Hands of Fate Characters

Fangor the Fierce

First Post
Thread for posting characters for the Hands of Fate campaign. Characters are 32 point buy. All classes from 3.5 PHB accepted. Level 1 to start out with. Starting gold is as follows:

Barbarians and Bards - 130gp
Clerics and Rogues - 162gp
Druids - 65gp
Fighters, Paladins and Rangers - 195gp
Monks - 16gp
Wizards and Sorcerors - 97gp

Players can be from anytown they want to create. This is a mirrored world of Greyhawk, but with the following changes. Callendar system is changed to the current week of Sunday through Saturday. Year is typical as in 365 days, 12 months, usual naming convention of January, February, etc...Gods are the same. No monster races allowed, as this is a heroic/fantasy campaign.
 

log in or register to remove this ad

Player Character Format - Please Use

ONLY AN EXAMPLE!!!
Ashlie
Female Dust Genasi
Rogue 1
Alignment: Chaotic Neutral
Height: 5' 7''
Weight: 121 lbs
Hair: Silver
Eyes: Gray
Age: 19


Str: 14 (+2) [6 points]
Dex: 18 (+4) [6 points, +4 Racial]
Con: 12 (+1) [6 points, -2 Racial]
Int: 16 (+3) [6 points, +2 Racial]
Wis: 10 (+0) [2 points]
Cha: 12 (+1) [6 points, -2 Racial]

Class and Racial Abilities:
Darkvision 60’, Does not breathe, Sneak Attack, Trapfinding, Disarm Trap, 11 Skill Points per level, 44 Skill Points at Level 1

Hit Dice: 1d6+1 (+8 Free +1 Con)
HP: 14
AC: 17 (+4 Dex, +3 Armour)
Init: +4 [+4 Dex)
Speed: 30ft
Armor Check Penalty: 0

Saves:
Fortitude +1 [+0 base, +1 Con]
Reflex +6 [+2 base, +4 Dex]
Will +0 [+0 base, +0 Wis]

BAB: +0
Melee Attack: +2
Rapier AttBonus +2, 1d6 Dmg, 18-20/x2

Ranged Attack: +4
Shortbow AttBonus +4, (+5 if w/in 30ft), 1d6 Dmg, x3

Skills:
Balance +5 [1 ranks, +4 Dex]
Climb +3 [1 ranks, +2 Str]
Disable Device +7 [4 ranks, +3 Int]
Disguise +2 [1 ranks, +1 Cha]
Escape Artist +6 [2 ranks, +4 Dex]
Gather Information +2 [1 ranks, +1 Cha]
*Handle Animal +2 [1 ranks, +1 Cha]
Hide +12 [3 ranks, +4 Dex, +5 Cloak]
Jump +6 [4 ranks, +2 Str]
Listen +4 [4 ranks, +0 Wis]
Move Silently +13 [4 ranks, +4 Dex, +5 Cloak]
Open Lock +8 [4 ranks, +4 Dex]
Search +7 [4 ranks, +3 Int]
Sleight of Hand +7 [3 ranks, +4 Dex]
Spot +2 [2 ranks, +0 Wis]
Tumble +6 [2 ranks, +4 Dex]
Use Magic Device +2 [1 ranks, +1 Cha]
Use Rope +5 [1 ranks, +4 Dex]

Feats:
Dust Cloud (1 per day), Point Blank Shot

Languages
Common, Halfling, Elven, Undercommon

Equipment:
4 Potions Cure Light Wounds (180gp), Masterwork Thieve’s Tools (100gp), Riding Dog - Shilo (150gp), Saddlebags for Shilo (4gp), Masterwork Studded Leather Armour (175gp), Rapier (20gp), Shortbow (30gp), 20 Arrows (1gp), Disguise Kit (50gp), 2 Caltrops (2gp), Backpack (2gp), Silk Rope (10gp), Grappling Hook (1gp), Thunderstone (30gp), 2 Weeks Rations (6gp), 2 Sunrods (4gc), 1 Map Case (1gc), Signal Whistle (8sp), Signet Ring (5gc), Belt Pouch (1gc), 2 Weeks Feed for Earth Hammer (7sp), 10 Chunks of Meat for Shilo (3gc), Earth Hammer - Light Warhorse (170gp)

~~~~~~~~~~~~~~~~~~~~~~~
Shilo
Riding Dog
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Challenge Rating: 1
Advancement: —
Level Adjustment: —
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

Shilo is a a brown and white St. Bernard, which is a rarely seen dog in these parts. He is a kind dog, and gets along well with most of the people that Ashlie meets. He is very protective of Ashlie, as they have grown together for the past few years. He has travelled with his master Shalimar before being given to Ashlie as she left on her own journey. He knows the following skills: Attack, Come, Defend, Down, Guard, and Heel
~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~
Earth Hammer
Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +5 melee (1d4+4) and bite +0 melee (1d3+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 300lbs. or less, Medium load - 301-600lbs., Heavy load - 601 - 900lbs., Earth Hammer can drag 4,500lbs.

Earth Hammer is a dark brown horse with heavy muscles. He has a wicked kick and is very strong. He is very stoic and very little impresses him. He doesn't tend to shy or buck. Earth Hammer is outfitted with a dark brown leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick). Earth Hammer knows the following tricks: Attack, Defend, Guard, Down, Come, and Stay.

