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'Veiled Threats'(provisional title) Player Character stats and background thread.


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A very young elf emerged with in the peace that erupted from the last war. This elf was very quick and seemed to be super nimble. Yet he looked as fragile as a tooth pick. To all who befriended this refugee, he gave little information. But than what information could he give if he was inclined to?

His tribe was one who lived in the forest, unknown and isolated. However, the Last War changed that. They remained unknown, as their world was literally ripped apart. Roads where built and trees where felled. His tribe kept trying to escape and remain hidden. The tribe’s dead mounted as the war increased in intensity. Shelter from the elements was never a large problem, but food was. Many of the old and very young starved to death. Others, like this refugee survived, but at a huge cost. He was malnourished and not very healthy. The adults started to take care of all of the children, as orphans abounded. Eventually, this refugee, left the tribe, the only thing he knew, for the nearby city. His inner survival mechanism kicked in and he rarely spoke, and his name happened to change with every conversation. Among the sewers, hiding and watching he became a thief. Having no choice as his will to survive was larger than any sense of taught morality.

Appearance: Dressed in beggar’ rags and he was small. If you looked into the eyes, you saw they where bright and clear and cold. He seemed all limbs. His hair had turned white and you can see how scrawny he was. Little muscle covered his limbs; he was but all skin and bones.


Name: Tom (or whatever you want to yell at him)
Elf
Rogue - 1
str 10
dex 20
con 6
int 14
wis 9
cha 8

Fort 0
Reflex 7
Will -1
BAB 0


AC 17

Feat: Nimble Fingers

Skills Ranks Mod Synergy Total
Balance 4 5 0 9
Disble Device 4 2 4 10
Hide 4 5 0 9
Listen 4 -1 2 5
Move Silently 4 5 0 9
Open Lock 4 5 4 13
Search 4 2 2 8
Sense Motive 4 -1 0 3
Sleight of Hand 4 5 0 9
Spot 3 -1 2 4
Tumble 1 5 0 6

Possessions: Peasant outfit; Backpack; Thieves’ Tools, Masterwork; silk rope 50’; waterskin; bedroll, caltrops, fish hook; flint&steel; grappling hook; mirror; spade; 3 days of rations, vial of anti venom. 9 gp, 2 sp.

Leather Armor, Sap, dagger.

Languages: Common, Elven, Sylvan
Class: Sneak attack +1d6, trapfinding
 
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Torazz, Male Shifter Ranger 1

TORAZZ
Male Shifter Ranger 1
Lawful Neutral

Str 13 – (5 pts)
Dex 17 – (8 pts +2 racial)
Con 12 -- (4 pts)
Int 10 -- (4 pts -2 racial)
Wis 10 -- (2 pts)
Cha 8 -- (2 pts -2 racial)

Hit Points 9
Action Points 5
AC 16 [Touch 13, Flat 13]
Init +3
BAB +1, Grap +2
Speed 30
Fort +3, Ref +5, Will +0

+2 Melee, Longsword, 1d8+1, 19-20/x2
+2 Melee, Morningstar, 1d8+1, x2
+4 Ranged, Longbow, 1d8, x3, 100'r


Medium-size, 5'6" tall, 132 wt, 21 yrs old
Brown hair, Bright Green eyes, Olive skin

Speaks Common

+7 Balance (2 ranks, +3 Dex, +2 racial)
+6 Climb (1 rank, +1 Str, +2 racial, +2 climb kit)
+6 Hide (3 ranks, +3 Dex)
+5 Jump (2 ranks, +1 Str, +2 racial)
+3 Listen (3 ranks)
+6 Move Silently (3 ranks, +3 Dex)
+3 Search (3 ranks)
+4 Spot (4 ranks)
+3 Survival (3 ranks)

Feats
-Longstride Elite (+10 feet move while shifting [total +20 feet])

Shifter Traits
-Type: Humanoid (shapechanger)
-Shifting (Longstride trait: +2 Dex, +10 feet move; 1/day, last 4 rounds)
-Low-light Vision
- +2 bonus to Balance, Climb, and Jump

