Characters for "The Emperor of Solmaria"


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Darhaan 'Dar' Fire-Beard

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[COLOR=Orange]
[B]Name:[/B] Darhaan Fire-Beard, son of Dartak of the Reafenheims
[B]Gender:[/B] Male
[B]Race:[/B] Gold Dwarf 
[B]Class:[/B] Paladin 
[B]Alignment:[/B] Lawful Good 
[B]Deity:[/B] Pelor

[B]Str:[/B] 14 +2 (6p.)      [B]Level:[/B] 3        [B]XP:[/B] >3000
[B]Dex:[/B] 10 +0 (4p.)      [B]BAB:[/B] +3         [B]HP:[/B] 30 (3d10+6)
[B]Con:[/B] 14 +2 (4p.)      [B]Grapple:[/B] +5     [B]AC:[/B] 15 [16]
[B]Int:[/B] 10 +0 (2p.)      [B]Speed:[/B] 20'      [B]Touch AC:[/B] 10
[B]Wis:[/B] 14 +2 (6p.)      [B]Init:[/B] +0        [B]Flatfooted AC:[/B] 15 [16]
[B]Cha:[/B] 16 +3 (10p.)

[B]Saves   Base  Mod  Other  Total [/B]
[B]Fort:[/B]     3   +2    +3     +8 
[B]Ref:[/B]      1   +0    +3     +4 
[B]Will:[/B]     1   +2    +3     +6 
+2 racial vs poison
+2 racial vs spells and spell-like effects

[B]Weapons               Attack  Damage  Critical[/B]
Dwarven Waraxe (1-h)    +5    1d10+2     x3 
Dwarven Waraxe (2-h)    +4    1d10+3     x3 
Spiked Gauntlet         +5    1d4+2      x2
Light Hammer (melee)    +5    1d4+2      x2
Light Hammer (thrown)   +3    1d4+2      x2

[B]Armor & Shield        Armor Bonus   Max Dex   Check Penalty[/B]
Chainmail                 +5          +2           -5
[Buckler                  +1           -           -1     ]

[B]Languages:[/B] Common, Dwarven 

[B]Abilities:[/B] Armored Movement, Darkvision 60', Stonecunning,
           Stability, +1 attack vs aberrations, +4 dodge vs giants,
           Aura of Good, Detect Evil, Smite Evil 1/day,
           Divine Grace, Lay on hands (6hp), Aura of Courage,
           Divine Health

[B]Feats:[/B] Power Attack, Cleave

[B]Skill Points:[/B] 12       [B]Max Ranks:[/B] 6/3 

[B]Skills                Ranks  Modifer Other Total[/B] 
Diplomacy               1      +3      +2    +6
Heal                    5      +2            +7
Sense Motive            6      +2            +8
+2 racial to Appraise (related to stone or metal)
+2 racial to Craft (related to stone or metal)


[B]Equipment             Cost      Weight    Location[/B]
Waraxe                30gp       8lb      in a leather sleeve on back
Spiked Gauntlet        5gp        -       worn on left arm
Light Hammer           1gp       2lb      belt right
Chainmail            150gp      40lb      worn
Buckler               15gp       5lb      strapped to right arm
Explorer's Outfit       -         -       worn under the armor
Earrings               8gp        -       worn on right ear
Backpack               2gp       2lb      center back
Waterskin (water)      1gp       4lb      backpack
Waterskin (empty)      1gp        -       backpack
4 Trail Rations        2gp       4lb      backpack
Metal Flask (spirit)   8gp       1lb      backpack
Soap                   5sp       1lb      backpack
Hempen Rope (50ft)     1gp      10lb      backpack
Grappling Hook         1gp       4lb      backpack
Sack (empty)           1sp       0.5lb    backpack
3 Torches              3cp       3lb      strapped to backpack
Crowbar                2gp       5lb      wrapped in a rag, strapped to backpack
Winter Blanket         5sp       3lb      rolled and strapped below backpack
Bedroll                1sp       5lb      rolled inside the blanket
Belt Pouch             1gp       0.5lb    belt left
Flint and Steel        1gp        -       belt pouch
Knife                  2gp       1lb      belt pouch
Whetstone              2cp       1lb      belt pouch
Signal Whistle         8sp        -       belt pouch
2 Sewing Needles       1gp        -       belt pouch
5gp 9sp 5cp                      0.4lb    belt pouch

[B]Total Weight:[/B]                  100.4lb

                       [B]Lgt >Med<  Hvy   Lift  Drag[/B]
[B]Max Weight:[/B]            58   116   175   350   875

