The Cast of Song of the Deep


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Ferrix

Explorer
Ory Willowfarthing

Ory Willowfarthing
Male Strongheart Hin Apprentice Ranger/Fighter 1
Alignment: Neutral Good
Height: 3 ft. 4 inches
Weight: 38 lbs.
Hair: Dark-sandy blond
Eyes: Light blue
Skin: Tanned
Age: 23

Str: 12 (+1) [14 roll, -2 racial]
Dex: 19 (+4) [17 roll, +2 racial]
Con: 13 (+1) [13 roll]
Int: 13 (+1) [13 roll]
Wis: 9 (-1) [9 roll]
Cha: 11 (+0) [11 roll]

Racial Abilities: Small size; Bonus feat; +2 racial bonus on Climb, Jump, and Move Silently checks; +2 morale bonus on saving throws against fear; +1 racial bonus on attack rolls with thrown weapons and slings; +2 racial bonus on Listen checks.

Class Abilities: Armor proficiency (all), Shield proficiency (buckler), Simple weapons, Martial ranged weapons, Warsling, Skiprock; Favored Enemy (goblinoid)

Hit Dice: 1d8+1
HP: 9
AC: 19 (+4 Dex, +4 Armor, +1 Size)
Init: +4 [+4 Dex]
Speed: 20 ft (15 ft with backpack)
Armor Check Penalty: -2 (-3 with backpack)

Saves:
Fort +3 [+2 base, +1 Con]
Refl +5 [+1 base, +4 Dex]
Will -1 [+0 base, -1 Wis]

BAB//Grapple: +0//-3
Masterwork Warsling +6 ranged (1d6+1, 20/x4, 50 ft range, bludgeoning)
Skiprock +5 ranged(1d3+1, 20/x2, 10 ft range, bludgeoning)
Spear +2 melee, two-handed (1d6+1, 20/x3, 20 ft range, piercing)

Skills (6+1x4sp, max ranks 4/2):
Hide +12 [4 ranks, +4 Dex, +4 Size]
Move Silently +10 [4 ranks, +4 Dex, +2 Racial]
Spot +3 [4 ranks, -1 Wis]
Survival +1 [2 ranks, -1 Wis]
Craft (woodworking) +3 [2 ranks, +1 Int]
Craft (weaponsmith) +3 [2 ranks, +1 Int]
Listen +3 [2 ranks, -1 Wis, +2 Racial]
Heal +1 [2 ranks, -1 Wis]
Jump +5 [2 ranks, +1 Str, +2 Racial]
Climb +5 [2 ranks, +1 Str, +2 Racial]
Swim +3 [2 ranks, +1 Str]

Feats: Point Blank Shot (1st level), Fearless (halfling), Precise Shot (fighter 1)

Languages: Common, Halfling, Shaaran, Goblin.

Weight (Worn/Total): 20.75lb / 44.75lb
Encumbrance (32.25lb / 64.5lb / 97.5lb)
Max Press 195lb / Max Push or Pull 487.5lb
Money: 6gp, 2sp, 8cp

Worn Equipment (20.75lb):
Explorers Outfit (free) (2lb)
Masterwork Warsling (bonus regional equipment) (.5lb)
Chain shirt (100gp) (12.5lb)
Dagger (2gp) (.5lb)

Belt pouch (1gp) (.125lb)
--10 Halfling Skiprocks (30gp) (2.5lb)

Belt pouch (1gp) (.125lb)
--10 Sling Bullets (1sp) (2.5lb)

Carried Equipment (24lb):
Spear (2gp) (3lb)

