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This is Ashrem Bayle.

Don't worry about answering my setting specific questions. I got Midnight today!

My character: Human male (Erenlander), Rogue Shadow Walker

Sweeeet. I love this setting.
 
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Hmmm, maybe I should also ask for a run-down of the available races...I'm thinking of doing a defender, but I want to check with DonAdam to make sure we will be distinct enough.
 

Takron ("Tak") Dalamar
Human (Erenlander) Defender 2, Quickened
Alignment: NG

Str 14
Dex 18 (+2 racial mod)
Con 14
Int 14
Wis 10
Cha 8 (-2 racial mod)

Spd 30 ft.
Fort +2, Ref +7, Will +0
Init +6 (+4 dex, +2 quickened)
AC 18 (11 flat footed, 18 touch) [+6 Dex*, +1 class, +1 path]
*Talisman
HP 17


Attack +6 melee (1d6+2, unarmed), +4 melee (1d6+3, quarterstaff), +6 ranged (1d4+2, dagger, 19-20/x2, 10ft)

Defender abilities: Rapid Strike 2/day (extra move or attack action)

Feats: Deflect Arrows, Expertise, Improved Unarmed Strike, Weapon Finesse (unarmed)

Skills (ranks + ability mod + misc)

Balance 3+4+2(synergy) = +9
Climb 5+2= +7
Hide 5+4= +9
Jump 5+2+2(syn)= +9
Knowledge (Central Erenland) 2+2= +4
Listen 5+0= 5
Move Silently 5+4= +9
Profession (fisherman) +4 (4)*
Swim 5+2= 7
Tumble 5+4+2(syn)= +11
*Racial bonus ranks

Languanges: Erenlander, Halfling, Trader's Tongue

Equipment: a peasant's outfit, two daggers, 3 loaves of bread, sack, waterskin, quarterstaff, some string and fishhooks, flint and steel

Talisman:
Bonus to armor class is increased to Dex bonus x 1.5 (round up).
[+6 instead of +4]
Once per day increase speed to x1.5 for a number of rounds up to your current character level.
[45 ft for 2 rounds]

Background: Takron was born to a poor fisherman and his wife in the city of Baden's Bluff. Compared to most children on Eredane he had a rather serene, if dull, childhood. The town common folk of the town had a generally gloomy outlook; they had peace now, but how long would it be until the Shadow fell over them as well? Tak's mother was especially pessimistic, always lamenting the inevitable fate of her children. She always told Tak and his older sister that they would do just find a place to hide from the darkness engulfing the world and find what happiness they could.

Tak's older sister, Serai, discovered early on that she had a talent for magic. Whenever she had a spare moment, she would sneak out of the town and spend some time in the wilderness. Tak was the only one that knew about these forays. Their parents had arranged for her to be married to a blacksmith's son, Jorvel, but the day before the wedding Serai ran away. She only told Tak, telling him that she could not let her gift waste away while others were suffering. She could not live the life that their mother wished for them.

Tak's mother was furious when she found out, as was the family of Jorvel. They came down hard on Tak for not stopping her; it was difficult for a boy who was but 9 winters old. His father was more understanding, recalling the glory that his Norther ancestors once knew, but did not have a good relationship with his kids; while not a drunk, he enjoyed the bottle a little too much, because it let him forget the looming Shadow. Over the next few years, Tak's mother eventually convinced Tak that his sister had died some horrible death, that no one could push back the darkness, and that people should just accept their fate. Jorvel became a thorn in Tak's side, a bully that would give him more than a few bruises whenever they crossed paths. Tak took it all without complaint, feeling responsible for his sister's demise.

Five years went by. Tak worked with his father on the fishing boat. He would often have to run errands by the docks, sometimes venturing into areas where the rough and tumble sailors and smugglers hung around. He learned to avoid being noticed and the resultant trouble that would follow. But on one of these trips, early in the spring, someone sought him out. A lithe figure tapped on his shoulder, handed him a note, and disappeared before Tak could say anything. The note was from Serai: she was in town, and wanted to see him.

He met up with her later that night, making him promise not to tell their parents. She just wanted to see her kid brother and let him know that she was alright. She told him that the outside world was often frightening and dangerous, but that she felt she was doing some good, no matter how small, relating a story about how she and her companions had saved a whole village from being enslaved. Serai then explained that she would be leaving the next day, which prompted Tak to ask to go with her. She said that he was too young and where they were going now was too dangerous, but that in two years she would return for him.

