Intrigue In Candara - Characters

Jemal

Adventurer
Allright, people, Everyone who's character I've approved from the OOC thread, post your character here. (And If you've got a cohort, tell who they are.)

Cohorts, post your characters here, too, and tell who's cohort you are. (Character name, not player name)
 

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Ariel de Morceaux

Ariel de Morceaux
Ariel de Morceaux
Human Female
5’5” 102lbs. Red/Green
Cleric 6 (Aphrodite)
S: 8 0 points
I: 14 6 points
W: 18 10 points + Periapt of Wisdom +2
D: 10 2 points
CN: 12 4 points
CH: 17 10 points +1 for 4th level

Alignment: Chaotic Good

Reputation Score: 6 (3 for levels, 3 for Charisma)

AC: 16 HP: 39 (9 at first, rolls of 4,7,3,6,5 +5 for con)

Domains: Charm (Granted Power: Charisma Increase of +4 for 1/minute per day)
Healing (cast healing spells at +1 level)
BAB: +4

Melee: +4 Light Mace D: 1-6, Crit x2

Saves: F/R/W +7/+3/+10

Feats: Spell Focus: Enchantment
Combat Casting
Skill Focus: Diplomacy
Skill Focus: Bluff

Skills (45 points)

Concentration +10 (9 ranks)
Knowledge: Religion +11 (9 ranks)
Diplomacy +14 (9 ranks + skill focus)
Bluff +7 (2 ranks CC-4 points + Skill Focus)
Innuendo +6 (2 ranks CC-4 points)
Profession: Herbalist +10 (6 ranks)
Perform +5 (storytelling, oratory) (2 ranks CC-4 points)

Spells per Day
5/4+1/4+1/3+1
Base DC is 14 + spell level, except enchantment spells which are 16 + spell level

Items

+2 Mithril Chain Shirt (5,100gp)
Heward’s Handy Haversack (2,000gp)
+1 Light Mace (2,305gp)
Periapt of Wisdom +2 (4,000gp)
Cloak of Resistance +1 (1,000gp)
Silver Holy Symbol (25gp)

570gp left to buy mundane stuff with

Ariel is a stunning red head with a knack for flair. She dresses to show off her looks, with a mithril shirt hiding under her clothes in case she finds her self in trouble. Or as the case usually is with her, trouble tends to locate her. She generally cannot refuse a well meaning chance to aid someone, especially lovers or those who would commit deeds of heroic proportions done in the name of passion and love. She loves to play the games of intrigue and more often than not, the Church of Aphrodite tends to find itself weaving the very same sordid tales. Always meaning well, Ariel’s chaotic nature tends to show, as she plunges head first in to action before thinking the course of action through. A typically passionate red head, this tends to cloud her otherwise staunch belief in common sense. Usually her friends can steer her clear to the right path if they just catch her before she bolts for it.
 

Thomas Reaver, male human Bbn1/Ftr4/Rog1: CR 6; ECL 6; Medium-size Humanoid (human); HD 1d6+4d10+1d12+12; hp 55; Init +3; Spd 40 ft, fly 90 ft (good); AC 18 (+4 chain shirt, +3 Dex, +1 amulet of natural armor); Melee +1 longsword +9 (1d8+6/crit 19-20), or dagger +7 (1d4+2/crit 19-20); Ranged dagger +8 (1d4/crit 19-20), or light crossbow +8 (1d8/crit 19-20); SA rage, sneak attack; SQ fast movement; AL CG; SV Fort +8, Ref +6, Will +3; Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 14.
Skills and Feats: Balance (4), Bluff (6), Diplomacy (6), Disable Device (5), Forgery (3), Hide (14), Intimidate (7), Jump (5), Knowledge (tactics) (6), Knowledge (war) (3), Listen (4), Move Silently (7), Open Lock (5), Ride (6), Sense Motive (2), Speak Language (2), Spot (4), Tumble (7), Wilderness Lore (3); Iron Will, Leadership, Power Attack, Quick Draw, Sunder, Weapon Focus (longsword), Weapon Specialization (longsword).
SA–Rage (Ex): 1/day, Thomas Reaver can fly into a screaming blood frenzy for 7 rounds. Thomas Reaver gains +4 Str, +4 Con, and a +2 morale bonus vs. fear, but suffers -2 to AC. After the rage, Thomas Reaver is winded.
Changes: AC 16; HP 62; +1 long sword +11 (1d8+9/crit 19-20), or dagger +9 (1d4+4/crit 19-20).
SA–Sneak Attack (Ex): Thomas Reaver deals +1d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
Equipment:
On person:
Magic; +1 longsword, sashes of hiding, amulet of natural armor (+1), wings of flying, everburning rod, 1 darkvision potion, 5 cure light wounds potions.
Mundane; chain shirt, 8 daggers, crossbow, 20 bolts in bolt case, 2 days' rations, mw potion belt, smoke stick, 1 sunrod, 2 tindertwigs, waterskin, thieves' tools, 22gp 2sp in pouch.
In duffle bag; 4 Daggers, 20 bolts in bolt case, club, extra set of clothes, 2 winter blankets, bedroll, 160 ft rope, 2 candles, 15gp gem.

