Strange New World Characters


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Brali Bundlebark
Male Gnome Druid 5

If you ask some local residents, Brali Bundlebark has been in a bad mood ever since he was shipwrecked here. Those who know him better understand he's delighted to be here, he just dislikes "trailstompers" as he refers to the heavy-footed folk. He left his old homeland on the ship out of despair for the damage wrought by the exploitation of humans and wars with the goblin-folk. Being shipwrecked here is as near to his desires as he could ask for.
Brali is delightfully known as "Old Brali" by the children of some of the villages for his magic tricks and tales of the forest creatures. He tries to teach them of respect for the living things they share this island with. Thus he hopes to prevent this island from meeting the fate of other wild lands. He loves to plays for the children on a beautiful flute given to him long ago by a bard, though he has no real musical talent.
Brali has been living along the fringes of the villages acting as a healer, herbalist, midwife, animal trainer, horse doctor, and random handyman. He has very little need for money, and has generally gotten things he needed in thanks for his healing or other works. All of his magic items and expensive items came from before he set out on ship.

Str 6 (-2)
Dex 12 (+1)
Con 12 (+1)
Int 16 (+3)
Wis 17 (+3)
Chr 14 (+2)

AC 16 (+2 Dex, +1 Size, +3 Armor)
AL NG
HP 37
Feats: Alertness, Augment Summoning
Languages: Common, Gnome, Druidic, Sylvan*, Elven*, Goblin*
Speed: 20"
+2 racial SV bonus against illusions.
+1 racial bonus to attack rolls against kobolds and goblinoids
+4 dodge bonus against giants.

Skills (4 + Int) * 8 = 56pts

Class Skills (Max 8 ranks)
Animal Empathy (Cha +3) (8 ranks) +11, +7 w/beasts
Concentration (Con +3) (8 ranks)
Diplomacy (Cha +3) +3
Handle Animal (Cha +3) (8 ranks) +11, +13 w/animals (Syn)
Heal (Wis +3) (Syn +2) (5 ranks) +10, +12 w/kit
Intuit Direction (Wis +3) (3 ranks) +6
Knowledge (nature) (Int +3) (8 ranks) +11
Profession, herbalist (Wis +3) (5 ranks) +8
Scry (Int +3) +3
Spellcraft (Int +3) (3 ranks) +6
Swim (Str -2) -2
Wilderness Lore (Wis +3) (8 ranks) +11

CrossClass Skills (Max 4 ranks)
Spot (Wis +3, Alert) +5
Listen (Wis +3, Race +2, Alert) +7
Hide (Dex +1, Size +4) +5
Move Silently (Dex +3, Boots) +13

9,000 GP of equipment (Light Load is 20 lbs)

worn/carried:
Dagger d4-2, (19-20, x2) [2gp] 1lb
+1 Leather Armor (+2 AC, +6 max Dex) [1160gp] 7.5lb
Sling d4 (20, x2) with 10 bullets [1gp] 5lb
Bag of Tricks [3000gp]
Boots of Elvenkind [2000gp, 1lb]
Much-repaired and battered Traveler's Outfit with a wide-brimmed floppy hat
if he bothered to count his money he'd find about 10 gp in scattered change

Heward’s Handy Haversack [2000gp, 5lb, carries 120 lbs]

Primary pocket:
Sickle d6-2 (20, x2) - rarely used
a bedroll
one set of clean, respectable looking clothes
a thick woolen blanket (human-sized)
two waterskins - one with water, one with cheap wine
Healers Kit
Pouch with 10 more sling bullets
10 feet of rope

Left side pocket:
10 Beeswax candles
5 days trail rations
A battered steel mug
A small brass cooking pot
flint & steel
whetstone
3 fishhooks (different sizes)
3 sewing needles (different sizes)
a little ragdoll
a wooden horse figurine
3 rag-stuffed balls
a copper cowbell
a masterwork wooden flute
3 trade gems worth 100gp each (mostly forgotten)
misc other trinkets

Right side pocket of the haversack is filled with 2 cubic feet of firewood from kindling to small logs.

