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Topic Subject: Secrets of Faerun: Character Thread
posted 10-09-06 06:54 PM EDT (US)   
Post your characters here. We're using official D&D v3.5 rules with the hitpoint system of the Giant Trilogy and the same language color code.

Language color code:

Game mechanics(gold)

Celestial alphabet:
Celestial (silver)

Common alphabet:
Common (white)
Halfling (yellow)
Gnoll (gray)
Local language (tan)

Draconic alphabet:
Auran (lightblue)
Draconic (darkgreen)
Ignan (darkred)

Druidic alphabet:
Druidic (lime)

Dwarven alphabet:
Dwarven (orange)
Giant (brown)
Gnome (magenta)
Orc (red)
Goblin (pink)
Terran (indigo)

Elven alphabet:
Aquan (blue)
Elven (green)
Sylvan (teal)
Undercommon (drow)(black)
Adûnaic (aquamarine)

Infernal alphabet:
Abyssal (purple)
Infernal (blood)


Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one elf (edited 10-09-2006 @ 06:59 PM).]

Replies:
posted 10-10-06 02:56 PM EDT (US)     1 / 6  
Name: Lauriel Silverblade
Race: Moon Elf (also called silver elf)
Class: Level 6 Sorcerer
Languages: Elven, Common, Sylvan, Chondathan
Home region: Elven court (in Cormanthor, The Dalelands)
Alignment: Neutral Good
Deity: Mystra

Abilities:
Strength 10 (-)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 10 (-)
Charisma 19 (+4) +2 (cloak) = 21 (+5)

Hp: 28 (4x4+3x2+6con)
AC: 14 (10 + 3 dex + 1 amulet)

Saves:
Reflex: +5 (2 class +3 dex)
Fortitude: +3 (2 class +1 con)
Will: +5 (5 class) (+2 against enchantments)

Feats:
Improved familiar
Weapon finesse
Storm Bolt [Reserve] (20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. DC 18 reflex save for half damage. +1 on caster level of electricity spells.
Alertness (when familiar is within 5 feet)

Carrying capacity: Light load 33 lb, medium load 34-66 lb, Heavy load 67-100 lb

Equipment: (26 lb)
Cloak of charisma +2 (4000 gp, 2 lb)
Amulet of natural armor +1 (2000 gp)
Healing belt (3 charges) (750 gp, 1 lb)
Ring of water breathing and swimming
+1 magic composite longbow (2400 gp, 3 lb)
20 arrows (1 gp, 3 lb)
Masterwork rapier (320 gp, 2 lb)
Dagger (2 gp, 1 lb)
Sunrod (2 gp, 1 lb)
1 Wand of Remove Curse (40 charges left)
2 flasks of alchemist fire (40 gp, 2 lb)
20 pieces of jade each worth 5 gp (for casting hail of stone) (100 gp)
7 potions of cure light wounds (350 gp)
1 potion of cure moderate wounds (300 gp)
1 potion of darkvision (300 gp)
1 potion of invisibility (300 gp)
Scrolls:
3 color spray (75 gp)
3 expeditious retreat (75 gp)
6 protection from evil (150 gp)
1 Indentify (125 gp)
2 Benign Transportation (50 gp)
1 Haste (375)
Backpack (2 gp, 2 lb)
Hooded Lantern (7 gp, 2 lb)
6 pints of oil (6 sp, 6 lb)
Flint and steel

88 gp (1 lb)

Base attack/grabble: +3/+3

Single attacks:
+1 magic composite longbow +7 (3 base +3 dex +1 magic), 1d8+1 damage
MW Rapier +7 (3 base +3 dex +1 MW), 1d6 damage
Dagger (both melee and ranged): +6 (3 base +3 dex), 1d4 damage
Touch attack (both melee and ranged): +6 (3 base +3 dex)

Skills: (27 points)
Bluff: 2 +5 cha = +7
Diplomacy (cc): 1 +5 cha = +6
Concentration: 9 +1 con = +10
Knowledge (arcana): 5 +1 int = +6
Spellcraft: 5 +1 int +2 synergy(arcana) = +8
Tumble (cc): 1+3 dex = +4
Use Magic Device (cc): 1+5 cha = +6 (+2 when using scrolls, synergy(spellcraft))
Untrained:
Intimidate: 0 +5 cha = +5
Listen: 0 +2 race +2 feat = +4
Spot: 0 +2 race +2 feat = +4
Search: 0 +2 race +1 int= +3
Disguise: 0 +5 cha = +5
Gather Information: 0 +5 cha = +5
Handle Animal: 0 +5 cha = +5
Heal: 0 +2 belt = +2

Race features:
• +2 Dexterity, –2 Constitution.
• Immunity to magic sleep effects, +2 racial saving throw bonus against enchantments
• Low-Light Vision
• Weapon Proficiency: Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow)
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Class features:
Familiar
Spellcasting

Spells per day:
Level 0: 6 (2*)
Level 1: 8 (2*)
Level 2: 6 (1*)
Level 3: 4
*number used

Known spells:
Level 0:

Detect Magic: Duration: Concentration, up to 6 min
Disrupt Undead: Ranged touch arrack, 40 feet range, 1d6 damage to undead
Mage Hand: 5-pound telekinesis, 40 feet range, Duration: Concentration
Ray of frost: Ranged touch arrack, 40 feet range, 1d3 cold damage
Read magic: 60 min duration
Touch of fatigue: Melee touch fatigues target, DC 15 fortitude save or fatigued for 6 rounds
Level 1:
Mage armor: Touch spell, +4 armor bonus to AC for 6 hours
Hail of stone (from spell Compendium): 160 feet range, 5 feet radius area (40 feet high cylinder), 5d4 damage, material component: piece of jade worth 5 gp
Corrosive Grasp: Next 6 touch attacks deal 1d8 acid damage, can be used with a natural weapon
Shield: Personal, +4 shield bonus to AC for 6 min, immune to magic missiles
Level 2:
Snilloc’s Snowball Swarm (from Forgotten Realms Campaign Setting): 160 feet range, 10 feet radius area, 3d6 cold damage, DC 17 reflex save for half damage
Web: 160 feet range, 20 feet radius area, entangles all in area, DC 17 reflex save or be glued to web, DC 20 strength check or DC 25 escape artist check to get free. To move: make strength check or escape artist check: for each 5 points the check is over 10 5 feet of movement can be done, 5 feet of web provides cover, 20 feet provides total cover.
Level 3:
Scintillating Sphere: 680 ft range, 20 ft radius, 7d6 damage

Speed:
Base speed: 30 feet.
Double Move: 60 feet.
Run: 60 feet.
Full-round run: 120 feet.
Charge: 60 feet

Description:
(will be added at a later time)

Familiar:
Name: Naja
Race: Blink Dog (Medium Magical Beast) (Complete arcane adds Blink Dog to the list of improved familiars)
Class: Familiar (5 HD)
Languages: Blink Dog Language (mixture of barks, yaps, whines, and growls)
Alignment: Lawful Good

