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(PCs) Dangerous Legacy

Vendetta

First Post
Here is the Rogue gallery and character creation process for Dangerous Legacy. Should you have any questions, please post them in the OOC thread. Please only post your character for this game in this section.

Thank you.

Character Creation:
Only races from the PHB
Any base class from the PHB, Expanded Psionic Handbook, Complete Divine, Complete Warrior and Complete Arcane. Prestige classes can become available as characters level up.
Level: 1
Point Buy: 35 points.
Max gold for class.
Alignment: Characters SHOULD be of good alignment. While a character of another alignment could work out in the adventure, there will come a time down the adventure where it will be VERY advantageous to be good and you will wish you were of good align at that time.

All characters get an extra feat. This feat is limited to general feats and should be described as a feat that the character gained while growing up.

Additionally, all characters may choose 2 skills that will always be considered “Class skills”. These skills are considered to be something the character has always been, and always will be, interested in. However, if you chose something that is “Trained only” then you must be a class that has that skill on its skill list. ((This is a great way to add a couple extra skills to your character or to ensure that at least two skills can always be increased for those who chose to multi-class.

I’ll also be adding something to the game called Luck Dice. Luck dice are set by race and are rolled rarely, generally only when an Ability roll would be made but which ability to assign is not obvious. Luck can be both good and bad and some races are more subject to luck than others. When luck dice are rolled, the highest number possible for the die results in good luck while rolling a 1 on the die results in bad luck. The larger the die, the less likely luck will play into the situation.

For example. Dwarves are not often subject to luck or chance. Their luck die is 1d10 (Rolling a 10 means good luck, 1 bad luck and 2-9 means luck does not come into it) while a human is much more susceptible to the effects of luck, having a 2d6 Luck Dice.

In the case of multiple dice, rolling both a 1 and the highest number (a 6 in the case of humans) cancels each other out and there is no luck, good or bad. If two 1s are rolled, the luck is even worse and likewise, if both roll the highest number (two 6s in the case of humans) then the good luck is even better.

For your histories, you should note that ALL beginning this adventure will start in the city of Tev’El Rhoe. It is a small but tolerant town where many races live together in peace, which is rather rare in Enber. Your character has either come there recently, moved there some time ago or grew up there. (That choice is up to you… as well as the “Whys” and “Hows” of it)

Tev’El Rhoe is on the western side of Enber along the Tuskan River in the foothills beneath the massive mountains that make up the Enber Valley
(Map to come)


The Races
(All races are as shown in the PHB with the exception of the extra feat and the luck dice. A brief description is also given for how these races are within this campaign world.)

Human
Luck Dice: 2d6 (The lives of humans are often swayed by luck)
(Yes, humans start with 3 feats)
Humans typically live around the shores of Lake Enber or along the rivers that feed it. They have several large cities on the lake and trade extensively. No race is as industrious as humans. They have vast farms and often produce in excess of what they need of a given item. They then trade what they have in excess for things they need. Most races see this as a rather foolish way to do things. Why grow corn and trade for tomatoes and rice when you could just grow tomatoes and rice as well? But their system has proven to be extremely effective. Humans worship a complex pantheon of gods in much the same way as ancient Greece did. The gods of the humans generally hold sway over areas, cities or groups of people. For simplicity sake, we’ll just use appropriate “human” gods found in the PHB.

Humans generally have some degree of prejudice against the other races due to an inherent distrust of all things they do not know. Humans are so varied that they do not have a typical alignment as most races do.

Dwarf
Luck Die: 1d10 (The lives of dwarves are rarely swayed by luck)
Dwarves in Enber generally come from Hammerforge, the dwarven capital city in the Kalmar Valley in north western Enber. Most dwarves live their entire lives underground, having a bad taste in their mouths from the “overland” races. However, trade is still done with the overlands. They follow a Norse like pantheon of gods led by Oberon, the Father of The Law, the code by which the Dwarves live, and one of the “Founder Gods.” Dwarves have a deep love for Hammerforge and will do anything to protect it.

Dwarves, like humans, have an inherent distrust. While humans distrust the unknown, dwarves distrust anything that is not dwarven; weapons, armor, furniture, other races, even caves not made by dwarves. Dwarves are also extremely loyal as well as grouchy (at least in the eyes of other races). Most dwarves will be Lawful Good, in accordance with The Law.

Elf
Luck Die: 1d8 (Elves are not swayed by luck as much as most races are. As well, elves do not believe in “luck” but rather “fate.”)
Elves in Enber generally hail from a thick woodland area in north eastern Enber called Thel’Luthia. They are a warm, friendly race that generally cares about Enber as a whole and especially nature and things natural. They have a kind of monotheistic religion that worships Thel’Lorean (Yes, the elven capital city was named for him), father of the Elves and son of Thorus Odara, one of the “Founder Gods.” In recent times, worship of Thorus Odara himself has grown. But even those elves that worship Odara still follow the path of Thel’Lorean; artist, scholar, teacher and romanticist.

Elves, being the longest lived of the races, remember more clearly, times when the races lived in harmony and do not hold the same grudges against each other that the other races do. Yet, despite their tolerance, they generally consider themselves the most superior race of all because of the beauty they create, the length of their lives and their natural grace.

Elves are generally Neutral Good in alignment, believing strongly in peace, love, and scholarly or artistic pursuits.

Half Elf
Luck Die: 1d6 (Half elves are not as swayed by luck as humans, but more so than elves, having a sort of “typical” level of luck.)
Half Elves are generally looked down upon by their heritage. Both elves and humans consider intermixing with other races rather inappropriate. But sometimes, elves and humans can fall deeply in love with each other and are physiologically compatible to create offspring. Consequently, half elves rarely ever feel part of either race and often lead lives of exiles and outsiders. But, they usually feel more pull to human lifestyles since humans are far more varied than elves, granting a tiny bit of social moment.

Half elves are like humans and have not typical racial alignment.

Halfling
2d8 (Lucky; Rolling a 7 or an 8 results in good luck, thus having a greater chance at good luck than bad luck. Halflings are very lucky.)
Halflings hail from the Lomis Valley along the western shore of Lake Enber. The valley is dotted with many small Halfling villages, the main village being Bobbit, where their King lives. Halflings are happy-go-lucky and rarely leave their homes unless curiosity just gets the better of them. They all enjoy lives of leisure, fun and celebration.

