Heroes of the Lance




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  1. #1
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    Magsman (Lvl 14)

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    Heroes of the Lance

    This is the RG for the Dragonlance game about to start, a few spots are left (one for adventure 1, but still need a Goldmoon when she is allowed to be a PC, Elistan, Laurana, Tika, Aron, Derek, Alhana, and others).

    Ok to the players only quote your "main" character here in the RG that way if someone comes to take over a character we don't have two many copies hanging around.

    Main Characters & Player:

    Tanis - Strahd Von Zarovich
    Raistlin - Walking Dad
    Tasselhoff - possum
    Flint - WarShrike
    Sturm - Orius
    Riverwind - ghostcat

    I may need a little twiking on some stuff not sure the characters were in 1st edition and had no proficiencies and such. But I think I got them rounded out pretty good.

    HM

    LINKS:
    http://www.enworld.org/forum/talking...-ad-d-ooc.html
    http://www.enworld.org/forum/playing...-twilight.html
    Last edited by HolyMan; Wednesday, 23rd March, 2011 at 08:46 PM.
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  • #2
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    Magsman (Lvl 14)

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    Caramon, Raistlin's twin brother, warrior. A genial giant of a man, Caramon is the exact opposite of his twin. Raistlin is the one person he cares for - and the one person he fears.
    Caramon

    Caramon Majere
    6th level Human Fighter

    Strength: 18(63) (Hit adj. +2, Damage adj. +3; Open doors 13; BB/LG 25%)
    Intelligence: 12 (+3 additional languages)
    Wisdom: 11 (no adjustment)
    Dexterity: 11 (no adjustment)
    Constitution: 17 (Hit Point adj. +3, System Shock 80%; Resurrection 85%)
    Charisma: 15 (Max#ofHenchmen 7; Loyalty/Reaction adj. +3)

    Saving Throws
    Code:
    Paralyzation, Poison
    or Death Magic                  11
    Rod, Staff, or Wand             13
    Petrification or                
    Polymorph                       12
    Breath Weapon                   13
    Spell                           14
    Combat

    HP: 51
    AC: 5 (scale mail and shield)
    Base THAC0: 15
    WEAPONS:
    longsword (Damage 1d8+5 S-M/1d12+5 L, THAC0 12)
    spear (Damage 1d6+3 S-M/L, THAC0 13 stab, 15 thrown)
    dagger (Damage 1d4+3 S-M/1d3+3 L, THAC0 13 stab, 15 thrown)

    Special: Extra Attacks
    longsword attacks = 3/2 attacks per round


    Proficiencies

    Weapon: 8 (gain 1/3 lvls)
    Non-Weapon: 6 (gain 1/3 lvls)

    Weapon:
    longsword (specialization)
    dagger
    spear
    two-handed sword
    punching and wrestling
    Sword and Shield Style specialization
    Two-Hander Style specialization

    Non-Weapon:
    Animal Lore (Int +0)
    Fire-building (Wis -1)
    Swimming (Str +0)
    Endurance (Con +0)
    Set Snares (Int -1)

    Secondary skills:
    Fisher


    Equipment

    scale mail armor
    shield, medium
    longsword
    spear
    dagger
    Backpack
    -flint and steel
    -waterskins (3)
    -provisions (5 days)
    -torch(2)
    -whetstone
    -iron pot
    Rope 50'hemp
    Bedrolls (2)
    Traveler's outfit

    Treasure:
    STL - 7
    SP - 3
    CP - 0
    Gems: none
    Jewerly: none

    Misc Magic:
    None


    History

    Caramon, a giant of a warrior, is Raistlin'?s twin brother and Kitiara's half-brother, He could not be more unlike his siblings. He is honest and open where Raistlin is cynical and reserved, friendly and compassionate where Kitiara is wild and passionate.

    The twins were born when Kitiara was eight. One twin was strong and healthy, but the other nearly died at birth. Because their mother was frail, it fell to Kitiara to raise the two. Caramon, the first-born twin, showed himself to be a warrior born. As he grew, he outstripped other boys his age, always being the tallest and strongest around. He quickly acquired fighting skills, and was soon a champion swordsman.

    Although the twin brothers were nothing alike, Caramon loved his brother Raistlin dearly, and frequently protected him from bullies. When Raistlin discovered his natural aptitude for magic, no one was more pleased for him than Caramon, even though Raistlin?s new studies made him a poor companion. Caramon, an outgoing and social person, had many friends, including young Sturm Brightblade. One day, he met Tasslehoff Burrfoot, a kender, and so the twins became involved with the companions.

    Caramon accompanied Tanis and Flint on trips in the Haven/Solace area, and grew into a powerful fighting man. At the age of twenty, he and Raistlin met with their companions in the Inn of the Last Home for what would be the last time in many long years. For Raistlin had been granted an opportunity to take the Test-an experience that would make him into a powerful mage . . . if he survived it. Caramon, ever faithful, accompanied Raistlin. He has never talked about what happened there, but the Test created a darker bond between the two brothers.

    [sblocl=Personality]
    Caramon is easy-going, strong, and shy around women. He is trustworthy to a fault. He is not secretive (except about the Test) and has no inner doubts. His one obsession is polishing his sword. He is very protective of his little brother and very fond of him, but doesn't understand him in the slightest. He is often embarrassed by his brother's rudeness and apologizes for him. His motto is, "There is no problem that cannot be solved by strength." Money is nice, but not important.

    Caramon is occasionally impulsive, and doesn't always know his own strength. He is left-handed. His intelligence is not great- in contrast to his brother. What he appears to be on the surface is what he is in his soul. His only private depth lies in his love for his brother.

    Caramon is a skilled outdoorsman as well as a fighter. Because of his great strength, he carries enough weapons and armor to be virtually a "walking arsenal".

    He is content to follow Tanis lead, and deeply respects Sturm, though he wishes both of them would loosen up a bit.


    Character Card

    The travels of me and my brother Raistlin took us over the Kharolis Range, though we moved to the southwest, beyond the realms of the Elves. We searched for the fabled Towers of High Sorcery. Deep in the dark mists that always seem to cover that land, we found those towers that have long been hidden to men. They appeared out of the mists.


