Legacy Of The Deep Characters II

Chauzu

First Post
Alright folks, repost your character's stat blocks here. Let's try to keep OOC posting in the OOC thread. And let's let the other Character thread die. :)
 

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Aaman Darkrune (LN); Race: Half-drow
5'5"; 120 lbs; Age 24
Druid 1; Deity: Uthgar (Thunderbeast)

10 STR +0, 12 DEX +1, 13 CON +1
12 INT +1, 15 WIS +2, 10 CHA +0

Saves: Fortitude: +3 (+2, +1 Con), Reflex: +1 (+0, +1 Dex), Will: +4 (+2, +2 Wis)
--+2 racial bonus vs Enchantment

Encumbrance: 33/66/100
AC: 10 + 1 Dex +2 armor (wooden shield) = 13

Proficiencies:
Armor: Light (padded, leather only), Medium (hide only)
Weapons: dagger, dart, halfspear, longspear, quarterstaff, sickle, scimitar, shortspear, sling

Languages: Common, Elf, Drow, Druidic

Skills:
Animal Empathy +5= (5 ranks, +0 Cha)
Diplomacy +5= (5 ranks, +0 Cha)
Heal +7= (5 ranks, +2 Wis)
Listen +4= (1 cc ranks, +2 Wis, +1 racial)
Search +3= (0 cc ranks, +2 Wis, +1 racial)
Spot +4= (1 cc ranks, +2 Wis, +1 racial)
Swim +5= (5 ranks, +0 Str)
Wilderness Lore +3= (1 ranks, +2 Wis)

Special Abilites:Race: Darkvision, +2 racial bonus vs Enchantment
+1 racial bonus for Listen, Search, Spot; Elven Blood; Favored Class: Any; Class: Nature Sense, Animal Companion

Feats:Tracking

HIT POINTS: 8 +1 (Con) = 9

Spells: 0-3; 1-2
0- Cure Minor Wounds, Cure Minor Wounds, Cure Minor Wounds*
1- Cure Light Wounds*, Cure Light Wounds*

BAB = +0
Equipment:
Sling +0; 1d4; 20/x2
Dagger, +0; 1d4; 19-20/2x

Peasant outfit
Platinum: 0 . Gold: 1. Silver: 0. Copper: 0

Encumbrance: 0
Experience: Goal: 1,000 Current: 160

Growing up as the bastard son among the northern tribes would've been hard enough, but to have the obvious signs of dark elf parentage was worse. Aaman's mother claimed a hunter was his father, a dark spirit that had snuck in late at night in her tent to avoid a lethal storm. The other women of the tribe had less... pleasant... versions.

Aaman was an outcast all his life among his own people. Even the hunters, who normally only judged a man by his skills, were reluctant to teach such an odd-appearing Uthgardt tribesman. Their shaman, an old Thunderbeast cleric, saw potential in Aaman, and took him in as an apprentice. The old man died during the first winter of his training and Aaman wasn't strong enough to hold the tribe together using his burgeoning magical contact with nature.

Rather than see the tribe fall apart under his poor management, he fled to the woods with his meager possessions. Living off the land for months, slowly worming his way south to avoid the killing cold, Aaman finally has started to settle into more "civilized" lands. While he still gets odd looks because of his unusual appearance, he doesn't feel quite as much a pariah as before.

Appearance: Aaman takes the sobriquet "Darkrune" from the numerous mystical tattoos on his body. His hair is a close-cropped almost translucent white, and his skin is a dusky gray, not the pitch black one normally associates with full-blooded drow. Before his ignominious capture by a wizard, Aaman had a few simple weapons (sling and dagger) and a rough leather jacket to protect him from the less lawful elements of the city.


