North by Northwest, or the Dead of Winter characters

Old Fezziwig

Thanks for the sour persimmons, cousin.
These are the characters for my D&D 3.5 homebrew game, North by Northwest, or the Dead of Winter. (Links to follow.)

Nick
 

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Zeegra

Zeegra
Female Canis Kobold, 3rd-Level Mage (XP 3,000+)
Small Humanoid (Kobold)

Hit Dice: 3d4+6 (16 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural armor), touch 14, flat-footed 12
Base Attack/Grapple: +1/-5
Attack: small Light Crossbow +5 ranged (1d6/19-20)
Full Attack: small Light Crossbow +5 ranged (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Low-Light Vision, Scent, Enhanced Awareness
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 6, Dex 17, Con 14, Int 17, Wis 8, Cha 13
Skills: Bluff +3, Concentration +7(5), Decipher Script +4(1), Handle Animal +3[5](2cc), Knowledge (arcana) +5(2), Knowledge (geography) +5(2), Knowledge (nature) +5(2), Ride +5(2cc), Listen -1, Sense Motive +4(3), Spellcraft +8(5), Spot -1, Survival +0 (1cc)
Feats: Scribe Scroll, Mounted Combat, Wild Cohort, Spell Focus (conjuration)
Flaws: Noncombatant
Alignment: Neutral Good

Zeegra is a small bipedal, doglike creature, standing 3 feet tall, and weighing about 30 lbs. She has reddish-brown fur and bright, amber eyes. Zottel is a shaggy bobtail with a coarse, white coat and grey markings.

Zeegra speaks Common, Gnoll, Elven, Goblin and Sylvan.

Spells: As 3rd-level wizard
Specialized School: Divination
Prohibited Schools: Illusion
Spells per Day (4+1/3+1/2+1; save DC 13 + spell level; +1 conjuration, +1 divination):
0 - 2 slots free, Read Magic, Prestidigitation, Detect Magic (S);
1st - Endure Elements, Magic Missile (2), Object Loresight (S);
2nd - 1 slot free, Glitterdust, Detect Thoughts (S).

Spellbook:
0 - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation;
1st - Endure Elements, Grease, Mage Armor, Comprehend Languages, Sleep, Magic Missile, Jump, Object Loresight [CBoEM];
2nd - Glitterdust, Detect Thoughts.

Unusual Spells:
[SBLOCK]OBJECT LORESIGHT
Divination
Level: Sor/Wiz 1
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One object
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

You learn something significant about an object you touch. Go through this list, in order, and the first bit of lore you do not know, you learn through this spell:

01. Age of object
02. Name of last creature to touch the object, if any (other than you)
03. Race of last creature to touch the object, if any (other than you)
04. Name of the object's creator (a natural object, like a rock, was created by nature)
05. Race of the object's creator, if any
06. Object's purpose
07. Materials that make up the object
08. Location of the object's creation
09. Name of the most recent owner of the object, if any
10. Magical ability of the object, if any (random if more than one)

Multiple castings allow you to gain multiple bits of information. If you know all of the above information, this spell teaches you nothing.[/SBLOCK]

Canis Kobold Traits:
[SBLOCK]Canis Kobolds are said to be the result of a wizard mating goblins and gnolls, but the canis rarely possess the malicious characteristics associated with their biological cousins. In fact, most canis kobolds will take great offense just at the suggestion of this relation. Generally speaking, canis kobolds look like small, bipedal dogs with red or brown fur and bright, intelligent eyes. Fond of company and society, the Canis tend to live in human and elven cities.
  • -4 Str, +2 Dex. Although their small size makes them rather elusive and nimble, they tend to be substantially weaker than other races.
  • Small-size, base speed 30 ft. Because of their small size, canis receive a +1 natural bonus to AC.
  • Low-light vision 60 ft.
  • +1 racial bonus to saving throws. Canis kobolds are almost obscenely lucky.
  • +2 racial bonus to Bluff checks. Because of their strong resemblance to domestic hounds and seemingly guile-less demeanor, most people are favorably disposed to believing a canis, even at times when they shouldn’t be.
  • +2 racial bonus to Sense Motive checks. Their canine ancestry allows the canis kobolds to figure out the truth behind someone’s intentions via scent. Literally, something may just plain "smell wrong." Things that may hide scents generally negate this ability.
  • Scent (Ex). Canis kobolds possess an exceedingly acute sense of smell, detecting opponents within 30 ft. by scent (60 ft. upwind, 15 ft. downwind, 60/120/30 ft. for strong scents like smoke and garbage, 90/180/45 ft. for overwhelming smells like skunk musk). Scent reveals presence, not location, as a general rule.
  • Automatic Languages: Gnoll, Common. Bonus Languages: Elf, Dwarf, Goblin, Sylvan.
  • Favored class: Rogue.
[/SBLOCK]

