The Retrievers – OOC - Full (Forgotten Realms Game)

Mindal Delamber Human Scout

Mindal Delamber

Human (Chondathan) Male Scout 2
Exp: 1,001

+2 Str:14 (6 points)
+3 Dex:16 (10 points)
+0 Con:10 (2 points)
+1 Int:12 (4 points)
+2 Wis:14 (6 points)
+1 Cha:12 (4 points)

Height: 6'2"
Weight: 171
Age: 24
Hp: 16 (Max. 1st and 2nd level 0Con. Bonus)
Speed: 30’
AC:18 15 Touch 13 Flat Footed (rare due to uncanny dodge)
Init: +4
Alignment: CG
Patron Deity: Shaundakul
Languages: Common, Chondathan, Elven

Saves:
Fort: +1
Will: +2
Ref: +5

Attacks:
Bab: +1 Gapple: +3

Melee: +3
MW Short Sword +5 (+3 two-weapon) 1d6+2 19-20/x2 p
Short Sword +4 (+2 two-weapon) 1d6+2 19-20/x2 p
Long Spear +3 1d8+2 20/x3 p

Ranged: +4
Composite Short Bow +4 1d6 20/x3 range 60’ p
Dagger, Thrown +4 1d4+2 19-20/x2 range 10’ p/s
Throwing Axe +4 1d6+2 20/x2 range 10’ s

Feats:
-Two weapon Fighting (use one-handed and light weapon at the same time at -2 to hit)
-Twin Sword Style (Regional, use two swords and receive a +2 shield bonus AC)
-Weapon Focus Short Sword (+1 to hit with the short sword)

Armor:
MW Studded Leather +3 AC, no armor check, max dex bonus +6

Skills: 50 (8x5+5 race, +5 Int.)

Appraise cc (1+1Int)
Balance (+3Dex+2Syn) ac
Bluff cc (5+1Cha)
Climb (+2Str) ac
Craft (+1Int)
Diplomacy cc (+1Cha+2Syn)
Disguise cc (+1Cha+2Syn to act in character)
Escape Artist (+3Dex) ac
Forgery cc (+1Int)
Gather Information cc (+1Cha)
Heal cc (+2Wis+2Kit)
Hide (3+3Dex) ac
Intimidate cc (+1Cha+2Syn)
Jump (+2Str+2Syn) ac
Knowledge (Dungeoneering) (1+1Int)
Knowledge (Geography) (5+1Int.)
Knowledge cc (Local-Waterdeep) (1+1Int.)
Knowledge (Nature) (5+1Int.)
Knowledge (Religion) cc (1+1Int)
Listen (3+2Wis)
Move Silently (5+3Dex) ac
Profession (Hunter) cc (1+2Wis)
Ride (+3Dex.)
Search (1+1Int.)
Sense Motive (+2Wis)
Sleight of Hand cc (1+3Dex+2Syn)
Speak Languages (n/a)
Spot (5+2Wis)
Survival (+2Wis) (+2 to avoid getting lost and avoid hazards, in natural environments)
Swim (+2Str) acx2
Tumble (5+3Dex) ac
Use Rope (+3Dex)

Scout Features:
-Proficient with all simple weapons, plus handaxe, throwing axe, shortsword, and shortbow as well as light armor.
-Skirmish: +1d6 damage to attacks in a round where 10’ or more of movement takes place.
-Trapfinding: Use search to locate traps with a DC higher than 20 and use disable device to bypass or disarm traps including magical ones.
-Battle Fortitude: +1 to fortitude saves and initiative.
-Uncanny Dodge: Cannot be caught flat-footed

Human Features:
-Bonus Skills
-Bonus Feat

Gear:
Backpack, Explorers Outfit, Traveler's Outfit, Bedroll, Belt Pouches x2, Flint and Steel, Torches x2, Trail Rations x10, Rope 50', Waterskin x2, Healer’s Kit, Quiver of 20 arrows.

