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Topic Subject: The Faerūn Colonists – Character thread
posted 10-24-07 09:26 PM EDT (US)   
This (obviously) is the thread there you post your characters

Kris Lighthawk
Creator of Lighthawk's mod
Replies:
posted 10-24-07 11:06 PM EDT (US)     1 / 6  
Name: Dominica Ironcap
Race: Human
Gender: Female
Age: 48
Height: 4'9"
Weight: 92 lbs.
Deity: Kelemvor
Alignment: Lawful Evil
Languages: Common, Draconic, Gnome, and Dwarven

Description: The most readily apparent aspect of Dominica's appearance is the polished iron cap adorning her skull, so tightly adhering to the scalp that it might as well be part of her head. Lacking a proper surname, she was first dubbed the Ironcap because of this undoubtedly-magical item. She has piercing green eyes which gaze with an unblinking, reptilian intensity from her narrow, sharp face. Her skin is pale and weathered, marked in many places by the nicks and scars of battle and the lines and wrinkles of stress. Her frame is painfully thin, and her carriage perfectly erect. Her nails are clipped painfully short, except on the left ring finger which is entirely absent. Her voice is deep and sonorous, capable of carrying clearly by itself over even the chaos of battle. When she speaks, it is always with tremendous emotional reserve, impeccable diction, and precise pronunciation. Usually hidden from sight is a painful-looking puckered scar on the left side of her thorax, below her heart, marking a missing rib on that side. She walks with a very faint limp, favoring her right leg.

Background: Never averse to bloodying her hands (metaphorically, at least, as she fights with her spells alone), Dominica has suffered more than her fair share of scars in combat with bandits and various other threats to the peace in Waterdeep's territory. Despite being motivated solely by self-interest, and not any particular fondness for her homeland or its people, her service was noteworthy enough that she rose through the ranks with considerable speed.

As an officer of Waterdeep's city guard of long standing and excellent reputation, Dominica has taken the position of Governor over the city's colony in the new land discovered to the west of Faerun. She wears a long, heavy fur mantle befitting her station and embroidered with the insignia of Waterdeep, and bears a distinctive signet ring with similar significance upon her right pinky finger.

HP: 26
AC: 11 (base 10, +1 armor bonus)
Attack: Crossbow +2 (+2 base attack bonus) for 1d6 piercing damage

Ability Scores
STR: 7 (-2)
DEX: 10 (-0)
CON: 14 (+2)
INT: 20 (+5)
WIS: 14 (+2)
CHA: 14 (+2)

Class: Diviner
Level: 5
EXP: 10,000 | next at 15,000

Saves
Will: +8 (+4 base, +2 WIS modifier, +2 Iron Will)
Ref: +1 (+1 base)
Fort: +3 (+1 base, +2 CON modifier)

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: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any kind of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
  • Spells: 'Nuff said.
  • Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
  • Familiar: Cute (or possibly terrifying) tiny animal companion.
  • Scribe Scroll: Grants Scribe Scroll at 1st level as a bonus feat.
  • Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat in addition to the feat gained by a character of any level; a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for the bonus feat, including minimum caster level.
  • Spellbooks: Rest to recharge spells, get more spell slots by leveling up and get new spells by copying them to her spellbook.
  • Diviner: As a specialist in the Divination school, the wizard in question has abandoned study of the Evocation school. She can prepare one additional spell of her specialty school per spell level per day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. Spells of the Evocation school are not available to her, and she can't even cast such spells from scrolls or fire them from wands. She may never change her specialization or prohibited schools.


