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<blockquote data-quote="Kichwas" data-source="post: 1148597" data-attributes="member: 891"><p>Sure...</p><p></p><p></p><p>Here are four PCs I'm trying to pick one from:</p><p></p><p>**********************************************************************</p><p></p><p><strong>Tultetika</strong>, female grey elf child of nature sorcerer level 1</p><p>Strength 10, Dexterity 14, Constitution 10, Intelligence 14, Widsom 10, Charisma 18</p><p><strong>Feat</strong>: Spellcasting Prodigy.</p><p>Align: Neutral, Hit Points:4</p><p><strong>Fort</strong>: +0 Ref: +2 Will: +2</p><p></p><p><strong>Special Abilities</strong>: bonus nature's ally spells at +1 caster level. Magic will not harm animal, beast, magical beast, or plant. Usual grey elf stuff.</p><p></p><p><strong>Skills</strong>: 16 pts</p><p>Bluff +8[4], Spellcraft +5[3], Profession: Sailor 2, Concentration +4[2], Handle Animal +5[1], Ritual +3[1], Use Magic Device +5[1].</p><p></p><p><strong>Spells (5/5)</strong>:</p><p>Level 0-Detect Magic, Summon (small viper), Daze, Message</p><p>Level 1-Summon Nature's Ally I, Sleep, Charm Person</p><p></p><p><strong>Familiar</strong>: Sanano, female parrot from the Volven jungle</p><p>Gives Tultetika 4 languages: Svimohz, Reanaarian, and two more (to match campaign location).</p><p></p><p><strong>Equipment</strong>: Longbow, Longsword, Arrows (20), Shoulder bag [backpack], Traveler's outfit, Waterskin, spell component pouch, 18gp in jewelry, 1gp, 10sp.</p><p></p><p><strong>Languages</strong>: High and Low elven, Merchant's Tongue, Svimohz, Celestial, Sylvan, Reanaarian, Kalamaran, Draconic.</p><p></p><p><strong>Background</strong>: Tultetika is an unusual grey elf in that the call of wild grew strong in her. Distant, even for one of her kind, at some point in her youth she simply wandered off. There is a period of decades she does not fully recall. When at last the mind returned she found herself among the people of Zha-Nehzmish -where the sea called to her with an unresistable urge. She left aboard a pirate vessel -where her elven arrogance proved to make her among the most savage in her crew. A few years, maybe a decade, and in time she left them. Something to do with a wraith and betrayal by a crew grown tired of being put in their place. Left for dead in the seas drained of her great power, she eventually found herself amongst the lesser races again. Sanano, her only true friend, found her there and awoke in her once again the spark it seems to take to get one of her kind to see the world for it's now state rather than the dream state they otherwise exist in.</p><p></p><p>[OOC: Tultetika may have been as high as level 10 at one point, but she was drained by a wraith under the control of her comrades and thrown into the sea to die. This could have been a week ago, or as much as five decades ago. When a grey elf 'loses focus' they lose time as well. Or at least as I'm playing her.]</p><p></p><p><strong>Personalty</strong>: Tultetika can be as charming and graceful as a sylph, or as cruel and condescending as the darkest of the unseelie. She will see anything but an elf as a lesser creature, even if she learns to respect it's talents. She has a strong bond with the natural world that seems to fuel her magics, and will often lose herself in natural phenominon.</p><p></p><p><strong>Appearance</strong>:</p><p>See this miniature:</p><p><a href="http://www.reapermini.com/fantasy/gallery/view_photo.php?set_albumName=2700s&id=2711_G" target="_blank">http://www.reapermini.com/fantasy/gallery/view_photo.php?set_albumName=2700s&id=2711_G</a></p><p></p><p>**********************************************************************</p><p></p><p><strong>Sisi-Minona Aziri</strong>, half-elven bard level 1.