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Stonefist Academy - Student Roster

Fangor the Fierce

First Post
Here is your RG for Stonefist Academy. Aptly named, this is the student roster. Please post characters here.

Group:

Lune.png

Lune
Male Human Cleric (jackslate45)

Silvas.png

Silvas
Male Elf Ranger (Sphyh)

Miranda.png

Miranda
Female Human Sorcerer (Graybeard)

Ararion.png

Ararion
Male Elf Rogue (Dragonwriter)

Olek.png

Olek
Male Dwarf Fighter (Axel)

Leilani.png

Leilani
Female Human Bard (Herobizkit)

Daelyn.png

Daelyn
Human Male Wizard (ahayford)


Character Generation

Abilities: 4d6, dropping lowest die and assigning as you like. This can be done twice, taking the best set of rolls.
Race: Core
Class: Core rulebook + Complete Series.
Skills and Feats: Core and Complete Series.
Equipment: Max starting wealth.

Please use this character sheet format
..............BEGIN COPY.....................

[sblock=Characters Name]
[sblock=Game Info]
Race:
Class:
Level: 1
Alignment:
Languages: Common
Deity:[/sblock]
[sblock=Abilities]
STR:
DEX:
CON:
INT:
WIS:
CHA:[/sblock]
[sblock=Combat]
HP: 00 = [1d?? + 0]
AC: 00 = 10 + 0 (armor) + 0 (shield) + 0 (DEX),
AC Touch: 00 = 10 + 0 (DEX)
AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield)
INIT: +0 = +0 (DEX)
BAB: +0 = +0 (list class)
Grapple:
Fort: +0 = +0 (base) + 0 (stat)
Reflex: +0 = +0 (base) + 0 (stat)
Will: +0 = +0 (base) + 0 (stat)
Speed:
[/sblock]
[sblock=Weapon Stats]
EXAMPLE:
Longsword(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2
[/sblock]
[sblock=Racial Traits]
... [/sblock]
[sblock=Class Features]
...[/sblock]
[sblock=Feats]
...[/sblock]
[sblock=Skills]
Skill Ranks:
Max Ranks: 4/2 (Class/CrossClass)
ACP:
Skills:
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Treasure: gp, sp, cp Gems:
Total weight carried:
Maximum weight possible: [/sblock]
[sblock=Details]
Size:
Gender:
Age:
Height:
Weight:
Hair Color:
Eye Color:
Skin Color:
Apperance:
Deamenaor:[/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]

.....................END COPY.....................

Just quote this post and get rid of everything between but the sblock stuff thanks (this makes for easy checking)

Stolen Character Sheet Creation from HM - ;)
 
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House Rules
________________________
Identify - Spell
Components: V, S, M/DF
Casting Time: Standard Action
Range: Touch
Targets: One object per caster level
Duration: 3 rounds / level
Saving Throw: None
Spell Resistance: No

The spell grants a +10 enhancement to Spellcraft checks to determine the magical properties of items. DC 15+Caster Level if item will determine all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifacts.

I don't like the cost of identifying items using the spell. Instead, I think I will go with the Pathfinder rule that identifying magical items will be a Spellcraft Check DC 15 + Items Caster Level. Taking the Identify spell will then net you a +10 Enhancement Bonus to Spellcraft to identify magical items.
________________________
No Psionics
This is simply because I do not have the time to alter the information I have on this homebrew campaign with psionics. I personally don't care for Psionics.
________________________
Campaign NPC's
I have built at least 20 NPC's with full creation as characters with 28 point buy. This means that they hit as hard as you with relative levels. If you pick a fight with a NPC, then prepare for them to play their stats.
________________________
Individual Boons - Special
Each character will gain an individual boon item that is slotless. It will grow with you and is tailored to your character growth. Sometimes it will be a bonus to skills, or a bonus feat, or even a spell like ability. Once at the Academy, it will be given upon acceptance into the Academy.
________________________
Improved Toughness - Feat
No pre-requisite. Grants +1 HP per level of character. Retroactive if taken after level 1.
________________________
Turn Undead
As a standard action, a cleric with the Turn Undead ability can cause 1d6 damage/cleric level to all undead within 30'. Good clerics cause damage to undead while evil clerics can heal this amount to undead. Undead with Turn Resistance can subtract that number from the damage they take. Against incorporeal creatures, you do not have a miss chance as the Turning hits them automatically.
________________________


________________________
 
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Stonefist Academy Roster


Maximo1.png


Maximo Stonefist

Owner of the Stonefist Academy.

Ferro.png

Ferro Direnaught

Second in command at the Stonefist Academy. He is an arcane caster of sorts.

Eralni.png


Eralni

Head Trainer at the Academy for ranged combat.

Baylen.png


Baylen

Head Trainer at the Academy for melee combat.
 
