Troubadour's Travels - Setting and Characters

Ilja

First Post
So, here I'll put some things about the settings and the different races and such. Please post your character sheets here too, you can use the regular one from this thread, just replace "AC" with "Defense" and "Hit Points" with "Soak".

Player Characters:
Lucas Camenzind - Human swordsage played by Toptomcat.
Kareus - Human warblade played by wysiwyg
Aliandrys - Léaram scout/ranger played by Theroc
XXXXX - rogue/ranger played by SephBaelzara


Countries
[sblock=Consaber]
Since the Jargian Empire entered a new phase of stagnation, many has awaited a new dominant power. Until recently, Cirefalia has filled that role, but now a new power has begun to rise - the kingdom of Consaber. Consaber is a feodal monarchy with some elements of democracy that has risen and become an international trade competitor to Melorion and and Caserion. The main reason for this fast growth is it's international trade, that has been enabled and cheap through a few scientific advances and inventions. It's just a matter of time before Consaber catches up with Melorion. At the same time that the sabrian wealth is improving, so does sabrian culture and everything related. In Jargia the sabrian culture is rejected by the church of Daak, but that doesn't stop sabrian culture from spreading throughout Mundana.

Government: Feudal Monarchy with some democracy.
Head of State: King Constantin XIV of house Negaidh
Population: ca 2 million.
Demography: Humans (Perennians) 45%, humans (Conrians) 31%, human (Tokon) 12%, dwarves 3%, misslies 2%, elves 2%, others 5%.
Official language: Sabrian.
Capital: Calnia, ca 55 000 inhabitants.
Religion: Local churches of Daak (95%). Inofficially though, about another 10% belong to the ancient tokon church of the Dragon.[/sblock]

[sblock=Thalamur]
Thalamur is a magocracy ruled originally by nine, but now only seven, powerful mages. Together with Consaber, thalamur is what remains of the old empire Colonan and since the fall of the empire, the countries has been sworn enemies. Thalamurs history is dominated by the conflict with the eastern country of Consaber, which are commonly seen as separatists, rebells, and in large representants for the chaos that comes with anarchy. About four million people live in Thalamur, most surviving on fishing and farming, but also to a large part on artisanship and trade.

Government: Empire, though temporarily a council of seven magocrates.
Head of State: The seven magocrates.
Population: ca 4 million.
Demography: Humans (Neromenzians) 95%, others 5%.
Official language: Thalaska.
Capital: An-Thalamur, ca 90 000 inhabitants.
Religion: Banned.[/sblock]

[sblock=Alarinn]
The elven realms of Alarinn lies east of Consaber. Once, it was a part of Consaber, but became a sovereign state in the Alarinn Emancipation, a happening often refered to as the largest duel in history. The realm is mostly inhabited by Léaram elves. It's a land of mountains and heathland. It's hilly, moist due to southern winds, quite barren, and generally unpleasant. Agriculture only exists in the southern parts, but livestock and forestry is usually enough to keep the elves in the more northern parts alive.

Alarinn is a country of streams and rivers. They are all swift and cold. The lakes that exist are deep and cold, and legends of ancient lake monsters are common.

Most inhabitants of Alarinn live in smaller villages and hamlets. Kinyen Sina ("The City of Friendship") is the only larger city in Alarinn, with about 2500 inhabitants. The main language (or rather dialect of elven) is Felya Alarina, the second largest of the elven languages, though it also has some influences of Tokons old language.

Alarinn is the only official elven realm in the world. The elves of Alarinn live in a clan-based society. Every clan, which is called "sìol" by the elves, has a certain piece of land. The leader of the house manages the land and distributes it among the families of the clan. The five largest clans are represented in the House of Council in Kinyen Sina, and is the alari-elves face outwards.

Like in Tokon, the prefered clothing is a large woolen plaid. It is folded as a knee-long skirt and can simultaneously be used as hood and mantel. The large plaid is a well-known feature of Léaram elves.

Alari elves see steel and iron as far more valuable than silver and gold, mostly due to their pragmatism. The common coinage, if it can be called that, in Alarinn is the Nail, a two inch long iron bar. It's mostly used for comparing value though; bartering is far more common in Alarinn.

Government: Clan society.
Head of State: The House of Council in the capital Kinyen Sina
Population: ca 300.000
Demography: Léaram 90%, Tokon 5%, Tiraks 3%, Pyar 2%
Official language: Felya Alarina. Written, it's Felya Nai.
Capital: Kinyen Sina, 2500 inhabitants.
Religion: Old Faith 10%, Church of Daak 1%.[/sblock]

Playable Races:
[sblock=Human race Vanar]
Humans are the main inhabitants of Mundana. The main human race in the region is the vanars. Neromenzians, perennians, tokon, and conrians are all vanar in race. They have fair skin and varied color of hair and eyes, though black hair is fairly uncommon. They often have thin lips. They are commonly about 170 cm (5'9'') tall and weight about 140 lbs.