</p><p>Strength 10, Dexterity 14, Constitution 12, Intelligence 14, Wisdom 8, Charisma 16 (28 points)</p><p>Align: Chaotic Neutral, Hit Points:7</p><p>Fort: +1 Ref: +4 Will: +1</p><p><strong>Feat</strong>: Extra Bardic Music (Ult. Feats and Song & Silence)</p><p></p><p><strong>Special Abilities</strong>: the usual half-elf and bard stuff. Bardic Music 5/day</p><p></p><p><strong>Skills</strong>: 32 pts</p><p>Bluff +7[4], Diplomacy +8[3+2], Perform [Dance] +7[4], Perform [Sing] +6[3], Appraise +3[1], Balance +3[1], Deciper Script +3[1], Gather Info +7[2+2], Hide +3[1], Knowledge [Art/Music] +3[1], Listen +2[2+1], Move Siltenly +3[1], Ritual +3[1], Sense Motive 3[4], Search +3[+1], Spellcraft +3[1], Spot 0[+1], Tumble +3[1], Use Magic Device +4[1]</p><p></p><p><strong>Spells (2/-)</strong>:</p><p>Level 0-Filtch (R&RII), Summon (specific CR <=1 critter pending -R&RII), Mage Hand, Daze</p><p></p><p><strong>Equipment</strong>: Entertainer's outfit (*2), traveler's outfit, Shoulder bag [backpack], waterskin, sap, Shortbow, arrows [20], whip, spell component pouch, Mirror, Sewing Needle, Soap (1 lbs), Mule, Riding Saddle, Saddlebags, belt pouch, 8gp, 0sp, 70gp in jewelry.</p><p></p><p><strong>Languages</strong>: Svimohz, Brandobian, Low Elven, Kalamaran</p><p></p><p><strong>Background</strong>: Born a slave in Vrandol, Sisi-Minona was trained for a life as a concubine. At 19 she was sold for 130 gold and set to be shipped off to Bet-Kalamar. Her ship was taken by pirates along the way, and Sisi-Minona found herself bound for the markets in Prompeldia after some time among the pirates. An asault by The Brotherhood of the Broken Chain however won here freedom. Sisi was given clothes, a handful of silver, and dropped off at the nearest port. She had no idea what to do with herself -having never been free- so she sold herself as an indentured servant for a period of five years to a band of traveling entertainers. There she honed her singing and dancing as well as concubine skills until her contract was at an end, and she was let go [at the location the game begins]. It was during this time that she also made careful observation of her free companions, in order to learn the basics of surviving on her own. She is now 26 and a cross in appearance between a wood elf and a Svimohz-human (looks sort of like a mix of african and korean with pointy ears).</p><p></p><p><strong>Personality</strong>: Sisi-Minona uses the family name of her mother's master, Aziri. She is not fully comfortable with being on her own, and is thus a little unwise to the ways of the world. Sisi views her sexuality as a commodity -it is not a source of joy, pleasure, pain, or remose -merely of gaining advantage. She likewise sees people mostly in terms of what they want from her or what she can get from them. She has no set goals other than surviving and improving her lot. Some would say she is shallow, and this is a product of her background. For Sisi, morality is a non existant concept -everyone's just out to get advantage over everyone else, people are both users and get used.</p><p></p><p><strong>Appearance</strong>:</p><p>See this miniature: (on the left)</p><p><a href="http://www.reapermini.com/fantasy/gallery/view_photo.php?set_albumName=2400s&id=2448_G" target="_blank">http://www.reapermini.com/fantasy/gallery/view_photo.php?set_albumName=2400s&id=2448_G</a></p><p>**********************************************************************</p><p></p><p><strong>Famaril Sepiter</strong>, Kalamaran human Basarin Dancer level 1</p><p>Strength 10, Dexterity 16, Constitution 10, Intelligence 14, Widsom 10 ch14</p><p>Align: Neutral Good, Hit Points:6</p><p>Fort: +2 Ref: +5 Will: +0</p><p><strong>Feats</strong>: Combat Expertise, Improved Disarm</p><p></p><p><strong>Special Abilities</strong>: Dancer's Fitness +1</p><p></p><p><strong>Skills</strong>: 36 pts</p><p>Balance +6[3], Climb +2[1+1], Concentration +3[1], Diplomacy +6[4], Escape Artist +5[1+1], Gather Info +5[3], Jump [+1], Knowledge [Nobility and Royalty] +3[1], Listen [2], Move Silently +7[4], Perform [Dance] +6[4], Slight of Hand +4[1], Spellcraft +3[1], Swim [1], Tumble +7[3+1], Use Magic Device +3[1], Use Rope +4[1], 4 UNSPENT (need to allocate still)</p><p></p><p><strong>Spells</strong>: (2/-)</p><p>Level 0-Dancing Lights, Daze, Prestidigitation, Flare</p><p></p><p><strong>Equipment</strong>: rapier, crossbow, bolts[20], entertainer's outfit (*3), backpack, Mirror, signet ring, waterskin, sewing needle, spell component pouch, Mule, Riding Saddle, Saddlebags, Soap (1 lbs), 5gp, 10sp, 52gp in jewelry</p><p></p><p><strong>Languages</strong>: Kalamaran, Fhokki, and Kors Hobgoblin.