3.5 [D&D 3.5: FR] Silverdale Rogue's Gallery
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  1. #1

    [D&D 3.5: FR] Silverdale Rogue's Gallery

    Here you will find the Player Characters for Crazy Monkey's Silverdale PbP.

    Character Roster with XP totals, unclaimed loot, and other notes will appear in this post once we get started.

  2. #2
    Ragnoth, Paladin of Torm/Militia Leader
    Name: Ragnoth
    Class: Paladin (Torm) 1
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Lawful Good
    Diety: Torm

    Initiative: +6 (+0 Dex, +4 improved, +2 blooded)
    BAB: +1
    Speed: 20' (Base 30')


    Fortitude +3 (+2 class, +1 Constitution)

    HP: 11
    AC: 15 (10+ 5 Armor)
    STR: 17 (13 points)
    DEX: 10 (2 points)
    CON: 13 (5 points)
    INT: 10 (2 points)
    WIS: 10 (2 points)
    CHA: 15 (8 points)

    Attacks: Longsword +4 (1d8+3 19/20 X2)

    Skills: Appraise +0, Balance +0, Bluff +2, Climb +3, Concentration +1, Craft +0, Diplomacy +6*, Disguise +2, Escape Artist +0, Forgery +0, Gather Information +2, Handle Animal +3*, Heal +3*, Hide +0, Intimidate +2, Jump +3, Listen +0, Move Silently +0, Perform +2, Ride+4*, Search +0, Sense motive +0, Spot +2, Survival +0, Swim +3, Use Rope +0

    Feats: Improved Initiative (human), Endurance (1st level), Blooded (regional (Dalelands)

    Special Abilities: Aura Of Good, Detect Evil (At Will), Smite Evil 1/day (+2 Attack, +1 Damage)

    Longsword: 15 gp
    studded leather armor: 25 gp
    Heavy Wooden Shield: 7 gp
    Torches (5): 5 sp
    flint and steel: 1 gp
    Warhorse, light: 150 gp
    Military saddle: 20 gp

    extra: 1 gp, 9 sp, 5cp

    As a young boy, Ragnoth always admired the knights that frequented his town, he and his friends would always play knight games, where they would fashion a wooden sword and one of them would be the "knight" and "slay" the bad guys. With this he chose to sell his composite longbow in favor of a horse. He decided to follow Torm, who to him seemed to uphold knightly values. Now he is here to help create the new village as the militia leader.

  3. #3
    Myrmidon (Lvl 10)

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    Turmak Aeducan

     Name: Turmak Aeducan
    Class: Fighter
    Race: dwarf
    Size: Medium
    Gender: Male
    Alignment: Neutral 
    Region: The Vast
    Str: 18 +4 (16p.)     Level: 1        XP: 0
    Dex: 12 +1 (4p.)     BAB: +1         HP: 13 (1d10+3)
    Con: 16 +3 (6p.)     Grapple: +5     Dmg Red: 0
    Int: 12 +1 (4p.)     Speed: 20'      Spell Res: 0
    Wis: 10 +0 (2p.)     Init: +1      Spell Save: +2
    Cha: 06 -2 (0p.)     ACP: -4         Spell Fail: 35%
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:          17    +6    +0    +1    +0    +0    +0    18
    Touch: 11              Flatfooted: 16
                               Base   Mod  Misc  Total
    Fort:                      2     +3     +1     +6
    Ref:                       0     +1     +1     +2
    Will:                      0     +0     +1     +1
    Weapon                Attack   Damage     Critical
    Great sword             +6      2d6+6      19-20x2
    Crossbow                +2      1d10         19-20x2 120 ft
    Axe                        +5      1d6+4       x2
    Languages: Dwarven, Common, Orc, Gnome.
    Dwarf: Darkvision, +2 apprise checks related to stones and metal, Stonecunning(+2 search for 
    stonework), Weapon familiarity, Stability, +2 saving throws against poison and spells, +1 
    attack against orcs an goblinoids, +2 cratf related to stone, +4 dodge AC bonus vs giants
    Feats:Weapon focus (greatsword)
    Regional benefit:
    Luck of Heroes: Your land is known for producing heroes. Through pluck, determination, and resilience, your people survive when no one expects them to come through.
    Benefits: You receive a +1 luck bonus on all saving throws.
    Skills               Ranks  Mod  Misc  Total
    Climb                  4    +4      -6    +2
    Intimidate             4    -1             +3
    Jump                   4    +4      -12  -4 
    The -6 applies when wearing armor.
    Equipment:  [ 240gp ]
    banded mail armor w/spikes     Free
    Bolts    100            10gp
    Axe (throwing)   4   32gp    8lb     
    Crossbow heavy      50gp    8lb     
    Greatsword            50gp   10lb
    The Earthfast Mountains (or simply the Earthfasts) mark the western border in the south of Impiltur in northeast Faerûn with the Vast, to the west, in North Faerûn. Although there are deposits of iron and silver here, the environments poor conditions means that only a few mines exist. In one of these, a former miner, now foreman of the miners became sick of the life he have had until that point. First when he was a young dwarf, he'd go into the deeper tunnel to get the iron and the silver. That served to temper his body, and make him as hard as iron itself. Next he became Foreman, and that served to temper his personality. He knew what needed to be done, he could lead with the example and can coordinate a group to get the mineral needed.
    Now Turmak felt he needed to press forward to his next phase, the next step towards his destiny. He felt the mines on the mountains were fitting tight for him, he needed more space, more people to command, greater things to do than gathering rocks.
    One day he donned his armor, an heritage from his grandfather, strapped his greatsword, a nice piece he got from a bargain with a half orc years ago, loaded his quiver with handmade bolts, checked the string of his crossbow, and strapped a few axes to his belt. He was ready, and off he went, to the outside world.
    His search for destiny came in the shape of a small town in need of leadership. His stout frame stud firm above the troubles, and his determination was appreciated by the townsfolk, although his hard manners and his temper raised more than just one problem. However, he established a firm footage on the town. Turmak Aeducan, constable. It sounded great.

  4. #4

    Appearance: Jericho is attractive. Lacking chiselled features or a body builder's figure, he's handsome in that "there's something about him" way. He stands a few inches short of six feet tall and has what can only be described as an average build. His head is crowned with the characteristic thick, raven-black hair of his Saul family ancestry, falling to somewhere below his jaw line and his skin shows the marks of the sun across his cheeks and his nose. His eyes are an ocean blue with a ring of yellow around the pupils, another family trait. He tends to dress himself in clothing of deep colour, easily recognised around town in his maroon-stained fine leather. He favours a sleek pair of black boots as footwear; these are embroidered with silver eagles in a stitching pattern and were won from a moon elf in a game of chance. He wears them proudly.

