[FR] Silver Marches RG

Thanee

First Post
Here we go!

Characters for the [FR] Silver Marches 3.5 campaign will be posted here!

Please keep your characters up to date as much as possible!

Links:

IC THREAD

OOC THREAD

Bye
Thanee
 
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Cade Greythorn
Human Cleric 2 of Tyr
Stats
STR: 14 [+2] 6 Pts
DeX: 14 [+2] 6 Pts
CON: 8 [-1] 0 Pts
INT: 12 [+1] 4 Pts
WIS: 16 [+3] 10 Pts
CHA: 10 [+0] 2 Pts

AL: LG
Saves: Fort +1, Ref +3, Will +5
BAB: +1

Feats: Martial Weapon Prof: Longsword [Free], Weapon Focus: Longsword [Free], Spell Focus [Conjuration], Lightning Reflexes

Skills: Diplomacy +5 [5 Ranks], Heal +7 [2 Ranks], Knowledge [Religon] +4 [3 Ranks], Concentration +4 [5 Ranks], Spell Craft +3 [2 Ranks], Knowledge [History] +4 [3 Ranks], Spot +3, Listen +3

Attacks: Longsword, +4 to attack, 1d8+2 dmg, 19-20/x2 Critical
+3 Light Crossbow, 1d8, 19-20/x2, 80'r



Hit Points 14
AC 18, Touch 12, Flat 16
Init +2
BAB +1, Grap +3



Medium, 5'10" tall, 120 wt, 23 yrs old
Brown hair, Green Eyes, Tanned Skin

Chondothan, Common, and Celestial


Chain Shirt (Worn, 25wt) 100gp
Travelers Outfit (worn, 5wt) 1 GP

Longsword (Belt Left, 6wt) 25 GP
Spell Component Pouch (belt rear, 2wt) 5 GP
Bolt Case [20 Bolts] (Belt Right, 2lb) 2 Gp

Light Crossbow (left shoulder, 4wt) 35 Gp

Backpack (center back, 2wt) 2 GP
Bedroll (below backpack, 5wt) 1 SP
Heavy Wooden Sheild (Right Back, 10lb) 7 GP


Holy Symbol [Wooden] (Necklace, 0wt) 1 GP


Waterskin- water (backpack, 4wt) 1 GP
5 Sunrod (backpack, 5wt) 5 Gp
Trail Rations- 6 days (backpack, 6wt) 3 GP
Healers Kit (Backpack, 1wt) 50 GP
1 Scroll of Cure Light Wounds (Backpack, 0wt) 25 GP
Ink, 10 Sheets of Paper, Ink Pen [Backpack, 0 wt) 10 GP, 1 SP
Copy of a Tyrian Holy Book [Backpack, 1wt) 6 GP

Coins- 20gp, 8sp (pouch)

Domains: War- Free MWP and Weapon Focus in Longsword
Retribution: Strike of Vengance 1/day

Spells Prepared:
0th- Cure Minor Wounds, Detect Magic, Light [x2]
1st- Summon Monster 1 [x2], Bless, Sheild of Faith (D)

Save DCs: 13+ Spell Level

Cade was born into a minor noble family, and was expected to follow the family tradtion and wheel and deal for political power. Cade on the other hand, had diffrent ideas. Running away from home when he was 15, Cade went to the Temple of Tyr in Waterdeep. Cade spent 7 years there, training his body and mind to become a Cleric. Once his training was complete, he set off to fight Evil and win Glory for Tyr. He has been in the Silver Marches for about 6 weeks, and he has seen quite a bit of action.

Cade is a devout man, and trys to follow the Code of Tyr as much as he can. Cade deals with law-breakers, mainly brigands and theives, harshly. He belives that they could and should follow the code of the law, since most other people manage to. Cade would willfully fight to the death for Tyr, and will attempt to kill any follower of Bane that he deems possible to kill.
Cade stands a little bit shorter then the average human, and he is pretty skinny for his height. His chain shirt, sheild, and sword are all emblazoned with the symbol of Tyr. He keeps his amor and weapons clean, and tries to keep his clothes clean aswell.
 
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Pendrin Pendrington
Male Gnome Bard 2nd lvl
Silver Marches Region
Chaotic Good
Str 8 ..pts 2
Dex 16 ..pts 10
Con 10 ..pts 0
Int 16 ..pts 10
Wis 9 ..pts 0
Cha 14 ..pts 6

Hit Points 12
AC 18, Touch 14, Flat 15
Init +3
BAB +1, Grap +0
Speed 20 (base 20, Light Armor)
Fort +0, Ref +6, Will +2 (All +2 vs. Illusions)

+1 Melee, Small Cutlass, 1d4-1, 18-20/x2
+5 Ranged, Small Shortbow, 1d4, 20/x2, 30'r

Small, 3'8" tall, 48 wt, 70 yrs old
Red hair, Brown eyes, Tanned skin

Speaks common, dwarven, gnomish, elven, goblin, chondathan, and illuskan

45 Skill Points
+4 Appraise (1 rank +3 Int)
+8 Balance (5 ranks +3 Dex)
+7 Bluff (5 ranks +2 Cha)
-1 Climb (0 ranks -1 Str)
+2 Concentration (2 ranks +0 Con)
+5 Decipher Script (2 ranks +3 Int)
+13 Diplomacy (5 ranks +2 Cha +2 Bluff Synergy +2 Knowledge (Nobility and Royalty) Synergy +2 Sense Motive Synergy)
+6 Disguise (2 ranks +2 Cha +2 Bluff Synergy)
+4 Escape Artist (1 rank +3 Dex)
+4 Gather Information (2 ranks +2 Cha)
+8 Hide (1 rank +3 Dex +4 Size)
-1 Jump (0 ranks -1 Str)
+8 Knowledge (Nobility and Royalty) (5 ranks +3 Int)
+1 Listen (0 ranks -1 Wis +2 Race)
+4 Move Silently (1 rank +3 Dex)
+5 Perform (Singing) (3 ranks +2 Cha)
+4 Sense Motive (5 ranks -1 Wis)
+4 Sleight of Hand (1 rank +3 Dex)
+0 Speak Language (0 ranks No Mod)
+4 Spellcraft (1 rank +3 Int)
-1 Spot (0 ranks -1 Wis)
-1 Swim (0 ranks -1 Str)
+4 Tumble (1 rank +3 Dex)
+4 Use Magic Device (2 ranks +2 Cha)