Starting language: Regional.
Speed 30ft.
At first level, 4 skill points and levels after that 1 skill point per level. These can only be used to invest in Knowledge, Profession, or Craft skills.
Skill Focus in any skill as a bonus feat at level 1.[/sblock]

[sblock=Elves]
There are several races of elves, but the most relevant are explained here. Elves are essentially immortal in terms of age, and age at a declining rate (they usually hit puberty only a year or two after humans) but after a few centuries, they usually become introvert and apathic. There is a long-going conflict between all elven races and the dwarven clans, but individuals of the races has been known to get along. The one dwarven clan that could never be accepted though, is clan Drezin, whose powerful mages once cast the curse of immortality on the elves.

Aging for elves
Due to the terrible curse cast by an elven mage, elves live very long. While they don't live forever anymore (the curse has been thinned out over the years) they still live for several thousands of years. They age as a human up until puberty, where aging slows down, after that. There are usually four different kinds of personalities, due to this.
The Young - Young elves (below about 50 years of age) are curious about the world and haven't understood why the older elves have retreated from it. They are young and "inexperienced", and are usually hopeful and quite positive in spirit. Less than 1/20 of all elves are young. These are easy to roleplay.
The Suffering - These make up about 1/5 of the elven races. They are experienced, have seen much, and are excellent teachers. However, they live for their emotions and anything they feel, they feel very strongly. Both love and hate becomes central to these elves, and they can feel so strongly that it physically hurts. They can be roleplayed, but it's not recommended.
The Introvert - At about the age of 250, the elf become introvert and retreats from the world. Over the course of the years, he turns first to his village, then to his family, and then into himself. The Introvert make up three fourths of elven society. They loose their sense of time, and anything longer than a day but shorter than a year is meaningless to them.
The Responsible - A few elves don't become introvert. Instead, they become responsible by seeing the passing of the ages and due to this, they possess great wisdom. They can see what their actions has led till, several centuries later. They tend to be calculating and patient; after all, they can wait for another century or even millenium. The Responsible have too high sense of responsibility and too much patience to work as player characters.
Code:
Adulthood        Rogue     Fighter      Monk
    15              +2d6       +2d6       +5d20

Adulthood     Middle Age        Old      Very Old     Venerable         Maximum Age       
    15               341            1438      6124      Never reached       8805-?

Léaram
Léaram elves have a very strong sense of honour. They are skilled swordsmen and the best elven smiths in Mundana, being famous especially for the Carwelan sword. They mostly live in Alarinn, a coastal state east of Consaber, though a fair number lives within Consaber and in other places. Male léaram often have light facial hair and are about 180 centimeters tall (5'10') while female léaram usually measure 150 cm (5').

Starting language: Elven.
Speed 30ft.
+2 Dexterity, -2 Constitution.
Aloof: Suffers a -2 penalty on bluff, diplomacy, and sense motive when dealing with other races than Léaram.
Sword training: Proficiency with short sword. Treats long sword, scimitar, rapier, greatsword and falchion as simple weapons, and cinneach sword, bastard sword and carwelan sword as martial weapons.
Night Vision.
+2 to Spot, Listen, and Search.

Pyar
Pyar is the elven race that has most contact with other races. They live across the whole world, often in own villages in midst of the human kingdoms and empires, living by human laws. Some pyar elves live in human towns or cities. Pyar travel and trade a lot. They are about 170 cm tall (5'6''). They have the greatest variation in hair- and eye color and have an easy time fitting into human society in all respects. There are known cases of pyar being nobled in Consaber.

Starting language: Elven and one regional.
Speed 30ft.
+1 on
+2 to Spot, Listen, and Search.
Night Vision.

Crudely translated information on the other elven races can be seen here:
Kirya
Thism
Sanari
Hénea (Though it translates Hénea as Hene, which just sound stupid)
[/sblock]

[sblock=Dwarves clan Zolod]
While there are many clans, or races, of dwarves, few live in this part of the world. The one clan that does on occasion is clan Zolod, which actually travels outside their villages on a regular basis. Their villages usually consist of only a few houses, and they live on their trade with other clans and races. They mine all over Mundana, but usually leave the refinement of the ore to members of clan Roghan or Ghor. They aren't as proud as the other clans, though still by human standards proud and honorable.
Starting language: Dwarven.
Speed 25ft. Does not suffer speed penalty from using armor or being encumbered.
+2 Constitution, -2 dexterity.
Metallore: +2 to appraise, knowledge, and search checks related to metallic items.
Choose one: A regional language or +2 to Climb checks.
Night vision.[/sblock]


[sblock=Non-player major races]
Misslies
Misslies are a small people not entirely unlike some worlds halflings. They are a little naive, and have a peculiar sense of logic. For example, they lack the ability to understand irony, even the most obvious cases. They see hospitality as the most important virtue of all, and regardless who visit them (apart from maybe tiraks and trolls), they always put as much food on the table as the house can afford, and offers a warm and soft bed. Some even go as far as having a human-sized bed in the house, just in case anyone visits.
A typical misslie is about 120 cm tall (3'11'') and weigh about 60 pounds. The color of the hair varies from light blonde to dark brown and they have green or brown eyes. They are slender compared to humans and often look younger than they are. The clothing is plain and robust and often simply smaller version of human clothing.
Language: Regional.
Small size.
Base speed: 25 ft.
-2 strength, +2 charisma.
Naive: -2 on sense motive checks.

