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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> TREASURE SEEKERS CHARACTERS
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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TREASURE SEEKERS CHARACTERS
TREASURE SEEKERS CHARACTERS
NO POSTING HERE by PLAYERS
Posted on 2013-05-25 at 04:21:52.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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AMUR 'NIMBLEFINGERS' OF THE RED BUTTONS
Status
Currently Active
Name: Amur 'Nimblefingers' of the Red Buttons
[played by Archangel]
Class: Rogue
Race: Half Elf (Elven Lineage)
Movement 30 feet
Gender: Male
Alignment: Neutral Good
Level: Second Level
Hit Points: 6 (plus Constitution Modifer +3) = 9
Level Two (2x9) = 18
World: Aihrde
Place of Origin: Unknown, area of City of Eluythus
Patron Deity: Hermes
Languages (Spoken): Common, Elf, Dwarf, Gnome, Goblin, Halfling & Orc
Age: 16
Height: 4'10”
Weight: 92 lbs
Hair Color: Red
Eye Color: Brown
Handed: Ambidextrous (Primary Weapon in Right Hand)
Original Numbers (87 points) for Attributes:
Strength: 13 [+1]
Dexterity: 17 +1 = 18 (Elven Lineage) [+4] PRIME ATTRIBUTE
Constitution: 17 -1 =16 (Elven Lineage) [+3]
Intelligence: 16 [+3] PRIME ATTRIBUTE
Wisdom: 12 [+1]
Charisma: 12 [+1]
Armor: +5 Leather Armor
Helm: None
Shield: None
Weapons: Daggers (2), Sling & bullets (20), Sap
Equipment: Breeches (Soft Leather), Boots (Soft with Dagger Sheathes), Gloves (Leather), Belt, Belt Pouches (2 Large), Belt Pouch (Small), Cloak (Hooded Grey), Rogue's Tools, Sacks (2 Large), Rope (Silk 50 feet), Grappling Hook, String (50 feet), Saw (Metal), Marbles (Bag of 25), Chalk (4 Sticks), Flint & Steel, Map Case, Canteen (Half Gallon) and Rations (2 Days)
Coins: 100gp
Treasure: None
HERMES
GOD OF FLIGHT, THIEVES, COMMERCE, AND TRAVELLERS
GOD SYMBOLS: Karykeion (winged staff), Winged Boots
DEITY PROVINCE: Messenger of the gods, Inventor of Magical Scrolls, Protector of Merchants and Thieves
CEREMONY: A sacrifice of silver insures an important message or merchant’s caravan has a good chance of getting through.
TABOO: Messengers are to be honored and never stopped.
GRANTED ABILITIES: Worshiping rogues gain a +2 to pick locks and undo traps. All worshiping classes gain a +2 to strike with a staff weapon.
Worshipers of Hermes create large temples to the god that are also complex communication centers working on getting messages to people faster and faster. Their world was filled with high mountains and this allowed for signal fires and signal flags run by the clerics of Hermes to deliver messages faster.
Clerics and rogues that deliver important messages are often temporarily given the boots or the staff of Hermes to help them on their way.
RACIAL TRAITS AND ABILITIES
The mixed lineage of half-elves effects the specific traits that a half-elf inherits. Players choose a human or elf lineage that dominates their character. Racial abilities modifiers are based on which lineage the player chooses.
All half-elves possess the following three abilities:
EMPATHY: A half-elf’s uncanny ability to empathize with others is reflected in a +2 bonus to all charisma checks. This ability can be combined with attribute check modification.
MOVE SILENTLY (Dexterity): This ability allows silent movement in wilderness areas. Half-elves can move up to one-half the normal speed the character suffers a -5 penalty to the check. Any faster movement is practically impossible (-20 penalty).
SPOT HIDDEN DOORS (Wisdom): This ability allows half-elves to spot secret, hidden and concealed doorways. A half-elf passing within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom check. Success means that the half-elf notices the door as if actively searching
for it. When a half-elf does actively search for such doorways, the bonus to the wisdom check is +1.
Half-elves with a human lineage possess these abilities:
ATTRIBUTE CHECK MODIFICATION: The human lineage is reflected in a greater versatility than their elven kin, but not quite as their human relatives. Half-elven characters are allowed to choose one secondary attribute for which they gain a +2 bonus to all attribute checks.
SPELL RESISTANCE (Wisdom): Half-elves of human lineage are somewhat resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, a half-elf of human lineage receives a +2 bonus.
Half-elves with a elven lineage possess these abilities: (Applies to Amur)
ATTRIBUTE MODIFICATION: +1 to dexterity and -1 to constitution.
ENHANCED SENSES: Half-elves of elven lineage can see farther than humans in just about every circumstance, including torchlight, and can see clearly enough to read a road sign or spot a shield device that is up to two miles distant when outside during the day. They can also hear very well, and receive a +2 bonus to all checks involving listening.
SPELL RESISTANCE (Wisdom): Half-elves of elven lineage are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, a halfelf receives a +4 bonus. Half–Elf spell resistance allows a saving throw against Sleep, even though Sleep normally does not have a saving throw.
ROGUE (Applies to Amur) AND ASSASSIN MODIFIER: +2 listen (elf lineage), +2 find traps, +2 move silent
Posted on 2013-05-25 at 04:23:11.
