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Hammer
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TREASURE SEEKERS CHARACTERS

TREASURE SEEKERS CHARACTERS

NO POSTING HERE by PLAYERS


Posted on 2013-05-25 at 04:21:52.

Hammer
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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

Hammer
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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

Hammer
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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

Hammer
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MAITHIAS CROWMARHTE AKA CROW

Status Not Active

Name: Maithias Crowmarhte aka Crow
[played by Tann'Talas]

 photo 21bfe865-94a7-4c09-8f33-2755af86986d_zpsa4bf01cb.jpg
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

Hammer
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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

Hammer
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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

Hammer
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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

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


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

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


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

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


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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