Characters from Banewarrens d20

Veridian Turnlover (what his stats will most likely be after this sunday)
Medium Size 5' 5" 97 lbs. 130yr old male Wood Elf
Rogue 30ft move Init +4 Lvl: 4 Hp: 18+d6 AC: 17/13/14 Bab: +3 Fort: +1 Ref: +9 Wil: +1 Hero Points: 3
Feat: Charlatan, Point Blank Shot
Abilities: immune to sleep, +2 vs. Enchantments, low light
vision 60 ft, +2 Listen/Spot/Search, Auto. Detect Secret Doors, +2 Dex -2 Con, Prof: Comp. Longbow/Shortsword/Rogue Weapons/Light Armor, Sneak Attack 2d6, Evasion, uncanny dodge(dex bonus), Search for Traps
Str 13 +1
Dex 18 +4
Con 10 +0
Int 14 +2
Wis 10 +0
Cha 8 -1
Items: MWStudded Leather, shortsword, MW Mighty Comp Shortbow (+2), quiver 20 arrows, bedroll, backpack, other stuff, disguise kit, Thieves Tools, travelers outfit
8gp, 2sp
Class Skills (ranks): Bluff 8 (7), Disable Device 5 (3), Disguise 10 (7), Hide 11 (7), Listen 9 (7), Move Silently 11 (7), Open Lock 11 (7), Search 9 (7), Spot 9 (7), Tumble 6 (2), Use Magic Device 6 (7), Read Language (2)
total skill points: 70
Languages spoken: Elf, Common, Others
xp. ??? need 10000 for lvl 5

Tactics:
Run Run, Catch Me If You Can
Two white streaks in a head of black hair frame a handsome yet serious elven face. Wearing black clothing, armor, and weaponry to prevent notice in the shadows, he is still able to blend in with his surroundings whatever they may be. Though still relatively new at his profession, his natural elven dexterity has given him the upper hand in most situations, wether fending off blows or running then hiding from the people trying to deliver them. However if in a battle and forced to fight he can be deadly with his bow, especially at close range. A man of mystery, definately knows what he wants and how to get it. Dichotomous at times as a result of both his upbringing and recent events, but loyal to a fault when given the opportunity. Slow and methodical, he prefers to go around traps rather than take the chance trying to disarm them. However Veridian is an elf with a ticking clock. He bears an incurable cancer on his neck that no priest nor master of the arcane has yet been able to rid him of. As such he has little tolerance for fools who are too wrapped up in their daily troubles to see the changes in the world moving around them. His heavy hand with bribe money and accomplished prevaracating skills give him more than enough ability to cope with this however. His eyes and ears give him much to see and hear, and his training gives him the ability to do so with excellent accuracy. As yet only Timmay has the missing piece of the puzzle, and as such is the one he most trusts to take orders from. To the rest of the party his sometimes unusual behavior is something of an enigma.
 
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Timmay bought the farm.:eek:

If Veridian hadn't been 20ft up in the air. he would've been done for too.

and Ulfgar too was lucky that Erik and Bartol killed the bear early.
 


update

Bartol Pinesheaf

Deceased.:eek:

a near party TPK.

actually should've been but Olgar was playing nice with the surviving member.
 

Richter Belmont

"Richter Belmont" male human Fighter 4: CR 4; AL LN; Size M; HD 4d10+4; hp __ (30); Init 2; Spd 30 ft.; AC 15 (Touch 12, Flat-footed 13; Atk 4 (Melee +5 Armor Spikes 1d6+1; Melee +6 Bastard Sword 1d10+1 19-20 x2), or +9/7 (Ranged Masterworked Whip 15' 1d2+3 (Subdual) x2); SV Fort +4, Ref +3, Will +2; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 12; Height 5 ft. 7 in.; Exp: 6950; Hero Points: 4

Weapon Abilities: Armor Spikes: Grapple; Whip: Trip

Languages Spoken: Common, Celestial

Skills (ranks are in parenthesis): Spot 2 (1), Listen 2 (1), Search 1 (0), Intimidate 3 (2), Bluff 1 (0), Hide 2 (0), Move Silently 2 (0), Gather Information 2 (1), Diplomacy 1 (0), Knowledge (Arcana) 1 (0), Knowledge (Adventuring) 3 (2), Knowledge (Religion) 2 (1), Knowledge (Undead) 8 (7), Craft (Weapon) 6 (5), Sense Motive 2 (1); Exotic Weapon Profficency (Whip), Weapon Focus (Whip), Point Blank Shot, Rapid Shot, Sworn Enemy (Undead/ +1 attack bonus), Weapon Specialization (Whip)