John
 

Pent Haeron
Halfling rogue 5


Age: 38 years old
Gender: male
Height: 3’2”
Weight: 40 lbs
Eyes: Royal blue
Hair: Dark brown
Skin: Tanned

STR: 11 +0
DEX: 18 +4
CON: 14 +2
INT: 16 +3
WIS: 8 -1
CHA: 10 +0

HP: 5d6 + 10 (32 hp)
Speed: 40 [boots of striding]
Init: +4
AC: 20 (+1 size, +4 Dex, +5 mithril chain shirt)
BAB: +3
Melee: +4 [+3 base +1 size]
Ranged: +8 [+3 base +1 size +4 Dex]

Saves:
Fort: +4 [+1 Base +2 Con +1 Racial]
Reflex: +9 [+4 Base +4 Dex +1 Racial]
Will: +1 [+1 Base -1 Wis +1 Racial]

Attacks:
+9 Rapier / 1d6+1 [+4 melee +4 Dex +1 Enhancement]
+9 Short bow / 1d6 [+8 Missile +1 Masterwork]
Plus 3d6 sneak attack, where available

Feats:
Weapon Finesse (Rapier), Dodge

Skills:
Appraise: +6 [3 Ranks]
Balance: +7 [1 Rank, +2 Synergy-Tumble]
Bluff: +5 [5 Ranks]
Climb: +2 [+2 Racial]
Decipher Script: +8 [5 Ranks]
Diplomacy: +8 [4 Ranks, +2 Synergy-Bluff, +2 Synergy-Sense Motive]
Disable Device: +13 [8 Ranks, +2 Circumstance - MW Tools]
Disguise: +3 [1 Rank, +2 Synergy-Bluff]
Escape Artist: +9 [5 Ranks]
Forgery: +4 [1 rank]
Gather Information: +2 [2 Ranks]
Hide: +16 [8 ranks, +4 Size Bonus]
Innuendo: +4 [1 Rank, +2 Synergy-Bluff, +2 Synergy-Sense Motive]
Intimidate: +2 [+2 Synergy-Bluff]
Jump: +14 [+2 Synergy-Tumble, +2 Racial, +10 Competence]
Listen: +6 [5 Ranks, +2 Racial]
Move Silently: +8 [2 Ranks, +2 Racial]
Open Lock: +9 [3 Ranks, +2 Circumstance - MW Tools]
Pick Pocket: +7 [1 Rank, +2 Synergy-Bluff]
Read Lips: +5 [2 Ranks]
Ride: +6 [+2 Circumstance]
Search: +11 [8 Ranks]
Sense Motive: +4 [5 Ranks]
Spot: +12 [8 Ranks, +5 Circumstance]
Tumble: +9 [5 Ranks]
Use Magic Device: +5 [5 Ranks, +2 Synergy Decipher Script Only for Scrolls]

Equipment:
Eyes of the Eagle
Mithral Chain Shirt +1
Rapier +1
Boots of Striding and Springing
Wand of CLW (50 Charges)
MW Short Bow
MW Thieves Tools
60 Arrows
Potion of Spiderclimb
5 Days Rations
Waterskins (2)
Bedroll, Blanket
Warpony
Military Saddle, Bit and Bridle, Saddlebags (2)

Background:
Pent was once a happier man, before the crash onto this island several years ago. His entire family was killed in the crash. Although other halflings were there to offer support, Pent has never recovered from the loss. His attitude and personality has caused many of the townsfolk to call him dour as a dwarf.

He has started to rebuild his life recently, with a shop in town. Customers are scarce and would be more plentiful if there wasn't a "What the hell to you want?" when they came in the store. Pent could care less if he had customers or not, but the customers he did have always managed to get what they were looking for.

Now, after hearing of the tragedy, Pent has decided to set off with the expedition to recover any items that may have been left behind by those who are gone.
 
