[PbP][FR] Against The Storm Character Thread.


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Ubaar Sauropat, male half-orc Mnk1, Clr5, Mighty Contender of Uthgar4
HP 78 (6d8+4d10+10) 104 while under Rage spell, 124 under Bear's Endurance spell
Init +1 ; Spd 30 ft
AC 16 (+1 DEX, +2 Bracers of Armor, +3 WIS) (+5 in lizardman form, +4 or +5 w/Barkskin, +3 or +4 w/ Shield of Faith, +1 in Haste, +2 or +3 with Magic Vestment)

Str 23 (+6) (+4 w/ Rage, +4 w/ Bull's Strength, +9 when Surge of Strength'ing (Bull's Strength doesn't stack with Feats of Strength), +2 w/ Enlarge Person, +2 with Death Knell) (+15 with all)
Dex 12
Con 12 (16 with Rage, 20 with Bear's Endurance)
Int 10
Wis 14 (16 w/Periapt)
Cha 8

AL CG
SV Fort +13 (+2 in Rage, +2 w/ Endurance), Ref +7, Will +15 (+2 morale bonus in Rage) (Cloak of Resistance's +2 already added in to all)
BAB +7/+2

Atks +13/+8 melee (w/ base STR)
** +8 more under Rage, Surge of Strength, and Enlarge Person
** +21/+21 tail/+16/+16 tail w/ Tail of the Beast, 1d10+14 for tail
** +1 more with MW Hizaagkuur Greatsword, 2d6 + (19 STR+1 fire +1 electricity) or 3d6 + (21 STR+1 +1) when Enlarged
** Can Power Attack for -7 to attack, +14 to damage
** +3 to attacks and damage w/ Divine Favor
** up to +22 unarmed (+24 while charging), 1d8 + (14 STR (28 w/ Power Lunge) +3 Divine Favor +1 Magic Fang) x3 damage from Flying Kick and Sandals of Tiger's Leap

Atks +8/+3 ranged (+10/+5 with MW bow and MW arrows, 1d8+6 damage)

Skills: Concentration 7 (+8 or +10), Intimidate 4, Jump 5 (+13 or +20), Knowledge: Religion 9, Perform (drums, dancing, tribal chanting) 4 (+3), Tumble 5 (+8 w/ synergy).

Feats: Improved Unarmed Strike, Improved Grapple (no AoO, +4 to grapples), Power Attack (2-handed weapons get twice the bonus), Craft Wondrous Item, Power Lunge (2x STR modifier to damage when charging - give up an AoO), Flying Kick (OA) (2x damage with unarmed strike on a charge)

'Normal' Equipment:
Chain Shirt Armor (100 gp)
MW Greatsword (made from Hizaagkuur metal : +1 fire, +1 electricity damage) (1,550 gp)
Greatclub (symbol of Thunderbeast carved in)
MW Composite Longbow, +6 STR rating (1000 gp)
30 MW arrows (300 gp)
30 normal arrows
3 Flasks Alchemist's Fire (150 gp)
4 applications of Suregrip, 1 used (+2 circumstance to Climb and grapple checks for 10 minutes) (100 gp total)
5 doses Mule Pollen (+2 to STR but -2 to INT and WIS for 1d4x10 minutes)
Handdrum
Standard Adventurer's Gear (detailed if desired)

Magical Equipment and history:
- Wand of Cure Light Wounds 750 gp : recently given after a cleric saw Ubaar run out of healing after a battle. 40 charges left
- Headband of Ferocity (crafted) 1,000 (80 XP cost) : crafted after Ubaar became frustrated at not being able to stay up for the last stages of a combat
- Pearl of Power 1st level (crafted) 500 (40 XP cost) : crafted after Ubaar thought "If I just had one more spell today..."
- Necklace of Prayer Beads (karma) (crafted) 2,500 (+1,000 gp nonmagical beads) (200 XP cost) : This item is special to Ubaar - it holds beads which symbolize his victories in life, and the Strength of Uthgar flowing in his veins.
- Gauntlets of Rage (crafted : (3rd level DotF spell, 3 times per day when struck together) only for half-orc Contenders of Uthgar) 6,300 + 250 for the Rage spell to be cast (504 XP cost) : these were crafted with the help of an old hermit, Izra, that foretold Ubaar's greatness before he was born (see backstory) - Izra's power was given to Ubaar so that he may better attain heights of heroism, and help his people help the world.
- Periapt of Wisdom +2 (crafted) 2,000 (160 XP cost) : these were crafted on suggestion from a tribe that Ubaar helped save from Storm's forces - they helped in the resources, so that he could gain more Wisdom, thereby making it less likely that such a weapon as Ubaar would not be used against them.
- Stomp boots (see below), enchanted as Sandals of the Tiger's Leap (S&F) (doubles unarmed damage on a charge) (crafted) 1,750 gp +10 for the casting of the Jump spell (140 XP cost) : Ubaar was helped in the creation of this weapon after he used his Flying Kick to devastating effect in a battle. This makes his stomps even more deadly if unavoided.
- Belt of Speed (crafted) 6,000 gp +250 for the casting of Haste (480 XP cost) (extra attack on full action, +1 to attack, +1 AC and REF saves, 20 feet faster)
- Shirt of Alter Self 3x per day, 30 min duration (crafted) 3240 gp + 90 gp for Alter Self spell (260 XP cost) : Ubaar's former adventuring friend Taz showed how he could become closer to a Thunderbeast by temporarily transforming into a Lizardman (+5 natural armor, +4 balance, jump, swim, natural weapons (2 claws 1d4, bite 1d4) and Ubaar liked it. He uses other forms occasionally.
- 3 Scrolls of Obscuring Mist, 2 of Magic Weapon, 2 of Enlarge Person, 1 of Inv. to Undead 200 gp
- 2500 gp offering for casting of Permanencied Magic Fang.

Total GP used: 31,980
Total XP cost: 1,864

Booty from the adventure
+1 longsword, +1 Mithral Breastplate (not worn), 5 potions of drow sleep poison, potion of CMW, Bracers of Armor +2 (worn), Cloak of Resistance +2 (worn)

SA: Flurry of Blows (when unarmored)
Turn Undead (Su)– 2/day, Ubaar Sauropat can attempt to turn undead creatures. He can turn undead with no more than (1d20+7)/3 HD. Each attempt, he turns 2d6+5 total HD. Undead with 3 or fewer HD are destroyed instead. +2 to turn attempts from Knowledge (religion)

SQ: Half-Orc Traits (Ex)–60 foot darkvision, orc blood.

Domains: Strength and Thunderbeast.

Thunderbeast domain granted power:
Free Stomp feat: When you attempt to overrun (PHB, page 139) an opponent of your size or smaller, the target may not choose to avoid you. If you knock down the target, you may make one leg attack against him or her, gaining the standard +4 bonus on attack rolls against prone targets

Stomp boots: These specially-made boots have metal inserts and metal ridges along the bottom of the sole. The ridges are in the shape of a Thunderbeast's footprint, so they leave that indentation on a victim. They count as unarmed attacks when used, similar to a gauntlet, but for the feet. All they do is allow the wearer to do normal damage with a foot stomp.

Caster Level 7:
Cleric Spells Prepared (6/5+1/4+1/3+1/1+1):
0 - Stomp, Create Water, Detect Magic x2, Virtue (1 min), Resistance
1 - Enlarge Person x2 (domain) (1 min/level), Divine Favor x2 (1 min), Shield of Faith (1 min/level), Smite (+WIS to attack, +level to damage until discharged)
2 - Barkskin (domain) (10 min/level), Bull's Strength (1 min/level), Bear's Endurance x2, Death Knell (10 minutes per HD, 1d8 HP +2 STR, +1 caster level)
3 - Tail of the Beast (domain) x2, Dispel Magic, Magic Vestment (+1 per 4, 1 hour/level)
4 - Spell Immunity (domain) (1 spell per 4 levels, 10 min/level), Greater Magic Weapon (+1 per 4, 1 hour/level)

Spells functioning:
Unfailing Endurance (DotF) (1 day/level) +4 morale bonus to saves that cause weakness, fatigue, exhaustion, or enfeeblement
Magic Fang, Permanent (+1/+1 to unarmed kick)

Domain spell descriptions:
Thunderstomp (1st level):
- 5' radius effect per every 3 caster levels centered anywhere within close range (i.e. 10' radius at 6th, 15' radius at 9th).
- All creatures in the area must make a Balance check (DC = 10+Caster's Strength bonus) or fall down.
- Creatures who fall prone must make a fortitude save (DC = 10+Caster's Strength bonus) or be stunned for 1 round.
- Creature's size and stability modifiers are applied to their saving throw which means giants would be harder to affect (makes sense) and smaller ones would be easier.

