Midnight: Peril in Arbordale (OOC thread)


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mirthcard, actually Thrarn didn't create his character with Etools. Etools doesn't support making Midnight characters as it doesn't have the races, classes or heroic paths programmed into it. I believe he simply typed up a detailed sheet. You don't need to be that detailed however. I think he just made it that detailed for his own benefit.

Sir Osis, Erenlander spellcaster sounds good. That would be an Erenlander Channeler. You'll see the Channeler in the Midnight book in the Classes section when you get it. It is the only full-blown spellcaster in the setting besides the evil Legates.

Toric
 

Character Sheet

I sort of typed up the character sheet. I used a template that is nicely set up for users on another board. The link for it if anybody else is interested is here. Character Sheet Template

I do not know if anybody likes it but it is easier for me to read. The first template on that page is set up to BOLD certain things and is generic. The next 4 are pre-generated for specified classes.

Hope it helps.
 
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Re: Character Sheet

Thrarn Iranorn said:
I sort of typed up the character sheet. I used a template that is nicely set up for users on another board. The link for it if anybody else is interested is here. Character Sheet Template

I do not know if anybody likes it but it is easier for me to read. The first template on that page is set up to BOLD certain things and is generic. The next 4 are pre-generated for specified classes.

Hope it helps.

Thanks Thrarn! I've bookmarked it already and will use it forthwith.
 

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

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 : 13 (+1)
Charisma : 8 (-1)

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

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 : 36

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Save vs. Fortitude : 8 = 3 base + 3 ability + 2 race
Save vs. Reflex : 5 = 1 base + 2 ability + 2 race
Save vs. Will : 4 = 1 base + 1 ability + 2 race

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

Initiative Modifier : +4

Base Attack Bonus : +3

Melee Attack Bonus : +7/+9 against Orcs

Ranged Attack Bonus : +5/+7 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 -- 5 (Cha) 6 ranks

Intuit Direction -- 3 (Wis) 2 ranks

Jump -- 6 (Str) 2 ranks

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

Listen -- 6 (Wis) 5 ranks

Ride -- 3 (Dex) 1 rank

Swim -- 5 (Str) 1 rank

Wilderness Lore -- 6 (Wis) * 5 ranks

* +2 when in mountains
-------------------------------------------------------

Feats :

Power Attack
Cleave

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

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

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

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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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Question:

Are you allowing more than one channeler? IF so, I would like to play a wood elven channeler. If not, I'll keep looking for inspiration.

Thanks!
Keia
 


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)

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

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 : still unknown? (4d8 + 4)

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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]

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

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)

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

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

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

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) : --

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

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 : 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)
-------------------------------------------------------

Armor Class : 14 (+3 Dex, +1 Dodge [Quickened])
Flatfooted Armor Class :10
Touch Armor Class :14

Special Armor Class Notes :

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

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)

-------------------------------------------------------
Money : None

-------------------------------------------------------
Base Speed : 35 (30 Base +5 Quickened)

-------------------------------------------------------
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.

In Progress, pending against the shadow for add'l background info
 
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