OOC for on the Merchant's road. (RE-STARTING the Game!! CLOSED)

Killian Maxwell, male human Ftr1: HD 1d10+3; hp 13; Init +2; Spd 20 ft; AC 17 (+5 chainmail, +2 Dex); Melee spiked chain +4 (2d4+3)
AL N
SV Fort +6, Ref +2, Will +0

Str 14, Dex 14, Con 16, Int 10, Wis 10, Cha 10.

Skills : Intimidate 4 (+4), Jump 4 (+7), Ride 4 (+7)

Feats: Exotic Weapon Proficiency (Spiked Chain), Power Attack, Cleave.

Equipment: MW Spiked Chain, Chainmail, Longbow, 40 arrows, Dirk x 2, Sgian Dubh (small knife hidden in boot), Backpack w/ Quiver, Belt pouch x 2, Alchemist’s Fire x 2, 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: MW Spiked Chain
Languages: Common

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 good-hearted but not bleeding-hearted fighter from a far-away land of barbarians.
He possesses incredible stamina and fortitude, almost oblivious to environmental conditions 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.

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 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.

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...
_____________________________________________

I'm fairly new to FR, but have the books.
Where exactly is Evermoor Way, and Everland?
I can't see them on the map.
 
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I might be interested, but 28 points sounds... limiting. We In Character bastards do have a dice roller in the chatroom that rolls legitly.

Basically I'm thinking of playing an Expert or a Diviner with tons'o'skills n' crap. I have a Diviner that I rolled up for a Face to Face game that has a total value equal to 36 points I think...

Donno, but I could always accomadate the DM. Still though... I'm not sure if I have time... Humph...
 



This is all pending that I decide for sure to play, but here's my updated character idea. I know little about FR, so telling me a little tiny bit would sure help me develop background etc.



Jansden La Crosse
Medium Sized Humanoid
Hit Dice: 1d10 (10 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 14 (+2 Dex, +2 Armor)
Attacks: bastard sword (primary) +0 melee, bastard sword (secondary) +0 melee; or mighty (+3) composite longbow +3 ranged
Damage: Bastard sword (primary) 1d10+3, bastard sword (secondary) 1d10+1, mighty (+3) composite longbow 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort +2, Ref +2, Will -1
Abilities: Str 16, Dex 15, Con 10, Int 15, Wis 8, Cha 8
Skills: +4 CC Balance (Dex), +4 CC Escape Artist (Dex), +4 CC Hide (Dex), +4 CC Move Silently (Dex), +4 CC Tumble (Dex)
Feats: Ambidexterity (Human Bonus), Two-Weapon Fighting (Normal), Exotic Weapon Proficiency: Bastard Sword (Fighter Bonus)
 
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Todd — I've finished Aravalir, made some small changes to tweak him a bit, but otherwise, he should be done.

Reaper — I had to check the locations because I wasn't sure either. If you check out p. 174 of the FRCS (it's the map of the Silver Marches), Evermoor Way runs between the Silverwood and the High Forest, bending SW around the Evermoors (right past Olostin's Hold). Like the fighter, by the way :)

Best,
tKL
 

I'm thinking of taking a level of wizard at every 5th level...

5/10/15/20... just an idea though...

Still not sure if I can play... I'm a bit out of control in my schedule for a couple days, so I'll wait to find out.
 

What would the regional eguipment package for the area around Icewind Dale be?

I've decided on a human druid, I'm putting what I can together right now.
 
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creamsteak - just a quick note about those stats - if you use a bastard sword in two seperate hands, you'll get the penalty for not using a light weapon in your off hand.

and Mighty Composite Longbow is a bit pricey to start out with, of course. (edit: unless it's starting equipment for your region, i'm thinking?)

Hey, tjasamcarl - an Uthgardt barbarian?
Kinda like Ubaar? ;)
I stretched the info about the Uthgardt tribes and made Ubaar from the Thunderbeast tribe (hence the totems in my sig).
It sure is appropriately close to the Tribes - heck, a stone's throw away!
FR is so big, it's hard to have a 1st level character travel too far, I'd think?
I had to have Ubaar travel fairly far south east for the Non-Iconic Adventure. :(
 
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