Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Clutches of Evil Rogues Gallery
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="unleashed" data-source="post: 2522604" data-attributes="member: 31408"><p><strong>Keryth, Male Drakontos Cleric</strong></p><p></p><p>[SBLOCK=Keryth]<strong>Keryth</strong></p><p><strong>Male Drakontos Cleric 4</strong></p><p><strong>Experience Points (required):</strong> 8,425 (10,000 for 5th level)</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Deity:</strong> Bahamut</p><p><strong>Homeland:</strong> Unknown</p><p></p><p><strong>Height:</strong> 6’3”</p><p><strong>Weight:</strong> 205lbs</p><p><strong>Hair:</strong> Black with silver highlights</p><p><strong>Eyes:</strong> Silver</p><p><strong>Age:</strong> 80 (apparent human age: 20)</p><p></p><p><strong>Strength</strong> 14 (+2) [14 base (6 pts)]</p><p><strong>Dexterity</strong> 10 (+0) [12 base (4 pts), -2 racial]</p><p><strong>Constitution</strong> 12 (+1) [12 base (4 pts)]</p><p><strong>Intelligence</strong> 14 (+2) [14 base (6 pts)]</p><p><strong>Wisdom</strong> 17 (+3) [14 base (6 pts), +2 racial, +1 level (4)]</p><p><strong>Charisma</strong> 16 (+3) [14 base (6 pts), +2 racial]</p><p></p><p><strong>Class and Racial Abilities</strong></p><p>+2 Charisma, +2 Wisdom, -2 Dexterity; Medium size; Base speed 30 feet; Draconic Heritage feat; 4 extra skill points at 1st level, 1 extra skill point per level thereafter; Low-light vision; Weapons and Armor Proficiencies: All simple weapons, all armor, and all shields (excluding the tower shield); Spontaneously cast “cure” spells; Turn undead 6/day [+2 turning synergy bonus Knowledge (religion)]; Air domain: Turn earth creatures 6/day; Cold Domain: Turn fire creatures 6/day</p><p></p><p><strong>Armour Class:</strong> 18 (10 base, +5 armour, +3 shield) [touch 10, flat-footed 18]</p><p><strong>Armour Check Penalty:</strong> -4 (-4 armour, -0 shield)</p><p><strong>Arcane Spell Failure:</strong> 35% n/a (25% armour, 5% shield)</p><p><strong>Hit Dice:</strong> 4d8+4 (8,6,6,6)</p><p><strong>Hit Points:</strong> 30</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 20 feet (30 feet base)</p><p></p><p><strong>Base Attack Bonus/Grapple:</strong> +3/+5</p><p></p><p><strong>Weapons</strong></p><p>+5 melee [1d8+2; 20/x2; bludgeoning and piercing; morningstar]</p><p>+5 melee [1d4+2; 19-20/x2; piercing or slashing; dagger]</p><p>+3 ranged [1d8; 19-20/x2; 80 ft.; piercing; light crossbow]</p><p>-- 15 bolts remaining</p><p></p><p>+6 melee [1d8+1; 20/x4; piercing; heavy pick spiritual weapon], lasts 4 rounds.</p><p></p><p><strong>Saves</strong></p><p>Fortitude +5 [4 base, +1 Con]</p><p>Reflex +1 [1 base, +0 Dex]</p><p>Will +7 [4 base, +3 Wis]</p><p></p><p><strong>Skills (35 points; max ranks: 7/3.5)</strong></p><p>Concentration +8 [7 ranks, +1 Con]</p><p>Diplomacy +10 [7 ranks, +3 Cha]</p><p>Disguise +5 [2 ranks, +3 Cha]</p><p>Heal +8 [5 ranks, +3 Wis]</p><p>Knowledge (arcana) +6 [4 ranks, +2 Int]</p><p>Knowledge (religion) +9 [7 ranks, +2 Int]</p><p>Spellcraft +5 [3 ranks, +2 Int]</p><p></p><p><strong>Feats</strong></p><p>Draconic Heritage (Silver--Disguise as a class skill) [racial bonus]</p><p>Augment Healing [1st level]</p><p>Divine Vigor [3rd level]</p><p></p><p><strong>Languages</strong></p><p>Common, Draconic, Auran, Sylvan</p><p></p><p><strong>Air Domain</strong></p><p>Granted Power (Su): Turn or destroy earth creatures as a good cleric turns undead. You can also rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.