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(Characters) Spilt Blood and Spreading Blight

ender_wiggin

First Post
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Terra Glowbrook ----------------------------------------------CR 5
Human Druid 5
NG Medium humanoid (human)

Init: +6, Senses: Listen +11, Spot +11
Languages: common

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AC 15, touch 12, flat-footed 13
hp 28 (5d8+5)
Fort +4; Ref +1; Will +4

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Spd: 30 ft (trackless step, woodland stride)
Melee: Rosethorn +4 (1d8+1)
Ranged: masterwork sling +6 (1d4)
Base Atk: +3; Grp +3
Attack Options: Dodge
Special Attacks:
Combat Gear: potion of cure moderate wounds x2,
potion of invisiblity, potion of fly, beads of uncanny
growth
Spells Prepared (CL 5th, +3 touch, +5 ranged touch):
3rd -- Call Lightning, Daylight
2nd -- Barkskin, Lesser Restoration, Summon Nature's
Ally II

1st -- Cure Light Wounds, Faery Fire, Longstrider,
Speak With Animals

0th -- Light x2, Create Water, Purify Food and Drink,
Detect Poison


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Abilities: Str 10, Dex 14, Con 12, Int 11, Wis 16, Cha 13
SQ: Wild Empathy, Nature Sense, Animal Companion,
Resist Nature's Lure, Wildshape (1/day)
Feats: Dodge, Mobility, Improved Initiative
Skills: Concentration +11 (8), Listen +11 (8), Spot +11
(8), Sense Motive +11 (8)
Possessions: combat gear, Rosethorn (+1 scimitar),
masterwork studded leather, ring of protection +1
Wildshape (Su): when Terra wildshapes into a leopard,
she has the following statistics:

Medium Animal (leopard)
Init +4, Senses: low-light vision 60 ft; Listen +8,
Spot +8

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AC 15, touch 14, flat-footed 11
Fort +5; Ref +7; Will +4

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Spd: 40 ft, climb 20 ft.
Melee: Bite +6 (1d6+3), 2 claws +1 (1d3+1)
Ranged:
Base Atk: +3; Grp +6
Attack Options: Rake
Special Attacks: Improved Grab, Pounce

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Abilities: Str 16, Dex 19, Con 15, Int 11, Wis 16, Cha 13
SQ: low-light vision, scent
Feats: Alertness, Weapon Finesse
Skills: Balance +12, Climb +11, Hide +8, Jump +11,
Listen +8, Move Silently + 8, Spot +8

Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

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Appearance

Personality

Background
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Damon Steelhand -------------------------------------------------
CR 2
Human Fighter 2
LG Medium humanoid (human)

Init: +2, Senses: Listen +0, Spot +0
Languages: common

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AC 17, touch 15, flat-footed 12
hp 19 (2d10+4)
Fort +5; Ref +2; Will +0

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Spd: 20 ft
Melee: heavy flail +5 (1d10+5) x2 on 19-20
Ranged: composite longbow (+2) +4 (1d8+2) x3 Range 110'
Base Atk: +2; Grp +5
Attack Options: Power Attack, Cleave

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Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12
Feats: City Slicker, Cleave, Combat Reflexes, Power Attack
Skills: Craft (weaponsmith) +4 (4), Gather Information +5 (4), Knowledge (local) +4 (4), Swim +0 (3)
Possessions: Arrows (20), Backpack, Bedroll, Belt Pouch, Blanket (Winter), Flint & Steel, Heavy Flail, Longbow (Composite +2), Masterwork Breastplate Armor, Sunrod (2), Waterskin

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Appearance
Damon as a youthful appearance about him. He has short red hair, with a red goatee. While lounging around town, he tends to wear loose-fitting common clothing, with black boots. While in combat, however, Damon wears proudly his set of masterwork breastplate armor, created for him by his adopted father. He prefers wielding his heavy flail in combat, but also has a composite crossbow with a quiver of arrows slung across his back.

Personality
A soft-spoken young man, Damon is most noted for his kind manner and his hard work ethic. While normally even-keeled and rational, Damon sometimes loses this rationality when on the battlefield facing the undead hordes that killed his parents. Damon is also shy around those he does not know, but has no problem being open amongst the people of Fort Rogan, his adopted family.

