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Night's Plutonian Shore Characters [Midnight]


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[sblock=Taellis] Taellis Raith
Race Elf:Erunsil
Class Wildlander
Heroic Path Steelblooded
Level 1
Height 4'6"
Weight 80
Hair White
Eyes Ice Blue

Str 12 + 1
Dex 16 + 3
Con 14 + 2
Int 14 + 2
Wis 12 + 1
Cha 10 + 0

Fort 2 + 2 + 1 = 5
Ref 0 + 3 + 0 = 3
Will 0 + 1 + 0 = 1

Init +3
Move 40'
AC 16 = 10 + 3 + 3
HP 22
Bab 1 Melee +2 Ranged +4 Grapple +2

Weapons
Fighting Knife +5 1d6+1 19-20x3
Dual wield Fighting Knife +3 1d6+1 19-20x3

Skills Ability + Ranks + Misc - AC Pen = Total
Balance (Dex) 3 + 4 -1 = 6
Climb (Str) 1 + 4 -1 = 4
Craft (Int) 2 + 2 = 4
Handle Animal (Cha) 0 = 0
Heal (Wis) 1 = 1
Hide (Dex) 3 + 4 -1 = 6
Jump (Str) 1 + 4 -1 = 4
kGeo (Int) 2 = 2
kNature (Int) 2 + 2 = 4
Listen (Wis) 1 + 4 + 2 = 7
Move Silent (Dex) 3 + 4 -1 = 6
Profession (Wis) 1 = 1
Ride (Dex) 3 = 3
Search (Int) 2 + 4 + 2 = 8
Language (N/A) = 0
Spot (Wis) 1 + 4 + 2 = 7
Survival (Wis) 1 + 4 = 5
Swim (Str) 1 + 4 -2 = 3
Use Rope (Dex) 3 = 3
40 Skill Points 6+2+2=10x4

Feats
Weapon Focus Fighting Knife (heroic)
Track (Wildlndr)
Weapon Finesse
Innate Magic (Racial) Cure Minor Wounds & Mend

Class Features
Feat Track
Quick Stride +10 Ft move

Language
High Elven, Orcish Pidgin, Patrol Sign, Black Tongue, Trader's Tongue

25 vp Studded Leather 3ac 4 Dex -1 Armor Check penalty
62.5 vp Elven Travelling Clothes Tunic (endure elements)
20 vp Erethor Tea
20 vp (2) Fighting Knives
2 vp Backpack
0.1 vp Bedroll
0.1 vp Fishhook
1 vp Flint & Steel
0.02 vp Ceramic Mug
0.5 vp Sewing Needle
1 vp Waterskin
0.02 vp Whetstone
10 vp Silk Rope
10 vp Steel Mirror
4 vp (8) Travel Rations
156.24 vp
VP 4d4x10=160 vp

Steelblooded
Elf:Erunsil
Wildlander


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Kryt Skullbash : Orc Fighter

[sblock]Kryt Skullbash
Race Orc
Class Fighter
Heroic Path Beast
Level 1
Age 17
Height 7’-2”
Weight 394#
Hair Black
Eyes Brown

Str 22 (+6) (16 points, +4 race)
Dex 16 (+3) (10 points)
Con 14 (+2) (6 points)
Int 6 (-2) (0 points, -2 race)
Wis 8 (-1) (0 points)
Cha 6 (-2) (0 points, -2 race)

Fort 2 + 2 + 0 = 4
Ref 0 + 2 + 0 = 2
Will 0 - 1 + 0 = -1
* +4 on all saves against spells and spell-like effects

Init +3
Move 20'
AC 18 = 10 + 5 + 3
HP 24
Bab 1 Melee +7 Ranged +4 Grapple +7

Weapons
Claws +7 1d4+6 x2

Skills Ability + Ranks - ACP = Total
Climb (Str) 6 + 4 – 4 = 6
Intimidate (Cha+Str) 4 + 3 = 7
Jump (Str) 6 + 4 – 4 = 6
Knowledge: shadow (Int) -2 + 2 = 0
Profession: soldier (Wis) -1 + 2 = 1
Speak Language 1 (Old Dwarven)
16 Skill Points 4+2-2=4x4

