Newfoundland [RG]


log in or register to remove this ad

Irendöl, Elf Fighter 2

Irendöl

Fighter 2

Gender: Male

Race: Elf

Stats:
Str:..16(+3)
Dex:..16(+3)
Con:..12(+1)
Int:..10(+0)
Wis:..12(+1)
Cha:...12(+1)
Bab:..+2
Hit Points: 17

Attack Bonus, Longsword: +5(+2+3)
Damage, Longsword: 1D8+3 (19-20x2)

Attack Bonus, Shortsword: +5(+2+3)
Damage, Shortsword: 1D6+3 (19-20x2)

Attack Bonus, Longbow: +5(+2+3)
Damage, Longbow: 1D8(X3)

AC: 19 (+4 Scale, +2 Heavy Steel Sheild, +3 Dex)
Saves: Fort+4,Ref+3,Will+1

Movement: 20ft

Skillpoints, Fighter: 10
Skills:.................Total..Ranks..Ability mod..Magic
Listen:...............3........0........+0....+2(Elf)
Swim:................-5.......4........+3....-12(Armor)
Spot:.................5........2........+1....+2(Elf)
Search...............3........1........+0....+2(Elf)

Feats:.1(normal).2(Fighter)
Power Attack
Cleave
Improved Initiative (+4,+3 DEX, Total: +7)

Gear:
Longsword
Shortsword
Longbow

Scale Mail
Heavy Steel Shield

20 Arrows
Traveller's Outfit
Backpack
2 Days Trail Rations
Waterskin

(174 GP total worth) - Carrying 66 GP

Description:
5'0", 113 Pounds, Long Brown Hair, Gold Brown Eyes, Medium Build. Wears Scale Mail and a Dark Purple Cloak with hood. Carries himself with a noble bearing.

Background:
Irendöl was born into the harsh climate of the frozen Northlands. He spent his young adult life learning the ways of the sword from his Elven brethren. When he was old enough, he set off to explore the continent - and after several encounters with armed brigands made his way to the harbor city and discovered that ships would soon be sailing for Avanta. Eager for new lands and adventures, Irendöl used money he had looted off of the brigands who had ambushed him to buy passage on one of the ships.
 
Last edited:

Throughout the lands, when people talk about crossbreeds, they always talk about the 'normal' ones. Never is there talk about those individuals who just don't come out right. This is the story of one of those people, a half-ogre named Ben.

---

Ben
Male Half-Ogre Cleric 1
Alignment: Lawful Good

Str: 24 (+7)
Dex: 10 (+0)
Con: 16 (+3)
Int: 05 (-3)
Wis: 14 (+2)
Cha: 05 (-3)

BAB/Grapple: +0/+7
Attack: Huge greatclub +6 melee (2d8+10)
Initiative: +0
Movement: 30 ft.

Armor Class: 16 (-1 size, +4 natural, +3 studded leather)
Hit Points: 11
Saves: Fort +5, Ref +1, Will +4

Abilities:
10 ft. reach, darkvision 60 ft., turn undead, divine spells 4/2+1, animal domain, strength domain

Prepared:
Light, purify food/water, resistance x2
Protection from evil, Sanctuary + Enlarge person

Languages: Common
Feats: Large and in Charge
Skills: (4 points)
Heal +4, sense motive +3

Equipment:
Traveller's outfit
Huge Greatclub
Studded leather armor
Backpack
Bedroll
Mirror, small steel
Pouch, belt
Rations, trail, 20 days
Rope, 50 ft, silk
Sack
9 waterskins (one full)

Appearance: Ben has a open, child-like face. He has short black hair and deep born eyes, he's 8'5" and 450 lbs. He wears a wool poncho the size of a 4-man tent overtop of his armor.

Background: Ben was adopted as a baby by a married human couple, and raised as their own. He is mentally retarded, with the mind of a human 5 year old. It came as some shock when they discovered he'd been touched by the gods. He doesn't have the mental capacity to choose a specific god, but he was raised as a good boy and knows right from wrong.