Backpack (2gp) (.25lb)
--10 Halfling Skiprocks (30gp) (2.5lb)
--10 Sling Bullets (1sp) (2.5lb)
--Bedroll (1sp) (1.25lb)
--Flint & Steel (1gp) (-lb)
--Grappling Hook, Collapsible (3gp) (1lb)
--Ink, 2 vials (16gp) (-lb)
--Inkpens, 5 (5sp) (-lb)
--Hooded Lantern (7gp) (1lb)
--Oil, 4 pints (4sp) (2lb)
--Journal (15gp) (1.5lb)
--Trail Rations, 4 days (2gp) (1lb)
--Silk Rope (10gp) (2.5lb)
--Soap (5sp) (.5lb)
--Hammock (5gp) (.25lb)
--Waterskins, 2 (2gp) (2lb)
--Whetstone (2cp) (.25lb)
--Artisans Tools (5gp) (2.5lb)

Appearance: Often wearing a broad-brimmed hat looking much the backwater farmer type, Ory has a folksy charm about him. His sandy blond hair falls in a slight disarray, it is kept reasonably cut, never reaching lower than the bottom of his ears. The one surprising feature is his light blue eyes which glitter with an innocence which he retains regardless of what he has seen. He wears a comfortable and functional explorers outfit: russet cotton trousers, beige tunic tucked under a leather belt along with a pair of leather gloves, stout ankle-high boots, hooded wool cloak and an auburn vest. Looped over a metal hook on the belt is a worked-leather warsling nestled between two belt pouches. He carries with him a well stocked backpack, a bedroll strapped to its underside and a lantern dangling from a hook. He uses a spear taller than him as a walking stick and is often rolling a interestingly shaped stone over and over in his free hand.

Personality: Like many of his strongheart kin, Ory refers to himself and his people as Hin, rather than the sometimes derogatory halfling. He is trusting and straightforward, much preferring a handshake to the wordiness of others. He has a backwater manner, a mix of chivalry and naivety, one that he prefers to keep. Some might mistake his ways for a dim wit, but he possess a sharp mind and a simple modesty. Full of youthful innocence he is never gripped with fear yet at the same is less wary of situations.

Background:
Still to come
 
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Ununnilium

First Post
Okay! Just tell me if anything obvious is missing, or if there's anything that needs to be changed.


Kyren Fogborn
Human Male
Chaotic Good Sorcerer 1

Height: 5'7", Weight: 157 lbs.
Hair: Brown with gold highlights
Eyes: Brown
Age: 18
Patron Deity: Tymora

Hailing from the slopes and valleys of Archendale, Kyren Fogborn was brought up in a reasonably prosperous family of cooks, merchants, and tradesmen. Never especially concerned with the politics of the area, he lead a peaceful life - until the day when, at the age of sixteen and during an argument with his older brother, he shot him with a spontaneous Ray of Frost.

Although the brother wasn't badly hurt, the family agreed that, nevertheless, it would be a good idea for their son to get some training for this new ability. Following rumors of a strange old man who lived behind a waterfall, they entrusted Kyren to an old three-sixteenths dragon. Under this mentor's teutelage, he grew strong in the mystic arts, until the day came to trek out on his own.

Adventuring runs in his blood - his older brother is the well-known warrior Janus Fogborn, and it's rumored that his aunt was once Dalilah Sharpoint, warrior princess of the wastes.

Str 10, Con 12, Dex 8, Wis 11, Int 14, Cha 17 (28-point buy)
HP: 5 AC: 9 Init: -1
BAB: +0 (+0/-1)
Fort: +1 Ref: -1 Will: +4

Skills:
Bluff - 4 ranks (+8)
Concentration - 2 ranks (+3)
Knowledge (Arcana) - 4 ranks (+6)
Knowledge (History, Ancient) - 2 ranks (+4)
Profession - 2 ranks (+2)
Spellcraft - 4 ranks (+6)

Feats:
Spellcasting Prodigy
Iron Will

Equipment:
Traveler's outfit
Spell component pouch
Dagger
Backpack
Two days' trail rations
Bedroll
Sack
Waterskin
Ten sheets of paper
Vial of ink and pen
Light crossbow
Case with 10 bolts
16 GP, 7 SP

Spells:
0th-level:
Ray of Frost
Light
Read Magic
Detect Magic
1st-level:
Sleep
Identify


Andrew "NO .SIG MAN" "Juan" Perron, that's all, folks!
 