Edited on 2013-12-04 at 05:13:18 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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TOHMAS GOODWOOD
Status
Currently Active
Name: Tohmas Goodwood
[played by Odyson]
Class: Druid
Race: Human
Movement 30 feet
Gender: Male
Alignment:
Level: Second Level
Hit Points: 8 (plus Constitution Modifer +1) = 9
Level Two (2x9) = 18
World: Aihrde
Place of Origin: The plains between the Harz River and the Detmold Forest
Patron Deity: Atira
Languages (Spoken): Common, Druid & Native Clan Language
Age: 22
Height: 6'3”
Weight: 210 lbs
Hair Color: Sandy Brown
Eye Color: Brown
Handed: Right Handed
Original Numbers (87 points) for Attributes:
Strength: 14 [+2]
Dexterity: 13 [+1]
Constitution: 13 [+1] PRIME ATTRIBUTE
Intelligence: 14 [+2] PRIME ATTRIBUTE
Wisdom: 18 [+4] PRIME ATTRIBUTE
Charisma: 15 [+2]
Armor: +5 Hide
Helm: Floppy Broad Rim Leather Hat
Shield: Medium Wooden (Hide Covered)
Weapons:
Quiver (20 Regular Arrows)
Knife (Long Blade Sheathe)
Slaying Arrows (20) Slaying Arrows are +1 arrows magically attuned to a particular type or subtype of creature. If it strikes such a creature, the target must make a Constitution Save or Die Instantly! The Castle Keeper aka Hammer determines the particular type of creature it slays!
These Slay Orcs!
+3 Feather Edged Silver Tomahawk
This Magical Weapon has a +3 to Hit and does 1d8 +2 Damage; Double Damage vs Lycanthropes and +4 Damage against the Unliving! It can also be thrown a distance of 20 feet accurately!
A Non-Modified Roll of 18-20 [by the Castle Keeper aka Hammer] results in the Severing of a Limb / Hand / Foot or Head [also determined by the Castle Keeper aka Hammer] via Percentile Dice
+2 Oath Bow
A +2 Oath Bow is a white +2 Composite Long Bow that whispers; "Swift defeat to my enemies" when nocked and pulled. If the firer swears aloud to slay his target, the bow's whisper becomes the low shout "Swift death to those who have wronged me."
Against such a sworn enemy, the bow has a +5 enchantment bonus and arrows launched from it deal an additional 1d6 points of damage [in addition to 1d8 damage -- Hammer].
However, the bow is treated as a +1 weapon against all foes, other than the sworn enemy. [+1 damage in addition to 1d8 damage -- Hammer]
These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the Oath Bow, whichever comes first.
The Oath Bow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed.
Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the Oath Bow's special power again until 24 hours have passed from the time he made the oath.
Staff of the Woodlands:
[50 Charges]
Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells:
Charm Animal (1 charge)
Speak with Animals (1 charge)
Bark Skin (2 charges)
Wall of Thorns (3 charges)
Summon Magical Beasts (3 charges)
Animate Plants (4 charges)
The staff may be used as a weapon, functioning as a +2 Quarter Staff in melee combat.
The Staff of the Woodlands also allows its wielder to Pass Without Trace at will, with no charge cost.
These two attributes continue to function after all the charges are expended
Equipment:
Back Pack (Personally Sewn)
Blanket (Warm Wool Sleeping)
Water Pouch (1 Gallon)
Sacks (3 Filled with Dried Food & Grain)
Flint & Steel (Sparker)
Bowls (5)
Sewing Supplies
Simple Tools
Rope (Hemp 50 feet)
Canteen (Half Gallon)
Belt
Belt Pouch (Large)
Bandages (40)
Candles (5 Sticks)
Chalk (5 Sticks)
Fishing Gear (Hook, Line etc)
Mirror (Small Steel)
Tinder Box (10 Fires)
Oil Flask
Coins: 100gp
Treasure: None
Healing Items
1 Wand of Cure Critical Wounds / 5d8 / (25 Charges)
1 Potion of Cure Serious Wounds / 3d8 / (5 Servings)
1 Potion of Cure Critical Wounds / 5d8 / (5 Servings)
Ring
1 Ring of Sustenance
This Pearl Ring continually provides its wearer with life-sustaining nourishment.
The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep!
The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to re attune it to himself.
Rations (Daily)
10 Units of the Wheat Cake with Raisins, Olives and Onions (10 pounds per unit = 100 pounds)
19 Units of the Mixture of Dried Meat and Dried Fruit in Season (10 pounds per unit = 190 pounds)
Druid Spells:
0-Level First Aid is Bandages bleeding wound.
0-Level Know Direction is The caster discerns north.
0-Level Purify Food and Drink is Purifies 1 cu. ft. /level of food or water.
0-Level Light is Object shines like a torch.
1-Level Entangle is Plants entangle everyone in 50 ft. circle.
1-Level Faerie Fire is Outlining light +1 to hit and cancels concealment.
1-Level Bonus Spell Goodberry is 2d4 berries each cure 1 hit point (max 8 hp/day)
0-Level Atari Granted Spell Spirit /Gust of Air is A wind rises up in the spell area and puts out all flames or banishes all fogs or gases in the area.