    Name: 		Jericho Saul
    Class: 		Bard
    Race: 		Human
    Region:		Waterdeep
    Size: 		Medium
    Gender:         Male
    Alignment:      Chaotic/Good
    Deity: 		Not aligned
    Str: 8  -1 	     Level: 1        XP: 0
    Dex: 14 +2 	     BAB: +0         HP: 7 (1d6+1)
    Con: 12 +1 	     Grapple: -1     Dmg Red: 0
    Int: 16 +3 	     Speed: 30'      Spell Res: 0
    Wis: 10 +0 	     Init: +6        Spell Save: +0
    Cha: 16 +3 	     ACP: 0          Spell Fail: 0%
                       Base  Armour Shld  Dex  Size   Nat  Misc  Total
    Armour: 15          10    +3    +0   +2    +0    +0    +0    15
    Touch: 12   Flatfooted: 12
                              Base   Mod  Misc  Total
    Fort:                     +0     +1          +1
    Ref:                      +2     +2          +4
    Will:                     +2     +0          +2
    Weapon               Attack   Damage     Critical
    Light Crossbow          +2      1d8          x2
    Languages: Common, Elven, Dwarven, Sylvan.
    Abilities: Bardic Music - Countersong / Fascinate / Inspire Courage (+1).
               Bardic Knowledge (+4) - DCs 10/20/25/30 to gain obscure information.
               Masterwork Harp  - Target one extra person to fascinate.
    Feats:  Smooth Talk - +2 to Diplomacy / Sense Motive checks.
            Cosmopolitan - +2 to Search checks, Search now a class skill.
            Skill Focus (Perform) - +3 to perform checks.
    Spells known: 0th - Lullaby, Message, Prestidigitation, Read Magic.
    Skill Points: 40     Max Ranks: 4/2
    Trained Skills           Ranks  Mod  Misc  Total
    Bluff                       3    +3          +6
    Concentration               2    +1          +3
    Diplomacy                   3    +3    +2    +8
    Gather Information          3    +3          +5
    Hide                        3    +2          +5
    Knowledge (Arcana)          3    +3          +6
    Listen                      2    +0          +3
    Move Silently               3    +2          +5
    Perform (Strings)           3    +3    +5    +11
    Perform (Story)             2    +3    +3    +8
    Search                      3    +3    +2    +8
    Sense Motive                3    +0    +2    +5
    Spellcraft                  3    +3          +5
    Tumble                      2    +2          +4
    Use Magic Device            2    +3          +5
    Untrained Skills         Ranks  Mod  Misc  Total
    Appraise                  -      +3          +3
    Climb                     -      -1          -1
    Disguise                  -      +3          +3                   
    Escape Artist             -      +3          +3 
    Forgery                   -      +3          +3
    Heal                      -       0          +0
    Intimidate                -      +3          +3
    Jump                      -      -1          -1
    Ride                      -      +3          +3
    Spot                      -       0          +0
    Survival                  -       0          +0
    Swim                      -      -1          -1
    Use Rope                  -      +3          +3
    Equipment:               Cost  Weight
    Light Crossbow		  35gp   4lbs
    Bolts (20)		   2gp   2lbs	
    MW Family Harp           100gp   3lbs
    Flint & Steel              1gp   0lbs
    Parchment (10 sheets)      2gp   0lbs
    Ink (1oz vial)             8gp   0lbs
    Ink pen                    1sp   0lbs
    MW Studded Leather 	 160gp  15lbs 
    Total Weight: 24lbs      Money: 136gp 9sp 0cp        
                               Lgt    Med    Hvy    Lift   Push
    Max Weight:                26    27-53  54-80  <230   <575
    Age: 20
    Height: 5'10"
    Weight: 147lb
    Eyes: Blue
    Hair: Black
    Skin: White (tanned)
    DM ONLY:
    Family Background:
    People say that the seventh son of a seventh son is meant for special things, the Saul family of Waterdeep have lived in this hope for years. Marcus Saul, the patriarchal head of the family, being a seventh son himself, spent years researching the various legends, myths and prophecies regarding the phenomenon. Serving as counsellor and advisor to prominent members of city guilds and organisations, Markus became a respected member of Waterdeep society and eventually set up his own arcane research library within the city walls which, over time, evolved into a Guild for the users of magic. Since that time his family prospered, all of whom became involved in the running of the Guild, named 'Saul Arcanum'.

    This success came at a cost. A member of the guild, a small-minded and callous man named Otzem, became increasingly jealous of Marcus’ success and attempted to frame the Saul family for the robbery of tomes from a rival guild house. Otzem was discovered and exposed as the true criminal and consequently was expelled from the guild. Humiliated amongst his peers, Otzem formed his own organisation to rival the Saul Arcanum and used every opportunity that arose to try and muddy the Saul name. Since Otzem and his family founded 'The Otzem Institute', almost forty years ago, the feud has become a murky affair hanging like a shadow over the otherwise blossoming arcane community within the great city of Waterdeep. Although the majority of people schooled in the arcane arts try not to become involved, both the Saul family and the Otzem family hold sway over local residents. This divide within the one of Waterdeep's boroughs has given way to heated words during community meetings, anonymous attacks on people of each family, the alleged attempted assassination of Marcus Saul and once even skirmishes in the street between supporters of each side.

    Correctly reading the signs many years earlier, Marcus Saul spread rumours that due to complications in the birth of their sixth son, his wife could no longer bear children. Marcus became aware that he had been spied upon researching the seventh-son-legend, so when Jericho was born he was passed off as a cousin's son, taken into the family for tutelage. He decided it necessary to hide Jericho’s true nature to shield him from attacks of Otzem’s people, or anybody wanting to stop more power to the Saul family. Whilst neither family could be described as evil, this blood feud continues to escalate, neither family wishing to show weakness.

    DM ONLY:
    Personal Background:
    Jericho grew up knowing that something was special about his life, although he wasn’t sure what. His three brothers treated him as brothers would; teasing, fighting and arguing, the three cousins from his mothers side of the family that had lived with him all their life also treated him so, yet none of them were paid nearly as much attention from his father Marcus as he was. Educated from the age of five in subjects befitting the son of a respected family, mathematics, sciences, geography, music, histories and heraldry were all familiar to him by his tenth summer. Growing up around magic was a normal occurrence for a Saul boy, and Jericho was no exception. Once his arcane tuition began, he quickly learned how to read magical writings, discern the presence of magic in the air, and most amusingly to himself, carry himself drinks of water from the fountain in the corner of the room without leaving the table. His tutor was delighted with the speed of his early progress and whispers were soon heard within the family walls that something was afoot; the seventh son of the seventh son was indeed the prodigy they had hoped for. Weeks turned to months and Jericho added several more tricks to his repertoire, sometimes picking up simpler incantations in a mere matter of days. Marcus Saul, Jericho’s father came to personally oversee his son’s advancement to the next stage of magic, the step up from cantrips to spells used by real mages within the real world.

