Remember the Cavindale!


log in or register to remove this ad

Loskeruina Wenmegil

Loskeruina Wenmegil
Nickname: "Loske"
Race: Half-Elf
Gender: Female
Alignment: CG
Class: Ranger 3

Height: 5'8
Weight: 118
Eye: Saline Blue-Green
Hair: Red (long and wavy)
Languages: Common, Elven, Dwarven, Goblin

Hit Dice: 3d10+6 ; (hp 33);
AC 16
BAB: +3
Atk +5 base melee, +5 base ranged;
Init +2;
Spd 30;
XP: 3000/6000
SV Fort +5, Ref +3, Will +3


Ablilites
STR 14 +2
DEX 14 +2
CON 14 +2
INT 14 +2
WIS 14 +2
CHA 10

Feats, Race and Class Skills
Ambidexterity & 2 weapon fighting feats while in light or no armour
Favoured enemy - Giants (incl ogres)
Point Blank Shot, Track (class bonus), Weapon Focus: Longsword.
SQ: Immunity: Sleep (Ex), Low-light vision (Ex); RF: +2 Will bonus
to Enchantment spells, Elven Blood;


Equipment (57.5 lbs, light load)
Armor:
Traveler's outfit

Weapons
Mighty composite longbow +2, Masterwork (600 gp) (16 arrows)

Possessions
Scroll Case, (Heritage name parchment)
Healer's kit
Pouch, belt

Money
PP: 0
GP: 10
SP: 0
CP: 0

Skills
Animal Empathy+2,
Climb+4,
Concentration+4,
Handle Animal+4,
Heal+6,
Hide+7,
Intuit Direction+3,
Knowledge (nature)+4,
Listen+5,
Move Silently+6,
Profession (Bowmaker)+3,
Profession (Fisher)+3,
Search+4,
Spot+4,
Swim+3,
Wilderness Lore+4.

Character Background
Loskeruina Wenmegil, better known as Loske to her friends, past is somewhat mysterious but mostly it’s quite tragic as she was left on the doorsteps of one of the many nameless orphanages n the region of Maissen. She was only a few months old and was not even weaned off her mother’s milk when her abandonment happened. A local human woman who had lost her own child recently would supply the needed milk but would never be a mother. Though she has no idea who her parents where their was one clue. A piece of expensive parchment, Elvish in design, inscribe with her first name, Loskeruina which translated from Elvish is; Flame-red-haired. The gold embossed Elven symbols have been rubbed bear as she is in the common practice of running her fingers over them as if she can trace her heritage threw them… This simple piece of paper is one of her most prized possessions as thinking upon what her parents are or where like is one of the simple pleasure she enjoys out of life.

Loske grew up slowly in the caretaker’s human eyes but was always viewed as a well behaved but distant child as she would rather play quietly by herself than with the other orphans. She would socialize often with travelers as if she was already searching for her heritage at such a tender age. This socializing would allowed her to learn Elven and Dwarven and a bit of goblin that she would latter expand upon. She was what anyone would want from his or her child to be. Be it ethical, athletic, articulate, attractive or just well behaved but still she never did find a replacement for her lost parents and family.

As Loske came to age her fondness for the forest blossomed as her body also blossomed growing tall and slender. She found her solace and happiness that had eluded her at the orphanage in the thick forest of greens and browns. Soon she would spend all of her conscious time in her new heaven returning to the orphanage only for a few hours of sleep each night. If the caretaker noticed her coming and goings nothing was ever said and maybe the caretaker thought it was for the best.

Soon after that, Loske was staying in the forest for weeks completely living off of the land and enjoying ever minute of it. Her combat skills where raw but soon enough they became adequate to defend herself and her new home. She made enough money from fishing and bow making to have the little amount of money she needed but soon her forest seemed small as the Elven blood’s wanderlust soon took effect. In her wanderlust filled heart nothing seemed more interesting as seeing more of the world and with every new adventure the chance of finding her heritage would be one step closer...
 