Ben's parents were aboard the ship he was on, but died when the boat went down. Now he's alone in a strange land, and while he's as scared as any 5 year old would be in the situation, he's also curious, and tries to be a BIG BOY as much as he can. But he misses his mommy and daddy.
 
Last edited:

Drithmyne Eversmile

LVL 2 <<Ranger1/Cleric 1>>
Wood Elf Priest of Corellon Larethian
(Domains War, Elf)

Align CG, Male, 113 years old, 5'6", 134 pounds,
pale green eyes,blond hair (worn long and in a ponytail)

STR 16 +3 (14=6+2 race:6)
DEX 16 +3 (14=6+2 race:6)
CON 12 +1 (14=6-2 race:6)
INT 12 +1 (14=6-2 race:6)
WIS 14 +2 (6)
CHA 10 +0 (2)

HP 14 (8+4+2Con)
BaB +1
Fort +6
Ref +5
Will +4
AC 17/ 14 flat/13 touch
Init +3
Move 30'

EXP 1,000


Race/Feats/Class <<Wood Elf:+2 Str,Dex,-2 Int,Con>>
Prof with all martial weapons,+2 Spot,Listen,Search <detect secret doors>
+2 vs. Enchantments,Low Light Vision,Immune to Magic Sleep effects,
Turn Undead Domain Abilities: Weapon Focus-Longsword, Point Blank Shot.
Feats:Rapid Shot
Speaks:Elf,Sylvan,Common.

Skills 20Ranger@ 1st,3 Cleric

Spot 2/+6
Listen 2/+6
Search 3/+6
Move Silently 2/+5(4)
Hide 2/+5(4)
Survival 2/+4
Know-Geography 1/+2
Prof-Cartographer 1/+3
Prof-Herbalist 1/+3
Climb 2/+5(4)
Swim 1
Jump 1/+4(3)
Heal 1/+3
Know-Religion 1/+2
Concentration 1/+2

Spells: 3 Orisons,3 1st (1 domain)

Prepared Spells at Adventure's Start:

Detect Magic,Guidance,Purify Food&Drink.
Comprehend Languages,Divine Favor,Trus Strike (D)

Longsword +5 1D8+3 19-20/X2 slashing
Longbow +4(5 withn 30') 1D8 20/X3 100' Increments piercing
Kukri +4 1D4+3 18-20/X2 slashing
Warhammer +4 1D8+3 20/X3 bludgeoning


Gear (as Ranger @ 1st=200GP)
(Weapons+armor 42#s)
Studded leather armor (worn)
Longbow (75GP)
Quiver of 20 arrows (back)
Buckler (left forearm)
Longsword (belt)
Kukri (belt)
War Hammer (belt)
Moon Holy Symbol (worn)

Backpack ( 41#s)
Wooden Holy Symbol
Water skin (full)
1 week trail rations
rags,oils,rosins, for weapons
mug-copper
fishing line & 2 hooks
scroll organizer (6 sheets parchment
10 pens/quills
2 map cases (parchment within)
1 flask of oil ,3 empty flasks
large sack
Tied to backpack:Quiver of 20 arrows,bedroll
50 silk rope & grapnel,3 sq yards canvas (bundled)
Waterskin (full)
Clothes: green shirt,black pants, hooded green/pale yellow cloak, grey boots.
Large Pouch ( 8.5#s)
sling,10 bullets,
flint&steel, whetstone
2 vials ink (blue,black)
2 Inkpens
1 vial of Phantom ink <blue>-magical light
candle, 2 Sunrods


worn: light green shirt, grey breeches, brown boots and gloves.
reversable hooded blue/grey cloak.

