Midnight: Peril in Arbordale Characters

Thrarn Iranorn

First Post
Character Name : Thrarn Iranorn
Character Race : Human (Erenlander)
Character Class(es) : Wildlander
Character Heroic Path : Ironborn
Alignment : Chaotic Good

Gender : Male
Age : 19
Height : 6’0”
Weight : 185
Eyes : Green
Hair : Long Black

Character Level : 3
EXP Points Gained : 3000
EXP Needed For Next Level : 6000

Known Languages : Erenlander, Traders Tongue, Wood Elf
[Spent 2 skill points to be literate in Erenlander and Traders Tongue]

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Strength : 18 (+4)
Dexterity : 16 (+3)
Constitution : 14 (+2)
Intelligence : 14 (+2)
Wisdom : 11 (+0)
Charisma : 6 (-2)

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Armor Class : 17 [ BASE (10) + ARMOR (2) + SHIELD (1) + DEX (3)+ NATURAL ARMOR** (1)]

Flatfooted Armor Class : 14

AC Penalty: 0
Maximum DEX bonus: +6
Armor Type & Weight: Leather (15 lbs.) & Buckler Shield (5 lbs)

Special Armor Class Notes :
Ironborn Abilities +1 Natural Armor
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Hit Points : 29

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Save vs. Fortitude : 6 [BASE(3) + CON MOD (2) + IRONBORN MO** (1)]
Save vs. Reflex : 4 [BASE(1) + DEX MOD (3)]
Save vs. Will : 1 [BASE(1) + WIS MOD (0)]

Special Save Notes :
** Ironborn Abilities +1 Bonus on Fort saves
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Initiative Modifier : +2

Base Attack Bonus : +3

Melee Attack Bonus : +7

Ranged Attack Bonus : +6
Ranged Attack with Longbow: +7
Ranged Attack w/ Longbow w/in 30': +8


Special Combat Notes :

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Weapons :

Longsword / +7 melee / 1d8 damage / 19-20/X2 critical / slashing damage / 4 lbs.
Punching Dagger / +7 melee / 1d4 damage / X3 critical / piercing damage / 2lbs.

Mighty Composite Longbow(+2 STR Bonus) / +6 ranged / 1d8+2 / X3 critical / 110 ft / piercing damage / 3 lb.
. Silver Arrows(20) 3 lbs.
. Arrows(20) 3 lbs.
. Arrows(20) 3 lbs.

Weapon weight: 15 lbs.
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Skills :

Name/Total Mod (Ability) ** # Ranks taken
60 Points [2 used for language literacy]
* Climb/8 (Str +4 ) 4 ranks
Craft (Bowyer)/14 (Int +2) 6 ranks [Racial Bonus +4] [Masterwork Tools +2]
* Hide/9 (Dex +3 ) 6 ranks
+ Intuit Direction/4 (Wis +0) 4 ranks
* Jump/8 (Str +4 ) 4 ranks
+ Knowledge (nature)/5 (Int +2) 3 ranks
Knowledge (Central Erendale)/2 (Int +2) 0 ranks
Listen/6 (Wis +0) 6 ranks
* Move Silently/13 (Dex +3 ) 6 ranks [+4 Class Bonus]
Search/6 (Int +2 ) 4 ranks
Spot/11 (Wis +0 ) 3 ranks [Class Bonus +8]
Swim/8 (Str +4 ) 4 ranks
Use Rope/5 (Dex +3 ) 2 ranks
Wilderness Lore/6 (Wis +0 ) 6 ranks

* Armor Check Penalty Applies
+Cannot Use Unless Trained

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Feats :

Point Blank Shot Get a +1 bonus to attack rolls with ranged weapons at ranges up to 30 feet

Rapid Shot Get one extra attack per round with a ranged weapon. The attack is highest BAB but each attack suffers a -2 penalty. Must use full attack action to use feat.

Precise Shot Can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.

Weapon Focus (Composite Longbow) Add +1 to all attack rolls with Composite Longbow.

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Racial and Class Skills, Abilities & Features :

Ironborn Abilities
. Incredible resilience: HD Type increases by one type (d8 becomes d10)
. +1 Bonus on Fort saves
. +1 Natural Armor

Class Skills
. Danger Sense: +4 insight bonus on Spot checks made to notice creatures at the beginning of an encounter
. Wildlander Trait (Ghost Walk): Receive a +4 competence bonus to Move Silently checks. May take 10 when making Move Silently checks even if stress and distraction would normally prevent it .
. Wildlander Trait (Hawk Eyes): Receive a +4 bonus to Spot checks. May take 10 when making Spot checks even if stress and distraction would normally prevent it.

Erenlander Racial Traits:
. +2 bonus to STR and –2 bonus to CHA
. Medium size
. Base speed of 30 feet
. 2 extra feats at 1st level
. 8 extra skill points at 1st level and 2 extra at each additional level
. 4 bonus ranks in one Craft or Profession skill.
. Gain Knowledge skill (Central Erendale)

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Equipment & Gear (include weight of individual items and total weight) :

Backpack (Holds) 2 lbs.
Winter Clothing 7 lbs.
Rope, Hemp (50 ft.) 10 lbs.
1 Gallon Iron Pot 2 lbs.
Blanket, winter 3 lbs.
Bedroll 5 lbs.
Torch 1 lbs.
Torch 1 lbs.
Grappling hook 4 lbs.
Waterskin
Flask (empty) 1 lbs.
Rations, trail(per day) 1 lbs.
Rations, trail(per day) 1 lbs.
Rations, trail(per day) 1 lbs.
Rations, trail(per day) 1 lbs.
Rations, trail(per day) 1 lbs.
Masterwrok Artisan's tools(Bowyer) 5 lbs.