Race Features
Weapon Familiarity: Vardatch
Favored Region: Northern Reaches
Night Fighter
Light Sensitivity
Resistance to Cold
Natural Predators
Spell Resistance

Heroic Path Abilities
Vicious Assault
Wild Sense (Scent)

Feats
Magic-Hardened
Improvised Weapon (bonus fighter)

Languages
Black Tongue, Old Dwarven (2), High Elven (1), Orcish, Trader's Tongue (1) (from basic Old Dwarven)

Equipment
Travelers Outfit
200 vp Breastplate 5ac 3 Dex -4 Armor Check penalty
200 vp
VP 5d4x10=200 vp

Background
Kryt Skullbash came to be known as one of the greatest warriors of the Izrador’s army. What truly caused his downfall is still a mystery to his commanders and his fellow warriors. Kryt had always excelled in battle. Through many campaigns he came to be known as a great warrior and caused the death of many insurgents. He has seen action from the Kaladrun Mountains to the forests of Erethor, his exploits nearly legendary.

One fateful day his unit was assigned crowd control in a small village in Southern Erenland when several children wandered into the group. His fellows started slaughtering the children for their impudence. For some reason Kryt chose to defend the children and began attacking his fellow warriors. He had cut down four before the remaining ones were able to subdue him and remove his vardatch. But then he saw yet another child slaughter not ten feet from him with his own weapon in another’s hands. He again began attacking his fellows. But this time he was ripping out their throats with his bare hands. He seemed to have claws that he had never been aware of before. He paused and stared at his bloodied hands in awe. That was when someone knocked him out from behind. He awoke in a caged wagon. The others in the cage starring at the odd sight of an orc among the other slaves. At first he wonders what he was doing in the cage. But then he remembered the children...

Appearance
Kryt is a tall and muscular orc with wavy black hair and wild brown eyes. His jaw is crooked from a break that didn’t heal correctly and as a he result talks with a lisp. He has numerous battle scars on his face and back from different injuries. Finally his nose is bent profusely to his left causes breathing problems. Although he still has an unusual sense of smell. When he talks he wheezes when he breaths in and lisps as he talks. It is most comical to behold, but none ever live long enough to laugh for very long about it.[/sblock]
 
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Günter Gänseblümchen

[sblock=Gunter]
Male Gnome, 1st-Level Rogue
Small Humanoid (Gnome)

Hit Dice:
1d6 + Con score (18 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 Dex, +2 armor, +1 Size), touch 13, flat-footed 13
Base Attack/CMB: +0/+0
Attack: Spear +1 1d6+1/x3 or short bow +2 1d4/x3
Full Attack: Spear +1 1d6+1/x3 or short bow +2 1d4/x3
Space/Reach: 5 ft./5 ft.
Special Attacks: Charm Person 1/day, sneak attack +1d6
Special Qualities: Gnome traits, trapfinding
Saves: Fort +3, Ref +4, Will -1 (+2 vs spells/spell-like effects)
Abilities: Str 12, Dex 14, Con 12, Int 14, Wis 8, Cha 20
Skills: Appraise +6(2) [+10 when trading], Bluff +9(4) [+11 vs Shadow, +13 when trading, +15 when both], Climb +3(2), Diplomacy +9(4) [+11 vs Shadow, +13 when trading, +15 when both], Disable Device +4(2), Disguise +7(2), Escape Artist +4(2), Forgery +4(2) [+8 when trading], Gather Information +7(2) [+11 when trading], Hide +8(2) (+10 vs Shadow), Knowledge (Shadow) +4(2), Listen -1(0), Move Silently +4(2), Open Lock +6(4), Profession (Boater) +3(2) [+7 when trading], Search +2(0), Sense Motive +3(4) [+5 vs Shadow], Slight of Hand +4(2), Spot -1[0], Swim +3(0), Tumble +6(4), Use Rope +4(0)
Feats: Inconspicuous
Heroic Path: Charismatic

