On the Merchant's Road - PC's

Festy_Dog

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Saxon Nusmaar 1st-level Druid (Mielikki)
Medium Humanoid (Human)
Hit Dice: 1d8 (8 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +2 armour, +2 shield), touch 12, flat-footed 14
Base Attack/Grapple: +0/+0
Attack: Scimitar +0 melee (1d6/18–20) or sling +2 ranged (1d4/x2)
Full Attack: Scimitar +0 melee (1d6/18–20) or sling +2 ranged (1d4/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Human traits, Wild Empathy +2
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 10, Dex 14, Con 10, Int 14, Wis 15, Cha 12
Skills: Concentration +4, Handle Animal +5, Heal +6, Knowledge (nature) +8, Listen +4, Spellcraft +6, Spot +4, Survival +8
Feats: Track, Spell Casting Prodigy
Environment: Kuldahar, Icewind Dale
XP: 600/1000
Weight: 161 lb
Height: 5'10'

Special Abilities:
Nature Sense, Animal Companion, Wild Empathy

Languages:
Common, Chondathon, Illuskan, Druidic, Sylvan, Giant

Spells Memorised:
DC:13, 0th- Read Magic, Detect Magic, Flare
DC:14, 1st- Entangle, Cure Lgt. Wounds

Companion:
Mzarem (wolf) Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1 (+4 racial bonus when using scent)
Feats: Track, Weapon Focus (bite)

Equipment:
leather armour
large wooden shield
scimitar
club
sling
15 bullets
backpack
waterskin
trail rations (7 days)
bedroll
sack
flint & steel
holly & mistletoe
torches (3)
masterworked longsword
silver dagger (poisoned)
32gp

Description:

Saxon's hair is long, thick and dark brown. He keeps it tied behind his head though a small multitude of strands usually escape and fall across his face. His eyes are a greyish blue and he smiles a lot, very talkative with animals but gets shy around people. His leather armour is light grey in colour and fairly elaborate, over the top of it is worn a thick, woolen, ankle-length coat which is loose so as not to hinder mobility. His backpack has his shield and longsword strapped to it in addition to many little trinket like objects he has collected while travelling. His scimitar, a prized possession, is worn on his belt with a few other miscellaneous items which he uses in everyday functions.
Though he keeps himself very tidy and neat, he seems to carry a feint smell of pine trees and snow. Mzarem is a male albino wolf, he is missing a couple of small patches of fur here and there, and carries a lot of scars, but otherwise he's very friendly with Saxon. Mzarem has a certain gleam in his eye, like that of a seasoned warrior, and is known to unnerve people he travels with by looking at them as though he were sizing them up for a fight.

History:

Saxon doesn't like to think about his history much, its not an incredibly happy tale, it can be summarised as follows:

[ooc: I've made some assumptions about the practises of the druids in Kuldahar, because I'm not entirely sure what their practices are so I just made them up if required. I'm pretty sure the druids of Kuldahar follow Silvanus, but Saxon prefers to follow Mielikki's attitudes and beliefs. Let me know if anything isn't alright. ]

Saxon's parents were teenagers who ran away from their home in the south, their travels took them to the tiny village of Kuldahar where they found a little place in the outskirts to live. To their misfortune they had a child, and because of their struggling income they knew they couldn't afford such a thing. Unfortunately again, his mother died shortly after giving birth from falling to illness in her weakened state.

With what felt like his other half gone and all to replace it was another mouth to feed Saxon's father was incredibly unhappy. He worked himself to the bone trying to earn enough to raise a child but could hardly do so as a single parent and still care for his son. Also during this time Saxon and his father became aquainted with the druids of the region, and for a short period Gunther and a half-elf druid, Silnir, had a relationship. Though short-lived, when the relationship ended they left on good terms and remained friends. Silnir was like the mother Saxon never had.