Tiraks
Tiraks are the name of a group of races that are commonly very powerful physically. They have good night vision. Many of them are barbaric, while other live alongside humans with only slight prejudices. They have some resemblence to Orcs, though the most numerous race of Tirak isn't more stupid than a human and the largest tribe live in human lands. However, they are fairly uncommon in the eastern parts of Mundana, where this takes place.[/sblock]

New Equipment
[sblock=Weapons]
Exotic weapons:
Carwelan sword: a one-and-a-half-handed sword mostly made by léaram and thism elves, that deal 2d4 slashing or piercing damage and has a threat range of 9+. It has an exceptional hardness due to the special treatment of the metal (hardness 15). Just like a bastard sword, it can be wielded with two hands as a martial weapon. Gold cost: 80 for an elf of same race as seller, about five times that amount for anyone else.
Cinneach sword: a two-handed sword only made by léaram elves (and few outside that race ever lay their hands on one). It deals 1d12 slashing damage and has a threat range of 8+. It has an exceptional hardness (hardness 15). Gold cost: 300 for a léaram elf, and hardly possible to get for anyone else.
Krell-Kharz: A dwarven greataxe. They are single-bladed and made wholly in steel and have a pointed tip. They do 1d12 slashing damage and makes greater criticals, and the tip can be used to deal 1d6 piercing damage. The tip can be set against a charge just as a spear can.
Krell-Hirkarz: A dwarven battleaxe. They are single-bladed and made wholly in steel and have a pointed tip. They do 2d4 slashing damage and makes greater criticals, and the tip can be used to deal 1d6 piercing damage.
Krell-Zar: A dwarven warhammer. A onehanded weapon made in metal, with a pointed tip. They do 1d10 crushing damage, and the tip can be used to deal 1d6 piercing damage.

Martial weapons:
Binderak hammers: Nearly only used by Trukks, this huge two-handed weapon requires a strength of 18 to even be wielded. A medium-sized wielder always takes a -2 penalty on attack rolls due to the size. They deal 2d10 bludgeoning damage.
Large Morningstar: Two-handed weapon that deals 1d12 piercing and crushing damage.

Simple weapons:
Cutter: A large dagger similiar to a machete. It's a one-handed weapon that deals 1d6 slashing damage.[/sblock]

Altered Classes
[sblock=Expert]
Expert
As in the DMG, except bonuses at levels:
1: Skill Focus (Any)
2: Bonus Feat
4: Bonus Feat
6: Bonus Feat[/sblock]

[sblock=Aristocrat]
Aristocrat
As in the DMG, except bonuses at levels:
Starting silver: 200
1: Persuasive or Negotiatior feat (choose one)
2: Contacts feat
4: Masterful Negotiator
6: Leadership feat

Masterful Negotiator (Ex): Once per day, you may add your Aristocrat level to a bluff, diplomacy, intimidate, or gather information test.
[/sblock]

New Feats and Skills
[sblock]
Wealthy Background
Prerequisities: Character level 1, Literacy in a language.
Benefit: You hail from a wealthy family of merchants, nobles or the like. You start the game with equipment for three times as much gold, and gain a +2 bonus on a chosen Knowledge skill.

Contacts
You know the right people.
Prerequisities: Gather Information 4 ranks
Benefit: You have good relations with useful NPC:s. Add your character level and charisma modifier together to determine the number and power of your contacts. They can provide information, services at lowered prices, lodging or the like. The exact nature of the contact is up to the player and DM to decide, but might include such characters as politicians, guards, skilled smiths, rogues, and even mages.

Character Level + Charisma modifier:
1-2: One 1st-level NPC
3-4: Two 1st-level NPCs
5: Two 1st-level NPCs, one 2nd-level NPC.
6: Three 1st-level NPCs, one 2nd-level NPC.
7: Three 1st-level NPCs, two 2nd-level NPCs.
8: Three 1st-level NPCs, two 2nd-level NPCs, 1 3rd-level NPCs.
9: Four 1st-level NPCs, three 2nd-level NPCs, 1 3rd-level NPCs.
10: Four 1st-level NPCs, three 2nd-level NPCs, 2 3rd-level NPCs.

The Lord's Survival
The noble is trained in surviving poisons, assassins, witchcraft, and whatever else his rivals might throw at him.
Prerequisities: Aristocrat level 6
Benefit: Once per day per save type (fort, ref, will), the character may roll 2 twenty-sided dice and use the best result. Also, he gets a +2 bonus to Initiative.

The Perfect Proffessional
The expert is such a master of his skill that he can cheat bad luck.
Prerequisities: Expert level 6
Benefit: Choose a number of skills equal to 3+intelligence modifier. Whenever using these skills, if the d20 roll is below 5 (before modifiers), consider the roll 5.
[/sblock]

More info will be posted as time goes.