~~~~~~~~~~~~~~~~~~~~~~~


151gc 1sp 5cp in Belt Pouch

Special Item:
Smokecloud - Your dark cloak is finely made from a deep smokey black material, perfect for moving about unseen in darkness, even muffling the sounds of movement. It gives you a +5 to your Hide and Move Silently checks, and once per day can be commanded to create an obscuring mist as a first level caster.

Appearance:
Ashlie is a medium sized young woman. Her appearance can be somewhat deceiving, as she tends to cover most of her skin in clothing. Black leather gloves that go past her elbows, a charcoal colored cloak with a hood, black leather boots that come to her knees, and the general traveler’s outfit that covers up most everything else. Her hair, when not masked by the hood, is shining silver. Her eyes are gray as the storm clouds. She was blessed with the more charismatic features than normal dust genasi, and has found that she can disguise herself as a normal human at times. Her facial features tend to be more stern-like than other dust genasi. She has a tattoo of a crescent moon on the back of her neck, yet doesn’t know what it symbolizes.

Personality:
Ashlie is a smoke genasi through and through. Her fascination with death has lead her to odd jobs of seeking out lost adventurers, and returning their bodies back to their families for proper burial. Her sarcasm is not timid, and she does not hold it back either to strangers. Her loyalty is to nobody, and she tends to be a wanderer of sorts. Her unique traits have landed her the various odd jobs and she is often looking for a good job do take up and show her skills, or rather work on fine tuning them. She likes keeping to herself, and often wanders off on her own, as if searching for something. When nervous or near danger, she begins scratching the back of her neck.

Background:
She is a sort of lost soul, as she does not know who her real parents are. Her first memory is that of a deserted town, with all the houses emptied. There were no signs of strife, only desolation. She remembers walking around, searching for her parents. She did not cry, but only sat and waited. While sitting, she remembered that a nearby cottage, emptied and quiet, had a flower garden outside. All of the flowers had died, save for one. She watched that flower for hours, until she decided that she must leave. Upon wandering the roads, she came upon a wooden shed, with various supplies. She managed to pry open the lock, and found an old cloak for warmth. The Halfling owner then surprised her by showing up then, and instead of running her off, he saw something in her eyes that changed his mind. He began raising her and taught her how to cope with the dry skin by covering it, and then began teaching her his trade. He was a rogue of sorts, hired by various people to “repossess” various items. He began taking Ashlie on his voyages, and used her to his advantage, seeing that children were mainly dubbed as non-threatening. She learned his trade and upon turning of age, she began wandering the countryside, searching for an answer to her questions. Her tattoo often gave a sharp tingle when she became nervous, or danger was near; which often made her scratch the back of her neck.
__________________
 

Kevin Hill
Male Human
Fighter 1 (XP 0)
Alignment: True Neutral
Height: 6'
Weight: 165lbs
Hair: Brown
Eyes: Blue
Age: 18

Str: 14 (+2) [6 points]
Dex: 18 (+4) [16 points]
Con: 14 (+2) [6 points]
Int: 10 (+0) [2 points]
Wis: 10 (+0) [2 points]
Cha: 8 (-1) [0 points]

Class and Racial Abilties:
1 feat at first level, 1 Fighter bonus feat at first level, 3 Skill Points per level, 12 Skill Points at Level 1

Hit Dice: 1d10+2
HP: 12
AC: 18 (+4 Dex, +4 Armor)
Init: +4 (+4 Dex)
Speed: 30ft
Armor Check Penalty: -2

Saves:
Fortitude +4 [+2 base, +2 Con]
Reflex +4 [+0 base, +4 Dex]
Will +0 [+0 base]

BAB: +1
Melee Atk: +3
Spiked Chain AttBonus +6, 2d4+3 Dmg, x2

Ranged Atk: +5
Shortbow AttBonus +5, 1d6 Dmg, x3

Skills:
Balance +4 [2 ranks, 4 Dex, -2 Armor]
Climb +4 [4 ranks, 2 Str, -2 Armor]
Swim +2 [4 ranks, 2 Str, -4 Armor]


Feats:
Exotic Weapon Proficiency (Spiked Chain)
Weapon Finesse
Weapon Focus (Spiked Chain)


Languages
Common

Equipment:
Spiked Chain (25gp)(10lb)
Chain Shirt (100gp)(25lb)
Shortbow (30gp)(2lb)
20 Arrows (1gp)(3lb)
Backpack (2gp)(2lb)
Bedroll (1sp)(5lb)
Flint and Steel (1gp)
Trail Rations: 2 days (1gp)(2lb)
Waterskin (1gp)(4lb)
33 gold, 9 silver

Special Item
The ring, given to you by your master, was actually something that he was holding onto for your father. It was instructed by a note that when you were ready to venture out into the world on your own, that he give you this ring. It gives you +1 Dex for AC, Ranged Attacks, and also can stack with Weapon Finesse. Skill checks involving Dex Modifiers get a +1 as well, if they are in your Class Skills. Cross Class skills do not count towards this bonus. The ring is sliver colored and can be used once per day for 5 minutes. The trigger command is "Quick Strike".

