the haunting of barrenrim (characters)

sophist

First Post
Here you can post your characters.

As an example I give you here Tedd (your furbolg guide):

TEDD
male furbolg (monstrous Humanoid)
HD 5d8+10(32 hp)
Initiative: +1
Speed: 30ft.
AC: 18 (-1 size, +4 natural, +3 armour, +2 dex) touch 11, flatfooted 16
Base Attack/grapple: +5/+13
Special Attcks: Improved Grab
Special Qualities: Darkvision

Abilities: Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 10 (18 pts.)
[/B]Saves:[/B] F +3, R +7, W +5
Skills:Survival 8r+1+3 (+12), Knowlegde (Nature) 5r+1 (+6), Listen 8r+1 (+9), Spot 3r+1 (+4)
(the idea here is: xr+n where x is the numer of ranks and and n is the attribute bonus followed by the total in paranthesis)
Feats:Weapon Focus (Claw), Skill Focus Survival

Posessions: Studded Leather Armour, Hunting Knive +1, Heavy Crossbow (20 bolts), amulet that can cast extended shield once a day, potion of cure light wounds

you can also list typical attack routines here if you want but this is not nessesary.
e.g.: 2 claws +8/d6+3/20x2
meaning: attack bous +8 for both, then damge, then threat range
folled by multiplier


Image: Tedd looks much like a bear, with a massive build and dark fur. He wears simple clothing and a new Studded leather armour. A clear intelligence is on his blunt ursine face.
Background: Living in the forests of Ashenvale under the shamans rule was never enough for Tedd. Thus he set out across the Mountains into the barrens, where he met the Goblins. As these are always in need for a strong scout, they agreed to provide the starting points for Tedds roaming across Kalimdor. Now he is in Martin Georges employ, as George claims that he found an abandoned vault of Scourge treasure.

Please ask any questions in the "barrenrim" thread in the "talikng the talk" forum.
 
Last edited:

log in or register to remove this ad

Shannyn Rageblade
female Night-Elf Barbarian (Humanoid [elf])
HD 3d12+3 (28 hp)
Initiative: +2
Speed: 30ft.
AC: 15 (+3 armor, +2 dex) touch 12, flatfooted 13
Base Attack/grapple: +3
Special Qualities: Superior Low-Light Vision, Fire & Cold Resistance 1, Shadowmeld, SR 5, Rage 1/day

Abilities: Str 10, Dex 14, Con 12, Int 12, Wis 14, Cha 14
Saves: F +4, R +3, W +3
Skills: Survival 6r+2a+4b (+12), Knowledge (Nature) 6r+1a+4b (+11), Listen 6r+2a (+8), Knowledge (Military Tactics) 6r+1a, Hide 2r+2a(+10b) (+4/+14), Read & Write 2r

Feats: Track, Point-Blank Shot

Possessions: Masterwork Studded Leather Armor, +1 Composite Longbow, 2 Quivers (40 arrows), Masterwork Longsword, Spidersilk Rope (50 ft.), Goblin Army Knife, Field Rations

Image: If at all possible, Shannyn looks even more feral than her Night Elf sisters. A free spirit, with rogueish and uncaring attitude as well as attire and rather young for one of her kind, she likes to travel and see more of Kalmidor's wild reaches than mount Hyal.
Background: Trapped far south in the Tanaris Desert when the Horde, Alliance and Scourge arrived on the Shores of Kalimdor, Shannyn was forced to fight alongside many different factions and tribes. Slowly fighting her way north as a mercenary, she arrived just in time to take part in the routing of the Burning Legion. Having no skill as a healer or druid, she decided that her help could be used elsewhere, among the strange, mortal newcomers she had hired out to during the war...
[/QUOTE]
 