Equipment: small Light Crossbow, small Crossbow Bolts (20), small Dagger, small Explorer's Outfit, small Backpack, small Belt Pouch, Scroll Case, small Waterskin, Inkpen (2), Vial of Ink, Parchment (6), burnt-out Sunrod, Spell Component Pouch, Spellbook; 2 gp, 1 sp, 0 cp.

Zottel, riding dog cohort: medium animal; HD 3; hp 26; Init +2; Spd 40 ft.; AC 20, touch 12, flat-footed 16; Base Atk +2; Grp +4; Atk/full Atk bite +4 melee (1d6+3); Space/Reach 5 ft./5 ft.; SA trip; SQ low-light vision, scent, evasion; AL N; SV Fort +5, Ref +5, Will +2; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Jump +10, Listen +6, Spot +5, Swim +3, Survival +1[5]; Alertness, Track, Improved Natural Armor.
Tricks: Attack², Come, Defend, Down, Guard, Heel.
Equipment: Leather Barding, Riding Saddle, Saddlebags, small Crossbow Bolts (20), small Traveler's Outfit, small Bedroll, small Winter Blanket, Winter Blanket, small Sack (2), Sack (2), Waterskin.

Background:
[SBLOCK]Zeegra hails from Rexem, the elven colony just north of Knave's Wood on the Nortide Archipelago's largest island, where she lived with her family, her father Amjud and her mother Gwynck, both dog trainers and vendors, and her older brother Zzash, a useless scallywag. She was always fascinated by the elves and their natural affinity for magic, but unfortunately the little kobold wasn't as attuned to the mystic forces herself. However, she was gifted with a brilliant mind, great curiosity and an amazing stubbornness, and she had made it her personal goal to obtain mastery over the arcane one day.

The first step towards her ultimate goal was on her tenth name day, when her parents gave her an alchemical rod, a sunrod, for birthday. Zeegra wielded it like a magic wand, even though the young canis was well aware of its alchemical nature, it made her feel special. Her brother, quite annoyed by his sister's games, snatched the 'wand' from her and activated it. Zeegra should have been mighty angry with him, but instead, she just watched the bright light in awe, wondering what it would be like, if she could produce something like it herself, without the help of alchemical substances. Even after the rod had burnt out, Zeegra always carried it with her, playing games and pretending to wield a mighty magic wand. It became her lucky charm.

While growing up, Zeegra naturally had to help out in her parent's business, tending the dogs and sometimes she was even allowed to ride one of the bigger ones. Zottel, as the big, shaggy bobtail was named, is a very gentle soul and the two of them make a great team together, something Zeegra never missed a chance to mention. So good, in fact, that her parents could not give the animal away, but rather had to surrender him to their daughter eventually.

A few years later, an opportunity presented itself. A traveling human mage was spending some time at the family business, pondering to purchase a trained guard dog. When Zeegra found out about the visitor's profession, she immediately confronted him with the request to become his apprentice. Of course, Wyn, the mage, just smiled and shook it off as some sort of child's play, but after a while he realized, that there was an earnest propsal behind it. He also realized, that this young canis kobold probably had the mental capacity and endurance to actually make it through the laborious learning process. Wyn spoke with Zeegra's parents, and since they knew that this was the chance of a lifetime for their daughter and her greatest wish, and the traveling human also seemed to be an honest man, they accepted and Zeegra rejoiced.

With Zottel geared up for travel, herself wrapped in comfortable and durable cloth, and with her 'magic wand' on her belt, Zeegra set out together with Wyn, in order to travel the land and to discover magic.

The young canis kobold learned eagerly and soon she was able to cast her first spells. Her curious self did lend itself well to the unveiling nature of the divination school of magic, and so she started there. Wyn was quite proud of his little apprentice mage. The years went by, while the two journeyed to the main continent and saw many a city and region. Zeegra was very happy with the life of a traveler and explorer, and that of a mage, of course, and Zottel was likewise pleased with the great freedom and the constant activity.

