From Citadel to Bastion Character Library

Ashrem Bayle

Explorer
This space will be used as a repository for the characters used in the From Citadel to Bastion PbP game.

The game will take the characters all the way from Sunless Citadel through Bastion of Broken Souls.
 
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The savant...

Ashrem Bayle
Sueloise Human
1st level Psion (Savant)
Alignment: Lawful Neutral
Experience: 0 / 1,000

ABILITIES
Str: 12 (+1)
Dex: 14 (+2)
Con: 16 (+3)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 6 (-2)

SAVING THROWS
Fortitude: +3
Reflex: +2
Will: +4

COMBAT
Hit Points: 7
Initiative: +2
Base Attack Bonus: +0
Armor Class: 16 (2 Dex + 4 Inertial Armor) or 14 (2 Dex + 2 Leather Armor)

Attacks:
Short Spear - Att: +1; Dmg: 1d8+1
Lt. Crossbow - Att: +2; Dmg: 1d8
Dagger - Att: +1 (+2); Dmg: 1d4+1

SPECIAL ABILITIES:
Bonus Feat (Human)
Bonus Skills (Human)
Psionics
Psicrystal
Psychic Combat

FEATS:
Empowered Psicrystal (Free, Mind’s Eye)
Psychic Prodigy (+2 Con for psionic purposes, Tome and Blood)
Inertial Armor (+4 Armor Bonus, 1 power point reserve)

SKILLS: (24 Points)
Autohypnosis (+6, 4 ranks); Concentration (+6, 3 ranks); Craft: Gemcutting (+2, 1 rank); Disable Device (+3, 1 ranks); Knowledge: Psionics (+4, 3 ranks); Open Lock (+3, 1 ranks); Pick Pocket (+4, 2 ranks); Profession: Miner (+2, 1 rank); Psicraft (+3, 2 ranks); Search (+5, 4 ranks); Spot (+2, 0 ranks); Listen (+2, 0 ranks); Hide (+2, 0 ranks); Move Silently (+2, 0 ranks), Stabilize Self (+4, 1 rank)


EQUIPMENT: (Starting Gold: 90gp)
Short Spear (2gp)
Light Crossbow w/ 30 bolts (38gp)
Dagger (2gp)
Belt Pouch x 2 (1gp)
Flint & Steel (1gp)
Leather Armor (10gp)
Signet Ring (5gp)

Treasure:
31gp


PSIONICS:
Power Points: 3
Psychic Combat Modes: Psychic Crush, Mind Blast
Psychic Defense Modes: Empty Mind, Intellect Fortress, Tower of Iron Will
Secondary Disciplines: Telepathy & Clairsentience

Displays:
Psychokinetic Powers: A low humming sound.
Clairsentient Powers: Eyes glow green
Telepathic Powers: Everyone senses that they are being watched
Psychoportation Powers: Sound of glass breaking
Psychometabolism Powers: A wet cracking sound as the body disfigures or heals.
Metecreation Powers: Ectoplasm soaks or blankets the created object or effected area for a brief second.

Talents: Free Uses: 4
Far Hand
Daze (DC:+4)
Missive
Inkling

1st Level Powers: Cost: 1 pp
Matter Agitation (DC:+5)
Charm Person (DC:+5)


BACKGROUND

Appearance:
Age: 22
Height: 5’-10”
Weight: 145 lbs.
Hair: long and white
Eyes: ice blue

Slender and graceful, Ashrem seemingly has no body fat. While he appears frail, his time spent in slavery and practicing exotic conditioning exercises has developed his body to a level of health and fortitude that few ever achieve. His body, especially his back, is covered in numerous scars from his time as a slave. Also, there is a slave mark tattooed into the back of his neck. He wears his hair long to cover this.

Ashrem prefers dark clothing. He wears a suit of tight fitting black leather armor adorned with numerous buckles and straps that protect his body. Worn over his armor is a long black cloak with a deep hood. His long white hair stands out in contrast to his dark clothing. Ash often carries a spear topped with two prongs. Set between the prongs is a small rough-cut ruby that is removable. This is the resting place of Tarsis, his sentient psicrystal.