edit- healed 1 hit point.
Current hits: 8/9
 
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Sydney Halehearth
Male Halfling Rogue 1
Age: 25, Ht: 3'1", Wt: 35 lbs., Eyes: brown, Hair: black, Diety: Tymora
Abilities: Str: 10 (0) Dex: 16 (+3) Con: 10 (0) Int: 13 (+1) Wis: 10 (0) Cha: 14 (+2)
Alignment: Chaotic Good
HD: 1d6 (6 hp)
AC: 16 (+2 armor, +3 dex, +1 size)
Initiative: +3 (+3 dex)
Attack Bonus: Melee: +1 Ranged: +4 (+5 thrown)
Saves: Fort: +1 Ref: +6 Will: +1 (+2 racial vs. fear)
Skills: Balance +5, Bluff +4, Climb +4, Craft (metalwork) +2, Disable Device +3, Disguise +3, Escape Artist +5, Forgery +2, Gather Information +4, Hide +9, Innuendo +2, Jump +4, Listen +4, Move Silently +7, Open Lock +5, Pick Pocket +5, Search +3, Spot +2, Tumble +5, Use Rope +4
Feats & Abilities: Dodge, Sneak Attack 1d6
Languages: Common, Halfling, Chondathian, Dwarven
Weapons & Armor: dagger x5 (AB +1m/+5r, dmg 1d4, crit 19-20/x2, range 10'), leather armor
Equipment: backpack, thieves' tools, 2'6" length of rope, potion of Cure Light Wounds, potion of Cure Minor Wounds x2, scroll
Coins, Gems & Jewelry: 1 gp

Sydney Halehearth is the only son of Lucien & Marvel Halehearth. Lucien is a metalsmith who specializes in making cooking utensils and Marvel runs a bakery. The family (including Sydney's older sister Rosalee) lives above the bakery/smithy.

One day, Sydney noticed a gang of ruffians having a "conversation" with his father in the alley behind their building. He hid amid some crates and eavesdropped (Sydney has always been interested in learning "secrets"), trying to find out what his father was up to. Sydney discovered that the gang was demanding money from Lucien or they would break up his smithy and Marvel's bakery. Sydney was suddenly afraid. There was no way his dad could stop them, and he didn't know if the family could afford to pay (business had been slow for both mom and dad lately).

Sydney swore he'd find some way to keep his family from having to submit to this extortion. His mild, innocent inquiries led him to the local thieves' guild, where the ruffian gang originated from. Sydney decided to put his natural abilities and curiosity to work for the benefit of his family and requested that he be allowed to join the guild. He would work for the guild, giving them a large portion of whatever he earned in his endeavours, in exchange for his family's exemption from the "protection" racket the guild was running in the marketplace.

Sydney began his training immediately. After weeks of being shown the basics of the roguish arts, he has been given his first assignment: transport a strange lizard sporting a leash and a bag on its head to the wizard Zanzer Tem without being stopped or spotted by the local guard.
 
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Lucian

Lucian Fellheath (Male Human Courtier 1)

STR: 10
DEX: 14
CON: 11
INT: 14
WIS: 10
CHA: 14

HP: 6

Skills:
Bluff: 2 + 4 = 6
Decipher Script: 2 + 4 = 6
Diplomacy: 2 + 4 + 2 = 8
Gather Information: 2 + 4 + 2 = 8
Listen: 0 + 4 + 2 = 6
Read Lips: 2 + 4 = 6
Search: 2 + 4 = 6
Sense Motive: 0 + 4 = 4
Spot: 0 + 4 + 2 = 8

Move Silently: 2 + 2 = 4
Open Lock: 2 + 2 = 4

Feats:
Alertness
Trustworthy

Class Abilities:
Style and Grace
Talent
Wealth

Alignment: Neutral

Languages:
Common
Elven
Krenite

Equipment:
A good set of clothes
100 gp
Masterwork Short Sword
 

Morn
Male Cormyrian Human Monk of the Old Order
Alignment: Lawful Good
Deity: None
Age: 17
Experience Points: 220

STR: 14 +2
DEX: 14 +2
CON: 12 +1
INT: 10 +0
WIS: 13 +1
CHA: 10 +0

HPs: 12
Initiative: +2
AC: 13
BAB: +0
Speed: 30'

Fortitude: +3
Reflex: +6
Fortitude: +3

Melee: +2
Hand to Hand: +2
Ranged: +2

Attacks: Hand +2
Damage: Hand 1d6+2

Abilities: Improved Hand to Hand, Stunning Fist.

Feats: Lightning Reflexes, Toughness

Languages: Chondathan, Common

Skills: Balance +6, Climb +3, Concentration +2, Escape Artist +6, Jump +4, Move Silently +5, Tumble +6

Equipment:

Money: 1GP

Morn is a tall young man with green eyes and a shaved head. He has a calm expression on his face most of the time but he can show flashes of strong emotion at times.
 

