The Ancient Paths (Characters)


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Nae’talis Ves’Aru
Male Human Evoker 3
Alignment: Lawful Neutral
Region: Thay
Height: 6' 3''
Weight: 180 lbs.
Size: Medium
Hair: Black
Eyes: Blue
Age: 21

Str: 10
Dex: 14 (+2)
Con: 14 (+2)
Int: 17 (+3)
Wis: 10
Cha: 14 (+2)

HP: 16
AC: 13 [+2 Dex, +1 Bracers of Armor +1] (+1 w/ Dodge)
Touch: 12
Flat-Footed: 10
Init: +2 (+2 Dex)
Speed: 30ft.

Saves:
Fortitude: +3 [+1 base, +2 Con]
Reflex: +3 [+1 base, +2 Dex]
Will: +3 [+3 base, +0 Wis]

BAB: +1
Melee Atk: +1 (1d6 x2, Quarterstaff)
Melee Atk: +1 (1d4, 19-20/x2, Silver Dagger)
Ranged Atk: +3 (1d6 19-20/x2, 80 ft., Light Crossbow)

Skills:
Concentration +8 [6 ranks, +2 Con]
Decipher Script +9 [6 ranks, +3 Int]
Knowledge (Arcana) +9 [6 ranks, +3 Int]
Knowledge (Geography) +5 [2 ranks, +3 Int]
Knowledge (Planar) +9 [6 ranks, +3 Int]
Speak Language [4 ranks, cc]
Spellcraft +9 [6 ranks, +3 Int]

Feats:
Wizard Weapon Prof. (Wizard)
Scribe Scroll (1st level Wizard)
Silent Spell (1st level)
Dodge (1st level Human)
Tattoo Focus (1st level regional)
Extend Spell (3rd level)

Languages:
Abyssal (Speak Language)
Common
Draconic (Int bonus)
Dwarven (Int bonus)
Elven (Int bonus)
Infernal (Speak Language)
Mulhorandi (Regional)

Spells per day: 0th – 4(+1)/1st - 2(+1)(+1)/2nd - 1(+1)(+1)

Spells Known (* = memorized, * = Extra School Spell, * = Pearl Spell)
Prohibited Schools: Necromancy, Transmutation

Level 0 (All known)
Prepared:

Detect Magic **
Prestidigitation *
Ray of Frost **

Level 1

Charm Person
Color Spray *
Disguise Self
Hypnotism
Identify
Mage Armor *
Magic Missile **
Protection from Evil
Shocking Grasp
Sleep *
Summon Monster I
Unseen Servant

Level 2

Aganazzar’s Scorcher *
Melf’s Acid Arrow *
Scorching Ray *

Equipment:

Noble’s Outfit (75 gp, 10 lbs.)
Bracers of Armor +1
Signet Ring
Spellbook (- gp, 3 lbs.)
Scroll Case (1 gp, ½ lb.)
Quarterstaff (- gp, 4 lbs.)
Light Crossbow (35 gp, 4 lbs.)
(20) Bolts (1 gp/10)
Backpack (2 gp, 2 lb.)
Bedroll (2 sp, 5 lb.)
Pearl of Power (1st level)
Wand of Magic Missile (32 charges 1st level) (Gluhchux)

Scrolls

Arcane Lock
Darkness
Hold Portal

Weight:
Carrying – 28 ½ lbs. (Light Load)

Light – 33 lbs. or less
Medium – 34 – 66 lbs.
Heavy – 67 – 100 lbs.

Money:
7 gp, 4 sp

Background:

Nae’talis was born a member of a Thayan noble house. As is custom, he was tested at a young age to gauge his magical aptitude. Having discovered it in abundance within him, the Red Wizard’s removed him from his family and into private tutelage. For the remainder of his adolescence he was under the strict instruction of the Reds. At first, he enjoyed the added attention he received as a result of his genius, and over the years his ego grew to massive proportions. So much so, that over all this time, from his observations he came to the conclusion that he was indeed more intelligent than his peers or even his teachers. Therefore, he decided to leave and pursue his training alone. Thinking it best to leave in the night without telling his instructors, Nae’talis set out to do so. After news of his departure reached the public ears, his fellow students merely joked that the real reason he left was because he couldn’t stand the haircuts.

For the next few years, Nae’talis spent most of his time evading capture from the Reds that wished him to return to Thay. Nae’talis deemed the only reason they pursued him so fervently was because of his superior intellect. This still irked him to no end, as it left him hardly any time for his studies, as he was always on the move.

Nae’talis really doesn’t remember his parents, but is proud to know of his noble birth. Although he was not raised in such an environment to know how to act, he follows his own personal code and carries himself as a noble should, in a way that he thinks is befitting of someone of his lineage. This only adds to the air of superiority that he already exudes, thanks to his vast intelligence.

