[OOC] [D&D 3.5: FR] Silverdale

[sblock=Fandalla Caomhanach - work in progress]Fandalla Caomhanach

Dawnbringer Fand

Neutral Good Female Human (Illuskan) Cleric 1

Patron Deity: Lathander
Starting Region: The City of Splendors, Waterdeep

EXP: 0


Strength 10 (+0) [10 base]
Dexterity 8 (-1) [8 base]
Constitution 14 (+2) [14 base]
Intelligence 10 (+0) [10 base]
Wisdom 18 (+4) [18 base]
Charisma 14 (+2) [14 base]


Size: Medium
Age: 23
Height: 5' 6"
Weight: 141 lb
Eyes: Green
Hair: Copper
Skin: Fair

[sblock=Appearance]Fand is a tall, healthy girl, with shiny copper red hair, piercing green eyes and freckles sprinkled across her nose and cheeks. She is well built, with a rather large bust and strong shapely hips, and has milky white skin that is soft to the touch.

The girl is radiant and very positive, with a constant smile on her face, and an energetic voice that is often louder than normal for a lady. Her movement is quick and precise, and her pose often suggests strength, both of physical and mental.[/sblock]


Total Hit Points: 10

Speed: 30 feet / 20 feet [armor]

Armor Class: 15 = 10 +4 [scale] +2 [heavy wooden] -1 [dexterity]
Touch AC: 9
Flat-footed: 15

Caster Level: 1
Spell DC: 10 + Spell Level + 4 (Wis)

Initiative modifier: - 1 = -1 [dexterity]
Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: - 1 = 0 [base] - 1 [dexterity]
Will save: + 6 = 4 [base] + 4 [wisdom]
Attack (handheld): + 0 = 0 [base] + 0 [strength]
Attack (missile): - 1 = 0 [base] - 1 [dexterity]
Grapple check: + 0 = 0 [base] + 0 [strength]

[sblock=Special]Aura (Ex): Neutral Good
Spontaneous Casting:
Positive Energy
Turn Undead (Su): 3+2(Cha)+4(feat)/day
Greater Turn Undead (Su): 1/day
Protective Ward (Su): 1/day[/sblock]

Weapon proficiency: all simple weapons, all types of armor (light, medium, and heavy), shields (except tower shields).

Languages: Common

Heavy Mace [1d8, crit x2, 8 lb., one-handed, bludgeoning]
Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.]
Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.]

[sblock=Feats]Extra Turning (bonus/racial)
Persistent Spell (CAr) (lvl 1)[/sblock]

[sblock=Skills]Appraise - 1 =-1 [Int]
Balance - 1 = -1 [Dex]
Bluff + 2 = + 2 [Cha]
Climb + 0 = + 0 [Str]
Concentration + 6 = + 4 [base] + 2 [Con]
Craft +0= + 0 [Int]
Diplomacy + 2 = + 2 [Cha]
Disguise + 2 = + 2 [Cha]
Escape Artist - 1 = -1 [Dex]
Forgery +0= + 0 [Int]
Gather Information + 2 = + 2 [Cha]
Heal + 4 =+ 4 [Wis]
Hide - 1 = -1 [Dex]
Intimidate + 2 = + 2 [Cha]
Jump + 0 = +0 [Str]
Knowledge (Religion) + 4 = + 4 [base]
Listen + 4 =+ 4 [Wis]
Move Silently - 1 = -1 [Dex]
Ride - 1 = -1 [Dex]
Search +0= + 0 [Int]
Spot + 4 =+ 4 [Wis]
Sense Motive + 4 = + 4 [Wis]
Spellcraft + 4 = + 4 [base]
Survival + 4 = + 4 [Wis]
Swim +0 = + 0 [Int]
Use Rope - 1 = -1 [Dex]
Tumble - 1 = -1 [Dex]
[/sblock]


[sblock=Spells]Spells/Day
0 level: 3
1 level: 2+1 = 1 + 1 [Wis] + 1 [Domain]

