Characters for "The Lamentation of Lolth"

Majin

First Post
Alright heres the Rogue's Gallery thread for everyone's characters. Make sure to get your character Ok'ed in the OOC thread before posting them here. You then can update your characters diary entries/wealth/level/etc. as these things change.

IC Thread
OOC Thread
 
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Calenthang Evenele
Lawful Neutral Male Wood Elf Fighter (3)
Celebrates Mielikki
Age: 123
Height: 5’4”
Weight: 100lbs
Eyes: Hazel
Hair: Brown
Skin: Copper

STR: 17 (3)
DEX: 16 (3)
CON: 12 (1)
INT: 12 (1)
WIS: 12 (1)
CHA: 11 (0)

HP: 27
AC: 19
~Touch: 13
~Flat-Footed: 15

(4) Fortitude: 3 + 1
(4) Reflex: 1 + 3
(2) Will: 1 + 1

(7) Initiative: 3 + 4
BA: 3
~(6) Grapple: 3 + 3

Weapons
Vakar Blade - 8 (1d8+4+2d6 vs Full Elves) 19x2
Longsword - 7 (1d8+3) 19x2
Longbow - 6 (1d8) 20x3

Skills
(4) Climb: 3 + 5 – 4
(3) Handle Animal: 0 + 3 + 0
(4) Jump: 3 + 5 – 4
(3) Listen(cc): 1 + 0 + 2
(3) Ride: 3 + 0 + 0
(3) Search(cc): 1 + 0 + 2
(3) Spot(cc): 1 + 0 + 2
(-2) Swim: 3 + 3 – 8
(1.5) Perform Wind Instruments(cc): 0 + 1.5 + 0

Feats
Weapon Focus (Longsword)
Power Attack
Cleave
Improved Initiative

Special Abilities
Magic Sleep Immunity
+2 Save vs. Enchantment
Low-Light Vision
+2 Listen, Search, & Spot
Weapon Proficient
Armor Proficient

Languages
Common
Elven
Chondathan
Sylvan

Possessions
Chain Shirt
~Type: Light
~AC Bonus: 4
~MAX DEX: 4
~Check Penalty: -2
~Speed: 30ft
~Weight: 25lbs
Heavy Wooden Shield
~AC Bonus: 2
~Check Penalty: -2
~Weight: 10lbs
Vakar Blade
~Type: Slashing
~AB: 6 + 1 + 1
~Damage: 1d8+3+1 (2d6 vs Full Elves)
~Critical: 19x2
~Weight: 4lbs
Longsword
~Type: Slashing
~AB: 6 + 1
~Damage: 1d8+3
~Critical: 19x2
~Weight: 4lbs
Longbow
~Type: Piercing
~AB: 6
~Damage: 1d8
~Critical: 20x3
~Range: 100ft
~Weight: 3lbs
(28) Arrows (3lbs)
Backpack (2lbs)
(2) Waterskin (8lbs)
Flint & Steel (0lbs)
Whetstone (1lb)
Traveler’s Outfit (5lbs)
(2) Belt Pouches (1lb)
(4) Trail Rations (4lbs)
Copper Pan Flute (3lbs)
Potion of Invisibility
Potion of Cure Moderate Wounds
Potion of Bull's Strength
Periapt of Wound Closure

Weight Carried: 73lbs (Light Load = 30ft)
Light Load: 86lbs or <
Medium Load: 87lbs – 173lbs
Heavy Load: 174lbs – 260lbs
Lift Over Head: 260lbs
Lift Off Ground: 520lbs
Push or Drag: 1300lbs

Moneys
GP – 40
SP – 8
CP – 1

Background
Born and raised in Cormanthor by a small nomadic clan of around fifty wood elves, Calenthang spent the winter months with his clan in Tangled Trees where he learned to use a longsword and longbow with expertise.
On one of his young adventurous outings by himself in the sprawling forest he met a satyr who taught him the Sylvan tongue, how to play the pan flute, and the teachings of Mielikki (something his guardians never neglected to do). The satyr made a gift of his reed pan flute to Calenthang on his death. The flute was later broken when fleeing from drow raiders.
Through his many summers his clan would trade with the humans of the Dalelands often and sometimes with the ever-increasing menace of surface drow.
During one of these dealings with drow of the Auzkovyn Clan gone awry, Calenthang was stationed as guard, where he saw fellow members of his clan and his childhood love slaughtered at the hands of his interloping cousins. His clan was later weeded out by the drow and he was forced to flee Cormanthor, all in his first century of life.
He has spent the beginnings of his second century traveling the Dalelands outside of the forest.

Journal
Calenthang has found himself in Orchard Meadows. He is currently staying in the Apple Cart Inn.
He has met a halfling jeweler by the name of Wizzop, and promises to go to him for all his valuable gem needs.
He has determined the menace of Orchard Meadows to be none other then the Mayor himself.
He has defeated the evil naga Tyrinth in Orchard Meadows' well.

Personality
Calenthang despises drow, the chaos they create, and their gods. He is suspicious of the goddess Eilistraee and her followers, as they show a means of peace between drow elves and the other races. A means he is not ready to accept.
Calenthang considers his life a common elven cliché: A tragedy of the dark elves. He understands others have suffered just as much, if not more, at the hands of the drow; he therefore rarely shows his anger and remains modest and soft-spoken about all he does.
He is most at home in the forest. The peace and tranquility of nature reminds him of his life as it was. Calenthang remains a guardian of Nature and its laws (or lack thereof).

Description
Calenthang is a myriad of browns. His long brown hair covers his elven features: his almond-shaped hazel eyes and copper-toned complexion are caged behind long wisps; the tips of his ears are all that can be seen of them. His copper-colored chain clings to his muscular build, the metal catching and throwing light with his every step, his brown leather pants blend perfectly with his armor. He carries a longsword and a longbow on his back along with a quiver of arrows and large wooden shield, all themed in rich shades of brown, right down to the leather hilt-wrap of the longsword. On his left hip rests an expuisite longsword made of the bluish black metal Vakar. It appears oiled and is wrapped in black sharkskin about the hilt.
 
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Mosslime: Saurial/Male

Name Mosslime
Male “Finhead” Saurial Class: None
Alignment
STR 15 (8 pts) +2
DEX 18 (10 pts, +2 Racial) +4
CON 14 6 pts, +2
INT 14 (6 pts) +2
WIS 13 (3 pts; +2 Racial) +1
CHA 11 (4 pts) +0

Hit Points 17
AC 21, Natural Armor +4, Touch 14, Flat 17
Init +4
BAB +1, Melee +3, Range +5, Grapple +3
Speed 30 (base 30, load 0-66/67-133/134-200, Light Armor)
Fort +2, Ref +7, Will +1

Melee, Claws, 1d4+2, 20/x2
Melee, Tail, 1d3+1, 20/x2
Ranged, Spear, 1d6+2, 20/x3, 20 ft.