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I think thats everything. Let me know if something's missing/in error.

Mattin Sartore

Male Human Rogue 1
Alignment: Chaotic Good
Patron Diety: Tymora

Height 6’1” Weight: 175 lbs.
Hair: Black
Eyes: Green
Age: 24; Born 17 Uktar, 1350 DR

Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 13.


Racial Abilities: Bonus Feat, Bonus Skill Points
Class Abilities: Trapfinding, Sneak Attack +1d6
Hit Dice: 6
HP: 6
AC: 16 (+3 Dex, +3 Armor) 13t; 13ff.
Init: +7 [+3 Dex, +4 Improved Initiative]
Speed: 30 ft

For +0 [+0 base, +0 Con]
Ref +5 [+2 base, +3 Dex]
Wil +1 [+0 base, +1 Wis]

BAB/Grapple: +0/+0
Masterwork Rapier/Dagger (2-Weapon) -1/-2; Dmg 1d6/1d4
Masterwork Rapier +1; Dmg 1d6
Dagger +0; 1d4
Thrown Dagger (ranged) +2; 1d4

Skills: +bonus [ranks]

Appraise +3 [2]
Balance +3 [2]
Bluff +5 [4]
Diplomacy +3 [2]
Disable Device +5 [4]
Gather Information +5 [4]
Hide +4 [1]
Intimidate +5 [4]
Jump +2 [2]
Listen +3 [2]
Move Silently +4 [1]
Sense Motive +5 [4]
Sleight of Hand +5 [2]
Spot +3 [2]
Tumble +7 [4]

Feats: Improved Initiative, Two Weapon Fighting
Languages: Common, Chondathan, Damaran.

Money: 39gp.
Studded Leather Armor
Masterwork Rapier (regional Equipment)
Dagger (x3)
Belt Pouch: (Holds Money)
Sewing Needle
Backpack:
Potion of Jump
Thieves Tools


Mattin Sartore was born in the Sembian city of Saerloon, in the Year of the Morningstar. He was the son of a tailor, his father attempted to teach him the family business, but Mattin was at best halfhearted in his apprenticeship, always envisioning greater things for himself. As he grew up, he began spending more and more evenings crawling the taverns in the company of aristocratic young-bloods, who had time and old money to squander. Though not of their social class, he found he could make friends easily by relying on his wit. Eventually however, he saw that in order to keep pace with his new social circle he would need money, and to this end he undertook a number of “odd jobs” and shady deals with the local criminal element. His last such job, in which he acted as middleman in a large shipment of rare “medicines,” turned sour when the shipment failed to arrive, after he had spent his advance. Unable to repay his sizable debt, and with enforcers from one of Saerloon’s largest criminal syndicates breathing down his neck, he decided that the time was ripe to skip town.



Mattin caught a ride on an Amnish caravan heading west, through Dearlun, and on past the Thunder Peaks. The caravan stopped briefly in Wheloon, and Mattin, tired of rough nights on the road, decided that he had put enough space between himself and his debts, and took a room at a local inn. A short while later he was approached by a local merchant who had information on a suspicious disappearance. His cash reserves dwindling, he decided to take up the merchants offer, thinking that at the very least he might be good for an evening’s drinks.



Mattin stands a shade over six feet tall, with black shoulder length hair and green eyes. He wears a neatly trimmed goatee and moustache under a somewhat aquiline nose. His clothing marks him to the casual observer as a young aristocrat, but on closer inspection the cut is a few months out of date, and in places wear has been repaired, albeit with an expert needle.
 

Ununnilium

First Post
And *now* I realize Humans get extra Feats and skill points. -.- *edits*

Andrew "NO .SIG MAN" "Juan" Perron, ah well, all for the better.
 