At home:
Magic; stone of alarm, 1 cure light wounds potion.
Mundane; 4 Daggers, 20 bolts, spear, waterskin, 1 sunrod, flint and steel, assorted maps of area, 2 winter blankets, 2 simple lamps, 8 candles, paper, ink, quill, 4 knives, 4 forks, cooking pot, 5 ceramic squares (plates), bread, cheese, jerky, a bit of fruit etc. 50gp gem, 27gp 12sp 5 cp.

House:
One story common house in city, comprises of; a living room/kitchen, 2 bedrooms and a small basement. Furniture; Bunk bed, several chairs, table, rocking chair, small bench for food, small drawer near bunk bed, fire place/cooking oven. In 2nd bedroom; Thomas' bed, bookshelf (plus several papers, maps, and books), weapons rack, desk and chair.

Miscellaneous data:
Height 6'3", weight 189 lb, Age 27, short brown hair, brown eyes. Thomas can speak the following languages; Common, Keltish, Tribal, and Elven.
Country of origin: Candara mountains.
Current country of residence: Candara coast.
Which countries/organizations your allegiances ally you: Not decided.
Reputation score: +5

Description:
Tommy is well built, tall, clean shaven and has a light tan. He wears black pants a chain shirt concealed under a gray cotton shirt and a tan coat. Across the front of his chest he has a set of eight throwing daggers slotted into place in two black sashes, forming an "X". On his left side torso is his longsword in a tan sheath and strapped on his right side shoulder is his crossbow.

Background:
On a crisp cool night a slight breeze floats a trio of leaves up off the ground; they climb high then slowly make their way back down. The three leaves land next to a man lying down near a fire, another man sits opposite him. The two men sit in silence, appreciative of the calm night and the noises of crickets and owls that fill the woodland surrounding them. In a harsh croaky voice the man sitting down starts to speak "So tell me Reaver, what made you become such a person, wandering around like you do?"
Looking into the fire the man named Reaver turns his head towards the man sitting down. "I come from the mountains you see friend, and these mountains were very popular to say the least. They provided rich soil perfect for harvest and great for cattle and sheep. Oh we had enough land to do us good for a hundred lifetimes and then some, so did the others that had home in the mountains, though people get greedy. One hot summers night a band of men, no let's call 'em armed thugs, with nothing to their names decided they were going to "claim" our land, they set alight our house and barns. In the glory of their victory the men started slaughtering townspeople who were trying to escape, blood led to more blood. I managed to stop one from killing my father, launching my self at the man and just pounding into him with a small knife. We then were able to escape before the others saw their fallen friend. With a few supplies and a lot of local knowledge we headed to a nearby coastal city, everywhere else was too hostile. On the way my father Cain, lost his life, blood loss probably." Thomas Reaver says in a straight voice, having no qualms with talking about his dead father. "Given time our people found work in the city and were able to readjust. I just couldn't, no way after what happened. I left my mother and my three sisters, they were fine, had well paying jobs and a roof over their heads. I've accepted it now, at first I ended up going on a bit of a spree of violence my self, no need to look at me like that Trell, I killed a few raiding goblins and an orc, oh plus that deer, I was hungry so kill me!" he smirks. "A couple nights out in the woods did me good. I went back to the city found work as a caravan guard, earned enough to start me off and now I work freelance, wandering, following the wind. My mother passed away, two of my sisters married wealthy men, and the other went seawards, no word from her. Well that's it Trell" Thomas says as he checks his sword is in its place. The rough voiced Trell says "Why didn't you go back to the mountains with some armed men to get revenge Sir Reaver?"
"I did but there was no sign of the murdering bastards, probably didn't know what to do with themselves... I've let it go, there are enough bastards in the world to kill. So tell me Trell how'd you come about to being a trader?"
Trell starts "When I was a boy I found I loved money aye? Yeah we' anyway I found a small calf by the side of a gravel road one day and doin' as lil' boys do I went up behind it an-d....." Trell finishes, finding it hard to talk with a dagger lodged in his neck. "F**ken slave traders, scum of the earth" Thomas says as he cleans himself off, and then lets a group of six undernourished men free from their shackles.

