• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Characters of the "For the Children"


log in or register to remove this ad

Savris Ko’thari (Moon Shadow) aka. Shade

Moon Elf
1st level Rogue / 1st level Urban Ranger
Alignment: Chaotic Neutral
Religion: Mask
Experience: 1,000 / 3,000

ABILITY SCORES
STR: 14 (+2)
DEX: 18 (+4)
CON: 10 (+0)
INT: 14 (+2)
WIS: 10 (+0)
CHA: 10 (+0)

SAVING THROWS
Fortitude: +2
Reflex: +6
Will: +0

Hit Points: 12
Initiative: +6 (+2 Thug Feat)
Armor Class: 17 (+4 Dexterity, +3 Masterwork Studded Leather Armor)

ATTACKS
Masterwork Shortsword x 2 +4 Att, 1d6+2* Dmg (Dual Wielding - +2/+2 1d6+2* x 2)
Masterwork Lt. Crossbow +6 Att, 1d8* Dmg
Dagger x 2 +3(+5) Att, 1d4+2* Dmg

*+1 Damage when fighting humans within 30’.

SPECIAL RACIAL AND CLASS ABILITIES
Low Light Vision
Immune to Sleep
+2 Saving Throw vs. Enchantments
Trance
Secret Door Detection
+2 Spot, Search, & Listen

Sneak Attack, +1d6
Trap Detection
Bonus Feat
Shadow (Replaces Track)
Favored Enemy: Human

FEATS
Thug (Regional Feat)

SKILLS – Number of ranks in parenthesis.
Appraise +4(2), Balance +6(1); Bluff +5(5)*; Climb +2(0); Diplomacy +7(5); Disable Device +7(1); Escape Artist +4(0); Gather Information +4(4); Hide +8(2); Intimidate +8(3); Jump +5(1); Listen +5(3)*; Move Silently +9(5); Open Lock +6(1); Pick Pocket +8(2), Read Lips +3(1), Sense Motive +2(2)*, Search +7(3); Spot +8(4)*; and Tumble +9(5)

Preadventure Skills: Appraise (2), Diplomacy (1), Bluff (1). The last two his father tought him about haggling over prices.

*+1 When dealing with humans.

EQUIPMENT
Masterwork Studded Leather Armor, Masterwork Short Sword x 2 , Masterwork Light Crossbow, Dagger x 2, Backpack w/ Quiver, Belt pouch x 3, Bandoleer, Alchemist’s Fire x 2, Expandable Pole, Garrote Wire, Locking Garrote, 50’ String (holds 50 lbs.), 50’ Silk Rope w/ Grappling Hook, Caltrops (4 uses), Sunrod x 2, Tindertwig x 2, Pitons x 5, Small hammer, Masterwork Thieves’ Tools, Manacles, 5 small stones, Steel mirror, Acid (flask), Signal Whistle, Oil (1 pint flask) x 2, and Flint & steel

TREASURE
75 gold pieces
3 silver pieces
5 copper pieces
Golden hoop earring (2gp)

BACKGROUND & DESCRIPTION
Savris stands about 5ft 4 inches tall. He has long straight black hair and cold ice blue eyes. His muscles dense and strong, Savris moves with catlike grace. He wears black leather armor and covers it with a black cloak that often hides his visage. He wears two masterwork short swords strapped to his back hilt down for easy access and are concealed by his cloak.

Born along the Dragon Coast, in the huge trade city of Westgate, Savris was among very few elves in the city. His father was a wealthy merchant who controlled a great deal of the silk trade along the Coast. Not content to sit and watch his father grow fat on the coin of others, he set out to make his own name. Not as a semi-honest merchant, but as a member of the thieves’ guild known as the Night Masks. Using his father’s less wholesome contacts, he managed to gain membership as an apprentice.

His fellows in the Night Masks turned him to the servitude of Mask. It seemed like the dark deity granted him a special blessing, for as soon as he began to pray to him, he became more successful. However, Savris found some of the more heinous practices of the Night Masks to be too much for him and he began looking for a way out. Not really wanting to leave the guild, he convinced his superiors to let him travel to the Western Heartlands.

