D&D: Kazadar Empire PbP characters


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Name: Trent Tornrel
Race: Gnome
Class: Illusionist
Level: 4
Experience: 6000
XP for next level: 10000
Alignment: Neutral

AC: 13 [+1 size, +1 natural (familiar)]

Description:
Sex: Male
Age: 74
Height: 3’ 5”
Weight: 45 lbs.
Eyes: Blue
Hair: Light Brown

Abilities:
STR: 10(0)
DEX: 13(+1)
CON: 18(+4)
INT: 18(+4)
WIS: 11(0)
CHR: 10(0)

Hit Points: 30

Saves:
Fort +4
Reflex +2
Will +4

Attacks:
Base +2
Melee +3 [+1 size]
Ranged +4 [+1 size, +1 Dex]

Initiative +1


Skills:
Alchemy +11 [5]
Concentration +10 [7]
Craft (Woodcarving) +6 [4]
Hide +5
Knowledge (arcana) +11 [7]
Knowledge (religion) +10 [6]
Listen +3 [1]
Spellcraft +11 [7]
Spot +2 [2]

Languages:
Common
Gnome
Draconic
Goblin
Dwarven
Orc

Feats:
Alertness*
Scribe Scroll
Spell Focus: Illusion
Craft Wondrous Item

*From familiar

Racial Abilities:
+1 AC
+1 Attack
+4 Hide
Low-Light Vision
+2 vs. Illusions
+1 attack vs. Kobolds and goblinoids
+4 Dodge vs. Giants
+2 Listen
+2 Alchemy
Favored Class: Illusionist (Prohibited School: Enchantment)

Equipment:
Bolts, crossbow (20)
Dagger
Crossbow, light
Backpack, Small
Bedroll, Small
Blanket, winter, Small
Waterskin (full), Small
Spell component pouch, Small
Ink (vial)
Inkpen
Traveler’s outfit, Small
Spellbook, wizard’s, Small

Funds:
PP: 10
GP: 68
SP: 8
CP:
Small Ruby = ?

Familiar:
Spike: Male Animal, Hedgehog; CR 1;Diminutive Animal; HD 1d8 (Animal); hp 15; Init +1; Spd 20, 15; AC 16; Atk +0 base melee, +5 base ranged; +5(1d2-4, Bite); SA: Poison (Ex); AL N; SV Fort +2, Ref +3, Will +1; STR 3, DEX 12, CON 10, INT 7, WIS 12, CHA 5.
Skills: Hide+17, Listen+5, Spot+5.
Feats: Alertness, Weapon Finesse, Improved Evasion, Share Spell, Empathic Link, Touch.

Spells Known (Wiz 5/5/4):
0 Level - All

1st Level – Chill Touch, Color Spray, Enlarge, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, Silent Image, Summon Monster I

2nd Level - Blindness/Deafness, Bulls Strength, Continual Flame, Invisibility

Spells Prepared: (Wiz 5/5/4)
Spell-like abilities
Dancing Light 1/day
Ghost Sound 1/day
Prestidigitation 1/day

0 level
Disrupt Undead
Ray of Frost
Mage Hand
Silent Portal
Detect Magic

1st level
Color Spray x2
Mage Armor
Magic Missile
Chill Touch

2nd level
Invisibility x2
Bull's Strength
Blindness

Background:
Trent was born it the town of Elzakor in the Serte Highlands. His family had been gem-cutters for generations, but Trent was not interested or very gifted in that skill. Being very curious Trent studied many different professions trying to find something that he was good at and would keep his interest. When a Mage came to town Trent found something that peaked his interest, he was fascinated by the things the mage could do with what appeared to be little effort.

The Mage was named Vartos, a human male, who had been adventuring for many years and had decided to take a few years off. Trent pestered Vartos until he agreed to train him, Vartos figured that he could always use a servant to take care of his place and teaching Trent a few things would give him something to do when he was not busy studying.

Trent learned quickly, surprising both himself and Vartos. As with most gnomes that study the art of magic Trent found that illusions were easier for him to learn so he decided to dedicate his studies to illusions.

After a few years Vartos’ old adventuring buddies stopped by to talk him into going on another quest. Being restless Vartos agreed, but he did not tell Trent knowing the he would wish to come along. So late at night Vartos left leaving Trent only a note explaining why he left. Vartos said he has taught Trent all he could and it was up to him to continue his education. Having nothing to keep him in Elzakor and his curiosity compelling him on, Trent left Elzakor to find his own destiny. Who knows, he might even catch up with Vartos and join him on his grand adventure.