</p><p></p><p><strong>Background</strong>: Baron Sepiter had four sons and five daughters. Which is not a good thing when you have little land and not much wealth. A common situation in parts of the empire, too many young nobles with nothing to do and no way to make an honest living. After all, nobles can't work -peerage wouldn't allow such. So Famaril -as daughter five and child eight was sent away to Bet Urula to study under the dancers. The family would no longer have to pay for her -their obligations would be satisfied. Famaril spent her teen years learning the exotic art and living under the idealistic view of being a servant to the empire. In a few short years -with her training done- Famaril returned home.</p><p>To an unwelcome house. Father out of the way her eldest sibling had taken charge. Like jealous wolves, rivals were no longer welcome to the pack. Famaril made her way into the world -not looking back. A spring in Bet Kalamar and she found the empire heartless. Famaril took to the roads, part of a traveling carnival. She kept her noble titles to herself and let the shows carry her. When the seasons came round again, and the Carnival made for the heart of the empire Famaril said her goodbyes and set off on her own.</p><p></p><p><strong>Personality</strong>: Like any Kalamaran Famaril knows well the skills of intrigue and betrayal. It is not the life she chooses however, Famaril is an unusually decent minded Kalamaran. She prefers to live life among the 'common people' and will also go to lengths to win their hearts when she travels. She is perhaps the most disdainful of arrogant nobility, and it is only in encounters with them that she will reveal her titles -after insults have been made. Famaril journeys to learn about life, in all it's colors. She wants to see the people of the world -the people she was born to rule over with a cruel hand, the people she is rapidly finding much more complex and worthy than her class wishes to allow.</p><p></p><p><strong>Appearance</strong>:</p><p>Famaril is a Kalamaran woman with red hair who stands 5'3" and weighs 115 lbs.</p><p></p><p></p><p>**********************************************************************</p><p><strong>Jynko</strong>, Dejy Human Druid Level 1</p><p>Strength 10, Dexterity 14, Constitution 10, Intelligence 14, Widsom 16 Charisma 10</p><p><strong>Align</strong>: Neutral, Hit Points:8 AC: 12 (10 Flat)</p><p>Fort: +2, Ref: +2, Will: +5</p><p><strong>Feats</strong>: Martial Prof-longbow, Spellcasting Prodigy</p><p><strong>Special Abilities</strong>: Druid stuff</p><p></p><p><strong>Skills</strong>: 24 points</p><p>Concentration [1], Craft [Bowmaking] +3[1], Diplomacy [1], Handle Animal [4], Heal +4[1], Knowledge [nature] +5[3], Listen +5[2], Profession [Herbalism] +4[1], Ride +3[1], Ritual +3[1], Spellcraft +3[1], Spot +6[3], Survival +6[3], Swim [1]</p><p></p><p><strong>Spells</strong>: (3/2)</p><p>Commonly Memorized:</p><p>Level 0- Detect Poison, Dawn (MotW), Shockwave (RR)</p><p>Level 1- Hawkeye (MotW), Entangle</p><p></p><p><strong>Animal Companion</strong>: Enshy - Wolf, Trained to defend.