Pouch, belt (Holds) 0.5 lbs.
5 Pieces Chalk *
5 Fishhooks *

Pouch, belt(Holds) 0.5 lbs.
2 Whetstones 2 lbs.

Pouch, belt(Holds) 0.5 lbs.
Oil (1-pint flask) 1 lbs.
Flint and steel *


*No weight worth noting.

EQUIPMENT WEIGHT: 54
ARMOR WEIGHT: 20 lbs.
WEAPON WEIGHT: 18 lbs.
TOTAL WEIGHT: 92 lbs.

Carrying Capacity 18 STR Light: up to 100 lb. Medium: 101-200 lb. Heavy: 201-300 lb.
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Money : ___PP ___GP ___SP ___CP

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Base Speed : 30 feet
 

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Character Name : Kuknar of the Durgis Clan
Character Race : Dworg
Character Class(es) : Barbarian
Heroic Path : Quickened
Alignment : CG
Description : Dressed in typical leathers of a barbarian when weather allows it. Kuknar's skin is almost gray, which betrays the fact that he's neither orc, nor dwarf. His facial features are also somewhat in between the two races with his lower canines not being quite as big as an orcs, but harder to conceal than typical dwarven teeth. His hair is shaved on the sides and back while long and mostly unkept on top. His beard while not as full as a dwarf is still long and only covering his chin. It is almost always seperated into two 6" strands. His short frame supports his mass with buldging muscles that would indicate he is a very strong individual.

Gender : M
Age : 26
Height : 5'5"
Weight : 195#
Eyes : Green
Hair : Black

Character Level : 4
EXP Points Gained : 6000
EXP Needed For Next Level : 10000

Known Languages : (Spoken only)
Clan Dialect, Old Dwarven Pidgin, Orcish Pidgin, Trader's Tongue
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Strength : 18 (+4)
Dexterity : 14 (+2)
Constitution : 16 (+3)
Intelligence : 12 (+1)
Wisdom : 14 (+2)
Charisma : 8 (-1)

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Armor Class : 18

Flatfooted Armor Class : 18

Touch Armor Class : 13

Special Armor Class Notes :
AC when raging: 16
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Hit Points : 49

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Save vs. Fortitude : 9 = 4 base + 3 ability + 2 race
Save vs. Reflex : 5 = 1 base + 2 ability + 2 race
Save vs. Will : 5 = 1 base + 2 ability + 2 race

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Initiative Modifier : +4

Base Attack Bonus : +4

Melee Attack Bonus : +8/+10 against Orcs

Ranged Attack Bonus : +6/+8 against Orcs

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Weapons :

Dwarven Waraxe
Dwarven Urutuk x4
Dagger
Javelin x2

Total Weight of Weapons - 26#

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Skills :

Name/Total Mod (Ability) ** # Ranks taken

Climb -- 6 (Str) 2 ranks

Craft: Weaponsmithiing -- 5 (Int) 4 ranks

Intimidate -- 7 (Cha) 8 ranks

Intuit Direction -- 4 (Wis) 2 ranks

Jump -- 7 (Str) 3 ranks

Knowledge (Kaladrun Mountains) -- 2 (Int) 1 rank

Listen -- 8 (Wis) 6 ranks

Ride -- 3 (Dex) 1 rank

Swim -- 5 (Str) 1 rank

Wilderness Lore -- 8 (Wis) * 6 ranks

* +2 when in mountains
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Feats :

Power Attack
Cleave

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Racial Features :

Darkvision 60'
Stonecunning: +2 bonus to notice unusual stonework
Minor light Sensitivity: In bright sunlight, or within radius of a daylight spell, must make a Fortitude saving throw (DC 15) or suffer -1 to all attack rolls as long as in bright area.
+2 bonus to all saving throws
+2 to attack against Orcs
+2 to wilderness lore in mountains
Gain profiency with Dwarf exotic weapons

Heroic Path Features :

1st Level - +2 to initiative
2nd Level - +1 Dodge Bonus to AC
3rd Level - +5' base movement
4th Level - Burst of Speed 1/day

Class Features :
Rage 1/day for 8 rounds
Fast Movement
Uncanny Dodge
Rage 2/day for 8 rounds

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Equipment & Gear (include weight of individual items and total weight) :

Studded Leather - 20#
Large Wooden Shield - 15#
Artisan's Tools - 5#
Backpack - 2#
Bedroll - 5#
Block and Tackle - 5#
Case, map - .5#
Cloak w/ oversized hood
Cold Weather Outfit
Flask - neg
Flint & Steel - neg
Pouch, belt - 3#
Rations, trail * 4 days - 4#
Rope, hemp 50' - 10#
Signal Whistle - neg
Waterskin *2 - 8#
Whetstone - 1#

Total Weight of Equpiment - 39.5#

Total Weight Carried - 99.5#

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Money : ___PP ___GP ___SP ___CP

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Base Speed : 45'

Normal Speed (including penalty for armor or encumbrance load) : 45'

AC Check Penalty (for armor or encumbrance load, whichever figure is worse) : -1/-3 (Studded Leather/ with shield

Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) : +5

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Character History :

Moving during the night, Kuknar had time to think. It was a dangerous time to travel, but he was confident in his abilities to avoid the patrols of the dark one. As he kept to the less obvious routes, his mind began to ease into his past. Not just weeks, or months in the past, but years, all the way to his first memories. His mother had always told him to remember where he came from, for that would provide peace and a sense of being. Kuknar did not have much use for the feeling of peacefulness, but did always like the comfort of knowing why he had chosen to slay orcs.

