In the Tall, Dark Pines_Characters


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PC Name : Scathach
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Player Name : nameless
Email : cnlmyou@yahoo.com
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Race : Dan'an Sidhe
Class : Hexblade 1
Level : 1
XP's : 0
Age, gender : 281 years, Male
Alignment : Chaotic Neutral
Patron Deity :
--------------------------------------------------------
Strength : 14(+2) 6p
Dexterity : 15(+2)+2 5p
Constitution : 10(+0)-3 5p
Intelligence : 12(+1)+1 3p
Wisdom : 8(-1) 0p
Charisma : 16(+3)+2 6p

----Combat------------------------------------------------
Hit Points : 10
Current damage:
Armor Class : 15 = 10 + 2(Dex) +3(Armor)

Initiative : +2
Base attack : +1
Melee attack : +3
Ranged attack: +3
Speed : 30 feet

Saving Throws
Fortitude : +0 = +0(Base) +0(Con)
Reflex : +2 = +0(Base) +2(Dex)
Will : +1 = +2(Base) -1(Wis)

Elven Thinblade
Attack Bonus : +3
Damage : 1d8+3 (two-handed)
Critical : 18-20/x2
Type : Piercing

Flute
Attack Bonus : +3
Damage : 1d6+3 (two-handed)
Critical : x2
Type : Bludgeoning

Studded Leather Armor
Armor Bonus : +3
Max Dex : +5
Armor Check : -1
Weight : 20 lbs.


----Feats & Special Abilities-----------------------------
Low-light Vision
+2 to Spot/Listen/Search
Automatic search for secret doors
Weapon Familiarity
Immune to sleep, +2 racial bonus against enchantment
Blood of the Dan'an Sidhe (Change Self 2/day, CL 3)

Hexblade's Curse 1/day (Will DC 13)

Exotic Weapon Proficiency - Elven Thinblade
----Languages---------------------------------------------
Common
Sidhe
Elder

----Skills- Total (Ranks + Ability + Misc)
Bluff +7 (+3 Cha +4 Ranks)
Intimidate +7 (+3 Cha +4 Ranks)
Perform (Wind Instruments) +7 (+3 Cha +2 Ranks +2 circumstance)
Perform (Dance) +5 (+3 Cha +2 Ranks)

----Equipment----------------------
Studded Leather Armor
Elven Thinblade
Masterwork Steel Flute (bashes like a light mace)
Dagger
Small Steel Mirror
Backpack
Flint & Steel
5 Torches
Whetstone

----Coins on Hand------------------------

Location of Coin on Body:
Platinum :
Gold : 1
Electrum :
Silver : 9
Copper :

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Background: Scathach is a capricious upstart among the Sidhe. That is to say, compared to the generally disinterested and content elders of his people, he wishes to make his mark on the world. Headstrong and convinced of his own superiority, Scathach has yet to learn fear. He journeys to the lands of Men because his homeland is, in his opinion, hopelessly stagnant and requires an outside viewpoint. Any patriotism attributed to Scathach is misinterpreted- his ego is first and foremost, and in his opinion the world was made for his sole enjoyment.

He isn't particularly large or small for a Sidhe, at 6'1" and 150 lbs. The religion of humans amuses him and, despite any inappropriateness, he wears a long tailored red garment that is similar enough to cause confusion, though not identical to, the robes of many high clergy (think of a Cardinal in the Catholic church) over his black studded leather armor. At his waist is a fine sword of exclusively Sidhe make, and a beautifullly inlaid long (over 2 feet) steel flute hangs from his belt as well.
 

Argento Lilham
Homeland: Innismere
Male Human Fighter 1
Alignment: Neutral Good
Height: 6' 0"
Weight: 190lbs
Hair: Red
Eyes: Green
Age: 18

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

Class and Racial Abilties:
1 feat at first level, 4 skill points at first level and 1 skill point at each additional level, 1 Homeland Bonus feat, 1 bonus fighter feat at 1st level, 1 bonus fighter feat on every even level.