The next day, Tak had a spring in his step. Something new was in his life, something he had never experienced before: hope. As he was heading to the docks, he heard someone being assaulted in an alley. This was not uncommon, but for the first time in his life Tak thought he could do something about it, and there was no better time to start. He peaked around the corner, and saw Jorvel being accosted by several smugglers. Tak hesitated for a moment, part of him wishing to see his tormentor suffer, but decided that if he was to go off and be some kind of hero that he would have to rise above such things. He charged the attackers, but was quickly beaten down by the large men, who left the two of them.

Jorvel never thanked him, but he did stop bullying Tak. Over the next several months, Tak tried again and again to break up fights, stop pick pockets, and protect others. Each time, he was beaten within and inch of his life. His mother was infuriated, but it did not deter him. Finally, when trying to stop some thugs from raping a waitress in an alley behind a restaraunt, someone came to his aid. The figure wore a dark-blue cloak that was just a blur of motion, and in a matter of seconds the thugs were laying unconcious on the ground. The stranger told Tak to follow, leading him to a secret door in the back of a small warehouse.

The the stranger removed her cloak, revealing a necklace bearing the insignia of House Baden dangling from her neck. "I've seen you around the docks," she said. "You try to help people. That's unusual. Tell me about yourself."

Tak didn't know why, but he revealed everything to her, including his sister's imminent return. When he was done, the middle aged woman introduced herself as Trina Baden. She promised that when Serai returned Tak would be ready to stand by her side.

Tak would sneak out of his house at night, going to his secret training sessions with Trina. His natural speed served him well, and he quickly caught on to the intricacies of the techniques. Months passed, then a year, and the second spring since he had last seen Serai arrived. He waited anxiously. Even his parents, from whom he had concealed his training with Trina, began asking him what was the matter.

Tak waited a while longer, but could not bear it any more. He had the training that he needed to do some good against the looming Shadow, and he resolved to use it. He decided to sneak away in the night. When he was leaving the house, his father called his name from behind him. Much to Tak's surprise, his father gave his full support. "Give 'em hell, son. Find your sister and take care of her, and you two come back here when you need to rest. Don't worry about your mother, I'll take good care of her." The two embraced, and Tak left the city under the cover of night.

Personality: Tak is still very naive, though he would consider that a strength. The one word that characterizes him is hope; he believes he really can do something good by his life or, if need be, death.
 
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Tailspinner,

I'm still here and planning to play. I've been debating what race, class and path I want to be. Now that I've seen what most of the other players are playing, I think I've just about decided what I want to play. I'm looking at a Channeler. Not completely decided on race and heroic path yet. I see one Channeler already. Would a second one be okay, Tailspinner?

Toric
 

Okay, since I don't have the book (yet, I'll probably get it this weekend...) I want to run a concept by everyone to get some feedback. The basic idea would be a defender with either the Ironborn or Juggernaut path, a follower of a simple, hard-hitting martial art ala kickboxing. Any race suggestions? How does the defernder differ from the PHB monk? Why didn't I buy this book when I first saw it? :confused:
 

Tashki (Danisil Channeler)

Character Name : Tashki
Character Race : Danisil “Jungle Elf”
Character Class: Channeler
Alignment : Chaotic Good
Heroic Path : Healer

Gender : Female
Age : 140
Height : 4’3”
Weight : 87 lbs
Eyes : Black
Hair : Brown

Character Level : 2

Known Languages :
Jungle Tongue, High Elven Pidgin, Trader, Erenlander Pidgin

-------------------------------------------------------

Strength : 12 (+1)
Dexterity : 16 (+3)
Constitution : 12 (+1)
Intelligence : 10 (0)
Wisdom : 16 (+3)
Charisma : 12 (+1)

-------------------------------------------------------

Armor Class : 13
Flatfooted Armor Class : 10
Touch Armor Class : 13

-------------------------------------------------------

Hit Points : 13

-------------------------------------------------------

Save vs. Fortitude : +1
Save vs. Reflex : +1
Save vs. Will : +8
Special Save Notes : +2 Will from Race

-------------------------------------------------------

Initiative Modifier : +3
Base Attack Bonus : +1
Melee Attack Bonus : +2
Ranged Attack Bonus : +4
Special Combat Notes : +1 to attack with Sepi in 2 weapon style

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Weapons :
Sepi (Tiny, 1d4+1, 19-20/x3, Slashing)
+3 Attack Bonus (Str + Racial Fighting Style)
Short Bow (Medium, 1d6, X3, 60ft, Piercing)
+4 Attack Bonus (Dex bonus)

-------------------------------------------------------

Skills :