Halflings generally worship a goddess similar to Yondalla from the PHB… so for simplicity sake, we’ll just use here. Halflings generally refer to her as “The Provider” and often credit their good fortunes to her intervention.

Half-Orc
1d10 (Unlucky; Rolling a 1 or 2 often results in bad luck)
Half-Orcs are generally shunned by Humans. Most half-orcs fit well into Orc societies and are generally regarded as trophies by their fathers. Half-orcs have to work extra hard to prove themselves to their full orc brethren. Occasionally, a half-orc is born with a conscious and cannot live among the full blooded Orcs and exiles himself/herself from them. He/she is an outcast from both societies, though these generally strive to fit into human societies. Half-orcs can form some of the strongest, most loyal bonds of friendships known among any race when he’s exiled himself from the Orcs and found some who will accept him, despite his orcish heritage.

Half-orc exiles (not all half-orcs, just the exiles) receive a racial +1 to their Fort saves. They receive a +4 Will save bonus when mind altering effects attempt to force him/her to harm someone the Half-orc has formed a bond of friendship with. Half-orc Exiles tend to worship human gods, but can find solace in any non-evil god. Half-orcs tend to be of Chaotic Good alignment.

Gnome
1d6 (Gnomes are swayed by luck as most races are)
Gnomes hail from a series of caves in the eastern mountain range surrounding Enber. They are very much like gnomes of the PHB except that they also worship Oberon, who they believe also created them. Though, unlike the Dwarves, the Gnomes do not have Oberon's Law. The sharing of Oberon as their god has brought Gnomes and Dwarves into sharp contrast as the Oberon of the Gnomes is not nearly as strict and much more forgiving than the Oberon of the Dwarves. Oberon is a builder and teacher in Gnome religion. Gnomes tend to build as elaborately as Dwarves do, but lack the harsh discipline. As well, more Gnomes tend to study the arts and magic, much in the way Elves do. This is due to Oberon's wife (in gnomish religion), Adella, the Entertainer.
 
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He'Rak

Name: He'Rak and Speaks in this color, somthimes he even sings in this nice color

Sex: male
race: half-elf
class: sorcerer
level 3

AL: chaotic/good
Hair: white
Eyes:white
Height:1,85 mt
Weight:90 kg
Age:120 year

str 10 (0)
dex 13(+1)
con 14(+2)
int 14 (+2)
wis 14(+2)
cha 16(+3)
= 35 pts.

HP: 4 (1d4) +2(con) +3 (familiar)= 9 +4 (3lvl)=13
AC: 14 (10 + 1 Dex + 3 studded leather)

Saves:
Fortitude: +1 (Con +2) =3
Reflex: +1 (Dex +1) =2
Will: +3 (Wis +2)= 5

Init: +1 (+1 Dex)

Base attack bonus: +1
melee +0
ranged +1

Skill Points at 1st Level: (2 + Int modifier) x 4.
2+2=4 x4 =16
Skill Points at Each Additional Level: 2 + Int modifier.
Max Rank 3+Lvl =6

Bluff (Cha+3) =3
Concentration (Con +2) 4=6
Craft [fletching] (Int +2)=2
Knowledge (arcana) (Int +2) 1= 3
Profession [trader] (Wis +2) =2
Spellcraft (Int +2) 4=6
Listen (wis+2) +1 [race]+2[rank]= 5
Spot (wis +2)+1[race] +2[rank]=5
Diplomacy (cha +3) +2[race] +1[rank]=6
Gather information (cha +3) +[race] +4[rank]=8
Extra Skills

Hide (dex +1) +2 [rank]= 1
Move Silently (dex +1) =1
-
=

Familiar.
Toad +3 hit points

Languages:
Common
Elven

Spells.
Spells per day 6 lvl 0 / 5 lvl 1
Known Spells 5 lvl 0 / 3 lvl 1

Lvl 0 spells
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Magic: Detects spells and magic items within 60 ft.
Evoc
Ray of Frost: Ray deals 1d3 cold damage.
Flare: Dazzles one creature (–1 on attack rolls).
Illus
Ghost Sound: Figment sounds.


Lvl 1
evoc
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Div
Comprehend Languages: You understand all spoken and written languages.
Ench
Charm Person: Makes one person your friend.


-*-*-​

Race: half-elf
Racial abilities:
Low light vision
listen +1
spot +1
diplomacy +2
gather information +2

Feats:
Extra feat by DM:

SPELL FOCUS [GENERAL]
Choose a school of magic. EVOCATION
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

lvl 1: POINT BLANK SHOT [GENERAL]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.

Lvl 3: DODGE [GENERAL]
Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


Equipment:

1.Dagger 1d4 critical 19-20 /x2 =2 gp
2.crossbow light 1d8 19-20 /x2 80 ft= 35 gp
3.Spear 1d8 /x3 = 2 gp
4.bolts (20) 1gp X3=60 arrows= 3gp
5.studded leather Armor bonus+3/max dex Bonus +5/Armor check penalty-1, 25 gp, 20 lb
6.backpack , sgp, 2lb
7.case, scroll, 1gp, ½ lb x 2 = 2gp
8.flint and steel, 1gp
9.lantern, bullseye 12 gp 3 lb
10.oil x 5= 5 sp = 5lb
11.winter blanket
12.bed roll
13.waterskin 1 gp 4 lb
14.travelers outfit , 1 gp
15. Belt Pouch 1gp
*
16. A tiny metal nail with 3 marks on it.

= 85 gp, aprox gp left. 35
= lb

Code:
 Half Elf
Luck Die: 1d6 (Half elves are not as swayed by luck as humans, but more so than elves, having a sort of “typical” level of luck.)
Half Elves are generally looked down upon by their heritage. Both elves and humans consider intermixing with other races rather inappropriate. But sometimes, elves and humans can fall deeply in love with each other and are physiologically compatible to create offspring. Consequently, half elves rarely ever feel part of either race and often lead lives of exiles and outsiders. But, they usually feel more pull to human lifestyles since humans are far more varied than elves, granting a tiny bit of social moment. 

Half elves are like humans and have not typical racial alignment.