Abilities:
Strength 10 (-)
Dexterity (17) (+3)
Constitution 10 (-)
Intelligence (10) (-)
Wisdom 13 (+1)
Charisma 11 (-)

Hp: 14 (half master hp)
AC: 22 (10 + 3 dex + 6 natural + 3 armor)

Saves:
Reflex: +7
Fortitude: +4
Will: +8

Feats:
Iron Will
Run
Track (race bonus feat)

Carrying capacity: Light load 49 lb, medium load 50-99 lb, Heavy load 100-150 lb

Equipment: (42 lb, light load)
Studdeed leather barding (50 gp, 20 lb
Backpack (2 gp, 2 lb)
Bedroll (1 sp, 5 lb)
10 days of trail rasions (5 gp, 10 lb)
30 feet of silk rope (6 gp, 3 lb)
2 torches (2 cp, 2 lb)

Base attack/grabble: +2/+2

Single attack:
Bite +6 (3 base + 3 dex), 1d6 damage (+2 to attack when blinking)

Skills:
Bluff: +2
Diplomacy: +1
Concentration: +9
Knowledge (arcana): +5
Spellcraft: +7
Tumble: +4 (-1 armor)
Hide +3 (-1 armor)
Listen +5
Sense Motive +3
Spot +5
Survival +4

Race features:
Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.
Darkvision 60 ft
Low-light vision
Scent

Familiar features
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex)
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speed:
Base speed: 40 feet.
Double Move: 80 feet.
Run: 100 feet.
Full-round run: 200 feet.
Charge: 80 feet

Background:

Born in 1221 DR in Semberholme Lauriel would probably have become a warrior like most of the other members of the Silverblade family, had it not been for his extraordinaire sorcerer abilities. The Silverblades had a proud tradition of producing some of the best fighters in Cormanthor, but Lauriel’s sorcerer abilities developed at such an early age and were so strong that there could be no doubt where his future lay. They were in fact so strong that Lauriel found it difficult to control them, and none of the few and relative weak sorcerers around Lake Sember seemed able to help him.
The Silverblades had however connections to the Harpers (a few being Harpers themselves) and through Harper connections Lauriel was send to Aglarond, a country with plenty of powerful sorcerers including the ruler, the sorceress queen called “the Simbul”. Lauriel was not yet fully adult (only 105 years old) when he went to Aglarond, and it took him 12 years training with some of Aglarond’s best sorcerers to learn to fully control his sorcerer powers. Coming from a warrior family it was quite natural for Lauriel to mainly learn combat spells, and the sorcerers of Aglarond knew plenty of those, including some less known ones.
During his travel home from Aglarond Lauriel found that he liked adventures and traveling around the world. So he didn’t stay at Semberholme for long before he went on his first adventure. He has since been on many adventures. Many of those has started because of his connection to the Harpers, and over the years he has gained many friends among the harpers, and he has recently been asked to join them, but he has not yet decided if he wants to. Lauriel values freedom (his own and others) over everything else, and he feel that committing himself fully to a origination, even one as loosely organized like the Harpers, would limit his own freedom somewhat.
On one of his adventures some 10 years ago, Lauriel came across a pack of blink dogs that had been slain by some evil mages. A closer inspection did however show that one young female was still alive, if only barely. Lauriel saved her life with a healing potion, and Naja, as the dog was called, gratefully become his friend and companion. When Lauriel’s familiar died, he made Naja his new familiar, something that had the extra benefit that he could now fully speak with his friend (blink dogs are unable to speak other languages than their own).

Lauriel looks like a typical moon elf, although he is a little higher and is slightly finer build than an average moon elf.
He has long black hair, blue eyes and fair skin (without the blue tint that some moon elves have).
Most female elves and many female humans find him rather attractive…
As many other elves he consider elves to superior to most other races, but he is otherwise very tolerant towards other races, and has several friends among humans, half-elves and halflings. Some of those friends are harpers.
Even though he consider elves superior to most other races, he don’t think that its gives the life of an elf more value than the lives of other intelligent beings (at least as those beings are not evil) and he generally finds that the many races of Toril makes it a richer and more interesting world. He does however expert higher standards of elves than of other races. As most elves Lauriel is protective towards nature, but he generally consider fighting evil in general more important than fighting enemies of nature (who are not always evil).
Lauriel’s charismatic and friendly nature makes it easy for him to gain new friends, and people tend to trust him easily (even when they have reason not to). Lauriel has good leadership abilities, but he prefers to stay somewhat in the background and act as an advisor to however takes up the leading role on a group. If nobody is qualified to take a leading role, Lauriel will however do so.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 09-01-2008 @ 08:53 AM).]

posted 10-10-06 09:48 PM EDT (US)     2 / 6  
Allahan
Race: Killoren
Class: 5th level Scout
Character Level: 6th
Character Languages: Sylvan, Common, Elven, Terran
Alignment: Chaotic Good Deity: Silvanus

Abilities:
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 11 (+0)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 10 (+0)

HP: 42 (8x4 + 5x2)
AC: 17 (10 natural + 4 armor + 3 dex)

Saves:
Fortitude: +3 (2 class + 1 cloak)
Reflex: +9 (5 class + 3 dex + 1 cloak)
Will: +6 (2 class + 3 wis + 1 cloak)

Feats:
Combat Expertise
Improved Trip
Dodge
Mobility

Equipment:
+1 Longsword, Masterwork Composite (+2) Longbow, +1 Studded Leather, Periapt of Wisdom +2, Cloak of Resistance +1, Quiver of 20 arrows, 2 torches, flint and steel, 50 feet of silk rope, 10 potions of shield, 11 potions of cure light wounds, 1 gem worth 200 gp apeice, potion of invisibility, potion of darkvision, least crystal of truedeath, +1 Light Mace of Disruption (4 lb).
Arrows: 27Carried Weight: 46 lbs (light up to 58, this includes 100 gp)

Gold: 112 gp, 5 sp
XP Total: 15563 (next level at 21000)

Attack Bonus:
+1 Longsword: +7 (4 base + 2 str + 1 Magic)
+1 Light Mace of Disruption: +7 (4 base + 2 str + 1 Magic)
Masterwork Composite (+2) Longbow: +8 (4 base + 3 dex + 1 Masterwork)

Damage:
+1 Longsword: 1d8+4 (3 str wielded two-handed + 1 magic)
+1 Light mace of Disruption: 1d6+4 + 1d6 vs Undead (3 str + 1 magic + 1d6 vs Undead from crystal, plus an undead hit must make a DC 14 Will save or be destroyed)
Composite Longbow: 1d8+2 (2 str)

Skills:
Balance (d20+7) [2 skill points + 2 synergy + 3 dex)
Climb (d20+10) [8 skill points + 2 str]
Escape Artist (d20+8) [5 skill points + 3 dex)
Hide (d20+11) [8 skill points + 3 dex]
Jump (d20+13) [5 skill points + 2 str + 2 synergy + 4 speed]
Knowledge Nature (d20+10) [6 skill points + 2 synergy + 2 int]
Listen (d20+11) [8 skill points + 3 wis]
Move Silently (d20+11) [8 skill points + 3 dex]
Search (d20+10) [8 skill points + 2 int]
Sense Motive (d20+10) [7 skill points + 3 wis]
Spot (d20+11) [8 skill points + 3 wis]
Survival (d20+10) [5 skill points + 3 wis + 2 race]
Swim (d20+4) [2 skill points + 2 str]
Tumble (d20+13) [8 skill points + 3 dex + 2 synergy]
Use Rope (d20+5) [2 skill points + 3 dex]

