Tokiwong try's to run a D&D 3.5 Game (Full seeking Alternates)

Drakor Darkslayer
Male Dwarf Paladin 1st lvl
Lawful Good
Medium, 4' 1” tall, 154 lbs, 43 yrs old
Black hair, Black eyes, Dark skin
Deity: Moradin
Speaks Common, Dwarven, and Undercommon

Str 14
Dex 12
Con 14
Int 12
Wis 12
Cha 12

HP 15
AC 17, Touch 11, Flat 16
Init +1
BAB +3, Grap +3
Speed 20 (base 20, load 85/58, Medium)
Fort +4, Ref +1, Will +1

+3 Melee, Dwarven Waraxe, 1d10+3, 20/x3
+3 Melee, Hammer (Light), 1d4+3, 20/x2 20ft

Skills
+5 Diplomacy (4)
+5 Sense Motive (4)
+5 Knowledge – Nobility and Royalty (4)

Feats
-Toughness (+3 Hitpoints)

Dwarf Traits
- Darkvision
- Stonecunning
- Stability (+4 bonus to resist bull rush or tripping)
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.

Paladin Abilities
- Aura of Good
- Detect Evil
- Smite Evil

Drakor has been raised and trained by his uncle for the last thirty years in the service of Moradin. Clan Darkslayer, distant relatives of clan IronMountain and the kings of Moradin’s Forge, has raised a select few of its young dwarves into the service of Moradin as paladins. To be chosen to serve as a paladin of Moradin is an honor bestowed upon very few members of clan Darkslayer. Their numbers are not what they once were, many of the clans greatest paladins and warriors were lost in the battle with the demon king, but the tradition still goes on of training only the brightest and hardiest of the clans youth into service.

This was a task Drakor was ready for. Drakor has served his uncle Brom dutifully learning the paladins’ code, traveling to lands far and wide above ground and below aiding in Moradins’ call for justice. He took to his duties of serving his uncle well and quickly learned the honor of the paladins code. Now that he has reached adulthood and finished his studies under his uncle it is time for Drakor to strike out on his own. If Drakor is lucky to survive the trials the world and Moradin place before him, he too will be able to pass on the skills of a paladin to a youth of clan Darkslayer one day.

Drakor is just as stout as everyother dwarf, he wears his long black hair in braids pulled back behind his head. He has dark black eyes set against his dark skin. His black beard is split into two long braids down to the middle of his chest. Between the braids you see glimmering silver medallion with the hammer and anvil symbol of Moradin encircled in dwarven runes signifying Drakor as a paladin of clan Darkslayer. Beneath his leather vestments and black cloak he wears shiny scale mail. His belt has many pouches and a dwarven waraxe tucked into the right side of his belt and a small hammer tucked into the left. He carries a backpack across his back with a large steel shield carrying the symbol of Moradin strapped to it. He carries himself with a sense of purpose and seems at home in the lands above ground.

Scale Mail (worn, 30lbs)
Explorers outfit (worn, 8lbs)
Shield, Heavy Steel (strapped to backpack, 15lbs)
Dwarven Waraxe (belt right, 8lbs)
Light Hammer (belt left, 2lbs)
Backpack (across back, 2lbs)
Bedroll (below backpack, 5lbs)
Pouch, Belt (on belt, 1/2lbs)
Silver Holy Symbol of Moradin (worn around neck, 1lb)
Waterskin (backpack, 4lbs)
Flint & Steel (backpack)
Trail Rations - 6 days (backpack, 6lbs)
Winter blanket (backpack, 3lbs)
Coins - 16gp, 4sp (belt pouch, 1/8lb)
 

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Village of Green Hills

Green Hills: Village; 645 residents; 200 GP limit; Power Center- Conventional (Mayor, Neutral Good); Community Authorities- Sheriff Roderick Stone (Male Half Elf Ranger 4 Neutral Good), 6 members of the Local Guard; Racial Mix- Human 79%, Halfling 9%, Elf 5%, Dwarf 3%, Gnome 2%, Half Elf 1%, Other 1%

The village of Green Hills is aptly situated in the south amidst green rolling hills, which are rich for herd animals. The villagers produce only enough produce to feed themselves and the village makes most of its coin from the herds of cattle and sheep roaming the green hills, that give the village its name. A small stream runs just north of the village and an old abandoned mill sits on a hill over looking the stream called Serpent’s Way. The village is spread out over a territory of several acres, and then beyond that are the large fields for the cattle and sheep to roam, which are walled by a four foot tall stone wall built by the villagers many years ago.

During the summer months, several villagers go out and make repairs to the wall, as needed. The people are simple and industrious and try to stay busy, they are not well educated but know a great deal about country living, and are for the most part loyal citizens to the Empire.

Mayor Rupert Thorns was appointed by the Magistrate of Raven’s Nest, and has been the Mayor for several years now. He is an honest man, and a blacksmith by trade. He still continues to smith, when he isn’t running the day-to-day affairs of the village. He is a responsible family man, and cares about his fellow villagers a native born and raised he loves Green hills, and could never fathom another life anywhere else. Meanwhile Sheriff Roderick Stone is a tall large man with a bit of a stomach, but obviously strong man. He came to the village from raven’s Nest, and does not speak much of his past, but he seems to know much about the local lands, and has defended the villagers from humanoids on several occasions.