Lefferts

First Post
Aren Bluebeard

Code:
[B]Name:[/B] Aren Bluebeard
[B]Class:[/B] Sorceror
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] None yet

[B]Str:[/B]  7 -2      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 15 +2      [B]BAB:[/B] +0         [B]HP:[/B] 6 (1d4+2)
[B]Con:[/B] 14 +2      [B]Grapple:[/B] -2     [B]Dmg Red:[/B] -
[B]Int:[/B] 13 +1      [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 11 +0      [B]Init:[/B] +2        [B]Spell Save:[/B] -
[B]Cha:[/B] 15 +2      [B]ACP:[/B] 0         [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +2    +0    +0    +0    +0    12
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +2          +2
[B]Ref:[/B]                       0    +2          +2
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
mw shortspear             -1      1d6-2     20x2
crossbow, light           +2      1d8       19-20x2

[B]Languages:[/B] Comman, Chondathan, Sylvan

[B]Feats:[/B] Eschew Materials, Spellcasting Prodigy (FRCS)

[B]Spells/day:[/B] 5/4

[B]Spell list:[/B] Cantrips:(DC 13) Acid Splash, Message, Disrupt Undead, 
                     Horizikaul's Cough(MoF)
                   Level 1:(DC 14) Mage Armor, Ray of Enfeeblement

[B]Skill Points:[/B] 16       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              4    +2          +6
Knowledge(arcana)          4    +1          +5
Diplomacy                  3    +2          +5
Bluff                      2    +2          +4

[B]Equipment:               Cost  Weight[/B]
mw shortspear             --     3lb (regional equipment)
crossbow, light          35gp    4lb
30 bolts                  3gp    3lb
traveler's outfit         1gp    5lb
2 days rations            1gp    2lb
waterskin                 1gp    4lb
flint and steel           1gp     -
backpack                  2gp    2lb

[B]Total Weight:[/B]23lb      [B]Money:[/B] 76gp

                           [B]Lgt   Med   Hvy [/B]
[B]Max Weight:[/B]                23    46    70

[B]Age:[/B] 16
[B]Height:[/B] 5'5"
[B]Weight:[/B] 120lb
[B]Eyes:[/B] blue
[B]Hair:[/B] blond, with blue facial hair
[B]Skin:[/B] tanned
 
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deadestdai

First Post
McGrathery the Stout

Male Shield Dwarf Fighter 1
Alignment: Neutral Good
Height: 4 ft. 6 inches
Weight: 238lbs.
Hair: Copper
Eyes: Light green
Skin: Pale
Age: 54

Str: 17 (+3) [13 pts]
Dex: 10 (+0) [2 pts]
Con: 18 (+4) [10pts, +2 racial]
Int: 10 (+0) [2 pts]
Wis: 8 (-1) [0 pts]
Cha: 6 (-2) [0 pts, -2 racial]

Racial Abilities: +2 Con -2 Cha; Medium sized; Base speed 20' (Though do not take penalty due to armour or heavy loads.); Darkvision 60', Stonecunning (+2 to search checks to otice unsual stonework - slidig doors, traps, unsafe surfaces/ceilings, approximate depth underground.); Weapon familiarity: Dwarven Waraxe - treats as martial weapon; Stability - +4 vs bull rushes and trip attmepts; +2 sv vs poison; +2 vs spells and spell-like abilities; +1 att vs Orcs and goblinoids; +4 AC vs Monsters of Giant type; +2 Appraise rolls related to stone or metal items, +2 Craft rolls related to stone or metal.

Class Abilities: Armor proficiency (all), Shield proficiency (all), Simple & Martial weapons (all), Bonus feats

Hit Dice: 1d10+4
HP: 14
AC: 17 (+0 Dex, +5 Armor, +2 Shield)
Init: +0 [+0 Dex]
Speed: 20 ft
Armor Check Penalty: -6

Saves:
Fort +6 [+2 base, +4 Con]
Refl -6 [+0 base, +0 Dex, -6 AC Pen]
Will -1 [+0 base, -1 Wis]

BAB: +1, Melee: +4, Ranged +4
Masterwork Dwarven Waraxe +6 (1d10+3 Crit x3 Slashing)
3x Light Hammers(Which he uses only for throwing) +4 (1d4+3 Crit x2 bludgeoning, range 20')