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Yvonne Blesseth

Name: Yvonne, Priestess of the Shining One
Class: Cleric5
Race: Human
Gender: Female
Alignment: NG
Deity: Pelor
Age: 24

A) 16,16,14,12,10,8. (32 Points)
STR: 08 -1
DEX: 10 +0
CON: 16 +3
INT: 14 +2
WIS: 19 +4
CHA: 12 +1

HP: 5d8+15 (47hp)
BAB: +3
AC: 15 (Tower Shield)
FORT: +7
REF: +1
WILL: +8
SR: 0
Init: +0

FEATS&SPECIAL
1 Scribe Scroll
1 Reach Spell
3 Craft Wonderous Item
Turn Undead
Greater Turning

SKILLS
Concentration +11 (8/3)
Knowledge(Religion) +10 (8/2)
Spellcraft +10 (8/2)
Diplomacy +9 (8/1)

EQUIPMENT (Equiped/On body) 7gp
Periapt of Wisdom +2 (4000gp)
+1 Chain Shirt (1250gp)
Masterwork Warhammer (312gp)
Masterwork Towershield (180gp)
Ring of Sustenance (2500)

Backpack
Bedroll
Winter Blanket
Flint & Stone
Torches (5x)
Candles (5x)
Waterskin
Holy Symbol (Silver)
Holy Symbols (3x, Wooden)
Spell component pouch

Scrolls:
Hold Person 3x (Divine2)
Silence (Div2)
Calm Animals (Div1)

Donated a total of 100gp to churches in old and new world.

ATTACKS
Warhammer, +3, 1d8-1, x3

SPELLS: (0:5, 1:4+1, 2:3+1, 3:2+1) DC 14+SL (+1 Good spells)
0: Detect Magic (3x), Light, Read Magic
1: Magic Weapon, Bless, Divine Favor, Sanctuary
2: Bulls Strenght, Knife Spray, Hold Person
3: Dispel Magic, Searing Light

DOMAINS: (Sun, Good)
1: Protection From Evil [Good]
2: Heat Metal [Sun]
3: Searing Light [Sun]

LANGUAGES:
Common
Draconic
Celestial
 

Ember Lovemark

Human Femal Fighter 5
HD: 38
Init: +3
Speed: 30 ft
AC: 17
Attacks: Rapier and dagger (full attack) +7/+5
Damage: 1D6+3/1D4+1
Saves: Fort: +4 Reflex: +4 Will: +3
Abilities: Str 12 Dex 17 Con 10 Int 8 Wis 14 cha 16
Skills: Swim +6
Feats: Ambidexterity, Two-weapon-fighting, weapon Finesse (rapier) Weapon Focus (rapier) Weapon Specialization (rapier) Weapon finesse (dagger)
Appearance: An elgantly, beautiful young women with an aura of authority around her.
Alignment: Chaotic good, she lives according to her own rules, and others will have to follow them
Languages: Common

Ember was the leader of a mutiny on one of the ships, she was loved by the men, but after gaining control she came to the conclusion that she missed the needed intelligence. But she can manage just fine due to her charismatic abbilities.
 
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Timothy said:
Quick sketch of my char, more to follow



Alignment: Lawful good, she lives according to her own rules, and others will have to follow them
That would be Neutral or more likely Chaotic good. Lawful inherently means she would follow the rules of the government around her.
 

Everyone (Except Ember, who's not done) is ready to go if the following changes are made and questions are answered to my satisfaction.

Argent:
Your saving throws make no sense. Please put down the final number in each.
You didn't fill in your AC

Ivanhoe:
What's ACP stand for?

Keia:
You should only have 32 HP

Timothy:
HP should be 38
Alignment : Everyone can say they "Follow their own rules and impose them on others", I go with the archetypes from the PHB.. The closest alignment to what you describe is CG, if you'ld like to play that.
Improved Two Weapon Fighting requires a BAB of +9.
I'ld suggest dropping it (Especially since your character has 7 feats and should only have 6)

I'll check the rest of Ember when you get more posted.
 

acp is for armor check penalty, cause i have alot. o and i did have 1 feat too many but i fixed it, i guess i thought we were lvl 6 or somat
 


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