    To his surprise, Jericho was not in his study. The ink pot and pen, used daily in Jericho's education, was gone - as was a sheaf of paper that usually adorned the desk. To Marcus' disgust, gone also was the fine harp that'd been passed through their family for generations to those skilful enough to use it. On the desk now there was simply a note: “Dear father, please do not think me ungrateful, I truly am not, but my heart lies elsewhere. Magic is a mighty tradition for our family; I wish you good luck with it, but I must find my own way in life and I tire of this pointless feud. The studies I have engaged in since my childhood have given me far more than just knowledge, they have given me hunger and passion. I am no more for the classroom, I intend to see the world, to see the wonders of which I have learned. Worry not for me, I will return. Some day. – Sincerely, your seventh son.”

    Current Situation:
    After becoming restless and leaving Waterdeep, Jericho wanted to go somewhere that he could make a difference. Not having definite plans, he wandered from town to town for several weeks catching rides with merchant caravans and traders, paying for his transit with music and entertainment. Just as he was beginning to grow bored of aimless travel, he heard rumours of a new settlement founded in the Dalelands, a small outpost called Silverdale. Although not much was known about the place, it was rumoured that most of the inhabitants were soldiers and that something was stirring in the region. With his curiosity piqued and his sense of adventure flaring, Jericho spent days chatting to anyone that might know anything about the place and at last secured passage with a weapons merchant. If half the rumours he'd heard were true, the people of the outpost would be under severe stress. If he could spend some time there and lighten the mood, it could help them. If he could find out more about what was going on and why, maybe it could even help him.

    Town role:
    A bard may not have a definitive role in a rough frontier town, not being an adept warrior, a builder, or a hunter for example, but Jericho makes himself useful by keeping spirits raised in the spare time people have. Whether playing his harp in the centre of the settlement as people work, or recounting ancient tales of adventure in the tavern on an evening, Jericho does his best to keep himself in the public eye in Silverdale. Bored of the hum-drum life of his native Waterdeep, he relishes making acquaintances from lands he has yet to visit. Jericho will not accept payment for his performances, although he may accept drinks or a friendly tobacco pipe, insisting that it's the least he can do to help the hard-working people of the town forget their worries and smile.

  5. #5
    Lothar - Warmage

    Name: Lothar
    Class: Warmage Level 1
    Race: Halfling
    Size: Small
    Gender: Male
    Alignment: Lawful Neutral

    Initiative: +3 (Dex)
    BAB: +0
    Speed: 20' (Base 20')


    Fort +1 (Base 0, +1 Con)
    Refl +3 (Base 0, +3 Dex)
    Will +1 (Base 2, -1 Wis)

    HP: 10 (1D6, +1 Con, +3 Feat)
    AC: 18 (Armor, Shield, Dex, Size)
    STR: 12 (6 pts)
    DEX: 16 (6 pts)
    CON: 12 (4 pts)
    INT: 16 (10 pts)
    WIS: 8 (0 pts)
    CHA: 14 (6 pts)

    -Small Light Crossbow +4 to hit, 1D6 Dmg, 19+ x2 Crit, 80 Range.
    -Small Dagger (Thrown) +5 to hit, 1D3+1 Dmg, 19+ x2 Crit, 10 Range.
    -Small Dagger (Melee) +2 to hit, 1d3+1 Dmg, 19+ x2 Crit.

    Spells /day:
    -Level 0: 5
    -Level 1: 4

    Known Languages:


    -Appraise___________ +3 (Int)
    -Balance____________ +3 (Dex)
    -Bluff______________ +4 (Cha, Feat)
    -Climb______________ +3 (Str, Racial)
    -Concentration______ +5 (Con, +4 pts)
    -Diplomacy_________ +2 (Cha)
    -Disguise___________ +2 (Cha)
    -Escape Artist_______ +3 (Dex)
    -Forgery___________ +7 (Int, +4 pts)
    -Gather Information__ +2 (Cha)
    -Heal______________ -1 (Wis)
    -Hide______________ +7 (Dex, Size)
    -Intimidate_________ +8 (Cha, +4 pts, Feat)
    -Jump_____________ +3 (Str, Racial)
    -Knowledge Arcana__ +7 (Int, +4 pts)
    -Listen_____________ +1 (Wis, Racial)
    -Move Silently______ +5 (Dex, Racial)
    -Ride______________ +3 (Dex)
    -Search____________ +3 (Int)
    -Sense Motive______ -1 (Wis)
    -Spellcraft__________ +7 (Int, +4 pts)
    -Spot______________ -1 (Wis)
    -Swim_____________ -x (Str, -Weight)
    -Use Rope__________ +3 (Dex)

    Feats and Abilities

    -Rapid Reload (Light Crossbow)

    Special Abilities:
    -Armored Mage (Light)
    -Warmage Edge

    Items and Weight

    -Starting 120gp
    -Left 4gp, 9sp

    -Small Studded Leather
    -Small Buckler
    -Small Light Crossbow
    -Small Light Bolts x100
    -Small Dagger x5

    -Small Backpack
    -Small Bedroll
    -Small Traveller's Outfit
    -Trail Rations x4

    Total Weight:
    -29.0 lbs, Light Load.

    Weight Limits:
    -Light 32.25
    -Medium 64.5
    -Maximum 97.5
    -Over Head 97.5
    -Off Ground 195
    -Push/Drag 487.5

    Lothar is an oddity for halflings in the lands of the big folk, as he does not resemble the stereotype that most big ones have embraced that all halflings are soft and fat. He is rather lean with a defined musculature that can sometimes be seen rippling beneath his leather armor. He has close cropped black hair and whiskers, and his eyes are black as well, with an intense gaze few can meet for long.

    Lothar is generally quiet, though his opinion is swift to be heard in matters he feels pertain to him. He carries himself with a brooding air, and his serious presence seems to stifle many a gathering of a joyous or humorous nature.

    He is a creature of order and privacy, especially his own, and anyone who has been around him for any sustained length of time has heard the story of how he burned (literally) a miscreant he caught going through his things. He always wears a dark smile when he recounts this tale.
    Last edited by WarShrike; Monday, 12th July, 2010 at 02:51 AM.

