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<blockquote data-quote="Dravar" data-source="post: 1504292" data-attributes="member: 18777"><p><strong>Caerwyn ap Seirol, Paladin</strong></p><p></p><p>[CODE][B]Name:[/B] Caerwyn ap Seirol</p><p>[B]Class:[/B] Paladin</p><p>[B]Race:[/B] Human</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Lawful Good</p><p>[B]Deity:[/B] Sela and Verdante (reveres both, but is a paladin of neither)</p><p></p><p>[B]Str:[/B] 14 +2 ( 6p.) [B]Level:[/B] 1 [B]XP:[/B] 0</p><p>[B]Dex:[/B] 12 +1 ( 4p.) [B]BAB:[/B] +1 [B]HP:[/B] 10 (10+0d10+0)</p><p>[B]Con:[/B] 10 +0 ( 2p.) [B]Grapple:[/B] +3 [B]Dmg Red:[/B] -/-</p><p>[B]Int:[/B] 14 +2 ( 6p.) [B]Speed:[/B] 20' [B]Spell Res:[/B] -</p><p>[B]Wis:[/B] 14 +2 ( 6p.) [B]Init:[/B] +1 [B]Spell Save:[/B] -</p><p>[B]Cha:[/B] 14 +2 ( 6p.) [B]ACP:[/B] -6 [B]Spell Fail:[/B] 40%</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +4 +2 +1 +0 +0 +0 17</p><p>[B]Touch:[/B] 11 [B]Flatfooted:[/B] 16</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 2 +0 +2 +4</p><p>[B]Ref:[/B] 0 +1 +2 +3</p><p>[B]Will:[/B] 0 +2 +2 +4</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Longsword +3 1d8+2 19-20x2</p><p>Sling +2 1d4+2 x2</p><p>Dagger +3 1d4+2 19-20x2</p><p></p><p>[B]Languages:[/B] Common, Celestial, Sylvan</p><p></p><p>[B]Abilities:[/B] Aura of good</p><p> Detect Evil</p><p> Smite Evil 1/day</p><p></p><p>[B]Feats:[/B] Mounted Combat, Quick Draw (human)</p><p></p><p>[B]Skill Points:[/B] 20 [B]Max Ranks:[/B] 2/4</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Diplomacy 3 +2 +5</p><p>Handle Animal 2 +2 +4</p><p>Know (nature) (cc) 1 +2 +3</p><p>Know (nobility/royalty) 2 +2 +4</p><p>Know (religion) 1 +2 +3</p><p>Ride 4 +1 +5</p><p>Sense Motive 4 +2 +6</p><p>Survival (cc) 1 +2 +3</p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>Backpack 2gp 2lb</p><p>Bedroll 1sp 5lb</p><p>Blanket, Winter 5sp 3lb</p><p>Everburning Torch 110gp 1lb</p><p>Flint and Steel 1gp -</p><p>Grappling Hook 1gp 4lb</p><p>Pouch, Belt 1gp 0.5lb</p><p>Rations (6) 3gp 6lb</p><p>Rope, 50 ft Hempen 1gp 10lb</p><p>Waterskin 1gp 4lb</p><p>Whetstone 2cp 1lb</p><p></p><p>Traveler's Outfit - 5lb</p><p>Traveler's Outfit (extra) 1gp 5lb</p><p></p><p>Dagger 2gp 1lb</p><p>Longsword 15gp 4lb</p><p>Sling - -</p><p>Sling bullets (10) 1gp 5lb</p><p>Scale Mail 50gp 30lb</p><p>Heavy Steel Shield 20gp 15lb</p><p></p><p></p><p>[B]Total Weight:[/B]101.5lb [B]Money:[/B] 31gp 2sp 8cp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 58 116 175 350 875</p><p></p><p>[B]Age:[/B] 24</p><p>[B]Height:[/B] 5'8"</p><p>[B]Weight:[/B] 161lb</p><p>[B]Eyes:[/B] Green</p><p>[B]Hair:[/B] Brown, shoulder-length</p><p>[B]Skin:[/B] Light[/CODE]</p><p><strong>Description:</strong> Caerwyn has a kind face, though it looks more sunken and filled with remorse than long ago. He is generally well kempt, and still dresses in a fashion common for a knight of his nation long ago.</p><p></p><p>He is generally quite reserved in his behavior and is respectful towards others. He doesn't immediately act if he finds someone to be evil. Afterall, someone might be inherently evil but what if they never really did anything? And to what degree would this person be evil? Patience is very important to him.</p><p></p><p><strong>Background:</strong></p><p><em>Quick Summary:</em> Caerwyn was a knight of Kastavia, in the Everlasting City of Fel Aldinn. He was a knight roughly 70 years ago. In one of the last battles for Fel Aldinn, the neighboring nation of Grimteine finally overtook them and Caerwyn was among the many that lost their lives. His wife Beatrice spent the next many decades trying to get ahold of the funds and finding the person who would be able to bring him back to life. It wasn't until recent days that she finally succeeded in doing this. However, she was an old woman now. They spent the last few days together until age finally caught up with her. Caerwyn spent the next several months within the church of Hyrag, where he was resurrected, learning whatever he could of the the world as it stands now.