Cash: 15gp, 7sp, 8cp

Appearance/Personality:
Tawny sun browned skin
Light Brown hair worn short with a beard
Green eyes

Mindal is a fairly handsome man in his mid-late 20’s. His features mark him as Condathan. He wears his light brown hair short and maintains a somewhat wooly beard that makes him appear a bit older than his 24 years. The time spent out in the sun, wind and weather conspire to further this illusion. His bright green eyes twinkle with mirth most of the time, but seem to miss nothing. He favors dark colored clothing in deep rusty reds, browns, and dark grayish greens. He is normally in a suit of finely made if well worn studded leather armor dyed a deep reddish brown. He often wears a long cape for the unpredictable weather of the north pined with an aged brass clasp in bas relief of a wind-walking bearded man in cape and boots (holy symbol of Shaundakul). He wears a brown leather and felt hat with a narrow brim. He always wears sturdy high dark brown boots that look comfortably well broken in for walking and showing signs of having been repaired and resoled a few times. A short bow protrudes from a quiver on his shoulder. A pair of short swords, the hilts carefully wrapped with black leather are worn in tooled leather scabbards with images of hunting scenes on them. He carries a long spear of honey color oak tipped with a sharp bluish steal head. An antler handled hunting knife, a couple of daggers and a pair of hand axes round out the collection of weapons. Trousers of tightly woven cloth and buckskin leather to turn briars are festooned with button down pockets.

Mindal has the stillness and slow patient movements of a hunter. He watches his surroundings carefully and his sharp senses miss little. He spends a good bit of his time in the wilderness hunting, fishing, blazing trails, or scouting ahead of merchant caravans. This has left him a bit uncomfortable in crowds and a somewhat awkward in conversation. He doesn’t follow politics much and isn’t up on the latest city gossip. Unless the conversation turns to subjects his is more familiar with he may seem quiet and reserved. Once he gets started talking about stalking a mountain antelope or working a fiercely fighting trout on the line, he becomes much more animated and outgoing. He enjoys a good story and likes to sit by the fire with a mug of good ale and swap tales. His friends think of Mindal as a cheerful uncomplicated man, but strangers may find him reserved and secretive as he often slips away from gatherings or parties as soon as the opportunity permits. He can be found with a small group of friends away from the noise and bustle whenever possible.

Background/History:

Mindal was born into a trading family that works the Sword Coast and the North as well as Waterdeep delivering goods and making trades. Mindal was the fifth of eight children. He never really took to the Merchant’s life very well. The haggling and boring shop work just didn’t appeal to him. Even as a small boy he preferred spending time with his grandfather who lived up the River Dessarin from Waterdeep near the village of Golden Fields. His grandfather had retired from the family business to a small farm that required relatively little tending. He spent his days hunting, fishing and trapping in the Larch Hills and up the River Dessarin. Mindal was obligated to be somewhat productive in the family and had to accompany caravans of good around the North. He found that skills honed in the wilderness with his grandfather made him a good scout. He often moved ahead of the traders looking for hazards or bandits. He found this preferable to staying with the caravans and putting up with drunken drovers, smelly pack or dray animals, and stuck wagons. As traders, his family has revered Shaundakul for generations and Mindal was raised in that tradition. On day the road he was scouting for a caravan had become completely mired after some unusually heavy rains. His sharp eyes spotted a disused trail going over a hill rather than around it as the current road did. He followed it hacking away some overgrowth and brush as he went in hopes the route would allow the caravan to avoid the mud. As he was cutting away some briars at the top of the hill he discovered a stone throne beside the trail. It was complete covered in vines and lichen, but otherwise intact. He quickly realized this was a shrine to Shaundakul that had fallen into disuse when the road had changed course to avoid the steep hill. He sat on the throne and prayed in thanks to Shaundakul for help in finding a route around the bog. After he returned and told a local priest of his finding the shrine was restored to use and Mindal gained some small measure of fame among the faithful in the area.

