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Characters of the House of Rath

Chauzu

First Post
The following is a place for the players to store their characters' stats and update throughout the game. To keep this thread clean, let's try not to flood it with replies. Leave that for the OOC thread. Character information only. Thanks.

The cast:
Atavy, Ghostwise Halfling Ranger (Level 1) - Played by Yair
Meliria, Moon Elf Rogue (Level 1) - Played by Joshua Randall
Jand Blackstaff, Human Wizard (Level 1) - Played by Mephit James
Nysa Dawnbringer, Human Cleric (Level 1) - Played by Songdragon
Daneel, Half-Elf Bard (Level 1) - Played by Mystery Man
Persimmon Agglax, Human Marshal (Level 1) - Played by Wilphe
Khol, Half-Orc Monk (Level 1) - Played by Spacemunki
Glar Dragonsbane, Human Monk (Level 1) - Played by nonamazing
Tinos, Human Cleric (Level 1) - Played by garlicnation
Glandred, Shield Dwarf Fighter (Level 1) - Played by D20Dazza
Hito Susquawana, Deep Imaskari Sorcerer (Level 1) - Played by MummyKitty
 
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Yair

Community Supporter
Atavy, the Ghostwise Hunter

Atavy, the Ghostwise Hunter CR1
Atavy is a typicaly looking ghostwise halfling, wearing a necklece of animal teeth and some pelts over a woodcloak of mottled black, gray, and green. Beneath the cloak is a dark-red leather armor.
Male Ghostwise-Halfling, Ranger 1
Chaotic Neutral, Small Humanoid
Uses PH, FRCS, Poisoncraft
--------------------------------------------
Senses Listen +7, Spot +5
Spd 20 ft.
Languages Common, Halfling, Sylvan
--------------------------------------------
AC 18 [+4 Dex+3 armor+1 size], touch 17, flat-footed 14
Hp 10 (1d8+2 HD)
Immune -
Fort +4 [2 base+2 Con], Ref +6 [2 base+4 Dex], Will +1 (+2 vs. fear) [0 base +1 Wis]
--------------------------------------------
Init +4 [+4 Dex]
Melee Greataxe +0 (1d10-2 x3); Thrown Dart +7 (1d3-2 x2 plus poison; 20’) [1 BAB+4 dex+1 size+1 racial]
Atk Options -
Base Atk +1; GRP -1
Combat Gear
Limbweb II (Medium Spider) poison [injury DC 14, 1d4 Str/1d4 Str]; thick purple liquid with scent of lilies; 2 doses (free) on 2 poisoned darts.
--------------------------------------------
Abilities Str 7, Dex 18, Con 14, Int 12, Wis 12 Cha 8
SQ speak without sound, favored enemy, wild empathy
Feats Cautious Combatant, Track*
Skills Climb +0 [0 ranks+2 racial], Craft (poison making) +5 [4 ranks], Heal +5 [4 ranks], Hide +12 [4 ranks+4 size], Jump +0 [0 ranks+2 racial], Listen +7 [4 ranks+2 racial], Move Silently +10 [4 ranks+2 racial], Spot +5 [4 ranks], Survival +5 [4 ranks]
--------------------------------------------
Possessions [240 gp] [Light 16.5 lb. (without backpack); 17.25/34.5/52.5]
Small Greataxe [1d10 x3, 6 lb.] 20 gp
Small Kukri [1d3 18-20/x2, 1 lb.] 8 gp
Small Dart [1d3 x2, 20’, ¼ lb.] 5 sp x6 i.e. 3 gp
Small Masterwork Studded Leather Armor [+3 armor, -0 ACP, 7.5 lb.] 175 gp
Masterwork Bandoleer [FRCS; ½ lb., 12 items] 5 gp
Backpack [½ lb.] 2gp
Caltrops [2 lb.] 1 gp
Flint and Steel 1 gp
Rations, trail, per day [1/2 lb.] 5 sp
Torch [1 lb.] 1 cp
Coins 25 gp
--------------------------------------------
Speak without Sound (Su): A ghostwise halfling, unlike other halflings, can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The halfling can only spea and listen to one person at a time, and he must share a common laguage with the person or creature he speakes to telepathically, or the telepathic link fails.
Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): Atavy gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the Animal type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus [+0 total] to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Cautious Combatant This Poisoncraft feat means Atavy deson't ris poisoning himself when applying poison to his weapn or when using a poisoned weapon in combat.
Poisons Known: Atavy knows (i.e. can craft) all the poisons in the Araneida (i.e. spider) family with Craft DC 25 or less. These include:
  • Bane of Driders: blended drider poison sacks; thick, purple liquid with faint scent of vinegar; injury DC 16; 1d6 Str/1d6 Str; Craft DC 21; Price 315 gp; Exposure DC 13.
  • Corona Araneae: aged aranea arteries; lemon-colored syrup with floaral scent; injury DC 13; 1d6 Str/2d6 Str; Craft DC 21; Price 315 gp; Exposure DC 13.
  • Limbweb II: medium spider venum; thick purple liquid with scent of lilies; injury DC 14; 1d4 Str/1d4 Str; Craft DC 17; Price 136 gp; Exposure DC 6.