Recently he has found himself in the large town of Beregost. Here he plans to rest a bit before moving on to Baldur’s Gate and making contact with its thieves’ guild who, he has heard, is also led by a devout worshipper of Mask. He has hopes that these worshippers of Mask aren’t as sadistic as the ones he left behind, for he is not an evil man. He just know the power of the shadows and that he has to look out for number one.
 
Last edited:

Killian Maxwell, male human Ftr2: CR 2; ECL 2; Medium-size Humanoid (human); HD 2d10+4; hp 24; Init +2; Spd 20 ft; AC 17 (+5 chainmail, +2 Dex); Melee spiked chain +5 (2d4+2)
AL N
SV Fort +5, Ref +2, Will +0

Str 14, Dex 14, Con 14, Int 14, Wis 10, Cha 12.

Skills : Intimidate 5 (+6), Escape Artist 1 (+3), Open Lock 4 (+8), Climb 2 (+4), Jump 5 (+7), Ride 5 (+7), Swim 3 (+5)

Feats: Exotic Weapon Proficiency (Spiked Chain), Expertise, Improved Trip, Weapon Focus (Spiked Chain).

Equipment: MW Spiked Chain, Chainmail, MW Mighty Composite Longbow +2, 40 arrows, Dagger x 2, Backpack w/ Quiver, Belt pouch x 2, Alchemist’s Fire x 2, 50’ Chain w/ Grappling Hook, Sunrod x 2, Tindertwig x 2, Pitons x 5, Small hammer, Masterwork Thieves’ Tools, Manacles, Steel mirror, Acid (flask), Oil (1 pint flask) x 2, and Flint & steel
Regional Equipment: 3 potions of CLW, 20 MW arrows
Languages: Common, Chondothan, Damaran, Dwarven

aod13_22.jpg

Background:
Killian was born to a large family, and has fought to eke out a place for himself ever since.
He grew up on a plot of land that his family toiled on just off the major road that connects SevenEcho and Tsurlagol (just north of the Sea of Fallen stars in the area of Faerun known as The Vast).

As the 5th born of 7, with 2 older brothers and 2 older sisters, and a younger brother and sister, Killian would frequently be alternately beaten up by or beat up on his brothers, depending on the age of the brother involved.

The rugged land provided a fertile learning ground for young Killian - he saw how work was sometimes rewarded, sometimes taken advantage of by raiding parties, sometimes bartered unfairly for, sometimes finagled into more than its worth.
Being able to see both sides of the situation was something that came naturally to him, not being too swayed by either extreme, settling in the comfortable, non-committed center.

Killian grew up among the others, doing his chores and such, while trying to distinguish himself from the 'pack', so to speak.
He knew he was destined for more than the life of a farmhand - he'd make it so.
His brothers dabbled in fighting - what Maxwell son didn't?
His oldest brother was the largest of the family, and favored a greatsword, like his dad.
His other brother preferred a longbow.
Killian usually had to make due with a shortsword or somesuch.

One day, after a raiding party of orcs and goblins attacked a neighbor's plot of land, he and a teenage friend wandered over to see if they could see anything interesting, when Killian found a strange large chain covered in spikes which looked quite nasty and dangerous.
One of the fleeing humanoids must have dropped it, and immediately Killian felt this was his weapon - a way to distinguish himself from his brothers, and cause people fear, or trepidation in dealing with young Killian.

Killian soon reached the age to leave the farm and strike out on his own, his older brother already gone and establishing himself (the oldest brother stayed to work the family business).
He chose to travel south and work in and around Tsurlagol, the 'Gateway to the Unapproachable East'.
He did menial labor, and gradually worked up to be a bouncer, and guard, and then mercenary, alternately protecting his employers then attacking others, depending who's coin he was serving at the time.

There was a dwarf in town, Rask Fleshbinder, who Killian eventually started hanging around with.
He liked the stories they told of wealth and treasure deep underground, and the thought of living away from people, surrounded by walls in a cave you customized to make your own appealed to him somehow.
The dwarf was a healer, and a fighter. He fought in the militia, and Killian stayed with the dwarven contingent for awhile.
He learned both Dwarven from them, and fanned his passion for chains by learning to use them in binding people, and escaping, and opening locks.