Last edited:

Dogan "Dog" Stonewarden
Dwarf
Barbarian 1 / Fighter 2

Hgt: 4'4; Wgt: 150; Eyes: Black; Hair: Bald, no beard; AL: CG

Str 16 (20 when Raging)
Dex 14
Con 16 (20 when Raging)
Int 12
Wis 14
Cha 6

SV: Fort +8 (+10 vs Spells or Poison) (+10 when Raging) (+12 when Raging vs Spells or Poison)
SV: Refl +4 (+6 vs Spells or Poison)
SV: Will +4 (+6 vs Spells or Poison) (+6 when Raging) (+8 when Raging vs Spells or Poison)

Atk: +7 melee (1d4+2/20x2, Gauntlet (Spiked, Masterwork))
Atk: +9 melee (1d4+5/20x2, Gauntlet (Spiked, Masterwork)) when Raging

AC: 15 (Studded Leather (Masterwork))
AC: 13 (when Raging)

HP: 38
HP: 44 when Raging

SA: Darkvision
SA: Stonecunning
SA: +2 on saves vs. Poison and Spells
SA: +1 attack vs. Goblinoids and Orcs
SA: +4 AC vs. Giants

Feat: Improved Initiative
Feat: Iron Will
Feat: Lightning Reflexes
Feat: Quick Draw

Skill: Climb +9
Skill: Jump +9
Skill: Listen +6
Skill: Wilderness Lore +6
Skill: Spot +2
Skill: Swim +6

EQ: Bag of Tricks (Gray)
EQ: Feather Token (Whip)
EQ: Gauntlet (Spiked, Masterwork)
EQ: Potion (Cure Light Wounds) x 4
EQ: Potion (Enlarge at 5th Level)
EQ: Sack
EQ: Studded Leather (Masterwork)
EQ: Greatclub

Coin(s): 19 gp

In his youth Dogan traveled with his clan to survey a possible mine site discovered in a nearby mountain pass. He remembers little except for a loud rumbling, falling boulders, and a sudden, painful impact. He is the sole survivor of that doomed survey mission.

Upon awakening, Dogan found himself in a steel cage rolling down the far side of the mountain pass. He could see other cages, ahead and behind, but none of his clan occupied them. Frantic to learn what had befallen his people he called out to those around him. They quickly related the horrible tale to him.

The slavers had seen the dwarves coming up the pass and had looked about for a spot where they could start a landslide. The plan had been for the landslide to block the pass behind the dwarves, giving them no room to retreat. Instead, the rockslide had rolled directly over them, leaving only Dogan alive. Dogan wept and vowed revenge for the murder of his family. As a reminder to him of that vow, Dogan shaved his head and beard, and keeps it that way to this day.

The two months spent rolling in his cage seemed like nothing compared to the 4 months spent on the slaver ship. Day after day of rocking to and fro, chained to a beam, as the ship made for its' destination. Food, when given, was moldy or rotten. Dogan watched many of the weaker elves and humans die, from a lack of food, or from eating the food given to them. His dwarven toughness was all them kept him alive.

Four months into the voyage the skies darkened and rain pounded down from the heavens. The sea turned violent and Dogan sat listening to the ship creak as each wave pounded into its' hull. Each wave seemed stronger than the last and Dogan quickly realized that the ship would soon break up under the onslaught.

Dogan called out to those chained with him to pull, and pull they did. Their fear of drowning, combined with the weakening of the beam by the wave action, gave them the strength that they need to break free. Dogan moved quickly to the bulk storage hold of the ship where he found the gear taken from him when captured. He also found other bits of interesting gear as he searched for his own. Having collected his gear, he moved out onto the main deck looking for a way to escape and was washed overboard.

Once again, Dogan awoke in unfamiliar surroundings. Like a piece of driftwood, he found himself deposited upon a wide, sandy beach seemingly devoid of life. As he sat pondering his actions, bits and pieces of the slaver vessal also began collecting on the beach. Food, supplies, and a large quantity of wood soon littered the beach.

Dogan spent close to a year on that sandy island, living off of the slavers supplies, until he was rescued by a passing military vessal. A vessel bound for a new land, well armed and ready to defeat whatever they faced, with the prospect of glory and ownership of lands made newly safe by their allies.
 
Last edited:

Edward Talmed has always been a wanderer. He had an insatiable curiosity as a boy and was eager to indulge it. Wandering into the woods was another favorite activity of Edwards and the discouragement from his parents did not deter him. At the age of 18, Edward became enamored with a cleric of Fharlanghn that was passing through his town. Hearing the many tales of the clerics exploits, Edward asked the cleric if he could travel beside him. The cleric accepted and together they set off on an endless journey.