Background
Damon Steelhand was the only son of Eldon and Maris Steelhand in 1219 AGR. Damon looked up to his father, a great fighter in the service of the Ambian Empire. When the War of Nine Graves broke out, Eldon, like many others, were the first to fight back the undead hordes. And while his father fought valiantly against the undead assaults against their hometown of Emmech for the first few months of the war, the town eventually fell to the undead hordes. Damon lost both his father and his mother that day, but he managed to be saves by his father's friend, a blacksmith named Regin Altwood. Regin and Damon, along with other survivors of Emmech, fled to Fort Rogan. Young Damon, then 12 years old, vowed to gain revenge against the dead that claimed his parents.

Over the following five years, as the soldiers of the Empire fought the hordes, young Damon found himself unofficially adopted by the people of Fort Regan. While he spent a lot of his time either helping his adopted father, Regin, supply the equipment that the fighters of Fort Rogan needed, he also took the time to help the soldiers himself. Damon would spend large amounts to time around the fighters' barracks, helping them repair their armor or weapons. The soldiers saw him as a spot of joy in this dismal War, and, either out of concern or out of pity, would teach him some fighting skills. In particular, Damon caught the eye of Alfonso Dir Garend, commander of the forces of Fort Rogan, who saw promise in the boy.

And while the War of Nine Graves ended for others, the fighting continued on for Fort Rogan. Once Damon reached the age of 17, he was officially accepted into the ranks of the forces defending the fort. The entire town was proud of him that day, and his adoptive father gave him a present he had been working on for months: his very own suit of intricately-designed breastplate.

Now, Damon fights for his adopted home, and when not in the service of his commander, he spends his time in town, having come to call many of its residents friends and adoptive family. Lately, he has been found spending his free time attending Sister Hayden's services: some say to find through religion what he once lost, while others say it is because he has developed a crush on the sister.
 

Thanos ----------------------------------------------ECL: 2
Human Warlock 2
CG Medium humanoid (human)

Init: +2, Senses: Listen +0, Spot +0
Languages: Common

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AC 16, touch 12, flat-footed 14
hp 12 (2d6+2)
Fort +1; Ref +2; Will +3

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Spd: 30 ft
Melee: Heavy mace +0 (1d8-1)
Ranged touch: Eldritch blast +3 (1d6)
Base Atk: +1; Grp +0
Attack Options: Point blank shot
Special Attacks: Eldritch blast, Invocations
Invocations Known (CL 2, +0 touch, +3 ranged touch, Save DC: 14 + level):
Least -- Eldritch spear (2nd), Beguiling influence, (2nd)

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Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 10, Cha 18
SQ: Detect magic
Feats: Wild talent, Point blank shot
Skills: Knowledge (arcana) +3 (2), Knowledge (religion) +3 (2), Knowledge (planes) +3 (2), Sense Motive +4 (4), Spell craft +6 (5), Use magic device +9 (5)
Possessions:
Nobles outfit
Belt pouch
Merchants scale
Waterskin
Bedroll
Chest
Backpack
Iron pot
Trial rations
Trail rations
Heavy mace
Chain shirt
Platinum: 22
Gold: 8
Silver 4

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Appearance
Thanos is 16 yrs old and stands at about 5'8" with a slight build, grey eyes, black hair, and a dark complexion. He is handsome in a sort of mysterious exotic way, and generally wears nice clothes, but nothing to flashy. While adventuring he wears his chain shirt with a heavy mace at his side.

Personality
Very curious and outgoing. Tends to be bipolar in a very subtle way, mostly conflicts of morals that he wages within himself. Has excellent body language and tends to get others to see his way.

Background
Thanos has no memory of his life before he arrived at Fort Rogan, the night the undead hordes were pushed back and it seemed the entire world was celebrating. A group of soldiers coming home found him being attacked by a straggling group of skeletons. They came upon the fourteen-year-old hurling bolts of raw magic at the monsters. They fought off the undead creatures and began questioning the boy. When they found that he had no memory, they decided to take him back to Sister Maria. Right away Maria could sense the great evil lurking inside the boy, but also the good and pureness inside his heart. Intrigued by the conflict warring in his soul, she decided to take him in and help him.