Code:
 Background
He'Rak was a normal boy, the change came with the puberty at almost 100 years of age, he gain magic, he was fascinated by it, begging his mother to send him to study with a master. It did not take many months before he was taken in to learn with Thalas a half-elf like him. The dad to He'Rak was a human, who died in a accident when chopping a tree. At age 55. his name was He'Rak. His mother was a elven that made her living by selling her own art, paintings was a good childhood memory for He'Rak.
Not long ago He'Rak was ordered by his master to leave the school and not to return until he had gain experience and strength enough to create a Lightning Bolt. This was his first mission he had to complete before his mentor and also friend, would learn him things about metamagic.

He'Rak did not feel ready for this, but Thalas said, birds often push their children over the edge, and they do learn to fly. I must be strict and you strong. Learn on your own, seek knowledge and gather money. He then asked  He'Rak to leave his house. He walked the streets and slept in the woods, but he did not seek adventure, something inside him told him to wait. He often obey his intuition.
Tev’El Rhoe was a great place to grow up in. Why did he hear the voice of the wind speaking to him all the time, as if every mild wind cast had a voice of its one, saying that the road is the way to knowledge. But other times, lesser than the wind he could almost hear the soil he slept on telling him to stay and wait for the right way to be chosen for him. He decided to stay for some more time, at the end of this day he went to a tavern. Buying a glass of vine and a meat steak and vegetables.
 
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Erlik Bahadur
Human, Psychic Warrior/Barbarian


Str 14 (+2) Dex 16 (+3) Con 12 (+1) Int 12 (+1) Wis 14 (+2) Cha 10 (-)

Appearance: Erlik is a lean and wiry young man with an athletic build and a gait the shows both strength and agility. He has a dark weathered complexion, grey eyes and thick almost shaggy hair. There is a sharp wild keenest in his eyes which some find disturbing although he does not intend to be so.

Background: Hailing originally from the Barbarian peoples of mountains Erlik is a newcomer and is yet to become used to they indecisive and dawdling ways of the lowlanders. Erlik began his life like all young people of the high mountains learning to survive in the harsh conditions of the Glade. His keen vision gave him an advantage in the work of hunting amidst the mountain crags and many were those who wondered at his speed and ability to run and leap amongst the rocks and at his knack of always landing on his feet. Of course he realises now that his talents were the dawning of his strange abilities, the very abilities that force him into exile....

HD 1d8+1+1d12+1; hp 19; Init +7 (+3 Dex, Improved); Spd 40 ft.;

AC 13, touch 13, flat-footed 10
BAB +0; Melee Halberd + 2 (1d10/x3), Keen Kukri +2 (1d4/x2:18-20), R Light Crossbow +3 (1d8/x2:19-20 80ft)
Fort 3 Rflx 3 Will 2
Background Skills: Survival, Spot
Feats: Track Improved Initiative, Speed of Thought, Inertial Armour, Rage 1/day

Skills (17 total/rank+mod)
Autohypnosis +2, Balance +3, Climb +2, Concentration 3/2+1, Jump +1, Stabilize Self 4/2+2, Swim +2, Tumble 7/4+3, Use Psionic Device 1/1+0, Survival 5/3+2, Spot 3/1+2
Craft +1, Handle Animal +0 Intimidate 3/3+0, Listen 3/1+2, Ride +3

Talents (2x3/day) Burst, Catfall
Rage Str 18 +4 Con 16 +3 Will +4 AC 11 HP +2
Psionic Combat Ego Whip, Psionic Crush
Luck 2d6
Equipment: Halberd, 2 Kukri, Light Crossbow
Sack, Rope, Grappling hook, Piton (4), Hammer, Fishing net, winter blanket, backpack, sunrod (2), tindertwig
 
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Korbin Elandillas
Human, Fighter 2

Alignment: Chaotic Good

STR: . .14 . . +2
DEX: . 17 . . +3
CON: . 12 . . +1
INT: . . 13 . . +1
WIS: . .10 . . +0
CHA: . 13 . . +1

HIT POINTS: 17

ARMOR CLASS: . 18 . . (+3 Dex) . . (+4 Armor) . . (+1 Two-Wpn Defense) . . (+1-5 Combat Expertise)
BAB: +2
Melee: Attack: +6 Shortword (+2 BAB, +3 Dex, +1 Wpn Focus); d6+2 (19-20/x2)
Full Attack: +4/+4 Twin Shortswords (+2 BAB, +3 Dex, +1 Wpn Focus,
-2/-2 two-wpn fight); d6+2/d6+2 (19-20/x2)
Ranged: +5 Light Crossbow (+2 BAB, +3 Dex); d8 (19-20/x2)

SPEED: 30 feet
INITIATIVE: +3

SAVING THROWS
SAVE . . . Total . . Base . . Mod . .
Fortitude: . +4 . . . +3 . . . +1 . .
Reflex: . . . +3 . . . +0 . . . +3 . .
Will: . . . . . +0 . . . +0 . . . +0 . .

RACIAL ABILITIES
Bonus Feat (human), +4 skill points 1st level

CLASS ABILITIES
---

FEATS
Free - Weapon Focus (Shortsword)
1st - Weapon Finesse, Two-Weapon Fighting, Combat Expertise
2nd - Two-Weapon Defense

SKILLS (20 skill points)
Bluff +7 (6 ranks, +1 Cha)
Climb +4 (2 ranks, +2 Str)
Intimidate +2 (1 rank, +1 Cha)
Jump +5 (3 ranks, +2 Str)
Spot +2 (2 ranks)
Survival +5 (5 ranks)
Swim +3 (1 rank, +2 Str)

LANGUAGES SPOKEN
Common
Elvish

EQUIPMENT
2x Short Swords (20gp, 4 lb)
Chain Shirt (100gp, 25 lb)
Explorer's Outfit (10gp, 8 lb)
Light Crossbow (35gp, 4 lb)
20 Bolts (2gp, 2 lb)
Morningstar (8gp, 6 lb)
Backpack (2gp, 2 lb)
2x Pouch, belt (2gp, 1 lb)
Bedroll (1 sp, 5 lb)
Rope, silk (10gp, 5 lb)
Rations, trail (x7 days) (35 sp, 7 lb)
x5 Sunrods (10gp, 5 lb)

Weight: 74 lbs (Light load, -58 lb / 59-116 lb / 117-175 lb)
Cost: 199 gp 36 sp

Money Remaining
Gold: 37gp
Silver: 4sp
Copper: --

Description: Korbin is of medium height (5'10''), with a lean build, indicating a wiry strength. His closely cropped red hair makes him appear younger than his 24 years. He smiles occasionally, if only for the briefest of moments. He usually appears sullen, as if some great sadness occupies his thoughts.