Description:
Trent is of course short and somewhat thin, he has a brown complexion, light brown hair and blue eyes. He likes to wear earth tone colored clothes mostly browns and greens. Trent squints a bit because of his long hours of reading by lantern light and usually has a smirk on his face as if he just figured out some grand puzzle that no one else could. Trent is very curious and somewhat mischievous but he doesn’t mean any harm, he just wants to learn and to have a little fun.
 
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Gilbie Hiltopper

Male Halfling, Lightfoot Clr3/Rog1
Small Humanoid ; HD 1d8 (Cleric), 1d6 (Rogue)
XP: 6000
XP for next level: 10000

Description:
Height: 3’
Weight: 34 pounds
Hair: Brown
Eyes: Brown

hp 26; Init +4; Spd 20; AC 18

Atk +3 base melee, +7 base ranged; +3 (1d4, Dagger); +3 (1d6, Sword, short); +7 (1d8, Crossbow, light)

Halfling traits (Ex); RF: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons

AL CG

SV Fort +4, Ref +8, Will +8

Abilities:
STR 10
DEX 18
CON 10
INT 14
WIS 18
CHA 14

Skills:
Bluff +5
Climb +1
Diplomacy +5
Heal +8
Hide +10
Jump +1
Knowledge (religion) +4
Knowledge (arcana) +3
Listen +6
Move Silently +7
Open Lock +3
Perform +4
Pick Pocket +4
Sense Motive +5
Spellcraft +3
Spot +5
Tumble +4
Use Magic Device +4

Feats:
Point Blank Shot
Precise Shot

Spells Known (Clr 3/2):
0 -- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue

1st -- Bane, Bless, Bless Water, Burial Blessing, Cause Fear, Change Self, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Entropic Shield, Inflict Light Wounds, Invisibility to Undead, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Random Action, Regenerate Light Wounds (Healing), Remove Fear, Sanctuary, Shield of Faith, Summon Monster I.

Domains:
Luck
Trickery

Spells Prepared (Clr 3/2):

0 --
Guidence
Resistance
Virtue

1st --
Bless
Magic Stone
Shield of Faith
Domain: Change Self

2nd --
Enthrall
Sound Burst
Domain: Invisibility

Possessions:

Weapons:
Sword, short *
Crossbow, light *
Bolts, crossbow (10) *
Bolts, crossbow (10) (p)
5 Daggers (p)

Armor:
Leather *

Shields:
Shield, small, wooden *

Goods:
Backpack, Small *
Waterskin (full), Small *
Traveler`s outfit, Small *
Holy symbol, silver *
4 Weeks Rations, trail (per day), Small (p)
Wine, fine (bottle) (p)
Wine, fine (bottle) (p)
Flint and steel (p)
Lantern, hooded (p)
5 Oil (pint) (p)
Bedroll, Small (p)
Blanket, winter, Small (p)
Cleric`s vestments, Small (p)
Bit and bridle (p)
Pony
Saddle, riding (p)
Saddlebags (p)

* = on person
(p) = on pony

History:
As he awoke, Gilbie tried to shake the pain from his head. He didn’t remember much. Only some beast of a human shouting something profane about Gilbie’s ancestors. Then it was lights out after that brute struck him with a chair. Thinking to himself, Gilbie pondered. “Perhaps it was that joke about his lineage? Or maybe it was the comment about his choice in mates? No matter, it’s time for lunch according to my stomach. So, where to go? Wait, where am I?” Gilbie looked around and became more confused than he was already. “Hmm…..I remember my name, and I remember last night at the…….oh what was that tavern’s name? But I don’t seem to remember where in the world I am.” Going through his pockets, Gilbie is relieved to find a few coins. “Perhaps enough to buy me lunch, after lunch, dinner, and a place to sleep tonight.”, he muttered under his breath. Suddenly, from above him, Gilbie heard, “May Mirania help you in your time of need.” He was then hit on the head by some more coins. Gilbie then thought, “Ahh, fortune has smiled upon me today.” Realizing that he hadn’t even gotten off of the ground, he stood and brushed himself off. Upon looking up, Gilbie then realized why he had been hit on the head with coins. He stood at the foot of a shrine to some god. Finally talking out loud Gilbie said, “Well, I guess somebody is looking out for me. Hmmm….. what did that stranger say? Mirania? Well, Miss Mirania, thank you.” And with that he was off.