[B]Age:[/B] 49
[B]Height:[/B] 4'4"
[B]Weight:[/B] 184lb
[B]Eyes:[/B] Fiery brown
[B]Hair:[/B] Auburn with a hint of gold
[B]Skin:[/B] Deeply tanned
Appearance: Dar is a rather high and muscular dwarf, who bears his red hair and beard cut quite short but carefully trimmed, though in a sober way, with two braids 5" long coming down his sideburns. He's got a typical square dwarven face, but his eyebrows are less bushy and more elegant, and his flat nose, wide forehead, and not so square jaw have a sort of nobility to them. He wears two golden earrings on his right ear, just above the lobe, that he uses to fiddle with when he's detecting evil auras, and displays two tattoos: one of a bright sunrise on his forehead, with two sunbeams coming down each cheek, and one of a fiery golden, orange and scarlet triumphant sunburst on the palm of his right hand. He's quite confortable in his armor, that he wears above his dark red exploring clothes with yellow edges and trimmings, that would need a stitching hand better than his own. He also wears his leather belt and harness above the armor, and may be seen with an old brown hooded cloak.

Background: Darhaan has been an unusual dwarf for all of his life. First, he is born left-handed. Now, the dwarven society is quite rigid, and since everything, from the tools to the clothes, from the weapons to the writing, is thought for right-handed dwarves, parents usually take advantage of their little children's slow development to force them to use their right hand. This way a vast majority becomes right-handed even if it wasn't their natural bent. A small percentage, though, resist this treatment, and remains left-handed. Dar was one of them. This wouldn't have been much of an issue, apart from some annoying kids that used to pick on the 'lefty', but then he started talking with the sun.
Well, I guess this deserves a better explanation. Dar's family is quite wealthy, and their underground home is as comfortable as a dwarven house can be. They even built a mirror device that allows the sunlight into their main room, through a cleft in the rock. Little Darhaan used to play under the sunshine, until he started behaving strangely. He seemed to talk with some imaginary friend, something that rarely happens among dwarflings, and also argue with them a lot. He began to make chores no one asked him to do in his home, often offered his help to his aged neighbors, and got into fights with kids older than him to defend some weaker child. All the while muttering and grumbling with himself. When his parents finally tackled the problem with him, he simply said, with a sullen look 'Did I do something wrong? I knew it couldn't be right. Go tell the sun, now.' It came out that little Dar was hearing a voice in his head that urged him to defend the weaker, offer his help to the needy and so on. Sometimes Dar really wanted to ignore that voice (hence all the grumbling), but in the end it always managed to convince him. Shocked, his parents immediately brought him before a healer, that, after thorough examinations and divinations, stated that the boy was perfectly healthy and sane, and that the voice he heard was indeed his own awakened conscience. Darhaan had received the call to become an holy warrior, a paladin, and , as strange as it might seem, it wasn't Moradin, the protector of dwarves, or Heironeous, the beacon of virtue, to claim him, but rather Pelor, the shining god of the sun. After being assured several times that there was no cure for this, his bewildered parents reluctantly brought him home and arranged things for him to get a proper training in the ways of his Lord.
So when he grew up Dar was sent to the surface, in Cuthland, to fulfill his education and join his god's church, while his parents removed the mirror and closed the cleft to avoid further... complications. He had just completed his training, when notice of the first edicts of the new Emperor of Solmaria reached Cuthland, and he decided (not before some fierce internal arguments) to depart immediately for Solmaria to help all the people who will surely try to escape the empire.

Personality:Dar has a heart of solid gold hidden under several layers of dwarven grumpiness. It's not that he doesn't like what he does - he loves his mission, in fact - it's just that he didn't ask for it, so if something goes wrong he feels free to complain a bit. Really. Ok, maybe a lot, but that's not the point. For example, if he has to make some sacrifice to help you, be sure he'll be the kindiest soul you can meet. He'll never complain with you. Well, you'll probably hear rumbling with himself or with the sun on his hand a lot, but he'll never say anything to you. Probably the only way to make him stop is to have him to admit that he really enjoys what he does and that he's proud to be a Sunwarrior. When he's really satisfied with himself, he takes a sip from his bottle of treasured, extremely strong liquour.
He's very direct and sincere in his manners, sometimes maybe too direct for his own good, since he doesn't know fear. He likes helping people, especially if they don't bother him with too much gratefulness, that always make him feel embarassed; he likes a hot meal and a night of sound sleep, he likes to take down evil foes bigger than him, or who think they're smarter than him, and he likes his axe always killing sharp. He doesn't like people that waste his time with long speeches, and those that throw themselves in danger because they haven't listened to him; he doesn't like horses, and he's very diffident with them; he detests human and elves mispronouncing his name (that's why he usually introduces himself simply as Dar), he finds undead physically disgusting even more than morally repugnant, but above all else he hates rain and getting wet.[/color]
 