  6. #6
    A 1e title so awesome it's not in the book (Lvl 21)

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    Miscatonic U. professor of supernatural studies-Emeritus [Greater Nashville area, Tenn.]
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    Barton Slyfoot: Halfling scout1

    Halfling Scout 1
    Barton Slyfoot of clan hillhearth of the xxxxxxx village.
    st    12 +1
    dx    16 +3
    cn    14 +2
    in    14 +2
    ws    14 +2
    ch    10 +0
    bab +0 
    grapp -3 (+0 BAB, +1 Str, -4 Size)
    Init +3 
    hd d8 + 2
    HP: 10
    Speed 20
    Saves:  total  base  abil  misc notes
    Fort     +3     +0    +2    +1
    Ref      +6     +2    +3    +1
    Will     +3     +0    +2    +1  +2 addt'l vs fear (race)
    Misc = race
    Defense     ARMOR   MAX
    Studded Leather    +3   +5   -1   20 ft
    AC: 17 (+1 SIZE, +3 ARMOR, +3 DEX)
    TOUCH: 14     FLATFOOTED: 14
    Weapon         att   dam     crit      rng    type    notes
    Axe, melee      +2  1d4+1    ×2        n/a    Slash   
    Axe, throwing   +5  1d4+1    ×2       10 ft.  Slash   +1 when thrown (race)
    Mace, light     +2  1d4      ×2        —      Bludg
    Dagger, melee   +2  1d3+1  19–20/×2    n/s    P/S
    Dagger, thrown  +5  1d3+1  19–20/×2   10 ft.  P/S     +1 when thrown (race)
    Shortbow        +4  1d4+1    ×3       60 ft.  Pierc
    size +1; str +1; dex +3
    Feats and features
    Skirmish (+ 1d6 to damage whe movement of at least 10 feet)
    Trapfinding ( search skill to find traps with gtr then dc 20; disable
         device to bypass norm or magic traps
    BONUS FEAT Alertness +2 to listen and spot)
    CHAR LEV 1 Mounted combat (reqm for Prc)
    char lev 3 Mounted Archery (reqm for Prc)
    future feat: Improved scirmish (comp scound pg 71)
    Skills                total  ranks   abil    misc  notes
    Appraise                +2     0       2       0
    Balence (dx)            +5    +3      +2      --
    Bluff                   +0     0       0       0
    Climb (st)              +5    +2      +1      +2   race
      -Bow/Fletch (In)      +4    +2       +2     --
    Diplomacy               +0     0       0       0
    Disable Device          XX     0       0       0
    Disguise                +0     0       0       0
    Escape art (dx)         +5    +2      +3      --
    Hide (dx)               +9    +2      +3      +4     size
    Handle Animal           XX     0       0       0
    Heal                    +2     0       2       0
    Intimidate              +0     0       0       0
    Jump (st)               -1    +2      +1      -4     race (+2) size/mvmt (-6)
      -Arcana               XX    0       0       0
      -Engnrng              XX       0       0       0
      -geog (in)            +4    +2      +2      --
      -Dung (in)            +3    +1      +2      --
      -nature (in)          +4    +2      +2      -- 
      -History              XX    0       0       0
      -Local                XX     0       0       0
      -Nobility             XX     0       0       0
      -Planes               XX     0       0       0
      -Religion             XX     0       0       0
    Listen (ws)             +8    +2      +2      +4   race; alertness feat
    move silent (dx)        +8    +2      +3      +2   race
    Perform    (       )    +0     0       0       0
    Profession (       )    XX     0       0       0
    Ride (dx)               +4    +2      +2     -- 
    Search (ws)             +4    +2      +2     --
    sense motive (ws)       +4    +2      +2     --
    Slight of Hand (dx)     XX     0       0       0
    speak lang (na)         +2    +2      --     --
    Spellcraft  (in)        XX     0       0       0
    spot (ws)               +6    +2      +2     +2 Alertness feat
    survival (ws)           +4    +2      +2     --
    swim (st)               +3    +2      +1     --
    tumble (dx)             +5    +2      +3     --
    Use Magic Device (ch)   XX     0       0       0
    use rope (dx)           +5    +2      +3     --
         * Situational Bonus not included in Total
       * * Skills with a XX 'Total' may not be used untrained.
    skill points: lv 1 (8 +2 ) X 4 = 40
    carrieing capacity 58 lb. or less 59–116 lb. 117–175 lb.
    ( .75 of normal for race)  Med: 44 - 87 lb  Hvy: 88 - 131 lb
    starting gold 200
                                                                               * all items sized for
    Equipment:                     Cost   Weight    small character 
    Short Bow     30.0     0.5  *
       -arrows X 20                1.00    0.75  *
    Throwing ax X2                16.00    1.00  *
    Dagger                         2.00    0.25 (left boot)  *
    studded leather armor         25.0     5.0 *
    Backpack                       2.00    0.50   *
    Bedroll                        0.10    5.00 
    Waterskin                      1.00    4.00 
    Flint/steel                    1.00    --- 
    Oil X2                         0.20    2.00 
    Paper X40                     16.00    --- 
    Belt Pouch X2                  2.00    0.25 (belt)  *
    Rations, Trail X10             5.00    10.00  (1/2)  
    Rope, Silk, 100 feet          20.00    10.00 (1/2)  
    Sunrods X5                    10.00     5.00 (belt pouch x 3; pony x7) 
    Explorer's Outfit              ---      --- (wearing)  *
    Tinder twig X 10              10.00     --- (belt pouch)
    pony                          30.00     ---
    saddle, sm                    10.00     12.5 *
    bit/bridle                     2.00     1.0
    saddle bags                    4.00     2.0 *
    186.3 gp   so far
    Total Weight:    32 lb self;  32.5 + self on Pony
    * These items weigh one-quarter this amount when made for Small characters. 
         Containers for Small characters also carry one-quarter the normal amount.

    abbreviated history

    Barton Slyfoot could never be pinned down for any length of time, and his younger brother was always on his heals when looking for trouble, so it was only natural for him to be a scout for the clan and village. When his training was completed his younger brother, Benny Slyfoot, was taken in as a new apprentice to their uncle, an outrider for the community. With completion of his training he was givin permission to wander the land to where he wishes, and it is this scouting, his very first, that brings him to
    Silverdale . . . .

    He happened upon a road after a couple of days of looking about , that had some fresh horse and cart tracks. Normally this would be fairly unremarkable had he not also discerned tat the horse tracks were widely space apart, like they were moving very fast. He also noted that the cart tracks were over ridden by many lighter horse tracks. It looked like some sort of pursuit, so he followed to where it may have led him.