Whether he will ever manage to return to his homeland remains to be seen. The one thing that is certain, is that he does not plan on it; at least until he considers himself a full Red of his own teaching. This, he swears, in order to foster his ambition of greatness that he believes so strongly that he deserves, above all the rest of the Red Wizards of Thay.

His travels have taken him to Silverymoon, where he has recently procured the services of a bodyguard, one “Belgal Stoneforge”. Perhaps now, with the added protection, he can properly return to his studies.

Appearance:

Nae’talis is tall, striking and quite handsome. The only thing to the detriment of his appearance according to others is that he never smiles. If anything ever fazes him, his face does not show it. He either appears bored, or sullen and morose at all times, his gaze nearly always set in the distance, as if concentrating on a goal, far off in his mind. Over his many years on the run, Nae’talis has allowed his raven-colored hair to grow long, nearly to his waist. Despite the comments in jest others have made back in Thay unbeknownst to him, he did indeed not care for the fully shaven look at all. As a result, the tattoos on his scalp are nearly invisible, though he believes an added benefit is that it helps disguise him from any Reds that may still be out searching for him. The remainder of the tattoos that mark him as a Thayan apprentice are on his arms, which he tends to keep covered up as often as he can in the deep folds of robes of the finest quality, worthy of his birthright. He wears an exquisite white silk scarf, loosely bunched around his neck, the long ends tossed over each shoulder. When the wind blows, it mingles with his jet black hair, creating a sharp, but stunning contrast. He also wears a signet ring with his House’s symbol displayed within the fine ruby that is set inside of it, the only connection to his family he was allowed to keep upon being taken all those years ago.
 
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[SBLOCK=Dowkan, dwarf Fighter 3]
HPS 29/36
Code:
[B]Name:[/B] Dowkan
[B]Class:[/B] Ftr3
[B]Race:[/B] Shield Dwarf (Spine of the World)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Moradin

[B]Str:[/B] 17 +3 (13p.)     [B]Level:[/B] 3        [B]XP:[/B] 3900
[B]Dex:[/B] 14 +2  (6p.)     [B]BAB:[/B] +3         [B]HP:[/B] 36 (1d12+2d10+9)
[B]Con:[/B] 16 +3  (6p.)     [B]Grapple:[/B] +6     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 14 +2  (6p.)     [B]Speed:[/B] 20ft     [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1  (4p.)     [B]Init:[/B] +2        [B]Poison/Spell Save:[/B] +2
[B]Cha:[/B]  6 -2  (0p.)     [B]ACP:[/B] -5         [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +3    +2    +0    +0    +1    21
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 19

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +3          +6
[B]Ref:[/B]                       1    +2          +3
[B]Will:[/B]                      1    +1    +2    +4

[B]Weapon                  Attack   Damage     Critical[/B]

Melee:
dwarven waraxe (1H)       +8     1d10+4     20x3
dwarven waraxe (2H)       +8     1d10+5     20x3
throwing axe              +7      1d6+3     20x2
gauntlet, spiked          +6      1d4+3     20x3

Ranged:
throwing axe              +6      1d6+3     20x2
sling                     +5      1d4+3     20x2

[B]Languages:[/B] Common, Chondathan, Dwarven, Terran, Undercommon.

[B]Abilities:[/B] Darkvision 60ft, Stonecunning, Weapon familiarity, Stability,
+2 racial bonus against poison, spells, and spell-like effects, +1 racial
bonus on attack rolls against orcs and goblinoids, +4 Dodge bonus to AC
against giant types, +2 racial bonus to Appraise and craft checks for
stone and metal, proficient with all simple and martial weapons, and with
all armor (light, medium, and heavy armor) and all shields (including tower
shields), Axe Focus (Ex), cannot be Shaken.

[B]Feats:[/B] Axe Focus, Bullheaded, Cleave, Endurance, Power Attack.

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise (stone & metal)   0    +2    +2    +4
Climb                      6    +3    -5    +4
Knowledge (dungeoneering)  5    +2          +7
Jump                       6    +3   -11    -2
Search (stonework)         0    +2    +2    +4
Spot (cc)                  1    +1          +2
Survival (underground)     0    +1    +2    +3
Swim                       6    +3   -10    -1


[B]Equipment:               Cost  Weight[/B]
+1 Frost Waraxe        8330gp    8lb
Sling                     0gp    0lb
Sling bullets (10)        1sp    5lb
Throwing Axe              8gp    2lb
Gauntlet, spiked          5gp    1lb

Masterwork Breastplate  200gp   30lb
+1 Heavy wooden shield     7gp   10lb

Ring of Protection +1 [worn]
Deo’s engagement ring (faint conjuration) [worn]
3x Potion Cure Light Wounds

Backpack                  2gp    2lb
Bedroll                   1sp    5lb
Grappling hook            1gp    4lb
Belt pouch                1gp  0.5lb
100ft silk rope          20gp   10lb
Waterskin                 1gp    4lb
Whetstone                 2cp    1lb
Rations, trail (7)      3.5gp    7lb
Explorer's outfit         0gp    0lb