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Aramil Galanodel

Aramil Galanodel
Male Grey Elf Wizard 3rd lvl
Neutral Good
Str 10 0 - 4 points (-2 racial)
Dex 18 +4 - 10 points (+2 racial)
Con 12 +1 - 6 points (-2 racial)
Int 18 +4 - 10 points (+2 racial)
Wis 10 0 - 2 points
Cha 8 -1 - 0 points

Hit Points: 15
AC 14, Touch 14, Flat-Footed 10
Init +4
BAB +1 Grap +1
Speed 30
Fort +2, Ref +5, Will +3 (+4 vs Enchantment)

+1 Melee, Rapier, 1d6, 18-20/x2
+1 Melee, Dagger, 1d4, 19-20/x2
+5 Ranged, Shortbow, 1d6, x3, 60'r

Medium Sized, 5'10" Tall, 140 lbs., 150 Yrs. old
White Long Straight Hair, Pale Green Eyes, Fair skin

Languages: Common, Elven, Draconic, Sylvan, Goblin, Orc

Skills:
(trained)
+7 Concentration (6)
+10 Decipher Script (6)
+10 Knowledge Arcana (6)
+10 Knowledge Nature (6)
+10 Spellcraft (6) +2 synergy
+2 Survival (4cc) +2 synergy aboveground
+5 Tumble (2cc)

(untrained)
+2 Listen (+2 racial)
+2 Spot (+2 racial)
0 Climb, Jump, Swim
+4 Balance, Escape Artist, Hide, Move Silently, Ride, Use Rope
+4 Appraise, Craft, Forgery, Search
0 Heal, Sense Motive
-1 Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform

Proficiencies:
Dagger, Club, Quarterstaff, Longsword, Rapier
Light and Heavy Crossbow, all Bows

Feats:

Toughness
Scribe Scroll (b)
Extend Spell

Elven Traits:

Low-Light Vision
immunity to sleep effects
+2 ST vs Enchantment
extra proficiencies (Longsword, Rapier, all Bows)
+2 Racial bonus to Listen, Search, & Spot checks
automatic Serch for secret doors within 5 feet

Wizard Abilities:

Schools specialization (Abjuration)
Forbidden schools (Illusion, Necromancy)
Familiar (none yet)

Spells Prepared 4+1/3+1/2+1:
0th- Dancing Lights, Mage Hand, Message, Open/Close, Resistance(s)
1st- Charm Person, Shield(s), Sleep, Unseen Servant
2nd- extended Protection from Evil(s), extended Mage Armor x2

Spellbook
0th- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance (s)
1st- Charm Person, Feather Fall, Identify, Mage Armor, Magic Missile, Protection from Evil (s), Shield(s), Sleep, Unseen Servant
2nd- two spells to be learned when time allows

Background:

Aramil belongs to the popular and large grey-elven family of Galanodel, which like nearly all the families of grey elves is considered to be a noble family.
As a youngster of such family, he was raised by the elders of his community in all the traditional fields the elves are known to be fond of: swordplay, archery, arts, ancient lore, nature and, of course, magic.
Although he managed to learn the basics of everything he was teached of, being very clever since he was a kid obviously led him to appreciate and assimilate the intellectual knowledge more than the action skills, in which he is rather an average elf.
He has lived most of his life in his forest elven village, save for some minor youth (or rather, childhood) adventuring in nearby woods, which costed him a few scars from orcs and goblins, scars he is very shy about and keeps well hidden in secret...
In tune with his very elvish personality, the reason why he recently decided to leave home for a bit of adventure is mostly boredom for the quiet life in the deep of the forest.

Personality:
It is common knowledge that elves are often aloof and arrogant, and grey elves are even more aloof and arrogant by the elven standards. Aramil is often considered aloof and arrogant by the grey elven standard, an attitude that has generally gained his a reputation for being everything except a nice and pleasant companion.
Despite this, he is definitely good-hearted and generous, and cares very little for power and wealth. He is very respectful to all the beings of nature and to the people of every race and culture, although when addressed he often speaks as a spoiled child.

Look:
Slightly taller than an average elf, Aramil is also well-built, if not almost-unnoticeably overweight, probably a consequence of being familiar (and fond) of the good food of the grey elven courts.
He doesn't delight in jewelry at all, for which he cares nothing, but appreciates comfortable soft clothes of good textures; eventually, he accepts to wear a useful hooded cloak with many pockets now that he is adventuring, but tries to keep his good clothes underneath.
The only distinctive feature he has is probably an unluckily annoying voice, which sounds a bit too high for a male and definitely not gifted with intonation. He still believes he can sing pretty well, but has learned not to in public.