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Tattoo Powers

Miranda's Tattoo
The Winged Dragon

TattooMiranda.png

First Level - +1 insight bonus to Spellcraft and Concentration (Increases by +1 every odd level until +5 max at 9th level)

Olek's Tattoo
The Burning Forge

TattooOlek.png

First Level - +1 insight bonus to Perform and Knowledge Religion (Increases by +1 every odd level until +5 max at 9th level)

Silvas' Tattoo
The Hunter's Bow

TattooSilvas.png

First Level - +1 insight bonus to Survival and Knowledge Nature (Increases by +1 every odd level until +5 max at 9th level)

Ararion's Tattoo
The Watchful Eye

TattooArarion.png

First Level - +1 insight bonus to Search and Spot (Increases by +1 every odd level until +5 max at 9th level)

Lune's Tattoo
The Lightning Bolt

TattooLune.png

First Level - +1 insight bonus to Concentration and Knowledge Religion (Increases by +1 every odd level until +5 max at 9th level)

Leilani's Tattoo
The Half Mask

TattooLeilani.png

First Level - +1 insight bonus to Bluff and Disguise (Increases by +1 every odd level until +5 max at 9th level)

Daelyn's Tattoo
The Lost Tome

TattooDaelyn.png

First Level - +1 insight bonus to Concentration and Knowledge Planes (Increases by +1 every odd level until +5 max at 9th level)
 
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[sblock=Leilani Shalandaerl][sblock=Game Info]
Race: Half-Elf
Class: Bard
Level: 1
Alignment: Chaotic Good
Languages: Common, Dwarven, Elven, Undercommon
Deity:[/sblock][sblock=Abilities]
STR: 11 (0)
DEX: 15 (+2)
CON: 15 (+2)
INT: 14 (+2)
WIS: 10 (0)
CHA: 16 (+3)[/sblock][sblock=Combat]
HP: 8 = [1d6 + 2]
AC: 16 = 10 + 3 (armor) + 1 (shield) + 2 (DEX),
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 14 = 10 + 3 (armor) + 1 (shield)
INIT: +2 = +2 (DEX)
BAB: +0 = +0 (list class)
Grapple: 0 = 0 (BAB) + 0 (STR)
Fort: +2 = +0 (base) + 2 (CON)
Reflex: +4 = +2 (base) + 2 (DEX)
Will: +2 = +2 (base) + 0 (WIS)
Speed: 20 (30)[/sblock][sblock=Weapon Stats]
Rapier (M): +0 = +0 (BAB) + 0 (STR)/DMG = 1d6(P), CRIT 18-20x2
Whip (M/R): +0 = +0 (BAB) + 0 (STR)/DMG = 1d3(S), CRIT 20x2; Range 15, trip, +2 disarm
Light Crossbow (R): +2 = +0 (BAB) + 2 (DEX)/DMG = 1d8(P), CRIT 19-20x2
Dagger (M/R): +0/+2 = +0 (BAB) + 0/+2 (DEX)/DMG = 1d4(S/P), CRIT 19-20x2; Range 10[/sblock][sblock=Half-Elf Racial Traits]

  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
  • Half-elf base land speed is 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • +1 racial bonus on Listen, Search, and Spot checks.
  • +2 racial bonus on Diplomacy and Gather Information checks.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf.
  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
[/sblock][sblock=Class Features] Weapon and Armor Proficiency: all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.

Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

A bard begins play knowing four 0-level spells of your choice.

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows.

Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)
: A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.[/sblock][sblock=Feats]
Point-Blank Shot[/sblock][sblock=Spells]Spells Known: (0) 4
Spells per Day: (0) 2

(0): ghost sound, mage hand, open/close, prestidigitation[/sblock][sblock=Magical Tattoo]Leilani's Tattoo - The Half Mask
First Level - +1 insight bonus to Bluff and Disguise (Increases by +1 every odd level until +5 max at 9th level)
Second Level (Swift) - 1/day, can mimic one familiar voice for 1 minute per character level. DC 10+CHA+1/2 Character Level Sense Motive check to detect as a fake
Fourth Level (Sp) - 1/day, can cast Spymasters Coin (Complete Scoundrel pg 104) as a caster equal to 1/2 your character level
Fifth Level - Resistance Fire 2 (Increases to Resistance 4 at 8th level)

Tentative 7th and 8th (Subject to change based on character development)

Seventh Level - TBD
Eighth Level - TBD[/sblock][sblock=Skills]
Skill Ranks: 32 = ((6+2)x4)
Max Ranks: 4/2 (Class/CrossClass)
ACP: -2
Skills: (Total=Rank+Mod+Misc)
Bluff:+7 = (4 + 3 + 0)
Diplomacy: +9 = (4 + 3 + 2 [race])
Disguise: + 7 = (4 + 3 + 0)
Gather Info: +9 = (4 + 3 + 2 [race])
Know (History): +6 = (4 + 2 + 0)
Know (Nobility): +6 = (4 + 2 + 0)
Perform (Acting): +7 = (4 + 3 + 0)
Use Magic Device:: +7 = (4 + 3 +0)[/sblock][sblock=Equipment]
(Item, Cost, Weight)

Studded leather, 25, 20
Buckler shield, 15, 5
Whip, 1, 2
Light Crossbow, 35, 4
Dagger (2), 4, 2
Bolts (20), 2, 2
Rapier, 20, 2
Belt Pouch (2), 2, 1
Adventurer's Kit:
Backpack, 2, 2
Bedroll, 1 s, 5
Flint and steel, 1, 0
sunrod (2), 4, 2
10 d rations, 5, 10
50' silk rope, 10, 5
waterskin, 1, 4

Treasure: 32 gp, 8 sp, 10 cp Gems:
Total weight carried: With Kit 66, Without Kit 38, No armor 18
Maximum weight possible: 38/76/115; LoH 115, LoG 230, PoD 575[/sblock][sblock=Character Details]
Size: Medium
Gender: female
Age: 25
Height: 5' 1"
Weight: 120 lbs.
Hair Color: Brown
Eye Color: Hazel
Skin Color: fair
Appearance:
Demeanor:[/sblock][sblock=Background]
...[/sblock][sblock=Adventure Log]
None yet[/sblock][sblock=Level Ups]
N/A only first level[/sblock][/sblock]
 