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

[sblock=About the setting, and some credit]
It should be noted that this world was not invented by me; It's the world of Mundana from Neogames. While I don't think they would care for me copying and translating it to here, seeing as it's in swedish normally so this won't in any way hurt their business, should they want me to take this down I will of course do so. Should any of you speak Swedish, I strongly suggest that you get out and buy the world books - while the rules system is far too advanced (it is to D&D what Risk is to Ludo, and I'm not exaggerating), the world is great and really fleshed out; it has a feeling of "this could actually exist", far more than any D&D setting I've tried to learn.[/sblock]
 
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Kareus - Human(Vanar) Warblade

Appearance
Kareus is a tall, handsome, clean shaven male of about six foot in height and an athletic build. He has short cropped brown hair and steel grey yes. He is dressed in plain traveller’s clothing and a dark blue cloak around his shoulders.

Combat
Init: +3
Defense: +7
Flat: +7
Touch: +7
Soak: 5

Weapons
Rapier: +5 (1d6+2, Critical: 6+)
Spear: +5 (1d8+3, Critical: 10+, 20 ft)

Saves
Fort: +5
Reflex: +5
Will: +2/+12 [When using Moment of Perfect Mind]

Abilities
Battle Clarity, Weapon Aptitude, Uncanny Dodge

Maneuvers (4 Known, 3 Readied*)
*Moment of Perfect Mind (Use Concentration check in place of Will save)
Steel Wind (Attack two opponents)
*Sappire Nightmare Blade (Concentration check vs AC of foe's AC. Success: Opponent flat-footed, +1d6 damage)
*Stone Bones (Gain DR 5/adamantine)

Stances
Blood in the Water (Gain a cumulative +1 to hit and damage after every successful critical hit)

Skills
Concentration: +12
Climb: +6
Balance: +7
Jump: +6
Swim: +5
Diplomacy: +5
Languages: +2

Feats
Skill focus (Concentration), Disciplined

Languages

Sabrian (Speak & Read)

Equipement
Rapier, Spear, Studded Leather Armor, Shield (heavy wooden)
Backpack, Bedroll, Blanket (winter), Fishhook, Flint & steel,
Oil (1-pint flask), Pot (iron), Pouch, belt, Rations (3days),
Soap, Waterskin, Donkey, Saddlebags

Money
30sp, 3cp

[sblock=Background]
I have seen them wither and die. It is horrific if you can see the picture as an outsider as I have always been. Their entire lives, they dug in the mud from dawn to dusk. They battled the harsh sun, the cold rains and winds. They pleaded with the seasons and elements to have compassion. What little the farm would eventually yield, was then stripped by the baron’s tax collector. And what was their gain? Few precious moments of joy. A lifetime of agony. My mother, undernourished, died from the fever-plague when I was eight. My father was hung for poaching during the year of the great famine before my fifteenth summer. My brothers enlisted into the baron’s ranks. The very same baron that had our father hung. My sister ploughs the wharves of Kishan nightly, hoping to earn a few coppers from passing sailors.
As for me. Being the youngest of four siblings, I packed what little belongings I had and joined a trading vessel as their youngest sailor. The captain and crew were harsh and unforgiving men. It had been the most arduous year of my life.
Fate finally showed its hand when Finn was hauled on board, unconscious after been marooned at sea for eight days. Don’t even entertain the idea that the captain was acting out of benevolence. Finn was hauled because of the expensive Ophirian clothes that cloaked him. If not for the cryptic map that was found on his body, he would of been thrown right back. It was my duty to nurse Finn back to health. In those three weeks, I had found the father I needed. Finn pretended to endure his mental sickness until we sighted the coast of Tyria. That night, Finn dispatched the night guard, and rowed with me to shore. We travelled north for a month towards the capital city, Ulrich.

It was during that month that my training in true survival began. I do not wish to bore you, but let us just say that Finn was a master, nay a sage in the arts of the blade. For his gratitude Finn took me on as his steward and taught me the true nature of swordsmanship.
For all his skill, Finn had a weakness for alcohol. Our days together came to a bitter end when he was ambushed while drunk by a rogue named Janis, may his name be cursed, and his thugs. Janis held a personal vendetta against Finn for disposing him as the duke’s champion years back. Finn was too drunk at the time and in no form to offer any resistance. I barely escaped with my life from that encounter. I fled from Ulrich that night until it will be safe to return one day, for I have a score of blood yet to settle. I had enlisted my sword as a mercenary for the past year to make ends meet.
[/sblock]

[sblock=Full Details]
Age: 19
Height: 6"0
Weight: 180lb.
Skin: Tanned

Str: 14 (+2) Int: 12 (+1)
Dex: 16 (+3) Wis: 8 (-1)
Con: 15 (+2) Cha: 10 (+0)

Combat
Init: +3 [+3(Dex)]
Defense: +7 [+2(DM) +3(Dex)+2(Shield)]
Flat: +7 [Uncanny Dodge]
Touch: +7 [As above]
Soak: 5 [2(Con) +3(Armor)]
Fort: +5 [+3(Base) +2(Con)]
Reflex: +5 [+1(Base) +3(Dex) +1(Battle Clarity)]
Will: +2* [+1(Base) -1(Wis) +2(Disciplined)]
*/+12 [When using Moment of Perfect Mind]

Weapons
Rapier +5 (1d6+2, Critical: 6+) [+2(BAB) +3(Dex)]
Spear +5 (1d8+2, Critical: 10+, 20 ft) [+2(BAB) +3(Dex)]