    Details

    Alignment: Lawful Good
    Size: Medium
    Height: 6'-00"
    Weight: 200lbs.
    Age: 25
    brown hair, brown eyes, left handed
    Languages: Common, Camptalk, Plainsman, Hill Dwarf
    Attached Thumbnails Attached Thumbnails Caramon.jpg  
    Last edited by HolyMan; Tuesday, 24th August, 2010 at 08:04 PM.
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    Magsman (Lvl 14)

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    Raistlin, Caramon's twin brother, magic-user. Though his health is shattered, Raistlin possesses great powers beyond his young age. But dark mysteries are concealed behind his strange eyes.
    Raistlin

    Raistlin
    3rd level Human Magic-User

    Strength: 10 (Open doors 6; BB/LG 2%)
    Intelligence: 17 (+6 additional languages, Spell LvL 8th, Chance to Know 75%, Max#of Spells 14)
    Wisdom: 14 (no adjustment)
    Dexterity: 16 (Reaction/Missile adj. +1; Defensive adj. -2)
    Constitution: 10 (System Shock 70%; Resurrection 75%)
    Charisma: 10 (Max#ofHenchmen 4)

    Saving Throws
    Code:
    Paralyzation, Poison
    or Death Magic                  14
    Rod, Staff, or Wand             11
    Petrification or                
    Polymorph                       13
    Breath Weapon                   15
    Spell                           12
    Combat

    HP: 8
    AC: 5 (DEX adj. & Staff of Magius)
    Base THAC0: 20
    WEAPONS:
    Staff of Magius [damage 1d8 S-M/L, THAC0 18]
    Dagger of Magius [damage 1d4+3 S-M/1d3+3 L, THACO 22]


    Proficiencies

    Weapon: 1 (gain 1/6 lvls)
    Non-Weapon: 11 (gain 1/3 lvls)

    Weapon:
    Staff

    Non-Weapon:
    Ancient History (Int -1)
    Astrology (Int +0)
    Herbalism (Int -2)
    Languages, Ancient (Int +0)
    Languages, Modern (Int +0)
    Religion (Wis +0)
    Spellcraft (Int -2)
    Local History (Cha +0)

    Secondary skills:
    Scribe


    Spellbook

    1st Level: audible glamer, burning hands, charm person, comprehend language, detect magic, hold portal, magic missile, read magic, sleep, floating disc
    2nd Level: darkness 15' radius, detect invisibility, ESP, invisibility, mirror image, web


    Equipment

    Traveler's Robes (red)
    Staff of Magius:
    * +2 bonus to hit
    * acts as +3 ring of protection
    * Cast continual light and featherfall once per day
    * addition abilities gain at magic-user lvl 6
    Dagger of Magius:
    * +3 to hit and damage
    * ability to remain undetectable in a search of the mage's person
    Spell component pouches
    Backpack
    -spellbook
    -candles
    -writer's case(ink,quill&paper)
    Scrollcase
    -scroll: charm person

    Treasure:
    STL - 12
    SP - 8
    CP - 0
    Gems: none
    Jewerly: none

    Misc Magic:
    None


    History

    Raistlin is a magic-user of great natural talent, but he has paid a heavy price for his skill.

    Raistlin is Caramon’s mirror-image twin brother and Kitiara’s half-brother (they share the same mother). He could not be more unlike his twin, for he is secretive, cynical, and distrustful. Nevertheless, he loves his brother—perhaps Caramon is the only thing Raistlin truly loves.

    The twins were born when Kitiara was eight. One twin - Caramon - was strong and healthy, the other - Raistlin - was born sickly and frail. It seemed for a while that Raistlin might die in infancy, but Kitiara’s nursing saved his life. Their mother died when the twins were young, and Kitiara took over their upbringing.

    It was clear from the very beginning that Raistlin was a weakling, and Kitiara despaired of him. Caramon blossomed into a healthy, powerful fighter, and frequently protected his "younger" brother from bullies. Raistlin grew to a bitter hatred of all bullies, and developed a strong desire for justice. The experiences of his childhood soured him on most people, and he grew cynical and bitter at an early age. He showed promise as a scholar and learned to read before he went to school.

    When Raistlin was five, his father took him to a village fair, where he watched a local illusionist perform. The illusionist was not very good, but Raistlin was totally absorbed in the performance. When the boy returned home that evening, he could perform every one of the illusionist's tricks. His family was amazed. Magic, his father realized, was Raistlin's key to survival in this world.

    He was taken to a well-respected mage and presented as a prospective pupil. The mage was not overly impressed with the boy, especially because of his weak health and his unlikable personality. But while the mage and Raistlin's father talked, the boy wandered into another room and began to read a huge book. The mage was about to take the book away, but then realized that the boy could read magic without study! And so Raistlin was accepted as a pupil. He learned rapidly, and quickly outstripped the other students. At an unusually young age, he was invited to present himself for the Test—he would come back a powerful magician, or not at all.

    Caramon accompanied Raistlin on that fateful trip. Raistlin never talks about what happened there, but the terrible ordeals broke his health, turned his skin the color of gold, and changed the pupils of his eyes into hourglasses. His eyes are a terrible curse—for through them he sees time rushing past,and everything die and wither in its time.


    Personality

    Raistlin is nicknamed "The Sly One," for he is avaricious, cynical, and secretive. He always expects the worst of others. He is devoted to his brother, yet secretly envies him. He has good qualities, though he works very hard at keeping them hidden: he hates bullies (being a weakling himself). He supports and sympathizes with the downtrodden, though he will not admit his concern. He wears red robes to show his neutral alignment. He has a strong sense of justice, but little sense of mercy. Due to his weak health and a lingering lung infection, he speaks in a soft, whispering voice.


    Details

    Alignment: Neutral
    Size: Medium
    Height: 5'-9"
    Weight: 135lbs.
    Age: 25(actual)/30 (apparent)
    White hair, Amber eyes (hourglass pupils)
    Languages: Common, Qualinesti Elf, Hill Dwarf, Camptalk, Goblin, Magius, Plainsman


    Character Card

    At the Towers of High Sorcery, my brother Caramon and I passed great tests set by the spirits of long-dead sages and wizards. The tests wore heavily upon me. Now I see the world through these hourglass eyes, and much of my health has left me. Yet the magic within me now might give us greater aid. As we departed that place, I recalled the words of an ancient
    sage: "Use your powers well," he said, "for the time is at hand when your strength must rebalance the world."
    Attached Thumbnails Attached Thumbnails Raistlin.jpg  
    Last edited by HolyMan; Friday, 1st October, 2010 at 04:52 AM.
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    Magsman (Lvl 14)

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    Tasslehoff Burrfoot, kender, "handler." Kender - the nuisance race of Kyrnn - are immune to fear. Consequently, trouble just seems to follow them home.
    Tas

    Tasselhoff Burrfoot
    4th level Kender Thief

    Strength: 13 (Open doors 7; BB/LG 4%)
    Intelligence: 9 (additional languages +2)
    Wisdom: 12 (no adjustment)
    Dexterity: 16 (Reaction/Missile adj. +1; Defensive adj. -2)
    Constitution: 14 (System Shock 88%; Resurrection 92%)
    Charisma: 11 (Max#ofHenchmen 4)

    Saving Throws
    Code:
    Paralyzation, Poison
    or Death Magic                  13
    Rod, Staff, or Wand             14
    Petrification or                
    Polymorph                       12
    Breath Weapon                   16
    Spell                           15
    Combat

    HP: 15
    AC: 5 (leather armor, DEX adj., fighting style)
    Base THAC0: 20
    WEAPONS:
    hoopak:
    melee (Damage 1d6+2 S-M/1d3+2 L, THAC0 18)
    range (Damage 1d4+1 S-M/1d6+1 L, THAC0 17)
    dagger (Damage 1d4 S-M/1d3 L. THAC0 20 stab, 18 thrown)