When she learned of the exploration setting out towards the north, it didn't take long for Zeegra to make up her mind and apply for a position within the exploration team. The prospect of uncovering the mysteries of the ancient races, the elves especially, was inciting, and there was so much to learn still. And one day, Zeegra would come back to Rexem, to visit her parents again, and to make them proud. Wyn taught her a last spell, to keep her safe from the cold, before they said their farewells and parted, and a new chapter in Zeegra's story began.
[/SBLOCK]
 
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Cellan

Medium human
Druid 3
Hit Dice: 3d8+6 (25 hp) (17 current)
Initiative: +2
Speed: 30 ft.
Armor Class: 14 (+2 Dex, +2 Armor), touch 12, flat 12
Base Attack/Grapple: +2/+1
Attack: Longspear +1 melee (1d8-1/x3) or sling +4 ranged (1d4/x2)
Full Attack: Longspear +1 melee (1d8-1/x3) or sling +4 ranged (1d4/x2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Nature sense, trackless step, wild empathy, woodland stride
Saves: Fort +5, Ref +3, Will +5
Abilities: Str 8, Dex 15, Con 14, Int 13, Wis 17, Cha 10
Skills: Concentration +4(2), Handle Animal +6(6), Heal +6(3), Knowledge(nature) +8(5), Listen +8(3), Spellcraft +3(2), Spot +6(1), Survival +10(5)
Feats: Alertness, Augment Summoning, Spell Focus (Conjuration)

Alignment: Neutral Good

Languages: Common, Druidic

Spells: 4/3/2 per day; save DC 13+spell level (14+spell level for conjuration spells).

Spells Prepared: 0-Cure Minor Wounds, Light, Purify Food and Drink x2; 1-Cure Light Wounds, Entangle, Faerie Fire; 2-Fog Cloud, Spider Climb

Possessions:
Longspear, sling, 17 bullets, dagger, leather armor, backpack, winter blanket, belt pouch, flint & steel, waterskin x2, hemp rope 100’, torch x2, extra traveler’s outfit, 54 gold, 2 silver, 8 copper

Manakar

Medium animal
Wolf
Hit Dice: 4d8+8 (29 hp)
Initiative: +2
Speed: 50 ft.
Armor Class: 18 (+3 Dex, +5 Natural), touch 13, flat 15
Base Attack/Grapple: +3/+4
Attack: bite +5 melee (1d6+1/x2)
Full Attack: bite +5 melee (1d6+1/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Evasion, low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 13, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +4, Listen +5, Move Silently +7, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite)

Alignment: Neutral

Tricks: Come, Attack

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Background: Cellan grew up in a small community. He was smaller than most other kids his age. He was also rather quiet and reserved. These all led him to be picked on and pushed around quite a bit. Rughin, a boy just a few years older than Cellan, was always the worst of them.

Cellan found himself spending a lot of time in the woods around the village hiding from his tormentors. The youth found that he enjoyed the company of animals more than people and began spending even more time there. One day, he encountered a hobgoblin, Ghis, in his wanderings. Ghis was a druid and, seeing Cellan’s love of nature, began training him in the druidic tradition.

It was during his training that he met Thrimistar, an elven ranger. Despite Thrimistar being loud and boisterous, the two became fast friends. They were inseparable. Thrimistar was actually the one who was going to go on the expedition, but a week before it was to set out, the elf had a bad encounter with a dire bear and lost one of his legs. He asked Cellan to go in his stead. The druid did not want to leave his friend, but in the end, he agreed. Thrim gave his friend a necklace of his for luck. It is a simple thing of small blue and white stones strung together, but Cellan treasures it.

Cellan’s main reason for going on the trip is that his friend asked him to do so. He intends to honor his friends request and do everything he can to aid in the reclamation of the elven homelands. His other reason, one that he would never admit to anyone, is that he wants to be a hero and gain the respect of those who picked on him. Tales of ancient druidic heroes told to him by Ghis motivate him. His other eventual goal is to find a woman he loves and can marry. He is shy around everyone, but it is even worse around women. He feels very lonely and would desperately like a female to share his life.
 