Background
Atavy is a ghostwise halfling that was educated and trained to become a ranger of Sheela Peyroyl, the chief deity of the ghostwise halflings. Things did not end as planned. Instead of admiring the delicate patterns of balance in nature, Atavy saw nature as a struggle for survival. Instead of brooding over long-past sins, he called for action and pride. Inevitably, he suffered the worse fate a ghostwise halfling can – exile.
In short time, he sought to his forefather’s belief, now free of the confines of society, and pursued the faith of Malar. (Although he isn’t evil, he is chaotic neutral – and will probably not agree with several tenents of Malar’s faith once he gets to know it.) When he learned that the worship of Malar was legal in the lands of Cormyr, he made his way there through the sea of stars, seeking to bolster his faith and find a new place for himself.
 
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Meliria, Female Moon-Elf Rogue1

Edit -- I've attached a picture of Meliria (from Wizards' character portraits)

Meliria
female moon-elf Rogue1
CG Medium humanoid
Init +3; Senses low-light vision, Listen +2, Spot +2
Languages Common, Elven, Gnoll

AC 15 (+2 leather armor, +3 Dex)
hp 6
Immune sleep
Fort +0, Ref +5, Will +0 (+2 vs. enchantment)

Speed 30 ft. (6 squares)
Melee longsword +2 (1d8+3*/19-20) *wielded two-handed
Ranged masterwork longbow +4 (1d8/20x3)
BAB +0; Grap +2
Atk Options sneak attack +1d6, Combat Expertise

Str 14, Dex 17, Con 10, Int 13, Wis 10, Cha 8
SQ elf traits, trapfinding
Feats Combat Expertise
Skills Bluff +3, Climb +6, Disable Device +5, Hide +7, Jump +6, Move Silently +7, Open Lock +7, Search +7, Tumble +7 (4 ranks in all skills)
Possessions traveler's outfit, leather armor, longsword, masterwork longbow*, 20 arrows, dagger, backpack (2 flasks alchemist's fire, bedroll, flint & steel, 3 days' trail rations, 50' silk rope, 2 torches, thieves' tools, waterskin); 8 pp, 6 gp, 3 sp, 9 cp; 53.4 lbs. total weight carried

* masterwork longbow = free Regional equipment

Description
Physically, Meliria is small, even for an elf: she stands just a hair over four-and-a-half feet tall and weighs a slight 87 pounds. She has jet black hair tied back in a pony tail to keep it out of her face, although a few strands are always hanging down in front of her bright green eyes.

Meliria hails from Tangled Trees, a small town in the elven forest of Cormanthor "largely populated by youngsters, warriors, adventurers, half-elves, and rogues who did not join the Retreat" (see FRCS page 124). She honed her skills (such as they are) on the not-so-mean streets of this village, but quickly tired of the local bumpkins. Recently, Meliria has arrived in Wheloon, a small city in Cormyr (see FRCS page 113).

Meliria has an inferiority complex about her small stature, so she uses big weapons (longsword and longbow) to compensate. And if there's one thing she can't stand, it's being called "Mel" -- so don't even think about doing that!

Meliria doesn't much like dwarves, Thayans, halflings (she was once mistaken for one, which she's never gotten over), gnolls, or men with too much hair -- and she won't hesitate to tell you all the reasons why.

OOC note: Although Meliria is a spiteful character, I am not a spiteful person. She will save her most withering putdowns and sarcasm for her enemies, while merely teasing her fellow PCs.
 

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Mephit James

First Post
Jand Blackstaff
Human Wizard (evoker) LN
Region: Thay
Hit Points: 4
Age: 19
Height: 5’3”
Weight: 140 lbs.
Str 8, Dex 10, Con 10, Int 18, Wis 8, Chr 13
AC: 10
Languages: Chondathan, Common, Draconic, Infernal, Mulhorandi (native)
Patron Deity: Kossuth
Familiar: Ramas (raven; speaks Draconic)

Skills: (ranks)
- Appraise +8 (2)
- Concentration +4 (4)
- Knowledge (arcane) +8 (4)
- Knowledge (geography) +8 (4)
- Knowledge (history) +8 (4)
- Knowledge (Thayan local) +8 (4)
- Knowledge (the planes) +6 (2)
- Spellcraft +8 (4)

Feats:
- Scribe Scroll [Bonus]
- Spell Mastery [Human]
- Tattoo Focus [Regional]

Spellbook
Barred Schools: Necromancy, Illusion
0-level: acid splash*, arcane mark*, dancing lights$, mage hand*, open/close*.
1st-level: burning hands#*, charm person, expeditious retreat, floating disk, light#, mage armor, magic missile#$, mount, obscuring mist*, shocking grasp#.
* typically prepared
$ bonus prepared specialization spell
# spell mastery (doesn’t need to be written in spellbook)

Equipment
48 gp, 9 sp, 5 cp
5 candles
2 sunrods
1 pound of seed for Ramas
Flask of alchemist’s fire
Spell component pouch
Quaterstaff (black, crooked)
Scholar’s Outfit
[Regional equipment]
2 Scrolls or burning hands
Scroll of comprehend languages
Scroll of identify
Scroll of low-light vision *Unapproachable East
Scroll of magic missile
Scroll of scorching ray



