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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Q & A ~ Land of Xenophobia ~
Parent thread: Land of Xenophobia
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Brianna PC Character
16. Reserved
Castles & Crusades Character Sheet
Character Name and Title
SIRAE AMBERLYN FOXFIRE
Race
HUMAN
Class
KNIGHT [in training]
Alignment
NEUTRAL GOOD
Religion
THE LIGHT a neutral good greater deity. A positive force for good
Level
ONE
Holy Symbol
Experience Points
1200
[Needed for Next Level]
2,251
Language Proficiency
COMMON
Racial Abilities
[X = Primary Attribute] Attribute Checks = d20 + Mod + Level >_[greater than or equal to] CC
Attributes Mod Saving Throws
_X__ Strength 15 +1 Paralysis & Constriction
___ Dexterity 15 +1 Breath Weapons & Traps
_X__ Constitution 16 +2 Disease, Energy Drain & Poison
___ Intelligence 14 +1 Arcane Magic & Illusion
___ Wisdom 14 +1 Confusion, Divine Magic, Gaze, Attack, Petrification, Polymorph
_X__ Charisma 18 +3 Death Attack, Charm & Fear
Combat Move [30 feet] [Base - EV Penalty + Miscellaneous]
AC [10 + Armor + Shield + Attribute Mod + Miscellaneous
To Hit [d20 + Attribute Mod + Level Bonus + Miscellaneous >_ [greater than or equal to AC]
HP = 10
Wounds Suffered
Armor
Shield
Helm
Horse / Animal Companion / Familiar
Type
Name
HD
Move
Attacks
Damage
Saves
AC
HP
Special Qualities / Abilities
Weapon/Type/Name Bonus to Hit Bonus to Damage Weapon Damage Notes / Special
Weapons In Hand
Character Persona and Equipment
Age
Gender
FEMALE
Eye Color
HAZEL
Hair Color
DARK AUBURN
Height
6'2"
Weight
Race
HUMAN
Class
KNIGHT
Entitlement
SIRAE [KNIGHT IN TRAINING]
Scars or Other Distinguishing Marks
Clothing Style
Description
CREAMY COMPLEXION, LARGE & MUSCULAR FRAME
Personality
Aspirations: to rise in the senior of the Ligh,t a secular arm of the church,. and to fight for the rights of others against the forces of evil or injustice. Also to discover about who and what her parents were she was a foundling raised by the church.
Fears: Failing to become a knight of the Light which is her greatest desire and the fear of not being worthy of that august group. And a very hidden fear about her origins and discovering something negative about her parents.
Background
Country of Origin: Kingdom of Rylanor in the year 509, after the founding of Rylanor, about 25,000 years after the Great Cataclysm. Kingdom is magic rich and highly civilized with races living together in harmony—at least in Rylanoror, it is the law. It is a lawful good country with a monarchy and high council which includes all races and levels of society and guilds members. The chief Deity of the Rylanor is the One A lawful good God the Good Father, the Law Giver. But many other good and neutral Deities are allowed in Rylanor--just no evil deities.
Continent Thoron
Planet: Aeir but that name is not commonly known by current population
People of Interest [Names of ]
Companions
Foes
Other NPCs
Treasure
Gold
Silver
Platinum
Copper
Jewels & Gems
Magic Items
Expendable Items
Food Quantity Remaining
Bolts Quantity Remaining
Arrows Quantity Remaining
Primary Gear
[Armor, Weapons, Scrolls, Spell Components, Holy Items, Totems, Thieves' Tools & Other Class Equipment]
Item Location EV
Secondary Gear
[Clothing, Rations, Drink, Camping Gear, Packs, Tools & Other General Equipment]
Item Location EV
Transport and Tack
Item Location EV
Magical Armaments, Devices & Other Items
Item Location EV
Posted on 2008-06-29 at 16:34:56.
