Ohio Gameday Whisper Woodwind Characters

Crothian

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Mardnab is from a small gnomish village west of Nibbleheim. They are looked down on by most of the other gnomes for their ways, but her tribe has always risen to the challenge to be self-sufficient and not need anyone else. Marnab is considered one of the most stubborn of her generation. She left the village to prove to the world the worth of her people.

Mardnab Beren: Female Gnome Barbarian 1; CR 1; Small-size Humanoid (gnome); HD 1d12+4; hp 16; Init +1 (Dex); Spd 30 ft; AC 16 (+1 Dex, +1 Size, +4 armor); Atks +5 melee (1d8+3/crit x3, +2 warhammer); SA Rage 1/day ; SQ gnome traits; AL CG; SV Fort +6, Ref +1, Will +0; Str 14, Dex 12, Con 18, Int 12, Wis 10, Cha 10.
Skills and Feats: Intimidate +4, Intuit Direction +2, Jump +4 Listen +6, Spot +4, Wilderness Lore +2; Power Attack.
Special Attacks: Rage (Ex): 1/day, Character can rage, for up to 9 rounds, gaining +4 Str, +4 Con, a +2 morale bonus to will saves, and a -2 penalty to AC.
Special Qualities: Gnome Traits (Ex): Lowlight vision, +2 racial bonus save verse illusions, +1 racial bonus to attack kobolds and gobliniods, +4 dodge bonus verse giants, Dancing Lights 1/day, Ghost Sound 1/day, Prestidigitation 1/day (Arcane Spell Failure 20%).
Languages: Common, Gnome, Elven
Possessions: Warhammer MW, Chain Shirt, backpack, trail rations.
 
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Feng was raised in the town of Thesden listening to stories of the great Orcish invasion hundreds of years ago lead by Rak the Black. Feng felt the need to defend his orcish heritage by learning the age-old tales of the orcs and specifically Rak the Black. He has been rather successful as many people seem interested in the stories, as much time has passed since the invasion. Many people don’t recognize Feng as a Half Orc since Orcs are very, very rare after the invasion of their land shortly after Rak invaded the kingdom

Feng: Male Half Orc Bard 1; CR 1; Medium-size Humanoid (Half Orc); HD 1d6+2; hp 8; Init +2 (Dex); Spd 30 ft; AC 14 (+2 Dex, +2 Armor); Atks +2 melee (1d8+2/19-20crit x2 Long Sword), +2 Ranged (1d8/19-20 Crit x2 Light Crossbow); SA Bardic Music; SQ Bardic Knowledge; AL NG; SV Fort +2, Ref +4, Will +1; Str 14, Dex 14, Con 14, Int 14, Wis 8, Cha 12.
Skills and Feats: Bluff +5, Diplomacy +5, Gather Info +3, Knowledge History +4, Listen +3, Perform (Lute, Singing, Whisteling, Percussion) +5, Sense Motive +3; Point Blank Shot.
Special Attacks: Bard Song 1/day: Inspire Courage, Countersong, Fascinate.
Special Qualities: Bardic Knowedge +3
Languages: Common, Orc, Elven, Dwarven
Possessions: Longsword, Light Crossbow, 20 bolts, Leather armor, Lute, backpack, trail rations, spell component pouch.
Spells: (2), Dancing Lights, Daze, Mage Hand, Open/Close
 
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Dell’s Family is very influential in Thesden and in many towns and cities. The Thorne’s have been making quality furniture and wooden goods for centuries. Dell is a follower of Voltar, the god of Fire, Magic, and Crafts. He has decided to leave the village to try to define himself and not be defined by his family and their longstanding traditions

Dell Thorne: Male Half Elf Cleric 1; CR 1; Medium-size Humanoid (Half Elf); HD 1d8+2; hp 10; Init +0 (Dex); Spd 30 ft; AC 15 (+0 Dex, +5 Armor); Atks +1 melee (1d6+1/crit x2, quarterstaff); SA Spells; SQ Half Elven traits; AL NG; SV Fort +4, Ref +0, Will +5; Str 12, Dex 10, Con 14, Int 12, Wis 16, Cha 14.
Skills and Feats: Craft: Woodcarving +5, Concentration +6, Knowledge Religion +5, spot +4, Listen +4; Scribe Scroll
Special Attacks: Spells, Turn Undead 5/day, Turn Water Elementals, Control Fire Elementals 5/day, Use Wizard magical items at level equal to one half your caster level
Special Qualities: +1 to all spot, search, and listen checks, Immune to Sleep spells, +2 save verse Enchantments.
Languages: Common, Elven, Dwarven
Possessions: Quarterstaff, backpack, trail rations, Breast Plate, MW Wood Carving tools, holy symbol
Spells: (3/2+1): Domains Fire and Magic
 
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Seriphina was raised in Marsis’ Grove away from the Halfling people. She has always been a loner, being one of a very few halfling on the continent. She meet her snake on a trip to the south and has had it for over a year a now. The people of the grove encourage their students to take time to wonder the lands to become more familiar with its people and places, and that’s what she is doing.