Drithmyne Eversmile was born into the Wood Elf community of Falcon's Reach, deep in the Viloschald Forest far to the North.
Ranger by family trade, Priest of the Creator by calling from that Blessed Lord. Drithmyne is continuously optomistic, in the face of any adversity, thus his Moniker. Setting sail for Avanta in the hopes of spreading his Faith among the new Elves that may live there was his Goal, finding himself washed ashore after a violent storm seems to be his lot as well. No matter, the World provides, as he is often wont to say. All will be weel on this grand adventure. After all, there's always something to smile about.
 
Last edited:

Resa

Barbarian1/Fighter1

Gender: Female

Race: Human

Stats:
Str:..18.(+4)
Dex:..14.(+2)
Con:..14.(+2)
Int:..10.(+0)
Wis:..10.(+0)
Cha:...8.(-1)

Hp:21

Initiative:2

Bab:+2

Attack Bonus, Greatsword:.+7(+2+1+4)
Damage, Greatsword:.2d6+6 (19-20x2)

Attack Bonus, Dagger (thrown):.+4(+2+2)...10 ft
Damage, Dagger (thrown):.1d4+4...19–20/x2

AC:.15(+3+2)

Saves:Fort+7,Ref+2,Will+0

Movement:40ft

Skillpoints, Barbarian:20
Skillpoints, Fighter:3
Skills:.................Total..Ranks..Ability mod..Magic
Handle Animal:......1........2........-1....
Intimidate:..........4........5........-1....
Listen:...............5........5........+0....
Ride:.................4.........2........+2....
Survival:............4........4........+0....
Swim:................5........1........+4....
Spot:.................2........2........+0....

Languages: Common

Feats:.1(normal), 1(human), 1(bonus)

Power Attack
Cleave
Weapon Focus (Greatsword)

Gear:
Greatsword.........................50 gp...2d6...19-20/x2...8 lb.

Dagger*3............................6 gp...1d4...19–20/x2...10 ft.....3 lb.

Axe, throwing......................8 gp...1d6...x2...10 ft....2 lb.

Studded leather...................25 gp...+3AC...+5maxdex...–1Acheckpen...20 lb.

Potion of Cure Light Wounds..50gp

Backpack.............................2 gp...2 lb.

Caltrops..............................1 gp...2 lb.

Flint and steel.....................1 gp...—

Rations, trail (per day)*3.....15 sp...3 lb.

Rope, hempen (50 ft.).........1 gp...10 lb.

Waterskin*3.......................3 gp...12 lb.

Whetstone..........................2 cp...1 lb.

Explorer’s outfit..................10 gp...8 lb.

Traveller's outfit.................(free)

2 GP (in mixed denominations)

(160 GP total worth)

71lb , light encumbrance.

Description:
Big, unattractive woman with really bad self-esteem. Shy in social interaction but with a quicksilver temperament that can swiftly turn dark and violent. Slightly psychotic, but she soo tries to be nice.

Height: 5'9"

Weight: 210lb (solid muscle)

Age: 21

Appearance:
The shape of her face would be symmetrical if it wasn't marred by a large, ugly, scar cut from her chin to her left cheek and a poorly mended broken nose. Even without those flaws, however, her pale features would be too masculine to ever be considered attractive by most people. Eyes the colour of mud, partially hidden by her short, nappy black hair, make her no more beautiful. Though when she's enraged they seem almost to burn with murderous fury and hatred.

Clothing:
Undyed explorer's outfit beneath her studded leather. Face hidden by a deep-cowled black cloak. Daggers on her waist and down her boots. A Greatsword almost as long as herself on her back.

Background:
She grew up in the tribe. It was a hard life, but one she was very much suited for. When every day is a struggle for survival health and strength are of greater use than beauty and charm. So she survived where many others died. She was useful, a strong warrior and a good hunter despite her young age, but she was never loved.

She wanted to be loved. When the other young women of the tribe found lovers and husbands she remained alone and frustrated. There was one young man in particular who captured her heart and her desire. Mak, a handsome young warrior, weaker than most but clever and nice. One of the few people who treated her like a friend.

