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The Antigrol Tide (OOC)

Hi!
I believe to have the character in order now.
Please take a look and see if i miss something.

I'm gonna work on the background this weekend. But i need some more info on Half-elfs in this world to make my character more credible.
Wy is the half-elfs so missliked? do they have a region of origin? are there any race more then another that trade id papers and does the shady stuff? I was thinking in gnomes, to the id papers. Or maybe i can take some skill points in craft?

D.H.
 

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[sblock]Braerthalas Alathatka
Elven Swashbuckler 1 Aristocrat 1

Age: 153
Gender: Male
Height: 4'8''
Weight: 121
Eyes: Gray
Hair: Waist Length, Dark Brown
Skin: Pale

STR: 12 [+1] (4 points)
DEX: 17 [+4] (8 points +2 Racial )
CON: 10 [0] (4 points -2 Racial)
INT: 15 [+2] (8 points )
WIS: 10 [0] (2 points)
CHA: 14 [+2] (6 points)

HP: 9
Armor Class: 18 (10 base + 4 Dex + 4 Armor)
Initiative: +4
BAB: +1
- Melee: +5
- Ranged: +5
Speed: 30’

FORT: +2 (2 Base + 0 Con)
REFL: +4 (0 Base + 4 Dex)
WILL: +0 (0 Base + 0 Wis)

Abilities:
- +2 racial bonus against enchantment
- Weapon Proficiency: longbow, shortbow, composite versions, rapier, longsword
- +2 racial bonus on Spot and Listen
- +2 racial bonus on Survival; Survival always a class skill
- Weapon Finesse: May add Dexterity bonus to attack rolls instead of Strength with light weapons or a rapier whip or spiked chain
- Grace: +1 Adds a +1 Competance bonus on reflex saves.
- Insightful Strike: Adds Intelligence to damage in addition to Strength
- Dodge: Gains a +1 Dogee bonus to AC for a single target.(stacks with dodge the feat)
- Acrobatic Chaarge: May Charge over Difficult Terrain.

Feats:
1st Level
- Dodge
3rd Level
- Mobility
6th Level
-Spring Attack

Skills:
Balance +8 (4 ranks, +4 Dex)
Bluff +4 (2 ranks, +2 Cha)
Diplomacy +4 (2 ranks, +2 Cha)
Jump +5 (4 ranks, +1 Str)
Listen +4 (2 ranks +2 Racial)
Perform +4 (2 ranks, +2 Cha)
Sense Motive +4 (4)
Tumble +8 (4 ranks, +4 Dex)


Languages:
- Common
- Elven
- NS
- NS


Equipment:
Melee weapons
- Whip Dagger +5 (1d6+1, 19-20)
- Rapier +5 (1d6, 18-20)

Ranged weapons

Mundane equipment
- Traveller’s Outfit (1gp, 5 lbs)
- Signet Ring (.5 gp)
- Various Jewelry (100 gp, ?? lbs) at house
- Noble Outfit (75 gp, 10 lbs) at house
- backpack (2 gp, 2 lbs + contents)
- 7 days worth of trail rations (3.5 gp, 7 lbs)
- Small Steel Mirror (10 gp, .5 lbs)
- 3 Traveller’s Outfits (3gp, 15 lbs)

Weight Carried: 33 lbs with pack 9 with out
Remain money:

Description

Personality

Background[/sblock]
If there are bad feelings towrd half elves what about whole ones? If it's too much trouble I can change, but it seemed like an interesting opportunity.(will affect backround and stuff so work on that is postponed)
 
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magic_gathering2001 said:
[sblock]Braerthalas Alathatka
Elven Swashbuckler 1 Aristocrat 1

Age: 153
Gender: Male
Height: 4'8''
Weight: 121
Eyes: Gray
Hair: Waist Length, Dark Brown
Skin: Pale

STR: 12 [+1] (4 points)
DEX: 17 [+4] (8 points +2 Racial )
CON: 10 [0] (4 points -2 Racial)
INT: 15 [+2] (8 points )
WIS: 10 [0] (2 points)
CHA: 14 [+2] (6 points)

HP: 55
Armor Class: 18 (10 base + 4 Dex + 4 Armor)
Initiative: +4
BAB: +1
- Melee: +5
- Ranged: +5
Speed: 30’

FORT: +2 (2 Base + 0 Con)
REFL: +4 (0 Base + 4 Dex)
WILL: +0 (0 Base + 0 Wis)

Abilities:
- +2 racial bonus against enchantment
- Weapon Proficiency: longbow, shortbow, composite versions, rapier, longsword
- +2 racial bonus on Spot and Listen
- +2 racial bonus on Survival; Survival always a class skill
- Weapon Finesse: May add Dexterity bonus to attack rolls instead of Strength with light weapons or a rapier whip or spiked chain
- Grace: +1 Adds a +1 Competance bonus on reflex saves.
- Insightful Strike: Adds Intelligence to damage in addition to Strength
- Dodge: Gains a +1 Dogee bonus to AC for a single target.(stacks with dodge the feat)
- Acrobatic Chaarge: May Charge over Difficult Terrain.