Skills
Concentration: +12 [5(ranks) +2(Con) +3(skill focus) +2(Disciplined)]
Climb: +6 [5(ranks) +2(Str) -1(ACP)]
Balance: +7 [5(ranks) +3(Dex) -1(ACP)]
Jump: +6 [5(ranks) +2(Str) -1(ACP)]
Swim: +5 [5(ranks) +2(Str) -2(ACP)]
Diplomacy: +5 [5(ranks) +0(Cha)]
Languages: +2 [1(ranks) +1(Int)]
[/sblock]
 
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Lucas Camenzind
[sblock]Human unarmed swordsage variant 2

Strength: 15 +2
Dexterity: 12 +2
Constitution: 16 +3
Intelligence: 10 +0
Wisdom: 14 +2
Charisma: 8 -1

Soak: +4
Defense: +7

BAB: +1
Melee attack: +3
Ranged attack: +2

Attacks:
Unarmed strike +4 1d6+2 bludgeoning: 10 crit

Saves:
Fort: +4
Ref: +4
Will: +5

Skills:
5 ranks Concentration, +3 Con, +3 feat, +11 total
5 ranks Intimidate, -1 Cha, +4 total
5 ranks Sense Motive, +2 Wis, +7 total
5 ranks Tumble, +1 Dex, +6 total
5 ranks Heal, +2 Wis, +2 equipment, +9 total
4 ranks Balance, +1 Dex, +5 total
3 ranks Knowledge (local), +0 Int, +3 total
2 rank Speak Language ([painful, halting] literacy in Consabrian, no one foreign language: a very focused smattering of vocabulary mostly relating to violence of all sorts, with a secondary focus on respect and pedagogy. In a goodly number of languages, Lucas can say "Hello", count, and the like, and can probably get things like "senior student" or "bow" or "thank you". "Excuse me, where is the bathroom?" is right out, but he knows a half-dozen ways to say "high spinning roundhouse kick."
1 rank Martial Lore, +0 Int, +1 total


Feats:
Simple Weapons Proficiency
Martial Melee/Thrown Weapons Proficiency
Improved Unarmed Strike
Weapon Focus (Greatsword, Greataxe, Heavy Mace, Unarmed Strike)
Toughness
Skill Focus (Concentration)

Class features:
Quick to act +1
Discipline Focus (Stone Dragon: Weapon Focus)
Defense Bonus (Wis)
Monk unarmed damage progression

Maneuvers known:
Stone Bones
Moment of Perfect Mind
Sapphire Nightmare Blade
Counter Charge
Consummate Feint [reflavored Shadow Blade: +1d6 is of the same damage type as the weapon used, not cold damage]
Pulverizing Blow [reflavored Burning Blade: +1d6+initiator level is of the same damage type as the weapon used, not fire damage]
Wolf Fang Strike
[Can ready 4]

Stances known:
Stonefoot Stance
Stance of Clarity

Equipment:

Backpack
Bedroll
Winter blanket
Crowbar
Flint and steel
Hammer
Two weeks' trail rations
50 ft hempen rope
Signal whistle
Tent
Waterskin
Healer's kit
Traveler's outfit
Utility knife


Appearance: Lucas Camenzind has the unlovely face of a prizefighter, with a broad, crooked nose and a bushy black mustache that grows in every which way, betraying the presence of numerous scars beneath it. He's not the tallest man, but he's built incredibly solidly, with a chest like a barrel and huge hands with prominent knuckles. He looks like someone's disreputable uncle.

History: Lucas Camenzind never could stay away from a fight. The son of a dockworker and a dockworker himself in a minor Consabrian port, he settled into a hard-drinking, bar-brawling lifestyle as soon as he was old enough to hold his liquor and throw a punch: by the time he turned eighteen he was a force of nature in a scrap, the most feared man in the taverns and dives of the city. But his rise as a brawler coincided with the fall of his hometown as a trading power, forcing Lucas to move to Consabria's main trading city as the jobs dried up. Calria was a far larger metropolis, far more cosmopolitan. Men of all colors, cultures and creeds walked the streets there. Lucas put in his first day of work and headed to the nearest seedy dive to get his first night's taste of bruised knuckles and split lips...

And woke up on the floor of the bar, blood from his shattered jaw mixing with stale beer and thin vomit.

As the greatest port city of the biggest trading power in the world, Calria is a mecca for cultural interchange of all kinds, and martial traditions in particular. Sailors are a rough bunch, and more than a few were soldiers, bandits, or pugilists in their time: others learned from the trained few to defend themselves in the heated environment the skills of their fellows created. Wrestlers, boxers, kickers, knife fighters, stick fighters, vicious thugs, and martial artists of all sorts clashed in the streets and bars and docks and decks- clashed, saw and feared the unfamiliar skills of those they fought, and resolved to train yet harder to save their necks. Into this environment stepped Lucas. He had always been a hard man with a talent for violence, but he thrived in an unexpected way: pushed to improve by stung pride, he threw himself headlong into the task of learning all the fighting skills Calria had to teach him. First he watched the eclectic fights as closely as he was able, then learned a trick or two from a drinking buddy, then became sparring partners with the man who knocked him out the first night. His first experiences sparked a burning interest: he scoured the city for skilled fighters to watch and learn from, joined as many formal schools of martial arts as would have him, and even painfully read his way through a martial manual or two- when the most complicated thing he'd bothered to read before was the sign for his favorite tavern. Along the way, his personality developed along favorable lines: as his interest in fighting moved from a mere appetite for violence to an appreciation for all sorts of martial arts and sciences, it steadied him, bringing patience, maturity, and focus. It has been ten years in Calria, and Lucas' innate talent and endless appetite for martial knowledge has put him at the top of the heap again: growing sick of dockworker's wages and desiring to put his hard-earned skills to the test, he begins to look for something a little more lucrative- and a lot more hazardous. [/sblock]
 