Ashrem is actually good looking, however his lack of a normal childhood and his dependency on psionics make him seem distant and brooding. He never bothered to learn diplomacy when he could simply will the other person to agree with him.

History:

Born in the Duchy of Urnst, Ashrem Bayle’s first memory was of blood and carnage. At the age of but four summers, he became one of a dozen survivors of a drow raid on his hometown of Kalari Springs. Along with the other captives, Ashrem was taken into the underdark and sold into the service of a brood of mind flayers.

Serving under the lash of a harsh taskmaster, Ashrem spent his youth mining the cold stone of the underdark. However, at the age of twelve, he was taken by one of the more prominent illithids for study. Ashrem has little memory of this time for he often faded in and out of consciousness. His memories and perceptions distorted by rigorous psychic experimentation, Ashrem was finally returned to the mines.

Little did he know that he was being watched. The Illithid leader had managed to awaken the boy’s latent psychic potential. He had been returned to the other slaves in order for the illithids to watch his abilities naturally manifest. Unfortunately for the mind flayers, Ashrem was quicker to manifest his abilities that they imagined. Using his psychic abilities, Ashrem melted through his shackles and freed his fellow slaves. In the revolt, only he and a half dozen others managed to escape to the surface.

After his escape, Ash returned to the remains of what was once his home. There he found a delapidated farm house and his family's remains. He buried his family and from his father's corpse he took a signet ring depicting a wolf with three eyes. The importance of the third eye was not lost on Ash who now believes his family had a strong psionic heritage. He wishes he knew how to contact anyone else in his family, but he has only a few very vague memories of his chilldhood before slavery.

Leaving his home behind, Ash traveled about and soon found himself in the Yeomanry region. There he lived on the streets and made his way as a petty thief. He learned to use his powers to bend the will of men so that they would be more than generous with their offers of charity. While most thieves were slick tongued and smooth, Ashrem refused to spend time developing those abilities. His psychic abilities made such tactics unnecessary.

He lived this way for a year before his abilities were discovered. A man by the name of Sorren recognized the youth’s abilities and gave him an ultimatum. He would not turn Ash over to the authorities, if he agreed to become Sorren’s pupil. Ashrem agreed and began a formal study of the “Unseen Way” under the strict tutelage of his new master. In his studies, Ash developed the ability to engage others in mental combat and learned a great deal of psionic theory and principles.

He had learned a great deal, but while very different than the mines of the underdark, he still resented being in a submissive position. After spending a year with his teacher, Ashrem has decided to move on. He does not know where he plans to go, but he craves adventure and the freedom of the road. He searches for knowledge and treasures so that one day he may create his own estate and forever be free.


<Stats included for future use.>
PSI-CRYSTAL:

Tarsis
Hit Dice: 1 special (20hp)
Initiative +6
Speed: Varies
AC: 13 (-5 Dex, +8 Size); Hardness 15
Attacks: --
Damage: --
Face/Reach: Special
Special Attacks: Special
Special Qualities: Regenerate 2d4hp per day, Personality (Resolve, +2 Will)
Saves: Special
Abilities: Str: 1, Dex 0, Con -, Int 6, Wis 14, Cha 6
Skills: Special
Feats: --

Special Abilities: Sighted, Empathic Link,
 
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Lamont Algier
Male Human Fighter
Level 1 - XP: 0
AL: NG

Str: 16
Dex: 13
Con: 14
Int: 14
Wis: 8
Cha: 9

AC: 15 (10 base, 1 dex, 4 scale mail)
HP: 12
For: +4
Ref: +1
Wil: -1
Initiative: +1

Attacks:
Heavy Flail +5 Melee (1d10+4, 19-20 x2)
Short Sword +4 Melee (1d6+3, 19-20 x2)
Dagger +4 Melee (1d4+3 19-20 x2)
Dagger +2 Ranged (1d4+3 19-20 x2, 10' range)
Short Bow +2 ranged (1d6 x3, 60' range)