1-Level Atari Granted Spell Weapon Plus is The spell puts a +1 on a weapon or shield for every attribute point the caster wants to place on the object. When the caster wants their attribute points back, the spell expires and the object loses its magical pluses. Only one caster can place a plus on an item.
Atira also grants Can cast Plant Growth* once per day is a 3rd level Druid Spell is Grows vegetation, improves crops.
ATIRA
MOTHER GODDESS (PAWNEE)
GOD SYMBOLS: The face of a lovely female etched in a tree or rock, or a bow with the heart of a gemstone are the common symbols of the goddess.
DEITY PROVINCE: Healing of the land and its people. This also allows an extra five hit points for every healing spell a shaman, cleric, or druid of Atira casts.
CEREMONY: Rain dancing heals totally all those who take part in the dance.
TABOO: Burning a section of the land for any reason cannot be done. Fire cannot be used for any reason in battle and enemies that use fire must be attacked first by the worshipers of Atira.
GRANTED ABILITIES: Special shaman and worshipers who have done great service for Atira are never surprised from their 5th level on.
Atira appears as part of the land turned into a human form. She can display a female form made out of a tree, that can move, and be as supple as any youthful human. She can be a lovely Indian maiden dressed in white leathers. She can appear as a face in a giant oak tree and talk to her people’s wisemen.
She can also be a female-shaped wall of water rising out of a river or lake. She represents a caring, nurturing spirit attempting to heal the land or individuals in need of aid. A simple call of her name draws her to a spot on the material plane. Offerings to do aid for others or to nurture a spot of land can cause her blessing to come down for the asker.
Shaman, clerics, and druids that swear their lives to her growth and power are able to influence the weather (an intelligence check to make slight changes in a ten-mile radius). Such holy characters are leaders in war, can grow plants better than others (cast plant growth once a day), and can sense when violent changes are coming to the land (wisdom check once a day).
Posted on 2013-05-25 at 04:24:08.
Edited on 2013-12-04 at 05:10:12 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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WILLEM BARIENDUL
Status
Not Active
Name: Willem Bariendul
[played by Jozan1]
Class: Fighter
Race: Human
Movement 30 feet
Gender: Male
Alignment: Chaotic Neutral
Level: First Level
Hit Points: 10 (plus Constitution Modifer +2) = 12
World: Aihrde
Place of Origin: Southern Forests of Detmold
Patron Deity: Baldur
Languages (Spoken): Common
Age: 23
Height: 6'0”
Weight: 183
Hair Color: Black
Eye Color: Brown
Handed: Ambidextrous (Primary Weapon in Right Hand)
Original Numbers (87 points) for Attributes:
Strength: 18 [+4] PRIME ATTRIBUTE
Dexterity: 17 [+3] PRIME ATTRIBUTE
Constitution: 14 [+2]
Intelligence: 16 [+3] PRIME ATTRIBUTE
Wisdom: 12 [+1]
Charisma: 10 [+0]
Armor: Studded Leather
Helm: None
Shield: None
Weapons: Broad Sword & Dirk
Equipment: Bed Roll, Belt, Belt Pouches (2 Small) & Canteen (Half Gallon)
Coins: None
Treasure: None
BALDUR
GOD OF RESSURECTION AND LIGHT
GOD SYMBOLS: Mistletoe, Spear, Sun
DEITY PROVINCE: Wisdom, Horses, Happiness
CEREMONY: When a male or female becomes an adult in the tribe, they are given a feast where Baldur is said to sit and bring luck to the new adult.
TABOO: All mistletoe must be ripped up and destroyed on sight.
GRANTED ABILITIES: Worshipers gain a +3 to their armor class during the day.
Baldur, the Bright One, is the deity of wisdom, the sun, and happiness. His feast halls are filled with stored food and every solstice and the equinoxes are times for a large feast.
Worshipers are skilled with weapons, but even more skilled in blocking attacks.
His worshipers gather wealth and craft in gold making his temples bright places.
Posted on 2013-05-25 at 04:25:03.
Edited on 2013-12-04 at 05:08:06 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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MAITHIAS CROWMARHTE AKA CROW
Status
Not Active
Name: Maithias Crowmarhte aka Crow
[played by Tann'Talas]
Class: Ranger
Race: Elf
Movement 30 feet
Gender: Male
Alignment: Chaotic Good
Level: First Level
Hit Points: 10 (plus Constitution Modifer +2) = 12
World: Aihrde
Place of Origin: Detmold Forest
Patron Deity: Betula (Elven Divine Master of All Combat)
Languages (Spoken): Common, Elf, Dwarf, Gnome, Goblin, Halfling & Orc
Age: 160
Height: 5'5”
Weight: 135 lbs
Hair Color: Brown
Eye Color: Ice Blue
Handed: Ambidextrous (Primary Weapon in Right Hand)
Original Numbers (87 points) for Attributes:
Strength: 18 [+4] PRIME ATTRIBUTE
Dexterity: 17 (+1 Elven Attribute Modification) = 18 [+4] PRIME ATTRIBUTE
Constitution: 16 (-1 Elven Attribute Modification) = 15 [+2]
Intelligence: 12 [+1]
Wisdom: 14 [+2]
Charisma: 10 [+0]
Armor: Studded Leather
Helm: None
Shield: None
Weapons: Long Sword, Short Sword, Composite Long Bow, Quiver (20 Arrows), Daggers (2) and Knife
Equipment: Back Pack, Bed Roll, Blanket, Rations (14 days), Canteen (Half Gallon), Water Skin (Gallon), Flint & Steel, Belt, Belt Pouch (large), Bandages (20), Candles (5 Sticks), Chalk (5 sticks), Fishing Gear (Hook, Line etc), Grappling Hook, Map Case, Sack (Large), Soft Boots, Ranger Outfit (Tann describes), Rope (Hemp 50 feet), Tent (Small 1 Person), Mirror (Small Steel) and Sewing Kit (Needles, Thread etc)
Coins: None
Treasure: None
BETULA
DIVINE MASTER OF ALL COMBAT
GOD SYMBOLS: Long Sword, Elf Helm, Lightning Bolt, Green Tourmaline
DEITY PROVINCE: Storms, War, Luck, and Combat
CEREMONY: First level worshipers of all types give all of their income to the deity until they reach second level.