Ranger Abilities
-Favored Enemy: Monstrous Humanoids
-Track
-Wild Empathy


Equipment
Studded Leather (worn, 20lb) 25gp
Explorer’s Outfit (worn, 8lb) 10gp

Longsword (belt left, 4lb) 15gp
Morningstar (belt right, 6lb) 8gp

Longbow (left shoulder, 3lb) 75gp
Quiver (40 arrows) (right shoulder, 6lb) 2gp
Backpack (center back, 2lb) 2gp
Pouch, Belt x2 (belt left/right, 1lb) 2gp
Bedroll (below backpack, 5lb) 1sp

Waterskin- water (backpack, 4lb) 1gp
3 Sunrods (backpack, 3lb) 6gp
Trail Rations- 5 days (backpack, 5lb) 25sp
Rope, Silk (backpack, 5lb) 10gp
Grappling Hook (backpack, 4lb) 1gp
Climbers Kit (backpack, 5lb) 80gp

Coins- 0gp, 4sp, (pouch)

81lb gear, (Medium load, +3 max Dex, -3 Enc. penalty)

Note: when Torazz speaks, it will be in this color.


Background
Torazz was born in the village of Creva, west of the town of Ardev. His parents emigrated from the Eldeen Reaches before he was born, as his father was a scout in the employ of a local lord. Wishing nothing but the best for his son, Torazz's father instructed him in the ways of the scout, instilling a sense of duty and pride in his work.
By his 15th summer, Torazz grew restless, and was ready to find his own way in the world. His father, realizing he could teach nothing more to his beloved son, sent Torazz on his way. Making his way to Sharn, Torazz quickly realized that the city was no place for a "country boy", and he headed back home.
There he met a man who was recruiting scouts for the defense of the realm, based out of Orcbane, a border fort just south of Silver Lake. Needing a steady income, Torazz quickly signed up, earning the respect and admiration of his superiors, most notably a son of one of the more prominent clans of the Sixty Families of Sharn.
Just having turned 19 years old, Torazz accompanied the nobleman to Sharn, serving as his bodyguard. While there, Torazz was introduced to many high-ranking officials in the Breland government who had heard of his loyalty and service, and subsequently received several job offers.
 

North, Quartermaster Command Model QK-94.
Artificer 1

Background

North was created near the end of the Last War as a commander for an entirely warforged mobile supply unit. Basically, North was trained by House Cannith to be a quartermaster for Karrnath. North’s unit was mostly responsible for keeping up the armor, weapons, and Warforged of some of the farthest extended units in the Karnathi military. That Karrns felt that warforged could make the perfect supply train: they get the supplies where they are going soonest, and teaching them to do things like repair armor is a skill that they have a large amount of self-interest in learning due to feelings of self-preservation. Due to this position, North saw little actual combat in the Last War, only the effects of combat.

After Thronehold, North felt cheated that he, amongst the most sophisticated war machines House Cannith built for the war, was little used in the fighting. Since the end of the war found warforged treated as little more than property in Karnnath, North decided that he needed to find a country to serve that acyually valued the war machine he was designed to be. Breland, pushing hardest for Warforged independence, seemed just the place. North smuggled himself out of Karrnath, and traveled south to Breland, seeking work and a chance to prove he was made for combat.

Personality

North wants a place for warforged to have in this world above all else. He is idealistic well past the point of reality at times, but when these ideals get him into tough scrapes, his quick-thinking and adventurous attitude tends to get him out of trouble. North is fiercley loyal to his friends, and only counts those who have tried to kill him, or try to stop warforged from being a part of society as enemies.

North is never afraid to step up into the leadership role for which he was designed, and he likes managing goods and having items that are useful at hand. He isn’t very good at assigning value of things in terms of money, and sees all objects as their value to the operation at hand. North, like many warforged, respects a good chain of command. If he sees someone as his superior, or at least the most knowledgeable in a particular situation, he gladly steps aside and allows others to take the lead.

Appearance

North was designed with adamantine plating that resembled commander’s armor. This is what was intended to distinguish him as an officer-warforged model. The only article of clothing North wears is a thick black leather belt with silver studs.