    He found what looked to be about 5 wagon and horse teams in a very ugly jumbled mess: most every horse and every man he checked was dead. The contents of the wagons remains a mystery as what ever was in them was taken. some of the bodies werre black clad men, they too killed by the valien guards men of the caravan. as he searched abou he notice a the light horses were scattered to the woods, but some of the heavy tracks were leanding off. he gatehered a somewhat clean tabard of a guard and the still living horses and followed.

    for three days e followed the tracks of this lone survivor, and tending to the horses needs until he came to a man on a horse with wagon harnes onit. the man was unconcious, at deaths door. with the lick of the halflings on him he managed to bandage his wounds and lead him to the safety of silver dale, where he heard of the martialing of forces for somereason or another. and he arrived he found a guards man and explained wht he as learned, showed hime the matching tabard of the lone survivor and what baraton had and took him to a healer, using the sale of a horse to cover the expenses.

    Halfling traits:

    # +2 Dexterity, -2 Strength.
    # Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
    # Halfling base land speed is 20 feet.
    # +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
    # +1 racial bonus on all saving throws.
    # +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
    # +1 racial bonus on attack rolls with thrown weapons and slings.
    # Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
    # Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing

    plan outrider

    from comp warr

    BAB +5
    Skills: Listen 3 ranks; ride 6 ranks; spot 3 ranks
    Feats: Mounted Combat; Mounted Archery
    Last edited by Scott DeWar; Monday, 9th August, 2010 at 12:19 AM.

  7. #7
    Gallant (Lvl 3)

    ethandrew's Avatar

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    Alistair Fallwood
    Alistair Fallwood

    Male Human Ranger
    Alignment: NG
    ECL: 1
    Region: Dalelands – Daggerdale

    Abilities: (32)
    STR - 10 (2 Points)
    DEX - 16 (10 Points)
    CON - 12 (4 Points)
    INT - 14 (6 Points)
    WIS - 14 (6 Points)
    CHA - 10 (2 Points)

    HP: d8 = 9
    Speed: 30ft
    Initiative: +3
    EXP: 1/1000

    AC: 17 (10 Base + 3 Dex + 3 Armor + 1 Luck)
    Flat Footed AC: 14
    Touch AC: 14

    Fort: 3 (2 Class + 1 Con + 1 Luck)
    Reflex: 6 (2 Class + 3 Dex + 1 Luck)
    Will: 3 (0 Class + 2 Wis + 1 Luck)

    BAB/Ranged/Grapple: +1/+4/+1

    Masterwork Longbow +6 1d8 x3 100ft Range
    Longsword +1 1d8 19-20/x2

    Class Abilities:
    Light Armor and Shields Proficiency
    Simple and Martial Weapon Proficiency
    1st Favored Enemy (Monstrous Humanoid)
    Wild Empathy

    Racial Abilities:
    +4 Skills at 1st Level
    +1 Skill at each level
    Extra Feat at 1st Level
    Favored Class: Any

    Appraise – 2 (0 Ranks + 2 Int)
    Balance – 2 (0 Ranks + 3 Dex – 1 ACP)
    Bluff – 0 (0 Ranks + 0 Cha)
    Climb – -1 (0 Ranks + 0 Str – 1 ACP)
    Concentrate – 1 (0 Ranks + 1 Con)
    Diplomacy – 0 (0 Ranks + 0 Cha)
    Disguise – 0 (0 Ranks + 0 Cha)
    Escape Artist – 2 (0 Ranks + 3 Dex – 1 ACP)
    Forgery – 2 (0 Ranks + 2 Int)
    Gather Information – 0 (0 Ranks + 0 Cha)
    Handle Animal – 0 (0 Ranks + 0 Cha)
    Heal – 6 (4 Ranks + 2 Wis)
    Hide – 6 (4 Ranks + 3 Dex – 1 ACP)
    Intimidate – 0 (0 Ranks + 0 Cha)
    Jump – -1 (0 Ranks + 0 Str – 1 ACP)
    Knowledge Geography – 6 (4 Rank + 2 Int)
    Knowledge Nature – 6 (4 Ranks + 2 Int)
    Listen – 6 (4 Ranks + 2 Wis)
    Move Silently – 6 (4 Rank + 3 Dex – 1 ACP)
    Ride – 3 (0 Ranks + 3 Dex)
    Search – 6 (4 Ranks + 2 Int)
    Sense Motive – 2 (0 Ranks + 2 Wis)
    Spot – 6 (4 Ranks + 2 Wis)
    Survival – 6 (4 Ranks + 2 Wis)
    Swim – -2 (0 Ranks + 0 Str – 2 ACP)
    Use Rope – 3 (0 Ranks + 3 Dex)

    -Precise Shot
    -Weapon Focus (Longbow)
    -Luck of Heroes (Regional Feat)


    Equipment: Cost
    Backpack 2gp
    Longsword 15gp
    Masterwork Longbow (free)
    Dagger 2gp
    Studded Leather 25gp

    In/On Backpack:
    Bedroll 1sp
    Flint and Steel 1gp
    Waterskin 1gp
    Trail Rations 2gp
    Silken Rope 10gp
    Sunrod x5 10gp
    Explorer’s Outfit (free)
    Traveler’s Outfit 1gp

    Total Money Spent: 69gp, 1sp

    Physical Appearance:
    Alistair is slender, but well toned. His skin has the look of a man who has been outdoors for quite some time. A beard adorns his face, completing what altogether is not an unappealing man, but he won’t win a beauty contest.

    Age: 24
    Height: 5’10”
    Weight: 155
    Eyes: Brown
    Hair: Dark Brown
    Skin: Tanned

    Alistair’s upbringing in the Daggerdale was rough, to say the least. Life is never easy, and so at a young age he took to the woods to forage for food and game, and such is his way of life. He is comfortable in the woods, more a home to him than any building with a family that seemed to only use him for his hunting.

    As an adult, Alistair made a meager living selling pelts and dried meat he would hunt, and when the call to Silverdale came, a burgeoning land of new opportunities, and no ties keeping him in Daggerdale, Alistair answered.