Class Abilities: Profficient with all Simple/Martial Weapons, Profficient with all Armor and Shields, 3 Bonus Feats

Racial Abilities: 4 extra skill points at 1st level, extra skill point each additional level after 1st, 1 extra feat

Possessions: 1 Week Food, Purple Cloak, Masterwork Whip "Death's Rest", Bastersword "Death Maker", Potion of Cure Mod Wounds (2d8+5), Masterworked Studded Leather, Masterworked Armor Spikes, Silver Holy Symbol, Noble's Outfit, Small Steel Mirror, 1 vial of Holy water, Signet Ring, 30 gp


History:
Richter Belmont, 21, comes from the noble house of Belmont in Suzail, the capital of Cormyr. While his mom, Karyn, and his father, Trevor, own a smithy, they do not receive their income directly as they are employed by the church of Kelemvor. While employed, the family always had access to the churches resources if it could be expended. The Belmonts are very closely tied to a underground sect of Kelemvorites in Suzail. While they have been involved in the community and have acted help others, people still fear the Belmont family due to their association with the god of the dead. It may be the fact they devote their lives to studying and destroying the undead or it may be the family's long standing historical conflicts with Velsharoon and his followers. When the community needs help with the undead, they go to the Belmont Family and even though the folk fear them, they are their only hope. The family is generally treated with contempt but people still talk and are 'nice' to them because of the ocassionally a family member has demonstrated positive qualities and earned respect.

The Belmonts support Sthavar and the Princess Regeant. One of Richter's relatives was a Purple Dragon before he passed on. Combat has always been a regular part of the lives of the Belmont family. Most adult members are veterans of some combat and martial weapons and training are common place. While they are experts with most weapons, the Belmont family uses whips. While mos familys have a patriarchy, the Belmont family has a Meritocracy. That is where the one with the most talent rules the family. As a child, it is taught to fight if it does not exhibit magical nature. If the child can grasp the use of the whip, he or she is set to learn to master it and then become a paladin or cleric of Kelemvor, on the path to become a Hunter.

Richter has had a few interesting relatives. Sonya Belmont was the first female Hunter of the Belmont Bloodline. It is said she became a Paladin in the order of Kelemovor and she quested for a weapon to destroy a powerful dracolich. Although she was never seen again, it is rumored among the family that Sonya did find a weapon powerful enough to slay undead.

Another relative was Ericc Belmont, a high priest of Kelemvor. He didnt quite master the whip as all Belmonts do, but exhibited extraordinary magic from birth. So Ericc was sent to a temple to Kelemvor where he grew and left to take care of a vampiric threat in Daggerdale. He was never heard from again.

The last of Richter's ancestors was one, Simon Belmont, and a great omen was spoke about him. He was to face a powerful vampire, Marquis du Valencourt and rise as his protege'. When the family found out the prophecy, they sent him away into hiding and through an event of twisted Fate, he ran into the Marquis and was turned. He was confronted by a young man, although its not known who, and a ritual was performed to give him his soul back. Although the spell worked and was lost, the Marquis killed the young man and he, too, arose. Simon had to know face this young vampire and his creator. He fought them both and barely survived. He sat on the temple steps to Kelemvor and waited for the sun to rise. When the priest opened the doors in the morning, the wind was scattering the ashes to the four winds.

Growing up, Richter was taught at the church. He learned about Kelemvor, Mystra, Velsharoon and the history and anatomy of undead. He also learned how to speak celestial so he could speak to various clerics. As a teenager, he learned a little about magick. He didn't really like it that much because most magick, it seemed, was to prolong life and create undead. He did, however, learn that Kelemvor's magicks tended to destroy the undead. Richter understood that Kelemvor loved Mystra but it didn't explain how come Mystra and Kelemvor allowwed Elminster to live so long by prolonging life. That just wasn't natural. When he left the church, he worked at his family's shop, Belmont's Battlement, for a while and he learned how to make weapons. The whip he carries, he made himself.

Richter's early childhood didn't hold much excitement besides watching his family work, learning at the church and listening to his father's tales of slaying undead. During his young teen years, a local wizard had summoned and skeletons and zombies and Richter saw his father leave to fight them. He took the whip he crafted and ran after his father. Richter soon became surrounded by skeletons and in the distance, Trevor saw some young man being attacked. As he rushed forward, the figure took out the 4 skeletons and to Trevors surprise, their stood Richter, a little bloody, but standing. It was then trevor knew his son had mastered the whip and was destined to become a Hunter.

