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[PbP] World of Avalon: Characters

Priest

First Post
Post your characters here, as well as any feats, classes, skills, or what not you would like to use for your character. If you want you can use the attached sheet for your character by filling out the info in Paint ( it takes a bit but it sure is nice) you also might want to make a box for your feats.
 

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Inez Hull

First Post
Elharni Yal-valorn

Shirani (Drover) Sor 1 / Rog 2

Str 10 -
Dex 16 (18) +4
Con 14 (12) +1
Int 12 +1
Wis 12 +1
Cha 14 +2

Hit Points: 6 + (6+4)/2 + (3x1) = 14

AC: 10 + 4 (Dex) + 1 (Deflection) + 4 (Mage Armour) = 15 (19 with Mage Armour)

Saves: Fort 1 Ref 7 Will 3

To Hit (Scimitar): +1 (BAB) + 4 (Dex) + 1 (MW) = +6
To Hit (Shotgun): +1 (BAB) + 4 (Dex) = +5



Feats (2): Stealthy (+2 Hide & Move Silently), Weapon Finesse (Scimitar)

Class Abilities: Sneak Attack +1d6, Evasion, Familiar.

Race Abilities: +2 to Spot, Listen, Search, Sense Motive & Wilderness Lore, Detect Secret Doors (?), Detect Magic Aura, Simple & Martial Weapon Proficiencies, Languages: Shirani & Intralingua.


Rog: BAB +1, Ref +3, Skills (45): Spot 5 (8), Listen 5 (8), Search 2 (5), Hide 5 (11), Move Silently 5 (11), Climb 5 (5), Balance 1 (5), Tumbling 1 (5), Gather Info 3 (5), Sense Motive 2 (5), Profession (Caravanner ?) 4 (5), Intuit Direction 1 (2), Wilderness Lore Knowledge 0 (3), (Geography/Local – Shirrani Lands) 3 (4), Knowledge (Geography/Local – Settler Stalk Lands) 2 (3).

Sor: BAB +0, Will +2, Skills (3): Concentration 3 (4)

Spells
Lvl 0: (5/day) Prestidigitation, Mage Hand, Daze, Light
Lvl 1: (4/day) Mage Armour, Change Self

Equipment:

2500 gp + 300 gp cash (Credits)

Personal Field Generator (as Ring of Protection +1) 2000gp
MW Scimitar 300gp
Shotgun ?



Background:

Elharni has always been fascinated by the Settler Stalk. He has travelled widely in both Shirani and Settler lands and has tried to learn as much about the Settler Stalk as possible and considers himself quite the expert on them. Always a risk taker, he has used his magic and a bit of stealth to spend time amongst the Settlers without them realising he was not one of their own and has plans someday to try sneaking into Touchtown, using his magic to get through the airlock. He is also quite the hedonist and has a bit of a thing for Settler women. He enjoys the life of a drover, as it provides opportunities to see new things and meet new people. However, the wanderlust in Elharni is strong and the drover trade routes are repetitive, so he keeps his ears and eyes open for new opportunities to cause a little mischief and take a few risks.
 

Priest

First Post
Shotgun Free (as a Drover it comes with the starting package)

Cool Character Background and it fits well.
 
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Dalamar

Adventurer
Thalari Kaakile
Male Shirra Mage 3

Str 11 (+0) Dex 16 (+3) Con 12 (+1) Int 16 (+3) Wis 10 Cha 13 (+1)

HP: 11 AC: 13 (+3 Dex)
Skills: Climb +3(3cc), Concentration +7(6), Dispel Magic +6(6), Divination +6(6), Intuit Direction +6(6), Spellcraft +9(6), Wilderness Lore +8(3cc)
Feats: Combat Casting, Weapon Finesse (Touch)

