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Celtic Dreams


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Argent Silvermage

First Post
Agatha the Battlemare

Agatha
Medium Humanoid (Female Human) Moon Maiden 3rd Level (Variant Paladin)
Hit Dice: 3d10+9 (39 hp) +6 when raging.
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex, ) touch 12, Flatfooted: 10
Raging AC: 10 (0 Dex, ) touch 10, Flatfooted: 10
Base Attack/Grapple: +3/+6
Attack: Greatsword +6 melee (2d6+3/19–20/x2)
Raging Attack: Greatsword +8 melee (2d6 +5/19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite 1/day +2 attack/+3 damage
Special Qualities: Human Traits, Paladin/Moon Maiden Traits
Saves: Fort +7, Ref +3, Will +4
Abilities: Str 17, Dex 10, Con 16, Int 8, Wis 12, Cha 15
Raging Abilities: Str 19, Dex 10, Con 20
Skills: Sense Motive +7, Ride +6
Feats: Power Attack, Improved Bull Rush, Cleave
Alignment: Chaotic Neutral
Moon Maiden Abilities: Smite 1/day, Divine grace (+2), lay on hands (6 points), Aura of courage, divine health
Languages: Gaelic
Geasa: Death will come to you if you walk a day in another woman’s shoes. (+2 Con)

Agatha is a quiet soft-spoken girl. She has been with the clan since she was found running with a herd of wild Horses. She has never really socialized well but has always defended the clan with her whole heart.
She stands 5’10” and 140 pounds her hair is brown with red highlights. Her eyes are dark and black as coal. She has a tattoo on her shoulder of a Horse.
She dresses in dark colors and seems adverse to bright colors like yellow.

Her Geasa is that she must never wear anothers shoes for more than 24 hours. Because of this she has learned to be barefooted most all of the time.
 

Tonguez

A suffusion of yellow
Cauaros the Giant
Gaul, Bard 3 Height 7’8”
HP3d6 AC9 Init 3

Str16 Con 12 Dex 8 Int10 Wis 15 Cha17

Bab 2 Bm 5 Br 1
Fort 2 Rfx 2 Will 6

Skills (Total/Ranks+ mod)
Appraise 3/3+0, Bluff 4/1+3, Climb 5/2+3, Concentration 4/3+1, Diplomacy 6/3+3, Gather Information 6/3+3, Hide 1/2-1, Knowledge (History) 5/5+0, Knowledge (Religion) 3/3+0, Knowledge (Law) 3/3+0, Listen 4/2+2 Perform 6/3+3, Sense Motive 6/4+2, Speak Language (Latin), Spellcraft 2/2+0, Use Magic Device 4/1+3.

No Ranks Balance (-1), Craft (0), Decipher Script (0), Disguise (3), Escape Artist (-1), ), Jump (3), Move Silently (-1), Profession (2), Sleight of Hand (-1), Swim (3), Tumble (-1),


SA Bardic music, bardic knowledge +5, countersong, fascinate, inspire courage +1 Inspire competence, Improved Init, Feat, Feat
Gaesa* (+2 bonus to Str, can use two-handed weapons as a one-handed weapon)

Spells (Save 13 + spl lv)
0-3/6 Read Magic, Message, Lullaby, Light, Detect Magic, Mage Hand
1-1/3 Comprehend Languages, Sleep, ???

Warrior, Poet and Seer Cauaros the Giant is an unusual man. He stands almost 8 feet tall a truly gigantic figure with mighty hands and powerful shoulders, and yet there is a gentleness about him and wisdom in his eyes. His bulk gives him a clumsy gait and also places a tiresome burden upon him, perhaps a sickness even that on occasion has him pause and gasp for air.
Nonetheless his song is beautiful to behold, his voice like the echo of the distant thunder, the deep bass of mountain caves and tumbling rivers and with it he recounts the histories of the tribes, or sings praises of its people and its leaders. Words to inspire and enliven all who hear.

Cauaros was born to the old widow Kimerra the Galatian, his father unknown. When his mother died he was taken in and raised to become a Bard and Keeper of the Law, a role that he takes very seriously. He is methodical and thoughtful, loyal and protective. He enjoys the freedom of the Bards life and his ability and right to step back from the mundane world and observe..