Name/Total Mod (Ability) ** # Ranks taken

Balance/3 (Dex+3) ** 0 ranks
Bluff/1(Cha+1) ** 0 ranks
* Climb/1 (Str+1) ** 0 ranks
Concentration/4 (Con+1) ** 3 ranks
Diplomacy/1 (Cha+1) ** 0 ranks
Disguise/1 (Cha+1) ** 0 ranks
Gather Information/1 (Cha+1) ** 0 ranks
Heal/10 (Wis+3) ** 5 ranks +2 Herbal Synergy
* Hide/3 (Dex+3) ** 0 ranks
Intimidate/1 (Cha+1) ** 0 ranks
* Jump/1 (Str+1) ** 0 rank
+ Knowledge (Nature)/4 (Int) ** 4 rank
Listen/5 (Wis+3) ** 0 rank
* Move Silently/3 (Dex+3) ** 0 ranks
Perform/1 (Cha+1) ** 0 ranks
Profession (Herbalist)/8 (Wis+3) ** 5 ranks
Ride/3 (Dex+3) ** 0 rank
Search/2 (Int) ** 0 rank
Sense Motive/6 (Wis+3) ** 3 ranks
+ Spell craft/2 (Int) ** 2 ranks
Spot/5 (Wis+3) ** 0 rank
Swim/1 (Str+1) ** 0 rank
Use Rope/3 (Dex+3) ** 0 rank
Wilderness Lore/8 (Wis+3) ** 5 ranks

* Armor Check Penalty Applies
** Cross Class Skill
+Cannot Use Unless Trained
-------------------------------------------------------

Feats :
Mage craft
Natural Healer- Double all Heal results, First Aid brings target to 1hp.

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Racial and Class Skills, Abilities & Features :
Danisil Jungle Elf
+2 Dex –2 Con
Medium Size
30 ft base Move
+2 racial bonus to Will Saves
Low Light Vision
Proficient Sepi, Short bow and Long Bow (Norm. and Comp)
+2 Racial bonus Listen, Spot and Search
+4 Racial bonus to Climb trees
+4 Racial bonus to Hide, Move Silently in Forest, Jungle and Woodlands
Knowledge (Nature) and (Aruun) class skills
+4 Racial bonus to Knowledge (Nature) and Wilderness Lore in Forest, Jungle and Woodlands
+2 Bonus Spell Energy
Cast Guidance, Purify Food/Drink and Create Water once per day
+1 Attack bonus when W\wielding Sepi in unique two-weapon style.
Automatic Languages: High Elven Pidgin, Jungle Mouth
Favoured Class Wildlander

Heroic Path Features: Cast Cure Light Wounds 2/day
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Equipment & Gear:
2 Sepi Fighting Knives
Short Bow
40 Arrows (in quivers)
Cloak
Jungle Clothing
Backpack
Bedroll
2 Weeks Trail Rations
2 Water skins
Various Herbs and Plants
Watcher Talisman: Maximized Heal 1/day
Bonus Spell Energy

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Money/Barter : Nothing
-------------------------------------------------------

Base Speed : 30ft

Normal Speed: 30ft

AC Check Penalty : 0

Maximum DEX Bonus:N/A

-------------------------------------------------------

Spell Schools:
Universal, Transmutation, Enchantment
Spells Known:
0: Daze, Detect Magic, Prestidigitation, Mage Hand, Mending, Cure Minor Wounds
1: Animal Friendship, Magic Fang, Sleep, Entangle, Goodberry

Spell Energy :
Normal: 7 (2 for Level + 2 for Race + 3 for Wisdom bonus)
Talisman: 9
Spell DC Modifiers :
+3 for all spells from Wisdom

-------------------------------------------------------

Character History :
Tashki was born while the world still had hope. Izrador’s troops were fighting hard, but still hadn’t achieved their terrible Victory over the people of Eredane. The wars were far to the North and East, but Evil Spirits made life deadly for the Dansili. Hunting packs and trader groups would often return with wounded, and dead. Her parents were always there to try and save the injured. Tashki grew up with Healing Salve in one hand and Bandages in the other. Days were spent tending to the needy and nights were about preparing poultices for tomorrow. Her lot in life was settled early. She started on the road to becoming a Channeler. Her skills as a healer grew in leaps and bounds, and the Whispering woods shouted their lessons. Her village blossomed with her unparalleled talent supporting them.

The years rolled on and Eredane fell to the might of Shadow. More and more the hunters came back empty handed or not at all. Trade goods from the north had disappeared and tales of occupation was the only news. And the stories got only worse as time rolled by. One by one, Tashki watched her brothers and sisters take the long walk to the Arunath mountains. They sought to become adults in their own right. Some came back, some didn’t. The few who did spoke only of a growing darkness and dangers from both Demon and Ork. The jungle was even more treacherous than before.