Skills
Battle Tactics: 8 ranks + 5 + 2 = 15
Bluff: 4 ranks + 2 = 6
Command: 8 ranks + 2 + 2 = 12
Concentration: 8 ranks + 2 = 10
Knowledge (arcana): 8 ranks + 5 = 13
Leadership: 8 ranks + 2 + 2 = 12
Profession (trader): 8 ranks + 5 = 13
Spellcraft: 8 ranks + 5 + 2 [synergy with Knowledge (arcana)] = 15

Feats
Iron Will (1st level feat)
Endurance (human bonus feat)
Diehard (3rd level feat)
Brew Potion (5th level wizard bonus feat)

Equipment
Governor's Mantle (+1 armor bonus) (1,000 gp)
Ironcap (may memorize one bonus level 1 spells and one bonus level 2 spell per day) (5,500 gp)
Governor's Signet Ring (+2 competence bonuses to Battle Tactics, Command, and Leadership, serves as magical communications' link to her superiors in Waterdeep, activated by the command word 'Drak' and deactivated by the command word 'Kard,' sound only, two-way) (1,605 gp)
Light Crossbow (35 gp)
50 crossbow bolts (5 gp)
Courtier's outfit with jewelry (80 gp)

[This message has been edited by Black Hound (edited 12-27-2007 @ 04:19 AM).]

posted 10-26-07 03:07 PM EDT (US)     2 / 6  
Name: Kethean Xiloscient (or "Goldpetal" to non-elves)
Race: Grey Elf
Class: Shugenja 5
Alignment: Chaotic Good
Deity: Corellon Larethian
Languages: Common, Elven, Sylvan, Dwarven, Draconic, Celestial

Abilities:
Str: 8 (-1)
Dex: 14 (+2)
Con: 10 (+0)
Int: 18 (+4)
Wis: 10 (+0)
Cha: 20 (+5)

HP: 22 (6 + 4x4)
AC 19 (10 + 2 dex + 5 armor + 2 shield)

Saves:
Fort: +1 (1 class + 0 con)
Ref: +3 (1 class + 2 dex)
Will: +4 (4 class + 0 wis)

Feats:
Skill Focus (Knowledge [religion])
Weapon Finesse

Equipment:
Masterwork Rapier, Masterwork Longbow, +1 Mithral Chain Shirt, Cloak of Charisma +2, +1 buckler, wand of bless (50 charges), 115 gp.

Additonally, Kethean carries a globe much like a crystal ball that uses advanced scrying magic to allow him two-way connection with another such globe in Evermeet. He uses this to speak with his home nation.

Attack:
Masterwork Rapier: +5 (2 base + 2 dex + 1 MW) 18-20/x2
Masterwork Longbow: +5 (2 base + 2 dex + 1 MW) 20/x3

Damage:
Masterwork Rapier: 1d6-1 (-1 str)
Masterwork Longbow: 1d8

Skills: (64 skill pts)
Battle Tactics: +12 (8 pts + 4 int)
Command: +13 (8 pts + 5 cha)
Diplomacy: +11 (6 pts + 5 cha)
Knowledge (geography): +10 (6 pts + 4 int)
Knowledge (history): +6 (2 pts + 4 int)
Knowledge (nobility and royalty): +10 (6 pts + 4 int)
Knowledge (religion): +15 (8 pts + 4 int + 3 feat)
Leadership: +13 (8 pts + 5 cha)
Profession (trader): +8 (8 pts + 0 wis)
Spellcraft: +8 (4 pts + 4 int)

Base Speed: 30 feet

Special Abilities (elf):
Weapon Proficiencies, +2 Search and Detection, Immune to sleep effects, +2 on saves vs enchantment spells and effects.

Special Abilities (shugenja):
Element Focus: Air
Order: Order of the All-Seeing Eye
Sense Elements 4/day

Spells per Day:
0: 7
1st: 7
2nd: 5

Spells Known:
0: Guidance, Daze, Ghost Sound, Know Direction, Detect Magic, Cure Minor Wounds.
1st: Detect Snares and Pits, Expeditious Retreat, Sleep, Shocking Grasp, Cure Light Wounds.
2nd: Detect Thoughts, Color Spray, Cure Moderate Wounds.