Sister Maria taught Thanos the rights and wrongs of the world, but left her religious beliefs to herself, giving him the opportunity to choose where his spirituality lies. She taught him of magic, religion in general, and had him trained in basic combat. She tried to answer any questions he had about his unique abilities, but otherwise never brought them up. This lead Thanos to believe that his talents should not be exposed to everyone he meets. At first some were suspicious of his mysterious origins, but soon his charm and knack for interacting with others won most people over.

Thanos now works for Samuel Esterdark, acting as a representative when Samuel is away or helping him smooth out business deals with his social graces. Thanos has a home of his own now, but he still visits Sister Maria everyday and talks about philosophy, the rest of the world, and anything else that comes up.
 
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Lalamil Emorure ----------------------------------------------CR 2
elf bard 2
CG Medium humanoid (elf)

Init: +6, Senses: Listen +4, Spot +4
Languages: common, elven, orcish

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AC 15, touch 12, flat-footed 13
hp 11 (2d6+0)
Fort +0; Ref +5; Will +3

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Spd: 30 ft
Melee: Rapier +2 (1d6+1 18-20x2)
Ranged: longbow +3 (1d8)
Base Atk: +1; Grp +1
Attack Options: -
Special Attacks: -
Combat Gear: masterwork studded leather armor, rapier, longbow.
Spells known (CL 2th, +2 touch, +3 ranged touch):
1st -- Cure Light Wounds, charm person
0th -- detect magic, read magic, presdigitation, mage hand, mending

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Abilities: Str 12, Dex 14, Con 10, Int 14, Wis 10, Cha 16
SQ: Bardic Knowledge, Bardic Music(countersong, fascinate, inspire courage, inspire competence) immune to sleep, +2 vs enchantment, low light visionelven blood.
Feats: Improved Initiative
Skills: perform(strings) +11 (5), Perform(wind instruments) +6 (3), Perform(vocal) +5 (3), Diplomacy +7 (4), Gather Information +8 (5), Sense Motive +6 (3), Spell craft +6 (4), Search +6 (2), listen +4(2), Spot +4 (2), Bluff +5 (2), Ride +4 (2), slight of hand +4(2), Move Silently +4 (2)
Possessions: masterwork studded leather, longbow, rapier, masterwork lute, sounding horn, backpack, bed roll, arrows, torches, mirror, extra clothes, trail rations, sacks and pouches, string, wire, bells, flour, soap, paper, scroll case, chalk, blanket. flint steal, pen, knife.

cp:4
sp:7
gp: 45

weight carried: 41
Light load: 43, Medium load: 44-46, heavy load: 87-130

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Apperance:
Lalamil is tall for an elf. Her brown hair reaches down to her mid back and is often tied together in braids. She wears simple but effective cloths. While they are not the typical bard garb this is not a typical time, and they are well tailored for travel which lalamil does often. And is often seen with a well used, crafted and sounding lute, as well as an elven sounding horn (used to rally troops in battle). Although she tries to avoid combat if possible Lalamil carries the tradtional alven longbow and rapier if times get tough.

Personality:
Lalamil is cheerful and full of hope. Now that the war is over she realizes that a person with her talents for entertainment is needed more than ever. She performs as much for her own satisfaction as she does to make money. She enjoys the company of others but often leaves the area before she becomes close to others.

History of lalamil Emorure(pre Rogan)

Born in the Year 1104 lalamil was raised in the elven traditions in one of the towns on the island of Krondalay (a smallish island off the southern coast of mainland). The arts had always been her strong point. She seemed especially talented, even for an elf, in the use of instruments. While almost every true elf is expected to be familiar with singing, poetry, drama, painting, and instruments by the time they reach there second decade it is rare that an elf would choose one of these as there profession. Lalamil is an exception to this rule. Her career first started in the elven corp. the elven military organization on the island designed to defend even cities against the many raids from the orcish tribes that still held strongholds on the island. In the thick of battle even the most controlled warrior has been know to loose his sense of direction and objective. Enter the corp. sounders. There job was twofold first to inspire courage into the troops. The second job was to issue orders to the troops through bugle calls. After several fights lalamil became a regular in the corp. She was respected by the warriors and learned tricks of the trade from almost everyone in the barracks. It looked as if she would have a career in the military if the massacre of 1198 did not occur. The entire fort was raised, and the majority of troops killed in there sleep. lalamil managed to survive after she was able to fast talk on of the Orc commanders. She was taken to the Orc camps as a prisoner of war. Once again luck was on her side and she managed to escape with a few other prisoners a few months later.



