• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Against the Slavers Characters


log in or register to remove this ad

Code:
[B]Name:[/B] Marcon Thunderword
[B]Class:[/B] Cleric 
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] Heironeous

[B]Str:[/B] 14 +2 (6p.)     [B]Level:[/B] 5        [B]XP:[/B] 10000
[B]Dex:[/B] 10 +0 (2p.)     [B]BAB:[/B] +3         [B]HP:[/B] 40 (5d8+10)
[B]Con:[/B] 14 +2 (6p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] 0
[B]Int:[/B] 14 +2 (6p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 17 +3 (10p.)     [B]Init:[/B] +4        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] -6         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10    +8    +2    +0    +0    +0    +0    20
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 20

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]               4    +2   +0      +6
[B]Ref:[/B]                1    +1   +0      +2
[B]Will:[/B]                4    +3   +0      +7

[B]Weapon                  Attack   Damage     Critical[/B]
Longsword                    +7     1d8+2     19-20x2
Lt. Crossbow                 +5     1d8       19-20x2
Dagger                         +5     1d4+2     19-20x2

[B]Languages:[/B] Common, Celestial

[B]Abilities:[/B] Spellcasting, Turn Undead 3/day, War Domain, Good Domain

[B]Feats:[/B] Martial Weapon Proficiency: Longsword, Weapon Focus: Longsword,
Power Attack, Cleave, Improved Initiative

[B]Skill Points:[/B] 40     [B]Max Ranks:[/B] 8/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              8    +2    +0    +10
Knowledge: Arcana       8    +2    +0    +10
Knowledge: Religion       8    +2    +0    +10
Sense Motive               4    +3    +0    +7
Spellcraft                    8    +2    +0    +10

[B]Equipment:               Cost  Weight[/B]
MW Full Plate                1650gp   50lb
MW Lg. Steel Shield         170gp   15lb
MW Longsword                315gp    4lb
MW Lt. Crossbow             335gp    6lb
Dagger                              2gp    2lb
MW Crossbow Bolts (30)     30gp    3lb
Prayer Bead (Karma)       5000gp     -
Wand: Cure Light Wounds  750gp     -
Scroll: Obscuring Mist         25gp     -
Scroll: Prot. Evil                 25gp     -
Adventuring Gear               50gp    25lb
Holy Symbol, Wooden          1gp       -

[B]Total Weight:[/B]105lb      [B]Money:[/B] 697gp 

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

[B]Age:[/B] 26
[B]Height:[/B] 5'6"
[B]Weight:[/B] 170lb
[B]Eyes:[/B] Gray
[B]Hair:[/B] Brown
[B]Skin:[/B] Caucasian

[B]Spells Prepared[/b]
[b]0th:[/b] (5) [i] Create Water, Detect Magic (2), Detect Poison, Light (2)[/i]
[b]1st:[/b] (4+1) [i]Divine Favor, Endure Elements (2), Shield of Faith, Magic Weapon[/i]
[b]2nd:[/b] (3+1) [i]Bull's Strength, Endurance, Sound Burst, Spiritual Weapon[/i]
[b]3rd:[/b] (2+1) [i]Dispel Magic, Magic Vestment (2)[/i]
Appearance: Marcon Thunderword is a small man of average appearance with cold,
serious gray eyes. His nose looks as if broken too many times, and his brown hair is
cut short. He nearly always travels in full armor, and carries his crossbow and sword
at his side. Upon his shield is emblazoned the symbol of Heironeous for all to see, and
dresses himself in a red cloak.

Background: Marcon was left at the steps of a Church of Heironeous as an infant, his parents burdened with an unwanted child. The Church raised him in a harsh monastery with other young children, and at a young age demonstrated a talent for channeling the will of Heironeous and casting divine magics. He was also physically hardy and skilled with the sword, and demonstrated a keen grasp of tactics.

Upon his coming of age, Marcon left the confines of the monastery to seek out his true parents. However, on his way to the supposed place of his birth, he was ambushed by a group of ill-disciplined, dishonorable bandits. After dispatching them to the Abyss, Marcon abandoned his youthful dream to instead further focus on his god's will. He joined a group of adventurers who dedicated themselves to wiping out the rest of the bandits, and pursued many other quests for the causes of Law and Good.

