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Classic 3.0 Characters


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Holland
Male Halfling Monk 1st lvl
Neutral Good

Str 10 +0..pts 6
Dex 18 +4..pts 10
Con 10 +0..pts 2
Int 12 +1..pts 4
Wis 16 +3..pts 10
Cha 10 +0..pts 2

Hit Points 8
AC 18, Touch 18, Flat 10
Init +4
BAB +0
Speed 20 (base 20, load 0/33, No Armor)
Fort +3, Ref +7, Will +6

+1 Melee, Club, 1d6, 20/x2
+6 Ranged, Dagger, 1d4+1, 19-20/x2, 10'r

Small, 3'1" tall, 35 wt, 23 yrs old
Blinde hair, Blue eyes, tan skin

Speaks Common, halfling, and Dwarven

Skills
+8 Ballance (4)
+12 Hide (4)
+10 Move Silently (4)
+8 Tumble (4)
+5 Listen (0)
+3 Spot (0)

Feats
-Point blank

Halfling Traits
- +2 Dexterity, -2 Strength.
- Small size.
- Base speed is 20'.
- +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
- +1 racial bonus on all saving throws.
- +2 morale bonus on saving throws against fear.
- +1 racial attack bonus with a thrown weapon.
- Automatic Languages: Common and Halfling.
- Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
- Favored Class: Rogue.


Monk Abilities
-Improved Unarmed Strike
-Flurry of Blows
-Stunning Attack
-Evasion

Holland was the only survivor of an ogre's raid and was given over to a monestary for his orphanage. He had spent all his childhood miming the monks through their dayly chores, and eventually was initiated into the order. Unfortunately, his practical jokes and canstant laughter was disrupting the order, and was sent out to "experience the world, and grow". It was that, or kill him.

Holland is a happy, go lucky individual that really just wants ot be happy and be surounded by happy people. Laughter is the medicine to all that ales him.

Holland looks like a pretty peasant child from a distance, and a mischivious child up close. He has two daggers at his waist, and carries a walking staff that he'll use with both hands as a weapon, if threatened.

Peasants Outfitname (worn, -wt)
Walking stick (Club) (right hand, 3wt)

Dagger (belt left, 2wt)
Dagger (belt left, 2wt)

Backpack (center back, .5wt)

Waterskin- water (backpack, 1wt)
1 Torches (backpack, 1wt)
Flint & Steel (backpack, .1wt)
Trail Rations- 1 days (backpack, 1wt)

Coins- 50gp (pouch, 1wt)
 

Anderian Bluesky
Male Halfling
Neutral Good
Small, 3'6" tall, 38#, 32 years old
Blonde hair, Blue eyes

Sorcerer 1
Str 8(0points) -2 (halfling) = 6
Dex 14(6 points) +2 (halfling) = 16
Con 10(2 points)
Int 14(6 points)
Wis 10(2 points)
Cha 18 (16 points)

Initiative +3
Fort +1, Ref +3, Will +4
BAB+0
Melee +0
Ranged +4
AC 14
HP 4

Skills:
Concentration +4
Knowledge (Arcana) +6
Perform (dance, flute-recorder) +6
Spellcraft +6

Feats/Abilities:
summon familiar (currently falcon)
Spell focus (enchantment)

Weapons: Halfspear
Armor: None
Items:
Waterskin, Signet Ring, 3 spell component pouches, Hammock, 5 tindertwigs, 3 days trail rations, 2 sunrods, 2 flasks of acid, sack, 2 belpouches.

Money: 10 CP, 13 SP, 4 GP, 2 PP

Spells (Save DC=14+level, +2 if enchantment spell)
0lv: Presitidigitation, daze, ray of frost, light
1lv: charm person, magic missle

5 0lv spells per day, 4 1st level spells per day

Anderian was a young halfling who was abandoned as a child by his parents for reasons unkown for him. He was then taken in by a kind human family who was murdered by bandits, and so he was left wandering. A wandering wizard realized that he had magical ability and took him to a wizarding school in a nearby town. Anderian had magical ability alright, but not in the way that wizards have it, and after a couple magical mishaps and many failures, Anderian was cast out again. Anderian only has a couple friends, a fellow wizarding student name emberly, his falcon Torgo, and a kind inkeeper that has let him sleep next to the hearth since he was cast out. Now Anderian has no place planned to go to and only has his fledgling magical abilities. This is where his adventure begins...
 