Code:
[B]Name:[/B] Aliandrys Sulun
[B]Class:[/B] Scout 1/Ranger 1
[B]Race:[/B] Learam
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Deity:[/B] 

[B]Str:[/B] 12 +1            [B]Level:[/B] 2        [B]XP:[/B] 1,000
[B]Dex:[/B] 17 +3            [B]BAB:[/B] +1         [B]Soak:[/B] 6
[B]Con:[/B] 14 +2            [B]Grapple:[/B] +2     
[B]Int:[/B] 14 +2            [B]Speed:[/B] 30'      
[B]Wis:[/B] 10 +0            [B]Init:[/B] +3        
[B]Cha:[/B] 08 -1            [B]ACP:[/B] -2         

                   [B]Base   Shld   Dex  Size   Misc  Total[/B]
[B]Defense:[/B]              3   +1    +3    +0    +0    7
[B]Touch:[/B] 6              [B]Flatfooted:[/B] 1

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +2          +5
[B]Ref:[/B]                       3    +3          +6
[B]Will:[/B]                      1    +0          +1

[B]Weapon                  Attack   Damage     Critical    Range Incr.[/B]
Longbow                   +4     1d8+0      10+x+          100 ft.
Shortspear(melee)         +2     1d6+1      10+x+        5 ft.(adjacent)
Shortspear(ranged)        +4     1d6+1      10+x+          20 ft.
Carwelan Sword            +2     2d4+1      9+x+         5 ft.(adjacent)

[B]Languages:[/B] Elven

[B]Abilities:[/B]
Learam - 
Starting language: Elven.
Speed 30ft.
+2 Dexterity, -2 Constitution.
Aloof: Suffers a -2 penalty on bluff, diplomacy, and sense motive when dealing with other races than Léaram.
Sword training: Proficiency with short sword.
Treats long sword, scimitar, rapier, greatsword and falchion as simple weapons,
and cinneach sword, bastard sword and carwelan sword as martial weapons.
Night Vision.
+2 to Spot, Listen, and Search.

Scout - 
Skirmish +1d6 (Add 1d6 damage to damage rolls if 10' have been moved)
Trapfinding

Ranger -
Favored Enemy(Beast): 
The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks
when using these skills against creatures of this type.
Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Track

Wild Empathy

[B]Feats:[/B]
Wealthy Background
Prerequisities: Character level 1, Literacy in a language.
Benefit: You hail from a wealthy family of merchants, nobles or the like.
You start the game with equipment for three times as much gold, 
and gain a +2 bonus on a chosen Knowledge skill.



[B]Skill Points:[/B] 48       [B]Max Ranks:[/B] 5/2.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      1    +1    -2    =0
Jump                       2    +1    -2    =1
Swim                       2    +1    -4    =-1
Balance                    2    +3    -2    =3
Escape Artist              1    +3    -2    =2
Hide                       3    +3    -2    =4
Move Silently              3    +3    -2    =4
Ride                       1    +3          =4
Tumble                     3    +3    -2    =4
Use Rope                   1    +3          =4
Craft(Bowyer)              5    +2          =7
Disable Device             2    +2          =4
Know(Geography)            2    +2    +2    =6
Know(Nature)               4    +2          =6
Search                     4    +2    +2    =8
Spellcraft                 1    +2          =3
Listen                     1    +0    +2    =3
Sense Motive               3    +0    -2    =1
Spot                       1    +0    +2    =3
Survival                   1    +0          =1
Heal                       3    +0          =2
Literacy                   2(Can Read/Write Elven) +2 [int] (Can Read/write Sabrian)


[B]Equipment:               Cost  Weight[/B]
Longbow*                 25sp   03lb
Chain Shirt             100sp   25lb
Shortspear(1)            01sp   03lb
Light Wooden Shield      03sp   05lb
Arrows(20)               01sp   03lb
Carwelan sword           80sp   03lb
Signet Ring              05sp   --lb

*Aliandrys made her bow herself.

[B]Total Weight:[/B]41lb      [B]Money:[/B] 10sp 00cp

                           [B]Lgt   Medium   Heavy  Lift  Push[/B]
[B]Max Weight:[/B]               43   44-86   87-130   260   650

[B]Age:[/B] 37
[B]Height:[/B] 5'04"
[B]Weight:[/B] 125lb
[B]Eyes:[/B] Crystal Blue
[B]Hair:[/B] Black
[B]Skin:[/B] Fair
Appearance:
Aliandrys was a fair elf, slightly taller than is typical for a Learam, her build somewhat slender.
Her crystal blue eyes were vibrant and full of life, and her gait has a bounce to her step, at least when she's not sneaking about.
She wore a chain shirt over a cloth tunic, protecting her as she explores, the armor doing little more than standard clothing to conceal her appearance.

