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[IH] Bekath's Progeny

Danar Sigrittiano

[sblock]executioner 1

STR 8 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 18 (+4)
CHA 10 (+0)

spd 30'
rapier: +5 to hit, 1d6+6 damage twohanded or 1d6+4 onehanded, 18-20 x2 crit
sneak attack +2d6
initiative: +7
BAB: +1 grapple: +0

Defense: 14 (10 +4 active +0 passive)
DR: 1d2/magic
9 hp 9 reserve points
Fort +2 Ref +5 Will +6

Traits:
City Rat (Bravo) -- +2 to Survival in the city, +1d6 sneak attack
Weapon Bond (rapier) -- Wis instead of Str for attack and damage bonus

Class Features:
execution pool -- 1 token at the start of combat
executioner's eye -- Sense Motive vs. Bluff or BAB to get 2 tokens vs. a given opponent; -10 free, -5 move, +0 standard, +5 full-round
hindering cut -- 1+ tokens, Fort save (DC 14 + sneak attack dice + tokens spent) or take -1 to attack/defense OR speed

Feats:
Combat Expertise 1 -- take up to -5 to hit to get the same bonus to active defense
Improved Initiative -- +4 initiative

Skills:
Athletics 4 (Climb +3, Jump +3, Swim +3), Perception 4 (Listen +8, Search +6, Sense Motive +8, Spot +8), Stealth 4 (Hide +7, Move Silently +7), Heal 4 (+8), Tumble 4 (+7), Survival 4 (+8), Balance 4 (+7), Appraise 4 (+6)

Languages: Common, First Speech, Ferrish

equipment:
rapier, leather armor, 80 gp (savings)
[/sblock]

Danar is a dark stripling barely 17 years old who wears a light brown leather buff jacket and a black cloak. He rarely speaks except when spoken to, preferring to observe the action dispassionately; he has an unnerving habit of looking right at you without really seeming to see you.

For two years now Danar has been a professional duelist, selling his sword to those with enough cowardice and enough coin to hire a champion to fight in your place. He has managed to make it through those two years while only killing one man, although he has crippled a few and severely injured many. The money he earns goes to pay rent on the cramped, dilapidated house he and his mother Mariann have lived in all his life, and to support his mother now that she is too old to work. Whatever's left over, he saves, although what he's saving it for, he couldn't tell you. Luckily, he's a talented enough fighter that he makes good money and has managed thus far to avoid any serious injuries.

Perhaps unsurprisingly, Danar resents his father for abandoning him and Mariann. His primary goal in seeing Bekath is to get some financial support for his mother in her declining years. At the same time, of course, Danar's never met his father, and no matter how angry he is, he still yearns to find out what kind of person Bekath is, and why he left them in poverty to go adventuring.

--p
 
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I haven't finished him, or even finished formatting him, but I thought I'd post what I have to see if I could try to get in on this and see how this IH thing goes. I haven't the slightest clue if I've screwed up something so far, which is kind of nice. Everyone likes surprises, right?

Moromo

Human Man-At-Arms 1
medium humanoid (human)
Init Senses
Languages Common, First Speech, Ferrish
-------------------------------
AC
DR
HP 12 (1d4+6/level)
Fortitude Reflex Willpower
-------------------------------
Speed
Base Attack
Melee
Ranged
Attack Options
Combat Gear
-------------------------------
Abilities Str 15 Dex 15 Con 15 Int 14 Wis 15 Cha 10
Traits Resilient Toughness, Nomad: Cavalry Warrior
Feats All simple and martial weapons, all armor, and all shields; Mounted Combat 1, Mounted Archery 1, War Leader 1
Skills Perception 4, Wilderness Lore 4, Social 4, Appraise 2, Balance 2, Climb 3, Concentration 4, Escape Artist 3, Heal 4, Swim 2

Moromo never knew his father, nor his mother either, having spent his early years passed around the small village where he was raised as a sort of communal slave, performing minor tasks for scraps of bread and bits of foul discards from the villagers' tables. That changed when Moromo was eight years old and the armored riders from the east came charging out of the forest, burned the village to the ground and took everyone as slaves. Many villagers died on the long march from the village from exhaustion, many more died from the appetites of the soldiers that took them. Moromo, always a slave, persisted.

Several years went by, and Moromo was passed by coin or promise to a dazzling variety of owners until his last owner found himself impaled upon the tip of a lance by more grizzled and frightening riders. Those riders told Moromo that he was free, but Moromo knew in his heart he was not free. So he followed the riders on foot for long months, following the crushed swath of plains grasses deep into each night so that he could find the riders in the morning as they made camp. At first the riders were not amused and thought him a foe, throwing stones at Moromo. Eventually though, when he could not catch up by daybreak they would wait for him like a trustworthy dog. As the dog grew older though, and the riders grew leaner, they eventually found themselves before a keep of similar individuals and decided to kill those worthies and set up shop inside it themselves.

Moromo was welcomed inside the still smoldering keep to aid the new owners in disposing of the bodies, and welcomed longer for the ear he lent to aging veterans of the eternal struggle. Eventually the riders, having few or no children of their own, began to treat Moromo as that worthy. They taught him the mechanics of death like few others might, took him raiding upon the neighboring villages, and Moromo experienced the thrill of the twilight of life & death from the other end of the blade.

His experience with the riders ended one night swiftly. Moromo waited till all of the old men were drunk and sotted with wine, slew as many of them as his arm could withstand, and burned the keep to the ground as Moromo waited outside to slay the survivors. When his "father" finally caught up with him with his summons, Moromo was already fast working through his taste for blood that the riders unleashed in him. Having nothing better to do than follow the notions of a powerful madman, Moromo went.