</p><p></p><p>Caerwyn is a man who has lost his place, with his home long destroyed and all those he loved dead. With nobody left to hold him to a single location anymore, he explores this new world to find what his purpose is.</p><p></p><p><em>Fel Aldinn:</em> Fel Aldinn was a grand stone city, designed by a dwarf ally many centuries ago. It was the new capital of Kastavia, and was to stand as a symbol of their devotion to both Sela and Verdante. The city was constructed around a tree that was considered sacred to them.</p><p></p><p><em>Followers of both Sela and Verdante:</em> The nation's devotion to both Sela and Verdante struck many strangers as quite odd, and the city of Fel Aldinn even more so. On one hand, you have Sela who reveres lasting accomplishments at the hands of mortals. On the other hand, you have Verdante who believes everything has a natural cycle, and the very dogma of his religion implies Fel Aldinn's fall.</p><p></p><p>While the nation worshipped Sela, Kastavia generaly didn't follow all aspects of her religion. They looked to her for several things: longevity, friendship, tradition, and unity. These traits were core to the code of the Keepers of the Stone.</p><p></p><p>Their worship of Verdante was always a part of the nation, somehow connected to their history long ago. The exact reasons are forgotten. Most towns within Kastavia were built to not disturb the nature surrounding, but to work with it. Druids were not uncommon in the nation, and were indeed vital to one of the aspects of the Keepers of the Stone. The sacred tree within Fel Aldinn was always guarded and tended to by 5 druids. No more, no less.</p><p></p><p><em>The Keepers of the Stone:</em> The "stone" referred to in the name was part of an heirloom that was passed down generation to generation from one queen to the next. The ruling family, said to have the blood of celestials from long ago, established the Keepers of the Stone with the idea that it would epitomize the ideals they had for Kastavia. Not all Keepers of the Stone were paladins. In fact, there were even a few wizards within their ranks. Those that were paladins, though, were never paladins of a specific deity, but ones who followed the code and ideals placed on the knights.</p><p></p><p>The Keepers of the Stone were known to ride great wolves into battle. These wolves were raised by the druids, and through magic and ritual, were made to be large enough to carry riders on their backs. Only the most elite of the order were able to ride a wolf, and the ability to do so was seen as a great honor.</p><p></p><p><em>Grimteine, and the Glass City of Donadune</em>: Grimteine was the nation on the southern border of Kastavia. It is of a lower elevation than Kastavia, and consists mostly of desert. Popular talk among the common folk of Kastavia said that the desert was unnatural, and they believed that the council that ruled Grimteine was actually controlled by a great blue dragon. They believe this dragon was actually the one that taught the nation how to contruct the Glass City. Such talk was generally disregarded. It is understood that Grimteine has a strong tradition of wizards and sorcerers, and they make up the majority of the ruling council.</p><p></p><p>This nation was at war with Kastavia for countless years, and the exact reason for the war was lost long ago by most of the commoners and even many of the soldiers of both nations.</p><p></p><p>The most impressive feature of the nation of Grimteine was the city of Donadune, which was constructed almost entirely of glass. Using the very sands that make-up most of the landscape, it was constructed and tempered with magic to make it strong as steel, and altered so that the suns rays would make the walls radiant and not blinding. It was altered more as to not be able to see through the glass (except where wanted), while still maintaing its look. It is a wonder to behold, and is home to the ruling council of the nation.</p><p></p><p>Grimteine still stands as a nation today, and holds a large part of the land that was once Kastavia. Some of the other neighbors seized the opportunity to grab some portion of the fallen nation.</p><p></p><p><strong><em>SIDENOTE:</em></strong> I took many MANY liberties in making the history of this character and his past surroundings, so I won't be at all surprised if told that either something needs to change or this is completely invalid.</p></blockquote><p></p>