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Ghur Zukul

Male Swamp Dwarf
Wilderness Rogue 3 (UA) (With Feat Variant)
XP: 0
Neutral Good

Str 15 (+2)
Dex 17 (+3)
Con 12 (+1)
Int 14 (+2)
Wis 13 (+1)
Cha 6 (-2)

Size: Medium (4'6", 135 lbs)
HP: 17
BAB: +2
Init: +3
Move: 20'

AC: 17 (10 +4 armor + 3 dex )
Saves:
Fortitude: +2
Reflex: +6
Will: +2

Attacks:
Composite Shortbow +6 1d6/x3
Rapid shot: +4/+4 1d6/x3
Short Sword +5 1d6+2/19-20 x2

Feats:
Tracking (1st level)
Point Blank Shot (Class Bonus)
Rapid Shot (Class Bonus)
Weapon Focus:Short Bow (3rd Level)

Skills (bonus/ranks):

Craft (Trapmaking) (+4/2)
Disable Device (+10/6 +2 MW tools)
Hide (+9/6)
Knowledge (Dungeonnering (+3/1 cc)
Knowledge (Geography) (+4/2)
Knowledge (Nature) (+7/5)
Listen (+7/6)
Move Silently (+9/6)
Profession (Sailor) (+5/1 + Racial Bonus)
Open Locks (+11/6 +2 MW Tools)
Search (+8/6)
Spot (+7/6)
Survival (+7/6 +9 aboveground synergy)
Swim (+5/1 + Racial Bonus)


Languages Known:
Common
Dwarven

Class Features:
Trapfinding
Trap Sense +1
Evasion
Simple Weapon Proficiency
Rogue Weapon Proficiency
Light Armor Proficiency

Racial Features:
· +2 Con, -2 Cha. Living in the swamps has maintained the famous hardiness of the old hill dwarf clans but has done little to improve their surly demeanor.
· Medium-size, 20 ft. base speed.
· Darkvision 60 ft.
· Swampcunning: +2 racial bonus to any checks to notice quicksand, bogsinks, sudden changes in depth of water, and other environmental hazards in swamps and marshes. Coming within 10 ft. of anything unusual within this environment is enough to grant the dwarf a Search check. He may also use the Search skill to find traps, natural hazards or man-made snares, as a rogue.
· +2 racial bonus on saving throws against poisons and diseases. Living in the swamp for so long has inured the dwarf to many of the contagions carried by the various types of vermin that call the terrain home. Also, their ancestral resistance to poison has remained intact.
· +1 racial bonus to attack rolls against lizardfolk and gnolls. With the move out of the north, it became necessary for the swamp dwarves to readapt their training to new foes.
· +2 racial bonus to Craft checks related to building boats and rafts for use in the swamp. This bonus also applies to any Profession (Sailor) checks the dwarf may need to make. Swamp dwarves are intimately familiar with operating small crafts to navigate some of the less hospitable areas of the Great Western Swamp.
· +2 racial bonus to Swim checks. Years of life in a swamp have tended to nullify the ancient dwarven apprehensions about water and swimming.
· Automatic Languages: Dwarven, Common. Bonus languages: Gnoll, Goblin, Terran, Elf, Draconic (Lizardfolk dialects specifically).

Equipment:
Mithral chain shirt
Leather Armor {10 gp}
Comp Shortbow {75 gp}
Quiver with 20 arrows {2 gp}
Quiver with 20 MW black feathered arrows
MW blue ice short sword (half weight)
Short Sword {10 gp}
MW Thieves Tools
Explorer's outfit {10gp}
Woolen cloak {1gp}
Backpack {2gp}
2 potions of Cat's Grace
 
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Cian Dark Elf Bard

Cian (Kee-an) Arranz
Male Dark Elf Bard 3
NG
Str 8
Dex 17
Con 6
Int 14
Wis 13
Cha 17

Hit Points 6
AC 17, Touch 14, Flat 13
Init +3
BAB +2, Grap +1
Speed 30
Fort 0, Ref +3, Will +4

+5 Melee, Rapier, 1d6-1 slash, 18-20/x2
+5 Melee, Whip, 1d3-1 non-lethal slash 20/x2 reach 15’
--use draws attack of opportunity, can trip, +2 to disarm
+5 Ranged, Heavy Crossbow, 1d10+0 pierce, 19-20/x2, 120'r
+5 Melee, Light Mace, 1d6-1 blunt, 20/x2

Medium, 4'8" tall, 88 wt, 1650 yrs old
white hair, violet eyes, grayish black skin

Speaks Common, Undercommon, Old Elven, Old Dwarven, Draconic
Skills 48 ((6+2Int)X6)