During these adventures, Marcon confronted many great evils, such as a cabal of sorcerers who engaged in human sacrifice to power their dark rituals. These experiences have shaped him into a harsh man without mercy for the truly evil. His trust in his god and the Church still remained untainted, until his experiences in Safeton. There, the local noble and priest of Heironeous, whose inheritance had dwindled, accepted bribes from a villainous group in exchange for looking the other way while good citizens were captured and enslaved. Marcon discovered his activities after several citizens of Safeton made disparaging remarks about his deity and the priesthood; curious, he investigated further and discovered Lord Alphon's liasons with the Slavers. After arresting the man and turning him to the Church, Marcon travels to Highport to attack the Slavers. Still, he wonders how deep the corruption in his Church runs, as he has a deep suspicion that Alphon was not the only cleric who worked with the slavers.
 
Last edited:

Tarasin Whitebranch Rogue/Monk 1/4 Elf Male Lawful Neutral
Height:5'1" Weight:110# Hair: Black Eyes: Grey
Str:12 +1 (4pts) BAB/Grapple: +3/+8 HP: 30
Dex:18 +4 (8pts)(after mods) Speed: 40 Initiative: +8
Con:10 +0 (4pts)
Int:14 +2 (6pts)
Wis:15 +2 (8pts)
Chr:10 +0 (4pts)

AC: 18 Touch:16 Flatfooted:12
Saves:
Fort: +4 Ref: +8 Will:+6 (+10 vs Enchantment)

Class Abilities:
Sneak Attack 1d6, Trapfinding, Flurry of Blows, Evasion, Still Mind, Ki Strike(Magic), Slow Fall 20', Improved Grapple, Deflect Arrows

Feats:
Improved Initiative, Weapon Finesse(unarmed)

Weapons: To Hit Dam/Crit
Unarmed +7 1d8/x2
3 Section Staff +4 2d4/x2
Longbow +7 1d8/x3

Skill Points: 64
Skills: Stat Rank Mod Total
Balance +4 +4 +8
Bluff +0 +2 +2
Climb +1 +3 +4
Disable Device +4 +3 +7
Escape Artist +4 +4 +8
Hide +4 +7 +11
Jump +1 +3 +4
Listen +2 +3 +2 +7
Move Silently +4 +7 +11
Open Locks +4 +4 +8
Search +2 +5 +2 +9
Tumble +4 +4 +8
Use Rope +4 +1 +5
Spot +2 +6 +2 +10
Sleight of Hand +4 +1 +5
Diplomacy +0 +1 +1
Know(Arcana) +2 +2 4
Sense Motive +2 +2 +4

Equipment:
3 Section Staff +1 2310gp 5#
Bracers of Armor +2 4000gp
Longbow 75Gp 3#
20 Arrows with Quiver 3gp 3#
Backpack 2gp 2#
3 Days Trail Rations 1.5gp 3#
Monks Robes 5gp 2#
Potions:
Cure Moderate Wounds (5) 1500gp
Cure Light Wounds (6) 300gp
Invisibility 300gp
Lesser Restoration 300gp
Explorers Outfit 10gp 8#
Thieves Tools 30gp 1#

Weight Carried: 27# (light encumberance)
Gold: 4gp Silver: 5sp

Background:
Tarasin was once just a young (90years old)elf trying to make a life for himself on the streets of the city. He wasn't very good at thieving but made enough to get some shelter and food and sometimes entertainment. One day he was watching for potential marks, he noted an old man with a decent size purse coming down the alley..as the man passed he made his move...the next thing he knew he was on his knees looking up at the wrinkled face, while his wrist felt as though it was about to break...."Be wary of whom you touch little wolf, you may find a grizzly under all that grizzel....Tarasin struggled and managed to break free without breaking his wrist (to this day he doesn't know if the Master let him), and struck out at the smiling face, finding himself back in another hold, this time with his knee on fire with pain. The Old Man stated "My, what fire you have...I do have need of an apprentace...I think you'll do nicely."
Further struggles resulted in more pain...finally Tarasin accepted the man as his teacher (hell of a way to become a monk, but thats the Way of the Serpent).
For many years Tarasin followed Master Yelloweye, learning the ways of the snake. Traveling with his master, he learned to be patient and observant and to use his abilities learned in his life to a greater good. Master Yelloweye had a paticulare hatred of those that would imprison others against their will and sought out those with a vengance. Just recently on one of their raids of a slave caravan, Master Yelloweye was seriously injured while saving a young hafling child from a horrible fate, passing the boy off to Tarasin telling him to run and save the child, and hold the slavers back. Never disobeying his mentor, Tarasin ran, but not before seeing his master fall to a large group of slavers. Getting the boy to saftey Tarasin has vowed to compleatly break the slave trade which cost him his greatest teacher.