Save DC to resist spells: 15, or 16 vs Air spells (presently, Daze, Ghost Sound, Sleep, Detect Thoughts, and Color Spray are the ones that should require saves).

Bio:

Kethean Xiloscient
Elf Shugenja, Governor of Evermeet

Kethean was born into a family with good standing among elves. His mother was a wizard, skilled in the arcane arts and notable for the magic items she created. His father was a cleric of the church of Corellon Larethian, trained in divine magic. Kethean also knew his uncle very well, who was nothing less than a Druid.

Kethean took a path that none of them did. He started learning magic at a young age and, as is the case with many elves, his curiosity and wish for diversity led him to study the magical arts of all three of his close relatives. However, instead of learning to prepare his spells as they did, he learned to cast spells spontaneously, relying on natural talent and force of personality, even drawing druid-like powers from the strength of his mind and his firm faith in Corellon.

Kethean rose in the church of Corellon as he made a name for himself in the Evermeet community as a scholar and budding economist, his love of a diverse knowledge guiding him. His unique views on magic gave him much respect among the elves as he grew more prominent in society, and when he became a master tactician in the militia, the community embraced his talents and it didn't take him long to become Evermeet's governor.

Well-studied and driven, Kethean believes he can conquer any challenge in time and has a long-term view of things that makes him an excellent planner and strategist, and a cunning diplomat.

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 12-19-2007 @ 11:37 AM).]

posted 10-26-07 11:10 PM EDT (US)     3 / 6  
*Mechanics in progress*

Name: Kinsing Tserra*
Race: Half-elf
Sex: Male
Age: 51
Height: (I can never understand how to figure height and weight for D&D characters...)
Weight: (see height)
Deity: Sune
Alignment: Neutral Good
Languages: Common, Draconic, Dwarf, Elf, Goblin, Orc

Description: Tall, charming, fair-skinned and fair-haired, Kinsing wears his Elvish heritage well, his slender form not hampered by the flimsiness that many of the Elven subraces of the Realms are often characterized by. His eyes have hazel hue. Tends to wear fashinable, simple, but brightly colored garments. Has a round, hansome face with a slight scruffy beard under his chin. Sports a loud, teneric voice, that carries a magnetism to it. His fluid finesse and skill inspires those around him.

Biography: Kinsing's beginnings are largely unknown, and he does not speak of what he knows (or what he does not know), but it is almost certain that he is from the North. It is speculated that he is the bastard son of a respected paladin and hero of Neverwinter and a great Elven druidess who saved the city from a terrible ancient evil shortly before the Time of Troubles. His last name, Tserra, is speculated to be derived from the name of said druidess' tribe. Regardless of who are his real parents, he was adopted and raised by a prominant and wealthy but not noble-born family in Neverwinter since a very young age, and as he grew, he began to show talent at a variety of skills, always making leaving a strong impression, good or bad, on the people he met.

How, exactly, Kinsing managed to get into a position where he was considered for the leadership of the Silver League's colony in the Great Western Island is unclear. It is recorded that he has done some adventuring, both within the urban and natural settings, in the area around Neverwinter and in the Silver Marches. He is a wanted man in Luskan's dominion. It is likely that through his adventuring and perhaps his family contacts, he was able to make friends in a number of high places, high enough that he was among the candidates considered for who would govern the colonization effort. Also, during his adventures, he fell in love with and married Yilereste, another half-elven heroine of some reputation from Aglarond. When Lord Nasher of Neverwinter consulted Lady Alustriel's advice, who foresaw that there would be difficulty in the Great Western Island, the Lord of Neverwinter concluded that a person of diverse skills was needed, which Kinsing had, and realizing that he never went anywhere without Yilereste and that her skills would be equally valuable in the colony, Kinsing was chosen.