Background: Korbin was born and raised in the small border town of Tallrun, on the eastern shore of Lake Enber, and was raised for most of his life by his father, as his mother died bringing his younger sister into the world. His father was a sergeant in the local militia, thereby instructing young Korbin in the use of his weapon of choice, the short sword. Korbin relished his lessons, soon surpassing his father in ability. Korbin signed on with a local merchant as a bodyguard when he came of age. The merchant paid him well, as his enemies grew many after a time. The merchants' less that savory business dealings soon came to an end, as a rival assasinated the merchant on the street, while Korbin was "indisposed" with a young lady. Wracked by guilt, Korbin spent the next five years tracking down those repsonsible, killing each in turn. Finally, he killed his final enemy, only to find himself nearly broke and in a strange city. Taking to the streets, he now attempts to find a new master, eager to use his skills in order to find redemption.

Speaks in this color
 
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Sel'Tarien, Lawful Good Elf
Medium Humanoid (Elf), Swashbuckler 3 [XP: 4000/3000]

Age:
130 years
Height: 4'11 1/2''
Weight: 103 lb

Speed: 30 ft.
HD: 3d10+3 (Swashbuckler)
HP: 31 hp

Str: 13 [5](+1)
Dex: 18 [10] (+4) +2 racial
Con: 13 [8](+1) –2 racial
Int: 14 [6](+2)
Wis: 8 [0] (-1)
Cha: 14 [6](+2)

Base Attack: +3 (+3 Swashbuckler)
Grapple: +4 (+3 BAB, +1 Str)

AC: 17 (+4 Dex, +3 armor)
Initiative: +4 (+4 Dex)
Fort +4 [+3 Swashbuckler, +1 Con]
Ref +6 [+1 Swashbuckler, +4 Dex, +1 competence]
Will +0[+1 Swashbuckler, -1 Wis]
Luck Dice: 1d8

Attacks
Rapier +8 melee; 1d6+3/+1* piercing; 18-20/x2
Shortbow +7 ranged; 1d6 piercing; x3; Range Increment 60 ft.
Dagger +7 melee or ranged; 1d4+3/+1* piercing or slashing; 19-20/x2; Range Increment 10 ft.
*without Insightful Strike (against targets immune to sneak attack/critical hits)

Skills: 36 [36 Swashbuckler – Skills Sense Motive and Bluff]
Balance +10 [6 Swashbuckler, +4 Dex]
Bluff +8 [6 Swashbuckler, +2 Cha]
Jump +9 [6 Swashbuckler, +1 Str, +2 Acrobatic]
Listen +1 [-1 Wis, +2 elf]
Perform (Sing) +5 [3 [6] Swashbuckler, +2 Cha]
Search +4 [+2 Int, +2 elf]
Sense Motive +5 [6 Swashbuckler, -1 Wis]
Spot +1[-1 Wis, +2 elf]
Tumble +12 [6 Swashbuckler, +4 Dex, +2 Acrobatic]

Feats: Acrobatic, Combat Reflexes, Weapon Finesse (B, Swashbuckler 1) Weapon Focus (Rapier) (B, Campaign)

Special Abilities: Elf Traits (immune to sleep, resistant to charm, find secret doors), Low-Light Vision, Grace (+1 Competence bonus to Ref saves), Insightful Strike

Equipment: Backpack (2 gp, 2 lb), bedroll (1 sp, 5 lb), rapier (20 gp, 2 lb.), dagger (2 gp, 1 lb.), shortbow (30 gp, 2 lb), 20 arrows (1 gp, 3 lb.), mw studded leather (175 gp, 20 lb.), waterskin (1 gp, 4 lb), trail rations x4 (2 gp, 4 lb), common lamp (1 sp, 1 lb), 1 pint of oil (1 sp, 1 lb)
Load: 46 lb.
Carrying Capacity: 50/100/150 lb.
6 gp, 7 sp in coins.

Languages known: Common, Elven, Gnome, Sylvan

Description: Sel'Tarien is lean and agile. Blond hair flows down to shoulders, framing an oval face with green eyes. The face, despite being hard seems to be formed by decades of joy and laughter, and though the eyes are usually piercing, sometimes gleam with a forgotten friendlyness.

Background: Sel'Tarien has always enjoyed life, and looked upon the great heroes Kendrian and Tandra'var, especially the latter. Sel'Tarien understood that he lacked the insight and dedication to undergo the same training, but Tandra'var's swiftness nonetheless inspired him to learn using weapons that could be used swiftly, especially the rapier.
He eagerly learned reading his opponents and tricking them, and sought to hone his skills outside of combat as well. It became something of a sport for him to trick others into believing him, only to tell them they had been tricked.
Within a single day, much of this changed. After repelling another kobold attack against Tev'el Rhoe, Sel'Tarien was among the group chosen for the trip to Enberton. The group was about to embark as the news of the dragon attack was delivered.
Within a single day, Thel'Lorean was razed. Kendrian was killed. Tandra'var abducted, and likely to be killed as well. That day, the old Sel'Tarien died as well. While a glimmer of his old self remained, Sel'Tarien became dedicated to avenge the heroes, avenge the city. Outwardly, he now seems hard and sometimes cold, but he is not blind to the needs of others.
Realizing that he cannot take on the dragon alone, he hopes to find a way to find allies in this quest.
 