Appearance:
Tarasin is a well tanned elf, with a top-knot of black hair. He wears traveling clothes, only wearing his monk clothes when practicing or meditating. He is in good shape do to his constant training regime.He keeps his bow and magical staff in pristine condition as he was taught by his mentor.
He generally keeps to himself, but does show loyalty to those who have earned his respect.
 
Last edited:

Orbril, male gnome
Bard3, Druid2 Al CN; Small Humanoid

Orbril was always a curious young gnome busy lighting fires and mixing things together to try and make them go bang - or at least fizzle and give of bright sparks. Because of this his Gran (who also happened to be the Clan leader) decided to send him away to be trained as an alchemist. (His Gran was very wise and very practical and sending Orbril away was the best solution to the risk of the entire clan-burrow being destroyed in one of Orbrils 'accidents'). As such Orbril was sent to become apprentice to a master alchemist, (and good friend of his Grans who as it happened was resident fireworks maker for a troupe of travelling entertainers! Master Joglers taught Orbril how to make things which glowed, fizzled, bubbled and sometimes (if he was lucky) exploded with a flashy bang! It was great, Orbril loved it and very much excelled at the craft. But much more intriguing to the curious gnome was the entertainers, the acrobatics and beast tamers and more and more orbril found himself down amongst the performers learning the ropes and becoming a pretty good acrobat in his own right. Staying with the Circus even after Master Joglers had released him from his apprenticeship Orbril soon rose up to become master of his own Troupe – The Grand Circus Maximus. He also became interested in working with wild animals, and from this developed a close affinity with nature and so dedicating himself became a druid to learn its many ways.
It was many years later, when finally he returned home, that he learnt that the slavers had been through his homeland. His Gran was dead and half the clan taken as slaves, those few that survived looked at him with bitter eyes – for where had he been when they were left to fight! Vowing to destroy the Slavers and recover what clansmen might still survive he joined a ship and began his journey to Highport…

Orbril is a plain enough looking gnome, with mischievous eyes (a rat-bite scar above his left) and a ready smile. He likes to dress in bright colours and enjoys a good joke. He is definitely not a fighter and will avoid conflict as much as possible. If combat is required he relies heavily on ranged combat including his darts, sling and the grenadelike weapons which in many cases he has made himself - including acid flasks, alchemist fire, tanglefoot bags, oil flasks and molotov cocktails. Only when he has no choice will he call on his Hooked Hammer.

Str 11, Dex 14, Con 13, Int 14, Wis 15, Cha 16.

HP 29; Init +5; Spd 20 ft;
AC 15, (dodge 19 vs. giants); Bab +3 M 3 R 6 U 3 (+1 vs. kobolds and goblinoids)
Fort +5, Ref +3, Will +8 (+2 vs. illusions)

Languages: Common and Gnome, Druidic, Goblin, Burrower

Skills 78 Total/Rank+mods
Balance 5/3+2, Bluff 7/4+3, Climb 3/3+0, Craft Alchemy 9/5+2+2, Diplomacy 6/3+3, Escape Artist 4/2+2, Gather Information 6/3+3, Hide 9/3+2+4*, Jump 3/3+0, Knowledge (nature) 6/2+2+2**, Listen 6/2+2+2*, Move Silently 5+/3+2, Perform (Whistle) 9/6+3, Sense Motive 5/3+2, Sleight of Hand 5/3+2, Tumble 7/5+2, Use Magic Device 6/2+3. Handle Animal 4/1+3, Heal 5/3+2 Ride 4/2+2, Spellcraft 3/1+2, Spot 5/3+2, Survival 5/1+2+2**
* Racial Bonus **Nature Sense

No Ranks
Concentration (1), Decipher Script (2), Disguise (3), Swim (0),

Feats: Improved Initiative, Pointblank Shot
Animal companion (Badger), Bardic knowledge (+5), , nature sense, woodland stride; bardic music 3/day – Countersong, fascinate, inspire courage+1, inspire Competence+1