Gunter is an unassuming gnome of middling height and weight with dark-brown skin and long, black hair, which he generally wears in a pony-tail. He has an average-sized nose for his race, although anyone else would declare it quite pronounced. He tries to stay clean-shaven most of the time, although that's becoming more and more difficult these days. All in all he looks like the hundreds of other gnomes you have seen plying their trade on the rivers of Erenland. Despite this, he seems to have a way of talking people out of their hard-earned goods and getting them to divulge secrets they would keep from others.

Gunter speaks the Trader's Tongue, Orcish, Erenlander, Black Tongue(1), Colonial(1), Halfling(1), High Elven(1), Norther(2), Old Dwarven(1).

Equipment: Leather armor, spear, short bow, quiver with 20 arrows, stained traveling clothes, thieves' tools.
[/sblock]
 
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[sblock=Craig]Name: Craig
Race: Agrarian Halfling
Class: Swashbuckler
Path: Quickened
HP: 27, AC: 19
Speed: 20 feet
Low-Light Vision
Initiatve +5
Attacks: +4 Melee (1d4+1 w/ cutlass), +4/+5 ranged (1d4+1 w/g. sling)
Fort: +5, Refl: +4, Will: +1
Languages: Colonial*, Halfling.
Bonus Languages: Danisil / Jungle Mouth (1), Trader's Tongue (1)

Strength: 12 (+1) (6)
Dexterity: 17 (+3) (8)
Constitution: 14 (+2) (6)
Intelligence: 14 (+2) (6)
Wisdom: 10 (+0) (2)
Charisma: 12 (+1) (4)

Weapons: Cutlass, Great Sling, Stones: 20

Equipment: (200vp)
Backpack 2vp
Bedroll 0.1vp
Chain Shirt 100vp
Cutlass 20vp
Farmer's rope
Dagger 2vp
Great Sling 3vp
20 Bullets 0.2vp
Traveller's Clothes vp

72,7vp

Skills:
Balance: 7 (4 ranks + 3 Dex)
Bluff: 5 (4 ranks + 1 Cha)
Diplomacy: 5 (4 ranks + 1 Cha)
Escape Artist: 7 (4 ranks + 3 Dex)
Jump: 7 (4 ranks + 1 Str + 2 racial)
Knowledge (Arcane): 3 (1 ranks + 2 Int)
Knowledge (Local): 3 (1 ranks + 2 Int)
Listen: 4 (2 ranks + 0 Wis + 2 racial)
Profession (Sailor): 4 (2 ranks + 2 Int)
Spot: 4 (2 ranks + 0 Wis + 2 racial)
Swim: 5 (4 ranks + 1 Str)
Tumble: 9 (4 ranks + 3 Dex + 2 racial)

Feats: Endurance, Toughness, Innate Magic, Weapon Finesse, Dodge
[/sblock]
 
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Sangrin the Hermetic Channeler

[sblock]
Name: Sangrin
Race: Elfling
Class: Channeler (Hermetic)
Path: Seer
Alignment: CN, HP: 14, AC: 15 (16 vs creatures smaller than medium)
Spellcasting Energy Points: 5
Speed: 30 feet
Low-Light Vision
Attacks: -1 Melee (1d4-1 w/ atharak), +4 ranged (1d3 w/sling)
Reflex: +5, Fort: +0, Will: +4
Languages: Halfling (1), High Elven (1), Jungle Mouth
Bonus Languages: Colonial, Orcish, Trader's Tongue, Erenlander

Strength: 8 (-1)
Intelligence: 18 (+4)
Wisdom: 12 (+1)
Dexterity: 18 (+4)
Constitution: 8 (-1)
Charisma: 10

Weapons: Atharak, Sling, Stones: 20

Equipment: Backpack, Bedroll, Lorebook, Waterskin, Trail Rations: 7, Hooded Lantern, Oil Flasks: 2, Small Steel Mirror, Component Pouch, 2 vials of ink, 17vp

