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D&D 3.5: North by Northwest, or The Dead of Winter [Full]


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Phyrrus

First Post
KL: Here is the bare bones of the char and I am about to work on his backstory as well. If the flavor of the heirloom item is too much, I will find a different creature to it have been from, but hopefully the backstory will be good enough for it to work.

[sblock]Grisham

Male Hobgoblin
Barbarian
XP: 0
Chaotic Neutral

Str: 17 (+3)
Dex 16 (+3) (14+2)
Con 15 (+2)
Int 10 (+0)
Wis 13 (+1)
Cha 6 (-2) (8-2)

Size: Medium (6'3", 215 lbs)
Age: 20
Eyes: Green
Hair: Bald

HP: 14
BAB: +1
Init: +3
Move: 40'

AC: 17 (10 +4 armor + 3 dex )

Saves:
Fortitude: +4
Reflex: +2
Will: +1

Attacks:
Gauntlets +4, 1d3+3, x2
Axe, throwing (x2) +4, 1d6+3, x2, 10ft

Feats:
Improved Unarmed Attack

Skills (bonus/ranks):

Climb +5, +3* (+3/2)
Intimidate +7 (+3/4) [strength option]
Jump +5, +3* (+3/2)
Listen +5 (+1/4)
Move Silently +7, +5* (+7/0)
Survival +5 (+1/4)

*= Armor check penalty

Languages Known (speaking only):
Common
Hobgoblin

Class Features:
Rage 1/day
Fast Movement: +10 ft to base movement while wearing no, light, or medium armor and not carrying a heavy load.
Illiteracy
Simple and Martial Weapon Proficiency
Light and Medium Armor Proficiency
Shield Proficiency

Racial Features:
• +2 Dex, -2 Cha. Hobgoblins are frightfully fast, but hobgoblin customs and manners do not translate well towards non-hobgoblins, causing no end of problems in diplomacy and trade.
• Medium-size, 30 ft. base speed.
• Darkvision 60 ft.
• +4 racial bonus to Move Silently. Hunting in the Chasm, where even the slightest mistep can cause echoes to reverberate for miles, has taught the hobgoblins the value of stealth.
• Contrary to the SRD, most hobgoblins tend towards LN in alignment, with LG and (L)N being common as well. LE is no more or less common than it would be in a human society. Non-lawful alignments are exceedingly rare in hobgoblin society.
• Automatic Languages: Hobgoblin, Common. Bonus languages: Elf, Giant, Gnoll, Terran.
• Favored Class: Fighter or Paladin.
Equipment:

Chain Shirt {100 gp}
Gauntlets {4 gp}
Axe, throwing (x2) {16 gp}
Backpack {2gp}
-Cold Weather Outfit {8gp}
-Snow goggles {2gp}
-50’ silk rope {10gp}
Waterskin {1gp}
Yeti hide cloak**

**heirloom item, non-magical and very old[/sblock]
 

Eluvan

First Post
All done. :) Let me know if anything's up with the background... not sure if High Elves in your campaign even have noble houses at all. Sure hope so. :uhoh: :eek:

[sblock]
Code:
[B]Name:[/B] Celedrim Abaleian
[B]Class:[/B] Cleric
[B]Race:[/B] High Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] Boccob

[B]Str:[/B] 8 -1                      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 12 +1                     [B]BAB:[/B] +0         [B]HP:[/B] 6 (1d6+0)
[B]Con:[/B] 10 +0                     [B]Grapple:[/B] -1     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 15 +2                     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 17 +3                     [B]Init:[/B] +1        [B]Spell Save:[/B] +3
[B]Cha:[/B] 15 +2                     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +1    +0    +0    +0    11
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +0          +2
[B]Ref:[/B]                       0    +1          +1
[B]Will:[/B]                      2    +3          +5

[B]Weapon                  Attack   Damage     Critical[/B]
Rapier                    -1     1d6-1       18-20x2

[B]Languages:[/B] Elf, Common, Dwarf, Fey

[B]Abilities:[/B] Severe Iron Allergy: High elves lose one point of Constitution every round they wear armor of iron or steel, or when otherwise in contact with a comparable amount of iron or steel. The Constitution loss is temporary ability damage and returns at the rate of one point per day.
Spell-like abilities: 1/day: [I]dancing lights, daze, faerie fire, ghost sound, cure minor wounds[/I] (CL 1st; save DC 10 + Cha modifier + spell level).
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects.
Low-light Vision
Elf Weapon proficiency
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Lore (+3)
Spontaneous Casting (Cure)
Turn Undead (5/day as Cleric 1)
Knowledge Domain (All Knowledge skills are Cleric class skills. Cast Divinations at +1 CL)
Magic Domain (Use Spell Trigger and Spell Completion items as a level 1 wizard)
Trickery Domain (Bluff, Disguise and Hide are Cleric class skills)