Kuknar’s mother, Jocla, had been raped by a raiding party of orcs while she and her husband Gogursh were traveling to the Thedron clan. Gogursh was an emissary from the Fodrin clan sent to discuss the ongoing trade between the two clans. The orcs had surprised the small band of dwarves leaving only Jocla alive to tell their tale. Some month’s later, it was apparent that she was pregnant and all who knew of the incident realized that it was unlikely to be a full-blooded dwarven child. Jocla had wanted to end the pregnancy, but something felt wrong about it. She decided that she would leave her beloved clan and join the Durgis clan. Murgal, Jocla’s brother, accompanied her on this trip even though she argued against it.

Living in the Durgis clan was very easy. Jocla didn’t have anybody making snide comments about her past, or her newly born dworg child. Murgal had decided to stay on and help out as the man of the house due to an overwhelming desire to be near his nephew. As the years past, Murgal helped raise Kuknar. He taught him how to hunt and craft a blade, as well as the finer arts of war and drinking. Once Kuknar had become a man, he began to help his uncle craft weapons made for use against the dark ones. Eventually he also began to join raiding parties against the orcs, getting his first taste of combat and understanding the reason for his hatred of the race that brought him into being. On his 25th birthday, Kuknar was called to his mother who was now one of the clan’s seers. She told him that he was to leave the clan and travel away to the west.

Kuknar never questioned his mother or uncle, but he couldn’t understand why he was to go away. Jocla understood her son’s hesitation and continued by telling him more. He was to be a slayer of orcs, counting his fallen victims in a manner to be seen by all. He was to travel west to a town near the forest and near this town he would find his father whom he was to kill. He would find aid in this task by others who were unknown to him and whom he would meet. Once this deed was completed, he would continue to wander the realms, righting the wrongs done by his father until a sign came to him letting him know to return home.

Kuknar left the following morning carrying the war axe named: Hulgar, Orc’s Bane, made for him by his uncle. Traveling west from the Kaladrun Mountains, he has met many challenges. These challenges have only made him stronger and better able to complete the task that lays miles and months ahead.
 
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Dane Swift

Human (Erenlander)
Channeler 2/rogue 1
Heroic path: Chanceborn
Alignment: chaotic Good

Str: 14 +2
Dex: 15 +2
Con: 14 +2
Int: 16 +3
Wis: 13 +1
Cha: 10 +0

HP:21
AC:14
Init: +6

Fort: +2 Refl: +5 Will: +4

Abilities:resistance 1/day, luck of heroes +1d4, true strike 1/day, Sneak attack +1d6, Magecraft(hermatic traditionm), bonus school(transmutation,illusion), bonus spells, art of magic, channler gift(lorebook), Summon familiar

Feats: Dodge, Weapon Focus (short sword), Combat casting, Improved intiative

Skills: Bluff +5(5ranks), Concentration +8(6ranks), Diplomacy +5(5ranks), Disable device +5(2ranks),
Gather info +5(5ranks), Hide +6(4ranks), Knowledge(arcana) +5(2ranks), Knowledge(Architecture and engineering) +4(1rank),
Knowledge (geography) +4(1rank), Knowledge(History) +4(1rank), Knowledge(nature)+5(2ranks), Listen +5(4ranks), Move Silently +6(4ranks),
Pick Pocket +4(2ranks), Profession(farming) +5(4ranks), Search +7(4ranks), Sense Motive +6(5ranks), Spellcraft +7(4rank),
Spot +5(4 ranks), Tumble +6(4ranks), Use rope +6(4ranks)

Equipment:
Short Sword +4 att, 1d6 +2 dmg, 19-20/x2 crit
Light Crossbow +3 att, 1d8 dmg, 19-20/x2 crit, 80 ft range
Crossbow bolts (20)
Leather armor +2 ac, 10% spell failure
Expolrer's outfit
Backpack
Bedroll
Flint and steel
1 week trail rations
silk rope (50 ft)
Waterskin
wet stone
Thieves' tools

horse,light
riding saddle
bit and bridle


Spell energy: 5

Spells known:
oth: Detect magic, Purify food and drink, read magic, dancing lights, Mage hand, Virtue

1st: Burning hands, Feather fall, Color spray

2nd: Alter self

3rd: Displacement

Background:

Dane's father was a scribe and sage, in the service of the noble caste from the once great city of Sharuun. He hated life there and wanted nothing more then to get his family out of the city in hopes of finding a place were they could hide from the shadow and live free. It was to this end he saved every copper he earned and slowly built up stores of supplies. Life for Dane was easy. His only chore was learning from his father. Being the son of a trusted servant to the so called noble houses he was able to be schooled in his fathers trade. He learned reading, writing, as well as the history and geogrophy of Erenland. In his free time Dane spent his days running about the city. He got into a lot of mischiff, liffting purses from those wealthy enough to have them, swipping treats from farmers carts, and exploring the city it's self. He never second guessed himself, relying on speed, a sharp mind, and a lot of luck to keep him out of trouble. His friends nick named him, Dane "the Swift" and the name stuck. At the age of 13 life changed. Dane's father made his move and took his family out of the city heading northeast. In hopes of finding a quite place on the planes between Erenhead and the mountains. It was however not to be. Midway through thier journey they ran afoul of a group of Orcs making thier way to Erenhead. During the attack, Danes father revealed a secreat even his wife and son did not know, whne he hurled mystical flames down on the attacking Orcs. Dane was the only one to escape the encounter, his mother knocked him out and tetherd him to the horse. The horse ran off into the night and when Dane came to it he was safely away from what was left of the Orcs. Eventually Dane made his way North. Doing what he had to to survive. He eventually ended up in Erenhead. Were he abandoned his fathers surname and became Dane Swift. His hate for the shadow and it's minions never faltering Dane took any opertunity he could help those in need. Eventually he fell in with a group of smugglers. He worked with them for several years, and learned much from thier leader, Krenner a skilled channler of the hermatic tradition. Eventually they were forced to disband, and Dane left the city. Stowing away on a boat he found himself in Fallport, were he narrowly avioded enslavement. Once he he escaped that foul place Dane decide to try his luck slipping into the elvan lands in hopes of joining the last true resistance agianst the shadow.

