NeMoren's Vault - D&D (Full)


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Persephone

Just a note to tell you I'm sending in my PC info by email. If the other players are still undecided on class, my PC is a human Sorceress. KnowtheToe, I've tried to meet all the criteria to get the full 32 points. Let me know if I'm lacking. Any other feedback would be welcome as well.
 

KnowTheToe said:
20 base points

+2 for word count
+2 for being Human
+2 for silver key
+2 assuming he is of good alignment
+1 for background integrated in with the world
+2 points for NPCs.
+1 for a character picture or written description
+1 for a list showing where all equipment is held or stored.

You DO realize that this adds up to 33 points, not 32, right?
 
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Ton, Dwarf Rogue

Here's Ton, my dwarven tunnel fighter. I am assuming 31 points (since I won't qualify for the human bonus). I'll post Ton's background and possessions in a day or so.

Ton Arok, Male Dwarf Rogue 1: HD 1d6+3; hp 9; Init +2; Spd 20 ft; AC 12; Atk +1 melee (1d8+1, crit x3, heavy mace) or +2 ranged (1d6, crit x3, shortbow); SA Sneak attack +1d6; SQ Dwarf abilities; AL NG; SV Fort +3, Ref +4, Will +1; Str 13, Dex 14, Con 16, Int 14, Wis 12, Cha 10.

Skills and Feats: Appraise 1/+3, Craft (traps) 3/+5, Decipher Script 1/+3, Disable Device 4/+6, Hide 4/+6, Intuit Direction 1/+2, Listen 4/+5, Move Silently 4/+6, Open Lock 4/+6, Pick Pocket 1/+3, Read Lips 1/+3, Search 4/+6, Spot 4/+5, Tumble 4/+6; Expertise.

Dwarf abilities: Darkvision 60, Stonecunning, +2 saves vs. poison/spells/spell-like effects, +1 to hit vs. goblinoids and orcs, +4 dodge vs. giants, +2 Appraise to stone and metal, +2 Craft on stone and metal.

Languages: Common, Dwarven, Goblin, Undercommon.

Possessions (carried): Studded leather, Heavy mace (belt, right side), Backpack (back), Composite shortbow (strapped to backpack), Quiver with 20 arrows (belt, left side), Sap (beltpouch)

Possessions (backpack): Acid, Antitoxin, Bedroll, Bell, Caltrops, Chalk, Crowbar, Flint and steel, Hammer and 4 pitons, Rations for 4 days, Silk rope, Waterskin, 45 gp.

Background: Ton knows little of Thelis, the Free Kingdoms, or the Island of Three Rings, for his home lies over the ocean. Most people have heard of the elves that protect the Cradle, watching the sea and the air from their coastal cities. Few people know that forces from below the earth also threaten the birthplace of all life: goblins and dragons and other foul beasts from the depths. But the Cradle has defenders within the earth as well as above: dwarven clans that face death with a grim resolve.

The Arok family belongs to one such clan, and Ton Arok grew up learning the ways of tunnel fighting, traps, and combat against subterranean foes. His brothers and sisters (Arok women learned to fight alongside the men of the tribe) were stronger warriors, but Ton thrived by using his keen senses and quick reflexes. His instincts for ambushes and his knack for improvising traps was a great support to his more militant companions. Ton thought more of his clan’s honor and survival than he did of any personal glory.

Ton’s closest companions in his youth and earlier adulthood were his elder sister, Fyste, and her husband, Woru. The two married young, and were soulmates in the truest sense of the word. They were gracious hosts of many family gatherings, but were just as comfortable fighting side-by-side in the tunnels against grimlock raiders. Fyste was an apprentic of the Rock Wardens, who turned the power of the earth itself against the enemies of the dwarves. Woru was studying to become a Defender, one of the most honored professions in the clan. Ton knew his own path would look very different from theirs, but he dreamed of the day when the three of them would venture into the Underdark together, retaking ground that was lost at one time or another in the history of his people.

Ton’s discovered another dream when he first joined a trading mission to the surface. Many of his companions felt out of place without stone walls around them and rock ceilings above, but Ton discovered there was place in his heart for the world above as well as the world below. He also met Kellia, a young female elf whose skills paralleled his own. The two shared stories and words while their elders traded goods and information. On his return to the Arok hometunnels, Ton devoted himself to studying the Elf language.

Despite the constant danger from unknown foes, the dwarves of the Arok clan were content with their fate, until the plague came. Fyste, who was several months pregnant at the time, suffered a miscarriage. Before long the clan discovered that all the dwarven women had become barren. The clan elders knew that they must find a way to restore the women, or the tribe itself would face extinction within a single generation. Some of the elders thought the sickness was the result of curse cast by a lich that the clan had recently destroyed. Others believed that drow saboteurs had poisoned the clan’s water supply. But after communing with their deities, the clerics of the tribe stated the improbable: the illness was somehow related to a silver key, which would be found in an old chest in the back room of an abandoned dwarven manor. The only way to end the curse was for a single son of the tribe to carry the key across the sea to the land of Thelis. The dwarves cast lots to determine who would carry the key, and Ton was chosen.