The next few months went by on an empty stomach and cold nights sleeping outside. Finally lalamil secured a job working as a cook, from there she worked a variety of odd jobs traveling across the world. This went on until she managed to secure a job playing as a indenture minstrel for a local noble. It was then that her musical ability came to the surface again. After a few years in the service of the noble she paid off her debt and decided to travel the world as a singer and performer. Her first possession of any real worth was a wonderfully crafted lute that she managed to acquire off a gnome craftsman in the city of Crucipolis. It used a rather innovative 18 string design to produce a wonderfully rich sound. For about two decades she saw the world paying for passage on ships by either performing or by earning money in towns that she decided to stop at. This lasted until luck decided to take a bad turn on her and all of Arius. She found herself in the fort town of Rogan. Her third stay in the town she started hearing rumors of undead. A week later the entire countryside was engaged in constant combat against a gruesome, tiresome, and fearsome enemy. Seeing that even the old, young and disabled were doing all that they could for the town she lalamil trained by the elven corp. of Krondalay should do her part to save the living. First it was just as a medic or a jack of all trades, and performer then when she was more accustom to the group she donned armor, long bow, and sounding horn and went out to join the fight.
 
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Marius Helzyn ----------------------------------------------CR 2
Halfling Fighter 1/Barbarian1
NG Small humanoid (halfling)

Init: +4, Senses: Listen +2, Spot +0
Languages: common, halfling

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AC 20, touch 14, flat-footed 41
hp 17 (1d12+1d10+2)
Fort +6; Ref +5; Will +1 (+2 vs fear)

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Spd: 30 ft (barbarian fast movement)
Melee: Battleaxe +4 (1d6+2)
Ranged: Stingers(darts) +8 (1d3+2) (+1 atk/dmg within 30 feet)
Base Atk: +2; Grp +0
Attack Options: Dart or Battleaxe
Special Attacks: Raging battle axe + 6 (1d6+4)
Combat Gear: Battle Axe, Darts

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Abilities: Str 14(16-2race), Dex 18(16+2 race), Con 12, Int 10, Wis 10, Cha 10
SQ: Rage 1/day, fast move
Feats: Point Blank Shot, Far Shot
Skills: Craft: Weaponsmith + 5 (5), Survival + 4(4), Jump +8 (5), Tumble + 7 (2cc)
Possessions: 40 Darts, Battle Axe, MW Chain Shirt, Heavy Steel Shield
Backpack with Supplies (100 ft. silk rope, 2 grappling hooks, Shovel, Flint+Steel, tent, bedroll, pouch with 40 pieces of chalk, 5 pouches of caltrops, bell, 10 sunrods, 10 tindertwigs, small steel mirror, waterskin), 2 empty sacks, Tanglefoot Bag, 2 Flasks Acid, 25 GP 3 Sp

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AC 20, touch 14, flat-footed 14
Fort +6; Ref +5; Will +1 (+2 vs Fear)

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Appearance: Tall for a halfling - a full 3'10", Athletic, Well built. Has a short trimed beard, crewcut Blonde hair, Green eyes. Dresses in military style when out of armour.

Personality: Very touchy about his size, Marius has spent his life attempting to prove that size DOESN'T matter. Amongst Humans he's small, amongst other Halflings, he's freakishly tall. It's dificult to fit in anywhere when you're a freak, but Marius hasn't let that stop him. He's actually been mistaken for a skinny dwarf on several occasions.. and doesn't really mind, as he gets along very well with the militaristic, bearded folk.