Dane is now 20 years old. He is about five foot ten inches and of avarge build. His hair and eyes are dark brown, he keeps his hair short and his face clean shaven. He dresses in dark forest colors adn were's a set of worn leather armor given to him by his former mentor, Krenner. His most valued possesions are an old shortsword he found in a ruined village and the lore book he found in his fathers saddlebag.
 

Character Name : Darius Darrowdown
Character Race : Wood Elf
Character Class(es) : Channeler 4 (Quickened Path)
Alignment : Neutral Good
Deity :

Gender : Male
Age : 155
Height : 5'2"
Weight : 117 lbs.
Eyes : Brown
Hair : Brown

Character Level : 4
EXP Points Gained : 6,000
EXP Needed For Next Level : 10,000

Known Languages :
High Elven, Erenlander, Orcish, Trader’s Tongue
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Strength : 10 (+0)
Dexterity : 16 (+3)
Constitution : 12 (+1)
Intelligence : 17 (+3) [Lvl +1]
Wisdom : 14 (+2)
Charisma : 13 (+1)
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Armor Class : 14 (+3 Dex, +1 Dodge [Quickened])
Flatfooted Armor Class :10
Touch Armor Class :14

Special Armor Class Notes :

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Hit Points : 26
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Save vs. Fortitude : +4 [+1 Base +1 Con +2 Familiar]
Save vs. Reflex : +4 [+1 Base +3 Dex]
Save vs. Will : +6 [+4 Base +2 Wis]

Special Save Notes :
+2 vs. Enchantment
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Initiative Modifier : +5 (+3 Dex +2 Quickened)

Base Attack Bonus : +3
Melee Attack Bonus : +3
Ranged Attack Bonus : +6
Special Combat Notes :

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Weapons :
Longsword +3 to hit +1d8 damage (19-20, x2)
Longbow +6 to hit 1d8 damage (20, x3), (range 100 ft.)

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Skills : 70 points total (6 Channeler +3 Int +1 Racial) x 4
Name/Total Mod (Ability) ** # Ranks taken

+ Alchemy/9 (Int +3) 6 ranks
+ Animal Empathy/2 (Cha +1) 1 ranks
** Appraise/3 (Int +3) 0 ranks
** Balance/3 (Dex +3) 0 ranks
Bluff/6 (Cha +1) 5 ranks
** Climb/0 (Str +0) 0 ranks
Concentration/7 (Con +1) 6 ranks
Craft (Bowyer)/4 (Int +3) 1 ranks
Diplomacy/3 (Cha +1) 2 ranks
** Disguise/x (Cha) 0 ranks
** Escape Artist/x (Dex) 0 ranks
** Forgery/x (Int) 0 rank
** Gather Information/x (Cha) 0 ranks
+ Handle Animal/2 (Cha +1) 1 rank
Heal/9 (Wis +2) 7 ranks
** Hide/3 (Dex +3) 0 ranks
Intimidate/1 (Cha +1) 0 ranks
** Jump/0 (Str +0) 0 rank
+ Knowledge (arcana)/10 (Int +3) 7 rank
+ Knowledge (geography)/4 (Int +3) 1 rank
+ Knowledge (history)/4 (Int +3) 1 rank
+ Knowledge (Caraheen)/4 (Int +3) 1 rank
+ Knowledge (nature)/4 (Int +3) 1 rank
+ Knowledge (religion)/4 (Int +3) 1 rank
+ Knowledge (war)/4 (Int +3) 1 rank
** Listen/6 (Wis+2) 0 rank [+2 Racial, +2 Alertness]
** Move Silently/3 (Dex +3) 0 ranks
** Perform/1 (Cha +1) 0 ranks
Profession - Merchant/8 (Wis +2) 6 ranks
** Ride/3 (Dex +3) 0 rank
Scry/4 (Int +3) 1 ranks - Exclusive
** Search/5 (Int +3) 0 rank [+2 Racial]
Sense Motive/7 (Wis +2) 5 ranks
+ Spellcraft/10 (Int +3) 7 ranks
** Spot/8 (Wis+2) 4 rank [+2 Racial, +2 Alertness]
** Swim/0 (Str +0) 0 rank
** Use Rope/3 (Dex +3) 0 rank
Wilderness Lore/5 (Wis +2) 3 ranks

* Armor Check Penalty Applies
** Cross Class Skill
+ Cannot Use Unless Trained

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Feats :
Spell Casting Prodigy, Int +2 for Casting purposes (+1 Spell Energy, +1 DC)
Craft Wondrous Item
Alertness – From Familiar

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Wood Elf Racial Abilities
Racial Bonus +2 Saves vs. Enchantment
Extra Skill point per class level
Low-Light Vision
Proficient with Long sword, Longbow, and Shortbow
Racial Bonus +2 Listen, Spot, and Search
Racial Bonus +4 Climb (trees only)
Racial Bonus +2 Knowledge(Nature), Wilderness Lore in forests
3 Extra points of Spell Energy
Three 0 level Spells Known (Ghost Sounds, Prestidigitation, Cure Minor Wounds)
Favored Class: Channeler

Quickened Heroic Path
1st - +2 bonus to initiative
2nd - +1 Dodge bonus to AC
3rd - +5 feet speed (base move)
4th - Burst of Speed (1/day) (Hasted 5 + Con bonus rounds, then fatigued for duration of encounter).