Despite feeling woefully unprepared for a journey of this magnitude, Ton accepted the decision of the elders with grace. He gathered his gear and departed for the surface. Upon reaching the elven city of Imoli, he learned that the elves were facing a similar crisis: their elders were aging at a greatly accelerated rate. The elves, who relied on their near immortality to maintain culture and tradition, had also received word from the divine. A single daughter of the city must carry a silver key to Thelis. Ton decided the gods must be crazy when Kellia was chosen.

The two friends crossed the sea in the swift boats of the Waveskimmers, and arrived in the coastal town of Hyrad. Neither Ton nor Kellia knew what more would be required of them in this strange human land, but they quickly found aid in the form of Daphinius Thymehill, a kind-hearted halfling merchant who found “work” for individuals with Kellia and Ton’s talents. Ton is still shocked by the difference between Thelis and his hometunnels, but he is doing his best to learn quickly.

Recently, Daphinius offered Ton a substantial sum of money to undertake a mission outside Hyrad. Although Ton hated leaving Kellia, they both agreed that it would be good to learn more about the surrounding country. They have agreed to meet again in one year’s time, at the latest.

Picture:
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I hope I didn't miss anything....

Eseteru Palari

Eseteru was born the third son of Senator Ameru Palari of Thelenia. Though Senatorial positions are not necessarily hereditary, his older brother Promoni was expected by the family to follow in his father’s footsteps. The other brother, Lasidel, was already being trained to take over the family merchant business. Since there was already an “heir and a spare,” so to speak, Eseteru (who is somewhat younger than the other brothers) was welcomed somewhat coldly into the family and regarded as something of a third wheel. Largely ignored by his father, and looked down upon by his sneering older brothers, Eseteru grew bitter and resentful, resolving that, when he came of age, he would leave this family for good.

The only thing keeping his bitter streak from dominating his personality (which would would have turned him evil, if left on its own) was his mother - the only person who ever loved him. Wiella Palari was a kind and compassionate woman, and listened to the young Eseteru when he had troubles, providing a gentle and understanding ear.

Wiella also encouraged his youthful interest in books, where Eseteru discovered the world of High Adventure through the tales of Bonehead the Barbarian. When he came of age, Eseteru announced to his family that he was joining the military, so that he could seek adventure on the northern, barbarian frontier. His father shrugged, glad to have the pesky third son out of the way, and his brothers said nothing at all, but that was typical of them. Vowing to make them repent driving him away with their cold indifference, Eseteru swore that he would make such a name for himself with honorable and valorous deeds that they would beg his forgiveness and desire his return.

Before he left, his mother asked to speak with him in private, “I have never spoken of this to you, my son, but there is something you should know.” She raised her hand, and magically, a nearby book lifted into the air and drifted to her waiting grasp. Wiella smiled at his surprise, “Magic runs in my veins, Eseteru. And yours, and your brothers, though those undeserving louts will never know it. A few hours of instruction and practice is all you need to unlock your hidden potential, now that you know it is there. My mother believed that the blood of dragons flows in our family’s veins, but I know not the truth of that. I do know how to help you begin the journey of self-discovery that will unlock potentially unspeakable power.”

Of course, he agreed to the instruction, learning some basic sorcerous skills. His mind reeled at the thought of this new power - which he sensed he had only just barely begun to properly explore.

“Perhaps it will give you a bit of an edge, up north,” his mother said, smiling, as he strode off the next morning.

Basic training was rigorous, but Eseteru’s convictions bore him through. Though not as strong or tough as some of the other new recruits, his family name and subtle sorcery (used in secret) made him one of the camp favorites. When time came for assignment, he had first pick. He immedietly selected the most remote northern outpost he knew of, and straightaway they sent him off.

Life at the fort was not so bad, but fighting off barbarian raids was not as exciting as Eseteru had hoped it would be. However, he remained resolved to rise in the ranks and become a prominent military figure.

One day out on patrol, his unit was ambushed. Most of his companions were killed, but Eseteru escaped into the forest with his wounded friend, Halfgrim Day. Collapsing under a low bush, Halfgrim pressed something into his hand, “This has been in my family for years, but I have nobody to pass it on to. You have been kind to me, and I don’t think it should go to waste. It has some significance, I think, though my family never figured it out,” and he died. The object turned out to be a small, silver key, of ancient and intricate design. It was hard to put his finger on, but there was clearly something very special about it, just like the ancient items Bonehead the Barbarian discovered in his adventures. “I will discover the secret of this key, my friend,” Eseteru said softly to the body of Halfgrim Day, “Your family will not have preserved it so long in vain.”