</p><p></p><p><strong>Equipment</strong>: Longbow, arrows[40], </p><p></p><p><strong>Languages</strong>: Kalamaran, Dejy, Druidic, Sylvan</p><p></p><p><strong>Background</strong>: It's been a long journey for Jynko, walking the world from north to south. Born in the Deshada mountains near Slen, Jynko is a Dejy with traces of Fhokki ancestry in her blood, lightening her hair color. Jynko began her wanderings when the call of the wild took her from her family farm. The first winter was the toughest, but she perservered and made her way south. Jynko stayed to the mountains throughout her journey, only venturing out in rare moments. Her goal has been a mystery, but it has something to do with seeing the ocean -facing south. Something that came in a vision. Along the way Jynko has faced a number of trials -a year as a slave to a Kalamaran merchant taught her a new tongue, and a winter with Dryads another. In the last year she came out of the P'Rorul Mountains to find an imense jungle, something Jynko had never imagined in her northern youth. She wandered as a child with open curiosity, a trait which cost her dearly. Caught by goblins and traded to a small band of hobgoblins in exchange for three swords and an aging cow, Jynko and her wolf Enshy were brought into one of the southern cities -bound for the slave markets and remote lands. When she saw the sea Jynko knew she had to fight, she was not facing south. In the night she and Enshy broke free, killed their captures, and set out once again...</p><p></p><p><strong>Personality</strong>: Jynko is driven by the wilds, and what urges call to her. She has little time or patience for civilized company, and does little to understand it. Her time as a slave in Kalamaran lands has taught her some of the ways of men, and they are not much to her liking -somewhere in the Kalasali woods a shallow grave attests to what she will do to win her freedom. It has recently been matched by the body's of three hobgoblins floating in the waters off Pagalido. Jynko is wild, feral, like the wolf at her side. She is a northern tigress -savage and beautiful, worthy of respect and fear.</p><p></p><p><strong>Appearance</strong>:</p><p>See this miniature:</p><p><a href="http://www.i-kore.com/site1/images/galleries/celtos/large/12309.jpg" target="_blank">http://www.i-kore.com/site1/images/galleries/celtos/large/12309.jpg</a></p><p>Which is roughly accurate, only imagine a deep golden skin tone. Jynko is 4'8" 85 lbs, 17 years of age. She left home at 13.</p><p>**********************************************************************</p><p></p><p><strong>d20 Notes</strong>:</p><p>Filtch and Summon (specific creature) are from Relics and Rituals II.</p><p>Shockwave is from Relics and Rituals.</p><p>Hawkeye and Dawn are from Masters of the Wild.</p><p>Ritual skill is from Releics and Rituals.</p><p>Child of Nature if from Quintessential Sorcerer.</p><p>Extra Bardic Music is from Mongoose's Ultimate Feats (CD XI), or Song and Silence.</p><p>The Parrot Familiar is from Salt and Sea Dogs.</p><p>Spellcasting Prodigy is from the FRCS.</p><p></p><p>**********************************************************************</p></blockquote><p></p>
[QUOTE="Kichwas, post: 1148597, member: 891"] Sure... Here are four PCs I'm trying to pick one from: ********************************************************************** [b]Tultetika[/b], female grey elf child of nature sorcerer level 1 Strength 10, Dexterity 14, Constitution 10, Intelligence 14, Widsom 10, Charisma 18 [b]Feat[/b]: Spellcasting Prodigy. Align: Neutral, Hit Points:4 [b]Fort[/b]: +0 Ref: +2 Will: +2 [b]Special Abilities[/b]: bonus nature's ally spells at +1 caster level. Magic will not harm animal, beast, magical beast, or plant. Usual grey elf stuff. [b]Skills[/b]: 16 pts Bluff +8[4], Spellcraft +5[3], Profession: Sailor 2, Concentration +4[2], Handle Animal +5[1], Ritual +3[1], Use Magic Device +5[1]. [b]Spells (5/5)[/b]: Level 0-Detect Magic, Summon (small viper), Daze, Message Level 1-Summon Nature's Ally I, Sleep, Charm Person [b]Familiar[/b]: Sanano, female parrot from the Volven jungle Gives Tultetika 4 languages: Svimohz, Reanaarian, and two more (to match campaign location). [b]Equipment[/b]: Longbow, Longsword, Arrows (20), Shoulder bag [backpack], Traveler's outfit, Waterskin, spell component pouch, 18gp in