Narash Foresthome

Narash Foresthome
Male Tauren Bbn1/Ftr2 (ECL +1)
HD: 1d12+2d10+9=35 HP Raging HP: 41
Size: Large
Init: +1
AC: 15 (10 + 1 dex + 5 armor -1 Size) Touch:10 Flatfooted: 14 Raging AC: 13/10/12
Speed: 40 ft
SQ: Tauren Traits, Rage 1/day
Tauren Traits: Gore - A Tauren may use their horns as a natural attack, dealing 1d8 points of damage. They may also charge, using the horns, and dealing Strx1.5 damage. The horns may also be set to receive a charge. Taurens are proficient with long and short spears, and consider Tauren Totems and Tauren Halberds to be martial weapons, not exotic.
Abilities: Str 18 Dex: 13 Con: 16 Int: 14 Wis: 12 Cha: 8 Raging Abilities: Str 22, Con 20
Saves: F:8 R:1 W:1 Raging: 8/1/3
Base Attack/Grapple: +3/+11 (+4 Str, +4 Size) Melee Attack: +6 (+3 +4 str -1 size) Ranged Attack: +3 (+1 dex -1 size)
Full Attack: +8 Tauren Halberd (2d6+7/x3) or +3 Tauren Spear (1d10+4) or +7 Gore (1d8+4) Raging Attack +10/2d6+10/x3 or +9/1d8+6
Skills: Climb: 2r+4a (+6) Craft (Snares): 3r+2a (+5) Craft (Weapon): 3r+2a (+5) Handle Animal: 5r-1a (+4) Hide: 0r+1a+1b (+2) Intimidate: 3r-1a (+2) Intuit Direction: 4r+1a (+5) Knowledge (History): 2cc+2a (+4) Listen: 4r+1a (+5) Move Silently: 0r+1a+5b (+6) Survival: 4r+1a (+5)
Feats: Weapon Focus (Tauren Halberd), Friend of the Totem, Large and in Charge, Pulverize.
Equipment: Tauren Halberd +1, MW Chain Shirt +1 , Lesser Cloak of Elvenkind, Lesser Boots of Elvenkind, 4 Tauren Spears (Large halfspear, made for throwing), Snare making equipment, 5 days rations, 4 poultices of cure moderate wounds (as potions), 1 bundle of Tauren Strength (As potion bull's strength), Foresthome Banner (+1 to saves vs. fear), Gloves of the Tracking Wolf (Grants user scent ability for 10 minutes, 1/day), Various bones, teeth, claws and such like.
Appearance: Narash is a traditional Tauren - perhaps 11' feet tall, though he seems much taller when brandishing his great halbard. His fur is deep brown, with swirls of lighter tan and darker black fur, giving him a somewhat mottled appearance. His right ear is pierced in three places, and claws from animals that have fallen to his blade hang there. His left ear is mostly missing, only a ragged stump left where it used to be. He tends to run his fingers over the stub when nervous. He has a number of tattoos on the skin of his face - primarily tribal designs and simple geometrics, some of them clearly significant, some which may or may not be so. Narash dresses lightly, simply wearing a loincloth and a brace upon which his banner hangs. Narash's tribe, the Foresthome, have entrusted him with one of their sacred banners, and he bears it proudly whenever possible. The banner is enscribed with the symbol of the Foresthome tribe, as well as several runes of power, and grants him a +1 morale bonus against fear effects.

Narash usually carries his Tauren Halberd, which is also festooned with feathers and beads or honor, his Tauren spears (normal throwing spears, sized for him) and his boots and cloak of Elvenkind. The boots and cloak were given to him by a night elf he found one day while tracking a wild boar - the elf had clearly had a run in with the creature, and was dying. Narash came upon the boar as it was about to deliver a death blow, and managed to drive it away. The elf eventually died before Narash could find a healer, and gave him the boots and cloak as a gift. Before setting out on his journey he also received a cache of supplies from his mother, which included several healing poultices, and a strength bundle, as well as a set of Gloves containing the spirit of a Dire Wolf.

Backstory: Narash was born to a very traditional tribe of Tauren. His father second in power only to the chief, his mother was the tribe's shaman. So it was destined from birth that he would be trained in the ways of the Tauren. He was lulled to sleep with stories of glorious warriors, brave leaders, self-sacrificing scouts, and all the Taurens of history. He was groomed to lead the Foresthome tribe (at least that was the dream of his parents), or at least to contest the chieftan if he should fall. And Narash was happy that way - he was proud to be a part of the glorious tradition, and respected the ways of his elders and his tribal heroes. From an early age, he showed a love of the forest, typical among his tribe. He trained with the Totem, the Halberd, the long and shortspears, disdaining the weapons of the other races. He showed early promise as a shaman, but the connection stopped with his deep bond with his Totem, which would grant him strength in times of extreme need.

But always, deep in the corner of his heart, there was a wanderlust. He knew that the Tauren were more honorable, more ... well, worthy. But he wanted to see it for himself. His parents were against the idea, but they were good parents, and also realized that the more he learned, the better his chances might be to become chieftan. So it was that one week after his 23rd growing season that Narash met with a group of Horde soldiers travelling through the forest. He aided them in repelling an attack by crazed firbolgs (Narash was already an accomplished fighter, and his size and natural strength served him well), and spent some time guiding them through his forest home. In speaking with them, he was pleased to see that they shared a similar conviction and dedication to honor that his family did. So it was that he returned with them when they headed back to their village, and he has been travelling ever since.