After a time of working in a city, Killian returned home and gave his father what he could of what he had saved up, before truly leaving his home and striking out on his own.
He travelled the 3 day's ride north, then east to the "jewel of Faerun" (as they liked to think), Procampur.
He set out exploring the large city, and learned its laws and ways from where he stayed in the Port District.
While he was not a native of the town, so he was not granted full citizenship (as marked by a magical green mark on every person's arm), he joined the Fraternity of Venturers and took work as a man-for-hire, for any venture that could utilize his growing skills.

He sees no problem with using his skills to be paid - it's the way of the world, and fretting about it isn't going to change anything.
Besides, he liked the way people's eyes went wide when they saw him pull out the Masterwork chain he 'acquired' one day while on a job.

After this 'acquisition', and Procampur's ever-present Diamond Legion always looking for another example to haul up to Way's End and punish publicly, Killian decided to travel west - make a trek to reach the Coast, learning and experiencing what the Heartlands have to offer along the way.

He booked passage on a ship travelling west, and eventually traversed the Inland Sea and set in at the monstrous trading city of Westgate. After settling in for a bit, and exploring the city, he decided to take employment with a caravan heading west as a caravan guard.
His smart fighting style, and rare expertise with the spiked chain was put to good use, and his services were valued by the caravan, who recommended him to another caravan which was continuing west. This transfer happened in Iriaebor. Killian thought the spired city's internal politics and squabbles were quite wasteful, and a level-headed man may be able to take advantage of the games-playing, but politics just wasn't his strong suit, so he continued west, thru Asbravn and Berdusk on his leisurely way to the coast.

Asbravn seemed much like home to Killian, with it's farmers and markets. He spent many months there, even adventuring in the catacombs of the city in the pursuit of a promised treasure that didn't end up materialising.

After a few years of travelling and living, Killian has neared the Sword Coast, pulling in to the relatively small town of Beregost after leaving the caravan once they hit the coastland trade routes.

He acquires lodging, and ponders his last jaunt west to Candle Keep and the Sea, and what he may do after he experiences that....
maybe go north, and make some money as a member of the Flaming Fist mercenary company of Baldur's Gate?
Perhaps.

He's looking for money, adventure, and a way to grow in skill while seeing if he can play on people's fears a bit to his advantage.

The road is open before Killian, like his life is...
 
Last edited:

Sodarin Underwood (Thorn)
Male wild elf- monk(1)
Deity: Helm LN
Region: Tethyr
EXP: 1000

STR : 16
DEX : 16 = 14+2 race
CON : 12
INT : 10 = 12-2 race
WIS : 14
CHA : 8

HP : 15
INI : 3
AC : 15 (flatfooted-12)

SAVES:
F: 5 (base 3+ 1 con + 1 luck)
R: 7 (base 3+ 3 dex + 1 luck)
W 6 (base 3+ 2 wis +1 luck)

ATTACK
melee: BAB1+str3 = 4
ranged: BAB1+dex3 = 4

unarmed attack+4((1d6+3), MWSiangham+5 (1d6+3)
MW MC SHORTBOW(2) +5 (*+6) (1D6+2)
* MW arrows
RACIAL ABILITIES :
immune to sleep
+2 save v enchant
low light vision (60 ft)
prof with rapier and bows (short and long)
secret door detection (5')

CLASS ABILITIES :
impr unarm strike
stunning attack
evasion
deflect arrows

LANGUAGES : common, Chondathan

FEATS luck of heroes (regional feat)

SKILLS (ranks-20+4)/mod = total:
balance : (0)/d3 = 3
climb : (0)/s3 = 3
escape artist : (1)/d3 = 4
hide : (3)/d3 = 6
jump : (0)/ s3 = 3
listen : (4)/w2 +2 elf = 8
move silent : (5)/d3 = 8
search : (0)/i0 +1 history+2 elf = 3
sense motive : (0)/w2 +3 history= 5
spot : (2)/w2 +2 elf = 6
swim : 0 = 3 (-3 encumbrance)
tumble : (5)/d3 = 8

EQUIPMENT
backpack 2 gp 2 lb
2 quivers:
7 MW arrows 50 gp 1 lb
20 arrows 1 gp 3 lb
MW siangham 303 gp 1 lb
MW MC shortbow 525 gp 2 lb
monk outfit 5 gp 2 lb
waterskin 1 gp 4 lb
bedroll 1 sp 5 lb
2 days' ration 1 gp 2 lb
potion- cure moderate - -

total 887 gp 1 sp 22 lb
MONEY LEFT: 13gp 7 sp 20 cp (4 lb)
* 10 coins/lb

encumbrance : light (26 lb)
light 76 lb
medium 153 lb
heavy 230 lb


BACKGROUND
Everyone knows the old saying about a fool and his money, but has anyone ever heard of a peasant and his love? Of course not- no one ever does. A fool and his gold are soon departed, but a peasant and his love were never united. And so it will be for all my life- alone and wandering.

