Legacy of the Silver Dragon - Character Gallery & History Thread


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Binder Fred

3 rings to bind them all!
Antares, Elven Fighter 2/Mage 1

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A young elven Fighter/Magic User named Antares. A scholarly, enthusiastically inquisitive type with an endless supply of oftentimes dangerous curiosity about - well - everything! Wears loose robes, tied at the elbow for convenience, and the starry silver circlet of an apprentice elven mage on his brow (hasn't earned the pointy hat yet ;)).

BACKGROUND: Antares comes from a fairly rich local family -- his father being the town battle wizard (bearded and bald under his floppy pointy hat, living in his wizard tower not far from town), his mother a talented potter and sometimes glassmaker (white-haired and fair of skin, she shares a workshop with the weaver in town). Antares has always been more of a theoretical/research kind of an elf though, something that his pro-active, down to earth parents don't really approve of.

Now, just before the adventure begins, his father has finally got fed up with his son's "non-productivity" and threw him out of the familial wizard tower. So that, for the first time in his life, he has to fend for himself... AND pay for his own food![/sblock][sblock=Combat block]Hero Point: 3
Move: 12 (40'/rnd, 240'/Trn walking, 480'/trn running. 12 miles/day)

AC: 10 (Cloth armor)
HP: 5/5
THAC0: 17 (18 ranged)
Saving Throw: 13 (+2 Spells)

MEMORIZED: Sleep, Sleep.[/sblock][sblock=Complet stats]STR 18 +2 Tohit, +3 Damage. Open Doors 1-5, Carry +50
DEX 5 -1 Tohit ranged. -1 AC
CON 13 +1 Hp/HD. Raise Dead 100%
INT 13 +3 Languages, 65% Learn spells, 5/8 Min Max spell Known
WIS 12
CHA 10

[sblock=XP:2000/2000 (4000 Fighter/2500 Mage)]55/52 Roleplaying around the Half and Human (1st day)
670/771 Securing the cursed bell from Jorgen and rescuing Anna (2nd day)
66/63 Rescuing captain Gregof from the goblins (3rd day)
82/79 Acquiring the burnt house as spoils of war (3rd day)
Up to level 2 fighter on the morning of the 4th day[/sblock]Alignment: Lawful

Hero Point: 3
Move: 12 (40'/rnd, 240'/Trn walking, 480'/trn running. 12 miles/day)

AC: 10 (Cloth armor)
HP: 5/5 (+0.5 HP in storage)
THAC0: 17 (18 ranged)
Saving Throw: 13 (+2 Spells)

ABILITIES:
- ELVEN Dark vision: 60 feet
- ELVEN Searching: Secret doors 1-4, not searching 1
- ELVEN Immunities: Ghoul paralysis, Can cast spells in magical armor
- FIGHTER Multiple Attacks: 2 attack/round against 1HD or less
- FIGHTER Parry: -0 to enemy attacks
- INT Languages: Common (Empire of Man), Elvish, Old one, Elemental, Faery[/sblock][sblock=Equipment]
Code:
Starry Mage circlet (Apprentice level)
Mage's robes
Dysare's Magnificiant Memorizer (+1 memorized spell; Plain wooden ring, left middle finger)
Cloth and light chain Belt
Fine leather boots (laced up)