It has been 10 years since he left his hometown. During these years, the cleric taught him the ways of Fharlanghn. In time Edward took upon himself the dame responsibilities as his friend, he became a cleric. The elder cleric died 2 years ago, leaving Edward to continue the journey. These past 10 years Edward has kept infrequent contact with his family; this is how he knew they moved to the newly settled colony. The recent problems in the area have made him worry about his family’s future. The promises of land, a future gift for his family, also contributed to Edward returning to Maissen to join the reconnaissance patrol.

Edward Talmed Human Male Cleric of Fharlanghn 3

Age: 28
Height: 5’ 11”
Weight: 176 lbs
Eyes: Brown
Hair: Short, curly, and brown
Alignment: Neutral Good
Level: 3
Exp: 3000
Next Level: 6000

Known Languages: Common, Giant

Str 14 Dex 12 Con 14 Int 12 Wis 16 Cha 10

Fort +5 Ref +2 Will +6

Armor:
Shield: Masterwork Buckler
AC: 12
Flatfooted: 11
Touch: 11

Hit Points: 26

Initiative: +1
BAB: +2
Melee AB: +4
Ranged AB: +3

Weapons:
Masterwork Morningstar +5 1d8+2
Light Crossbow +3 1d8

Skills: (rank + ability)
Concentration 6 (4 + 2)
Listen 5 (2 + 3)
Spellcraft 5 (4 + 1)
Spot 5 (2 + 3)

Armor Check Penalty: 0

Feats: Empower Spell, Extend Spell, Spell Focus (Enchantment)

Abilities: Turn Undead, Travel Domain Power, Luck Domain Power

Equipment:
Masterwork Morningstar 308gp 8lb
Light Crossbow 25gp 6lb
Masterwork Buckler 165gp 5lb
8 scrolls of Cure Light Wounds 200gp
2 scrolls of Cure Moderate Wounds 300gp
1 scroll of Lesser Restoration 150gp
Silver Holy Symbol 25gp 1lb
Belt Pouch 1gp 1lb
40 bolts 4gp 4lb
Traveller’s Outfit 5lb


Level 0 Spells
Spells per Day: 4
Light
Detect Magic
Read Magic
Create Water

Level 1 Spells
Spells per Day: 3+1
Cause Fear
Bless
Divine Favor
Expeditious Retreat

Level 2 Spells
Spells per Day: 2+1
Hold Person
Bull’s Strength
Locate Object
 
Last edited:

Cale Tomen
*****
Race: Halfling
Alignment: CG
Class: Rogue 2 / Transmuter 1
Height: 2' 11"
Weight: 33 lbs.
Eyes: Hazel
Hair: Brown
Languages: Common, Halfling, Elven, Orc, Draconic, Goblin

Hit Dice: 2d6+1d4 (13 hp)
BAB: +1
AC: 16 (Touch 15, FF 12)
Saves: Fort: +1, Ref: +8, Will: +4

Abilities: (after racial adjustment)
-----
Str: 6 -2
Dex: 18 +4
Con: 10 0
Int: 18 +4
Wis: 12 +1
Cha: 8 -1

Feats:
-----
Proficient with the following weapons: Crossbows, Club, Quarterstaff, Dagger (any type), Dart, Light Mace, Sap, Shortbow (normal

and composite), and Short Sword
Proficient with Light Armor
Scribe Scroll
Point Blank Shot
Rapid Shot

Equipment:
-----

Bracers of Armor +1 (900 gp)
Masterwork Light Crossbow (335 gp)
Light Mace (5 gp)
30 Bolts (3 gp)
2 Daggers (4 gp)
Beltpouch (1 gp)
Pearl of Power, 1st level (1,000 gp)
68 gp
Backpack (2 gp)
Grappling Hook (1 gp)
50' of Rope (silk) (10 gp)
Spellbook (15 gp)
Masterwork Thieve's Tools (100 gp)
5 Flasks of Acid (50 gp)
2 Vials of Antitoxin (100 gp)
Spell Component Pouch (5 gp)

Attacks: Light Crossbow +8 (+7 outside of 30') (1d8, 19-20,x2), Light Mace +0 (1d6, x2), Dagger +0 (1d4, 19-20 x2), Dagger(thrown)

+7 (1d4, 19-20 x2)