Feats: Expertise, Improved Disarm, Weapon Focus (heavy Flail)
Skills: 20 skill points

Climb: 2 ranks
Craft (bookbinding) 2 ranks
Knowledge (History) 2 ranks (cross-class)
Swim: 4 ranks
Handle Animal: 2 ranks
Ride: 4 ranks
Jump: 2 ranks

Languages: Common, Celestial, Elven

Equipment:
Heavy Flail
Short Sword
Shortbow
40 arrows
2 Daggers
Scale Mail
Backpack
Caltrops
5 Candles
5 Torches
Crowbar
Iron Pot
5 days rations
3 Pitons
Flint & Steel
Waterskin
Bedroll

Money:
40 gold, 4 silver, 5 copper


Background:

Lamont Algier was born the son of a bookbinder, and raised in a small town near <insert city/geograpic feature/something interesting>. Though he was raised in the family trade, his heart was never really in it. Lamont's father often lamented that his son was strong enough to lift books all day long, but too dim-witted to appreciate the subtleties of the bookbinding art.

The truth is, Lamont was more interested in reading books than making them. His father was too focused on the practicalities of running a business to notice that his "dim-witted" son was in fact a voracious reader, who managed to read just about everything that came through the shop.

After a brief stint in the militia, Lamont returned to the family business for a few months. However, he could simply not stay focused on the mundane details of running a business when he had read about so many far-away places in a number of books. In addition, one of his books hinted at <insert a plot hook for the DM to use>, and he simply had to get out into the world to determine the truth.

Using what little money he had managed to save over the years, Lamont outfitted himself for travel and hit the road, never looking back. Along the way, he met an elven priest by the name of Quendros Riversong. The two learned that they had much in common, despite their racial differences. They decided to join together in their adventures, and enlisted the aid of a young wizard and cartographer to chronicle their journeys.

Though he is a bit shy and tends to think things through before talking, Lamont tries to be a good-hearted, likeable person. He is quite interested in obscure topics such as ancient history and theology, and tends to collect books and engage in discussions on those subjects, even though he doesn't know much about them. He is quite respectful towards those with knowledge. He finds Farah's magic fascinating, and will often take her side when Quendros's arrogance leads to the occasional squabble.

Lamont is a large man, but not especially clumsy. He stands around six feet tall, with wide shoulders and a muscular build. He has fine, light brown hair which he keeps cut fairly short, and wears a bit of a mustache, which he eventually wants to grow out longer. He prefers to dress in loose-fitting, comfortable clothes.
 
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The Rogue

Moon
Male halfling Rog1
XP: 0
AL: CG


STR 12 (+1)
DEX 17 (+3)
CON 16 (+3)
INT 12 (+1)
WIS 8 (-1)
CHA 8 (-1)

Fort +4
Refl +6
Will +1 /+3 against fear

Spd 20'


Combat:
AC 16 (+1 size, +3 Dex, +2 leather) (flatf. 13, touch 14)
HP 9
Ini +3
Dagger melee +2 (1d4+1, 19-/x2) (sneak attack +1d6)
Dagger ranged +5 (1d4+1, 19-/x2, 10' range increment)


Skills: 36 skill points
Balance +5 (2 ranks)
Climb +5 (2 ranks, +2 racial bonus)
Disable Device +5 (4 ranks)
Escape Artist +5 (2 ranks)
Hide +11 (4 ranks, + 4 racial bonus)
Jump +5 (2 ranks, +2 racial bonus)
Listen +1 (0 ranks, +2 racial bonus)
Move Silently +9 (4 ranks, +2 racial bonus)
Perform (recorder) +1 (2 ranks)
Open Lock +9 (4 ranks, +2 mw tools)
Search +5 (4 ranks)
Tumble +7 (4 ranks)
Use Rope +5 (2 ranks)

Feats:
Iron Will

Languages:
Common
Halfling
Gnome


Equipment :
2 daggers
leather armor
masterwork thieves tools
steel mirror
small recorder
small backpack
small bedroll
small waterskin
flint & steel
3 candles
3 pieces chalk
silk rope (50')
small trail rations (5 days)
4 gp
3 sp
4 cp

Appearance:
Age: 30
3'4''
36 lbs.
(which is tall and gangly, for a halfling)
black cropped hair, pale brown eyes

Moon's fingers are netted with white scars as if from numerous fine cuts. He wears a black moulded leather mask (with eyehole) that covers the left half of his face, and seems to have a habit of speaking in whispers.