Spells:

Level 0 Spells (3/day, DC 13)
Detect Magic
Light
Message

Level 1 Spells (2+1/day, DC 14)
Disguise Self (Domain: Detect Secret Doors/ Nystul’s Magic Aura/ Disguise Self)
Command
Shield of Faith

[B]Feats:[/B] Scribe Scroll

[B]Skill Points:[/B] 32       [B]Max Ranks:[/B] 4/2
[B]Skills                   			Ranks  Mod  	Misc  			Total[/B]
Concentration           			4      +0          		 	+4
Decipher Script         			4      +2          			+6
Heal 					        2      +3  +2 from healer’s kit	        +7
Knowledge (Arcana)			        3      +2          			+5
Knowledge (Geography)        		        3      +2          			+5
Knowledge (History)         		        4      +2          			+6
Knowledge (Nobility and Royalty) 	        4      +2				+6
Knowledge (Religion)            		4      +2           			+6
Spellcraft 				        4      +2           			+6

[B]Equipment:               	Cost  Weight[/B] 
Rapier                      	20gp   2 lb.
Silver Holy Symbol              25gp   1 lb.
Signet Ring                     5gp    --
Backpack			2gp    2 lb.
Bedroll				1sp    5 lb.
Ink				8gp    --
Inkpen 			        1sp    --
20x Candle			2sp    --
Bullseye Lantern		12gp   --
5 pints Oil			5sp    5 lb.
Notebook			15gp   3 lb.
Waterskin			1gp    4 lb.
25x Tindertwig		        25gp   --
Healer’s Kit			50gp   1 lb.
Scroll Case			1gp    0.5 lb.
Belt Pouch 			1gp    0.5 lb.
Coins				--     0.5 lb.

[B]Total Weight:[/B]24.5 lb.     [B]Money:[/B] 3pp 5gp 1sp --cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                26    53    80   80    400

[B]Age:[/B] 132
[B]Height:[/B] 5'6"
[B]Weight:[/B] 135 lb.
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown
[B]Skin:[/B] Pale
Appearance: Celedrim is a youthful elf with a somewhat bookish air. Garbed in a black and white robe and with the holy symbol of Boccob around his neck, he’s very obviously a priest. He has chestnut brown hair, cut short and quite stylishly but always tousled and in disarray. Bright green eyes peer out with a quiet but intense interest in everything and everyone he comes across, and he carries with him a notebook in which he has the somewhat disconcerting habit of writing almost constantly.

Background: Celedrim is a scion of a defunct family of elven nobles. Once, in the long distant past even by Elven standards, the line of Abaleian was respected and powerful. Long centuries of sloth, dissipation, and neglect on the part of his illustrious forbears have diminished the family to the point where it no longer holds any real influence at all, but once… once it meant something to be an Abaleian.

His parents don’t care overmuch. Both were aware of the family’s history, but neither has any passion for the idea of revitalising the family’s fortunes. Both are happy in the lives they lead – happy with their mediocrity, as Celedrim sees it. His sister, Andilaea, never cared much either. Younger than him by twenty years, she’s never understood his interest in poring over dry old pieces of parchment – family histories wholeheartedly included. For him, though, the knowledge that his family was once great has always meant something to him. It was that fact that originally gave him his fascination in history, and that set him on his path as a scholar and priest of Boccob. The family’s crest hasn’t been recognised in centuries, yet he wears their signet proudly.

That was the internal prompting to follow the path he has done. The external prompting came from his childhood teacher and mentor, Idryn. Idryn was hired as a tutor by Celedrim’s father, who realised that he should do something about his son’s education but didn’t feel capable or inclined to take it into his own hands. An immensely old elf, and a priest of Boccob, Idryn was extremely knowledgeable about the world and it seemed that all his knowledge inclined him to see it all as a big joke at everybody’s expense, giving him a wry, sharp sense of humour. But he was also old enough to feel that he’d done his share of suffering fools and the inconveniences of life, and he was thus often irritable. Celedrim quickly developed a huge respect for him, and somewhat to his father’s chagrin the old priest ended up having a great deal more influence of Celedrim than he ever did. It was Idryn who convinced him to enter the temple, though he never tried to – he’s always been a strong believer in letting everybody find their own path.