Not knowing where to go, Gilbie wandered through the town hoping to find out where he was, who he was, and what he could possibly do here. Eventually his wandering took him to the Mud Hen inn. The only reason he even entered the stench-riddled place was because some drunken fool pulled him in there. After the man bought him a few ales, Gilbie realized that this was the owner. And what’s worse, he worked for him. Something about brewing wine in the back room. Gilbie thought, “Well at least that’s settled. He made wine at this tavern and probably lived here too. But this was not the place where he was making fun of that brute.” As the evening played on, Gilbie was happy to find out the he had a knack for comedy and had been doing a stand up routine over at the only other tavern in this town of Fualosh. That tavern was known as the Whimpering Wench. The owner of the Mud Hen was a plump fellow by them name of Judar Shoud. He seemed like a nice enough fellow especially when he was drunk and buying the ales.

Eventually Gilbie tired of the lack of pay for his services at the Mud Hen and the ever-growing hostile crowds at the Whimpering Wench. He had saved a bit of coin and decided that he would head off to a larger town. Perhaps something large and close to water would provide some more moneymaking opportunities. It had been 4 months since he woke at the foot of the shrine to Mirania and he could only figure out a few things. He knew his name; Gilbie Hilltopper, he knew that he had a knack for comedy and that he could make a fair wine. So with this knowledge he set out for the riches that were surely due him at some other town.

Along the way, Gilbie stopped in a small village named Illiack. There he found a temple to Mirania. Figuring that he could use a little help, he went inside. Depositing some coin into the church’s moneybox, he sighed. “Here’s to hoping that you can some how help me in spreading cheer. Well, and maybe a little of helping me earn a good living.” After saying that under his breath, Gilbie turned to leave. At that moment, a chuckle arose from one of the church pews. “Wow, I don’t think I’ve ever heard that one before.” Gilbie turned around and asked, “What? Who’s there.” In a jovial manner, a human jumped up from his laying position and spoke. “Why it is I. The name is Theferris. I am the caretaker, janitor, cook, entertainer, and head priest of this here temple.” Gilbie realized that this man was smiling ear to ear the entire time that he was introducing himself. Gilbie introduced himself and answered all of Theferris’ questions regarding his strange request of Mirania. Upon hearing that Gilbie could make wine and enjoyed comedy, Theferris asked him if he would stay on for a bit and learn more about the goddess of music, wine, humor, and tricks. Not having any other place to be, Gilbie accepted and started down the road to becoming one of Mirania’s followers.

Now almost a year after meeting Theferris, Gilbie has decided that it is his calling to go out into the world and spread cheer and good tidings. Armed with only a holy symbol and 4 bottles of his own wine, Gilbie set out to do the world good.
 
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Dolfuur Reynex

Name: Dolfuur Rynex
Race: Hill Dwarf
Class: Fighter
Age: 61
Height: 5'0" Lbs.: 180
Size: Medium
Eyes: Grey
Hair: Brown
Alignment: Neutral Good

Level Achieved: 4
Experience points: ??
EXP to next level: 10,000
AC: 10 - 1 dex + 5 armour +2 shield = 16

Base Speed: 20

ABILITY SCORES
STR: 18
DEX: 8
CON: 17+1 = 18
INT: 12
WIS: 15
CHA: 10

HIT POINTS: 14+13+11+?? = 35+??

SAVING THROWS
Fortitude: +4 BASE + 4 CON = +8
Reflex: +1 BASE - 1 DEX = 0
Will: +1 BASE + 2 WIS = +3

INITIATIVE MOD: -1 DEX = -1

BAB: +4

Combat stats
Dwarven Waraxe* (+9 melee, 1d10+6, 20/x3 crit, slashing)
Dwarven Waraxe, two-handed* ((+9 melee, 1d10+8, 20/x3 crit, slashing)
Hand Axe (+8 melee, 1d6+4, 20/x3, slashing)
Dagger (+8 melee, 1d4+4, 19-20/x2, piercing)

Dagger (+4 ranged, 1d4+4, 19-20/x2, piercing, RI 10')