They often went hunting together, and one cold winter day she gathered her courage and asked him the question she had thought of for so long. He laughed and mocked her and said how much the thought of ing her disgusted him. His laughter hit her like a spear through the heart. She was stunned by the power of warring emotions. Then she saw nothing but burning, bloody red.

With his blood staining her hands and clothes she fled the battered corpse trough the snow. Consumed by sorrow, anger and self-loathing she ran for days, taking only the briefest of stops, until she finally ran into an outpost of civilization.

A local merchant saw her obvious strength and hired her as a caravan guard. She was trained in the civilized way of fighting and picked the greatsword as her favoured weapon.

What happened next is of little interest. She spent a few years as a merchant-guard until her latest employer decided to travel across the sea to the new world. Having no reason to stay, she decided to accompany him.

When the ship went down she took what she could of her belongings and grabbed on to an empty barrel. Eventually she drifted ashore.

...
 
Last edited:

Dural Stoneface 2nd Level Monk Alignment: Lawful Neutral

St: 14 +2
Dex:14 +2
Con: 16 +3
Int:13 +1
Wis: 15 +2
Chr: 7 -2

AC: 14 Initiative: 6 (+2 dex +4 improved Init)
HP: 18

Languages: Commen, Dwarven,Goblin

Saves:
Fort:+6 Will: +5 Ref: +5

Dwarf Abilities:
60' Darkvision, +2 vs poisons and spells, +4 AC vs Giants, +1 vs orcs and goblins

Feats:
Improved Initiative
Improved Grapple (monk 1st level)
Combat Reflexes (monk 2nd level)

BAB: +1Grapple: +7 (+1 bab,+2 str,+4 imp. grap.)
Melee: +3 Flurry: +1/+1
Ranged: +3

Dam:
Hand: 1d6+2 x2 crit
Hand Axe: 1d6+2 x3 crit

Skills: Total Rank Stat
Balance: 4 2 2
Climb: 4 2 2
Concentration:5 2 3
Hide: 5 3 2
Swim: 4 2 2
Know(Arcane): 3 2 1
Move Silently: 5 3 2
Craft(metal): 5 2 1 (dwarf +2)
Search: 3 1 2
Escape Artist: 4 2 2
Spot: 5 3 2

Equipment:
Hand Axe 6gp 3#
Monks Outfit 5gp 2#
Backpack 2gp 2#
5 Days Trail Rations 2.5gp 5#
2 Waterskins 2 gp 8#
Rope Hemp (50') 1gp 10#

Total Carried: 30# (light encumberance) Money: 5gp, 5sp

Background:
Dural Stoneface had lived the last 15 years of his life in the Monastary of Green Mountain and had finally passed the requirments to leave and explore the world. What better way to begin, then to leave it all behind and see this new land. Gathering his meager possesions together he managed to talk the captain into taking this humble monk on board (it didn't come easily with cleaning the bilges and killing the rats being part of his passage), but it was worth the price.

Appearance:
Dural presents himself as a quite attentive dwarf but inside his spirit cries for action, his very being impatient. He was terribly scarred in a fire at the monastary, and due to this he is unable to grow more then patchy stubble of hair on his face. He is 4'3 140
 
Last edited:

Larrock Derth

Larrock Derth

Rogue 1/Sorcerer 1

Gender: Male
Race: Human

Stats:
STR: 10/+0
DEX: 18/+4
CON: 10/+0
INT: 14/+2
WIS: 10/+0
CHA: 12/+1
BAB: +1
Hit Points: 8

Attacks:
Rapier +5 melee 1d6, Dagger (silvered) +5 melee 1d4, Short Bow +5 ranged (60ft) 1d6, Dagger (unknown magic) +5+? melee 1d4+?