Medium, 5'10" tall, 180 wt, 15 yrs old
Hair Color: None
Eyes Color: Green
Skin Color: Green scales with yellow flakes

Speaks: Draconic, Common, and Elven

4 Jump (STR +2) 2 Ranks
5 Craft: Armorsmithing (INT +2) 3 Ranks
5 Craft: Weaponsmithing (INT +2) 3 Ranks
5 Balance (DEX +4) 1 Ranks
+2 Listen (WIS +1) 0 Ranks
+2 Spot (WIS +1) 0 Ranks

Feats
Improved Scent (Savage Species, 60 ft.)

Saurial Racial Traits
Cold Torpor
Protection from Sonic Attacks
Scent
Vulnerability to Gas Attack
Low Light Vision
Natural Attacks: 2 Claws, 1 Tail

Class Abilities
None

Mosslime is physically a full grown saurial but mentally the saurial race age slower so Mosslime still has lots of maturing to do. Little more than an older child/young adult, Mosslime is too naive for the world outside the “Lost Vale” yet is too curious about it to leave it alone. Mosslime is known to be absent from the “Lost Vale” as he pretends to be a great warrior, and hunter, while he explores the area shrouding his homeland. When his absents have become too lengthy and small search parties have been detached only to find him hunting small animals with a spear, a weapon he doesn’t know how to use and he can only mimics the movements of the few trained warriors he has seen. Even when home in his village he spends a lot of his time in crafting armor for others and himself. To those few who know how to craft armor and have seen his armor find a pleasant surprise as its rather quite functional and not the childish enterprise that most would expect.

Always cheerful and curious Mosslime is often underestimated as he is rather quite smart, strong and quick and though he lacks the skills to use mundane weapons his natural weapons are enough to protect him from the predators that are often only look for a free or easy meal. Though he likes to play warrior his actual combat experience is slim to none and he will grudgingly admit that to anyone who pester him repeatedly about it. When its on the line Mosslime almost never tries to use anything other than his claws in combat.

<<<Place holder for journal>>>

Mosslime often acts with out giving thoughts to his actions as his curiosity gets the better of him. His main goal is rather simple, like all Saurials he wants to be useful to his village but by his very nature it seems like he will never be successful at it. His dreams are more unique and individualized, and this is what causes issues with his village. His dreams are the stories of Dragonbait’s adventures that where told to him as bedtime stories when he was a young hatching, those of a great warrior.

Looking upon Mosslime is utterly unique, as not to many people have meet a Saurial before and those who have few have seen a saurial in armor before. Mosslime wears armor as a way to prove his skills though its easy for the trained eye to see that he is not skilled in wearing the armor as he is somewhat clumsy in it. His light green scales are broken with flakes of light yellow scales that sometimes like small incomplete strips upon his body. His single fin upon the top of his head is also flaked with yell scales. All in all Mosslime doesn’t look threatening and almost always has a comical look upon his face, and mannerisms, that makes it hard to take him serious. Mosslime’s clothing is of a simple cut and he mostly wears greens or other forest hues.

Armor (Studded Leather, Masterwork 20 lbs.) 59 gp*
Explorers Outfit (worn, 8lbs.) 10 gp

Quiver of Ehlonna (right shoulder, 2 lbs.) 1900 gp
Backpack (center back, 2 lbs.)
Bedroll (below backpack, 5 lbs.)

NONE, Headband, Hat, Helmet (head, ??wt)
NONE, Lenses or Goggles (eyes, ??wt)
NONE, Cloak, Cape, or Mantle (worn, ??wt)
NONE, Vest, Vestment, or Shirt (worn, ??wt)
NONE, Ring (left ??th finger, -wt)
NONE, Ring (right ??th finger, -wt)
NONE, Amulet, Brooch, Medallion, or Necklace (worn, ??wt)
NONE, Belt (worn, ??wt)
NONE, Gloves or Gauntlets (hands, ??wt)
NONE, Bracers or Bracelets (wrists, ??wt)
Anklets of the Winterlands (feet, 1 lbs.) 2500 gp

6 Javelins (Quiver of Ehlonna, 12 lbs.) 6 gp

2 Waterskin- Water (backpack, 8 lbs.) 2 gp
Flint & Steel (backpack, 1 lbs. nil lbs.)
Trail Rations- 7 days (backpack, 7 lbs.) 3.5 gp
Other backpack contents (backpack, ??wt)
Wand of cure light wounds (50 Charges mil wt.) 750 gp

Coins- 10 pp 16 gp, 4 sp, 0 cp (backpack, nil lbs.)

Emotion Scent
Amusement Vanilla
Anger Baked Bread
Confusion Brimstone
Danger/Fear Violets
Determination Garlic
Despair Ozone/Burnt Blood
Devotion/Piety Woodsmoke
Hunger/Desire Cherry
Impatience Chicken Soup
Home/Longing Lilac
Love Cinnamon
Magic Spells Fresh Mown Hay
Nervous/Worry Ham
Pleasure/Joy Lemon
Protective Sandalwood
Sadness/Grief Roses
Satisfaction Fresh Apple Pie
Shame/Remorse Mint
Tenderness/Concern Honeysuckle
Victory/Celebration Tar
 
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Caelbryn
Male Human Rogue 1st lvl
Chaotic Good
Str 12 (+1) pts 4
Dex 16 (+3) pts 10
Con 13 (+1) pts 5
Int 16 (+3) pts 10
Wis 8 (-1) pts 0
Cha 14 (+2) pts 6

Hit Points 7
AC 15 (16 w/dodge), Touch 13 (14 w/dodge), Flat 12
Init +3
BAB +0, Grap + 1
Speed 30ft (base 30ft, light armour)
Fort + 1, Ref + 5, Will + 1

+ 1 Melee, short sword, 1d6 + 1, 19-20/x2
+ 3 Ranged, Composite Shortbow, 1d6, 20/ x3, 70ft range inc

Medium-Size, 6'2" tall, 160 1bs wt, 19 yrs old
Black hair, dull red eyes, sallow skin

Speaks Common, Mulhorandi, Chondathan, and Damaran

+7 Sleight of Hand (4)
+7 Bluff (4)
+6 Use Magic Device (4)
+4 Diplomacy (2)
+7 Hide (4)
+7 Move Silently (4)
+1 Listen (2)
+1 Spot (2)
+4 Perform (Dance) (2)
+7 Open Lock (4)
+7 Search (4)
+7 Disable Device (4)
+7 Tumble (4)
+3 Climb (2)
+4 Gather Information (2)


Feats

Iron Will (+2 to will saves)
Dodge

Rogue Abilities

- Sneak Attack +1d6
- Trapfinding (may use search skill to find traps and magic traps with DC higher than 20)