Speed:
Base Speed (move action) 40 feet
Double Move (full round action) 80 feet
Charge (full round action, ends with attack, straight line, +2 attack –2 AC) 80 feet
Run (move action, straight line, no dex bonus to AC) 80 feet
Run (full round action, straight line, no dex bonus to AC) 160 feet

Special Abilities:

Race (Killoren):
Immunity to sleep
+2 saving throws against enchantment spells or effects
Low-light vision
Fey Subtype
Cold Iron Anathema (-2 on attack rolls with cold iron weapons)
Manifest Nature’s Might (once per day, manifest chosen type):
Aspect of the Ancient: Bonus to Knowledge (nature) equal to HD, additional +2 vs enchantments.
Aspect of the Destroyer: Gain smite attack 1/day, + HD in damage vs enemy of nature
Aspect of the Hunter: +2 to Hide, Listen, Move Silently, Spot, and Initiative.

Class (Scout):

Skirmish (+2d6 damage, +1 AC after moving 10 feet)
Trapfinding
Uncanny Dodge
Trackless Step
Evasion
Flawless Stride (no longer affected by difficult terrain)

Background:

Little is known about Allahan. His age is undetermined, but he could easily be thousands of years old. At any rate, he more or less recently ventured out of his forest for the first time and generally didn't like what he saw. His personality varied depending on the aspect of nature he embodied, but he had a natural deep hate for things such as undead.

Always working together with others (mainly elves or others of his race), Allahan developed talents as a scout, moving ahead and gathering essential information as to the success of a future battle. The climax of his adventures to this point was a large battle against a necromancer and his hoarde of undead, in which all his companions were slain, leaving him on his own.

Now convinced of the evil around him and not wanting to see other lives be senselessly wasted, Allahan seeks to destroy evil as he perceives it--any threat to nature is evil, whether that threat be through undead or humans alike.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one Elf (edited 08-05-2008 @ 09:58 AM).]

posted 10-11-06 07:08 PM EDT (US)     3 / 6  


Name:Veklar
Race:human(raised by Orcs who gave him his name)
Class:4th.lvl fighter/1st lvl cleric
Languages:Celestial,Common,Orc,Elven
Alignment: Neutral
Deities: does not follow just one deity persay
Domains: Travel,Luck

Abilities:
Strength 18 (+4) ......10pts
Dexterity 17 (+3)(+lvl. adj)......8pts
Constitution 16 (+3)....6pts
Intelligence 10 (-).....2pts
Wisdom 12 (+1)..........4pts
Charisma 6 (-2)

Hp: 65 (10x4=40 fighter,+5 cleric,+15 con.,+5 feat)
AC: 21 (10, + 3 dex, + 5 armor,+,+1 buckler[+2 to AC.],+, +1 amulet natural armor)

Saves:
Fortitude: +10 (4class + 2class +3con,+1cloak)
Reflex: +5 (1class +3 dex,+1cloak)
Will: +7 (1class + 2class + 1wis,+1cloak,+2feat)

Feats:
1)Weapons focus (greatsword)
2)Toughness(3hp+1 every other lvl.)
3)Power attack
4)Cleave
5)Improved Buckler defence (buckler AC. bonus while attacking with 2hander)
6)Iron will(+2will saves)

carrying capacity:?
total weight=56lb

Equipment:
+1 Cloak of resistance(1000)..................(1lb)
+1 Chain shirt(1250gp).........................(25lb)
+1 buckler(1165gp)..............................(5lb)
+1 amulet(natural armor)(2000gp).........(1lb)
+1 greatsword(2350gp)..........................(8lb)
Morning star(8gps)...............................(6lb)
Dagger(2gp).......................................(1lb)
MW composite longbow(+4 str.)(800gp)..(3lb)
20 arrows (1gp)....................................(3lb)
6 scrolls of "cure light wounds"(150gps)
2 scrolls of "devine favor"(50gps)
4 scrolls of "shield of faith"(100gps)
3 potions of cure light wounds
1 potion of cure moderate wounds
1 potion of darkvision
2 gems worth 200gp apiece
Sunrod X2(4gp).....................................(2lb)
5 days trail rations................................(1lb)

Total gps used = 8878
Total gps remaining = 1122+233+150 = 1505+478 = 1983

Attack:
+1 greatsword = +10/+9[with buckler], damage 2d6+7
Morning star = +8 ,damage 1d8+4
Dagger= +8, damage 1d4+4
MW com.longbow(+4str)= +8 ,damage 1d8+4

Initiative modifier: +3 = +3[dex.]
Grapple +8 = 4[base] +4[strength]

Speed:
Base Speed (move action) 30 feet
Double Move (full round action) 60 feet
Charge (full round action, ends with attack, straight line, +2 attack –2 AC) 60 feet
Run (move action, straight line, no dex bonus to AC) 60 feet
Run (full round action, straight line, no dex bonus to AC) 120 feet

Skills: 24pts(Fighter-14pts,Cleric-2pts,Human bonus-8pts)

Climb: +10(7pts +4str.-1acp)
jump: +9(6pts +4str.-1acp)
Ride: +3(+3dex.)
Swim: +5(+4str.+3pt-2acp)
Spellcraft: +1(1pts)
Concentration: +3(+3con.)
Heal: +1(+1wis.)
Knowledge[religion]: +1(1pts.)
Survival:+5(4pts, +1wis.)[domain bonus]
Tumble:+5(+3dex.,+2synergy,)
Language:+2pts
Hide:+3(+3dex.,)
Move silently:+2(+3dex.,-1acp)
Spot:+1(+1wis.)
use rope:+3(+3dex.)