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Liam Wester

Human Male
Warlock 3
Chaotic Goood
4,000 / 6,000 xp

Str 10 (+0) [2 pts]
Dex 15 (+2) [8 pts]
Con 10 (+0) [2 pts]
Int 16 (+3) [10 pts]
Wis 11 (+0) [3 pts]
Cha 16 (+3) [10 pts]

Size: Medium (6'0", 153 lbs)
HP: 17
BAB: +2
Init: +2
Move: 30'

AC: 15 (10 +2 dex +3 armor)
ff: 13
t: 12


Fortitude: +1
Reflex: +3
Will: +3


Attacks:

Eldritch Blast (+5 attack [touch], 2d6 dmg, 20/x2, 60' range)
Dagger (+2 attack, 1d4 dmg, 19-20/x2, piercing)

Feats:

Magical Aptitude [Campaign Bonus]
Point Blank Shot [Racial Bonus]
Precise Shot [1st]
Weapon Focus (Ray)

Skills (bonus/ranks):

Bluff +9/6
Diplomacy +5/0
Concentration +6/6
Hide^ +7/6
Move Silently^ +7/6
Spellcraft +11/6 (+13 to decipher scrolls)
Use Magic Device +11/6 (+13 to use scrolls)

^ includes acp (-1)

Languages Known:

Common
Elven
Dwarven
Abyssal


Class Features:

Eldritch Blast (1d6 dmg/2 levels, 60' range)
Detect Magic (at will)
Invocations
Damage Reduction (1/cold iron)

Racial Features:

Bonus Feat
+1 skill point per level
2d6 luck dice

Campaign Bonuses:

Bonus Feat
Bonus Class Skills (Hide, Move Silently)

Invocations Known:

Entropic Warding (least, 2nd)
-20% miss chance vs. ranged attacks (as entropic shield)
-leave no tracks or scent (as pass without trace)
See the Unseen (least, 2nd)
-See invisible/ethereal objects or beings within visual range (as see invisibility)
-Darkvision 60'


Equipment:

Dagger [1 lb]
Studded Leather Armor [20 lb]

Backpack [2lb]
Flint & Steel [-]
Belt Pouch [0.5 lb]
Trail Rations (2 days) [2 lb]
Water Skin [4 lb]
Whetstone [1 lb]

Potion of CLW [-]

35 gp 9sp 8 cp

30.5 lb / 33 lb (light load)


Appearance:

Liam is a fairly unremarkable looking young man. Shoulder length brown hair, brown eyes, somewhat on the tall and skinny side, but nothing noteworthy. On first glance one might mistake him for one of hundreds of other young men, going about their business in their perfectly normal villages and cities. However, a closer inspection will reveal that his eyes are where one can find his true indentity. Those who meet his eyes will find a forceful personality staring back at them, with an intense and unwavering gaze.

Personality:

Liam is an intelligent, outgoing and personable kind of person, at least on the surface. He tends to keep his abilities secret from the general populace, and never lets on that he is anything more than just another guy. Those who get to know him and earn his trust will find him a loyal and steadfast friend even if he tends a bit towards acting out and impulsive behavior.

History:

Liam originally grew up in a small farming community near the outskirts of Tev’El Rhoe. He got along well with the other local children and seemed all set for a happy and simple life as a farmer. However, things began to change when his powers began to develop. Around his twelfth year, the incidents began. Strange lights and sounds were seen in his room at night, and sometimes he would black out and be found hours later with mysterious burn marks scattered around him. Rumors began to circulate around the community of an ancient family curse, whispers of deals with devils and demons. The neighbors and children who had adored young Liam as a normal child, began to mutter curses and throw stones.

On his thirteenth birthday, Liam decided to leave his village for good. He ran away into the night and decided to make his way to Enberton. He managed to fall in with a trade caravan traveling his direction and spun a tale about running away to be a soldier. They agreed to let him travel with them, and before to long he arrived at his destination. However, the city was not quite as welcoming as he would have hoped.

He tried to talk to various wizards and sages to get some answers, but they were all far too busy to talk to a scruffy young boy from the country. He found himself alone and unwanted in this town, but refused to return home. He lived on the streets and learned to steal food in order to eat. He hid in the alley ways and back streets and avoided the guards at all costs. However, he could not evade notice forever. A guard spotted him snatching a loaf of bread and cried out for him to stop. Liam ran, but the guard gave chase and with longer legs was quickly catching up. With fear of capture, Liam's powers surfaced once more and a bolt of green energy flew from the child towards the guard. The guard ducked and wasn't hurt, but he lost sight of the child in the crowds. However, the wizard Dain, who was out shopping that morning saw both the explosion and the child. Intrigued he eventually tracked Liam down and together they discussed magic. It turned out that Liam had no aptitude for wizardry, but the old man had heard stories of some people with Liam's talents before. Dain agreed to hire Liam as a servant and to teach him what he could.

Over the next few years Liam worked for the mage and spent his spare hours learning how to control and use his powers. He picked up much knowledge of the workings of magic and the like from Dain, but his unique abilities were his own to learn and master. Recently the news came of the attack on the elven city. Liam felt that he had learned as much as he could from the mage, and that the coming of the dragon was a sign for him to return to the world. He left Dain soon after and on a whim decided to return to his home to see what had changed. As he neared the village, his old memories grew stronger and he recalled why he had left in the first place. The bitter recollections came to a peak as he stood at the final crossroads that would take him to his old home. He stood there for a long while, staring down the road. Finally, he turned away, and lacking any better path, took the fork that would lead him to Tev’El Rhoe and the city proper.


"Liam's speech"
 
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Sonrik Velrys
Human Paladin 3
Lawful Good

STR 14 (+2) [6pts.]
DEX 12 (+1) [4pts.]
CON 14 (+2) [6pts.]
INT 10 (+0) [2pts.]
WIS 12 (+1) [4pts.]
CHA 17 (+3) [13pts.]

Hit Points- 34

BAB- +3
Melee- +5
Ranged- +4

AC- 17 (+4armor+2shield+1dex) FF-16, Touch-11
Init.- +1

FORT- 8 (2+3+3*)
REF- 5 (1+1+3*)
WILL- 5 (1+1+3*)

Longsword- +6 to hit, 1d8+2 slashing, 19-20x2 crit.
Shortbow- +4 to hit, 1d6 piercing, x3 crit, 60 ft.