jewelry, 1gp, 10sp. [b]Languages[/b]: High and Low elven, Merchant's Tongue, Svimohz, Celestial, Sylvan, Reanaarian, Kalamaran, Draconic. [b]Background[/b]: Tultetika is an unusual grey elf in that the call of wild grew strong in her. Distant, even for one of her kind, at some point in her youth she simply wandered off. There is a period of decades she does not fully recall. When at last the mind returned she found herself among the people of Zha-Nehzmish -where the sea called to her with an unresistable urge. She left aboard a pirate vessel -where her elven arrogance proved to make her among the most savage in her crew. A few years, maybe a decade, and in time she left them. Something to do with a wraith and betrayal by a crew grown tired of being put in their place. Left for dead in the seas drained of her great power, she eventually found herself amongst the lesser races again. Sanano, her only true friend, found her there and awoke in her once again the spark it seems to take to get one of her kind to see the world for it's now state rather than the dream state they otherwise exist in. [OOC: Tultetika may have been as high as level 10 at one point, but she was drained by a wraith under the control of her comrades and thrown into the sea to die. This could have been a week ago, or as much as five decades ago. When a grey elf 'loses focus' they lose time as well. Or at least as I'm playing her.] [b]Personalty[/b]: Tultetika can be as charming and graceful as a sylph, or as cruel and condescending as the darkest of the unseelie. She will see anything but an elf as a lesser creature, even if she learns to respect it's talents. She has a strong bond with the natural world that seems to fuel her magics, and will often lose herself in natural phenominon. [b]Appearance[/b]: See this miniature: [url]http://www.reapermini.com/fantasy/gallery/view_photo.php?set_albumName=2700s&id=2711_G[/url] ********************************************************************** [b]Sisi-Minona Aziri[/b], half-elven bard level 1. Strength 10, Dexterity 14, Constitution 12, Intelligence 14, Wisdom 8, Charisma 16 (28 points) Align: Chaotic Neutral, Hit Points:7 Fort: +1 Ref: +4 Will: +1 [b]Feat[/b]: Extra Bardic Music (Ult. Feats and Song & Silence) [b]Special Abilities[/b]: the usual half-elf and bard stuff. Bardic Music 5/day [b]Skills[/b]: 32 pts Bluff +7[4], Diplomacy +8[3+2], Perform [Dance] +7[4], Perform [Sing] +6[3], Appraise +3[1], Balance +3[1], Deciper Script +3[1], Gather Info +7[2+2], Hide +3[1], Knowledge [Art/Music] +3[1], Listen +2[2+1], Move Siltenly +3[1], Ritual +3[1], Sense Motive 3[4], Search +3[+1], Spellcraft +3[1], Spot 0[+1], Tumble +3[1], Use Magic Device +4[1] [b]Spells (2/-)[/b]: Level 0-Filtch (R&RII), Summon (specific CR <=1 critter pending -R&RII), Mage Hand, Daze [b]Equipment[/b]: Entertainer's outfit (*2), traveler's outfit, Shoulder bag [backpack], waterskin, sap, Shortbow, arrows [20], whip, spell component pouch, Mirror, Sewing Needle, Soap (1 lbs), Mule, Riding Saddle, Saddlebags, belt pouch, 8gp, 0sp, 70gp in jewelry. [b]Languages[/b]: Svimohz, Brandobian, Low Elven, Kalamaran [b]Background[/b]: Born a slave in Vrandol, Sisi-Minona was trained for a life as a concubine. At 19 she was sold for 130 gold and set to be shipped off to Bet-Kalamar. Her ship was taken by pirates along the way, and Sisi-Minona found herself bound for the markets in Prompeldia after some time among the pirates. An asault by The Brotherhood of the Broken Chain however won here freedom. Sisi was given clothes, a handful of silver, and dropped off at the nearest port. She had no idea what to do with herself -having never been free- so she sold herself as an indentured servant for a period of five years to a band of traveling entertainers. There she honed her singing and dancing as well as concubine skills until her contract was at an end, and she was let go [at the location the game begins]. It was during this time that she also