Eventually, Mindal came to the attention of a Wizard in Waterdeep who had need of a scout. He performed well on the job for the Wizard and soon began to work for him more frequently. He liked the new challenges he faced and his companions. Still he enjoys the chance to get out in the wilderness and do some hunting or fishing whenever he can. Now that he no longer works in the family business Mindal is closer to his parents and siblings. He gets together with the family at his parent’s home above their shop in the Trades ward at least once a tenday for dinner. He continues to be a fairly religious man often taking the time to stop by a shrine to Shaundakul on mount Waterdeep when he makes his way out of the city. When he travels up near the shrine he discovers he always goes out his way to visit it. He promotes Shaundakul by example in accordance with the dogma of the church.
 

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Hey Elocin, just realized that I made some errors in my character creation (missing a feat, language, etc.) Guess I was too much in a hurry to join the game! A fixed character sheet will be up shortly.
 

Harvey said:
Hey Elocin, just realized that I made some errors in my character creation (missing a feat, language, etc.) Guess I was too much in a hurry to join the game! A fixed character sheet will be up shortly.

Not a problem as I have yet to go over any of the characters. Also if for whatever reason you are not liking your character and ever want to change some things around down the line I am perfectly fine with that. I can not count the number of times wher eI have a cool characetr concept in mind only to find out it royally sucked and was able to change it. Because when you get right down to it I want you guys (are ther any females gamers in here as I do want to offend you by saying guys) to have fun playing.
 

OK, fixed my character, plus added appearance, background, etc.

Code:
Name: Durnn
Region: The North
Class: Fighter
Race: Earth Genasi
Size: Medium
Gender: Male
Alignment: Neutral
Deity: none
Level: 1
Exp: 1,000

STR 18+2=20 (+5)   (16 pts)
DEX 10 (+0)        (2 pts)
CON 15+2=17 (+3)   (8 pts)
INT 10 (+0)        (2 pts)
WIS 10=2=8 (-1)    (2 pts)
CHA 10=2=8 (-1)    (2 pts)

HP: 13
AC: 16 = 10 + 6 (armor) 
   Flat-footed: 16
   Touch: 10
INIT: +0
BAB: +1 (melee: +6, Ranged +1)

Fort:  +5 = +2 (base) +3 (ability)
Ref:   +0 = +0 (base) +0 (ability)
Will:  -1 = +0 (base) -1 (ability)

Weapon:
Greataxe               +6 attack     1d12+7 damage     x3 on 20
Battleaxe, Masterwork  +7 attack     1d8+5 damage      x3 on 20

Armor:
Splint Mail    +6 AC  -7 AC Penalty   +0 Max Dex 

Languages: Chondathan, Common, Illuskan

Abilities:
-- Darkvision 60'
-- Pass Without Trace (sp) 1/day as 5th level Druid
-- +1 racial bonus on all earth spells and effects
-- Outsider

Feats:
-- Power Attack
-- Improved Sunder*

*bonus fighter feat

Skill Points: 8          Max Ranks: 4/2
Skills:            Total  Ability  Ranks  Misc
Climb              +1     +5       +3     -7 AP
Jump               +0     +5       +2     -7 AP
Profession (guard) +2     +0       +2
Ride               +1     +0       +1

Starting Gold: 240 gp
Equipment:
-- Splint Mail Armor     45.0 lb     200 gp
-- Greataxe              12.0 lb      20 gp
-- Battleaxe              6.0 lb       ----
-- Backpack               2.0 lb       2 gp
-- Bedroll                5.0 lb       1 sp
-- Pouch, Belt            0.5 lb       1 gp
-- Rations (7 days)       7.0 lb      35 sp
-- Traveler's Outfit      5.0 lb       ----
-- Waterskin              4.0 lb       1 gp

Total Weight: 86.5 lbs
Total Money: 11 gp, 4 sp

Max Weight:  133 light   266 medium    400 heavy

Age: 19
Height: 5'8"
Weight: 200 lbs
Eyes: Pitch Black
Hair: Dark Brown
Skin: Sand

Appearance:
Durnn is an unusual looking man. While he looks like a normal human at first glance, those who take a good look will notice his skin looks like the color of sand, with his skin criss-crossed in cracks that almost resemble scars. His eyes are the most noticable part of him: they are pitch black, with no iris, and with a large crack running across his left eye down his face. He stands a bit smaller than most humans, and can usually be found wearing his splint mail armor (which looks almost dirty) and a dark brown robe that he uses to gover his features. His face seems permanently in a growl, and his strong brow suggests that the finer arts aren't his strong point. You can usually find his greataxe strapped across his back, unless you meet him in combat.

