(WoT) The Finding of the Dragon OoC Thread- FULL

Let me see If I get this. If we can get two more people, you will run 2 games with 4 people each. But right now, your only going to run one game with 4 people, and we have two extras?
 
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Qaenora
Wilder 1

Gender: Female
Race: Human (Midlander)

Str 10, Dex 13, Con 13
Int 10, Wis 14, Cha 15

Initiative: +1 (+1 Dex)
BAB: +0
Attacks: Dagger +0 melee (1d4, 19-20/x2
AC: 14 (+1 Dex, +3 class bonus)
Hit Points: 7
Saves: Fort +3, Ref +3, Will +7
Movement: 30 ft.
Reputation: 0
Skills: Composure +6 (4/+2), Concentration +3 (2/+1), Handle Animal +4 (4), Heal +5 (3/+2), Profession: farmer +5 (3/+2), Weavesight +4 (4)
Feats: Iron Will, Strong Soul (regional)
Power Affinities: Air
Class Abilities: Block (fear)
One Power Talents: Elementalism
Weaves Known: 0 (2/day) - Light, tool of air, voice of power; 1 (3/day) - Arms of air, false wall, harden air
Languages: Common (Midlands)
Equipment: Belt pouch, dagger, flint and steel, healer's kit, horse (light), iron pot, peasant's outfit, sack, saddle (riding), trail rations (7 days), waterskin
Wealth: 100 mk, 8 sp
Look/Traits: 19 years old, 5'2", 108 lbs. Red hair, blue eyes, calloused hands from helping run the family farm.
Background: Qaenora was born in Tarly's Fork, a small farming village in Ghealdan. Her mother died when she was still an infant. She discovered her talent when she was 17, when, on a trip to Jehanna with her father, she was startled by a Whitecloak patrolling the streets. She reflexively and unknowingly used the One Power, and the Whitecloak's sword flew out of its scabbard, clattering to the ground. Qaenora and her father managed to hide from the Whitecloaks, who now knew that she was a 'witch', until one day, two years later, they found her family's farm. Seeing them approach, her father told her to run; the Whitecloaks came to the farm and, not finding Qaenora, interrogated her father about her whereabouts. But Qaenora didn't look back, and fled into the forests. She lived on the road for several months before eventually finding her way to Tar Valon, where she'd heard that others with powers like hers could find help.

Although I couldn't figure out how to put it in the background, I figure that the Amyrlin can use this mission as a way to help train her.
 
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http://krisinchico.brinkster.net/rollsearch.asp There under Kus

Name: Juair din Geln WakeRunner
Gender: Male
Class: Wanderer 1
Backround: Athan'me
Age:19
Height: 5'10
Weight: 137

Stats: Str: 13 (+1) Dex: 16 + (3) Con: 12 (+1) Int: 13 (+1) Wis 8 (-1) Cha: 14 +(2)
BAB: +0
Saves: Fort + 1, Will + 0, Ref + 4
Attacks: Quaterstaff, +1 to attack, 1d6+1 dmg. Dagger, +1 to attack/+4 range, 1d4+1 dmg, 10 ft range.
AC: 16

Feats: Smooth Tounge (Region), Ambidex
Skills: Hide +5 (2 ranks), Move Silentley +5 (2 ranks), Bluff +6 (4 ranks), Diplomacy +8 (4 ranks), Listen +2 (3ranks), Spot + 2 (3 ranks), Pick Pocket +4 (1 ranks), Gather Information +4 (2 ranks), Intimidate +5 (3 ranks), Open Lock +4 (1 rank), Tumble +5 (2 rank), Profession (Sailor) +3 (4 region ranks), Balance +5 (2 ranks), Jump +2 (1 ranks), Sense Motive +2 (1 rank) Performance +4 (3 ranks: Singing, Dancing, Pan Pipes or WoT Equivlent)

Illicit Barter (+5 To buy Illegal Goods)

Languages: Common (Athan'Me), Common (Tar Valon)

Equipment: 6 Daggers (hidden), Quaterstaff, Water Skin, 5 Days of rations, Backpack, Light Crossbow, 20 Bolts, Lanteren, Hooded, 3 pints of oil, flint and steel, Whetstone, Belt pouch, Glemans Outfit, 100 mk worth of Jewlrey, Pan Pipes

Money: 15 mks, 4 silver, 8 cp

Description: Wearing a blue long sleeved coat, normaly un buttoned, and white oiled breaches, Juair looks like a normal seafolk. He has 2 daggers hidden in each sleeve, one in his right boot, and one near his neck. He has a quaterstaff made out of a dark wood, and a crossbow of a crossbow of the same type of wood thrown over his back. He wears a few peices of jewlerey, the most valubale being two ivory braclets studded with obsidian. He also has two earings on each ear, all made out of silver. He has a silver necklace wich has a jade medalion on it.

History:Juair was your average sea folk, except getting into a little more trouble then usual, but was great at bartering with folk in the cities for Athan'Me goods. However, during a Trip to Tar'Valon, the boat crashed on the banks of the river. His mother, the Wavemistress, and his father both drowned. His sister and the others all got on various Athan'Me ships. Juair decided to live on the land for a few years, and has been doing odd jobs and leg work ever since. The Armylian decided to trust him with this mission, because he got a small item (probaly a sa'angral, but he dosnt know) from a Tearin Ambasodor for a Brown Sister, and the Ambasodor still thinks he dropped it on the road here.