The 0-level spell Stomp has the same mechanic, except it's only for 1 target in range.

Tail of the Beast (3rd level)
Evocation [Force]
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Duration: 1 round/level
Saving Throw: None
Spell resistance: No
Tapping into the spirit of the Thunderbeast, the shaman grows a tail appendage and can use it for offensive strikes and better balance. The tail has a greatclub on the end of it, similar to the Shunosaurus’ primary weapon. This club is one size larger than the caster’s size (doing 1d10 (x2) damage if cast by Medium-sized creature, 2d6 if Large, etc.) but only adds 1 x caster’s STR as a damage bonus. The tail has a 10 foot reach, and benefits from combat feats and maneuvers (including Charge, Power Attack and Cleave, threatened range and flanking).
A target hit by the tail must make an opposed Strength check (vs. a Large creature with 22 Strength) to avoid a Bull Rush.
In addition, the tail provides a +4 stability bonus to any of the caster’s checks for resisting a Bull’s Rush or Trip.
For the duration of the spell, the caster is granted an extra attack that otherwise acts like the 2nd level Spiritual Weapon spell (including iterative attack capability).
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Occupation
Ubaar is a Champion of half-orcs, and a force for Good.

Personality and Long-Term Goals
Ubaar respects Strength.
Not just physical Strength, but Inner Strength.
Of will, of conviction, of passion, of dedication, of intellect, etc.
He has experienced first-hand the way that the world pre-judges half-orcs. Most people let their prejudices blind them. While he understands people's trepidation in dealing with half-orcs, he is bound and deremined to show the world that half-orcs can be Great, just like those Champions they respect.
He will do this by performing great things. Great feats of Strength that dwarf what normal men can do, and Great feats of Good that finally show all that an orc-kin can do more than destroy.
Further, Ubaar doesn't want to just integrate himself into society, trying not to make waves, by just fitting in with 'civilization' (he doesn't think that 'civilization' is all that civil - just a veneer of political BS and niceties that masks the same base cruelty and primitiveness that is in the Wild).
He wants to MAKE 'civil' society make way for him, and re-create their attitudes re: half-orcs.... force them to realize their narrow-minded and prejudiced ways.

He speaks primitive Common, not because he's not intelligent, but because he hasn't been around civilized speakers to get all the grammar good.
His words are usually careful and slow but it is more to keep people at ease than because he is unintelligent. His actions are the opposite, however and he normally prefers to act quickly than to ponder. Overall he can be considered to be a powerful ally or foe and a loyal companion.

General Appearance and Distinguishing Features and Habits
Height 6'6"; Weight 280.
Hair: Coarse black, with a single, white lock.
Eyes: Crystal clear blue.
Notable Features: There is a tattoo of a large slime-green brontosaurus body on his chest. He has some visible scars on his leathery skin .
Ubaar is an imposing presence due to his size, but strangely something about him makes people more at ease with him than most half-orcs.
His hair erupts from his head like an explosion of dreadlocks, all of which are jet-black save one forelock forever painted white by the gods. The hair itself feels more like coarse wool or yarn to the touch than human hair.

Tastes and Preferences
Ubaar is a simple soul, loyal in his friendships, and furious in his displeasure. He likes the simple things in life; food, drink, drumming, revelry, women, and besting others in combat. He likes fighting, and doesn't consider it an adverserial thing - tribesman wrestle and fight each other to test each other's prowess and stay fit, to better survive the Wild.
He likes to drum, and dance. He has enganged in religious discussions with men of many different faiths in his travels.

Residence:
Ubaar hasn't had a domicile since growing up with his mom, dad, and tribe.

Background History Summary (full story here)-
Ubaar is the son of a brawling, laborer orc named Herk and a rugged, survivor human named Leta. He grew up in The North, near Morgur's Mound, with both human and orc influences. He liked the animals of the wild area his tribe lived around, including the legendary dinosaurs in the region, especially the fabled Thunderbeast.

When Ubaar was but a wee orc, he was trying to walk around the grounds by his home. A sizeable rock was an obstacle in his way. Ubaar (all of 2 years old) braced himself, and with great child-like effort, summoned the strength to move the stone which was almost as large as he was. His mother, upon seeing this, related something to him that to this day echoes in Ubaar’s mind as one of his first memories:

"Oh, my little Ubaar, one day you will grow up to be the strongest in the land! Izra may have been right when he told me that story about you...(Ubaar later learned that Izra was a crazy old orc that lived deep in the Hills). I guess it's not as crazy as it sounded back then, when he told me you'd become a great champion!"

He believes he can bring respect to his people and honor his mother by performing heroic deeds and feats of strength in the more "civilized" lands. He knows the Thunderbeast's power will follow him into the political areas of Faerun.

He has learned much in his life from fighting and living. He left his Tribe and travelled south at an early age to learn more about this world that keeps orc-kin as a 3rd-class race. He had many adventures on caravan with his friend Jaida, and his exploits with his companions in the Non-Iconic Adventure to the Dungeon of the Fire Opal are sung whenever he pays a bard to do so. His goal is to make enough of a name for himself that he can be an example to other humanoids and others that even half-orcs can become heroes. His savage strength can work wonders and create legends.

He has also learned that magic can enhance one's own inner Strength. To this end, he learned the ways to craft items which would allow him to do even Greater Things. The item closest to him, though, are his Gauntlets of Rage. These were created with the help of Izra, the reclusive (some say crazy) old orc that foresaw Ubaar's greatness before he was born.

Friends and Enemies
Jaida
Also Kytess, Jalon, Murhid, Taz, Sollir (the Non-Iconic Squad)
Ivellios Doppleganger, however, never could get over his racist attitude towards orcs, and allowed his hatred to blind him. When they learned of the goblinoid armies (including orcs) sweeping down from the North, Ivellios held Ubaar's heritage against him one final time, and the two raging adventurers finally fought almost to the death, before they were seperated, Ivellios swearing a blood-oath to kill Ubaar the next time they met.
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Alcar Briar

Here he is, the lean, mean, butt-kicking (and healing) machine! He'll beat you to a bloody pulp with a 10-lb. sledge and then heal you up to do it all over again! Don't mess with Nature!

Alcar Briar
Male Human Fighter 1 / Cleric of Silvanus 8
Neutral

Strength: 16 (18)
Dexterity: 10 (12)
Constitution: 13
Intelligence: 10
Wisdom: 18 (20) (22 - Spellcasting Prodigy)
Charisma: 12

Hit Points:65
Armor Class: 17

BAB: +7/+2
Melee: +11/+6
Ranged: +8/+3
Ranged (Zen Archery): +12/+7


Fort: +10 = 8 (Base) + 1 (Con) + 1 (Survivor)
Ref: +3 = 2 (Base) + 1 (Dex)
Will: +11 = 6 (Base) + 5 (Wis)

Skills
Concentration 9 = 1 (Con) + 4 (Ranks) + 4 (Combat Casting)
Handle Animal 5 = 1 (Cha) + 4 (Ranks)
Knowledge (Nature) 4 = 4 (Ranks)
Knowledge (Religion) 4 = 4 (Ranks)
Move Silently 2 = 1 (Dex) + 4 (Ranks) – 3 (Armor Check)
Ride 5 = 1 (Dex) + 4 (Ranks)
Spellcraft 4 = 4 (Ranks)
Wilderness Lore 9 = 5 (Wis) + 2 (Ranks) + 2 (Survivor)

Feats
Weapon Focus (Maul)
Improved Initiative
Spellcasting Prodigy
Survivor
Combat Casting
Zen Archery

Gear
+2 Scale Mail
+1 Maul
+1 Mighty (+4) Composite Longbow
Travel Cloak (Magic of Faerun)
Gaunltes of Ogre Power
Periapt of Wisdom+2
Gloves of Dextrity +2
Heward’s Handy Haversack (Self Created)

Explorer’s Outfit
Cleric Vestments
Arrows (50)
Bedroll
Flint and Steel
Backpack
Whetstone
Horse (Heavy War)
Saddle (Military)
Saddle Bag
Waterskin
(2) Daggers
Sickle
Handaxe
Holy Symbol, Silver

Item Backstories

+2 Scale Mail – This suit of armor was presented to Alcar by his mentor Jocelyn at the completion of his initiate training. It is a fine suit of scale mail with scales in the shape of oak leaves. It is known has Thomas’s Armor. Many years ago an elven settlement was threatened by an orc horde. The local cleric of Silvanus wished to armor a ranger named Thomas Swiftshot for the coming battles. Not having the craftsman’s skill to create armor, the cleric enhanced his own ceremonial armor and gave it to the ranger. Thomas fought well in the battles with the orc horde and succeeded in leading the villagers to victory. Since that day the armor has been passed down among Silvanus’s followers.