Background: Marius has spent the majority of his life travelling, fighting, and learning. He's found it hard to find acceptance in many places because of his freakish size and dwarf-like appearance. (Some say his father actually WAS a dwarf, though with his mother dead, and his father unknown, it's impossible to tell.) He arrived at the fort a few months before the undead became a problem, and has been working with the Military ever since. Marius enjoys the remoteness of the location, the thrill of the fight, and the fact that the majority of the fort's population is too interested in survival to care much about his physical abnormalities.
 
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Costan --------------------------------------------------------------------ECL 2
Human Monk 2
LN Medium humanoid (human)

Init: +2, Senses: Listen +5, Spot +5
Languages: common, TBD

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AC 15, touch 15, flat-footed 13
hp 12 (2d8+0)
Fort +3; Ref +5; Will +6

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Spd: 30 ft
Melee: longspear +3 (1d8+2, 20/x3)
Melee: unarmed +3 (1d6+2, 20/x2)
Melee: flurry of blows +1/+1 (1d6+2, 20/x2)
Ranged: light crossbow +3 (1d8, 19-20/x2, 80 ft)
Base Atk: +1; Grp +3
Attack Options: Combat Reflexes, Flurry of Blows
Special Attacks: Stunning Fist
Combat Gear: n/a

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Abilities: Str 14, Dex 15, Con 10, Int 12, Wis 16, Cha 8
SQ: Flurry of blows, evasion
Feats: Blind-Fight, Combat Reflexes, Improved Unarmed Strike, Simple Weapon Proficiency, Stunning Fist
Skills: Balance +6 (2), Climb +4 (2), Escape Artist +6 (4), Hide +5 (3), Jump +6 (2), Knowledge (arcana) +3 (2), Knowledge (religion) +3 (2), Listen +5 (2), Move Silently +5 (3), Sense Motive +4 (1), Spot +5 (2), Tumble +7 (5)
Possessions: Longspear, light crossbow (20 bolts), monk's outfit, waterskin, 2 belt pouches

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Appearance
Judging by physical features, Costan appears to be in his early twenties. However, his slate gray eyes reflect a quiet peace that implies a maturity beyond his years. Costan is bald but sports a short braided goatee of exceedingly dark brown hair. The goatee is secured with a dull steel ring near its end. Costan wears plain clothes typical to those worn by other monks. Slung across his back is a quiver filled with bolts for the crossbow that hangs at his side. Costan also carries a longspear with him, an atypical weapon for one clearly trained in unarmed combat. He generally holds the weapon in one hand and habitually uses it like a walking stick despite the fact that he clearly does not need its aid.

Personality
Costan may demonstrate great prowess in the skills of hand-to-hand combat, but it is clear he lacks in social graces. He is not uncouth or sour-tempered. Instead he suffers from the need to often express his opinion of things regardless of concern for the feelings of others or social station. Costan also demonstrates that he has an ... odd ... take on the way of things and he is known for spouting peculiar and sometimes cryptic statements. It becomes apparent to anyone who spends even the shortest amount of time with Costan that he strongly believes in strength of self. As a result, he holds the greatest respect for those who share this sentiment.

Costan taken great interest in Olliver Zaschton, or rather his findings. Costan can't seem to get enough of the knowledge and lore Olliver has obtained. Oddly, Costan does not appear to like Olliver all that much, but sometimes appears borderline obsessed with his knowledge.

Background
In Costan's words:
"I ran from life under my parents' yoke at an early age. Since then, I have learned to depend on myself. Do not get me wrong. I don't harbor some great irrational distrust for others. I just find it best to rely on your own capabilities and limitations. After all, what is real beyond the self? Anyway, I was fortunate enough to have had the time to learn a few things before the War started, otherwise I would probably not be here now. During the War, I traveled many places and saw battle after battle. I have killed - if you can use that word - my share of undead across several battlefields. I have seen more things than I can tell you in one night. Things both beautiful and terrible. Things real and false. But I digress..."

"After the War passed, I continued to journey to new lands. Just a few years ago, I was beseiged by a troupe of undead larger than any group I had ever taken single-handedly. I tried to fight them, but they began to overwhelm me." Costan's face reddens with frustration and embarassment. "I had no choice, you see? I couldn't defeat them. Had I stayed, what would that have done? What would it have -" Costan collects himself. " It was that day that I fell upon the gate of Fort Rogan. Maria... was kind enough to breathe life back into my then broken body. And I have been here ever since, lending my aid in the ways I can. This place has promise, and I seek to make sure it endures."