Str: 10 (-)
Dex: 14 (+2)
Con: 10 (-)
Int: 18 (+4)
Wis: 10 (-)
Cha: 21 (+5)

Class: Bard 5

AC 19 (12 touch, 17 flat-footed)
HP: 22
Fort/Ref/Will: +1/+6/+4 (+6 vs enchantment)
Base attack bonus +3
Medium size, 30 ft speed, immune to sleep

Class Abilities:
Bardic Music (5/day): Countersong, Fascinate, Inspire Courage +1
Bardic Knowledge +9

Spells per day: 2,4,3
Spells known:
Cantrips: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Prestigitation
Level 1: Comprehend Languages, Cure Light Wounds, Expeditious Retreat, Silent Image
Level 2: Glitterdust, Minor Image, Sound Blast

Skills:
Battle Tactics 8 (+12)
Bluff 5 (+10)
Command 8 (+13)
Detection 8 (+9 [+1 race])
Diplomacy 7 (+16 [+2 race, +2 synergy bluff])
Gather Information 4 (+11 [+2 race])
Leadership 8 (+13)
Knowledge [geography] 4 (+8)
Knowledge [politics] 4 (+8)
Perform 8 (+13)
Sense Motive 4 (+4)
Spellcraft 4 (+8)
Stealth 8 (+10)

Feats:
Aimed Attack, Weapon Finesse

Inventory:
Cloak of Charisma +2 (4000 gp)
+1 Chain Shirt (1250 gp)
+1 Buckler (1165 gp)
Masterwork Rapier (320 gp)
Masterwork Light Crossbow (335 gp)
5 scrolls of Cat's Grace (750 gp)
3 scrolls of Cure Moderate Wounds (450 gp)
2 scrolls of Invisibility (300 gp)
1 scroll of Bull's Strength (150 gp)
1 scroll of Eagle's Spleandor (150 gp)
Magic mirror that allows communication with Lord Nasher and Lady Alustriel (supplied by the City of Neverwinter)
80 gp

-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 12-19-2007 @ 03:32 PM).]

posted 10-30-07 05:23 AM EDT (US)     4 / 6  
Name: Marcus Terral
Race: Human
Sex: male
Age: 27
Height: 6,8 feet
Weight: 160 lbs.
Deity: none
Alignment: Chaotic Evil
Languages: Common, Orcish

Class: Rogue 5
skill
Abilities:
Str: 16 (+3)
Dex: 14 (+2)
Con: 12 (+1)
Int: 12 (+1)
Wis: 10 (-)
Cha: 15 (+2)

HP: 27
AC: 19 (10 + 2 dex + 5 armor + 1 dodge +1 amulet))

Saves:
Fort: +3 (1 class + 1 con + 1 magic)
Ref: +7 (4 class + 2 dex + 1 magic)
Will: +2 (1 class + 0 wis + 1 magic)

Feats:
Skill focus (battle tactics): +3 to your battle tactics
Dodge
Weapon Focus (rapier)

Equipment:
+1 magic Rapier (2320 gp)
Masterwork composite (+3 str) shortbow (700 gp)
+1 Chain Shirt (1250 gp)
Cloak of resistance +1 (1000 gp)
Family signet ring (+2 competence bonus to Leadership and Command) (1000 gp)
Masterwork thieves tools (100 gp)
Amulet of natural armor +1 (2000 gp)
Potions:
2 x Protection against good (100 gp)
2 x Shield of faith (100 gp)
2 x Cure light wounds (100 gp)
330 gp left

Attacks:
+1 magic Rapier: +8 (1d6+5) 18-20/x2
Masterwork composite (+3 str) shortbow: +6 (1d6+3) 20/x3

Full attack:
+1 magic Rapier +6 (1d6+4)