Richter's mom and dad (Karyn and Trevor) are both alive and well living in Suzail. He is the oldest of 3 children. He has a brother, Drake, who is 19 and a sister, Belinda, who is 16. Drake has shown an affinity for getting himself out of trouble with the law and Belinda is training at a local wizards academy. She has shown a great affinity for magick. Karyn's mom and dad have passed on due to old age, but Trevor's parents are still alove. His grandmother, Sara, loves to bake and has her own bakery, Sara's Delights, and his grandfather, Johnn, is a retired Hunter. Richter has always loved listening to his grandfathers stories of the mighty undead and how he used to slay them. Richter has an aunt, uncle and a cousin on his mom's side and on his fathers side he also has an aunt, uncle and a cousin. His moms sister is named Rhea Morris and she is married to his uncle John Morris. Their child his named Gregory Morris. His dads sister is named Laura Belmont and she is married to Charles Belmont. Their son is named Zacharie Belmont. As of late, Richter has been set upon by very deadly and mysterious circumstances. The stalker seems to know Richters weaknesses and strengths. He isnt sure who is after him, but he believes someone inside the Belmont Bloodline is after him. He isnt sure what is going on but he is bound to find out.

Richter has loved one person. A young man named Brandon Lecarde. They were out together just hanging around when they were set upon by a few zombies. Richter wasn't quick enough and the zombies set upon Brandon and he died before Richter could save him. Richter tries not to get emotionally involved with anyone because he still feels guilty and responsable for Brandon's death.

During Richter's life, something happened and the path of his life changed. He had a dream of Kelemvor guiding him to Peldan's Helm and told him to find his church to prove his worth. He couldn't receive help from his parents, this was his test. So he packed up, bade his family goodbye and left to Peldan's Helm. Along the road he met a young Dragonslayer named Fiddle Skipstone. Theytraveled to Peldan's Helm and there, ran into another set of people seeking shlter from the biting winter. Now, an elderly elf named Elliar has asked him to clear out a temple of undead and another haughty elf talks about a mummy in the barrows to the south. Richter knows his life is about to change. Forever.
 
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Fiddle Skipstone

Fiddle Skipstone (Pepto's Cousin) "Dragonhunter"

S 12 +1
I 13 +1
W 10
D 18 +4
Cn 12 +1
Ch 8 -1

Lightheart/Strongfoot Hin 3'4" 35lbs. male 25yrsold Neutral Brandobaris Ranger 1/Rogue 3 small Hp: 25 Ref +8 For +4 Wil +2 move 20 BAB +3 AC: 19/18 Init +4 Hero points: 3
Feat: Weapon Finese (dagger), Point Blank shot, TWF, Ambidex, track, favored enemy: dragons, simple & martial weapons, handcrossbow, lt & med armor, shield prof, sneak attack +2d6, evasion, uncanny dodge
Languages: chondathan, common, halfling, draconic
Items: MW short sword, MW silver dagger, MW stud leather, buckler, infinite slings, silver dagger, backpack, MW thieves tools, continual flame coin, MW bandoleer, 50'silkrope, winter gear 67pp16gp9sp, 3jade gems, MW shortbow, 13 arrows, MW blue dragon glove, curved dagger, potion invis.
Skills: Wilderness lore 4(4),Heal 1(1),MS 11(5),HS 13(5),DD 10(7),
Listen 7(5), OL 11(5), Search 6(5), Spot 3(3), Use MD 0(1),DesScr 2(1), Read lips 2(1), Gather info 0(1), bluff 0(1), Disguise 0(1),
Innuendo 1(1),Sense Motive 1(1),Tumble 9(5), UseRope 5 (1),Appraise 2(1), Climb 2(1), Diplomacy 0(1), Swim 2(1), Jump 3,PP 5(1)
total skill points: 59
XP. 7178

Fiddle.jpg
 
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added a new player to the group. but he won't make the next session. since he is an ENWorld regular maybe you'll see a new character added to the lists...
 

I am that new player, and here is the character:

Ozlo Sullygrub

Ozlo Sullygrub: Male gnome Sor4; CR 4; Small-size humanoid (gnome); HD 4d4+8; hp 21; Init +2; Spd 20 ft.; AC 13 (touch 12, flat-footed 11, Mage Armor 18, flat-footed Mage Armor 16, touch Mage Armor 15); Atk +2 melee (1d6-1/x2, club/cudgel), or +4 ranged (1d8/19-20 x2, light crossbow); SA +1 bonus to attack rolls against kobolds and goblinoids, cast dancing lights, ghost sound, and prestidigitation 1/day, speak with burrowing animals 1/day; SQ Low-light vision, +2 bonus on saves against illusions, +4 dodge bonus against giants, spells, familiar benefits; AL CG; SV Fort +3, Ref +7, Will +5; Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 14. Height 3' 5", Weight 42#, Age 58 yrs. Exp. 6000, Hero Points: 4.