SQ–Gnome Traits (Ex): Low-light vision, Illusion DC +1
SA–Gnome Spells: dancing lights, ghost sound, and prestidigitation each 1/day. (DC 14)
Bard Spells Known (6/3/1/1) Flare, Mage Hand, Message, Open/Close, Daze, Read Magic, Charm Person, Expeditious Retreat, Sleep, Pyrotechnics, Major Image (Daily3/2 - DC13+lvl)
Druid Spells Prepared (4/3/1): Create Water, Detect Poison, Guidance, Purify Food/Drink, Cure Light Wounds, Magic Fang, Entangle, Flaming Sphere (DC12+lvl)

Equipment 9,000gp
Weapons: Darts (10) 1d3 x2 20’, 2 Returning Sleep Darts +1, Sling & Bulletts (3) 1d3 x2 50’, Dagger 1d4 19-20/x2, Gnome hooked Hammer 1d8/1d6 x3/x4, Bracers of Armor +2, Handy Haversack, bedroll, Winter Blanket, Piece of Chalk, Crowbar, Fishing Net, Silk Rope, Small mirror, Iron Pot, Pouch, Shovel, Waterskin, Alchemist Fire (10 flasks), Smokestick, Holy Water Flasks (2), Tangleffot Bags (5) and Thunderstones (5), Tindertwig (10)
Climbers Kit, Component Pouch, Healers Kit, Masterwork Whistle, Travellers Outfit, Riding Dog

Edit:Added new Magic weapon Returnign Sleep Darts (underlined)
 
Last edited:

Code:
[B]Name:[/B] Feinar Leafsiran
[B]Class:[/B] Ranger/Cleric
[B]Race:[/B] Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Ehlonna

[B]Str:[/B] 10 +0 (2p.)      [B]Level:[/B] 2/3      [B]XP:[/B] 10,000
[B]Dex:[/B] 18 +4 (6p.)      [B]BAB:[/B] +4         [B]HP:[/B] 29 (5d8)
[B]Con:[/B] 10 +0 (4p.)      [B]Grapple:[/B] +4     [B]Dmg Red:[/B] -
[B]Int:[/B] 11 +0 (3p.)      [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 18 +4 (13p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +0
[B]Cha:[/B] 12 +1 (4p.)      [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +4    +0    +0    +0    18
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      6    +0    +1    +7
[B]Ref:[/B]                       4    +3    +1    +8
[B]Will:[/B]                      3    +4     +1   +8

[B]Weapon                  Attack   Damage     Critical[/B]
+1 Longbow                +10    1d8+1           x3
                          (+8/+8 with Rapid Shot)
MW Greatsword             +5     2d6        19-20x2

[B]Languages:[/B] Common, Elven

[B]Abilities:[/B] Favoured Enemy(Giant +2), Wild Empathy, Archery Combat Style, Turn Undead

[B]Feats:[/B] Quick Draw, Rapid Shot, Track, Weapon Focus(longbow)

[B]Skill Points:[/B] 36       [B]Max Ranks:[/B] 8/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              5    +0          +5
Handle Animal              5    +1          +6
Hide                       5    +4          +9
Knowledge(nature)          5    +0          +5
Knowledge(religion)        2    +0          +2
Move Silently              5    +4          +9
Spellcraft                 4    +0          +4
Survival                   5    +4          +9

[B]Equipment:               Cost     Weight[/B]
Mithral Shirt            1,100gp   10lb
+1 Longbow               2,375gp    3lb
MW Greatsword              350gp   10lb
Arrows(40)                   2gp    6lb
Silver Holy Symbol          25gp    1lb
Gloves of Dexterity +2   4,000gp     -
Cloak of Resistance +1   1,000gp     -


[B]Total Weight:[/B] 30lb      [B]Money:[/B] 150gp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                33   66    100   200   500

[B]Age:[/B] 127
[B]Height:[/B] 5'2"
[B]Weight:[/B] 170lb
[B]Eyes:[/B] Jade Green
[B]Hair:[/B] Brown
[B]Skin:[/B] Pale

[b]Turn Undead:[/b] 4 Per Day
[b]Cleric Spells Per Day:[/b] 4/3+1/2+1
[b]Cleric Domains:[/b]
[i]Plant:[/i] Rebuke/command Plants 4 times per day. Knowledge(nature) is a Cleric class skill
[i]Sun:[/i] Perform a Greater Turning once per day
[b]Cleric Spells Prepared:[/b]
[i]0-lvl(DC 14):[/i] Detect Magic, Guidance, Mending, Purify Food/Drink
[i]1-lvl(DC 15):[/i] Bless, Obscuring Mist, Shield of Faith, Entangle(Domain Spell)
[i]2-lvl(DC 16):[/i] Hold Person, Spiritual Weapon, Barkskin(Domain Spell)

Appearance: Feinar is a fairly young looking Elf, with shoulder length brown hair that goes every direction but straight. His eyes are a jade green, calmly watching everything around him, usually accenting the calm but friendly expression on his face. Almost tall for an Elf, Feinar is still short by Human standards, and is not below(pun intended) using this to his advantage.