Recent Events

Recently a raid by a band of orcs and goblins left one guard killed, and injured Sheriff Stone when they tried to steal several cattle from the village. In recent months sightings of humanoids has been more frequent and has sparked rumors of another horde assembling in the south. Though reports point to a band of humanoids that may have descended into the Valley to raid and get needed goods by means of force. The guards are nervous though because the fear lingers, and the village is more tense then usual as villagers begin to make preparations for more attacks.

To this end, Mayor Thorns has put out a call to find a group of people brave enough to travel south, and search out any sign of an amassing humanoid force. Thus far the past few weeks no one has answered believing the village to just be paranoid, and the pay does not seem all that commensurate to the danger that may be involved. The Green Cloaks would gladly help but they are spread too thin. But thankfully some young adventurers have come to answer the call, and earn a stout 170 gold reward for them to split. And anything they can find is theirs to keep, for the danger they may place themselves in.
 
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Argent Silvermage said:
I would like Bjorn to be a member of the Elven temple for this city. If he could be.
There is a small shrine attended to then by Bjorn, since the elven populace is very small :)
 

Still under construction, just using the thread as convenient data-storage area. :)

Jalban Thalbrand
Male Half-Orc Ranger 1
Neutral Good

28-point buy
Str: 18
Dex: 14
Con: 10
Int: 13
Wis: 11
Cha: 5

HD: 1d8
HP: 8
Speed: 30
AC: 15
Init: +2

Fort: +2
Reflex: +4
Will: +0

Attacks:
Hooked Hammer +5 melee (1d8+6, x3, hammer end, or 1d6+6, x4, pick end)
Hooked Hammer +1/-3 melee (1d8+4/1d6+2 or 1d8+2/1d6+4)
Trip Attack +5 melee touch, opposed strength +4
Scimitar +5 melee (1d6+4, 1d6+6 two-handed, 18-20/x2)
Kukri +5 melee (1d4+4, 18-20/x2)
Dagger +5 melee (1d4+4, 19-20/x2) or +3 thrown (1d4+4, 19-20/x2, 10' range)
Shortbow +3 ranged (1d6, x3)

Feats:
Exotic Weapon Proficiency (Hooked Hammer)
Track

Skills:
Climb +5 (1 rank + 4 str)
Hide +6 (4 ranks + 2 dex)
Move Silently +6 (4 ranks + 2 dex)
Spot +4 (4 ranks)
Listen +4 (4 ranks)
Swim +6 (2 ranks + 4 str)
Jump +5 (1 rank + 4 str)
Knowlege(Nature) +3 (2 ranks + 1 int)
Knowledge(Geography) +3 (2 ranks + 1 int)
Survival +4 (4 ranks)

Half-Orc Abilities:
60' Darkvision
Orc Blood

Ranger Abilities:
Favored Enemy: Goblins
Wild Empathy

Equipment:
Studded Leather (25)
Medium Hooked Hammer (20)
Meduim Scimitar (15)
Medium Kukri (8)
Medium Dagger (1)
Shortbow (30)
40 arrows (2)
Backpack (2)
Bedroll (.1)
Winter Blanket (.5)
Fling & Steel (1)
50' hemp rope (1)
Grappling Hook (1)
5 torches (.05)
5 flasks oil (.5)
5 pitons (.5)
Waterskin (1)
Whetstone (.02)
Explorer's Outfit (free)
10 days rations


Total Spent: 108.67 gp
Starting Gold: 150 gp
Leftover: 4 pp, 1 gp, 3 sp, 3 cp

In-Game Purchases:
Drinks & Info: 2 gp
10 days rations: 5 gp
Current Money: 3 pp, 4 gp, 3 sp, 3 cp


Description:

Jalban is short and thin for a half-orc, but his small stature hides his muscular form. He has small, beady eyes and a hook nose. His hair is wild, dishevelled, and greasy. His skin is wrinkled, ashen, and scabbed from his childhood burns. He wears a studded leather tunic, dark cotton pants, and sturdy boots. He generally keeps his body covered with a long black hooded cloak. A fist-sized chunk of gold ore hangs from a chain around his neck, and the shape of it matches the only unburned portion of his skin, just above his heart.

Background:

Jalban was born an abomination, the product of his mother's drunken dallying with a orc. When he was born, the woman's husband - along with the rest of the community - was outraged at the infidelity. As was the custom, the mother was stoned to death, and child left on a hillside to be exposed to the elements.

Sure enough, that night a ferocious storm ripped through the area. Crying and screaming in fear, the helpless infant somehow managed to grab hold of a chung of rock, just as a bolt of lightning streaked from the sky to save him. The rock heated and fused to his skin, leaving a large unburned spot on his chest. The chunk of rock was in fact a piece of raw gold ore. Because of how the gold absorbed the lighting, the child's life was spared, although he was covered in burns.

A group of gnomes found the child the next morning, barely breathing and still clutching the gold nugget. They saw the child's life being saved as a manifestation of Garl Glittergold, and decided to take him in as one of their own.

Though the large child was treated essentially as a member of the family, it was quite obvious that he didn't fit in. He quickly grew too large for gnomis buildings, and his menacing appearance often frightened the younger children. He ended up spending more and more time in the woods, away from the mockery of children and the scorn of adults. As he grew older, some of the village warriors began to teach the rapidly growing boy how to hold a blade, how to fire a bow, and how to strike from the shadows. To their surprise, he even appeared to be a natural when wielding the gnomish weapon of choice, the hooked hammer.

Over the years, Jalbrath managed to put his skills to the test against a number of goblin raids against his village. However, both he and the gnomes knew that his place was elsewhere. Jalbrath decided to gather what few posessions he owned and make his way in the world, trying to make it a better place.
 
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