Languages Spoken: Chondathan, Common, Gnome, Sylvan, Draconic.

Skills and Feats (ranks): Concentration +6 (4), Craft (Alchemy) +5 (1), Hide +6 (0), Knowledge (Local) +3 (1), Knowledge (Nature) +5 (3), Knowledge (Fey) +3 (1), Listen +5 (1), Spellcraft +3 (1), Spot +4 (2), Survival +2 (2), Profession (Cook) +2 (2); Spellcasting Prodigy, Extend Spell
Special Qualities: Familiar Benefits: Grants Alertness when within reach (already added above), share spells, empathic link (1 mile), familiar may deliver touch spells.
Spells Known (Cast 6/7/4; base DC = 13 + spell level, Caster level 4th.): 0--detect magic, detect poison, enchanting flavor, lesser charm, light, mage hand; 1st--color spray, mage armor, magic missile; 2nd--alter self.
Signature Possessions: Scrolls: alarm, expeditious retreat (2), grease, shield (2), sleep, endure elements, comprehend languages, detect thoughts, invisibility, minor image, mirror image; cure light wounds potions (3).

Red: Male fox familiar: CR 1/4; Small Animal; HD 1/2d8; hp 10; Init +4 (Dex); Spd 40 ft.; AC 17 (+1 size, +4 Dex, +2 natural); Atk +1 melee (1d4, bite); SQ scent; Face 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +2, Ref +6, Will +1; Str 11, Dex 19, Con 11, Int 2, Wis 12, Cha 7. Skills: Hide +12, Listen +5, Move Silently +9, Spot +5, Swim +3. (Source: Dragon 291)

Background: The Sullygrubs have been in Hidden Vale as long as there have been gnomes in Hidden Vale. At least that's how Rollo Sullygrub tells it. And Rollo's son Ozlo believes everything his father tells him. For this Rollo is proud. Now if he could only have taught Ozlo a respectable trade, he would have been even more proud. Ozlo never took to the family business of alchemy and brewing. He seemed to be doing well as a cook, until he admitted that his secret ingredient was a simple spell to "spice" things up. The results were delicious, but it seemed like cheating to use magic every time, never learning the right way. His mother could work for hours, kneading dough, selecting and picking the perfect gorseberries, and mixing spices to make a fitting pie. Ozlo could just throw a few berries in a pie shell, sprinkle a pinch of whatever seasonings were on hand, and mumble a few words of Sylvan to bring the magic that made the best pies in the Vale.

For simple magic to come easy was normal for a gnome, so when Ozlo first started using spells to get through everyday life no one thought it strange. His earliest memories are of finishing his chores as quickly as possible, again with the use of a spell or two, and then dashing off to the woods to play. Ozlo loved to spend afternoons in the forest with his Auntie Pello. She always seemed to have time for a game or just to collect acorns and rocks. She knew the names of every creature and plant Ozlo could find. She was patient, answering his questions and teaching him new tricks now and again. But it was never like the illusions they tried to teach him in school. That was all about reading from books and memorizing words, carefully and endlessly preparing, just to cast a spell. When Auntie Pello would show him it was more like helping him remember how to do something he had done hundreds of times before. And he could do it over and over again, without any needless studying.

Ozlo never talked about the time he spent with Auntie Pello, he just assumed his parents knew where he was and what he was doing. But as he grew older he spent less and less time with her, and they grew apart. He was nearly a grown gnome when his mother asked him how he learned the spell that made the gorseberry pies so good. Surprised she did not know, he simply said "Auntie Pello taught me." Tears welled up in his mother's eyes, and she hugged him and held him for the longest time. Then she took him to his father as if she were giving the man bittersweet news. Rollo explained "Scrub, Pello Sullygrub's not actually your Aunt. She's a little too old for that. Pello was around long before the gnomes came to Hidden Vale, centuries ago. It's said she's fey-touched. I don't know what's true and what's not about that. If you believe the tales, and your mom certainly does, Pello fell in love with some fey creature, and he somehow made her fey. She went off to live with the faeries, and was happy there for longer than you or I will even live. But fey are immortal, or close to it, and that makes it hard for them to marry for life. Eventually, the fickle fey move on, leaving love behind. When Pello's love left her, she couldn't adapt to that way of life. It's said she'll never love another like that."