Habits:
[sblock]- Having been traveling by himself for some time, Jand has taken to talking out loud to Ramas, voicing his thoughts. Sometimes he does so without thinking, but usually when they are secretive thoughts he unconsciously uses the mysterious Draconic tongue. He isn't really asking Ramas's opinions, of course, but will usually answer the raven as if it has responded to him.
- Though he is reasonably well-read on the geography and history of Faerun, Jand universally refers to countries besides Thay as "hinterlands" and "wilderness." When stepping off of the merchant vessel he rode to Cormyr, for example he scoffed. "Such a buzzing," the wizard complained, "as if these barbarians have any tasks of consequence in these Cormyrian hinterlands."
- When engaged in combat, Jand enjoys gloating over well-placed spells. After striking an enemy with a magic missile, for example, he might yell: "Perhaps now you will better appreciate real power, mongrel!"[/sblock]

It would be very hard to mistake Jand Blackstaff as anything other than a foreign wizard in Cormyr. His crimson robes are marked with ostentatious sigils, with a similarly complex sign marking the tanned skin of his bald forehead. His spell components sway constantly in the breeze whenever he throws his cloak over his shoulder in a self-important manner, which is frequently. On his shoulder perches a sleek, black raven who watches everything with a sharp eye. Lastly, the casual-but-firm manner in which he holds his crooked staff of dark wood causes onlookers to eye the object with suspiscion.
If his appearance marks him as a wizard, his attitude marks him as an arrogant one. He makes no effort to hide his Thayan accent and flaunts his homeland as if he were a zulkir, which makes him either powerful or naieve and a fool.

Background
[sblock]Jand Blackstaff was born very recently. In the past year, in fact, between Aglarond and Cormyr on the Sea of Fallen Stars. Before this the short, thin wizard who now bears this name was known as Jaindis al'Tezc of Eltabbar. He was a rich merchant's son and attended a prestigious academy of Thay in his father's footsteps. He excelled at his studies, easily surpassing other students and developing a fierce pride. The professors at the academy praised him highly, increasing his sense of self-worth, and he graduated with honors and returned home to eventually take over his father's business.
To friends, Jaindis's life seemed charmed, but to enemies it looked like an easy mark. Risk comes with every success in Thay, and Jaindis's father's success had earned him many enemies. When the boy returned, the threat of a legacy was too much for rival merchants and they set a trap.
After his father's poisoning, Jaindis found his world rapidly crumbling and he found he had no choice but to leave Thay. He traveled across the oceans to western Faerun where he hopes to make a name (and fortune for himself), adopting the name Jand Blackstaff on the way. He worries often about being pursued by his father's killers, who he believes fear him for his magical ability. In truth, no one cares much about young Jand as long as he doesn't try to reclaim his father's business. Despite this paranoia, Jand is still a braggart and prideful. Changing his name had much more to do with an air of mystery and adventure than with hiding his identity, and Jand certainly makes no secret about being a Thayan and aspiring to be a Red Wizard some day. At the academy, reading about foreign wizards and lands, he began to develop a wanderlust and has used his father's death and the collapse of the family business as an excuse to strike out in the world. His plan is to make his own way for a while and then return to Thay to enter the service of the Red Wizards, using his (then) considerable travel expertise to establish enclaves and pull strings in nations across Faerun and perhaps beyond.[/sblock]
 
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Songdragon

Explorer
Nysa Dawnbringer

Appearance
( Picture: http://www.songdragon.net/pics/nysa_dawnbringer.jpg )

When adventuring, Nysa is dressed in well made banded mail, shined and well taken care of. She carries a large wooded sheild with the symbol of Lathander prominently displayed across the front. She wears her dark colored hair up as to easily place her helm upon her head. At her side is a heavy mace, the head in the form of a blazing sun colored gold. A shethed sickle is also at her side with a full boltcase and a crossbow tucked beneath her light yellow colored cloak.

When not meaning for battle or adventuring, Nysa wears her fine rose and yellow colored clerical robes, her hair is let down to flow about her, and her holy symbol made of silver ever about her neck displayed with pride.

Gender: female
Race: human (Region: Cormyr)
Age: 22 (Born on the 21st day Nightal, in the Year of the Dragon.
[sblock]
From: http://realmshelps.dandello.net/datafind/bday.shtml

Born 21 Nightal, 1352 DR.
Year of the Dragon

Born under the Sign of the Stone
and with Crescent Selûne under the sign of the Trident

Those born under the sign of the Stone are complex, tenacious and fearless. Proud and independent, they have great strength of character and rarely compromise. They thrive on challenge and have an innate belief in their own destiny.

Those born with Selûne under the sign of the Trident are quick witted, spontaneous and gregarious. They have a lively curiosity and are intelligent, persuasive speakers, enthusiastic, inquisitve and communicative. They love discussing new ideas and projects. [/sblock]
Height: 5'8
Weight: 110
Hair: black, long
Eyes: dark blue
Complexion: light

Alignment: Neutra Good
Deity: Lathander

Class: Cleric
Class Level: 1
Total Level: 1

Experience: 0
Needed Experience: 1000

Hit Points: 8
Armor Class: 18 = 10 base +6 armor +2 large sheild
(flatfooted): 18 = 10 base +6 armor +2 large sheild
(touch): 10 = 10 base

Ability Scores
Strength 13
Dexterity 10
Constitution 10
Intelligence 10
Wisdom 15
Charisma 14

