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NeMoren's Vault - D&D (Full)

Liminal Syzygy

Community Supporter
Enoch Farstrider

Enoch Farstrider, male human Cleric 1 (Fharlanghn): Medium-size Humanoid (human); HD 1d8+2; hp 10; Init +1; Spd 30 ft.; AC 16 (15 flatfooted, 11 touch); Melee Quarterstaff +2 (1d6+3); Ranged light crossbow +1 (1d8/crit 19-20); SQ/SA Turn Undead (9 times/day), Divine Spells, Travel domans - freedom of movement 1 round/day, Protection domain - +1 resistance charm; AL NG; SV Fort +4, Ref +1, Will +4; Str 14, Dex 12, Con 14, Int 10, Wis 15, Cha 14. Skills and Feats: Concentration +6(4), Heal +6(4), Knowledge (Religion) +4(4), Spellcraft +4(4), Wilderness Lore +6(4); Track (*I may change this is someone else with the tracking ability enters the party), Extra Turning

Equipment (if no location is marked, it is in Enoch's backpack): Explorer's Outfit (worn), Chain Shirt (worn), Buckler (worn), Quarterstaff (in left hand), Light Crossbow (belt), case of 10 bolts (belt), Wooden Holy Symbol (worn on chain around neck), Backpack (back), Waterskin, Bedroll, Sack, Flint & Steel, 2 Torches, Compact Prayer Book, 10 Candles, 1 day of trail rations, 10 sheets of paper, Ink, Inkpen, Silver key (in inside cloak pocket), 25gp, 8cp (coins in inside cloak pockets)

Carrying 57.48 lbs., Light load

Background:
Enoch was born a common bastard to a serving girl named Sia at an inn called The Wayfarer's Haven. Located on a minor trade route between Thelis and the Free Kingdoms, the inn was true to its name, serving as a haven to travelers and caravans harassed by bandits and humanoids in the surrounding untamed hills.

It was a mystery why the bandits and humanoids, infamously thick in the region, never threatened the Inn itself. Some whispered that the owner, Crickle Atwood, was friendly with or even related to Red Robert, the nefarious bandit prince of the hills. Others claimed that Atwood was a Wizard of no small accomplishment, that he had used the treasure gained through an adventuring career to build the Inn, and the humanoids and bandits were afraid to test his mettle. Still others supposed that they didn't attack because the site of the Inn was blessed by Fharlanghn himself and they were afraid to risk the enmity of that deity. It was well known that the Inn had been built on the site of a roadside shrine to the Dweller on the Horizon, a shrine which Atwood was careful to preserve when he built the Inn.

There were 30 permanent residents of the Inn, most of which had lived and worked there for years. More like a large extended family than a community, this caring environment proved to be fertile soil for developing an ethical mindset predisposed towards good. Despite the small size of the permanent community, the traffic through the Inn exposed Enoch to a wide variety of people, including travelers of many races and creeds, outlaws, bounty hunters, rangers, merchants, and the many mercenaries and adventurers who would hire themselves out as replacements for caravan guards lost en route.

As Enoch grew up he became particularly close to two people in the community. As there were few children and only one near his own age, his first friend became his closest. Daltia Atwood, the owner's youngest daughter, was a year older than Enoch and a wild spirit. From the age of five to ten Daltia and he ran about underfoot, brightening the mood of the Inn but causing an increasing amount of mischief.

Their lives were abruptly changed one day when a traveler walked into their lives. Joab Stargazer, a cleric of Fharlanghn stopped in to tend the roadside shrine. He and Crickle hit it off, and Crickle convinced him to stay a while, to serve both as the community's healer and as Daltia's tutor, hoping to tame his daughter and encourage an interest in religion and letters. As Daltia's constant companion, Enoch sat in on the tutoring sessions, and to his surprise he began to find the lessons nearly as interesting as watching the battle of wills between Daltia and Joab.

Daltia quit attending the lessons within a year, but Enoch asked to be allowed to continue. At first simply hoping that Daltia would follow her friend's good example, Crickle and Joab decided to continue the lessons. But as it became clear Daltia had no intention of going back, Joab began to see a great amount of promise in Enoch, and decided to continue teach him on his own. As time passed, the fatherless Enoch began to see Joab as not only a teacher but as a father, and Joab returned the boy's affection.

While Enoch originally earned his keep as a stable boy, it was only natural that he follow the path of the man he loved and admired. When he turned 12 he was formally apprenticed to Joab, who anointed him and confirmed his dedication to Fharlanghn, giving the boy the name he would be known by to those within the faith, Farstrider. Joab instructed Enoch in the traditions and teachings of all the major religions of Thelenia, how to minister both to the faithful and to those who didn't follow the Dweller on the Horizon, the formalized prayers, how to formulate your own prayers, the nature and understanding of magic, and eventually how to channel positive energy and call upon the power of the deity himself.