Skills:
Climb -1 [2 ranks, +3 Str, -6 AC Penalty]
Intimidate +3 [4 ranks, -1 Cha]
Spot +3 [4 ranks, -1 Wis]
Cc - Proffession (Cook) +0 [2 ranks, -1 Wis]

Feats: Power Attack(1st level), Weapon Focus - Dwarven War Axe(Fighter 1)

Languages: Common, Dwarven

Money: 17gp, 5sp, 8cp

Equipment:

MW Dwarven Waraxe (Free Regional)
3x Light Throwing Hammers 3gp
Breastplate 200gp
Heavy Wooden Shield 7gp
Traveller's Outfit 1gp
Backpack 7gp
Bedroll 1sp
2xFirewood 2cp
Flint and Steel 1gp
Iron Pot 5gp
Sack 1sp
Waterskin 1gp
2 Pints of oil 2sp


Appearance:

Personality:

Background:
 

Ashy

First Post
[smallcaps]Pottofer Placidpool[/smallcaps]
Male Water Gensai Clr1 of Eldath; Size M; HD 1d8+0; hp 11; Init +2 (+2 Dex); Spd 30 ft, swim 30 ft..; AC 14 (+2 Dex, +2 large wooden shield); BAB +1; Grp +1; Atk +1 melee (heavy aspergillum, 1d8, crit x2, 10 ft. range, 12 lb., one-handed, bludgeoning), +2 ranged (N/A); Full Atk as Atk; SA See below; SQ See below; AL NG; SV Fort +2, Ref +2, Will +5; Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 15 (+2), Wis 16 (+3), Cha 9 (-1).

ECL Penalties (until 2nd level only):
-1 on skill and ability checks
-1 on attack and saves
-1 to spell DCs (or spell like ability saves)
-1 to ac if a bonus is granted by race/natural armor etc.

Skills and Feats: Concentration 4 (4 ranks, +0 Con), Diplomacy 3 (4 ranks, -1 Cha), Heal 7 (4 ranks, +3 Wis), Listen 4 (1 rank, +3 Wis), Spot 4 (1 rank, +3 Wis), Sense Motive 4 (1 rank, +3 Wis), Swim 1 (1 rank, +0 Str); Toughness (+3 hp).

Water Gensai Traits: Water Gensai can breathe water and have an innate ability to Create Water as per spell cast as 5th level druid 1/day, +1 to saves vs. Water Spells and Effects (increases by +1 for every 5 class levels), Clerical Focus: Water Gensai cleric must select deity who grants Water Domain and must choose Water as one of his two domains, Water Gensai are classed as "Outsiders", Auto Languages known are Common and Regional, bonus is anything except for secret languages.

Cleric Abilities: Turn undead, spontaneous casting (cure spells), divine spells (bonus spells: 0/1/1/1), domain abilities (Water: turn fire creatures as a good cleric turns undead, rebuke or command water creatures – used a number of times per day equal to 3+ Cha mod [2]; Good: you cast good spells at +1 caster level).

Spells
Domains: Water, Good; Spells per Day: 3/2+1

Typical Spell Lists [* = domain spell]
Non-adventuring
0-level: detect magic, light, purify food and drink
1st-level: bless water, detect evil, obscuring mist*

Adventuring: Offensive
0-level: detect magic, inflict minor wounds, resistance
1st-level: divine favor, summon monster I, obscuring mist*

Adventuring: Defensive
0-level: detect magic, resistance, virtue
1st-level: bless, disguise self*, protection from evil*

Equipment: Clothing (simple blue-green flaxen robe, inscribed with the poorly hand-stitched symbol of Eldath, open-toed boots (to make room for his webbed toes), very thick black leather belt [the buckle is made of beaten copper and is Eldath’s symbol]), holy symbol (made of wood, lovingly painted), heavy aspergillum (with holy water load onboard), heavy wooden shield (Armor Check Penalty -2, 15 lbs. - adorned with Eldath’s symbol, also hand painted), backpack [trail rations (4 days worth), waterskin (full of holy water), winter blanket, bedroll], belt pouch [flint and steel] = Medium load (48 lbs.)