[B]Total Weight:[/B]89.5lb      [B]Money:[/B] 4pp 101gp 2sp 2cp 4pp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                86   173   260   260   1300

[B]Age:[/B] 54
[B]Height:[/B] 4'3"
[B]Weight:[/B] 180lb
[B]Eyes:[/B] brown
[B]Hair:[/B] brown
[B]Skin:[/B] deep tan
Appearance: Nothing really stands out to distinguish Dowkan from many other dwarves. The deep tanned skin framed by his dark brown hair and beard and brown eyes are typical of many of his race. His equipment marks him as a warrior, particularly the finely crafted waraxe that rests across his back. The plain grey tunic mostly covered by the breastplate armor and matching breeches ending in a pair of sturdy boots. He walks with a slight limp, favoring the right leg for those observant enough to notice such detail.

Background: Dowkan spent much of his adolescence exploring his homeland and some of the deeper cave systems. Though, being slightly short of temper and not overly popular at the best of times, much of this was carried out in isolation. As his ability and confidence grew, he gradually ranged farther from home and learned more of the deeper cave systems, often encountering some of the longer range reconaissance patrols of his homeland. Some of these patrols even took him along and taught him how to use the weapons and armor familiar to all dwarves. He took a particular liking to the waraxe, admiring it's shape, style and the damage it could deal out in trained hands.

One unfortunate event turned his life upside down. Dowkan convinced a small group of friends, including a cousin, to join him exploring a distant cave system. To reach it required some overland travel. A day out from from the Clan, the group was ambushed by some Hobgoblin raiders seeking to capture some dwarven slaves. Outnumbered and with no chance to fight their way out, Dowkan fought fiendishly, but fell helping defend his friends. After 2 days, he woke to find most of the others gone, and another dead dwarf.

On return to the Clan, he was held to blame for leading the others astray. The recriminations from even his own family and his own guilt grew too strong and he chose to leave his home rather than live as an outsider amongst his own people. In his own mind he had some ridiculous notion of freeing those friends who may have been captured and exacting a bloody revenge on the raiders. But without any real knowledge of what he was seeking, Dowkan left some days later without a word.

In all, his travels took him nearly 50 miles from the Spine of the World. His encounters along the way were generally neither overly exciting or dangerous. However, one enounter with two bandits near the Hill of Vengor did allow him to vent some frustration at his plight and resulted in a gashed calf on his right leg that has left him with a slight limp, but in much better shape than the bandits.

Finally Dowkan reached Silverymoon, and is now, temporarily at least, an axe for hire in the service of the Temple of Tyr.

Edit Reasons:

29May06 - added 100gp given by Father Braggi to wealth.
31May06 - added potion CLW given by Church of Tyr for rebuilding church
25Jul06 - added +1 shield and ring of protection +1 from cave loot
4Sep06 - experience from kobolds on beach
4Oct06 - 675 experience from ghast/ghoul/skeletons[/SBLOCK]
 
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Hildor Tooron

Hildor Tooron
Race: Male Moon Elf Rogue 3
Alignment: Chaotic Good
Patron Deity:
Region: Silverymoon
Height: 4’5"
Weight: 110lbs
Hair: Black
Eyes: Blue with Gold Flecks
Skin: Fair with Blue Tint
Age: 134
Size: Medium

Str: 14 (+2)
Dex: 19 (+4)
Con: 13 (+1)
Int: 14 (+2)
Wis: 10 (0)
Cha: 8 (-1)

Class and Racial Abilities:

Sneak Attack: 2d6 extra damage when enemy caught off guard or flanked, extra damage not multiplied by crit. Cannot do lethal damage in non-lethal way with sneak attack.
Trap Finding: Can use Search when difficulty > 20. Can use Disarm Traps on magic traps. Difficulty on magic traps is 25 + level of spell. Beating a trap by 10 allows the whole party to bypass it.
Low Light Vision: Can see twice as far under low light conditions in color. (Notably, he carries candles and not torches)
Immune Magic Sleep.
+2 bonus to saving throw against enchantment spells/effects.
Evasion: Can avoid magical and unusual attacks, on successful reflex save, an attack that would deal half damage, deals none.
Trap Finding: Rogues can find traps of difficulty 20 or higher, and magic traps of difficulty 25+Spell Level
Trap Sense: +1 Reflex Save against Traps, +1 dodge bonus to AC against attacks made by traps.