made careful observation of her free companions, in order to learn the basics of surviving on her own. She is now 26 and a cross in appearance between a wood elf and a Svimohz-human (looks sort of like a mix of african and korean with pointy ears). [b]Personality[/b]: Sisi-Minona uses the family name of her mother's master, Aziri. She is not fully comfortable with being on her own, and is thus a little unwise to the ways of the world. Sisi views her sexuality as a commodity -it is not a source of joy, pleasure, pain, or remose -merely of gaining advantage. She likewise sees people mostly in terms of what they want from her or what she can get from them. She has no set goals other than surviving and improving her lot. Some would say she is shallow, and this is a product of her background. For Sisi, morality is a non existant concept -everyone's just out to get advantage over everyone else, people are both users and get used. [b]Appearance[/b]: See this miniature: (on the left) [url]http://www.reapermini.com/fantasy/gallery/view_photo.php?set_albumName=2400s&id=2448_G[/url] ********************************************************************** [b]Famaril Sepiter[/b], Kalamaran human Basarin Dancer level 1 Strength 10, Dexterity 16, Constitution 10, Intelligence 14, Widsom 10 ch14 Align: Neutral Good, Hit Points:6 Fort: +2 Ref: +5 Will: +0 [b]Feats[/b]: Combat Expertise, Improved Disarm [b]Special Abilities[/b]: Dancer's Fitness +1 [b]Skills[/b]: 36 pts Balance +6[3], Climb +2[1+1], Concentration +3[1], Diplomacy +6[4], Escape Artist +5[1+1], Gather Info +5[3], Jump [+1], Knowledge [Nobility and Royalty] +3[1], Listen [2], Move Silently +7[4], Perform [Dance] +6[4], Slight of Hand +4[1], Spellcraft +3[1], Swim [1], Tumble +7[3+1], Use Magic Device +3[1], Use Rope +4[1], 4 UNSPENT (need to allocate still) [b]Spells[/b]: (2/-) Level 0-Dancing Lights, Daze, Prestidigitation, Flare [b]Equipment[/b]: rapier, crossbow, bolts[20], entertainer's outfit (*3), backpack, Mirror, signet ring, waterskin, sewing needle, spell component pouch, Mule, Riding Saddle, Saddlebags, Soap (1 lbs), 5gp, 10sp, 52gp in jewelry [b]Languages[/b]: Kalamaran, Fhokki, and Kors Hobgoblin. [b]Background[/b]: Baron Sepiter had four sons and five daughters. Which is not a good thing when you have little land and not much wealth. A common situation in parts of the empire, too many young nobles with nothing to do and no way to make an honest living. After all, nobles can't work -peerage wouldn't allow such. So Famaril -as daughter five and child eight was sent away to Bet Urula to study under the dancers. The family would no longer have to pay for her -their obligations would be satisfied. Famaril spent her teen years learning the exotic art and living under the idealistic view of being a servant to the empire. In a few short years -with her training done- Famaril returned home. To an unwelcome house. Father out of the way her eldest sibling had taken charge. Like jealous wolves, rivals were no longer welcome to the pack. Famaril made her way into the world -not looking back. A spring in Bet Kalamar and she found the empire heartless. Famaril took to the roads, part of a traveling carnival. She kept her noble titles to herself and let the shows carry her. When the seasons came round again, and the Carnival made for the heart of the empire Famaril said her goodbyes and set off on her own. [b]Personality[/b]: Like any Kalamaran Famaril knows well the skills of intrigue and betrayal. It is not the life she chooses however, Famaril is an unusually decent minded Kalamaran. She prefers to live life among the 'common people' and will also go to lengths to win their hearts when she travels. She is perhaps the most disdainful of arrogant nobility, and it is only in encounters with them that she will reveal her titles -after insults have been made. Famaril journeys to learn about life, in all it's colors. She wants to see the people of the world -the people she