Background: Like most of his kind, Feinar loved the woods and forests from a young age. As he grew up, he learned the skills of hunting and tracking, quickly growing into a warrior and a tracker. He considered himself a defender of the forest for many years, until his section was overrun by Ogres. Feinar did his best to fend them off, but found there was little he could do but flee and return when he was ready.

He spent many years training, and found himself following a more spiritual path than he had every expected for himself. His path crossed with an Elven woman named Arilen, who was not too much younger than himself. Being young and impressionable, Feinar fell for her...hard. She was a follower of Ehlonna, and he quickly took up the teachings of the Lady of the Wood, eventually joining Arilen as a Cleric and warrior in the Lady's service.

The two returned to the forest together, and drove the Ogres back into the hills and out of the forest. It was not too long after, however, that Arilen was taken. Feinar truthfully does not know the details, because he was asleep when it happened. All he saw was a group of creatures moving out of the forest quickly, and Arilen was gone. Feinar hunted them, and found them to be slavers. For three years now, he has hunted the slavers, hoping against hope to find get Arilen back.
 
Last edited:

"Captain" Jack Crosstree

Male Human Rogue 2/Fighter 3 Alignment: Neutral

HP: 32
AC: 14 (+2 Dex, +1 Bracers, +1 buckler)

Saves
Fortitude: 4 (+3 Base, +1 Ability)
Reflex: 6 (+4 Base, +2 Ability)
Will: 3 (+1 Base, +2 Iron Will feat)

Initiative: 4 (+2 Dex, +2 Improved Iniative feat)

Str 13
Dex 14
Con 13
Int 14
Wis 10
Cha 16

Melee: 5 (+4 Base, +1 Ability)
Ranged: 6 (+4 Base, +2 Ability)

Skills (Max ranks 8/5)
Skill/Ranks/Ability/Total

Swim 6/2/8
Climb 6/2/8
Bluff 4/3/7
Diplomacy 5/3/8
Sense Motive 5/0/5
Profession (Navigator) 4/2/6
Profession (Pilot) 4/2/6
Intimidate 4/3/7
UMD 4/3/7
Use Rope 4/2/6
Listen 4/0/4
Spot 6/0/6
Move Silently 4/2/6
Balance 4/2/6
Profession (Sailor) 4/2/6
Knowledge (Local) 2/2/2

Feats

Captaining*
Iron Will
Expertise
Quick Draw
Improved Iniative

(*this feat is from Broadsides; I thought it was fitting for my character, given that he's a former sea captain. I can give you the details if you want them.)

Equipment

+1 rapier, +1 Bracers of Armor, 1 buckler, 1 masterwork light crossbow, 1 masterwork dagger, 50 +1 crossbow bolts, 50 normal crossbow bolts, 4 potions of cure light wounds, 1 potion of swimming, 1 Hat of Disguise, 2 sets captain's clothes (silk shirt, breeches, broadcloth coat w/gold buttons, & cocked hat; as courtier's clothes), 1 set explorer's clothes, 1 flask of Rum, 50 ft. silk rope, 1 sextant (from Broadsides, 500gp), 1 Ditty Bag (contains sail needles, sailmaker's palm, shaving razor, thread, & personal effects; 2 gp), Chart tools (from Broadsides; 15 gp), ! waterskin, 3 days trail rations, 10 torches, 2 empty vials.

(Note: I didn't calculate weight for these, because the gear Jack will carry will vary depending on where he is going. He won't carry torches and waterskins for a night on the town, and he won't carry his navigational tools, extra clothes, etc. on a trip into the dungeons. I'll calculate the weight depending on the situation & what he is carrying at any given time. Hope that's okay.)

Money,

5 irregular pearls (10 gp each), 11 gold pieces, 4 silver pieces.