Hit Dice:..1d6
HP:........18.[7.,.+9.=.2.*.1d6.*.75%,.2.*.+1.Constitution.Modifier]
AC:........17.[13,.+4.Dex]................(touch.14,.flat-footed.13)
AC.(Trap):.17.[13,.+4.Dex,.+1.Trap.Sense].(touch.15,.flat-footed.14)
ACP:......-1
Init:.....+8
Speed:.....30ft

Saves:
Fortitude:..............+3.[+1.base,.+1.Con,.+1.Strong.Soul]
Reflex:.................+7.[+3.base,.+4.Dex]
Reflex.(Trap):..........+8.[+3.base,.+4.Dex,.+1.Trap.Sense]
Will:...................+2.[+1.base,..0.Wis,.+1.Strong.Soul]
Death.and.Energy.Drain:.+4.[+1.base,..0.Wis,.+3.Strong.Soul]
Enchantment:............+2.[+2.Racial]

Base.Attack.Bonus:.+2
Grapple:....+4.[+2,.+2.Base]
Melee.Atk:..+5.[+3,.+2.Base].(1d6+2/18+x2/S,.MW.Rapier)
Ranged.Atk:.+6.[+4,.+2.Base].(1d4+2/20x2/S,.Dart)

Skills:
Balance:.........+8..(+5.Rank,.+4.Dex,.-1.Arm)
Climb:...........+6..(+5.Rank,.+2.Str,.-1.Arm)
Disable.Device:..+10.(+6.Rank,.+2.Int,.+2.MW.Tools)
Hide:............+9..(+6.Rank,.+4.Dex,.-1.Arm)
Listen:..........+7..(+6.Rank,.+2.Rac)
Move.Silently:...+9..(+6.Rank,.+4.Dex,.-1.Arm)
Open.Lock:.......+12.(+6.Rank,.+4.Dex,.+2.MW.Tools)
Search:..........+9..(+6.Rank,.+2.Int,.+2.Rac)
Sleight.of.Hand:.+8..(+6.Rank,.+4.Dex,.-1.Arm)
Spot:............+7..(+6.Rank,.+2.Rac)
Survival:........+1..(+1.Rank)
Sense.Motive:....+1..(+2.Epiphany)

Feats:
Simple, Elven and Rogue Weapon Proficiencies
Light Armor Proficiency
Improved Initiative: Initiative +4
Strong Soul: +1 Fortitude and Will Saves, +3 Energy Drain/Death Effect saves
Quick Draw: Drawing a weopon is a free action.

Languages: Goblin, Sylvan, Common, Elven, Illuskan

Equipment:

MW Rapier - No cost (2 lbs)
Dart x 6 - 3gp (3 lbs)

MW Thieves Tools 100gp (2 lbs)

Studded Leather Armor - 25gp (20lbs)

Explorers Outfit - 10gp (8 lbs)
Pouch, Belt x 2 - 2gp (1 lb)
Backpack - 2gp (2 lbs)
Bedroll - 1sp (5 lbs)
Waterskin - 1gp (4 lbs)
Grappling Hook - 1gp (4lbs)
Rope, Silk (50 ft.) - 10gp (5lbs)
Whetstone - 2cp (1 lb)
Candles x 8 - 8cp (n/a)
Flint & Steel - 1gp (n/a)

Key & Scroll from Radcliff

Total weight carried: Light Load (57 lbs)

Money: 49gp, 4sp

Appearance:

Not well kept. Hair tied back and disheveled but clean. Attire is functional and a very dark green which looks black at a glance. Nothing shiny. Two pouches tied around waist, each containing 3 darts. Wearing a backpack, and a sheathed rapier on his left side, for drawing with the right hand.

Background:

Hildor's parents were old when he was born. His father died when he was only 52, and his mother wasn't far behind in age or health. Which made her as wise as she was frail. Call it personal bias or mothers instinct; she knew he would turn out to be a kind soul despite his surprising nature. And despite her efforts to teach him she also knew his father, and so realized the matter had been settled long before he was born.

He grew up in a small, well to do corner of Silverymoon where he received much persecution and physical abuse for his height and status. Though he resented it it had made him stronger and more skillful than most of the inhabitants.

The source of his persecution was that his parents weren't native to the area, and people often jokingly called him elfling as if he were only half elf. He knew better, having questioned this himself at an early age, but he was tormented so much indeed that he had completely and utterly surrendered to it.

He never offered retribution, but had no issue with taking what was his right to have, even if that meant entering others homes in the middle of the night to settle a bet. For this his mother often scolded him, and though he listened, he didn't give much heed to her advice. Why should he? It had paid off. Eventually others decided there was no use in stealing from him, if he would simply retrieve whatever they took. A few still decide to try, but only as bait now for the hope of discovering a Hildor-resistant lock.

One day, not too long ago a man came to town by the name of Ayron Brixly. This man was very strange, and of an uncertain lineage, which of course brought him straight to Hildor. This man wasn't like Hildor though. Hildor was only small for his kind. Ayron was completely indecipherable. From a look, one could not determine his race, let alone his origin.

Ayron and Hildor got along. Ayron had a knack for sneaking up you that impressed Hildor, who up to that point thought he was the best there was. He was even good at picking locks, and dodging blows. Hildor couldn't get enough.

One day Ayron came to him and told him secretly that he was planning on leaving the village the following morning, and asked if Hildor would come along. Hildor asked his mother's permission, and she gave it.