Feats:
Power Attack
Weapon Focus: Longsword
True Believer
Improved Toughness

Class Features:
Aura of Good
Detect Evil at will
Smite Evil: 1/day, +3 to hit, +3 dam.
Divine Grace*
Lay On Hands: 9 hp/day
Aura of Courage: allies in 10 feet gains a +4 vs. fear
Divine Health: immunity to all diseases

Skills (18):
Climb*- 2+2=4
Diplomacy- 5+3=8
Heal- 1+1+2
Jump*- 3+2=5
Knowledge (nobility)- 1+0=1
Knowledge (religion)- 2+0=2
Ride- 4+1=5

Scale Mail (50gp)
Hvy. Wooden Shield (7gp)
Longsword (15gp)
Morningstar (8gp)
Dagger (2gp)
Shortbow (30gp)
Arrows-20 (1gp)
Backpack (2gp)
Bedroll & Blanket (.6gp)
Flint & Steel (1gp)
10 torches (.1gp)
Oil x3 (.3gp)
Rations x4 (2gp)
Waterskin x2 (2gp)
Holy Symbol, Silver (25gp)
Holy Water (25gp)
Oil of Magic Weapon (50gp)
18gp

Description: Sonrik is a very handsome, well formed young man. He has shaggy blonde hair that he keeps cut above his shoulders, and a little bit shorter in the front. His blue eyes and pale skin denote that his heritage lies in another part of the country than his rural surroundings would dictate. He is a very kind man, never sarcastic or cruel. He is friendly as well, but often times quiet, as he prefers to speak in prayer to his lord, Hieronious, rather than keep up with the comings and goings of town life. But when he does raise his voice, it is clear and commanding, and on rare occasions, even fell.

History: Sonrik's family history is a bit of a mystery. His mother, who lives on a farm with her brother, far away from Tev'El Roe, was still young and beautiful when Sonrik left years ago. When Sonrik was a boy, he would ask his mother who his father was, she would only smile quite sadly, and say nothing. Once, Sonrik's uncle saw him walking away after asking that question again, and pulled him aside. He said, "Well lad, I guess you're old enough to know." Know what?, Sonrik thought to himself. His uncle continued, "Your mother and I used to live on the lands of a great lord. He was a kind man, and treated us well. In time, he fell in love with your mother. I believe his feelings were true, but alas, a lord does not have the freedom to marry whom he chooses. So as the day of his wedding to a cold, cold noblewoman drew near, he sent us away. As I said, he loved your mother, and gave us enough to buy this farm and live in comfort, a trifle for him probably. But after we left, we learned that your mother was with child, you Sonrik." Sonrik asked who this lord was and where his lands were, but his uncle just shook his head and said, "You shouldn't ask such things.", and would speak of it no more.
In time, Sonrik's uncle grew sick and died. His mother was left alone, and was encouraged by a neighbor to marry. Still young and well kept, she was courted by a good man, hard working and honest, though a bit old, with children of his own. Sonrik was at an age where he would no longer be taken care of by a new family, so his mother sadly sent him away. She knew of an old priest who she cared for on the estate before Sonrik was born. She bid him farewell and said to seek him out, somewhere outside the village of Tev'El Roe. Sonrik traveled a long way, and found the old man. He was sickly, but the good natured boy cared him for 2 years before he died. Sonrik took his mail and sword and removed himself closer to town, to share with others the shining lights that are The Twins.
 
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Name: Ala
Race: Elf (Female)
Class: Cleric of Thorus Odara
Level: 1
Alignment: Neutral Good

STR: . .14 . . +2 (6 pts)
DEX: . 17 . . +3 (8 pts, +2 Elf)
CON: . 12 . . +1 (6 pts, -2 Elf)
INT: . . 10 . . +0 (2 pts)
WIS: . .15 . . +2 (8 pts)
CHA: . 13 . . +1 (5 pts)

HIT POINTS: 9

ARMOR CLASS: . 18 . . (+3 Dex) . . (+4 Armor) . . (+1 Shield)
ARCANE SPELL FAILURE: 35%
ARMOR CHECK PENALTY: -4
BAB: +0
Melee +3 Longsword (+0 BAB, +2 Str, +1 Weapon Focus) DMG 1d8+2 CRIT 19-20/x2
Ranged +3 Light Crossbow (+0 BAB, +3 Dex) DMG 1d8 CRIT 19-20/x2

SPEED: 30 feet
INITIATIVE: +3

SAVING THROWS
SAVE . . . Total . Base . Mod . .
Fortitude: . +3 . . . +2 . . . +1 . .
Reflex: . . . +3 . . . +0 . . . +3 . .
Will: . . . . . +4 . . . +2 . . . +2 . .

RACIAL ABILITIES
Immune to Magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects
Low-light vision
Free search check for secret doors within 5 feet

CLASS ABILITIES
Turn Undead
Domains
Good – You cast “Good” spells at +1 caster level.
War – Free Weapon Focus: Longsword

FEATS
Free – Divine Metamagic (Reach Spell) From Complete Divine, pg. 80. May spend 2 turn attemps to power a spell with the “Reach Spell” metamagic feat.
1st – Reach Spell From Complete Divine, pg. 84. Turns touch spell into a ray spell. Must succeed at a ranged touch attack. (+2 shift)
((Note to Ashy: These feats effectively give you a ranged touch heal spell. This will become much more effective with the "Extra Turning" (ie. more times per day) feat at level 3))

CLASS SKILLS
Concentration: +3 …(+2 Ranks)…(+1 Con)…
Craft: +0 …(+0 Ranks)…(+0 Int)…
Diplomacy: +3 …(+2 Ranks)…(+1 Cha)…
Heal: +4 …(+2 Ranks)…(+2 Wis)…
KS: Arcana: +0 …(+0 Ranks)…(+0 Int)…
KS: History: +0 …(+0 Ranks)…(+0 Int)…
KS: Religion: +2 …(+2 Ranks)…(+0 Int)…
KS: The Planes: +0 …(+0 Ranks)…(+0 Int)…
Profession: +2 …(+0 Ranks)…(+2 Wis)…
Spellcraft: +0 …(+0 Ranks)…(+0 Int)…

CROSS CLASS SKILLS
Listen: +4 …(+0 Ranks)…(+2 Wis)…(+2 Race)
Search: +2 …(+0 Ranks)…(+0 Int)…(+2 Race)
Spot: +4 …(+0 Ranks)…(+2 Wis)…(+2 Race)

LANGUAGES SPOKEN
Elven
Common

EQUIPMENT
Longsword (15 gp, 4 lbs)
Light Crossbow (35 gp, 4 lbs)
20 Bolts (2 gp, 2 lbs)
Chain Shirt (100 gp, 25 lbs)
Light Steel Shield (9 gp, 6 lbs)
Backpack (2 gp, 2 lbs)
Bedroll (1 sp, 5 lbs)
Candle x 5 (5 cp)
Chalk x 5 (5cp)
Ink x1 vial (8 gp)
Inkpen x2 (2sp)
Paper, 20 sheets (8 gp)
Belt Pouch (1 gp, .5 lbs)
Signet Ring (5 gp)
Waterskin (1 gp, 4 lbs)
Trail Rations x 4 (2 gp, 4 lbs)

Weight: 56.5 lbs (Light load, 58/116/175)
Cost: 190gp 2 sp

Money Remaining
Gold: 9
Silver: 8
Copper: 0

Description
Ala is rather plain and non-descript for an elf, with short-cropped, chin length reddish-blonde hair and pale green eyes. She is mousey looking, though when one takes time to really peer at her, one can see the hints and traces of a natural beauty hidden beneath the layers of self-depreciation and self-doubt. She wears the prescribed travelling robes of a priest of Thorus Odara, which she took from her father upon his death. Despite the fact that she is often mistaken for male in these robes, she wears them with pride since they once belonged to her father.