NAME: Dunathar Without Name

Race: Dwarf
Class: Rogue
Level: 2
Alignment: N
Experience: 1000+ xp.

AGE: 65
HGT: 4´1´´
WGT: 140 lb
SEX: Male

Abilities:

.............Total....Point buy......Racial modifiers
STR:......12(+1)....12(4 points)
DEX:......16(+3).....16(10 points)
CON:......14(+2)....12(4 points).....+2
INT:.......14(+2)....14(6 points)
WIS:......14(+2)....14(6 points)
CHA:......8(+2).....10(2 points)......-2


HP:=12

Saves:
..............Total...Base...Ability
Fort..........+2......+0......+2
Ref...........+6......+3......+3
Will..........+2......+0......+2

Skills: (number of skill points: (8+2)x4=40 points.

Spot +7=5 ranks +2 Wis
Listen +7=5 ranks +2 Wis
Search +7=5 ranks +2 Wis
Hide +8=5 ranks +3 Dex
Move Silently +8=5 ranks +3 Dex
Tumble +8=5 ranks +3 Dex
Balance +5=2 ranks +3 Dex
Climb +3=2 ranks +1 Str
Open Lock +8=5 ranks +3 Dex
Disable Device +5=3 ranks +2 Int
Pick Pockets +6=3 ranks +3 Dex
Appraise +7=+5 ranks +2 Int

Feats: (level 1 feat)

-Weapon finesse: short sword

Languages

Common
Dwarven
Gnome
Undercommon

Combat stats:

AC: 16 (+3 Studded Leather +3 Dex) (+4 against Giants) –1 armor check penalty

Speed 20 feet.

Initiative: +3 (+3 dex)
Attack: Melee: +2, ranged +5 (+1 against orcs and goblinoids)
Weapons:
Short Sword: +5, Damage: 1d6+1 Critical: 19-20/x2
Sling: +5 Damage: 1d6 Critical: 19-20/x2
Dagger: +2 melee, +5 ranged Damage: 1d4+1 Critical: 19-20/x2

Special qualities and class features:

Darkvision.
Stonecraft
Bonus with metal and stone items
Resistant to poison
Resistant to spells and spell like abilities
Sneak attack +1d6
Trapfinding
Evasion

Equipment:

Short Sword
Dagger
Sling
Studded leather armor
Backpack with:
-waterskin
-one day´s trail rations
-bedroll
-sack
-Thieves tools

Pouch with 8 sling bullets

5 gold coins

Dunathar was a member of the clan Steelhammer, a proud family of miners and artisans, living embodyment of the most pure dwarven way of life: hard work, respect for elders, and loyalty to the clan. Dunathar turned to be the family´s black sheep; though talented, his capacities were oriented to the wrong kind of things. That things were, well, himself. As he grew up, his distaste for the clan´s laws did the same: not that he thinks they are stupid or not useful, following them blindly is. This kind of personal philosophy finally clashed with te rest of the clan and he was stripped from his family name and exiled. Now, he sees a way to amass as much money as he can, with the secret hope of being allowed back if he becomes rich enough.

Dunathar looks like your typical dwarf, except for the lack of heavy armor and weapons and that he carefully trimmers his black beard and tries to show as much wealth as possible -currently none, though-
 
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Brechin

Brechin

Lvl. 2 Paladin
Human
LG
Male
18 Years old
6'2"
214 Pounds,
Hazel Eyes
Light brown hair

STR 15 +2
DEX 14 +2
CON 14 +2
INT 10 +0
WIS 11 +0
CHA 15 +2

HP 20

Fort +5 (+3 Class, +2 Con)
Ref +4 (+0 Class, +2 Dex)
Will +2 (+0 Class, +0 Wis)
*All saves calculated with Paladin's Cha bonus: +2 I think I got this part right?*

Init +6 (+2 Dex, +4 Improved Init Feat)

Bab +2

Move 30'

Languages: Common

Class benefits: Detect Evil at will (As spell), Lay on hands (Cha bonus x lvl = hp), Divine Health, Aura of Courage, Smite Evil(1/day)

Feats: Improved Initiative, Weapon Focus (Long Sword)

Att: Long Sword +5(Dam 1d8+2), Dagger +4(Dam 1d4+2), Short Bow +3(Dam 1d6)

AC: 18


Skills: Heal +2 (+0 int, +2 rank)
Knowledge (Religion) +2 (+0 int, +2 rank)
Proffession (Herbalist) +4 (+0 int, +4 rank)
Spot +3 (+0 wis, +6 rank)