Hit Dice: 1d10+2
HP: 12
AC: 16 (+2 Dex, +4 Armor)
Init: +2 (+2 Dex)
Speed: 20ft
Armor Check Penalty: -4

Saves:
Fortitude +4 [+2 base, +2 Con]
Reflex +2 [+0 base, +2 Dex]
Will +0 [+0 base, +0 Wis]

BAB: +1
Melee Atk: +3 (2d4+3, 20/x2, spiked chain)
Melee Atk: +3 (1d4, 19-20/x2, dagger)
Ranged Atk: +3 (1d8, 20/x3, longbow)
Ranged Atk: +3 (1d6+2, 20/x2, javelin)
Ranged Atk: +3 (1d4+2, 19-20/x2, dagger)

Skills:
Climb +1 [3 ranks, +2 Str, -4 encumbrance]
Jump +1 [3 ranks, +2 Str, -4 encumbrance]
Ride +4 [3 ranks, +1 Dex]
Swim -5 [3 ranks, +2 Str, -10 encumbrance]
Craft (Weaponsmithing) +5 [4 ranks, +1 Intelligence]

Feats:
Combat Expertise
Exotic Weapon Proficiency (Chain, Spiked)
Improved Trip
Homeland Feat: Fearless

Languages
Common(Brinnis)

Equipment:
1 Scale mail armor
1 Chain, spiked
1 Longbow
2 Daggers, sheathed on belt
1 Backpack
1 Beltpouch
2 Sacks
2 Waterskins

Carried in backpack:
50 arrows (quiver compartment)
5 Javelins
4 boxes caltrops
2 sunrods
2 flasks of acid
1 flask of alchemist's fire
flint and steel

Carried in sack:
2 tindertwigs
1 bedroll
1 winter blanket
1 block and tackle
50' silk rope
1 grappling hook

Carried in belt pouch:
7gp, 7sp

History: Argento is the son of Brennon Lilham, a famed weaponsmith. (Expert-8) Although he learned some of his father's trade, his heart was more in the tales of adventure and glory that customers of his father would tell him while waiting for their gear. Against his father's wishes, he has taken up arms in search of his own personal glory - not knowing that glory is a fickle beast, and that most who quest end up not in the embrace of glory, but in the embrace of death.

Argento is brash and fearless. He has a tendancy to put his foot in his mouth occasionally, but he's wise enough to know when he's gotten in over his head.
 

William Fyre, Sorceror 1 and Nevermore, Raven Familiar

William Fyre
Male Human Sorceror 1 (XP 300)
Alignment: Neutral Good
Height: 5' 10''
Weight: 150lbs
Hair: Brown
Eyes: Green
Age: 17

Str: 11 (+0) [3 points]
Dex: 10 (+0) [2 points]
Con: 14 (+2) [6 points]
Int: 8 (-1) [0 points]
Wis: 12 (+1) [4 points]
Cha: 16 (+3) [10 points]

Class and Racial Abilties:
1 feat at first level, 4 skill points at first level and 1 skill point at each additional level, 1 Homeland Bonus feat, Raven Familiar

Hit Dice: 1d4+2
HP: 6
AC: 10 (+0 Dex)
Init: +0 (+0 Dex)
Speed: 30ft
Armor Check Penalty: 0

Saves:
Fortitude +5 [+0 base, +2 Con, +1 Profane, +2 Great Fortitude]
Reflex +1 [+0 base, +0 Dex, +1 Profane]
Will +4 [+2 base, +1 Wis, +1 Profane]

BAB: +0
Melee Atk: +0 (1d6+0, quarterstaff)
Ranged Atk: +0

Skills:
Profession: Farmer +5 [4 ranks, +1 Wis]
Concentration +6 [4 ranks, +2 Con]
Spot +3 (Near Nevermore)
Listen +3 (Near Nevermore)

Feats:
Dark Favor (Homeland bonus)
Eschew Materials (1st Level)
Great Fortitude

Spells Per Day: 5/4
Spells Known:
0 Level: Detect Magic, Ray of Frost, Arcane Mark, Prestidigation
1 Level: Mage Armor, Magic Missile

Languages
Common(Brinnis)