Feats
-Dodge (+1 AC against one opponent)

Gnome Traits:
As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Low-Light Vision
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 14.
Favored Class: Bard.

Bard Abilities:
Bardic knowledge +5 (+3 Int +2 level)
Countersong (Counters magical effects dependant on sound. 30' radius. Max duration 10 rounds.)
Fascinate (Targets within 90' and in line of sight take no action for 1 round per bard level.)
Inspire courage +1. (Bonus on saving throws against charm and fear effects and a morale bonus on attack and weapon damage rolls)


Spells Per Day Bard|3/1
0th- Light, Mage Hand, Message, Read Magic, Summon Instrument
1st- Cure Light Wounds, Charm Person


Pendrin has spent most of his life in a small town. You see, it was in the town of Quaervarr that Pendrin was left on the doorstep of a retired halfling bard. Over the years, Pendrin quickly realized that the bard was not his real father. As he started to reach young adulthood, his father went ill. Age had caught up with the master bard. With his only idea of family gone, Pendrin decided to pick up his "father's" craft. Luckily, he had somewhere to start his career: The Whistling Stag.

For the next couple decades, he stayed at the Stag, learning from it's constant train of adventurers and musicians. However, he finally reached the limits of how far he could go in this small town, and the urge to go out and experience life has finally gotten into him.

Pendrin may know alot about alot, but he is still inexperienced with any of it. He wants to experience everything he's heard about while he worked at the Stag, and he's brave enough to go out and do it. His second love is people, and while his concern for others has gotten him into trouble, he has no regrets.

Pendrin likes to stand out in a crowd, prefering the combined colors of yellow and purple while he travels. His outfit consists of a yellow shirt under a purple vest, purple pants with a yellow belt, and yellow shoes which he has to clean on a regular basis. His cutlass was the same one weilded by his would-be father, that has a hilt of purple and gold, which probably inspired his outfit.

Chain Shirt (worn, 25wt) 100gp
Entertainer's Outfit (worn, 4wt) 3gp

Small Cutlass (belt left, 2wt) 20gp

Small Shortbow (left shoulder, 2wt) 30gp
40 Arrows (quiver, 6wt) 2gp
Quiver (right shoulder, ??wt)
Backpack (center back, 2wt) 2gp
Bedroll (below backpack, 5wt) 1sp
Flint and Steel (backpack, 0wt) 1gp
Ink (backpack, 0wt) 8gp
Parchment, 30 Sheets (backpack, 0wt) 6gp
Soap (backpack, 1wt) 5sp
Flask (backpack, 1.5wt) 3cp

Coins- 127gp, 3sp, 7cp (pouch, ??wt)
 
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Korosh
Male Human Sorcerer 2nd lvl
Alignment CN
Str 8 (-1)
Dex 12 (+1)
Con 14 (+2)
Int 14 (+2)
Wis 10 (+0)
Cha 16 (+3) (18 (+4) for spellcasting)

Hit Points 12
AC 11, Touch 11, Flat 10
Init +1
BAB +1, Grap +0
Speed 30 (base 30, load light, armorcategory: none)
Fort +2, Ref +1, Will +3

+0 Melee, Dagger, 1d4-1, 20/x2
+2 Ranged, Light Crossbow, 1d6, 20/x2, 30'r

Medium, 6'1" tall, 60kg wt, 17 yrs old
Bald hair, Black eyes, Scarred and pale skin

Speaks Common, Draconic, Elven, Ignan, Chondathan, Illuskan

Skillpoints: 25
Skill:.............................total (ranks, ability, magic)
Concentration:................... 7 (5+2+0)
Diplomacy:........................ 5 (2cc+3+0)
Intimidate:........................ 8 (5+3+0)
Knowledge (Arcana):. ......... 6 (4+2+0)
Spellcraft:......................... 7 (5+2+0)
Speak Language (Draconic): 1cc

Feats
Spell Prodigy: +2 to charisma for spellcasting purposes.
Spell Focus (Necromancy) +2 DC to spells of the Necromancy school

Human Traits
+1 Feat
+1 SP/lvl
Favoured Class: Any

Sorcerer Abilities
Sorcerers receive Eschew Materials for free at 1st level
Spontaneous casting of known spells
Simple Weapon Proficiency
Familiar

--delete this section unless sorceror or bard--
Spells Per Day 6|5
0th- Detect Magic, Detect Poison, Disrupt Undead, Prestidigitation, Light
1st- Color Spray, Ray of Enfeeblement

Familiar: none

Background
Some people believe that power is a gift from the gods, others believe it can be attained trough work and ambition, while some people see potential in blood and heritage. Some of them believe the power in the blood can be summoned and shaped by the power of fire, a flame to be awoken by a flame. Some people are just sadistic bastards.