A decade passed slowly and painfully into history and though only ten years old Saxon had learnt of true hardships of life and to treasure and care for what little he had. He was very mature for his age. His father realised that and thought that to turn their life around he could now safely go off adventuring and leave Saxon to look after himself, with occasional check ups made by Silnir of course. Thus after a while, there had been no adventurer parties come through recently which he could join, Saxon bid his father fairwell as he went off towards the unknown to bring back great riches.

Time passed by and in his waiting Saxon wandered the wilderness around Kuldahar, taking an interest in the terrain
and its occupants. About three years sit themselves between when his father left and the current moment when Saxon finds that a female wolf whom he was friends with has had a litter of pups, he helps care for the somewhat large litter for a few months until they all are able to do their own thing. One whom he gained a special bond with was the albino of the litter whom he thought was a miracle of nature, this wolf had grown to be bigger than its siblings. It remained with Saxon through thick and thin and for another two years they managed to maintain themselves from the surrounding lands, and having very little contact with the actual inhabitants of Kuldahar.

Soon enough though a greying man, almost oozing with righteousness and honour, showed up on his doorstep claiming to be his father's father. He was a paladin. After Saxon told him of his history that he could remember, his grandfather, named Taurreyl, said that he would stay here and help him out. It had taken him this long to track his son here so he would just wait now for him to return from his adventures. After some time getting used to the presence of such a person in his humble home, Saxon was advised by Taurreyl to inquire into joining the druid grove nearby, an opinion shared by Silnir who had always liked the thought of having Saxon apprenticed to her. He did so and was very happy about finding a group of people he could get along so easily with.

The apprenticeship worked quite well and Saxon was very interested in learning the ways of magic, it fascinated him to no end. With his fervour for his new found faith he was soon initiated into the group, and their tattoos were applied to him all in the one sitting. Painful but a testiment to his determination.

Soon it became obvious that his father wasn't coming back, so Taurreyl gave Saxon a sword which was intended to be inherited by his father, it had been in the family for generations and though his beliefs barred him from using it Taurreyl implored that he carry it with him until he either found someone suitable to carry it or has a son who could take it from him.

Time passed by and the two became best of friends, though Saxon thought Taurreyl was too rigid and Tyrrel thought Saxon was too laid back. Eventually age caught up with Tyrrel and he died peacefully in his sleep, this was very distressing for Saxon despite it being painless. After a brief and heartfelt burial conducted by Saxon and fellow druids he went back to his normal way of life.

Briefly after his grandfather's death he was shaken by the death of his mentor, Silnir. To Saxon's understanding she fell prey to an unlikely foe, her brother Horlaen. Silnir and Horlaen had become druids at the same time and the bonds between them seemed strong. After Silnir took upon a student though Horlaen began to jest about her being too soft, or too merciful. These accustaions started to become serious, and Horlaen blamed Saxon for Silnir's change of heart, saying that Saxon should not have forced his weakling moral code upon her. It was quite the contrary though as Silnir saw a pleasant and refreshing train of thought in Saxon which didn't conflict with druidic teaching, she chose to adopt that attitude. Ultimately it led to her downfall as Silnir and her brother had to compete for a higher position. Horlaen had no qualms with disposing of his competitor, and thought best to cull her from the pack because he considered her weak. At a friendly meeting between the two siblings he challenged her to a fight to the death, she refused to fight her own brother and he subsequently killed her.

Saxon buried her as well, not far from his grandfather's grave. He went to see Horlaen and demanded to know what happened. Horlaen explained calmly what he had had to do, Saxon rebuked him for such heartless actions and though Horlaen defended his actions with his beliefs it was obvious he was pained by what he had done. Saxon swore vengeance and Horlaen had him expelled from the grove. Having no reason to stay he decided to wander away from it all, partly to put his past behind him and partly to find someone worthy of his grandfather's blade.
 
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Kiralin

Kiralin, 1st-Level Ranger
Medium Humanoid (Half-Elven)
Hit Dice: (13 hp)
Initiative:
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 leather armor), touch 12, flat-footed 12
Base Attack/Grapple: +1/
Attack:
Full Attack:
Special Attacks: —
Special Qualities: Darkvision 60 ft.