Skills: (80 skill pts)
Appraise: +3 (2 ranks +1 int)
Battle Tactics: +12 (8 ranks +1 int +3 feat)
Bluff: +10 (8 ranks +2 cha)
Command: +12 (8 ranks +2 cha +2 ring)
Diplomacy: +12 (8 ranks +2 cha +2 synergy)
Intimidate: +12 (8 ranks +2 cha +2 synergy)
Jump: +10 (5 ranks +3 str +2 synergy)
Leadership: +12 (8 ranks +2 cha +2 ring)
Open Lock +6 (2 ranks + 2 dex +2 tool)
Profession (trader): +8 (8 ranks)
Swim: +6 (5 ranks + 3 str -2 armor)
Tumble: + 11 (8 ranks +2 dex +2 synergy -1 armor)

Skill tricks:
Social Recovery (Make Bluff check to replace a failed Diplomacy check)

Rogue Class features:
Sneak attack +3d6
Trapfinding
Evasion (no damage taken on successful reflex save)
Trap sense +1
Uncanny dodge (never lose dex bonus to AC unless immobilized)

Base Speed: 30 feet

Description: Not the most best looking, but oddly carismatic person. That is the first thing you think when you look at Marcus: His right eye has been blinded by a long scar. His long black hair is usually tied with a golden ring. Marcus usually wears a smile - so cold that it would probably freeze you to the place you stand if you would look at it for a minute or two. When he opens his mouth people tend to listen - for if they don“t listen they tend to die - his voice and the way he speaks: Cold, sarcastic even a bit threathening is like the Scythe of Death swinging back and forht before your eyes and ears. His eyes grey in colour are as is his voice, icy cold. He wears a signet ring in his right middle/ringfinger, the ring has the emblem of the Terral family (a diving falcon) and a small black jewel attached to it. Marcus“s clothes are usually black with gold lining. on his belt hangs a rapier no matter where he is or to who is he talking to.

Biography: Marcus comes from the great city of Neverwinter. His family used to have an estate in the wealthier Blacklake District of the city. The Terral Estate was burnt down soon after the spreading of the Whaling Death. Marcus was bitter for the loss of his soon-to-be estate and in a fit of rage he struck a bystander with his rapier - unlucky for him the bystander rose back up and with a small move of her arm caused the horrible scar to the face of Marcus. His face bleeding and his pride ishattered to pieces he left the site covering his face with his hood. Nothing was heard from him in two long years, untill one rainy night when he arrived to the gates and demanded to see the Lord of Neverwinter. He was denied an audience with the Lord and was wery much dragged out of the Castle Never. To Heck with it! he thought and left the city the same night injuring one of the city guards in the process.

Four months passed... and he was finally at Luskan with an army of pirates, bandits and a handfull of hired swords. He nearly was able to take over the city, if it hadn“t been for a storm, long, cold, bitter storm.

Marcus was forced to flee and wait for another two months to succeed in his plan. Luskan was under his flag and he was the High Lord of Luskan. His greatness wouldnt last for long though: In a matter of weeks he was dethroned, and nearly executed for treason. Obivously some of the gods had either an odd sense of humour, or then they felt sorry for him. He was not executed but was exiled to the recently found Western island. He arrived to the island in a ship carrying 1000 colonists and a handfull of warriors. There he was to hold command over a small city.

Marcus hates his "New Luskan" from his whole heart, but with it he might be able to retake Luskan - and given some time, resources and his unbreakable determination one day Luskan will be his again.

About the Family Signet ring: The black jewel looks as if it would have been attached to the ring wery recently. (the jewel in the ring gives Marcus a mind link to the leader of the Arcane Brotherhood [and the other way round])

Capital, thank god I am exeptionally known to be able to pull fireballs from my hat.

[This message has been edited by Marcus XVI (edited 12-06-2007 @ 02:15 PM).]

posted 10-30-07 10:28 PM EDT (US)     5 / 6  
Here Goes an attempt
Name: Jet Skaren
Race: Human
Gender: Male
Age: 32
Height: 5"2
Weight: 120lbs
Deity: Anachtyr
Alignment: Neutral Evil
Languages: Common, Ehh (Not Sure)
Class: Rogue

Description: One of the most apparent traits about Jet is his long scar under his left eye. He is not to much of a man, not very built. He is more slender and narrow. His Hair is Jet Black like most of the cloth he wears. It is somewhat shaggy, but trimmed enough to see. He has dazzling blue eyes. He wears a ring on his right hand. His hands seemed polished, unlike the rest of his body which is rugged.