TABOO: All worshipers must fight for their lives at least once a year.
GRANTED ABILITIES: Fear and paralysis magics have no effect on Betula worshipers.
Betula demands his worshipers practice their weapon skills. He also encourages weapon specialization in the sword. Temples to the deity are more like weapon’s halls where the sound of fencing with sword, hammer, and axe goes on day and night. Such temples are always at the edge of the forest along roads so that strangers can come in for aid and teach any weapon skills they might have to the students and clerics in the temple. Even orcs, goblins, and the like have been allowed in and given a meal to instruct the faithful in the ways of their fighting styles.
First level clerics of the deity are skilled with shield and sword before they take up their duties for Betula. Worshipers cannot rise above fifth level until they have joined an army group and fought the enemies of the elves. This often sends elves out of the forests to look for armies to temporarily join.
Tenth level worshipers can’t advance until they have fought orcs, goblins, and hobgoblins.
RACIAL TRAITS AND ABILITIES
ENHANCED SENSES: Elvish physiology is blessed with enhanced vision and hearing. Elves can see farther than humans in just about every circumstance, including torchlight, and can see clearly enough to read a road sign or spot a shield device up to two miles distant when outside during the day. They can also hear very well, and receive a +2 bonus to all checks involving listening.
TWILIGHT VISION: Even under starlight, moonlight or torchlight, elves have exceedingly good vision. They can distinguish color and detail under these conditions for up to one mile but only if they are outside.
MOVE SILENTLY (Dexterity): This ability allows an elf to move silently in wilderness areas. The elf can move up to one-half normal speed at no penalty. At more than one-half, and up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible (-20
penalty) to move silently while running or charging.
SPELL RESISTANCE: Elves are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, an elf receives a +10 bonus. Elf spell resistance allows a saving throw against Sleep, even though Sleep normally does not have a saving throw.
SPOT HIDDEN DOORS (Wisdom): Elvish vision and keen senses allows them to spot secret, hidden and concealed doorways. An elf merely passing within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom check to spot the door, as if the elf were actively looking for
it. When an elf actively searches for such doorways, the bonus to the wisdom check is +2.
WEAPON TRAINING: Elves are taught the ways of combat at a young age, and their long lives allow them to become skilled in weapons favored by their society. Elves begin play with a +1 bonus to hit with one of the following weapons: composite longbow, composite shortbow, longbow, shortbow, longsword or shortsword.
RANGER (Applies to Crow) MODIFIER: +2 move silent, +2 to find traps
Posted on 2013-05-25 at 04:25:55.
Edited on 2013-12-04 at 05:15:40 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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VINCENT WYSMAN
Status
Not Active
Name: Vincent Wysman
[played by Kamina]
Class: Knight
Race: Human
Movement 30 feet
Gender: Male
Alignment: Neutral Good
Level: First Level
Hit Points: 10 (plus Constitution Modifer +2) = 12
World: Aihrde
Place of Origin: Eluythus
Patron Deity: Mars
Languages (Spoken): Common
Age: 19
Height: 6'0”
Weight: 159 lbs
Hair Color: Brown
Eye Color: Green
Handed: Ambidextrous (Primary Weapon in Right Hand)
Original Numbers (87 points) for Attributes:
Strength: 16 [+3] PRIME ATTRIBUTE Mars +1 (STR +4)
Dexterity: 16 [+3] PRIME ATTRIBUTE Mars +1 (DEX +4)
Constitution: 14 [+2] Mars +1 (CON +3)
Intelligence: 10 [+0] Mars +1 (INT +1)
Wisdom: 13 [+1] Mars +1 (WIS +2)
Charisma: 18 [+4] PRIME ATTRIBUTE Mars +1 (CHA +5)
Armor: Leather
Helm: None
Shield: Medium Wooden
Weapons: Short Sword
Equipment: Backpack, Bedroll, Flint&Steel, Rations (7 days)
Coins: None
Treasure: None
MARS
GOD OF WAR
GOD SYMBOLS: Bull, Sword
DEITY PROVINCE: War, Spring, Revenge
CEREMONY: The month of March is dedicated to Mars in song and sacrifice
TABOO: One never enters battle in the month of October
GRANTED ABILITIES: Worshipers are +3 in weapon use or +3 in armor class and all knight worshipers have +1 in all of their attribute scores.