Cohort: Abesh Runihan (Thomas Hobbes)
 
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And now I shall go a-cohorting.

Abesh Runihan: Male Half-Elf Rogue 2/Bard 3; CR 5; Medium Humanoid; HD 5d6+5; HP 27; Init +2; Spd 30ft; AC 13; Atk +2 Melee (1d6-1, Shortsword) or Atk +2 Melee (1d6-1 subdual, Sap) or +6 ranged (1d2-1 subdual, masterwork Whip); SA Sneak Attack +1d6; SQ Traps, Evasion, Bardic Knowledge +6, Bardic Music (Inspire Courage, Countersong, Fascinate, Inspire Competence); AL CG; SV Fort +2 Ref +8 Will +3; Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 16.

Skills and Feats: Bluff +13, Decipher Script +5, Diplomacy +11, Disguise +11, Forgery +8, Gather Information +11, Hide +4, Innuendo +7, Intimidate +11, Move Silently +9, Perform +11 ( Fiddle, Harmonica, Dance, Poem, Tabor, Trumpet, Shawm, Song), Read Lips +8, Sense Motive +8, Use Magic Device +5; Persuasive, Multicultural: Human (+4 Diplomacy with chosen race).

Possesions: 2 vials of alchemists fire, Bracers of Armor +1, disguise kit (10 applications), entertainer’s outfit, Heward’s Handy Haversack, Masterwork Herald’s Trumpet, Fiddle, Harmonica, Tabor, Shawm, Potion of Jump, Potion of Spider Climbing, Scrolls of Arcane Mark, Erase, Unseen Servant,, Short Sword, Wand of Cure Light Wounds(25 charges), Masterwork Whip, Tuning Fork (Fine Tuning cantrip at 2nd caster level 3/day). 135 Gold Pieces.

Spells known (6/3): 0th- Dancing Lights, Detect Magic, Fine Tuning, Ghost Sound, Mending, Percussion. 1st- Detect Secret Doors, Message, Silent Image
Spells per Day 3/2

Abesh's father is unknown, but his human mother was the unfaithful wife to a Candaran merchant; she died shortly after he was born. Being the youngest of eight children, but still loved by his father, he grew up happy and unattached to most material possessions. His first love and chief joy is music, and his most prized objects his instruments, of which he owns many. He has had, of course, many a love besides that, and he enjoys many other pleasures- if asked what he wants in life, until recently he probably would answer "Wine, women, and song, although not necessarily in that order.” As such, his patron god (although he is not strongly affiliated with any) is Aphrodite.

The news of war, however, brought along with it the loss of much of his father’s holdings and the disappearance of his sister Amy, a soldier stationed at one of the destroyed cities. Abesh, already fiercely patriotic but vague on what one does if one wants to be heroic, has sought out one Thomas Reaver, a man of whom he has heard many tale- he is a madman, a brave man, a liberator- and would fain serve him.

Notes:
Fine Tuning makes an instrument Masterwork for 1 minute/level. Percussion creates sounds of drums for 5 minutes/level. They’re both from Song and Silence.