Background:

Born in a small village, Moon never knew his father, who appears to have gone on a journey before Moon's birth, never to return. Moon likes to think his father was an adventurer, but has never got his mother to confirm that.

When Moon was eight, his mother married a farmer who didn't want a stranger's child around the house, and Moon was apprenticed out to Gorbon, an elderly "artifact dealer" in the nearest town. The smallest and nimblest-fingered of four lads, he was soon starting training as Gorbon's "Opener" when Gorbon went into "commissions" into other people's houses, usually at night - Gorbon's main training staple for this purpose being a number of adjustable Gnomish devices with numerous little blades and vinegared needles that would serve as "locks" and "traps".

Gorbon's stock of "artifacts" never seemed to change much, but as there was evidence of wealth in Gorbon's house (expressed for Moon in the simple fact of there being more food at meals than you could eat), and town guards seemed to leave them pretty much alone, Moon never questioned the unspoken implication shared by all the apprentices that they were training with a burglar, and a successful one at that.

Moon was fifteen when he learned better.

It was the first time Gorbon let Moon accompany him all the way in, into a sleeping merchant's bedroom. Elated at what he expected to be his final initiation into the "real" trade secrets Gorbon had promised, Moon stood waiting for further orders. But instead of checking trunks and chests or even pocketing some jewellery glistening on the window table, Gorbon went straight up to the bed, drew a fine blade and cut the sleeper's throat.

Like a hideous midnight landscape lit by a flash, those occasional, seemingly rambling lectures on humanoid anatomy suddenly started to make sense.

Moon's shoulder crawled under Gorbon's hand when he held him back from joining the other lads, later, when they rejoined at their meeting point a few streets down from the house. "Collect first. Celebrate second," Gorbon told him, glowing with his usual satisfaction of a job smoothly done.

Instead of the second half of the fee, what was waiting at the arranged location was a spray of alchemist fire. Moon still wakes gasping some nights from nightmares of burning, shrieking flesh. Badly burnt on one side of his face, down one shoulder and chest, Moon made it out. Gorbon didn't.


That same night, Moon fled from the town in terror. By the time a travelling halfling circus found him, dozens of miles away and weeks later, he was half starved and three quarters burnt out from fever. His wounds had festered and healed badly. Especially the left side of his face remained hideous. Moon was too far grown to start training as an acrobat, juggler or escape artist good enough to perform, but was allowed to stay on as a helper when the performers practiced, a recorder player to add to the din in the Crescendo Scale, and a general menial worker.

Moon was what the circus people dubbed him when they made the first mask for him. He has all but forgotten his birth name (Pelerin Brambletoe), and affects to hardly remember Gorbon's name for him, "Opener".

What Moon has never admitted to anyone is that he saw the tripwire an instant before Gorbon stepped into it. It may be that he was still too thunderstruck to call out, or else he intentionally swallowed the warning; or possibly everything just happened too fast.


Moon has recently left the circus and gone adrift, finding no place to belong to, too scared to try to approach any thieves' guild to sell his one real skill. He's been hoping for an adventuring opportunity to come along "to walk in his father's steps". Meanwhile, he's building a habit of drinking too much - when he can afford it, which isn't often.
 