+1 Maul – This maul was awarded to Alcar after the defeat of the cleric of Malar. The maul is known as the Ramming Stone. The head, though made of metal, was crafted to appear as worked stone. The shaft of the weapon was made of fine hardwood and carved with elvish runes which read the weapons name. It’s making was unknown but stories circulate that suggest Silvanus ensures the weapon serves his faithful.

Travel Cloak – This grey-green lightweight magical cloak was owned by Oswald, Alcar’s surrogate father. Alcar received the cloak after Oswald’s death. Oswald claimed to have gained the cloak in payment for gambling debt from a wizard. The cloak served Oswald well on his hunting trips providing respite from the cold, food during hard times, and shelter when in need.

Gauntlets of Ogre Power – These gauntlets were taken from the body of a cleric of Malar that Alcar defeated early in his career. They appear to be crafted from tanned ogre hide. Alcar thought it appropriate to use the gauntlets against the evil forces that created them. He assumed they were created by the cleric, but knows nothing else of their history.

Heavy Warhorse – A chestnut male this horse was rescued by Alcar from an abusive owner. Alcar run afoul of the horse owner, a dwarf named Grumbac, when a local dryad pleaded for Alcar to aid her in protecting her tree. The dwarf had planned on clear cutting a section of forest to setup a farm. With the dryads help, Alcar convinced the dwarf that his chosen spot was, in fact, haunted. When Alcar searched the abandoned farm house a severely beaten horse was found. Alcar healed the horse and was going to set him free. However, the horse had decided to adopt Alcar as his brother. Alcar accepted the horse’s offer and attempts to ride him only if the horse consents. Alcar uses bit bridle only in combat allowing the horse to guide itself in casual travel. Alcar, using speak with animals, learned the horse’s name is a thought-image of a horse charging through a thunderstorm and flying through the clouds. Alcar has translated this as Thunderwalker or Thunder for short.

Domains: Plant, Renewal

Spells Per Day: 6/6+1/5+1/4+1/3+1

0 -lvl:
Detect Magic x2
Light x2
Read Magic
Guidance

1st:
Divine Favor x2
Bless
Shield of Faith x2
Obscuring Mist
Domain: Entangle

2nd:
Bull's Strength x2
Hold Person
Sound Burst
Spritual Weapon
Domain: Barkskin

3rd:
Dispel Magic
Meld into Stone
Searing Light x2
Domain: Plant Growth

4th:
Summon Monster IV (Arrowhawk )
Air Walk
Dismissal
Domain: Control Plants


Backstory:

Alcar Briar was abandoned in the streets of Neverwinter at an early age. Never knowing his father or mother, he survived on the streets by his wits and his strength. He often stole food to fight back the hunger.

On one such occasion he ran afoul of a city guard veteran, named Oswald. Normally this would mean a quick trip to the city jail. But Oswald saw untapped potential in the youth. He offered to teach Alcar the skills of a city guard if he promised not to steal. Alcar quickly assented.

Strong for his age, Alcar quickly took to the arts of war. He knew what he life would be from that moment. He would, like his surrogate father, become a city guard. However, fate had other plans.

In the fall of his 16th year Alcar accompanied Oswald on a hunting trip to the forest. For several days the two lived off the land and hunted for their meals. Alcar proved quite adapt with the bow. He was also taken by the beauty of the forest. He felt an unseen tug in his mind, as if this is where he was meant to be. Oswald too could see the boy’s love of nature and suggested training under a ranger may suit Alcar better than city life. Alcar was overjoyed but those dreams were not to be. That night a disturbance was heard outside camp. When the two investigated they found a huge brown bear on a rampage.

That battle that ensued was quick and bloody. Alcar remembers little of the encounter, all was a blur of tooth, claw, and blood. Oswald was savaged by the beast and Alcar mortally wounded. Yet the sounds of battle were heard by Jocelyn, a cleric of Silvanus.

Jocelyn subdued the beast and healed Alcar, but was too late to save Oswald. Alcar healed over the next several weeks, but his soul was scarred. He felt a deep hatred of nature growing. However, Jocelyn would not let such beliefs control Alcar. She knew what Alcar only slightly felt. He had an innate connection to nature. He was meant to be a cleric of Silvanus.

As Alcar healed Jocelyn began to show him the beauty of nature. Alcar could not harden his heart against what he felt. Jocelyn taught him of Balance and natural order. He felt it to be true. When he looked about he could almost see the force of balance that flowed through all things. Jocelyn taught him the initiate’s secrets of Silvanus and he took quickly to them. Yet magic was beyond him, for he was held back by the hatred in his heart. Jocelyn told him freedom could only come if he held a Vigil and asked Silvanus himself for release.

Alcar anointed himself with the paste of crushed acorns, mistletoe, and rainwater. At the foot of a massive moos-covered tree he held his Vigil. During the Vigil, Silvanus gifted him with a vision. He saw the life of the bear that took Oswald’s life unfold before him. He witnessed a cleric of Malar infect the bear with a disease that turned the bear’s world into a red rage. Alcar saw the truth, a cleric of Malar was responsible for his surrogate father’s death.

Alcar left the next morning to hunt the cleric as a predator hunts prey. He knew the rage would leave him upon his success. He followed the Malarite’s trail of destruction and restored balance as he went. The twisted trees and animals were healed at his hands. Finally a day of judgment came. The cleric could run no further and battle ensued. The cleric of Malar fought like the beast he was. But no amount of savagery could overcome the force of Nature that guided Alcar’s blows. With the cleric’s defeat Alcar could take his vow to preserve the Great Balance of the Treefather. He then retuned to Jocelyn and learned all the ways of the Oak Father.

Occupation: Defender of Balance, Wielder of a Really Big Hammer

Personality: Alcar is a reflection of the balance he preserves. He prefers to stop and consider the whole picture before choosing a course of action. Yet, if the way is clear he can be quick and brutal. He hasn’t forgotten the jovial spirit of Oswald and enjoys a good joke. Most people find him unusually approachable for a cleric of Silvanus. However, there is no limit to Alcar’s wrath when he witnesses the mistreatment of Nature. He will use even “questionable” means to the end of protecting nature.

Appearance: He is a man of medium stature with a solid build. He is stronger than he appears and is quite wiry. He has a tan complexion, from living in the wild, and shoulder length chestnut hair, that is often tied back. He has green eyes and a scar that runs down the right side of his face from temple to jaw.