Having taken his oaths and entered the temple as an initiate, Celedrim did little in the way of active socialising. He was always thoroughly absorbed by his studies, and had little time to cultivate more than merely casual acquaintances. Still, he did seem to naturally attract a circle of friends. He even managed to attract an admirer form among the ranks of his fellow initiates, a shy girl of about his own age named Meliana, though his involvement with her was always somewhat half-hearted and passive. Since she seemed so eager to attach herself to him, he didn’t see much reason to protest, but his feelings towards her stretched at best to fondness, and much more commonly were just a kind of baffled incomprehension.

As he grew older, though his devotion to his studies and his duties as priest of Boccob never waned, he began to become conscious of a longing for something more. A desire to travel, to see some of the world and experience it for himself began to take root in his psyche. This was only increased when his sister – who he had been quite close to ever since they mutually and unspokenly agreed to give up trying to understand each other, and just enjoy each other’s company now and then – left precipitously, taking nothing with her and not even bothering to tell their parents. She came to visit him one evening and they sat drinking together and talking idly. When they had finished the bottle, she embraced him and told him that she was going, far away, and that they’d meet again – but never here, never like this again. He didn’t understand, of course; he never had understood the wanderlust she had always felt, the desire to get away, the feeling of being stifled at home. Still, he embraced her fondly back and abided by her wishes that he not tell their parents anything. And after she’d gone, he couldn’t help but feel a distant suspicion that maybe she’d had the right idea.

When he heard of the proposed expedition northwards, then, he was immediately struck by how perfect it seemed. Here was a chance to get away, to travel and get a taste of the wider world. What’s more, it was a chance to see the ancient lands that he had read about and imagined so vividly, the ancestral homelands of his people where his family had once been great. Even more than that, it was an opportunity to involve himself directly with the recovery of those lands, to be a great figure in the history of his people and perhaps even to return his family to their former prominence. Unsurprisingly, he jumped at it. He bid a fond farewell to Idryn, and promised to send him word of the expedition’s progress if and when the opportunity presented itself. He bid an awkward farewell to his parents, and made vague assurances that he’d come back safe before they knew it. And he bid an even more awkward farewell to Meliana, who cried quietly and held him tightly while he wondered idly how long this would take. More vague assurances to come back to her soon, and he was finally on his way.
[/sblock]
 

Lord_Raven88

First Post
Well I'm finding it very hard to decide on a character class, at the moment I'm tossing up between either a Bardic Sage or an Expert, at the moment I want a scholar-like character with lots of knowledge skills, I quite like the Bardic Sage, but the whole music ability seems a bit strange to me, and that's why I also like the Expert, as he can access the skills I'm interested in, but doesn't have any spellcasting ability.

Anyway I thought I'd let you know where I'm at with my character.
 


Eluvan

First Post
Mmm... I'm not trying to tell you what to play, but you should bear in mind that if you did make a sage/ scholar character then you're likely to basically end up with a duplicate of mine - take a look at my sblocked character in the post just above yours and I imagine you'll see what I mean.

I can't imagine that would be much fun for either of us, so you may possibly want to reconsider.
 


Lord_Raven88

First Post
Thanee said:
Don't forget, that bards are a bit different (no bardic music, but animal companion).

Bye
Thanee
That's not quite true as KL is using some variant rules for his bard, which doesn't remove the Bardic Music as this type of bard can still countersong, and has 'Suggestion' and 'Song of Freedom' of Music. Anyway that's how I read it, perhaps I'm wrong ;)
Eluvan said:
Mmm... I'm not trying to tell you what to play, but you should bear in mind that if you did make a sage/ scholar character then you're likely to basically end up with a duplicate of mine - take a look at my sblocked character in the post just above yours and I imagine you'll see what I mean.

I can't imagine that would be much fun for either of us, so you may possibly want to reconsider.
Actually mine would be better :p

But seriously I know what your saying.

Does anyone have a suggestion as to what I should play, usually I play Spellcasters and rogues and both of my other choices (Warlock and Psion) are prohibited, since we have both of those and since the cleric is following the guideline of the Cloisted Cleric that has stolen my thunder of going the usually versatile Bard, so suggestions would be helpful. :cool:
 

Eluvan

First Post
Hmmm. Have you considered a druid? That could really fill out the party, with some extra spell power/ healing/ melee presence/ wilderness survival knowledge as needed. Seems to me like it would plug all the group's potential gaps quite nicely.
 

Fenris

Adventurer
Lord_Raven88 said:
Does anyone have a suggestion as to what I should play, usually I play Spellcasters and rogues and both of my other choices (Warlock and Psion) are prohibited, since we have both of those and since the cleric is following the guideline of the Cloisted Cleric that has stolen my thunder of going the usually versatile Bard, so suggestions would be helpful. :cool:

Lord Raven,
If you like, since you like to play rogues, you can play a rogue and I can come up with another character.

Fenris
 

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