Appearance:
Kevin has short unkept brown hair and slightly tanned skin. He has a very athletic physique and would probably be considered handsome if he wasn't covered in scars.

Personality:
Kevin has been raised in a small village all his life and it shows in his demeanor. He is very curious about new things and can get easily overwhelmed in big cities.


Background:
It was just after dawn and Kevin was already on the training grounds. He came out here every morning to practice in the peace and stillness of the morning. It was the closest he ever came to inner peace. Out here when he trained the world just seemed to melt away until it consisted of nothing but him and the whirling chain and the morning sunlight.

Swing, Parry, Spin, Backstep, Strike, Backstep, Spin, Repeat. It was almost like a dance as he trained with the spiked chain. A graceful set of movements that brought whirling death within inches of him only to step away at the last moment and send that power at his imaginary opponents. Of course he hadn't always been so deft at dancing around the chain, when he had first started using it he had hit himself far more often than the training dummies. His body was still covered with the scars of his early attempts, a constant reminder of the need to respect the weapon he wielded.

The rooster crowed and Kevin finished up his training. Master Jonathan would be up soon and would be wanting his breakfast. Jonathan the ChainSlayer was a powerful adventerur. Was, but he's retired now. He sold most of his equipment and used it to buy this cottage just outside the village. He had taken Kevin on as an apprentice a few years ago, gave him a weapon and armor and taught him how to use them. In exchange Kevin did the tasks around the house, cooking and cleaning and the like. It was a fair price for the level of training Kevin had received. Jonathan might be a harsh taskmaster but he was also one of the best chainfighters ever seen, and he had taught Kevin most of the tricks he knew.

Kevin was stopped just before he went inside by a small hooded person that asked his name. When he told him the stranger handed him an envelope. The card in the envelope talked about some Stonefist man and a school. Kevin showed the card to Jonathan who got a strange look in his eye. Jonathan said his training was over and that he should go to see Stonefist.
 
Last edited:

Belvar Zosenheim
Male Dwarf
Cleric 1
Alignment: Neutral
Height: 4' 5''
Weight: 186 lbs
Hair: Brown
Eyes: Blue
Age: 60

Str: 14 (+2) [6 points]
Dex: 10 (+0) [2 points]
Con: 16 (+3) [6 points, +2 Racial]
Int: 10 (+0) [2 points]
Wis: 16 (+3) [10 points]
Cha: 12 (+1) [6 points, -2 Racial]

Class and Racial Abilities:
Darkvision 60’, Speed not reduced by medium or heavy armor or carrying a medium or heavy load, +2 search with stonework, automatically makes search checks when passing a stone secret door, proficiency with Dwarven urgosh/waraxe, +4 vs. trip/bullrush, +2 save vs. poison, +2 save vs. spells and spell-like effects, +1 attack vs. orcs and goblinoids, +4 AC vs. giants when not flat-footed (acts as a deflection modifier), +2 appraise stone/metal, +2 craft stone/metal, turn undead 3 times a day + charisma modifier (4 times per day). Domains: luck and protection. 1/day, reroll any roll
1/ day, give touched target +Clr lv to next saving throw. Duration: 1 hr.

Hit Dice: 1d8+3 (+8 Free +3 Con)
HP: 11
AC: 16 (+2 shield, +4 Armor)
Init: +0 [+0 Dex)
Speed: 20ft
Armor Check Penalty: -6

Saves:
Fortitude +5 [+2 base, +3 Con]
Reflex +0 [+0 base, +0 Dex]
Will +5 [+2 base, +3 Wis]

BAB: +0
Melee Attack: +2
Dwarven waraxe AttBonus +2, 1d10+2 Dmg, x3

Ranged Attack: +0
Light crossbow AttBonus +0, 1d8 Dmg, 19-20/x2

Skills:
Concentration +5 [2 ranks, +3 Con)
Craft (Armor) +4 [2 ranks, +2 racial bonus]
Diplomacy +2 [1 rank, +1 Cha]
Heal +6 [3 ranks, +3 Wis]

Feats:
Martial Weapon Proficiency (Dwarven Waraxe) [Needed because
Dwarven Waraxe is treated as a martial weapon even to Dwarves,
and with the feat, Belvar can use it in one hand]

Languages
Common, Dwarven

Equipment:
Dwarven waraxe (30 gp), Light crossbow (35 gp), Heavy steel shield (20 gp), scale mail (50 gp), 10 bolts (1 gp), Backpack (2gp), bedroll (1 sp), flask (3 cp), 2 days trail rations (1 gp), Flint and steel (1gp), waterskin (1 gp), Wooden holy symbol (1 gp), acid flask (10 gp), traveler's outfit (1 gp), quarterstaff (0 gp), sack with 8 gold, 7 silver, and 7 copper coins (1 sp), grand total= 162 gp. 79 lbs.

Appearance:
Belvar looks are no departure from the standard of the Zosenheim clan- pale blue eyes, brown hair (which Belvar has a lot of, hanging in unkempt locks that rest upon his shoulders), and pale skin. He wears a slightly rusted suit of scale mail when adventuring and always brings along his trusty waraxe Zosengheist. His prized possession is a large steel shield with his clan's emblem- a walking stick in the foreground and an orange horizon in the back- emblazoned upon it. Belvar has a heavy-set frame, even for a dwarf, and walks with his shoulders bobbing slightly, taking great care that his posture shows his true breadth and strength. Belvar is a handsome dwarf, his brown beard connected with blue braides and runestones, and he always likes to keep his traveler's outfit clean. Despite his wild hair, Belvar has earned a reputation as a tidy and well-dressed dwarf, and uses that reputation to serve Farlanghn well, for what is the purpose of transgressing countless miles of road if you're to look like a dirty peasant at the path's end?