    Note: hoopak makes an eerie sound when whirled


    Proficiencies

    Weapon: 3 (gain 1/4 lvls)
    Non-Weapon: 6 (gain 1/4 lvls)

    Weapon:
    hoopak
    dagger
    single weapon style specialization

    Non-Weapon:
    Tumbling (Dex +0)
    Jumping (Str +0)
    Direction Sense (Wis +1)
    Reading/Writing (Int +1)
    Swimming (Str +0)

    Secondary skills:
    Cartography


    Thief Abilities

    Code:
    Pick Pockets             50%
    Open Locks               75%
    Find/Remove Traps        25%
    Move Silently            40%
    Hide in Shadows          40%
    Detect Noise             30%
    Climb Walls              45%
    Read Languages           -5%
    Backstab: +4 to hit x2 damage


    Racial Abilities

    +4 to save vs. poison, spells, and wands, staves, and rods
    +1 to attack rolls with thrown weapons and slings
    when not in metal armor and alone can surprise on 1-4 on 1d6.

    KENDER TALENTS:
    Taunt: Kender are masters at enraging others by verbal abuse. Any creature the Kender taunts must save vs. Spells or attack wildly at once for 1-10 rounds at a -2 penalty to hit and a +2 penalty to armor class.

    Fearlessness: Kender are immune to fear, including magical fear. They are curious about everything: a tendency that often gets them into trouble.


    Equipment

    leather armor
    hoopak
    daggers
    thieve's tools
    leather map case - full of maps
    Shoulder bags x2 (treat as small sacks)
    - contents vary
    Bedroll
    rope,(hemp 20')

    Treasure:
    STL - 4
    SP - 3
    CP - 0
    Gems: none
    Jewerly: Tanis's ring (though Tas doesn't know he has it)

    Misc Magic:
    None


    History

    Tasslehoff Burrfoot is a Kender, a diminutive race found throughout the world of Krynn. Like all kender, he left home at the age of 18 because he was stricken by wanderlust, the uncontrollable urge to travel and make the great map of every land. No kender in wanderlust has ever completed the "great map," but most kender have great collections of maps, some useful, most obsolete. Tasslehoff is no exception. Tas's map was especially confused by an unfortunate incident with a magic ring of teleportation that kept transporting him to unknown lands without notice. No one but Tas ever saw the ring - or believed the story, either.

    Tasslehoff was born somewhere in northern Ergoth, and is a member of the Stoat clan of kender. His parents traveled in the Haven/Solace region, where they studied the lives of the plainsmen. (What the plainsmen thought of the kender is nowhere recorded.) Tas acquired skills as a "handler" (the word "thief" is considered impolite), and used it extensively to satisfy his curiosity about everything. It was that curiosity that led to him taking a bracelet from Flint Fireforge's stall at a market. Flint was outraged, but Tanis decided he liked the little kender, and so they all became friends. (Flint, although he has never said a nice word about the kender, actually likes him a good deal.)


    Personality

    Tasslehoff's most endearing - and frustrating - characteristic is his insatiable curiosity and fearlessness. These traits often get him into trouble. His curiosity frequently drives him to see what other people have in their pockets and packs (Raistlin, in particular, hates this), and he can easily forget that he has "borrowed" a particular item. He collects odds and ends - he will never pass up a chance to acquire a map of any description - and often surprises himself with what he has in his pockets. He loves legends, songs, and stories, and collects riddles, puzzles, and enigmas as avidly as he collects maps. He has a 5% Legend Lore chance to know something useful on any subject. His map collection is varied and mostly useless. Many of his maps are pre-Cataclysm. He is as likely to collect a map for its beauty as for its usefulness.

    Although it is hard to get a kender depressed because of his fearlessness, Tasslehoff is saddened by death and destruction, and can be in awe of anything truly magnificent. His fearlessness does not keep him from being logical about danger, though his curiosity can sometimes overcome his reason.


    Details

    Alignment: Neutral
    Size: Small
    Height: 3'-9"
    Weight: 85lbs.
    Age: 38(actual)/14 (apparent)
    brown hair (worn in a tassel), brown eyes, long scar on right elbow
    Languages: Common, Kenderspeak, Gnome, Goblin


    Character Card

    I've almost forgotten all the places I've been in five years. I wanted to make a map for our travels, but you know how it goes more traveling than mapping. To the north and west the world has changed more terribly than we thought. A sea lies to the north where solid plains once were. Where Ergoth, the great ancient Empire, once stood, ther'?s nothing more than islands. Now I return to Solace and find it run down, ruled by some bunch of rootheads in Haven who call themselves the Seekers. They claim to be a theocracy in search of a god. You figure that out. The way I see it, things have gotten worse since they've been in power.

    Attached Thumbnails Attached Thumbnails Tas.jpg  
    Last edited by HolyMan; Wednesday, 18th August, 2010 at 08:39 PM.
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  • #5
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    Magsman (Lvl 14)

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    Flint Fireforge, dwarf fighter. Tanis's oldest friend, the ancient dwarf regards these youngsters as his "children".
    Flint

    Flint Fireforge
    4th level Dwarf Fighter

    Strength: 16 (Damage adj. +1; Open doors 9; BB/LG 10%)
    Intelligence: 7 (additional languages +1)
    Wisdom: 12 (no adjustment)
    Dexterity: 10 (no adjustment)
    Constitution: 18 (Hit Point Adj. +4 System Shock 99%; Resurrection 100%)
    Charisma: 13 (Max#ofHenchmen 5; Reaction adj. +1)

    Saving Throws
    Code:
    Paralyzation, Poison
    or Death Magic                  13
    Rod, Staff, or Wand             15
    Petrification or                
    Polymorph                       14
    Breath Weapon                   16
    Spell                           16
    Combat

    HP: 42
    AC: 6 (studded leather armor, small shield)
    Base THAC0: 18
    WEAPONS:
    handaxe +1 (Damage 1d6+2 S-M/1d4+2 L, THAC0 17]
    dagger (Damage 1d4+1 S-M/1d3+1 L, THAC0 18 stab, 18 thrown)

    Special:
    extra attack with shield


    Proficiencies

    Weapon: 5 (gain 1/3 lvls)
    Non-Weapon: 5 (gain 1/3 lvls)

    Weapon:
    Battleaxe (specialization)
    handaxe
    dagger
    Weapon and shield style specialization

    Non-Weapon:
    Mountainerring NA
    Appraising (Int +0)
    Artistic Ability (crafting) (Wis +0)
    Weather Sense (Wis -1)

    Secondary skills:
    Woodworker


    Racial Abilities

    - +1 to hit orcs, goblins, half-orcs, and hobgoblins
    -Ogres, ogre magi, trolls, giants, and titans subtract 4 from their attack rolls when attacking a dwarf
    -Bonus to saves vs Rods, Staves, Wands, and Spells (+5)
    -Bonus to saves vs poison (+5)
    -20% chance of magical item failure for all items except, weapons, armor, shields, guantlets, and girdles
    -Infravision: 60'
    -While underground, they can detect the following information when within 10' of the particular phenomenon (but they can determine their approximate depth below the surface at any time).
    Detect grade or slope in passage 1-5 on d6
    Detect new tunnel/passage construction 1-5 on d6
    Detect sliding/shifting walls or room 1-4 on d6
    Detect stonework traps, pits, and deadfalls 1-3 ond6
    Determine approximate depth underground 1-3 on d6
    Note: A dwarf must deliberately try to make these determinations, the information does not simply spring to mind unbidden.


