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Parent thread: Audalis Dreaming QnA
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Alacrity The Tired RDI Staff Karma: 291/33 6348 Posts
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Characters in Audalis Dreaming
The Thief-Acrobat
Name: Maithias Crowmarhte (Crow)
Player: Tann’Talas
Race: Sylvari
Class: Fighter/thief
Level: 2/2
STR 17 +1/+1 to hit and damage
DEX 18 +2 reaction, +3 missile, -4 AC
CON 16 +1 per die
INT 15
WIS 9
CHR 12
AC: 2
HP: 20
WofP: Composite long bow, Dagger(2), Short Sword(2)
Non-Weapon Prof: Blind fighting, Disguise, Gaming, Hunting, Jumping, Reading/Writing, Tightrope Walking, Tracking, Tumbling
Weapons: Composite long bow with 12 flight arrow and 12 sheaf arrow in quiver, Throwing Dagger (6) ,Short Swords (2)
Equipment: Acrobatic Armour (leather and thin steel – equivalent to stud Leather), Backpack, Flint and steel, Map(? of what), Wineskin, Belt pouch- large, Caltrop x30, Belt pouch- large, Mirror- small metal, Thieves' picks, Belt pouch- small, Nuts (per lb) x2 and Raisins (per lb), Belt, Boots -soft, Breeches, Gloves, Good cloth cloak, Shirt
Skills:
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.
Dodge/Tumble Evade - -2 bonus to AC
Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
Climb walls* 40% - Able to climb vertical or smooth surfaces.
Detect noise* 10% - May hear faint noises.
Find/remove traps* 35% - Skill at finding and disarming traps.
Hide in shadows* 25% - Grants the ability to hide in shadows.
Move silently* 25% - May move without making a sound.
Open locks* 45% - Skill at opening locks with the proper tools.
Pick pockets* - Skill at pilfering small items from pockets or purses.
Scroll Use 10% - May use magic scrolls at 9th level.
Thieves' cant - Knowledge of the secret language of thieves
Maithias Crowmarhte was born into a circus family of acrobats, jugglers and trapeze artists traveling from town to town doing up to 3 shows a day. From a very young age, even for a Syl, he was trained to be like his parents, 2 brothers and 1 sister all acrobats themselves. His parents as well the owners of The Crowmarhte Brothers Traveling Circus and Daredevil show. A circus composed of mostly Syls with a few trusted Khords, Humans and a few other races mixed in.
However it was not till he was in his late 60’s that he was brought into the families second occupation and told the reason for so few humans that of professional thieves working for the Sylvan King as spies and gatherer’s of information when the circus traveled in the human lands of Audalis. For the next 10 years Maithias was trained in the arts of the Rogue and was quite good at them when combined with his skill at acrobatics‘, almost some said a natural.
During this time he met and became friends with one of the circus performers, a male Keldon named Wanwa’er. Over the course of the next few years the two found themselves getting into quite a bit of mischief and became the closet of friends. Almost always where one was the other was never far away.
However some things are destined to come to a violent end and so such was to be the fate of The Crowmarhte Circus. While traveling the lands of Ertain the circus was attacked by a large band of human led dark folk from Sendra and within a few hours the circus was destroyed and everyone lay dead. Everyone that is but Maithias himself and his friend Wanwa’er, who due to luck and his ability to fly whisked them both to safety.
A few days later healed somewhat he returned to the site of the circus’s destruction and buried its dead. Since that day Crow and Wanwa’er have become close friends and now travel as a pair of hired muscle, guarding caravans, merchants and doing any profitable job that comes their way For Maithias now calling himself only Crow, life goes on and so does he............
Posted on 2012-01-06 at 20:08:29.