Equipment: Traveler's Outfit
Long Sword
Short Bow
Dagger
Large Steel Sheild
Chain Shirt Armour
40 Arrows
Backpack
Belt Pouch (Filled with useful herbs)
Bed Roll
Chalk
Flint and Tinder
Flask of Oil
Sack
5 Torches
5 Trail Rations
Waterskin
Healer's Kit
Light Horse (Tilly) w/pack & saddle



GP's : 10gp

Appearance:
A naive lad. Attractive to look at with proud bearing and a strong physique. His hair is cut in a sensible short fashion and he dresses in clothes that are more functional than anything. No jewelry or special adornments can be seen upon his person except a Green, Silver and Gold Embossed badge on his right breast depicting a Silver Hawk across an Oak Tree that is also the emblem on his shield.

Background:
Brechin was an orphan brought up by a hermit/monk and trained in the arts of healing and herbalism, and also the values by which a man of honour and virtue should live. The monk had been a warrior during his younger years and so taught the lad how to wield a blade, even though he no longer practised them himself. When the old monk died, he left his old sword and armour to Brechin with a note to go learn about the outside world and remember the values and lessons that he had been taught.
 
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Jonathon Boyd
Human Male
NG Fighter 1

STR: 18 (16 Points)
DEX: 14 (6 Points)
CON: 10 (2 Points)
INT: 10 (2 Points)
WIS: 12 (4 Points)
CHA: 10 (2 Points)

HP: 10 AC: 16
Saves: FORT: +2 REF: +2 WILL: +1
Init: +2

Bab: 1

Attacks:
+6 to hit, 1d6+6 damage (Staff two-handed)
+4/+4 to hit, 1d6+4/1d6+2 damage (Staff as Double-weapon)
+3 to hit, 1d4+4 damage (Sling)

Skills(Bonus/Ranks): Craft Woodworking (+4/4), Jump(+8/4), Climb(+8/4)

Feats: Amibexterity, Two-weapon Fighting, W.Focus(Staff)

Languages: Common

Equipment:
Staff (4 Lb)
Sling + 20 Sling Bullets (10 Lb)
Chain Shirt (25 Lb)
Backpack (2 LB)
14 days Trail Rations (14 Lb)
Water Skin (2 Lb)
Belt Pouch (3 Lb)

Funds Spent: 111 GP, 2 SP
Funds Remianing: 38 GP, 8 SP
 

Veitus Blackforge

Veitus Blackforge
Dwarven Male
Age : 85
Hgt : 4' 8"
Wgt : 150
Hair: Brown
Eyes: Green
ALIGNMENT : Lawful Neutral
Class: Rog 1

XP: 0
Next Level: 1000

Speed 20 ft
Base Attack Bonus +0
Base Melee Bonus +1 (BAB + STR)
Base Ranged Bonus +2 (BAB + DEX)

Initiative +2

Str: 12 (+1)
Dex: 14 (+2)
Con: 14 (+2) (12+2)
Int: 14 (+2)
Wis: 10 (+0)
Chr: 14 (+2) (16-2)


Languages Known : Common, Dwarven, Orcish, Undercommon
Saving Throws: Fortitude (+2) Reflex (+4) Willpower (+0)

H.P. : 8

A.C. 15 Flatfooted: 13 Touch Attacks: 12
Check Penalty: -1 Arcane Spell Fail: 0%
Armor AC Bonus: +3 Dex AC Bonus: +2
Max Dex Bonus: +5

Weapon Attack Damage Crit Range TypeNotes

Short Sword +1 1d6 19-20/x2 Melee Piercing
Light Crossbow +2 1d8 19-20/x2 Range Piercing

Feats

Skill Focus (Use Magical Device)

Skills

Climb +4 (+5 out of armor) (4+1-1)
Decipher Script +6 (4+2)
Disable Device +6 (4+2)
Hide +5 (+6 out of armor) (4+2-1)
Listen +4 (4+0)
Move Silently +5 (+6 out of armor) (4+2-1)
Open Lock +6 (4+2)
Search +6 (4+2)
Spellcraft +4 (4/2+2)
Use Magical Device +9 (4+3+2)