Personality: Narash does suffer from somewhat of a superiority complex - his natural size and strength, combined with a very insular upbringing instilled a great sense of pride in the Tauren race in him. This pride often comes off as a disdain for the other, weaker races. Narash means no disrespect, he merely see this as a fact of life - Tauren are stronger than others. It is simply how it is. He would take no offense if a night elf were to state they were better archers - they are. Taurens are simply more honorable, and a stronger race as a whole....
 
Last edited:


KEZZET WOLFTEETH
Male Orc (Humanoid) Barbarian1/Fighter3.
HD: 1d12+3d10+12 (45 hp).
Initiative: +2 (+2 Dex).
Speed: 40 ft.
AC: 17 (+5 Armor, +2 Dex), touch 12, flat-footed 15.
Base Attack/Grapple: +4/+6 (+1 against humans).
Special Qualities: Low-Light Vision, Battle Rage 2/day, Weapon Familiarity: Orcish Claws, Fast Movement.

Abilities: Str 14, Dex 15, Con 16, Int 10, Wis 8, Cha 14.
Saves: Fort +8, Ref +3, Will +1.
Skills: Handle Animal 5r+2+2 (+9), Intimidate 5r+2+2 (+9), Knowledge (Military Tactics) 5r (+5), Ride (Dire Wolf) 7r+2+2 (+11).
Feats: Battle Cry, Mounted Combat, Power Attack and Weapon Focus: Greataxe.
Languages: Common and Orc.

Attacks: Melee (+8 Attack, 1d12+4 Damage, 20/x3 Critical), Powerattack (+4 Attack, 1d12+12 Damage, 20/x3 Critical), Ranged (+7 Attack, 1d8+2 Damage, 20/x3 Critical).

Possessions: Chain Shirt +1, Greataxe +1, Masterwork Mighty (+2) Composite Longbow, 280 gp remaining

Image: On first eye, Kezzet looks much like the ordinary grunts from the Horde: wearing a chain armor, a helmet covering his head, an axe hanging down his side and battle scars all over his body. Kezzet is a little taller than the average orc, but quite a bit sturdier, with a loud yet clear voice that usually draws some attention. A backpack, bow and quiver, uncommon items for the average grunt, hang on his back.

Background: Kezzet was still a kid when he looked in awe upon the forces led by Blackhand through the portal erected by Gul'dan. He was especially thralled by those riding the large black wolves. He vowed he himself would one day become such a soldier, and started training his muscles. One day he managed to capture a dire wolf puppy and tried his best raising it.

Years later, Kezzet heard plans of a new invasion through the dark portal. Destined to be a part of it this time, Kezzet joined among the ranks of the Warsong Clan, where he was trained in the arts of war. When the Bleeding Hollow clan, lead by Kilrogg Deadeye returned, the armies of Draenor gathered and followed Ner'zhul into Azeroth and Kezzet, still a young rookie at that time, followed along.

At first, Kezzet fought bravely alongside his Warsong brothers, but when the tides seemed to turn and the dark portal was destroyed, he became more carefull, rather avoiding the enemy, than relentlessly pursuing any human in sight. After losing companion after companion and the Horde became more and more scattered, Kezzet merely hided away in the woods of Azeroth with his wolf Nightclaw, trying to avoid all human contact.

Years later, he noticed large groups of orcs travelling together towards the direction of the coast. Following along, he was amazed at the numbers that still survived their time in the new world, the access to their former world broken. Seeing his former warchief back brought up strange feelings in Kezzet, but he knew he would not be following him anymore. That was something of the pasttime, and it didn't feel right anymore.

Kezzet was happy to join the ships and sail away from this cursed land. Once on Kalimdor, he didn't want have anything to do with the army drafted by Thrall and Grom, and settled out with a small group of comrades to discover this new lands on their own. During weeks of travelling around, he had several encounters with the fierce Tauren folk and admired their nomadic way of life, being so different from the Ogres that they resembled only on the very first sight due to their size. After several weeks of travelling, he came upon the settlement of Barren-Rim.