Even before he was born they started shaping him into the man they wanted him to become. His mother ingested special herbs, some toxic and some harmless, she took baths in near-boiling water and his father would often burn her hands and feet with fire. The deranged witch-doctor who guided them had senced the sorcerous potential of their unborn son and wanted such a child to experiment on. The parents were followers of his cult and they did what they were told, without question.

Troughout his childhood the Witch continued to torment Korosh, to sate his own curiosity and awaken the fires of sorcery in him. Every inch of his body was ritually doused with fire and horribly scarred, time and again he was brought to the treshold of death and back. It was only his strong personality that allowed him to live through the constant torture that was his childhood. Even though he often found himself wishing his own death, something deep inside was stronger. But even strength can be turned to weakness, bent and twisted by the application of greater power. Such torment scarrs not only the flesh, but also the mind and the soul and when his talent finally manifested itself it was twisted and dark.

The Witch-doctor was delighted and intrigued. The talent had grown strong trough his manipulations, but instead of manifesting itself as elemental Fire it had a distinct aroma of Necromancy. Apparently the hatred and suicidal despair of the boy had shaped his talent to reflect his state of mind. He was considering the next step of his research when his stronghold was assaulted by questing heroes.

With the tower burning down behind him Korosh fled. For the first time in his life he was truly alone, and he soon developed a liking for it. It was not to last. He was not cut out for surviving in the wild, he had no training and less physical strength, and he knew he was going to die unless he found his way to civilization. Now that he finally had his freedom he no longer longed so for death, he had seen what humanity was capable of, he had glimpsed a part of the world, and he found that he too was intrigued. He wanted to learn more about the world before he died.

Unfortunately the villagers in a small settlement near Everlund, terrified and disgusted by his horribly burned face and body, nearly killed him on sight, mistaking the 9 year-old child for a demon. They soon learned he was not, for surely no demon would fall do easily to a mere thrown stone. While they debated wether or not to finish him off the local Adept took pity on the poor broken thing and, much to the shock of the others, decided to take him in and see his wounds healed. The Adept was the closest thing the village had to a healer, he was almost certain that the thing was human and found himself fascinated by the horrendous extent of the child's injuries and scarrs.

The weeks passed, the child's wounds healed though the scarrs remained, and soon the Adept and the child had developed a bond of affection. For Korosh it was the first time he experienced kindness. The Adept found that the child, despite his monstrous appearance also had some good sides, not least of which a strong talent for magic. Having no children of his own, and little work to be done in the village he decided to teach Korosh what little he knew about the arcane arts.

The villagers never really accepted him, even after he disguised his face with a featureless leather mask. He was commonly considered a freak, and tolerated only because his adopted father was respected in the village. Consequently he grew to view the rules of society in quite a negative light. When he had learned enough from his father he left.


Personality:
Complicated.
He travels because of feelings of rootlessness, adventures to make a living, and risks his life because he doesn't have much to live for. He has a deep sense of self-loathing and therefore doesn't place his own interests above those of others, he doesn't feel he's worthy of selfishness but would really like to be. Strangely, he has a strong personality and hides his insecurities well behind a pleasant facade, though his masked face can be unnerving to strangers. He has learned to be charming as a strategy for survival.


Appearance:
Korosh hides his hideously burned face beneath a white leather mask, only his black eyes are visible. His hands, equally scarred, are always hidden in black gloves, and he's clothed in a heavy black cloak over his gray coat and breeches. Boots, backpack, quiver, etc. are worn exactly where they would be expected to be.


Explorer's Outfit:................10gp
Light Crossbow:.................35gp
Dagger:.............................2gp
Crossbow Bolts*20:............20gp
Quiver:..............................0gp
Backpack:.......2gp
Leather Mask:..2gp
Bedroll:...................1sp
Rations [1 week]:...35sp
Waterskin:..............1gp
Flint & Steel:...........1gp
Potion of Cure light wounds*4:...200gp

24 gold pieces
 
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Soveliss Nailo
Male Elven 2nd Level Rogue
Chaotic Neutral
Str 14..(+2)
Dex 17..(+3)
Con 12..(+1)
Int 14..(+2)
Wis 10..(+0)
Cha 10..(+0)

Hit Points 14
AC 15, Touch 13, Flat 12
Init +3
BAB +1, Grap +3
Speed 30 (base 30, load 0/58, Light Armor)
Fort +1, Ref +6, Will +0

+3 Melee, Rapier, 1d6+2, 18-20/x2
+3 Melee, Dagger, 1d4+2, 18-20/x2
+4 Missile, Longbow,composite, 1d8, 20/x3, 110' range


Medium Sized, 5' 1" tall, 101 wt, 122 yrs old
Pale Skinned, Black Hair, Green Eyes

Speaks; Common, Elvish, Orcish, Draconic, Chondathan, Illuskan.

Skills: (Ranks + Stat Bonus + Misc)
Appraise (Int) 1 + 2 = +3
Balance (Dex) 2 + 3 = +5
Bluff (Cha) 2 + 0 = +2
Climb (Str) 3 + 2 = +5
Decipher Script (Int) 1 + 2 = +3
Disable Device (Int) 3 + 2 + 2 = +7
Excape Artist (Dex) 2 + 3 = +5
Forgery (Int) 1 + 2 = +3
Gather Information (Cha) 2 + 0 = +2
Hide (Dex) 3 + 3 = +6
Jump (Str) 2 + 2 = +4
Listen (Wis) 3 + 0 +2 = +5
Move Silently (Dex) 3 + 3 = +6
Open Lock (Dex) 3 + 3 + 2= +8
Search (Int) 3 + 2 + 2 = +7
Sense Motive (Wis) 3 + 0 = +3
Sleight of Hand (Dex) 3 + 3 = +6
Spot (Wis) 3 + 0 + 2 = +5
Tumble (Dex) 3 + 3 = +6
Use Magic Device (Cha) 3 + 0 = +3
Use Rope (Dex) 1 + 3 = +4

Feats
-Quickdraw


Racename Traits
- +2 racial saving throw bonus against Enchantment spells or effects.
- Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Proficient with either longsword or rapier; proficient with shortbow, longbow, composite longbow, and composite shortbow.
-+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.