Feats:
1st Level
- Dodge
3rd Level
- Mobility
6th Level
-Spring Attack

Skills:
Balance +8 (4 ranks, +4 Dex)
Bluff +4 (2 ranks, +2 Cha)
Diplomacy +4 (2 ranks, +2 Cha)
Jump +5 (4 ranks, +1 Str)
Listen +4 (2 ranks +2 Racial)
Perform +4 (2 ranks, +2 Cha)
Sense Motive +4 (4)
Tumble +8 (4 ranks, +4 Dex)


Languages:
- Common
- Elven
- NS
- NS


Equipment:
Melee weapons
- Whip Dagger +5 (1d6+1, 19-20)
- Rapier +5 (1d6, 18-20)

Ranged weapons

Mundane equipment
- Traveller’s Outfit (1gp, 5 lbs)
- Signet Ring (.5 gp)
- Various Jewelry (100 gp, ?? lbs) at house
- Noble Outfit (75 gp, 10 lbs) at house
- backpack (2 gp, 2 lbs + contents)
- 7 days worth of trail rations (3.5 gp, 7 lbs)
- Small Steel Mirror (10 gp, .5 lbs)
- 3 Traveller’s Outfits (3gp, 15 lbs)

Weight Carried: 33 lbs with pack 9 with out
Remain money:

Description

Personality

Background[/sblock]
If there are bad feelings towrd half elves what about whole ones? If it's too much trouble I can change, but it seemed like an interesting opportunity.(will affect backround and stuff so work on that is postponed)


55 HP ?!?! how in the hell ?
You want to be an Elf, so you better stay away from my thug's fist :)
 

I'll have to agree with Strahd that 55 hp seems a bit high. Just to reiterate for everyone, your hit points should be equal to your PC class HD + con bonus + 1/2 NPC class HD (no con bonus). So, if I had a d10 HD for my PC class, a d6 HD for my NPC class and a con bonus of +2, I'd have 10 + 2 + 3 = 15 HP.

As for playing an elf in this campaign . . . I did not specifically forbid it, so I am willing to consider it in this instance. However, one elf in the campaign will be more than enough, so please, no more requests to play an elf from anyone else. As Strahd pointed out, an elf PC will undoubtably introduce some conflict into the party dynamic. That's not necessarily a bad thing, and I'm willing to work with it. It will take a supreme roleplaying effort from you, magic_gathering, especially, and a good back story. If you're willing to do that, I've got some ideas on how this could work. Drop me an email at mallaksavindica (at) gmail (or use the EN World forum utility).


Drowned Hero,

I noticed that you have several skill mods listed incorrectly. You've given yourself a -1 on certain wis modified skills. That should be a +1. Also, you don't have mods listed for Gather Info or Diplomacy.

Note to all Half-elves: Rather than a +2 to Gather Info, you receive a -2. In addition, you receive a +2 to Bluff and Sense Motive. Very few people will talk freely with a half-elf. Because they are almost universally shunned, every half-elf learns at a young age how to read people and how to bluff their way out of dangerous situations.

For more background stuff on Half-elves expect more later today or tomorrow. As for false id papers, the Gnomes are the best people to talk to about getting those. Alternatively, you could take some ranks in forgery to do it yourself -- but only if you also spend the skill points to become literate (remember that barbarians start illiterate).


Anyhow, more world background to come!
 

N’un T’Chauck the Tahk’Wam Warrior

N’un T’Chauck the Tahk’Wam Warrior (folks call him Noonchuck in Common)

Revised

2nd Level Barbarian

Background: Warrior
Age: 19
Height: 6’
Weight: 176
Hair: Black
Eyes: Dark brown
Class: Barbarian
Level: 1
Alignment: Neutral
Experience: 1,000
Deity: “The Old One” a spirit deity that lives under the sea.