Skills:
-----
Craft Trapmaking 4/+8
Climb 6/+6
Disable Device 6/+12 (+10 w/o masterwork tools)
Hide 6/+14
Listen 6/+9
Move Silently 6/+12
Open Lock 6/+12 (+10 w/o masterwork tools)
Search 5/+9
Sleight of Hand 6/+10
Spellcraft 5/+9
Use Magic Device 5/+4
Use Rope 5/+9

Spells:
-----
Level 0 known: All, except enchantment and abjuration schools
Level 1 known: Mage Armor, Magic Missile, Magic Weapon, obscuring Mist, Spider Climb,Unseen Servant

Spells per day:
-----
5 zero level (one must be transmutation)
3 first level (one must be transmutation)

Special:
-----
Raven familiar, named Shadow, whom speaks Common
+1 attack bonus with thrown weapons
+2 bonus on saving throws against fear
Sneak Attack +1d6
Evasion

Backgroud:
-----
Born and raised in a small Halfling settlement just outside of Maissen, Cale was always insatiably curious. He voraciously read as a youngster, but there were not many books to be had in his village, and not much to do period. Soon, he wanted to see the world. He left Maissen, despite his families pleas that he stay. He promised to return often, and has tried to hold to his word, but it's hard sometimes. He explored Maissen for some time, taking up residence there for a couple of years, but still he itched to see the world. It was this itching that led Cale to become a sailor. As a sailor, though, he fell into some unsavory crowds and has taken to moving quietly and silently to keep out of trouble. With several trading cartels forming, Cale quickly found his skills as a spy invaluable to his trading company.

For his fellow sailors, Cale always provides top notch intelligence of what the other boats in the area are up to and keeps them well informed of what deals are to be had where. In exchange, when the ship docks Cale is given a day or two reprieve from his usual duties as a sailor and he uses this time to find libraries and such to find new books, and useful tidbits about the region. It was through these endeavors that Cale became interested in Arcana. Soon, he was a sailor most of the time and a new wizard whenever he could get into town to research magic.

When Cale heard about the recon patrol heading to the new continent, he leaped at the chance to learn about a new culture and to possibly build some more arcane knowledge. He offered his services as a sailor and spy and was accepted. It was with great anticipation that Cale boarded the ship that was to take him to the new continent. But, even if he'd known what was going to happen, he suspects he still would have boarded that ship. Forget the danger, never in his life has he had such an adventure.
 

Swift
Male Elf Monk 3

Str 14 (+2)
Dex 16 (+3)
Con 10 (0)
Int 10 (0)
Wis 17 (+3)
Cha 9 (-1)

AL: LG

BAB: +2

AC 16, Flat Footed 13, Touch 16
HP 18

Speed 40 ft.

Saves:
Fort: +3
Ref: +6
Will: +6

Feats/Class Features:
Dodge
Mobility
Stunning Attack
Evasion
Defelct Arrows
Still Mind

Skills
Hide +7
Listen +7
Move Silently +7
Tumble +9
Spot +7
Swim +4

Unarmed Attack: +4, Damage 1d6+2
Flurry of Blows: +2/+2, Damage 1d6 +2
Nunchaku: +4, Damage 1d6+2

Possesions:
Nunchaku
Monk Robes

As for his back story, I'm going to delay posting it, since Swift would be very unlikely to tell anybody about his past. If it's really important to anybody I can post it, but I just want to maintain a break between Player and Character knowledge.
 

Jobis Swifthand
Male Half Elf, Rogue 3

Age: 27
Height: 5'6"
Weight: 150 lbs
Eyes: Green
Hair: Short, unruly, dark brown
Alignment: Chaotic Good
Level: 3
Exp: 3000
Next Level: 6000

Str 10 (+0)
Dex 18 (+4)
Con 12 (+1)
Int 14 (+2)
Wis 10 (+0)
Cha 14 (+2)

Combat
Speed: 30ft
Base Attack Bonus: +2
Melee Base Attack Bonus: +7
Ranged Base Attack Bonus: +6
Initiative: +4
AC: 18 (+4 Dex, +3 Armor); FF 13; Touch 14
HP: 17 (3d6+3)

Saves
Fortitude: +2
Reflexes: +7
Will: +1 (+3 against enchantments)

Skills [ranks in brackets]
Bluff: +8 [6]
Decipher Script: +3 [1]
Diplomacy: +7 [3]
Disable Device: +10 [6] (8 w/o MW thieving tool)
Disguise: +8 [6]
Escape Artist: +5 [1]
Forgery: +5 [3]
Gather Information: +6 [0]
Hide: +10 [6]
Listen: +1 [0]
Move Silently: +10 [6]
Open Lock: +12 [6] (10 w/o MW thieving tool)
Search: +5 [2]
Sense Motive: +3 [3]
Sleight of Hand: +6 [2]
Spot: +3 [2]
Tumble: +5 [1]
Use Magic Device: +8 [6]

Feats
Combat Expertise, Improved Feint, Weapon Finesse(Rapier)

Languages
Common, Elven, Draconic and Gnoll.