+2 Appraise (+2Int)
+3 Balance (+3Dex)
+8 Bluff (5+3Cha)
-1 Climb (-1Str)
+1 Concentration (3-2Con)
+2 Craft (+2Int)
+2 Decipher Script (+2Int)
+5 Diplomacy (+3Cha+2Syn)
+5 Disguise (+3Cha+2Syn)
+3 Escape Artist (+3Dex)
+5 Gather Information (+3Cha+2Syn)
+4 Handle Animal xx (1+3Cha)
+3 Hide (+3Dex)
+5 Intimidate xx (+3Cha+2Syn)
-1 Jump (-1Str)
+3 Knowledge Arcana (1+2Int)
+3 Knowledge Dungeoneering (1+2Int)
+7 Knowledge Local (5+2Int)
+7 Knowledge History (5+2Int+2Age)
+3 Knowledge Nobility and Royalty (1+2Int)
+3 Knowledge Religion (1+2Int)
+5 Listen (2+1Wis+2Race)
+3 Move Silently (+3Dex)
+9 Perform Sing (6+3Cha)
+6 Perform Percussion (2+3Cha)
+6 Perform Stringed (3+3Cha)
+1 Profession (+1Wis)
+5 Search xx (1+2Int+2Race)
+3 Sense Motive (2+1Wis)
+6 Sleight of Hands (1+3Dex+2Syn)
+5 Spell Craft (3+2Int)
+0 Swim (1-1Str)
+4 Spot xx (1+1Wis+2Race)
+4 Tumble (1+3Dex)
+4 Use Magic Device (1+3Cha)

Feats
-Weapon Finesse
-Dodge

Dark Elf Traits
-Fey Subtype
-Dark Vision
-Severe Iron Allergy—1 con loss per round wearing iron/steel armor or in contact with comparable amount
-Frenzy one extra attack per day, but all attacks at -2
-Spell-like abilities 1/per day dancing lights, faerie fire, resistance
-Automatic Languages-Undercommon, Old Elven, Old Dwarven
-Favored Class Bard
-+2 listen, spot, and search—automatically detect secret/concealed doors within 5’
-Immune to magical sleep
-+2 saves vs. enchantment

Fey Bloodline (Intermediate)
-+2Hide
-Iron Will at 4rd level
-+1 Cha at 6th level must take bloodline level

Bard Abilities (Bardic Sage Class Variant)
-Bardic Music
-Bardic Knowledge (2nd Level+2Int+2Syn+2Class Variant+2Age)
-Countersong
-Fascinate
-Inspire Courage+1 (persists only 3 rounds/class variant)
-Inspire Competence
-Spells know based on Int rather than Cha per class variant
-Know extra divination school spell per level add spells to bard list:
--detect chaos/evil/good/law, zone of truth, arcane sight, analyze dewomer(at 4th level) sending, contact other plane, greater scrying (at 5th level), true seeing, vision

Spells Per Day 3/2
0th- Daze, Detect Magic, Mage Hand, Know Direction, Light, Summon Instrument, Read Magic
1st- Identify, Sleep, Cure Light Wounds, Summon Monster 1
2nd-


a wand of cure light wounds [caster level 3, 25 charges]

Leather Armor 10 gp
masterwork studded leather (light tan with glittering steel studs)
Scholars’ Outfit
Courtiers’ Outfit with jewelry 80 gp

MW Rapier (Belt) 320gp
Whip (Belt) 12gp
Light Mace (Belt) 5gp
Heavy Crossbow 50 gp
-10 Bolts (quiver) and 10 (on dog) 2 gp
MW Darkwood light crossbow with a tiger's paw engraved into the end of the grip
-twenty masterwork bolts
Bedroll (On Dog) 5 sp
Pouch, large (belt) 1 gp
Winter Blanket (On Dog) 1 sp
Courtiers’ Outfit with jewelry 80 gp
Waterskin- water (On Dog) 1 gp
5 Torches (On Dog) 5 cp
Flint & Steel (Pouch) 1 gp
Trail Rations- 8 days (Dog) 2 gp
Drums 5 gp (Shoulder)
Ink x3 colors 24 gp (pouch)
Inkpen x2 2 gp
Notebook, 20 pages paper 5gp
Candle x3, 3 cp
a climbing kit

