[Spelljammer] - Chars

Krug

Newshound
Elisia Wildwood, Female Halfling Bard 1; Size S (3'); HD 1d6; HP 6; Init +4 Dex; Spd 20 ft; AC 15 (+4 Dex, +1 Size); Attack +1 melee/+5 ranged; SV Fort +1 Ref +7 Will +2; AL NG; Str 10 Int 14 Wis 11 Dex 19 Con 11 Cha 15.

Languages: Common, Elven, Dwarven, Halfling

Skills (ranks/bonus): Balance (1/+3), Climb (1/+3), Bluff (2/+4), Concentration (2/+2), Decipher Script (2/+2), Gather Information (2/+4), Hide (2/+10), Jump (2/+4), Knowledge[History] (2/+4), Listen (1/+4), Move Silently (2/+8), Perform[Mandolin] (4/+6+2(Masterwork item)=+8)

Feats: Point Blank Shot, Rapid Shot, Lingering Sound

Bard Spells Known (2): 0th -- Dancing Lights, Detect Magic, Flare, Ghost Sound.

Armor: Leather Armor
Weapons: Masterwork Shortbow (1d6/x3), Quiver with 40 arrows, Short Sword (1d6/19-20x2), Dagger (1d4/19-20x2)

Equipment: Masterwork Mandolin, Trail Rations (10), Backpack, Bedroll, Waterskin, Oil (2), Hamster - Tikal, Coinpouch with 20 gp, 15 sp

Description: Elisia has braided her golden hair into two braids. She is slightly plump, has fat round cheeks, and a sparkling smile.

History: The elder Wildwood should have seen the trouble when young Elisia fell silent when she heard the troubador's song. She was enthralled. How so much could be done with a tune! And the places he spoke of. Seas of Stars, mountains that touched clouds, trees older than the dale and most of all, ships that travelled the skies. She would squint her eyes to spot one of them. Surely... they were out there?

Her parents frowned on her daydreaming but did let her practise the mandolin, and she was crowned the Shire's Musical Prodigy of the Season (as competitions are important to the wee folk). She practised bowcraft with the young boys, who kept quiet because she was a fairly good shot. She was not like her siblings; she didn't want a barrow, had no interest in bread-tasting, and would accost travelers through the shire for tales and legends.

Her parents sighed, hoping her adventure daydreams would all go away, but they didn't. A sneak raid by Goblins plunged the young Halfling right into combat, and her arrows took down many of their number as she protected the Skrenworths from the humanoid's dull, rusty knifes. She was given a medal and knew that her livelihood would be travelling. She would ride those ship of stars; she would travel far and wide, earning a living as a musician with the fine mandolin the Skrenworths had bought her as a gift for saving them. The master archer Gordan Brightbow sighed as he listened to her dreams, gave her additional lessons with her bow. The famed musician Diane Hortfeet advised her to marry and settle down instead, but Elisia begged for more musical lessons and soon, she could set everyone dancing a jig or tearing with a ballad. Diane also taught her Elisia little bits of magic to add to her repertoire.

So it came to pass one night. Elisia had just played at the wedding of her best friend Straley and the attendees were drunk and exhausted. Tucking her parents in, she left a note saying "BE BACK SOON. OUT FOR A BIT. WILL EAT WELL AND WASH BEHIND EARS. Love, Elisia". Taking her equipment and Tikal, her pet hamster, she hitched a ride with pilgrims to the city of Pendershan.

She has managed to persuade the captain of the Elegant Interlude that they require her services as a musician on board the ship, with bow skills to match as well! The captain had agreed though it did require a long demonstration of Elisia's playing before he was persuaded. Right now, Elisia wanders the decks with her mandolin. She can't wait for the ship to take off and her journey to begin!
 
Last edited:

log in or register to remove this ad


Wow gamecat you're generous. Will look through Song and Silence to see if there's anything I should add.
 
Last edited:


Rhamyr Kottlo, sailor

Rhamyr Kottlo, M Gnome Rng1; Size S (3'10", 50 lbs); HD1d10+1; hp 11; Init +2 (Dex); Spd 20 ft; AC 16 (+3 armor, +2 dex, +1 size); Attack +3 melee/+4 ranged; SA: Favored enemy (Zhentarim); SQ Gnome qualities: lowlight vision, +2 save vs. illusions, +1 attack vs. kobolds and goblinoids, +4 dodge vs. giants, +2 on listen & alchemy, racial magic (dancing lights, ghost sound, prestidigitation, speak with animals) SV Fort +3, Ref +4, Will +0; AL TN; Str 13, Dex 14, Con 12, Int 14, Wis 10, Cha 9.

Skills and Feats: Appraise (0/+2), Climb (4/+6), Craft: ropemaking (2/+4), Hide (0/+6*), Jump (2/+4), Listen (4/+6), Move Silently (0/+2), Profession: void sailor (4/+6), Spot (4/+4), Use Rope (4/+6); Ambidexterity (virtual), EWP: Smokepowder firearms (bonus), Mercantile Background (bonus, +2 to Prof:vs), Point-Blank Shot (1st level), Two-Weapon Fighting (virtual)

Possessions: pistol, horn of smokepowder, 30 bullets, cutlass, throwing axe, dagger, mw studded leather armor, sailor's kit (hammock, utensils, personal necessities, etc), 10 gp

* - Elisia, don't forget you get a +4 size bonus to your Hide skill!

Description: Rhamyr is enormous for a gnome - which doesn't say much by anyone else's standards, but there you have it. His long black hair is usually pulled into a topknot, and he sports a forked goatee which he keeps waxed. Years of training, fighting, and working aboard ship have given him a muscular build, with a multitude of minor scars and a missing joint on the index finger of his right hand.

Background: Rhamyr Kottlo's family was unusual, even for gnomes. Outgoing and sociable like so many of their kind, they turned away from the crafting so common to their race and tended instead towards far more mercantile endeavors. (Some whispered that they had dwarven blood, generations back, which explained their unusually large build and love of gold.) Their ships plied both ocean and void in search of new markets and exotic trading, and as a young gnome, Rhamyr trained diligently to take his place on the family's sole spelljammer (the Baervan's Gift, a human Tradesman-class vessel).

Rhamyr was barely thirty when disaster struck. The Gift disappeared on its way back from a routine trading expedition to the Neer. Gradually reports began to filter in from other spelljamming vessels: Baervan's Gift had been found sacked and stripped of atmosphere. All aboard were dead, including Rhamyr's older brother Merwyn. The plunderers had even had the arrogance to 'sign' their work: a circled 'Z', the old symbol of the Zhentarim, burned into the shattered planks of the deck.

Rhamyr continued to train himself as before, but now his self-imposed task had taken on a new meaning: he wanted to wipe the Zhentarim pirates out of the Void. He studied their ways, practiced the arts of war, and focused himself on his impossible task for two long decades.

When he finally deemed himself ready, he took a berth on the first vessel he could find, ready to prove himself with blade or gun. He's sailed for several years now, changing ships and seeing the spheres. He's crossed blades with pirates a few times, but never the ones he truly seeks. Maybe it's been too long...

(Gamecat, it's up to you whether you want me to have been on the Interlude for a while, or if I'm just signing up - I can do it either way. It's probably easier if this is my first journey with her, so I meet everyone at the same time as the rest of the PCs.)

J
 
Last edited:

Drnuncheon, I like! the Zhents are amongst my favorite bad guys. I'll post my DMPC in time, his rival being a Zhent as well.
 

Great character drnuncheon! Looking forward to travelling with you! :)
Thanks for the headsup regarding the hide skill!
 




Remove ads

Top