Seriphina Tealeaf: Female Halfling Druid1; CR 1; Small-size Humanoid (Halfling); HD 1d8+2; hp 10; Init +3 (Dex); Spd 20 ft; AC 16 (+3 Dex, +1 Size, +2 armor); Atks +3 ranged (1d4/crit x2, Sling); SA Spells; SQ Halfling traits, Nature Sense; AL LN; SV Fort +5, Ref +4, Will +6; Str 10, Dex 16, Con 14, Int 12, Wis 16, Cha 12.
Skills and Feats: Animal Empathy +5, Handle Animal +5, Intuit Direction +5, Knowledge Nature +3, Spellcraft +3, Swim +2, Wilderness Lore +7; Track
Special Attacks:
Special Qualities: Halfling Traits (Ex): +4 Hide, +2 Jump, Climb, Move Silently; +2 save verse fear; +1 attack with thrown weapon; +2 Listen
Languages: Common, Halfling, Elven.
Possessions: Sling (20 bullets), 2 Daggers, Leather Armor, backpack, trail rations, wooden amulet of the Great Tree (divine Focus).
Spells: (3/2)

Constrictor Snake (Medium Sized): HP: 11, AC 15, Ini +3, Bite +4 (1d3+4 damage), Improved Grab, Constrict 1d3+4 damage; Scent; Fort +4, Ref +6, Will +1, Balance +11, Climb +14, Hide +11, Listen +9, Spot +9
 
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Aust’s people are mostly sailors, as his family has been on the water for hundreds of years. However Aust always preferred dry ground, he’s uncomfortable on the water. He found he has a knack for riding and fighting from horseback, a trait very rare in his people. So, he went to the human kingdom and trained under them. However, he lost his horse and much of his money in the barracks playing cards. So, now he’s looking for opportunities to get some money and another steed.

Aust Siannodel: Male Elf Ftr1; CR 1; Medium-size Humanoid (Elf); HD 1d10+1; hp 11; Init +3 (Dex); Spd 30 ft; AC 19 (+4 Armor, +2 Shield, +3 Dex); Atks +4 melee (1d8+3/19-20crit x2,longsword); SQ Elven traits; AL NG; SV Fort +3, Ref +3, Will +1; Str 16, Dex 16, Con 12, Int 10, Wis 12, Cha 12.
Skills and Feats: Handle Animal +5,Ride +7; Mounted Combat, Ride By Attack
Special Qualities: Elven Traits (Ex): Low Lightvision, Immune to sleep spells, +2 verse enchantment spells, +2 to Spot, Listen, and Search checks.
Languages: Common, Elven
Possessions: Long Sword, Chain Shirt, Large Iron Shield, Short Sword, Backpack, trail rations
 
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Ulfgar is from the clan of the King of the Dwarves. He is far removed from the king and it’s highly doubtful he will ever be asked to take a position of power, and that’s exactly how he likes it. He studies the way of the rock hammers and tries to perform those simple, yet powerful motions with his body. There are few dwarves who study the style. Like most people of his order, they are required to go outside the dwarven lands to try to help others.

Ulfgar BattleHammer: Male dwarf Monk 1; CR 1; Medium-size Humanoid (dwarf); HD 1d8+3; hp 11; Init +2 (Dex); Spd 20 ft; AC 15 (+2 Dex, +3 Wis, +1 dodge); Atks +2 melee (1d6+2/crit x2, punching); SA Stunning Attack; SQ Evasion; AL LG; SV Fort +5, Ref +4, Will +5; Str 14, Dex 14, Con 16, Int 10, Wis 16, Cha 8.
Skills and Feats: Escape Artist +4, Hide +4, Jump + 6, Listen +5, Move Silently +4, Spot +5, Tumble +5; Dodge, Improved Unarmed Strike
Special Attacks: Stunning Strike 1/day DC 14
Special Qualities: Dwarven Traits (Ex): 60 foot darkvision, stonecunning, +2 save vs. poison, +2 save vs. spells or spell-like abilities, +1 attack vs. goblinoids or orcs, +4 dodge vs. giants, +2 craft with stone or metal.
Possessions: Backpack, trail rations.
 