Special Attacks:
Sneak Attack +1d6

AC: 14 (Dex +4) or 18 (Dex +4, Shield +4)
Saves: Fort+0,Ref+6,Will+2

Movement: 30ft

Skills:
Balance +6 (Dex +4, +2 synergy bonus), Concentration +4 (4 ranks), Climb +4 (4 ranks), Decipher Script +7 (+2 Int, 5 Ranks), Disable Device +7/+9 (+2 Int, 5 ranks, +2 MW tools), Hide +9 (+4 Dex, 5 ranks), Jump +7 (5 ranks, +2 synergy bonus) Open Lock +9/+11 (+4 Dex, 5 ranks, +2 MW tools), Move Silently +9 (+4 dex, 5 ranks), Search +3 (+2 Int, 1 rank), Spot +5 (5 ranks), Tumble +11 (+4 dex, 5 ranks, +2 synergy bonus)

Feats:
Combat Reflexes
Weapon Finesse

Spells per day: 5/3
Spells Known:
0:
Silent Portal (Magic of Faerun)
Mage Hand
Detect Magic
Prestidigitation

1:
Shield
Feather Fall

Gear:
Rapier
Short Bow
40 Arrows
Silvered Dagger
Magic Dagger (Unknown Qualities)
Explorer's Outfit
Backpack
-Potion (Unknown)
-MW Theiv(ahem)Scout's Tools
-Inkpen
-Ink
-Whetstone
-Waterskin
-Bedroll
-Signal Whistle
-Cartographer's Ring (Signet Ring)
-4 Days Trail Rations

Wealth: 4pp, 5gp
Total Weight: 32#

Description:
Larrock is 5'10", 160# with dark brown hair (worn short) and deep blue eyes. He is 25 but could pass for 17. He tends to wear loose clothing in neutral tones - greys and browns mainly - and almost always wears a hat with a wide brim.

Background:
Larrock is from a middle class family and was apprenticed to a cartographer. Unfortunately, he spent most of his time goofing off with friends and chasing girls, learning little of the skills involved in map-making. Desperately trying to get something out of the lad, Larrock's master taught him the workings of locks, safes, trick boxes and other exotica travellers naturally brought to the shop. Larrock found this work much better suited to his taste and practiced with gusto. Eventually, as all young men with lockpicks do, he found himself in a spot. Luckily, he wasn't sentenced to hard labor or the loss of digits. When it was found that he had manifested his sorcerous ability, he was deemed too valuable to cast away. Instead, he found himself assigned to the Royal Cartographer's Exploratory Mission for the Discovery and Charting of the New Lands of Avanta. He was dispached at once to the docks to board the Green Darter, but missed that ship. Not wanting to get in trouble a second time, he hopped on to the Seastrider. Which is how he comes to find himself washed ashore on this isle all alone -
 
Last edited:

Flynn Stormshadow
Ranger 2
Gender: Male
Race: Half-elf
Alignment: Chaotic good

Str 12 (+1)
Dex 14 (+2)
Con 14 (+2)
Int 14 (+2)
Wis 15 (+2)
Cha 10

Initiative: +6 (+2 Dex, +4 Improved Initiative)
BAB: +2
Attacks: Shortsword +3 melee, composite shortbow +4 ranged
Damage: Shortsword 1d6+1 (19-20/x2), composite shortbow 1d6 (20/x3)
AC: 16 (+2 Dex, +4 chainshirt)
Hit Points: 15
Saves: Fort +5, Ref +5, Will +1
Movement: 30 ft.
Skills: Bluff +2, Diplomacy +2, Gather Information +2, Handle Animal +1, Heal +4, Knowledge (geography) +6, Knowledge (nature) +7, Listen +8, Move Silently +5, Search +4, Spot +6, Survival +7, Use Rope +7
Feats: Improved Initiative, Rapid Shot (B), Track (B)
Racial Enemy: Humanoid (orc) +2
Fighting Style: Archer
Misc. Qualities: Immune to sleep, +2 to saves vs. enchantment, low-light vision, elven blood
Languages: Common, Elven, Giant, Gnome, Sylvan, Orc
Equipment: Shortsword, composite shortbow, 100 arrows, chainshirt; explorer's outfit, 50' hemp rope, bedroll, iron pot
Wealth: 38 gp, 4 sp
Look: Wears a brown hooded cloak over his hide armor; black hair, brown eyes; 5'3, 142 lbs; 30 years old.
Background: Flynn Stormshadow was in his early teens when he took to a life in the wilds. Belonging to neither his father's nor mother's people, he struck out on his own, lending his aid to anyone who needed it, living day to day on the rewards of food, shelter, and money he was sometimes given. When he heard that a ship in a nearby port-city was leaving for the new land of Avanta, he was quick to book passage, eager to test his abilities and explore this new world.
 

Lim Duren StillGem

Lim Duren StillGem

Lvl. 2 Fighter
Gnome
Align NG
Male 98 Years old
3'2"
41 Pounds,
Deep Blue Eyes
Light red hair (Loose Curls - about 5" in length)
STR 14 +2
DEX 16 +3
CON 16 +3
INT 10 +0
WIS 10 +0
CHA 10 +0
HP 21
Fort +3
Ref +0
Will +0
Init +3
Bab +2
Move 20'
Languages: Common, Gnome
Race and Class benefits - +2 CON/-2 STR, Small = +1 AC/+1 att/+4 hide, Low Light Vision, +2 against illusions, +1 against kobolds and goblinoids, +4 dodge against giants, +2 listen, +2 alchemy, can cast 0-level spells "dancing lights" "ghost sound" prestiditation"
Feats: Point Blank Shot, Dodge, Mobility
Att: (All weapons are Gnomesized) Shortbow +6 1d4, Longsword +5 1d6+2, Dagger +5 1d3+2
AC 17

T R A
Skills: Hide +7 +0 +4
Listen +2 +0 +2
Alchemy +2 +0 +2
Move Silently +5 +2 +0
Spot +2 +2 +0
Craft(arrows)+2 +2 +0
Equipment:
Travelling Clothes
Gnome-sized Long Sword
Gnome-sized Short Bow
40 Arrows
Gnome-sized Dagger
Gnome-sized Studded Leather Armour
Backpack
Flint and Steel
Belt Pouch
Sack
50ft of Silk Rope
Flask of OIl
Chalk
Heavy Winter Cloak
GP's : 100
Appearance: "StillGem" is a young Gnome adventurer with tanned skin and reddish-blone hair. He's trim and has many scars adorning his arms and chest from his travels/fights. Beads are braded in the hair at his temples and a whispy tri-forked beard grows from his chin that is about 5 inches long. His armour is grey studded leather and his cloak is a deep red. Always seems to be sick, either sniffing every five minutes, or wiping his nose on his cloak.
Background: "StillGem" left his family burrows almost 10 years ago in pursuit of the goblin raiders who came in to his settlement, slew most of the Gnome dwellers and kidnapped his wife. After tracking the Goblins down he slew them all only to find that they had killed his wife in a ghastly ritual. He now searches for a place he can call "home" and where he can feel he can start afresh. The opportunity to find this place seemd to come when the new land Avanta was discovered.
 