Hildor was a fast learner. He had most of the local area mapped out in his head before he left, and though where Ayron took him was new territory, and it didn't bother him in the least to be left to find his way back to camp alone. Ayron paid for all his needs, and taught him how to hunt, sneak, hide, and even showed him how to open some more challenging locks. He even gave him a special sword Ayron said had been passed down to him by his father, and since Hildor was like a son, he would give it to him.

One day a man came to the town where they were staying looking for Ayron. Hildor recognized the man as being a kind and upright and well man from his native village, and offered to show him where Ayron was camped out in the woods. Along the way the man explained that something valuable had been stolen from the village the day he and Ayron left, and though the man didn't suspect Hildor in the least, their search had been fruitless, and he wanted to know if Ayron knew anything.

When they got there, Ayron wasn't in sight. Before Hildor had spotted him, Ayron struck the man (Hildor still doesn't remember the man's name. He never really cared about things like that.). The man defended himself, and it was a bloody battle, Hildor crying all the time. Neither Ayron nor the man survived the battle, though Ayron had definitely come up on top. Right before he died he told Hildor what to do...

About a week later Hildor arrived in the village with the stolen merchandise, a letter, and a leather bag about nine inches in diameter. He walked straight to the village magistrate, laid the letter and ring down before him, and without a word emptied the bag of Ayron's head and the head of the man who had killed him, right onto the magistrates desk. Hildor had never read the letter, but he figured it had something to do with the Magistrates lack of response. He later wondered what relationship Ayron might have had with the Magistrate.

Hildor proceeded to go straight home and lock himself in. He had been seen crying on the way back to his house, but it was nothing compared to the sound he made upon finding that his mother had passed away in his absence.

For the next few months he only went out at night to hunt and to visit his mother's grave. The people of the village think he probably steals the food, but nobody has bothered to confront him. And he has no wish to discuss the matter.
 
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Hrolf Kraki
Male, Human Chondathan, Cleric lvl3
Region: Silver Marches, Silvery moon
Deity: Tyr
Lawful Good

Str: 14 (+2)
Dex: 10 (+0)
Con: 14 (+2)
Int: 14 (+2)
Wis: 17 (+3)
Cha: 10 (+0)

HP: 25
AC: AC 16, Touch 10, Flat 16
Init: +4
BAB: +2
Grap: +4
Speed: 20 ft. (base 30, load Medium, Light armor)

Fort: +5 (+3 base, +2 ability, +0 Magic)
Ref: +1 (+1 base, +0 ability, +0 Magic)
Will: +6 (+3 base, +3 ability, +0 Magic)

+6 Melee, Long Sword, 1d8+2, 19-20/x2

Spells
Lvl 0 4 a day

Lvl 1 4+1 a day

Lv1 2 3+1 a day

Appearance
Size: Medium
Height: 6'3" tall
Weight: 170 lbs
Age: 21 years
Hair: Bold
Eyes: Light Bleu
Skin: Caucasian

Languages: COMMON, CELESTRIAL, ABYSSAL, CHONDATHAN



Skills
+8 Concentration (+2, +6, +0)
+6 Diplomacy (+0, +6, +0)
+9 Knowledge (Religion) (+1, +6, +2)
+9 Knowledge (Region) (+1, +6, +2)

Feats
-Armor Proficiency (Light, Medium, Heavy)
-Shield Proficiency
-Simple Weapon Proficiency
-Improved Initiative
-Weapon Focus
(Long Sword)

Cleric Abilities
-Aura
-Bonus Languages
-Spontaneous Casting
-Turn or Rebuke Undead


Regional Feats
-Educated (All Knowledge skill are class, +2 Bonus on two knowledge skills)


Appearance
Hrolf is of tall stature but of normal build, he keeps his head shaven out of continence. He wears a red leather glove on his right hand, signifying the maiming of Tyr during his battle with Kezef the Chaos Hound. Hrolf always wears a thin piece of gauss over his eyes signifying Ao’s blinding of Tyr when the Tablets of Fate were stolen. On his Left hand he wears a signet ring of a scale and hammer on a shield.

Background
Hrolf started his life on his family’s farm in the Silver Marches. Being the third son, Hrolf was sent, as family tradition decrees, as an apprentice to a chapel of Tyr, the just god.

The small chapel in Silvery Moon was lead by his uncle Hroar Kraki, his father’s third and youngest brother. In Hrolf’s first few years as an apprentice he was “in charge” of the two spare horses the chapel had should any of Tyr’s followers need one.

At the age of twelve, Hrolf was promoted to “manservant” for the occasional guests seeking refuge at the chapel. This gave the young Hrolf more spare time, but this time was not wasted on personal endeavors but devoted to the study of law. First the laws of “the March” and later on the laws governing the other regions in Faerun.