Personality
Ala is quiet and reserved, but she is not ashamed to speak her mind when she feels led. She is never the one to lead a group in any means, as she feels that she simply does not possess the wherewithall to do so; it is likely that in this (as in many other things) she underestimates herself. She has a very wise and quick mind, however, and her insights, which she feels are gifts from above, are usually uncannily accurate. She is a very devout person and feels that spreading the word of Thorus Odara is her primary mission in life.

History
 
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Kale, Last of the Danugh

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A small image for use with the maps.

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Kale

Human Barbarian 3

Background: Born to the Danugh Clan high in the hills in the northern edge of the valley, Kale was the son of the chieftain and destined to one day rule his people. The ancestors had decreed it so. Over the last two generations, the Danugh had been one of the first of the clans to leave the nomadic lifestyle and settled into a gentle mountain valley. Living in lodges instead of caves, the Danugh started the rudiments of farming and herding. Kale was responsible for supplementing the clan's food stocks with trapping, and became an accomplished outdoorsman. The tribe was kept busy clearing the land of fey and forging relationships with those too strong to force out. Then the Ferrans, a neighboring clan that had always been the Danugh’s strongest rival, swept out of the mountains and assaulted the clan. Rumours of the Danugh's weakness had reached the other clans, and little mercy was shown to Kale's people. Kale had been away during the attack that ended with the death of his father and his six siblings. Arriving back at the lodge, he stood as the timbers burned around him. The only survivor, the wise woman, swore that the omen still held true. The remnants of the Danugh were scattered, and clan destroyed. Kale now wanders the lands of Enber, crossing its breadth from north to south and exploring the lake’s many shores; the last of the Danugh; ruler of the clan that no longer exists.

Appearance: An imposing figure, Kale stands nearly six and a half feet tall and has the thick, sinewy muscles of a man accustomed to hardship and battle. His arms and chest are covered with countless scars from his rough life. He started balding at a young age, and now wears his hair long in the back and sides. His grey mane flows into a thick beard that reaches down to his chest. He refuses most of the trappings of civilization, feeling it weakens his connection with the Valley to cloth himself in the cloth of the city-dwellers. Steel bangles encircle his ankles and left arm, and he often reaches over and spins the one highest one above his bicep as he speaks. A thick silver bracer with a large green stone graces his right forearm; the last artifact of his tribe.

About this character: Gruff and short-tempered, Kale has spent most of his adult life alone and in the wilderness. His abrupt manner hides a person who truly cares about those around him if they have earned his respect and the innocent. He once dreamed of revenge against the tribe that slaughtered his kin. As he grows older, the dream drifts further away.

Age: 45
Height: 6’4”
Weight: 230
Hair: Grey
Eyes: Blue

Barbarian
3rd level
Experience: 3000
Alignment: CG
Deity: Ancestor Worship

Statistics:

STR: 16 (+3 or +5 during rage, costs 10)
DEX: 14 (+2, costs 6)
CON: 16 (+3 or +5 during rage, costs 10)
INT: 10 (+0, costs 2)
WIS: 14 (+2, costs 6)
CHA: 9 (-1, costs 1)

Hit Points: 43 (+6 during a rage)
http://invisiblecastle.com/find.py?id=120152
http://invisiblecastle.com/find.py?id=120153

Saving Throws:
Fortitude: +6 (base +3, CON +3)
Reflex: +3 (base +1, DEX +2)
Will: +3 (base +1, WIS +2)

Armor Class: 14 (Base 10, +2 w/Shield, +2 DEX)

Base Attack Bonus: +3

Weapons/attacks:
Unarmed (+6, 1d3+3 nonlethal, Crit 20/x2)
Unarmed, raging (+8, 1d3+5 nonlethal, Crit 20/x2)
Bastard sword, one-handed (+6, 1d10+3 slashing, Crit 19/x2)
Bastard sword, two-handed (+6, 1d10+5 slashing, Crit 19/x2)
Bastard sword, one-handed, raging (+8, 1d10+5 slashing, Crit 19/x2)
Bastard sword, two-handed, raging (+8, 1d10+7 slashing, Crit 19/x2)
Dagger (+6, 1d4+3, Crit 19/x2)
Dagger, raging (+8, 1d4+5, Crit 19/x2)
Handaxe (+6, 1d6+3, Crit x3)
Handaxe, raging (+8, 1d6+5, Crit x3)

Skills:
Starting skill points 30 (4x4)+4+5+5)
Appraise +0
Balance +2
Bluff -1
Climb* +5 (2 ranks +3 STR)
Concentration +3
Craft* +0
Diplomacy -1
Disguise -1
Escape Artist +2
Forgery +2
Gather Information -1
Handle Animal* (untrained)
Heal +2
Hide* +7 (5 ranks +2 DEX, perm class skill)
Intimidate* +5 (6 ranks -1 CHA)
Jump* +5 (2 ranks +3 STR)
Listen* +6 (4 ranks +2 WIS)
Move Silently* +7 (5 ranks +2 DEX, perm class skill)
Perform -1
Ride* +2
Search +0
Sense Motive +2
Spot +2
Survival* +8 (6 ranks +2 WIS)
Swim* +3
Use Rope +2

Feats:
Exotic Weapon Proficiency- Bastard Sword (starting feat)
Power Attack (bonus feat- human)
Track (bonus feat- campaign)
Cleave (3rd level feat)

Racial Features:
+4 skill points at start, +1 skill point each level
Bonus starting feat