XP: 0 xp / 1500 xp

Description and Personality: Pottofer, by appearances, is about the most unlikely type of adventurer that one is ever likely to see. Short and terribly rotund, Pottofer is often seen huffing and puffing his way along any one of the winding roads of the realms, preaching the word of his introspective and peacable divine Father to all whom he meets. Pottofer has pale (almost sickly looking) skin and green-tinged brown hair (which is very thin – he is nearly bald) that usually appears damp or greasy, smeared across his head haphazardly. His thin goatee (which is also green-tinged) frames a bow-like mouth that is custom made for talking and laughing endlessly. Pottofer also has dark blue eyes (the entire eye is blue) and his pudgy fingers and toes are webbed from the second knuckle back, giving his hands and feet the appearance of wearing fingerless gloves from a distance.

Genteel and calm in all situations, Pottofer is an unexpected boon to adventuring parties, as he is at once a rock of solid foundation for all who lean upon him as well as a cool and level head in any and all kinds of situations. Pottofer loves life and partakes of it generously and is quick to smile and laugh; above all he tries to see the good in all those he meets.

Height, Weight, Age: 4 ft. 7 in., 287 lbs., 23 years old.
Region of Origin: The Dalelands
Languages: Common, Aquan, Elven

Background: Pottofer hails from very humble origins and to his credit, he has never forgotten the lessons learned thereby. Born into a simple fishing community on the bank of the Ashaba, Pottofer was the pride and joy of his father, a fisherman by the name of Zakkieus as well as his mother, a seamstress named Joy. From the moment of his birth, his parents knew that he was different and they immediately suspected that their baby boy had inherited traits from the sea, a boon both to them and their small, poor community. Pottofer grew strong, smart and confident, but none ever thought that he would be anything other than a fisherman like his father, and his father before him. One had but to look at the pale-skinned, rotund lad to see that he would never be a powerful swordsman or a domineering archmage; no one ever considered a life of servitude to the cloth and no one ever expected that Pottofer would become an adventurer.

Yet, that is precisely what the lad did…

Early on in his life, Pottofer felt the call of the calm waters that dominated his life. Slowly, those waters gained a voice within his soul – a voice that he would one day realize to be the voice of Eldath. He knew instantly that he would dedicate his life and his soul to serving her and nothing has deterred him from that course since. “As surely as the streams meet the sea”, as Pottofer himself would say, “I’ll be serving Eldath ‘til the day I see her blessed face.” The water gensai is what could be termed a “lay preacher” among the more formal church organization of Eldath; that is, he has never received any sort of canonized training or instruction. Rather, he simply gathered his things one day and in his own, unflinching way, left the only home he had ever known and set out on his “mission”.

Shortly after setting out, while wandering Cormyr, Pottofer met the lovely and intriguing Gwendolyne and the two have been traveling companions ever since. The water gensai is still unsure why such a lovely woman would want to keep his company, but nevertheless, he is thankful to have someone along to talk to; moreso that she does not shy away from religious topics!
 
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Thanee

First Post
Gwendolyne

Gwendolyne
Female Half-Drow Favored Soul of Eilistraee 1st
CG

STR 16 +3
DEX 11 +0
CON 11 +0
INT 14 +2
WIS 9 -1
CHA 13 +1

AC 15
Hit Points 8
Initiative +0

Fortitude +2
Reflex +2
Will +1

Skills: Concentration +2(2), Diplomacy +7(4), Perform (dance) +4(3), Perform (sing) +3(2), Perform (wind instrument) +3(2), Sense Motive +0(1), Survival +0(1cc). Speaks Common, Undercommon, Illuskan, Elven and Sylvan.

Feats: Combat Expertise.

Half-Drow Traits: Immunity to sleep spells and similar magical effects, +2 racial bonus on saving throws against enchantment spells or effects, Darkvision 60', +1 racial bonus on Listen, Search and Spot checks. +2 racial bonus on Diplomacy and Gather Information checks, Elven Blood.