[Edit- Slight Appearance moved scar to right side to match with Heromachine picture]
 
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Alexander Lebel
Ranger 4/Rogue 3/Duelist (slightly revised with DM) 2
Alignment: Neutral Good

Stats:
Str 10
Dex: 20 (18)
Con: 12
Int: 18 (16)
Wis: 12
Cha: 12

HP: 59
AC: 23 (plus 2 points of Dodge, so up to 25 while dodging)
Initiative: +5 (Dex)

Feats: Dodge, Mobility, Spring Attack, Weapon Finesse: Rapier, Weapon Focus: Rapier, Combat Reflexes, Expert Tactician, Track

Magic items:
Rapier +1
Buckler +2
Amulet of Natural Armor +1
Cloak of Resistance +2
Headband of Intellect +2
Vestment of Quickness +2 (Dexterity)- this vestment was originally his father’s and was a gift from his mother when he left Cormyr for the first time.
Heward’s Handy Haversack
Potion of Cure Light Wounds

Masterwork Composite Longbow
10 Masterwork Arrows
40 arrows
Masterwork Rapier
Rapier
2 daggers
50 ft of rope (hemp)
Thieves’ Tools
Standard Adventurer’s Gear
500 gp

Attacks:
Base Attack Bonus: +8/+3

With rapier +1,
+15/+10
Dmg: 2d6+1,
Crit: 18-20 x2
Crit Dmg: 3d6+2

With bow:
+14/+9
Dmg 1d8
Crit x3

Special Abilities:
Favored Enemy (Storm’s forces)
Evasion
Uncanny Dodge (keeps Dex bonus to AC when flatfooted)
Canny Defense
Duelist Dodge +1 (as Dodge feat)
Precise Strike +1d6
Acrobatic Attack

Saves:
Fort: +8
Reflex: +17
Will: +5

Skills (that he has ranks in):
Animal Empathy: +6
Balance: +10
Bluff: +13
Climb: +2
Disable Device: +5
Handle Animal: +8
Heal: +2
Hide: +15
Innuendo: +4
Jump: +14
Listen: +13
Move Silently: +15
Open Locks: +5
Perform: +4
Read Lips: +5
Ride: +12
Search: +5
Sense Motive: +13
Spot: +13
Swim: +3 (not counting gear)
Tumble: +17
Wilderness Lore: +11

Spells: 1 first level Ranger spell: Entangle
Animal Companion: an eagle (named Hunter)


At first sight, an observer will probably be struck by Alexander’s thin build. He wears no armor and is slight at 5’11” and 145 pounds and thus resembles the stereotype view of a wizard more closely than he might admit. At 36 years of age (another thing that he might not admit, especially since he could pass as being younger), Alexander’s short, straight black hair is starting to be tinged with streaks of gray and is thinning. His skin is a light brownish hue, darkened by years in the sun, and his hands are callused from labor. His eyes are two different colors- his left eye is blue and the other eye is green. As a child both of his eyes were hazel, but at age 13 they shifted to their present state. He tries to stay clean-shaven, but often ends up with a noticeable beard by the end of each day. He wears a reversible embroidered vest- on one side of which is the emblem of a purple dragon.

Alexander left Cormyr voluntarily as a young man. The death of his father, Charles, a captain in Cormyr’s army (he was killed during the war against the Tuigan mongols) left him cynical about his purpose in life and determined to not join the army and march to his death. Alex stopped his informal training in the arts of war and started idling away the days, starting to hang out with a crowd that his father would never have approved of.

Alex’s mother, Jacqueline, is an independent woman who still works, advising businesses on the laws of Cormyr. She is not extremely wealthy, but definitely well to do for a woman on her own. She managed to deal with her husband’s death far better than Alex did his father’s. Alex could not stand abiding in the same place where his father was killed; his mother saw this and advised him to leave Cormyr to clear his mind and try to find some focus for his life. Alex saw her wisdom and agreed; even though he did not know how it would help him, he knew that his mother was thinking of his interests at a time when he could not. Alex has returned to Cormyr since, but never for more than a couple of months at a time- the ghosts of the past still linger and they will eventually drive him away with their irrevocable force.

After leaving Cormyr, Alex wandered around for several years without a purpose or a passion. Then one day in a village near Cormanthar he was introduced to his first real taste of life away from the city. As Alex was preparing to shoot down an eagle for his supper, a young elf appeared from seemingly out of nowhere and turned aside Alex's bow with his staff. The elf informed the somewhat shocked young man that among elves, even a child knows not to shoot an eagle during this time of year- since it was the mating season for eagles, one should hunt hawks if one wants to be able to hunt eagles the next year. Alex listened fascinated, and emerged with a desire to learn new things that has never left him.

A couple of years passed and Alex learned enough about nature to feel that his knowledge, while not complete, was as much as he wanted to know for now. One overpowering truth gave him the impetus to take up the art of war again- he had encountered true evil and with it a purpose in opposing it. Storm’s expansion in the North resulted in cities dominated by his forces, despite the puppet governments that were often left in place. Alex joined a resistance movement near the city of Yartar. In addition to their attacks on Storm’s forces (and sometimes regrettably, on the formerly loyal citizens of Yartar who had joined Storm’s forces), the resistance also tried to infiltrate the puppet government and to try to use it to aid their cause.

Alex found himself thrust into the role of the scout, and for the first time realized that his enemies were more than a match for him in direct combat. Alex evolved his fighting style, and began to use his stealth and agility instead of relying solely on the power of his blade. His skills improved noticeably, and he began to learn how to compensate for his lack of physical strength. This innovation has caused Alex to enjoy the thrill that his battles could provide when he proves his wits superior to his opponent’s brutish might. He enjoys it even more so now that he is past his physical prime, but recognizes that it is harder for him to do than it was before.

Alexander keeps with him his father’s breastplate, with a badly patched rift from the axe blow that ended his father’s life. He does not trust armor- probably for this reason. His favorite tactic in combat is to take a spinning, tumbling jump over the enemy’s guard, hit him on the way down, and roll out of reach.

His father was always several inches taller than he was, so Alex still has a habit of standing up straight whenever possible to try to compensate. He is outwardly jovial and often smiles, although as of late he has frowned more than he did at any time in the last decade. Alex enjoys living by his wits, but also likes the planning aspect and dedicated thought required for tougher problems. When answering a question or recalling some piece of information, Alex will tend to glance up towards the sky, even if he is in an enclosed room. His speech has the fluidity of one who is quick on his feet and his voice has a soothing quality that endears him to listeners.

Alex likes to sing and, although no one will ever consider his voice great, he has trained it to be good, a result of hard work during his youth. If asked why he sings, Alex would probably respond with something like “Alas to those who do not sing, for they die with all their music in them.” During his free time, Alex enjoys writing poetry and poring over every sort of book. He keeps with him a book on the history of the Realms and the traditions of its peoples as well as a book on games of strategy (another favorite pastime of his). His favorite food (and something that he tries to have wherever he goes) is a rich chocolate dessert. Alex likes people who are active- either physically (like his father was) or intellectually (like his mother is). In the past, he has liked women enough to spend his life with them, but the women who he likes the most tend to be the least compatible with his lifestyle.
 
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"'Why? Why do you do this to yourself?' she asked as he wiped his face with a wet cloth, cleaning the dried blood of his enemies from his brow.
His eyes dropped, and his voice grew silent. 'Because the gods know my sins, lady,' he replied, 'and every day I live is another punishment for my crimes.'"
-excerpted from the novel "Exile" by Alustair Albrecht.

Calain Alucard, “The Exile”- Male Human Wizard 9, Chaotic Neutral
Strength: 10
Dexterity: 10
Constitution: 12
Intelligence: 20
Wisdom: 16
Charisma: 10

Hit Points: 43
Armor Class: 12

BAB: +4
Fort: +4
Ref: +3
Will: +9

Skills
Concentration 12 +13
Knowledge (arcana) 12 +17
Knowledge (religion) 5 +10
Knowledge (history) 10 +15
Spellcraft 12 +17
Scry 12 +17
Craft (carpentry) 4 +9
Profession (farmer) 2 +5
Sense Motive 4 +7
Alchemy 5 +10
Spot 4 +7

Feats
Scribe Scroll
Spellcasting Prodigy
Improved Initiative
Craft Wand
Brew Potion
Craft Wondrous Item
Empower Spell

Gear
In Masterwork Potion Belt
Potion of Endurance x2
Potion of Invisibility
Potion of Alter Self
Potion of Heroism
In Masterwork Scroll Organizer
Scroll of Identify x2
Scroll of Feather Fall
Scroll of Mirror Image
Scroll of Haste x2
Scroll of Teleport
Scroll of Mage Armor x2
On Belt
Wand of Detect Magic
Wand of Light
Dagger
On Back
Heward’s Handy Haversack
Azuth’s Blessed Book w/ Waterproof Slipcase
Explorer’s Outfit
Traveller’s Outfit
Black Robes
Quarterstaff