Saving Throws
Fortitude +2 = +2 base +0 ability
Reflex +0 = +0 base +0 ability
Will +4 = +2 base +2 ability

Melee Attack +1 = +0 base +1 str
Ranged Attack +0 = +0 base +0 dex

Initiative +0 = +0 dex

Weapons

Heavy Mace +1 = +1 melee (1d8+1 dmg, x2 crit, bludgeoning)
Sickle +1 = +1 melee (1d6+1 dmg, x2 crit, slashing)
Light Crossbow +0 = +0 ranged (1d8 dmg, 19-20/x2 crit, piercing)

Skills
Concentration +0
Diplomacy +6 (4 ranks +2 Cha) {4of 7}
Heal +2
Knowledge (Religion) +4 (4 ranks) {4 of 8}
Listen +2
Perform (Oratory) +4 (2 ranks (4 ranks cced) +2 Cha) {completed}
Spellcraft +0
Sense Motive +2
Spot +2.

Languages
* Common
* Chondalthan

Feats
* Initiate of Lathander
* Improved Turning

Channeling
* 5 times per day
* up to 60 ft. away or total cover
* turn check: d20+4 (most powerful undead that can be effected)

Table 8-16 (pg 140 PHB)
Check result Most powerful undead turned [level]

up to 0 cleric's level -4 [0]
1-3 cleric's level -3 [0]
4-6 cleric's level -2 [0]
7-9 cleric's level -1 [1]
10-12 cleric's level +0 [2]
13-15 cleric's level +1 [3]
16-18 cleric's level +2 [4]
19-21 cleric's level +3 [5]
22+ cleric's level +4 [6]


* roll 3d6+4 (+2 level +2 Cha)
( how many HD of undead turned )
* undead flee for 10 rounds or cower if unable to flee
* if you have twice as manny levels or more then the undead has HD, you destroy any that would normally be turned.

Domains:
Glory: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
1) Disrupt undead
2) Bless weapon
3) Searing light

Renewal: if fall below 0 get 1d8+1 hp back
1) charm person
2) lesser restoration
3) remove disease

Spells: (3 0-level, 3 1st-level)
0-level (DC 12) :
1st level (DC 13) :

Equipment: (98 lbs – medium weight)

banded armor (regional benifit)
large wooden shield

heavy mace
sickle
dagger(2)
light crossbow (20 bolts)

backpack
belt pouch(2)

holy symbol of Lathander (silver)
holy water (2 vials)
spell component pouch
clerical vestments
rations (2)
waterskin (2)
rope silk 50 ft
healers kit
bedroll

Treasure
18 gp
9 sp.

Background[sblock]
Nysa was born to a minor noble family in Cormyr. As the 5th child and being a girl, she was sent off to an isolated temple of Lathander at an early age to learn. Hear family seemed to have little care for her, as they fawned over their sons for future endeavours within the kingdom.

In temple she learned to excell and learn all she could. One day while out with some other students roaming the countryside with her teacher, they small group was attacked by goblins, highly unusual due to the closeness to the temple. The teacher told her students to run for the temple and turned to defend his students from the half dozen or so goblins charging them from the treeline.

Nysa started to run but after a few steps looked back to see that her teacher was no match for the goblins as they thrust their spears into him. She froze in facintation of the battle before her and the death of one of her instructors.

It was the pounding of horse hooves that shook Nsya from her state and could see that the her instrutor was now dead, and the lead goblin was mere paces away. She turned to run, as she spotted a woman on horse back, in full armor, weilding a mace charging at her position. She watched as the horse moved past her by mere feet, and trampled down the first gobin as it sheiked out in terror. The next took a mace hit to it body and was sent flying, and this champion conintued on until every last goblin was dead.

Now gathered with the others, the champion on horseback approached and dismounted, remvoing her helm as golden locks of hair fell about her. It was at that moment that Nysa knew what she wanted to be, one of Lathander's choosen.

To that end Nysa later appraoched the woman who had saved her life, Morninglord Aurora Dawnbringer, and asked her to teach her to become a Morninglord of Lathander. Aurora put the young girl to task, making sure she would be ready when her time came.

Nysa then dropped her family name, not caring of the family who seemed to care little for her, and took up the name of Nysa Dawnbringer. She studied and practiced hard and at 22 years of age, Aurora came to Nysa and told her that she was ready to go out into the world, where she would learn the remaining lessons needed to become a Morninglord. Aurora presented Nysa with a well made suit of banded mail, and many of the other items she would need and then with a quick embrace departed leaving Nysa to depart from temple alone.[/sblock]
 