Channeler Class Abilities
1st - Magecraft, Bonus school (Lesser Conjuration), Art of Magic, Channeler Gift (Lorebook), Bonus Spells
2nd – Summon Familiar (Small Forest Mouse – [rat])
4th – Bonus School

Lorebook Check: [Class level + Int Mod] - +7

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Equipment & Gear (include weight of individual items and total weight) :
Explorer’s outfit
Longsword
Longbow
40 arrows (in quivers)
Backpack
Waterskin
Whetstone
Bedroll
Winter Blanket
Various healing supplies [not enough to receive +2 circumstance bonus]
Various alchemy supplies [not enough to receive +2 circumstance bonus]
Familiar (cost 10 gp)
Ink and parchment (1 oz ink, 10 parchment pages)

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Money : None

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Base Speed : 35 (30 Base +5 Quickened)

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Spell Schools Known:
Universal, Transmutation, Lesser Conjuration, Divination

Spells Known:
0th – Cure Minor Wounds (from elf), Create Water, Detect Magic, Ghost Sounds (from elf), Mending, Prestidigitation(from elf), Ray of Frost, Read Magic
1st – Burning Hands, Cure Light Wounds, Goodberry, Identify, Mage Armor, Obscuring Mist
2nd – Cure Moderate Wounds, Lesser Restoration
3rd - Slow

Spell Rituals Known :
Cure Moderate Wounds

Spell Energy: 11 Spell Points (+3 Int +4 Level +3 Racial +1 Prodigy)

DC Modifier for Spellcasters (by Level) :
0th: DC 14, 1st: DC 15, 2nd: DC 16, 3rd: 17

Character History :
Darius Darrowdown was very personable for a wood elf and was greatly concerned about the health of others. Darius's talents for healing others had drawn him out of the protection of the wood elves and among the people who needed it most. During his travels, Thrarn, a Wildlander, had on occasion traveled with him, providing protection and an extra set of eyes in these dangerous times.
 
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Alhadrial

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Character Name : Alhadrial
Character Race : Erunsil
Character Class(es) : Charismatic Channeler2/Wildlander1
Heroic Path : Faithful
Alignment : Chaotic Good

Gender : Male
Age : 137
Height : 4’5”
Weight : 95 lb.
Eyes : Pale blue
Hair : White

Character Level : 3
EXP Points Gained : 3000
EXP Needed For Next Level : 6000

Known Languages : High Elven, Norther, Orcish Pidgin, Patrol Sign

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Strength : 16 (+3)
Dexterity : 16 (+3)
Constitution : 13 (+1)
Intelligence : 10 (--)
Wisdom : 11 (--)
Charisma : 14 (+2)

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Armor Class : 16

Flatfooted Armor Class : 13
Touch Armor Class : 13

Special Armor Class Notes :

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Hit Points : 21

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Save vs. Fortitude : +4
Save vs. Reflex : +3
Save vs. Will : +4

Special Save Notes :

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Initiative Modifier : +3

Base Attack Bonus : +2

Melee Attack Bonus : +5

Ranged Attack Bonus : +5

Special Combat Notes : +6 melee with fighting knives; +6 ranged with icewood bow

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Weapons :

Orc Slitter
4 Erunsil fighting knives (2 with hollowed hilts)
Icewood shortbow (20 arrows)



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Skills :

Heal/2 (Wis) ** 2 ranks
Hide/6 (Dex) ** 3 ranks
Intimidate/6 (Cha) ** 4 ranks
Jump/6 (Str) ** 3 rank
Listen/7 (Wis) ** 3 rank
Move Silently/6 (Dex) ** 3 ranks
Search/2 (Dex) ** 0 ranks
Spellcraft/5 (Int) ** 5 ranks
Spot/7 (Wis) ** 3 rank
Swim/6 (Str) ** 3 rank
Wilderness Lore/6 (Wis) ** 6 ranks


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Feats :
Magecraft
Spellcasting (Transmutation)
Spellcasting (Illusion)
Knife Throwing
Iron Will
Alertness (familiar bonus feat)

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Racial Features :

+2 racial bonus to saves versus Enchantment effects
+1 racial bonus on Fortitude saves
Cold resistance 5
Low-light vision
Elven weapon proficiencies
+2 racial bonus on Listen, Search, and Spot checks
+4 racial bonus on Climb checks in trees
Cure minor wounds and mending 1/day each
+1 bonus to attack with icewood bows and Erunsil fighting knives

Heroic Path Features :

Bless 1/day
Protection from evil 1/day
Aid 1/day

Class Features :

Quick Step (+10 ft. movement rate)
Summon Familiar (snow owl, Epherial)
Force of Personality (channeler gift, affects allies and enemies)


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Equipment & Gear (include weight of individual items and total weight) :

Refugee leathers 15 lb.
Blanket 3 lb.
Waterskin 4 lb.
Sack .5 lb.
Peasant’s outfit 2 lb.
1 week’s trail rations 7 lb.

Total Weight of Equipment: 31.5 lb.

Total Weight Carried: 42.5 lb.

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Money : ___PP ___GP ___SP ___CP

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Base Speed : 40 ft.

Normal Speed (including penalty for armor or encumbrance load) : 40 ft.

AC Check Penalty (for armor or encumbrance load, whichever figure is worse) : 0

Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) : +6

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Spells Known : 0-level— daze, detect magic, ghost sound, mage hand, open/close, prestidigitation; 1st—change self, entangle, goodberry, pass without trace, silent image



Spell Energy : 6



DC Modifier for Spellcasters (by Level) : 12 + spell level

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Character History :

Alhadrial grew up in the war-torn forests of Veradeen in northern Erethor, fighting off the constant orc incursions from the Highhorn Mountains. He fought with two of his uncles, who trained him from an early age in the ways of hunting orcs. During a particularly nasty encounter, in which a legate killed both of his uncles and he saw most of the rest of his party torn to pieces by an astirax-possessed grass cat, Alhadrial developed a hatred that would drive him to this day. He saw the black priests of Izrador as the driving force behind the Shadows dominion over the lands of Eredane, and took it upon himself to drive them from the lands. He dedicated himself from that day forward to learning the magic that the legates so feared, and continued to train in the ways of the hunter. He shows a reverence for Aradil that few among his people know, and he worships her as a goddess, believing her to be a power on par with the Shadow despite her inability to turn him back completely. His faith in her has only increased his abilities, one more sign that he understands what so few do. He hopes that one day his reverence will be rewarded, and perhaps it shall.