Background:

Aliandrys was born in Alarinn's city of Kinyen Sina, to one of the Clans represented in the House of Council. Over her years, she lived well, and was educated in the language of nearby Consaber concurrently with her education in Felya Alarina. She was naturally intrigued by nature, spending her time exploring the woods outside the city. Being the daughter of a renowned swordsmith, and the niece of the Clan's head, Lia was educated both in swordsmanship and the philosophies behind swordcrafting. However, favoring the woodlands, the girl favored the bow to a sword, even crafting her own.

After these early years, the girl decided it was time to leave the nest and seek her fortunes and adventures elsewhere, and with a final gift from her family(her equipment besides her sword), she went on her way... only to be hired to locate a particular Troubadour who seemed to be causing quite a stir. She made her way to Consaber to begin her search, and possibly meet with others who share her task...
 

alright I went Rogue/Swash instead, since I think you already have two ranged and one is a scout combo.

Doral

[sblock]
Doral
Sex:Male
Age:16
Race/Class:Human (Sabrian but raised in Thalamar)/ Rogue: 1/Swashbuckler: 1

Strength:8 (-1)
Dexterity:16 (+3)
Constitution:12 (+1)
Intelligence:14 (+2)
Wisdom:10 (0)
Charisma:15 (+2)

Soak:3 = 1[Con] + 1[padded armor] + 1[tougness]
(Constitution modifier + Armor bonus + Natural Armor bonus + Size modifier)

Defense:7 = 1[BAB] + 3[Ref] + 3[Dex]/ 4[flat-footed]
(Base Defense Bonus[BAB+Ref] + Dexterity Modifier + Size Modifier + Shield Modifier + Other Modifiers)

BAB:+1 = +0[rogue] +1 [swahbuckler]
Melee attack:0(Str) = +1[BAB] -1[STR]/+4(Dex) = +1[BAB] +3[Dex]
Ranged attack:+4 = +1[BAB] +3[Dex]

Attacks: Dagger/sling = +4 att./d4-1 dmg., sap/shortsword = +4 att./d6-1 dmg.

Base Speed:30 ft.

Saves (1/2 lvl [+ 2 if good] class save)
Fort:4 = +3 [good save swashbuckler] +1 [con]
Ref:6 = +3 [good save rogue] +3 [dex]
Will:1 = 1 [base] +0 [wis]

Skills
[sblock]
Appraise int:2 = +2 [int]
Balance dex*:3 = +3 [dex]
Bluff cha:6 = +4 [ranks] +2 [cha]
Climb str:2 = +3 [ranks] -1 [str]
Concentration con:1 = +1 [con]
Craft() int:2 = +2 [int]
Diplomacy cha:7 = +3 [ranks] +2 [cha] +2 [sense motive 5+]
Disable Device int:6 = +4 [ranks] +2 [int]
Disguise cha:6 = +4 [ranks] +2 [cha]
Escape Artist dex*:5 = +2 [ranks] +3 [dex]
Forgery int:4 = +2 [ranks] +2 [int]
Gather Information cha:5 = +3 [ranks] +2 {cha]
Hide dex*:6 = +3 [ranks] +3 [dex]
Intimidate cha:2 = +2 [cha]
Jump str*:2 = +3 [ranks] -1 [str]
Knowledge(local) int:2 = +2 [int]
Listen wis:4 = +4 [ranks]
Move Silently dex*:5 = +2 [ranks] +3 [dex]
Open Lock dex:6 = +3 [ranks] +3 [dex]
Perform( ) cha:2 = +2 [cha]
Profession wis: no rank class skill
Ride dex:3 = +3 [dex]
Search int:2 = +2 [int]
Sense Motive wis:5 = +5 [ranks]
Sleight of Hand dex*:6 = +3 [ranks] +3 [dex]
Spot wis:5 = +2 [ranks] +3 [skill focus]
Swim str*: -1 = -1[str]
Tumble dex*:2 = +2 [dex]
Use Magic Device cha:2 = +2 [cha]
Use Psionic Device cha:2 = +2 [cha]
Use Rope dex:2 = +2 [dex]
Speak Language int:2 = +2 [dex]
(1pt, speak, 2pt literacy) [/sblock]

Speak: Thalaska, Sabrian
Literate: Thalaska

Feats:
[sblock]
Dodge: +1 defense against selected opponent
[swashbuckler class feature]
Skill Focus(spot): +3 skill check bonus on selected skill
[human bonus feat]
Toughness: +1 to soak, may be taken 3 times
[lvl 1 feat]
[/sblock]
Class features:
[sblock]
Rogue
Sneak attack +2 damage
Trapfinding
Swashbuckler
Weapon Finesse[/sblock]

Equipment:
[sblock]
Shortsword: 10s/2lb. lt. weapon/d6 dmg./19-20 x2
Sling: -s/-lb. ranged weapon/d4 dmg./x2
Sap: 1s/2lb. lt. weapon/d6 dmg./x2
Dagger: 2s/1lb. lt. weapon/d4 dmg./19-20 x2
Padded armor: 5s/10lb. +1 AC
Backpack: 2s/2lb.
Flint and steel: 1s/-lb.
Leather Belt & low cut boots: 2c/.5lb. (total 5 silver in regular D&D)
Sackcloth pants: 1s&1c/1lb.
Waterskin: 1s/4lb.
Belt pouch: 1s/.5lb.
Cotton Cloak: 1c/2lb.