If possible, I’d like to use the rules from song and silence that each instrument, if masterwork and used by someone with Bardic Music ability, either modifies an existing Bardic Music effect or create an entirely new one. Assuming that you allow this rule, the instruments I use do the following, respectively:


Fiddle- Can maintain two different bardic music effects at once, i.e, both fascinate a foe and inspire courage.
Harmonica- Warms the hearts of Common People. Fir 1d6 hours after a performance, gain +4 to Bluff, Diplomacy, Disguise, and Gather Information among them, and -4 to intimidate.
Tabor (a drum worn around the neck)- when inspiring courage, +4 against fear but +0 against charm.
Trumpet- When inspiring courage, damage to attack and to damage increases to +2, but the bonus against charm is reduced to +0.
Shawm (a flute- like instrument)- as Harmonica, but among the aristocratic.

This'll be cross posted to the OOC thread.
 

Gustaf
Human, Bard 6
Hit Dice: 6d6 + 12 (38 hp)
Initiative: +2 (Dex)
Speed: 20 ft.
AC: 18 (+2 Dex, +6 Armor)
Attacks: Gustave's Sword +9 or MW Longsword +8; MW Shortspear +7 or MW Light Crossbow +7
Damage: Gustave's Sword 1d10+4, MW Longsword 1d8+1, MW Shortspear 1d8+3, MW Light Crossbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Class Abilities: Bardic Music, Bardic Knowledge
Race Abilities: Bonus Feat, Bonus Skill Points
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 14, Dex 15, Con 14, Int 10, Wis 8, Cha 17
Skills: Bluff +12, Diplomacy +12, Disguise +12, Gather Information +12, Perform (Acting) +12
Feats: Ambidexterity, Exotic: Sword, Bastard, Focus: Longsword, Focus: Sword, Bastard

Spells Per Day: 3/4/3/-/-/-

0th Level Spells (DC 13)
Dancing Lights
Daze
Detect Magic
Ghost Sound
Prestidigitation
Read Magic

1st Level Spells (DC 14)
Charm Person
Cure Light Wounds
Hypnotism
Sleep

2nd Level Spells (DC 15)
Hold Person
Sound Burst
Suggestion

Inventory
Quiver with 30 MW Bolts
+1 Breastplate
MW Light Crossbow
MW Disguise Kit
Entertainer's Outfit
MW Longsword
MW Shortspear
Gustave's Sword
126 Platinum Coins

Total Weight Carried: 79

Age: 22 Gender: Male Weight: 176 lbs. Size: Medium Height: 6 foot 4 inches

Experience: 15000
 

Talisian De’Artain

Mage/Necromancer level 6 Neutral Good
(Opposed school: Illusion)
High Elf. Age: 124 Weight 116lbs Eyes: Silver gray Hair: Black
Strength: 10 Dex: 13 Con: 10 Int: 19 (+1 from level) Wis: 10 Cha: 13
Reputation: +2
Hit Points: 19 Ref: +3 Fort: +2 Will: +5 BAB: +3

Feats:
1) Spell Penetration
2) Spell focus: Conjuration
3) Improved Initiative

Wizard Feats
1) Scribe Scroll (bonus)
2) Familiar: Cat (Class Ability) Spook
3) Spell Mastery (to be decided later)

Class Skills
1) Knowledge Arcana: 9
2) Knowledge History: 9
3) Knowledge: Kingdoms and Nobles: 9
4) Concentration: 3
5) Spellcraft: 9
6) Scry: 9

Cross Class Skills:
1) Diplomacy: 3

Magic Items:
+1 Ring of Protection
+2 Bracers of Armor
Cloak of Resistance +1
Hand of the Mage (keeps concealed in public)
Wand of Monster Summoning 2 (50 charges)
Quiver of Ehlonna (for wands, staves and rods)

(Total cost for magic is 14,300 GP)

Talisian De'Artain is an elf Necromancer. (6th level neutral good)
He is the illegitimate son of the vizier to the Realms of Ukko's ruler. He has been thrown out of his father’s house for falling in love with the daughter of the king of the Jormungand Wasteland. He is very un-elfish in the fact that he has no problem being around barbarians and the "lower classes".
Tal (as he is called) specializes in Conjuration spells (not as a school specialization. just a preference) and is always looking to perfect his art. His main objective will be to bring the Realms and the Wasteland together as a fighting force.
The reason he is a Necromancer is that he was raised in the outlands in a town called Quinath.
Quinath is a town run by a kindly necromancer who wanted to create a place where people could come and commune with their loved ones who had passed on. Tal was born there and did not know who his father was until his 85th birthday. Tal sees necromancy as a way to improve the lives of both the living and the dead. He would never use evil spells.