Mystery Man

First Post
Daneel

race_halfelves.jpg

Daneel CR 1
Half-Elf Bard 1
CG Medium Humanoid (Elf)
Init +6 Senses Low-light Vision, Listen +4, Spot +2
Languages Common, Elven
-------------------------------------------------------------------------------
AC 15 (Flat Footed 13, Touch 12)
hp 6 (1d6 HD)
Fort +0, Ref +4, Will +3
-------------------------------------------------------------------------------
Speed 20 ft. (4 squares)
Melee Shortsword +1 ( 1d6+1/crit 19-20/x2)
Ranged Shortbow, +2 (1d6/crit 20/x3)
Base Atk +0; Grapple +1
Atk Options
Special Actions Improved Initiative
Bard Spells Known (4) Per day (2)
0 – Detect Magic), Light, Prestidigitation, Read Magic
---------------------------------------------------------------------------------------
Abilities Str 13, Dex 14, Con 10, Int 10, Wis 12, Cha 14
SQ Immunity: Sleep Effects (Ex); +2 Saves vs. Enchantments and effects
Bard Features: Spells, Bardic Knowledge (1+Int.Mod), Bardic Music Uses: 1/day: Countersong, Fascinate, Inspire Courage (+1)
Feats Improved Initiative
Skills Balance +4, Bluff +4, Climb -2, Concentration +0, Diplomacy +6, Escape Artist +3, Gather Information +4, Hide -1, Intimidate +2, Jump -8, Knowledge (Arcana) +2, Knowledge (Planes) +1, Knowledge (Dungeoneering) +2, Knowledge (Religion) +1, Listen +4, Move Silently -1, Perform (Sing) +6, Perform (String Instruments) +6, Search +1, Sense Motive 1, Spot +2, Swim -5, Use Magic Device 0, Use Rope +2.
Possessions Shortsword; Arrows (20); Shortbow, Armor: Studded Leather. (Spell Failure 10%). Goods: Backpack; Bedroll; Blanket, winter; Coin: gp (22); Coin: sp (3) Coin : cp (8); Traveller`s outfit; Flint and steel; Lantern, hooded; Mandolin, Oil (pint); Quiver; Rations, trail (per day) (10); Rope, Hemp (50 ft.); Waterskin (full).
---------------------------------------------------------------------------------------
Description Daneel is a young half-elf with straight golden hair and pale complexion, but chiseled features.. Finely dressed, a bit foppish but with a friendly approachable attitude. His good looks can either get him out of or into trouble, usually at the same time.
Personal History Daneel has seen enough of the world to know that age does not protect you from love. But love, to some extent, protects you from age.
He is a romancer, an artist, a dreamer. Ever since he was a child, Daneel had the gift of music. He could play many instruments and his singing voice was remarkable however he preferred the mandolin. One day when he was very young, about 15 or so, he became so lost in his music that he found he could (cast light) focus on something intently and it would illuminate the darkness. His mother then sent him to study under the great bard, Layna Houria, a human.
After a time he became impatient and willful, ready to cast out on his own. It was much later, at a time when he was in dire straights that he realized his pride and arrogance. It changed him, and he takes a longer more careful view of the world. He currently travels abroad singing in taverns and inns for his supper and the joy of entertaining. He has been on some few adventures and has a interesting tale or two to tell...


There's Daneel. Ready when you are! :cool:
 
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Wilphe

Adventurer
Persimmon Aglax (normally known as Percy)

Human Marshal 1
Medium Sized Humanoid

STR 11
CON 10
DEX 12 (+1)
INT 14 (+2)
WIS 8 (-1)
CHA 16 (+3)

Init: 1
AC: 15 (+3 Armour, +1 Luck, +1 Dex)
Touch: 12
Flat Footed: 14
Hit Points: 8
BAB: 0
Saves: F 3; R 4: W 2

Melee:
Scimitar 0 1d6 18/20x2 Slashing
Dagger 0 1d4

Ranged:
MW Longbow 2* 1d8 x3 Piercing 100ft

Feats:
Skill – Focus - Diplomacy
Point Blank Shot *(+1 within 30 feet)
Luck of Heroes (+1 Luck to all saves & AC)


Minor Auras:
+3 to all allies within 60ft who can hear him (including himself)
Accurate Strike – Rolls to confirm criticals

Skills:
Bluff 4 / 7
Diplomacy 4 / 10
Handle Animal 4/ 7
K / History 4 /6
Ride 4 / 5
Sense Motive 4 / 3
Survival 4 / 3
Armour Check Penalty: -1

Region:
Dalelands

Languages:
Chondathan
Damaran
Elven

Equipment: 170 gp

MW Longbow 3lb
40 Arrows 8lb
Studded Leather Armour 20lb
Scimitar 4lb
Dagger
= 35lb (light)

Backpack with a spare set of clothes, 20 more arrows and other mundane and survival equipment 20gp
Usually dumped before combat, other wise he is at a medium load

150gp in cash.

Description:
An unremrkable pyhsical specimen with, usually neat, brown hair and dark eyes that might not see a lot, but certainly digest the implications of what they see. A calm, and relatively softly spoken individual unless there is an actual combat going on,

Background:
The last, and star pupil of a little known and defunct academy in the Dalelands. Percy drifts about as a caravan guard whilst seeking to master the art of command. He's not much of a fighter himself, but has a talent for bringing out the best in his companions. It also helps that he's a lot more courteous than the average hireling, so normally ends up dealing with guardsmen, excisemen and other disputes,
 

spasemunki

First Post
Khol

Name: Khol
RACE: Half-Orc
ALIGNMENT: Lawful Good
DEITY: Ilmater (Monastic Order of the Broken Ones)

AGE: 24
HEIGHT: 6'
WEIGHT: 200 lb
EYES: Black
HAIR: None
SKIN: Grayish
SEX: Male

Physical Description: Khol is tall and imposing, but not nearly as wide or heavyset as most
half-orcs- instead, he is composed entirely of wiry, compact mussel. He's dressed in a
sleeveless, hooded gray tunic accented with red-brown cuffs and trim. His calf-length breeches are tied tight against his lower legs, providing greater mobility. His shaven head makes clear the heavy ridges of his skull, and his skin is of a grayish tone common to half-orcs. His lower tusks protrude from his jaw, giving him a fierce, bestial appearance.