Dog, Guard, with pack saddle 30 gp

Appearance/Personality
- Cian Arranz is not an imposing man. He is short and slight of build. Despite the hard leather armor and weapons he carries, Cian has a look of frailty and age that is even greater than the more than 1600 years he has lived. This weakness aside, Cian moves with surprising grace which can perhaps be attributed to his fey heritage. His dark skin is grayish black which contrasts sharply with the shoulder length white hair. His finger nails are nearly and inch long and lacquered in a deep red. His deep powerful voice seems incongruous with his small size. He speaks with cultured educated words and a thoughtful tone. Cian’s personality tends toward the extremes. He is often carefree singing and humming or playing music and reciting poetry. But he is given to bouts of deep melancholia. In his youth these could be so strong as to incapacitate him leaving him no interest in food or drink and hardly speaking to others. These have become less frequent and less debilitating as he has aged. Cian is popular with others and seems to have a gift for winning friends. He always has a kind word or a joke for friends and acquaintances. His gift for music is much in demand at social events and Cian is often prevailed upon to sing. He dresses in dark reddish browns worked with gold embroidery in complex knot patterns. At his side is a fine Rapier of old design with an elaborate guard and colorful leather wrappings on the hilt. A coiled whip and a small mace also with wrappings covering almost the whole handle rest on the other hip. A constant companion, a yellow dog, Keita, with a pack on her back, is always at Cian’s heels. Regardless of the long years underground, Cian still longs for the surface world. He wants to visit the forests he still remembers from more than 1500 years ago.

History/Background
-Cian has lived a long life deep underground. The fall of the Elves was hard on him and his family. Something in his fey nature could not endure the depths of the earth. For many years, young Cian was a virtual invalid confined to a bed or sitting propped in a chair. He spent those years reading or listening to stories. His mother and sister, Iseabail, often sang to him. Often times he was left with the old and infirm. When not seized by the melancholia, he was a very personable companion and spent hours sitting and talking with the eldest among his people. He was not liked by all however. Some strove to rid the Elves of all weakness and make them into a warrior race to take back what had been lost. Deniel in particular hated those like Cian who needed care and could not support themselves. Only the friends he had made, especially Culann the loremaster kept him from being cast out. Finally, after many years, Cian began to recover and take part in society. His years of reading and conversing with others made him a great repository of knowledge. He assists Culann as a loremaster and historian. He enjoys this life and feels good contributing to the community, but he longs for a chance to travel and see the world. He was always very close to his mother and his sister, his father often too busy to spend time with Cian. His mother died more than a 100 years ago and he still misses her. He always wears a Moonflower broach that was hers as a reminder. He is devoted to Iseabail as well, but she has a family of her own now and they see each other less often. He would still do anything for her and she remains the most important person in his life.

Significant People
-Culann, a storyteller/bard who served as teacher/mentor
-Iseabail, his younger sister
-Deniel, A war leader who never had any use for Cian

Signature Item
-A Moonflower broach that belong to Cian’s mother.

Goals
-See the surface world again
-Find some magic that might overcome the weakness of his body
-Gather more lore and songs of the Elves

Coins- 62gp, 3sp, 2cp (pouch)
Pearl- 100gp x2 (pouch)

‘Keita’ Guard dog
Medium Animal
2d8+4 hd (13hp)
+2Init.
Speed 40’
AC 16, touch 12, f-f 14
BAB/Grapple +1/+3
Bite +3 Melee, 1d6+3 20/x2
Low-light vision, scent
Saves: Fort +5, Ref+5, Will+1
Skills: Jump+8, Listen +5, Spot+5,Swim+3,Survival+1(+4 to track)
Feats: Alertness, Track
Tricks: Come, Defend, Fetch, Track, Down, Perform
If trained for war, a dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog.

a giant white ox

Gifts from the Mahatkata a darkwood mw light crossbow with a tiger's paw engraved into the end of the grip and twenty masterwork bolts, masterwork studded leather (light tan with glittering steel studs), a climbing kit, a wand of cure light wounds [caster level 3, 25 charges], the reins for a giant white ox
 
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Herev Matumb - Human Fighter

Herev Matumb
Male Human Fighter 3
Representing Roy - Strahd

Abilities:
Strength 17 (+3)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 8 (-1)

Size: Medium
Height: 6' 7"
Weight: 280 lb
Skin: Dark Brown
Eyes: Black
Hair: Bold; Beardless


Total Hit Points: 29/29
Speed: 20 feet

Armor Class: 18 = 10 +5 [Chain mail] +1 [buckler] +2 [dexterity]

Touch AC: 12
Flat-footed: 16
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +5 = 3 [base] +2 [constitution]
Reflex save: +3 = 1 [base] +2 [dexterity]
Will save: +1 = 1 [base]
Attack (handheld): +6 = 3 [base] +3 [strength]
Attack (unarmed): +6 = 3 [base] +3 [strength]
Attack (missile): +5 = 3 [base] +2 [dexterity]
Grapple check: +6 = 3 [base] +3 [strength]

Light load: 86 lb. or less
Medium load: 87-173 lb.
Heavy load: 174-260 lb.
Lift over head: 260 lb.
Lift off ground: 520 lb.
Push or drag: 1300 lb.