  8. #8
    Guide (Lvl 11)

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    Bannocker, Gnome Illusionist

    Bannocker, corrected

    Name: Bannocker Badgerfoot Twitterbug Handyhand Gnarlface
    Lightypurse Gozz (Banny to his friends)
    Class: Wizard (Illusionist)
    Race: Gnome (Rock)
    Size: Small
    Gender: Male
    Alignment: Lawful Good
    Deity: Garl Glittergold
    Region: Rock Gnome
    Str: 10 +0 (04p.)     Level: 1        XP: 0
    Dex: 10 +0 (02p.)     BAB: +0         HP: 7 (1d4+3)
    Con: 16 +3 (06p.)     Grapple: -4     Dmg Red: 0/-
    Int: 18 +4 (16p.)     Speed: 20'      Spell Res: 00
    Wis: 10 +0 (02p.)     Init: +0        Spell Save: +0
    Cha: 10 +0 (02p.)     ACP: -0         Spell Fail: 00%
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0    +0    +1    +0    +0    11
    Touch: 11              Flatfooted: 11
                             Base   Mod  Misc  Total
    Fort:                      0    +3   +0     +3
    Ref:                       0    +0   +0     +0
    Will:                      2    +0   +1     +3
    Weapon                  Attack   Damage     Critical
    Cudgel (club)             +1     1d4        x2-20
    Dart (dagger)             +1     1d3        x2-19-20
    Spell (melee touch)       +1     varies     x2-20
    Spell (ranged touch)      +1     varies     x2-20
    Languages: Common, Gnome, Chondathan, Draconic, Goblin, Iluskan
    Abilities: Low-Light Vision, Weapon Familiarity (gnome hooked hammer),
    +2 vs. illusions, +1 to illusion DCs, +1 to attack kobolds and goblinoids,
    +4 dodge bonus to AC vs. giants, 1/day-speak with animals (burrowing
    mammals only), dancing lights, ghost sound, prestidigitation
    Feats: Discipline (regional), Scribe Scroll (bonus), Spell Focus (illusion)
    Skill Points: 24       Max Ranks: 4/2.0
    Skills                   Ranks  Mod  Misc  Total
    Concentration              4    +3   +2     +9
    Craft (alchemy)            4    +4   +2     +10
    Knowledge (arcana)         4    +4   +0     +8
    Listen                     2.0  +0   +2     +4 (+6 when familiar within arms reach)
    Spot                       2.0  +0   +0     +2 (+4 when familiar within arms reach)
    Spellcraft                 4    +4   +0     +8
    Spells (Specialty: Illusion. Prohibited Schools: Conjuration, Evocation)
    1st-level (3/day): backbiter (DC 15), color spray (DC 17),
    identify, nerveskitter, net of shadows* (DC 17), [i]reduce person,
    silent image*[/]i (DC 17)
    0-level (4/day): acid splash, amanuensis, arcane mark, daze* (DC 14),
    detect poison, detect magic*, disrupt undead, ghost sound (DC 16),
    launch bolt, launch item, mage hand, mending, message, open/close,
    prestidigitation, read magic*, repair minor damage, resistance, silent portal*,
    stick, touch of fatigue
    *prepared spell
    Equipment:                      Cost  Weight
    scroll of invisibility           0gp*   -
    scroll of mirror image           0gp*   -
    spellbook (1st level)            0gp*   3lb
    spellbook (0 level)             15gp    3lb
    spell component pouch            5gp    2lb
    backpack                         2gp  0.5lb
    paper (10 sheets)                4gp    -
    parchment (10 sheets)            2gp    -
    scroll case (paper/parchment)    1gp  0.5lb
    scroll case (magic scrolls)      1gp  0.5lb
    cudgel                           0gp  1.5lb
    5 daggers                       10gp  2.5lb
    scholar's outfit                 0gp* 1.5lb**
    bedroll                          1sp  1.3lb
    chalk (5 pieces)                 5cp    -
    alchemist's fire (3)            60gp    3lb
    clay tankard                     2cp    1lb
    common lamp                      1sp    1lb
    oil flask (2)                    2sp    2lb
    flint and steel                  1gp    -
    waterskin                        1gp    1lb
    Total Weight:22.9lb      Money: 17gp 5sp 3cp
    *bonus starting equipment
    **does not count towards encumberance
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                24    49    75    75   375
    Age: 76
    Height: 3'6"
    Weight: 46 lb
    Eyes: Light Blue
    Hair: White
    Skin: Fair/Rosy
    Appearance: Bannocker is tall for a gnome, but a human wouldn't notice the difference. He is fairly round with a nice plump belly. He has a round nose, rosy cheeks, and a perpetual smile. His pointy ears are small and slight. His white hair is about shoulder-length, but he keeps it tied back and often under a bright orange hat. His beard is neatly trimmed short and low, shaved just above his jawline while still allowing a short mustache.

    Background: Bannocker is the son of an alchemist from the small village of Rigilsly in Cormanthor. He took to the study of illusion at a very young age, finding he had a knack for it. He studied with a wizard in his village named Mortund, a human, who had traveled the Dalelands as a youth and settled as a hedge wizard in his old age. Bannocker was a useful apprentice, learning a thing or two about all kinds of magic before his master bade him adieu and went off to join Mystra in the great hereafter. He left Bannocker a set of spellbooks in his will which Bannocker treasures greatly, for they contain all the spells he has ever learned.

    After Mortund died, Bannocker returned to studying alchemy with his father. He married a pretty gnome named Doosle with whom he had a pair of twins while apprenticing as an alchemist for his father. Bannocker has always had greater dreams than alchemy though. While he may have the nose for it, he wants to travel like his former master Mortund did, see the wider world, and gain a greater understand about all of Toril.

    Bannocker prefers to fight by confounding his enemies with magic, as opposed to direct damage. He finds it more effective to fool his enemies than to simply kill them, which he leaves to war wizards. Because of his knack for illusion and great intellect, he is quite adept at using his spells to bewilder his enemies. His glamers and figments are quite convincing. He sees himself as a consummate craftsman, silled in both alchemy and illusion. He works very hard to make his spells believable replications of real life and takes a certain sort of pride in it.

  9. #9
    Scout (Lvl 6)