Celpher Goldenhoard (but goes by the name Sel Pyrite)
Gold Dwarf Bard 1
HP: 1d6+1 (7 hp)
Speed: 20
Init: -1
AC: 9 (-1 dex)

Abilities:
STR 13 (+1)
DEX 8 (-1)
CON 12 (+1)
INT 12 (+1)
WIS 10 (+0)
CHA 16 (+3)

Saves:
Fort: +1
Reflex: +1
Will: +2

Base Attack +0
Melee +1
Ranged -1

Attacks:
Club +1 melee
Dagger +1 melee or -1 ranged
Whip -1 ranged
Light Crossbow -1 ranged

Damage:
Club 1d6+1
Dagger 1d4+1
Whip 1d2s
Lt. Crossbow 1d8

Skills (28 points):
Appraise +4, Bluff +7, Diplomacy +7, Gather Information +7, Perform +8 (battle chant, poetry, singing, flute), Sense Motive +3, Speak Language +3, Spellcraft +4, Use Magic Device +7,

Languages:
Common, Dwarven, Terran, Elven, Draconic, Undercommon

Special Abilites:
Darkvision 60 ft, stonecunning, +2 racial bonus to poison/spell/spell-like saves, +1 hit vs abberations, +4 dodge vs giants, +2 appraise vs stone/metal, +2 craft stone/metal, bardic lore, bardic music

Feats:
Exotic weapon proficieny (whip), thunder twin

Gear:
Club, dagger(2), whip, crossbow, bolts(8), 50' hemp rope
----

Celpher and Mogur Goldenhoard were as close as two brothers could be. Twins are generally close to each other, but tin gold dwarves even more so, as each shares a bond with each other that go beyond life. Not quite identical, Celpher was the more outgoing of the two, while Mogur was the smater one. They complimented each other perfectly, and spent most of their time in each other's company.

Something changed, though. A short time after their coming of age, Mogur grew moody and easily distracted. He seemed to not notice major occurances that happened, buut was obsessed with little things that were inconsequential to everyone else. He began to spend more and more time with himself, which concerned his twin.

In their 60th year, Mogur up and left one day, with no explanation. Celpher made to go after him, but the rest of his family prevailed upon him to stay. They had grown uneasy of Mogur the last few years, and thought it was in the best interests of everyone that he go about life his own way. In time, if he came back, he would be welcome.

But it wasn't in Celpher's best interest. There were few who knew what it meant to be a thunder twin, and none in the city who experienced it. Celpher was drawn to his brother like a moth to a flame, his soul always reaching out towards his brother's. The longer Mogur was gone, the more confused Celpher became with life, until one day he decided he had to go find his brother, and nothing would stop him.

He left his family and the city, and went out into the world. With his travels started, he began to relax more. Dwarves live a long time, and it it took years to find Mogur, that was all right. Rather than pursue him single-midedly, Celpher instead enjoyed the world, travelling from town to town, learnig of people, helping those in need, but all the while going the same direction his brother was.

life came to a crashing halt in Celpher's 65th year, his 3rd year of his travels. As he tended to do often, he reached out for his borther, but as soon as contact was made, Mogur's soul disappeared. Celpher became instantly frightened. He knew his brother didn't die, he would've felt that, but not being able to sense him was the worst thing that ever happened to him. Death would be more welcome than this. He sepdn days in a stupor, life blurred around him, and travelling without seeing, without remembering.

Where had his brother gone?

Last edit: Added whip and light crossbow, incorporated thunder twin bonus to skills
 
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Raven

Raven
Female Human Barbarian

S 14 AC 12 (17: +5 chainmail, +2 dex)
D 14 HP 14 (currently 5)
C 14 Bastard sword (two hands) +3(1d10)+3
I 10 dagger +3(1d4)+2
W 10 long sword, hand axe
Ch 11 speed: 30'

Feats: Dodge, Improved Initiative
Skills:
Wilderness Lore 4 + 0 = 4
Ride 4 + 2 =6
Listen 4 + 0 = 4
Climb 2 + 2 = 6
Swim 2 + 2 = 4
Craft (tanning) 2 + 0 = 2
Intuit direction 2 + 0 = 2


Raven grew up with the Vaasa Barbarians. Currently the group does not know more than that about her.

Raven is 5'8", 160 lbs. She has jet black hair, pale skin, & blue eyes. She is muscular & fierce looking, except sometimes when looking@lucian.
 

