was a baby. Nelson is his Pa's constant strain and agony.

    Unwilling to "settle" for being a proud Luttin scion, do his Pa's will in collecting payments from villagers in Seawell who've run behind, go off with his brothers to enjoy the salty life of the Luttin "navy", or otherwise engage directly and completely in the Luttin penchants for larceny and clannishness it seems, Nelson Luttin might be the most uncommon sort of Luttin of all - his own man. No, that's not to say that Nelson can't twist a noose, bribe the mayor, put on the pegs and ravage the sea if he'd just wanted to but Nelson - or at least Nelson's Pa thinks so - Nelson's got some strange nut growing in his head that just seems to pace him apart and distance himself somewhat from many of the other Luttins. Now that doesn't mean that Nelson isn't family, Luttins are true to each other as pus n' plague forever, but unlike his cousin Arven (or even Dern) Nelson Luttin sometimes strikes worried conversations with elder Luttins sitting on the porches of their shacks at night about that most nebulous of Luttin concepts - his future.

    Nelson speaks with the peculiar and slightly adaptive drawl and slang of the entire Luttin clan. It contains a startling number of curse words derived from all over the world, piratical and agricultural references, and sometimes seems to be something of another language entirely to outsiders. Opposed to his elder's concerns, most outsiders agree that Nelson is a prototypical Luttin. He smokes, drinks, rolls the dice when he wants to, and has been caught with his cousins stealing pies and young girl's innocence enough times to fit into every common villager's perceptions of the Luttin clan entirely. Even his "tricks" as he calls them - snail hollers and Kyb' whispers - seem to only confirm rumors and fears about the Luttins in some people's minds, though he's been remarkably obtuse about where he learned them.

    "They's jus' ticks and whistles all 'round you, “he’ll say, "can't you hear?" Most townsfolk agree that Nelson must have learned them from some of his more consternatious relatives living deep in the jungle, even though they can't rightly say when he'd have had time to run off and do that sort of learning. Some whisper that Nelson's powers are from a hidden dragonmark, though those with more sense roll their eyes at such fancies. He makes a rather random living, sometimes to be found at his Pa's house or hanging out with a female admirer or one of his cousins, and sometimes he earns his keep at one of the local inns and taverns displaying a suspicious-looking smile in his eyes at odds with his almost angelic appearance.

    Nelson is a bard, but a bard because that's really the only class that represents the overall verisimilitude in his every endeavor. He's a half-nick pinch in a fight, knows more about more things than almost anyone has any right to at his age, can whistle and click out a wildly varied assortment of spells, and "figures it out" with almost frightening clarity compared to most of his peers. He's not often thought of as the first person that any given townsperson will run to to fix a problem at his age, but he's often the second - because even when his fellows agree that he's not the best choice for the job he's often thought of as the person best able to make certain everyone else accomplishes the job. Some people accuse Nelson of being lazy even (including his Pa), but Nelson simply smiles and shrugs it off. He can't help it if everyone else was cut out for workin' more than he, but he's not worried. Somewhere in the back of his head he's simply Luttin-certain that he's right and the rest of the world is wrong.

    Nelson Luttin often appears around town looking like the very essence of a Luttin in his homespun hickory cloth pants worn and torn just below the knees, often shirtless or in the wide, off-white loose shirts common among the Luttin field men, wearing a beaten straw hat and shoeless. This is worn calculatingly to give the appearance of guilessness in his broad, honest-looking, sun-kept features. His over-large blue eyes peek mirthfully from beneath an enormous mop of sun bleached blonde hair. His nose is perhaps just a bit large and bent from scuffles with his cousins over the years and sits above a wide, expressive mouth would smile in a morgue opening to show a most remarkably white and straight (for a Luttin) set of perfect teeth. Though his accusers’ notions of slackery are often warranted, Nelson's hands belie that fact and show the hard usage of any other Luttin. Often fawning young girls can be found trying to straighten his cracked and split nails or combing his hair in the common rooms of the taverns, weaving braids containing charms into his hair as he sits seemingly placidly resigned to his nigh horrible fate, complacently shuffling dice or reading texts of surprising subjects and rare origin like books of Riedran poetry, or Zilargran romance novels.