    Equipment

    studded leather armor
    small round shield
    handaxes +1 (2)
    dagger
    Backpack
    -flint and steel
    -waterskin
    -provisions (1 day)
    -whetstone
    Bedroll
    Traveler's outfit

    Treasure:
    STL - 21
    SP - 3
    CP - 0
    Gems: 1 (10stl)
    Jewerly: none

    Misc Magic:
    None


    Background

    Flint Fireforge, a grandfatherly dwarf, is the oldest of the companions. He is a Neidar (Hill) Dwarf, born in the wilds of the Kharolis Mountains. His father fought in the Dwarfgate Wars against the mountain dwarves, and told Flint many stories about that terrible conflict. After the Cataclysm, humans and hill dwarves sought refuge in the ancient dwarven kingdom of Thorbardin. The mountain dwarves, fearing they would be overrun, shut the gates of the kingdom, shutting out their kin, the Neidar, in the process. War raged for years, and both armies were obliterated in the final battle. The mountain dwarves who remained closed Thorbardin forever. The hill dwarves, shattered by the war, broke up into small clans. Flint was born into the poverty and hardship of his people, and grew up with a deep hatred of the mountain dwarves that had so betrayed his people.

    Flint learned his trade as a metalsmith from his father, and set out into the world when he became an adult. His official reason for leaving was to find a more lucrative place to ply his trade, but secretly he dreamed of returning rich and powerful to reunite the Neidar Kingdom.

    Eventually, Flint moved to Solace, since that town was located near all the major trade routes (and had one of the finest inns in the known world). His work was much in demand because of his skill, and he became one of the few dwarves welcome in the elven kingdom of Qualinesti. There he met a young half-elf named Tanis, and they formed a fast friendship.

    When Tanis left Qualinost, he came to Flint in Solace, and Flint took the young half-elf on as a business partner. Together, they roamed the Haven/Solace region, and even traveled west across the mountains. They never went south, for Flint was not yet ready to face his own people again.

    Although Flint grew increasingly crotchety as he aged, Tanis seemed to attract young, energetic people. And so the Companions formed around Flint and his young assistant. Flint, though always gruff, became much fonder of the Innfellows than they ever realized.

    Flint had a near-brush with drowning that left him terribly afraid of water, and also had a close call with fire that left him nervous about flames. He is allergic to horses.

    When Flint retired, he decided finally to travel south to find his people, and left Solace when the Innfellows departed. He traveled south of Pax Tharkas, but was captured by Aghar (gully dwarves)and imprisoned for several years. Finally, he escaped, but carries a burning hatred for the disgusting creatures.


    Personality

    Flint is a complex personality. He is gruff, cynical, distrustful, dwarvishly greedy, and never forgets an insult, but at the same time is extremely loyal, a little bashful (especially around women), humorous, and capable of deep and lasting friendship. Although it often appears different, he worries about his friends, thinking that they are children needing his care. He doesn't like to fight, but does it when he has to. He distrusts magic and all magic-users - including Raistlin. He has a running feud with Tasslehoff, but is secretly fond of the kender.

    He is very fond of precious metals and gems, and is a talented metal craftsman. He whittles continually, and strokes and cleans his beard whenever there isn't a piece of wood in his hand. He dresses sloppily when traveling (to discourage bandits), but is very much the dandy in town. His health is good, but he has a touch of rheumatism.


    Details

    Alignment: Neutral Good
    Size: Medium
    Height: 4'-7"
    Weight: 148lbs.
    Age: 148(actual)/50's (apparent)
    Rust graying brown hair and beard, hazel eyes, scar over right eyelid
    Languages: Common, Hill Dwarf


    Character Card

    I have searched for unseen things these past five years and to avenge the wrongs done to my people. I have little to show for either. Years ago, the Kingdom of Thorbardin in the Southern Kalthax Mountains housed all the dwarves. We Hill Dwarves lived above ground and produced the food for the Mountain Dwarves in the kingdoms below. They gave us fine metalwork in return. But when the Cataclysm came and we rushed for the safety of the underground city of the Mountain Dwarves, they closed the gates, leaving us to the wrath of the gods. I searched for the Great Doors into the underground city, but the mountains had changed. Gully Dwarves caught me, but I escaped, slaying many of the sorry creatures. Curses on the Mountain Dwarves and their cousins in the Gully!
    Attached Thumbnails Attached Thumbnails Flint.jpg  
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    Magsman (Lvl 14)

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    Ignore HolyMan
    Sturm Brightblade, Knight of Solamnia. Once revered in the days before the cataclysm, the knights have since fallen into disgrace. Sturm's goal - more important to him than life itself - is to restore the honor of the knighthood.
    Sturm

    Sturm Brightblade
    6th level Human Fighter

    Strength: 17 (Hit Prob. +1; Damage adj. +1; Open doors 10; BB/LG 13%)
    Intelligence: 14 (+4 additional languages)
    Wisdom: 11 (no adjustment)
    Dexterity: 12 (no adjustment)
    Constitution: 16 (Hit point adj. +2; System Shock 95%; Resurrection 96%)
    Charisma: 12 (Max#ofHenchmen 5)

    Saving Throws
    Code:
    Paralyzation, Poison
    or Death Magic                  11
    Rod, Staff, or Wand             13
    Petrification or                
    Polymorph                       12
    Breath Weapon                   13
    Spell                           14
    Combat

    HP: 45
    AC: 3 (ancient solmanic armor, medium shield)
    Base THAC0: 15
    WEAPONS:
    The Brightblade: bastard sword +3
    one-handed (Damage 1d8+6 S-M/1d12+6 L, THAC0 10)
    two-handed (Damage 2d4+6 S-M/2d8+6 L, THAC0 10)
    special: unbreakable so long as wielder's resolve is not broken
    dagger (Damage 1d4+1 S-M/1d3+1 L, THAC0 14 stab, 15 thrown)

    Special: Specialization- bastard sword
    attacks per round 3/2


    Proficiencies

    Weapon: 8 (gain 1/3 lvls)
    Non-Weapon: 6 (gain 1/3 lvls)

    Weapon:
    bastard sword (specialization)
    two handed sword
    lance, heavy
    dagger
    Weapon & Shield Style Specialization x2
    Two-Hander Style Specialization

    Non-Weapon:
    Local History (Cha +0)
    Etiquette (Cha +0)
    Endurance (Con +0)
    Heraldry (Int +0)

    Secondary skills:
    armorer


    Equipment

    Solmanic armor, ancient
    The Brightblade
    dagger
    Backpack
    -sack,small
    -flint and steel
    -waterskin
    -provisions (2 days)
    -torches(2)
    -whetstone
    Bedroll
    Signet ring
    Traveler's outfit

    Treasure:
    STL - 6
    SP - 6
    CP - 0
    Gems: none
    Jewerly: none

    Misc Magic:
    None


    History

    Since the time of Huma, First Dragonlancer, who drove the dragons from Krynn a thousand years ago, the Knights of Solamnia have been the champions of justice and truth. The Knights represented all that was good, noble, compassionate, and heroic. But after the Cataclysm, when the peoples of Ergoth cried for aid, the Knights were helpless. When mankind turned its back on the true gods, not even the Knights could save them. And so the people came to blame the Knights for not saving them from their own folly. There came a great uprising against the Knights; their old temples and fortresses were besieged. Many of the old order died; the rest went into exile.