Saves: Fort +2 Ref +2 Will +2
Abilities: Str 11, Dex 14 Con 10, Int 11, Wis 16, Cha 12
Skills: Hide +6, Knowledge (nature) +4, Listen +4, Move Silently +6, Search +1, Spot +4, Wilderness Lore +7
Feats: Toughness, Track
Alignment: Chaotic good
Level Adjustment: +0


[will be updated shortly]

Hits: 13
AC: 14 (12 Flat/Touch)

Languages: Common, Elven

Gear
Backpack, bedroll, winter blanket, flask, flint & stell, hemp rope, sewing needle, tent, traveler's outfit
125 gp, 8 sp, 7 cp

Background
Kiralin became a ranger to lose herself in the woods. She feels uncomfortable anywhere other than her home forests but can become quickly acclimated to other wooded areas. She follows Mielikki as a matter of course and wields a longbow, shortsword, and dagger, favored weapons of the goddess. She also wears leather armor. Her worship is unobtrusive, though, generally taking the form of supporting the forest and its creatures. She is half-elven but appears fully elven to non-elves [insert typical physical attributes of FR high elves here--I don't have any FR stuff and it's been a while since I read anything FR]. She stands 5'4" and weighs 119 pounds. She appears about 30. She dislikes constructs for being unnatural and, for the most part, unsightly, and they are therefore her favored enemy. She is pleasant to be around but does not speak much, particularly about her past. No one knows why, and few have learned much about her.
 
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Killian Maxwell, gruff human chain fighter from the East

Killian Maxwell, 1st-Level Fighter
Medium male Human
Hit Dice:
1d10+2 (12 hp)
Initiative: +3
Speed: 30 ft. (20 ft in armor)
Armor Class: 18 (+3 Dex, +5 breastplate), touch 13, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: MW Spiked Chain +4 melee (2d4+3) or longbow +4 ranged (1d8)
Full Attack: MW Spiked Chain +4 melee (2d4+3) or longbow +4 ranged (1d8)
Saves: Fort +4, Ref +3, Will -1
Abilities: Str 14, Dex 16, Con 14, Int 13, Wis 8, Cha 9
Skills: Climb 2 (+4), Craft (Armorsmithing) 2 (+3), Intimidate 4 (+3), Jump 4 (+6), Ride 4 (+7)
Feats: Exotic Weapon Proficiency (Spiked Chain), Combat Expertise, Improved Trip
Alignment: neutral
XP: 945/1000 (600? from 'first adventure' + 270 (8/15/03) + 75 (8/27/03) )

Equipment: MW Spiked Chain, Breastplate, Chainmail (under construction), Longbow, 40 arrows, Dirk x 2, Sgian Dubh (small knife hidden in boot), Backpack w/ Quiver, Belt pouch, Alchemist’s Fire x 2, Artisan's Tools (chainmail armorsmithing), 50’ Chain w/ Grappling Hook, Sunrod x 2, Tindertwig x 2, Pitons x 5, Small hammer, Manacles, Steel mirror, Acid (flask), Oil (1 pint flask) x 2, and Flint & steel, travelling gear.
Regional Equipment: (Rashemen) MW Spiked Chain
Languages: Common, Goblin (learning)

Description and Summary:
5'9", dark scruffy almost curly hair, 175 pounds. Stout build, some minor scars from living. Focused and determined look.
Killian is a rough-and-tumble fighter from a far-away land of barbarians. He's somewhat callous to strangers, and not a "bleeding-heart" - he understands that to make an omelette, you gotta break some eggs. Some people die - that's life. It's hard and short.
He has high stamina and fortitude due to growing up in a savage, brutal society. He views family and friendships as all-important.