Edited on 2008-09-02 at 10:10:40 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Dragon Mistress PC Character
17. Reserved
Castles & Crusades Character Sheet
Character Name and Title
SHANDRA
Race
ELF
Class
MONK
Alignment
Religion
Level
ONE
Holy Symbol
Experience Points
1200
[Needed for Next Level]
1,751
Language Proficiency
COMMON, ELF, DWARF, GNOME, GOBLIN, HALFLING & ORC
Racial Abilities
ENHANCED SENSES [+2 Bonus to All Listening Checks] TWILIGHT VISION, MOVE SILENTLY[Dexterity/No Penalty Moving Up to one half normal speed, -5 Penalty over one half to normal speed, -20 Penalty to Move Silently while running or charging], SPELL RESISTANCE [+10 Bonus to Saving Throws against Charm or Unnatural Sleep], SPOT HIDDEN DOORS [Wisdom/Passing within 5 feet of secret, hidden or concealed doorway is entitled to a Wisdom Check to spot the door as if actively looking for it and +2 Bonus when actively searching for such doorways], WEAPON TRAINING [Elves begin play with +1 Bonus to Hit with one of the following weapons: Composite Longbow, Composite Shortbow, Longbow, Shortbow, Longsword or Shortsword]
[X = Primary Attribute] Attribute Checks = d20 + Mod + Level >_[greater than or equal to] CC
Attributes Mod Saving Throws
___ Strength 16 + 2 Paralysis & Constriction
_X__ Dexterity 17 [+1 Race Modifier] [+3 Attribute Modifier] Breath Weapons & Traps
_X__ Constitution 18 [-1 Race Modifier] [+2 Attribute Modifier] Disease, Energy Drain & Poison
___ Intelligence 15 +1 Arcane Magic & Illusion
___ Wisdom 15 +1 Confusion, Divine Magic, Gaze, Attack, Petrification, Polymorph
___ Charisma 12 0 Death Attack, Charm & Fear
Combat Move [30 feet] [Base - EV Penalty + Miscellaneous]
AC [10 + Armor + Shield + Attribute Mod + Miscellaneous
To Hit [d20 + Attribute Mod + Level Bonus + Miscellaneous >_ [greater than or equal to AC]
HP = 12
Wounds Suffered
Armor
Shield
Helm
Horse / Animal Companion / Familiar
Type
Name
HD
Move
Attacks
Damage
Saves
AC
HP
Special Qualities / Abilities
Weapon/Type/Name Bonus to Hit Bonus to Damage Weapon Damage Notes / Special
Weapons In Hand
Character Persona and Equipment
Age
Gender
Eye Color
Hair Color
Height
Weight
Race
Class
Entitlement
Scars or Other Distinguishing Marks
Clothing Style
Description
Personality
Background
People of Interest [Names of ]
Companions
Foes
Other NPCs
Treasure
Gold
Silver
Platinum
Copper
Jewels & Gems
Magic Items
Expendable Items
Food Quantity Remaining
Bolts Quantity Remaining
Arrows Quantity Remaining
Primary Gear
[Armor, Weapons, Scrolls, Spell Components, Holy Items, Totems, Thieves' Tools & Other Class Equipment]
Item Location EV
Secondary Gear
[Clothing, Rations, Drink, Camping Gear, Packs, Tools & Other General Equipment]
Item Location EV
Transport and Tack
Item Location EV
Magical Armaments, Devices & Other Items
Item Location EV
Posted on 2008-06-29 at 16:35:28.