Spells:prepared
Travel Domain:Long strider
0-lvl: detect magic,read magic,cure minor wounds
1-lvl: protection from evil,Devine favor

BIO:

as far back as Veklar can remember,he has been a servant/slave to a Half-Orc high priest of a murderous, raiding clan of Orcs.Veklar was ridiculed,beaten,and verbally and physically tortured on a daily basis.He survived only because he "belonged" to the high priest of the clan.He grew up hard and fast untill one day he fought back and killed one of his tormentors and again the high priest came to his defence argueing on his behalf.It was like a right of passage because after that the orc warriors left him alone out of respect or fear, he did not know nor could not say which.He joined the raiding parties but did not like killing his own kind and veklar could only assume his family had met the same horrible death the orc clan delt to the farms they raided. He knew he was different and he hated the orcs but was unable to break free from the high priest and the orcs and still survive.So he waited and watched for a way that he could rid himself of his captors.The high priest watched Veklar grow in strength and respect in the clan and taught him alittle of the Clerical ways.
Veklars clan was strong and started to become known,both among the monsters who dwelt in the hills and outlands,and by the many towns and villages in their "area" as the "Human's clan." the knowledge of Veklars clan came to the attention of an Orog war lord who sent messangers to them and asked them to join his forces.the chief/leader of Veklars clan wanted to join but the high priest said they should not,because(as the high priest stated)this "up start" would be the destruction of their clan,for he was rash and inexpierianced.The leader and the high priest argued and then it turned into an all out fight.they both fought to near death as the orc warriors watched.but the warriors soon were pressing in on the priest to help finish him off.Veklar saw his chance...(Kill the chief)...and with the priest by his side he could rule.Circling around to the chiefs side Veklar struck a killing blow,but the chief being far more expierianced swung his weapon down as he saw Veklar attack and make a deep cut down the right side of Veklars face just in front of his ear and down his neck.The high priest immidiatly healed Veklar but a long scar remains.The orcs in the clan fearing the priest and Veklar dispanded.The Orog war lord heard about what the "human" did and searches for Veklar to this day.The high priest and Veklar soon went their seperate ways because of differences.
Veklar wandered the hills surviving on his own the best he could,then met up with another human who called himself Trogg.as they adventured they soon met up with others and the "group" has stuck together so far.
It was the first time in Veklars life that those(his companions)he traveled with considered him as a "friend" as loose as that term may be used anyway.It felt good to Veklar to be with those who he could be a companion with and be at ease and not have to continualy fight(and somtimes kill)those with him to just servive and gain respect.Veklar hopes that his past does not come back to haunt him and has told no one of his upbringing.

Ever since the half-orc high priest taught Veklar a few spells and because of his unique background,the gods have noticed his abillities and strength and have been vying for his loyalty to their cause,3 in particular.The orc god Gruumsh,because Veklar has lived among the orcs, Gruumsh claims Veklar as one of his.But because Veklar is skilled with the greatsword the gods Shaundakul and Kord has noticed him and struggles against Gruumsh for Veklars loyalty claiming Veklar is not evil at heart.Their stuggle has left Veklar with a plurality of their powers and domains,which are crossing over into each other.Often his dreams become nightmares as the gods struggle against each other for Veklar's mind and loyalty.The gods know that Veklar has a valient destiny and seek him to be a champion of theirs.Even the Elven gods have come to notice Veklar for his determination to not succumb to the Orc's god and their evil ways,and know he must be kept from the dark side.

Veklar had thick black hair and dark brown eyes,he sported heavy side burns which he kept neat and clean which he used to cover his scar on the side of his face,his hair hung down to the middle of his shoulder blades in the back,and he had neatly braided(with thin leather strands) some hair, cut just slightly shorter than the back,which hung down in front of his ears on either side of his face which helped covered his scar on his neck.Veklar had a head band of leather around his forehead and tied in the back to help hold the braided strands of hair in front of his ears in place.Veklar's vestment under his chain shirt had a short collar on it which help to completely hide the scar.Well....almost completely, the scar,not all the time but sometimes was able to be seen when Vecklar would turn his head quickly and his braided hair strands in front of his ears would swing alittle.His cloak was brown in color he had on over his chain shirt.His bow was on his back with his morningstar on his left hip and the greatsword on his right(he was left handed).Veklars buckler on his right arm was not round really,but more rectangular.The greatsword and buckler he took from the Orc chief he had slain and the cloak he wore he had found in a locked chest(after beating off the lock) in a village they had plundered.His half Orc master had given him the chain shirt.

will finish later:

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 09-12-2007 @ 02:46 PM).]

posted 10-12-06 07:32 PM EDT (US)     4 / 6  
Name: Elric d'Arnor
Race: Human
Alignment: Chaotic Neutral
Languages: Common, Orc, Elven, Goblin, and Dwarven
Class: 5th level Rogue
Character Level: 5th

Height: 5'7"
Weight: 128 lbs.
Hair Color: Brown
Eye Color: Green
Skin Color: White
Age: 26 years
Gender: Male

Description: Elric is a pale, slim man with narrow features and round, wide, bright green eyes that give him a rather owlish appearance. His dark, wavy hair occasionally overhangs his eyes, being rather overlong but going carelessly untrimmed. His undyed leather armor, studded with sturdy metal rivets, is in decent condition, though far from exhaustively-cared for. It is obviously well-made to begin with, however, and covers his torso, arms, and legs. He wears a hip quiver containing 20 arrows with black fletching, if anyone bothered to count. He wears a bow with a stave perhaps three-and-a-half feet tall, perpetually strung, over his opposite shoulder. This shortbow is made of some dark, incredibly resilient wood, covered in scrolling designs and runes, and the string is black. He bears a silver ring bearing the engraving of a humanoid splitting into three seperate figures over the glove on his right hand, on the middle finger. His gloves are made of something like doe-hide, very supple and butter-soft but extremely tough, fitting perfectly to his hands and bearing embossed spiral shapes over the palms. His soft leather boots rise nearly all the way up his calves, not adding undue noise to his movements. The straps of his backpack are secured tightly over his shoulders.

Abilities
STR: 10 (-0)
DEX: 20 (+5)
CON: 10 (-0)
WIS: 13 (+1)
INT: 18 (+4)
CHA: 10 (-0)

HP: 28 (6 x 4 + 4)
AC: 18 (10, +5 DEX, +3 armor)

Speed
Base Speed: 30 feet
Double Move: 60 feet
Run: 60 feet
Full-round Run: 120 feet
Charge: 60 feet

Skills
Balance: 4 +5 DEX +2 [synergy with Tumble] = +11
Climb: 8 -0 STR = +8
Disable Device: 8 +4 INT = +12
Escape Artist: 5 +5 DEX = +10
Forgery: 6 +4 INT = +10
Hide: 8 +5 DEX = +13
Jump: 7 +0 STR +2 [synergy with Tumble] = +9
Knowledge (local) = 6 +4 INT = +10
Listen: 7 +1 WIS = +8
Move Silently: 8 +5 DEX = +13
Open Lock: 8 +5 DEX = +13
Search: 8 +4 INT = +12
Sleight of Hand: 8 +5 DEX = +13
Spot: 5 +1 WIS = +6
Tumble: 8 +5 +2 [synergy with Jump] DEX = +15

Untrained
Appraise: 0 +4 INT = +4
Bluff: 0 -0 CHA = 0
Concentration: 0 -0 CON = 0
Crafts: 0 +4 INT = +4
Diplomacy: 0 -0 CHA = 0
Disguise: 0 -0 CHA = 0
Gather Information: 0 -0 CHA +2 [synergy with Knowledge(local)] = +2
Heal: 0 +1 WIS = +1
Intimidate: 0 -0 CHA = 0
Perform: 0 -0 CHA = 0
Ride: 0 +5 DEX = +5
Sense Motive: 0 +1 WIS = +1
Survival: 0 +1 WIS = +1
Swim: 0 -0 STR = 0
Use Rope: 0 +5 DEX = +5

Race Features
• 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable.