[QUOTE="Dravar, post: 1504292, member: 18777"] [b]Caerwyn ap Seirol, Paladin[/b] [CODE][B]Name:[/B] Caerwyn ap Seirol [B]Class:[/B] Paladin [B]Race:[/B] Human [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] Lawful Good [B]Deity:[/B] Sela and Verdante (reveres both, but is a paladin of neither) [B]Str:[/B] 14 +2 ( 6p.) [B]Level:[/B] 1 [B]XP:[/B] 0 [B]Dex:[/B] 12 +1 ( 4p.) [B]BAB:[/B] +1 [B]HP:[/B] 10 (10+0d10+0) [B]Con:[/B] 10 +0 ( 2p.) [B]Grapple:[/B] +3 [B]Dmg Red:[/B] -/- [B]Int:[/B] 14 +2 ( 6p.) [B]Speed:[/B] 20' [B]Spell Res:[/B] - [B]Wis:[/B] 14 +2 ( 6p.) [B]Init:[/B] +1 [B]Spell Save:[/B] - [B]Cha:[/B] 14 +2 ( 6p.) [B]ACP:[/B] -6 [B]Spell Fail:[/B] 40% [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +4 +2 +1 +0 +0 +0 17 [B]Touch:[/B] 11 [B]Flatfooted:[/B] 16 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 2 +0 +2 +4 [B]Ref:[/B] 0 +1 +2 +3 [B]Will:[/B] 0 +2 +2 +4 [B]Weapon Attack Damage Critical[/B] Longsword +3 1d8+2 19-20x2 Sling +2 1d4+2 x2 Dagger +3 1d4+2 19-20x2 [B]Languages:[/B] Common, Celestial, Sylvan [B]Abilities:[/B] Aura of good Detect Evil Smite Evil 1/day [B]Feats:[/B] Mounted Combat, Quick Draw (human) [B]Skill Points:[/B] 20 [B]Max Ranks:[/B] 2/4 [B]Skills Ranks Mod Misc Total[/B] Diplomacy 3 +2 +5 Handle Animal 2 +2 +4 Know (nature) (cc) 1 +2 +3 Know (nobility/royalty) 2 +2 +4 Know (religion) 1 +2 +3 Ride 4 +1 +5 Sense Motive 4 +2 +6 Survival (cc) 1 +2 +3 [B]Equipment: Cost Weight[/B] Backpack 2gp 2lb Bedroll 1sp 5lb Blanket, Winter 5sp 3lb Everburning Torch 110gp 1lb Flint and Steel 1gp - Grappling Hook 1gp 4lb Pouch, Belt 1gp 0.5lb Rations (6) 3gp 6lb Rope, 50 ft Hempen 1gp 10lb Waterskin 1gp 4lb Whetstone 2cp 1lb Traveler's Outfit - 5lb Traveler's Outfit (extra) 1gp 5lb Dagger 2gp 1lb Longsword 15gp 4lb Sling - - Sling bullets (10) 1gp 5lb Scale Mail 50gp 30lb Heavy Steel Shield 20gp 15lb [B]Total Weight:[/B]101.5lb [B]Money:[/B] 31gp 2sp 8cp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 58 116 175 350 875 [B]Age:[/B] 24 [B]Height:[/B] 5'8" [B]Weight:[/B] 161lb [B]Eyes:[/B] Green [B]Hair:[/B] Brown, shoulder-length [B]Skin:[/B] Light[/CODE] [B]Description:[/B] Caerwyn has a kind face, though it looks more sunken and filled with remorse than long ago. He is generally well kempt, and still dresses in a fashion common for a knight of his nation long ago. He is generally quite reserved in his behavior and is respectful towards others. He doesn't immediately act if he finds someone to be evil. Afterall, someone might be inherently evil but what if they never really did anything? And to what degree would this person be evil? Patience is very important to him. [B]Background:[/B] [I]Quick Summary:[/I] Caerwyn was a knight of Kastavia, in the Everlasting City of Fel Aldinn. He was a knight roughly 70 years ago. In one of the last battles for Fel Aldinn, the neighboring nation of Grimteine finally overtook them and Caerwyn was among the many that lost their lives. His wife Beatrice spent the next many decades trying to get ahold of the funds and finding the person who would be able to bring him back to life. It wasn't until recent days that she finally succeeded in doing this. However, she was an old woman now. They spent the last few days together until age finally caught up with her. Caerwyn spent the next several months within the church of Hyrag, where he was resurrected, learning whatever he could of the the world as it stands now. Caerwyn is a man who has lost his place, with his home long destroyed and all those he loved dead. With nobody left to hold him to a single location anymore, he explores this new world to find what his purpose is. [I]Fel Aldinn:[/I] Fel Aldinn was a