Ohio Gameday Whisper Woodwind Characters

Gildain has one of the biggest burdens of all dwarves, he’s named after and is the direct descendent of the most famous Dwarf in history. The original Gildain united the Dwarfs under the Axe of the Dwarvish Lords, found and rebuilt two of the dead clans, and eventually became a demi god. No one is sung about more, no one’s stories are as widely known. Gildain VI hid away in the wizard school, hoping to loose himself in knowledge. However, for his own improvement and against his better judgment, the teachers have asked he spend some time out with actually people. So, his journey begins.

Gildain BattleHammer VI: Male dwarf Wizard 1; CR 1; Medium-size Humanoid (dwarf); HD 1d4+3; hp 7; Init +1 (Dex); Spd 20 ft; AC 11 (+1 Dex,); Atks +2 melee (1d6+3/20 critical x2 Staff); AL NG; SV Fort +3, Ref +1, Will +2; Str 14, Dex 12, Con 16, Int 16, Wis 10, Cha 10.
Skills and Feats: Spellcraft +7, Knowledge Arcana +7, Concentration +7, Knowledge Dwarven History +7, Alchemy +7, Search +2; Scribe School, Combat Casting
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.
Languages: Dwarven, Common, Elven, Gnome, Orc
Possessions: Backpack, trail rations, staff, spellbook, spell component pouch
Spells: (3/2): All cantrips, Mage Armor, Shield, Magic Missile, Expeditious Retreat
 
Last edited:

log in or register to remove this ad

The above are 11 pre generated characters for a game I'm going to run in a week. It's a one shot at the Ohio Gameday gathering. The module I'm running is the Whispering Woodwind by Creative Mountain Games. Fir the pre gens I decided to go with race class combos that are not as commonly seen around the gaming table. The brief histories refer back to my personally world, but info on that is really not needed as it doesn't effect the game at all. I just wanted to includea little extra detail and another layer of reality by placing this all in a world I know well.

So, if one has any questions, comments, sees rules gaffs, please post and ask. The backgrounds can all be expanded on if people feel they need it, a lot can still be done. Thanks all.
 

well....

i would add in arcane spell failure chances for the gnomes in armor, and the total skill bonuses for the PCs who get racial bonuses to skills

Mardnab - arcane spell failure: 20% (chain shirt)

Feng - spell component pouch (or at least some wool and a brass key)

Dell - asf: 25% (breastplate); Spot and Listen +4; holy symbol

Seriphina - add: snake is Medium-seize (she won't be carrying it :D ); divine focus

Zook - HD 1d10+3; Special Attacks ?; asf: 40% (banded, shield)

Cade - Climb +4, Hide +7, Jump +4, Move Silently +5

Keth - SQ ?; bolts ?

Himo - isn't finished...

Gildain - AC 11 (i wouldn't add in the mage armor - it only lasts an hour), spell component pouch
 




Do any of these PC's have money or items of personal value (beyond their weapons/armor) in their possession? Overall, you did a very nice job with the characters Crothian!!

One suggestion -- you may wish to note which PC's have already been selected for game play this weekend.
 


Mardnab is played by Quickbeam. For the second adventure she is going to be third level.

Mardnab Beren: Female Gnome Barbarian 3; CR 3; Small-size Humanoid (gnome); HD 3d12+12; hp 39; Init +1 (Dex); Spd 30 ft; AC 16 (+1 Dex, +1 Size, +4 armor); Atks +6 melee (1d8+3/crit x3, warhammer); SA Rage 1/day ; SQ gnome traits, Uncanny Dodge (Dex bonus to AC); AL CG; SV Fort +7, Ref +2, Will +1; Str 14, Dex 12, Con 18, Int 12, Wis 10, Cha 10.

Skills and Feats: Intimidate +4, Intuit Direction +3, Jump +4 Listen +8, Spot +6, Wilderness Lore +5; Power Attack, Cleave.
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.
 
Last edited:

Feng is played by dshai527

Feng: Male Half Orc Bard 3; CR 3; Medium-size Humanoid (Half Orc); HD 3d6+6; hp 20; Init +2 (Dex); Spd 30 ft; AC 14 (+2 Dex, +2 Armor); Atks +4 melee (1d8+2/19-20crit x2 Long Sword), +4 Ranged (1d8/19-20 Crit x2 Light Crossbow); SA Bardic Music; SQ Bardic Knowledge; AL NG; SV Fort +3, Ref +5, Will +2; Str 14, Dex 14, Con 14, Int 14, Wis 8, Cha 12.

Skills and Feats: Bluff +6, Diplomacy +5, Gather Info +5, Knowledge History +4, Listen +5, Perform (Lute, Singing, Whisteling, Percussion) +7, Sense Motive +6; Point Blank Shot, Precise Shot

Special Attacks: Bard Song 3/day: Inspire Courage, Countersong, Fascinate, Inspire Compitance
Special Qualities: Bardic Knowedge +5
Languages: Common, Orc, Elven, Dwarven
Possessions: Longsword, Light Crossbow, 20 bolts, Leather armor, Lute, backpack, trail rations, spell component pouch, Magical Flute
Spells: 0th (3): Dancing Lights, Daze, Mage Hand, Open/Close, Resistance, Ghost Sounds
1st (2): Cure Light Wounds, Feather Fall, Message
 
Last edited:

Remove ads

Top