Caelbryn’s father was a Red Wizard of moderate power and influence, who dabbled extensively in the art of demonology. His mother was a slave, and was soon forgotten and discarded after Caelbryn's cocneption, though shje returned for long enough to leave him on his father's doorstep. Hoping for a talented boy who could be trained into a worthy apprentice and aide, his father took him in. He never had much love for his son, and never took perosnal care of him. He preferred to leave him in the care of one of his servants until the age when he could be trained in wizardry. His childhood was, therefore, lonely – his father had little interest in anything but his studies, and Caelbryn had little love for magic. Once his father discovered his lack of particular aptitude for or interest in the Art, he lost interest in him and eventually threw him out. He therefore ran away, and found his way over the border of Thay and into neighbouring Aglarond. He certainly was not prepared to humble himself by asking his father to reconsider.
From there, he has wandered across most of the Eastern Realms. Rarely has he lingered in one place, and he has tried to keep his head down and stay uninvolved in local events. He has existed mainly by the ‘charity’ of strangers (read: their lack of caution with their personal possessions), and for some time he eked out a happy enough existence in this manner. Recently, though, he has become rather dissatisfied with his aimless roaming. He ha sfelt a need to exert his influence on the world, to make something of himself, and also to influence others. He has therefore begun to seek out work and, preferably, companionship.

[Character diary/ EXP to be updated when there is something to note]

Caelbryn is generally cheerful, and can usually see the funny side of a situation. He believes strongly in the power of personal choice, and he is also something of an altruist – though this is not necessarily obvious at first meeting. He does, however, have a tendency to be rather insensitive and, however well-meaning, he does have a tendency to go about helping people (whether emotionally or materially) in the wrong way. That is not to say he is stupid – he certainly isn’t – but he is rather self-centred and often fails to take in to account that others see things in a different way to himself.
His manner is charming, and impeccably polite. He is confident, though rarely arrogant. Many who know him would be likely to affectionately refer to him as an ‘incorrigible rogue’, or something similar. He certainly does have a rather roguish, mischievous spark – which is hardly helped by his tendency to almost subconsciously chat up every woman he meets and considers to be moderately attractive.

Caelbryn is good looking – tall, dark, handsome and well-dressed. He has long, black hair which he wears in a pony tail, and a short, well-trimmed beard. He has dark, brooding eyes the colour of dried blood - but they bely his nature, and often contain a twinkle of mirth. He dresses in black, with a charcoal grey cloak.

Leather armour (worn, 10lb) 10 gp
Traveller’s Outfit (worn, 5lb)

Short Sword (belt left, 2lb) 10gp
Flask of Firewine (belt front, 1 ½lb) 2sp, 3cp

Composite Shortbow (left shoulder, 2lb) 75gp
Quiver (right shoulder) 1gp
40 Arrows (Quiver) 2gp
Backpack (centre back) 2gp
Bedroll (below backpack, 5lb) 1sp

Waterskin- water (backpack, 4lb) 1gp
5 Torches (backpack, 5lb) 5cp
Flint & Steel (backpack) 1gp
Trail Rations- 1 days (backpack) 2cp
Caltrops (backpack, 2lb) 1gp
Scroll Case (backpack, ½ lb) 1gp
3 Tindertwigs (backpack) 3gp
50ft Silk Rope (backpack, 5lb) 10gp
Thieves' Tools (backpack, 1lb) 30 gp

Scroll of Identify (1st) (scroll case)
Scroll of Cure Light Wounds (1st) (scroll case)
Scroll of Charm Person (1st) (scroll case)
Scroll of Disguise Self (1st) (scroll case)
Scroll of Comprehend Languages (1st) (scroll case)
Scroll of Colour Spray (1st) (scroll case)
Scroll of Invisibility (3rd) (scroll case)

Coins- 32gp, 6sp, 0cp (pouch)

Total Weight - 40 lb (Light Load)

Light Load - 0-43 lbs.
Medium Load - 44-86 lb.
Heavy Load - 87-130 lb.
 

Sielwoodan Velantien
Male Moon Elf Ranger/Sorcerer 2/1
Chaotic Good
Str 14 6pts +2
Dex 17 8pts +3
Con 12 6pts +1
Int 14 6pts +2
Wis 14 6pts +2
Cha 11 3pts 0

Hit Points 20
AC 17, Touch 13, Flat 14
Init +3
BAB +2, Grap +4
Speed 30 (base 30, load 47.5/58-116-175, light)
Fort +4, Ref +5, Will +4

+5 Melee, Short Sword +1, 1d6+3 19-20/x2
+4 Melee, Handaxe, 1d6+2, 20/x3
+4 Melee, Pick, Light, 1d4+2, 20/x4
+4 Melee, Hammer, Light, 1d4+2, 20/x2
+4 Melee, Dagger, 1d4+2, 19-20/x2
+5 Ranged, Migthy Composite Longbow +2, 1d8+2, 20/x3, 110'r
+5 Ranged, Hammer, Light, 1d4+2, 20/x2 20'r
+5 Ranged, Dagger, 1d4+2, 19-20/x2 10'r

Sizecategory, 5'5" tall, 142 lbs wt, 127 yrs old
Short Deep Blue hair, Light Green eyes, White Silvered skin

Speaks Common, Elven, Chondatan, Illuskan, Sylvan

+5 Climb (3)
+5 Craft(Bowmaking) (3)
+1 Handle Animal (1)
+4 Heal (2)
+7 Hide (4)
+5 Jump (3)
+3 Knowledge(Arcana) (1)
+4 Knowledge(Geography) (2)
+4 Knowledge(Nature) (2)
+8 Listen (4)
+7 Move Silently (4)
+4 Ride (1)
+8 Search (4)
+8 Spot (4)
+7 Survival (5)
+4 Use Rope (1)

Feats
Track
Point Blank Shot
Precise Shot
Extra Shot

Racename Traits
+2 Dexterity, –2 Constitution.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+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 it.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Classname Abilities
Wild Empathy
Favored Enemy (+2 Magical Beast)
Combat Expertise: Extra Shot

Spells:
0 / 1
5 / 3

Spell Known:
0: Detect Poison, Ghost Sound, Light, Message
1: Feather Fall, True Strike

Special
Felmir
Male Mule
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Warm plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —
Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.