Class Abilities: Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Simple Weapon Proficiency, Exotic Weapon Proficiency (bastard sword).

Spells per Day: (5/4)
0th - Create Water, Cure Minor Wounds, Detect Magic, Purify Food and Drink;
1st - Bless, Resurgance [CD], Lesser Vigor [CD].

Equipment: Traveler's Outfit, Masterwork Bastard Sword (carved with silver runes, reading in elven: beyond the surface shines a light as bright as the full moon), Silvered Dagger, Chain Shirt, Buckler, Backpack, Bedroll, Winter Blanket, Scroll Case, Belt Pouch, Silk Rope 50', Sack, Waterskin, Whetstone, Wooden Flute, Silver Holy Symbol of Eilistraee, Spell Component Pouch. 24gp, 2sp, 8cp.

Description: Gwendolyne's appearance strongly shows her drow heritage. With 5'6" she is taller than many of her kin, and the long training with her sword has formed a strong, athletic body, but also slender and weighing only 120 lb., a mark of the elven frailty, which she inherited as well. Her dark skin and waist-long white hair further underline her dark elven looks, as well as the purple eyes, which, unlike those of most drow, look gentle and calm. Fluent movements, which result from years of hard practice, let her appear almost as graceful as a true elf, especially when she wields her sword, which becomes a unity with herself in something that is most akin to a dance. All in all Gwendolyne has a rather pleasant appearance. She prefers to wear light clothes of dark color.

Background: Most first generation half-drow are sired in an act of violence, are shunned by the civilized folk and forced into a life of darkness, but not Gwendolyne. Her mother, a drow, is part of a small community of followers of the Dark Maiden in Silverymoon. From there the dark elves often journey to the Moonwood to honor their deity with beautiful dance and music near the Mouth of Song. Seventeen years ago, she met a young huntsman from Quaervarr near this place, who fell in love with the elf, despite all the terrible stories they tell about the cruelty of the drow. Out of this love a child was born and it was named Gwendolyne. With an appearance like her mother, the young half-elf also became part of the community and she was trained in the ways of the Dark Maiden Eilistraee, in dance and song, as well as hunting and swordplay. She was a quick learner and soon it became clear, that she inherited a much greater gift than what the love of her unlikely parents could ever give her. With her birth Gwendolyne had received the blessing of Eilistraee herself. With the nearing of her adulthood, the young drow was eager to travel and spread the wisdom of Eilistraee, showing others by example the kindness of her ways, that she was different, and to give hope that others would be like her. But also to deal swiftly with any evil, which threatened the beauty of peace.
Gwendolyne travelled south towards the Sword Coast and then eastwards through the Western Heartlands, heading for the Dalelands, where she would be able to meet other followers of her deity according to what her mother told her. Despite a few unpleasant encounters with people who would not be willing to listen to her, because of her heritage, Gwendolyne stayed true to her beliefs. She knew, that it was a hard way lying before her, but she was willing to walk on it. As her journey brought her to Cormyr, she met Pottofer, a water genasi, who had been attracted by the playing of her flute and who seemed to be a like mind to her. Also of unusual appearance and a kind soul like her, he was one of the most friendly persons she had met until then. The two agreed to journey together for a while, as they could benefit from each others presence, be it for entertainment or protection.
 
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Vendetta

First Post
Ogden “Oggie” Pathfinder
Ghostwise Halfling Druid, Level 1
Neutral Good

STR: . .12 . . +1 (6 pts, -2 race)
DEX: . 16 . . +3 (6 pts, +2 race)
CON: . 12 . . +2 (4 pts)
INT: . .10 . . +0 (2 pts)
WIS: . .14 . . +2 (6 pts)
CHA: . 12 . . +1 (4 pts)