Statistics:

STR – 14 (+2) 6pts.
DEX – 16 (+3) 10pts.
CON – 14 (+2) 6pts
INT – 10 (0) 2pts
WIS – 14 (+2) 6pts
CHA – 10 (0) 2pts
Total 32pts

Hit Points: 18 (Warrior half d8 (+4), Barbarian d12 (+12), Con bonus +2)
[NOTE: Need to add second level HP still]

Saving Throws:
Fortitude: +3
Reflex: 0
Will: 0

Armor Class: 13 (not wearing armor)

Base Speed: 40 (w/o armor)

Base Attack Bonus: +5 (+1 Warrior, +2 Barbarian, +2 Strength)

Weapons/attacks:
Harpoon, Stone Knife (Iuak), Ice Axe (All from Frostburn)

Skills:

CLASS SKILLS (Total Skill Points: Warrior +8, Barbarian +16, Human +4 = 28)

WARRIOR:
Climb +6 (Str +2)* Rank 4
Intimidate +0 (Cha)* Rank 0
Jump +6 (Str +2)* Rank 4
Ride +3 (Dex +3)* Rank 0
Swim +6 (Str +2)* Rank 4

BARBARIAN:
Craft (Int) +2 (Primitive Weapons, Stone/ Bone/ Wood) (Int +0) Rank 2
Listen +6 (Wis +2) Rank 2
Survival +6 (Wis +2) Rank 4
Profession (Sailor) +5 (Wis +2) Rank 3

*indicates class skill for both Warrior and Barbarian

NON-CLASS SKILLS

Use Rope +4 (Dex +3) Rank 1
Spot +3 (Wis +2) Rank 1
Handle Animal +0 (Cha)** Rank 0

(**NOTE: Handle Animal, which is usually a class skill for Barbarian/Warrior, is not a class skill for Noonchuck, it was exchanged for Profession (Sailor) given the sea going nature of his culture.)

Feats (from Frostburn):
Exotic Weapon Proficiency (Harpoon)
Sea Legs (As long as he is on board a ship, he gets +2 on balance and tumble rolls, and a +1 on initiative.)

Class Feature (Warrior): Proficient in all simple and martial weapons and all armor and shields.

Class Feature (Barbarian): Proficient in all simple and martial weapons and light-med. armor and shields (ex. Tower).

Uncanny Dodge (Barbarian): Dex bonus to AC even when caught flat-footed or attacked by invisible opponant.

Fast Movement, Rage, illiterate (can speak common)

Harpoon (exotic weapon, 15gp, dam. S 1d8, dam M 1d10, x2 crit., 30 ft range weighs 10 lbs, piercing):

The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope attached to control harpooned opponents. Though designed for hunting whales and large sea creatures, the harpoon can be used on dry land.

If it deals damage, the harpoon lodges in an opponent who fails a Reflex saving through (DC 10+ dam). A harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check wile holding it, the harpooned creature can move only within the limits that the rope allows (the trailing rope is 30 ft long). If the harpooned creature attempts to cast a spell, it must succeed on a DC 15 concentration check or lose the spell.

The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage.

Languages:
Common (speak only)
Tahk’Wam Tribal Tongue (speak only, no written language) This is a dialect of a commonly spoken language in the northern arctic region of the world.

Equipment:
Harpoon 15gp
Ice Axe 10gp (1d4/1d6, x4 crit, 5 lbs, piercing or slashing)
Large obsidian dagger (Treat as Iuak 1d4/1d6, 19-20/x2 crit, 4lbs, slashing)
Seal skin cold weather clothing
Light traveling clothing
Bear fur bedroll
Soft leather boots
Belt pouch with coins, fishing line and hooks, some rations (smoked fish or jerky)
Waterskin

Wealth: about 30 gp.
 
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Noonchuck's backstory

Thanks Strahd! Here is the outline of Noonchuck's background story, it's kind of long. Just some notes I jotted down, needs some fleshing out and editing but if you want to read it feel free. Comments welcome.

[SBLOCK]“In the beginning two great spirit brothers lived in a world of water. They were happy hunting fish and having diving and swimming contests between them. One day, the younger brother returned to the surface of the ocean and told his older brother about a gigantic fish he had seen below. He said it had taken nearly an entire day to swim past him. The older brother did not believe that he had seen such a thing. The younger brother, insistent that he was telling the truth, said he would bring the fish to the surface. He dived and soon the water was broiling beneath the older brother. After many hours, the younger brother returned to the surface, pulling the gigantic fish to the surface by its tail. “See, I was telling the truth!” This angered the older brother, so he struck his younger brother with his fist, killing him. The older brother was overcome by grief. He decided he must create a monument to his younger brother so that he would never forget him. He dove to the sea floor and raised the mud from the bottom over his dead brother, creating dry land. He took the giant fish, a whale, and carved small figures of his brother from its teeth. As he undertook this, using only his own fingernails, he began to weep and some of the figures became misshapen. Finally he could stand no more. He took the remains of the giant fish and went to the bottom of the ocean, never to be seen again. The mass of land over his brother became the continents, and the figures that he had carved became men… while the misshapen ones became other things—animals, birds, and other things. Thus are all men brothers of the whale that the old one used to bring us to life.”