Combat
A mule’s powerful kick can be dangerous.
Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

Equipement
Chain Shirt (worn, 25 lbs wt)
Cold Weather Outfit (worn, 7 lbs wt)

Short Sword +1 (belt front left, 3 lbs wt)
Handaxe, Cold Iron (belt front left, 3 lbs wt)
Dagger (belt left, 1 lb wt)
Hammer, light (belt back right, 2 lbs wt)
Pouch, belt (belt right, 0.5 lbs wt)
Backpack (back, 2 lbs wt)

Migthy Composite Longbow (+2) (left shoulder, 3 lbs wt)
Quiver (20 arrows) (right shoulder, 3 lbs wt)

Coins- 3gp, 8sp, 3cp (pouch, ??wt)

Bit & Bridle (Mule, 1 lb wt)
Saddle Pack (Mule's back, 20 lbs wt)

Pick, Light (Saddle Pack, 3 lbs wt)
Quiver (20 arrows) (Saddle Pack, 3 lbs wt)
Quiver (17 arrows) (Saddle Pack, 3 lbs wt)
Trail Rations- 5 days (Saddle Pack, 5 lbs wt)
Waterskin- water (Saddle Pack, 4 lbs wt)
Waterskin- water (Saddle Pack, 4 lbs wt)
Rope, silk (50 ft.) (Saddle Pack, 5 lbs wt)
Grappling Hook (Saddle Pack, 4 lbs wt)
Piton- 10 (Saddle Pack, 5 lbs wt)

Bedroll (below backpack, 5 lbs wt)
Sunrod- 5 (backpack, 5 lb wt)
Flint & Steel (backpack, 0 lb wt)
Whetstone (backpack, 1 lb wt)
Antitoxin (backpack, 1 lb wt)

Total Weight:
Without backpack: 47.5 lbs
With Backpack: 57.5 lbs
Load: 58/116/175
Mule Weight: 66 lbs
Mule's Load: 230/460/690

History
Sielwoodan is born in Olostin's Hold. His father was guide for the humans who needed to wander in the Forest and on the Lost Peaks. During the first years of his live, he was staying home with his mother. He was pretty alone because of his elven blood. Rare was the humans who wanted to play with him, and none wanted to become his friend. When he reached the fifty, his father allow him to travel with him. It is from that time he starts to learn his way. He had the chance to travel in the wood. He immediatly loved the wood. He felt at home and the silence of the forest made him forget all his trouble. He was travelling with his father, and he loved that.

Twenty years ago, he left with his father to some dark place of the forest. The one who engaged them needed a rare herb only found in the more shadowy part of the High Forest. They travelled far from civilsation of any sort, and they were in the middle of a goblin territory. While the human was taking some herbs, the small troop was attack by worg. They could get away, but his father had received a mortal wound. He died two day after. Sielwoodan guide the human to safety and he left the civilsation up to the Lost Peak, where he became reclusive. After almost twenty year, he left his mountain and start to travel the world, so ending his mourning.

Sielwoodan travel without goals or aspiration. He doesn't talk much and prefer to stay in company of Felgrim rather than to stay in a populate place. He sells his skills as a living, making a good guide. In social situation, he may sometimes look harsh in his tone and words, but his action stay kind. He generally see the bad side of things rather than the good one.

A tall elf wearing some clean rags is standing near a mule. He looks like as if he had travel a lot in hasardous region without taking a break.
 
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Ayden Wyvernspur

Ayden Wyvernspur
Male Human Priest Lvl 2/Human Paragon 1
Chaotic Good

Str 10 (+0)
Dex 12 (+1)
Con 11 (+0)
Int 14 (+2)
Wis 16 (+3)
Cha 16 (+3)

Hit Points 20
AC 15, Touch 11, Flat 14
Init +1
BAB +1, Grap +1
Speed 30 (20 in armor)

(base 30, Medium 34-66, Light Armor)

Light Load under 34lb
Medium Load 34-66lb *currently at medium capacity w 45lbs*
Heavy Load 67-100lb

Fort +3, Ref +1, Will +9

+1 Melee, quarterstaff, 1d6, 20/x2

Medium, 5'11" tall, 165 wt, 26 yrs old
Brown hair, Hazel eyes, Tanned skin

Speaks Chondothan, Common, Elvish, Draconic

+7 Concentration (5)
+9 Diplomacy (4)
+9 Heal (6)
+5 Knowledge (Arcana) (3)
+6 Knowledge (Religion) (4)
+6 (+8*) Perform (String) (3) *when using M.W. Violin
+5 Perform (Wind) (2)
+6 Sense Motive* (1) *Paragon Class Skill
+5 Spellcraft (3)


Feats
-Scribe Scroll (Create magical scroll, in Ayden’s case, it would look like a musical score)
-Discipline (Difficult to distract, by spell or blow. +1 bonus to Will, +2 bonus to Concentration checks)
-Negotiator(Ayden is good at gauging and swaying attitudes. +2 Diplomacy and Sense Motive checks)

Racename Traits
-base speed 30`
-1 extra feat at 1st level
-4 extra skill points at 1st; 1 extra skill point at each additional level

Classname Abilities
-Proficient with all simple weapons, with all types of armor, and with shields.
-Chaotic Good aura
-Can cast divine spells
-Can spontaneous cast healing spells from those selected for each day.
-Turn Undead.
-1 per day if Ayden falls under 0hps, regain 1d8+chr bonus h.p. (Renewal Domain ability)
-Rebuke or command reptilian creatures and snakes as an evil cleric rebukes or commands undead. (Scalykind Domain ability)
-Sense Motive is now a Paragon Class Skill. For all classes Ayden may choose, Sense Motive will be treated as if it was a class skill.
-Martial Weapon Prof (War Hammer). Ayden is proficient with one Martial Weapon as a gained ability of the Human Paragon Class.

Spells Prepared
0: Create Water, Detect Poison, Detect Magic x2
1st: Bless, Divine Favor, Shield of Faith, Charm Person *

Ayden Wyvernspur’s childhood was everything that a spoiled noble could ask for. He was taught by the finest of tutors, allowed to pursue his interests at his leisure, and most importantly, he was only tasked with keeping the dignity of his family’s name. However, after the Time of Troubles, that task became a larger challenge than one would expect as with his distant uncle’s sudden elevation to the status of a god, Finder Wyvernspur’s shadow stretched long over the city of Immersea, and his kin as well.

Ayden began to hear Finder’s call when he was in his early teens, but was hesitant to make the long journey to the Lost Vale to receive his training. Finally running out of excuses on the eve of his twentieth summer, Ayden loaded a pack for travel and took his first steps in answering the call in his heart.

Once there, Ayden would spend five years with the saurials learning the ways of a priest, while strengthening his already natural skill with music. When his time to leave arrived, Ayden left with little more than he arrived with, but had a new outlook on life. He had cast aside the shackles he feared his name had created for him and now sought out those whose fear kept them from unlocking their true potential.

Ayden has recently been involved in trying to uncover the reason behind between Orchard Meadows' crumbling relationship with the Broken Axe lizardmen clan. By travelling into the swamp, Ayden and his companions discovered that someone was building a dam to drain the swamp, forcing the lizardmen away. Capturing the dwarvish captain of the dam, the companions returned to town to seek the Council out, only to discover that Mayor Applebottom knew of the dam. Besting the Mayor's guards and capturing the Mayor himself, the group now looks for proof, and reasoning, behind Applebottom's actions.