Items/Equipment:

Explorer's outfit (na/8lb.) na/5gp

Rapier (belt left, 2lb.) 20gp
Silver Dagger (belt rear, 1lb.) 10gp

Shortbow (right shoulder, 2lb.) 30gp
Quiver with 40 arrows (left shoulder, 6lb.) 2gp

Spellbook (3lb.) na/15gp
Spell component pouch (2lb.) 5gp
Belt pouch (1/2lb.) 1gp with Trail ration (1lb.) 5sp and Soap (1lb.) 5sp
Waterskin (4lb.) 1gp

Scroll of Mage Armor, CL1 (in the Case, 1/2lb.) 25gp + 1gp (case)

(weight tot. 23lb., value tot. 111gp)

Wealth:

Gp 24
 
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Dylan Twilight

Dylan Twilight
Male Human 2nd lvl. Bard
Neutral
Str 12 ..pts 4
Dex 14 ..pts 6
Con 12 ..pts 4
Int 14 ..pts 6
Wis 10 ..pts 2
Cha 16 ..pts 10

HP 12
AC 15
Init +6
BAB +1
Speed 30
Fort +1, Ref +5, Will +3

+2 Melee, Longsword, 1d8+1, 19-20/x2
+2 Melee, Dagger, 1d4+1 19-20/x2
+3 Ranged, Dart, 1d4, 20/x2, 20'r


5'9" tall, 167 wt, 20 yrs old
Lank Brown hair, Blue eyes, tanned skin

Speaks Common, Elvish and Goblinoid

+7 Bluff (4)
+7 Diplomacy (4)
+7 Pick Pocket (5)
+5 Sense Motive (5)
+7 Move Silently (5)
+8 Perform (5)
+7 Hide (5)
+5 Listen (5)
+2 Spot (2cc)

Feats:
Improved Initiative (+4 to Init)
Run

Class Abilities:
Bardic Knowledge
Bardic Music


Spells Per Day: 3x lvl.0, 1x lvl.1(bonus)
0th- Daze, Prestiditation, Detect Magic, Mending, Dancing Lights
1st- Mage Armour, Grease

Items:
Long Sword
Dagger
10 x Darts (On bandolier)
Studded Leather Armour
Back Pack
Bed Roll
Explorer's Outfit
Entertainer's Outfit
Flint and Steel
Mirror
Sack
Waterskin
Lute
5 x Trail Rations
Soap
Belt Pouch

Coins- 79gp, 2sp

Background: Born to a prostitute in Faunt, Dylan (A name he gave himself, for he grew up for most of his life under the nomicker "boy") learnt early on, that he was not destined to be much of anything in society, but damn destiny - he was going to try! His natural ability projecting his singing voice to enthrall those who would listen soon developed into an unatural ability that he used to earn himself wealth and gain a reputation as an entertainer around the capitol's taverns and Inns. With his natural charm and ability coupled with his small magical ability Dylan soon made more money than he ever thought considering his meager background.
As soon as the new Emperor made his first decree, Dylan was unable to wow the crowds as he previously had. Well, not lawfully so. So was now forced to use his talents to stay abroad from the law.

Appearance: A handsome lad, though not tall or inspiring. Dylan walks a confident swagger and addresses any newcomer with an appraisal bordering on arrogance. His street sense gives him his confident approach, his poor background created his want to be better.
 
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Nilbalion 'Shadowleaf' Savariel
Male Elf Ranger Lvl 3
Chaotic Neutral

Str 14 +2 - 6 points
Dex 18 +4 - 10 points (+2 Racial)
Con 12 +1 - 6 points (-2 Racial)
Int 10 +0 - 2 points
Wis 14 +2 - 6 points
Cha 10 +0 - 2 points

Hit Points: 23
AC 19 (20 with Dodge), Touch 14, Flat-Footed 15
Init +4
BAB +3 Grap +5
Speed 30 (Base 30, Light Armor)
Fort +4, Ref +7, Will +3

+5/+5 Melee, Longsword/Shortsword, 1d8 +2/1d6 +2, 19-20/x2
+7 Melee, Longsword, 1d8 +2, 19-20/x2
+7 Melee, Shortsword, 1d6 +2, 19-20/x2
+7 Ranged, Longbow, 1d8, x3, 100'r

Medium Sized, 6'1" Tall, 120 lbs., 122 Yrs. old
Silver Hair, Grey Eyes, Pale skin

Languages: Common, Elven

Skills: AC Penalties already applied

+1 Climb (2) (-3 AC Penalty)
+1 Concentration (0)
+2 Heal (0)
+7 Hide (6) (-3 AC Penalty)
-1 Jump (0) (-3 AC Penalty)
+10 Listen (6) (+2 Racial)
+7 Move Silently (6) (-3 AC Penalty)
+3 Perform (Dance) (3cc)
+4 Ride (0)
+4 Search (2) (+2 Racial)
+10 Spot (6) (+2 Racial)
+2 Survival (0)
-2 Swim (2) (-6 AC Penalty)
+4 Use Rope (0)

Feats:

Track
Simple Weapon Proficiencies
Martial Weapon Proficiencies
Shield Proficiencies
Light Armor Proficiencies
Dodge
Endurance
Weapon Finesse

Racename Traits:

Low-Light Vision
Immunity to magic sleep/+2 SV vs. Enchantments
+2 Racial bonus to Listen, Search, & Spot checks
Automatic Secret Door check within 5 feet.