North
Male Personality Warforged Artificer 1
Alignment: NG

Str 14 – (6 pts)
Dex 11 – (3 pts)
Con 12 -- (2 pts)
Int 14 -- (6 pts)
Wis 8 -- (2 pts)
Cha 12 -- (6 pts)

Hit Points 7
Action Points 5/5
AC 18, Touch 10, Flat 18
Init +1
BAB +0, Grap +2
Speed 20 ft. (base 20 ft., medium load 78.52/116, heavy armor)
Fort +1, Ref +0, Will +1

+2 Melee, Longspear, 1d8+3, x3. Reach.
+2 Melee, Cold Iron Morningstar, 1d8+2, x2 (1 hand)
+2 Melee, Cold Iron Morningstar, 1d8+3, x2 (2 hand)
+2 Melee, Slam, 1d4+2, 20/x2
+0 Ranged, Heavy Crossbow, 1d10, 19-20, 120'r

Medium-size, 6'4" tall, 294 lbs., 3 yrs old
Green eyes, Adamantine plating

Speaks Common, Dwarven, and Elven

+2 Appraise (0)
-5 Balance (0acp)
-3 Climb (0acp)
+5 Concentration (4)
+6 Craft (Weaponsmith) (4)
+6 Craft (Armorsmith) (4)
-5 Escape Artist (0acp)
-5 Hide (0acp)
-9 Jump (0acp)
+6 Knowledge (Arcana) (4)
-5 Move Silently (0acp)
+6 Spellcraft (4)
-8 Swim (0acp)
+5 (+7 activate scrolls) Use Magic Device (4)

Feats
-Adamantine Body
-Scribe Scroll (B)

Warforged Traits
-Living Construct Subtype (Ex)
-Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
-Cannot heal damage naturally
-Healing subschool/healing provide ½ effect
-Automatically stabilize at -1 hit points or lower
-Does not need to eat, sleep, or breathe
-Light Fortification (Ex)
- Adamantine Plating (+8 AC, DR 2/adamantine, ACP -5, arcane spell failure 35%)
-Slam attack 1d4


Artificer Abilities
-Artificer Knowledge +3
-Artisan Bonus (Scribe Scroll)
-Disable Trap
-Infuse Self (+1 caster level on infusions placed on North by North)
-Item Creation

--Artificer Infusions--
Infusions Per Day 3

Carried: 78.52 lbs.

Cold Iron Morningstar (belt left, 6 lbs.)
Hip quiver (10 bolts) (belt right, 1 lb.)
Belt Pouch (belt front, .5 lbs.)
Spell component pouch (belt rear, 2 lbs.)

Heavy Crossbow (left shoulder, 8 lbs.)
Longspear (right shoulder, 9 lbs.)
Backpack (center back, 2 lbs.)

Signal Whistle (worn/neck)
Sturdy Leather Belt (worn/waist, 1 lb.)

Grappling Hook (Backpack, 4 lbs.)
Silk Rope (50 ft.) (Backpack, 5 lbs.)
Sunrod x2 (Backpack, 2 lbs.)
Shovel (Backpack, 8 lbs.)
Warforged Repair Kit (Backpack, 1 lb.)
Armorer’s Tools (Backpack, 5 lbs.)
Weaponsmith’s Tools (Backpack, 5 lbs.)
Crowbar (Backpack, 5 lbs.)
Sledge (Backpack, 10 lbs.)
Small Steel Mirror (Backpack, .5 lbs.)
Winter Blanket (Backpack, 3 lbs.)

Rare spice and mineral ointment (10 gp) x2 (spell component pouch)

I.D. Papers (North) (belt pouch)
Coins- 6gp, 6sp, 10cp (belt pouch, .52 lbs.)
 

Lily Silvertree

Female Shifter Barbarian 1
Chaotic Neutral

Str 14 – (6 pts) +2
Dex 16 – (6 pts, +2 racial) +2
Con 14 -- (6 pts) +2
Int 10 -- (4 pts -2 racial) +0
Wis 11 -- (3 pts) +0
Cha 6 -- (0 pts, -2 racial) -2

Hit Points 14
Action Points 5
AC 16 (+3 Studded Leather, +3 Dexterity) [Touch 13, Flatfooted 13]
Init +5
BAB +1, Grap +3
Speed 40'
Fort +4, Ref +3, Will +0

+3 Melee, Great Axe, 1d12+3, x3
+3 Melee, Spiked Gauntlets, 1d4+2, x2
+4 Ranged, Longbow, 1d8, x3, 100'r