    Tourists, foreigners and strangers are things that Nelson finds interesting and compelling.They speak with ridiculous notions about the jungle and Q'Barran life and spend coin as if it were running out of style on the most useless of things. He often follows them and watches them, delighting in their discomfort and bizarre personal habits. Usually if confronted he just shrugs and smiles, because what does it matter if he upsets some poor fool bound to go off with his head up his cloaca into the jungle and die soon? If they're pleasant, or pretty, or seem likely to have some easily recovered coin in the purses after the night imps finish sucking the juices out of their brains though, he often will attach himself to them further. Nelson appreciates people that think with their feet outside the mud sometimes, since he's known for that as well, and if their fool notions still get them killed, well then that doesn't make them any less interesting.

    Equally amusing to Nelson is the subject of religion. Why anyone should worship something as bizarre as a person they don't know, that tells them how to act and whom to associate with and how, is something that Nelson can't fathom. This has led to dire pronouncements about his fate from the South Wall Luttins, who run the Traveler's Church in Seawall and who are well known for their being "church Luttins" as they are disparagingly called by the rest of the family. It seems that there wouldn't be much problem with a Luttin-ran church within the family if it were only a way to collect tithes from the rest of town, but the South Wall Luttins seem to have actually been seduced by all the "teachin's and the prayin'". Or, as his Nelson's great grandpa Nikree was said to have often said, "A man that's got to have someone else's reasonin' to string someone up an' feed 'em to the devils ain't go no reason teachin' to those more practical." Other Luttins are more pragmatic than Nelson and attend church occasionally, and a pretty face can draw him through a door no matter what might be in the room entire, but mostly they're a sacrilegious bunch of heathens that have as much need for religion as they do church-day finery.


    Player Character Relationships, Hooks, And Proposed Previous Reactions
    Amycothe Dyne [Greatfrito]

    As a former pirate, Amycothe is good people. I bet half the children seeking him out are Luttins, because everyone knows that pirates are the toughest and strongest fighters anywhere. Nelson's older brothers are pirates, and Amycothe probably has heard one tale or another involving some ship that they've sailed or preyed upon. Even Nelson spent some time in his youth wanting to be a pirate. Pirates are the firemen and astronauts of Luttin-dom. He's a celebrity.


    Taviss Jarga Breland Wild Man/Ex-Soldier [Ringmereth]

    Nelson probably resents Taviss a little bit, because it's hard to be a local hero when war heroes show up in the tavern. He probably thinks he's more than a little bit crazy too though, because he's got a bone to pick with the lizards and that's like toeing an ant's nest without shoes on mostly. Still, if he's gonna make himself an enemy of the lizard folk he's worth keeping an eye on, if only to make sure his fool killin' doesn't bring death upon the town and Nelson's family.


    Ari Osten Human Hexblade [stonegod]

    Ari is another foreigner with manners that seem dangerous to Seawell, though if he's been approached by Luttin pa's as a potential suitor he's probably seen as more stable (or at least wealthier) than Taviss. Luttins don't quit though, so he's doomed to marry one of Nelson's cousins eventually. The amorphous and powerful coven of Luttin wives probably has nagged every Luttin in the country to put in a word for this daughter or that, and Nelson's not immune to that. He could know Ari simply out of a sense of duty to warn him to leave Q'Barra while he still can, or he could be trying to convince Ari that five years isn't that long to wait for his little sister to grow up enough to get married. I suppose it depends on how rich Nelson thinks Ari might be.


    Garrick Yandson Human Rogue [Kralin Thornberry]

    Garrick's an outsider of a sorts, but he's been here long enough that he's establishing roots of the sort that Luttins understand. Plus he's got a larcenous streak, which makes him a more interesting person within the Luttin mentality than a lot of other kinds. It's also possible that one of the reasons Garrick travelled to Seawell in the first place could have been because his family did business with the Luttin clan in some way. If he's some sort of kin from another city then it would explain why he isn't being barraged by moon-eyed Luttin teenage girls.


    Jina Silversun Elf Swashbuckler [Rayex]

    At least Nelson is probably the best looking Luttin that she's watched grow up into adulthood and suffered the annoyance of being asked rude questions about the nature of elvish sexuality by. He probably wasn't serious either, just being annoying to see someone scowl. She might even have been Nelson's swordwork teacher. Thanks to her low wisdom score, Nelson probably thinks she's hopelessly naive about a lot of things. He might think it has something to do with her being a twin, because "twins are weird, add those ears into the mix n' they's gotta have some issues."