Personality: Khol is quiet and reserved, and extremely serious. He has lived his entire life
learning the ways of discipline, and absorbing the stoic attitudes of the priests and servents
of Ilmater. He has also been taught compassion, and is eager to help those in need,
particularly children and the defenseless. He is calm and unruffled in most situations, but
when an innocent is threatened or harmed, his orcish heritage emerges in a protective rage.
Because he has lived most of his life in the cloistered confines of the monastery, he knows
little about the outside world, and so is often hesitant to offer up opinions or
recommendations. He also realizes that his bestial appearance puts off many people,
contributing to making him even more shy and reserved.

Character Region: The Dalelands

History: The temples of Ilmater have long been the last refuge of the desperate in the Realms. Such was the case for the unknown parents or family of Khol, who left their apparently unwanted child on the steps of an isolated temple in the Dalelands some 24 years ago. The temple was no stranger to foundlings- indeed, its reputation for taking in any, no matter how crippled or unwanted may have guided his parents there- and soon made a place for Kohl, putting him to light housework in the temple in exchange for providing a basic education, and instructing him in the teachings of Ilmater.

But there was more to the temple than just prayers and dishwashing. The temple had once been visited by a traveling group of Tethyrian monks of Ilmater, who had taught the local Dalelands monks the martial ways. It was in these ways that Kohl soon began to be educated, each day learning more and more and soon demonstrating a natural talent for the martial arts. Kohl passed years in the temple in this fashion, his life split between hard
labor and the study of the combat arts. At times, the monks would journey to nearby towns and villages to participate in rituals honoring Ilmater, or to provide aid to poor communities. At times during these outings Kohl was exposed to the prejudice against half-orcs that is found in many communities, but his strong religious beliefs kept these encounters from fostering bitterness.

Finally, the master teacher of the temple passed away. The remaining students in the monastery were hardly equal to the task of providing Kohl with further instruction; by imitating his teachers and carefully applying himself, he had already surpassed most of the other students. Recognizing this fact, Kohl was selected by the abbot for a special duty. He would carry the ashes of his teacher to Cormyr, to return them to his master's place of birth. Additionally, Kohl was instructed that he was to seek out a new teacher for himself in the martial arts, so that he might continue to develop his skills and put them to use in the service of Ilmater. So Kohl set out from his long-time home, not knowing if or when he might return. He traveled to a small village in Cormyr, enshrining his teacher's relics in the village temple. Setting out from the village, he realized that for the first time in his life he was without any set schedule or duties, other than his charge to seek out a new teacher and to develop his own talents. The nearby city of Wheloon seemed as good a place as any to begin a journey, but somehow something seemed to always keep him from leaving...


CLASS: Monk 1

HP: 9/9
AC: 16 = 10 +2 Dex + 2 Wis
SPEED: 30 ft.
INIT: +2
BAB: +1

STR: 15 (+2)
DEX: 14 (+2)
Con: 12 (+1)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 6 (-2)


FORT: +3 = +2 Class, +1 Con
REF: +4 = +2 Class, +2 Dex
WILL: +4 = +2 Class, +2 Wis

MELEE BONUS: +3
RANGED BONUS: +3

WEAPON:
Unarmed Attack (+4, 1d6+2/20/x2)
Masterwork Quarterstaff (+4, 1d6+2/1d6+2/20/x2, 4 lb) (Regional equipment)
Dagger (+3, 1d4+2/19-20/x2, 10 ft., +2 Sleight of Hand, 2 lb)
Sling (+3, 1d4+2/20/x2, 50 ft., 0 lb)
Kama (+3, 1d6+2/20/x2, 2lb)

SKILLS:
Tumble (+2 Dex, +4 ranks)
Climb (+2 Str, +4 ranks)
Move Silently (+2 Dex, +4 ranks)
Jump (+2 Str, +4 ranks)

SPECIAL ABILITIES:
Darkvision 60 ft., Flurry of Blows (-2/-2), AC Bonus (+2)

Feats: Weapon Focus (Unarmed Attack), Stunning Fist (1/day), Improved Unarmed Strike

LANGUAGES: Common, Orc, Chondathan

MONEY: 9 gp, 1 sp

EQUIPMENT: Monk's Outfit, pouch of sling bullets (10, 5 lb), prayer beads,
Backpack (bedroll, waterskin, 5 days trail rations)
 

nonamazing

Explorer
Glar Dragonsbane

Name: Glar Dragonsbane -- (Alias: Dorn)
Race: Human
Alignment: Lawful Good
Diety: Ilmater (Order of the Yellow Rose)
Home Region: Damara
Age: 18 Height: 5'8" Weight: 125 lb.
Eyes: Grey Hair: Grey Skin: Pale Gender: Male​

Description:
Glar is young and lean, a boy just on the edge of adulthood (something of a late bloomer). He is pale and skinny, and his hands and feet seem slightly too large for his still-growing frame. The old folks say he looks very much like his grandfather did at that age. Glar also has his grandfather's grey hair and eyes, although he usually wears a hooded cloak that hides his hair and shadows his eyes. He is quite energetically youthful, and when among friends, is quick to laugh and smile. On his own, however, or in unfamiliar situations, he tends to become quiet and reserved.​
History:
Glar was a simple, lazy lad with one major problem: everyone expected him to do something major with his life. "Be an adventurer," they say, "like your wonderful grandfather was!" But Glar never asked to be the grandson of Lord Gareth Dragonsbane, king of Damara. He never wanted to be an adventurer, and he certainly didn't enjoy being forced to live up to other people's impossible standards.