Medium-size, 4'7" tall, 89 Lbs, 19 yrs old
Red Hair, Green eyes, Tanned/Bronzed skin

Speaks Common

+2 Knowledge (Nature) (2 ranks - CC)
+5 Listen (4 ranks, +1 Shifter Instincts)
+3 Spot (2 ranks - CC, +1 Shifter Instincts)
+4 Survival (4 ranks)

Feats
-Shifter Instincts (+1 on Listen, Sense Motive, and Survival Checks, +2 on Initiative)

Shifter Traits
-Type: Humanoid (shapechanger)
-Shifting (Longtooth trait: +2 Str, Natural Bite Attack 1d6, Natural Secondary Attack @ -5)
-Low-light Vision
- +2 bonus to Balance, Climb, and Jump

Barbarian Abilities
-Rage 1/day
-Fast Movement
-Illiterate

Equipment (160gp Worth)
Studded Leather (worn, 20 lbs) 25gp
Great Axe (left shoulder, 12 lbs) 20gp
Cold Iron Spiked Gauntlets (worn, 2 Lbs) 20gp
Longbow (left shoulder, 3lb) 75gp
Quiver (40 arrows) (right shoulder, 6lb) 2gp

Backpack (center back, 2lb) 2gp
Belt Pouch(center belt, .5 lb) 1gp
Waterskin (Water) (backpack, 4lb) 1gp
2 Sunrods (backpack, 2lb) 4gp
Trail Rations- 5 days (backpack, 5lb) 25sp
Flint and Steel (backpack, -) 1 gp

Coins 6gp, 5sp (pouch)

56.5 Lbs Carried, (Light load)
Lily will be speaking in this color.

A young shifter whose tribe was affiliated with the Gatekeeper sect, Lily was trained to fight the minions of the Daelkyr like all the other warriors of her tribe. But years of training to fight an enemy that never came took it's toll on Lily. Not happy with her lot in life and not graced with the longest attention span, Lily snuck out of the village one night never to return. Wandering aimlessy she took in the sights and experiences of the wider world. Lilly eventaully fell in with a trading caravan heading to the biggest city of them all, Sharn.

Appearance and Notes
A young slight and very short female shifter. (4'7", 89 Lbs) Lily has long thick red hair, green eyes, a wiry build, and large sharpened canine teeth. Very self conscious of her height and weight, and she becomes highly agitated when she feels people are making fun of her. Loves a good fight, and the chance to prove she's just as tough or tougher than anyone else.
 

Wen
Male Kalashtar Soulknife 1
CG

Str 13 – (5 pts)
Dex 15 – (8 pts)
Con 10 -- (2 pts)
Int 10 -- (2 pts)
Wis 8 -- (0 pts)
Cha 15 -- (8 pts)

Hit Points 8
Action Points 5
AC 16, Touch 12, Flat 14
Init +2
BAB +0, Grap +1
Speed 30 (base ??, load 50/100/150, armorcategory)
Fort +0, Ref +4, Will +1

+2 Melee, Mind blade, 1d6+1 piercing, 20/x2

Medium, 5'10" tall, 150 lbs., 19 yrs old
Black hair, Variable eyes, White with gold undertones skin

Speaks Common and Quor (doesn’t yet realize he can)
Wen will speak in this color.

+4 Bluff (kalashtar)
+3 Climb (2)
+2 Concentration (2)
+4 Diplomacy (kalashtar)
+4 Intimidate (kalashtar)
+5 Jump (2, acrobatic)
+2 Listen (3)
+2 Spot (3)
+8 Tumble (4, acrobatic)

Feats
-Acrobatic (+2 to Jump and Tumble checks) 1st level
- Weapon Focus: Mind Blade (+1 to attack rolls) Soulknife bonus

Kalastar Traits
-+2 racial bonus to saves vs. mind affecting spells and abilities and possesion
- +2 racial bonus to Bluff, Diplomacy, and Intimidate checks
- +2 racial bonus to Disguise checks to pass as human
- Immune to dream effects
- Naturally Psionic: +1 power point/level
- Mindlink 1x/day (as wilder of 1/2 character level – min 1)

Classname Abilities
-Mind Blade
-Align Mind Blade (as free action spend 1 power point to give mind blade Good trait for 1 round)

Power Points 1

Background
Wen grew up among humans, in a small and fairly isolated farm village in northeastern Breland. His parents, Adnan and Meeda, made his childhood a happy one and he was well liked in the village, but as he reached adolescence he began to sense that he was somehow different from those around him. A few weeks after his nineteenth birthday, Wen discovered just how right he was. Returning from an errand in his father's fields, he noticed smoke rising from the home of the widow Burness, with whom he had spent many happy evenings in the last few months. He sped to the cottage, but only arrived in time to see two bandits dumping his lover’s body into the well.