Ranger Abilities:

Wild Empathy
Favored Enemy - Goblinoid (+2 Damage/Skills)
Combat Style - Two Weapon Fighting

Items/Equipment:

Chain Shirt (25 lb.)
Light Wooden Shield (5 lb.)
Longsword (4 lb.)
Shortsword (2 lbs.)
Longbow (3 lb.)
40 Arrows (4 lb.)
Belt Pouch (.5 lb)
Backpack (2 lb.)
Silk Rope (50 ft.) (5 lb.)

Total Weight: 56.5 lb.

Wealth:

PP - 0
GP - 15
SP - 0
CP - 0

Background:

Nilbalion, or 'Shadowleaf' as he prefers to be called, was a strange child, even by Elven standards. From an early age he seemed to be obsessed with shadows. He would sit and play in them for hours. This might explain his paler than normal complexion compared to his peers.

Autumn came to be his favorite time of the year, as he loved to run and play beneath the falling leaves. He would tell his parents that he was trying to hide in the leave's shadows, as they fell. Consequently, this behavior gave birth to the moniker he carries with him to this day, of 'Shadowleaf'.

His parents thought it was just a silly game, but to Nilbalion it was much more. His obsession eventually reached the attention of Shar, The Dark Goddess. In him Shar saw a great potential, and offered to watch over him and guide him to one day be able to hide in the shadows of those leaves he played in. This sold Nilbalion immediately, and since that day has been a faithful worshiper of The Mistress of the Night. His ambition is to become a Shadowdancer in the name of his Dark Lady Shar, and fulfill his dream of shadow walking.

Nilbalion's personality is that of an outcast. He finds solace only in shadows and keeps to them whenever possible. As the edicts of his goddess demand, he is a very secretive person, and displays himself as very withdrawn and introverted. Despite this, when spoken to he will respond in a friendly manner. Not having many friends as a child makes Nilbalion yearn for companionship. He will at times, 'reach out from the shadows' so to speak to try and make friends, and will protect those he does befriend with his life.

Nilbalion's clothing is a myriad of different shades of grey and black to go with his life in the shadows. He almost always wears a long black cloak with a large hood drawn over his pale face. Rarely does he show that face. Those peering in will be met by a set of piercing grey eyes, and perhaps a slight glint of silver. When fighting, on rare occasions Nilbalion's hood will be thrown off to give way to a shining mane of silver hair that falls over his shoulders and runs halfway down his back. Under his cloak he has a pair of scabbards that hold his weapons. In his free time he practices fighting with both of them simultaneously, and is excelling at that usage unusually fast. He also carries a longbow on his back that appears to have been carved out of some ghostly grey tree.
 
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Xanthas Myre
Male Human Fighter 2nd / Rogue 1st level
Chaotic Neutral
Str. 16 (+3)
Dex. 12 (+1)
Con. 15 (+2)
Int. 11 (+0)
Wis. 12 (+1)
Cha. 11 (+0)

HP-26
AC-17 Touch-11 Flat-16
Initiative-5
BA-2 Grapple-5
Speed-20ft (Base-30ft Load-light (74.5lb) AC-medium)
(5) Fortitude 3
(5) Reflex 2 (2)
(1) Will 0

+5 Melee, bastard sword 1d10+3 (19/x2) slashing
+5 Melee, heavy mace 1d8+3 (20/x2) bludgeoning
+5 Melee, silvered dagger 1d4+3 (19/x2) piercing
+5 Melee, dagger 1d4+3 (19/x2) piercing

Medium 6'0", 160lb, 19yrs.
short-cropped brown hair, blue eyes, tanned skin

Speaks Common

Skills
(-3) Balance 2 (-5 ACP)
(2) Climb 4 (-5 ACP)
(1) Craft(Blacksmithing) 1
(1) Craft(Weaponsmithing) 1
(1) Craft(Armorsmithing) 1
(1) Jump 3 (-5 ACP)
(3) Open Lock 2
(-5) Swim 2 (-10 ACP)
(1) Search 1
(-2) Sleight of Hand 2 (-5 ACP)
(5) Ride 4
(1) Listen 0
(1) Spot 0
(2) Use Rope 1