Here's a drawing of Killian Maxwell, as brilliantly interpreted by our esteemed DM:
killian.jpg


Background:
Killian was born to a large family, and has fought to eke out a place for himself ever since.
He grew up in the wild lands of Rashemen where it seemed you had to have a large family, since it was so rugged and dangerous around there, many would die to the cold, or to the beasts that roamed the wilds.

As the 5th born of 7, with 2 older brothers and 2 older sisters, and a younger brother and sister, Killian would frequently be alternately beaten up by or beat up on his brothers, depending on the age of the brother involved.

The rugged land provided a fertile learning ground for young Killian - he saw how work was sometimes rewarded, sometimes taken advantage of by raiding parties, sometimes bartered unfairly for, sometimes finagled into more than its worth.
Being able to see both sides of the situation was something that came naturally to him, not being too swayed by either extreme, settling in the comfortable, non-committed center.

Killian grew up among the others, doing his chores and such, while trying to distinguish himself from the 'pack', so to speak.
He knew he was destined for more than the life of a farmhand - he'd make it so.
His brothers dabbled in fighting - what Maxwell son didn't?
His oldest brother was the largest of the family, and favored a greatsword, like his dad.
His other brother preferred a longbow.
Killian usually had to make due with a shortsword or somesuch.

One day, after a raiding party of orcs and goblins attacked a neighbor's plot of land, he and a teenage friend wandered over to see if they could see anything interesting, when Killian found a strange large chain covered in spikes which looked quite nasty and dangerous.
One of the fleeing humanoids must have dropped it, and immediately Killian felt this was his weapon - a way to distinguish himself from his brothers, and cause people fear, or trepidation in dealing with young Killian.
He saw in the chained weapon a metaphor for life; all events being links in a chain. He learned to craft chain into armor and accessories, which he wears on his person and makes trinkets and such for people in his spare time.

Killian soon reached the age of dajemma, a year-long journey steeped in ritual, wherein traditionally Rashemi see the world and grow to adults. His immediate-older brother had already gone (the oldest brother stayed to work the family business).
He chose to travel west, of course, as there was almost nothing to the east of Rashemen, and everything lay west.
He spent time in Mulptan, Rashemen's northern trading gateway to the outside world.
He did menial labor, and gradually worked up to be a bouncer, and guard, and then mercenary, alternately protecting his employers then attacking others, depending who's coin he was serving at the time.

He followed the trade routes thru The Great Dale, and thru Impiltur, then east to the "jewel of Faerun" (as they liked to think), Procampur.
He set out exploring the large city, and learned its laws and ways from where he stayed in the Port District.
While he was not a native of the town, so he was not granted full citizenship (as marked by a magical green mark on every person's arm), he joined the Fraternity of Venturers and took work as a man-for-hire, for any venture that could utilize his growing skills.

He sees no problem with using his skills to be paid - it's the way of the world, and fretting about it isn't going to change anything.

After Killian worked a few 'jobs', since Procampur's ever-present Diamond Legion was always looking for another example to haul up to Way's End and punish publicly, Killian decided to travel west - make a trek to reach the Coast, learning and experiencing what the Heartlands have to offer along the way.

He booked passage on a ship travelling west, and eventually traversed the Inland Sea and set in at the monstrous trading city of Westgate. After settling in for a bit, and exploring the city, he decided to take employment with a caravan heading west as a caravan guard.
His quick, smart fighting style, and rare expertise with the spiked chain was put to good use, and his services were valued by the caravan, who recommended him to another caravan which was continuing west. This transfer happened in Iriaebor. Killian thought the spired city's internal politics and squabbles were quite wasteful, and a level-headed man may be able to take advantage of the games-playing, but politics just wasn't his strong suit, so he continued west, thru Asbravn and Berdusk on his leisurely way to the coast.

Asbravn seemed much like home to Killian, with it's farmers and markets. He spent many months there, even adventuring in the catacombs of the city in the pursuit of a promised treasure that didn't end up materializing. This experience made him distrustful of empty promises, without facts to back them up.