Background: Jet as a young boy was introduced into one of the smaller Thieves Guild's in Calimport. It only had about 200 members. His father, Severan Skaren was a great rogue. He had hoped that his son would follow in his footsteps. His mother however died on childbirth. His father was proud when Jet was introduced to the thieves Guild.

Jet was a young and energetic individual at the age of 11. He had trained for 4 years already and was ready to advance on. Since he was so young he was watched upon by his mentor Raul. Although Jet was very fond of Raul, he would have much rather been on his own. He started to learn the ways of the thieves and rogues. By the age of 16 he was becoming very talented. On his way home one night he found his father dead in front of his house. Jet was saddened by this, but did not dwell on it. He was taken in by Raul, still considered to young to live on his own.

Raul was kind, but stern. He taught Jet in the ways of discipline and appreation. He helped him desire his goal for wealth. As most of his kind, he had a passion for wealth. Any trade that he could get his hands on. He would trade spices, leathers, and herbs to increase his gold. He soon excelled in the thieves guild and was appreciated in the ruling state. At the age of 22 he received a small duty working out trade and commerce.

Within 10 years he had been elected to help set up a colony on a new continent. He was told his competetion for the land was stiff and to take the recources as he could. Jet is determined to find a way to control the whole continent for his nation. He is excited at his task, and will not put his kin to shame.




Abilities:
Str: 10 (+)
Dex: 21 (+5)
Con: 12 (+1)
Int: 14 (+2)
Wis: 10 (-)
Cha: 14 (+2)

HP: 27
AC: 20 (10 + 5 dex + 5 armor)

Saves:
Fort: +2 (1 class + 1 con)
Ref: +8 (4 class + 4 dex)
Will: +1 (1 class)

Feats:
Weapon Focus (light crossbow)
Crossbow Sniper
Weapon Finesse

Equipment:
+1 magic light crossbow (2335 gp)
Masterwork rapier (320 gp)
Gloves of dexterity +2 (4000 gp)
+1 magic chain shirt (1150 gp)
Masterwork thieves tool (100 gp)
Healing belt (3 charges/day, 1 charge heals 2d8 damage, 2 charges heals 3d8 damage, 3 charges heals 4d8 damage) (750 gp)
Dagger (2 gp)
Potions:
2 x Protection against good (100 gp)
3 x Shield of faith (150 gp)
1 x magic weapon (50 gp)
43 gp left

Attacks:
+1 magic light crossbow: +10 (1d8+3) 19-20/x2
Masterwork rapier: +9 (1d6) 18-20/x2
Dagger: +8 (1d4) 19-20/x2

Skills: (88 skill pts)
Appraise: +3 (1 rank +2 int)
Battle Tactics: +10 (8 ranks +2 int)
Bluff: +7 (5 ranks +2 cha)
Command: +10 (8 ranks +2 cha)
Detection: +8 (8 ranks)
Diplomacy: +12 (8 ranks +2 cha +2 synergy)
Disable Device: +10 (6 ranks +2 int +2 tool)
Intimidate: +5 (1 rank +2 cha +2 synergy)
Jump: +6 (5 ranks +2 synergy -1 armor)
Leadership: +10 (8 ranks +2 cha)
Open Lock +13 (6 ranks +5 dex +2 tool)
Profession (trader): +8 (8 ranks)
Search: +10 (8 ranks +2 int)
Stealth: +12 (8 ranks +5 dex -1 armor)
Tumble: + 14 (8 ranks +5 dex +2 synergy -1 armor)