Edited on 2008-08-31 at 16:57:00 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Abraxis PC Character
18. Reserved
Castles & Crusades Character Sheet
Character Name and Title
SIR YDER
Race
HUMAN
Class
KNIGHT
Alignment
Religion
Level
One
Holy Symbol
Experience Points
1200
[Needed for Next Level]
2,251
Language Proficiency
COMMON
Racial Abilities
[X = Primary Attribute] Attribute Checks = d20 + Mod + Level >_[greater than or equal to] CC
Attributes Mod Saving Throws
_X__ Strength 14 +1 Paralysis & Constriction
___ Dexterity 13 +1 Breath Weapons & Traps
_X__ Constitution 16 +2 Disease, Energy Drain & Poison
___ Intelligence 12 0 Arcane Magic & Illusion
___ Wisdom 8 -1 Confusion, Divine Magic, Gaze, Attack, Petrification, Polymorph
_X__ Charisma 18 +3 Death Attack, Charm & Fear
Combat Move [30 feet] [Base -EV Penalty + Miscellaneous]
AC [10 + Armor + Shield + Attribute Mod + Miscellaneous
To Hit [d20 + Attribute Mod + Level Bonus + Miscellaneous >_ [greater than or equal to AC]
HP = 10
Wounds Suffered
Armor
Shield
Helm
Horse / Animal Companion / Familiar
Type
Name
HD
Move
Attacks
Damage
Saves
AC
HP
Special Qualities / Abilities
Weapon/Type/Name Bonus to Hit Bonus to Damage Weapon Damage Notes / Special
Weapons In Hand
Character Persona and Equipment
Age
Gender
Eye Color
Hair Color
Height
Weight
Race
Class
Entitlement
Scars or Other Distinguishing Marks
Clothing Style
Description
Personality
Background
People of Interest [Names of ]
Companions
Foes
Other NPCs
Treasure
Gold
Silver
Platinum
Copper
Jewels & Gems
Magic Items
Expendable Items
Food Quantity Remaining
Bolts Quantity Remaining
Arrows Quantity Remaining
Primary Gear
[Armor, Weapons, Scrolls, Spell Components, Holy Items, Totems, Thieves' Tools & Other Class Equipment]
Item Location EV
Secondary Gear
[Clothing, Rations, Drink, Camping Gear, Packs, Tools & Other General Equipment]
Item Location EV
Transport and Tack
Item Location EV
Magical Armaments, Devices & Other Items
Item Location EV
Posted on 2008-06-29 at 16:36:20.
Edited on 2008-08-31 at 16:13:25 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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CirroWolf PC Character
19. Reserved
Castles & Crusades Character Sheet
Character Name and Title
Race
HUMAN
Class
PALADIN
Alignment
LAWFUL GOOD
Religion
Level
ONE
Holy Symbol
Experience Points
1200
[Needed for Next Level]
Language Proficiency
Racial Abilities
[X = Primary Attribute] Attribute Checks = d20 + Mod + Level >_[greater than or equal to] CC
Attributes Mod Saving Throws
___ Strength Paralysis & Constriction
___ Dexterity Breath Weapons & Traps
___ Constitution Disease, Energy Drain & Poison
___ Intelligence Arcane Magic & Illusion
___ Wisdom Confusion, Divine Magic, Gaze, Attack, Petrification, Polymorph
_X__ Charisma Death Attack, Charm & Fear
Combat Move [30 feet] [Base -EV Penalty + Miscellaneous]
AC [10 + Armor + Shield + Attribute Mod + Miscellaneous
To Hit [d20 + Attribute Mod + Level Bonus + Miscellaneous >_ [greater than or equal to AC]
HP = 10
Wounds Suffered
Armor
Shield
Helm
Horse / Animal Companion / Familiar
Type
Name
HD
Move
Attacks
Damage
Saves
AC
HP
Special Qualities / Abilities
Weapon/Type/Name Bonus to Hit Bonus to Damage Weapon Damage Notes / Special
Weapons In Hand
Character Persona and Equipment
Age
Gender
Eye Color
Hair Color
Height
Weight
Race
Class
Entitlement
Scars or Other Distinguishing Marks
Clothing Style
Description
Personality
Background
People of Interest [Names of ]
Companions
Foes
Other NPCs
Treasure
Gold
Silver
Platinum
Copper
Jewels & Gems
Magic Items
Expendable Items
Food Quantity Remaining
Bolts Quantity Remaining
Arrows Quantity Remaining
Primary Gear
[Armor, Weapons, Scrolls, Spell Components, Holy Items, Totems, Thieves' Tools & Other Class Equipment]
Item Location EV
Secondary Gear
[Clothing, Rations, Drink, Camping Gear, Packs, Tools & Other General Equipment]
Item Location EV
Transport and Tack
Item Location EV
Magical Armaments, Devices & Other Items
Item Location EV
Posted on 2008-06-29 at 16:36:54.
Edited on 2008-09-04 at 11:02:49 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Welcome to Roxas Isla
Greetings to All Players and Lurkers!
Land of Xenophobia promises to be a Wild Ride and Entertaining Read for all you Red Dragon Inn adventure lovers out there!
Be sure to read the Prelude to Land of Xenophobia that is posted at Land of Xenophobia and stay tuned and Expect the Unexpected as this new 2e version adventure gets underway!