Special Combat Notes :
* = Weapon Focus and Weapon Specialisation feats added in

Feats
Exotic Weapon Proficiency - Dwarven Waraxe (1st level)
Power Attack (1st level Fighter bonus)
Cleave (2nd level Fighter Bonus)
Weapon Focus - Dwarven Waraxe (3rd level general)
Weapon Specialisation - Dwarven Waraxe (4th level Fighter Bonus)

Virtual Feats
Light, Medium, Heavy Armour Proficiency
Shield Proficiency
all Simple and Martial Weapon Proficiencies

Skills (2+1)x4 +3 +3 +3 = 21 total skill points

Climb 2+1+0+2 = 5 ranks; check= +9 - Armour Check penalty
Craft-Armorsmithing 4+0+0 = 4 ranks; check = +5
Handle Animal (Pony, Horse) 0+2+0 = 2 ranks; check = +2
Heal 0+0+2cc = 1 rank; check = +3
Intimidate 2cc+0+0 = 1 rank; check = +1
Jump 2+0+0+1 = 3 ranks; check= +7 - Armour Check penalty
Ride 0+0+1 = 1 rank; check = +0
Sense Motive 2cc+0+0 = 1 rank; check = +3

Languages
Common, Dwarven, Terran

Equipment (240 gold)
Chainmail and Large Steel Shield
Dwarven Waraxe
HandAxe
Dagger
some coins from Goblins
10 PP

Pony (from Lord Cindale)
__Bit and Bridle
__Saddle
__Saddlebags
____Backpack
______Trail Rations (one week)
______Whetstone
______Waterskin
______50' Hemp Rope


Background
Dwarven Clanhomes in the Karad Mountains were meeting for the first time in several years, and talk was that something was going to happen. The Reynex household in Clan Deepenstone listened attentively, for Hulguur Reynex was a proud Dwarf, strong and tall for his race, and a fine smith. His son, Dolfuur, seemed to have grown in his father's boots, literally. And as the youngster fired the forge singlehandedly while his father was away at the Meet, events unfolded.

The idea was simple, in a typically Dwarvish way. The damnable Flits were getting their backsides kicked, but the enemy was a powerful one. Humans ... they were a menace all right. And this Lorengard seemed to not know when to stop his pushing. With the Elves in retreat, would the Dwarves be next?

Some thought so, and volunteers were called for; a group was being send to meet the Elves and see what was what and what was not. Dolfuur volunteered immediately ... it was a chance he had been waiting for. Young, he had yet to see much of the Oerth. Aldeera was large, and so were its problems apparently. He could hammer iron when he was old, he told himself. It was time to Do Something. And meet some Elves. They couldn't be as flighty as the Elders always said ... or could they?


Description and Demeanour
A five foot tall "Dwarf", Dolfuur's arms are crafted as if from granite itself. Many years at the anvil already, and he was yet young, had forged an iron-like musculature and an almost indomitable strength. And it showed. As did intelligence in his flint grey eyes. While he was no clever Rogue or wise Priest of Moradin, he was not dimwitted or dulled by the smithing either. His words were well-chosen, and he had a knack for staying out of trouble and not getting drunk ... well, as much a knack as any Dwarf had for those things. His brown hair was kept short, like most smiths, and his beard also trimmed. Time enough to grow proper hair later, he always tells himself.

Edit 4/01: fixed typo
Edit 4/02: fixed typo
Edit 4/26: added languages
Edit 5/05: added Pony and moved equipment around
Edit 9/05: added Level 2 changes
Edit 9/06: showed HP breakdown
Edit 1/24: redid formatting
Edit 2/27: added Level 3 changes; added Combat Stats section
Edit 3/05: added 10 PP
Edit 2/15/2004: added Level 4 changes
Edit 2/22/2004: fixed some typos

Level Up Log
Level 2
Class taken: Fighter
HP gained: 1d10+3

Skill points gained: 2+1 = 3
2 ranks in Handle Animal (Pony, Horse)
1 rank in Climb