    Khalia ir’Indari Human Archivist [drothgery]

    Nelson probably isn't very impressed with Khalia and the feeling's likely mutual unless she's got a serious case of the jonesing for bad boys. On the other hand, if anyone's likely to be know odd bits of knowledge about the area and not-quite-useless trivia, it's Nelson. She might have been compelled to seek him out for those rare bits that complete the picture she's building in her head of the area already, and had to suffer through the agony of bargaining with him when all he wanted her to do is "show a little leg."


    Zan Changeling Wizard [Bront]

    Zan and Nelson probably have a lot in common, but Zan's been away long enough and is studious enough that they probably don't mix with each other much. Nelson and Zan might have a childhood history together, or at least overlapping childhood histories, because it would probably be REALLY HARD to be a changeling kid in Seawell without dozen Luttin malcontents always pestering you to join in on their adventures.
    Last edited by James Heard; Thursday, 22nd June, 2006 at 09:05 AM. Reason: Up To Level 2
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    Inactive In:
    Spoiler:

    Janis Stormhand in Stonegod's Expedition to Castle Ravenloft
    "Alan" in Zero Divide
    Adun Seafoam in Return to Ironstorm Mountain
    Lt. Qira Maru in Junk Yard Dogs
    Hawthorne Hap in Malvoisin's Savage Tide
    Dragen Kessler in The Game of Kings
    Mavic Larigne in The Reconquista
    Shuelsai Deng in The Tol Haggerun Prophecy
    Nelson Luttin in Warriors of the Coast

    Pithy Quote

    “Parley” is the French word for “everyone else is flat-footed and bare-handed”


  • #9
    Garrick Yandson, Male Human Rog1: CR 1; Medium Humanoid ; HD 1d6+2(Rogue) ; hp 8; Init +2; Spd 30; AC:14 (Flatfooted:12 Touch:12); Atk +1 base melee, +2 base ranged; +1 (1d3+1, Unarmed strike); +1 (1d6+1, Rapier); +2 (1d6+1, Javelin); -3/-7 (1d6+1, Sword, short; 1d4, Dagger); -3/-7 (1d6+1, Rapier; 1d4, Dagger); AL CG; SV Fort +2, Ref +4, Will +0; STR 12, DEX 14, CON 14, INT 14, WIS 11, CHA 11.
    Skills: Appraise +3, Balance +3, Bluff +2, Climb +3, Decipher Script +3, Diplomacy +2, Disable Device +3, Disguise +1, Escape Artist +3, Gather Information +3, Heal +1, Hide +3, Jump +3, Knowledge (Dungeoneering) +3, Listen +3, Move Silently +4, Open Lock +3, Search +3, Sense Motive +1, Spot +2, Survival +1, Swim +2, Tumble +4, Use Magic Device +2, Use Rope +3.

    Feats: Action Boost, Armor Proficiency: light, Relic Hunter, Simple Weapon Proficiency, investigate, improved initative.
    Languages: Draconic, Common, Reirdan
    Possessions:
    Weapons: Dagger (2 gp); Javelin (1 gp); Sword, short (10 gp); Rapier (20 gp).
    Armor: Leather (10 gp).
    Goods: Coin: gp (32) (32 gp); Explorer`s outfit (10 gp); Locksmith`s tools (5 gp); Identification papers, standard (2 gp); Traveling papers (2 sp); Lamp, common (1 sp); Backpack (2 gp); Bedroll (1 sp); Block and tackle (5 gp); Bolt Cutters (6 gp); Candle (4) (4 cp); Coin: cp (6) (6 cp); Case, map or scroll (2) (2 gp); Chalk, 1 piece (2) (2 cp); Crowbar (2 gp); Flask (3 cp); Flint and steel (1 gp); Grappling hook (1 gp); Hammer (5 sp); Ink (vial) (8 gp); Inkpen (1 sp); Coin: sp (3) (3 sp); Marbles (2 sp); Oil (pint) (3) (3 sp); Parchment (sheet) (4) (8 sp); Pouch, belt (2) (2 gp); Pulley (5 gp); Rope, hemp (50 ft.) (1 gp); Sack (2) (2 sp); Shovel (2 gp); Tent (10 gp); Torch (3) (3 cp); Vial, ink or potion (2) (2 gp); Waterskin (full) (1 gp); Whetstone (2 cp).


    Garrick is a well built youth of 19 years. He is 6'2", weighing 200 lbs.

    He has auburn hair that he wears shoulder length, but keeps pulled back in a ponytail, and has hazel eyes.

    He wears an explorer's outfit, usually a dark brown and tan color scheme, and wears a hat. He keeps his rapier strapped to his left hip, his dagger in his right boot, and his javelin is carried underneath his backpack.