ENJOY the JOURNEY
PLEASE NOTE as Written in the Gauging Interest for Land of Xenophobia in the Recruitment Threads that the Castles & Crusades version of D&D under the Open Game License is Now being incorporated in this LoX adventure!
Posted on 2008-06-29 at 16:37:32.
Edited on 2008-08-29 at 05:46:36 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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There is a Plot Twist that ...
..... takes place during the Prelude to the Fight for Freedom that will provide the non-Fighters as well as the Fighters some additional tools for surviving the battle!
NomadD2 raised the question in a PM about how the non-Fighters would be able to survive the Dark Arena?
Stay Tuned to Find Out How!
[When the Adventure Begins!]
Be Sure to Note the New Info Located in the Recruitment Threads for Gauging Interest for Land of Xenophobia!
See Example Below!
These are the following guidelines for Character Creation!
Use 4d6 to roll for each of the 6 attributes!
Drop the Lowest Number!
I will allow you to Re-Roll a One(1) so that the Lowest Possible Number will be a(2)Two!
Roll Six(6)Times for each of the Attributes!
Place the Final Numbers on the Attributes of Your Choice!
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
As the Castle Keeper I Am Trusting Each Participant to Roll with Integrity and Honesty!
Meaning You Can Roll the 4d6 Dice at Home and NOT Be Confined to Rolling at the Inn with Someone Watching!
Posted on 2008-08-16 at 07:52:35.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Example of Seige Engine for Saving Throws in Castles & Crusades
The following is an Example of how the Castles & Crusades version utilizes the Seige Engine for Saving Throws!
Challenge Class is determined by resolving conflicts based upon a PC Character having either a Primary or Secondary Attribute!
The Challenge Base is either 12 for Prime Attributes or 18 for Secondary Attributes!
A d20 + Character Level + Attribute Modifier must Beat the Challenge Class to be Successful during the adventure!
Example:
A 15 Strength 3rd Level Monk is 10 miles outside of a town and on a mountain ledge and discovers an army of Orcs on their way to attack the town!
There is a massive boulder than could be pushed over the side to cause a landslide to impede the progress of the Orcs!
The Elf Monk has CON and DEX as his Primary Attributes, so STR is a Secondary Attribute!
As the Castle Keeper I assign a Difficulty Level of 7 to the Massive Boulder being moved and shoved over the ledge!
Therefore the Secondary Challenge Base is 18 plus the Difficulty Level which is 7 for a total of 25 that the Monk must overcome for success!
d20 roll is a 15 plus the Character Level for a 3rd Level Monk would be + 3 and then add the +1 Attribute Modifier for the STRENGTH which totals 19 points!
The Monk fails to move the boulder over the ledge and the Orcs spot him and start chasing him!
Now the Monk decides to run 10 miles non-stop to the town to sound the alarm for the people to prepare to defend themselves!
He is naturally faster than the Orcs and has a head start, but since he is running over difficult terrain and will NOT stop to rest the Castle Keeper assigns a Difficulty Level of 7 to the run!
CONSTITUTION for the Monk is a 17 and a Prime Attribute!
Therefore with a Challenge Base of 12 for the Prime Attribute plus the 7 Difficulty Level the Monk must Beat a 19 Challenge Class!
Again a 15 is rolled on the d20 and 3 is added for the Character Level which makes 18 and then the Attribute Modifier for CON is added which is +2 for a Total of 20 points!
The Challenge Class was 19 and the d20 roll + Character Level + Attribute Modifier was 20, so the Monk was able to run the 10 miles and get to town in time to alert the people to prepare to defend themselves against the attacking Orc Army!
Attribute Modifiers are -4[1], -3[2-3], -2[4-5], -1[6-8], 0[9-12], +1[13-15], +2[16-17] and +3[18-19]
Posted on 2008-08-29 at 06:11:45.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Castles & Crusades
Castles & Crusades is a role-playing game published by Troll Lord Games in 2004.
It was conceived as a reimagining of classic Dungeons & Dragons using streamlined mechanics from third edition Dungeons & Dragons.
The game uses many of the d20 System mechanics, but eliminates skills and feats and expands the number of character classes to 13.
Another feature is the reversion of some rules to the original versions seen in original Dungeons & Dragons (often referred to as "OD&D") or first edition Advanced Dungeons and Dragons (AD&D).
