Forgotten Realms Character of the Moment

d12

First Post
This is the Forgotten Realms Character of the Moment. I hope to bring out a new character every 3-10 days. Please offer any comments you wish. For those of you who are true Forgotten Realms experts, if I flub the facts of Faerun please forgive my foul and fleetly facilitate rectiFication.
.
.
.


This is an example of a first level character created using some of the feats, spells and rules from Magic of Faerun and the FRCS. I rolled stats using the standard method of 4d6, drop the lowest die. I determined race and class more or less randomly. I bent (broke) the rules with the familiar, but I don’t think it’s too egregious an abuse and it really fits with the character. Sharva could be used as a PC, NPC or cohort.


Sharva Dosi: Female half-elf Sor 1; Medium-size humanoid; HD 1d4+2; hp 6; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk +1 melee (1d8 x3, masterwork shortspear); or +1 ranged (1d6, sling); SQ border collie familiar (Dop), empathic link with Dop, share spells with Dop; AL NG; SV Fort +2, Ref +1, Will +1; Str 11, Dex 12, Con 14, Int 11, Wis 8, Cha 17. Height 5 ft. 10 in.
Skills and Feats: Concentration +4, Knowledge (nature) +1, Heal +1, Listen +0, Profession (shepherd) +1 Spellcraft +2, Spot +0; Search +1, Wilderness Lore +1, Forester*

Border Collie Familiar: Sharva has a familiar named Dop. In the country he usually roams around about 100 feet from her. In towns he stays at her side.
Empathic Link (Su): Sharva can communicate telepathically with Dop at a distance of up to one mile. She has the same connection to an item or a place that Dop does.
Share Spells: Sharva may have any spell she casts on herself also affect Dop if the latter is within 5 ft. at the time. Sharva may also cast a spell with a target of "You" on Dop.
Touch: Dop can deliver touch spells for Sharva.

Sorcerer Spells Known: (base DC = 13 + spell level): 0 – electric jolt**, Horizikaul’s Cough**, detect magic, daze; 1 – true strike, burning hands

Possessions: masterwork shortspear, dagger, sling, 20 bullets, peasant's outfit, backpack with waterskin, one day’s trial rations, bedroll, sack, flint and steel, 5 torches, spell component pouch, 2 gp, 45 sp, 10 cp.



Dop Male riding dog; Medium-size animal; HD 2d8+4; hp 8; Init +2; Spd 40 ft., AC 17 (touch 12, flat-footed 11); Atk +3 melee (1d6+3, bite); SQ Scent, empathic link with Sharva, improved evasion, touch; AL TN; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 6, Wis 12, Cha 6.
Skills and Feats: Listen +7, Spot +7, Swim +5 Wilderness Lore +1 (bonus of +4 when tracking by scent); Alertness
Empathic Link (Su): Dop has an empathic link with Sharva out to a distance of up to one mile. Sharva cannot see through Dop's eyes, but the two of them can communicate telepathically.
Improved Evasion (Ex): If Dop is subject to an attack that normally allows a Reflex saving throw for half damage, he takes no damage on a successful save or half damage on a failed save.
Touch: Dop can deliver touch spells for Sharva.



Sharva is a half-moon elf raised in Featherdale. Twenty years ago her parents, both “retired” half-elf adventurers, went in search of a former companion who had gone missing in the Western Heartlands. They left their six-year-old daughter in the care of a trusted friend, a half-elven shepherd in Featherdale by the name of Cork, and haven’t been seen or heard from since. Cork has raised Sharva as his own daughter but knows that her magical talents (inherited from her mother) have matured and that she grows restless with elven wanderlust. Soon she will leave in search of her parents.

Sharva has pale skin, black hair and a striking appearance. Her elven features are subdued and when she wears a cap, one can hardly tell that she isn’t human. Except for her sturdy leather boots, she dresses as a peasant. With her ears covered, she looks every bit the young shepherd girl. She has a nasty temper and quite a bit of pride but has a charming personality and makes friends easily.


* from FRCS
** from Magic of Faerun
 

log in or register to remove this ad

number 2!

Here’s a character designed to be used as a cohort in your Forgotten Realms campaign:

Stig “Stitch” Greyrock: Male half-orc F3; Medium-size humanoid; HD 3d10+6+3; hp 31; Init +1; Spd 30 ft.; AC 20 (touch 12, flat-footed 18 ); Atk +7 melee (1d10+4 x3 maul*) or +7 melee (1d6+3 19-20/x2 masterwork shortsword); or +4 ranged (1d8 19-20/x2); SQ darkvision 60 feet, orc blood; AL TN; SV Fort +5, Ref +2, Will +4; Str 17, Dex 13, Con 14, Int 10, Wis 16, Cha 6. Height 6 ft.
Skills and Feats: Healing +11, Riding +4, Spot +4, Swim +6**, Weapon Focus (Maul), Cleave, Toughness, Skill Focus (healing)***

Possessions: full plate, maul, masterwork shortsword, light crossbow, 20 bolts, traveler’s outfit, backpack with waterskin, three day’s trial rations, bedroll, sack, flint and steel, healer’s kit, spare healer’s kit, whetstone, 20 cp, 10 sp, 150 gp, pearl (worth 100 gp), potion of cure light wounds, potion of invisibility, Amber Amulet of Vermin (Large monstrous spider)****

*This weapon is listed in the equipment section of the FRCS
** Doesn’t include weight of equipment
*** variant rule +3 for skill focus
**** Item from Magic of Faerun

Stitch grew up as a fetch-boy and go-for for a group of Half-orcish Chessentan mercenaries. When he reached an appropriate age he joined their ranks. His bravery and skill on the battlefield gave him the respect of his comrades-in-arms and his ability to patch up the wounded earned him both a place of reverence and his preferred nickname. His company recently dissolved upon the death of its leader and Stitch booked passage on a ship going north and west to look for some action in new surroundings.