Boots of Speed
Bracers of Armor +2
9553 Gold Pieces

Spells Per Day: 4/6/6/4/3/2

Spells Known:
0- All PHB
1- Shield, Mage Armor, Identify, Charm Person, Sleep, Change Self, Color Spray, Silent Image, Magic Missile, Feather Fall, Shelgarn’s Persistent Blade
2- Create Magic Tattoo, Aganazzar’s Scorcher, Death Armor, Invisibility, Endurance, Bull’s Strength, Minor Image, Mirror Image, Alter Self, Knock
3- Scintillating Sphere, Lightning Bolt, Dispel Magic, Haste, Fly, Tongues, Major Image, Summon Monster III, Suggestion, Reverse Arrows, Mestil’s Acid Breath
4- Tirumael’s Energy Spheres, Minor Globe of Invulnerability, Stoneskin, Scrying, Detect Scrying, Polymorph Other, Wall of Ice, Enervation, Evard’s Black Tentacles
5- Teleport, Firebrand, Ball Lightning, Darksoul (R&R II), Kiss of the Vampire

Spells Currently Memorized
0- Detect Magic, Ghost Sound, Prestidigitation x2
1- Magic Missile x2, Shield, Color Spray, Sleep, Shelgarn’s Persistent Blade
2- Aganazzar’s Scorcher x2, Death Armor, Mirror Image, Knock, Create Magic Tattoo
3- Scintillating Sphere, Dispel Magic, Haste, Suggestion
4- Stoneskin, Evard’s Black Tentacles, Minor Globe of Invulnerability
5- Ball Lightning, Darksoul

Occupation: Itinerant mage-cum-problem solver.

Personality: Cold, distant, and eminently ruthless, Calain makes it a point to keep to himself. He has little real compassion, instead relying on his all-consuming sense of penitence. Calain feels that it is his responsibility to make up for something horrible he did in his past. He views every minute of life as some sort of twisted divine punishment for his actions, and lives accordingly. He holds nothing but loathing for those who would take lives of innocents (although "innocent" is subjective, to him), and seeks to destroy those who "do evil." In a way, this applies to himself, and deep down, he wants to die.

Appearance: A man of short stature and slight build with a frighteningly pale complexion and long, platinum blond hair, Calain casts a deathly image. His eyes, a dull gray, are piercing and filled with a quiet rage. He keeps his hair tied back into a ponytail with a small clasp of polished bone. Two puncture-wound scars sit on opposite sides of his back, and a Draconic sigil is carved into the inside of his right forearm. The character translates to "murderer." He commonly dresses in robes of solid black, with a dark blue trim.

History: Calain was born to a simple Northern farming family in 1354, during the peak of the Time of Troubles. His mother, formerly believed to be barren, died during childbirth, and his father took the loss particularly hard. He cursed the child, rearing him to be little more than a slave. The boy was kept in a shed outside of the main house, given a few tools, and made to fend for himself while he did work for his father for most of his childhood. He showed an exceptional intelligence, and after he managed to break the lock on the shed, frequently snuck into town to steal books from the local sage. There, in the solitude and dim light of his shed, he would read of far off places and dream of leaving.

When he was disobedient in the slightest, he was beaten. When he was ten years old, Calain finally got a hold of a knife and threatened his father, who dared him to stab him in a drunken stupor. Calain obliged, and he was finally vindicated, with no real possessions of his own and no one to care for him.

He went to town and turned up at the door of the sage, Colwell, with all of the books he had stolen throughout the years. Colwell was forgiving, and took the boy in with his other apprentice, a girl of Calain's age named Theresa.

These were the happiest years of Calain's life. Colwell was a wizard of some small skill, and after several years of service, he began teaching the children a bit of the art. Calain's interest was instantaneously piqued- the thrill of power running through his very veins was an alien yet comforting feel to him, and he was a quick learner. By the end of a period of several months, he was already casting minor cantrips and helping out in Colwell's research. Theresa could not match Calain's skill, but performed well. By this point, the two were adolescents, and Calain began developing feelings for Theresa. By the time he was seventeen, he began professing his love for her, and doing anything he could to impress her. Theresa repeatedly turned him down. She said he was like her brother, and could never think of him in that way. For months, he pursued her relentlessly, until one night he found her kissing the son of the town's hereditary baron.

Calain, a fledgling wizard, suffered a flashback to the rejection of his father, and snapped. With an insane fury, he strangled the boy to death and set fire to the house, leaving Theresa locked in a broom closet. Colwell was asleep in his room, and the two had no chance to escape.

By the time the townsfolk had realized what had happened, Calain had already come to his senses and had collapsed into a quivering heap before the inferno. Blood on his hands was all the evidence they needed to accuse this social pariah of a boy, and with pitchforks and torches, they assaulted him.

He fled in terror, but before he could reach the end of the ravine that ran alongside the town, a mounted archer put two crossbow bolts into his back and he fell thirty feet into the cold water below, swept away by the swift current.

He was picked up, dead, a mile down the river by a wandering priest of Ilmater, who found it in his heart to beseech his god that this boy live. His prayers were answered through his spells, and Calain awakened, his eyes blank and instantly filled with tears as his spirit clawed its way back for death.

Calain never spoke beyond the affirmation of his gratitude and the pledge of two years of labor to the man and his monastery. He spent those two years as a silent, able worker to the Ilmater priesthood, and as he continued his magical studies, the philosophy sank in.

Penitence. Accept the suffering of others as your own, and let it purify you.

When he was nineteen, he left the monastery after carving the rune "murderer" into his arm, a constant reminder of what he is. He now seeks redemption for his sins any way he can. He wanders the land, seeking out bandits and raiders, or evil humanoids, and he kills them, without remorse, without pity. Ending his own life is the easy way out. He will continue to seek his penance until the gods choose to end his punishment and let him die...

Now, he has gained moderate fame/infamy in the North, as his story has been published as the first novel of the bard Alustair Albrecht of Silverymoon.
 

Elone, Guardian of the Forests

Elone (El-Oh-Nay), Female Wood Elf
Cleric of Solonor Thelandira 7/Divine Disciple 3
Domains: War, Elf, Plant (DD)
AL CG
HP 65 (10d8) [80 or 89]

(Stats include racial adjustments and items. Brackets indicate typical enhanced values)

Str 10 (+0) [12-15]
Dex 20 (+5) [22-25]
Con 10 (+0) [12-15]
Int 14 (+2)
Wis 17 (+3)
Cha 10 (+0)

Fort +9 [+10/11], Ref +8 [+9/10], Will +11;

Init +5[+6/7], Spd 60 ft

AC 19 (+5 Dex, +4 Mithril Chain Shirt)
Enhanced AC: +23/24 (+6/7 Dex, +4 Mithril Chain Shirt, +3 Magic Vestments)

BAB: +6
Melee: +6/+1 [+10/+5 or +11/+6]
Ranged: +11/+6 (+12/+7 w/i 30 feet) [+15/+10 or +16/+9] BAB + Dex + Cat's Grace + Persistant Divine Favor

Weapons: Halfspear (+6/+1) 1d6, x3 (20') [+10/+5 or +11/+6]
Shortspear (+6/+1) 1d8, x3 (20') [+10/+5 or +11/+6]
Masterwork Mighty (+4) Composite Longbow (+13/+8) 1d8 [1d8+10/11], 20/3
[+23/+18 or +24/+19] Ranged + weapon focus + Greater Magic bow + Greater Magic arrows Also +1 w/i 30 feet.

Skills and Feats: Point Blank Shot (from elf), Weapon Focus (Longbow) (from war), Rapid Shot, Extend Spell, Persistent Spell, Craft Wonderous Item. Concentration +8, Craft (Fletcher) +18, Craft (Drawing) +3, Diplomacy +7, Hide +15, Jump +10, Knowledge (Religion) +11, Spellcraft +8, Spot +5, Wilderness Lore +13.

SA–Turn Undead (Su): 2/day, Elone can attempt to turn undead creatures. She can turn undead with no more than (1d20+10)/3 HD. Each attempt, she turns 2d6+6 total HD. Undead with 3 or fewer HD are destroyed instead.

SA-Rebuke Plant Creatures (Su): 2/day, Elone can attempt to rebuke plant creatures. She can rebuke plant creatures with no more than (1d20+10)/3 HD. Each attempt, she rebukes 2d6+6 total HD. Plant creatures with 3 or fewer HD are controlled instead.

SQ–Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword, proficient: longbows and shortbows.