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[sblock=Lune Xanfire]
[sblock=Game Info]
Race:Human
Class:Cleric
Level: 1
Alignment:NG
Languages: Common, Celestial, Draconic
Deity:Heironeous[/sblock]
[sblock=Abilities]
STR:16 (+3)
DEX:13 (+1)
CON:15 (+2)
INT:14 (+2)
WIS:17 (+3)
CHA:15 (+2)[/sblock]
[sblock=Combat]
HP: 10 = [1dd8 + 2]
AC: 17 = 10 + 4 (armor) + 2 (shield) + 1 (DEX),
AC Touch: 11 = 10 + 1 (DEX)
AC Flatfooted: 16 = 10 + 4 (armor) + 2 (shield)
INIT: +5 = +1 (DEX) + 4 (FEAT)
BAB: +0 = +0 (Cleric)
Grapple: +3 = +0 BAB +3 STR
Fort: +4 = +2 (Cleric) + 2 (stat)
Reflex: +1 = +0 (Cleric) + 1 (stat)
Will: +5 = +2 (Cleric) + 3 (stat)
Speed:20'(30 base)
Damage Reduction:
Spell Resistance:[/sblock]
[sblock=Weapon Stats]
Longsword(melee): +4 = +0 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2
Morningstar(melee): +3 = +0 (BAB) +3 (STR) + 0 (feat)/ DMG = 1d8+3(B)
Crossbow, Light(missile): +1 = +0 (BAB) +1 (DEX) + 0 (feat)/ DMG = 1d8(P)
[/sblock]
[sblock=Racial Traits]
Extra Feat: Humans gain an extra feat at level 1
Skilled: Humans gain an additional 4 skill points at level 1, and 1 more after every level. [/sblock]
[sblock=Class Features]
Domains: Good and War
Turn Undead(5/day):1d6 Holy Energy Burst [/sblock]
[sblock=Feats & Traits]
Bonus(War):Martial Weapon Proficiency(Longsword)
Bonus(War):Weapon Focus (Longsword)
Human:Improved Initiative
Level 1:Power Attack[/sblock]
[sblock=Skills]
Skill Ranks: (2+ 2(int) + 1 (Human))x4 = 20
Max Ranks: 4/2 ACP:
Skills:
Concentration: 4 ranks + 2 stat = +6
Diplomacy: 4 ranks + 2 stat = +6
Know(Arcana): 4 ranks + 2 stat = +6
Know(Religion): 4 ranks + 2 stat = +6
Spellcraft: 4 ranks + 2 stat = +6
[/sblock]
[sblock=Domain Abilities]
Good: You cast good spells at +1 caster level.
War: Free Martial Weapon Proficiency and Weapon Focus with Longsword(included)
[/sblock]
[sblock=Equipment]
Equipment, Cost, Weight
Longsword, 15 gp, 4 lb
Morningstar, 8 gp, 6 lb
Crossbow, Light Weapon, 35 gp, 4 lb
-Bolts, Crossbow (20), 2 gp, 2 lb
Chain Shirt Armor, 100 gp, 25 lb
Shield, Heavy(Wooden), 7 gp, 10 lb
Backpack, 2 gp, 2 lb
-Acid (Flask), 10 gp, 1 lb
-Bedroll, 0.1 gp, 5 lb
-Flint and Steel, 1 gp, 0 lb
-Holy Symbol (Wooden)x2, 2 gp, 0 lb
-Ink (1 Oz. Vial), 8 gp, 0 lb
-Inkpen, 0.1 gp, 0 lb
-Parchment (Sheet)x4, .8 gp, 0 lb
-Rations (Trail/Per Day)x5, 2.5 gp, 5 lb
-Waterskin (Filled), 1 gp, 4 lb
Outfit (Traveler's), 0 gp, 0 lb
Spell Component Pouch, 5 gp, 2 lb

Treasure: 5 sp Gems:
Total weight carried:70 lbs
Light Load: 76 lbs
Medium Load: 153 lbs
Heavy Load: 230 lbs
[/sblock]
[sblock=Details]
Size:M
Gender:Male
Age:17
Height:5'11
Weight:220
Hair Color:long, Black hair
Eye Color:Brilliant Blue
Skin Color:Tanned from working out in the sun.
Appearance:
Demeanor: [/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]
 