Equipment :

Masterwork Rapier, +7 melee, 1d6 damage - in scabbard at belt
Studded Leather Armor - worn
Black Cloak - worn
4xDagger, +6 melee and ranged, 1d4 damage - 3 hidden in cloak, one in boot
Crossbow, light +6 ranged, 1d8 damage - in backpack together with 10 normal and 5 silver tipped bolts
Masterwork thieving tools - belt
Candle - backpack
4xOil, flask - 3 in backpack, one at belt
Alchemist's Fire - backpack, extra secured
4xsunrod - 3 in backpack, one at belt
20xtindertwig - 17 in backpack, 3 at belt
2xsmokestick - belt
60' Rope - backpack
4xRations, trail - backpack
Potion of cure light wounds - belt
Wand of Magic Missile (CL 1) - belt
Wand of Cure Light Wounds - belt
Scrolls: 1xAlarm, 1xcomprehend languages, 1x featherfall, 1xtrue strike, 1xshatter, 1xsilence, 1x see invisibility - all in scrollcase in backpack, except for the scroll of featherfall, which is kept in an inner pocket of the cloak

bedroll, spare tunic, etc - backpack


Jobis Swifthand was born as the son of Malak the Smith and the elven maid Evarindia. The unusual couple caused many raised eyebrows in their home village and when another smith opened his workshop, their income fell victim to the latent prejudices of the simple villagers.

Trying to get work in one of the larger cities they traveled over land and finally arrived in <some city name>. Malak was able to find work as assitant to a smith and was content to do simple work in order to keep his family alive.

One evening, though, he was robbed and heavily wounded in the attempt of resistance. Shortly afterwards he died forcing Jobis to secure the families survival as his mothers herbal knowledge was great, but focused on the herbs of the woods, not those of the cities.

Soon Jobis discovered, that while legal work was somewhat more secure, illegal activities brought in much more and required much less work and within one decade he had grown from a young frightened boy into a self-assured, skilled and often flamboyant thief and con-man.

But of course no lawbreaker can always have luck and so one day Jobis was caught trying to pull a especially daring stunt to procure the money for his sick mother's treatment, who after her husbands death had lost her will to live.

Faced with the alternative of forced labour and prison and having promised his mother on her dying bed to become a better person, he agreed to employ his unique talents in the service of the army, where he is now.
 
Last edited:

Jak Ogresticker

Giljak “Jak” Ogresticker, 3rd level Dwarven Ranger

Height: 4’3” ; Weight: 175 lbs; Hair: Bald. Black beard shaped into a goatee.
Eyes: Grey; Skin: tanned, as from a lot of time outdoors.
Size: Medium; Base Speed: 20’; Alignment NG

Str 16 (+3) (10pt)
Dex 13 (+1) (5pt)
Con 15 (+2) (5pt, race +2)
Int 10 (0) (2pt)
Wis 14 (+2) (6pt)
Cha 10 (0) (4pt, race -2)

Saves: Fort +5, Ref +2, Will +3
BAB+3
HP 28
AC 11 (touch 11; flat footed 10; vs giants 15)
Init: +1

Racial abilities (in brief)
Darkvision 60’
Stonecunning
+2 on saves vs poison, spells, & spell like effects
+1 to attack orcs and goblinoids
+4 dodge vs giants (incl ogres)
+2 Appraise & Craft (metal or stone work)

Class abilities (in brief)
Track feat
Favoured enemy - Giants (incl ogres)
Ambidexterity & 2 weapon fighting feats while in light or no armour

Feats
Alertness (+2 on Listen and Spot checks)
Dodge (+1 ACD bonus against 1 designated foe)

Skills:
Hide 5 (4 ranks + Dex)
Listen 8 (4 ranks + Wis + Alert)
Move Silently 5 (4 ranks + Dex)
Search 4 (4 ranks)
Spot 8 (4 ranks + Wis + Alert)
Wilderness Lore 6 (4 ranks + Wis)

Weapons
Masterwork Battleaxe ( Att +7; dmg 1d8+3; crit x3; wt7)

Armour


Gear


Background:

Jak grew up in a small dwarven military outpost in the forests not too far away from Maissen, the son of a Royal Scout. Raised to follow in the family tradition, he was taught special tactics against the Ogres and Hill Giants that marauded the area. His was a happy childhood.