Stitch’s neutrality indicates only an extraordinarily pragmatic outlook on life – gold and survival are good, poverty and death are bad and everything else is “just philosophy.” He betrays his usual pragmatism in the heat of battle and in regards to trusted comrades – for Stitch, loyalty to his unit (as opposed to loyalty for a cause, idea or nation) is paramount. To Stitch, the only thing worth dying for is a comrade. Therefore if Stitch is treated more or less an equal, he will make a loyal and trustworthy cohort for any PC. Currently he is sitting in a tavern in the Heartlands craving “action.” Above all else, Stitch considers himself a “professional” and conducts himself accordingly: his weapons, armor and equipment are always in top condition; he trains continuously and he follows orders (though not always to the letter).

Stitch is not a battle-hungry savage, but a calculating and crafty warrior. He does not seek or turn aside from a fight. He will size up an opponent whenever possible to determine its weaknesses and has experience in fighting a variety of creatures, mundane and magical, humanoid and other. Stitch isn’t good with words or social situations but is wise enough to know this about himself. In a group negotiation situation (for instance, if the PC’s parley as a group with an encountered creature) Stitch will often make his opinion known by whispering in the ear of the party leader or just a more charismatic PC. Stitch’s counsel is usually for prudence and caution, especially in a potential combat situation.

Stitch has flaming red hair shaved close to his head and a red beard he keeps roughly trimmed. One enormous tusk-like tooth protrudes from his lower lip. He carries a multitude of battle scars which he neither displays proudly nor attempts to hide. He is direct to the point of bluntness and often comes off as rude. A lifetime in military camps has provided him with few social graces: he eats with a knife and bathes once a month. His sword is usually cleaner than he is. If he becomes the cohort of a PC, he will insist on addressing that PC as “sir,” even if the actual relationship between the two is more informal.
 

Here’s another PC designed to be a cohort to the PC’s or perhaps a DM run “PC”.

Nyanza Wasatho: Male Human Evoker 3/ Sor 1; Medium-size humanoid; HD 4d4+2; hp 14; Init +2; Spd 30 ft.; AC 13 (touch 12, flat-footed 11); Atk +2 melee (1d8+1 x3, shortspear); or +3 ranged (1d4+1 x2, dart); AL TN; SV Fort +0, Ref +3, Will +6; Str 12, Dex 14, Con 9, Int 18, Wis 12, Cha 13. Height 6 ft. 6 in., 200 lbs
Languages, Skills and Feats: Common, Ignan, Tashalan*, Alzhedo*, Draconic, Appraise +7, Concentration +9, Knowledge (Arcana) +9, Knowledge (Religion) +5, Knowledge (Nature) +5, Knowledge (the planes) +6, Listen +2, Ride +3, Search +6, Sense Motive +4, Spellcraft +11, Spot +3, Swim +2, Mind Over Body*, Spell Focus (Evocation), Scribe Scroll, Skill Focus: Concentration

Sorcerer Spells per day: 5/4
Sorcerer Spells Known:
0 level – (DC 11) Read Magic, Detect Magic, Mage Hand, Light
1st level – (DC 12) True Strike, Shield

Wizard Spells per day: 5/4/3
Wizard Spells Typically Prepared (the numbers after the slash indicate the DC for evocation spells):
0th level – (DC 14/16) Acid Splash** (x2), Ray of Frost, Arcane Mark, Daze
1st level – (DC 15/17) Ice Dagger**, Magic Missile (x2), Expeditious Retreat
2nd level - (DC 16/18) Gedlee’s Electric Loop**, Darkness, Aganazzer’s Scorcher**

Spellbook (opposition schools are Necromancy, Divination and Illusion): 0: Acid Splash** plus all allowed from PHB, 1: Horizikaul’s Boom**, Ice Dagger**, Jump, Arcane Armor, Mount, Magic Missile, Feather Fall, Expeditious Retreat, Reduce, Grease, Alarm, 2: Aganazzer’s Scorcher**, Gedlee’s Electric Loop**, Snilloc’s Snowball Swarm**, Obscure Object, Protection from Arrows, Glitterdust, Shatter, Darkness, Daylight, Endurance, Knock

Possessions: Shortspear, 3 darts, Explorer’s outfit, Spell Component Pouch, Potion of Cure Light Wounds, Potion of Aid, Wand of Detect Secret Doors with 15 charges, Scroll scribed at 3rd level: Snilloc’s Snowball Swarm**, Magic Missile, Protection from Arrows, Brooch of Shielding (34 points of Magic Missile absorption left), Bracers of Armor +1, Spellbook, 200gp, 30 sp, small assorted gems worth 600gp

Nyanza is a tall and incredibly thin Cala:):):):)e of Tashalan decent. He has dark skin, brown eyes and a short, neat afro. In relaxed moments he favors robes of light brown with green trim made of expensive material but with a simple cut. While adventuring he tends to wear an explorer’s outfit. He left his home city of Almraiten several years ago to travel north and study evocation magic, which is unpopular among his peers in Calimshan. He adventures to further his magical knowledge and wealth. He has no strong moral qualities whatsoever. He is generally trustworthy except that he might hide powerful magical items or spells from his fellows. He is unfailingly polite and tends to be a little on the quiet side – sometimes too quiet.
 

Remove ads

Top