Alhadrial stands almost four and a half feet tall and has the physique of a hunter. The only color in his face can be found in his pale blue eyes, eyes that seemingly never blink as he tracks down his black prey. His hair is long and braided in the fashion of his people, and he wears a set of refugee leathers that he scavenged from the body of a halfling prisoner whose fate had been sealed before Alhadrial could dispatch the party of orcs that kept the Dunni as a slave. Alhadrial is calm in the face of danger but quick to anger when confronted by orcs or worse—a hated legate. His ability to sense the presence of an astirax is well known among those with whom he travels, and this “sixth sense” has saved his life a number of times. Legates in the north are starting to hear of this “priest hunter” and soon the hunter may find himself the prey.
 

Character Name : Elidur the Ravenborn
Character Race : Human (Dorn)
Character Class(es) : Wildlander 2/Defender 2
Heroic Path : Feyblooded
Alignment : Chaotic Good

Gender : Male
Age : 18
Height : 6'5"
Weight : 200lbs
Eyes : Green
Hair : Red (deep & dark, almost black)

Character Level : 4
EXP Points Gained : 6000
EXP Needed For Next Level : 10000

Known Languages :
Norther, Erenlander, High Elven, Patrol Sign, Orcish Pidgin, Colonial Pidgin

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Strength : 18 (+4)
Dexterity : 16 (+3)
Constitution : 12 (+1)
Intelligence : 12 (+1)
Wisdom : 13 (+1)
Charisma : 10 (0)

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Armor Class : 16

Flatfooted Armor Class : 13
Touch Armor Class : 13

Special Armor Class Notes : +1 Defender bonus, +2 Improved Dodge

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Hit Points : 32

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Save vs. Fortitude : +5
Save vs. Reflex : +6
Save vs. Will : +1

Special Save Notes : +1 racial bonus on Fortitude saves

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Initiative Modifier : +3

Base Attack Bonus : +4

Melee Attack Bonus : +8

Ranged Attack Bonus : +7

Special Combat Notes :
+9 melee with bastard sword
+8 ranged with any spear
Unarmed Strike 1d6
Stunning Attack 2/day (make DC 14 Fort save or stunned for 1 round)
Improved Dodge [Defender ability]

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Weapons :
Bastard Sword
Erunsil Fighting Knife [x2]
Shortspear
Shortbow (20 arrows)

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Skills :

Name/Total Mod (Ability) # Ranks taken

Animal Empathy/+5 (Cha) 5 ranks
Balance/+8 (Dex) 3 ranks [+2 synergy]
Climb/+5 (Str) 1 rank
Handle Animal/+7 (Cha) 5 ranks [+2 synergy]
* Hide/+6 (Dex) 3 ranks
Intuit Direction/+6 (Wis) 5 ranks
* Jump/+11 (Str) 5 ranks [+2 synergy]
Knowledge (Northlands)/+5 (Int) 4 ranks
* Move Silently/+6 (Dex) 3 ranks
Ride/+12 (Dex) 7 ranks [+2 synergy]
Swim/+5 (Str) 1 rank
* Tumble/+10 (Dex) 5 ranks [+2 synergy]
Wilderness Lore/+8 (Wis) 5 ranks [+2 synergy]

* Armor Check Penalty Applies

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Feats :
Dodge
Exotic Weapon Proficiency - Erunsil Fighting Knife
Improved Unarmed Strike [Defender bonus]
Mounted Combat
Track [Wildlander trait]

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Dornish Features :

Cold Resistance 5
+1 racial bonus on Fortitude saves
Martial weapon proficiency with bastard sword
+1 racial bonus to attack when fighting with 5+ Dorns
+1 racial bonus to attack with bastard swords, greatswords, greataxes and all spears
Knowledge (Northlands) is class skill
+2 racial bonus on Wilderness Lore checks in the Northlands

Heroic Path Features :

Low-light vision
Detect Magic 1/day
Change Self 1/day
Charm Person 1/day

Class Features :

Track feat
Unarmed Strike 1d6
Improved Unarmed Strike feat
Stunning Attack 2/day (make DC 14 Fort save or stunned for 1 round)
Improved Dodge (+2 dodge bonus to AC vs. single opponent or +1 dodge bonus to AC vs. all opponents)
Animal Communion (Speak With Animals 1/day)

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Equipment & Gear (include weight of individual items and total weight) :

Explorer's Outfit
Flint & Steel
Signal Whistle
Trail Rations (1 week)
Waterskin
Whetstone

Light Warhorse (Bit & Bridle, Military Saddle, Saddlebags)
--Bedroll
--Winter Blanket

Total Weight of Equipment: 9lbs

Total Weight Carried: 33lbs

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Base Speed : 30ft

Normal Speed (including penalty for armor or encumbrance load) : 30ft

AC Check Penalty (for armor or encumbrance load, whichever figure is worse) : 0

Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) : --

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Character History :

When House Falon was subverted by the traitor Aushav, Eden the Maidensword was able to escape with a contingent of her followers. Along with a small group of refugees & children, they made their way to the Veradeen. There, the Erunsil were able to save the life of the gravely wounded Lady Falon, but she never fully recovered. Many of Eden's followers left to try and reclaim Steel Hill from the Shadow, never to return. The few Dorns who remained with their Lady joined with the Erunsil and eked out a rough life in the wilderness while helping to defend northern Erethor from the orc hordes poring out of the Highhorns.