Feats
Power Attack
Cleave
Improved Initiative
Exotic Weapon Proficiency: Bastard Sword
Lightning Reflexes

Racial Traits
extra feat at first level
4 extra skill points at first level, 1 at every additional level

Class Abilities
Bonus Feat
Weapon and armor proficient
Shield proficient
Trapfinding
Hand Crossbow Proficiency
Sneak Attack - 1d6

Background
Born as a citizen of the Empire of Solmaria, he comes from a moderately rich blacksmithing family and attended his father as an apprentice. Seeing all the knights and adventurers as a boy growing up incited him to strike out on his own to get a taste of personal valor and whatnot.
He has spent the last four years of his life as a caravan mercenary (and has plenty of interesting tales to tell i.e. has never even seen a kobold, much less, know what one is) becoming very bad at gambling while earning a pay he feels is "below him".
As he has hit an all-time low in the money department by way of gambling and losing his horse and everything that comes with it, he is seeking a group of adventurers to help him get his life back on track.

Personality
Easy-going, tends to keep to himself simply because he tends to only think of himself. His mood tends to be chaotic, however, and therefore changes his persona on the drop of a hat.
Understands the importance of adventuring in a party, as the mutual gains are generally more than if he were out on his own.
Holds a "to-each-his-own" philosophy, he doesn't care who you are or what you do, just as long as you leave him out of it.
He strives to become a hero of which songs are made of, he is very idealistic in this area and holds knights and the like in high regard. This can sometimes affect his attitude, as he doesn't abide cowardice.
Lies continuously about his past...present...and if he can manage, future...
Xanthas does not concern himself with the laws and ordinances of the Empire or any other state for that matter, he feels he holds a certain diplomatic immunity, as he does not consider himself part of society anymore.

Appearance
Standing at six feet, Xanthas looks neither comely nor homely. He wears his hair short and unkempt, with a "spade"-trimmed goatee. The only color in his face besides the sunburnt brown are his sapphire blue eyes. He wears a well-kept scale mail cuirass displayed over a blue undershirt and armor padding. His heavily worn leather breeches, that must have surely been a lighter brown at one time, hang from his waist by a black leather belt holding a mace of no great value and a belt pouch. On his back is strapped a mahogany cloak flowing down just past his knees, whose once lustrous sheen, is all but lost in cacophony of mud and weather stains and hairline tears. Concealed beneath the cloak are a "Normon"-type shield and a leather backpack. Under his left arm hangs a silver-engraved drinking horn and on his left calf, a blatantly conspicuous silvered dagger. His once new white leather boots with black trim now smell of a sewer rather than a tannery, the color having gone a deep olive.

Armor
Scale Mail (30lb) +4 +1
Heavy Steel Shield (15lb)+2

Bastard Sword (6lb)
Heavy Mace (8lb)
Silvered Dagger (1lb)
Dagger (1lb)
Traveler's Outfit (5lb)
Belt Pouch (.5lb)
Backpack (2lb)
(holding) - flint & steel
- whetstone (1lb)
- Jeweled Stick
- Cigar Box w/ Silver Lock
- Key
waterskin (4lb)
Drinking Horn (1lb)

Moneys
Platinum 2
Gold 52
Silver 4
Copper 3
 
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Lenya

Lenya
Human Sorceress 3rd lvl (XP 1650+?)
CG

Str 8 -1
Dex 12 +1
Con 14 +2
Int 14 +2
Wis 8 -1
Cha 18 +4

Hit Points 16
AC 11, Touch 11, Flat 10
Init +1
BAB +1, Grap +0
Speed 30' (base 30', load 21/26)
Fort +3, Ref +2, Will +2

medium-sized, 5'6", 118 lb., 17 yrs old
auburn hair, green eyes, fair skin

Skills
+5 Appraise (0)
+10 Bluff (6)
+8 Concentration (6)
+5 Disguise (1cc)
+4 Knowledge: arcana (2)
+3 Knowledge: planes (1cc)
+0(+2) Listen (1cc)
+5 Perform: dance (1cc)
+8 Spellcraft (6)
+0(+2) Spot (1cc)

Speaks Common, Elven, and Celestial

Feats
Eschew Materials
Spell Focus: Enchantment
Greater Spell Focus: Enchantment
Alertness (familiar benefit)

Human Traits
1 extra feat at 1st level
4 extra skill points at 1st level and 1 extra skill point at each additional level

Sorcerer Abilities
Summon Familiar (raven)

Spells Per Day (6/6)
0th- Detect Magic, Daze, Light, Prestidigitation, Mending
1st- Hypnotism, Disguise Self, Magic Missile

Traveler's Outfit (worn, 5 lb.)