Personality:
Durnn is a grim, quiet man unless you either A) get a drink in him or B) get in his way. He can be quite the hothead, often coming to blows over the mst trivial of matters. He tries his best to contain his temper, and once he gets to know someone, begins to show his nicer side. He loves to brawl, and will always favor busting down the front door over sneaking in the back. Once he gets drunk, however, Durnn can be quite the joker, so long as you keep the ale coming.

History:
[SBLOCK]
Durnn does not remember his true origins; he was found by a caravan travelling thru the Spine of the World on their way to settle in the Silver Marshes. Not the best of parents, they often neglected their unusual-looking adopted son, often allowing him to get into some sort of trouble. Finally, fed up with his rambunctiousness, they forced him at the age of 15 to find a life for himself. Eager to leave the Marshes for the "big city", Durnn made his way to Waterdeep.

Once in Waterdeep, Durnn began his new life as a thief on the streets... however, lacking the stealth and speed needed for a thief, was caught by the town watch on his first pick-pocket. Spending the next year in and out of the watch's jailhouses, he realized the perfect profession for him: be a town watchman! They had it made: they got to dictate the law, and no one ever talked back to them. Impressing to his jailors that he had reformed his ways, Durnn began to learn what he needed to become a member of Waterdeep's town watch.

Durnn's career as a member of the town watch lasted for a total of 6 months. While he was a great policeman, he was too easy to anger, and often came to blows when people diagreed with his decisions. Finally, one night, Durnn was sent to break of a barfight. When he did not return, his supervisor brought two men as backup to the bar, and what did they see? Durnn, fists flying, in the middle of the scuffle! Durnn was thrown out of the guard that instant.

Since then (6 months ago), Durnn has taken many odd jobs throughout Waterdeep, occasionally as bodyguard, occasionally as caravan guard.
[/SBLOCK]
 
Last edited:


I'll bite:

You get to chose a home region - this is normally geographic (Waterdeep, Thay, Amn) but can be racial (Drow, Orc)

Your home region affects what languages you start with automatically; as well as what bonus languages you can learn

More importantly:

Your home region has a number of "preffered classes".

If you belong to one of classes as a starting character then you may, but do not have to, pick regional feats for that area. This is not a bonus feat, it comes out of your normal total.

In addition you can choose from a list of bonus equipment.

For example:

In Waterdeep the preffered classes are:
Bards
Clerics of the Dwarven, Elven, Faerunian, Gnome and Halfling Pantheons + Eilistraee
Fighters
Paladins
Rogues
Wizards

Characters of those classes can take any of 6 regional feats and can chose to start with one of:
-MW Longsword, Rapier or Shortsword
-Two 2nd Level Scrolls
-or 300gp
 



Wilphe said:
In Waterdeep the preffered classes are:
Bards
Clerics of the Dwarven, Elven, Faerunian, Gnome and Halfling Pantheons + Eilistraee
Fighters
Paladins
Rogues
Wizards

Characters of those classes can take any of 6 regional feats and can chose to start with one of:
-MW Longsword, Rapier or Shortsword
-Two 2nd Level Scrolls
-or 300gp

Wow, did I totally forget about those! OK, so now I have to redo my character sheet again!

Really? Wow...
 

The regional feats are:
Artist
Cosmpolitan
Education
Smooth Talk
Thug
&
Twin Sword Style

The only one of those that I think might fit Durnn is Thug

That'll give him +2 to Initative, +2 Intimidate
 

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