    Most of his gear is kept in his backpack.


    Personal History
    Garrick always had a feeling that he didn't need to be in Whitecliff. He wanted, nay, needed adventure. His life of being a locksmith's apprentice had never, ever been what he really, really wanted to do. His family had come to Q'Barra after the Fall of Cyre, leaving Cyre for the promise of a new start, a better future. Garrick had been little then, didn't know his older brothers who died in the Last War. The only thing, outside of his mother and father, that Garrick knew, truly knew, was lore in books he had dug up. Lore about ancient treasures and runes. And those are the things that Garrick wanted to find -- not only for the "reward', but for the trip, the journey, the adventure.


    Life in Hope, his parents being homesteaders, was eventful, yet boring. The daily struggle for survival never made Garrick feel on edge. He longed to see the rest of the world, to discover the undiscovered, to attain the unattainable. Making up his mind, Garrick packed up what he owned, and headed off. He made his way from Whitecilff to Seawell.


    Garrick was, at first, intimidated by all the kobolds and lizardfolk, but quickly picked up some of the lizardsfolk's language and was able to converse and trade with them, getting information from them about local ruins and such. For a year, Garrick has been making Seawell his home "base". He has become friendly with the local folks, and is quite concerned about the rumors that the family that owns the lighthouse may be have fallen to foul play, and has already volunteered to make an "expedition" to the reef to investigate.


    When Garrick first arrived in Seawell, he took up a job with the local blacksmith, Beryon. Beryon gave Garrick a job, mainly because of his experience as a locksmith. Garrick took up residency (temporarily) in the inn, renting a room, paying what he could, working off what he could not. The innkeeper, Morinda ran the tavern (“The Green Lilac”). Morinda Garrick under her wings, and he became friends with her twin children Jango and Jina. From working in the inn, Garrick met many other townfolk, and quickly became accepted as a “local”. From working in the inn, he met Helena, a perky, cute brunette girl, roughly Garrick’s age. Her family owned and operated the lighthouse off shore, and the 2 quickly struck up a friendship, and it quickly bloomed in to a romance. Garrick was tutored in Reiarden by Helena’s mother Julia, and some basic sailor skills (climbing, swimming, rope use, etc) by Helena’s father Carl and her brother Stephan.

    Of course, the working was only a means to an end, giving Garrick his chance to explore the area around Seawell. He was never gone very long, as he usually went out along, and others, like Citen, a town guard, would get worried, and even arranged a search party once when Garrick was late coming back into town. Citen was worried that Garrick had rough afoul of the lizardfolk.

    Garrick had found a set of ruins about 7 miles northwest of the town, and had made that his area of “exploration”. The ruins were set back in the jungle, grown over with vines and such. It consisted of a large central building, with a smaller building at every corner of the larger one. Garrick headed into the nearest small building, to start his exploring. It was a 2 room, stone block building, with a door set in the middle of the wall, dividing the room in half. When he opened the door, he found a passage way leading downward, but blocking the doorway was a large, lizard man. Garrick’s hand instinctively went towards his rapier, but stopped when he saw that the lizardman was injured. Garrick had already picked up some basic Draconic from his dealings with the lizard folk on his journey to Seawell. Moving forward cautiously, Garrick saw that the lizardman had a large gash on his chest, and it appeared to be bleeding profusely. Garrick attempted to help the lizardman, and eventually learned the lizardman’s name, S’lar. He bound S’lar’s wounds, and helped him recover, if only a little. S’lar was ingratiated to Garrick, and the two became “friends”, as much as they could. They would arrange to meet at the ruins to explore more, and they taught each other their respective languages, S’lar picking up some basic Common, and Garrick learning more Draconic, enough to hold conversations.

    The unlikely duo discovered that each little building in the ruins held an underground passageway that lead into the larger building, and each was one of the 4 ways in, as the largest building had no outer doors. From some searching and exploring, they deduced that it was an ancient temple, but to whom or what, they could not tell. Perhaps an ancient orc god or hobgoblin god. In the wall, behind the dilapidated alter/sacrificial table was a giant dragonshard. The pair attempted several times to remove it, but somehow, the shard rebuked their attempts.