The grizzled shaman finished his story and the assembled tribe sat in silent respect for a few moments. All but one. Gr’un Tahk, the shaman’s brother, spoke out.

“What was here before the spirits?” he challenged. “Where did the water come from? The whales and fish?” His tone was mocking.

The old man didn’t answer, but stood silently and slowly returned to his lodge, signifying the end of the night’s tale-telling. N’un T’Chauck of the Harpoon looked disapprovingly at Gr’un Tahk.

“Must you always challenge your brother?” he called to him. “You will never take his place as leader of this tribe with your disrespectful attitude. Even the legend tells us to be gentle to our brothers.”

Gr’un Tahk scowled as he slinked away into the darkness. He would lead this tribe someday… and he would know what had come before. The forbidden knowledge would be his.

-------------------------------------------------------------------------------------

After that encounter at the tribal tale-telling, Gr’un Tahk disappeared and was not seen again by N’un T’Chauck. Life continued in the tribe, and the time for the annual whale hunt was fast approaching. N’un T’Chauck lived for the hunt. He was first man in the first canoe—the harpoonist who would have the honor of slaying the whale that the tribe might survive. His three brothers would also ride in the canoe, their oars becoming powerful extensions of their arms, propelling the canoe through the waves at the speed of the wind.

On the day of the hunt, the entire tribe was there to see the whale hunters cast off and head out to sea. N’un T’Chauck looked at the sky with some apprehension. Dark clouds were marching above. Not a good start for the hunt. But honor and tradition demanded that the hunters at least try to start their hunt. Once in the whale’s realm, if they saw no sign of their prey, they could return and try again tomorrow.

Four canoes of warriors set out in search of whales that day. Four large war canoes, with a dozen rowers each. These would have been nearly sea worthy on the open ocean, as each had high gunwales, a deep draft and could be fitted with a sail to give the oarsmen an occasional rest on particularly long journeys. A harpooned whale could not pull them under water, and they could weather a storm if necessary, though a typhoon would certainly doom them. The clouds today, though unusual, were not the type a typhoon would accompany, N’un T’Chauck could tell that much.

Nevertheless, when they were nearly out of sight of land, in the deeper water ruled by the whale and his kind, the squall struck. Visibility was cut to nearly nothing by the heavy rain and rising waves. N’un T’Chauck called out to his fellows, “Our brother the whale does not wish to be hunted today. Let us return to our homes and try again tomorrow!” The crew nodded and started to pull for shore. They had lost sight of the other canoes, but N’un T’Chauck thought he could hear their crews shout above the din of the rain and waves.

Try though they may, however, N’un T’Chauck’s crew could not find their way. The horizon had been reduced to a grey-green haze and the waves made it impossible to travel in a straight line for long. There was no way to sight land in conditions like these. “We must tie in and ride out the storm!” N’un T’Chauck shouted. “This storm is not so bad that we will sink, it will merely hinder our return home!” The men did as N’un T’Chauck suggested… and to conserve their strength paddled only enough to keep the canoe upright and pointing into the waves.

Time passed and the storm ebbed and flowed. N’un T’Chauck knew that the cooling night air would probably reduce the intensity of the rain, and sure enough, as it got to be darker, the storm broke. After a short time one of the keen-eyed men shouted, “look—the peaks!” All hands looked in the direction he indicated and sure enough saw the tops of the icy mountains that rose above their coastal village reflected in the setting sun. They grabbed their oars and pulled eagerly to land, cold and wet from their ordeal.

As they got closer, they realized that something was not quite right. Where were the tribe’s beach fires? They could see no sign of their village. But, there was the Bear’s Claws… their homes should be near there… but the gathering darkness prevented them from making out any details of their village until they had reached the pebbled shore. Rather than raging bonfires on the beach surrounded by celebrants of the whale festival, all was cold and dark. Something was wrong.