Before he set out upon the road a Gaesa was spoken over him thus

"Beware the company you keep and guard your heart lest it should weep
For if you slay the man you once called 'friend' then shall you meet a dire end"

It makes him guarded and careful of whom he calls friend
 

Chaos Apostate

First Post
Llyr
Medium Humanoid (Male Human) Fighter 3
HD 3d10 +3 (33 HP)
Initiative + 2
Speed 30ft
AC 15 (Hide Armour) (16 with dodge, 19 against movement AoOs, 20 if both)
Base Attack/ Grapple: +3/+7
Attack:Masterwork Longsword +9 melee (1d8+4, 19-20/x2)
Space/ Reach: 5ft/5ft
Special Attacks: Improved Disarm

Saves: Fort +5, Ref +3, Will +1

Abilities: Str 18 Dex 14 Con 13 Int 13 Wis 10 Charisma 8

Skills: Ride +4 (ranks 2), Handle Animal +3 (ranks 4), Spot +2 (CC ranks 2), Knowledge (History) +4 (CC ranks 3), Speak Language (Latin)

Feats: Dodge, Weapon Focus (Longsword), Combat Expertise, Improved Disarm, Mobility

Alignment: Lawful Neutral

Languages: Gaelic, Latin

Curse: "Shirk not thy duty evermore, lest those betrayed enforce the law." (+2 Dex)

Appearance: Llyr stands something over six feet tall. His build is not heavy, but something about the way he moves, a kind of easy, powerful grace betrays his physical strength and agility. It is easy to see that he is a warrior. He has long, black hair, and his dark eyes seem much older than he otherwise appears. A long, thin scar cuts across his left eye and the bridge of his nose, though the wound obviously was not deep as his eye itself is intact.

Personality: Llyr is not a sociable man. He rarely talks more than necessary, and presents a rather taciturn, joyless face to the world. He has a slight tendency to brood, although most would be hard-pressed to tell as he seldom if ever gives voice to his thoughts. He seems distant, almost emotionless, and rather cold and uncaring to others emotions. He is courteous, but never forthcoming, and always sounds rather stiff. He is compelled at all times by a very strong sense of honour and duty, and this seems to be the one thing of real importance to him.

Background: Llyr was born the son of the chieftain of his clan. As such, he was taught from an early age to conduct himself as befitted that station. He was well educated, and also taught to fight. It was in this above all else that he excelled, and under the tutelage of the clan's greatest warrior he learned how to use a sword with skill and strength.
When Llyr was 16, his people suffered a surprise attack from a rival clan. They had been wholly unprepared, and within minutes the majority had been slaughtered. Llyn himself was lucky - he had been out in the woods, practicing his swordwork, and as he returned he heard the sounds of battle and knew what had happened. He drew his sword and started to run, but as he broke clear of the trees the first thing he saw was the head of his own father being cleaved from his shoulders by one of his enemies. He could do nothing but double up and vomit.
Stricken with grief and fear, he crawled back to the woods and hid in the roots of a great oak where he huddled, shaking and weeping for hours. Eventually he stumbled back to the village to find nothing but corpses. Amongst the slain, Llyr suddenly spotted a sign of movement and tentatively went to investigate. He recognised the man who had shifted - he was a bard, and well respected. Now he had been stabbed through the stomach, and lay close to death. His glazed eyes eventually found Llyr, and slowly took in the evidence. He recognised him. He was of the clan, and he knew that he had been present as little as an hour before the battle had began. Now he showed no signs of wounds, and his weapon was unused. He had run away. With his dying breath, the bard lay a curse on the deserter. If ever again he shirked his duty to those around him, the spirits of his dead kinsmen would rise up and enforce the law of the clan on traitors - death.
Llyr wandered the land for some time after that, eventually finding another clan and being taken in by them, and slowly he came to terms with what he had done. He resolved that, curse or no curse, for he was never sure if its terms would hold, he owed it to his slain father to live a life of duty and honour.
 
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evileeyore

Mrrrph
Nac mac Feagle the Houndmaster

Code:
[B]Name:[/B] Nac mac Feagle
[B]Class:[/B] Rogue 1/Ranger 2
[B]Race:[/B] Cruithni(Welsh/Pictish)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] Nature spirits('worship'), the Aes Sidhe (fears/repects),
the Tautha De Danan (homage to the old gods now dead)

[B]Str:[/B] 14 +2 (XXp.)     [B]Level:[/B] 3        [B]XP:[/B] 2k
[B]Dex:[/B] 15 +2 (XXp.)     [B]BAB:[/B] +2         [B]HP:[/B] 22 (2d8 +1d6+0--maxed)
[B]Con:[/B] 10 +0 (XXp.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] 0
[B]Int:[/B] 18 +4 (XXp.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 10 +0 (XXp.)     [B]Init:[/B] +2        [B]Spell Save:[/B] 0
[B]Cha:[/B] 08 -1 (XXp.)     [B]ACP:[/B] 0          [B]Spell Fail:[/B] 0