Equipment:
Quarterstaff
BackPack (2 gp) (2 lb)
Bedroll (1 sp) (5 lb)
Trail Rations: 4 days (2 gp) (4 lb)
Waterskin (1 gp) (4 lb)
Raven Familiar (100 gp)
15 gp spare change

Party Equipment:
(Not just carried by William but put here for ease of reference)
57 gp worth of coinage
a pattern welded Hudan broadsword
a pair of matching daggers
a large steele shield
160gp worth of strange silver coins
6 flint knives radiating faint magic


Nevermore
Raven Familiar
Hit Dice: 1 (3 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/–13
Attack: Claws +4 melee (1d2–5)
Full Attack: Claws +4 melee (1d2–5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, Improved Evasion, Share Spells, Empathic Link, Language(Common)
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Skills: Listen +5, Spot +7
Feats: Weapon Finesse, Alertness


Appearance:
William appears as a well built young man with dark brown hair and unusually green eyes. He has Hudan ancestry that really shows and has been mistaken for a Hudan more than once. He is just coming into maturity and still has an air of childlike innocence about him. He is actually quite good looking and had the eye of all his village's girls, although he never realized this. Nevermore, who looks just like a normal raven, is often perched on his shoulder.

Personality:
William is a small village boy that has suddenly been thrust into the world of heroes and epics. He spends most of his time trying to figure out what is going on, helped out slightly by Nevermore. He is still fairly young and often acts childlike.

Background:
William started life as a child of a pair of farmers. His life was simple, get up in the morning, work at the farm for the day, and return to his loving family. The only exciting parts of his life were the feastdays and celebrations in the nearby village. He was content with his life, for he new of nothing better. He had heard all the stories about normal people going off and becoming heroes but he never thought that would happen to him.

Fate, however, had other plans. At the last new spring feastday a raven flew down and landed on Williams shoulder. Despite all Williams efforts he couldn't get it to go away, it would always just fly off a short distance before returning to his shoulder. Finally William pointed at it and shouted "go away", and as he did so a stream of fire shot out of his finger. The fire missed the raven, who simply landed on his shoulder again, but it did draw the
attention of those nearby.

William was brought to the village priest who, after several ceremonies and prayers, announced that William had dark blood in him. The reaction of the village was severe, the whole village cast William out and his parents were forced to disown him. William had no choice but to take his sparce belongings and leave before they decided to do something worse than casting him out. Thankfully his family was able to supply him with a few coins and some supplies for the trip, the only thing they were allowed to do to help their
exiled son.

As William was traveling the raven, which still hadn't left him alone, spoke to him. It called itself Nevermore and said that William had the blood of an ancient race in his veins and was destined for great things. The raven continued to talk but by this point William was so overwhelmed by all that had happened that he wasn't even listening. When he finally got his wits together he decided he would seek out the wizards he had heard so many childhood stories about, perhaps they would know how to rescue him from this blood curse and talking Raven.

For some reason Nevermore didn't object to William's decided course of action. Perhaps because it knew that the journey to the Wizards would be long and much could happen during it...
 
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Quazeem al Rasheed
Human Monk/Adept
S 12
I 12
W 14
D 14
C 12
Ch 9
Level: 1/0
BAB: 0 Melee: +1 Ranged: +2
HP: 9 AC: 15 Touch AC: 15 Flat footed: 12
Skills: (Monk 4/Adept 2) + Int+Human
Ranks Ability Modifier Misc Total
4 Spot Wis +2 6
4 Sense Motive Wis +2 6
4 EA Dex +2 6
4 Diplomacy * Cha -1 +2 5
4 Tumble Dex +2 6
4 Knowledge (Geo)* Int +1 +2 8
Add one to each skill for each Monk level. Each level of adept will add one to both Diplomacy and Knowledge (Geography) and one language (2 skill points)-DuFrys, Dortish, and/or Sidhe.
* Class Skill for both—Traveler Feat, +2
Feats: Dodge, Mobility, Traveler (+2 to diplomacy and knowledge geography, both are class skills, 2 extra bonus languages)
Fort: +3 Will: +4 Reflex: +4
Languages: Dolem, Hudan, Assydian, Hybrinish
Special Abilities:
AC Bonus
Unarmed Combat 1d6
Flurry of Blows
Bonus Feat: Stunning Fist

Weapons: Dagger (1d4+1), Sling (1d4+1), 20 Sling Bullets
Equipment: Traveler’s Robes, 50’Rope, 2 Water Skins, 2 Day’s Iron Rations, Backpack, Bedroll, Blanket, Belt Pouch, Flint and Steel, Personal Journal, 10 Parchment, Ink & Quill.
 