    One of the leaders of the Solamnic order was the Lord of the Roses, who fathered Sturm Brightblade. When the people turned against the Knights, he saw that the fight was hopeless. He could not desert his comrades, but he could send his wife and newborn son south to safety.

    And so Sturm Brightblade grew up in the town of Solace. As a child, he showed knightly bearing, and the ideals of chivalry came most naturally to him. His mother taught him the code of the Knights, and Sturm wished nothing more in life than to retake his father's heritage. When he came of age, Sturm received his father's legacy: a signet ring.

    He trained himself as a fighter, undertaking quests and great hardships to toughen his body and soul for knighthood. He became fast friends with Caramon, then known as the strongest young man in Solace. And so he joined the Innfellows.

    When the Innfellows left Solace, he went north to find traces of the Solamnic Knights. For a time, he traveled with Kitiara, Tanis's beloved, and then their paths split. He traveled in the lands of Solamnia, only to find that the Knights were everywhere in disgrace. He went to Vingaard Keep, his father's ancestral castle, now abandoned. He settled his father's estate, using the signet ring as proof of his heritage, but when the death duties were paid, all that was left was his father's sword and armor.

    And so he returned to Solace, understanding at last that true knighthood was found in one's own heart, and vowing to reestablish the old order. If he was the last Knight of Solamnia, he would at least be true to his father's ideals. He needed no more.


    Personality

    The motto of the Knights of Solamnia is Est Sularus oth Mithas - My Honor Is My Life. It means that a Knight must be true to the ideals of chivalry at all costs. Sturm lives by that creed, and his highest ideal is to meet a noble death against overwhelming odds in the cause of justice. He is a man of noble bearing and great solemnity. His knightly ideals can sometimes be troublesome - it is a shameful thing to run in battle, he feels. But when persuaded that a larger interest is at stake, he can make a "strategic retreat" if it will further the cause.

    His greatest fear is that somehow he will dishonor himself and the Knights, and shame his father's memory. His honor is his major possession, and his word is unbreakable. He is a fighter of remarkable skill.


    Details

    Alignment: Lawful Good
    Size: Medium
    Height: 6'-1"
    Weight: 190lbs.
    Age: 29(actual)/37 (apparent)
    Dak brown hair, Brown eyes, Handlebar moustache
    Languages: Common, Solamnic, Qualinesti Elf, Hill Dwarf, Camptalk


    Character Card

    I saw the northern lands when I crossed the sea, escorting our friend Kitiara. Once past the seas we parted-she went east and I went west. I searched for a holy man, but I also sought my birthright. For you see, I know only that my mother fled the northlands when I was young. She carried all my dead father had left her: his sword and his ring. From them I know that he was once a Knight of Solamnia. So I journeyed north to take my father’s place in that good and just order. But the Solamnic Knights have fallen into disfavor with the people there, and no trace of the order remains. Thus my past remains a mystery.
    Attached Thumbnails Attached Thumbnails Sturm.jpg  
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  • #7
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    hagerstown md
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    12,363

    Ignore HolyMan
    Riverwind, Grandson of Wanderer. Given the blue cyrstal staff in a city where death flew on black wings, he barely escaped wiith his life. And that was only the beginning...
    Riverwind

    Riverwind
    5th level Human Ranger

    Strength: 18(35) (Hit adj. +1; Damage adj. +3; Open doors 12; BB/LG 20%)
    Intelligence: 13 (+3 additional languages)
    Wisdom: 14 (no adjustment)
    Dexterity: 16 (Reaction/Missile adj. +1; Defensive adj. -2)
    Constitution: 13 (System Shock 85%; Resurrection 90% Note: Constitution was originally 14; has been resurrected once)
    Charisma: 13 (Max#ofHenchmen 5; Reaction adj. +1)

    Saving Throws
    Code:
    Paralyzation, Poison
    or Death Magic                  11
    Rod, Staff, or Wand             13
    Petrification or                
    Polymorph                       12
    Breath Weapon                   13
    Spell                           14
    Combat

    HP: 34
    AC: 4 (leather armor, fighting style, DEX adj.)
    Base THAC0: 16
    WEAPONS:
    longsword +2 (Damage 1d8+5 S-M/1d12+5 L, THAC0 13)
    shortbow (Damage 1d8 S-M/L, THAC0 14)
    arrows, sheaf 20/20
    dagger +1 (Damage 1d4+4 S-M/1d3+4 L, THAC0 14 stab, 14 thrown)

    Special:
    Fights with two weapons without penalty


    Class features

    When wearing studded leather or lighter armor:
    - can fight two-handed with no penalties to attack rolls
    - Hide in Shadows 31%
    - Move Silently 40%
    Favored enemy: humans (+4 to attack rolls; -4 to reaction rolls)
    Animal empathy: save vs rods -2
    Tracking: for free with +1 bonus per 3 lvls
    At 8th lvl: cast limited priest spells
    At 10th lvl: attract followers
    Code of Behavior:
    - May not willingly commit an evil act.
    - Cannot have henchmen, heirlings, mercenaries, or servants until 8th lvl.
    - Cannot have more treasure than they can carry. (may not give excess to a PC)


    Proficiencies

    Weapon: 5 (gain 1/3 lvls)
    Non-Weapon: 7 (gain 1/3 lvls)

    Weapon:
    longsword
    shortbow
    dagger
    Single Weapon Style Specialization x2

    Non-Weapon:
    Tracking
    Hunting (Wis -1)
    Running (Con -6)
    Blind-Fighting NA
    Animal Lore (Int +0)
    Musical Instrument(flute) (Dex -1)

    Secondary skills:
    Agriculture


    Equipment

    leather armor
    longsword +2
    shortbow
    quiver with 20 arrows
    dagger +1
    Backpack
    -flint and steel
    -waterskins x2
    -provisions (5 days)
    -whetstone
    -flute
    Bedrolls x2

    Treasure:
    STL - 0
    SP - 2
    CP - 0
    Gems: none
    Jewerly: none

    Misc Magic:
    None


    History

    Riverwind was born to a disgraced family of the Que-Shu tribe of plainsmen. His family had been cast out of the tribe years ago for refusing to worship the tribal ancestors. His grandfather believed in ancient gods who had existed before the Cataclysm, although he could find little evidence of such gods in the world.