Languages: Common

Class Features:
Fast Movement (movement is +10 over racial norm so long as not encumbered and wearing only light armor)
Illiteracy
Rage 1/day (temporarily gain +4 on STR and CON, +2 on Will saves, but -2 to AC, lasts 8 rounds)
Uncanny Dodge (retains DEX bonus even when flat-footed)
Trap Sense (+1 on Reflex saves and AC vs. traps)

Equipment:
Bastard Sword (35gp)
Heavy Wooden Shield (7gp)
Dagger (1gp)
Hand axe (6gp)
Sack with food for ten days (5gp)
Bracer (30gp)
Waterskin (1gp)
Torch x2
Flint and steel (1gp)
Wooden mug and bowl (1gp)
Total spent: 87gp
Wealth: 13gp
 
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Ehliia Sorn
Female Human Druid 3

Alignment: NG
Deity: ??
Age: 21
Height: 5'4"
Weight: 97
Eyes: Green
Hair: Black
Skin: Pale

Abilities:
STR: 8 (-1)
DEX: 8 (-1)
CON: 11 (+0)
INT: 16 (+3)
WIS: 18 (+4)
CHA: 14 (+2)

Combat Stats:
HD: 3d8
HP: 19 [8 + 6 + 5]
Speed: 30'
AC: 14, flatfooted 14, touch 9
Initiative: -1
Dmg Red: --/---
SR: --
BAB: +2
Grapple: -1

Saves:
Fort: +3 [+3 base + 0 Con]
Reflex: +0 [+1 base - 1 Dex]
Will: +7 [+3 base + 4 Wis]

Weaponry:
-Club: Attack +1 (1d6/x2)
-Sling (30 bullets): Attack +1 (1d4/50ft/x2)

Skill points: 48 total/8 per level
Skills:
Concentration: +6 [6 ranks + 0 Con]
Diplomacy: +4 [2 ranks + 2 Cha]
Handle Animal: +8 [6 ranks + 2 Cha]
Heal: +7 [3 ranks + 4 Wis]
Knowledge(nature): +13 [6 ranks + 3 Int + 2 Nature sense + 2 Survival synnergy]
Listen: +12 [6 ranks + 4 Wis + 2 Alertness]
Spellcraft +6 [3 ranks + 3 Int]
Spot: +12 [6 ranks + 4 Wis + 2 Alertness]
Survival: +12 [6 ranks + 4 Wis + 2 Nature sense]
Search: +4 [1 rank + 3 Int]
Bluff: +3 [1 rank + 2 Cha]

Feats:
Human: Endurance
Bonus: Alertness
Druid 1: Extend Spell
Druid 3: Natural Bond

Spells: 4/3/2
0 level: 4, DC 14
-guidance, guidance, purify food + drink, create water
1st level: 3, DC 15
-entangle, lesser vigor, shillelagh
2nd level: 2, DC 16
-embrace the wild, bull's strength

Code:
Common [i]embrace the wild[/i] forms:
Porpoise: Blindsight 120', Low-light vision
Shark: Blindsense 30', Keen Scent 180'
Eagle: Spot +14, Low-light vision
Wolverine: Low-light vision, scent

Languages: Common, Druidic, Sylvan, Elven, Orc

Equipment:
Sling (30 bullets) 3sp
Club
Studded leather 25gp +3/+5
Heavy wooden shield 7gp +2
Backpack 2gp
Blanket 5sp
Sack/10 days rations 5gp
Waterskin 1gp
Money: 39gp

Animal Companion
Code:
[b]Moons[/b]
[b]Wolf Animal Companion[/b]
[b]Large Magical Beast[/b]
[b]Hit Dice[/b]: 4d8 + 16 (37hp)
[b]Initiative[/b]: +2
[b]Speed[/b]: 50ft
[b]AC[/b]: 17, touch 15, flatfooted 15
[b]BAB/Grapple[/b]: +3/+9
[b]Attack[/b]: Bite +9 (1d8+6)
[b]Full Attack[/b]: Bite +9 (1d8+6)
[b]Space/Reach[/b]: 10ft/10ft
[b]Special Attacks[/b]: Trip
[b]Special Qualities[/b]: Low-light vision, scent, link, share spell, evasion
[b]Saves[/b]: Fort +8, Ref +6, Will +1
[b]Abilities[/b]: Str 22, Dex 14, Con 19, Int 2, Wis 12, Cha 6
[b]Skills[/b]: Hide +3, Listen +3, Move Silently +4, Spot +3, Survival +1
[b]Feats[/b]: Track, Weapon Focus (bite), Improved Natural Armor
 
[b]Trip (Ex)[/b]: A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier, +4 for large size) as a free action without making a touch attack or provoking an AOO. If the attack fails, the opponent cannot react to trip the wolf.
[b]Skills[/b]: Wolves have a +4 racial bonus to Survival checks when tracking by scent.
[b]Evasion (Ex)[/b]: Reflex save for no damage
[b]Tricks[/b]: Attack, defend, come, heel, down, track, guard, stay

Personal Information:
Appearance:
Looking like a stiff breeze could knock her over, Ehliia (Ehli for short) is as far away from an imposing figure as one could get. Her wild black hair is knotted into itself and hangs in thick cords almost to her waist, the color dark enough to almost--but not quite--match the searching eyes in her pale, pale face. Long of limb and willowy, Ehli moves stiffly, as if uncomfortable in her own skin, or cradling injuries that none but her can see. A noticeable limp accompanies her every step, and she holds her left arm fast against her side, rarely employing it unless necessary.

What Ehli lacks in size and presence is easily made up by Moon, the enormous forest wolf that dogs her every step. Mottled brown and grey, with penetrating yellow eyes, the wolf rediates power at a primal level. At the shoulder of a height with Ehli, Moon is fiercely protective of his master, and can often be seen allowing her to lean against him as the pair walk.

Personality:
Though her body is weak, anyone mistaking that for weakness of mind is in for a shock when dealing with the druid. Generally affable and of a mild disposition when dealing with topics that are of no interest to her, Ehli is a fierce opponent when challenged. Her intellect is keen, and she plays to her frailty when it is to her advantage. A quick wit lies buried within her, and only surfaces around those she trusts--a ready quip is a sure sign of respect from the lass.

Moon, being a large, mean wolf, has the personality that one can expect from a large, mean wolf. Namely, mean. And large.


Background:
Coming soon!
 
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Into the Woods

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