</p><p>Spells: <em>1) obscuring mist, 2) wind wall, 3) gaseous form, 4) air walk, 5) control winds, 6) chain lightning, 7) control weather, 8) whirlwind, 9) elemental swarm (air only)</em></p><p></p><p><strong>Cold Domain</strong></p><p>Granted Power (Su): Turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.</p><p>Spells: <em>1) chill touch, 2) chill metal, 3) sleet storm, 4) ice storm, 5) wall of ice, 6) cone of cold, 7) control weather, 8) polar ray, 9) obedient avalanche</em></p><p></p><p><strong>Spells Prepared</strong></p><p>Spells Per Day (5/4+1/3+1); Save DC = 13 + spell level</p><p>0-level -- <em>create water, detect magic, light, purify food or drink, read magic</em></p><p>1st-level -- <em>bless, comprehend languages, magic weapon, shield of faith; domain: obscuring mist</em></p><p>{spontaneous cure light wounds 1d8+6}</p><p>2nd-level -- <em>bull’s strength, silence, spiritual weapon; domain: chill metal</em></p><p>{spontaneous cure moderate wounds 2d8+8}</p><p></p><p><strong>Equipment</strong></p><p>Weight of Items Worn [48.5 lb / 56.5 lb (if mounted)]</p><p>Breastplate [30 lb]</p><p>+1 Heavy Mithral Shield embossed with the symbol of Bahamut [5 lb]</p><p>Morningstar [6 lb]</p><p>Dagger [1 lb]</p><p>Light Crossbow [4 lb]</p><p>-- 15 bolts [1.5 lb]</p><p>Explorer’s Outfit (blue-grey)</p><p>Holy Symbol of Bahamut [1 lb]</p><p>1 gp from Dahlia (carried for luck in the back of his left gauntlet or left boot)</p><p></p><p>Backpack [2 lb / 57 lb (incl. backpack)]</p><p>-- Bedroll [5 lb]</p><p>-- Case, Scroll [0.5 lb]</p><p>-- Flint & Steel [0 lb]</p><p>-- Healer's Kit [1 lb]</p><p>-- Lantern, Hooded [2 lb] (Destiny carries when in use)</p><p>-- Mirror, Small Steel [0.5 lb]</p><p>-- Oil (x15) [15 lb]</p><p>-- Rations, Trail (10 days) [10 lb]</p><p>-- Rope, Silk (50 feet) [5 lb]</p><p>-- Sunrod (x6) [6 lb]</p><p>-- Traveller’s Outfit (blue-grey) [5 lb]</p><p>-- Waterskin [4 lb]</p><p>-- Whetstone [1 lb]</p><p>-- Party Items</p><p>xx -- Wand of Cure Light Wounds (1st-level / 50 charges) [0 lb]</p><p>xx -- Scroll of Bless (3), Scrolls of Cause Fear (2), Scroll of Obscuring Mist (2)</p><p></p><p>Pouch, Belt [0.5 lb / 0.66 lb (incl. pouch)]</p><p>-- 1 sapphire [2,000 gp]</p><p>-- 4 amethysts [100 gp/ea]</p><p>-- 2 rose quartz [40 gp/ea]</p><p>-- 8 gp [0.16 lb]</p><p></p><p>Pouch, Belt [0.5 lb / 2.58 lb (incl. pouch)]</p><p><span style="color: White">-- Party Expenses Fund: 304 gp (8 obsidian [25 gp/ea], 104 gp) [2.08 lb]</span></p><p></p><p>Pouch, Spell Component [2 lb]</p><p></p><p><strong>Weight Carried:</strong> 110.74 lb</p><p></p><p><strong>Carrying Capacity [14 Strength]</strong></p><p><strong>Light:</strong> 58 lb. or less; <strong>Medium:</strong> 59-116 lb.; <strong>Heavy:</strong> 117-175 lb.;</p><p><strong>Lift (over head):</strong> 175 lb.; <strong>Lift (off ground):</strong> 350 lb.; <strong>Drag:</strong> 875 lb.</p><p></p><p><strong>Money</strong></p><p>2,488 gp (in gems and coins); 304 gp (party fund)</p><p></p><p><strong>Appearance</strong></p><p>Keryth is an athletic and handsome man of above average height, with shoulder length black hair highlighted with silver. His bright silver eyes are serious and contemplative, and you feel as if they are watching and measuring every situation. His clothing is well fitted but functional, suitable for almost any situation, and is blue-grey in colour. His only adornment now is a dragon-shaped symbol hanging from a leather cord around his neck.</p><p></p><p>When dressed for battle he wears chainmail, a heavy mithral shield embossed with the symbol of Bahamut strapped to his left arm, and carries a morningstar that looks decidedly lethal in his right hand.