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Zook is a rare thing among gnomes, he is dedicated to a cause, the Valentane. The Valentane is an artifact that was made by the gods to protect all the races. There is an order of Paladins devoted to the Valentane called the Knights of the Valentane. Zook intends to be the first gnome ever in the knighthood.

Zook Buren: Gnome Paladin 1; CR 1; Small-size Humanoid (Gnome); HD 1d10+3; hp 13; Init +1 (Dex); Spd 15 ft; AC 19 (+1 Dex, +6 Armor, +1 Shield, +1 Size); Atks +5 melee (1d6+1/19-20crit x2,); SQ Gnome traits, Detect Evil, Divine Health, Lay on Hands; AL LG; SV Fort +7, Ref +3, Will +4; Str 12, Dex 12, Con 16, Int 12, Wis 14, Cha 14.
Skills and Feats: Diplomacy +6, Handle Animal +4, Knowledge Religion +3, Ride +5; Weapon Focus Short Sword
Special Attacks:
Special Qualities: Gnome Traits (Ex): Lowlight vision, +2 racial bonus save verse illusions, +1 racial bonus to attack kobolds and gobliniods, +4 dodge bonus verse giants, Dancing Lights 1/day, Ghost Sound 1/day, Prestidigitation 1/day (Arcane Spell Failure 40%); Lay on Hands 2 HP/day.
Possessions: MW Short Sword, Banded Mail, Small Steel Shield, backpack, trail rations.
 
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Cade has wanderlust, big time. He left the Halflings lands a year ago as has not stopped traveling. He gets a renewed vigor waking up in a different place every morning. He has nothing to tie him down and lets the wind pick his direction.

Cade Highhill: Male Halfling Ranger 1; CR 1; Small-size Humanoid (Halfling); HD 1d10+2; hp 12; Init +3 (Dex); Spd 20 ft; AC 18 (+3 Dex, +1 Size, +4 armor); Atks +4 melee (1d4+2/18-20crit x2,Kukri); SA Favored Enemy; SQ Halfling traits; AL CG; SV Fort +5, Ref +4, Will +3; Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10.
Skills and Feats: Intuit Direction +6,Listen +8, Spot +6, Wilderness Lore +6, Climb +4, Hide +7, Jump +4, Move Silently +5; Track, 2 weapon Fighting, Ambidexterity, EWP Kukri
Special Attacks: Favored Enemy Humans
Special Qualities: Halfling Traits (Ex): +2 save verse fear; +1 attack with thrown weapon;
Languages: Common, Halfling,
Possessions: 2 Kukris, Chain Shirt, backpack, trail rations.
 
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Keth group up on the city streets of Kalador. From his earliest memory he always wanted to get out of the city. He finally had his opportunity stealing from a wealthy person and affording passage with the law hot on his heels. He’s been staying away from large towns fearful of being caught.

Keth: Male Half Orc Rogue 1; CR 1; Medium-size Humanoid (Half Orc); HD 1d6+1; hp 7; Init +7 (Dex, Improved Initiative); Spd 30 ft; AC 15 (+3 Dex, +2 Armor); Atks +3 melee (1d6+3/18-20crit x2 Rapier); SA Sneak Attack +1d6;SQ: Darkvision; AL NG; SV Fort +1, Ref +5, Will +1; Str 16, Dex 16, Con 12, Int 10, Wis 12, Cha 10.
Skills and Feats: Bluff +4,Disable Device +4, Hide +7, Listen +5, Move Silently +7, Open Locks +7, Pick Pockets +7, Spot +5; Improved Initiative
Special Attacks: Sneak Attack
Special Qualities: Darkvision 60ft
Languages: Common, Orc,
Possessions: Rapier, Light Crossbow (20 bolts), Leather armor, backpack, trail rations.
 
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Himo is from one of the many proud families of elven wizards, however he is the black sheep of the family. Sorcerers are rather rare among the elves so Himo set out to the human lands where they are much more common.

Himo Nailo: Male Elf Sorcerer 1; CR 1; Medium-size Humanoid (Elf); HD 1d4+1; hp 5; Init +3 (Dex); Spd 30 ft; AC 13 ( +3 Dex); Atks +3 thrown (1d4+0/19-20crit x2,Dagger); SQ Elven traits; AL NG; SV Fort +1, Ref +3, Will +4; Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 16.
Skills and Feats: Concentration +5, Spellcraft +4; Still Spell
Special Qualities: Elven Traits (Ex): Low Lightvision, Immune to sleep spells, +2 verse enchantment spells, +2 to Spot, Listen, and Search checks.
Languages: Common, Elven
Possessions: 6 daggers, Backpack, trail rations
Spells: (5/4): 0th: Daze, Mage Hand, Ray of frost, Read Magic; 1st: Color Spray, Jump
 
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