was born to rule over with a cruel hand, the people she is rapidly finding much more complex and worthy than her class wishes to allow. [b]Appearance[/b]: Famaril is a Kalamaran woman with red hair who stands 5'3" and weighs 115 lbs. ********************************************************************** [b]Jynko[/b], Dejy Human Druid Level 1 Strength 10, Dexterity 14, Constitution 10, Intelligence 14, Widsom 16 Charisma 10 [b]Align[/b]: Neutral, Hit Points:8 AC: 12 (10 Flat) Fort: +2, Ref: +2, Will: +5 [b]Feats[/b]: Martial Prof-longbow, Spellcasting Prodigy [b]Special Abilities[/b]: Druid stuff [b]Skills[/b]: 24 points Concentration [1], Craft [Bowmaking] +3[1], Diplomacy [1], Handle Animal [4], Heal +4[1], Knowledge [nature] +5[3], Listen +5[2], Profession [Herbalism] +4[1], Ride +3[1], Ritual +3[1], Spellcraft +3[1], Spot +6[3], Survival +6[3], Swim [1] [b]Spells[/b]: (3/2) Commonly Memorized: Level 0- Detect Poison, Dawn (MotW), Shockwave (RR) Level 1- Hawkeye (MotW), Entangle [b]Animal Companion[/b]: Enshy - Wolf, Trained to defend. [b]Equipment[/b]: Longbow, arrows[40], [b]Languages[/b]: Kalamaran, Dejy, Druidic, Sylvan [b]Background[/b]: It's been a long journey for Jynko, walking the world from north to south. Born in the Deshada mountains near Slen, Jynko is a Dejy with traces of Fhokki ancestry in her blood, lightening her hair color. Jynko began her wanderings when the call of the wild took her from her family farm. The first winter was the toughest, but she perservered and made her way south. Jynko stayed to the mountains throughout her journey, only venturing out in rare moments. Her goal has been a mystery, but it has something to do with seeing the ocean -facing south. Something that came in a vision. Along the way Jynko has faced a number of trials -a year as a slave to a Kalamaran merchant taught her a new tongue, and a winter with Dryads another. In the last year she came out of the P'Rorul Mountains to find an imense jungle, something Jynko had never imagined in her northern youth. She wandered as a child with open curiosity, a trait which cost her dearly. Caught by goblins and traded to a small band of hobgoblins in exchange for three swords and an aging cow, Jynko and her wolf Enshy were brought into one of the southern cities -bound for the slave markets and remote lands. When she saw the sea Jynko knew she had to fight, she was not facing south. In the night she and Enshy broke free, killed their captures, and set out once again... [b]Personality[/b]: Jynko is driven by the wilds, and what urges call to her. She has little time or patience for civilized company, and does little to understand it. Her time as a slave in Kalamaran lands has taught her some of the ways of men, and they are not much to her liking -somewhere in the Kalasali woods a shallow grave attests to what she will do to win her freedom. It has recently been matched by the body's of three hobgoblins floating in the waters off Pagalido. Jynko is wild, feral, like the wolf at her side. She is a northern tigress -savage and beautiful, worthy of respect and fear. [b]Appearance[/b]: See this miniature: [url]http://www.i-kore.com/site1/images/galleries/celtos/large/12309.jpg[/url] Which is roughly accurate, only imagine a deep golden skin tone. Jynko is 4'8" 85 lbs, 17 years of age. She left home at 13. ********************************************************************** [b]d20 Notes[/b]: Filtch and Summon (specific creature) are from Relics and Rituals II. Shockwave is from Relics and Rituals. Hawkeye and Dawn are from Masters of the Wild. Ritual skill is from Releics and Rituals. Child of Nature if from Quintessential Sorcerer. Extra Bardic Music is from Mongoose's Ultimate Feats (CD XI), or Song and Silence. The Parrot Familiar is from Salt and Sea Dogs. Spellcasting Prodigy is from the FRCS. ********************************************************************** [/QUOTE]
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