Edited on 2012-01-09 at 20:02:14 by Alacrity
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Alacrity The Tired RDI Staff Karma: 291/33 6348 Posts
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The Khord Warrior
Name: Bjarki
Player: Gallirian
Race: Khordaldrum
Class: Fighter
Level: 2
STR: 18(00) +3/+6 to hit and damage
DEX: 16 +1 reaction, +1 missile, -2 AC
CON: 17 +3 per die
INT: 10
WIS: 13
CHR: 12
AC: 2
HP: 26
WofP: Battle Axe (2), Short Sword, Short bow
Non-Weapon Prof: Blind fighting, Mountaineering,
Weapons: Battle Axe, Short Sword, Short bow with 30 arrows in quiver
Equipment: Chain Mail Armour, Med. Shield, Helmet, Boots, Breeches, Tunic, Vest, Cloak, Belt, Gloves,
Backpack, Bedroll, Belt pouch (lg.), Crampons, Flint and steel, Sack (lg.), Rope (50’), Grappling hook, Candles (5) Iron pot, Dry rations (2 wks.), Water skin, Hooded Lantern, Lamp oil (3)
Skills:
+4 on saves vs poison
+4 on from magical attacks like spells, wands, staffs, rods and other devices
20% chance of magic item malfunctioning if used by Khord
+1 on attacks against “Underdark” or “Goblinoid” monsters (orcs, goblins, ogres, etc)
Infravision to 60’
Detect grade or slope in passage 1-5 on 1d6
Detect new tunnel/passage construction 1-5 on 1d6
Detect sliding/shifting walls or rooms 1-4 on 1d6
Detect stonework traps, pits, and deadfalls 1-3 on 1d6
Determine approximate depth underground 1-3 on 1d6
Bjarki is the son of Bothvarr, a competent Khordish warrior though of no great renown. He was raised on the south-eastern border of the Khordal kingdom, near the Sylvani border and not too far from Sendria. While his border origins have provided him with opportunities for adventure and training, they have also exposed him, as is common in border communities, to ways of life that differ from the main stream of his own culture. Thus, his familiarity with the Sylvani and human tongues. Thus also, his free-spirited (for a Khord) disposition, i.e. his Neutral Good alignment, and his appreciation, seldom mentioned among other Khords for obvious reasons, of Sylvani wine. His preference for the short bow over the crossbow may be attributable to this circumstance as well, though if asked he would cite the bow’s quicker firing rate. His current desire to adopt the life of a wandering adventurer is also a result of his
exposure to other peoples. He has found that his curiosity can sometimes overpower his natural or cultural inclinations toward judgment. On the down-side, his temperament often makes him feel like an outsider among his kind.
Posted on 2012-01-06 at 20:09:35.
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Alacrity The Tired RDI Staff Karma: 291/33 6348 Posts
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The First aid kit - I mean Cleric!
Name: Gamard the Grim
Player: Hammer
Race: Khordaldrum
Class: Cleric (Knights of Aina'rutha)
Str: 17 +1/+1 to hit and Damage
Dex: 11
Con: 16 +2 per hit die
Int: 12
Wis: 18 +4 mind attack saves, 2-1st, 2-2nd, 1-3rd, 1-4th
Charisma 12
AC: 3
HP: 20
WofP: Warhammer, Sling, Quarterstaff
Non-Weapon Prof: Blind-fighting, Healing, Herbalism, Religon, Spellcraft, Mining, Lore (Solanis)
Skills:
+4 on saves vs poison
+4 on from magical attacks like spells, wands, staffs, rods and other devices
20% chance of magic item malfunctioning if used by Khord
+1 on attacks against “Underdark” or “Goblinoid” monsters (orcs, goblins, ogres, etc)
Infravision to 60’
Detect grade or slope in passage 1-5 on 1d6
Detect new tunnel/passage construction 1-5 on 1d6
Detect sliding/shifting walls or rooms 1-4 on 1d6
Detect stonework traps, pits, and deadfalls 1-3 on 1d6
Determine approximate depth underground 1-3 on 1d6
Spell Use
Turn Undead as one level higher
Cast “Light” twice per day
Divine Prayers(Spells): 5 – 1st level
Weapons: Club, Quarterstaff, War Hammer, Sling with 40 bullets
Equipment: Banded Armour, Buckler, Belt Pouch, Backpack, Bedroll, Chain, 2 Wineskins (water and wine), Trail Rations (5), Torches (10), Flint & Steel, Flasks of Oil (10), Sack, Rope 50', Boots, Breeches, Cloak Sleeveless with Hood and buttons down over his shirt, Holy Water (3)
His parents were assigned to transport Shrooms from the Mushroom Fields deep within the Khord Kingdom to a variety of places on the surface world of Audalis.