HIT POINTS: 9

ARMOR CLASS: . 16 . . (+2 Armor) . (+3 Dex) . (+1 Size)
ARCANE SPELL FAILURE: 10%
ARMOR CHECK PENALTY: 0

SAVING THROWS
SAVE . . . Total . Base . Mod . .Race
Fortitude: +4 . . . +2 . . . +1 . . .+1
Reflex: . . +3 . . . +0 . . . +3 . . .+1
Will: . . . . +4 . . . +2 . . . +2 . . .+1

BAB: +0
SPEED: 20 feet
INITIATIVE: +3

BASE MELEE: +2 . (+0 BAB, +1 Size, +1 Str)
BASE RANGED: +4 . (+0 BAB, +1 Size, +3 Dex)
FEATS
1st Track

RACIAL ABILITIES
+2 Morale vs. Fear
+1 Attack bonus with thrown and slinging weapons

CLASS SKILLS
Handle Animal: +5 …(+4 Ranks)…(+1 Cha)…
Listen: +7 …(+3 Ranks)…(+2 Wis)…(+2 Race)
Knowledge (Nature): +6 …(+4 Ranks)…(+0 Int)…(+2 Nature Sense)
Spot: +4 …(+2 Ranks)…(+2 Wis)…
Survival: +7 …(+3 Ranks)…(+2 Wis)…(+2 Nature Sense)

CROSS CLASS SKILLS
Climb: +2 …(+0 Ranks)…(+0 Str)…(+2 Race)
Hide: +7 …(+0 Ranks)…(+3 Dex)…(+4 Size)
Jump: +2 …(+0 Ranks)…(+0 Str)…(+2 Race)
Move Silently: +5 …(+0 Ranks)…(+3 Dex)…(+2 Race)

LANGUAGES SPOKEN
Common
Halfling
Druidic

EQUIPMENT
*Masterwork longbow (Can I have a Masterwork sling since druids can’t use bows?)
*3 doses of blue whinnies poison
*2 doses of medium spider venom

Starting Gold = 80gp
20 x Bullets, 2 sp, 5 lbs
2 x Daggers, 4gp, 2 lbs
Leather Armor, 10 gp, 7.5 lbs
Backpack, 2gp, .5 lbs
Bedroll, 1sp, 1.25 lbs
Winter Blanket, 5sp, .75 lbs
5x Candles, 5cp, -
Flint and Steel, 1gp
Hooded Lantern, 7gp, 2 lbs
3 pints of oil, 3sp, 3 lbs
6 x trail rations, 30sp, 1.5 lbs
2 x waterskins, 2gp, 2 lbs
5 x tindertwigs, 5gp, -
Traveler’s Outfit, 1gp, 1.25 lbs

Gold: 42
Silver: 18
Copper: 5

Weight carried: 25.75 lbs / 32.32 lbs

Current Spells Memorized
0 – Create Water
0 – Light
0 – Detect Magic
1 – Obscuring Mist
1 – Magic Stone

History
Ogden Pathfinder was the son of the tribe shaman who was to inherit the ways of his father to aid, heal and lead the tribe spiritually as well as advise the chief on matters of spiritual concerns. Ogden was always carefree and jovial, unlike the more serious Ghostwise Halflings. He often played games with the children, taking them into the woods tracking the local animals. He would sing to them and teach them things about the forest. But mostly, he would just play. He was well liked but it was feared that he would not “grow up” to become the hin that he was supposed to be.

The fears of the tribe proved true when, during Ogden’s “coming of age” ceremony, he did not receive his totem, a crucial problem for one to be a shaman. The tribal council met and determined that Ogden must be exiled until such time that he had received his totem from the Great Spirit.

For the first time in his life, Ogden was not happy and laughing but forlorn. How could he be forced to leave his family, his people? He was supposed to be a leader for them but now…

With his pack of supplies and gifts from the tribe, well wishes and the blessing of his father, Ogden left his home, following the sun as it set in the west, looking for something he didn’t know how to find.

Appearance
Ogden Pathfinder is two foot, ten inches tall and 33 pounds. He has thick, curly brown hair and warm, light brown eyes. He wears light furs over light leather armor.
 
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