Languages: Common Dwarven

Feats:
Power Attack, Cleave, Weapon Focus (WarHammer), Weapon Specialization (WarHammer)
Endurance

Skills:
Appraise Int 1 = +1
Balance Dex* -2 = +2 -4
Bluff Cha -1 = -1
Climb Str* 5 = +3 +4 +2 -4
Concentration Con 2 = +2
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* -2 = +2 -4
Forgery Int 1 = +1
Gather Information Cha -1 = -1
Handle Animal Cha 2 = -1 +3
Heal Wis 0 = +0
Hide Dex* -2 = +2 -4
Intimidate Str 8 = +3 +5
Jump Str* 3 = +3 +4 -4
Listen Wis 0 = +0
Move Silently Dex* -2 = +2 -4
Profession (Fisherman) Wis 1 = +0 +1
Ride Dex 3 = +2 +1
Search Int 1 = +1
Sense Motive Wis 0 = +0
Spot Wis 1 = +1
Survival Wis 0 = +0
Swim Str** 3 = +3
Use Rope Dex 3 = +2 +1

* = check penalty for wearing armor
[sblock]
Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Fighter:
Bonus Feats (already included)
[/sblock]
Herev Matumb's Equipment:
Cold weather Outfit
MW Chain mail
Buckler
MW Cold Iron Warhammer (Attack 1d20+9 ; Dmg 1d8+5 ; two handed ; X3)
Herev's old Warhammer (Attack 1d20+8 ; Dmg 1d8+5 ; two handed ; X3)
Dagger (Attack 1d20+5 ; Dmg 1d4+3)
Fishing net and silver fish hook
Climbing Kit (+2 to Climb skill)
water skin
finely made bastard sword from big Hooved creature.
2 bull's strength.
2 Cure moderate wounds.
 
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Cole Braddock

Description[sblock]Cole is a lean, well muscled and often imposing figure. He stands just a six feet, weighs close to 180 lbs, has shoulder length blond hair and rich deep green eyes. Cole has a sever distaste for those who ‘dress to impress’ and would rather wear rages than riches, even if he could afford it. Instead he lives his life by a simple code that Thaniel taught him that can be summed up as “K.I.S.S”. He usually wears a simple travelers or explorers outfit, with his Bastard Sword over his back, his short sword on his hip and his shield on his arm. He is quick to judge people and often speaks before he thinks. Which more than not, is very displeasing to others. [/sblock]
History[sblock]Cole never knew his parents; they were killed by the Hordes of the North when he was just an infant. His Uncle Neddrick and Aunt Cathra with the help of a few local Elven villagers raised him the best they could. Cole would often ask his Uncle & Aunt as to what happened to his parents and what where they doing in Horde occupied lands. However despite his best efforts, he was answered with silence and changed subjects. After many years and numerous arguments, Cole simply gave up asking. But he always knew that he would find out the truth to what happened to his parents, even if it killed him.

All of Cole’s life he has seen to many people raise and fall from positions of power due to the size of their wallets, and not to the size of their hearts. His Elven friends and adopted family have lost their lands, holdings and some have even lost their lives to these people. Not once did any of these ‘Lords’ listen to reason or give a care about justice. They only cared about the ones with gold and power. Cole knew this was not how things should be but he also knew that there was little he could do about it. His Aunt Cathra would often say that people of great power would need drastic signs to shake them out of their apathy. And after watching Thaniel’s, his best friend, murderer walk off due to being a rich man’s son he was determined to do just that. With the only thing that was left to him by his father, his Bastard Sword, Cole set out to fill his pockets the best way he knew how. As a hired swordsmen. Wasting little time, Cole quickly signed up for missions into the North with the hopes of not only returning to remove those from power, but to also finding out what truly happened to his real parents. [/sblock]