So at the age of twelve, Glar ran away from home and joined the Monastery of the Yellow Rose, where he lived for the next six years, working as a servant and watching the monks from the shadows and corners. He learned the value of discipline, and by the time he was ready to go on his way, he was no longer the lazy little boy he had once been, much to his own surprise.

But he still had no interest in living up to the high expectations of his people (or was it something he found himself to afraid to face up to?). He has been travelling farther and farther south, using a false name and keeping his identity concealed. Glar, somewhat ignorant of the ways of the world, does not realize that very, very few people outside of Damara would know who he is, and even fewer still would care.

Glar is an innocent, somewhat idealistic kid who's just starting to make his way in the world. He's still learning about himself and deciding what he wants to do with his life. On the one hand, he's not particularly interested in being a hero or an adventurer. But on the other hand, if he's in a situation where people need help, he can't just stand around and do nothing.​

Monk, Level 1
Exp: 0

HP: 8/8 AC: 14 (+2 Dex, +2 Wis) Speed: 30 ft.
Initiative: +2 BAB: +0 (Melee +1, Ranged +2, Grapple +1)

Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 11 (--)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (--)
(Notes: While Glar is nimble and quick-witted, he is not paticularly large or strong. He is usually somewhat quiet, and tends to fade into the background at social gatherings.)​
Saves: Fortitude +3 (+2 Base, +1 Feat), Reflex +4 (+2 Base, +2 Dex), Will +4 (+2 Base, +2 Wis)

Attacks:
Quarterstaff ('Whistler') +1 melee (1d6+1, 20/x2)
Unarmed Strike +1 melee (1d6+1, 20/x2, nonlethal damage)

Skills:
Balance +4 (2 ranks), Climb +4 (2 ranks), Escape Artist +4 (2 ranks), Hide +6 (4 ranks), Jump +4 (2 ranks), Listen +4 (2 ranks), Move Silently +6 (4 ranks), Perform (dance) +4 (2 ranks), Speak Language (Common), Speak Language (Damaran), Spot +4 (2 ranks), Survival +4 (+2 Feat, +2 Wis), Tumble +4 (2 ranks)
(Notes: Glar's training was very informal, and his skills tend to reflect this. He knows a little bit about a broad variety of things, but has never possesed the temperment to specialize in any one thing. He did spend many of his early years assisting his mother, a hunter, and her lessons about how to stay quiet and unnoticed have always stuck with him.)​
Feats: Stunning Fist (DC 12), Survivor, Dodge, Improved Unarmed Strike
(Notes: Glar tends to be more defensive than offensive, concentrating on disabling foes and avoiding their attacks. Because his mother was a skilled hunter, Glar is used to living off the land.)​
Racial and Class Abilities:
Quick to Master (racial; bonus feat at 1st level, +4 skill points at 1st level, +1 skill point per level after 1st), Flurry of Blows (can add extra unarmed or monk weapon attack to normal sequence of attacks; all attacks that round are at -2), Improved Unarmed Damage (1d6), Monk AC Bonus (add Wisdom bonus to AC)

Equipment/Possesions:
'Whistler', weirwood quarterstaff (this staff has a number of small holes drilled into at strategic places so that when swung it produces a clear, flutelike tone)
Grey travelling cloak, hooded
Winter clothes, second-hand (and slightly too big)
Large Backpack (w/h bedroll and two blankets)
2 1 aged bottles of blueberry wine (from the Yellow Rose monestery)
Survival gear (w/h knife, flint & steel, fishing wire & hook)
Talis deck (aged and yellowing, but well-made)
Waterskin (full) and one week's worth of trail rations
The Blood Fist (a fairly large chunk of bloodstone carved into the shape of a clenched fist; given to Glar by his grandfather; worth roughly 300 gp although Glar would never sell it)​
Money: None (Glar donates all of his excess income to the poor.)

First Impressions:

These are Glar's opinions of his new companions, based on his brief early impressions of them. Names are in italics when Glar doesn't actually know that character's name yet:

Meliria -- Gosh, I've never seen an elf that short! In fact, the halfling is only a couple inches shorter than she is. I wonder if it's a senstitive topic for her? I'd better not say anything; she seems kind of grouchy.

Atavy -- This guy is spooky. Grandfather always warned me to never underestimate the little folk, and he was right! That blood-red armor, those disturbing patterns in his face paint, the way he sent words straight into my mind!--yeah, he's pretty creepy. Wait, I wonder if he can tell that I'm thinking this right now?

Jand Blackstaff -- Hmm...I've never met a real wizard before. He smells of exotic spices and perfumes, and he acts more than a little weird--especially the way he keeps talking to that raven. I don't know much about people from Thay, but this guy seems alright. A little weird, but alright.