The temples of Mars are armed structures where the practice of martial arts is the main activity. Military men of all types are allowed to come into the temple and train in all types of weapons.
In the spring, young worshipers are encouraged to quest into unknown lands. It isn’t enough for a Mars worshiper to be good with weapons; there is a sense of honor being taught as well.
Posted on 2013-05-25 at 04:26:51.
Edited on 2013-12-04 at 05:16:23 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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BARTIMEOUS DATHIER
Status
Not Active
Name: Bartimeous Dathier
[played by Salvator Navaar]
Class: Cleric
Race: Human
Movement 30 feet
Gender: Male
Alignment: Neutral Good
Level: First Level
Hit Points: 8 (plus Constitution Modifer +3) = 11
World: Aihrde
Place of Origin: Munden
Patron Deity: Toft (Dwarf Deity)
Languages (Spoken): Common, Dwarf, Goblinoid, Elven
Age: 26
Height: 6'3”
Weight: 190 lbs
Hair Color: Orange
Eye Color: Green
Handed: Right Handed
Original Numbers (87 points) for Attributes:
Strength: 17 [+3] PRIME ATTRIBUTE
Dexterity: 10 [+0]
Constitution: 16 [+3]
Intelligence: 16 [+3] PRIME ATTRIBUTE
Wisdom: 18 [+4] PRIME ATTRIBUTE
Charisma: 10 [+0]
Armor: Dwarven Boiled Leather (same as Hide)
Helm: None
Shield: None
Weapons: +1 War Hammer (from Toft)
Equipment: Holy Symbol, Rations (14 Days), Back Pack, Bed Roll, Water Skin, Dice and Commoner Clothes (includes Boots)
Coins: None
Treasure: None
Cleric Spells
0-Level Create Water is Creates 2 gallons/level of pure water.
0-Level First Aid is Bandages bleeding wound.
0-Level Purify Food and Water is Purifies 1 cu. ft. /level of food and water.
1-Level Cure Light Wounds are Cures 1d8 damage.
1-Level Bonus Spell Sound Burst is A pulse of sound that causes 1d8 damage.
0-Level Toft Granted Spell Gold Reveal is The spell causes all the gold in the given area to burst into faerie fire flames revealing any and all hiding places where gold can be found.
1-Level Toft Granted Spell Minor Blast is At a touch, the caster loses two hit points and does 2d6 in concussive damage. Door locks, chests, and other things can burst open at this blast.
TOFT
GODDESS OF THE EARTH AND LUCK
GOD SYMBOLS: Crescent Moon, Pearl, Mine Arch, War Hammer
DEITY PROVINCE: Digging into the Ground, Gambling, Taking any Chance
CEREMONY: Pearls must be given to Toft whenever a worshiper wishes to raise one level.
TABOO: Digging into the earth without making a small shrine to Toft is never done.
GRANTED ABILITIES: All worshipers are given a +1 war hammer when they declare their devotion to Toft. Worshipers strike at goblins, orcs, and giants at +2.
Toft likes things secretive. There is no known temple to Toft in any dwarven city, but there are hidden temples in out-of-the-way places looking like inns with gambling going on.
Dwarven rogues all have small shrines to Toft wherever they live. The shrines have pearls and pearl dust in golden bowls that are blackened with coal.
On the seven high holy days of the year, worshipers try to gain pearls and smash them into dust with their Toft hammers. The dust is collected and put in golden bowls that have been blackened.
Worshipers can always tell a Toft inn as there is an alcove with a burning candle and a bowl of pearl dust located by the fireplace in every one of them. These inns are often centers of rogue activity and can be found wherever there are dwarves living in a city.
Posted on 2013-05-25 at 04:27:38.
Edited on 2013-12-04 at 05:17:04 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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MYLOS GOLDSPINNER
Status
Currently Active
Name: Mylos Goldspinner
[played by Brundel]
Class: Bard
Race: Gnome
Movement 20 feet
Gender: Male
Alignment: Chaotic Good
Level: Second Level
Hit Points: 10 (plus Constitution Modifer +0) = 10
Level Two (2x10) = 20
World: Aihrde
Place of Origin: Modling River (near the bend in the river west of Lepfield)
Patron Deity: Amber O' The High Woods
Languages (Spoken): Common, Dwarf, Elf, Gnome, Goblin, Kobold
Age: 33
Height: 4'1”
Weight: 75 lbs
Hair Color: Orange
Eye Color: Brown
Handed: Ambidexterity (Primary Weapon in Right Hand)
Original Numbers (87 points) for Attributes:
Strength: 13 (-1 Gnome Attribute Modification) = 12 [+1]
Dexterity: 18 [+4] PRIME ATTRIBUTE
Constitution: 11 [+0] PRIME ATTRIBUTE
Intelligence: 16 (+1 Gnome Attribute Modification) = 17 [+3]
Wisdom: 11 [+0]
Charisma: 18 [+2] PRIME ATTRIBUTE
Armor: Studded Leather
Helm: None
Shield: None
Weapons: Daggers (2), Cross Bow (Light) & Quivers (2 with 24 Bolts, 12 Each)
Equipment: Back Pack, Bed Roll, Blanket, Sack (Large), Flint & Steel, Tinder Box (10 Fires), Water Skin (1 Gallon), Rations (7 Days) & Lute
Coins: 100gp
Treasure: None
AMBER O’ THE HIGH WOODS
DEITY OF LUCK AND FINE BREWING
GOD SYMBOLS: Brewing Kettle, Blue Sapphire, Throwing Dagger
DEITY PROVINCE: Luck, Brewing
CEREMONY: Worshipers of Amber are expected to gamble every month in her honor before the time of the full moon.