Personality:
Belvar exudes a kind of natural leadership and calmness. Always cool under pressure, and forever hiding his wounds, Belvar is well-liked among the Dwarven peoples and enjoys his reputation. He is humble and inquisitive, always seeking a new path, even if its to the same destination. Most people will forever see Belvar as a serene warrior and able smith, even amidst a storm or drought. But when an evil congregation takes reign, or a good deity professes that his way is the only true one, Belvar's inner zeal shows. He believes that the times are always changing, and monotomy breaks the soul. His conviction in the value of open-mindedness is unparalleled and impressive, but he often forgets that his way is not the only one either.

Background:
Belvar was born into the Zosenheim clan of Crystalport sixty years ago. Coming from a long line of armor smiths, Belvar inherited the craft and displayed his precocious talent for the forge at age 15. True to his nature, by twenty Belvar had become bored with his family's tradition and took to the road, leaving behind the windwashed, stilted cottages of Crytalport in favor of exploration. Belvar traveled far and wide, but never stayed in one place too long, so he learned little about his surroundings but also did not grow attached to them. 'Fore it was the love of the fatigue of the long march- the journey, not the destination that enticed him.
At 55, Belvar met a roadside congregation of Farlanghn followers that listened to his philosophies and urged him to join the loose-knit clergy. With their encouragement, Belvar returned to Crystalport the following autumn and found his birthplace in moral peril. The armorsmith guild had lost all of its power, while the mining confederation took control out of the clan leader's hands. In an effort to explain the dangers of one moral code, one path taking precedence over all others, Belvar started a streetside temple and soon amassed a healthy group of followers from the armorsmiths and miners alike, as well as the equally repressed sailors and fishermen. This gathering of the primary trades actually prompted a revolution within Crystalport, and now all trades are protected by the High Council, and power is shared.
Belvar, too humble to take credit, is not widely recognized as the catalyst for the revolution, but instead as a competent armorsmith in his own right and a valued philospher.
After five years of moral discussion and dedication to his deity, Belvar began to grow bored with Crystalport and thought often of the road. He wondered if he was blaspheming his deity by spending so much time in one place. In the past week, however, Belvar received a letter from Maximo Stonefist in Springside, a town he had been to just once. Having heard of the legends of Stonefit's academy and his title as dragonslayer, Belvar took the invitation as an obligation not only to Stonefist, but to Farlanghn himself. And so, with walking stick in hand, Belfar reaches the west side of Springside after a large celebration in his hometown. Faith and honor renewed, Belvar can only imagine what awaits beyond the great gates...
 

Nyela Lintra
Female Halfling
Rogue 1 (XP 0)
Alignment: Neutral Good
Height: 2' 10"
Weight: 32 lb
Hair: Blonde
Eyes: Green-blue
Age: 25 years

Str: 12 (+1) [6 points] Half: -2
Dex: 18 (+4) [10 points] Half: +2
Con: 12 (+1) [4 points]
Int: 14 (+2) [6 points]
Wis: 10 (0) [2 points]
Cha: 12 (+1) [4 points]

Class and Racial Abilties:
Sneak attack +1d6, Trapfinding, +2 racial bonus to Climb/Jump/Move Silently, +1 racial bonus to all saving throws, +2 morale bonus on saving throws vs fear, +2 bonus on Listen

Hit Dice: 1d6+1
HP: 7
AC: 17 (+2 Armor, +1 size, +4 Dex) 17
Init: +4 (+4 Dex)
Speed: 20ft
Armor Check Penalty: 0

Saves:
Fortitude +2 (+1 Race +1 Con)
Reflex +7 (+2 Base + 1 Race +4 Dex)
Will +0

BAB: +0 (+1 size)
Melee Atk: +2 (+1 Str)
Ranged Atk: +5 (+4 Dex)

Skills: (40 points)
Appraise +3 [1 rank, +2 Int]
Balance +8 [4 rank, +4 Dex]
Bluff +3 [2 rank, +1 Wis]
Climb +5 [2 rank, +2 Race, +1 Str]
Disable Device +3 [1 rank, +1 Int]
Disguise +2 [1 rank, +1 Cha]
Escape Artist +5 [1 rank, +4 Dex]
Gather Information +2 [1 rank, +1 Cha]
Hide +12 [4 ranks, +4 race, +4 Dex]
Jump +4 [1 rank, +2 race, +! Str]
Listen +5 [3 ranks, +2 race, +0 Wis]
Move Silently +10 [4 ranks, +2 race, +4 Dex]
Open Lock +5 [1 rank, +4 Dex]
Search +4 [2 rank, +2 Dex]
Sleight of Hand +6 [2 rank, +4 Dex]
Spot +3 [3 rank, +0 Wis]
Swim +2 [1 rank, +1 Str]
Tumble +7 [3 rank, +4 Dex]
Use Magic Device +2 [1 rank, +1 Int]
Use Rope +6 [2 rank, +4 Dex]