</p><p></p><p><strong>Personality</strong></p><p>Keryth is calm and steadfast man who holds doing good above all else, whether that means defeating an evil force or helping the less fortunate it matters not to him. He gets on well with those around him, always striving to put people at ease, and makes friends easily. Believing a peaceful solution is the best solution, he will first try to diffuse a situation, but if it falls to fighting he will not hold back in cracking a few skulls. His faith is very personal to him as it was the first gift he received from Bahamut, so he won’t try to force it on others, but is happy to talk about it if people inquire. He usually prays at dawn for his spells.</p><p></p><p><strong>Background</strong></p><p>An orphan with no possessions other than his name and the clothes on his back, Keryth had lived on the streets for as long as he could remember which was a very long time. Running with generations of neighbourhood scamps, stealing to survive, lucky to find a warm place to sleep, until finally after decades he awakened with a strange feeling in his heart and mind. This feeling, which he would later find out was a calling from a higher power, drew him from the city to and old isolated abbey several days from the city in the rugged mountains. Driven as he was by the calling, he arrived at the forgotten abbey and promptly collapsed.</p><p></p><p>Over the next few days he faded in and out of consciousness, occasionally seeing the kindly face of an old man, but more often than not just the old stone roof above him. The stranger nursed him back to health, with food more plentiful than he had ever experienced over many hard and meagre years. When he finally awoke fully the stranger was there to greet him saying, “You must be Keryth.”</p><p></p><p>Not knowing how the old man knew his name, but not really caring, after all he wasn’t about to look a gift horse in the mouth, Keryth instead asked, “Why was I drawn here?”</p><p></p><p>“That is a much better question than I expected,” replied the old man, “You Keryth, have been brought here to be taught and to serve.” Taking the old man at his word, Keryth begins to get up from the bedroll he had been lying on, but the old man pushed him back down saying, “Tomorrow is early enough to begin that, for now just rest.”</p><p></p><p>The next morning he found new clothes, a cloth, and a large bowl of water awaiting him when he awoke. Washing for the first time in what seemed like years, he donned his new clothes marveling at how perfectly they fit him for several minutes before moving outside into the dawn light. There he began his martial training and the path to his future.</p><p></p><p>He stayed with the old man whom he knows as Lothir for 20 years or more, but is in truth a silver dragon, training in the ways of Bahamut and travelling with his master as he was called on occasion to defeat various evils. During this time he finally learned of his own heritage as a Drakontos, and about the hundreds of years which he could expect to live. Finding that the majority of his life wasn’t the waste he thought it was, Keryth knew that he could contribute much to the world around him in the plethora of years available to him. This along with the teachings and example set forth by his master steeled his resolve to seek out evil and defeat it while aiding those in genuine need, knowing firsthand the hardships faced by those less fortunate.