TABOO: Worshipers can never pass on an offered tankard of ale.
GRANTED ABILITIES: The armor class of each worshiper is +2 better than what is normal and they do +2 more points in dagger damage than is normal.
Amber’s temples are well made stone structures sprouting out of the middle of a stony hillside. There will be many tunnels under the temple as well as many connected homes to the sides of the temple.
Clerics of Amber work stone and timber to create homes and other buildings. They are also miners looking for blue sapphires to please their deity.
RACIAL TRAITS AND ABILITIES
ANIMAL EMPATHY: The gnomish relationship with nature and its creatures allows them to communicate with burrowing mammals (badger, fox, mole, rabbit, etc.). The communication is more telepathic and empathetic than it is conversational, though posture and sounds can communicate
emotions such as stress and fear. The information communicated must be relatively simple, taking place on the animal’s level of understanding and comprehension, not the gnome’s.
COMBAT EXPERTISE (Goblins, Kobolds): Gnomes have battled goblins and kobolds in the forests and mountains since the dawn of their race. Because of these frequent and bloody encounters, gnomes have developed special techniques for fighting goblins and kobolds. Gnomes receive a +1 bonus to hit kobolds and goblins in melee combat (this bonus does not apply to missile weapons).
DARKVISION: In a similar manner to dwarves, gnomes can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Gnomes can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. A gnome requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.
ENHANCED HEARING: Gnomes have keen ears, often likened to those of a fox. No one knows whether this is due to gnome physiology, or if it is because gnomes are such close observers of their environment. Gnomes receive a +3 bonus to all listening checks.
SPELLS: Gnomes have an innate ability to cast the following spells once per day as a 1st-level caster: dancing lights, ghost sound, and prestidigitation. These innate spells are in addition to any spells available to gnomes of spellcasting character classes.
Posted on 2013-05-25 at 04:28:21.
Edited on 2013-12-04 at 05:19:59 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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JAUFRE VANVOIE
Status
Currently Active
Name: Jaufre Vanvoie
[played by Tuned_Out]
Class: Paladin
Race: Human
Movement 30 feet
Gender: Male
Alignment: Lawful Good
Level: Second Level
Hit Points: 10 (plus Constitution Modifer +2) = 12
Level Two (2x12) = 24
World: Aihrde
Place of Origin: Detmold
Patron Deity: Cedrus
Languages (Spoken): Common
Age: 24
Height: 5'11”
Weight: 155 lbs
Hair Color: Brown
Eye Color: Hazel
Handed: Left Handed
Original Numbers (87 points) for Attributes:
Strength: 16 [+3] PRIME ATTRIBUTE
Dexterity: 12 [+1]
Constitution: 15 [+2]
Intelligence: 10 [+0]
Wisdom: 16 [+3] PRIME ATTRIBUTE
Charisma: 18 [+4] PRIME ATTRIBUTE
Armor: Leather
Helm: None
Shield: Small Wooden
Weapons: Short Sword
Equipment: Back Pack, Bed Roll, Water Skin (Gallon), Belt Pouch (Small), Flint & Steel and Locket (Simple & Cheap)
Coins: 100gp
Treasure: None
CEDRUS
LORD OF LIGHT
GOD SYMBOLS: The Sun, Diamond, Blackthorn, Yellow-Orange Sunstone
DEITY PROVINCE: Growth, Seeds
CEREMONY: At high noon on the solstice, great sacrifices are given to Cedrus.
TABOO: Eating seeds of any type cannot be done by worshipers.
GRANTED ABILITIES: All worshipers of any character class can turn undead as if they were clerics of whatever level they are in their own class.
A god of growth and wealth, his temples are the only ones made of stone and wood. Such constructions rise on the tops of high hills in the woods and Cedrus’ towers rise like trees over the forest.
Cedrus clerics promote growth and expansion and often act as unusually successful farmers, promoting the growth of foods in the forest and glades of the forest. Cedrus clerics promote the growth of huge berry vines and fruit orchards grow in regular rows along side forest trails acting to hinder the snowdrifts in the winter.
This god has been adopted by other races of farmers living near the forests, and Cedrus is willing to give his blessing and sunlight to those wanting to grow food for all.
Posted on 2013-05-25 at 04:29:29.