Feats: Dodge

Languages: Common, Halfling, Dwarven, Goblin

Equipment:
Armor: Leather

Weapons:
Short Sword (+1/1d4+1/19-20x2/2lb)
Dagger (+1 Atk +6 Thr/1d3+1/19-20x3/1lb)
Sling and 20 bullets (+5 Rng/1d3/x2/50 ft/10 lb)

Equipment:
Backpack with waterskin, one week's trail rations, bedroll, sack, flint and steel, Hooded lantern and three pints of oil, Thieves' tools

Additional:
A cloak of greyish color on the outside, yet jet black interior. When attempting to hide, or move silently in an area with trees, bushes, or other natural terrain, you can trigger the cloak to assist you. When triggered, you get a +2 Hide and Move Silently modifier when in natural terrain. This includes forests, grasslands, high brush, and some dungeons. The cloak exterior beings to fade and blend into the surrounding areas, almost reflecting its surroundings. This benifits you in that you can now Hide and Move Silently in more areas than before. The interior pockets also grant a +2 Sleight of Hand to conceal small daggers or items from being found by a Search Check. The trigger command is "Chameleon".

Coins:
12 gp, 10 sp

Appearance
Nyela has chubby cheeks and has her hair tied into simple plaits. There's a constant mischievious smile on her face. Her clothes are modest and unassumising, though she does keep a bright blue shawl she dreams of wearing to parties...

Personality
Nyela is bubbly and curious about the world. She enjoys speaking to strangers, the more outlandish the better. She constantly thinks of better ways to do things, and eager to shoot stuff up with her sling.

Background:
Nyela's background is rather plain. Her parents worked at the Striding Pony, a tavern in the town of Markeles. Her dad was a cook and her mother served drinks and her siblings all had various duties while she, being the youngest, was given the duty of dishwashing. Nonetheless, she managed to sneak away and strike up a friendship with Himle Hogarston, a wily Gnome Sorcerer Burglar, and instead of paying for his beer, Himle would teach Nyela a new trick, or a new tale. Eventually Nyela was found out, but Himle had influenced her. As she grew, she tumbled, climbed, threw slingstones or performed other rogue-ly tasks. She knew she did not have much magic in her, but she was fast both in hand and thought. She grew to chatting with strangers even as she washed dishes. Soon, she knew, it would be time to leave the tavern and find adventure, a fortune teller had told her...
 
Last edited:

http://www.enworld.org/forums/attachment.php?attachmentid=14705&stc=1
Darius Anglides
Male Human
Sorcerer 1
Alignment: Neutral Good
Height: 6' 2''
Weight: 181 lbs
Hair: Brown
Eyes: Black
Age: 22
Deity: Kossuth

Str: 16 (+3) [10 points]
Dex: 14 (+2) [6 points]
Con: 10 (+0) [2 points]
Int: 10 (+0) [2 points]
Wis: 10 (+0) [2 points]
Cha: 16 (+3) [10 points]

Class and Racial Abilities:
+4 bonus skill points at first, and +1 at each additional level, Quick to master-+1 feat at first level, when Multi-classing I don't count the highest level class I have.

Hit Dice: 1d4+0 (+4 Free +0 Con)
HP: 4
AC: 12 (+2 Dex)
Init: +2 [+2 Dex)
Speed: 30ft
Armor Check Penalty: 0
Arcane Spell Failure: 0%

Saves:
Fortitude +0 [+0 base, +0 Con]
Reflex +2 [+0 base, +2 Dex]
Will +2 [+2 base, +0 Wis]

BAB: +0
Melee Attack: +3
Greatsword AttBonus +3, 2d6+4 Dmg, 19-20/x2, slashing.
Longspear AttBonus +3, 1d8+4 Dmg, x3, piercing, only able to use 10 ft. away.

Ranged Attack: +2
Light crossbow AttBonus +2, 1d8 Dmg, 19-20/x2

Skills:
Concentration +4 [4 ranks]
Knowledge (Arcana) +4 [4 ranks]
Move Silently +4 [2 ranks, +2 Dex]
[Speak Language] +1 [2 ranks]

Feats:
Martial Weapon Proficiency (Greatsword)
Spell Focus (Evocation)

Languages
Common, Draconic

Equipment:
Greatsword (50 gp), Light crossbow (35 gp), 30 bolts (3 gp), Backpack (2gp), bedroll (1 sp), 2 days trail rations (1 gp), waterskin (1 gp),traveler's outfit, longspear (5 gp), Palm-Fitting Stone (0 lbs, gift) grand total= 96 gp, 1 sp. 45 lbs.

Spells:Oth (dc 13 where applicable)- Detect magic, Message, Prestidigitation, Ray of Frost (dc 14, evocation).
1st (dc 14 where applicable)- Mage Armor, True Strike.