Personailty:Juair likes to play tricks and jokes, but he is still honest most of the time. He loves good food, and is always willing to try new stuff. He will fight for the Light, and loves adventuring. His main goals for now are winning fame, fortune, and honor in battle. His major longterm goal now is to end up buying a ship, and inviting his old shipmates to it. He came to the White Tower, because he figures that if Aes Sedai cant give him a job that has fame, fortune, honor, and fighting for the Light, who can?
 
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Well, since we are posting characters, here is mine (not completely finished, but its a start).

Jurak Benard
Human male, 19 years old, Woodsman, Midlander

Str: 12 +1
Dex: 16 +3
Con: 12 +1
Int: 10 +0
Wis: 12 +1
Cha: 12 +1

Bab: +1 (melee +2, ranged +4)
Initiative: +3
Defense: 18 (Base +3, Dex +3, +2 armor))
Fort: +2
Ref: +3
Will: +1

Feats: Track (class), Luck of Heroes (region), Latent Sniffer

Proficiencies: Simple and Martial weapons, Light and Medium armor, and shields.

Class Abilities: Nature's Warrior (environment: forest), Track

Skills: 28 skill points
Climb +5 (4 ranks), Craft: woodcarving +1 (1 rank), Heal +3 (2 ranks), Hide +6 (3 ranks), Jump +4 (3 ranks), Knowledge: nature +3 (3 ranks), Listen +3 (2 ranks), Move Silently +5 (2 ranks), Search +2 (2 ranks), Spot +3 (2 ranks), Wilderness Lore +5 (4 ranks).

Equipment:
2 daggers 1d4+1 19-20/x2, piercing
Hand axe 1d6+1/x3, slashing
Longsword 1d8+1 19-20/x2, slashing
Longbow (20 arrows) 1d8/x3, 100 ft range increment, piercing.
Leather armor +2 Defense, 0 acp.

Belt pouch, Waterskin (filled), 6 days rations, backpack, 5 torches (in backpack), whetstone, flint and steel, Signet ring (has a symbol that is supposed to represent something about his background, something he doesn't know about; something he wants to find out about), normal travelers outfit w/ standard clothes, cloak w/ hood (dark green), rope (50ft hemp)(connected to side of backpack), mirror (small steel), tobacco w/ pipe.

Current Funds: 25 mk, 9 sp, 7 cp.

If possible, for game development, I would like to take this rather inexperienced young soul and somehow become a Warder for an Aes Sedai, if that is the direction the campaign goes.
 


ES2 said:
If possible, for game development, I would like to take this rather inexperienced young soul and somehow become a Warder for an Aes Sedai, if that is the direction the campaign goes.

Hmm. How unusual, I may be aiming to make my character an Aes Sedai eventually. Funny how things work out like that.
 


Andrew D. Gable said:
Hmm. How unusual, I may be aiming to make my character an Aes Sedai eventually. Funny how things work out like that.

Thats cool. I am going to be a woodsman until I somehow meet up with a group of Armsmen and then I might multiclass into that, but it depends on how the game goes. Right now my character is in a large city for the first time, is amazed by its wonderful sites and intrigued that this powerful woman wants him to go on this quest. Plus, he sees all the fighters and longs to be one of them, but because of his past and being raised, more or less on a farm and was trained more for wilderness he doesn't think this will be possible.
 

For your characters backgrounds, I will need a reason that the Amrilin thinks she can trust you/use you dependibaly. THis mission is of high secrecy and importance, so she would have to be pretty sure that you would be ones to work for her without any comprimise. If you do not think of something, I will... and you may not like what I do!
 

Al'korn of Arafellin (Male, 17 years old, Borderlander Armsman)
1st level

STR: 14 (+2)
DEX: 14 (+2)
CON: 14 (+2)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 10 (+0)

Hit Points 12
DEF: 10 +2 (dex) +4 (mailed shirt) +2 (large shield). DEF 18, flat-footed 16, Touch 12
Unarmored DEF 10 +2 (class) +2 (dex) DEF 14, flat-footed 12, Touch 14
Initiative: +4 [+2 dex +2 Blooded]
Base Attack: +1
Melee +3 to attack, Ranged +3 to attack
(with Warren Sword +4 to attack, 1d10+2 to damage, two handed 1d10+3)

Fort: +4 (+2 +2)
Reflex: +3 (+1 +2)
Will: +2 (+0 +2)

Feats:
1st: Exotic Weapon Proficiency (Warren Sword); Bonus- Borderlander: Blooded; Bonus- Armsman: Weapon Focus (Warren Sword)

Proficiencies:
All Simple and Martial Weapons
All Armor and Shields

Skills [16pts 1st level; plus Background Skill - Hide (rank) 4]:
Climb (Str) 2/+4
Craft [weaponsmith] (Int) 2/+2
Handle Animals (Cha) 4/+4
Hide (Dex) 4/+6
Intimidate (Cha) 4/+4
Jump (Str) 0/+2
Ride (Dex) 4/+6
Spot (Wis) 0/+4 [+2 for Blooded]
Swim (Str) 0/+2

Langauges: Home - Common (Borderlands), Bonus - Common (Midlands)
Background Equipment: Mail Shirt
Additional Equipment (200 marks)
*coming soon

Background
*coming soon
 
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