My family grew up as hunter/gatherers on the outskirts of Tethyr, completely content with my life. But that all changed when a foreign merchant came through to trade in the town of Candlekeep. With him, he brought his daughter, the most beautiful elf I have ever seen. She appeared in a glance, and disappeared in a wink.
Feeling bold, I left the protection of my home at the tender age of 29, and headed towards Candlekeep where I hoped I would find her.

I would see her again after four long years. Her father had taken a liking to the town, and started a trading post in Beregost. I snuck into her room one night, and explained my love for her, and she immediately fell for me- Cecilia Tearymoon. We had joyous days, and wondrous nights. But when her father found out about us, our lives would never be the same.
I begged and pleaded my case, telling of the love I have for hey, but he would have nothing of it. I fell to my knees and begged him to let me see her, but he threw my aside and slammd the door in my face. I knelt at his doorstep for twelve days; the sun beating at my head, the rain drumming on my shoulders, and hunger pounding from within.

The door finally opened and Moravis (father) came out. He bent over to help me up, with smirk on his face. He spoke to me softly, though I could not hear from the hunger and exhaustion, as he helped me into the house.

"My dear boy," he said, "If you can prove that you truly love my daughter, then you shall have your wish."
Eager to hear that he is finally understanding, I perked up and leapt forward with anxiety, "anything, anything sir..." I said as I fell to the ground, weak and hungry.
He helped me up once more, "have you heard fo Hercules?"
"My father have told me the tales, yes.." I replied.
"Hercules performed 12 arduous tasks for king Eurystheus of Tiryns to show his repentance for his murders. If you truly love my daughter, then you will have to do the same. "
"If I can just have the chance...."
"You will rest up here. And in one weeks' time, I will tell you what your tasks shall be." and he waved to a servant to take me into my room, where food and clothing waited for me.
He stuck his head into the doorway and smiled, "I hope you won't disappoint me..."

A week pased and I was anxious to see my beloved Celcilia again. But Moravis said that she is in the far east studying, and will not be back for years. this would give me plenty of time to complete the tasks and return in time to wed her.
He handed me a box, and said that I had twelve years to accomplish my mission. If I did not do this- never return.

He quickly ushered me off and wished me good luck, I marched out of his house, the town, and even the region before i realised that i forgot to look at my missions. i found the scroll that was marked (1) and opened it. it just said i had to go to teh Jungles of Shult to fetch a red berry. i traveled there in a couple of weeks and found the area filled with red berries. I quickly grabbed a few and on to the next mission.

After all 12 missions were accomplished, taking me a little less than seven years, I hurried on home. I ran through his door and into his house. There, I found the family having dinner, but one person shy. Cecilia was still not back yet. I approached Moravios and handed him the chest full of things. He could not recognise me. After jogging his memory for a couple of minutes, he finally let out a bellowing laugh. "My dear boy, you actually did it?" and he laughed some more...

I was quickly kicked out of the house with no explaination. I once again knelt outside his door for days. One day, a girl passed behind me, but I paid little attention to her. She whispered in my ear that Moravis was just toying with me. She said that once you had left the town, Moravis had married off Cecilia to another merchant family. i do not know why, but as she walked away, i can hear her crying, and her posture slumped. maybe she too can feel my pain....

Realising that i will never see my beloved Cecilia again, I was a broken man. Years of labor, and for what? Nothing. i lost my will to live. Hungry and without friend, I collapsed on the doorstep of a monastery, where a monk nursed me back to health. he taught me of inner peace, and strength of will.

I finally convinced myself that to live my life as if this entire episode never happened. Life goes on. And so the tale of a peasant, wandering... alone... until the end of his days.

Sodarin meditates four hours a day, and practices his monk traditionf for another four. He takes his training very seriusly and will not let anything hinder its progress. It is probablyt the onlything that is keeping his sanity.