Appearance: Anglides has frighteningly cold, white skin, with beautiful, shiny, short black hair. He wears a beautiful robe (red, black, white, and gold) thats is tight fitting around his arms and his torso, but the legs loose, and the back of the robe extends about 4 feet further than where he's standing, with an amazing greatsword in his belt, running almost the length of his buff and long body. Anglides has a very lean frame, with amazing muscles that seem too big for how tight the arms of the cloak seem to be. Anglides walks confidently, with his chest out, and his back perfectly straight with a very graceful stride. Anglides' eyes are oddly enchanting-deep, deep brown irises that blend beautifully with his drak pupils. His facial structures seem almost perfect, with an excellently sculpted chin, and big dimples when he smiles (although rare).

Personality:
Anglides is calm and laid-back, even in grim or tough situations he rarely shows emotion. Anglides is extremely brave and bold with much personality, but he usually remains quiet unless spoken to. Many think Anglides is pessimistic due to his lack of emotion and speaking, but he is much more than the cover that people seem to judge him by. He comes up with impossible philosophies that are wise, but seem a but far-fetched. He contridicts a lot of what he says when people make points that seem superior to his, but he keeps his ground when he feels that it isn't the person's space to talk.

Background:
Anglides was born in Wealdath Forest, cousins to *D'Amico Vega*-a hero of Essembra and Cormanthor, along with the other two members of the "Guild of Cormanthyrian freedom". Anglides was born into a family suffering from poverty. Like most societies, there were many internal problems within the government, so he decided to escape his past, and journey as an adventurer at age 19. He was forever enthralled with this experience, fighting many kobolds and goblins, with the help of his new right-hand man-Wildfire.
It was until Wildfire had fallen a year later that he gave up his traveling life, and settled down in a home on the outskirts of Essembra, where he lived out the next two years of his life with his wife, a pretty Elven Woman named "Sendrilani" , and his newly-born son, Siladrian. He now is working for a "hole-in-the-wall" martial arts program, where he is payed modestly. He still mourns the loss of his great friend Wildfire, and still yearns for the thrill of adventuring, but he knows it is far too risky to abandon an unsupported wife and baby to mindlessly fight. But maybe, just maybe there's still is a chance that he will once battle again...
After receiving the letter from the hooded figure, his jaw dropped in awe that a teacher of such calibur as Stonefist would grace his humble self with his teachings. He was also in doubt that he'd ever be able to do this, due to his wife and baby having no support while he was gone. Fortunately, his brother, Cerian, was willing to look after the wife and baby and support them while he was gone. He told his wife he has to travel far away for some time, but he will be back-and that was a blood-oath on Kossuth's name. He told Cerian that he must adventure again, but he never told him exactly what he was doing. A smile of thrill and adventure spread across Darius's face, as he began to walk to the land of Springside...
 

Attachments

  • untitled12.gif
    untitled12.gif
    16.2 KB · Views: 89
Last edited:

Gray Sparrow

FemaleMonk1.gif


Female Half Elf
1st Level Monk
Alignment: Lawful Good
Height: 5'4"
Weight: 120 lbs
Hair: Dark Brown
Eyes: Blue Gray
Age: 18

Str: 16 (+3) [10 points]
Dex: 14 (+2) [6 points]
Con: 12 (+1) [4 points]
Int: 13 (+1) [5 points]
Wis: 13 (+1) [5 points]
Cha: 10 (+0) [2 points]

Class and Racial Abilities:
Low Light Vision, Elven Blood, Immunity to Sleep Spells, +2 Save vs Enchantments.

Hit Dice: 1d8+1
HP: 9
AC: 13 (+2 Dex, +1 Wis), Flatfooted 11
Init: +2 [+2 Dex)
Speed: 30ft
Armor Check Penalty: 0
Grapple Check: +3

Saves
Fortitude +3 [+2 base, +1 Con]
Reflex +4 [+2 base, +2 Dex]
Will +3 [+2 base, +1 Wis]

BAB: +0
Melee Attack: +3
Sai AB +3, 1d4+3 Dmg, 20/x2, piercing. +4 to Disarm
Unarmed AB +3 1d6+3 20/x2
Flurry of Blows AB +1/+1 1d6+3 20/x2


Ranged Attack: +2
Sling AB +2, 1d4+3 Dmg, 20/x2

Skills: "Total (Stat+Ranks+Misc)"
Balance +4 (2+2)
Climb +5 (3+2)
Diplomacy +2 (0+0+2)
Escape Artist +4 (2+2)
Gather Information +1 (0+0+1)
Hide +4 (2+2)
Jump +5 (3+2)
Listen +3 (1+0+1)
Move Silently +5 (2+3)
Search +2 (1+0+1)
Sense Motive +3 (1+2)
Spot +3 (1+0+1)
Swim +5 (3+2)
Tumble +5 (2+3)

Feats:
Improved Unarmed Strike
Combat Expertise
Stunning Fist

Languages
Common, Draconic, Elven

Equipment:
Sai, Bedroll, Caltrops (2), Flint and Steel, Sling, Sling Bullets (50), Fishhook, Belt Pouch (2). 9 gold pieces and 3 silver.

Description: Gray Sparrow is a brown haired young half elf girl of 18 years of age. She has blue gray eyes and a heart shaped face with a small pug nose. Her body is lean and strong looking. She is constantly trying to keep her emotions in check but more often then not she does not succeed. Her temper while quick to pass is explosive at times. And she tries constantly tries to push herself to succeed and challenge her abilites.