While Enoch found Joab's religious teaching spiritually rewarding, he equally enjoyed Joab's instruction in more worldly and mundane areas. This included how to survive alone in the wilderness, how to track game and humanoids, how to defend himself with staff and club, anatomy, first aid, and caring for the injured and ill. Following Joab in his travels in the immediate area, Enoch was surprised to learn that his teacher was known and welcome in the bandit hideaways as well as many of the humanoid communities in the region. Seeing bandits, orcs, and goblins up close, Joab taught Enoch that Fharlanghn values keeping an open mind, and to find balance in all things.

Enoch spent four idyllic years under Joab's tutelage, surrounded by his family and friends. But he was shocked out of his complacency when Daltia announced that she was leaving The Wayfarer's Haven. Feeling she had already learned all the captain of the Inn's small group of guards could teach her about the shield and longsword fighting style, Daltia decided to join a group of adventurers that was passing through the area. But Enoch always assumed that if Daltia ever left that they would leave together, because they had often discussed adventuring together when they got older. Feeling betrayed and angry, Enoch refused to speak to her, even on the day she left. Daltia left a letter for Enoch apologizing and explaining she could no longer stand her father's overprotective ways. She promised Enoch that she would be back within a year.

But two years passed, and Daltia didn't return. No word of her fate reached The Wayfarer's Haven, and still not a day went by in which Enoch didn't think of his friend, and regret that he didn't say goodbye to her.

After two more years of training, the time came for Enoch to leave The Wayfarer's Haven. Enoch wanted to stay longer in the hope that Daltia would return, but he knew it isn't right for a follower of Fharlanghn to stay in one place, no matter how holy. Moreover, Joab was anxious to move on.

He said a tearful farewell to his mother and extended family at the Inn, and Joab and he joined a caravan traveling towards Thelis. While he assumed he would be traveling for a long time with his teacher, Enoch learned that the two of them were to take different roads. While he himself had business in the west, Joab told Enoch that he must travel south, and give him a strange silver key which a traveler had left at the roadside shrine. Feeling this was no ordinary key, Joab meditated and prayed over several days. He believed his divinations revealed that he must give Enoch the key, and told Enoch the destination he felt Fharlanghn wanted Enoch to carry it to.

Enoch set out the next morning after praying together with his teacher and foster father for luck and safe travels, alone for the first time in his life.

Description:

Enoch has brown eyes and long, dirty blond hair pulled back into a pony-tail. He towers over most other humans at 6'4”, and appears thin, but has a wiry strength and considerable endurance built up over years of hiking the hills of his homeland. His face is oval-shaped, tanned and unlined, and his sparse beard makes him look even younger than his 18 years. He is reserved around those he doesn't know well, but his disarming smile and kind eyes generally draw a favorable reaction from others.

He carries a quarterstaff, and wears brown and faded green clothing over his chain shirt. Although his holy symbol hangs in clear view around his neck, his youth and lack of obvious martial weapons or armor besides a common buckler cause most to mistake him for a simple yet devout traveler.
 
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Jarval

Explorer
Sorry about the delay in getting my background up, but what with EN World being down for most of the day, and an urgent college assignment, I've not got if finished yet. I'll have it finished and posted by tomorrow evening at the latest, if that's OK?
 

GruTheWanderer

First Post
MerakSpielman said:
I've never had much of a problem with the 5' step and archers, myself. Once they do that trick once, the fighter just readies an action to take a 5' step and attack if the archer takes a step. Or he sunders the bow. That puts an end to it real quick.

I agree with Merak. Fighters being able to take the 5' step and unload their full round of attacks usually compensates. However, I don't mind going by that rule in your game. :)
 

Sullaf

First Post
Well it does prevent from the wizard taking the convenient 5 foot step back, and start casting without interference. I do think this makes up for this "flaw".

This is how I see it: because of the static ways dnd combat rounds are organized, the wizard just moves back, and unleashes hell on the poor fighter who was just happily slashing away at the wizard stupid enough to engage close combat with him. The 'free' five foot step compensates the 'flaw' of the static combat, by making it more dynamic. As we should see actions happening all at once (for that is what a combat round represents) it is in my view most odd, that one simply 'steps out of combat' when one is fighting to start casting spells, which would be real difficult if a fighter was standing right beside him.

Well that's my point of view, but do try to persuade me. After all, I'm new to this board ;)
 

GruTheWanderer

First Post
Would someone tell me what the max starting gold is for a rogue. I keep meaning to look it up when I'm at home, but so far I have forgotten.

Thanks!
 

Sullaf

First Post
Starting money for rogue: 6d4x10 = 240 gp max.

Hmmm, I should propably find out how much money I have left as well...
 

KnowTheToe

First Post
Sullaf said:
Well it does prevent from the wizard taking the convenient 5 foot step back, and start casting without interference. I do think this makes up for this "flaw".