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Airbertach ó Fiachach
Male Human Druid
XP: 0
AL: NG

STR 10 (0)
DEX 13 (+1)
CON 12 (+1)
INT 13 (+1)
WIS 16 (+3)
CHA 10 (0)

Fort +3
Refl +1
Will +5

Spd 30'


Combat:
AC 13 (+1 Dex, +2 leather) (flatf. 12, touch 11)
HP 9
Ini +1
Scimitar melee +0 (1d6, 18-/x2)
Longspear melee +0 (1d8, 20/x3)
Club melee +0 (1d6, 20/x2)
Dagger melee +0 (1d4, 19-/x2)
Club thrown +1 (1d6, 20/x2)
Dagger thrown +1 (1d4, 19-/x2)
Sling missile +1 (1d4, 20/x2)

Skills: 20 skill points
Animal Empathy +1 (1 rank)
Concentration +5 (4 ranks)
Heal +7 (4 ranks)
Knowledge (Nature) +3 (2 ranks)
Language (4 ranks)
Scry +5 (4 ranks)
Spellcraft +5 (4 ranks)
Wilderness Lore +4 (1 rank)

Feats:
Spell focus (Transmutation)
Spellcasting Prodigy

Languages:
Common
Druidic
Draconic
Ignan
Aquan
Sylvan
(Earth elemental)
Auran

Equipment:
Leather Armor
Cold Weather clothing
Scimitar
Longspear
Club
Dagger
Sling
50 bullets
Backpack
Scrollcase
5 sheets parchment
2 spell component pouches (see description)
2 days trail rations
1 winter blanket
2 flasks (empty)
1 bedroll
2 pouches of caltrops
1 flint 'n steel set
1 ink pen
1 vial ink (1 oz)
6 silver coins
14 copper coins

Appearance:
Age: 26
Height: 5'11"
Weight: 175#

Companion: Footpad (Wolf, Medium-sized animal, HD: 2d8+4 (13hp), Init: +2 (Dex), Speed: 50ft, AC: 14 (+2 Dex, +2 Natural), Attack bite +3 melee, 1d6+1, Face/Reach 5x5/5ft., Special Attack: Trip, Special Qualities: Scent, Saves: Fort +5, Ref +5, Will +1, Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1, Feats: Weapon Finesse (Bite)


Airbertach is a tall human who has apparently not cut his light brown hair since he was born. It is braided into ropes which wind around all over his body, often forming some artistic patterns. He keeps one spell component pouch woven into his hair at the base of his skull. This pouch is not immediately obvious to anybody who is searching him - a cursory inspection will miss the pouch. He has green eyes, fair skin, and no other distinguishing features other than the hair.

Background:
Airbertach was born into a nomadic barbarian tribe. From an early age, it was obvious to the tribal elders that the boy had a spiritual connection with the natural world. The tribe coexisted with a wolf pack, and the two groups used each other for protection and hunt companions, respecting each other's innate strengths. However, until the birth of Airbertach, the two groups never coordinated their activities.

This all changed.

By the time Airbertach was 8, he spent as much time running with the wolves as he did with children his own age, barking and yelping.

Then came the attack. A raiding group of kobold slavers attacked the tribe. Airbertach snuck away from the tribe, found the wolfpack, and called them to him. Back at the camp, the fight was going badly, and many had already been slain or captured. Suddenly, the kobolds found themselves beset by the wolf pack, and the tide of battle turned for the badly mauled tribesfolk.

Sadly, Airbertach lost both his parents in the attack, his sister was taken by the fleeing kobolds, and the losses to the tribe were dramatic enough that the tribe gradually fell apart, it's members being absorbed into other nomadic tribes in the area. The child fell under the tutelage of a Druid who shared the area, who taught him the ways of nature, and how to use it's powers to protect the people. Having completed his initiation, Airbertach now wanders the world, looking for his lost sister, and nursing a strong loathing of all kobolds...
 
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Assuming that I am still running this, spell casting prodigy is not an option. I don't support FRCS stuff. Then again, we're still debating my participation, so don't be too concerned.

buzzard
 



Click here to see my Elf Cleric, Quendros Riversong.

Studying long to become a cleric of Corellon Larethian, Quendros has completed his training and has left his village of Ysdrith to explore the world on his own and extoll to the virtues of elvenkind to the world. He's now searching for his first worldly test.