Classname Abilities
-Sneak Attack +1d6
-Evasion


Armor:
Leather Armor AC +2, Max Dex +6, ACP 0, Weight 15 lb.

Equipment:
Rapier, Weight 2 lb.
Dagger, Weight 1 lb.
Longbow, composite, Weight 3 lb.
Arrows (20), Weight 3 lb.
Backpack, Weight 2 lb.
Explorer's Outfit, Weight 8 lb.
Rations, trail, (6), Weight 6 lb.
Masterwork Theives' Tools, Weight 1 lb.
Rope, silk 50 ft, Weight 5 lb.
Pouch Belt, Weight 0.5 lb.
Waterskin, Weight 1 lb
Flint and Steel, Weight 0

Total Weight Carried: 47.5 lb.

Money:
39 gold pieces

Soveliss comes from the city of Evermund and he has always been the black sheep of his family. His father, a noted alchemist, always wanted his second son to follow in this father's footsteps and study arcane lore. But Soveliss had a restless spirit that was not suited to deep study. He would rather hunt and spend the evenings with his friends drinking and slumming in the less refined areas of the city. Soveliss' father finally had enough of his wild ways and kicked him out of their househood. So far Soveliss has survived on his quick wits and the asorted skills he learned in the dark alleys of Evermund.
 
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Faedalar Mistmorn
Male moon elf druid 2 (of Rillifane Rallathil)
Neutral


Str 13 +1 (4 pts)
Dex 13 +1 (3 pts, +2 racial)
Con 10 - (4 pts, -2 racial)
Int 13 +1 (4 pts)
Wis 16 +3 (10 pts)
Cha 11 - (3 pts)

Hit Points 16
AC 14, Touch 11, Flat 13
Init +1
BAB +1, Grap +2
Speed 20' (base 30', armor medium)
Fort +3, Ref +1, Will +6

+2 Melee, Sickle, 1d6, 20/x2

Medium size, 5'0" tall, 113 lbs., 151 yrs old
Silver hair, blue eyes, pale skin

Speaks Chondathan, Common, Druidic, Elven, Sylvan

Concentration +4 (3 ranks, +1 CN)
Handle Animal +3 (2 ranks, +1 CH)
Heal +7 (2 ranks, +3 WS, +2 Forester)
Knowledge: nature +6 (3 ranks, +1 IQ, +2 class)
Listen +8 (3 ranks, +3 WS, +2 racial)
Search +5cc (2 ranks, +1 IQ, +2 racial)
Spellcraft +3 (2 ranks, +1 IQ)
Spot +8 (3 ranks, +3 WS, +2 racial)
Survival +10 (3 ranks, +3 WS, +2 Forester, +2 class)

Feats
- Forester

Racial Traits
- Immune to sleep, +2 to saves vs. enchantment
- Low-light vision
- +2 bonus to Listen, Search, Spot

Class Abilities
- Animal Companion (owl, see below)
- Nature Sense (+2 Knowledge: Nature, Survival)
- Wild Empathy (1d20+lvl+CH mod)
- Woodland Stride (through woodlands normal speed)

Spells Prepared 5/3 (+1/1/1 bonus)
0th - Detect magic, detect poison, guidance
1st- Calm animals, cure light wounds, magic fang

Nightwind, owl: 8 HP; Init +3; Spd 10 ft./40 ft. fly; AC 17/15t/14ff; Atk Talon +5 melee (1d4-1); SV Fort +2, Ref +5, Will +2
Skills: Listen +14, Move Silently +17, Spot +6
Tricks: Fetch
Link (+4 Handle Animal, Wild Empathy)
Share Spells (If w/in 5 ft., spells may affect animal companion)

XP: 328

Faedalar Mistmorn was born over a century ago to a moon elven family of simple means in the High Forest region. From an early age, he displayed an interest in the mystical side of nature, and was inducted into the worship of the god Rillifane Ralathil. The precocious Faedalar was initiated into formal druidhood in only a decade.

Allowed to roam freely, he soon allied with the Tree Ghost tribe of Uthgardt barbarians after he rescued the chieftain of the tribe from a band of ogres that had slain his guardsmen. Together with the Tree Ghosts, Faedalar defended the Grandfather Tree from outsiders and interlopers, which often included orcs and other savage humanoids. One day, he saw a snow-white owl in the trees. Believing it to be an auspicious omen, Faedalar followed it. He returned to his clearing and found the Uthgardt band he was with had been killed by a roving band of bugbears. Indebted to the white owl for saving him, Faedalar christened it Nightwind and it became his companion in his travels as he set out into the wilderness after the bugbears. His search led him eventually into the Silver Marches, and into the city of Silverymoon.

Hide Armor (AC +3, 25 lbs.)
Explorer's Outfit (worn)
Sickle (belt, 2 lbs.)
Belt Pouch (belt, .5 lbs.)
Backpack (center back, 2 lbs.)
50 ft. hemp rope (10 lbs.)
5 days' rations (5 lbs.)

Wooden holy symbol of Rillifane (worn, no weight)
Coins - 225 gp, (pouch, 4.5 lbs.)
Total weight - 49 lbs.
 