Jollunia
Female Human Cleric/Wizard 1st/1st lvl 1000/3000 experience
Neutral Good
Str 14 +2 ..pts 6
Dex 14 +2 ..pts 6
Con 10 +0 ..pts 2
Int 16 +3 ..pts 10
Wis 12 +1 ..pts 4
Cha 12 +1 ..pts 4

Hit Points 10
AC 12, Touch 12, Flat 10
Init +2
BAB +1.25
Speed 20 (base 30, load 71.4/58, No Armor)
Fort +2, Ref +4, Will +5

+3 Melee, Halfspear, 1d6+2, x3
+3 Ranged, Halfspear, 1d6+2, x3, 20'r

Medium, 5'4" tall, 135 lbs, 25 yrs old
White Hair, Pale Blue Eyes, Very Pale Skin

Speaks common, Draconic, Celestial and Aquan

+8 Knowledge(Arcana) (5)
+8 Knowledge(Nature) (5)
+8 Knowledge(The Planes) (5)
+5 Concentration (5)
+10 Spellcraft (5)
+3 Wilderness Lore (2.5)

Feats
-Scribe Scroll
-Extend Spell
-Energy Substitution(cold)

Human Traits
-Medium size
-base speed is 30'
-1 extra feat at 1st level
-4 extra skill points at 1st level and 1 extra skill point at each additional level.
-Automatic language: Common
-Bonus Languages: Any
-Favored Class: Any

Cleric Abilities
-Turn Undead
-Domains: Knowledge and Water

Wizard Abilities
-Summon Familiar
-Scribe scoll as a bonus feat

Spell Prepared
0th- Ray of Frost (x3)(w), Guidance(c), Create Water(c), Detect Magic(c)
1st- Mage Armor(w), Lessor Cold Orb(w), Endure Elements(c), Sheild of Faith(c), Detect Secret Doors(cd)
NOTE: w=Wizard c=Cleric cd=Cleric Domain

Spell Book
0th- All Cantrips
1st- Lesser Cold Orb, Mage Armor, Shield, Magic Missile, Charm Person, Monster Summoning I

Jollunia has always had an affinity for the cold, and believed that her soul has a direct tie to the north wind and the winter that it brought to her lands. She had studied the weather aspect and then the arcane and finally the ultimate sources of the cold, and never grew tired of the ever expanding demands on her to KNOW about it's source. In her study, she found a particular pull towards WIntra (or the appropriate Winter God(dess) in this world), and joined the clergy, hoping to devine more information. She studied until she came to the decition that expereince is the only thing that will teach her more. Thus, when the opertunity to travel to the new land came, she jumped at the opertunity to learn more!

Jollunia seems cold to those that speak to her, as if she has tried to incorporate the spirit of winter into her very personality. This is only half right. Though she does want to become one with the elements of cold and ice, her feeling stem from the loss of her lover in a past adventure. He was a druid, and her main source of knowledge on the natural aspects of her adiction. They had spent hours together, him teaching, her learning, until thier group were over run by goblins. She was able to escape do to a selfless actby the Druid, that took his life. From then on, she's been afraid to express herself, being afraid of hurting herself once more.

Jollunia waers white and light blue, mainly. She tends to wear her hair, shoulder length, tied back with a silk cord that matches the color of the winter sky. She wears a white shirt and breeches with a sash of light blue to emphisises her slim figure. Over her shoulder, she has a hooded cloak that matches the color of her sash, though it's lines in white. Over that is a sm shield with a symbol of Wintra (or whoever) carved on it, unless she is carring a backpack, then it's on her left arm. She tends to carry the halfspear in her hand and uses it more as a walking stick then a weapon.

Traveling Outfitname (worn, -wt)

Halfspear (Right hand, 3wt)
Small wooden Shield (Left Arm, 5wt)

Silver Holy Symbol (Neck, 1wt)

Backpack (center back, 2wt)
Bedroll (below backpack, 5wt)
200' rope (Across shoulder, 40wt)

Waterskin- water (backpack, 4wt)
5 Torches (backpack, 5wt)
Flint & Steel (backpack, .1wt)
Trail Rations- 3 days (backpack, 3wt)
vail of ink (backpack, .1wt)
Inkpen (backpack, .1wt)
Scrollcase (Backpack, .5wt)
paper (10 sheets) (Scrollcase, 1wt)


Coins- 73gp, 2sp, 5cp (pouch, 1.6wt)
 

Remove ads

Top