After defeating a wight and its plant guardian, as well as a guardian croc, Ayden and his companions met with the Broken Axe Clan's leader, a powerful naga named Naamani. While the meeting was tense, as she was suspicious of all those entering into her swamp, she was finally convinced of their good intentions when her runners reported Sheriff Trond and his men tearing down the dam Applebottom had began building. She has given them two vital clues to dangers in the area, that a wraith wonders the swamp at night killing all those that it can, and two that her sister is imprisioned in Orchard Meadow's well plotting doom upon the town. Knowing that both are hazards to the people, Ayden wonders which one the group will go after first.

Ayden and his companions managed to defeat both the wraith and Naamani's sister, a powerful sorceress named Tyrinth. After defeating Tyrinth, the companions found a clutch of eggs, as well as a collection of magical items that Applebottom placed in the well for Tyrinth to guard for him. Acting quickly, Ayden and the others took the eggs and the treasure out of the well and delivered the eggs to Naamani to raise as her own. Now, all that is left to do is to see if Tyrinth's mate is in the well also, or has he escaped to extract his revenge at a later time.

Current XP: 3,000

Ayden can best be described as an open book. He speaks his mind freely and while he tries not to offend anyone in the process, you can’t please everyone all of the time. Luckily, his smile and easy laugh tends to make him friends much faster than enemies.

As a novice priest, Ayden still has his doubts if this was the road he was meant to walk. His prayers for help have always been granted, but he is still afraid that if he is found lacking, it will be at a time when his help is needed the most.

When traveling on the road, Ayden dresses in a stylish, but functional set of traveling clothes. His holy symbol is always around his neck, and when he draws his violin to play in the mornings, he can feel his god around him then as well. He has a finely crafted chain mesh shirt that he carries packed away, should the need for extra protection arise, but feels that it fits much better in his pack than across his shoulders.


M.W. Chain Shirt (worn, 25wt)
Upscale Traveler’s Outfit (worn, 5wt)

Quarterstaff (left hand, 4wt)
Belt pouch (around waist, .5wt)

Bag of Holding w/contents
M.W. Violin (in bag)

Signet ring (right hand, 0wt)
Silver Holy Symbol (Finder) (around neck, 1wt)

2 Sunrods (in bag)
4 days rations (in bag)
Scrollcase (in bag)
Waterskin (in bag)

Coins- 2gp, 4sp, 12cp (pouch, ??wt)
 
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Meekis Mushroom-hunter
Male Svirfneblin (Deep Gnome) Wizard 1 (ECL 4)
Neutral Good
Region: Deep gnome
Patron Deity: Segojan Earthcaller
Str: 6 -2 ( points, -2 racial)
Dex: 17 +3 ( points, +2 racial)
Con: 13 +1 ( points)
Int: 18 +4 (16 points)
Wis: 16 +3 ( points, +2 racial)
Cha: 4 -3 (0 points, -4 racial)

HP: 5 (1d4+1)
AC: 19 (+3 Dex, +4 racial dodge, +1 size, +1 ring, touch 15, flat-footed 12)
Init: +3 (+3 Dex)
BAB: +1
Grap: -3
Speed 20 ft. (base 20, load light, no armor)

Fort: +4 (+0 base, +1 ability, +2 racial, +1 Survivor)
Ref: +5 (+0 base, +3 ability, +2 racial)
Will: +7 (+2 base, +3 ability, +2 racial)
(+2 vs. illusions)

BAB: +0
Melee Attack: -1
Melee Weapon: -1, Small club, 1d4-2/x2, or +0, MW Small dagger, 1d3-2, 19-20/x2, bludgeoning.
Ranged Attack +4
Ranged Weapon: +4, Small light crossbow, 1d6, 19-20/x2, piercing, 80 ft. range.

Appearance
Size: Small
Height: 3'6" tall
Weight: 46 lbs
Age: 76 years old
Hair: no hair (bald)
Eyes: dark gray eyes
Skin: stone gray

Languages: Common, Gnome, Undercommon, Draconic, Terran, Elven

Skills (24 skill points)
+3 Concentration (2 ranks, +1 Con)
+8 Craft (alchemy) (4 ranks, +4 Int)
+10/12 Hide (+4 Dex, +4 size, +2 racial/additional +2 in darkened underground areas)
+8 Knowledge (arcana) (4 ranks, +4 Int)
+6 Knowledge (dungeoneering) (2 ranks, +4 Int)
+6 Knowledge (Underdark geography) (2 ranks, +4 Int)
+6 Knowledge (Underdark local) (2 ranks, +4 Int)
+6 Knowledge (nature) (2 ranks, +4 Int)
+8 Spellcraft (4 ranks, +4 Int)
+6 Survival (2 cc ranks, +3 Wis, +2 Survivor)
+10 Listen (+3 Wis, +2 racial, +2 Alertness, +3 from bat familiar)
+5 Spot (+3 Wis, +2 Alertness)

Feats
Survivor – Grants +1 bonus on Fortitude save, and +2 on Survival checks
Alertness – +2 to Listen and Spot checks when familiar is within 5 ft.

Racial Traits:
- Darkvision 120ft.
- Spell-like abilities 1/day speak with animals (burrowing mammal only, duration 1 minute), blindness (DC 12), blur (DC 12), and disguise self (DC 11)
- Stonecunning (+2 racial bonus to notice unusual stonework, automatic Search check within 10 ft. of stonework traps, and intuit depth)
- Continuous nondetection (caster level 1) – must make caster level check (1d20 + caster level) against DC 12 to use divinations against Meekis or his gear.
- Spell resistance 11
- +4 dodge bonus against all creatures
- +2 racial bonus on all saving throws
- +2 racial bonus on Hide checks (improves to +4 in darkened undergrounds areas)
- Weapon familiarity (gnome hooked hammer)
- +2 racial saving throw versus illusions
- +1 to the DC of illusions cast by Meekis
- +1 racial attack bonus against kobolds and goblinoids)
- +2 racial bonus on Listen and Craft (alchemy) checks.

Wizard Abilities
- Scribe scroll – gains the scribe scroll feat for free
- Summon familiar – Meekis has summoned a bat familiar called Softsqueek

Spells Prepared
DC - +4, +5 for illusions*
0th - detect magic, detect poison, mage hand
1st - silent image*, mage armor

Spellbook
DC - +4, +5 for illusions*
0th- acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound*, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue.
1st- color spray*, identify, mage armor, magic missile, ray of enfeeblement, silent image*, shield.

Softsqueek, bat familiar
Diminutive Magical Beast
Hit Dice: 1d8 (3 hit points)
Initiative: +2
Speed: 5 ft., fly 40 ft. (good)
Armor Class: 17 (+4 size, +2 Dex, +1 natural), touch 16, flat footed 15
Base Attack/Grapple: +0/-17
Attack:
Full Attack:
Space/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: Blindsense 20 ft., low-light vision, improved evasion, share spells, empathic link
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 4
Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*
Feats: Alertness

Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Softsqueek bonded to Meekis as a young bat, and helped him in his searches for mushrooms. She is an utterly silent flier, but often prefers to stay in one of Meekis pockets, only coming out to feed (and Meekis often feeds her anyway). Urging caution is often what she does in order to temper Meekis’ “adventurous” attitude.