  • #10
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    [
    Code:
    Name: Jango Silversun
    Class: Sorcerer
    Race: Elf
    Region of Origin: Q'Barra
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Action Points: 6
    
    Str:  8 -1 ( 0p.)	Level: 3		XP: 3000
    Dex: 16 +3 ( 6p.)	BAB: +1		HP:  13 (3d4+3)
    Con: 12 +1 ( 6p.)	Grapple: +0
    Int: 14 +2 ( 6p.)	Speed: 30'	Stat Increases: None
    Wis: 10 +0 ( 2p.)	Init: +3
    Cha: 15 +2 ( 8p.)	ACP: -0		Spell Fail: 0%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+0	+0	+3	+0	+0	+0	13
    Touch:	13	Flatfooted: 10
    
    Spell Res: None
    Dmg Red: None
    
    	Total	Base	Mod	Misc
    Fort:	+2	+1	+1	+0
    Ref:	+4	+1	+3	+0
    Will:	+3	+3	+0	+0
    Notes:
    
    Weapon			Attack	Damage	Critical	Range
    Longsword		+0	1d8-1	19-20/x2	------
    Dagger			+0	1d4-1	19-20/x2	 10 ft
    Notes:
    
    Languages: Common, Draconic, Elven, Sylvan
    
    Abilities: 
    +2 Dex, -2 Con
    Low-Light Vision
    +2 Listen, Search, Spot
    Immunity to sleep
    +2 saves vs enchantment spell or effects
    Weapon Proficiencies [Longsword, Rapier, Longbow, Shortbow]
    Spellcasting
    Summon Familiar
    
    Feats:  
    Bonus Campaign: Educated
    Bonus Campaign: Aberant Dragonmark [Produce Flames]
    1st level: Aberant Dragonmark Gift
    3rd level:
    
    Spells (Save DC 12 + spell level; 6/5)
    Spells Known:
    	0 - Detect Magic, Light, Mage Hand, Prestidigitation, Read Magic;
    	1st - Expeditious Retreat, Feather Fall, Mage Armor, Magic Missile, Ray of Enfeeblement;
    
    Spell-Like Abilities: Produce Flames [Caster Level: 1; 3/day]
    
    Skill Points: 24	Max Ranks: 6/3
    Skills			Total	Ranks	Mod 	Misc
    Bluff			 8	 6	+2	
    Concentration		 7	 6	+1		
    Knowledge (Arcana)	 9	 6	+2	+1		
    Knowledge (History)	 5	 3	+2		
    Knowledge (Planes)	 6	 3	+2	+1
    Listen			 2	 0	+0	+2
    Search			 4	 0	+2	+2	
    Spot			 2	 0	+0	+2
    Notes:
    
    Equipment:					Cost	Weight
    Explorer's Outfits				N/A	N/A lbs.
    Longsword         				N/A	N/A lbs.
    Dagger            				N/A	N/A lbs.
    Wand of Magic Misssile (lvl 5, 30 charges)	N/A	N/A lbs.
    
    Total Weight:0lb	Money: 0gp 0sp 0cp
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	 26	 53	 80	160	400
    
    Age: 
    Height: 
    Weight: 
    Eyes: 
    Hair: 
    Skin:
    Background

    -=-=-= The Twins of Seawell =-=-=-

    Morinda and Klim had recently arrived at Seawell. Morinda was heavy with child so they decided to stay for a few weeks, untill the birth of their first child. Jango and Jina was born during a night of full moon, a night where they say that magic is in the air.
    The two new-made elven parents were beaming with joy. Of course, wether it would be a boy or a girl didn't really matter (although Klim secretely hoped for a son to teach away the art of the blade, and Morinda, equally secretly hoped for a girl, to learn her the teaching of the arcane arts.), they both were incredibly happy when they got one of each!

    They were supposed to travel on in a few weeks, they never got that far. Somehow they remained there, and with time became a well-known family in the town. Morinda started up a tavern in the outskirts, and Klim joined the militia and quickly rose in rank.

    It soon became apparent that the kids, although twins, were as different as day and night.
    Jango was silent, analytic, calm and always wore a slight frown on his face. Jina was the complete opposite; loud, boisterous, impulsive and always wore a big grin below her fiery red hair. When the twins reached the time of their maturity, they started training with their parents; Jina with their father, and Jango with their mother.

    At a daily basis, they "work" as guards at "The Green Lilac", Morina's tavern. That is, if they weren't out adventuring. Jina usually lead the way, but Jango is always only a few feet behind his sister. Their favorite past-time is sneaking out of the town, towards where the lizardfolk live, and spy on the weird creatures.

    At recent though Klim has told the twins to stay in the town. The more and more aggressive raiding of the lizardfolk have led the twins to search even more danger though....