Appearance

In stature, "Captain" Jack is on the short side of moderate height, with a lean, wiry build. His hair is a dark blond color, which he usually wears in a pigtail sailor-fashion. He is clean shaven, except for long sideburns which reach to his chin. His eyes are a grey color, and his face, which is generally battered and nicked with many small scars, speaks of a "rough and ready" lifestyle.

His most prominent distinguishing features consist of a scar on his left cheek, and a number of tatoos, including the manacle-and-chains symbol of the slavers, for reasons he will not go into depth about.

His favorite form of dress is a sea captain's garb, a blue broadcloth coat and a cocked hat with a great red plume in it; his stride still speaks of heaving decks and ships scuppers-under.

When asked about his history, "Captain" Jack will relate, after some hesitation, that he was born in a teeming seaport town, in "the usual circumstances; a drunk for a father an' a whore for a mother." This particular city was notorious for its slavers which are still very much active and part of the reason Jack is returning, with great reluctance.

Most children born "in the usual circumstances" end up as their parents did, poverty-stricken wrecks, drunks and thieves and prostitutes. Jack was in some ways an exceptional child; at an early age, he saw with clear eyes the squalor that surrounded him, and he made a solemn vow to "whatever gods there are up there" that he wouldn't become part of the squalid surroundings, and that his children would not be born "in the usual circumstances." He realized that the best, indeed the only way to escape the slums was to escape the city, and that meant taking to the sea.

He signed on a slave ship as a cabin boy at the age of ten. Inured to a life of suffering from birth, the idea of slaving did not, at the time, bother him much. He was an intelligent and charismatic boy, a born leader, and he rose quickly in the ranks of the slaver captains, becoming a captain himself at the age of 21.

It was a few years later that the event that would shake the foundations of his world loose hit him, in the form a slave. A slave woman, an elf, as a matter of fact, whose name was Arilen; her name now resides in a tatoo on Jack's forearm. As Jack says, "She carried herself like a queen, like royalty, you know, not like them poor broken-down wretches we usually shipped. And when she pierced me with those eyes - you wouldn't think it, but those lovely eyes could skewer like spears when they had to - well, I felt something I hadn't felt in a long time - shame. She made me ashamed of what I was, and what I done with me life. And that look made me realize that I from the moment I signed on that slave ship, I betrayed my vow to the gods. I hadn't risen above my circumstances; my circumstances overwhelmed me. I was much a wretch as those drunks and thieves on shore."

Jack used his influence as captain to see to it that Arilen was treated kindly, but there was little else he could do, at least as he sees it. Arilen was a highly valuable slave, a beautiful elf woman, and the ship's supercargo - an agent who reported directly to the slavers, saw to it that she was sold to a wizard who bid 20,000 gold pieces for her. Jack, though a sea captain, was far from affluent, and could hardly hope to match this bid. Arilen was sold, and he never saw her again.

Jack could do nothing for Arilen, but he could do something for himself - he resolved to honor his vow and drag himself out of his miserable circumstances - to extricate himself from the soul-staining business he had been in for more than half his life. It was when he tried to retire when he found that there were only two ways out of a job under the slavers - a quick death or a slow one.

But Jack decided that he had nothing to lose - even if he died, perhaps it could restore some measure of self-respect to him. By some lucky stroke - perhaps the gods he had sworn his oath to were watching him - he escaped the city alive, and his injuries left no more mark than the scar down his left cheek.

Since then, he made a living as an honest sea captain - up until the last few weeks, at any rate. He was one of the few, quite probably the only, captain to survive his former employers' - the slavers' - wrath. His ship, the LADY ARILEN, damaged by a fierce gale, was forced to put into the harbor of the city of slavers for repairs. He found, much to his dismay, that his erstwhile employers had not forgotten him. He himself survived a pair of assassination attempts, but his ship and its crew and cargo were all seized - his ship was turned into a slaver, his cargo was sold for the slaver's profit, and his crew taken as slaves.

He took the first boat out of that city, but only to regroup. He decided that the slavers had harassed him enough, and he had also gotten word (from a clerical friend) of a movement to eliminate the slavers initiated by the Church of Heironeous, after an internal scandal involving the slavers. Deciding this was the right time, he sharpened his old rapier and resolved to strike a blow (or three) for his long-lost Arilen.
 