When Tashki reached her age of Majority, she prepared to trek to the Mountains. The Whisper called to her. The voices that guided the Danisil were drawing her, pulling at the strings of her soul. Her village had other plans for her. As fewer and fewer people returned from expeditions and hunts, they were reticent to risk her to the savage nature of the jungle. She was as capable as any of her sisters, but none of them could do what she could. At the elders request, Tashki waited. And the years rolled on.

It was after her youngest sister failed to return form the Arunath’s that Tashki had enough. Her dreams were filled with spirits beckoning her to the mountains. The woods no longer spoke warnings, but taunts. “Face your future. Stop hiding like a child.” But still the elders denied her permission. There was always more wounds to wrap, and ill to nurse. But even the child like fey begin to feel the pangs of adulthood.

One moonless night, Tashki left her treetop home and began the trek to the Arunnath mountains. Weeks passed by and challenges that pushed her to the limits of her being were surpassed. She reached the base of the mountain and planted a Parhailia shoot. She felt that it was the only choice, a tough plant known for its healing power. Tashki nurtured and prayed at the freshly planted site for over 2 weeks. Finally, the shoot blossomed with the morning dawn, Tashki felt the secrets of the Whispering Woods more clearly. She saw how to weave the life energy of living creatures. To heal wounds that no poultice or slave could mend. Armed with this revelation she returned to her village. She was heading home.

After a few scant days at home, time to receive her scars of passage, the Woods called to her again. The spirits spoke of a greater responsibility for her. Again rejecting the elders wishes, she packed her meagre belongings and made for the edge of the jungle. Beyond the trees she had called home for over a century, lay her future.

She knew her destiny was to be found in Shadow.
 
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Qaridas (Danisil Wildlander)

Character Name : Qaridas
Race : Danisil “Jungle Elf”
Class : Wildlander
Heroic Path : Warg (Big Cats)
Alignment : Neutral Good

Gender : Male
Age : 131
Height : 4’5”
Weight : 92 lbs
Skin : Deep brown
Eyes : Golden (feline)
Hair : Black

Character Level : 2
EXP Points Gained : 1,000
EXP Needed For Next Level : 3,000

Known Languages :
Jungle Tongue, High Elven Pidgin, Trader, Erenlander, Black Tongue

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Strength : 10 (+0)
Dexterity : 17 (+3)
Constitution : 12 (+1)
Intelligence : 14 (+2)
Wisdom : 14 (+2)
Charisma : 12 (+1)

-------------------------------------------------------

Armor Class : 16
Flatfooted Armor Class : 13
Touch Armor Class : 13

-------------------------------------------------------

Hit Points : 9 + (1d8 + 1)
-------------------------------------------------------

Save vs. Fortitude : +4
Save vs. Reflex : +3
Save vs. Will : +4
Special Save Notes : +2 Will from Race

-------------------------------------------------------

Initiative Modifier : +3
Base Attack Bonus : 2
Melee Attack Bonus : +2/+6 with Sepi
Ranged Attack Bonus : +5
Special Combat Notes : +1 to attack with Sepi in 2 weapon style

-------------------------------------------------------

Weapons :
Sepi (Tiny, 1d4, 19-20/x3, Slashing)
+6 Attack Bonus (BAB+Dex(finesse)+Racial)
2xSepi(Tiny, 1d4, 19-20/x3, Slashing)
+2/-2 Attack Bonus (BAB+Dex+Racial-two weapon penalties)
Long Bow (Large, 1d8, X3, 100ft, Piercing)
+5 Attack Bonus (BAB+Dex)

-------------------------------------------------------

Skills :