SQ-Divine Emissary: Elone can communicate telepathically with any outsider within 60', as long as that outsider serves Solonar or is Chaotic Good.

SQ-Sacred Defense: Elone gains a +1 saving throw bonus against divine spells, as well as the spell-like and supernatural abilities of outsiders.

SQ-Imbue with Spell Ability
As the spell, except a divine disciple does not need to use any 4th-level (or higher) spell slots to activate this ability (she transfers currently prepared spells to her targets on a one-for-one basis without having to use a spell slot for the imbue with spell ability spell). The only limit to the number of spells the divine disciple can transfer is the disciple's available 1st and 2nd-level spells.

Magic Items:

Bow of True Strike (In Quiver of Mielikki, thigh)
Mithril Chain Shirt (Worn)
Boots of Striding and Springing (Worn)
Dust of Tracelessness (4 uses) (Carried)
Pearl of Power (2nd lvl) - Crafted (160 xp cost) (Carried)
2 Quivers of Mielikki - one back, one thigh.
15 Alchemists Arrows (In QoM, thigh)
20 Flight arrows (In QoM, thigh)
20 Smoke Arrows (In QoM, thigh)
10 Thunder Arrows (In QoM, back)
5 Signal Arrows (In QoM, back)
5 Sleep Arrows (In QoM, thigh)
Knife of the Bowyer - Crafted (80 xp cost) (On belt)
Perpiapt of Wisdom +2 - Crafted (160 xp) (Worn)
Travel Cloak (Worn)
Night's Embrace (Brooch of Shadows (+10 Hide)) - crafted (80 xp cost) (Worn)
Ring of Counterspells (Containing Dispel Magic).
(Total XP Spent: 480)

Normal Items:

Masterwork Mighty (+4) Composite Longbow (Wielded)
Longbow (In QoM, back)
20 Masterwork Arrows (In QoM, back)
50 Arrows - Thigh Quiver
2 Short Spears (In QoM, back)
2 Half Spears (In QoM, back)
2 waterskins (In pack)
5 daggers (2 on belt, 3 in pack)
Necklace made of animal claws and teeth (her most valued possession) (Worn)
Small bag of charcoal (On belt)
Scroll case full of blank paper (In pack)
Scroll case full of drawings (In pack)
Backpack
Bedroll (On pack)
Spell Component Pouch

450 gp

Note: All arrows have been marked on their shafts to indicate type by touch.

Typical Spells Prepared: (6/5/5/3/3/2)
Spells marked with * are cast every morning, just before setting out.

Orisons Guidance (2), Resistance, Create Water, Light, Purify Food and Drink

1st level Bless, Cause Fear, Entropic Shield, Shield of Faith, Summon Monster I

2nd level Bull's Strength*, Endurance*, Hold Person, Sound Burst, Summon Monster II

3rd level Dispel Magic, Inflict Serious Wounds, Searing Light

4th level Greater Magic Weapon (2)* (on bow and 50 arrows), Extended Magic Circle against Evil

5th level Persistant Divine Favor*, Spell Resistance

Domain Spells: 1: Entangle 2: Cat's Grace* 3: Magic Vestment* 4: Divine Power 5: Flame Strike

History:

Elone grew up in the High Forest. She was among those that watched the isolation of the forests as Storm divided the country into manageable groups. She didn't participate in the battle to free Silverymoon (her dedication was to the forests, not to the people of Silverymoon), but she felt the losses it caused. She bided her time guarding the sacred groves, and honing her skills with the bow, praying daily to Solonor Thelandira, and paying homage to Elhonna.

Elone sees the destruction wrought by the "evil" spirits, but she has deep within her an abiding love of nature. The destruction wrought by the one that should have been the protector saddens her deeply. Elone still holds out hope that, should the Earth Mother be defeated, she could be subjugated, and brought back in line. Failing that, she could be replaced by another Deity (and Solonor would not be a bad choice, in her eyes).

Elone will fight to the death to defend the forests, and those she considers her allies. She will also fight to defend the Elven people, or to discover anything that might end this turmoil, but she will not allow destruction of the earth in the quest to destroy the Earth Mother.

Elone also believes that she is destined to become a Champion of Solonor Thelandira, possibly the Chosen, or even an Avatar. To this end, she spends most of her time hunting, whether it be forces of evil, or merely animals of the forest. She has spent the last portion of her life growing closer and closer to Solonor, and has gained his favor. She is often seen in the presence of Celestials sent by Solonor, and often disappears for weeks at a time into the forest with them.

Occupation:
Guardian and Servant of Solonor, Warden of the Forests.

Personality:
Others describe Elone as gruff, arrogant, and withdrawn. She describes herself as reserved. Her friends describe her as a person utterly consumed with passions. She flatly denies these passions, save for her love of the wilderness and the bow. Enemies call her implacable and deadly.

Elone is the quintessential Wood Elf - she is far more at home in forests and wilderness than towns. Her movements are measured and slow in most situations, one might even say languid. When danger threatens she can move with great speed, however. She is utterly trusting of her friends, and utterly contemptful towards those she considers "Despoilers" (the worst insult she can concieve). Her speech, in contrast to her manners, is often rapid, and clipped. She speaks quickly, stating her views quickly, and then is quiet.

Rare is the time that Elone is does not have a bit of fletching, a slightly dull arrowhead, a slightly bent arrowshaft or the like in her hands. She is always active, but not fidgety.

Appearance:

Her hair is a mane of gold and brown, almost always disheveled. The occasions when she pulls it back with a leather tie, people are often surprised that she is a somewhat attractive woman, if drawn and thin. Her dress is nearly exclusively the greens and browns of the forest, and she is far more likely to be found in breeches and a shirt than a dress or apron. However, when she is in any sort of situation where she feels threatened, she dons Night's Embrace, a suit of pitch black leather armor.

There is a wolf's paw covering the majority of her right cheek and a bit of her right eye, with the pads and claws resting on her brow.

Her eyes are the azure blue of a forest pool, and the feature most often noticed. Her eyes are wise, but pained. She has seen the destruction laid upon Toril, as well as the destruction of many many good people. She carries their pain with her at all times.

Distinguishing Features and Habits:

As above, Elone is not usually found without some sort of piece of arrow in her hands. She is usually working over her own arrows, mostly by force of habit. She stands extremely straight - her posture is a point of pride with her - she is a cleric of Solonar, and represents him in all things.

Close inspection of her arms reveals a network of very faint tattoos. Her arms are covered in intertwining designs of animals and humaniods (one for each that she has killed). There are very few that are new.

People speaking with Elone are often unnerved by her constant invocation of Solonar's name - it is rare that she goes more than 5 sentences without a reference like "Solonar willing," "Solonar guide us," "By the hand of Solonar," or "By the thrumming bowstring of Solonar." Even more strange is her occasional cure. Very people can hear "May Solonar's arrowhead lodge in your ass," without looking askance at her.

Tastes and Preferences:

Elone's free time is typically spent in one of several ways - in prayer to Solonar, checking and rechecking her bows and arrows (her tools of Solonar), hunting (her homage to Solonar), or merely wandering through woods, parks and the like. Elone takes great pleasure in finding locations that have been untouched by mortals for decades, or even centuries. Often she will attempt to sketch such places, though she is not particularly skilled in doing so. It is the action of the drawing she enjoys. More often than not she leaves the drawings at the site.

Elone also takes an intense joy in hunting - the chase and competition thrills her. She also enjoys the feeling of running whilst wearing her boots of Striding and Springing, a gift to her from a former lover, Archidaes, an elven mage.

Residence:
It has been a while since Elone visited her home, a simple two room cottage deep in the forests. The cottage is sparse, as Elone prefers sleeping out doors to the confinement of a house. It is empty save for two chairs, a table, and a small bed.

Friends and Allies: Elone judges people in one basic way - their respect and veneration of the natural world. Those that respect the world are "good" in her eyes. Those that defile it are "bad." Other traits often don't enter in to her estimation (skin color, racial heritage, extra eyes, etc).

She has a number of friends within the guerilla defense teams, with Alcar being the newest. The cleric of Silvanus has been vigilant in defending the forests, and has earned her trust and respect.

Elone has also had a number of lovers among the wood elves, but her manner eventually wears on all of them, so she has not true relationships.