</p><p></p><p>Lothir feeling that 20 years was a long enough apprenticeship sent Keryth into the world, equipped to battle the evils he would face and knowing he could face any hardship. Wandering the world alone for several years, and defeating several small evils, he has finally found his way to the town of Theropa. Not long after his arrival...</p><p></p><p>(this is followed by part of Byntrou's background below)</p><p></p><p><strong>XP Log</strong></p><p>6,330 (when I started with specifics); 850 (Recipient’s realm and the miners traps); 525 (defeating three opponents at the force wall); 300 (mine entrance fight as we left the mine); 300 (capturing the mage at the mine); <span style="color: Red">120 (rescuing Dahlia)</span>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="unleashed, post: 2522604, member: 31408"] [b]Keryth, Male Drakontos Cleric[/b] [SBLOCK=Keryth][B]Keryth[/B] [B]Male Drakontos Cleric 4[/B] [B]Experience Points (required):[/B] 8,425 (10,000 for 5th level) [B]Alignment:[/B] Neutral Good [B]Deity:[/B] Bahamut [B]Homeland:[/B] Unknown [B]Height:[/B] 6’3” [B]Weight:[/B] 205lbs [B]Hair:[/B] Black with silver highlights [B]Eyes:[/B] Silver [B]Age:[/B] 80 (apparent human age: 20) [B]Strength[/B] 14 (+2) [14 base (6 pts)] [B]Dexterity[/B] 10 (+0) [12 base (4 pts), -2 racial] [B]Constitution[/B] 12 (+1) [12 base (4 pts)] [B]Intelligence[/B] 14 (+2) [14 base (6 pts)] [B]Wisdom[/B] 17 (+3) [14 base (6 pts), +2 racial, +1 level (4)] [B]Charisma[/B] 16 (+3) [14 base (6 pts), +2 racial] [B]Class and Racial Abilities[/B] +2 Charisma, +2 Wisdom, -2 Dexterity; Medium size; Base speed 30 feet; Draconic Heritage feat; 4 extra skill points at 1st level, 1 extra skill point per level thereafter; Low-light vision; Weapons and Armor Proficiencies: All simple weapons, all armor, and all shields (excluding the tower shield); Spontaneously cast “cure” spells; Turn undead 6/day [+2 turning synergy bonus Knowledge (religion)]; Air domain: Turn earth creatures 6/day; Cold Domain: Turn fire creatures 6/day [B]Armour Class:[/B] 18 (10 base, +5 armour, +3 shield) [touch 10, flat-footed 18] [B]Armour Check Penalty:[/B] -4 (-4 armour, -0 shield) [B]Arcane Spell Failure:[/B] 35% n/a (25% armour, 5% shield) [B]Hit Dice:[/B] 4d8+4 (8,6,6,6) [B]Hit Points:[/B] 30 [B]Initiative:[/B] +0 [B]Speed:[/B] 20 feet (30 feet base) [B]Base Attack Bonus/Grapple:[/B] +3/+5 [B]Weapons[/B] +5 melee [1d8+2; 20/x2; bludgeoning and piercing; morningstar] +5 melee [1d4+2; 19-20/x2; piercing or slashing; dagger] +3 ranged [1d8; 19-20/x2; 80 ft.; piercing; light crossbow] -- 15 bolts remaining +6 melee [1d8+1; 20/x4; piercing; heavy pick spiritual weapon], lasts 4 rounds. [B]Saves[/B] Fortitude +5 [4 base, +1 Con] Reflex +1 [1 base, +0 Dex] Will +7 [4 base, +3 Wis] [B]Skills (35 points; max ranks: 7/3.5)[/B] Concentration +8 [7 ranks, +1 Con] Diplomacy +10 [7 ranks, +3 Cha] Disguise +5 [2 ranks, +3 Cha] Heal +8 [5 ranks, +3 Wis] Knowledge (arcana) +6 [4 ranks, +2 Int] Knowledge (religion) +9 [7 ranks, +2 Int] Spellcraft +5 [3 ranks, +2 Int] [B]Feats[/B] Draconic Heritage (Silver--Disguise as a class skill) [racial bonus] Augment Healing [1st level] Divine Vigor [3rd level] [B]Languages[/B] Common, Draconic, Auran, Sylvan [B]Air Domain[/B] Granted Power (Su): Turn or destroy earth creatures as a good cleric turns undead. You can also rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. Spells: [I]1) obscuring mist, 2) wind wall, 3) gaseous form, 4) air walk, 5) control winds, 6) chain lightning, 