Edited on 2014-01-12 at 02:37:50 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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ELYRA NIGHTSHADE
Status
Not Active
Name:Elyra Nightshade
[played by Angelic]
Class: Bard
Race: Elf
Movement 30 feet
Gender: Female
Alignment: Chaotic Good
Level: First Level
Hit Points: 10 (plus Constitution Modifer +1) = 11
World: Aihrde
Place of Origin: Detmold Forest (migrated to Waltenshaw)
Patron Deity: Brigit
Languages (Spoken): Common, Elf, Dwarf, Gnome, Goblin, Halfling & Orc
Age: 70
Height: 5'3”
Weight: 110 lbs
Hair Color: Blonde
Eye Color: Green
Handed: Ambidextrous (Primary Weapon in Left Hand)
Original Numbers (87 points) for Attributes:
Strength: 12 [+1]
Dexterity: 14 (+1 Elven Attribute Modification) = 15 [+2]
Constitution: 13 (-1 Elven Attribute Modification) =12 [+1]
Intelligence: 16 [+3] PRIME ATTRIBUTE
Wisdom: 14 [+2]
Charisma: 18 [+4] PRIME ATTRIBUTE
Armor: Studded Leather
Helm: None
Shield: None
Weapons: Spear, Short Swords (2), Composite Short Bow, Quivers (2 = 40 Arrows), Dagger
Equipment: Back Pack, Bed Roll, Rations (7 days), Canteen (Half Gallon), Water Skin (Gallon), Flint & Steel, Belt, Belt Pouch (large), Bandages (20), Sack (Large), Soft Boots, Bard Outfit (Angelic describes), Soap (3 Bars), Mirror (Small Steel), Sewing Kit (Needles, Thread etc), Lute and Flute
Black boots of the swashbuckler variety; yellow silk pants; white silk "puffy" shirt and black version of british redcoat uniform top; musketeer style hat with large plume that is actually her pen. Yellow lined, black cape held fast with spear shaped clasp. She really stands out in a crowd type.
Coins: None
Treasure: None
BRIGIT
GODDESS OF POETRY AND MARTIAL ARTS
GOD SYMBOLS: Spear, Quill Feather Pen, Amulet with Head of Brigit on It
DEITY PROVINCE: Poetry, Weapon Skill
CEREMONY: Weapons practice must start and end with a prayer to her.
TABOO: The use of poisoned weapons.
GRANTED ABILITIES: All worshipers of Brigit gain a +1 in the use of missile weapons of all types.
Listening to poetry was as large a form of entertainment as watching the TV in the modern generation. Those who could create poems were honored just like the most powerful of heroes in those days.
Brigit was said to touch poets, and her gift would heighten their skills. When she went into battle, she and her worshipers would recite war poems and fight to those rhythms.
She also presents the most skilled aspects of war. It is her idea to practice weapon skills and make them as perfect as possible. She also wants her worshipers to be skilled in many styles of weapons.
TATHLUM
It’s an interesting device of war. You chop off the head of your enemy and you take six days to coat it in several layers of lime. Sometimes, if the head has long hair, you leave the hair out so that it can be used to better hurl the sphere. When the Tathlum is dried to rock hardness, you use it as a missile weapon, but only toward the cousins and other relatives of the head. In this way, you are taunting the dead persons relatives and doing damage all at the same time. In game terms, the weapon does 1d4 against non-relatives, 1d8 to cousins, and 2d10 to sons and brothers of the Tathlum.
RACIAL TRAITS AND ABILITIES
ENHANCED SENSES: Elvish physiology is blessed with enhanced vision and hearing. Elves can see farther than humans in just about every circumstance, including torchlight, and can see clearly enough to read a road sign or spot a shield device up to two miles distant when outside during the day. They can also hear very well, and receive a +2 bonus to all checks involving listening.
TWILIGHT VISION: Even under starlight, moonlight or torchlight, elves have exceedingly good vision. They can distinguish color and detail under these conditions for up to one mile but only if they are outside.
MOVE SILENTLY (Dexterity): This ability allows an elf to move silently in wilderness areas. The elf can move up to one-half normal speed at no penalty. At more than one-half, and up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible (-20
penalty) to move silently while running or charging.
SPELL RESISTANCE: Elves are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, an elf receives a +10 bonus. Elf spell resistance allows a saving throw against Sleep, even though Sleep normally does not have a saving throw.
SPOT HIDDEN DOORS (Wisdom): Elvish vision and keen senses allows them to spot secret, hidden and concealed doorways. An elf merely passing within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom check to spot the door, as if the elf were actively looking for
it. When an elf actively searches for such doorways, the bonus to the wisdom check is +2.
WEAPON TRAINING: Elves are taught the ways of combat at a young age, and their long lives allow them to become skilled in weapons favored by their society. Elves begin play with a +1 bonus to hit with one of the following weapons: composite longbow, composite shortbow, longbow, shortbow, longsword or shortsword.
Posted on 2013-05-26 at 13:41:01.