Whether Lady Falon's long life was a blessing or a curse is hard to tell. Broken and bent in battle at such a young age, many wondered how she carried on day after day, planning forays, tending to the wounded, caring for the children. Her people whispered amongst themselves that perhaps the snow elven magics that had saved her life so long ago had also made her immortal, like the fey who lived amongst them seemed to be. Those whispers were silenced when Eden the Maidensword (she never married or had children of her own) died in the 81st year of the Last Age, having lived exactly 100 years. Those who were there tell that the circumstances of her passing were just as strange and miraculous as her life.

At the time of her death, the aged Lady was serving as a midwife at a very difficult birth. As Eden helped the young mother struggle through pain and blood, a raven flew into the room through an open window. It alighted on the Lady's shoulder and then hopped onto the mother's belly. The young woman screamed as the bird landed on her and her reaction forced the baby boy to finally emerge. By the time he did, Lady Falon was already dead. The raven skipped up onto the now-dead woman's shoulder once again and then flew out the open window.

That baby was Elidur. The strange circumstance at the boy's birth was told and retold during Elidur's childhood. Some thought it a bad omen, that the boy was somehow responsible for Lady Falon's death. Were ravens not the harbingers of doom, the eaters of carrion from the battlefield? Others, the Erunsil of the settlement among them, felt instead that the raven had carried the essence of the Lady from her body to Elidur. They all watched the boy with great care and as he grew they knew he was "different." Each group believed this to prove their own viewpoint. To Elidur himself, it mattered not.

Feeling separate from the other Dorns, Elidur was more comfortable with the snow elves. From them he learned their languages both spoken and unspoken, their silent and hidden ways, the correct use of their fighting knives and many more useful skills. Elidur knew then that once he was old enough he would leave his Dornish relatives and melt away into the Veradeen to live amongst the Erunsil. Of course, that all changed when Roland arrived.

Elidur had heard the stories of the boy who would be king rallying all of the ancient houses to his banner. Barely a man and Roland was already a legend. Elidur found it hard to believe that someone only a year older than himself could have accomplished so much. In fact, he didn't believe it. At least until the boy prince himself rode by Elidur on his way into their settlement.

It wasn't the boy's horse (a lithe dappled gray number), or his men (who looked more like a ragtag group of brigands, all caked in dirt and grime with their scavenged orcish armament) or even the boy's stature (Elidur easily stood over a foot taller), it was his presence. Something about him shone. Once he heard the boy speak in front of the council (in both Norther and High Elven no less), Elidur was sold. When the Raiders rode out of the Veradeen, Elidur was among their number. He was only 15 years old. And he was following a 16 year old into battle.

The last three years have been hard and bloody. Even the fabled riders that strike and disappear get caught from time to time. Roland and his men have made some inroads but at a heavy price. Fully half of the Raiders that Elidur rode out with that day are dead. Of course, more men have replaced them, but it isn't enough. The Shadow is everywhere. Knowing this, Roland has prepared his men for the possibility (eventuality?) that they will be captured, teaching them weaponless combat and training their minds to be as one with their bodies.

At 18, Elidur doesn't know how much longer he has on this world, but he knows that he's going to make a difference.
 
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Character Name: Seraphina Anastriana Wogrenspact (Sera)
Character Race: Nomadic Halfling
Character Class: Wildlander
Heroic Path: Warg (wogren)
Alignment: CN

Gender: F
Age: 46
Height: 2'6"
Weight: 27#
Eyes: Dark Brown
Hair: Black

Character Level: 4

Languages: Colonial Pidgin, Halfling, Orcish Pidgin, Trader’s Tongue, Erenlander
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Str: 12 (+1) [6 points=14 - 2 race]
Dex: 20 (+5) [13 points=17 + 2 race + 1 @ 4th level]
Con: 12 (+1) [4 points=12]
Int: 14 (+2) [6 points=14]
Wis: 12 (+1) [4 points=12]
Cha: 10 (+0) [2 points=10]

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AC: 18/13/16
HP: 34

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Saves:
Fort: +3
Ref: +10
Will: +3
+2 save vs. Fear

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Init: +5
BAB: +3
MAB: +4
RAB: +9

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Skills:
Name/Total Mod (Ability) ** # Ranks taken
Animal Empathy -- 3 (Cha) 3 ranks
Climb -- 5 (Str) 2 ranks (+2 race)
Handle Animals -- 5 (Cha) 3 ranks (+2 race)
Heal -- 4 (Wis) 3 ranks
Hide -- 20 (Dex) 7 ranks (+4 size, +4 trait)
Intuit Direction -- 5 (Wis) 4 ranks
Jump -- 5 (Str) 2 ranks (+2 race)
Listen -- 8 (Wis) 5 ranks (+2 race)
Move Silently -- 18 (Dex) 7 ranks (+2 race, +4 trait)
Ride (wogren) -- 14 (Dex) 7 ranks (+2 race)
Search -- 5 (Int) 3 ranks
Spot -- 6 (Wis) 3 ranks (+2 race)
Wilderness Lore -- 10 (Wis) 7 ranks (+2 race)

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Feats:
Mounted Combat
Mounted Archery
Ride by Attack

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Racial Features:
+2 Dex, -2 Str
Low-light vision
Small (+1 AC, +1 AB, +4 Hide)
Bonus Feat (Mounted Combat)
+2 Climb, Jump, Move Silently, Spot, Listen
+1 all saves
+2 save vs. Fear
+2 Handle Animals, Ride, Wilderness Lore
Can cast cure minor wounds and light each once per day
Knowledge (central Erenland) class skill
Languages: Colonial Pidgin, Halfling, Orcish Pidgin / Colonial, Erenlander, Jungle Mouth, Orcish, Trader’s Tongue
Favored Class: Channeler