Meekis’ background, personality, and appearance

Meekis Mushroom-hunter was a citizen of the svirfneblin city of Blingdenstone, and like the few survivors is still haunted by the memories of the drow-controlled demons that decimated the city and took most of its residents as slaves. As one of the few remaining citizens of that sad town, he has tried to make the best of life on the surface. Living outside of Silverymoon, he has made his life here as he made it underground, with the finding of mushrooms and the making of small illusions.

Though Meekis has been creeping toward middle-age, he has taken no wife nor had any children. His parents and siblings died in the devastation of Blingdenstone, and he has no living kin. Though this has cast a shadow over his outlook, he is still willing to brave the wilds in order to find the food that his people needed to survive and he now needs to live (as he sells them).

Unlike most other svirfneblin, he does not have the overwhelming love of gems and rubies that see most of them in the mines day in and day out. Why this is, he’s not quite sure, but magic and the wilderness have had a greater hold on him than gems since he was born. Unlike most deep gnomes that have a deep distrust of everyone and everything, Meekis has a bit of a sense of adventure. Though he still is very paranoid (by surface standards), among deep gnomes he’s practically a thrill-seeker.

Bonded to his bat familiar Softsqueek, they sought out caverns all around Blingdenstone, hunting for the perfect mushrooms. Learning the moods and ways of the caves, Meekis became something of an explorer. This is what saved his life during the exodus from Blingdenstone, as he was able to save himself by hiding and traveling through lesser-known side-passages, though the screams that he heard as his people were slaughtered still haunt him to this day.

Meekis is a fairly soft-spoken gnome, who moves rather like a mouse, with quick and hesitant gestures. He doesn’t speak very often, letting gestures do it for him when he can, and whispering his words when it can’t. He rarely speaks in what most would consider a conversational tone, though he has learned to do so in his couple years on the surface. Softsqueek stays with him, usually in a large pocket in his cloak or vest

Though he really doesn’t have much in the way of the love of gems that most gnomes have, most of this desire seems to have been transmuted into a great desire for mushrooms. Where most deep gnomes seek out gems with great determination, Meekis seeks out mushrooms to eat, or to sell to others to eat. Though he likes all of his other food heavily salted, he prefers his mushrooms “natural, as the gods intended.”

He is a bit adventurous, for a deep gnome, though most would consider him cautious in the extreme. He prefers attacking from hiding, hitting and running, and letting danger passing him by rather than antagonizing it. He has a particular deep fear of drow, and would almost do anything to avoid confronting or antagonizing one. His knowledge of caverns and the Underdark serves him well in his campaign of avoidance.

He hopes someday to return to Blingdenstone, or barring that, perhaps to the Underdark. He longs for his caves and darkness, and the kinds of mushrooms that can only be found there, as well as the ways that his illusion magics work down there (he insists his magic “works better” underground or at night). Very secretly he even wishes to pay back the drow for the slaughter of his kin, but such actions are anathema to the deep gnome mind. It would take a mighty push to put him in that direction.

Meekis is a short, thin and slightly twisted figure, dressed in dark gray leather breeches, sturdy black boots, a sturdy leather belt with a small plain iron buckle, a lighter gray light canvas shirt, and a black leather vest covered with pockets. Pockets cover his breeches as well, and there are a few in his shirt too. He usually wears a dark gray cloak, the inside of which has many pockets of varying sizes (these contain his scrolls). While out in the sun, Meekis usually wears a gray, wide-brimmed felt hat and thin black leather gloves. When indoors Meekis usually wears a soft gray cap.

Close up you can see that Meekis’ skin is a stone gray, and his eyes are dark gray, nearly black. If caught without his cap his head is entirely bald and his face is smooth. However, he rarely uncovers his head.

When traveling, he wears a gray leather backpack with many pockets, and a crossbow over one shoulder. However, a scroll would more quickly come to his hands rather than the bow, so he usually keeps his hands free. His pockets bulge with mushrooms of all types, and he is usually seen munching on one at any given time. Despite the constant eating he is thin and gnarled as an old tough root. Occasionally his bat familiar, Softsqueek, will poke her head out of his vest pocket.

Wearing
Light gray canvas shirt
Black leather vest with many pockets
Black leather boots
Dark gray leather breeches
Ring of protection +1 (left fourth finger) – This ring appears to be a plain thick iron band with a faint engraving of a shield on it.
Leather belt with iron buckle
Black leather gloves
In pockets in vest and breeches
scroll of disguise self
scroll of comprehend languages
scroll of expeditious retreat
scroll of sleep
scroll of identify
scroll of ventriloquism

On belt
Capped quiver of 20 bolts (belt left, 1 lb)
Belt pouch (belt right, 0.125 lb) - belt pouch contents at end of sheet
Masterwork obsidian dagger (belt back, 0.5 lb)
Spell component pouch (belt right, 2 lbs)

Small light crossbow (left shoulder, 2lbs, 35gp)
Backpack – Heward’s Handy Haversack (center back, 5 lbs, 2,000gp)
Bedroll (below backpack, 1.25lbs, 5sp)
7 kinds of mushrooms (in various pockets, dried and fresh, 4 lbs)

Contents of backpack[
Waterskin- water (hanging off backpack, 1 lb)
5 Torches (5 lbs)
Flint & Steel (1 lb)
Trail Rations- 14 days (3.5 lbs)
3 pounds salt (3 lbs)
3 flasks acid (3 lbs)
Tanglefoot bag (4 lbs)
Tent (5 lbs)
5 potions of cure light wounds
Potion of invisibility
Potion of barkskin +2

Total weight carried - 18 lbs
Light load - 20 lbs or less
Medium load - 21-40 lbs
Heavy load - 41-60 lbs
Lift 60 lbs, lift and stagger 120 lbs
Drag 300 lbs


Coins- 27gp, 8sp, 5cp
 
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Drogo Hornblower

Drogo Hornblower
Male Ghostwise Halfling Druid Level 3
Alignment: NG
Str 12 ..pts 6
Dex 16 ..pts 6
Con 14 ..pts 6
Int 12 ..pts 4
Wis 16 ..pts 10
Cha 11 ..pts 3

Hit Points 26
AC 17 (19 with sheild), Touch 14, Flat 13 (Leather +3(magic), Size +1, Dex +3, shield +2)
Init +7
BAB +2, Grap -2
Speed 20 (base 20, load 0/33, light armor)
Fort +6, Ref +5, Will +7 (incl +1 cloak)