Last edited:


Character Name: Thellys Moonshadow
Player Name: rangerjohn
Dungeon Master: Halivar
Race&Gender: Grey Elf, Male
Class&Level: Conjurer5
Alignment: Chaotic Good
Deity: Corellon Larethian
Size: Medium
Age: 254
Height: 4'11"
Weight: 97lb
Skin&Eyes: Pale Grey, Amber
Hair: Long Silver

Strength: 10 ( 0)
Dexterity: 14 (+2) 16-19 w/ cat's grace (+3-4)
Constitution: 10 ( 0), 12 periapt of health +2 (+1)
Intelligence: 22 (+6)
Wisdom: 10 ( 0)
Charisma: 9 (-1)

Fortitude Save: +2 (+1 Base, +1 Con), +2 against Enchantments
Reflex Save: +3 (+1 Base, +2 Dex), +2 against Enchantments +1 or 2 w/c g
Will Save: +4 (+4 Base, +0 Wis), +2 against Enchantments

Melee Attack: +2 (+2 Base, +0 Str)
Ranged Attack: +4 (+2 Base, +2 Dex) +1 or 2 w/ c g
Initiative: +2 (+2 Dex) +1 or 2 w/ c g

Max Weight: 33 (Light), 66 (Medium), 100 (Heavy)
100 (Over head), 200 (Off ground), 500 (Push or drag)
Movement Speed: 30/x4, 20/x4, 20/x3

Armor Class: 12 (+2 Dex) 16 w/ m a, 23 w/ shield, 24 or 25 w/ c g
Hit Points: 20 (of 20)
Experience: 10000 (need 15000)

Languages: 7 (2 Racial, +5 Int)
Common
Draconic
Elven
Gnome
Goblin
Orc
Sylvan

Skills: 58 (8/level)
Concentration +8 (+8 Ranks, +0 Con)
Decipher Script +14 (+8 Ranks, +6 Int)
Knw Arcana +14 (+8 Ranks, +6 Int)
Knw Arch/Engi +8 (+2 Ranks, +6 Int)
Knw Dungeoneer +8 (+2 Ranks, +6 Int)
Knw Geography +8 (+2 Ranks, +6 Int)
Knw History +8 (+2 Ranks, +6 Int)
Knw Nature +8 (+2 Ranks, +6 Int)
Knw Religion +14 (+8 Ranks, +6 Int)
Knw The Planes +14 (+8 Ranks, +6 Int)
Listen +2 (+0 Ranks, +0 Wis, +2 Race) +2 Alertness
Move Silently +5 (+0 Ranks, +2 Dex, +3 Familiar)
Search +8 (+0 Ranks, +6 Int, +2 Race)
Spellcraft +16 (+8 Ranks, +6 Int, +2 Synergy)
Spot +2 (+0 Ranks, +0 Wis, +2 Race) +2 Alertness, +3 within shadows
Survival +0 (+0 Ranks, +0 Wis), +2 Synergy on other planes

Abilities:
Sleep Immunity
Low-Light Vision
Weapon Proficiency: Longsword, Rapier, Longbow, Shortbow
Detect Secret Doors
Summon Familiar

Feats:
Scribe Scroll
Spell Focus: Conjuration
Augment Summoning
Extend Spell
Alertness when Socrates is within reach

Spells per Day: 4+1/5+1/4+1/2+1, 4+1/5+1/4+1/3+1 with Headband of Intellect
Spells Known: All/10/4/2
Banned Schools: Enchantment, Necromancy

Cantrips:
Abj - Resistance: Subject gains +1 on saving throws.
*Con - Acid Splash: Orb deals 1d3 acid damage.
Div - Detect Poison: Detects poison in one creature or small object.
*Div - Detect Magic: Detects spells and magic items within 60 ft.
*Div - Read Magic: Read scrolls and spellbooks.
Evo - Dancing Lights: Creates torches or other lights.
Evo - Flare: Dazzles one creature (-1 on attack rolls).
*Evo - Light: Object shines like a torch.
*Evo - Ray of Frost: Ray deals 1d3 cold damage.
Ill - Ghost Sound: Figment sounds.
Tra - Mage Hand: 5-pound telekinesis.
Tra - Mending: Makes minor repairs on an object.
Tra - Message: Whispered conversation at distance.
Tra - Open/Close: Opens or closes small or light things.
Uni - Arcane Mark: Inscribes a personal rune (visible or invisible).
Uni - Prestidigitation: Performs minor tricks.