RAGING KEZZET WOLFTEETH
HD: 1d12+3d10+20 (53 hp).
AC: 15 (+5 Armor, +2 Dex, -2 Rage), touch 10, flat-footed 13.
Base Grapple: +8 (+1 against humans).

Abilities: Str 18, Con 20.
Saves: Fort +10, Will +3.
Skills: No Handle Animal, No Knowledge (Military Tactics).

Attacks: Melee (+10 Attack, 1d12+7 Damage, 20/x3 Critical), Powerattack (+6 Attack, 1d12+15 Damage, 20/x3 Critical).

FATIGUED KEZZET WOLFTEETH
Initiative: +1 (+1 Dex).
AC: 16 (+5 Armor, +1 Dex), touch 11.
Base Grapple: +5 (+1 against humans).

Abilities: Str 12, Dex 13.
Saves: Ref +2.
Skills: Ride (Dire Wolf) 7r+1+2(+10).
Feats: No Power Attack.

Attacks: Melee (+7 Attack, 1d12+2 Damage, 20/x3 Critical), Ranged (+4 Attack, 1d8+1 Damage, 20/x3 Critical).

NIGHTCLAW
Large Animal.
HD: 6d8+18 (45 hp).
Initiative: +2 (+2 Dex).
Speed: 50 ft.
AC: 14 (-1 Size, +2 Dex, +3 Natural), Touch 11, Flat-Footed 12.
Base Attack/Grapple: +4/+15.
Space/Reach: 10 ft/5 ft.
Special Attacks: Trip (+11).
Special Qualities: Low-Light Vision, Scent.

Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10.
Saves: Fort +8, Ref +7, Will +6.
Skills: Hide 0r+2-2 (+0), Listen 2r+1+4 (+7), Move Silently 0r+2+2 (+4), Spot 2r+1+4 (+7), Survival 1r+1 (+2), +4 when tracking by scent.
Feats: Alertness, Run, Track, Weapon Focus: Bite.
Tricks: Accept a Rider, Attack All, Down, Guard, Heel.

Attacks: Bite (+11 Attack, 1d8+10 Damage, 20/x2 Critical).
 
Last edited:

Kiero Soothetoucher
Female Tauren Hlr3 (ECL +1)

HD: 3d8 +9 =25 HP
Size: Large
Initiative: +1
Speed: 30 ft.
AC: 15 (10 +1 dex +5 armor -1 size) Touch: 10 Flatfooted: 14
Base Attack/Grapple: +2/+8
Attack: Tauren Totem +3 Melee (2d8+3)
Special Attack: Tauren Charge.
Space/Reach: 10 ft./10 ft.
SQ: Tauren Traits
Tauren Traits: Gore - A Tauren may use their horns as a natural attack, dealing 1d8 points of damage. They may also charge, using the horns, and dealing Strx1.5 damage. The horns may also be set to receive a charge. Taurens are proficient with long and short spears, and consider Tauren Totems and Tauren Halberds to be martial weapons, not exotic.

Saves:
Fort +6
Ref +2
Will +6

Abilities:
STR 14
DEX 12
CON 16
INT 12
WIS 16
CHA 8

Skills:
Concentration 6r+3 (+9) (+13 for defensive casting)
Heal 6r+3+2 (+11)
Knowledge (Arcana) 4r+1 (+5)
Knowledge (Religion) 4r+1 (+5)
Spellcraft 6r+1 (+7)
Survival 4r+3+2 (+9)

Feats:
Brew Potion (Class feature)
Follower of the Totem (lvl 1)
Combat Casting (lvl 3)

Languages:
Taur-ahe
Common
Goblin

Spells:
(4/3/2, Save DC 13 + spell level):
0 - guidance x2, light, resistance
1 - bless, shield of faith x2
2 - delay poison, remove paralysis

Possesions:
Chain Shirt +1
Tauren Totem +1
Healers Kit
10 days ration
4 potions of cure light wounds
4 potions of cure moderate wounds
10 empty flasks
445 gp

Image: Kiero looks like most female taurens. 7 feet tall she stands, proud and calm. Her fur is mostly black, but it is white as snow in her facial arrea. She wears a robe of a kodo. The hood of the robe is usually thrown back, so as to reveal her "beautiful" features. Her horns are adorned with feathers, bracelets and other charms she treasures. Her lft horn is rather twisted, quite an unnusual trait for a tauren, wich makes her easy recognizable. Her totem, wich she herself cut out after her entering adulthood, is carried over her right shoulder, not only used as a weapon in combat, but also as a spiritual focus for her when she uses her magic.