In that moment, Eseteru realized that the military was not really the place for him. Only his misguided convictions had carried him this far. What did he care whether his family admired his accomplishments? Now, he knew that his future lay before him alone, not as some faceless member of an organization. He would be a hero, and discover his true destiny on his own. He could change the world, and make it a better place, if only he tried hard enough. Without bothering to go back to the fort, he pocketed the key and left, not caring which way his feet took him, trusting fate to bring him where he could become a true hero.

Note: His mother’s influence led Eseteru to the path of Good, but his rejection of his roles in the military and in his family make him most definitely Chaotic. He has a real problem with authority, and quite firmly believes that “I am the only boss of me.”

Physical Description: A somewhat nondescript and unkempt young man, Eseteru has slightly aristocratic features but possesses nothing that indicates wealth or family position. His eyes are green and narrow, and his hair pale, like the inside of a fresh-cut tree. He is strong and healthy, but not exceptionally so, and has a demeanor that others usually find charming in a rough, simple sort of way. He is short, only 5'2", but seems very sturdy. He is usually seen wearing his unusual spiked leather armor with a heavy pick at his belt, bow and arrows on his back, and leading a dingy donkey laden with supplies.


Possible NPCs:

Eseteru’s father (time you settled down and did something useful with your life (read: profitable))
Eseteru’s brothers (we don’t need in-family competition. It’s time you were... removed.)
Eseteru’s Mother (There’s something else I didn’t tell you. You see, there’s this family curse...)
The Thelenian military (seeking him for deserting - you’re a disgrace to Thelenia!)
The family of Halfgrim Day (seeking the silver key - I don’t care what he said, it belongs with us!)

Bonus Points:
+2 for word count
+2 for human
+2 for silver key
+2 good alignment (CG)
+1 for world-integrated story
+2 for NPCs
+1 for written description of character
+1 for detailed equipment list


~Stat Block~
Eseteru Palari Apprentice level Ftr/Sor (Primary class: Fighter)
Medium-size Human
HD: 1d10+2
hp: 12
Init: +2 (dex)
Spd: 30 ft
AC: 14 (12 flatfooted, 12 touch) (Spell failure for somatic spells: 10%)
BaB: +0 Melee: +2 Ranged: +2
Attacks: Heavy Pick +2, Shortbow +2
Damage: Heavy Pick 1d6 (x4), Shortbow 1d6 (x3)
AL: CG
SV: Fort +3, Ref +2, Will +1

Abilities: Str 14, Dex 14, Con 14, Int 11, Wis 10, Cha 16. (33 point buy)

Skills: Knowledge Nobility +2 (2 rank, cross class), Climb +5 (3), Handle Animal +6 (3), Ride +4 (2).

Feats: Still Spell, Power Attack, Sunder

Equipment and locations: Heavy Pick (belt), Leather Armor w/ armor spikes (worn), Short Bow (slung on back), Quiver with 20 arrows (slung on back), 2 units of caltrops (backback), backpack (worn or tied to donkey), waterskin (saddlebags), book: Bonehead the Barbarian (saddlebags, priced at 10gp), spell component pouch (belt), Belt pouch (worn), traveler’s outfit (worn), 10 days’ rations (saddlebags), Donkey, saddlebags (worn by donkey), 10 days’ feed (saddlebags), tent (tied to donkey), bedroll (tied to donkey), 10 empty sacks (saddlebags)

Money: 15gp, 4sp (belt pouch)

Spells (4+0/2+1): (0) Read Magic, Mage Hand, Mending, Ghost Sound, (1) Shield, True Strike
 
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As much as I would love to be in this one, I think I may have to pass, as work hammered me tonight with all of my comm circuits wanting to die on me. As such, I didn't have anytime to sink my teeth into finishing the char off.

I'd still love to be an alternate though, and will get the char sent to you for your approval.

Sorry for the delay I caused....

Badger

*wishes I could take my emergency destruction axe to my comm suite right now*
 

If there is still an opening I would love to join...

If not please do say,
as my characters is now probably on the way,
and as no one has volunteert,
I think I'll be a bard today...
 

Hmmm... My choice is kind of depending on you Jarval.

My first choice is a Halfling Cleric of Brandobaris who is a pathological liar, but if you were going to build a paladin I was going to forgo that option for obvious reasons. ;) In that case I would make a Neutral Good Human Cleric of Fharlahngn.

Maybe I can post placeholder stats for both of them.
 

Sullaf said:
If there is still an opening I would love to join...

If not please do say,
as my characters is now probably on the way,
and as no one has volunteert,
I think I'll be a bard today...

Since Badger backed out, I have an opening.




Badger,

Send the character in, you will be on top of the list of alternates
 

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