1st Level Spells:
*Abj - Shield: Invisible disc gives +7 cover bonus, blocks magic missiles.
*Con - Mage Armor: Gives subject +4 armor bonus.
Con - Obscuring Mist: Fog surrounds you.
*Con - Summon Monster I: Calls extraplanar creature to fight for you.
Div - Comprehend Languages: You understand all spoken and written languages.
Div - Identify M: Determines properties of magic item.
*Div - True Strike: +20 on your next attack roll.
*Evo - Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Tra - Enlarge Person: Humanoid creature doubles in size.
*Tra - Feather Fall: Objects or creatures fall slowly.

2nd Level Spells:
*Con - Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
*Con - Summon Monster II: Calls extraplanar creature to fight for you.
*Con - Web: Fills 20-ft.-radius spread with sticky spiderwebs.
*Evo - Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Ill - Invisibility: Subject is invisible for 1 min./level or until it attacks.
*Tra - Cat's Grace: Subject gains +2-5 to Dex for 1 hr/level.
Tra - Darkvision: See 60 ft. in total darkness.
Tra - Fox's Cunning: Subject gains 2-5 Int for lvl/hrs
Tra - Rope Trick: As many as eight creatures hide in extradimensional space.

3rd Level Spells:
Abj - Dispel Magic: Cancels magical spells and effects.
*Con - Summon Monster III: Calls extraplanar creature to fight for you.
Div - Arcane Sight: Magical auras become visible to you.
Div - Tongues: Speak any language.
*Evo - Fireball: 1d6 damage per level, 20-ft. radius.
Ill - Invisibility Sphere: Makes everyone within 10 ft. invisible.
*Tra - Fly: Subject flies at speed of 90 ft. lvl/10 min
Tra - Haste: Target creature moves faster, +1 partial action, +4 ac
*[Extend Spell] Tra - Rope Trick: As many as eight creatures hide in extradimensional space. lvl x2/hrs

Weapons:
Masterwork Longsword (To Hit +3, Dmg 1d8, Crit 19-20/x2, Onehanded, Slashing, Mediumsized, 4lb, 315gp)
Masterwork Composite Longbow (To Hit +5, Dmg 1d8, Crit 20/x3, 110 foot, Ranged, Piercing, Mediumsized, 3lb, 400gp) +6 or 7 to hit w/ c g

Other Equipment:
Periapt of Health +2 (0lb, 4000gp)
Pearl of Power 1st (0lb, 1000 gp)
20 Arrows 3lbs, 1 gp
Backpack 2lbs, 2 gp
Waterskin, 4lbs, 1gp
Explorer's Outfit N/A
Bedroll 5lbs, 1 sp
Rations, trailx3 3lbs, 15 sp
Spell Component Pouch 2lbs, 5 gp
Spellbook, Wizard's 31bs, 15 gp
Familiar: Owl 'Socrates' 5 HD, HP 17, Size:Small, Init: +2, SPD: 10(2 sq)/Fly 40 Avg, AC: 18 (size +1, Dex +2, Natural +5), B.A.B. +2, Grapple , Attack Talons: +6, 1d6+1, Space/Reach:5/5, SQ:Low-Light Vision, Saves: F +4, R +5, W +6, Abilities: S 12, D 15, C 14, I 8, W 14, CH 4, Skills: Listen +14, Move Silently +17, Spot 6 (14 Shadows), Concentration 10, Decipher Script 7, Knw, Arc 7, Knw, Arch/Eng 1, Knw, Dungeon 1, Knw, Geography 1, Knw, Nature 1, Knw, Releg 7, Knw, Planes 7, Spell Craft 9, Survival 2 on other planes, Feats: Wpn Finesse, Wpn Focus: Talons, Evasion



Items used during Creation:
5 2nd Level Scrolls (750gp)
6 3rd Level Scrolls (2250gp)
Summon Familiar Materials (100gp)

Total Weight: 22 lb
Money: 0pp, 164gp, 4sp, 0cp

Background: Thellys grew up with a keen interest in books. He grabbed nearly any he could find. Late in his studies he found he had a knack for magic, especially conjuration. He was happy with his studies and his friends, Ellyssa his wife and of course Socrates his closest companion. All this came to an end 2 years ago, his village was raided by slavers. When it was over most of his friends lay dead and Ellyssa was captured. He would have been captured as well if not for the timely intervention of Socrates. Sense this time he has been training in the martial ways and looking for allies. So he may rescue Ellyssa and take his revenge on the slavers.
 
Last edited:

Into the Woods

Remove ads

Top