7) control weather, 8) whirlwind, 9) elemental swarm (air only)[/I] [B]Cold Domain[/B] Granted Power (Su): Turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. Spells: [I]1) chill touch, 2) chill metal, 3) sleet storm, 4) ice storm, 5) wall of ice, 6) cone of cold, 7) control weather, 8) polar ray, 9) obedient avalanche[/I] [B]Spells Prepared[/B] Spells Per Day (5/4+1/3+1); Save DC = 13 + spell level 0-level -- [I]create water, detect magic, light, purify food or drink, read magic[/I] 1st-level -- [I]bless, comprehend languages, magic weapon, shield of faith; domain: obscuring mist[/I] {spontaneous cure light wounds 1d8+6} 2nd-level -- [I]bull’s strength, silence, spiritual weapon; domain: chill metal[/I] {spontaneous cure moderate wounds 2d8+8} [B]Equipment[/B] Weight of Items Worn [48.5 lb / 56.5 lb (if mounted)] Breastplate [30 lb] +1 Heavy Mithral Shield embossed with the symbol of Bahamut [5 lb] Morningstar [6 lb] Dagger [1 lb] Light Crossbow [4 lb] -- 15 bolts [1.5 lb] Explorer’s Outfit (blue-grey) Holy Symbol of Bahamut [1 lb] 1 gp from Dahlia (carried for luck in the back of his left gauntlet or left boot) Backpack [2 lb / 57 lb (incl. backpack)] -- Bedroll [5 lb] -- Case, Scroll [0.5 lb] -- Flint & Steel [0 lb] -- Healer's Kit [1 lb] -- Lantern, Hooded [2 lb] (Destiny carries when in use) -- Mirror, Small Steel [0.5 lb] -- Oil (x15) [15 lb] -- Rations, Trail (10 days) [10 lb] -- Rope, Silk (50 feet) [5 lb] -- Sunrod (x6) [6 lb] -- Traveller’s Outfit (blue-grey) [5 lb] -- Waterskin [4 lb] -- Whetstone [1 lb] -- Party Items xx -- Wand of Cure Light Wounds (1st-level / 50 charges) [0 lb] xx -- Scroll of Bless (3), Scrolls of Cause Fear (2), Scroll of Obscuring Mist (2) Pouch, Belt [0.5 lb / 0.66 lb (incl. pouch)] -- 1 sapphire [2,000 gp] -- 4 amethysts [100 gp/ea] -- 2 rose quartz [40 gp/ea] -- 8 gp [0.16 lb] Pouch, Belt [0.5 lb / 2.58 lb (incl. pouch)] [COLOR=White]-- Party Expenses Fund: 304 gp (8 obsidian [25 gp/ea], 104 gp) [2.08 lb][/COLOR] Pouch, Spell Component [2 lb] [B]Weight Carried:[/B] 110.74 lb [B]Carrying Capacity [14 Strength][/B] [B]Light:[/B] 58 lb. or less; [B]Medium:[/B] 59-116 lb.; [B]Heavy:[/B] 117-175 lb.; [B]Lift (over head):[/B] 175 lb.; [B]Lift (off ground):[/B] 350 lb.; [B]Drag:[/B] 875 lb. [B]Money[/B] 2,488 gp (in gems and coins); 304 gp (party fund) [B]Appearance[/B] Keryth is an athletic and handsome man of above average height, with shoulder length black hair highlighted with silver. His bright silver eyes are serious and contemplative, and you feel as if they are watching and measuring every situation. His clothing is well fitted but functional, suitable for almost any situation, and is blue-grey in colour. His only adornment now is a dragon-shaped symbol hanging from a leather cord around his neck. When dressed for battle he wears chainmail, a heavy mithral shield embossed with the symbol of Bahamut strapped to his left arm, and carries a morningstar that looks decidedly lethal in his right hand. [B]Personality[/B] Keryth is calm and steadfast man who holds doing good above all else, whether that means defeating an evil force or helping the less fortunate it matters not to him. He gets on well with those around him, always striving to put people at ease, and makes friends easily. Believing a peaceful solution is the best solution, he will first try to diffuse a situation, but if it falls to fighting he will not hold back in cracking a few skulls. His faith is very personal to him as it was the first gift he received from Bahamut, so he won’t