+5 Melee, masterwork shortspear, 1d4+1, 20/x2
+4 Melee, club, 1d4+1, 20/x2

+8 Ranged, shortspear, 1d4+1, 20/x2, 20'r
+7 Ranged, club, 1d4+1, 20/x2, 10'r
+7 Ranged, sling, 1d3, 20/x2, 50'r

Small, 3'2" tall, 50 wt, 22 yrs old
blueblack hair, blue eyes, tanned skin

Speaks Common, Halfling, Sylvan, Druidic, Shaarran

Skills (30 ranks)
+5 Handle Animal (5)
+7 Heal (5)
+2 Climb (0)

+5 Concentration(3)
+7 Hide (0)
+2 Jump (0)
+6 Knowledge (Nature) (1) (+2 Nature Sense; +2 survival synergy)
+5 Move Silently (0)
+8 Ride (3) (+2 synergy w/Handle Animals)
+9 Survival (5) Nature Sense +2
+7 Listen (3)
+7 Spot (5)

Feats
-Track
-Improved Initiative

Halfling Traits
-+2 save vs. Fear
-+1 on attack rolls with thrown weapons and slings
-+2 on Move silently, climb, jump & listen, +4 on hide(Size)
-Telepathic communication 20' one person at a time, must speak same language

Druid Abilities
-Animal Companion (Rex – riding dog)
-Wild Empathy (+5) (+3 level, +2 handle animal synergy)
-Nature Sense (+2 on Knowledge (nature) & survival)
-Woodland Stride (move normal speed through natural undergrowth)
-Trackless step (Leaves no trail in nature, unless desired)

Spells Prepared
0th- Cure minor wounds, light, mending, flare
1st- magic fang, Cure Light wounds, produce flame
2nd-flaming sphere, bulls strength

Rex, Riding Dog animal companion (Collie)

Medium Animal
Hit Dice: 4d8+4 (22 hp)
Initiative:+3
Speed: 40 ft. (8 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +4/+6
Attack: Bite +4 melee (1d6+4)
Full Attack: Bite +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent, evasion
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +10, Listen +6, Spot +6, Swim +5, Survival +2*
Feats: Alertness, Track

Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Combat If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Tricks(7): Attack all (2 tricks), Defend, Down, Guard, Stay, heel, Track, evasion
Special: Link, share spells

Background

Drogo Hornblower was born into a family of Halfling druids. The Halflings of his mothers’ line had long been respected druids of the Halflings of the Chondathan hills. Drogo, loving the outdoors and animals, was happy to study under his mother. When he came of age, his the high druid of the clan asked him to come visit her in the sacred grove. She informed him that she had forseen that he had a larger role to play in the world. His clan was prosperous and well-protected, and his fate did not lie here. Scared, but excited despite himself, Drogo packed up his gear and set out on his trusty steed/companion Rex to discover his destiny.

He has been hired to investigate some conflict with some lizardmen in the town of orchard meadow. Discovering that the Mayor was involved with digging a covert dam, he and his worthy companions defeated the mayor, and went to the lizardmen to make peace.


Equipment (approx 29 lbs 3 pounds under medium wieght, 21 pounds under medium for dog when ridden)
Leather Armor +1 (worn, 7.5wt) 10gp optional

Heavy Wooden shield (on dog, 5 lbs)
Cloak of Resistance +1

Masterwork short spear (hand or on dog, 1.5 lbs)
Club (strapped on Rex, 1.5 wt)
dagger (belt front, 1 wt)
Sling (belt, 0 wt)
Pouch w/20 stones (belt, 5wt)

Backpack (center back, .5 wt)
Bedroll (below backpack, 1.25 wt)

Waterskin- water (backpack, ??wt)
5 Torches (backpack, ??wt)
Flint & Steel (backpack, ??wt)
Trail Rations- 1 days (backpack, ??wt)
Horn (backpack, ??wt)

Coins- 50gp, sp, cp (pouch, ??wt)
 
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Chastity D'Agnacia

Chastity D'Agnacia
Female Human Paladin 3rd lvl
Lawful Good
Str 16 ..pts 10
Dex 10 ..pts 2
Con 11 ..pts 3
Int 8 ..pts 0
Wis 12 ..pts 4
Cha 18 ..pts 16

Hit Points 19 (3d10+0)
AC 12, Touch 10, Flat 12
Init +0
BAB +3, Grap +6
Speed 30 (base 30, load 74/76, light)
Fort +7, Ref +5, Will +6

+6 Melee, Greatsword, 2d6+4, 19-20/x2
+5 Ranged, mighty composite longbow, 1d8+2, 19-20/x2, 120'r

Medium, 5'6" tall, 145 wt, 16 yrs old
Brown hair, pale blue eyes, tan skin

Region: Dalelands
Speaks Common and Chondathan

Skills
+8 Handle Animal (4)
+1 K/nobility & royalty (2)
+1 K/religion (2)
+3 Sense Motive (2)
+3 Listen (2)
+1 Spot (0)

Feats
-Endurance
-Power Attack
-Diehard

Paladin Abilities
-Aura of good (3)
-Detect evil
-Smite evil 1/day (+4 attack, +1 damage)
-Divine grace (+4 to all saves)
-Lay on hands (12)
-Aura of courage (immune to fear; allies within 10' get +4 morale bonus to saving throws against fear)
-Divine health

Background
Chastity is the youngest daughter of a (very) minor noble whose estates are located near Dagger Falls. She led a typical (to her, anyway) life, getting a broad and fairly liberal education and being mostly ignored, being the youngest of five and a female. She spent much of her free time caring for the sick and poor of the estate, and never indulged in the careless cruelties of many of her companions.

No one was truly surprised when she announced, at the age of 13, that she was going to dedicate herself to the church of Torm and become a paladin. She left with the blessing of her parents, though they had little to give her since her inheritance was small. She took the belongings and gold with her and started her training in a church a full days' ride away. While there, she all but dropped her book studies and took to the sword. After three years, she and the priests of Torm decided she would be better off seeing the world for herself. In truth, her desire to do good grew so great she felt she would have died if she had to remain in the peaceful temple for much longer.

Demeanor
Chastity is a dedicated paladin, serving the church of Torm and the causes of righteousness, good, and law. She is a bit naive, but less so than her parents might have hoped. While she is good with the sword, and with people, she did neglect her other studies and has little knowledge of the world. She recognizes the usefulness of studying history but has no patience for it herself. She has a burning need to Do Good and commits herself wholeheartedly to whatever cause she currently is promoting.

Appearance
Chastity, on first glance, is nothing out of the ordinary. She wears a worn-in set of leather armor and carries a greatsword and heavy crossbow easily. It is obvious she knows how to carry herself in battle. She has plain brown hair, often tied back in a simple tail. It's not until one looks in her eyes or speaks with her at any length that one realizes how intense she truly is. Some have been heard to describe her as "mildly insane." Out of respect for her obvious martial skill, they say such things behind their hands. The times she does hear, she merely smiles and nods to the gossipers, leaving them wondering even more.