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Sorry for the delay in getting my PC posted. Work has been nuts. In the interests of time, I'm going to go ahead and post a simple statblock for now, and I will come back and edit the post (prob. this evening) into the proper character sheet format.

Quinn Elendar; Human Ari1/Ftr1: CR 1; ECL 2; Size M; HD 2; hp 17; Init +3; Spd 30 ft; AC 15, touch 13, FF 12; BAB +1; Atk: +2 melee (1d3 + 1, Unarmed), +4 melee (1d6 + 1/crit 18-20, Rapier), +2 melee (1d4 + 1/crit 19-20, Dagger), +4 ranged (1d6/crit x3, Shortbow); AL NG; SV Fort +1, Ref +3, Will +3; Str 12, Dex 16, Con 8, Int 12, Wis 12, Cha 14.
Languages spoken: Common, Elven
Skills and Feats: Bluff +6, Diplomacy +6, Gather Information +5, Survival +3, Knowledge (History) +4, Knowledge (Nobility) +4, Ride +8, Sense Motive +4, Swim +2; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Dodge, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse.
Possessions: 65 gp, -20 cp, Rapier (20 gp, 2 lb), Dagger (2 gp, 1 lb), Shortbow (30 gp, 2 lb), Leather (10 gp, 15 lb), Traveler's outfit (1 gp, 5 lb), Signet ring (5 gp, 0 lb), Bedroll (.1 gp, 5 lb), Flask (empty) (.03 gp, 1.5 lb), Flint and steel (1 gp, 0 lb), Small steel mirror (10 gp, .5 lb), Belt pouch (empty) (1 gp, .5 lb), 3 Trail rations (per day) (.5 gp, 1 lb), Sewing needle (.5 gp, 0 lb), 2 Soap (per lb.) (.5 gp, 1 lb), Waterskin (1 gp, 4 lb), Whetstone (.02 gp, 1 lb), Light warhorse (150 gp, 0 lb), Arrows (20) (1 gp, 3 lb).

Quinn is the son of a deposed baron. His father was killed by political rivals, aided by his scheming step-mother. He fled his home to avoid being killed himself, but vowed he would return some day, reclaim his birthright, and gain vengeance against those who plotted against and murdered his father. He spent his first few years in exile with the former commander of the baron's guard, who helped him improve his skills in swordplay and reinforced the concepts of nobility and chivalry. When the commander died of sickness, he decided to see what adventures the world held for him, knowing that he was not yet ready to face his rivals.

Quinn wears worn leather armor and well-traveled clothing, but he nevertheless has the air of a noble and a fierce pride. He considers himself a guardian of the people, inspired by his father's service to those within his lands. He believes that it is the responsibility of the nobility to protect and provide for their those who live within their holdings, and he has little respect or patience for those who simply fill their coffers with the toil of the common man. Similiarly, he thinks that most laws were created simply to protect those in power, and he does not trust authority.

Quinn is tall and fairly thin, with a grace that belies his apparent gawkiness. He uses his wit and diplomacy to avoid conflict when possible, but he believs that violence is sometimes unavoidable and that some men are deserving of nothing more than a quick death. In combat, he uses quickness and precision to harry his oponents rather than raw strength.

---

Let me know if this looks okay. If you want to roll for the final attributes I can include those in the character sheet.
 
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Joyousgard
Half-Elf Monk 2
Stats
STR: 12 [+1] 4 Pts
DEX: 14 [+2] 6 Pts
CON: 12 [+1] 4 Pts
INT: 12 [+1] 4 Pts
WIS: 14 [+2] 6 Pts
CHA: 12 [+1] 4 Pts

AL: LG
Saves: Fort +4, Ref +5, Will +5
BAB +1, Grap +2
Base Flurry of Blows: -1/-1


Feats: Flurry of Blows, Evasion, Unarmed Strike, Dodge, Stunning Fist, and Deflect Arrows.

Skills: Hide +7, Move Silently +7, Sense Motive +7, Balance +7, Jump +6, Tumble +7.

Attacks: Unarmed +2, Damage: 1D6+1. Flurry of Blows +0/+0 Damage: 1D6+1.
Short Bow: 1d6/x3

Hit Points 18
AC 14, Touch 14, Flat 10/ With Dodge: AC 18, Touch 18, Flat 10
Init +2




Medium, 5'11" tall, 135 wt, Looks 18 yrs old
Platinum Blond hair and beard, Violet Eyes, Tanned Skin

Chondothan, Common, and Elven



Simple Weapons Cost Dmg (M) Critical Range Increment Weight1 Type2
Quarterstaff5 — 1d6/1d6 X2 — 4 lb. Bludgeoning
Shortbow 30 gp 1d6 X3 60 ft. 2 lb. Piercing
Arrows (20) 1 gp — — — 3 lb. —
Exotic Weapons Cost Dmg (M) Critical Range Increment Weight1 Type2
Nunchaku 2 gp 1d6 X2 — 2 lb. Bludgeoning
Sai 1 gp 1d4 X2 10 ft. 1 lb. Bludgeoning
Bolas 5 gp 1d43 X2 10 ft. 2 lb. Bludgeoning
Table: Goods and Services
Adventuring Gear
Item Cost Weight
Backpack (empty) 2 gp 2 lb.1
Bedroll 1 sp 5 lb.1
Blanket, winter 5 sp 3 lb.1
Case, map or scroll 1 gp 1/2 lb.
Lamp, common 1 sp 1 lb.
Oil (1-pint flask) 1 sp 1 lb.
Pouch, belt (empty) 1 gp 1/2 lb.1
Rations, trail (2 days) 2 gp 2 lb.1
Rope, silk (50 ft.) 10 gp 5 lb.
Sack (empty) 1 sp 1/2 lb.1
Tent 10 gp 20 lb.1
Waterskin 1 gp 4 lb.1
Special Substances and Items
Item Cost Weight
Acid (flask) 10 gp 1 lb.
Alchemist’s fire (2 flasks) 40 gp 2 lb.
Antitoxin (vial) 50 gp —
Holy water (flask) 25 gp 1 lb.
Smokesticks (2) 40 gp 1 lb.
Sunrods (5) 10 gp 5 lb.
Tindertwigs (10) 10 gp —
Clothing
Item Cost Weight
Explorer’s outfit 10 gp 8 lb.1
Monk’s outfit 5 gp 2 lb.1
Remaining: 39 gp 1 SP.