Deity
Mystra, CN - Goddess of Magic. Major Deity
Domains: Magic, Knowledge, Luck,
Priests: any non-lawful

Known NPC contacts:
Elsbeth: Priestess of Aphrodite
 
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Father Antonio d'Este
Human Male
5’8” 130 lbs. Grey/Ice Blue
Cleric 6 (Chrystalla)
STR: 10 2 points
DEX: 14 6 points
CON: 12 4 points
INT: 14 6 points
WIS: 18 10 points +2 Periapt of Wisdom
CHA: 13 4 points +1 for 4th level
Alignment: Neutral Good

Reputation Score: 4 (3 for levels, 1 for Charisma)

AC: 17 HP: 44 (9 at first, 6 every level thereafter, +5 for con)

Domains: Knowledge (Granted Power: All Knowledge skills are class skills. You cast divinations at +1 caster level.)
Protection (Granted Power: You can generate a protective ward, a spell-like ability to grant someone you touch a resistance bonus on her next saving throw equal to your level. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.)

BAB: +4

Melee: +4 Quarterstaff, 1d6, Crit x2
Ranged: +7 Light Crossbow, 1d8 Crit 19-20 x2

Saves: F/R/W +7/+5/+10

Feats: Cosmopolitan (Sense Motive), Skill Focus (Sense Motive), Extra Turning, Divine Cleansing

Skills (45 points)
Concentration +10 (9 ranks)
Diplomacy +7 (5 ranks +2 sinergy)
Heal +12 (6 ranks +2 healer's kit)
Knowledge: Religion +10 (8 ranks)
Knowledge: Law +10 (8 ranks)
Sense Motive +14 (9 ranks +2 cosmopolitan +2 skill focus)

Spells per day: 5 / 4+1 / 4+1 / 3+1 ( DC 14 / 15 / 16 / 17 )
Turning attempts per day: 8

Items
Pearl of Power (2nd level) (4,000 gp)
Periapt of Wisdom +2 (4,000gp)
Ring of Sustenance (2500gp)
Breastplate +1 (1,350 gp)
Cloak of Resistance +1 (1,000gp)
Masterwork Light Crossbow (335 gp)

3 acres of land (1500 gp)

Masterwork Bolts, 10 (70 gp)
Healer's Kit (50 gp)
Antitoxin (50 gp)
Pony (30 gp)
Flask of Holy Water (25 gp)
Cart (15 gp)
Bullseye Lantern (12 gp)
Silvered Dagger (10 gp)
Ink vial (8 gp)
Spell Components Pouch (5 gp)
Backpack (2 gp)
Bit and Bridle (2 gp)
Wooden Holy symbol (1 gp) (an open book on a shield)
Flint and Steel (1 gp)
Waterskin (1 gp)
2 days worth of Trail Rations (1 gp)
4 sheets of parchment and an inkpen (1 gp)
Winter Blanket (5 sp)
5 Oil Flasks (5 sp)

30 gp

Today's Spells
0)Detect Magic, Detect Poison, Light, Mending, Read Magic
1)Bless x2, Divine Favor, Entropic Shield, Shield of Faith + Sanctuary
2)Silence, Hold Person, Delay Poison, Endurance + Detect Thoughts
3)Dispel Magic, Magic Circle Against Evil, Prayer + Protection from Elements
 
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SPOOK!

We forgot someone and he has been clawing my legs about it.
May I introduce Talisian's Familiar:
SPOOK the Cat
Tiny Magical Animal (Familiar to Talisian)
Hit Dice: 6d8 (9 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 17 (+2 size, +2 Dex, +3 natural armor)
Attacks: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d2-4, bite 1d3-4
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: none
Special Qualities: Alertness, Improved Evasion, Share Spells, Speak with Master, Grants master +2 to move silently, Can deliver touch spells for master.
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 3, Dex 15, Con 10,
Int 8, Wis 12, Cha 7
Skills: Balance +10, Climb +5, Hide +17*,
Listen +4, Move Silently +9, Spot +4
Feats: Weapon Finesse (claw, bite)

Skills: Cats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
 


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