When Hrolf turned 16 his uncle granted him to study Tyr’s divine words and attempt communing with his god. At first the young boy was somewhat hastened of calling to Tyr because in his heart he felt that some of the laws were flawed, he did not believe in a stark black and white judgment but felt that leniency sometimes was the better judgment. When confessing his doubts to his uncle, Brother Hroar told him not to ask him but to pray to Tyr and ask his god for guidance.
Hrolf did not ask his god for guidance for more than a year, not wanting to be deemed unworthy. Because of this, although his studies in law where perfect, his clerical studies suffered considerably. No matter how hard he tried he never received recognition from Tyr.
On the first day of the first month in his eighteenth year, during the day of Seeing Justice, Hrolf stepped over his fears and asked the Even-Handed for forgiving and a sign if he found Hrolf worthy of calling himself a cleric of the church. The young cleric spent seven hours in deep prayers without getting a sign from Tyr. After the eighth hour, when Hrolf found himself all but lost to his god, he felt the chaos lifted from his mind and his body was surrounded by sparks of divine power. After the wonderment left him, Hrolf told his uncle about his prayer. His Uncle nodded and told him to never doubt his hart and that from this day on he would carry the title of cleric.

Equipment:
Long sword (equipped, 4wt)
Chain Shirt (equipped, 25wt)
Shield, heavy steel (equipped, 15wt)

Cleric’s vestments (equipped, 6wt)
Signet ring (0wt)

Backpack (equipped, 2wt)
Bedroll (5wt)
2x Candle (0wt)
Blanket, winter (3wt)
Waterskin (4wt)
7x Ration, trail (7wt)
Book, blank (3wt)

Belt Pouch (equipped, 1wt)
Fint and steel (0wt)
Inkpen (0wt)
Ink (1 oz. 0wt)
Sealing wax (0wt)
Wetstone (0wt)

Coins- 0pp, 45gp, 7sp, 6cp (1.4wt)

Total weight carried – 76.4 lbs
Light load - 58 lbs or less
Medium load - 59-116 lbs
Heavy load - 117-175 lbs
Lift 175 lbs, lift and stagger 350 lbs
Drag 875 lbs
 
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Sabriel Imaide
Alignment: Chaotic Good
Sex: Female
Race: Aasimar
Class: Rogue (1) Bard (1) ECL (1)
Celebrates: Lurue the Unicorn

Age: 20
Height: 6ft
Weight: 150lbs
Build: Slender and Graceful
Eyes: Bright Emerald Green
Hair: Silvery White
Skin: Light Golden Brown

STR: 12 (1)
DEX: 14 (2)
CON: 12 (1)
INT: 15 (2)
WIS: 13 (1)
CHA: 18 (4)

HP: 12
AC: 15
~ Touch: 12
~ Flat-Footed: 13

(1) Fortitude: 0 + 1 + 0
(6) Reflex: 4 + 2 + 0
(3) Will: 2 + 1 + 0

(4) Initiative: 2 + 2
(1) Grapple: 1 + 0
BA: 0

Weapons
MW Longsword - 2 (1d8+1) 19x2
Shortbow +1 - 2 (1d6+1) 20x3

Skills
(5) Appraise: 2 + 3 + 0
(7) Bluff: 4 + 3 + 0
(4) Decipher Script: 2 + 2 + 0
(5) Disable Device: 2 + 3 + 0
(7) Diplomacy: 4 + 3 + 0
(7) Gather Information: 4 + 3 + 0
(5) Hide: 2 + 3 + 0
(3) Knowledge (Arcana): 2 + 1 + 0
(3) Knowledge (Geography): 2 + 1 + 0
(3) Knowledge (History): 2 + 1 + 0
(3) Knowledge (Local): 2 + 1 + 0
(6) Listen: 1 + 3 + 2
(7) Open Lock: 4 + 3 + 0
(7) Perform (Oratory): 4 + 3 + 0
(7) Perform (Sing): 4 + 3 + 0
(7) Perform (String Instruments): 4 + 3 + 0
(5) Search: 2 + 3 + 0
(4) Sense Motive: 1 + 3 + 0
(8) Spot: 1 + 3 + 4

Spells/Day
(0) - 2

SPELLS KNOWNCantrips:
~Detect Magic
~Mage Hand
~Prestidigitation
~Read Magic

Feats
[Regional] Blooded (+2 to Initiative and Spot)
[1st Level] Point Blank Shot (+1 to Ranged Attacks within 30ft)


Special Abilities
+2 Wisdom and Charisma
+2 Listen and Spot checks
Darkvision up to 60ft
Daylight: 1/day as a 1st-level caster or a caster of her class levels, whichever is higher
Resistance (5) against acid, cold, and electricity

CLASS ABILITIES
Proficient with simple weapons, light armour, shields (excluding tower shields)
Proficient with longsword, rapier, sap, short sword, shortbow, whip, hand crossbow
Sneak Attack (1d6)
Trapfinding
Bardic Music (1/Day)
~ Countersong
~ Fascinate
~ Inspire Courage +1
Bardic Knowledge (3)