Total: 25s 25lb.
Money: 50s[/sblock]

Carry:
lt.= 26lb.,
md.= 53lb.,
hvy.= 80 lb.,
lift= 160lb.,
drag= 400lb.

Appearance
[sblock]
Doral is a small frail young man from years of malnourishment and mistreatment. He has tangled red hair and sharp, intelligent green eyes. He posseses a slight, short build standing only 5foot 7 inches and weighing only 120lbs, this makes his clothes seem to barely fit him. He is soft spoken most of the time but his personality can change instantly as he adopts a number of mannerisms he has learned for different situations over the years. In prolonged company, a sense of skittishness and deference can be picked up from him.[/sblock]

History
[sblock]
Born to a poor family in Consaber, Doral's parents sold him to a visiting merchant as an indentured servant. The merchant took him to his home in Thalamar, where he was mostly ignored for much of his young life. He was given little food and allowed to sleep in the merchants stall in town, provided there was no merchandise there of course. On those nights the stall was denied him, Doral would roam the streets of An-Thalamur searching for scraps of food where he could and fending off other street urchins with his speed, ability to maneuver and whatever weapons happened to be at hand and light enough for him wield.
Unlike other merchants servants in the city, Doral's master, being a greedy and suspicious man, never taught him anything of his craft and deemed him to small for any real work, his duties primarily consisted of cleaning, picking customer's pockets and fending off other street urchins who might vandalise the market stall. To this end he was given little enough protection but took to using heavy spindles and an old homemade sling.
His life continued like this for some years, until, while hiding from his master behind a shipping barrel, he learned where he had really come from while his master complained to a fellow merchant about the poor quality of servant available in Calnia. Shocked by the revelation, he determined to run away and try to find his true family. It wasn't long before he got the chance. The merchant one night, after an especially profitable shipment, passed out at the stall while drinking. Doral quickly relieved him of his purse and took the sword and dagger the merchant kept on him to protect his wares.
Over the next few weeks, Doral ran from city to city, always praying not to encounter any of his master's business associates as the man would surely have him beaten or slain for thievery. Once he finally crossed out of Thalamar, he took the opportunity to buy a few items he felt would be of use in his travels.
Unfortunately, he was eventually recognized while sleeping in the stables of an inn. The man, a traveling cloth merchant, owed his former a sizable sum of goods that he could not deliver and attempted to capture him, hoping it would forgive the debt. Doral, managed to escape the man's grasp but was chased into the inn proper. A man, inside named Delik saw the spectacle of a grown man chasing a mere boy and intervened however, offering the protection of his home for the night and, upon hearing his story, the opportunity to travel to Calnia with him. Doral quickly accepted, and the man feeling pity for the slight boy, began to teach him to use the arms he had stolen.
The man knew Doral had little chance of finding his family and little money, so as a final favor, he introduced the boy to a friend who often heard when people were employing mercenary workers. Doral has made good use of his slight build, the skills his traveling companion taught him, as wells as the talents of deception and sensing trouble he learned watching the merchant in a number of enterprises both legitimate and unsavory since that time.[/sblock]

Damage info for GnG
[sblock]
LETHAL DAMAGE
Lightly
0 0 0 0 0
Moderately
0 0 0 0 0
Severely
0 0 0 0 0
Disabled
0 0 0 0 0
Dying
0 0 0 0 0
NON-LETHAL DAMAGE
Not Affected
0 0 0 0 0
Jolted
0 0 0 0 0
Jarred
0 0 0 0 0
Staggered
0 0 0 0 0
Unconscious

Lethal
Lightly Wounded: You have suffered some lethal damage, but are not impaired by it.
Moderately Wounded: You suffer a -1 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws.
Severely Wounded: You suffer a -2 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws.
Disabled: You suffer a -3 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws. You can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after the completing the act.
Dying: You suffer a -5 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws. You are unconscious. You can take no actions. You lose 1 lethal pip every round. This continues until you die or become stable.
Dead: Once you run out of pips in the Dying column and suffer any additional lethal damage, you are dead.

Non-Lethal
Not Affected: You are not impaired by non-lethal damage.
Jolted: You suffer a -1 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws.
Jarred: You suffer a -2 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws.
Staggered: You suffer a -3 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws. You can only take a single move or standard action each turn (but not both, nor can you take full-round actions).
Unconscious: Once you run out of pips in the Staggered column and suffer any additional non-lethal damage, you are unconscious.
[/sblock]
[/sblock]
 
Last edited:

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