This is how I see it: because of the static ways dnd combat rounds are organized, the wizard just moves back, and unleashes hell on the poor fighter who was just happily slashing away at the wizard stupid enough to engage close combat with him. The 'free' five foot step compensates the 'flaw' of the static combat, by making it more dynamic. As we should see actions happening all at once (for that is what a combat round represents) it is in my view most odd, that one simply 'steps out of combat' when one is fighting to start casting spells, which would be real difficult if a fighter was standing right beside him.

Well that's my point of view, but do try to persuade me. After all, I'm new to this board ;)

Exactly, more dynamic and fluid.

If you have not emailed me, could you please do so (put your board name in the email) and just say hi. I want to send a personal character hook to each player and some players do not have an email address available on their board profile. If you are not comfortable with that, just let me know and I can do yours on the board.
 

KnowTheToe

First Post
Jarval said:
Sorry about the delay in getting my background up, but what with EN World being down for most of the day, and an urgent college assignment, I've not got if finished yet. I'll have it finished and posted by tomorrow evening at the latest, if that's OK?

Yep.
 

Jarval

Explorer
After rather too much delay, at long last I've finished my character's background. Hope this works OK with your set up KtT.


Anna Avellana was born in Wundsford, a small town in the Salis duchy in the southern reaches of the Free Kingdoms. Her early childhood was unremarkable, spending most of her time on her parents farm.

Five years after her birth, the Salis duchy was claimed by Thelis as the war once again redrew the boarders between the Empire and the Free Kingdoms. Anna's father, a member of the town's militia, was killed during one of the skirmishes with Thelis troops that took place in the dense woodland near the village.

Despite this tragedy, Anna had a relatively happy childhood, raised by her mother Juniper and elder brother, Daragh. Anna and Daragh spent much of their time playing on the families farmland, and the surrounding woods. While in the woods two days before Anna's tenth birthday, Daragh found a silver key in an abandoned magpie nest. He gave this to Anna as a present, telling her that it was a gift from the creatures of the forest. She still carries the key with her at all times, as both a good luck charm and a connection to her brother.

Five years ago Anna's mother married Elsin, a priest of Ehlonna, and disinherited brother of Gadd Scabious, a miller and mayor of Wundsford. Daragh disliked this his mother's choice, as he had little love for religion after the death of his father, and mistrusted Elsin for his kinship with Gadd. Anna had none of her brother's reservations, and loved and respected Elsin as if he were her father. Elsin taught Anna much of Ehlonna's faith, and she proved to be a skilled and attentive pupil. He also taught her about debate, etiquette and the art of courtly diplomacy, skills that Elsin had learnt during his time at Lord Treon's court. (Lord Treon is the new Thelisian lord of the Salis duchy).

During Anna's tuition, Daragh had begun training with Lord Treon's guards, becoming quite a skilled warrior. Daragh felt no love or loyalty for Lord Treon, regarding him as a decadent fop sent to exploit the people of the Salis duchy, but knew there was no other way he would gain proficiency in the sword. In his spare time from both training and farm work, he showed Anna the basics of the fighting styles he learnt.

Tensions between Daragh and Elsin grew, as Elsin suspected Daragh's motives for joining the guard. Elsin himself was loyal to Treon, recognising that he was a kinder and gentler lord than many in the Empire. Three years ago, Daragh left home to join the armies of the Free Kingdoms. This was also motivated by the hatred of Thelis that the young man bore, knowing full well that the Emperor's troops had killed his father. Anna was distraught at her brother's decision, but her mother forbade her from following him. She buried herself further into her studies with Elsin, becoming by far his best pupil. Her faith had grown strong over the years, and Elsin recognised Anna's potential. He began training to join the priesthood, but her talents developed in other ways. Ehlonna blessed her with good health and the ability to sense the presence of evil in a man's soul. These talents, combined with her martial prowess, marked her out as one of the holy warriors, a paladin.

During this time, Gadd had been trying to extend his land holdings into the woodland, but had been countered by Elsin. Elsin knew only too well the destruction his brother would cause to the land, tearing away the trees to add to his farmland. The matter came to a head at Lord Treon's court, where Anna convinced Treon give the lands the protected status of a shrine to Ehlonna. Gadd was ill-pleased with this new meddler in his affairs, and met with Anna privately after the hearing. He told her to leave Wundsford, and to leave the Salis duchy, or fear the consequences to her family. Gadd added that her mother would die that very night if she told a soul of this threat. Escorted back to the village by Gadd's thugs, she packed her belongings and left the town, telling her mother and step-father that she had been called to serve at the Emperor's court.

Anna has spent the last six months finishing her training at the high temple of Ehlonna in the Empire's capital, adding to both her weapon and divine skills. Paladins are rare in the service of Ehlonna, and as such, Anna has been given the duty of travelling the Empire to serve the goddess' church wherever there is need of her abilities.
 

Jarval

Explorer
And I've found a picture of Anna. It's almost perfect, although she should be armed with a longsword and shield rather than an axe. It's a fairly large picture (200k), so I've linked through to it rather than post it here. You can find it here on Claudio Pozas' site.
 

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