Spell lists: Save DC 11+spell level
Charm [Creature] (2): Animal, Beast
Companion [Creature] (2): Animal, Beast
Create [Element] Object: Biomatter
Evoke [Element] (2): Biomatter, Life
Infuse Creature with [Element]: Biomatter
Poison
Polymorph [Element]: Biomatter
Teleportation
Wall of [Element]: Biomatter
Magic Points: 9 (4 free 0-level castings)

Magical Boons:
Speak with Animals (leopards)
Woodland Stride
Minor Magical Infusion (+5 Wilderness Lore)

Equipment:
Hevard's Handy Haversack
--Bedroll
--Crowbar
--Everburning Torch
--Glass, wine
--Grappling hook
--Mug, clay
--Rations, trail (1 week)
--Shovel
--Tea leaves (20)
--Tent
--Waterskin (2)
--Wine, fine (bottle)
Pouch, Belt
--Tindertwigs (10)
Pouch, spell component

Companion creatures:
2 leopards, Koira & Kissa
 
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Thomas Hobbes

First Post
Jonathan Devens: Male human Rgr 1/Bbn 1/Ftr 1; CR 3; Medium-size humanoid; HD 2d10+1d12+6; hp 28; Init +2; Spd 40 ft.; AC 17; Atk +6/+6 melee (1d6+3, Masterwork short swords), or +6 Melee (1d4+3, spiked gauntlet), or +5 ranged (1d8+3, Mighty [Str 16] Composite Longbow); SA Rage 3/day, Favored Enemy: ?; SQ fast movement; AL CG; SV Fort +8, Ref +2, Will +2; Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 8.
Skills and Feats: Climb +7, Handle Animal +3, Hide +5, Intimidate +5, Listen +5, Move Silently +5, Spot +4, Wilderness Lore +6; Endurance, Iron Will, Weapon Focus: Short Sword, Extra Rage
Equipment: 20 arrows, backpack, bedroll, +1 Chain Shirt, dagger, Dust of Tracelessness, Everburning Torch, Explorer’s outfit, flint and steel, spiked gauntlet, Mighty [Str 16] Composite Longbow, 3 Potions of Cure Light Wounds, 50 feet of hemp rope, Sap, 2 Masterwork Short Swords, waterskin, whetstone.

Languages: Interlingua, Shirra, Kamian

Jonathan’s father was a wagon driver, working on wagons heading to and fro in the towns around the gap. His mother having died in childbirth, Jonathan followed his father around; and thus from a very young age spent long amounts of time outdoors; he learned how to tend animals, and how to walk all day with the wagons. He was a quick learner and, having no formal education, picked up the ways of woodcraft. It was not long before he could feed both himself and his father simply by living off the land.

This comfortable and simple existence was ended when bandits attacked a caravan that Jonathan and his father were traveling with. In the initial flurry of arrows, Jonathan’s father was hit with an arrow to the chest; grabbing both his own short blade and his father’s Jonathan threw himself at the bandits in a screaming blood rage.

When a Khame patrol arrived, they came upon an incriminating scene; Jonathan, carrying his blood soaked blades, and kneeling over the dead body of his father. Assuming immediately he was a bandit, they fired upon him; and Jonathan, his brain numb, could think of nothing but running. He carriers a deep resentment of Khame in general, and their soldiers in particular, to this day.

He spent three months in the wilderness before he regained his senses and returned to civilization; he returned almost unrecognizable, haggard and dirty. He had spent a long time and thought, and had come to the conclusion that, quite simply, bandits and their kind were the scum of the earth and he, until the last breath fled from his body, would try and sweep from the earth those who would take advantage of others. He has since spent the time organizing and leading parties of vigilantes against local robber bands, and traveling along as a caravan guard, scaling his pay to what his employers can afford (A rich merchant is charged the going rate; a bunch of peasants who need to sell their harvest at Market in order to survive will be charged a token copper a day.)

Jonathan is a lay follower of Hensa, and is never seen without his viel when he should be wearing one.

Questions for DM: Favored enemy would be either Khame or whatever bandits are most commonly. Which would that be?
 
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