try to force it on others, but is happy to talk about it if people inquire. He usually prays at dawn for his spells. [B]Background[/B] An orphan with no possessions other than his name and the clothes on his back, Keryth had lived on the streets for as long as he could remember which was a very long time. Running with generations of neighbourhood scamps, stealing to survive, lucky to find a warm place to sleep, until finally after decades he awakened with a strange feeling in his heart and mind. This feeling, which he would later find out was a calling from a higher power, drew him from the city to and old isolated abbey several days from the city in the rugged mountains. Driven as he was by the calling, he arrived at the forgotten abbey and promptly collapsed. Over the next few days he faded in and out of consciousness, occasionally seeing the kindly face of an old man, but more often than not just the old stone roof above him. The stranger nursed him back to health, with food more plentiful than he had ever experienced over many hard and meagre years. When he finally awoke fully the stranger was there to greet him saying, “You must be Keryth.” Not knowing how the old man knew his name, but not really caring, after all he wasn’t about to look a gift horse in the mouth, Keryth instead asked, “Why was I drawn here?” “That is a much better question than I expected,” replied the old man, “You Keryth, have been brought here to be taught and to serve.” Taking the old man at his word, Keryth begins to get up from the bedroll he had been lying on, but the old man pushed him back down saying, “Tomorrow is early enough to begin that, for now just rest.” The next morning he found new clothes, a cloth, and a large bowl of water awaiting him when he awoke. Washing for the first time in what seemed like years, he donned his new clothes marveling at how perfectly they fit him for several minutes before moving outside into the dawn light. There he began his martial training and the path to his future. He stayed with the old man whom he knows as Lothir for 20 years or more, but is in truth a silver dragon, training in the ways of Bahamut and travelling with his master as he was called on occasion to defeat various evils. During this time he finally learned of his own heritage as a Drakontos, and about the hundreds of years which he could expect to live. Finding that the majority of his life wasn’t the waste he thought it was, Keryth knew that he could contribute much to the world around him in the plethora of years available to him. This along with the teachings and example set forth by his master steeled his resolve to seek out evil and defeat it while aiding those in genuine need, knowing firsthand the hardships faced by those less fortunate. Lothir feeling that 20 years was a long enough apprenticeship sent Keryth into the world, equipped to battle the evils he would face and knowing he could face any hardship. Wandering the world alone for several years, and defeating several small evils, he has finally found his way to the town of Theropa. Not long after his arrival... (this is followed by part of Byntrou's background below) [B]XP Log[/B] 6,330 (when I started with specifics); 850 (Recipient’s realm and the miners traps); 525 (defeating three opponents at the force wall); 300 (mine entrance fight as we left the mine); 300 (capturing the mage at the mine); [COLOR=Red]120 (rescuing Dahlia)[/COLOR][/SBLOCK] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Clutches of Evil Rogues Gallery
Top