    The young boy became a shepherd, and spent many long, lonely nights tending his flock in the plains. He grew quickly into a young giant of a man, and became an excellent hunter and tracker. When he came of age, he was accepted as a Que-Shu because of his skills, and became a Far Hunter for the tribe. Although a member of the tribe, his family heritage kept him at the bottom of the tribal hierarchy.

    And then he fell in love with the Chieftain's Daughter. Goldmoon was a young beauty, worshipped as a goddess by her people. She fell in love with him as well. He felt that his life was blessed beyond all measure. Unfortunately, Goldmoon was betrothed by her father to the son of the village shaman.

    Riverwind then exercised his right as a tribesman to challenge the betrothal. Under Que-Shu law, he then had to undertake a quest to prove that he was worthy of Goldmoon's hand. Because Goldmoon's father did not want Riverwind to marry his daughter, he gave the Far Hunter an impossible task - to find evidence of the ancient gods.

    Riverwind traveled far to the north, reaching the shores of the Newsea. He followed the sun and the moon and the stars, aimlessly searching. Finally, he came upon a ruined city and found himself in an evil dream...

    He remembered little of what happened to him in that dark city. In his nightmares he dreamed of death on black wings, and of a woman dressed in blue light who saved his life. That woman gave him a staff of blue crystal. Delirious and half-dead, he returned to Que-Shu and presented the staff as fulfillment of his quest. Goldmoon's father commanded the staff to do something - anything - but nothing happened. Enraged, he threw the staff back to Riverwind, proclaimed him a fraud, and ordered him stoned to death for blasphemy. As the plainsmen began to throw rocks, Goldmoon rushed to his side to die with him, if need be... but then the blue crystal staff showed its power, and the two were teleported away...


    Personality

    Riverwind is a towering, imposing man of few words and quick action. He is fiercely protective of Goldmoon and loves her beyond life itself. Yet he is all too conscious of the social barrier between them, and obeys her as Chieftain's Daughter. He is quick to anger and aloof. He is distrustful of strangers until they have proven themselves, but once he calls someone "friend" he will lay down his life for them.


    Details

    Alignment: Lawful Good
    Size: Medium
    Height: 6'-7"
    Weight: 175lbs.
    Age: 32
    reddish brown hair, brown eyes
    Languages: Common, Plainsman, Qualinesti Elf, Hill Dwarf


    Character Card

    I am a warrior of the Que-Shu tribe. I have loved Goldmoon for many turns of the sun. I remember little of what happened to me after I reached the Forsaken Lands. Everything rises as dark dreams: a black swamp, a well, a kind and shining lady, a leather-winged creature of evil. How much of this happened and how much was madness, I cannot say. Months later I somehow returned, bleeding, crazed with fever and visions. I presented the staff, but the council scorned it. Somehow the staff helped us escape in a flash of sunlight. Now we seek control of its power.
    Attached Thumbnails Attached Thumbnails Riverwind.jpg  
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  • #8
    Registered User
    Waghalter (Lvl 7)

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    Mar 2004
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    Columbia, MO
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    Ignore possum
    Quote Originally Posted by HolyMan View Post
    [/COLOR]

    Tas

    Tasselhoff Burrfoot
    4th level Kender Thief

    Strength: 13 (Open doors 7; BB/LG 4%)
    Intelligence: 9 (additional languages +2)
    Wisdom: 12 (no adjustment)
    Dexterity: 16 (Reaction/Missile adj. +1; Defensive adj. -2)
    Constitution: 14 (System Shock 88%; Resurrection 92%)
    Charisma: 11 (Max#ofHenchmen 4)

    Saving Throws
    Code:
    Paralyzation, Poison
    or Death Magic                  13
    Rod, Staff, or Wand             14
    Petrification or                
    Polymorph                       12
    Breath Weapon                   16
    Spell                           15
    Combat

    HP: 15
    AC: 5 (leather armor, DEX adj., fighting style)
    Base THAC0: 20
    WEAPONS:
    hoopak:
    melee (Damage 1d6+2 S-M/1d3+2 L, THAC0 18)
    range (Damage 1d4+1 S-M/1d6+1 L, THAC0 17)
    dagger (Damage 1d4 S-M/1d3 L. THAC0 20 stab, 18 thrown)

    Note: hoopak makes an eerie sound when whirled


    Proficiencies

    Weapon: 3 (gain 1/4 lvls)
    Non-Weapon: 6 (gain 1/4 lvls)

    Weapon:
    hoopak
    dagger
    single weapon style specialization

    Non-Weapon:
    Tumbling (Dex +0)
    Jumping (Str +0)
    Direction Sense (Wis +1)
    Reading/Writing (Int +1)
    Swimming (Str +0)

    Secondary skills:
    Cartography


    Thief Abilities

    Code:
    Pick Pockets             50%
    Open Locks               75%
    Find/Remove Traps        25%
    Move Silently            40%
    Hide in Shadows          40%
    Detect Noise             30%
    Climb Walls              45%
    Read Languages           -5%
    Backstab: +4 to hit x2 damage


    Racial Abilities

    +4 to save vs. poison, spells, and wands, staves, and rods
    +1 to attack rolls with thrown weapons and slings
    when not in metal armor and alone can surprise on 1-4 on 1d6.

    KENDER TALENTS:
    Taunt: Kender are masters at enraging others by verbal abuse. Any creature the Kender taunts must save vs. Spells or attack wildly at once for 1-10 rounds at a -2 penalty to hit and a +2 penalty to armor class.

    Fearlessness: Kender are immune to fear, including magical fear. They are curious about everything: a tendency that often gets them into trouble.


    Equipment

    leather armor
    hoopak
    daggers
    thieve's tools
    leather map case - full of maps
    Shoulder bags x2 (treat as small sacks)
    - contents vary
    Bedroll
    rope,(hemp 20')

    Treasure:
    STL - 4
    SP - 3
    CP - 0
    Gems: none
    Jewerly: Tanis's ring (though Tas doesn't know he has it)

    Misc Magic:
    None


    History

    Tasslehoff Burrfoot is a Kender, a diminutive race found throughout the world of Krynn. Like all kender, he left home at the age of 18 because he was stricken by wanderlust, the uncontrollable urge to travel and make the great map of every land. No kender in wanderlust has ever completed the "great map," but most kender have great collections of maps, some useful, most obsolete. Tasslehoff is no exception. Tas's map was especially confused by an unfortunate incident with a magic ring of teleportation that kept transporting him to unknown lands without notice. No one but Tas ever saw the ring - or believed the story, either.