The system that Castles & Crusades uses is called the SIEGE Engine. A significant new mechanic is the notion of "Primes," often referred to by gamers as the 12/18 system.
Through selection of character class and race, players designate some of their character's attributes as "Prime." These Prime attributes use a challenge base of 12, while non-Prime attributes use a challenge base of 18.
Tasks based on the Prime attribute are therefore much easier to accomplish than those based on non-Primes.
Primes allow a wider variety of characters to be created because characters of same class may excel at different types of tasks.
The name of the game derives from the Castle & Crusade Society, founded in the pre-Dungeons & Dragons era, by Gary Gygax.
The title is in homage to the roleplaying industry's birth.
Posted on 2008-08-30 at 20:05:47.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Typical Knightly Virtues and Code of Conduct
Below is the Typical Knightly Virtues and Code of Conduct for KNIGHTS as revealed in the Castles & Crusades Players Handbook [on page 27] for Brianna and Abraxis to refer to when roleplaying their KNIGHTS along with everyone else involved in this adventure!
COURAGE
To flee in fear from a battle or from a struggle that might be won is dishonorable and churlish. So long as any hope remains, the KNIGHT is bound to fight until death or victory is won. Personal interests bow to service of the cause. Courage, however, is guided by wisdom and truth.
DEFENSE
A KNIGHT should defend liege, nation, family and all those who depend upon the KNIGHT, or all those deemed worthy of their protection. Sacrificing oneself for these would be considered a worthy and noble death.
DISCREETNESS
A KNIGHT is discreet in affairs with friends and others. Slander is uncalled for, and that whichis not seen or heard personally should not be repeated. A KNIGHT should not demean others, gossip, spread malicious lies or commit slander. Even enemies are treated with respect.
EXCELLENCE
The KNIGHT should strive for excellence in everything, whether the art of war or the gentler arts of the court. Excellence is marked by commitment, zeal, attitude and conduct.
FAITH
KNIGHTS must have faith in their beliefs, for only faith provides courage and loyalty. A KNIGHT's faith provides a shield against the darkness of despair.
HONOR
A KNIGHT should be honest in dealing with others, beign quick to remedy or make restitution for injustice. A KNIGHT keeps his word and follows through on commitments. A KNIGHT performs deeds that bring honor to his or her liege and to the office of KNIGHTHOOD. A KNIGHT shall not attack an unarmed foe, or one asking for mercy.
HUMILITY
A KNIGHT values the contributions of others and their deeds of reknown. Telling the deeds of others glorifies the office of KNIGHTHOOD. It is unseemly for KNIGHTS to boast of their own deeds, for a KNIGHT's reknown, if truly earned, will be noted by peers. Only the weak trumpet their own accomplishments.
JUSTICE
A KNIGHT should seek the path of "right", unencumbered by personal bias and interest. A KNIGHT strives to punish the guilty, while remembering that justice without mercy can itself be unjust. A KNIGHT treats others with fairness and honesty, and mediates disputes without malice.
LARGESSE
A KNIGHT is expected to be as generous as possible. A KNIGHT should be willing to provide aid to friends and allies, and even to other KNIGHTS, with no thought of repayment, for those of a chivalrous demeanor will repaythe KNIGHT in kind and in full measure.
LOYALTY
The KNIGHT's word is a bond, and an oath once sworn should never be refutede, save when an oath-bond is broken by the other party. A KNIGHT should be unwavering in commitment to liege and cause, family and faith, code and ideals. A KNIGHT keeps sacred any confidence entrusted.
NOBILITY
A KNIGHT seeks stature by upholding the virtues of KNIGHTHOOD, though knowing that perfection is impossible. Only by strivingfor perfection, however, does a KNIGHT achieve greatness of character and spirit.
VALOR
A KNIGHT seeks to uphold the office of KNIGHTHOOD, and faces death with valor.
Posted on 2008-08-31 at 18:04:46.
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Nomad D2 RDI Fixture Karma: 55/6 3141 Posts
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Ready to go!
Awesome - the intro seems to be up and the time has come to begin.
A quick question for clarification. We seem to know we have 6 months of training before the Sand Dance. Do we know that these are the others with whom we will be fighting in 6 months? We evidently will be a "team" of some sort, but are we one already and do we know exactly who are teammates are?