Edited on 2013-12-04 at 05:22:50 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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ARELDOR GLANOLWATH
Status
Currently Active
Name: Areldor Glanolwath
[played by Ziklag]
Class: Illusionist
Race: Half Elf
Movement 30 feet
Gender: Male
Alignment: Neutral Good
Level: Second Level
Hit Points: 4 (plus Constitution Modifer +2) = 6 (plus Minerva +1) = 7
Level Two (2x6) = 12
World: Aihrde
Place of Origin: Waltenshaw
Patron Deity: Minerva
Languages (Spoken): Common, Elf, Dwarf, Halfling & Orc
Age: 30
Height: 5' 8”
Weight: 150 lbs
Hair Color: Brown
Eye Color: Gray
Handed: Ambidextrous (Primary Weapon in Right Hand)
Original Numbers (87 points) for Attributes:
Strength: 12 [+1] Minerva grants +1 = STR +2
Dexterity: 16 [+3] PRIME ATTRIBUTE Minerva grants +1 = DEX +4
Constitution: 15 [+2] Minerva grants +1 = CON +3
Intelligence: 18 [+4] PRIME ATTRIBUTE Minerva grants +1 = INT +5
Wisdom: 12 [+1] Minerva grants +3 & +1 = WIS +5
Charisma: 14 [+2] Minerva grants +1 = CHA +3
Armor: None
Helm: None
Shield: None
Weapons: Club (Ash), Daggers (2), Staff (Ash) and Darts (3)
Equipment: Spell Book, Cloak, Belt, Leather Gloves (2 Pair), Soft Boots, Ink, Quills (3), Pipe, Tobacco, Oil Flask, Canteen (Half Gallon), Bed Roll, Soap (1 Bar), Tunics (2), Trousers (2), Flint & Steel, Bag (Small Side Bag), Back Pack, Spell Component Belt, Open Lamp (1), Rations (7 Days), Winter Blanket, Dragon Scales (10) and Recorder (Musical Instrument)
Trousers are Off White, 1 Tunic is Blue, the Adventuring Tunic is Black and the Cloak is Black.
Coins: 100gp
Treasure: None
Illusionist Spells
0-Level FIRST AID Bandages bleeding wounds.
0-Level INFLUENCE Temporary charm.
0-Level MENDING Makes minor repairs on an object.
0-Level PRESTIDIGITATION Performs minor tricks.
1-Level COLOR SPRAY Knocks unconscious, blinds, or stuns 1d4+1 level worth of creatures.
1-Level ILLUSIONARY HOUNDS Two hounds distract opponents
1-Level MINOR DARK CHAOS Whiplike tendrils cause 3hp damage, lasts 2 rounds
1-Level Bonus Spell OBSCURING MIST Fog surrounds the caster.
0-Level Minerva Granted Spell Dragon Awareness is Using the scale of a dragon, the caster can sense dragons and their treasures in the spell area. The caster knows the distance between the caster and the dragon and what type of dragon by age.
1-Level Minerva Granted Spell Dragon Breath Resistance is Using the dragon scale, the caster becomes totally resistant to the breath weapon of the dragon type of the scale. Their personal equipment is also safe from the blast.
MINERVA
GODDESS OF COMMERCE AND MAGIC
GOD SYMBOLS: Wood Axe, Clay Tablet
DEITY PROVINCE: Commerce, Industry, Education, Magic
CEREMONY: March 19 is a festival where gold is sacrificed to Minerva.
TABOO: Books and scrolls can never be destroyed on purpose.
GRANTED ABILITIES: Wisdom is +3 for all worshipers; and worshiping wizards and illusionists have a +1 in all of their attributes.
The solstices are high holy days and actions started on those days have a lucky chance of success. Her temples are work places where the sciences of medicine and engineering are studied and taught.
They are also places where magic items are bought at top prices as the goddess and her followers study such items to learn of their magical power
RACIAL TRAITS AND ABILITIES
The mixed lineage of half-elves effects the specific traits that a half-elf inherits. Players choose a human or elf lineage that dominates their character. Racial abilities modifiers are based on which lineage the player chooses.
All half-elves possess the following three abilities:
EMPATHY: A half-elf’s uncanny ability to empathize with others is reflected in a +2 bonus to all charisma checks. This ability can be combined with attribute check modification.
MOVE SILENTLY (Dexterity): This ability allows silent movement in wilderness areas. Half-elves can move up to one-half the normal speed the character suffers a -5 penalty to the check. Any faster movement is practically impossible (-20 penalty).
SPOT HIDDEN DOORS (Wisdom): This ability allows half-elves to spot secret, hidden and concealed doorways. A half-elf passing within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom check. Success means that the half-elf notices the door as if actively searching
for it. When a half-elf does actively search for such doorways, the bonus to the wisdom check is +1.
Half-elves with a human lineage possess these abilities: (Applies to Areldor)
ATTRIBUTE CHECK MODIFICATION: The human lineage is reflected in a greater versatility than their elven kin, but not quite as their human relatives. Half-elven characters are allowed to choose one secondary attribute for which they gain a +2 bonus to all attribute checks.
SPELL RESISTANCE (Wisdom): Half-elves of human lineage are somewhat resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, a half-elf of human lineage receives a +2 bonus.
Half-elves with a elven lineage possess these abilities:
ATTRIBUTE MODIFICATION: +1 to dexterity and -1 to constitution.
ENHANCED SENSES: Half-elves of elven lineage can see farther than humans in just about every circumstance, including torchlight, and can see clearly enough to read a road sign or spot a shield device that is up to two miles distant when outside during the day. They can also hear very well, and receive a +2 bonus to all checks involving listening.
SPELL RESISTANCE (Wisdom): Half-elves of elven lineage are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, a halfelf receives a +4 bonus. Half–Elf spell resistance allows a saving throw against Sleep, even though Sleep normally does not have a saving throw.
Posted on 2013-05-28 at 22:42:20.
Edited on 2013-12-04 at 05:32:27 by Hammer
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