Equipment
Leather armor (worn, 15wt)
Explorer's outfit (worn, -wt)

Mighty composite longbow (left shoulder, 3wt)
Quiver (right shoulder, 3wt)
Backpack (center back, 2wt)
Bedroll (below backpack, 5wt) (inn)

Signet ring (left 4th finger, -wt)
Holy symbol, wooden (neck, -wt)

Waterskin- water (backpack, 4wt)
1 Torch (backpack, 1wt)
Flint & Steel (backpack, -wt)
Trail Rations- 1 days (backpack, 1wt)
Blanket, winter (backpack, 3wt)
Fishhook (backpack, -wt)
Soap (backpack, 1wt)
Tent (backpack, 1wt) (inn)
Whetstone (backpack, 1wt)
Axe-shaped medallion (3 lizardmen raiders encounter) (backpack, -wt)
Rope, silk (50') (backpack, 5wt)

Coins- 85gp, 2sp, 6cp (pouch, ??wt)

Light load: up to 76#
Medium: 77-153
Heavy: 154-230
Current: 73 (light)
 
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Andreas Darants
Male Human Sorcerer 3rd lvl
Lawful Good

Str 12 ..pts 4
Dex 14 ..pts 6
Con 13 ..pts 5
Int 14 ..pts 6
Wis 12 ..pts 4
Cha 16 ..pts 10

Hit Points: 12
AC: 14, Touch 12, Flat 12
Init: +2
BAB: +1, Grap +2
Speed: 30' (base 30', load 31.5/130, Light)
Fort +2, Ref +3, Will +4

+2 Melee, Quarterstaff, 1d6+1, 20/x2
+3 Ranged, Longbow, 1d8, 20/x3, 100' r

Medium, 5'8" tall, 160 wt, 19 yrs old
Black hair, brown eyes, tanned skin

Speaks Common, Halruaan, Halfling and Tashalan.

+9 Bluff (6)
+7 Concentration (6)
+8 Knowledge (Arcana) (6)
+5 Ride (3 cc)
+8 Spellcraft (6)
+1 Listen (0)
+1 Spot (0)

Feats
- Martial Weapon Proficiency (Longbow)
- Spellcasting Prodigy (+2 bonus to Cha for determining spell DCs and bonus spells per day)
- Point Blank Shot

Human Traits
- Bonus skill point at every level
- Bonus feat at 1st level
- Favoured Class: Any

Sorcerer Abilities
- Summon Familiar

Spells Per Day 6/6
0th- Acid Splash, Detect Magic, Light, Message, Prestidigitation.
1st- Charm Person, Disguise Self, Magic Missile.

Yehudi, mule.
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance

Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

Carrying: Pack saddle (worn, 15 wt)
Saddlebags (pack saddle, 8 wt)
Bedroll (saddlebags, 5 wt)
Waterskin - water (saddlebags, 4 wt)
10 Torches (saddlebags, 10 wt)
Trail Rations - 4 days (saddlebags, 4 wt)
50' hemp rope (saddlebags, 10 wt)


Background, Personality and Appearance

Born to a rich merchant family, Andreas grew up surrounded by luxury. As are all Halruaan children, he was screened for magical potential at the age of five, and seemed to show a great deal of possible power. Once of a suitable age, his education focused mainly on the arcane arts, Andreas showing great aptitude for learning both magical theory and history, but to his tutors' bafflement, the boy seemed incapable of mastering even the simplest cantrip. After several frustrating years of no progress, Andreas's teachers gave up, declaring that only Mystra's will could be stopping the boy. He returned to his father's estates, and started to learn the family business, along with the basics of riding and hunting, both skills his father felt essential in a young gentleman.

This seemed to be Andreas' destiny, to live the life of a merchant and gentleman, a life of comfort and leisure. A destiny changed while out on a hunting party. It was a crisp sunny day in late autumn when Andreas, his brother Chand, and half-a-dozen other young noble's sons rode out into the woodland, searching for deer. They found a herd, and killed two before giving chase after the rest. Pursuing through the woods, they emerged into a clearing amid a pack of wild boar. Chaos erupted, with two of the deerhounds killed by the boars, and Chand unseated from his horse. Before any other had a chance to react, Andreas watched himself raise his hand and an incandescent missile leapt forth to strike down the boar who threatened his brother. The ride home was awkwardly silent, all present knowing of Andreas's previous lack of any magical ability. Rumours quickly spread around town, the word "Sorcerer" attaching itself to Andreas' name.

Perhaps overly concerned with his own reputation and that of his business, Andreas' father decided that his son should "see a little more of the world". Sending him off with a hefty allowance, he hoped that moving Andreas out of sight would lessen the rumor-mongering. Over the last few months, Andreas has traveled slowly north, freely spending the gold funding his trip. He's just arrived in Dagger Falls, down to his last few coins and starting to worry about how he's going to get back home...

Andreas has the bearing and manner of a gentleman, although he perhaps lacks some of the expected etiquette. Used to having the finer things in life, he's yet to adjust to his now meager budget. Worry about what he's going to buy his next night at an inn or hot meal is only just starting to set in, and with it the first grey clouds of depression shadow his normally cheery mood. He is still ignorant of the real reasoning behind his exploration of the Realms, and is sure that his family will rescue him if his need becomes dire. Although a wish to return home is starting to grow within him, he's enjoying his adventurous trip.

Andreas is of average height and weight. His black waist-length hair is braided back, and his light brown eyes tend to have some merriment within. He's good-looking, with a slim athletic build. His garb is currently hard wearing explorer's clothing, although is has something of the fashion currently favoured by the well-to-do youth of Halruaa. A royal blue tricornered hat sits atop his head, complimenting his fine woolen cloak of the same hue. A dark leather pouch rest on his left hip, the strange odours emanating from it enough to deter any but the bravest or most foolhardy of thieves. A silver-hilted dagger hangs at the front of his belt, and a longbow made of a muted yellow wood is slung over one shoulder.

Wearing
Leather Armor (worn, 15 wt) 10 gp
Explorer's Outfit (worn, 0 wt)

On Belt
Spell component pouch (belt left, 3 wt)
Belt pouch (belt right, 0.5 wt)
Dagger (belt front, 1 wt)

On Back
Longbow (left shoulder, 3 wt)
Quiver (right shoulder, 3 wt)
Backpack (center back, 2 wt)

Backpack Contents
Flint & Steel (backpack, 0 wt)
Scrolls (backpack, 0 wt):
- Comprehend Languages
- Disguise Self
- Expeditious Retreat
- Magic Weapon
- Summon Monster I
- True Strike
- Rope Trick

Coins
- 1 gp, 7 sp, 10 cp (belt pouch, 0 wt)
 
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