Geramon Greenrobe

Male Human Transmuter 1
Age: 22, Ht: 5'1", Wt: 60 kg., Eyes: white, Hair: brown, Diety: Mystra
Abilities: Str: 8 (-1) Dex: 12 (+1) Con: 14 (+2) Int: 17 (+3) Wis: 10 (0) Cha: 8 (-1)
Alignment: Chaotic Good
HD: 1d4+2 (6 hp)
AC: 11 (+1 dex)
Initiative: +1 (+1 dex)
Attack Bonus: Staff -1 (1d6) / Light Crossbow +1 (1d6)
Saves: Fort: +2 Ref: +3 Will: +2
Skills: Alchemy +7, Concentration +6, Knowledge Arcana +7, Knowledge History +6, Profession Alchemist, Spellcraft +7, Search +3, Spot +3, Listen +3
Feats & Abilities: Scribe Scroll, Spell Focus: Transmutation, 1 feat free
Special: Familiar (weasel) Ron
Languages: Common, Dwarven, Draconian, Elven, Giant
Items: Staff, Light Crossbow, Bolt Quiver, 9 bolts, Spellbook, 4 books containing detect magic, sleep, charm person, shield, 1 book in unknown language, 5 novels, 2 iron spikes, 2 iron rations, 1 torch, 1 'lucky' dagger
Coins, Gems & Jewelry: 100 gp
Xp: 400/1000

Geramon is a thin, bony man in green robes, with brown hair, not particularly cut in any fashion, with strange white/silver eyes. He has a pale white skin, usually associated with those who stay indoors too long. At the look of his build this is not a man who is accustomed to hard labor, and the way he behaves, nor to other people.

Stats on Ron, Background and Personality will follow later
 
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Tanarel Whitehart

Medium-Size Chondathian (Human) Fighter 1
Hit Dice: 1d10 (10 hp)
Initiative: -1 (Dex)
Speed: Base 30', Current 20'
AC: 15 (chain +5, +1 small shield, dex -1)
Attacks: Longsword(equiped)+3, Dagger +3, Bastard sword+3(2h) -1(1h)
Damage: - Longsword 1d8+2 crit 19-20,
- Dagger 1d4+2 Crit 19-20,
- Bastard sword 1d10+3(2h) 1d10+2(1h) Crit 19-20
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: fort +2, Ref -1, Will +2
Abilities: STR: 14 DEX: 8 CON: 10 INT:14 WIS: 14 CHA: 13
Skills:
- Diplomacy +3 (+2 ranks + 1 CHA)
- Knowledge(Geography) +3 (+1 ranks + 2 INT)
- Knowledge(History) +4 (+1 ranks + 2 INT + 1 Educated Bonus)
- Knowledge(Local) +5 (+2 ranks + 2 INT + 1 Educated Bonus)
- Knowledge(Military Tactics) +4 (+2 ranks + 2 INT)
- Knowledge(Nobility and Royalty) +4 (+2 ranks + 2 INT)
- Profession(Military Officer) +4 (+2 ranks + 2 WIS)
- Ride +1 (+ 2 ranks, -1 DEX)
- Sense Motive +3 (+2 ranks + 1 CHA)
Languages: Chondathan, Common, Goblin, Elven
Feats:
- Educated - Local, History
- Foe Hunter: +1 to hit and damage goblins, hobgoblins and bugbears
-Spellcasting Prodigy - Cleric
Items, money and treasure: 6 gp

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Equipment:
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Chainmail(AC +5, check penalty -5, 40lb), small shield( AC+1, check penalty -1), Longsword, Bastard sword, dagger, 1 torch, 1 Shiny longsword*, 1 Shiny short Bow*, 1 Quiver with 10 arrows*

[size=small]* = Not yet Identified[/size]

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Short Desciption
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Tanarel stands about six feet tall with unkept dark brown hair which falls over his ears and most of the time partially obscures his eyes. His weather beaten face and stuble make him look older than he really is. The smell of pipe smoke permanently hangs around him.


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HISTORY
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Note: Since my knowledge of FR is slim to none ill add names like names of cities later.