Feats gained: 1 fighter feat, taken: Cleave

BAB increases by 1

Fort Save increases by 1

Level 3
Class taken: Fighter
HP gained: 1d10+3

Skill points gained: 2+1 = 3
1 ranks in Heal (cc)
1 rank in Ride

Feats gained: 1 general feat, taken: Weapon Focus - Dwarven Waraxe

BAB increases by 1

Reflex Save increases by 1

Will Save increases by 1

Level 4
Class taken: Fighter
HP gained: 1d10+4

Skill points gained: 2+1 = 3
2 ranks in Climb
1 rank in Jump

Feats gained: 1 fighter feat, taken: Weapon Specialisation - Dwarven Waraxe

BAB increases by 1

Fort Save increases by 1
 
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Keldorn Arath

Name: Keldorn Arath
Gender: Male
Race: Human
Class: Fighter lvl3
Alignment: Chaotic Good
Size: Medium Humanoid
Hit Dice: HD 3d10+6 (Fighter)
Hit Points 31
STR: 16
DEX: 14
CON: 14
INT: 13
WIS: 13
CHA: 10

Init: +6
Speed 20
AC: 19
Atk +6
base melee +5
base ranged +5
(1d8, Crossbow, light)
+7 (1d12+4, Greataxe)
+6 (1d8+3, Longsword)


Saving Throws
Fort: +5
Ref : +3
Will: +4


***Equipment***
Weapons:
Greataxe
Longsword
Crossbow, light
Bolts, crossbow (20).

Armor:
Full plate

Goods:
Backpack
Bedrol
Flint and steel
Rations, trail (per day)
Rations, trail (per day)
Rations, trail (per day)
Rations, trail (per day)
Rations, trail (per day)
Torch
Waterskin (full)
Whetstone
Horse, heavy
Bit and bridle
Saddle, riding
Saddlebags
Pouch, belt


***Magic***

Potions:
Cure Moderate Wounds (3).

Skills:
Balance -3
Knowledge (History)+2
Listen +4
Search +4
Spot +4
Use Rope +3

Feats:
Cleave
Improved Initiative
Iron Will
Power Attack
Weapon Focus: Greataxe
 

Name: Faehlle
-'Cennaire' (Wolf-Friend)
- Daughter of Faehaghna
- Huntress of the Versine
Campaign: Aldeera
Class: Ranger(Monte) 3 / Rogue 1
Race: Elf
Hp: 20
AC: 13 (base)
Sex: Female
Age: 121 Summers
Hair: light gold
Eyes: brilliant blue
Height: 5 feet, 7 thumbs
Weight: 7 stone
Align: Neutral Good
XP: 6000/10000


Attributes
Str: 11 (/0)
Dex: 18 (+4)
Con: 10 (/0)
Int: 12 (+1)
Wis: 15 (+2)
Cha: 13 (+1)

Melee: +7 (saber/finesse);
Ranged: +7 (Longbow);
+8 w/MW Arrows;

Armour Class: 14 (base), 16 (leather), 17 (buckler)
Encumberance: Light (Medium w/backpack)
Move: 30'(20')
Armour Check: 0 (-1 w/buckler; -3 w/backpack)
Initiative: +4

Saving Throws:
Base+Skill/Total
Fort: +3 /0 +3
Refl: +5 +4 +9
Will: +1 +2 +3
*+2 save vs Enchantment; Immune to Sleep Magic

Languages:
Common, Elven, Sylvan

Special Abilities:
Favoured Enemy +1: Humans
Bonus Feat: Track

Racial Features:
+2 Dex
-2 Con
Immunity to Sleep Magic
+2 save vs Enchantment
Low-Light vision
Proficient with swords and bows
+2 on search, spot, listen checks
Favored Multiclass: Wizard
Special Search

Feats:
Track
Weapon Finesse - Saber**
Favoured Enemy Strike - Human

Skills: Base+Skill+Bonuses(Total)
Animal Empathy 2+1+0 (3)
Bluff 1+1+0 (2/3)!
Climb 1+0+0 (1)*
Concentration 0+0+0 (0)
Craft - Bowyer 2+1+0 (3)
Diplomacy 3+1+2 (6)$
Handle Animal 1+1+0 (2)
Heal 0+2+0 (2)
Hide 7+4+0 (11) *
Intuit Direction 1+2+0 (3)
Jump 0+0+0 (0)*
Knowledge(Nature) 1+1+0 (2)
Listen 5+2+2 (9/10)!
Move Silently 7+4+0 (11) *
Profession (Hunter) 1+2+0 (3)
Ride 1+4+ 0(5)
Search 0+1+2 (3)
Sense Motive 5+2+0 (7/8)!
Spot 7+2+2 (10/11)!
Swim 2+0+0 (2)*
Use Rope 0+4+0 (4)
Wilderness Lore 5+2+0 (7/8)!