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[sblock=Silvas Tharen]
[sblock=Game Info]
Race: Elf
Class: Ranger
Level: 1
Alignment: Neutral Good
Languages: Common, Elven, Orc
Deity: Solonor Thelandira
[/sblock]
[sblock=Abilities]
STR: 15 (+2)
DEX: 19 (+4)
CON: 14 (+2)
INT: 13 (+1)
WIS: 13 (+1)
CHA: 10 (+0)[/sblock]
[sblock=Combat]
HP: 10 = [1d8 + 2]
AC: 18 = 10 + 3 (armor) + 1 (shield) + 4 (DEX),
AC Touch: 14 = 10 + 4 (DEX)
AC Flatfooted: 14 = 10 + 3 (armor) + 1 (shield)
INIT: +4 = +4 (DEX)
BAB: +1 = +1 (base)
Grapple: +3 = +1 BAB + 2 STR
Fort: +4 = +2 (base) + 2 (stat)
Reflex: +6 = +2 (base) + 4 (stat)
Will: +1 = +0 (base) + 1 (stat)
Speed: 30 ft
Damage Reduction: none
Spell Resistance: none
[/sblock]
[sblock=Weapon Stats]
Longbow (range): +5 = +1 (BAB) + 4 (DEX) / DMG = 1d8(P), CRIT x3, / 100ft
Longsword (melee): +3 = +1 (BAB) + 2 (STR) / DMG = 1d8+2(S), CRIT 19-20x2
Dagger (melee): +3 = +1 (BAB) + 2 (STR) / DMG = 1d4+2(S), CRIT 19-20x2
Dagger (range): +5 = +1 (BAB) + 4 (DEX) / DMG = 1d4+2(S), CRIT 19-20x2 / 10ft
Unarmed (melee): +3 = +1 (BAB) + 2 (STR) / DMG 1d3+2(S), CRIT x2
[/sblock]
[sblock=Racial Traits]
Immunity to magic sleep effects
+2 racial saving throw bonus against enchantment spells or effects.
Low Light Vision
Notice Secret Doors
[/sblock]
[sblock=Class Features]
Favored Enemy: Orc - +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Wild Empathy: +1 modifier
[/sblock]
[sblock=Feats & Traits]
Point Blank Shot
Track
[sblock=Tattoo]
Silvas' Tattoo - The Hunter's Bow
First Level - +1 insight bonus to Survival and Knowledge Nature (Increases by +1 every odd level until +5 max at 9th level)
Second Level (Swift) - 1/day, can swap places with WILLING creature within 30' with no save
Fourth Level (Sp) - 1/day can cast True Strike
Fifth Level - Resistance Electricity 2 (Increases to Resistance 4 at 8th level)

Tentative 7th and 8th (Subject to change based on character development)
Seventh Level (Constant) - Gain +10 movement when in Light, Medium or no armor and not encumbered with a medium load
Eighth Level - +1 insight bonus to all ranged attacks with any bow
[/sblock]
[/sblock]
[sblock=Skills]
Max Skill Ranks: 4/2 (Class/Cross Class)
Skill Points: 28 (6+1INT x4 = 28)

Climb* +2 (+2Str, +2Ranks, -2ACP)
Heal +3 (+1Wis, +2Ranks)
Hide* +4 (+4Dex, +2Ranks, -2ACP)
Jump* +2 (+2Str, +2Ranks, -2ACP)
Know. Nature +5 (+1Int, +3Ranks, +1Tattoo)
Listen +6 (+1Wis, +3Ranks, +2Racial)
Move Silently +4 (+4Dex, +2Ranks, -2ACP)
Search +6 (+1Int, +3Ranks, +2Racial)
Sense Motive +2 (+1Wis, +1Rank)
Spot +7 (+1Wis, +4Ranks, +2Racial)
Survival +6 (+1Wis, +4Ranks, +1Tattoo)
* = check penalty for wearing armor
ACP: -2 (buckler & studded leather)

[/sblock]
[sblock=Equipment]
Code:
Weight        Equipment
0 lb    Traveler's Outfit
5 lb    Buckler
20lb    Studded Leather
1 lb    Dagger
4 lb    Longsword
3 lb    Longbow
6 lb    Arrows (quiver of 20) x2
2 lb    backpack
5 lb    bedroll
0 lb    candle
0 lb    flint and steel
1 lb    lamp common
2 lb    flasks of oil - 2
.5 lb   belt pouch
2 lb    rations - 2
4 lb    waterskin
1 lb    whetstone
_____
56.5 lb
Treasure:
gp: 98
sp: 15
cp: 7
Total weight carried: 56.5lb
Light load: 66 lb. or less
Medium load: 67-133 lb.
Heavy load: 134-200 lb.
Lift over head: 200 lb
Lift off ground: 400 lb
Push or drag: 1000 lb
[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 38
Height: 5’ 5”
Weight: 130lb
Hair Color: Dark Brown
Eye Color: Blue
Skin Color: Pale
Apperance: Slendor
Deamenaor: Passive[/sblock]
[sblock=Background]
My family have spent centuries bending nature to their own wills. Its a very respectable and respected practice in the Elven lands. My older brother Elias was, and as far as I know still is, a remarkably talented wizard. I never had the knack. At times, Elias made childhood seem so....unfair! He never did his chores, always summoning some invisible thing or other to do it for him.

Anyway, I never saw what was wrong with nature in the first place. It seemed to me like we should, well, just let it be. A lot of the problems in the world came from people not understanding nature and trying to shape it into things that it should never be. One evening I just up and left home, after a fashion. Looking back, maybe it was a cry for attention and I just wanted someone to come find me. Maybe I just wanted to prove to myself that I didn't need magic or my family. That I could make it on my own. I just kept walking, and never once saw anyone from my village. Truth be told, I'm not sure they noticed that I had gone...

There was no purpose to my walking at first. Eventually though, I needed to catch myself some food. It was then that I had my first run in with the filthy, foul Orcs... I had just caught my first boar and was settling down to skin and gut the animal when a dozen of them came out of the nearby woods with swords and bows out!
The ambushed and beat me severely. They even left a decent sized scar along my left forearm. Then they took my boar as a price for my life! Lazy dirty Orcs... Never were capable of doing anything for themselves. I don't take insults like that lying down though, and picked off every last one of the ugly monsters over the next week. I let the last one see me before putting an arrow between his eyes... Elves have a history of a hatred with orcs but now this history had become manifested in my own life and now I had a personal vendetta against these blasted creatures. The world would be a better place without them. I genuinely hate them with the core of being.