After a year of travelling and living, Killian had decided the road agreed with him and decided not to return to the East. He neared the Sword Coast, pulling in to the relatively small town of Beregost after leaving the caravan once they hit the coastland trade routes.

After a couple months wandering on the coast, he ventured North into the more rough lands that were more like his own in the Far East. Along the way, he met up with a band of adventurers that looked to be the type he was looking for - people interested in money, adventure, and a way to grow in skill while seeing the world.

The road is open before Killian, like his life is...
_____________________________________________
 
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Aztaryrx

Aztaryx
Sun Elf, 1st-Level Sorcerer
Medium Humanoid (Elf)
Hit Dice: 1d4 +3 (7 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0
Attack: Quarterstaff -1melee/ 1d6-1 damage
Full Attack: Quarterstaff -1melee/ 1d6-1 damage
Space/Reach: 5 ft./5 ft.
Special Attacks: Magic
Special Qualities: Elven traits
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 8, Cha 18
Skills: Knowledge Arcana +6 Spellcraft +6 Knowledge Dragon-kind +6 Search +4 Spot +1 Listen +1
Feats: Toughness
Alignment: Neutral Good
Advancement: As Sorcerer
Level Adjustment:EXP Earned:EXP needed for level: +001000
APPEARANCE:
Az stands 5’ 8” tall and 125 pounds. He has very bronze skin and white blond hair with Golden eyes. He is typically dressed in a yellow robe with yellow sandals. His mannerisms are unusual and he seems to have not been raised by elves. He speaks better Draconic than Elven
COMBAT:
Az prefers to stay out of the line of fire casting Color Spray and Expeditious Retreat to keep himself safe.

Elf Traits (Ex): Elves possess the following racial traits.
— +2 Dexterity, –2 Constitution.
—Medium size.
—An elf ’s base land speed is 30 feet.
—Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.)
—Low-light vision.
—Weapon Proficiency: Elves are automatically proficient with the Longsword, rapier, longbow, composite longbow, Shortbow, and composite Shortbow.
— +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
—Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
—Favored Class: Wizard.
Az does not have a familiar.

Spells per day: Cantrips = 5, 1st level = 4

Spells Known:
Cantrips: Detect Magic, Read Magic, Arcane Mark, & Prestidigitation
1st Level: Color Spray & Expeditious Retreat.

Possessions:
1) Quarterstaff
2) Back Pack filled with 160GP

Background:
Aztaryx is the son of a sun elf woman and a gold dragon. He was taken from his mother after his 4th year and raised by his father in a cave. His upbringing was one of pure study and learning arcane knowledge was easy for him, magic flows through Az’s body like blood. He never questioned his existence and was never taught about other cultures until his 110th birthday.
The gold that sired Az sat him down one day and said “Hatchling, I am going to be set you upon the world. There are great wonders and dangers in the world outside the caverns. You must grow and learn if you are to take your rightful place at my side in the dark times to come.” The Wyrm reached out and stroked the elf child’s face with a claw as huge as the elf’s entire body. “Within you lay all of the power I can teach you now. You must experience the outside world and become wise.”
“Father? I don’t understand. Why must I leave? My books and scrolls are here. You are here. I have no need to see outside the caverns.” Aztaryx said his golden eyes and deeply golden tanned skin showing even in the shadows cast by his father. “There is nothing for me out there but hurt and misery. Have I not been a good enough apprentice? Have I done something wrong? Please do not make me go.”
The dragon made a sound in its chest like its heart was breaking and blew out a cloud of gas. Aztaryx was instantly paralyzed and the dragon reached out for him. AZ lost consciousness and when next he awoke he was standing in a field near a road. There was a quarterstaff and a backpack of gold there with him. A note in draconic from his father said .I will keep watch over you hatchling. Remember I have done this only to make you a greater person than you are now but not half the person you will one day be. Go with my love.

Az picked up his belongings and took to the road having no knowledge of where he was.
 
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