On belt:
Long sword (1d8, left hip) 15gp 10lbs
Belt pouch (Right hip)
   Candle  0.01gp
   Chalk X4 (Different colours) 0.2gp
   Flint and Steel 1gp
   Loose coins (8 gold, 8 silver, 5 copper) 0.7lbs
   Longbow token (1d6, 70ft, RoF 2) 60gp 5lbs
   Arrow token X18 2gp 1lbs
   Small "gelatinous cube" ruby, small Former-Anna emerald
   Wolfsbane X10 1gp
Scroll case (Bone inlaid with colourful ceramics, Right hip) 1gp
   Parchment X4 1gp + Hermit Sal's map and drawing of red, yellow and purple
   Goblin parchment map indicating their village
   Ink bottle, quill & quill sharpener
Backpack 5gp
   Spell book 25gp
   Purse (30 gold) 0.3lbs
   Candle X4 0.04gp
   Bell 1gp
   Crowbar 0.2gp
   Trail rations X8 4gp
   Waterskins X3 3gp
   Wooden bowl, silver utensils 1gp
   Soap, comb, bath towel
   Elven flute 5gp
   Various sample containers 5sp
   Hooded Lantern 7gp
   Lamp oil X4 (Glass bottles) 0.4gp
Strapped to Backpack and levitating
   2x2 person tent: 20 gp
   2xTorch: 2 cp
   Oil (1 pint): 1 sp
   Iron Pot: 8 sp
   8xRations, dried (per day): 8 gp
----------------
17.0 lbs carried (126lbs=9mv, 151=6, 201=3)

Code:
Left with Dysare on the second day:
   Polished steel ring (as a gift)
   Jorgen's Demon Bell (wrapped in a parchment nest)
   Silver water from Anna's cave in an ink vial 
   Two halves of a scroll with the Silver Water Cave Runes scribed in blood on it
   Diary of the burnt house

Left with Hermit Sal on the third day:
   Poisonned arrow head, carefully wrapped in gauze

Carried by Stellan:
   Hermit Sal's healing potion, at least 5 doses left

Spell book content:
[sblock=1ST LEVEL]Charm Person (120', Until dispelled, 1 humanoid medium or smaller)
Detect Magic (60', 2 Trn)
Magic Missile (150', +1 tohit and 1d6+1 OR Autohit 1d4+1)
Protection from Evil (Caster, 6 trn, Enchanted +1AC&Saves Evil)
Read Magic (Caster, 2 scrolls)
Shield (Caster, 2 Trn, Melee AC 4, Ranged AC 2)
Sleep (240', 6 trn, 4d4 if 1HD, 2d6 if 2HD, 1d6 3HD, 1 if 4HD)[/sblock][/sblock]WISHLIST:
Magical armor of some kind (Elven chain?)
Grimoires with new spells (and/or re-skinned versions of existing spells?)
Books/codexes/scrolls of all kind (non-magical but bonus to skill use/knowledge rolls?)
Maps ancient and recent
Rare coins
a glowing sword
An official title/nickname to call himself ("Antares the...", "Antares of...").
 
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Mysthyr Aran
Race: Human
Class: Cleric of Pelor
Level: 1
XP: 100 (1,500 needed for next level)
Align: NG
HP: 5
AC: 4 (Chain & Shield)

STR 9 (1-2 open doors, +5 carry mod.)
DEX 10 (+0 missile weapon to hit mod., +0 AC)
CON 9 (75% Raise Dead survival)
INT 7 (0 max. addl. lang.)
WIS 13 (+5% xp bonus)
CHA 12 (4 max. # special hirelings)

Saving Throw: 15 (13 vs. paralyze and poison)

Languages: Empire

Class Abilities: Spell Casting, Banishing Undead

Starting GP: 120
Current Funds: 5 SP, 5 CP
Equipment: Chain Mail, Shield, Heavy Mace, Sling, 20 Sling Stones, Backpack, Bedroll, Flint & Steel, Wooden Holy Symbol, Trail Rations (6 days), 5 Torches, Waterskin

Special Holy Symbol -Can cast one first level spell once per day from the following, Cure Light Wounds, Detect Magic and Protection from Evil. Spell does not have to be decided upon ahead of time. Also acts as a light source once a day. It is treated as weak sunlight for purposes of any interactions in which it matters (basically would do half damage in those cases which cause damage, etc). It can either act as a weak torch (half range) for 15 minutes, or as a bullseye lantern (directed beam) for 5 minutes. It only does damage in bullseye lantern mode, and will only affect a single target before the light loses the damage causing ability for the rest of the day.
 

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