Realizing that the world is a dangerous place when you're on your own I sought help. Tales were told back in the village of a great man who slew a black dragon single handedly. Now, that is a man I could learn from.
(props to Axel)
[/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]
 
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[sblock=Olek Hammerblow]
[sblock=Game Info]
Race: Dwarf
Class: Fighter
Level: 2
Alignment: Lawful Good
Languages: Common, Dwarven
Deity: Moradin the All Father[/sblock]
[sblock=Abilities]
STR: 17 (+3)
DEX: 11 (+0)
CON: 16 (+3)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 7 (-2)[/sblock]

[sblock=Combat]
HP: 23 = [2d10 + 6]
AC: 14 (18*) = 10 + 4 (armour) + 4* (vs giants, racial)
AC Touch: 10 (14*) = 10 + 4* (vs giants, racial)
AC Flatfooted: 14 = 10 + 4 (armor)
INIT: +0 = +0
BAB: +2 = +2 (Fighter 2)
Grapple: +5 = +2 (BAB) + 3 (Str)
Fort: +6* = +3 (base) + 3 (Con) + 2* (racial vs poison)
Reflex: +0 = +0 (base) + 0 (Dex)
Will: +2 = +0 (base) + 2 (Wis)
Speed: 20'
Damage Reduction: 0
Spell Resistance: 0

Special (Tattoo): 1/day can call upon Moradin's Favor to grant a single melee weapon to become magical for 1 round per character level (+1 to hit/dmg, magical, cannot leave your hand)
[/sblock]

[sblock=Weapon Stats]
NOTE: +1 racial bonus to hit all orcs and goblinoids not included in stats
below
Greataxe(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d12+4(S), CRIT = 20x3
Warhammer(melee): +4 = +1 (BAB) + 3 (STR) / DMG = 1d8+3(B), CRIT = 20x3
Spiked gauntlet (melee): +4 = +1 (BAB) + 3 (STR) / DMG = 1d4+3(P), CRIT = 20x2
Light Crossbow(missile): +1 = +1 (BAB) / DMG = 1d10(P), CRIT = 19-20x2, range increment = 80'
[/sblock]

[sblock=Racial Traits]
+2 Con, -2 Cha. Already included above.
Medium size.
20' movement. Never reduced for armour or encumberance.
Darkvision (60')
Stonecunning. +2 to Search checks to notice unusual stonework; intuit depth underground; notice unusual stonework passively if within 10'.
Dwarven Waraxes and Dwarven Urgoshes are martial weapons.
+4 bonus to resist being bull-rushed or tripped if standing on the ground.
+2 racial bonus to saves vs poisons.
+2 racial bonus to saves vs spells and spell-like effects.
+1 racial bonus to attack rolls vs orcs and goblinoids.
+4 dodge bonus to AC vs giant-type monsters.
+2 racial bonus to Appraise checks related to stone or metal items.
+2 racial bonus to Craft checks related to stone or metal items.
Automatically known Dwarven language.
Favoured class: Fighter.
[/sblock]

[sblock=Class Features]
Proficient with all simple and martial weapons
Proficient with all armour and all shields (incl. tower shields)
Bonus Feat (Fighter 1)
Bonus Feat (Fighter 2)[/sblock]
[sblock=Feats & Traits]
Level 1: Pious Defence. Expend 1 faith point to cause an attack that would otherwise reduce character to <1 HP to do half damage.
Remaining Faith Points: 4

Bonus Feat (Fighter 1): Weapon Focus (Greataxe). +1 to hit with Greataxe.

Bonus Feat (Fighter 2): Power Attack. Convert BAB to bonus damage.
[/sblock]
[sblock=Skills]
Skill Ranks: 2/level (x4 for level 1) = 10 points
Max Ranks: 5/3 (class/cross-class)
ACP: -4 (Scale Mail)

Total Skill Ability Rank Misc Misc ACP Stat
()Craft: Weaponsmithing +5 = +3 (ranks) + 2 (racial)
Knowledge:Religion^ +3 = +2 (ranks) +1 (insight - tattoo)
Perform: Storytelling +.5 = +1.5 (ranks) - 2 (CHA) +1 (insight - tattoo)

() = class skill
^ = trained only
* = double ACP
[/sblock]

[sblock=Equipment]
Equipment Cost Weight
Scale Mail 30gp, 30 lbs
Explorer's Outfit Free, 0 lbs
Greataxe 25gp, 12 lbs
Warhammer 12gp, 5 lbs
Light Crossbow 35gp, 4 lbs
- 20 Bolts 2gp, 2 lbs
Spiked Gauntlets 5gp, 1 lbs
Backpack 2gp, 2 lbs
Bedroll 0.1g[, 5 lbs
Rope (50', hemp) 1gp, 10 lbs
Grappling Hook 1gp, 4 lbs
Belt Pouch 1gp, 0.5 lbs
Trail Rations x7 3.5gp, 7 lbs
Waterskin 1gp, 4 lbs
Signet Ring 5gp, 0 lbs
Oil Flask x3 0.3gp, 3 lbs
Acid Flask 10gp, 1 lbs
Flint & Steel 1gp, 0 lbs

Treasure: 0gp, 1sp, 0cp
Gems:
Total weight carried: 90.5 lbs (medium), ACP: -3
Armour: 30
Weapons: 24
Gear: 36.5
Maximum weight possible: 260 lbs[/sblock]