Prepared spells:
0 level:
1 level:
[/sblock]


[sblock=Level Advancement]
1: Cleric

HP: 10 (8+2)

Saves: Fort: +2, Ref: +0, Will: +2
BAB: +0

Skills (2 + 0 (Int) + 1 (racial): Concentration + 4, Knowledge (Religion) +4, Spelllcraft + 4

Gain:
Cleric Spellcasting
Aura
Turn Undead
Spontaneous Casting: Positive Energy
Sun Domain
Protection Domain
Greater Turn Undead
Protective Ward

Feats: Extra Turning (bonus/racial) Persistent Spell (CAr) (lvl 1)
[/sblock]

[sblock=Human]Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic)
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count[/sblock]

Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.

[sblock=Equipment]
Starting gold: 200 gp.

Mace, heavy 12 gp 8 lb.
Shield, heavy wood 7 gp 10 lb.
Scale mail 50 gp 30 lb.

Bedroll 1 sp 5 lb.
Blanket, winter 5 sp 3 lb.

Rations, trail (7) 35 sp 7 lb.
Waterskin 1 gp 4 lb.
Flint and steel 1 gp

Holy Symbol, silver: 25 gp, 1 lb.
Holy Symbol, wooden x 3: 3 gp. (1 integrated on shield, 2 in backpack)

Potion of Remove Fear 50 gp.
Spell component pouch 5 gp 2 lb.

2 x lvl 2 scrolls (region bonus)
_____
Total: 154 gp 41 cp / 70 lb (heavy encumbrance for str 10)


On person: 45 gp 50 sp 9 cp
[/sblock]

[sblock=Background]The eldest daughter of an Illuskan sailor and his wife, who settled in the city of Waterdeep after leaving the harsh northern regions of the Dales and their tribal like heritige, Fand has known her people's culture only trough stories and what little books there were to be found on it, and has thus grown up as a "city child" according to her parents. Both her mother and father were very proud of the Illuskan lineage and their part in the founding of the City of Splendors, and thus Fandalla has always been one who would honor her blood despite not having sailed on a dragon ship, nor lived up north in the snow covered Dalelands.

She is a strong willed girl, and has been like this since her earliset years. Keeping her two younger sitsers and younger brother in line, as well as caring for them when their mother took up a sewing apprenticeship, had carved Fand's personality as a responsible and caring person. However, she has always been one for freedom and exploration, and had frequently broken the rules herself, even as she tried to teach her younger siblings responsibility. Fand grew from a lively and adorable child in to a pretty and vigorous girl, who was quick to make friends and give trust, even though the lads her age would normally be intimidated by her height and determination.

Radiant and smiling, Fand is also very moody and can quickly change tempers, just as her fiery hair suggets. She is open and energetic, and often would approach strangers and strike up a conversation, just for the sake of meeting new people. Of course, doing so in Waterdeep would put one in certain unpleasant situations more often than not, but Fand is not one to be discouraged or to have an overly enduring memory for bad things.

Her father had been revering Umberlee as a sailor, while her mother worshipped Auril above the other deities of Faerun. It was Fand's implied destiny to follow in her parent's foosteps, and offer her prayers to one of the harsh Goddesses of the North. However, as luck would have it, she was saved as a child by a Cleric of Lathander.

Although the girl remembers little of the accident, it came to happen with her climbig up to the third floor of a building in the Sea Ward, on a dare (something she would not pass up) and slipping, thus falling to the hard cobblestone below. Fand would have surely perished then and there, if it were not for a priest of Lathander who was pasing nearby, and immediatly upon hearing the cries of the other children, rushing towards the prone girl and healing her.

Fand's memory of the man is only that he was very tall and with shining blond hair, but that is of little importance, as she never even learned the man's name. Grateful beyond words, Fandalla's parents decied that this was a sign by the Gods, and that they should bring their child up in the new cosmopolitan ways of Waterdeep, instad of clinging to their tribal Illuskan heritige and their traditional rune magic.