Background: Lily (her given name) was born to a serving girl at a roadside tavern. Her father was a wondering elven minstrel who left long before she was born. In fact he doesn't even know about her. At the age of 5, Lily's mother left her in the care of the Monks of the Shining Temple when her current lover, a guardsmen of a wealthy merchant, wanted to take Lily's mother with him to a distant city to live but the guardsman did not want Lily around. Life in the monastery was hard but fulfilling and it gave Lily a structured and stable life. She was giving the new name of Gray Sparrow because of the way she flitted about and the color of her eyes. One day a small messenger came and left her a note. Her teachers thought that this could be an instructive experience for Gray Sparrow and it helps with her inner growth. They agreed that she should go. The next day she left with her meager belongings and a few scrolls of the temple's teachings and techniques. What will this new phase of her life bring?
 
Last edited:

Nedander
Male Human
Bard 1
Alignment: Neutral Good
Height: 5' 10"
Weight: 175 lbs
Hair: Black
Eyes: Brown
Age: 19


Str: 12 (+1) [4 points]
Dex: 14 (+2) [6 points]
Con: 12 (+1) [4 points]
Int: 14 (+2) [6 points]
Wis: 10 (+0) [2 points]
Cha: 16 (+3) [10 points]

Class and Racial Abilities:
bardic music, bardic knowledge

Spells Known:
Detect Magic, Message, Light, Flare

Hit Dice: 1d6+1 (+1 Con)
HP: 7
AC: 16 (+2 Dex, +4 Armour)
Init: +2 [+2 Dex)
Speed: 30ft
Armor Check Penalty: -3

Saves:
Fortitude +1 [+0 base, +1 Con]
Reflex +4 [+2 base, +2 Dex]
Will +2 [+2 base, +0 Wis]

BAB: +0
Melee Attack: +1
Longsword AttBonus +1, 1d8+1 Dmg, 19-20/x2

Ranged Attack: +2
Sling AttBonus +2, 1d4+1 Dmg, x2

Skills:
Appraise +6 [4 ranks, +2 Int]
Diplomacy +7 [4 ranks, +3 Cha]
Gather Information +7 [4 ranks, +3 Cha]
Knowledge(Arcana) +6 [4 ranks, +2 Int]
Knowledge(History) +6 [4 ranks, +2 Int]
Listen +4 [4 ranks, +0 Wis]
Perform(stringed instruments) +7 [4 ranks, +3 Cha]
Sense Motive +7 [4 ranks, +3 Cha]
Tumble +6 [4 ranks, +2 Dex]

Feats:
Dodge, Mobility

Languages
Common, Elven, Goblin

Equipment:
Longsword (15 gp), Sling (free), 50 bullets (5 sp), Chain Shirt (100 gp),
Mandolin, common (5 gp), 5 flasks oil (5 sp), hooded lantern (7 gp)
Total - 128 gold

Nedander grew up as an innkeeper's son in the small town
of <TownName>. His father had him help out with the chores,
and when he was done his father left him alone. His father
told Nedander that his mother was dead and would not speak
of it further.

Growing up in the inn, Nedander always enjoyed the wandering
minstrels that his father hired for a night's entertainment. He
decided that was his future, not the inn. So he approached
many of the minstrels asking to be apprenticed to them. Finally
one of them, named Ozymandias, said yes.

Nedander and Ozymandias traveled the roads for 2 years before
Nedander received his summons. Nedander learned how to control
his voice and play stringed instruments from Ozymandias. He also
learned some history and spellcraft.

Now it is time for Nedander to continue his education under Maximo.
 
Last edited:

Mugen Sho (初 無間 )
Human Monk 1 (0 XP)
Alignment: True Neutral
Height: 6'8"
Weight: 175lbs
Hair: Bald (black topknot)
Eyes: Green
Skin: Olive to Brown
Age: 22

STR 16 (+3) [10 points]
DEX 16 (+3) [10 points]
CON 10 (+0) [2 points]
INT 10 (+0) [2 points]
WIS 14 (+2) [6 points]
CHA 10 (+0) [2 points]

Hit Dice: 1d8
HP: 8
AC: 15 (+3 DEX, +2 WIS), 12 Flatfooted
Init: +7 (+3 DEX, +4 Improved Initative)
Speed: 30ft
Armor check Penalty: 0
Grapple Check: +7

Saves:
Fort. 2/+2
Ref. 2/+5
Will 2/+4

BAB: +0
Unarmed +3 [1d6+3, x2]

Skills: (4+int+human)

Balance 4/+7 [+3 DEX]
Climb 4/+7 [+3 STR]
Escape Artist 4/+7 [+3 DEX]
Jump 4/+7 [+3 DEX]
Tumble 4/+7 [+3 DEX]

Languages: Common.

Feats:
Imp. Unarmed [monk 1]
Imp. Grapple [monk 1]
Imp. Init. [human]
Dodge [entry]

Equipment: Monks Outfit (2Lb), Signal Whistle.
Money: 15gp, 2sp.

Appearance: Mugen is tall and looming. He has no hair as he likes to keep it shaved save for a 2 foot braided topknot at the back. He has high cheekbones, and a crescent shaped scar under his right eye. His nose has been broken in the past, and it's flat demeanor betrays his past. His face is clean shaven.