Class Features:
Wildlander Trait: Ghost Walk (Ex)
Wildlander Trait: Stealthy (Ex)
Danger Sense
Smite 1/day

Heroic Path Features:
1st Level - Wild Sense (darkvision 60')
2nd Level - Animal Companion (wogren)
3rd Level - Speak with animals 1/day
4th Level - Charm animal (wogren) 1/day

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Equipment & Gear:

Character:
Sword, short - 3#
Leather armor, small - 3.75#
Cold weather outfit, small - 1.75#
Backpack, small - 0.5#
Pouch, small belt - 0.125#
Signet ring - 0#
Flint and steel - 0#
Bell - 0#
Signal whistle - 0#

Wogren:
Saddle, exotic military - 40#
Saddlebags - 8#
Bedroll, small - 1.25#
Blanket, small winter - 0.75#
Blanket, winter - 3#
Shortbow - 2#
Arrows (20) - 3#
Lance, halfling - 5#
Axe, throwing (5) - 20#
Sack - 0.5#
Rations, trail - 6#
Tent, small - 5#

Total Weight Carried by Character - 9.125#
Total Weight Carried by Wogren - 94.5#

Character:
Light Load: 32#
Medium Load: 65#
Heavy Load: 97#

Wogren:
Light Load: 306#
Medium Load: 613#
Heavy Load: 920#

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Base Speed: 20'
Normal Speed: 20'
Maximum Dex: 6
Armor Check Penalty: +0

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Groo-Yek
Wogren: Large-Size Magical Beast
Hit Dice: 8d10+40
Initiative: +4 (+4 Improved Initiative)
Speed: 40'
AC: 16 (+7 natural, -1 size)
Attacks: Bite +15 melee, 2 claws +13 melee
Damage: Bite 1d8+8, claws 1d6+4
Face/Reach: 5' by 5'/5'
Special Attack: Trip
Special Qualities: Blindsight, scent
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 26, Dex 11, Con 20, Int 7, Wis 13, Cha 12
Skills: Listen +9, Spot +9, Wilderness Lore +6
Feats: Improved Initiative, Multiattack
Alignment: NG
Blindsight (Ex): Can detect targets by sound and scent to a range of 100'.
Trip (Ex): If bite attack hits, may try to trip as a free action without provoking AoO.

-------------------------------------------------------

Character History:
Seraphina Anastriana Wogrenspact, or Sera to her friends, is the only child of the chieftain of the Wogrenspact tribe of nomadic Halflings. Her mother died giving birth to her and her father never took another wife. She is very short, even for a Halfling. She seemed to actually be in tune with the wogrens that helped protect the tribe. Her personal wogren, Groo-Yek, never left the small halfling’s side.

Always being a bit different from the other Halflings of her tribe, she always knew that her destiny was elsewhere. Her father always knew this as well. So, on the day of her departure he was waiting for her. The parting was short. Her father gave her his signet ring. She promised to return someday. Then Sera and Groo-Yek were gone. She headed north, believing that somehow her destiny was there.
 
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Name: Fordin
Race: Dwarf (Durgis Clan)
Class: Fighter
Level: 4
Experience: 7148
XP for next level: 10,000
Alignment: Neutral Good

AC: 21 [10 +4 Armor, +1 Shield, +3 Dex, +3 Natural]

Description:
Sex: Male
Age: 58
Height: 4’ 4”
Weight: 158 lbs.
Eyes: Brown
Hair: Brown

Abilities:
STR: 16(+3)
DEX: 16(+3)
CON: 16(+3)
INT: 14(+2)
WIS: 12(+1)
CHR: 11(0)

Hit Points: 49
Die Type: D12

Saves:
Fort +8 [4 Base, +3 Con, +1 Misc]
Reflex +4 [1 Base, +3 Dex]
Will +2 [1 Base, +1 Wis]

Attacks:
Base +4
Melee +7
Ranged +7

Initiative +7 [+3 Dex, +4 Improved Initiative]

Skills:
Craft: Armorsmith +10 (7)
Craft: Weaponsmith +10 (7)
Listen +3 (2)
Spot +4 (3)
Literacy 4

Languages:
Trade Tongue (L)
Durgis (Clan) (L)
Old Dwarven Pidgin
Orcish Pidgin
Old Dwarven (L)


Feats:
Power Attack
Weapon Focus: Dwarven Waraxe
Improved Initiative
Orc Slayer
Weapon Specialization: Dwarven Waraxe

Proficiencies:
Simple Weapons
Martial Weapons
All Armor
Shields

Racial Abilities:
Darkvision 60’
Stonecunning
+2 Natural Armor
+2 vs. Poison
+2 vs. Spells and spell like effects
-2 Spell Energy
+1 Attack vs. Orcs
+2 AC vs. Orcs
+1 Attack w/Hammers/Axes
+2 Appraise & Craft w/Stone or Metal items
+2 Climb
+2 Wilderness Lore in Mountains or Underground
+1 Damage vs. Orcs.

Heroic Path: Iron Born
1) Incredible Resilience
2) +1 Fort Save
3) +1 Natural Armor
4) Improved Healing 1

Equipment:
Backpack (2)
Bedroll (5)
Winter Blanket (3)
Flint & Steel
Rations x5 (5)
Waterskin (4)
Whetstone (1)
Small Steel Mirror (.5)

Weapons & Armor:
Dwarven Waraxe (15)
Urutuk Hatchet (3)
Mighty Composite Shortbow (+2 Str) (3)
Arrows x20 (2)
Chain Shirt (25)
Small Steel Shield (6)

Hearth Stone (M)

Pony (12 hp)
Saddle
Saddle Bags
Bit & Bridle

Background:
Forthcoming
 


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