Personality

Moromo possesses a sharp wit and tongue when he chooses to use it, as well as the smooth manner of one well-accustomed to having to ingratiate themselves or face a pike.

Appearance

Tall, lean, and dark, Moromo's appearance is marked mostly by his hollow, empty eyes. People seem to see different things in there, and truly he might be handsome to some if it weren't for that portion of his anatomy's betrayal of his soul.
 


And with James, the game is full. passengerpigeon, your defense doesn't sum up correctly. Everything else submitted so far seems fine.

ThirdWizard said:
Are there any languages of note? I'm sure I'll have a decent Int (probably 14), so I'll have some bonus language slots.
Here are some more setting notes for the languages in the book, they should be read together with the text there:

Abyssal and Infernal: Used mostly in summoning spells, otherwise as rare as the Ancient Speech.
Ancient Speech: The language of the Masters, too complex for lesser beings to speak, some sages still learn to read it enough to decipher some of the knowledge that survived the Masters fall.
First Speech: Language of the First.
Common: Used by most civiliced people.
Death Speech: May or may not exist.
Draconic: No dragons are known to exist.
Ferrish: One of many barbaric languages, but the most widely spread.
Kolorean: The empire was located in what today is the Ghostlands.
Sea Speech: The Mariners have only arrived twice to the largest town on the western coast, Vaan, to trade goods and tales of foreign lands.

New languages:
Serahn: Spoken by the nomads of the desert.
Gray Speech: The simple language of the Gray.
Various minor languages are spoken only in a very limited area, usually they are similar enough to each other or a larger language that speakers of different languages will understand each other without too much trouble.

I'll also let you save a language for some quick learning later on if you can't find enough that fit.

ThirdWizard said:
What kind of Knowlege (local) will we purchase? Should we pick a specific place, for example Knowlege (Silahin) if we take that?
Yeah, do it like that, and the smaller the place you pick, the lower the DCs will be. As with all Knowledge fields you can get another at full ranks for just one more skill point of course.

passengerpigeon said:
As with any one-handed weapon, the rapier can be used two-handed to gain 1.5 * the normal damage bonus, but I'd hate to run around trying to fence with both hands on my sword. Can I just RP it that I can use my off hand to balance myself and add impetus to my lunges if it's empty? Mechanically it would play the same.
Please do.
 

Alright, edited my post above to be up to date, with full stats included.

EDIT: I left a language slot blank. And, I bought two Knowleges with one Rank in it, Silahin for the city and Swordlands for the surrounding areas. I'm pretty happy with my character now, even with my OCD. [font=&quot]
[/font]
 
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Jolmo said:
Here are some more setting notes for the languages in the book, they should be read together with the text there:

Abyssal and Infernal: Used mostly in summoning spells, otherwise as rare as the Ancient Speech.
Ancient Speech: The language of the Masters, too complex for lesser beings to speak, some sages still learn to read it enough to decipher some of the knowledge that survived the Masters fall.
First Speech: Language of the First.
Common: Used by most civiliced people.
Death Speech: May or may not exist.
Draconic: No dragons are known to exist.
Ferrish: One of many barbaric languages, but the most widely spread.
Kolorean: The empire was located in what today is the Ghostlands.
Sea Speech: The Mariners have only arrived twice to the largest town on the western coast, Vaan, to trade goods and tales of foreign lands.

New languages:
Serahn: Spoken by the nomads of the desert.
Gray Speech: The simple language of the Gray.
Various minor languages are spoken only in a very limited area, usually they are similar enough to each other or a larger language that speakers of different languages will understand each other without too much trouble.

I'll also let you save a language for some quick learning later on if you can't find enough that fit.

Yea I think I will need to save some spots for some languages as I am using the Academia Skill Grouping which gives me 1 rank in Speka Languages at almost every level. So currently with an Int of 16 I can speak 8 languages including common. I was thinking of taking the following (which somewhat fits in with my background):
Common
Ancient Speak
Kolorean
First Speech
Death Speech (since one of the spell masteries I will be taking is Necromancy)

This leaves me three short which I would like to keep empty for now so I can possibly learn another language if need be.

This work for you?
 

Elocin, that'll work. Death Speech in the book is mentioned as the secret language of an executioners cult, but we'll make a necromantic language of it instead.

ThirdWizard, I think you've overspent by a single skill point. ;)

ikazuchi, still with us?

Does anyone have questions about the setting? I've got it mostly figured out and will write a bit more later but I can't cover every aspect of the world, so let me know if there's something you'd like to know.
 

Ironically, my master skill chart was correct, but I had copied it wrong (I think there were about five versions of my skills before I nailed it down ^^;). It's a pretty nice chart, I think. If you want to see a full breakdown I attached it. I doubt anyone else needs anything so elaborate, though. I'm loving the amount of skills the thief has access to! Search was the culprit by the way, now its 4.

As for setting info, I can't really think of anything. My character has spent 11 years living in the city, but I'm sure things about Silahin can come up as necessary.
 

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Work Sucks

Crap, I owe you guys a huge apology. I just got hit with a massive project at work, and it's gonna kill most of my time. I still haven't -finished- Stone Wind, and I'm not sure when I'll have time. This projects probably gonna take a few weeks at least so I'm gonna have to step away from the game, which really sucks cause I was looking forward to it (this was also gonna be my first play-by-post game).

Hate to drop the ball like this, but I'd rather you know what was going on and not screw everyone over waiting on me and what have you.

Sorry.
 


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