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    Name: Izard (Izy) Strongfeet
    Class: Rogue(1)
    Race: Halfling
    Size: Small
    Gender: Male
    Alignment: Lawful Neutral
    Str: 08 -1 (02p.)     Level: 1        XP: 0
    Dex: 18 +4 (10p.)     BAB: +0         HP: 6 (1d6)
    Con: 10 +0 (02p.)     Grapple: -5     Dmg Red:
    Int: 16 +3 (10p.)     Speed: 20'      Spell Res: 0
    Wis: 12 +1 (04p.)     Init: +4        Spell Save: +X
    Cha: 12 +1 (04p.)     ACP: +0         Spell Fail: 10%
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +2    +0    +4    +1    +0    +0    17
    Touch: 15              Flatfooted: 13
                             Base   Mod  Misc  Total
    Fort:                      0    +0    +1    +1
    Ref:                       2    +4    +1    +7
    Will:                      0    +1    +1    +2
    Weapon                  Attack   Damage     Critical
    Crossbow (Hand/Small)     +5     1d3        19-20/x2 30'
    Rapier (Small)            +0     1d4-1      18-20/x2
    Sling (Small)             +6     1d3-1      20/x2 50'
    Languages: Common, Dwarven, Elven, Halfling, Orc
    Abilities: +2 morale bonus on saving throws against fear, Sneak Attack, Trapfinding
    Feats: Armor Proficiency (Light), Simple Weapon Proficiency, Stealthy
    Skill Points: 44       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Appraise                   0    +3    +0    +3
    Balance                    4    +4    +0    +8
    Bluff                      4    +1    +0    +5
    Climb                      0    -1    +2    +1
    Concentration              0    +0    +0    +0
    Craft (Untrained)          0    +3    +0    +3
    Diplomacy                  0    +1    +0    +1
    Disable Device             4    +3    +0    +7
    Disguise                   0    +1    +0    +1
    Escape Artist              0    +4    +0    +4
    Forgery                    0    +3    +0    +3
    Gather Information         0    +1    +0    +1
    Heal                       0    +1    +0    +1
    Hide                       4    +4    +6    +14
    Intimidate                 0    +1    +0    +1
    Jump                       0    -1    -6    -7
    Knowledge (Local)          4    +3    +0    +7
    Listen                     4    +1    +2    +7
    Move Silently              4    +4    +4    +12
    Open Lock                  4    +4    +0    +8
    Ride                       0    +4    +0    +4
    Search                     4    +3    +0    +7
    Sense Motive               0    +1    +0    +1
    Sleight of Hand            4    +4    +0    +8
    Spot                       4    +1    +0    +5
    Survival                   0    +1    +0    +1
    Swim                       0    -1    +0    -1
    Use Rope                   0    +4    +0    +4
    Equipment                               Qty Weight Cost
    Bolts (Crossbow/10/Small)                1   0.5    1
    Leather (Small)                          1   7.5    10
    Pouch (Belt/Small)                       1   0.12   1
    - Bullets (Sling/10/Small)               1   2.5    0.1
    - Crossbow (Hand/Small)                  1   1      100
    - Sling (Small)                          1   0      0
    Pouch (Belt/Small)                       1   0.12   1
    - Thieves' Tools                         1   1      30
    - Chalk (1 piece)                        1   0      0.01
    - Fishhook                               1   0      0.1
    - Flint and Steel                        1   0      1
    Rapier (Small)                           1   1      20
    Mule:                                    1   0      8
    - Saddle (Pack)                          1   15     5
    - Bedroll                                1   5      0.1
    - Blanket (Winter)                       1   3      0.5
    - Feed (Per Day)                         7   10     0.05
    - Lantern (Hooded)                       1   2      7
    - Oil (1 Pt. Flask)                      2   1      0.1
    - Rations (Trail/Per Day)                7   1      0.5
    - Waterskin (Filled)                     4   4      1
    Total Weight:13.75 lbs.      Money: 06gp 11sp 03cp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                 20    40    60
    Age: 24
    Height: 3' 1"
    Weight: 35 lbs.lb
    Izy is a very nondescript male halfling. In fact he goes out of his way to appear that way. Going so far as to wearing the same style of clothes that other halflings wear, even though they are not to his personal taste.

    Izy is not the same as most halflings. Nobody can quite say way. It maybe that his sense of is humour is a lot darker than normal. It maybe he is so meticulous he almost appears to be obsessive. Whatever the reason, everyone agrees that he does not behave like an halfling.

    As can be imagined, because he was seen as been different, the other children made Izy's childhood hell. As a consequent Izy left home as soon as possible and moved to Dagger Falls, where he found a job working for a private detective. While watching humans mate, was not particularly interesting, at least it put food on the tables. It was at this point that Izy's luck changed. It turned out that one of his clients was a senior member of the dalelands' government. Deciding that Izy had certain talents that were an almost perfect fit for a project he was recruiting, Izy found himself as the Chief Intelligence Officer for the new town of Silverdale.

  10. #10
    Fandalla Caomhanach
    Fandalla Caomhanach

    Dawnbringer Fand

    Neutral Good Female Human (Illuskan) Cleric 1

    Patron Deity: Lathander
    Starting Region: The City of Splendors, Waterdeep

    EXP: 0

    Strength 10 (+0) [10 base]
    Dexterity 8 (-1) [8 base]
    Constitution 14 (+2) [14 base]
    Intelligence 10 (+0) [10 base]
    Wisdom 18 (+4) [18 base]
    Charisma 14 (+2) [14 base]

    Size: Medium
    Age: 23
    Height: 5' 6"
    Weight: 141 lb
    Eyes: Green
    Hair: Copper
    Skin: Fair

    Fand is a tall, healthy girl, with shiny copper red hair, piercing green eyes and freckles sprinkled across her nose and cheeks. She is well built, with a rather large bust and strong shapely hips, and has milky white skin that is soft to the touch.

    The girl is radiant and very positive, with a constant smile on her face, and an energetic voice that is often louder than normal for a lady. Her movement is quick and precise, and her pose often suggests strength, both of physical and mental.

    Total Hit Points: 10

    Speed: 30 feet / 20 feet [armor]

    Armor Class: 15 = 10 +4 [scale] +2 [heavy wooden] -1 [dexterity]
    Touch AC: 9
    Flat-footed: 15

    Caster Level: 1
    Spell DC: 10 + Spell Level + 4 (Wis)

    Initiative modifier: - 1 = -1 [dexterity]
    Fortitude save: + 4 = 2 [base] + 2 [constitution]
    Reflex save: - 1 = 0 [base] - 1 [dexterity]
    Will save: + 6 = 4 [base] + 4 [wisdom]
    Attack (handheld): + 0 = 0 [base] + 0 [strength]
    Attack (missile): - 1 = 0 [base] - 1 [dexterity]
    Grapple check: + 0 = 0 [base] + 0 [strength]

    Aura (Ex): Neutral Good
    Spontaneous Casting:
    Positive Energy
    Turn Undead (Su): 3+2(Cha)+4(feat)/day
    Greater Turn Undead (Su): 1/day
    Protective Ward (Su): 1/day

    Weapon proficiency: all simple weapons, all types of armor (light, medium, and heavy), shields (except tower shields).

    Languages: Common

    Heavy Mace [1d8, crit x2, 8 lb., one-handed, bludgeoning]
    Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.]
    Heavy Wooden Shield [+2 AC; check penalty -2; hardness 5; hp 15; 10 lb.]