Enemies: Elone considers all those that would despoil wilderness enemies. In particular, she considers Storm and his lot the incarnation of evil. Also, a Wild Elf sorcerer named Dakkon was Elone's rival and sometimes lover while growing up. That last until precisely the moment Elone realized that Dakkon's future plans involved the razing of a large portion of the High Forest to build trade routes and human cities. He somehow survived 3 arrows to the back, and she has not seen him since.

Short Term Goals: Successful guerilla raids on the enemy. Disruption of their hold on the region. Halting of supply lines. Survival.

Long Term Goals: Drive the invaders from the forests, and the lands. Return nature to harmony. Become an avatar/chosen of Solonor.

Item History:

Night's Embrace: This brooch of hiding was a gift to Elone from Dakkon. She wears almost constantly in the forests, as it allows her to watch unseen over her charges. The brooch usually creates a cloud of inky blackness that seems to swallow the light. In the forests, it becomes more mottled, simulating the thick underbrush Elone often hides behind.

Dust of Tracelessness: Another gift from Dakkon, Elone originally had 6 pouches of the Dust. It has served her well, and is perhaps the only reason she has stayed alive so long - Storm's patrols find it impossible to track her through the forest on the few occasions they manage to detect and chase her.

2 Quivers of Mielikki: These are Elone's most prized magical possessions. She won the first Quiver in an archery contest when she was only 59, the youngest ever to win the contest. She has carried it with pride since that moment, even sleeping with it attached to her thigh. The quiver has been lovingly tooled with the symbols of Mielikki, Solonor, and Corellon.

Knife of the Bowyer, Perpiapt of Wisdom +2: Elone crafted these items to aid her in her duties - they are simple and unadorned.

Bow of True Strike: This bow was given to Elone as a gift by her unit a few months ago. It was found on the body of a slaver in the midst of one of Storm's patrols. Once the bow was identified, it was unanimously voted that Elone should have it. The bow is made of a pearlescent wood and has a slight sheen, as though it was coated with oils.

Ring of Counterspells: The only magical item Elone has actively sought out and purchased, this ring is always on her finger. It was purchased from a travelling Sembian merchant who specialized in rings. Elone defending his caravan while travelling through High Forest, and in gratitude, he provided her with this ring (at only twice his cost to make it! Such a deal!) It invariably contains Dispel Magic, since Elone is highly dependant upon Solonor's blessings for her supernatural skill with the bow.

Item info (in case you don't have it):

Alchemist's Arrows: Burst into flame 1 round after impact, for 1d4 damage. Target can spend a full round-action to put out the fire (reflex vs. DC 15) before taking this damage.

Flight Arrows: Masterwork arrows crafted especially light and aerodynamic, increasing a bow's range increment by 20ft.

Signal Arrow: Masterwork arrow designed to emulate birds' calls when fired. The intricate design makes them clumsy in flight, however, resulting in a -2 penalty if they are used to attack.

Smoke Arrow: Essentially a smokestick (see PHB, p.114) in the shape of an arrow. It does no damage, but results in the smoke being emitted in a 10-foot cube where it strikes. They are clumsy in flight, reducing the range by 10 feet.

Thunder Arrow: An arrow with thunderstones (PHB, P.114) on their tips, thunder arrows do no damage but the thunderstone's sonic attack is triggered on impact. They are clumsy in flight, reducing the range by 20 feet.

Edit: Leveled up.
 
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Frian Tumblecook
Male Lightfoot Halfling Rogue 1/Druid 5/Shifter 3
Neutral Good
Deity: Sheela Peryroyl, but often prays to Brandobaris as well.


Str: 4
Dex: 17
Con: 14
Int: 16
Wis: 15
Cha: 13

BAB: +5
Fort: +9
Refx: +9
Will: +7

Hit Points: 65/65

Spells Memorized: 5/4/3/1

0th: Create Water, Detect Magic, Know Direction, Light, Purify Food and Drink

1st: Magic Fang, Entangle, Endure Elements, Invisibility to Animals

2nd: Animal Trance, Resist Elements, Barkskin

3rd: Summon Nature's Ally III (used)

Skills:

Hide 7 ranks + 3 dex = +10
Move Silently 7 rankds + 3 dex = +10
Pick Pocket 4 ranks + 3 dex = +7
Listen 6 ranks + 2 wis = +8
Disable Device 4 ranks + 3 int = +7
Bluff 4 ranks + 1 cha = +5
Escape Artist 4 ranks + 3 dex = +7
Disguise 7 ranks + 1 cha = +8
Search 4 ranks + 3 int = +7
Spot 5 ranks + 2 wis = +7
Use Magic Device 4 ranks + 1 cha = +5
Animal Empathy 10 ranks + 1 cha = +11
Concentration 8 ranks + 2 con = +10
Handle Animal 2 ranks + 1 cha = +3
Intuit Direction 5 ranks + 2 wis = +7
Knowledge (nature) 3 ranks + 3 int = +6
Spellcraft 5 ranks + 3 int = +8
Wilderness Lore 11 ranks + 2 wis = +13

Feats:

Alertness
Endurance
Extra Wild Shape
Natural Spell

Gear:

75 gp

+1 sickle
+1 sling
+2 leather armor
+2 large wooden shield
Hat of Disguise
Cloak of Resistance (+2)
Wand of Cure Light Wounds
2 Potions of Cure Serious Wounds
Potion of Invisibility
Potion of Cat's Grace
Potion of Blur
Scrolls:
Call Lightning (375 gp)
Neutralize Poison (375 gp)
Summon Nature's Ally V (1,125 gp)

History:

Frian (pronounced free-ann) was always a bit of a loner as a child. The other halfling kids picked on him for being so small and weak. As a result, Frian began to stay inside more and more, refusing to socialize with his peers.

His childhood was filled with fantasy, as he vigorously devoured every book he could get his hands on. One of his favorite stories was that of Mani Tosscobble, a ne'er-do-well scamp who got in all sorts of mischeif by using his magic ring which let him change forms.

Frian began to act out these fantasies as a child, pretending that he could, in fact, change forms. Sometimes, would pretend to be a mouse and steal a round of cheese from the pantry. Other times, he would pretend to be invisible, hiding from sight until he had a chance to swipe an apple from a local merchant.

Frian was never malicious about his growing kleptomania, but he did love the mischief caused by his antics. One time, however, Frian's behaviour got him in more trouble than he could talk himself out of. An influential Sembian merchant was visiting Frian's small village near Silverymoon. Mistakes were made, things ended up missing, and Frian ended up running for his life from the local authorities.

The young halfling ran to a nearby forest, where he tried to take refuge by hiding in the boughs of a tree. Unfortunately, a branch snapped, and Frian fell to the ground, hitting his head and knocking him out cold.

Frian awoke to find himself held in the jaws of a giant wolf, who was dragging the young halfling away. Shocked, he passed out once again.

As it turned out, the wolf who had rescued him from his pursuers was Vinalia, a half-elven druid who lived in and protected the local forest. Vinalia acted as a mentor to Frian, teaching him in the ways of the wilderness and instilling in him a respect for nature.

As Frian grew and matured under Vinalia's care, he began to follow in the druidic footsteps of his mentor. Frian had a natural aptitude for transformation magics, and Vinalia was surprised at how well the young man was able to take the shape of the beasts of the wild. When he finally felt Frian was old enough, he sent his protege out into the world.

Frian travels Faerun to this day, seeking to master his transformation abilities and protect the natural beauty of the Realms from despoilment by evil.


Physical Description:

Frian's true body is very weak. His frame carrys very little muscle, making him look as if he were malnourished. The fact that he spends most of his time living in the woods, often sleeping in the dirt, does little to discourage this notion. He has nothing against civilization and will clean himself up if he needs to interact with cityfolk, but he sometimes forgets.

Frian has light red hair, which he wears in what could only be called a mullet. His pale blue eyes sometimes darken intensely when he is moody or upset. Reddish freckles dot his face, a feature that earned him a decent amount of teasing in his childhood. He generally has a few days worth of stubble on his chin.