Languages
Common
Celestial
Chondathan
Illuskan
Elven

Possessions
Masterwork Longsword (4lbs)
~Type: Slashing
~AB: 1 + 1
~Damage: 1d8+1
~Critical: 19x2
+1 Shortbow (2lbs)
~Type: Piercing
~AB: 2
~Damage: 1d6 +1
~Critical: 20x3

Masterwork Studded Leather Armor (20lbs)
~Type: Light
~AC: 3
~MAX DEX: 5
~Check Penalty: 0
~Spell Failure: 15%
~Speed: 30ft
(2) Quivers (6lbs)

Shortbow + 1
~Damage 1d6 + 1
~Critical x3
~Range increment 60ft
~Wgt 2 lbs
~Type Peircing

Masterwork Yarting (Guitar) (3lbs)
Healer’s Kit (1lb)
Thieves Tools (1lb)
Flint & Steel (0lbs)
Waterskin (4lbs)
Whetstone (1lb)
Entertainer’s Outfit (4lbs)
Backpack (2lbs)
Grappling Hook (4lbs)
50ft Silk Rope (5lbs)
Money Belt (.5lbs)

MAGIC ITEMS
Potion of cure light wounds (2)
Potion of mage armour

Weight Carried: 55.5lbs (Medium Load = 20ft)
Light Load: 43lbs or <
Medium Load: 44lbs – 86lbs
Heavy Load: 87lbs – 130lbs
Lift Over Head: 130lbs
Lift Off Ground: 260lbs
Push or Drag: 650lbs

Speed: 20ft

Moneys
GP – 112
SP – 7
CP – 8

Arkanea
Light Warhorse

HP: 22
Initiative: 1
Speed: 60ft
AC: 14
BA: 2
~ Grapple: 9

Military Saddle (30lbs)
Bit & Bridle (1lb)
Saddle Blanket (5lbs)
Saddle Bags (8lbs)
Cold Weather Outfit (8lbs)
Explorer’s Outfit (8lbs)
Bedroll (5lbs)

Weight Carried: 65lbs (Light Load = 60ft)
Light Load: 230lbs or <
Medium Load: 231lbs - 460lbs
Heavy Load: 461lbs - 690lbs
Drag: 3,450lbs


BACKGROUND
Sabriel was found as a baby, abandoned in a hollow tree-stump by a wandering ranger (actually a harper agent as well). Unable to take care of the baby himself, he took the child back to the Harpers who fostered her to two retired agents. She grew by leaps and bounds under the tutelage her new foster parents, both of whom were bards themselves and found that she had a talent for music and story-telling. During her childhood, she wandered into a gnome's shop specializing in locks, traps and a miscellany of things that only a gnome could truly understand. The gnome took a liking to the girl, who put up with chatter better than most tall people and he taught her much of what she now knows about locks, traps and the like. When the news of the events in SilverDown reached the Harpers it was decided that Sabriel should be sent to retrieve Syrriel and bring her back. She isn't an agent of the Harpers, but rather a trusted envoy.

[sblock]
A long time ago, a prophet stated that a girl born of a half-celestial and a human cleric of Lurue would either help or bring about the downfall of a powerful evil that would threaten all of Toril. Sabriel was the child of that prophesy. On the run from unknown assasins, her parents, in desperation fled the Swordcoast, heading for the Silver Marches and SilveryMoon where they hoped they could shake their pursuers. In a cold winter wood, their hunters caught upon her parent's trail. With time running out, they hid the girl as best as they could and lead the hunters away from the girl. Unfortunantly they were killed, overwhelmed by the forces that had been brought to bear against them and they could not return. Unable to find the child, they looted their victims corpses and returned back to their masters, claiming that the deed was done. Now, most of those who know about the prophesy think that she's dead and those who know exactly who she is are apart of the Harpers and have guided her and buried her past as best as they were able...[/sblock]

DESCRIPTION
Sabriel is a beautiful young woman of about 20 years of age. She is 6ft tall with a slender, graceful build with light golden brown skin and bright emerald green eyes. She normally styles her silvery white hair into a wrist thick braid that hangs well past her waist. She tends to favor loose, comfortable and well made clothing of sober black piped with blue embroideries.
 