    Smooth Talk (FRcS) (regional)
    Extra Turning (bonus/racial)
    Persistent Spell (CAr) (lvl 1)

    Appraise - 1 =-1 [Int]
    Balance - 7 = -1 [Dex] - 6 [acp]
    Bluff + 2 = + 2 [Cha]
    Climb - 6 = + 0 [Str] - 6 [acp]
    Concentration + 6 = + 4 [base] + 2 [Con]
    Craft +0= + 0 [Int]
    Diplomacy + 4 = + 2 [Cha] + 2 [feat]
    Disguise + 2 = + 2 [Cha]
    Escape Artist - 7 = -1 [Dex] - 6 [acp]
    Forgery +0= + 0 [Int]
    Gather Information + 2 = + 2 [Cha]
    Heal + 4 =+ 4 [Wis]
    Hide - 7 = -1 [Dex] - 6 [acp]
    Intimidate + 2 = + 2 [Cha]
    Jump - 12 = +0 [Str] - 6 [acp] - 6 [weight]
    Knowledge (Religion) + 4 = + 4 [base]
    Listen + 4 =+ 4 [Wis]
    Move Silently - 7 = -1 [Dex] - 6 [acp]
    Ride - 1 = -1 [Dex]
    Search +0= + 0 [Int]
    Spot + 4 =+ 4 [Wis]
    Sense Motive + 6 = + 4 [Wis] + 2 [feat]
    Spellcraft + 4 = + 4 [base]
    Survival + 4 = + 4 [Wis]
    Swim +0 = + 0 [Int]
    Use Rope - 1 = -1 [Dex]
    Tumble - 7 = -1 [Dex] - 6 [acp]

    0 level: 3
    1 level: 2+1 = 1 + 1 [Wis] + 1 [Domain]

    Prepared spells:
    0 level: Create Water, Detect Magic, Light
    1 level: Bless, Lesser Vigor (SC), Sanctuary

    Level Advancement
    1: Cleric

    HP: 10 (8+2)

    Saves: Fort: +2, Ref: +0, Will: +2
    BAB: +0

    Skills (2 + 0 (Int) + 1 (racial): Concentration + 4, Knowledge (Religion) +4, Spelllcraft + 4

    Cleric Spellcasting
    Turn Undead
    Spontaneous Casting: Positive Energy
    Sun Domain
    Protection Domain
    Greater Turn Undead
    Protective Ward

    Feats: Extra Turning (bonus/racial), Persistent Spell (CAr) (lvl 1), Smooth Talk (regional)

    Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    Human base land speed is 30 feet.
    1 extra feat at 1st level.
    4 extra skill points at 1st level and 1 extra skill point at each additional level.
    Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic)
    Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count

    Light load: 33 lb. or less
    Medium load: 34-66 lb.
    Heavy load: 67-100 lb.
    Lift over head: 100 lb.
    Lift off ground: 200 lb.
    Push or drag: 500 lb.


    Starting gold: 200 gp.

    Mace, heavy 12 gp 8 lb.
    Shield, heavy wood 7 gp 10 lb.
    Scale mail 50 gp 30 lb.

    Bedroll 1 sp 5 lb.
    Blanket, winter 5 sp 3 lb.

    Rations, trail (7) 35 sp 7 lb.
    Waterskin 1 gp 4 lb.
    Flint and steel 1 gp

    Holy Symbol, silver: 25 gp, 1 lb.
    Holy Symbol, wooden x 3: 3 gp. (1 integrated on shield, 2 in backpack)

    Potion of Remove Fear 50 gp.
    Spell component pouch 5 gp 2 lb.

    Scroll of Close Wounds (Sc) (regional bonus)
    Scroll of Dark Way (Sc) (regional bonus)
    Total: 158 gp 1 sp / 70 lb (heavy encumbrance for str 10)

    On person: 41 gp 7 sp 20 cp

    The eldest daughter of an Illuskan sailor and his wife, who settled in the city of Waterdeep after leaving the harsh northern regions of the Dales and their tribal like heritige, Fand has known her people's culture only trough stories and what little books there were to be found on it, and has thus grown up as a "city child" according to her parents. Both her mother and father were very proud of the Illuskan lineage and their part in the founding of the City of Splendors, and thus Fandalla has always been one who would honor her blood despite not having sailed on a dragon ship, nor lived up north in the snow covered Dalelands.

    She is a strong willed girl, and has been like this since her earliset years. Keeping her two younger sitsers and younger brother in line, as well as caring for them when their mother took up a sewing apprenticeship, had carved Fand's personality as a responsible and caring person. However, she has always been one for freedom and exploration, and had frequently broken the rules herself, even as she tried to teach her younger siblings responsibility. Fand grew from a lively and adorable child in to a pretty and vigorous girl, who was quick to make friends and give trust, even though the lads her age would normally be intimidated by her height and determination.

    Radiant and smiling, Fand is also very moody and can quickly change tempers, just as her fiery hair suggets. She is open and energetic, and often would approach strangers and strike up a conversation, just for the sake of meeting new people. Of course, doing so in Waterdeep would put one in certain unpleasant situations more often than not, but Fand is not one to be discouraged or to have an overly enduring memory for bad things.

    Her father had been revering Umberlee as a sailor, while her mother worshipped Auril above the other deities of Faerun. It was Fand's implied destiny to follow in her parent's foosteps, and offer her prayers to one of the harsh Goddesses of the North. However, as luck would have it, she was saved as a child by a Cleric of Lathander.

    Although the girl remembers little of the accident, it came to happen with her climbig up to the third floor of a building in the Sea Ward, on a dare (something she would not pass up) and slipping, thus falling to the hard cobblestone below. Fand would have surely perished then and there, if it were not for a priest of Lathander who was pasing nearby, and immediatly upon hearing the cries of the other children, rushing towards the prone girl and healing her.

    Fand's memory of the man is only that he was very tall and with shining blond hair, but that is of little importance, as she never even learned the man's name. Grateful beyond words, Fandalla's parents decied that this was a sign by the Gods, and that they should bring their child up in the new cosmopolitan ways of Waterdeep, instad of clinging to their tribal Illuskan heritige and their traditional rune magic.

    And so, young Fand grew up to be a free spirited child, ever smiling and energetic, and entered the ranks of the Chirch of Lathander at the age of sixteen. Being the huge metropolis that it is, Waterdeep of course housed an immense temple to the deity - the Spires of the Morning. Fand studied and trained amongst the other acolytes, under the watchfull supervision of Dawnbringer Morris, and although she never found out who her unnamed saviour was, the girl proved to be an excellent disciple in the ways of the Morninglord.

    Upon her entry in the ranks of the Dawnbringers, the High Dawn of the temple summoned Fand, and sent her off on her first missionary assignment, right in the heart of the Northern lands her parents had fled many years ago. The reasoning behind High Radiance Ghentilara's actions remains unclear to Fandalla, but she suspects she has been sent to the developing community of Silverdale to spread the word of the Morninglord, assist with the new beginning (part of Lathander's dogma, and something she much enjoys) and possibly reconnect with her Illuskan heritige. Whatever it is, Fand is ready and willing, arriving by boat and then by coach to the new town, with a backpack on her back, armour clad and mace in hand, and a smile on her face.

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