Five years ago, the outpost was recalled, and all personnelle with it. But Jak elected to stay in the land he had grown up in, and as he had not yet actually joined the ranks of the military, he was permitted. In parting, his father gave him the battleaxe that Jak’s great grandfather had been awarded by the kingfor exemplary service.

In time, Jak grew bored, so began wandering the land, sometimes acting as a bounty hunter, sometimes defending small villages from the monsters of the area. When he heard o fthe new opportunities across the sea, he jumped at them.
 
Last edited:

Kelkan Softfeet

Kelkan Softfeet
Male Halfling, Wizard 3

Age: 25
Height: 3? 2?
Weight: 34 lbs
Eyes: Black
Hair: Long, black, in several small braids
Skin: Deep tan
Alignment: Chaotic Good

Str 8 (-1)
Dex 18 (+4)
Con 12 (+1)
Int 16 (+3)
Wis 12 (+1)
Cha 10 (0)

Combat
Speed: 15ft (medium encumbrance)
Initiative: +4
Base Attack Bonus: +1
Melee Base Attack Bonus: +0
Ranged Base Attack Bonus: +5
AC: 15 (+4 Dex, +1 Size); FF 11; Touch 15
HP: 12 (3d4+3)

Saves
Fortitude: +3
Reflexes: +6
Will: +5 (+7 against fear)

Skills [ranks in brackets]
Alchemy________________+5 [2]
Bluff cc_______________+2 [4/2]
Climb _______________+1 [0]
Concentration__________+5 [4] (+9 with combat casting)
Hide___________________+8 [0]
Jump___________________+1 [0]
Knowledge (arcana)_____+7 [4]
Knowledge (history)____+4 [1]
Knowledge (geography)__+4 [1]
Knowledge (the planes)_+4 [1]
Listen cc______________+5 [2/2]
Move Silently cc_______+6 [0]
Spellcraft_____________+8 [5]
Spot cc________________+2 [2/2]
Swim cc________________+1 [4/2]

Languages
Common, Halfling, Giant, Auran and Draconic.

Feats
Scribe Scroll (class feature), Combat Casting, Silent Spell

Familiar: Nostalgia, smaller than average raven familiar knowlegeable in the Giant language.

Equipment (Carry: up to 19lb; 20-38lb; 38-60lb) 2?700gp
all gear is in the form "name" "price" "weight" "location"

Club +0 melee, 1d6 damage
---0gp 3lb stuck behind belt to the left
4xDagger +0 melee or +7 ranged, 1d4 damage
---4x2gp 1lb 1 in boot, 3 on backside of belt
Crossbow, light +5 ranged, 1d8 damage
---35gp 6lb usually in hand
---Bolts (10, 1gp, 1lb) strapped to right leg


Backpack______2gp____1/2lb____back
Bedroll_________1sp____1 1/4lb____over backpack
4xCandle_______4x1cp___*________3 in backpack, 1 in belt pouch
Case, scroll_____1gp____1/2lb____slung across back, between body and backpack
2xChalk________2cp_____*____belt pouch
Flint and steel___1gp_____*____belt pouch
Ink____________8gp_____*____backpack
Inkpen_________1sp_____*____pocket
Lantern, hooded_7gp____2lb____suspended outside backpack
2xOil, flask_____2sp____2lb____1 in backpack, 1 in belt pouch
2xParchment____4sp____*____scrollcase
Pouch, belt_____1gp____1/4lb____belt, front, over left leg
4xRations, trail__20sp___1lb____backpack
Sack__________1sp____1/2lb____backpack, folded
Sack (small)____1sp____1/8lb____backpack, folded
Soap__________5sp____1lb____backpack
Torch_________1cp_____1lb____backpack, sticking out
Waterskin______1gp____1lb____across body, in front

Spell Comp. Pouch_5gp____3/4lb____belt, front, over right leg
Spellbook________15gp____3/4lb____backpack