Quendros comes off a bit arrogant at first, but he's so sure of himself that he can usually convince his audience to give his views some weight. He's still a bit young and naive (for an elf), but his wits have served him well thus far. Eager to prove his abilty, Quendros will often volunteer for a task, whether his particular skills make him the best candidate for the job or not.
 

The Wizard

Farah Ovelai
Female Human Evoker 1
Age: 23
Weight: 132 Lbs
Height: 5' 7"
Alignment Lawful Good
Current XP: 0
XP for Next Level: 1000

Attributes
Str 8 (-1)
Dex 12 (+1)
Con 14 (+2)
Int 18 (+4)
Wis 8
Cha 10

Combat Info
HD 1d4+2
HP 6
Speed: 30'
AC: 11 (+1 Dexterity)
Flat Footed AC: 10
Touch AC: 11 (+1 Dexterity)
BAB: +0
Saves: Fort +2, Ref +1, Will +2
Attacks:
Light Crossbow, +1 ranged, 1d8, 19-20, x2, 80', Size M, Type P
Quarterstaff, -1 melee, 1d6, 20, x2, Size L, Type B
Dagger, -1 melee, +1 ranged, 1d4, 19-20. x2. 10', Size T, Type P

Skills
Concentration +6 (4 Ranks +2 Constitution)
Knowledge (Arcana) +8 (4 Ranks +4 Intelligence)
Knowledge (The Planes) +8 (4 Ranks +4 Intelligence)
Profession (Cartographer) +4 (4 Ranks)
Profession (Cook) +4 (4 Ranks)
Speak Languages (2 Ranks)
Spellcraft +8 (4 Ranks +4 Intelligence)

Languages
Celestial
Common
Elven
Draconic
Dwarven
Aquan
Auran

Feats
Enlarge Spell
Scribe Scroll
Sculpt Spell

Abilities
Evoker (Prohibited Schools, Divination, Illusion, Necromancy)
+2 on all Spellcraft checks to learn Evocation Spells
Spells
Summon Familiar

Spells
0 Level: All PHB plus Acid Splash, Electric Arc and Horizkaul's Cough.
1st Level: Horizikaul's Boom, Ice Dagger, Lesser Cold Orb, Mage Armor, Magic Missile, Obscuring Mist, Shield.

Spells per Day
0 Level: 4
1st Level: 3

Commonly Prepared Spells
0 Level: Horizkaul's Cough, Detect Magic, Electric Arc, Light
1st Level: Mage Armor, Magic Missile, Horizkaul's Boom

Equipment
Light Crossbow
30 Crossbow Bolts
Dagger
Quarterstaff
Explorer's Outfit
Backpack
Beltpouch
Spell Component Pouch
Spellbook
Load: Light

Money
37gp

Familiar

Background
Farah is the only surviving member of a company of adventurers who were lost in a dwarven mine. She was hired as a cartographer to chart their course into the mine in return for being taught the ways of magic. Although the first couple of forays into the mines went well, the group was called in again, 1 year later to rescue a young druid abducted by a goblin tribe. What happened next is known only to Farah, but the expedition went bad, and Farah ran for her life, and barely made it back to town alive. She doesn't talk much about the expedition, but she does possess a hatred for goblinkind of all sorts, that she is not afraid to show.

Before joining her first adventuring company, Farah was a simple cook and map maker in a small town. She sold surprisingly accurate and detailed maps to local travellers, which is what got her hired on with local adventuring companies in the first place.

Farah now is looking for new work, having practiced and learned magic on her own for the last year and a half. She believes she is ready to explore the world and avenge her fallen party.

Personal Description
Farah is a young woman of average height and build, who works as a cook and cartographer for adventuring parties, as well as being an up and coming wizard. Often underestimated because of her slight build and childlike demeanor, Farah takes full advantage of her spells to even the odds against any who take her lightly. Farah also has an odd affinity for thunderstorms and will often be found outside playing in the rain, and watching lightning. She's said on a few occasions that it's almost like she can feel someone calling out to her during storms. Her magic reflects her fascination with storms and lightning.
 
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