    -=-=-= A Night at the Inn =-=-=-

    The fire was burning fiercly in the hearth, and the owls could be heard outside. Jango had his face in a book - as usual - and let loose a small yelp of suprise when his twin sister, Jina, came stomping in through the door. "Tough crowd tonight bro. Mom says you should come and help me keep the peace. They're more affraid of you torching the roof, than me poking their ribs with this." She patted the slim, elegant blade hanging from her hip. "Come on, you can read later, now it is time to work!" With that she turned around and left.
    Sighing, Jango carefully puts the old book down on the table and follows his sister downstairs. Indeed, the common room was full as bursting tonight...

    Dawn was rapidly arriving, and the last guests had just left a short hour ago. Morinda, the twins mother, ushered the last of the maids and cooks outside as she was beckoning to her kids. "Come, please join me for a bite before sleep. I've had Lina made baked peppers and sweetbread for us. We deserve it, after this night." Wearing a tired smile, she headed upstairs, the twins trailing slowly behind her. The room was as Jango left it, only the fire had died. A few logs and a flick of Morindas wrist later, the fire was burning yet again. They ate for a long while in silence, but finally Jango spoke up. "Mother, did father say anything about what the reason behind the recent raids? I mean, it is all good and well for the Lilac that people gather for comfort and comraderie, but I just feel there is something... off... about the things that are happening." He blushed and shrugged, but looked searchingly at his mother.

    Several moments went past before Morinda spoke. "No, he never said a thing about it. He told me he had to help with the defences of the outlying farms, but not for how long..." Jina, prefering to take matters at hand, rather than talk about it for days without end, frowned. "I don't see why we can't just go and chase the lizards off. They're surely not as organized or well equiped as we, are they? And it isn't the first time they have behaved strangely, is it?"
    Shaking her head wearily, Morinda agrees. "No, it is not the first time... back when your father and I came through her on our journey, they were acting strangely... We'd been traveling for close to three years, just seeing new places, exploring the world. With my training and your father learning on the road we were safe enough, but when we came here we heard rumours about the lizardfolk. They had been acting strangely, more often seen close to the town, harassing trading caravans and chasing away the lesser boats coming to close. It appeared later that they've had a split in their tribe, and a sort of tribal war was fought, but nothing big, like these ships dissapearing, ever happened back then. Anyway, we decided to stay here, as you were born and we did not want to take you out on the road."

    The twins looks at eachother and grins. "Yeah, good thing that was. Seawell is a nice place to grow up, and with you and father to teach us, we could not have had a better time." Jango smiles and throw a little ball of liquid fire into the fireplace, helping the embers warm the room. "I know mother, no magic in the Lilac untill I've learned to controll it better. But I truly believe I am that far now. You won't let me proove it though."
    A motherly smile comes to Morindas lips, and she explains. "It is not that I doubt your abilities, but you have not had the strict training I had. You will learn with time, my son. But now, I am going to bed."

    They are alone in the room now, and Jina is suddenly grinning. "Hey Jango, let's go and spy on the lizards! We havn't done that in weeks." With that, she runs out of the room and down the stairs, not even bothering to wait for her brothers response. I better go and keep her out of trouble, he thinks, and follow suit.

    They're walking down the street, towards one of the gates. One with dark black hair, the other with flaming red. If it weren't for that apparent difference, they would be identical. Almond shaped eyes the color of dark brown, bordering on black. Lithe bodies, walking confidently towards their destiny, allthough unknown to them both - yet.

    -=-=-= The Dark of Jango =-=-=-

    His innate spellcasting abilities hide more than a draconic heritage, he hides his abberant dragonmark. His mother and father have always told teh twins the true nature of that mark, but also the superstition around it. For the twins safety, they always have told them to speak about that secret to no one, and to Jango to hide his dragonmark to the sight of everyone. Jango took the warning more seriously than Jina. He sister almost give it away once, but Jango could catch her mistake, and thus, his secret is still one up today.
    Last edited by Velmont; Tuesday, 19th September, 2006 at 12:38 AM.
    Characters
    Jarel-karn - Genasi Swordmage 12 [L4W]
    Gloom - Longtooth Shifter Paladin 11 [L4W]
    Eloan - Eladrin Warlord 7 [L4W]
    River - Longtooth Shifter Cleric 11 [LEB]
    Malehan - Elf Avenger 8 [LEB]
    Valeria - Human Witch 1

    "Experience is that great thing that allow you to see a mistake when you do it again."

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