Wen had never lifted a hand in violence to anyone in his life before that moment. He charged, driven by anguish and wrath, and also a strange, almost aloof, distaste that any being could treat another in such a way. The bandits, alerted by his howl of rage, simply stood and laughed, casually waiting with swords drawn to strike down this unarmed peasant boy. They were almost as surprised as Wen was when a shaft of shimmering blue light sprang from his hand. Wen struck out with the mystic blade and left one of the bandits dead, nearly decapitated. The other fled, but got no further than the road before the nimble youth was upon him. It was over very quickly

Wen returned home shaken and upset, to say the least. When he related this incident to his parents, they reacted neither with disbelief nor surprise. Wen’s mother merely looked quietly sad while his father left the house in anger. Meeda explained that when she and Adnan were courting, a stranger, a tall man with brilliant eyes and hair like the night, came to the village. Meeda was a barmaid at the village inn at the time and she felt herself strangely drawn to the traveler. With boldness that surprises her to this day, she invited him for a walk by Glittermoon Creek, a popular spot for lovers. The two spent an enchanted night together and in the morning the stranger told her that she would bear a son. He gave her a silver ring and told her that she would know the right time to give it to the child. After that he departed, never to return, leaving Meeda with bittersweet memories. Two months later she accepted Adnan’s proposal of marriage. When it became obvious that she was with child, she confessed her indiscretion. Adnan was angry at first, but swore to raise the child as if he were his own, a pledge he lived up to to the fullest.

Wen listened to his mother’s story with wonder. He felt the truth of her words deep within himself. With trembling hands, he accepted the ring that she took off a chain that she had worn around her neck as long as he could remember. He slipped it onto his finger and was stunned by an almost overwhelming eruption of knowledge. At that moment he knew that he was one of the kalashtar and that the strange images and feelings he had experienced all his life arose from the refugee dream spirit within him. He is still sorting through all of the implications. Further, the ring informed him of two specific things. One, that he must travel to Sharn to seek out his people and the great things that awaited him and two, that a small fortune was buried nearby to help him begin his journey. The second premonition, at least, proved true. He found a chest with gold, nearly 500 galifars altogether, exactly where the ring told him it would be. Since that initial burst of insight, the ring has been silent and inert, but Wen keeps it as a reminder of who he is. Insisting that his parents take half of the money, Wen bid a tearful farewell to them and his village and set out for Sharn to discover his true origins and destiny.

Personality
Despite the recent loss of someone dear to him and his separation from his parents and all he has ever known, Wen remains cheerful and optimistic. He approaches the new adventure life has presented him with curiosity and an openness that borders at times on naivety. Most find it impossible not to like him, although his enthusiasm and almost manic glee at trying new things can be wearying at times.

Appearance
While Wen’s general size and shape, as well as his rustic speech and mannerisms, mark him as a simple human farmer, there is an indefinable alien quality about him. Tall and lithe, his motions are quick and frequent, as if he wants to see everything and be everywhere at once. Wen dresses simply, for practicality and comfort, and prefers the earth tones favored by the people of the village where he grew up. His jet-black hair is worn shoulder length, without particular attention or ornamentation. Those who watch him long enough will note that his eyes seem to slowly shift through several improbable colors over time.

Possessions
Chain Shirt (worn, 25 lbs.) 100 gp
Traveler’s Outfit (worn, 5 lb.) 1 gp

Beltpouch (worn, 1/2 lb.) 2 gp
Plain Silver ring (worn) 1 gp
Targath charm bracelet - +2 to saves vs. disease (worn around wrist) 3 gp

ID papers w/portrait (pocket) 5 gp

Coins- 91gp (pouch, 2 lb)
 

Into the Woods

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