[sblock=Details]
Size: Medium
Gender: Male
Age: 54
Height: 4'4"
Weight: 141 lbs
Hair Color: Black
Eye Color: Green
Skin Color: Dark brown/earthy
Appearance: Muscular and stocky. Slight pot belly. Bearded.
Deamenaor: Devoutly religous. Concerned with personal and clan honour. [/sblock]

[sblock=Background]Olek is the youngest of three sons born to Ovo Hammerblow, patriarch of the Stonebreaker clan - renowned stone masons and sculptors. He was born and raised in the isolationist stronghold of Khordaldrum, high in the Hunchback Mountains. Ovo Hammerblow was, and still is, a remarkably accomplished sculptor of stone - keeping alive the family craft of uncounted generations. His elder sons are both talented stone masons themselves with the eldest on the cusp of submitting his masterpiece for evaluation by the guild. Olek himself always had more of an affinity for metals and is marginally talented weaponsmith.

As a child, Olek showed little interest in religion, though like all Dwarves he attended, without compaint, the weekly sermons and lessons on the way Moradin intended the Dwarves to live. That all changed shortly after his 30th birthday, when he joined the militia for his mandatory 10 year service. Olek was one of the unfortunate ones, who saw active and sustained service in the tunnels and outposts of the stronghold, battling against a migration of Trolls for more than 5 years. Here, he witnessed one aspect of the true power of Moradin, protector and creator of the Dwarves. Watching the Clerics stride up and down battle lines, extracting every last ounce of effort and exertion from the troops and stepping in personally when the line faltered was truly inspiring for the young Dwarf. Olek began to attend the daily prayer sessions and sought to know everything about the special bond between Moradin and his mortal servants, while never truly experiencing it himself. Still, he took the the fables and legends of the Dwarven cult with relish and retells them wherever and whenever possible.

At the end of his militia service Olek knew that he could not remain in the Khordaldrum in the manner of his forefathers. Seeking to avoid the shame this would bring to his clan, and his father particularly, he sought approval from the priests of Moradin to travel the world as an emmissary to the world. The elder priest, Kazak, heard of Olek's request and took personal interest. Kazak had heard of a human settlement several weeks march from the Hunchback Mountains named Springfield where representatives from many races gathered together to learn from a wise master. Bidding Olek to go forth and win glory and riches for his clan, Kazak also charged the young Dwarf with reigniting old clan ties. Khordaldrum had been isolated for generations; Kazak feared its decline and eventual destruction.[/sblock]

[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups]
Level 2
Fighter 2
BAB +1 (to +2)
Fort +1 (base now +3)
New feat (Fighter 2): Power Attack
HP: +7 (house rule for d10 HD) +3 (Con) = +10 (new total 23)

Skill points: 2
+1 Craft (Weaponsmithing) to +5 total
+0.5 Perform (Storytelling) [cc] to +0.5 total
[/sblock] [/sblock]
 
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[sblock=Miranda Simon]
[sblock=Game Info]
Race: Human
Class: Sorcerer
Level: 1
Alignment: Neutral Good
Languages: Common, Draconic
Deity:Pelor[/sblock]
[sblock=Abilities]
STR: 9 (-1)
DEX: 13 (+1)
CON: 13 (+1)
INT: 10 (0)
WIS: 9 (-1)
CHA: 16 (+3)[/sblock]
[sblock=Combat]
HP: 6 = [1d4 + 1 + 1 (Improved Toughness Feat]
AC: 11 = 10 + 0 (armor) + 0 (shield) + 1 (DEX),
AC Touch: 11 = 10 + 1 (DEX)
AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield)
INIT: +1 = +1 (DEX)
BAB: +0 = +0 (list class)
Grapple: -1
Fort: +1 = +0 (base) + 1 (stat)
Reflex: +1 = +0 (base) + 1 (stat)
Will: +1 = +2 (base) -1 (stat)
Speed: 30
[/sblock]
[sblock=Weapon Stats]