grand stone city, designed by a dwarf ally many centuries ago. It was the new capital of Kastavia, and was to stand as a symbol of their devotion to both Sela and Verdante. The city was constructed around a tree that was considered sacred to them. [I]Followers of both Sela and Verdante:[/I] The nation's devotion to both Sela and Verdante struck many strangers as quite odd, and the city of Fel Aldinn even more so. On one hand, you have Sela who reveres lasting accomplishments at the hands of mortals. On the other hand, you have Verdante who believes everything has a natural cycle, and the very dogma of his religion implies Fel Aldinn's fall. While the nation worshipped Sela, Kastavia generaly didn't follow all aspects of her religion. They looked to her for several things: longevity, friendship, tradition, and unity. These traits were core to the code of the Keepers of the Stone. Their worship of Verdante was always a part of the nation, somehow connected to their history long ago. The exact reasons are forgotten. Most towns within Kastavia were built to not disturb the nature surrounding, but to work with it. Druids were not uncommon in the nation, and were indeed vital to one of the aspects of the Keepers of the Stone. The sacred tree within Fel Aldinn was always guarded and tended to by 5 druids. No more, no less. [I]The Keepers of the Stone:[/I] The "stone" referred to in the name was part of an heirloom that was passed down generation to generation from one queen to the next. The ruling family, said to have the blood of celestials from long ago, established the Keepers of the Stone with the idea that it would epitomize the ideals they had for Kastavia. Not all Keepers of the Stone were paladins. In fact, there were even a few wizards within their ranks. Those that were paladins, though, were never paladins of a specific deity, but ones who followed the code and ideals placed on the knights. The Keepers of the Stone were known to ride great wolves into battle. These wolves were raised by the druids, and through magic and ritual, were made to be large enough to carry riders on their backs. Only the most elite of the order were able to ride a wolf, and the ability to do so was seen as a great honor. [I]Grimteine, and the Glass City of Donadune[/I]: Grimteine was the nation on the southern border of Kastavia. It is of a lower elevation than Kastavia, and consists mostly of desert. Popular talk among the common folk of Kastavia said that the desert was unnatural, and they believed that the council that ruled Grimteine was actually controlled by a great blue dragon. They believe this dragon was actually the one that taught the nation how to contruct the Glass City. Such talk was generally disregarded. It is understood that Grimteine has a strong tradition of wizards and sorcerers, and they make up the majority of the ruling council. This nation was at war with Kastavia for countless years, and the exact reason for the war was lost long ago by most of the commoners and even many of the soldiers of both nations. The most impressive feature of the nation of Grimteine was the city of Donadune, which was constructed almost entirely of glass. Using the very sands that make-up most of the landscape, it was constructed and tempered with magic to make it strong as steel, and altered so that the suns rays would make the walls radiant and not blinding. It was altered more as to not be able to see through the glass (except where wanted), while still maintaing its look. It is a wonder to behold, and is home to the ruling council of the nation. Grimteine still stands as a nation today, and holds a large part of the land that was once Kastavia. Some of the other neighbors seized the opportunity to grab some portion of the fallen nation. [B][I]SIDENOTE:[/I][/B] I took many MANY liberties in making the history of this character and his past surroundings, so I won't be at all surprised if told that either something needs to change or this is completely invalid. [/QUOTE]
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