Stat Block[sblock]
Code:
 Name:  Cole Braddock
Class: Fighter 3              Age: 21
Race:  Human                  Height: 6' 0"
Size:  Medium                 Weight: 180 lbs
Gender: Male                  Eyes: Green
Alignment: Chaotic Neutral    Hair: Short & Blond
Deity:                        Skin: Tan    

Class & Racial Traits:
Human                                       Fighter & Character
+1 Skill point at each additional level     1 Feat at First & Second Level 
1 Free Feat at 1st Level               
+4 SKills points at 1st Level 

Str: 15 (+2)      Level: 3        XP:     0
Dex: 17 (+3)      BAB: +3         HP: 29  (3d10+6)
Con: 14 (+2)      Grapple: +4     Dmg Red: -/-
Int: 13 (+1)      Speed: 30'      Spell Res: -
Wis: 10 (+0)      Init: +4        Spell Save: - 
Cha:  8 (-1)      ACP: -4         Spell Fail: 35%

         Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:   10     +4   (+2)   +3    +0    +0    +1    18 (20)
Touch: 15      Flat-Footed: 16

         Base   Mod  Misc  Total
Fort:      3    +2    +0   +5 
Ref:       1    +3    +0   +4
Will:      1    +0    +0   +1

Armor              Bonus   Dex   ACP   ASF  Weight    Cost
Mithral Ch. Shirt   +4     +6     0    10%   12lbs    1000gp
L. Shield, Steel    +2     -      -2   15%   15lbs    20gp

Weapon                Attack   Damage     Critical   Range   Weight  Cost  
Bastard Sword (1H)     +3      1d10+2     19-20/x2     -     6 lbs    35gp
Bastard Sword MW (1H)  +4      1d10+2     19-20/x2     -     6 lbs    385gp
Bastard Sword MW (2H)  +6      1d10+3     19-20/x2     - 
Comp. Long Bow MW      +7      1d8           x3      110ft   3 lbs    450gp
    20x Arrows MW             


Equipment                Cost / Weight
Explorers outfit         (0 gp / 0 lb)
Travelers outfit         (0 gp / 0 lb)
Flint & Steel            (1 gp / 0 lb)
Belt Pouch               (1 gp / .5 lb)
Backpack                 (2 gp / 2 lb)
Rations x6               (3 gp / 6 lb)
Sunrods x1               (2 gp / 1 lb)
Waterskin x1             (3 gp / 4 lb)
Potions:
Barkskin
Bull's Strength
Cure Moderate Wounds

Total Gold Spent: 177 
Total Gold Remaining: 63 

Current Capacity: Light (49)
Carrying Capacity:  Light: 0 – 66 Med.: 67 – 133 Heavy: 134 – 200 
                             Lift: 400 Drag: 1000

Languages: Common & Elven

Feats: (5)
Exotic Weapon: Bastard Sword; Two Weapon Fighting, Dodge
Weapon Focus: Bastard Sword; Over-sized Two Weapon Fighting

Skill Points: 21    Max Ranks: 6/3 
Skills               Abil Ranks  Mod  Misc  Total
Appraise             Int    0    +1           1
Balance              Dex    0    +3           3
Bluff                Cha    0    -1           -1
Climb                Str    0    +2           2
Concentration        Con    0    +2           2
Craft                Int    2    +1           3
Decipher Script      Int    0    +1           1 
Diplomacy            Cha    0    -1           -1
Disable Device       Int    0    +1           1
Disguise             Cha    0    -1           -1
Escape Artist        Dex    0    +3           3
Forgery              Int    0    +1           1
Gather Information   Cha    0    -1           -1
Handle Animal        Cha    0    -1           0
Heal                 Wis    0     0           0
Hide                 Dex    1    +3           4
Intimidate           Str    6    +2           8
Jump                 Str    1    +2           3
Knowledge            Int    0    +1           1
Listen               Wis    1     0           1
Move Silently        Dex    1    +3           4
Open Lock            Dex    0    +3           3
Perform              Cha    0    -1           -1
Profession           Wis    0     0           0  
Ride                 Dex    0    +3           3
Search               Int    2    +1           3
Sense Motive         Wis    0     0           0
Sleight of Hand      Dex    0    +1           1
Spellcraft           Int    0     0           0
Spot                 Wis    1     0           1
Survival             Wis    0     0           0
Swim                 Str    0    +2           2
Tumble               Dex    0    +3           3
Use Magic Device     Cha    0    -1           -1
Use Rope             Dex    0    +3           3
Denotes Class Skill

--------------------------------------------------------------------------------
[/sblock]
 
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