Class Features
Weapon and Armor Proficiency
Sneak Attack +3d6
Evasion
Trap Sense
Uncanny Dodge

Saves
Willpower: +2 (+1 class, +1 WIS)
Reflex: +9 (+4 class, +5 DEX)
Fortitude: +1 (+1 class)

Carrying Capacity: Light Load 33 lbs., Medium Load 34-66 lbs., Heavy Load 67-100 lbs.

Equipment
Enchanted Shortbow +1 (2 lbs.)
18 arrows (3 lbs.)
Masterwork Studded Leather Armor (20 lbs.)
Ring of Mirror Image 1/day
Gloves of Dexterity +2
Dagger (1 lb.)
Backpack (2 lbs.) containing
Masterwork Thieves' Tools (2 lbs.)
627 gp, 5 sp

Weight: 32 lbs.

Attack
Base: +3
Shortbow +1: +10 (+3 base, +5 DEX, +1 weapon focus, +1 enchantment bonus) for 1d6+1 piercing damage, 60 ft. range increment
Dagger: +3 (+3 base) for 1d4 piercing damage

Feats
Weapon Focus (shortbow)
Point Blank Shot
Precise Shot

Background: Routinely claiming that he was born to the (fictional) d'Arnors, a noble family whose ancient, sadly-lost ancestral home varies depending on where he happens to end up on his travels, Elric is far happier to elaborate on the heroic adventures of his invented predecessors than discuss his own life.
Born an otherwise unremarkable boy in some small town or another in western Faerun (he himself truly isn't sure where), Elric was always cursed with an overactive imagination coupled with a brilliant mind and a seeming fundamental lack of respect for the laws of nature and civilization alike. Not possessing the means to gain any sort of conventional education, he nevertheless sought to satiate his curiosity by reading books and indulging in personal observations and experiments regarding the world around him, continuing from his childhood through adolescence. He was rather rudely discouraged in the midst of a particularly fascinating study of human biology by his assistant's father, who threatened that if Elric did not immediately cease and desist all such experimentation on his daughter, he would seek to expand society's sadly limited understanding of the human tolerance for pain by creative use of various sharp objects on various parts of Elric's anatomy. Rightly outraged to see the scientific spirit so lacking in a grown man, Elric not only ignored him, but spirited away the young woman in question to continue their work where the small-minded could not interrupt.
Eventually finding themselves on the Sword Coast, a young Elric and Selenia, his lover, tarried for a time in Baldur's Gate. The pair resorted to thievery and increasingly complex cons to make a living, taking great delight in evading justice for their crimes and remaining blissfully ignorant, intentionally or otherwise, of whatever suffering they caused their victims. Eventually deciding they were growing bored, they departed in dignified silence, and certainly weren't chased out of the gates by an angry mob of people who'd watched them pilfer one too many apples from a poor merchant's stall in the market. They wandered south, through Amn and Tethyr, largely without incident (though with many thefts, few of which could be justified as at all necessary for their survival - not that they particularly cared). Elric had a knack for forgery, he discovered, which helped greatly in dealing with town guards and other such nasty, overly serious, ungenerous, and materialistic people. He also had a knack for making deft escapes through various unlikely means; scrambling over rooftops, slipping out of leg irons, leaping off of cliffs, etc. He heard and saw a great deal of magic and godly things in his travels, but none of it made much of an impression to him. Some of it was useful, so he used it; some of it was pretty, so he admired it; the rest was dull stuff about discipline and dedication, study and ritual, and drove him to distraction with the sheer pointless boredom of it all. He did learn the elven, orcish, goblin, and dwarven tongues on his travels, from spending time with fellow wanderers here and there (and perhaps doing more than just learning the language with one elven lady).
Unfortunately, these good times were not to last, as Selenia fell in with a band of thieves in Tethyr, worshippers of Mask, who were convinced that banding together into some kind of organized band would be a good idea (Elric has never bothered to puzzle out such silly behavior). Shrugging off her persuasive efforts to dissuade him from leaving with no more than a few unsightly scars, Elric warded off the sudden loneliness by inventing the family d'Arnor to take with him, if only in his head. Bored of petty thievery, Elric began actively seeking out targets to actually challenge his skills, often not bothering to steal anything but simply circumventing traps and slipping unnoticed past supposedly guarded entryways into supposedly locked and secure rooms. It is probably just as well he usually never stole anything, because, unlike many rogues, Elric lacks a silver tongue and in fact tends to annoy lawful, orderly types with his eternal and supreme irreverence. He also looks suspicious, which would certainly be something of a problem for anyone, but especially so for a thief.
Becoming more and more enamored of the thrill of thievery, Elric rarely let the occasional stint in jail or attempt to get him an appointment with a noose get him down, despite the volumes they spoke of the evil and injustice in the world. As his own exploits grew steadily more impressive (to himself, anyway), so too did his tales of the d'Arnors. By his twenty-second year, he was boasting of how his great-grandmother had plundered the ruins of Myth Drannor and his great-great-great-great-grandfather had killed so many dragons that he used their bones to build an entire castle - not for himself, of course, but in idle fancy for some passing acquaintance. He anticipates that in future years one of his female ancestors will turn out to have been the one who stole one of Gruumsh's eyes right out of its socket and, when confronted, convinced Him that He had actually lost it in a fight with Corellon Larethian, thereby manufacturing the animosity between elves and orcs on the spot to deflect the now one-eyed god's anger.
It was while passing back through Tethyr, heading north and away from where Selenia had settled herself, that much of Elric's current personality and skill was forged. Ending up in a small village much like the one he'd grown up in (or perhaps the very same one, for all he knows) he lingered long enough to witness the arrival of a fierce and cruel enchantress by the name of Nadia Hadivh, who, not really being powerful or terrifying enough to take over the town outright, instead settled for making life as unpleasant as possible for the villagers out of pure meanness. His interest peaked by rumors of some magical trinkets in the wizard's possession, Elric spent several weeks in careful preparation, training all his talents - stealing, sneaking, hiding, and running away. He dabbled in lying and fighting too, sometimes at the same time, but found that he wasn't particularly good at either, though he had a fair hand at the bow. When he felt he was ready to brave the challenge of slipping unseen and undetected into the wizard's home, stealing the magical items (a bow and a pair of gloves, by all accounts), and stealthily departing, all under threat of near-certain death should he fail, he suddenly realized that he was a fool for even thinking of attempting such a thing and instead joined a party of adventurers, led by a cleric of Pelor by the name of Robar, who were passing through on their way to plunder some ancient, haunted tombs.
Befriending Robar as they worked together to fend off the various obstacles of the dungeon, the cleric smiting the undead infesting the place as Elric dealt with traps and locks, Elric took a pair of enchanted gloves and a magical shortbow as most of his share of the loot from the place. While perfectly willing to continue on with Robar's band, the cleric informed him that they no longer needed a rogue, so their business was concluded. Parting with his friend on amiable terms, Elric resumed his wandering ways.