Explorer's outfit____*____*____worn

3xAlchemist fire___60gp____3 3/4lb)____1 in belt pouch, 2 in backpack
Tanglefoot bag____30gp____4lb____backpack
3xAntitoxin_______150gp____*____1 in belt pouch, 2 in backpack
2xSunrod_________4gp____*____backpack, sticking out
Dagger, silvered___10gp____1lb____belt, stuck behind component pouch

2xPotion of Cure light wounds 2x50gp belt pouch

Scrolls
All scrolls are in the scrollcase with their names delicately inked in common on the outside

4xProtection from Evil 100gp
2xMage Armor 50gp
2xSpider Climb 100gp

Protection from Arrows (copied) 550gp
Alter Self (copied) + 1 scroll 700gp

2xDispel Magic 750gp

TOTALS: value 2'690gp 5sp 9cp weight 37+1/4+1/8lb (medium encumbrance)

Spare wealth: 1cp 4sp 9gp

-----------------------------------------------
Background
Stories of far away journeys and flashy magic were the only enticing aspects of Kelkan's boring childhood in a village off most trading ways. Caught by intense wonderlust as a young man, Kelkan left his hometown in the dead of the night, leaving only a vague letter of goodbye to his parents. Kelkan found his way to a large city but the only occupation he found himself hired to was as assistant to a scribe in the lowliest part of the city. After some years there Kelkan was hopelessly bored again and in a daring action, snuck into an old wizard's laboratory. Alerted by his magical wards, and even more so by the sound of broken glassware, the wizard came to the lab to find the young halfling pouring over some notes from his alchemy experiments, pronouncing strange components' names loudly and gesticulating maddly.

When inquired how he had gotten there, Kelkan had the courage to warn the wizard to back away as he was a powerful mage and had teleported to the lab. Amused and intrigued by the small lad, the wizard offered to trade in lore of the arcane with the halfling and managed to trick Kelkan in learning some rudiments of magic before the night was over. Surprised by the youngman's fast learning, the wizard ended the charade by the morning when the guard came, called by the mage the previous night. The aging wizard presented himself to the halfling as Magus Murmur and gave him the option of settling a formal contract of apprenticeship or being hauled over to prison by the guard for entering his lab and damaging his property.

Without much of a choice, Kelkan became Murmur's apprentice and found a harsh, although wise and stimulating master in the arcane arts. After two years of training, Kelkan completed two exploratory quests for his master in company of Murmur's prior apprentice, a young man called Urdran. The quests were only to nearby caves. Finding the mage's ambitions short and himself more than once at odds with Urdan, Kelkan politely left the company of Murmur and sought for another patron.

A young wizard seeking to fill his purse and lusting to brave new lands, Kelkan was pleased of hearing there would soon be a kingdom sponsored recruiting to join the battle at Maissen. Kelkan seized the oportunity and spent two months preparing for the journey, sharpening his senses, studying arcane secrets of subterfuge and awareness.

Finally coming to terms with the selection for a familiar, Kelkan called Nostalgia, a crow, and eargerly studied the elven language with her. Finding his small size and inquisitive nature more appropriate to joining the kingdom's scouts, Kelkan spent the last week before the journey learning to swim. Never would he have expected that skill you be so important.

Kelkan a leather jerkin uder his pitch black robes embroidered with tiny white dots for stars. His long hair is braided into several small strips. Kelkan's skin is naturally tan, and of an ever deeper shade since his recent, long outdoors training. Kelkan likes pies and collects engraved smoking pipes, he dislikes bullies and mistrusts sorcerers. Kelkan has a slight prejudice against half-breeds but tries to avoid generalizing and he has a biased perception of Outsiders as not entirely living, free thinking individuals.

-----------------------------------------------
Spellbook (50 pages filled)
0-level (DC 13)
Resistance
Ray of Frost
Detect Poison
Daze
Flare
Light
Dancing Lights
Ghost Sound
Disrupt Undead
Mage Hand
Mending
Open/Close
Arcane Mark
Detect Magic
Prestidigitation
Read Magic

1st level (DC 14)
Comprehend Languages
Charm Person
Magic Missile
Shield
Spider Climb
Message
Summon Monster I
Identify

2nd level (DC 13)
Invisibility
Detect Thoughts
Protection from Arrows
Alter Self
 

Solomon Kreel

Solomon Kreel

Male Half orc barbarian

Character Name : Solomon Kreel
Character Race : Half Orc
Character Class : Barbarian
Alignment : Neutral Good
Deity : Kord