    Tasslehoff was born somewhere in northern Ergoth, and is a member of the Stoat clan of kender. His parents traveled in the Haven/Solace region, where they studied the lives of the plainsmen. (What the plainsmen thought of the kender is nowhere recorded.) Tas acquired skills as a "handler" (the word "thief" is considered impolite), and used it extensively to satisfy his curiosity about everything. It was that curiosity that led to him taking a bracelet from Flint Fireforge's stall at a market. Flint was outraged, but Tanis decided he liked the little kender, and so they all became friends. (Flint, although he has never said a nice word about the kender, actually likes him a good deal.)


    Personality

    Tasslehoff's most endearing - and frustrating - characteristic is his insatiable curiosity and fearlessness. These traits often get him into trouble. His curiosity frequently drives him to see what other people have in their pockets and packs (Raistlin, in particular, hates this), and he can easily forget that he has "borrowed" a particular item. He collects odds and ends - he will never pass up a chance to acquire a map of any description - and often surprises himself with what he has in his pockets. He loves legends, songs, and stories, and collects riddles, puzzles, and enigmas as avidly as he collects maps. He has a 5% Legend Lore chance to know something useful on any subject. His map collection is varied and mostly useless. Many of his maps are pre-Cataclysm. He is as likely to collect a map for its beauty as for its usefulness.

    Although it is hard to get a kender depressed because of his fearlessness, Tasslehoff is saddened by death and destruction, and can be in awe of anything truly magnificent. His fearlessness does not keep him from being logical about danger, though his curiosity can sometimes overcome his reason.


    Details

    Alignment: Neutral
    Size: Small
    Height: 3'-9"
    Weight: 85lbs.
    Age: 38(actual)/14 (apparent)
    brown hair (worn in a tassel), brown eyes, long scar on right elbow
    Languages: Common, Kenderspeak, Gnome, Goblin


    Character Card

    I've almost forgotten all the places I've been in five years. I wanted to make a map for our travels, but you know how it goes more traveling than mapping. To the north and west the world has changed more terribly than we thought. A sea lies to the north where solid plains once were. Where Ergoth, the great ancient Empire, once stood, ther'?s nothing more than islands. Now I return to Solace and find it run down, ruled by some bunch of rootheads in Haven who call themselves the Seekers. They claim to be a theocracy in search of a god. You figure that out. The way I see it, things have gotten worse since they've been in power.

    Reporting in.

  • #9
    Spoiler:

    Quote Originally Posted by HolyMan View Post
    Sturm

    Sturm Brightblade
    6th level Human Fighter

    Strength: 17 (Hit Prob. +1; Damage adj. +1; Open doors 10; BB/LG 13%)
    Intelligence: 14 (+4 additional languages)
    Wisdom: 11 (no adjustment)
    Dexterity: 12 (no adjustment)
    Constitution: 16 (Hit point adj. +2; System Shock 95%; Resurrection 96%)
    Charisma: 12 (Max#ofHenchmen 5)

    Saving Throws
    Code:
    Paralyzation, Poison
    or Death Magic                  11
    Rod, Staff, or Wand             13
    Petrification or                
    Polymorph                       12
    Breath Weapon                   13
    Spell                           14
    Combat

    HP: 45
    AC: 3 (ancient solmanic armor, medium shield)
    Base THAC0: 15
    WEAPONS:
    The Brightblade: bastard sword +3
    one-handed (Damage 1d8+6 S-M/1d12+6 L, THAC0 10)
    two-handed (Damage 2d4+6 S-M/2d8+6 L, THAC0 10)
    special: unbreakable so long as wielder's resolve is not broken
    dagger (Damage 1d4+1 S-M/1d3+1 L, THAC0 14 stab, 15 thrown)

    Special: Specialization- bastard sword
    attacks per round 3/2


    Proficiencies

    Weapon: 8 (gain 1/3 lvls)
    Non-Weapon: 6 (gain 1/3 lvls)

    Weapon:
    bastard sword (specialization)
    two handed sword
    lance, heavy
    dagger
    Weapon & Shield Style Specialization x2
    Two-Hander Style Specialization

    Non-Weapon:
    Local History (Cha +0)
    Etiquette (Cha +0)
    Endurance (Con +0)
    Heraldry (Int +0)

    Secondary skills:
    armorer


    Equipment

    Solmanic armor, ancient
    The Brightblade
    dagger
    Backpack
    -sack,small
    -flint and steel
    -waterskin
    -provisions (2 days)
    -torches(2)
    -whetstone
    Bedroll
    Signet ring
    Traveler's outfit

    Treasure:
    STL - 6
    SP - 6
    CP - 0
    Gems: none
    Jewerly: none

    Misc Magic:
    None


    History

    Since the time of Huma, First Dragonlancer, who drove the dragons from Krynn a thousand years ago, the Knights of Solamnia have been the champions of justice and truth. The Knights represented all that was good, noble, compassionate, and heroic. But after the Cataclysm, when the peoples of Ergoth cried for aid, the Knights were helpless. When mankind turned its back on the true gods, not even the Knights could save them. And so the people came to blame the Knights for not saving them from their own folly. There came a great uprising against the Knights; their old temples and fortresses were besieged. Many of the old order died; the rest went into exile.

    One of the leaders of the Solamnic order was the Lord of the Roses, who fathered Sturm Brightblade. When the people turned against the Knights, he saw that the fight was hopeless. He could not desert his comrades, but he could send his wife and newborn son south to safety.

    And so Sturm Brightblade grew up in the town of Solace. As a child, he showed knightly bearing, and the ideals of chivalry came most naturally to him. His mother taught him the code of the Knights, and Sturm wished nothing more in life than to retake his father's heritage. When he came of age, Sturm received his father's legacy: a signet ring.

    He trained himself as a fighter, undertaking quests and great hardships to toughen his body and soul for knighthood. He became fast friends with Caramon, then known as the strongest young man in Solace. And so he joined the Innfellows.

    When the Innfellows left Solace, he went north to find traces of the Solamnic Knights. For a time, he traveled with Kitiara, Tanis's beloved, and then their paths split. He traveled in the lands of Solamnia, only to find that the Knights were everywhere in disgrace. He went to Vingaard Keep, his father's ancestral castle, now abandoned. He settled his father's estate, using the signet ring as proof of his heritage, but when the death duties were paid, all that was left was his father's sword and armor.

    And so he returned to Solace, understanding at last that true knighthood was found in one's own heart, and vowing to reestablish the old order. If he was the last Knight of Solamnia, he would at least be true to his father's ideals. He needed no more.


    Personality

    The motto of the Knights of Solamnia is Est Sularus oth Mithas - My Honor Is My Life. It means that a Knight must be true to the ideals of chivalry at all costs. Sturm lives by that creed, and his highest ideal is to meet a noble death against overwhelming odds in the cause of justice. He is a man of noble bearing and great solemnity. His knightly ideals can sometimes be troublesome - it is a shameful thing to run in battle, he feels. But when persuaded that a larger interest is at stake, he can make a "strategic retreat" if it will further the cause.

    His greatest fear is that somehow he will dishonor himself and the Knights, and shame his father's memory. His honor is his major possession, and his word is unbreakable. He is a fighter of remarkable skill.