Skills: Knowledge (arcana, 4 skill points): +8, Knowledge (spirits, 4 skill points): +8, Climb +6, Heal (4 points, +2 race) +7, Hide (+2 race) +6, Listen (+2 race) +3, Search (+2 race, 4 ranks) +10, Spot (+2 race) +6, Spellcraft (4 skill points) +8, Concentration (4 ranks): +3, Decipher Script (4 ranks) +8, Knowledge (military tactics, 4 ranks) +8, Knowledge (history, 4 ranks) +8

Feats: Magecraft, Art of Magic, Innate Magic, Spellcasting (Necromancy)

Spells:

Seer: Alarm 1/day (mental alarm only)

Innate Magic: Dancing Lights, Create Water, Read Magic, Know Direction

Channeler:
Level 0 (7/day)- Detect Magic, Guidance, Light
Level 1- Sleep, Ray of Enfeeblement (Spellcasting feat)

History: Sangrin has been on the move ever since he can remember. His sister, Celeste, and he were orphans constantly travelling away from the areas of strife although Sangrin has no memory of where they are from originally. Celeste protected him, and taught him how to read and write in High Elven.

It was while they were staying at a halfling settlement known for having sympathies with the resistance that the Shadow's forces struck with the intent of razing the rebellious village. Sangrin was a young boy when a dark robed man entered their hut and began setting fire to the place, willing flames to shoot from his hands. Celeste protected Sangrin, as always, and in a wild stroke of luck succeeded in killing the man though she was slain herself and Sagrin was badly burned along his left arm, side, and leg ensuring he would not be a physical lad. Before he fled the burning hut, Sagrin did grab the man's pack, and inside found a charred book of spells that the young man somehow found himself to innately understand.

Sangrin found that after some practice he could channel and also taught himself other things from the remains of the dead man's lorebook. Dark knowledge that he fears, yet he sees in this knowledge a way to survive the time of Shadow.

And that is not the only way he survives. Often he believes he hears Celeste's voice in his mind, advising him on what to do and where to go. Yet this Celeste seems slightly different than his sister. The voice is still commanding and often protective, though also possesses a stinging wit and cruel sense of humor he never knew his sister possessed.

It was his sister's voice that told him to walk the trail that the slavers found him on, teasing him for being a coward when he answered that he thought it was a bad idea to travel in the open. And why did she do so? She seemed to be able to predict the future and keep him safe, but now he found himself trapped in the caravan and without his gear. Surrounded by strangers, he takes little comfort in isolating himself, for as he cowers in the corner he can hear the mocking giggle of his sister in the back of his mind. "Poor doubting Sangrin. Don't be so scared. There is a reason you are here. This is where everything starts for you."
[/sblock]
 

[sblock=stats]
Code:
Basim Haris
Race: Erenlander(Sarcosan)
Class: Channeler(Spiritual)
Heroic Path: Pureblood
Level: 1
Height: 6'0"
Weight: 160
Hair: Black
Eyes: Hazel

Str 7 -2 (1 pt - 2 race)
Dex 14 +2 (6 pt)
Con 14 +2 (6 pt)
Int 14 +2 (6 pt)
Wis 18 +4 (10 pt + 2 race)
Cha 11 -1 (3 pt)

Fort 0 + 2 + 0 = 2
Ref 0 + 2 + 0 = 2
Will 2 + 4 + 0 = 6

Init +2
Move 30'
AC 12
HP 20/20
Spell Energy 6/6
Bab 0 Melee -2 Ranged +2

Weapons
			AB	Damage	Crit
Cedeku			-2	1d6-2	19-20x2
Sling(10 Bullets)	+2	1d4	20x2

Skills (4 class 2 race 2 int 2 house)
Name Ability + Ranks + Misc - AC Pen = Total