Gender : Male
Age : 17
Height : 6’4”
Weight : 230
Eyes : Grey
Hair : Black

Character Level : 3
EXP Points Gained : 3000
EXP Needed For Next Level : 6000

Known Languages : common, orc

-------------------------------------------------------

Strength : 20
Dexterity : 14
Constitution : 14
Intelligence : 8
Wisdom : 8
Charisma : 8

-------------------------------------------------------

Armor Class : 16 (scale mail, dex)

Flatfooted Armor Class : 14
Touch Armor Class : 12

Hit Points : 35

-------------------------------------------------------

Save vs. Fortitude : 5
Save vs. Reflex : 3
Save vs. Will : 2

Special Save Notes :

-------------------------------------------------------

Initiative Modifier : +2

Base Attack Bonus : +3

Melee Attack Bonus : +8

Ranged Attack Bonus : +5

Special Combat Notes : berserk rage

-------------------------------------------------------

Weapons :
Masterwork Great Sword +9 (2d6)+7

-------------------------------------------------------

Skills :

Name/Total Mod (Ability) ** # Ranks taken

Handle Animal/5 (Cha) 6 rank
Jump/9 (Wis) 4 ranks
Swim*/9 (Str) 4 rank
Climb*/9 (Str) 4 ranks

* Armor Check Penalty Applies
-------------------------------------------------------

Feats : toughness, iron will

-------------------------------------------------------

Racial and Class Skills, Abilities & Features : darkvision, 40” base move, uncanny dodge, Rage 1x/day

-------------------------------------------------------

Equipment & Gear (include weight of individual items and total weight) :

Item Cost Weight Location
Masterwork Greatsword 350 15 back
Travelers Outfit 0 5 pack
50' silk rope 10 5
2 thunderstones 60 2
2 Tanglefoot bags 100 8
Black opel neclace 1000 0
scale mail

-------------------------------------------------------

Money : ___PP 85 GP 7 SP ___CP

-------------------------------------------------------

Base Speed : 40 feet

Normal Speed (including penalty for armor or encumbrance load) : 30 feet

AC Check Penalty (for armor or encumbrance load, whichever figure is worse) : -2

Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) : +4

-------------------------------------------------------

Character History : Solomon Kreel was born of an orc slave woman, captured by his barbarian tribe. He doesn’t know who his true father is, no one does, for many of the warriors had their way with his mother after she was captured. This tribe exists on the edge of civilization, where battles with orcs is a regular occurrence. When he was born, and it was evident that he was only half-orc, the tribe took him from his mother and gave him to a human wet nurse to raise. For a name, they decided to name him after a warrior who had recently died, and who had as good a chance as any to be his father.

Solomon grew up fast, as half-orcs do. There were numerous half-orcs in the tribe, so he was not particularly looked down upon. Two things singled him out, his great strength, and his gentle nature. Solomon liked children and animals. He enjoyed the outdoors, but only tolerated all the martial training. Realizing his simple, but good nature, the local priest of Kord took him under his wing. This cleric, Tornwhistle by name, worried that the simple-minded Solomon would be swayed to evil deeds by the less scrupulous members of the tribe. He taught him to be careful of people, and pay attention to their actions more than their words. Solomon grew to love and admire this old man, though he never thought much of all the emphasis on valor and honor. He was much more interested in surviving and helping those less powerful than himself.

As often happens in small tribes, the forces of Erythnul gained the upper hand in the tribe. Tornwhistle was mysteriously slain and Solomon started to feel very uncomfortable with the state of the tribe’s leadership. One night, under the cover of darkness, he took a horse and left, looking for another wise mentor to keep him on the right course, while questing for power and right.

Solomon headed east, and was hired on sight as a merchant guard for a prosperous merchant named Sven Leifguard. Sven soon began to trust the gentle giant. He bought his the best armor and weapons he could, and entrusted him with sensitive cargo. But the trust did not go both ways. Sven was a wordly man, fond of fine wine and young women. Solomon soon grew wary of his patron, and his callous treatment of his animals and employees. Upon a trip East, Solomon disembarked at the end of the caravan, to search for a new life and patron. He soon found work in the only occupation he knows, as a warrior. Recruited for a LRRP mission, he headed East on board a ship.
 
Last edited:

Remove ads

Top