He is slender, but muscular. his skin is dark brown with patches of grey. His hair, too is brown with patches of black. standing 4'9" 120 pounds, he fears no man or beast. Although he is smart enough to know which fights he can and cannot win, he will more often opt to fight. Rough and rugged, but with experience on his side, Sodarin will think before he acts, but once in action, he rarely thinks.
 
Last edited:

Marina, Cleric of Lathander

Name: Marina
Player: The Kender
Class: Cleric of Lathander 2
Race: Human
Deity: Lathander
Alignment: Lawful Good
Hair Color: Brown
Eye Color: Gray
Picture: http://www.wizards.com/dnd/images/pc_portraits/PCPortrait10_283_Xdf.jpg
Age: 17
Height: 5'2"
Weight: 121
Size: Medium
Gender: Female

STR: 12
DEX: 12
CON: 10
INT: 10
WIS: 15
CHA: 16

Hit Points: 13
AC: 14
Flat Footed: 13
Vs. Touch: 11

Attack Info:
BAB +1
Masterwork Light Mace +4 1d6+1 x2 Crit Medium Bludgening

Skills:
Diplomacy +7 (5 ranks+2 Cha)
Heal +7 (5 ranks+2 Wis)
Concentration +5 (5 ranks)

Background Skills:
Profession: Highly Abused Slave +2 (2 ranks)
Knowledge: Religeon +2 (2 ranks)

Saves:
Fort +3 (3 base)
Ref +1 (0 base+ 1 Dex)
Will +5 (3 base+ 2 Wis)

Feats:
Scribe Scroll
Extra Turning

Languages:
Common

Gear:
Masterwork Light Mace 6lbs
Masterwork Studded Leather 20lbs
Sleeping Bag 5lbs
Holy Symbol Neclace (No weight)
+Sack 1/2 lb
-Bar of Soap 1 lb
-Mirror 1/2 lb
-Waterskin 4 lb
-Rations, Trail, 1 day 1 lb
-Ring from Mother (No weight)
-Carried Money (1 lb)

Carrying Capacity:
Total Weight: 39 lbs
Light Load: up to 43lbs
Medium Load: 44-86lbs
Heavy Load: 87-130lbs
Lift Over Head: 130
Lift Off Ground: 260
Push/Drag: 650

Domains:
Renewal, Sun

Money:
GP: 2
SP: 26
CP: 40

Spells Perpared:
Orisons: Create Water, Light, Detect Magic, Light
1st: Bless, Charm Person(Domain, Already Cast), Summon Monster I, Magic Weapon

Background:
When Marina grew up, her family was very poor. Her father was a farmer and her mother worked all day making clothes to sell.
When she was thirteen years of age, her town was raided by slave traders. Many people were captured, and the others were killed. Marina was captured and transported with the other people to a small building in a forest. For years, she was kept in a tightly packed room with many people during the night. By day, they were forced to work in fields with tall fences around them.
Though she had never attended church, a cleric of Lathander named Patrick had taken a liking to her. He taught her about religion and battle techniques. He even gave to her with his own trusted Mace and Armor, that he had used well in battle.
After so many years of abuse and mis-treatement, Marina devised a plan. She Would Escape. Before putting her plan into operation, she told Patrcik of her plan. He told her "Good luck. There is a large town nearby called Beregost. I lived there. There are some things there that I want you to have."
On the day Marina planned to escape, Patrick was taken away by the slave traders, and was never seen again. Marina said a prayer for him and put her plan into operation. Marina used her charm and good looks to have the guard let her out of her cell to "stretch her legs." She made a break for the door and ran as fast as she could through the forest. She came into the large town of Beregost. She had never seen such a large town before. Marina quickly found Patrick's House and took the gear, whispering to herself "Thank you Patrick." Marina ran to one of the many inns in the town. Should anybody see her, she is wearing terribly ripped clothes and she really could use a bath. Marina looks very frightened.

Notes:
Because of Marina's background, her only current possessions are the clothes she wears, a Masterwork Light Mace, Masterwork Studded Leather, and a few minor items that she has kept over the years. Marina carries a few silver that she found at Patricks house and a holy necklace(as a holy symbol).
 

Into the Woods

Remove ads

Top