Special/Racial Abilities

1) Darkvision 60'
2) Stonecutting: +2 racial bonus on Search checks to notice unusual stonework
3) Inuit Direction underground.
4) +2 racial bonus vs poison, spells, and spell-like effects.
5) +1 racial bonus to attack vs orcs and goblinoids
6) +4 A.C. bonus vs giant class
7) +2 racial bonus to Appraise and Craft checks when the material component is stone or metal items.
8) Sneak attack +1d6
9) Can search and disarm traps with successful check

EQUIPMENT

Studded Leather Armor
Backpack
Bedroll
Scroll case
blank journal
7 days rations
Belt Pouch
Thieves Kit
Short Sword
Light Crossbow
20 bolts
Waterskin

CURRENCY:
Platinum: 0
Gold: 0
Silver: 4
Copper: 0

Description:

Veitus' frame may not be as broad as many of his clanmates, but what the slender dwarf may lack in strength, he makes up for it with his wits and agility. His training has forced him to admit that a trimmed beard is more functional than the ornate braids his race favors, but he longs for the day when he can stow his razor away forever.

Veitus' armor and weapons are plain, but well tended, and while he has no qualms about placing himself in a position to use them, he worries that his training may not allow him to function as well as many may expect.

History:

Clan Blackforge's elders choose a select number of young dwarves every generation with the task of retrieving items that have been lost, or stolen, through the ages. Those that are chosen, begin training in skills that many consider most "undwarven", but when a Finder returns with a piece of dwarven history that many feared lost, for a brief while he, or she, are accepted as equals among the clan.

When Veitus was offered this oppurtunity, the orphaned dwarf embraced it with open arms. Showing great promise in using and identifying the training relics, Veitus' training took on a more arcane path, but in the end, the life of a mage was not one that he wished to pursue.

When the time came for Veitus to leave, he was given the essential tools he would need, as well as a few silvers to ease his journey.
 


Aenilaen (Angel, Angela) Sorne
Female High Elf
Ranger 1st lvl
ALIGNMENT: Neutral Good
PATRON DEITY: Naralis Analor
HEIGHT: 6ft
WGT: 150
BUILD: Slender
EYES: Emerald green
Hair: auburn

STR: 18
DEX: 16
CON: 10
INT: 10
WIS: 10
CHA: 10

Hit points: 10
BAB: 1
Fort +2 Reflex +3 Will +0.
Melee: 5
Ranged: 5
AC: 16 Touch: 13 Flatfooted: 13

Racial/Class Abilities:
Base land speed is 30 ft
Immunity to magical sleep effects and +2 saving throw against enchantment spells/effects
Low light vision
+2 racial bonus on listen, spot and search checks
Track
Orcs as favored enemy
She is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

LANGUAGES:
Common. Elven.

Skills
Climb 1.
Craft 1.
Handle Animal 1.
Heal 2.
Hide 2.
Knowledge Dungeoneering 1.
Knowledge Geography 1.
Knowledge Nature 2.
Move Silently 2.
Ride 1.
Survival 1.
Swim 1.
Spot/Search: 2

FEATS
Two weapon fighting
Ambidexterity
Point Blank Shot

APPEARANCE
Aenilaen is a beautiful elf with finely chiseled features and the typically fair skin of a high-elf. Her eyes are bright emerald green with gold flecks. Her waist lth auburn hair is normally braided into a single wrist thick braid that hangs past her waist. She normally dresses in the gray and mottled green of a hunting ranger (fashion is not a statement for her when she’s out in the wild. She’ll even bind her hair in a mottled green scarf to conceal it if necessary.)

BACKGROUND
Aenilaen is the first born daughter of two elven nobles whose territory ranges along the edges of the Sapphire Mountains and the Blue-Ridge fog-forests near the kingdom of Galadin. Like all of her family, Aenilaen has been trained in warfare and woodcraft. After they receive their training and are considered adult, it is a tradition among elvish nobles to send their children out in the world with the bare minimum to survive so they can get practical experience in leading and other such things. It also tends to weed out the ones not capable of interacting with other-races in a positive manner as they typically die quickly. (which is why her people have held onto their lands for so long)

Aenilaen's parents are no exception to this rule. They do expect her to visit as often as possible and send many letters in the meantime.

EQUIPMENT
1 long-sword
1 dagger
Longbow
40 arrows/Quiver
Studded leather armor
Iron rations 2 weeks
Backpack
Bedroll/blanket
Winter blanket
Explorer’s outfit
4 vials of Healing salve
Healer’s kit
Spare set of clothing

Currency
57 gold
4 silver
4 nicely cut agates possibly worth 10gp a piece
 


Into the Woods

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