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]             10    +2    +0    +2    +0    +0    +0    14
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +0          +3
[B]Ref:[/B]                       5    +2          +5
[B]Will:[/B]                      0    +0          +0

[B]Weapon                  Attack   Damage     Critical[/B]
Longbow                     +5     1d8+2     20x3
Dagger                      +4     1d4+2     19x2
Handaxe                     +4     1d6+2     20x2

[B]Languages:[/B] Gaelic, Latin, Greek, Phoenician, Germanic, Pictish

[B]Abilities:[/B] Wild Empathy, Favored Enemy (Animals), Trapfinding,
Sneak Attack (1d6), Combat Style 1(Archery)

[B]Feats:[/B] Track, Rapid Shot (CS1), Skill Focus: Animal Handling,
Point Blank Shot, Precise Shot

[B]Skill Points:[/B] XX       [B]Max Ranks:[/B] X/X
[B]Skills				Ranks	Mod	Misc	Total[/B]
Bluff(Cha)			1	-1		0
Climb(Str)			2	 2		4
Craft(Bowyer/Fletcher)(Int)	1	 4		5
Diplomacy(Cha)			2	-1		1
Escape Artist(Dex)		2	 2		4
Handle Animal(Cha)		6	-1	+3/+2*	8/10*
Heal(Wis)			2	 0		2
Hide(Dex)			5	 2		7
Intimidate(Cha)			2	-1		1
Jump(Str)			2	 2		4
Know:(Geography)(Int)		1	 4		5
Know:(Nature)(Int)		1	 4		5
Listen(Wis)			5	 0		5
Move Silently(Dex)		5	 2		7
Perform(Dance)(Cha)		2	-1		1
Search(Int)			5	 4		9
Sense Motive(Wis)		2	 0		2
Sleight of Hand(Dex)		2	 2		4
Speak Language#			2	 -	-	-
Spot(Wis)			5	 0		5
Survival(Wis)			5	 0		5
Tumble(Dex)			4	 2		6
Use Rope(Dex)			2	 2		4
#Cross-Class skill
*denotes bonus with dogs and wolves


[B]Equipment:               		 Weight[/B]
Weapons and Armor:		
Longbow, Composite (str +2)	3
2 Daggers			2
Skinner  (non-throwable knife)	1
20 Arrows			3
5 Handaxe			15
Leather Armor			10
Subtotal				     34

Goods:
Satchel (weight: 14.5)		2
Bower/Fletcher Tools, Mstwk	5
Survival Kit, Mstwk		5
5 Sack, empty			2.5

Satchel (weight: 22)		2
Waterskin			4
Rope, Hemp  50'			10
Cord 50ft			-
Bedroll				5
Tarp 				1
Subtotal				     36.5

Clothing- Leather Boots, Breeches and Tunic

Beasts
2 Guard Dogs
4 Hunting Dogs
4 Dogs mostly trained

[B]Total Weight:[/B]70.5 lb      [B]Money:[/B]  4 dog mostly trained dogs

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   350   875

[B]Age:[/B] 21
[B]Height:[/B] 4'2"
[B]Weight:[/B] 130lb
[B]Eyes:[/B] Hazel
[B]Hair:[/B] Red
[B]Skin:[/B] Ruddy

Geasa:
"One with your pack a dog's life you shall lead and a packbeast you shall be. But beware lest you bite the hand that feeds you or force others to carry your weight."

Benefits:
+2 Handle Animal and Wild Empathy checks with canines and wolves. Dwarven Load Bearing: I am not slowed by wearing medium or heavy armor, or for bearing a medium or heavy load.

Penalties: He will die if he betrays his masters or friends ('bites the hand that feeds him'), or makes another carry his weight/share (this can be enterpreted broadly-but I lean toward the physical carry aspect. Not horse riding for me. No donkeys or pack animals neither.)

Appearance: A short red fellow, dressed in ragged leathers, furs, and scraps of clothe. At first glance he seems ill bathed and unkempt. The subsequent glances don't improve this opinion. His armor and gear however is well maintianed, and his beasts always appear healthy.

Background: Nak was seperated from his tribesman at an early age. His people; the Cuithne Feagle clan; had been attacked by Fomorians and most had been runoff. A few who were too young, old, or weak to run had been captured for food. The Moon Tribe raided the Fomorians before they got around to killing and eating all their 'food'. Mistaken for being many years younger than he was; he is small; Nak was taken into the band. The old Houndsman saw Nak's potential immediately and 'apprenticed' him. He looks upon the old man now as his Father, his real father is either dead or abandoned him to the Fomor. By the time anyone realized Nak was older than his size would seem, he had already begun to replace his master on hunts. He was accepted then as a Man, and took the ailing Masters place in the Warband.