Jackson Forsythe
Level 1 Human Fighter (Dortlund)

Str: 14 +2
Dex: 13 +1
Con: 14 +2
Int: 12 +1
Wis: 10
Chr: 10

Hits: 12
BAB:+1

Saves:
Fort: +4....Ref: +1....Will: +2

Feats:
Fearless (homeland), Weapon Focus: Scimitar, Iron Will, Dodge

AC: 17 (10 + 4 (chain) +2 (shield)+1dex)
20' Movement
Weapon:............Hit.........Dam.........Crit
Scimitar.............+4..........d6+2.......18-20/x2
Light Flail...........+3..........d8+2.........x2

Skills:...................Ranks..........Stat..........Total
Climb....................2................2...............4(2)
Handle Animal.........2................................2
Ride.....................2.................1..............3
Craft(weaponsmith)2.................1..............3
Craft(calligraphy)...2.................1..............3
Search.................2................1...............3
Sense Motive........1.................................1


Equipment:
Scimitar
Chain Shirt
Flail,light
Shield Heavy Wooden
Backpack
Bedroll
10 Torches
Whetstone
5 Days Travel Rations


65 Gold
2 Silver

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Last edited by ferretguy : 05-21-2004 at 06:17 AM.
 
Last edited:

Timur Yamaltin

Code:
Timur Yamaltin

Male Human Rogue 1
XP: 225

Alignment: CG
Size: Medium
Deity: is not religious

Abilities
Str: 10 +0 (2p) 
Int: 14 +2 (6p)
Wis: 10 +0 (2p)
Dex: 15 +2 (8p)
Con: 12 +1 (4p)
Cha: 11 -- (1p)

Level: 1
BAB: 0
Grapple: +0
Speed: 30'
Init: +6
XP: 0
HP: 7

		Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor: 		10    +2          +2    +                16
Touch: 		10                +2    +                14
Flatfooted: 	10    +2                +                13

	Base  Mod  Misc  Total
Fort: 	0    +1    +0      +1
Ref: 	2    +2    +0      +4
Will: 	0    +0    +0      +0


Weapon                  Attack   Damage      Critical
Short Sword               +0       1d6          19-20 x2
Short Bow                 +2       1d6           x3
Dagger                    +0       1d4           19-20x2
    (thown)               +2       1d4           19-20 x2

Note-+1 on attacks with ranged weapons at 30' or closer

Skill Points: 44       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Hide                     4      2    2     +8
Move Silently            4      2    2     +8
Listen                   4      0    0     +4
Climb                    4      0    0     +4
Tumble                   4      2          +6              
Balence                  4      2          +6
Jump                     4      0    0     +4
Search                   4      2          +6
Disable Device           4      2    2     +8
Open Locks               4      2    2     +8
Decipher Script          3      2          +5
Sleight of Hand          1      2    2     +5

Languages: Common, Sidhe, Dortish, Necrovidian

Feats
Point Black Shot, Improved Initiative, Sneak Thief

Equipment:               Cost  Weight
                         (gp)  (lbs)
Leather Armor            10    15
Short Bow                --    2 
20 Arrows                0.2   3
Dagger X2                4     2
Short Sword              10    2
Thieves' Tools,          100   2
    masterwork
Backpack                 2     2
Rope, Silk               10    5
Sack x2                  0.2   1
Torch x3                 --    3
Pouch, belt              1     0
Flint and Steel          1     0
Explorer's Outfit        10    8
Waterskin                1     1
Grappling Hook           2     4
2 Flasks of Oil          .2    2
 
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