On a journey to Sendria his family was attacked by a band of Shroom Raiders and they seized the 15 year old Gamard with the intent of ransoming him or selling him or worse, but when they beheld his deep purple eyes the superstitious Shroom Raiders recoiled in horror, believing the young Khord to be cursed and his family and Shrooms as well.
They burned the Shroom Wagons, but fled away into the dark forests, leaving the Khord family to find their own way back to their Khord Kingdom and were greatly disgraced.
Gamard and his parents were forced to work in the Shroom Fields to repay the lost shipments and were stripped of their station as Shroom Transporters. Gamard was an outcast due to this misfortune, but he remained in the Shroom Fields for 5 years until Age 20 when he was banished by the Khord Elders for the disgrace upon his parents.
Having had no real allegiance to any particular deity as a result of his parents disgrace, the wandering Gamard the Grim as he began calling himself (chip on his shoulder) came upon a group of Solarin Priests who invited him to join their order (Preferably the Knights of Holy Anger, see below)
Gamard the Grim spent the next 10 years in service to the Knights of Holy Anger as they trained him in their ways of service to Solanis.
From age 30 to 55 Gamard the Grim was allowed to journey with various Priests of Solanis as an apprentice to learn how to interact with the various races of Audalis as a Priest of Solanis.
At that time he was free to go out on his own, but Gamard the Grim chose to spend another 2 years in a Temple of Solanis (place to be determined according to Alacrity and his adventure) where he learned more from a 'retired' Knight of Holy Anger before venturing out on his own as a Priest of Solanis.
At age 57 Gamard the Grim hired himself out as a Healing Cleric (think of the Cook in one of those Stephen Segal movies) to traveling caravans and did his part to fight when necessary.
He hired on as a healer (think of the Cook in one of those Stephen Segal movies) for a caravan headed across Pardinal and then decided after encountering the Cruniak to hire on as a mercenary Knight of Holy Anger when the mayor of Sundel posts a reward.
Gamard the Grim is presently 59 years of age.
Posted on 2012-01-06 at 20:12:27.
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Alacrity The Tired RDI Staff Karma: 291/33 6348 Posts
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The Ranger
Name: Tâlyonaas Faelandaerl (Talon)
Player: RP Noob
Race: Sylvari
Class: Ranger
STR 17 +1/+1 to Hit and Damage
DEX 18 +2 reaction, +2 Missile, -4 AC
CON 16 +2 per hit die
INT 10
WIS 11
CHR 14
AC: 3
HP: 24
WofP: Short Swords (2), Longbow (2)
Non Weapon Prof: Blind fighting, Endurance, Hunting, Running, Set Snares, Reading/Writing, Bowyer/Fletcher, Tracking, Two Weapon Fighting, Animal Lore, Wilderness Lore, Sylvari lore
Skills:
Hide in Shadows: 15% + 15 = 30%
Move Silently: 21%+20% = 40%
Bow bonus - +1 bonus to attack rolls with long or short bows.
Sword bonus - +1 bonus to attack rolls when using a long or short sword
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door..
Weapons:
Dual Sylvari-made Silver short Swords
Sylvari Longbow with 40 white-fletched arrows
Equipment: (worn)
Sylvari Studded Leather armor (well made)
Quiver
Boots, soft
Gloves
Breeches
Belt w/buckle
Pouches, Small (2)
Equipment: (Backpack)
Flint/steel
Map case
Flask of Oil (Lamp) x2
Paper (sheet) x2
Writing ink (vial) with quill
Rope (Silk) 50ft -tied outside backpack
Candles x2
Torches x2
Wineskin - tied outside
Herbs & seasonings, various (small wooden box)
Venison (jerked) - 3 days
Sacks, Leather, small x2
Sack, Leather, large
Whetstone, weapon oil and cloths
Known History:
Tâlyonaas Faelandaerl, known simply by Talon to his non Syl friends, is a Sylvari Ranger. He has typical Syl features; tall, almost 6 feet, pale skin, violet colored almond shaped eyes, and long blonde hair pulled back behind his pointed ears and held in place by a thin silver chain with clasps on the end which show his Family seal.