Nak trains the hounds in both his native Pict and the Tribes Celt. However the beasts respond to Pictish over Celtic commands and so some warriors/hunters may have begun to learn enough Pictish to command their own (Nak)trained wardogs more efficiently.

Experience: 1k, 1k
 
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Jaik

First Post
Aerick, male human (6’1”, 180 lb)
Ranger 3

STR 15 +2
DEX 17 +3
CON 12 +1
INT 10
WIS 14 +2
CHA 8 –1

BAB: +3
Fort: +4
Ref: +6
Will: +5
HP: 30
AC: 15 (Dex+Leather) 16 if fighting with 2 weapons

Feats:
Iron Will, Toughness, Two-Weapon Defense
Bonus: Track, Two-Weapon Fighting, Endurance

Skills (Ranks+Stat+Misc=Total):
Climb 4+2=6
Handle Animal 2+2=4
Hide 4+3=7
Jump 4+2=6
Knowledge (Geography) 3+0=3
Knowledge (Nature) 5+0=5
Listen 4+2=6
Move Silently 4+3=7
Ride 1+3=4
Search 2+0=2
Spot 4+2=6
Survival 3+2+2=7
Swim 2+2=4

Aerik was born to a camp follow sometime more than a dozen years ago, but probably less than 20. Not even she knew who his father was, but he was probably German, judging from Aerik’s hair and features. She died not many years after Aerik was born and he became one more of the children working in support of the warband. Aerik too to herding and raising livestock, then graduated to hunting, then to stalking and scouting. A veteran in the warband, Ivar, saw some potential in the boy and helped him along with some advice and introduction to other veterans who could help with his skills. After the sack of a particularly rich city, Ivar gifted Aerik with a finely-crafted hand-axe, a weapon Aerik had long since taken a liking to. Aerik still treasures the weapon and bears it in battle as a talisman. He prefers to hunt with javelins and fight with a pair of hand-axes. He has learned silence in the woods and wilderness and carries it with him always.
 

Seonaid

Explorer
Character Name: Diarmat
Class & Level: Fighter 3
Race: Human
Alignment: CN
Deity: None
Size: M
Age: 17
Gender: M
Height: 5'5"
Weight: 155#
Eyes: Brown
Hair: Brown
Skin: Ruddy

AC: 10 base + 1 shield + 1 Dex = 12
Touch & Flat-Footed: 11

Fort: 3 base + 2 Con = +5
Ref: 1 base + 1 Dex = +2
Will: 1 base + 2 Wis = +3

Str: 17 (+3)
Dex: 12 (+1)
Con: 15 (+2)
Int: 8 (-1)
Wis: 14 (+2)
Cha: 10 (+0)

XP: 4000
BAB: +3
Grapple: +6
HP: 36 (3d10+6 maxed)
Damage Reduction, Spell Resistance, Spell Save, Spell Fail: 0
Speed: 30'
Initiative: +5
ACP: -1

Attack
Spear, masterwork: +7 attack, 1d8+3 damage, crit x3

Language: Gaelic

Feats: Combat Reflexes, Endurance, Diehard, Improved Initiative, Power Attack

Skill Points: 12 Max Ranks: 6/3
Intimidate: 6 ranks + 0 Cha = +6
Swim: 6 ranks + 3 Str = +9

Equipment
Spear, masterwork....302gp..6#
Shield, light wooden......3gp..5#
Sack...........................1sp..0.5#
--Bedroll......................1sp..5#
--Fishing net, 25 sq. ft...4gp..5#
Traveler's outfit.............0gp..0#

Total Weight: 21.5# (light)

Light..Medium..Heavy..Lift..Push
...86......173......260..520..1300

Diarmat is a stalwart warrior, dedicated to the craft of war. He never had the head for any trades as a child and took to the spear and shield like few before him. He has shown no interest in settling down; some--mostly spurned suitors--had even accused him of being afraid of women. When the Moon Maiden's call came, he was quick to join her band. As a veteran of no few skirmishes, he realizes his martial skill leaves something to be desired, and hopes that his mercenary work with Agatha and the others will remedy that. He has no regrets of leaving home, having no special attachment to his parents or anyone else in the band.

Diarmat has roughly shorn brown hair, generally shoulder-length and tied back roughly with a leather strip, and dull brown eyes. His skin is ruddy as expected of someone who spends most of his waking hours outside. His trusty spear and shield are never far from his side. The spear was a gift from a master craftsman and has never betrayed him.
 