And so, young Fand grew up to be a free spirited child, ever smiling and energetic, and entered the ranks of the Chirch of Lathander at the age of sixteen. Being the huge metropolis that it is, Waterdeep of course housed an immense temple to the deity - the Spires of the Morning. Fand studied and trained amongst the other acolytes, under the watchfull supervision of Dawnbringer Morris, and although she never found out who her unnamed saviour was, the girl proved to be an excellent disciple in the ways of the Morninglord.

Upon her entry in the ranks of the Dawnbringers, the High Dawn of the temple summoned Fand, and sent her off on her first missionary assignment, right in the heart of the Northern lands her parents had fled many years ago. The reasoning behind High Radiance Ghentilara's actions remains unclear to Fandalla, but she suspects she has been sent to the developing community of Silverdale to spread the word of the Morninglord, assist with the new beginning (part of Lathander's dogma, and something she much enjoys) and possibly reconnect with her Illuskan heritige. Whatever it is, Fand is ready and willing, arriving by boat and then by coach to the new town, with a backpack on her back, armour clad and mace in hand, and a smile on her face.[/sblock]

[/sblock]

Still to do: Spells, Items, Backstory, the other things are fine IMO. I'm thinking she is from Waterdeep, a former acolyte in the Spires of the Morning (Power of Faerun), sent to Sivlerdale as an emissary by High Radiance Ghentilara. Do we get the bonus items from the Faerun starting packages btw?
 
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[SBLOCK=Lothar - Halfling Warmage][SBLOCK=Character Sheet][SIZE=+1]Lothar[/SIZE][/SBLOCK]

[SBLOCK=Description]Lothar is an oddity for halflings in the lands of the big folk, as he does not resemble the stereotype that most big ones have embraced that all halflings are soft and fat. He is rather lean with a defined musculature that can sometimes be seen rippling beneath his leather armor. He has close cropped black hair and whiskers, and his eyes are black as well, with an intense gaze few can meet for long.

Lothar is generally quiet, though his opinion is swift to be heard in matters he feels pertain to him. He carries himself with a brooding air, and his serious presence seems to stifle many a gathering of a joyous or humorous nature.

He is a creature of order and privacy, especially his own, and anyone who has been around him for any sustained length of time has heard the story of how he burned (literally) a miscreant he caught going through his things. He always wears a dark smile when he recounts this tale.[/SBLOCK]

[/SBLOCK]

[SBLOCK=Monkey]Would it be possible for me to make him Lawful Evil, what with a Paladin in the group? He's not a demonic lil guy, he's just kind of obsessed with position and power. :) [/SBLOCK]

Sheet still needs some tweaking, but it's essentially ready.
 


I'll look over the character sheets submitted so far, in detail, on Monday.

I'd like to avoid the evil alignments, though I generally house rule that the detect alignment spells only work against creatures, spells, items, etc that have an alignment subtype, including character classes that have an alignment aura as a class feature.

So, useful for detecting a disguised succubus, or an unhallow effect, or a cleric of Bane, but not for scanning the tavern to see who the local miscreants are.

But, as I said, I'd like to avoid evilly aligned PCs for this game unless you have a compelling reason for it.
 

Most exalted DM do we get the starting equimpent bonus of our chosen region? For Waterdeep Fand can get 2 level 2 scrolls, which will be quite handy.

Also, can i reference notable FR NPCs (like the aformentioned High Radiance of the Chirch of Lathander?) in my backstory?
 

Yes, you get all the benefits of your starting region (assuming your race/class are compatible).

As for referencing Realmslore and NPCs in your backstory, the more you stick to the Realms books mentioned in the first post (Campaign Setting, Lords of Darkness, Magic of Faerun, Monsters of Faerun) the more I'll actually be able to use.

So, that's not a "no" but if you include flavor from other sources I'll likely just skim over it and forget it once the game starts.
 




Just to let you know I'm still around and haven't forgotten. real life is really hectic at the moment but I hope to have something up tomorrow or Saturday.
 

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