He wears Sylvari made light armor, a long bow often clasped in his hand, a pair of Sylvari made Silver short Swords tucked on his back behind a quiver of long white feathered shafts.
Talon is young for a Syl, barely over 100 years old, having spent most of his life in his home. He was born in Vanima Romen, the Capital of the Southern Sylvari Kingdom of Mealamin. The young Syl’s family is considered royalty and Talon himself is 23rd in line of succession to the throne; though barring any massive tragedy he would never sit upon any Sylvari throne. His family however has high hopes for him later in life to lead their family.
He left his home a few years ago on a pilgrimage to go out among the other races of Audalis; to learn from them and to experience what the world has to offer. He wants to find his own place in the world and to one day return to his people a better person able to serve his people and his family in a superior fashion.
Posted on 2012-01-06 at 20:13:35.
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Alacrity The Tired RDI Staff Karma: 291/33 6348 Posts
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The Winged Mage
Name: Wanwa'er (Wan)
Player: Tiamat5774
Race: Kelden
Class: Mage
Level: 2
STR 10
DEX 17 +2 reaction, +2 missile attack, -3 AC
CON 16 +2 per die
INT 18 +4 mana +7 NWP
WIS 16 +2 to saves vs mind based attacks
CHR 9
AC: 7
HP: 12
Mana: 8
W0fP: Crossbow, Dagger
Non-Weapon Prof: Blind-fighting, Spellcraft, Survival, Astrology, Reading/Writing, Lore (Keldan), Lore (Sylvari), Lore (Occult)
Weapons: Light Crossbow with quarrels (50), Dagger
Equipment: Belt, Boots soft, Breeches, cloak, good cloth, gloves, Knife sheath, plain brooch, tunic, vest,
Backpack, belt pouch large, bolt case, Flint and steel, Lantern bullseye scroll case, Lamp oil (1 flask), parchment 10 sheets, rope, silk 50', tent small, Whetstone, writing ink
Spells in Book: (7) Burning Hands, Sleep, Magic Missile, Detect Magic, Protection from Evil, Armor,Identify
As a toddler, Wanwa’er, as he became known to the Sylvari, was very inquisitive and the shyness of his culture was not yet engrained in him.
The Sylvari, since discovering the Kelden on one of their tri-annual Griffon hunts, have struck up a mutually beneficial trade agreement. The Sylvari stop by multiple tribal villages in the mountains to provide repairs to weapons and tools traded in the past and to trade new weapons tools in return for goods to supply their hunt.
During one of such visits, a toddler, curious of the new visitors, climbed into one of the carts and began exploring everything he could get his little hands on. He found some preserved dried fruit and ate heartily, then fell asleep in the food stuffs.
By the time he was found, the weather was changing dramatically. Some of the harshest weather began to move in and prevented the Syls from returning and made them move out of the region. They attempted to contact the Kelden but communication was limited and by the time the news of the child was delivered, the Kelden had already declared the child dead and in their society that was permanent and an act of the gods. Furthermore, as he developed magic skills the kelden would have rejected him for those reasons alone. The Sylvari did try to explain the mishap as best as they could to the Kelden and the Kelden's reply roughly translated was this, “He left, curious about you and your ways. Let him, who is dead to us now, continue to learn your ways.” The Sylvari would not abandon the boy, so they were stuck with him.
Wanwa’er had learned the Sylvari language fluently, ably removing any whistling and chirping from his speech, allowing him to learn the magical arts as the Sylvari have come to know magic. He was treated a little better than an outsider, and more than a pet curiosity. The Sylvari found that Wanwa'er could be trained and so he was.