Nysa Dawnbringer -- An elegant lady, probably a noblewoman of some sort. I'm so embarassed about mistaking her for a villianess. Oh well. She's not paying much attention to me anyway. She keeps glaring over at Jand and Tinos--she doesn't seem to like them very much, but I don't know why. Have they met before?

Khol -- Whoa! Khol is pretty tall, and tough-looking. Is he a half-orc? I'm not sure, but...the way he moves around, the way he carries himself...I think he's been trained in some sort of fighting style. He says he's a follower of Ilmater, but he didn't come from the Yellow Rose, I'm sure of that. I wonder what sort of form he practices? If it's an offensive style, then he's surely a devastating combatant, with size and mass like that behind his blows.

Tinos -- Jand's friend, I think. Well, they're both from the same country, I guess, which doesn't really mean much to me, since I know next to nothing about Thay. While Jand is kind of weird, he's also fairly laidback--Tinos is the opposite. There's an intensity in his eyes that's kind of scary.

Glandred -- One of my grandfather's adventuring companions was a dwarf named Glandred, and the two of them are really similar in a lot of respects. I have to keep reminding myself that this dwarf here is not my Aunt Glandred, but a total stranger who happens to look sort of the same.

Not met: Persimmon, Hito, Daneel
 
Last edited:

garlicnation

First Post
Code:
[B]Name:[/B] Tinos
[B]Class:[/B] Cleric
[B]Race:[/B] Human(Thayan)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CG
[B]Deity:[/B] Kossuth

[B]Str:[/B] 14 +2 (6p.)      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B]  8 -1 (0p.)      [B]BAB:[/B] +0         [B]HP:[/B] 12 (1d10+2)
[B]Con:[/B] 10 +0 (2p.)      [B]Grapple:[/B] +3     [B]Dmg Red:[/B] 0/-
[B]Int:[/B]  9 -1 (1p.)      [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 16 +3 (10p.)     [B]Init:[/B] -1        [B]Spell Save:[/B] 13
[B]Cha:[/B] 14 +2 (6p.)      [B]ACP:[/B] -9         [B]Spell Fail:[/B] n/a

            [B]   Base  Armor  Sheild  Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]         10    6      2       -1   +0     +0   +0    17
[B]Touch:[/B] 9               [B]Flatfooted:[/B] 17

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

[B]Weapon                      Attack   Damage     Critical[/B]
Longsword                   +2       1d8+2      19-20/x2

[B]Languages:[/B] 
Common

[B]Abilities:[/B]
Destruction domain
      Smite 1/day
Suffering domain
      Pain touch 1/day
Command Undead 5/day

[B]Feats:[/B]
Discipline
Martial Weapon Proficiency(longsword)

[B]Skill Points:[/B] 20 [B]Max Ranks:[/B] 4/2.0
[B]Skills                      Ranks  Mod  CP    Total[/B]
Appraise                    0      -1   0     -1
Balance                     0      -1   -9    -10
Bluff                       0      2    0     2
Climb                       0      2    -9    -7
Concentration               4      0    +2    6
Craft                       0      -1   0     -1
Diplomacy                   0      2    0     2
Disguise                    0      2    0     2
Escape Artist               0      -1   -9    -10
Forgery                     0      -1   0     0
Gather Information          0      2    0     0
Heal                        0      3    0     0
Hide                        0      -1   -9    -10
Intimidate                  0      2    0     0
Jump                        0      2    -9    -7
Knowledge (religion)        4      -1   0     3
Listen                      0      3    0     3
Move Silently               0      -1   -9    -10
Ride                        0      -1   0     -1
Search                      0      -1   0     -1
Sense Motive                0      3    0     3
Spot                        0      3    0     3
Survival                    0      3    0     3
Swim                        0      2    -18   -16
Use Rope                    0      -1   0     -1


[B]Equipment:                  Cost  Weight  Armor/Shield Bonus[/B]
Cleric's Vestments          N/A   N/A
Splint mail                 200gp 45lbs   +6
Heavy Steel Shield          20gp  15lbs   +2
Unholy symbol, silver       25gp  1lb
Spell Component Pouch       5gp   2lbs
Longsword                   15gp  4lbs

[B]Total Weight:[/B]67lb      [B]Money:[/B] 135gp 0sp 0cp

                       [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]            67    133   200  400   1000

[B]Age:[/B] 25
[B]Height:[/B] 5'7"
[B]Weight:[/B] 185lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Brown
[B]Skin:[/B] White

Spells Per Day:
0: 3
1st: 2+1

Appearance: Tinos has a fire in his eyes that reflects his devotion to Kossuth. He is very average in all of his features, but something about him makes him look deadly. He usually wears his longsword under his vestments, but when he takes it out, he looks fearsome.

Background: Tinos lived in the Thayan temple for Kossuth. He knows Jand from his interesting conversations about arcane magic, which Tinos is fascinated with, and about the outside world. Tinos was left at the doorstep of the temple when he was but a baby and has lived in it ever since. Since he isn't as idealistic as most of the other clerics there, he was charged with being the sentinel of the temple, should the need ever arise. Now, at 25 he is on a journey to become closer, and maybe even see Kossuth, and wont mind some action more exciting than the temple while he is gone.
 

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