Hello Master Hallibard,
I am traveling as you advised with a group of Adventurers. I am humbled by what I have seen so far. They know so much about the world and I so little. Some have begun thinking I am mute for I speak so little but unlike them I have little to say. I have never been away from the monastery since I wandered into it after my “mother” left me to die in the woods as a child.
I have made a few conclusions Master. I am destined for a far greater purpose. You have known this for some time have you not? I understand why you drove me so hard. I understand the love and strength it took to mold me into the instrument of good that I am. It is my will that I continue to advance myself. Perfection of the soul, body and mind are the 3 harmonies that drive the world are they not? I will achieve that perfection.
Master I have come to the end of this missive. Please continue to be well. My heart is never far from you and Mistress Rhio who raised me.

Joyousgard looked up from his writing and saw the faces of the few proud people he had met not 3 days ago and sighed. Would they never stop and be quiet? He stretched his long legs looked into the mirror of the inn they were stopped in for food. He looked nothing like the young student he had been a week ago. His beard was growing in fast and a few shades darker then the white-blond of the hair on his head, his eyes of Violet and a smile of white teeth. His robes long ago destroyed in a fight for his life he was now dressed as they were with boots on his feet and heavy cloth and leather belt instead of his silk belt of merit. No He was not the man he had been but was that not what he had been told was the reason he was walking this path? He had a dream of a sword of light and a shield of angel’s feathers. This dream is leading him towards something that will complete his soul.
Joy as the companions are calling him are all laughing at some joke they all get and has some context dealing with various body parts that Joy cannot comprehend. Once again the Monk sighs and returns to his seat blushing at the joke but finding no humor in it.

Crunchy goodness: Joyousgard is a half elf monk raised in a monastery far from the city or any other civilization. His human mother who could not take care of him abandoned him at the age of 8. He took the name Joyousgard from an old faerie tale about a knight in a castle who defended the weak and lost. He doesn’t even remember his old name.
Joy is being called into the life of a Paladin. He just has not met one and does not know of their existence.
 
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Code:
Character Name:	Randal Evenwood
Player Name:	Thels
Dungeon Master:	Thanee
Race&Gender:	Human, Male
Class&Level:	Ranger2
Alignment:	Neutral Good
Deity:		Gwaeron Windstorm
Region:		The North
Size:		Medium
Age:		22
Height:		5'11"
Weight:		148lb
Skin&Eyes:	Pale, Hazel
Hair:		Short Strawcolored

Strength:	14 (+2)
Dexterity:	14 (+2)
Constitution:	10 ( 0)
Intelligence:	14 (+2)
Wisdom:		14 (+2)
Charisma:	10 ( 0)

Fortitude Save:	+3 (+3 Base, +0 Con)
Reflex Save:	+5 (+3 Base, +2 Dex)
Will Save:	+2 (+0 Base, +2 Wis)
+5 Circumstance to Fortitude Saves against exposure to cold weather

Melee Attack:	+2 (+2 Base, +2 Str)
Ranged Attack:	+2 (+2 Base, +2 Dex)
Initiative:	+2 (+2 Dex)

Max Weight:	58 (Light), 116 (Medium), 175 (Heavy)
		175 (Over head), 350 (Off ground), 875 (Push or drag)
Movement Speed:	30/x4, 20/x4, 20/x3

Armor Class:	16 (+4 Armor, +0 Shield, +2 Dex)
Hit Points:	16 (2d8)
Experience:	1000 (need 3000)

Languages:	5 (1 Racial, 2 Region, +2 Int)
Chondathan
common
Elven
Illuskan
Orc

Skills:		45 (9/level)
Handle Animal	+5 (+5 Ranks, +0 Cha)
Knw (Dungeons)	+7 (+5 Ranks, +2 Int)
Knw (Geography)	+7 (+5 Ranks, +2 Int)
Knw (Nature)	+9 (+5 Ranks, +2 Int, +2 Synergy)
Listen		+7 (+5 Ranks, +2 Wis)
Ride		+9 (+5 Ranks, +2 Dex, +2 Synergy)
Search		+7 (+5 Ranks, +2 Int)
Spot		+7 (+5 Ranks, +2 Wis)
Survival	+7 (+5 Ranks, +2 Wis)
+2 Synergy to Survival in aboveground natural and underground environments
+2 Synergy to Survival to keep from getting lost or for avoidiong hazards
+2 Synergy to Survival when following tracks
+2 Synergy to Bluff, Listen, Sense Motive, Survival and Spot when dealing with Orcs

Abilities:
Favored Enemy: Orc +2
Wild Empathy, +2 Synergy

Feats:
Track
Weapon Focus: Longbow
Point Blank Shot
Rapid Shot

Weapons:
Composite Longbow (To Hit +5, Dmg 1d8, Crit 20/x3, Range 110', Ranged, Piercing, 3lb)
Longsword (To Hit +4, Dmg 1d8+2, Crit 19-20/x2, Medium, Slashing, 4lb)
+1 to Ranged Attack and Damage within 30 feet
+2 to Damage when attacking Orcs

