Legacy of the Deep Characters

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

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: Cure Light Wounds Potion (1)

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.
 
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Sydney Halehearth

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: 2'6" length of rope
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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Raven

I like my bard, but her skills seem largely duplicated by the courtier & the rogue. Would it be OK for me to change my PC at this point? I think, given the composition of the party, I'd rather play a human barbarian type. If you'd prefer I stick w/my original character, that's fine.

Raven
Female Human Barbarian

S 14 AC: 17 (15 flat footed) (12 touch) chainmail
D 14 HP: 14 (currently 0)
C 14 Weapons: short sword (masterwork) +4(1-6)+3
I 10 (two handed)
W 10 potion of cure ? wounds from 1st dead hobgoblin
Ch 11

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

Age: 17
Height 5' 8"
Weight 160lbs
Black hair, blue eyes, pale skin



From Vaasa.
 
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Re: Too late to change my mind?

Poto Knezer said:
I like my bard, but her skills seem largely duplicated by the courtier & the rogue. Would it be OK for me to change my PC at this point? I think, given the composition of the party, I'd rather play a human barbarian type. If you'd prefer I stick w/my original character, that's fine.

I don't mind. :)
 

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: +5 (+1 dex, +4 improved initiative)
Attack Bonus: Melee: -1 Ranged: +1
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, Improved Initiative, Spell Focus: Transmutation
Special: Familiar (weasel) Ron
Languages: Common, Dwarven, Draconian, Elven, Giant
Weapons: none
Equipment: Spellbook (travel), Green Robes
Coins, Gems & Jewelry: 1 gp

Stats on Ron, Background and personality will follow later
 
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More FR knowledge requested

Can anyone suggest a diety for Raven? Some war god/goddess advocating bravery & death in righteous combat as the highest aim.

My FR knowledge is somewhat slim.
 

Tempus is the god of battle and war I think. If you want I can scan in and mail you the relevant pages from the FRCS and Faiths and Pantheons about Vaasa and Tempus.
 
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I'd like to request an update to the characters please. I'm having a little trouble tracking who has what as far as equipment goes. :)
 


Aaman Darkrune

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 = 11

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

Languages: Common, Elf, Drow, Druidic

Skills20:
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:

Peasant outfit

Platinum: 0
Gold: 1
Silver: 0
Copper: 0

Encumbrance: 0

Experience: Goal: 1,000 Current: 0

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.
Submitted for your perusal. I plan on picking up one level of monk at some point, someday, or maybe just Improved Unarmed Strike.
 

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