Backpack (center back, 2 lb.)
Bedroll (below backpack, 5 lb.)
Winter Blanket (below backpack, 3 lb.)

Belt Pouch (belt right, 1/2 lb.)
Scroll Case (belt rear, 1/2 lb.)

Sack (backpack, 1/2 lb.)
Entertainer's Outfit (backpack, 4 lb.)

Waterskin- water (backpack, 4 lb.)
Trail Rations- 1 days (backpack, 1 lb.)

Coins- 4gp, 8sp, 0cp (pouch, 1/4 lb.)
Jewelry- pair of silver rings and bracelets, worth 10gp (worn, 1/4 lb.)

Midnight, raven familiar
S1 D15 C10 I6 W14 C6
HP 5 AC 15
Listen +3, Spot +5
Darkvision 60', Low-Light Vision
Improved Evasion, Share Spells, Empathic Link, speaks Common
grants Alertness, grants +3 on Appraise checks

Appearance: Lenya is a young and attractive woman. Her auburn hair is worn shoulder-long and her green eyes underline her friendly and pleasant appearance. A subtle smile usually carries this impression as well. She often wears some simple silver jewelry, a pair of rings and bracelets. There is something special about her, which is hard to put into words. Like a faint and subtle aura. Maybe it's just her good looks combined with the strong personality, but it almost feels like there is something powerful lurking underneath, seductive, alluring, commanding... It's not a bad feeling at all, but it is unnerving to some degree. It's surely nothing to worry about, she's just a pretty girl, right?
When traveling, her outfit is usually comfortable and dark, with long black breaches, sturdy black boots, a loose-fitting black shirt and a wide dark-grey hooded cloak. She also has a set of flashy, green clothes, with a short skirt and revealing top, which she usually wears during a tavern stay to perform an alluring dance to the local bard's music, earning some coins, but sometimes also wears for travelling under the hot summer sun. Her clothes are always clean and tidy.

Personality: Lenya is a friendly and good soul. She is helpful and tries to get along with everyone. However, she has a certain problem with authorities, she has her own head and her own views. Lenya has an alluring charm and she doesn't hesitate to use it for her advantage, manipulating others this way, combined with her powers of witchery. She is also rather curious and never shy for an excuse. Lenya has no real goal in her life, except to experience the beauty of the moment and earn some money to live a happy life, and to further improve her magical powers, of course. She doesn't really plan ahead too far, rather letting herself flow to wherever her journey leads her.

Background: Lenya has been born in a small village in the south of Solmaria, her parents being farmers, happy with their simple lives. Lenya never really fit into this community, always dreaming of a larger life, travelling the country, discovering secrets and meeting new and interesting people. When her talent started to show, people looked upon her with various feelings, ranging from curiosity to jealousy. During her early teens, she often neglected the farmwork to practice her newly discovered powers and quickly learned to manipulate her inborn energies intuitively.
A few years later, it was obvious, that she couldn't just stay there forever and her parents, altho reluctant to let her go, felt that it was the only way to Lenya's own luck. They scrapped together every money they had saved up and bought some travel equipment for their unusual daughter. With tears in their eyes they wished her farewell and best of luck on her journey. They will never forget the mixture of joyful expectation and sadness in their daughter's look at this morning. And so Lenya's journey had begun...
During the following year she learned a lot from travellers she met and from her own observations. She earned some money on the way, which she mostly spent on magical materials, bought by an elderly woman in a remote village, to call her familiar - a small, black raven, whom she named Midnight, because it was at midnight, when the animal arrived, called by an exhausting ritual performed inside a deep forest apart from the usual travel routes.
When she arrived in Faunt a few days ago, the new emperor Joahna I had just proclaimed his first two edicts after a period of mourning over the loss of his father. Because of these laws, Lenya is hiding her talent from others now, using her mundane skills to earn some money to pay for her tavern stays. She plans to leave this forsaken city as soon as possible...
 
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Kinden Sunstriker
Male Elf Cleric 3rdd lvl
Exp: ?
Neutral Good
Deity: Elven Deity
Str 14 6 pts
Dex 16 6 pts +2 racial
Con 12 6 pts -2 racial
Int 10 2 pts
Wis 16 10 pts
Cha 10 2 pts

Hit Points ??
AC 16, Touch 13, Flat 13
Init +7
BAB +1, Grap +3
Speed 30 (base 30, Light Armor)
Fort +1, Ref +3, Will +6

+3 Melee, Longsword, 1d8+2, 19-20/x2
+4 Ranged, Longbow, 1d8, x3, 100'r

Medium sized, 5'6" tall, 110 wt, 110 yrs old
blonde hair, green eyes, bronze skin