Rogue Class features:
Sneak attack +3d6
Trapfinding
Evasion (no damage taken on successful reflex save)
Trap sense +1
Uncanny dodge (never lose dex bonus to AC unless immobilized)

Base Speed: 30 feet

[This message has been edited by eman1 (edited 11-03-2007 @ 00:20 AM).]

posted 10-31-07 07:33 PM EDT (US)     6 / 6  
Name: Elrin Darkcastle
Race: Human
Sex: male
Age: 25
Height: (I don’t know but tall and thin is okay, but not very thin)

Weight: see above

Deity: Bane
Alignment: Lawful Evil
Languages: Common, Infernal, Damaran (Moonsea language), Draconic, Giant

Description: Tall, handsome, with a long black hair and no beard. Always in an arrogant posture and with an air of superiority, he wears a black iron armor with devil ornaments. He is extremely arrogant, has a sharp perceptive mind and is capable of winning thousands of hearts with few words. He uses his elegance and charm to defeat his political rivals. His favorite colors are black and green

Biography: The Darkcastle is an influential family from Zhentil Keep famous for their powerful banite priests, and great “politicians”
In his childhood days he was quiet, sinister as the time passed he became more and more sinister but learned that a good appearance and a well placed word achieved better results than pure force (when that fails torture is still an option)

He then quickly joined a temple of Bane and became one of its most fervent and influential clerics

Through a mix of assassinations, bribes and religious influence he quickly rose to became of the most powerful and rich men of his land.He also estabilished an alliance with an Archfiend but no one knows who he is

Filled with envy, his cousin Fzoul sent him to a newfound land and stripped of most of his resources

But Elrin doesn’t see that as such a bad thing and believes that if his colony prospers his popularity will grow so great that he will be able to defeat his cousin and become the next chosen of Bane

He is rumored to have a romantic affair with Scyllua Darkhope


Class: Cleric 5

Abilities:
Str: 10 (+0)
Dex: 8 (-1)
Con: 10 (+0)
Int: 16 (+3)
Wis: 19 (+4)
Cha: 17 (+3)

HP: 28
AC 20 (10 +10 armor )

Attacks:
+1 morningstar: +4 (1d8+1)

Saves:
Fort: +4 (1 class + 0 con)
Ref: +1 (1 class + 0 dex)
Will: +9 (4 class + 5 wis)

Feats:
Persuasive
Skill Focus (Command)
Skill Focus (Leadership)

Equipment: Masterwork Morningstar +1, Masterwork Full Plate Armor +2,Phylactery of Faithfulness,Magical pool of blood(allows contact with Zhentil Keep)
Skills: (48 skill pts)
Battle Tactics: 9 (6p +3int)
Bluff:8 (3p +3cha +2feat)
Command: 9 (3p +3cha +3feat)
Diplomacy: 11 (8p +3cha)
Intimidation: 11 (6p +3cha +2feat)
Knowledge (history): 6 (3p +3int)
Knowledge (nobility and royalty): 6 (3p +3cha)
Knowledge (religion): 11 (8p +3 int)
Profession (torturer): 7 (3p +4wis)
Leadership: 11 (5p +3cha+3feat)

Base Speed: 20 feet (-10 armor)
Special Abilities (cleric):
Domains: Order, Tyranny
Rebuke (Command) Undead
Spontaneous Casting (negative energy)
Order Domain (+1 conjurer lvl in order spells)
Tyranny Domain (Adds +2 to the saving throw DC of any compulsion spell)


Spells per Day:
0: 5
1st: 4+1
2nd: 3+1
3rd: 2+1

Known Domain Spells:
1st: Protection against Chaos, Command
2nd: Calm Emotions, Enthrall
3rd: Discern Lies, Magic Circle against Chaos

[This message has been edited by GloriousWarlord (edited 01-27-2008 @ 08:50 AM).]

Age of Wonders 2 Heaven » Forums » Hall of Wonders - Role Playing & Creative Writing » The Faerūn Colonists – Character thread
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