Also, are we held as prisoners in a place in which we can easily talk? Do we train together?
Just checkin' before I make assumptions.
Also, Hammer - I know you have things listed out here pretty clearly, but you could you make a short list that just has character name, race, class, gender, and player name? It would be an easy reference that would help me a lot.
Posted on 2008-09-08 at 02:52:43.
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A Chandee Newbie Karma: 2/4 9 Posts
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Not happy. Not happy at all ...
[Deleted. No need for further "oratories of misunderstanding" ...]
Posted on 2008-09-08 at 03:05:43.
Edited on 2008-09-10 at 01:05:52 by A Chandee
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Nomad D2 RDI Fixture Karma: 55/6 3141 Posts
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Wow. Now that was a reaction.
I have to admit, I think it was an over-reaction. It is your opinion, of course, but did you give Hammer a chance to explain?
I know he published my backstory as I submitted it. I felt his summaries were just that - summaries. In fact, I asked above that he create a short list of everyone for easy reference - these stories were similar to that sort of list.
Granted this assumes that the rest of the stories would be put out there in their entirety eventually as mine was. Only Hammer can answer that. But wouldn't it be prudent to give him the chance to answer that?
I don't want Hammer to rewrite everything I write (or even much of it). I also don't expect it. Anyway, if you truly do quit, I will be sad to see you go. First, we will miss a character and second, you seem like you would have taken the writing side of this thing seriously, which would have been great. I would encourage you to give Hammer a chance to get this thing off the ground and running and see how it works out. It can't be easy to start something like this. If not, good luck to you.
I will be sticking around.
Posted on 2008-09-08 at 14:48:21.
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CirroWolf Veteran Visitor Karma: 7/2 145 Posts
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Ahh
Hoy hoy, no need to be so hostile.
I don't think he assumes that we can't write on our own preludes and by no means, does he find us terrible. And also, I was under the impression that we had to write in our Preludes too. I would've gladly done that even if it's a little tough.
Directions are a little confusing, I had to ask a ton of questions to get my mind clear. And there isn't much for us too do while as prisoners so maybe he's hurrying things up.
He did say it's our turns now.
Posted on 2008-09-08 at 22:12:39.
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CirroWolf Veteran Visitor Karma: 7/2 145 Posts
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Ah
Haa, sorry to hear that.
To DM: Just to let you know, concerning your PM, that yes I'll contiune to play.
Posted on 2008-09-09 at 10:40:58.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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You Decide
After writing and editing that last Prelude entry between 2pm on Sunday and 3am early Monday morning my time over here, with a few minor interruptions and a couple of PM messages with character info around 11pm on Sunday, I have decided to just respond to the Newbie's outburst by posting what was sent to me and you can read it and then compare to what I included in the Prelude and decide for yourselves what is sour grapes and what is the fault of the Castle Keeper!
Land of Xenophobia is NOT in the Free Form section of the games and I have participated in other games where the DM or GM includes excerpts of what was written by the players to move the game along!
After being Flamed this is the best way I know to present whether or not I have indeed bastardized this player's writing!
Just for the record, part of my duties at the newspaper office is to edit copy!
So You Read and You Decide!
Druid character for A Chandee
________________________________________
From RDI dice roller: (Witness was Wyrmsting)
####Dice roll for A Chandee, rolling 4d6: Your total roll is 17, which included dropping your low roll of 1 rolls: 1 6 6 5
####Dice roll for A Chandee, rolling 4d6: Your total roll is 11, which included dropping your low roll of 1 rolls: 6 4 1 1
####Dice roll for A Chandee, rolling 4d6: Your total roll is 12, which included dropping your low roll of 1 rolls: 1 1 5 6
####Dice roll for A Chandee, rolling 4d6: Your total roll is 13, which included dropping your low roll of 1 rolls: 6 1 1 6
####Dice roll for A Chandee, rolling 4d6: Your total roll is 18, which included dropping your low roll of 2 rolls: 2 6 6 6
####Dice roll for A Chandee, rolling 4d6: Your total roll is 15, which included dropping your low roll of 2 rolls: 5 2 4 6
I can do the (Human) Male Druid thing, scores arranged accordingly ...