Speaks Common, Elven

+7 Concentration (6) +1 con
+7 Healing (4) +3 wis
+2 Knowledge (Religion) (2)
+5 Listen (0) +3 wis, +2 racial
+2 Search (0) +2 racial
+5 Spot (0) +3 wis, +2 racial

Feats
Point Blank Shot

Elf Traits
Low-Light Vision
Immunity to magic sleep/+2 SV vs. Enchantments
+2 Racial bonus to Listen, Search, & Spot checks
Automatic Secret Door check within 5 feet
Elven weapon proficiencies

Cleric Abilities
Turn or Rebuke Undead
Domains: Healing, Sun

Spells Prepared
0th- Create Water, Detect Magic, Resistance
1st- Bless, Cure Light (D), Sanctuary

Background:

Kinden grew up far to the south of Yountinhil, in a small elven community near the frontiers of man. When he was young he witnessed a massive battle, with the elven warriors from his village, allied with the mannish armies of Yountinhil, pushing back a horde of barbarian orcs. He was too young, so his parents would not allow him to fight, although he thought he was a pretty good archer and could help in the battle. Despite instructions to the contrary, he snuck out and watched the battle from a safe vantage point. His heart thrilled as he witnessed the elves and men push back the dark forces of orcs. But when the battle was done, he was horrified to see the carnage that was left behind. Death, dismemberment, and terrible injuries were all around. That day changed his life, and he chose to become a healer. He chose to become a cleric of Pelor.

His family wasn't exactly happy about his choice, as most of the village were followers of either Ehlonna or Corellon Larethian, but they didn't discourage him either. In fact, there weren't even any temples of Pelor, except in the human villages. So at the tender age of 80, Kinden left his family to travel far north to Faunt, to live with the humans and learn the ways of the followers of Pelor. He knew in his heart it was his calling. Why his parents did not want him to study in Yountinhil was, and remains, unclear to Kinden.

Then, with the coming of the new Emperor of Solmaria's first two laws, Kinden is unsure what to do. He doesn't have the money to pay the taxes, and he doesn't think he could make it if he tried to flee the city. Fortunately, the good clerics of Pelor are hiding him for the time being, but he knows that cannot last, and he does not like the idea of what might happen to them if they were found out.

Personality:

Kind-hearted and compassionate, Kinden feels for all those who have suffered harm, but especially those who have done so through risking their own lives to push back the forces of darkness. He strives to live up to the ideals of Pelor in all aspects, and bring the light of goodness to the world. He is not a missionary, though, and doesn't try to convert anyone. Instead, he tries to lead by compassionate and caring example, so that others may see, and perhaps choose to follow the path of good.

Appearance:

Kinden wears his hair long and wild, like Pelor. His green eyes have the look of a hunter's eyes about them, and his skin is very tan, from his many hours in the sun. At first glance, he looks like a rogue, with his light leather armor. Then you notice the shield slung across his back, and the holy symbol of pelor hanging around his neck, and the warmth and compassion in his face. Under his travel cloak and over his leather armor he wears the robes with the insignia of the priesthood of Pelor. He looks poor, destitute, and a little skittish, peering furtively whenever a city guard strolls by. This poor elf probably does not have the money to pay his non-human tax! A child points at him and says to his mother "Look mommy! An elf!" Kinden rushes hurriedly along, trying to lose himself in the crowds.


Leather Armor (worn, 15#) 25gp
Shield, light wooden (worn, 5#) 3gp
Holy Symbol of Pelor, wooden (worn, -) 1gp

Traveler's Outfit (worn, 5#) 1gp

Longsword (belt left, 4#) 15gp

Longbow (left shoulder, 3#) 75gp
Quiver, 20 arrows (right shoulder, 3#) 2gp
Backpack (center back, 2#) 2gp
Bedroll (below backpack, 5#) 1sp

Waterskin- water (backpack, 4#) 1gp
Torches, 3 (backpack, 3#) 3cp
Flint & Steel (backpack, -) 1gp
Trail Rations- 5 days (backpack, 5#) 5sp

Belt Pouch (belt rear, 0.5#) 1gp
Healer's Kit (pouch, 1#) 50gp
Coins- 22gp, 3sp, 7cp (pouch, 1#)

Total Weight: 56.5

Update:
Arrows fired: 4
Scroll (for oracle)
2 gold
Waterproof backpack (from corpse in sewer)
Large glowing 'stick' - 3' long blade, faint aura of evocation (from corpse in sewer)
Other loot from corpse: Dagger, Alchemists' fire x2, Simple lock w/ key
Loot from rat's nest: one amulet, 2 rings, a broach, 5 pounds of various coins (mostly silver), 2 daggers, and about a score of arrow heads that seem to be made out of a material that resembles no material they have seen before
 
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