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Rygus the Hammer

Rygus the Hammer
Male, Gold Dwarf, Cleric of Grumbar, 3rd Level
Medium Size, 4'0" tall, 151 wt, 70 yrs. old
Reddish Brown hair, Brown eyes, Gold tinted skin
Alignment: Neutral Good
Region: Spine of the World

Str 16 (+3)
Dex 8 (-1) (-2 rcl)
Con 14 (+2) (+2 rcl)
Int 10 (+0)
Wis 16 (+3)
Cha 12 (+1)

HPs: 26 (3d8+6)
AC: 19 (-1 Dex, +8 Armor, +2 Shield,)
Touch: 9, Flat: 19
Init: +3
BAB +2, Grap +4
Speed 20 (base 20, load 86.5 (76/153/230), heavy armor)
Fort +5, Ref +0, Will +8

+7 Melee, MW Warhammer, 1d8+3, 20/x3

Languages: Dwarf, Common

Skills: Max: 6/cc 3 (Total Skill Points: 12)

Concentration +8/+12 if defensive casting (6 ranks)
Heal +6/+8 with kit (3 ranks)
Knowledge (Religion) +3 (3 ranks)

Feats
-Improved Init – Bonus from Time Domain
-Martial Weapon Proficiency, Warhammer – Bonus from Metal Domain
-Weapon Focus, Warhammer – Bonus from Metal Domain
-Bullheaded – Bonus Regional Feat (+2 Will saves, can not be shaken)
-Combat Casting – 1st lvl Priest (+4 Concentration when casting spells on the defensive)
-Shielded Casting – 3rd lvl Priest (As long as shield is equipped, caster does not provoke an attack of opportunity when casting in melee)

Dwarven Traits
-60’ Darkvision
-+2 to all saves vs spells and spell-like effects and poisons.
-Stonecunning
-+2 to all Craft skill checks with metal or stone.
-+2 to all Appraise checks that have to do with stone or metal items.
-+1 to all Attack rolls against Aberrations.
-+4 Dodge bonus against Giants.

Cleric Abilities
Proficient with all Simple Weapons and all types of Armor and Shields,
except Tower Shields.
Can cast divine spells.
Metal Domain – free Martial Weapon Proficiency and Weapon
Focus with hammer of your choice.
Time Domain – free Improved Init Feat.
Turn Undead
Spontaneous Casting of Cure spells.
Cannot cast Evil spells.

Spells Per Day 4/3+1/2+1

Spells Prepared
0th- Guidance, Detect Magic x2, Create Water,
1st- Divine Favor, True Strike (domain), Shield of Faith, Magic Weapon
2nd- Bull’s Strength, Spiritual Weapon, Heat Metal

Equipment:
MW Warhammer (belt right, 8 wt) (regional item)
MW Plate (worn, 50 wt) 1,650 gp (AB: +8, MD: +1, ACP: -5, Spd: 20)
MW Heavy Steel Shield (left arm, 15 wt) 170 gp (AB: +2, ACP: -1)
MW Potion belt (10 slots) 60 gp
- Oil of Magic Weapon x2
- Shield of Faith Potion x2 (+2)
Explorers Outfit (worn, 0 wt)
Granite Holy Symbol of Grumbar (worn 1 wt) 25 gp
Belt Pouch (belt front, 0.5 wt) 1 gp
Spell Component Pouch (belt left, 2 wt) 5 gp
Backpack (center back, 2 wt) 2 gp
Healer’s kit (top of pack, 1 wt) 50gp
Bedroll (below backpack, 5 wt) 1 sp
Waterskin- water (backpack, 4 wt) 1 gp
Flint & Steel (backpack, 0 wt) 1 gp
Trail Rations- 6 days (backpack, 6 wt) 3 gp
Winter Blanket (backpack, 3 wt) 5 sp
Scroll Case (backpack, 0.5 wt) 1 gp
-4 Scrolls of Cure Light Wounds
-1 Scroll Lesser Restoration
50’ Hemp Rope (backpack, 10 wt) 1 gp
Grappling Hook (backpack, 4 wt) 1 gp
Empty Sack (backpack, 0.5 wt) 1 sp


Coins- 278 in a mixture coin and trade gems

Background:

Sent to assist the Shield dwarves in the cleaning of Mithril Hall, Rygus had his first taste of battle after the drow had been purged and the orcs and other denizens from the dark sought to come in to fill the void. For the past decade, Rygus has patrolled the halls using Grumbar’s gifts and the strength of his arm to keep the mines a safe place.

Personality:

Rygus takes his job as a Warden very serious and his faith to Grumbar even more so. Seeing his race as born from Moradin’s will and Grumbar’s blessings, Rygus sees no problem in serving a deity that some would associate as belonging outside of the dwarven pantheon. Leaving the heavy debates on philosophy to those who can no longer serve as Wardens, Rygus combines his physical strengths and divine abilities to their maximum effect. He is well aware there are others who are stronger and smarter than he is, but he also knows they can fall to a well-placed hammer strike as surely as any other foe.

Appearance:

Rygus is an average sized dwarf, and is usually found walking the earthen caverns near his clan garbed in his plate armor with his hammer and shield at the ready. The shield and breastplate of his armor have the mountain of Grumbar worked into it. His armor, shield and hammer are all of exquisite dwarven artisanship and were awarded to him for the services he has proved in defense of clan and kin. Rygus keeps his cut short and covered by his helm, but his one concession to vanity is his beard, which he wears long, braided and tucked into his belt to keep it out of the way. Across his back, he wears his battered and dusty pack and his boots, like his pack, are worn from trudging up and down the halls looking for those who would harm his clan.
 

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