$ Synergy Bonus
! Favoured Enemy Bonus: +1 vs Humans
* Armour Check penalty applies to this skill


ARMOUR: (20lbs)
Leather Armour (+2AC, 15lbs) - 10gp
Buckler (+1AC, 5lbs) - 15gp
30' move, -1 Armour Check

WEAPONS: (14lbs)
Saber** (1d6, 18-20/x2, 3lbs) - 20gp
Dagger (1d4, 19-20/x2, 1lbs) - 2gp
Long Bow (1d8, x3, 100ft, 3lbs) - 75gp
Arrow Quiver w/ (3lbs)
-Arrows (9) - 6sp
-Arrows, Silver (6) - 6gp
-Arrows, Masterwork (2) - 14gp

EQUIPMENT: (18.5lbs)
Explorer's Outfit (***)
Backpack (2lbs) - 2gp
-Winter Blanket (3lb) - 5sp
-5 Candles (*) - 5cp
-5 Pieces of Chalk (*) - 5cp
-Flint & Steel (*) - 1gp
-Waterskin (4lbs) - 1gp
-2 Sunrods (*) - 4gp
-Silk Rope (5lbs) - 10gp
-Whetstone (1lb) - 2cp
-2 Loaves Bread (1lb) - 4cp
-Hunk of Cheese (1/2lb) - 1sp
-2 Days Rations (2lbs) - 1gp
-??Silver Dagger in Fine Sheath??

* Negligible Weight.
** Sabre = Rapier (Different name; slashing, otherwise same weapon/stats).
*** First outfit is free of charge and does not count against encumberance.

Funds:
43gp
1sp
3cp

Carrying Capacity (lbs)
STR:11 = light/38, medium/76, heavy/115

52.5 lbs total (medium; Move 20', -3 armour check)
34 lbs w/o backpack (light; no modifier's)

Description: Faehlle is slender and lithe, like all of her ancient race. Her features are delicate and fair, with the grace and beauty born to all elves. Her eyes are bright and full of life, and yet they are as deep pools: much lies beneath their oft placid surfaces. Her hair is a platinum gold corona that tumbles in lazy curls about her shoulders, although it is often partially braided and tied back. Threads of gold, silver and silk often run through her braids, betwixt her minor ornaments and hair broaches. Aside from such minor ornamentation, she is simply adorned in comfortable clothes dyed in soft, natural hues. Her demeanor is friendly and serene when relaxed, but on the hunt she in an implacable foe to her enemies and her eyes gleem with inner fire.

Recent History: Faehlle has lived in the area of the Versine Forest for some several human generations now, aiding those who lived near by and keeping them safe. She traveled the forest and protected its sacred places from defilement and discovery. With the coming of war from Kazadar, Faehlle took up arms as a skirmisher against Kazadar incursions. Though slow to anger and quick to forgive in times of peace, Faehlle has seen many of her close kin die and has vowed to avenge them with the blood of the Kazadar invaders by taking up arms against the marauding hordes. She has hunted them through dale and valley; over cliff and brook; under bough and branch; and in doing so, earned the honorific, 'Huntress of the Versine' for her exploits and as a sworn enemy of all who seek the extermination of her race and the defilement of her homeland.

A dark cloud lies over Faehlle, however, for her hatred of humanity is fiercely kindled and her vengeance against humanity subtly consuming. Forced to work with rebel humans against their own kin, Faehlle struggles to find a place in a human world, grounded by her new allies and friends. The ghosts of those lost her still haunt the elf maid, and drive she that once lept free of care through the garden woods of her homeland; their loss shadowing her eyes with a deep sorrow.

Faehlle does not lust for gold or power, but but to see her people delivered out from under the shadow that reaches from Lorengrad. To this end she is commited, but her aspirations are ensnared by another fell shadow: vengeance. The shadow without that darkens Lorengrad has become the shadow within that darkens her heart.
 
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Hit Point updates for 4th level:

Dolfuur = 14 (7+7 for Con. bonus. Since his Con. was increased, he gets the new bonus hit points all the way back to 1st level, hence the +7 for Con. instead of +4)

Faehlle = 5 (5+0 for Con. bonus)

Gilbie = 8 (8+0 for Con. bonus)

Trents were already done and are correct on his sheet here.

Go ahead and update the sheets to reflect the new totals.
 
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