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Personality:

With the growth of his shapeshifting powers and his hat of disguise, Frian spends a lot of time in other forms. He prefers to solve problems through innovative use of his disguise powers rather than brute force. For example, a Thayvian enclave once set up shop in the woods near Silverymoon. Through his own observations and the help of some animal spies, Frian was able to learn a good deal about the inner workings of the group. He then used his powers of disguise to masquerade as various members of the Thayvian entourage, sowing dissent between two rival wizards and causing them to come to blows, ultimately killing one another and forcing the enclave to head home.

Though Frian is not considered handsome and his rugged manner often puts others off, he can be a somewhat charming person when need be - though mostly through being able to think on his feet, not inherent force of personality.

Frian endured a lot of teasing as a kid, and it has always been something that pushes him over the edge. He especially hates it when others call him weak - whether of mind, heart, or body. Sometimes, the right insult can make him very angry, causing him to fly off into a verbal tirade against whoever offended him. Other times, he becomes sullen and moody, and will disappear off into the woods to wallow in his sorrow. During these times he will often spend time in animal form, flying with a flock of geese or swimming with a school of fish, or just talking to the nearest chipmunk.
 
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Hey meepo I was just looking over your char and noticed some things about your low str and you gear.

+1 sickle
+1 sling
+2 leather armor
+2 large wooden shield
Wand of Cure Light Wounds

Light Load 9.75
Medium Load 19.5
Heavy Load 30

3 lb Sickle
10 lb Sheild
7.5 lb Leather (reduced to half normal for size)
1 lb Wand (think thats right weight)
3.75 lb
25.25 (Heavy Load) from what you have listed.

Assuming your not naked
Explorer's outfit 4lbs (1/2 normal not sure if it's supposed to be half or 3/4 so went with the lower.)

29.25lbs Heavy Load This means you can move 15 feet a round and run at x3 not x4.

Course your still missing your spell components pouch (3 lbs). Can't cast spells with material components with out it.
No backpack (2 lbs)
Or a belt pouch to cary your money in (.5 lbs)

Toss those in and your up to 34.75lbs.
That would be basically lifting more than your max load so you lose your dex bonus to AC and can only stagger around at 5' per round.

Might want to invest in an item to bost your str some. Even if you do shapeshift alot it's got to be annoying to not be able to move in your native form.
 

Khelben Everett Greycastle – “Everett” - Male Human Bard 9, Neutral Good
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 12
Wisdom: 10
Charisma: 19 (21)

Hit Points: 50
Armor Class: 21 (+3 Dex, +5 armor, +3 shield)

BAB: +6/+1
Fort: +4
Ref: +9
Will: +6

Skills
Bluff 12 +18 (+19)
Concentration 8 +9
Craft (calligraphy) 2 +5
Decipher Script 5 +6
Diplomacy 10 +16 (+17)
Gather Information 10 +14 (+15)
Hide 3 +6
Intuit Direction 6 +6
Move Silently 3 +6
Perform 12 +18 (+19)
Sense Motive 12 +16 (+17)
Tumble 5 +8
Use Magic Device 8 +12 (+13)

Feats
Artist
Smooth Talk
Sustain Song
Vivify Song
Weapon Finesse: Rapier

Gear
Entertainer’s outfit
Cold-weather outfit
Traveler’s outfit
Peasant’s outfit
Adamantine Shield
+2 Studded Leather
+1 Rapier
Ring of Feather Falling
Ring of Warmth
Heward’s Handy Haversack
Cloak of Charisma (+2)
Mac-fuirmidh Cithern
Masterwork mandolin
Masterwork fiddle
50 ft. of silk rope
Bedroll
Winter blanket
2 scroll cases (1 holding 20 sheets of blank parchment, the other holding 8 composed songs about his travels)
Flask of fine brandy
Flint and Steel
Inkpen
Vial of black ink
Vial of red ink
Vial of blue ink
Vial of purple ink
Bullseye lantern
1 gallon of lamp oil
1 pound of soap
Small spade
A small chest locked with a good lock containing 52 pp 326 gp and 3 sp

Songs Per Day: 12/5 (13/6)

Songs Known:
Notes: Countersong, Deflect Blow, Influence, Inspire Courage, Minor Healing, Stun
Chords: Charm, Counter Silence, Swift Song

Occupation: Out of work con man, drifter, balladeer

Personality: Always with a smile on his lips and a tale in his heart, Everett is truly a very outgoing and charming individual. Unfortunately, due to the recent events in the world, a deep and powerful vein of sadness has entered his normally optimistic outlook. He has begun to live life as if to make the best story, rather than to truly accomplish anything. He believes that the forces of evil that have taken residence in the Silver Marches are virtually undefeatable, and he hopes that he can write songs worthy of the next age of humankind. He is powerfully motivated by his legacy, and has become quite meticulous in keeping a journal, as well as writing songs to accompany any occasion. He believes his first name, chosen by star-struck parents to honor a now-dead hero of Faerun, is the true indication that he will die gruesomely at the hands of the new enemy.

Appearance: A tall, thin man with a lithe build and graceful frame. He is quite handsome, his brown hair accented by highlights of blonde with shocking blue eyes and a playful smile. He typically dresses in nice clothing, and seems to have just the right look for any occasion. He has a thin beard and moustache that he keeps impeccably trimmed. His hands are almost feminine, with long, delicate fingers and immaculately manicured nails.

Khelben, although he insists being called Everett by everyone but his mother, was born in the city of Waterdeep in 1358 at the height of the Time of Troubles. While gods walked the earth, Cariana and Hufo Greycastle were sitting in their humble apartment above Hufo’s printing shop, struggling through a difficult birth. Despite the presence of a priestess of Lathander, the birthing process was exceptionally difficult, leading the priestess to believe that without her intervention, the baby would have been born dead. As a mark of good luck, Cariana chose to name her newborn son Khelben, hoping that the name of the local icon and hero would have a positive influence on his fortunes. Hating the fact that he was named for one of the single most famous men in the North, the young boy took to using his middle name; Everett.

Early in his life Everett discovered his two-fold talents. First, he found he was a very good singer, with a voice that rivaled the children in the Choir of Selune that practiced as the sun set. His other talent was for manipulation. Everett was a conniving youth, often spinning yards to his family and friends alike to get what he wanted. His father always saw through the lies, being a merchant of no small reputation and who could spot a con in progress, but his mother refused to believe that her little angel could be capable of such ill deeds. She would often end up in arguments with Hufo over Everett’s latest tale, as she simply would not accept that her son was anything less than benevolent to the levels of divinity.

As he progressed into his teenage years, Everett began to realize just how much his lies were hurting people. He overheard an argument between his mother and father as he was sneaking out of the house for the sixth time that month (to meet his girlfriend behind the stables), where his mother absolutely insisted her son would not stoop so low as to sneak out, but would simply ask for permission to see his belle. His father, on the other hand, had found evidence, like straw on the soles of Everett’s boots and an undiscovered wooden bowl hidden under his pillow that he would have found if he actually went to bed. Their arguments would rage on for hours, with Everett listening from upstairs, too cowardly to just come forward and admit his manipulations.

When he was 18 years old Everett faced his first true tragedy in life with the death of his father. Everett stood at the funeral, thinking back on how many times he caused his parents to violently argue, and swore a silent oath that he would take care to hold his deceitful tongue in the future. This oath did not exactly hold him to the truth all of the time, but it certainly changed his outlook on life from a selfish boy to a kind-hearted man.

With his father gone, leaving his mother with quite a lot of money, Everett saw nothing holding him to Waterdeep. He instead purchased a mandolin and a blank book, and set out down the Sword Coast, towards Baldur’s Gate, to make his way as a traveling minstrel. He wished to see the world, and with his mother well taken care of, she gave him her blessing and he took to the road. It is on this road he’s been since, traveling as far as he can without running headlong into Storm’s hordes. He’s worked as a minstrel and a poet, a bodyguard and mercenary, a duelist and a romancier. He simply keeps wandering; writing his stories, hoping his legacy will be as dramatic and exciting as he’s writing it to be.
 

Umarth said:
Hey meepo I was just looking over your char and noticed some things about your low str and you gear.
I think a second pair of eyes is always (almost) helpful.

Since you mentioned this, could I ask dead_radish and Fenrir how their characters have almost max hit points?
I've checked, on 3 different occasions, over a wekk, and I just don't see it.
Are we using max hp's-rule?

I assumed max HP's on the first die only, then rolled.
 

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