Armor:
Chain Shirt (Armor +4, Max Dex +4, Check -2, Medium, 25lb)

Other Equipment:
Cold Weather Outfit
Holly And Mistletoe
Quiver of 20 Arrows x2 (6lb)
Belt Pouch (0.5lb)
Backpack (2lb)
-Bedroll (5lb)
-Winter Blanket (3lb)
-Flint and Steel
-Trail Rations (1lb)
-Waterskin (4lb)
-Whetstone (1lb)
-Sack (0.5lb)
-Torch x3 (3lb)

Total Weight:	58 lb
Money:		0pp, 76gp, 7sp, 5cp
Randal Everwood is a tall yet slender man, his skin and hair in the pale and straw colors that mark him from the North. He is dressed in thick snowcolored clothes with a chain shirt covering his torso and a wool cap over his head. Thick leather pants and sturdy boots cover his legs, while a heavy cloak hangs down his shoulders. A sword hangs by his side and a bow is placed around his waist. Two quivers filled with arrows hang on his back besides his backpack.

Hailing from the town of Loudwater in the Savage Frontier, Randal felt attuned to the surrounding nature. During his late childhood and early manhood, he made a living of venturing into the wilderness, hunting down game and selling the carcasses for their meat and skins. An occasional clash with a stray orc occured, but Randal was carefull not to meet up with many of them at once. After a few years, when the local surroundings no longer held secrets for the ranger, Randal decided to join one of the caravans and move out to new areas. Arriving at the Silver Marches, Randal started out exploring the fresh countryside.
 
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Zenden Do'Shirrenn

Code:
Zenden Do'Shirrenn
Race:		Half-Drow , male
Alignment:	Neutral
Class:		Fighter

Personal Description
Age:		55
Height:		168cm
Weight:		62kg
Details:	Jet-black hairless skin, slim built apparently not very muscular, straight
		white hair (about 30cm long, tied up in a ball knot behind), amber eyes.
		His mannerisms are very calm, his speech slow and his voice
		somehow often half-whispered, he usually seems to act
		coldly without passions or emotions.
		He usually wears tight black or grey dresses not to hamper
		too much, and a hooded cloak when the season is not too
		hot because it's normally safer
		to hide his own drow heritage; his swords are both blackened
		by long time use of poison to coat them, although it is a mere
		aesthetic consequence of it.

Racial Features
Size:		medium
Base Speed:	30ft
Skills:		+2 Diplomacy, +2 Gather Information, +1 Listen, +1 Spot, +1 Search, (+1/liv as HR)
Languages:	Common, Elven, Undercommon
Favored class:	any
Special:	immunity to Sleep effects, +2 vs Enchantment
Vision:		Darkvision 60ft

Base Abilities (28-point buy)
Strength	14		Intelligence	14
Dexterity	16		Wisdom		10
Constitution	10		Charisma	10

LEVEL 2

Class	Fighter 2

Str	14	+2		Int	14	+2
Dex	16	+3		Wis	10	0
Con	10	0		Cha	10	0

BAB		+2
Attacks (melee)	Longsword +4 damage 1d8+2 (or 1d8+3 two-handed), crit 19-20/x2
		Falchion +4 damage 2d4+3, crit 18-20/x2
		Dagger +4 damage 1d4+2, crit 19-20/x2
		Sickle +4 damage 1d6+2, crit 20/x2
Attacks (ranged)Dagger +5 damage 1d4+2, crit 19-20/x2, 10ft
		Longbow +5 damage 1d8, crit 20/x3, 100ft
		Sling +5(+4) damage 1d4(1d3)+2, crit 20/x2, 50ft
AC		18 (10 + 4armor +1shield + 3dex), touch 13, flat-footed 15
ACP		-3
ASF		na
ST		Fort	+3 +0 = +3
		Refl	+0 +3 = +3
		Will	+0 +0 = +0
Hp		10x2 + 0 (Con) = 20
Init		+3

Weapon prof.	(all Simple Weapons)
		(all Martial Weapons)
		
Armor prof.	(all Light Armors)
		(all Medium Armors)
		(all Heavy Armors)
		(all Shields and Tower Shields)

Feats:		Blind-Fight, Combat Expertise, Improved Disarm

Skills:		Climb			+2		acp
		Jump			+2		acp
		Swim			+2		acp x2

		Balance			+3		acp
		Escape Artist		+3		acp
		Hide			+3	4/2*	acp
		Move Silently		+3	4/2*	acp
		Ride			+3
		Tumble			+3	4/2*	acp
		Use Rope		+3

		Concentration		0

		Appraise		+2
		Craft			(+2)
		Forgery			+2
		Search			+2		+1 racial

		Heal			0
		Listen			0	4/2*	+1 racial
		Sense Motive		0
		Spot			0		+1 racial
		Survival		0

		Bluff			0
		Diplomacy		0		+2 racial
		Disguise		0
		Gather Information	0	4/2*	+2 racial
		Intimidate		0	5*
		Perform			(0)

		*tot points spent = 25

Languages:	Common, Elven, Undercommon; Infernal, Drow Sign language

Patron deity:	Eilistraee (occasionally still worships other drow deities)

Equipment:	Chainshirt (100gp, 25lb), +4 light, maxDex +4, ACP -2
		Buckler (15gp, 5lb), +1 , ACP -1
		Dagger (2gp, 1lb)
		Sickle (6gp, 2lb)
		Longsword (15gp, 4lb) "Lotus"
		Falchion (75gp, 8lb) "Hellsaw"
		Longbow (75gp, 3lb)
		Sling (0gp, 0lb)
		40-Arrows quiver (2gp)