Personality: Unlike most monks, Mugen is not nessicarily reserved or quiet. He likes to boast about his hand-to-hand combat skills, although he has seen few battles. He takes offense easily, and will usually seek restitution in some way. Despite these faults, he still makes a fair travelling companion. When busy or challenged, he will seem quite dedicated and silent, focusing on the one task put before him. He laughs often and enjoys having a good time, but rarely drinks as it impedes his judgement and control. His goal in life is to perfect his own form of martial combat, a dance that is fluid and perfect. He is always seeking new forms and styles to study, hoping to find something that he can mould and perfect into his dream.

Background: Mugen grew up in a small monestary built into a cliff in a remote region of bluffs and canyons. The monestary, built up in the mountains, was a cool and quiet locale in which he could train. His father, a former monk, dropped him off there at the age of 6, as was the tradition of the villagers. The village, in the shadow of the mountain, was in return protected by the monks from danger. Though Mugen was a quick study, he was neither the best in his class, nor the most popular. His boastful demeanor earned him few friends, which in turn, drove him to be more outrageous in seeking his needed attention. His outcast stature hardened his determination to show them his power, and earn their attention. He studied and trained constantly, and eventually became the second best fighter in the school, and a understanding philosophist. Released from his tenure at the age of 20, he now wanders the world gathering styles to create his idea of perfection. Currently, Mugen is a student of Maximo, and have been for at least 6 months. Include this as you see fit. :P

Tells:
1. When nervous, Mugen will finger the cresent shaped scar under his eye.
2. When concentrating, he generally sticks his tongue out and scrunches up his brow.
 
Last edited:

Ghid "Mule" Coldstream
Male Human
Cleric 1
Alignment: Lawful Good
Height: 6' 5''
Weight: 213 lbs
Hair: Black
Eyes: Green
Age: 24

Str: 14 (+2) [6 points]
Dex: 14 (+2) [6 points]
Con: 14 (+2) [6 points]
Int: 10 (+0) [2 points]
Wis: 16 (+3) [10 points]
Cha: 10 (+0) [2 points]

Class and Racial Abilities:
+4 bonus skill points at first, and +1 at each additional level, Quick
to master-+1 feat at first level, when Multi-classing I don't count the
highest level class I have.
Cleric: Turn Undead, Spon. Healing
Domains: Good, Sun

Hit Dice: 1d8+2 (+8 Free +2 Con)
HP: 10
AC: 18 (10 Base +4 Scalemail +2 Large Wooden Shield +2 Dex)
Init: +2 (+2 Dex)
Speed: 20ft (Medium Encum.)
Armor Check Penalty: -10 ( Scalemail -4, Shield -2, Encum -4)
Arcane Spell Failure: X

Saves:
Fortitude +4 [+2 base, +2 Con]
Reflex +2 [+0 base, +2 Dex]
Will +5 [+2 base, +3 Wis]
BAB: +0

Melee Attack: +2
Morningstar AttBonus +2, 1d8+2 Dmg, x2
Ranged Attack: +2
Light crossbow AttBonus +2, 1d4+2 Dmg, 19-20/x2

Skills:
Concentration +6 [4 ranks +2 Con]
Knowledge (Religion) +4 [4 ranks]
Heal +7 [4 ranks +3 Wis]

Feats:
Endurance, Diehard

Languages:
Common

Equipment:
Morningstar (8gp), Dagger (2gp), Scalemail (50gp), Large Wooden Shield (7gp), Backpack (2gp), Bedroll (1sp), Waterskin (1gp), Rations x8 (4gp), Flint and Steel (1gp), Holysymbol (1gp), Money (84gp, 8sp)
Total: 77(gp) + 2(sp) Weight: 91 (Med Encum)

Appearance:
Ghin Coldstream stands as a tall average looking human. A hard chisled
face lays the foundation for strong strong features. Clean shaven and
skin unscarred, his faire complexion radiates a calm inner beauty.
Short trimmed hair rests finely on his head often ruffled by his own
strong hands. His body is thick and trim belying the years of a
balanced diet and rigious physical training. A sweet smile often splits
his face enticing even his emerald eyes to join in the specticle.

Personality:
Chin is quick to judge evey situation with a ferver that scares off
most allies. He is dedicated to his charge and speaks his mind freely
often calling down those who fail to meet his standards. A hard job
inspires him forcing him to push himself to heights he himself was
unaware of. The front line rests his home willing to go head to head
with any who challenge him. He prides himself on his will power and
dedication to those he serves. He refuses to give up, to give way to
those he deems weak or vile.

Background:
Born during a new moon to the snow capped mountains of Sheirpeek, he
was deemed a bewitched child by the god fearing people of his village
of Toute. His mother was cast out of the village for bearing such an
ill omen with child in her hands. She spent the last few months of her
life fleeing the wilds of the mountains until she was unable to carry
on. Happening into a traviling clergy group dedicated to Pelor her life
force waned. The clergy took pity on the woman and her newborn son
taking the child into thier custody.
Knowing only the abbey for the next 20 or so years of his life he has
become discontent with what he feels are teaching that are to free. He
wishes to create a temple dedicated to the only lord he has known, with
teaching that match his fervent will and devotion. Setting out on a
quest to find his greater calling within his lord and find a fortune to
build his dream, he parts on good terms with his old teachers.
 

Remove ads

Top