OOC / for the GM:
[sblock]Costan was born into nobility. His parents, Lady Tissa and Lord Dugal Penningston, spoiled him endlessly throughout his childhood. When his education began, Costan became with pieces of history, particularly the battles, all of which were so heroically over-dramaticized, but to a young boy, so very real. Then he discovered the brief mention of Gilthanis and his “radical” theories. The idea that Gilthanis might actually be right started to fuel Costan. He decided to explore this concept and began to explore the abilities of self more than ever before. He realized that he needed to strike out on his own and give up his reliance on the deep purses of his parents if he were ever to truly discover the secret reality of which Gilthanis spoke. So he ran away.

Costan had several years of self-reliance under his belt before the dawn of the War of the Nine Graves. He spent the years of the War jumping from battle-front to battle-front, constantly pushing himself a bit further and testing himself a touch more. A part of him wondered, and still does, if the undead were a force from beyond the façade of Good and Evil; if they were real and not part of the great farce. He wandered without a home and an carried odd flighty allegiance to those who fought the undead.

After the War had passed, Costan continued his wandering ways. One day he was beseiged by more undead than he had ever taken on at once before. Cursing at himself for his weakness, Costan fled. On his last breath of life, he came upon Fort Rogan. Maria Hayden nutured him back from the brink of death, and although he was gracious toward her for her aid, he harbored a great resentment towards her. Costan felt he should have been able to recover on his own and looks at her healing as a personal moment of weakness.

Since then, Costan has decided to stay at the fort. With the War over but this place still fighting, it seems like just the place where the falsities of this world could shatter. Out of desperation and exasperation, the manufactured concepts of Good and Evil can easily fall, revealing the truth behind it all.
[/sblock]
 
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Albedo ----------------------------------------------CR 2
Human Wizard 1/Cleric 1
N Medium human
Init: +2, Senses: Listen +2, Spot +7
Languages: Common, Draconic, Undercommon, Sylvan

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AC 12, touch 12, flat-footed 10
hp 10 (1d8+1d4+0)
Fort +2; Ref +2; Will +6

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Spd: 30 ft
Melee: Falchion +4 (2d4+3)
Ranged: Longbow +3 (1d8)
Base Atk: +0; Grp +2
Attack Options: Falchion or Longbow, Power Attack
Special Attacks: Power Attack, Rebuke Undead
Combat Gear: Falchion, Longbow
Spells Known: Wizard: 0 - All, 1 - Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, True Strike, Expeditious Retreat
Spells Prepared:
Wizard: 0 - Daze, Light, Mage Hand, 1 - Mage Armor, Ray of Enfeeblement
Cleric: 0 - Detect Magic, Read Magic, Create Water, 1 - Cure Light Wounds, Divine Favor, (Magic Weapon)
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Abilities: Str 14, Dex 14, Con 10, Int 16, Wis 14, Cha 8
SQ: Cleric Spells (caster lv 1), Wizard Spells (caster lv 1), War Domain (Falchion), Luck Domain, Spontaneous Casting (Evil)
Feats: Eschew Materials, Power Attack, Weapon Proficiency (Falchion), Weapon Focus (Falchion)
Skills: Craft: Spellcraft + 8 (5), Knowledge Arcana + 8 (5), Spot + 7 (5cc), Tumble + 4 (5cc)
Possessions: Masterwork Falchion, Composite Longbow (40 arrows in 2 quivers), Backpack with Supplies (50 ft. silk rope, grappling hook, Bedroll, Shovel, Flint+Steel, light wooden shield, pouch with 40 pieces of chalk, bell, 10 tindertwigs, small steel mirror, waterskin), 2 empty sacks, 100 candles, spellbook, 60 GP 3 Sp: Net Weight = 55 lbs

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AC 12, touch 12, flat-footed 10
Fort +2; Ref +2; Will +6

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Appearance: Albedo is a 17 year old, 5'8", Moderately built Male Albino Human with short, spiky white hair and red eyes. He dresses in black coveralls, black boots, white gloves, and a black cape.