Magic eq.:	-

Class Tools:	-

Other Gear:	Belt Pouch (1gp) + Trail Ration (3x0,5gp) + Soap (0,5gp)
		Waterskin (1gp)
		Explorer’s Outfit (na/10gp)

Other Expenses:	-

Money:	6gp


Background:	60 years ago, a very young human Bard named Oljon lived in the peaceful city of Silverymoon.
		The Bard was a happy handsome bloke but with a melancholic vein in his arts, and a personal
		attraction for fairy creatures, mysteries and death. He used to wonder the quite streets of the
		upper class district at sleepless nights, in a time when crime was at his lowest and those
		streets were walked in summer nights by dandy fellows from late partying and the like. One night,
		while pondering in his thoughts about a song of love between a young human and an elven maiden,
		for some reason his feet led him to the upper class old graveyard at the edge of the district,
		and he stumbled upon a maiden of blackpearl skin and unearthly beauty trying to hide among the
		grave trees. Her name was Sulanine Do'Shirrenn and was a young Drow priestess. Being very keen
		on manipulating humans, the dark elven maiden played the part of the lost fragile creature to
		conceal her true intentions, which at the time were merely to collect some grave dirt for her
		underground community's games, and the young man was too good of heart and had gone too far already
		about fantasizing an affair with an elf girl, that he easily fell in love with the maiden.
		Later he offered her a shelter whenever she wanted to stay in the city, and for a few months he
		struggled to have her accepted by the other humans, while she was mostly having a lot of fun by
		the whole thing, but cared nothing for the man who was deceived all the time. Clearly, he knew
		about the drows' nature, and realized also that she was often using him as a shield for her own
		mischieves on the surface, but despite this he loved her and remained confident that he could
		have changed her bad sides.
		From such a couple Zenden was conceived, but the child never dwelled in the father's quarters.
		His mother had grown tired of the game and returned in the underdark when she was already pregnant,
		and didn't bother to inform Oljon about it. As the idilliac story was ended, Oljon had managed to heal his
		wounds and his heart eventually found its own way: after more than 10 years of wandering adventures,
		he came back to Silverymoon and married his younger cousin, and later established himself as a
		quite esteemed music teacher and novels composer in the city academy of arts. Only about 20 years
		after the separation from Sulanine he eventually came to know about the existance of their son, as
		the drow (who has been a few times occasionally showing herself aboveground around Silverymoon)
		distractingly told him. For some time, Oljon cultivated the will to meet his son, who was still a 
		child for the half-elven standards, but finally desisted, partially to protect his new family from trouble
		and partially because he couldn't even trust Sulanine to be speaking the truth about him at all.
		As a trick of the fate, he met his son only once, on his last day of life when, now over 70 years
		old, he was going to the pablic thermal baths, and just casually met the eyes of his son who was entering
		town inside a merchant wagon and had peeked out of it; they didn't recognize each other of course.
		The Bard died the same night, in his bed surrounded by his family and his grandchildren.
		During his first 50 years of life, Zenden was trained to be what every Drow male usually is, a
		warrior to defend the dark elven subterranean community. Only that, being half human, he was normally
		regarded as inferior to the others, and indeed he was less at ease in the underdark, primarily because
		of his lack of darkvision. His mother, a lesser priestess of the drow pantheon, took advantage of
		Zenden's faster growth to adulthood compared to straight drows and implied him as her personal
		bodyguard and servant in her favourite fiendish summoning practices (it was during a battle against
		enraged devils that Zenden won his falchion who he later named "Hellsaw"). Furthermore, Zenden was often
		coopted by higher-rank drow priestesses to perform investigations on the surface, both because his
		lack of intolerance to sunlight and an analytical disposition of his mind. For more important tasks he
		was usually regarded as not enough cynical, mercyless and effective, and occasionally easy to fall
		to sentiments such as pity and forgiveness, a clearly pathetic human heritage he often despised in
		himself as well.
		About 5 years ago, Zenden was caught into an intricated plot of political rivalry between several
		drow priestesses' factions, troubled times during which he was pushed towards a situation
		where he would have had to choose between slaying some priestess' drow infants or betray the clear
		orders from the leader priestess - a move from her to indirectly hit her rival Sulanine - but a choice
		he eventually never came to do since the leader was herself assassinated before he could complete
		her task. Neverthless, the episode had brought his heart in more dire confusion than ever, and as a
		result he finally left the drow city for the surface, to question his nature of duplicity but also
		to avoid the coming political clashes for power between the new leader pretenders.
		In the past years, he has been travelling around the Silver Marches and taken service as bodyguard,
		scout, caravan guard and short-time mercenary in a few occasions, but also worked for a few months
		for a bandit group (although not actually raiding or participating to actions).

Personality:	Zenden's very calm and very cold mannerisms hide a serious insecurity of his beliefs. He is more or
		less on a quest for his very nature, which since his birth itself is double. He has always been educated
		under the drow ideas of a life dominated by sheer hunger for power and lack of other committments, but
		never felt such desire to really belong to him. Power, wealth, knowledge are stranger values for him,
		with love being still an unknown thing to him as well. For the moment he considers himself a beholder
		of the world aboveground, after the one below has failed to inspire him any true motivation for his
		existence. Although he is definitely not reckless or straight evil in his attitude, he often finds
		himself acting cruel in battle, often without thinking twice, and sometimes this disposition seems
		natural for him who has been always lived this way among the drow.
 
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