Story: Kiero started her life as loner. She lived with her family, and the rest of her clan, traveling around as nomads. She didnt have lots of friends. It was mostly her own fault though, because she choose to withdraw from the other kids, affraid of what they might think of her twisted horn. When she grew older, she came to realize that nobody really cared wether her horn was twisted or not, but by then it was too late. She was established a loner, and liked it that way. After several scirmishes with the ravage centaurs, where the tribe lost several of their members, she descided she wanted to become a Healer. She did not want to take part in the fighting, if she did not need to, but she figured that a Healer was always needed, both in battle and at other times of need. She became an apprentice of the tribes shaman, Worka, and advanced quickly in her studies. But after a while, she felt the need to see more of the land, and learn more of the way of nature. During her travels, she came to realize that the world was much bigger than she had ever imagined. After the recent appearance of the Orcs and the other races from far away the land has been in more turmoil than usual. She found a haven of some sort in Ratchet. However, she did not feel at home there and left, but not before learning the languages of the crafty goblins. As far as she knows her tribe and family now lives with the other tribes at Thunder Bluff but, she do not feel ready to go home yet. So she continues to travel around the country.

Personality: She is a calm and gentle young woman. She do not get friends easily, but when she does, you can trust her with your life! She has a inbuilt dessire to help her friends in any way she can. She prefers to stay out of the heat in a battle, she will rather stay in the back, helping her comrades with blessings, but if the need arrises, she is well armed to deal her own damage.
 
Last edited:

Kosk

KOSK
Male Orc (Humanoid)
HD: 4d4+8 (18 hp)
Initiative: +2 (+2 Dex)
Speed: 30'
AC: 13 (+1 item, +2 Dex), Touch: 12, Flatfooted: 11
Base Attack/Grapple: +2/+2 (+1 v. humans)
Special Qualities: Low-Light Vision, Rage 1/day, Weapon Familiarity: Orcish Claws

Abilities: Str 10, Dex 14, Con 15, Int 16, Wis 9, Cha 9 (28 pts.)
Saves: F +3, R +5, W +4
Skills: Concentration 7r+2 (+9) (+13 for defensive casting), Decipher Script 7r+3 (+10), Handle Animal (wolf) 2-1 (+1), K/arcana 7r+3 (+10), K/the planes 1r+2 (+4), Listen 2-1 (+1), Spellcraft 7r+3 (+10), Spot 2-1 (+1)
Feats: Scribe Scroll (class), Toughness, Combat Casting
Languages: Common, Orc; Low Common, Goblin

Attacks: Melee (+2 attack, 1d8+0 damage, x3 critical),
Ranged (+4 attack, 1d8+2 damage, 19-20/x2 critical)

Spells Per Day
0: 4 (+1 Transmutation)
1: 3 + 1 bonus (+1 Transmutation)
2: 2 + 1 bonus (+1 Transmutation)
Spells Known
0: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1: Shield, Mage Armor, Magic Missile, Expeditious Retreat, Enlarge Person
2: Web, Detect Thoughts, Locate Object, Blur, Invisibility, Whispering Wind

Familiar
Myev, female weasel
+2 natural armor
7 Int
Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells

Possessions: Battleaxe, light xbow, bolts (10), backpack, bedroll, winter blanket, flint & steel, ink (1 oz. vial), inkpen, trail rations, spell component pouch, spellbook, torch, waterskin, Cloak of Resistance +1, Pearl of Power 1, Ring of Protection +1, 920gp, 7sp, 9cp

Image: Kosk looks like an average orc, but for the sharp intelligence seen in his eyes. He carries a backpack full of his belongings and has a battleaxe strapped to his back. A weasel follows him wherever he goes, when she is not riding on his shoulder or in his pack.
Background: Kosk showed a very un-orclike intelligence all his life. He would ride out to battle with his clan, but instead of searching for gold and gems, he would look for books and scrolls. After finding a spellbook in one such encounter, he devoted himself to learning the arcane symbols. He didn't realize that the ability to read the book without going blind or insane was unusual. When he showed it to one of his brothers, who was subsequently blinded, he and the rest of his clan realized his power. Since that day, he has been feared by most of the people. His decision to leave was not made lightly, but the emergence of a strong warchief hastened it. His people could do without him, and he was sick of their fear-driven offerings. He set out on his own with his weasel familiar Myev, and has never once looked back.
 
Last edited:

Remove ads

Top