Personality: Some would consider Albedo to be an evil, unstable being. But there is reason to his dark rhyme. The neutral wanderer considers balance and Karma to be the key to existance and spends his life trying to enforce and support these ideals. While Albedo has very little care for companions and has been known to switch sides between good and evil, he also believes that co-operation and attempts at companionship do bring there rewards, and hence will not attempt to betray a trusted party, and attempts to keep as many of his fellow adventurers alive as he possibly can. One might consider him odd, or down right despicable, but he is definatly trustworthy to those he feels has deserved it.

Background: Albedo grew up in a small farming community. When he reached the age of fourteen, he began to become very withdrawn and started to scare his fellow villagers. Inner demons slowly festered into Albedo as he watched his small town grow and prosper. Something just didn't feel right. They followed the same cycle, the same routine, year after year. Nobody cared about the problems with the undead, or any other places wprries. They had no sense of being or reality. So Albedo decided to give it to them. He brutally slaughtered boy barely two years younger than he was. The town began to panic, and Albedo was quickly put to trail and sentenced to death. This did not sit well with Albedo, who decided that if death was what the people wanted, then death was what he would bring. He drew upon some dark inner power to slay the poor farmers and peasants who had raised him, and left his tiny village in ashes as he ventured out to explore the world and discover his ture self. After many years of wandering, Albedo has stepped out of the shadows and is now trying to make an impact on the world around him.
 
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Rodderic Scribener Spilt Blood and Spreading Blight

Rodderic Scribener ----------------------------------------------
Human Fighter 2
N(G?) Medium humanoid (human)
Init: +2, Senses: Listen +1, Spot +1
Languages: common

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AC 19, touch 12, flat-footed 17
hp
Fort +5; Ref +2; Will +1

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Spd: 30 ft
Melee:
Mace + 5 (1d8 2 x2)x2
Shortsword + 4 (1d 6+2 )19-20/x2
Ranged: sling +4 (1d4)
4 Daggers + 4 (1d4 +2)
Base Atk: +2 ; Grp +4
Attack Options: WEAPON FOCUS Heavy Mace, POWER ATTACK, Improved Shield Bash

Combat Gear: Breastplate +3 , Heavy wooden shield+2
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Abilities: Str 14 (+2), Dex 14 (+2),, Con 14 (+2),, Int 13 (+1),, Wis 12 (+1), Cha 11
)
Feats: Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
WEAPON FOCUS Heavy Mace, POWER ATTACK, Improved Shield Bash, Endurance

Skills:
Climb 5
Handle Animal 5
Woodcrafting 5
Swim 4
Ride 3
Masonry 4
Sense Motive 2


Possessions: Backpack, Bedroll, Blanket, rope with hook, flint and steel, sewwing needle,
5 Tinterwig, Woodcrafter Tools, Masons Tools Artisans Outfit, Travelers Outfit, common lamp,pot


2 Donkeys. Witth bit abriddle, Packsaddle
187,9 gp
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Appearance
A young man 23 years old 1,76 m high, with a lean, strong body with a tanned teint, brown hair and dark brown eyes, with a few scars here and there, he wears normally a mix of the rest of his old uniform(blackened) and rough homspun clothes.

Personality
Once he was a young "man" full of ideals and compassion, the war had changed that.
His ideals are burned, his compassion, his ability to care is buried under the horrors and cruelity of the war, the pain of loss and .

Background
RodderiC Scribener was the 5th child and third son of a family Stonemasons, out of Noblesse obliege he went to war.
After a harsh and ruthless training they were thrown in to the front to fill a gap, fighting and destroying undead shouldn`t be to difficult, they`re dead already, but not when the undead were a short while ago your friends and comrades, not when you must fight and kill toprotect yourself from the people you wanted to protect.
His unit was often give the duty to help the pionieers.
Then he learned that not all could be defended or rescued, the sacrficing of settlements of lesser importance with their people was an hard blow for his beliefs.
He kept fighting because he didn`t know what else to do.
The thewar ended with a "victory" and the armies disbanded, he drifed as a freesword, till he arrived at Fort Regan, and maybe for a reason, maybe nothing more than didn`t´ve the energy or the possibiltie to drift away.
 