Concentration (Con) 	2 + 4 + 0 = 6
Craft Carving (Int) 	2 + 2*+2 + 0 = 6
Craft Alcehmy (Int) 	2 + 2* + 0 = 4
Diplomacy (Cha) 	0 + 4 + 0 = 4 (+4 Friendly Agent)
Heal (Wis) 		4 + 4 + 0 = 8
kArcane (Int) 		2 + 4 + 0 = 6
kNature (Int) 		2 + 4 + 0 = 6
kSpirits (Int) 		2 + 4 + 0 = 6
kHistory (Int) 		2 + 2 + 0 = 4
Prof Herbalism (Int) 	2 + 4** + 0 = 6
Sense Motive (Wis) 	4 + 4 + 2 = 10 (Master Ad.) (+4 Friendly Agent)
Spellcraft (Int) 	2 + 4 + 2 = 8 (Master Ad.)
Survival (Wis) 		4 + 4 + 2 = 10 (Master Ad.)
*House Rule
**Race

Feats
Class
	Magecraft (Spiritual)
	Art of Magic
	Bonus Spell Energy +1
General
	Friendly Agent
	Spellcasting (Illusion)
	Energy Focus (Got it from the SRD is this ok?) 

Spells
  0 lvl
	Prest.
	Detect Magic
	Purify Food and Drink
	Read Magic
  1st lvl
	Entangle
	Color Spray

Language
	Erenlander III (Literate) (2pt)
	Trader II (1 pt from Erenlander) (1pt)
	Halfling I (1 pt)

Gear
Weight Limit: 23/46/70
Current VP: 52.78 vp 	Current Weight 23 (Light Load)
Item			Cost	Weight
Cedeku			15	3
Sling			0	0
Bedroll			.1	5
Bullets (10)		1	5
Backpack		2	2
Flint and Steel		1	0
Lantern, hooded		7	2
Oil				.1	1
Waterskin		1	4
Whetstone		.02	1
[/sblock]

[sblock=Persona]
Basim Haris is a medium man with a very thin frame. His hair is a dark shade of red and he stands always with one hip cocked leaning slightly to one side or another. His face is criss crossed by scars and half his left ear is missing, the reaming piece barring the jagged edges of a large bite mark. Wedged between his permanent grin is an almost as permanent pipe from which a green smoke usually billows. Quick to laugh but also quick to anger Basim can often times be his own worst enemy. Having learned the hard way that sometimes fighting back is best done when you can stack the deck in your favor he will reluctantly let a fight go if he thinks he doesn't stand a chance. But if your on his bad side, and he finds you in an ally he will not hesitate to do what he thinks needs doing. When asked about his family Basim will either not answerer or state that their dead, in truth he still ha,d last he spoke with them, a mother, father, 3 younger brothers, 1 older and 1 younger sister.
[/sblock]

[sblock=bio]
Basim Haris grew up on the outskirts of Al Kadil. One of 6 the son of a medicine women and a baker life was hard but it had its brief moments of contentment. Even now Basim looks back on the mornings smelling fresh bread or the afternoons spent picking herbs in the woods with some nostalgia. Childhood doesn't last long though, at the age of 6 he can remember his eldest sister, who was 14 at the time, crying as she was lead off to serve at the local manor. At the age of 8 news reached the family of the death of his eldest brother in some conflict in some city they had never heard of. In the end though even with all the hardship his life wasn't all that much different then anyone else's.

All this made it that much more bizarre when a simple beating of a stranger who had wandered into town and crossed paths with the wrong magistrate provoked him the way it did. All of a sudden he found him self wailing on the mans attackers, screaming words he didn't understand, possessed by a rage far beyond anything he had ever felt, and at the same time a surge of joy he didn't know existed. In the end it was the joy and its smile that doomed him. If he had just relented they probably would have let him go with just the missing piece of his left ear. But even when the dogs were bitting pieces out of him the smile wouldn't leave his face. And so he was sentenced. His family couldn't even visit for fear of pulling some of his guilt onto him selves. And now... what ever future lies ahead, no matter how brief, he faces feeling fully alive after a lifetime of being dead.
[/sblock]
 
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