Kandreth Mollander, Male Human Drd1, AL NG, HD 1d8+2(Con)+6(Toughness), hp 16, Spd 30;
((( ?? Init +3, Saves: Fort +4, Ref +3, Will +6 )))
Str 13,
Dex 17,
Con 15,
Int 12,
Wis 18,
Cha 11
Prime Attribute Choices:
Wisdom: 18
Dexterity: 17
Charisma: 11
Spells Prepared (Drd 3/2):
0 - Create Water, Flare, Guidance
1st - Cure Light Wounds x2.
Weapon Proficiencies: Scimitar, Sickle, Sling
AC:13 (Flatfooted:10 Touch:13);
Base Attack Bonus(es): +1 melee, +3 ranged
Skills:
Animal Empathy +4,
Balance +3,
Concentration +6,
Escape Artist +3,
Handle Animal +4,
Heal +8,
Hide +3,
Listen +4,
Move Silent +3,
Ride +3,
Sense Motive +4,
Spot +6,
Use Rope +3,
Wilderness Lore +8.
Feats:
Armor Proficiency: Light/Medium,
Shield Proficiency,
Toughness x2.
Possessions: (currently none).
Task, Animal Companion, Tiny Lizard, HD 1/2d8 ( Animal), hp 2; Init + 2; Spd 20, Climb 20; AC 14; Atk -2 base melee, + 4 base ranged; +4 ( 1d4-4, Bite ); AL N; SV Fort + 2, Ref + 4, Will + 1; STR 3, DEX 15, CON 10, INT 1, WIS 12, CHA 2.
Skills: Balance +10, Climb +12, Hide +13, Listen +4, Spot +4.
Feats: Weapon Finesse: Bite.
What Happened?
Kandreth Mollander (a.k.a. Kan or Kandi), stands five feet, four inches tall. His hair is the color of dark tea, worn in a long, broad horse-tail braid that reaches nearly to his waist. His eyes are the color of a cloudless winter sky. dark grey with the sparkle of ever-present humor lighting them from inside. At about 161 pounds (eleven and a half stone), he is a bit stocky for one in his profession, but is nonetheless fit and capable.
Kandreth had only recently "established" himself in the southeastern tip of the Chondalwood (Chondath, Faerun, Forgotten Realms setting). Daily he strode this new "domain" charged to him by the will of Mielikki the Forest Queen, familiarizing himself with the flora and fauna of the area. It so happened that one day, while walking the perimeter of the forest edge, he noticed two figures at a distance wielding a fair amount of power at each other. As Kandreth approached, he was able to determine that the power being wielded was of an arcane sort, but of a sort not identifiable by him.
He kept his gaze on the two arcane combatants, not noticing that he had not stopped moving himself. And so he came into the range of detection by both the Wild Mages at once. His presence so startled them that instinctively, and both as one, each turned to launch a blast of wild magic at poor Kandreth. The result was a Wild Magic Well, a rift to, and sometimes between, the planes of existence.
Kendreth awoke, sore and stripped of his belongings in a strange place. He knew no one, recognized nothing with any familiarity, and was able to get no information from anyone to whom he spoke. While the language spoken in this new place was similar enough to his own native language that he could understand the majority of what was spoken, certain references simply left him puzzled. From the time of his sudden "arrival" here, a now-constant habit has arisen with Kandrek: The crossing of his right hand to the area above his left breast where he had commissioned a tattoo of his diety to be placed. Approximately three inches high, the tattoed symbol of the left-facing Unicorn of Mielikki was to be a constant reminder of his faith, even with the loss of his Holy Mistletoe and enameled symbol. That desire and action turned out to be fortuitous, givenh his current situation, for now he had no physcial symbol of his diety other than that tattoo. The people in this place, not only seemed ot hate and fear outsiders, they also seem to hate and fear the deific images the outsiders brought with them.
With the security of that tattooed symbol also came strength. Whether or not the Forest Queen had a hand in his "placement" here, was unknowable and therefore irrelevant. If Our Lady of the Forest had wanted him other than alive, he would not be alive. So this new situation has become a test of his worthiness in extreme circumstances, as he had heard stories about from the members of his druidic college and the few Hierophants of the Council that he had chanced to meet when he was a student. It was a test he had no intention of failing ...
Posted on 2008-09-09 at 21:42:29.
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