Brand Windwright ----------------------------------------------CR 2
Human Cleric 1/Ranger 1
LG Medium humanoid (human)

Init: +1, Senses: Listen +6, Spot +6
Languages: Common.

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AC 15, touch 12, flat-footed 13
hp 14 (2d8+2)
Fort +6; Ref +3; Will +4

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Spd: 30 ft.
Melee: Longsword +4 (1d8+2)
Ranged: Longbow +3 (1d8)
Base Atk: +1; Grp +3
Attack Options: Improved Shield Bash.
Special Attacks: Favoured Enemy (Undead, +2)
Combat Gear: 2 flasks of holy water, potion of cure light wounds.
Spells Prepared (CL 1st, +3 touch, +2 ranged touch, Good and War domains):
1st -- Bless, Command, Protection from Evil (Good domain spell).
0th -- Detect Magic, Guidance, Light, Resistance.

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Abilities: Str 14, Dex 12, Con 12, Int 10, Wis 14, Cha 14
SQ: Favoured Enemy (Undead), Track, Wild Empathy, Turn Undead (5/day).
Feats: Combat Casting, Improved Shield Bash, Weapon Focus (longsword).
Skills: Concentration +4 (3), Heal +4 (2), Knowledge (religion) +3 (3), Listen +6 (4), Ride +6 (4), Spot +6 (4), Survival +6 (4).
Possessions: Combat gear, 20 arrows, backpack (grappling hook, 50' silk rope, 2 sunrods, 3 day's trail rations), belt pouch (flint and steel, 2 pp, 22 gp, 5 sp), chain shirt, dagger, explorer's outfit, light wooden shield, longbow, longsword.
Light warhorse: Bit and bridle, leather barding, military saddle, sadddlebags (60 arrows, grappling hook, 100' hemp rope, light mace, light wooden shield, 6 sunrods, 2 waterskins).

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Appearance Brand stands close to six feet in height, a solidly-build man in his early twenties. He wears his dark brown hair in a long tail down his back, and has an impressive mustache decorating his upper lip. Four long scars run from just below his left ear to his chin, a mark from one of his closer encounters with the undead. His eyes are green, and his skin tanned.
When in the Fort, his clothing is always neat, always clean, and always pratical. When prepared for trouble, he wears a chain shirt covered by a green tabbard, has a wooden shield on his right arm, and a longsword hung at his side.

Personality Brand is a confident man, sure of himself and his place in the world. As such, he tend to have very little time for those that test his patience. That said, he is in truth a gentle man when not on duty, and does his best to tend to the people of Fort Rogan, as befits a priest of Baltur.

Background Brand's parents are part of the original population of the fort, and Brand has spent most of his life within the Fort's walls. His father, although now in his late forties, is still a hale and hearty man, taking his responsibilites as a Holy Knight of Baltur. His mother is a herbalist and vetinarian for the fort.

While running around the Fort, a young Brand stumbled into Ollivier Zaschton's study, startling the old sage, and causing him to spill a vial of ink over several sheets of velum. Despite (or perhaps because of) this somewhat akward introduction, Olliver took a liking to Brand, and once the boy had helped him clear up the mess, sat talking with him for some hours. Unsuprisingly, given the ongoing war, most of Brand's questions were about the undead that plagued the lands. These talks became a regular occurance between the two, giving Brand a great deal of knowledge about the enemy he would fight in later life.

Brand's interest in the undead, along with the growing boy's strong build gained from helping his father, prompted Ollivier to mention Brand to Norton Starfold as a bright and potentially rather useful young man. Norton went to talk with Brand and his parents, and was impressed by the lad's knowledge and bergioning skill at arms from his father's teachings. Brand begain training with the other soldiers of the Fort, a lad of sixteen keeping pace well with men ten years his senior.

Brand is now an outrider, scout, and messenger for the Fort. He's put his martial training, Ollivier's teachings, and his faith in Baltur to good use over the years, and other than the scars that mark his face, has been relatively unscathed by his rather dangerous duty.
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Into the Woods

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