    Details

    Alignment: Lawful Good
    Size: Medium
    Height: 6'-1"
    Weight: 190lbs.
    Age: 29(actual)/37 (apparent)
    Dak brown hair, Brown eyes, Handlebar moustache
    Languages: Common, Solamnic, Qualinesti Elf, Hill Dwarf, Camptalk


    Character Card

    I saw the northern lands when I crossed the sea, escorting our friend Kitiara. Once past the seas we parted-she went east and I went west. I searched for a holy man, but I also sought my birthright. For you see, I know only that my mother fled the northlands when I was young. She carried all my dead father had left her: his sword and his ring. From them I know that he was once a Knight of Solamnia. So I journeyed north to take my fathers place in that good and just order. But the Solamnic Knights have fallen into disfavor with the people there, and no trace of the order remains. Thus my past remains a mystery.


    Yo.
    PbP info here: http://www.enworld.org/forum/5396456-post81.html

  • #10
    Registered User
    Scout (Lvl 6)



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    Mar 2005
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    Fuerteventura
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    Ignore ghostcat

    Riverwind

    Riverwind

    Riverwind
    5th level Human Ranger

    Strength: 18(35) (Hit adj. +1; Damage adj. +3; Open doors 12; BB/LG 20%)
    Intelligence: 13 (+3 additional languages)
    Wisdom: 14 (no adjustment)
    Dexterity: 16 (Reaction/Missile adj. +1; Defensive adj. -2)
    Constitution: 13 (System Shock 85%; Resurrection 90% Note: Constitution was originally 14; has been resurrected once)
    Charisma: 13 (Max#ofHenchmen 5; Reaction adj. +1)

    Saving Throws
    Code:
    Paralyzation, Poison
    or Death Magic                  11
    Rod, Staff, or Wand             13
    Petrification or                
    Polymorph                       12
    Breath Weapon                   13
    Spell                           14
    Combat

    HP: 34
    AC: 4 (leather armor, fighting style, DEX adj.)
    Base THAC0: 16
    WEAPONS:
    longsword +2 (Damage 1d8+5 S-M/1d12+5 L, THAC0 13)
    shortbow (Damage 1d8 S-M/L, THAC0 14)
    arrows, sheaf 20/20
    dagger +1 (Damage 1d4+4 S-M/1d3+4 L, THAC0 14 stab, 14 thrown)

    Special:
    Fights with two weapons without penalty


    Class features

    When wearing studded leather or lighter armor:
    - can fight two-handed with no penalties to attack rolls
    - Hide in Shadows 31%
    - Move Silently 40%
    Favored enemy: humans (+4 to attack rolls; -4 to reaction rolls)
    Animal empathy: save vs rods -2
    Tracking: for free with +1 bonus per 3 lvls
    At 8th lvl: cast limited priest spells
    At 10th lvl: attract followers
    Code of Behavior:
    - May not willingly commit an evil act.
    - Cannot have henchmen, heirlings, mercenaries, or servants until 8th lvl.
    - Cannot have more treasure than they can carry. (may not give excess to a PC)


    Proficiencies

    Weapon: 5 (gain 1/3 lvls)
    Non-Weapon: 7 (gain 1/3 lvls)

    Weapon:
    longsword
    shortbow
    dagger
    Single Weapon Style Specialization x2

    Non-Weapon:
    Tracking
    Hunting (Wis -1)
    Running (Con -6)
    Blind-Fighting NA
    Animal Lore (Int +0)
    Musical Instrument(flute) (Dex -1)

    Secondary skills:
    Agriculture


    Equipment

    leather armor
    longsword +2
    shortbow
    quiver with 20 arrows
    dagger +1
    Backpack
    -flint and steel
    -waterskins x2
    -provisions (5 days)
    -whetstone
    -flute
    Bedrolls x2

    Treasure:
    STL - 0
    SP - 2
    CP - 0
    Gems: none
    Jewerly: none

    Misc Magic:
    None


    History

    Riverwind was born to a disgraced family of the Que-Shu tribe of plainsmen. His family had been cast out of the tribe years ago for refusing to worship the tribal ancestors. His grandfather believed in ancient gods who had existed before the Cataclysm, although he could find little evidence of such gods in the world.

    The young boy became a shepherd, and spent many long, lonely nights tending his flock in the plains. He grew quickly into a young giant of a man, and became an excellent hunter and tracker. When he came of age, he was accepted as a Que-Shu because of his skills, and became a Far Hunter for the tribe. Although a member of the tribe, his family heritage kept him at the bottom of the tribal hierarchy.

    And then he fell in love with the Chieftain's Daughter. Goldmoon was a young beauty, worshipped as a goddess by her people. She fell in love with him as well. He felt that his life was blessed beyond all measure. Unfortunately, Goldmoon was betrothed by her father to the son of the village shaman.

    Riverwind then exercised his right as a tribesman to challenge the betrothal. Under Que-Shu law, he then had to undertake a quest to prove that he was worthy of Goldmoon's hand. Because Goldmoon's father did not want Riverwind to marry his daughter, he gave the Far Hunter an impossible task - to find evidence of the ancient gods.

    Riverwind traveled far to the north, reaching the shores of the Newsea. He followed the sun and the moon and the stars, aimlessly searching. Finally, he came upon a ruined city and found himself in an evil dream...

    He remembered little of what happened to him in that dark city. In his nightmares he dreamed of death on black wings, and of a woman dressed in blue light who saved his life. That woman gave him a staff of blue crystal. Delirious and half-dead, he returned to Que-Shu and presented the staff as fulfillment of his quest. Goldmoon's father commanded the staff to do something - anything - but nothing happened. Enraged, he threw the staff back to Riverwind, proclaimed him a fraud, and ordered him stoned to death for blasphemy. As the plainsmen began to throw rocks, Goldmoon rushed to his side to die with him, if need be... but then the blue crystal staff showed its power, and the two were teleported away...


    Personality

    Riverwind is a towering, imposing man of few words and quick action. He is fiercely protective of Goldmoon and loves her beyond life itself. Yet he is all too conscious of the social barrier between them, and obeys her as Chieftain's Daughter. He is quick to anger and aloof. He is distrustful of strangers until they have proven themselves, but once he calls someone "friend" he will lay down his life for them.


    Details

    Alignment: Lawful Good
    Size: Medium
    Height: 6'-7"
    Weight: 175lbs.
    Age: 32
    reddish brown hair, brown eyes
    Languages: Common, Plainsman, Qualinesti Elf, Hill Dwarf


    Character Card

    I am a warrior of the Que-Shu tribe. I have loved Goldmoon for many turns of the sun. I remember little of what happened to me after I reached the Forsaken Lands. Everything rises as dark dreams: a black swamp, a well, a kind and shining lady, a leather-winged creature of evil. How much of this happened and how much was madness, I cannot say. Months later I somehow returned, bleeding, crazed with fever and visions. I presented the staff, but the council scorned it. Somehow the staff helped us escape in a flash of sunlight. Now we seek control of its power.

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