Dagger (melee): -1 = +0 (BAB) -1 (STR) = 1d4-1 (P/S), CRIT 19-20x2
Light Crossbow (Ranged): +1 = 0 (BAB) +1 (DEX) = 1d8 (P) CRIT 19-20x2
[/sblock]
[sblock=Racial Traits]
+1 skill point/level
... [/sblock]
[sblock=Class Features]
Familiar: none
Spells known:
Level 0: Read Magic, Detect Magic, Prestidigitation, Acid Splash
Level 1: Magic Missile, Ray of Enfeeblement
Spells per day: level 0: 5, Level 1: 4
...[/sblock]
[sblock=Feats & Traits]
Draconic Heritage: Silver
....Grants +1 bonus to saving throws to Sleep, Paralysis, and Cold damage. Add Disguise as a class skill.
Improved Toughness
....Grants +1 hp per level.
...[/sblock]
[sblock=Skills]
Skill Ranks: 12
Max Ranks: 4/2 (Class/CrossClass)
ACP:
Skills:
Bluff +4 (1 rank + 3 Cha)
Concentration +3 (1 rank +1 Con +1 Insight bonus from tattoo)
Diplomacy +3 (0 ranbks +3 Cha)
Disguise +3 (0 ranks +3 Cha)
Knowledge Arcana +2 (2 ranks +0 Int)
Listen +1 (2 CC ranks +0 Int)
Speak Language 1 (2 CC ranks)
Spellcraft +3 (2 ranks +0 Int +1 Insight bonus from tattoo)
Spot +0 (2 CC ranks -1 Wis)
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
 Dagger                         2 gp    1lb
Lt Crossbow                  35 gp   4 lb
20 bolts                         2 gp    2 lb
Backpack                       2 gp    2 lb
Candles (2)                    2 cp
Mug                              2 cp    1 lb
Belt Pouch                     1 gp    .5 lb
Waterskin                      1 gp    4 lb
Torch                            1 cp   1 lb
Spell pouch                    5 gp    2 lb
Acid Flask                     10 gp    1 lb
Cure Lt Wounds (potion)  50 gp   1 lb
flint/Steel                      1 gp
Rations  (2 days)             1 gp    2 lb
Sewing Needle                5 sp
Bedroll                           1 sp     5 lb
Treasure: gp, sp, cp Gems:9 gp, 3 sp, 5 cp
Total weight carried: 24.5 lb
Maximum weight possible: light 30/medium 60/heavy 90[/sblock]
[sblock=Details]
Size: Medium
Gender: Female
Age: 16
Height: 5'4"
Weight: 118 lb
Hair Color: Blonde
Eye Color: Bright Green
Skin Color: Pale/Fair
Apperance: Neat and well groomed whenever possible.
Deamenaor:Friendly but reserved. She will chat with people socially but does not tell people much about herself.[/sblock]
[sblock=Background]...
Miranda grew up in a small town named Riverbend, located along a well traveled merchant route. Her father, Frank, owns an Inn named The Silver Dragon Inn. Miranda and her brothers and sisters worked there while growing up. Her two older brothers left in their early teens to be apprentices. Her oldest brother, Harmon, is nearly ready to open his own tailor shop. Her other brother, Stefan, works as a caravan guard. She has three younger sisters, Sandra, Amanda, and Hope ages 10, 13, and 14. Her mother Faith works as the chief cook at the family Inn.

Miranda left home when she turned 14. Things had been strange for her for the entire previous year. She had strange dreams regarding dragons and inexplicable minor magical items would seemingly appear from nowhere. One day, just before her 14th birthday, she was taken very ill. In her delusional state, she caused damage to her room with minor magic spells. Her parents were naturally very concerned and hired a local cleric to attend to their sick daughter. The cleric, a former adventurer who had long settled down in this small town, recognized the signs of a natural spell caster. She healed the sick girl and took the parents aside to explain to them what was happening. They asked the cleric for advice. What should they do? The cleric told them that she knew someone who could help their daughter control her abilities. This person was an old friend from her adventuring days and lived only a few days journey away. Miranda’s parents were grateful to the cleric for her help. They agreed to allow their oldest daughter to travel with the cleric.

After a few days, when Miranda was feeling better and had recovered her strength, she made the journey to the town of Greenhaven. It was there she would meet her new mentor Lia Siannodel. Miranda would spend the next 2 years working with and for the elven woman. Miranda worked during the day with her mentor, learning about spell craft, arcane, and how to control her emerging abilities. During the evenings, she worked a few hours at one of the local Inns to make a few silvers and coppers. By the time her day was done, she was exhausted and fell asleep almost instantly upon lying on her bed.

After 2 years, her mentor told her she could not teach her anything more. Miranda would have to go out into the world and learn on her own. Only by using her abilities could she learn more spells and better control. She told Miranda that by traveling, she would learn much about the world and that it would enrich her life in ways she could not possibly imagine. What Lia didn't tell Miranda was that she had investigated her family several generations back. What she had discovered had surprised her. It took a lot to surprise her nowadays. After you've been alive for nearly 250 years, not much surprised you anymore. What she had learned was that once every generation, a female child will be born with natural magical abilities. Someone born with natural magical abilities is rare enough but to have one in every generation was unheard of.

Reluctantly Miranda left her mentor and friend. She continues to send letters to Lia and her family when she has the chance. She had been gone about 2 months from her mentor when she met a young Elf named Thamior Amakiir. He was heading to a place called Stonefist Academy. He told her it was a great place located in a valley at the base of a mountain. He told her that it offered academic as well as actual field experience learning. Miranda felt that this would be a good opportunity for her to gain more confidence and knowledge. She decided to join the young man and together they traveled to Stonefist Academy.

[/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]
 