It was about his 9th year of age, which the owners of The Crowmarhte Brothers Traveling Circus and Daredevil show took Wanwa'er in for the potential they saw in him and his wings, plus a literate savage would no doubt make for an interesting side attraction, and that was how he was treated for a long time.
That was when he met Maithias Crowmarhte. He was one of the few that didn't treat him as a sideshow act. Maithias was the closest person he had to a friend, and as their friendship grew, Maithias would help Wanwa'er with his speech. Wanwa'er's interest in magic grew during that time and he became one of the first in his generation of Kelden to be able to wield magic abilities. Thanks to his new friend, the others in the circus also began to treat him as more a civilized being and less of a curiosity.
Good times were enjoyed by both, and you could almost say they were joined at the hip at times, but dark times must fall and all good things must come to an end. Just as Wanwa'er found where it seemed he belonged, disaster befell the circus.
Traversing through the lands of Ertain, the circus folk were attacked by dark folk from Sendra and swiftly destroyed the Circus people and wagons. All Circus hands died in that attack save Maithias, who now goes solely by Crow, and Wanwa'er who was able to fly his wounded friend out and save him from a deadly fate.
Always in need of work and financial boons, the two have had many adventures and jobs together. Then the Mayor of Sundel put out a call for those who would venture forth and hunt down a vicious creature known as a Cruniak.....sounds just like their cup of tea.
Posted on 2012-01-06 at 20:14:47.
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Alacrity The Tired RDI Staff Karma: 291/33 6348 Posts
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The Lady
Picture is temp until Lady Dark gets back to me.
Name: Sebastianne Darkhold (Bas)
Player: Lady Dark
Race: Human
Class: Fighter
Level: 2
STR 17 +1/+1 to hit and damage
DEX 18 +2 reaction, +2 missile, -4 AC
CON 15 +1 per die
INT 13
WIS 12
CHR 11
AC: 0
HP: 22
WofP: Gladius (2), Dagger, dagger thrown
Non-Weapon Prof: Blind-Fighting, Animal Lore (horses), Heraldry, Seamanship, Survival, Endurance, Running, Jumping, Armourer
Weapon: Gladius, dagger (1), throwing daggers (3)
Equipment: Piecemeal Armour ( Pieces of different armour put together to protect as well as chain AC 4), Small Shield, Backpack, Bedroll, Cloak, Torch, Iron rations, flint and steel
Sebastianne Darkhold was wealthy, spoiled, and completely unsatisfied with the expectations placed upon her - to marry, to breed, to run houses. During a heated argument with her parents over the proper disposition of servants, Bas decides she has had enough and walks away from it all. Taking her own meagre savings and a very small bag of clothing and supplies, she steals a horse from the family stables, and heads off into the sunset.
Her intention was to find the most deplorable job, by her parents standards, but could not bring herself to become a paid lady. And she was terrible at a servants life. I mean, she was just terrible. She tried bar-wenchery, but that was short-lived, as well, and then tried her hand as a deck hand on a ship. And was kicked off, for being bad luck. She was terrible at just about everything she did.
As it happened, she was walking back to her little bedroll in the woods one evening from bathing in the stream, when she was beset by three drunken louts. Fighting naked is difficult, fighting naked with long wet hair constantly slapping you is harder. And yet, she beat them senseless, barehanded. She wasn't sure if it was a fluke till she entered the local underground fight circuit, and soundly trounced four more opponents. THIS was a truly marvellous thing, because her parents would have fainted had they seen Bas in the ring.
And so Bas earned herself the monikers The Blueblood Brawler and The Hitter. The last one wasn't terribly clever, it was given to her by a simpleton whom she had defended one night, and overheard by members of unsavoury groups, and it just stuck.
Physically, Bas appears very much like a princess. During the day, she tries to remain somewhat respectable looking. Bathed, at least. Long black hair reaches to just below her shapely rear. During fights, she keeps it bound in a long ponytail that she tucks down the back of her shirts. Black hair, Blue eyes, great skin. Bright, but not scholarly bright.
Posted on 2012-01-06 at 20:16:22.
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