Tanaral grew up in a small village just out of <Insert big city name here>. He lived at home with his mom and 2 brothers (Bogan and Werian). Tanarel's father was a man he really didnt know. 3 years after the birth of Tanarel, his father died in a tragic accident. His father was a military officer and though he died when Tanarel was still very young, he left an impact so big on Tanarel that there was nothing less to be expected from Tanarel but to become an army officer.

Tanarel's mother, a simple but kind woman (Marian), took upon herself to take care of the 3 boys. The family was poor and didnt have alot to eat until one day. A knight came by. The knight introduced himself as SIR Tarian. He asked for refuge because he was being haunted by Orcs and Goblins. He told Tanarel that he was a fighter for Juistice and that people who can't get vengeance for themselves should be helped.

Tanarel was interested in anything that had to do with this life and asked the kind knight if he could become his squire and if the Tarian would be willing to teach him his way. The knight agreed and asked his mother if it was okay if he would train the boy. Marian agreed to this and asked in return only that he would take great care of him and protect him with his life.

This Tarian did indeed. Several years later Tanarel and Tawain got ambushed by a bunch of orc. Tanarel fought with all the strength he had but it was not enough. When the smoke of battle cleared nearly 12 orcs were slain. But they werent the only ones. Tawain was lying on the battlefield badly wounded.

Tanarel still only 9 years old didnt know what he had to do and could only see his mentor breath its last breath. The last words from Tawain still live vividly in the mind of tanarel. Tawain said:
Tanarel my time has come. Do not despair, I have taught you almost everything I know. Now you must stand on your own 2 feet and life your life defending those who cannot defend themselves. After that Tawain died.

Tanarel was in utter despair. From that day on Tanarel Hated Orc and those alike. He went back to <his native town> and studied alot about orcs and their kin.

A year passed. Tanarel realized he wasnt made for studying. He thought it about time to get payback on those filthy greenskins. He remembered Tawains words and decided to join the army where he served as a cleaning boy for nearly 3 years.

In that time Tanarel didnt reveal alot about his history and then it happened. A farmer came to the army saying his farm was overrun by orcs and that one they called Grismork had slain his wife. In that time the army was busy fighting elsewhere and had not alot of men to spare.

Tanarel inclined that he could fight orcs and got send away with 5 others of his kind on the assignment to bring Grismork to juistice. When the five were away it was soon decided that Tanarel had the best qualities of leading and so the group elected him as leader. The 5 did their job and killed Grismork.

Upon return they were to report back and tell officer Greathelm the full story. Greathelm was impressed by the group and decided that they would form the new recon group they were assembling.

From that day forth the 'wind walkers' were created. They did alot of mission and did them with the best of success. But then it happened. They got ambushed and Tanarel was the only survivor. Since there wasnt enough evidence to blame Tanarel on it (Actually the only thing that made him a subject was his sword cleaving one of his own man). The army decided to discharge him to clear his name. He is allowed back when he has found the one he is looking for and has proven his innocence?

At this moment Tanarel knows nothing yet. The night is a blur for him. He is now on his own mission to clear his name and Avenge his fallen Comrads.
 
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Morn is a tall young man with green eyes and a shaved head. He has a calm expression on his face most of the time but he can show flashes of strong emotion at times.

Medium-Size Humanoid (Human) Monk 1
Hit Dice: 1d8+1 (hp: 9. With toughness 12)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 13 (+1 Wisdom, +2 Dex)
Attacks: Unarmed +2
Damage: Unarmed 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Unarmed Strike, Stunning Fist, Evasion
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 14, Dex 14, Con 12, Int 10, Wis 13, Cha 10
Skills: Balance +6, Climb +3, Concentration +2, Escape Artist +6, Jump +4, Move Silently +5, Tumble +6
Languages: Common, Chondathan
Feats: Lightning Reflexes, Toughness
Items: Torn Trousers, Backpack, three extinguished torches (all half burnt out already)
Money: 1 gp

Morn is a memmber of the Old Order:
Old Order (Neutral, Sometimes Good, Rarely Evil): Monks of the Old Order do not worship any deity, but are devoted to the philosophy espoused by a deity who is either now dead or has never existed on the Material Plane of Toril. The monks contradict themselves on this point, but the deity's identity isn't important to them, it's the message they care about. The Old Order never has huge monasteries, but has spread widely throughout Faerun. Monks of the Old Order can multiclass freely as rogues, sorcerers, and shadowdancers, but must maintain more monk levels than their combined levels of other classes.
 
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