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Ararion Nailo, Elf Rogue

images


[sblock=Ararion Nailo]
[sblock=Game Info]
Race: Elf
Class: Rogue
Level: 1
Alignment: Neutral
Languages: Common, Elven, Goblin
Deity: Corellon Larethian
[/sblock]
[sblock=Abilities]
STR: 10 (+0)
DEX: 20 (+5) (18+2 racial)
CON: 12 (+1) (14-2 racial)
INT: 13 (+1)
WIS:9 (-1)
CHA: 12 (+1)
[/sblock]
[sblock=Combat]
HP: 07 = [1d6 + 1]
AC: 17 = 10 + 2 (armor) + 0 (shield) + 5 (DEX),
AC Touch: 05 = 10 + 5 (DEX)
AC Flatfooted: 02 = 10 + 2 (armor) + 0 (shield)
INIT: +9 = +5 (DEX) + 4 (Feat)
BAB: +0 = +0 (Rogue)
Grapple: +0 = +0 (BAB) +0 (STR)
Fort: +1 = +0 (base) + 1 (stat)
Reflex: +7 = +2 (base) + 5 (stat)
Will: -1 = +0 (base) - 1 (stat)
Speed: 30 ft.
[/sblock]
[sblock=Weapon Stats]
Rapier (melee): +0 = +0 (BAB) + 0 (STR)/ DMG = 1d6(P), CRIT 18-20x2
Shortbow (ranged): +5= +0 (BAB) + 5 (DEX)/ DMG=1d6(P), CRIT x3, Range increment 60 ft.
[/sblock]
[sblock=Racial Traits]
+2 Dexterity, -2 Constitution.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. [/sblock]
[sblock=Class Features]
Sneak Attack +1d6: Deal extra damage when opponent is denied DEX to AC or is flanked.
Trapfinding: Can use Search and Disable Device to locate and disable traps.[/sblock]
[sblock=Feats]
Improved Initiative
[/sblock]
[sblock=Skills]
Skill Ranks: 36
Max Ranks: 4/2 (Class/CrossClass)
ACP: 0
Skills:
Balance +6 (1 rank, +5 DEX)
Bluff +5 (4 ranks, +1 CHA)
Diplomacy +4 (3 ranks, +1 CHA)
Disable Device +7 (4 ranks, +1 INT, +2 tool/circumstance)
Hide +9 (4 ranks, +5 DEX)
Listen +3 (4 ranks, -1 WIS)
Move Silently +9 (4 ranks, +5 DEX)
Open Lock +8 (1 ranks +5 DEX, +2 tool/circumstance)
Search +6 (4 ranks, +1 INT, +1 insight)
Spot +4 (4 ranks, -1 WIS, +1 insight)
Tumble +6 (1 ranks, +5 DEX)
Use Magic Device +2 (1 ranks, +1 CHA)
Use Rope +6 (1 ranks, +5 DEX)
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Rapier 20 gp 2 lbs
Shortbow 30 gp 2 lbs
20 arrows 1 gp 3 lbs
Leather Armor 10 gp 15 lbs
Explorer’s Outfit (free, weightless)
Masterwork Thieves’ Tools 100 GP 2 lbs

Backpack 2 gp 2 lbs
Bedroll 1 sp 5 lbs
Trail Rations (8) 4 gp 8 lbs
2 Waterskins 2 gp 8 lbs
Silk Rope (50 ft) 10 gp 5 lbs
Crowbar 2 gp 5 lbs
Mirror, Small Steel 10 gp .5 lbs
Shovel 2 gp 8 lbs
Treasure: 6 gp, 9 sp, cp Gems:
Total weight carried: 24 on person, 41.5 in backpack (to be dropped or handed off when going into trouble)
Maximum weight possible: 100 lbs (1-33 light, 34-66 medium, 67-100 heavy) [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 122
Height: 5’1”
Weight: 103 lbs
Hair Color: Dark Brown, Long
Eye Color: Sea Green
Skin Color: Pale
Appearance: Ararion is a pale-skinned elf with deep-set eyes and somewhat gaunt features. He stands a meager 5’1” and is far from solid-looking. Yet his limbs have a lanky, almost branch-like appearance and he moves with even more grace than most of his race. His features and voice are smooth and soft, things he uses to his advantage in social situations. He has a charming smile when he wants it. When he isn’t wearing his simple leather armor, he generally wears garments to offset his sea-green eyes and pale skin. He keeps a simple, unadorned rapier at his left hip and a shortbow slung across his back.
Demeanor: Ararion’s demeanor is usually cordial. He’s willing to give most people the benefit of the doubt. He has a wicked sense of humor and enjoys pulling pranks. But there are times when he seems to be withdrawn and grows sullen, not caring for any company.
[/sblock]
[sblock=Background]
Ararion grew up in the elven district of the city Jeransport, a minor trading hub. His mother was a homemaker and his father a fairly weak wizard who ran his own little trinket shop, while his younger brother and he attended school and enjoyed city life. Ararion’s brother, Morsalios, also took to the magic lessons given by their father far better than Ararion did. The elder brother far preferred light swordplay and sneaking up on people to surprise them. The boys grew a bit more distant with time, as Ararion got more involved with things and people outside the house and Morsalios grew more withdrawn into his books.
It wasn’t until they both turned 120 that things really took a turn for the worse… Morsalios had taken to Enchantment magics, while Ararion was more of a sneak and scout. He wasn’t a thief, but he didn’t have a lot of compunctions dissuading him from such pursuits. He was much more interested in just the challenge of getting somewhere he wasn’t supposed to be. As it turned out, one of his little escapades didn’t go quite as planned (guard dogs he hadn’t seen and which had nearly taken several bites out of him – to this day, he doesn’t like dogs) and he had to make a hasty exit.
His flight took him down a series of alleys where he eventually came upon his brother, a pretty, young elven girl on his arm and with a vacant expression on her face. Questions arose and when the girl started raving about his brother (a girl Ararion had never seen nor heard his brother mention), Ararion grew suspicious. Suspicion grew to revulsion when his silver tongue tricked Morsalios into revealing he had Charmed the girl. Ararion didn’t even think, just lashing out with a punch at his younger brother. The two got into a fight there in the alley... until one pulled a knife. Ararion doesn’t remember if it was him to Morsalios who drew the weapon, or even if it was the girl. All he remembers after that is his brother’s scream and himself standing up and watching blood flow from a wound in his brother’s belly. Ararion panicked and ran, leaving the city that night and heading out on his own.
He got involved with a few adventuring troupes in need of a sneak and picked up some more skills along the way. He doesn’t know whether his brother survived and is admittedly scared of ever returning home…
[/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]
 
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Into the Woods

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