Personality: Utterly ignorant or uncaring of any cause greater than his own day-to-day amusement, Elric nevertheless has a generous streak and a loyal streak amidst his (genuine or otherwise) veneer of idle self-absorption, perhaps only because of a desire to live up to the imaginary standards of his made-up ancestors. He takes little except for thievery at all seriously, on the outside, but he harbors a deeply contemplative side. Elric does not believe in good and evil per se, and quickly grows impatient with those who preach such ideals. He cares little for gods or magic in and of themselves, being more interested in the people (and their assorted possessions) that he meets in his travels. He rarely feels so much as a twinge of conscience for practicing his increasingly considerable skills on whomever he happens across, either out of deep existentialism or because he doesn't really consider the feelings of others. He's afraid of a few things, mages first and foremost among them, though he couldn't really say why. He has no trouble being around them, so long as he's sure he is on their side. His beliefs alternate more or less randomly from deep cynicism to dreamy idealism as his mood takes him, and he often uses his tales of the d'Arnors to express his feelings on any given subject.

[This message has been edited by Black Hound (edited 09-29-2007 @ 02:25 PM).]

posted 10-13-06 01:45 AM EDT (US)     5 / 6  
Name: Alethiel Ailasia
Race: Homo quendi (Animalia: Chordata: Mammalia: Primates: Hominidae)
Alignment: Neutral Good
Languages: Common, Elf, Druidic, Chondathan, Dwarvish, Celestial
Class: 6th level Druid
Home region: Ailasia clan, Cormanthor

Description: Tall and slender, Alethiel is a an athletic woman who carries herself with a distinct sense of purpose and high self-worth. Her dirty blonde hair is worn long down her back and locks hang on either side of her cyan eyes. She ownes a wide set of clothing from previous adventures, and her decorated green hide-armor is fitted so well to her form that it takes a second glance to realize that it is even armor and not simply a leather bodice, and her dark green cloak fits simply around her shoulders. Although like most Elves, her slender build precludes great strength or physical ruggedness, it is clear to those familiar with her kind that she is an excellent speciemn of her species.

Abilities
STR: ["14" (10) ("+2"+0)]
DEX: 16 (+3)
CON: 12 (+1)
WIS: 17 (+3)
INT: 16 (+3)
CHA: "14" (10) ("+2"+0)

HP: 48 (4 x 9 + 6 x 2)
AC: 15 (3 Dex + 2 leather armor)

Saves:
Fortitude: +5
Reflex: +4
Will: +8 (+10 vs enchantments, +12 vs fey, +14 vs fey enchantments)

Skills
Concentration 6 (+4=6)
Diplomacy '6' (+6)
Handle Animal '4' (+4)
Heal 8 (+11)
Knowledge (nature): 8 (+13)
Listen: 5 (+10)
Spellcraft: 4 (+7)
Spot: 5 (+10)
Survival 10 (+15) (+17 above ground)
Swim '7' (+7)

Feats:
Point Blank Shot
Scribe Scroll
Aimed Attack

Race features:
• +2 Dexterity, –2 Constitution.
• Immunity to magic sleep effects, +2 racial saving throw bonus against enchantments
• Low-Light Vision
• Weapon Proficiency: Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow)
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.


Class features:
Animal Companion: Raven (Morgalad)
Nature Sense (+2 on Knowledge [nature] and Survival checks)
Wild Empathy +6
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape (small or medium) 2/day

Spells
Orisons: Create Water, Detect Magic, Light, Purify Food and Drink, Read Magic
1st Level: Cure Light Wounds, Longstrider, Obscuring Mist, Produce Flame
2nd Level: Barkskin, Cat's Grace, Flaming Sphere, Heat Metal
3rd Level: Cure Serious Wounds, Stone Shape, Water Breathing

Equipment:
Amulet of the Body +2* (4000 gp, 0.1 lb)
+1 Composite Longbow (2400 gp, 3 lb)
60 Arrows (3 gp, 3 lb)
1 Masterwork spear (302 gp, 3 lb)
1 Masterwork scimitar (315 gp, 4 lb)
1 Masterwork leather armor (160 gp, 15 lb)
1 quarterstaff
5 daggers (10 gp, 2 gp, 5 lb)
1 Wand of Lesser Vigor (41 charges left)
Scrolls:
2 Wands of Cure Light Wounds (99 charges left in total)
2 Cure Moderate Wounds (300 gp)
4 Bull's Strength (150 gp)
1 Cat's Grace (150 gp)
2 Owl's Wisdom (150 gp)
1 Chill Metal (150 gp)
Backpack with:
Bedroll
2 sacks
30 feet of silk rope
Torch
Flint and steel
7 days of trail rations
(13 gp, 19 lb)
254 gp

*This can be treated as an Amulet of Health +2, but does not follow the design of the regular item of its kind. It is a long necklace containing the leaves of several tree species worn underneath Alethiel's clothing and armor-bodice, covering her heart. Its function is not specific to Alethiel, but it does only function for a female elf with a 14+ Dexterity and a Con between 10 and 11 (and with a Con of 11, it grants only +1 Con, not +2). The item was a gift to her as a material token to signify that the Gift of Life is given to her (see history), but the token itself is meant to symbolize it: the Gift is still hers even if she loses the token.

Attacks:
Composite Longbow +8 (d8 + 1)
Spear +5 (d8)
Scimitar +5 (d6)
Dagger +4 (d4)

History: Alethiel was born of an unremarkable Elven familiy in the small semi-nomadic Ailasia clan in western Cormanthor. This tribe had been for as long as any could remember a highly religious community, but at the same time fairly well-educated despite their semi-nomadic lifestyle. As a child, she was continually striken by wanderlust and a desire for adventure, commonly playing games of imagination with children of her people's clan about adventure, natural science, and the wills of the Heavens - and the Hells. Being somebody who had always shown from an early age that she had a heart for fellow living things and a mind for percieving the nature of the cosmos, Alethiel was invited to join the Druidic Order whose representatives included the elders of her clan, Mistress Yeriel and her husband Master Oliren. With a sense of love for the diverse world of Toril and the even more diverse Multiverse beyond, she accepted the invitation and began her study - and soon, her childhood slayings of Dragons and Devils were replaced by a calm and quiet heroism as she patiently aspired to the real thing.

The young Druid's study was complex and stimulating; she learned of many things, from academic subjects such as botany and geology to her first experiences of physical danger and fighting against unnatural evils, to finally learning of comparative religions and communion with spirits and Gods. After her first trials, it was prophecied that her destiny was to face evils that would threaten all Elvenkind and by extension all of the world, but that also she would not face them alone. And all could see that she was indeed among the finest specimens of her species, although of course she had many, many equals. The Druidic powers came naturally to her, as if not so much given by the Goddess to whom she prayed but awakened within her. When she was deemed ready, she was given the word to go forth, to learn as she would, to come back when she needed, but always to trust in herself. Power of life was allotted to her, that if slain she should be revived at need, for Nature's gift was given to her, and life was hers, lest in dying she failed on her quest, her quest she as yet did not know.