"She tried to come back and live with gnome-folk, and did okay for a couple of generations. Even had some children of her own. But watching her own young ones, as well as an entire community, be born, grow old, and die, then watching their children and their children's children do the same was too much for her. She left to ask the fey to make her mortal again, and either they can't do it or they won't. All she wants is to come back to the Vale and live a normal life, grow old herself and finally pass on."

That's when Ozlo learned that his innate spellcasting abilities were a gift from his Auntie Pello, his fey-touched ancestor. But the story did not end there. His father went on to explain that the fey are said to know how to make or find an elixir called the Blood of Time. Some call it the Kiss of Death. Any fey who drinks the potion loses their mortality. They simply start aging, and evenually die. One can see why this would be a closely-guarded secret, but Pello only wants it for herself. The fey know this, and so are too wary for her. She has given up searching directly, and instead watches over her kinfolk. Every few generations one such as Ozlo comes along, a gnome with enough fey to search for the elixir, but not enough that the fey themselves would suspect him. Because she calls herself their Auntie, these gnomes refer to themselves as Pello's nephews and nieces. Pello never directly asks for their help, but all know it is expected.

Ozlo accepted this news in his usual manner, taking it in stride. He had often dreamed of going out into the world and adventuring, so this was the perfect opportunity. And maybe he could even help his Auntie Pello, who taught him so much. He left the Vale less than a month later, inviting Red, his favorite fox, to come along, and has returned only once in the past four years. He brought gifts for his family and friends, and they presented him with a nice stack of written spells to help him on his way. Knowing that he could not learn spells in the traditional manner, each of them had written their favorite spell for him, so that he could use it later. His father had a nice leather scroll organizer made, to keep the spells safe, and Ozlo always thinks of home when he uses one of the gifts. His quest has been a slow one, but he knows that if he is to ever find the fey-folk, and trick the trickers out of one of their most hidden secrets, he will need many more experiences. So every adventure that presents itself is another chance to learn something new, about the world and about himself, and to get one step closer to honing his abilities to the point where he is ready to challenge the fey.

In meeting others around the Dalelands, Ozlo has been surprised by the expectation that he go by only one name. Gnomes love names almost as much as they love games, so Ozlo has taken to using all the names he has ever been given, and acquriing even more. In the Vale he was called Ozlo, Oz, Ozzie, Ozzie the Odd, Odzie, Sully, Grub, Grubworm, Sullyworm, the Nephew, the Pieman, Wormfox, Digger, and Jumpstick, among others. He is likely to give any name to strangers. If a "regular" name is expected by someone he sees on a regular basis he usually gives Oz or Sully. But only the first time he is asked, after that any name is fair game.
 

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Re: Fiddle Skipstone now 3.11ed compliant

diaglo said:
Fiddle Skipstone (Pepto's Cousin) "Dragonhunter"
S 12 +1
I 13 +1
W 10 +0
D 18 +4
Cn 12 +1
Ch 8 -1
Xp 10324
Lightheart/Strongfoot Hin 3'4" 35lbs. male 25yrsold
Neutral Brandobaris Ranger 2/Rogue 3 small Hp: 25+d8 Ref +11 For +6 Wil +2 move 20 BAB +4 AC: 19/18 Init +4 Hero pts: 3
Feat: Weapon Finese, Point Blank Shot, TWF, track, favored enemy: dragons, simple & martial weapons, handcrossbow, lt & med armor, shield prof, sneak attack 2d6, evasion, uncanny dodge, wild empathy
Languages: chondathan, common, halfling, draconic
Items: MW short sword, +1 curved short sword, MW silver dagger, MW stud leather, MW buckler, MW shortbow, 20 arrows, potion hiding, potion levitate, potion cure sr, 2 potions cure lt, infinite slings, silver dagger, signet ring, backpack, MW thieves tools, continual flame platinum coin, MW potion belt, 50'silkrope, MW bandoleer, black & green cloak, MW dragonskin gauntlet, winter gear, 67pp34gp20sp 6tradebars
Skills: Survival 8(8),Heal 1(1), Ride 5(1), MS 11(5), HS 13(5), DD 10 (7), Listen 7(5), OL 11(5), Search 8(7), Spot 3(3), Use MD 0(1),
DesScr 2(1), Read lips 2(1), Gather info 0(1), bluff 0(1), Disguise 0(1), Innuendo 1(1), Sense Motive 1(1), Tumble 9(5), UseRope 5(1), Appraise 2(1), Climb 6(1), Diplomacy 0(1), Swim 2(1), Jump 3,
PP 5(1), Handle Animal 0(1), Knowledge Ad 2(1)
total skill points: 68
 
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