Name/Total Mod (Ability) ** # Ranks taken

Animal Empathy/4 (Cha*1.5) ** 2 ranks
Appraise/1 (Int) ** 0 ranks
*Balance/3 (Dex) ** 0 ranks
Bluff/1(Cha) ** 0 ranks
*#Climb/1 (Str) ** 1 rank
Concentration/1 (Con) ** 0 ranks
Craft(Bowyer)/4 (Int) ** 2 ranks
Craft(Fletcher)/4 (Int) ** 2 ranks
Diplomacy/1 (Cha) ** 0 ranks
Disguise/1 (Cha) ** 0 ranks
*Escape Artist/3 (Dex) ** 0 ranks
Forgery/2 (Int) ** 0 ranks
Gather Information/1 (Cha) ** 0 ranks
Handle Animal/3 (Cha*1.5) ** 1 rank
Heal/2 (Wis) ** 0 ranks
*@Hide/6 (Dex) ** 3 ranks
Intimidate/1 (Cha) ** 0 ranks
Intuit Direction/4 (Wis) ** 2 ranks
*Jump/0 (Str) ** 0 ranks
Knowledge(Aruun)/4 (Int) ** 2 ranks
@Knowledge(Nature)/7 (Int) ** 5 ranks
Listen/8 (Wis) ** 2 ranks
*@Move Silently/6 (Dex) ** 3 ranks
Perform/1 (Cha) ** 0 ranks
Profession (Tracker)/3 (Wis) ** 1 rank
Ride/4 (Dex) ** 1 rank
Search/7 (Int) ** 1 rank
Sense Motive/2 (Wis) ** 0 ranks
Speak Language(Black Tongue) ** 1 rank
Spot/8 (Wis) ** 2 ranks
Swim/3 (Str) ** 3 ranks
Use Rope/4 (Dex) ** 1 rank
@Wilderness Lore/7 (Wis) ** 5 ranks

Wildlander class skill
Cross-class skill
* Apply armor check penalty
# +4 for trees
@ +4 when in forest, jungle, or woodland

-------------------------------------------------------

Feats & Special Abilities:
Weapon Finesse(Sepi)

Tracking (Wildlander Trait)
Quick Stride (+10' movement) (Wildlander Trait)

Scent (double range for 4 rounds 1/day-talisman)(Warg ability)
Animal Companion-Big Cat(4HD) (Warg ability)

-------------------------------------------------------

Racial Skills, Abilities & Features :
Danisil Jungle Elf
+2 Dex –2 Con
Medium Size
30 ft base Move (+10' for Quick Stride)
+2 racial bonus to Will Saves
Low Light Vision
Proficient Sepi, Short bow and Long Bow (Norm. and Comp)
+4 Racial bonus Listen, Search, and Spot
+4 Racial bonus to Climb trees
+4 Racial bonus to Hide and Move Silently in Forest, Jungle and Woodland
Knowledge(Nature) and Knowledge(Aruun) are class skills
+4 Racial bonus to Knowledge(Nature) and Wilderness Lore in Forest, Jungle and Woodland
+2 Bonus Spell Energy
Cast Cure Minor Wounds, Guidance, and Know Direction once per day each
+1 Attack bonus when W\wielding Sepi in unique two-weapon style.
Automatic Languages: High Elven Pidgin, Jungle Mouth
Favored Class: Wildlander

-------------------------------------------------------

Equipment & Gear (include weight of individual items and total weight) :
2 Sepi fighting knives
Longbow
40 Arrows (in quivers)
Leather armor
Buckler
2 Waterskins
Artisan's tools (fletcher)
Backpack
Traveler's outfit (jungle clothing & cloak)
Bedroll
Sack
Caltrops
Blanket, winter
Oil (3 1-pt. flasks)
Talisman

-------------------------------------------------------

Money/Barter : Nothing

-------------------------------------------------------

Base Speed : 40ft
Normal Speed : 40ft
AC Check Penalty : -1 with buckler
Maximum DEX Bonus : 6

-------------------------------------------------------

Character History :
Qaridas was always different from his peers. The color of his eyes, molten gold instead of the usual black, set him apart, as did the shape of their pupils, slitted like those of a jungle cat. On the day of the dawning of The Last Age, Qaridas was still but a child of 32. As the dawn broke, grey and overcast, his parents were horrified to find him missing from his bed. Quickly the frantic parents organized a search. Almost despairing when night fell, they pushed the searchers to continue through the night and into the next day. At long last Qaridas reappeared, his hand resting on the shoulder of a she-tiger who led him through the astonished searchers and to the tree that held his home. When asked why he wandered off and what had happened, he simply said that he followed his dream and she showed him the ways of the Aruun and then brought him home.

Perhaps because of this, and of the difference of his appearance, he spent more time alone than most young Danisil, becoming one with the jungle, learning to move through the Aruun like a predator. This along with his almost supernatural senses made him one of the most promising young hunters and scouts of the Danisil.

Almost a hundred years later another dream came to him. A dream of a bird in flight, of unseen companions, of a land beyond the deep green. The bird metamorphosed into a stone formation, and the companions neared but remained unseen. With only a pause to say goodbye to his parents, he gathered his belongings and set out to the east, drawn onward each day by the previous night's dreaming, until he saw it in the distance, the stone formation of a bird in flight.


V
 
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