The canoe hit the beach and the dozen warriors sprung out of it, grabbing its sides and pulling it onto the shore. The men then ran towards their lodges. By now their eyes had adjusted to the darkness, but still they could see only dark silhouettes of their homes… and no light or sound coming from them. As the swiftest of the men reached their homes and went inside, a chorus of lamentations began to be heard across the beach. Soon they found, with horror, that their houses were empty of all living things. There was blood, lots of it, and other things… dark seaweed, bubbly translucent foam made of slime, and a few corpses, rendered to pieces and unrecognizable. Smeared tracks, black in the night, told of bodies dragged from the houses, in all cases apparently toward the now calm sea.

Next morning, the tide had erased any of the carnage and gore that was on the beach, and in the light of the rising sun the men could search their long houses. In all cases, the homes had been ransacked. There were signs of struggle, but no remains that would give solid clues as to who the attackers had been. The only obvious thing, it seemed, was that they had come from the sea, and returned there with their human trophies.

N’un T’Chauck called the warriors to a council after they had made a thorough search of the ruins and carefully collected the remains of their people. There wasn’t much to be had, but these needed to be buried as was their custom.

“Brothers, our world has been torn asunder...,” He addressed his grieving friends, choking back his own grief. “I am at a loss as to what to do…. Revenge is my natural inclination…” He was briefly interrupted as the assembled warriors shouted their agreement. “But, revenge against what? Perhaps the spirits were angry and decided to punish us for something… It doesn’t make sense.”

His brother Jun’Tanawak approached. “Brother, I will not rest until I find the thing or things that did this and slay them, or am slain in the process. Do you swear to join me? Do you?”

“It is all we can do. We have nothing left here…”

Though they waited for several weeks, the three other whale hunting crews never returned. With that the four brothers swore to go to the ends of the earth, searching for what had destroyed their lives, and exacting revenge. The other warriors tried their best to rebuild their village, but once other tribes heard of what had happened there, no one wanted to live there, so it was abandoned and fell into ruin. Many of the survivors were absorbed into other tribes. N’un T’Chauck and his three brothers carried on the search for the perpetrators of this disaster, a search that carried all four men to great adventure across their world.

N’un T’Chauck chose to go south from his village, where he ended up finding the city of Antigrol. He wondered if pirates from this place had destroyed his village. Here was a hive of humanity the likes of which he had not seen before, with strange customs, languages and habits. It would take him some years to search this place for clues. Attracted to the city’s wharfs, N’un T’Chauck decided that a place on a ship would not only allow him to search for pirates but also possibly search for other sea borne suspects, so he signs on with Captain Ben Turion as a sailor, learning to work the rigging for which is climbing skills make him admirably suited. The other crewmen teach N’un T’Chauck the common tongue and christen him Noonchuck. He’s generally well-liked by the other sailors as he is a hard worker who never complains about tasks. Of course, as a giant of a man, he can be somewhat intimidating in his primitive clothing.
[/SBLOCK]
 

Please welcome our newest member, N’un T’Chauck! Mummy Kitty, I think you did a great job with his back story. A few notes: I'm assuming this villiage is on the north eastern part of the continent. For a while, there, I thought it might be on the west coast. Either is fine, although, since you must end in Antigrol, which coast you start on affects how long you've been on your journey.

Regarding languages: It costs one skill point to learn a new language. It costs a seperate 2 skill points to become literate. Of course, if your tribe does not have a written alphabet, you cannot become literate in that language.

Speaking of your tribal language, tell me more about that. Is it spoken only by your tribe, is it a dialect, does it belong to a larger family of languages? For a real-world counterpart, check out Athabaskan.

Regarding your cross-class skill Profession(Sailor): considering your background, I will allow you to may make Profession(Sailor) a class skill by making Handle Animal a x-class skill.

Regarding your weapons: I've seen a harpoon before, and that's fine, but I haven't seen an Ice Axe or Iuak. Please give me full stats on those. You said you got them from the book "Frostburn"?

All in all, I think N’un T’Chauck looks good! I think he'll add some real flavor to the campaign, and it will be good to have a sailor in the party.


Well, I know I said I'd have more info about world and racial relations up today, and I still hope to, but it will have to be this evening. I look forward to seeing more!

We now have 3 solid characters in the party. If I can get confirmation from Magic Gathering and a background from Calan Rivers, we'll be good to go!
 

Conforming, btw hp is 9 not 55 forgot to change from previous character.

BASIC BACKROUND
Braer is/was a noble of <insert elven city here>. Depending on how elven politics work, he was exiled/left on his own/fled. He failed/succeded in taking refuge in <insert human city here>. If he succeded then that is where he is now, if not time to try again
 


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