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Michael Tree

First Post
Eofyn Witch-born

Male Human
Warlock 3rd Level (variant Druid)
Hit Dice: 3d8+3 (27 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 14 (armor +2, large shield +2, Dex +0), touch 10
Base Attack/Grapple: +1/+1
Attacks: +7 masterwork mighty greatbow (1d10-1/X3)
+1 longsword (1d8-1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Animal Companion, Nature Sense, Otherworldly Sight*, Spontaneous casting**, Trackless Step, Wild Empathy +5, Woodland Stride
Saves: Fort +4, Ref +1, Will +7
Abilities: Str 8, Dex 10, Con 12, Int 14, Wis 19, Cha 15
Skills: Concentration +6, Diplomacy +10, Intimidate +8, Knowledge (nature) +10, Listen +10, Perform (oratory) +3, Perform (sing) +3, Sense Motive +10, Spot +10, Survival +6 (+8 in aboveground natural environments).
Feats: Craft Wondrous Item, Exotic Weapon Proficiency (Greatbow), Insightful Archery***.
Geasa: "Seek the truth, for if a false word should pass your lips, your final breath is soon to follow." (+2 Wisdom)
Languages: Gaelic, Germanic, Greek

*Otherworldly Sight: A warlock can see ethereal creatures (including spirits) as easily as he sees material creatures and objects. The warlock can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct. (Text from the Oriental Adventures Shaman class.)
**Eofyn spontaneously casts curse spells (see below) and cure spells, not summoning spells.
***Zen Archery re-named for the setting.

Spells per day: 4/3/2
Spells Commonly Prepared
0-Level: Create Water, Guidance, Mending, Purify Food and Drink
1st-Level: Entangle, Longstrider, Speak with Animals
2nd-Level: Barkskin, Summon Swarm


Eofyn was concieved under a moonless sky of Samhain and born under the stars with a caul upon his head. His father was the youngest and most beloved son of the chieftan, and his mother a young wise-witch from the village. His father fell in love with her, and seduced her in the night, luring her away from the village to lie with her within a circle of trees. Though his grandfather shunned Eofyn's mother even before she was pregnant, she died in childbirth, and his father died in battle only a few months later, so his grandfather felt duty-bound to raise him.

However, Eofyn's grandfather resented him, and felt that he was somehow the cause of his father's doom. Although he treated Eofyn respectfully, he was always distant, and only not violent out of fear of the strange child's unknown powers.

Eofyn is a man of middling height and raven hair, with a habit of speaking uncomfortable truths. He cannot lie without bringing a doom upon himself, but he has a sharp tongue, and does not always hold back the truth when it might be prudent.

Eofyn's most striking features are his eyes, which pierce stone and flesh to see souls within. They are always the color of the sky overhead: bright blue in the sun, grey in the fog, firey at dawn, embers at dusk, and when it storms, full of dark clouds and flashes of light.
 
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Michael Tree

First Post
Eofyn spontaneously casts from the following spell list.

1 Doom
2 Bane Weapon
3 Verbal Curse*
4 Lesser Geasa
5 Conditional Curse*
6 Geasa/Quest
7 Death Curse*
8 Polymorph Any Object
9 Demand Geasa*

Verbal Curse
Level: Curse 3
Components: V
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent (D)
This spell functions like bestow curse, except as noted above.

Conditional Curse
Necromancy
Level: Curse 5
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like mark of justice, except that you do not need to write on the target. The target understands the condition that has been put on the curse, even if their Intelligence score is as low as 1.

Death Curse
Necromancy
Level: Curse 7
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Variable (see text) (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
You place a curse on one living creature simply by pronouncing their impending doom. The target understands the curse, even if their Intelligence score is as low as 1. After a time you specify - anywhere from one minute to as long as you wish - the subject suffers the effects of the spell. The time interval cannot be changed once the spell is cast. Alternatively, you may choose to impose a behavioral condition upon the target, as in mark of justice, instead of specifying a time period.

If the fortitude save is failed, the target dies after the allotted time or condition. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).

A death curse cannot be dispelled, but it can be removed with a limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is at least two higher than your caster level.

(Spell taken from The Shaman's Handbook published by Green Ronin, modified to make it higher level.)

Demand Geasa
Enchantment or Necromancy
Level: Curse 9
Components: V
Casting time: One standard action
Saving Throw: Will partial or None (see below)
This spell functions like demand, except that you may choose to imbed a verbal curse, conditional curse, or geas/quest in the message instead of a suggestion. If you send a geas/quest, no saving throw is allowed.
 
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