But before she was to wander, she first went to a temple in the shadow of the Dragonspines, where she was to learn of the other great arts: of population, and of war. The temple stood in the services of many of the Gods of the Wild, and to the Citadel of the Raven they sent many warriors of many kinds, for the guild of mages had created a spell by which they could cause to come into existence men and women to fight evils beyond the mountains, and those nearer at hand, indeed to breed these warriors. For her quality as a specimen of her kind Alethiel was again invited by the mages, and by the power of life given unto her it was deemed natural, and that she may in good faith accept, and this she did, and permission was given to the mages to call upon her once more if the need was upon them and the power given to them under the Gods of Light and Nature for the purpose of creating the Army of Nature's Orders, for indeed the power of nature of the living peoples to multiply was specially given to them.

But Alethiel did fight one day, for the temple was struck, but Men, by Orcs, and by Dead, and the castle wrecked and the temple burned and the monastary sacked, and the mages were trapped in their tower with but a few of the great clerics, and Aletheil herself fell by the door. But when the raiders fled in fear of an army from the Citadel above and the forest below, healers were called to care for the fallen and Alethiel they charged was among those to be given life once more, and the mages set to rebuilding the castle, and cloistered priests were summoned to rebuild the temple and the monastary. But Alethiel went back to Comranthor to ask her elders if she should have left to lie upon the steps of the tower, or if ashes made from her were to have been sent back to her tribe. But the great Druids said no, for indeed the gift of life was given to her, and she had not yet failed in her quest in having fallen: indeed, she had succeeded, for the mages tower stood, and her bravery had in part given them time to seal the evil outside. Indeed, it was judged that she was greater, not lesser, for all her trials, and once again she should seek her true quest and her destiny outside of her homeland, but that she was right to seek their advice. And so, once again, she set forth, wondering what the Gods saw for her in the future she would find.

Personality: Kind, and patient, but also excitable, Alethiel is fond of beauty in many of its forms and appreciates it fully: creating, preserving, or enhancing something beautiful is the principal motivation behind her life. She likes to reason as well as trust her instinct, and believes that the power that runs the universe is undeniably Divine and considers it obvious to any appearance that this is the case. Although partial to Mieliki, she is generally accepting of other peoples of other beliefs and even other alignments, but does become angry with beings doing what she regards as evil, although not for simply being evil. She doesn't really have any hatreds for any beings except undead and certain types of (largely evil) Outsiders, but she does believe that an appropriately good deed needs to be done regardless of what collateral damage may be caused. To her, liberty and justice are two sides of the same thing. Alethiel does enjoy adventure, is highly curious, especially about what she considers to be "real" things, and enjoys learning. Despite being religious, her love of nature causes her to hold the opinon that people are their physical representations and that the reward of the soul is an afterthought; she is her physical self, not her spiritual self. Having died twice now, Alethiel's opinion of death is that it is natural and should be accepted when it comes, and that if the dead's role in the natural beauty of the world is ended that the person should remain dead, but that the person should be freely revived if this role is not over. The Gods that govern this destiny are the judges of a person's role.

Contacts:
Clan and family: Alethiel's family is a semi-nomadic clan that lives in the forests of western Cormanthor, not far from the Dragonspine mountains. They are generally well-educated and have a strong nature-affiliation. Their elders are Druids. They are highly supportive of their family members, and Alethiel is considered to be family. They are also proud and joyful to have her and others like her travelling the lands and furthering the causes of the gentler and the more beautiful side of Nature. Alethiel's mother (CG elf Sorcerer/Expert) is named Kaloril and her father (NG elf Ranger) is named Sorian. The clan elders, a husband and wife pair, are both Druids named Oliren and Yeriel.
Druidic Order: As a member in good standing of the Druidic Order, Alethiel is recognized as a Druid and is has allies as such. At present, she is considered a fledgling advanced enough to quest on her own but is not considered an elder herself. In particular she is supported by her elders and teachers in the greater Cormanthor region. The Gift of Life that has been laid upon her signifies that she is to be raised if she should die while on her quest, provided that she did not fail her quest by dying. Neither Alethiel nor, apparently, her elders, know at present what the quest actually is yet, but they feel they are guided by some yet unknown Divine will. It also means that she should be considered by the Mages of Nature's Army as a person of value when they have the ability to choose valued individuals for their Army. Alethiel's mentor is a male elf Druid named Aminael.
Church of Mieleki: As a follower and priestess of Mieleki, Alethiel is considered to be a friend of this Church and of allied Churches wherever she goes. By extension, she is of course also the enemy of Mieleki's enemies. Perhaps because Alethiel has something of a special destiny or perhaps merely for being a priestess, she is able to commune with the Goddess for guidance at need.
Mages of Nature's Army: An order if similarly aligned mages dedicated to the creation and direction of an army for the protection of nature and of nature's peoples and of maintaining the balance of those peoples, especially the Elves but for most other people as well. Although principally arcane spellcasters, this order is granted Divine permission and or power to make use of the a mysterious and isolated demiplane or pocket dimension that they call the "Gift of the Population", by sending "valued" people to it. Any person whom they send can then be part of the army the mages create, as is any person concieved within it. It is not clear how the mages will eventually use this army including possibly even to the mages themseves, save that the purpose of the order of mages and their army is clear: the creation of an army to further the order's goals. It is not known how they choose their valued individuals, although quality of specimen, including instincts and temperment, are part of it. Alethiel, though the Gift of Life, is considered valuable to them, and the mages are free to call upon her to participate in their pocket plane whenever and as often as the mages are given the Divine permission and power to do so.
<Gift of the Population: In this pocket dimension (of maybe a million square miles in size), time passes much more rapidly than the prime material, in which the army created by the mages can be trained and bred.
<Gift-related family: Alethiel has so far been to the Gift of Population once. Alethiel would probably accept another invitation from the mages if offered one.
The Assailants: Alethiel knows almost nothing of the assailants who attacked the complex she was in while studying in the temple and participating in the Mages' populating campaign. She guesses that the masters behind the assailants know of the plans and were trying to put a stop to it, or at least slow its progress. Enemies of the Elves, she guesses, for the mate assignment consisted mostly of her kind, or perhaps enemies of the Druids, for not all were Elvish. Whomever they were, their force was composed of Humans, Orcs, and Undead. Somehow, she suspects that these assailants are related to her as-yet-unknown quest.


Name: Morgalad
Race: Corvus corax (Animalia: Chordata: Aves: Passeriformes: Corvidae)
Alignment: Neutral
Languages: Raven
Home region: Northern Cormanthor

Description: Morgalad looks at first glance to be nothing more than an ordinary raven, although he does have a sharper intellect than most. He is a medium to large, black bird with a slender beak and visible but not large talons. His eyes, like his plumage, are black.

Abilities
STR: 1 + 2 = 3 (-4)
DEX: 15 + 2 = 17 (+3)
CON: 10
WIS: 14 (+2)
INT: 3 (-4)
CHA: 6 (-2)

HP: 21 (1 + 4*5)
AC: 19 (2 Size +3 Dex + 4 natural armor)

Saves:
Fortitude: +4
Reflex: +7
Will: +3 (+7 vs enchantment)

Skills
Listen +6
Spot +8

Feats:
Alertness
Weapon Finesse

Movement
Fly (40 ft)
Walk (10 ft)

Attacks:
Beak +5 (d2 - 4)

History: Morgalad is the raven, lucky or unlucky, who has been following Alethiel since she last returned to her elders in Cormanthor. He had been living as a fairly ordinary raven before that, the opportunistic bird that he is. At present, he considers Alethiel somebody he loves and follows as a member of family.


Contacts:
Alethiel: Player character for whom Morgalad is her animal companion.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 08-30-2008 @ 05:54 PM).]

posted 10-18-06 03:27 PM EDT (US)     6 / 6  
Name: Okri
Race: Human
Class: Fighter 5
Sex: Male
Allignment: Chaotic Neutral

Ability Scores
Strength 20 [+2 gauntlets of ogre power] (+5)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 6 (-2)

Total Hit Points: 61

Speed: 30 feet

Armor Class: 18 = 10 +5 [+1chain shirt] +3 [dexterity] [AC 16 if enlarged]
Touch AC: 13
Flat-footed: 15

Initiative modifier: 3 =+3[dexterity]
Fortitude save:8 =4[base] +3[constitution] +1[cloak]
Reflex save: 5 =1[base] +3[dexterity] +1[cloak]
Will save: 4 =1[base] +1[cloak] +2[iron will]
Attack (handheld): 10 =5[base] +5[strength]
Attack (unarmed): 10 =5[base] +5[strength]
Attack (missile): 8 =5[base] +3[dexterity]
Grapple check: 10 =5[base] +5[strength]

Light load: 116 lb. or less
Medium load: 117-233 lb.
Heavy load: 234-350 lb.
Lift over head: 350 lb.
Lift off ground: 700 lb.
Push or drag: 1750 lb.

Languages: Common and Elven

Feats:
Exotic Weapon Proficiency Weapon: Spiked Chain
Weapon Focus x1Weapon: Spiked Chain
Weapon Specialization x1 Weapon: Spiked Chain
Combat Expertise
Iron Will
Combat Reflexes allows 3 additional AoO 1 per oppenent per round (total 4 AoO, only 3 total if enlarged)

Skill's:
Balance 2 +3[dex] -1[armor]
Climb 6 +4[str] +2[ranks] +1[str magic] -1[armor]
Escape Artist 2+3[dex] -1[armor]
Handle Animal -1 -2[cha] +1[rank]
Hide 2 +3[dex] -1[armor]
Jump 5 +4[str] +1[str magic] +2[ranks] -1[armor]
Listen 4 0[wis]+4[ranks]
Move Silently 6 +3[dex] +4[ranks] -1[armor]
Ride 3 +3[dex]
Search 1 +1[int]
Spot 4 0[wis] +4[ranks]
Swim 7 +4[str] +4[ranks] +1[str magic] -2[armor]

Equipment:
Backpack with:
Bedroll
2 sacks
30 feet of silk rope
Flint and steel
2 days of trail rations [11 gp, 14 lb]

+1 Cloak of resistance(1000 gp)
+1 Chain shirt(1250 gp)
gauntlets of ogre power +2 str (4000 gp)
light crossbow (35 gp)
20 bolts (2 gp)
12 1st level enlarge person potions (50 gp)
7 cure light wounds potions (50 gp)
1 cure moderate wounds potion (0 gp)
+1 Spiked Chain (2325 gp 10 lb)
Truedeath crystal, least, +1d6 damage to undead, 1000 gp
1 Scroll of Greater Enlarge (375 gp)
1 Bullseye lantern (12 gp)
10 pints of oil (1 sp)
4 sundrods (2 gp)
MW long bow (0 gp)

244 gp (5 lb)

total 89.5 lbs (light load)

Favored Weapon: Spiked Chain
Attack: +12 =+5[base] +5[strength] +1[spiked chain] +1[weapon focus] [+12 if enlarged]
Damage: +10 =+(5[str] x 1.5[two hand weapon bonus] = 7) +2 [weapon specialization] +1[spiked chain] [+12 if enlarged]

Background:
My mother was one of the peasant women "used" by the men at the local thieves guild. She wasn't proud of it, but they did provide her with bed and food. Although the bed was more often than not shared by one of thieves. I was always pushed aside as a child, but I was taken under the wing of a few. They taught me how to fight, and steal. I took favor to fighting rather than the stealth and speed required to be a good thief. Being so large I was often a good distraction point though. In the local street hustles I would "accidentally" bump into someone, and you all know the ending of that. I was never truly accepted by the others though. The other children feared me because I was so big, and a bit of a bully. The men of the thieves guild varied in their opinions of me. Some whose skills far exceeded my own thought me as worthless; others mostly used nimble fingers and swift legs to get them what they wanted. Those normally saw my potential as a guardian or warrior, but never really had a use for me.

Then the guilds weapon master took me in. I was 10 years old, and he became more of a father to me. He found me a challange, I learned quickly enough, but I was headstrong. I had my own ideas on how to effectively use weapons. Sometimes my style worked, others it didn't, but I fought differently than anyone else.

Because of my size, the weapon master found that I was strong enough to weild most weapons with success. But he wanted to play on my strengths, and he started teaching me the use of the Spiked Chain. I picked up on this all very quickly, it was by far my favorite weapon. Then the guilds wizard gave me an enlarge potion. It seemed to me like the entire world changed at that moment. The enalrge person made me stronger, and improved my reach. I could attack from twenty feet away. Then the weapons master played on my reflexes, making me faster and more agile. He taught me how to take advantage of others positions in battle. I've trained with the spiked chain for 10 years, and it is almost a natural extention of myself at that point. I've learned to trip and disarm and destroy. No one is able to perform better with my selected weapon.

I became stronger and faster and my rank in the guild became higher and higher. As I grew and became a man, I found that my views of the world were a bit different from that of my peers. I never really had a problem with stealing to get what I needed or wanted, but sometimes the guild went to far. I set out to change that, and it got me in trouble. Because I knew all the secrets of the guild they couldn't let me just walk out. I was chased out, and I got a lucky break when I ran into the church. They didn't think to look for me there. I knew I had to move quickly though. The thieves guild could track anyone anywhere in this city. They new the streets and the sewers as well as any. Early in the morning I snuck out the gates in the middle of a caravan. I eventually got a chance to speak with the captain and he brought me on after making me prove my worth by carrying feed for all the animals.

After traveling for several days with the caravan I met Veklar on the byways. We talked little of our past, but he seemed as if he might be running from something as well. A formidable opponent if his scars and strength were any indication. I knew with his skill of the great sword he would be a great strength or a terrifying enemy. I decided at that time, he would be an ally. I had more than enough dangerous foes.

Reguardless of our past, I knew my future could be bright. Veklar and I decided to travel together for a while. We started toward Phlan the next morning.

[This message has been edited by Trogg (edited 09-28-2007 @ 06:43 AM).]

Age of Wonders 2 Heaven » Forums » Hall of Wonders - Role Playing & Creative Writing » Secrets of Faerun: Character Thread
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