Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Monday, July 26, 2010

Tomb of Horrors-Character Gen Guidelines

Hey gang. Okay, looks like Eberron for sure, just a few hoops to jump through for me, no sweat.

Characters are to be of NINTH level. This is a change based on an extra pc and some guidelines from the adventure. Standard array, just like our other Ebberon campaigns. Assign equipment and gold as per the rules for higher level pc's (it's in the character generator).

The first adventure will begin in the Spring of 998, location on Khorvaire tbd after I see the character builds.

It is imperative because of level and the start year that you know what your character was doing during the Last War because undoubtedly you were of a level to be involved just a few short years ago, four since the fall of Cyre, two since the Treaty of Thronehold. Background may not always affect this particular adventure cycle, but it does affect what happens in between and how you deal with each other, of course.

You will begin play as an established adventuring company in part or as a whole so previous connections are necessary. You will begin play with a drama die if you are connected to another pc in a significant way. Make sure you know your character because I am likely to put you in bonus situations where it will matter. :)

It is generally my style to smooth out problems during play so play what you want, I dig variety as long as it doesn't cross over into silly, not something I expect from this group.

So far I have these sketches:
Ben-Hafling Rogue-Traditional Sneak
Chris-Human Warlord-Did I hear that right?, Cyran would be great, angst!
Randy-Elven Paladin from Aerenal-Cool and prolly a hair creepy, much fun.
Nate-Minotaur Monk-Cannot. Wait. For. This.
Dan-Cool Psion with a touch of Bard or Gnome Slinger Rogue or something else....
Paul-I can't remember what you told me, sorry, I wouldn't know the others if they weren't written.
So:
Striker, Leader, Defender, Striker, and Controller or Striker (ranged) and Paul. (I think Paul is a Bard with a touch of Psion! LOL)

Okay, let the games begin. Send me some backgrounds! I'll post this on the blog.

Oh, yeah, it is possible, however unlikely, that you will need a backup character. Or, um, two. :) tie them to your PC or the party and they will start with a drama die as well.

Tuesday, October 13, 2009

Deadlands: Coffin Rock Characters

Aloisyus "Cooter" McGee, aka "Muleskinner" McGee, aka "Moonshine" McGee, aka "Kookoo" McGee, aka "Moondog", etc. (Chris Nicholas)

VIGOR D8
SPIRIT D6
AGILITY D6
SMARTS D6
STRENGTH D6


Skills: Driving D6, Fighting D4, Gambling D4, Guts D6, Repair D6, Streetwise D6, Survival D6, Shooting D4, Throwing D6

Major Hindrance: Clueless

Minor Hindrances: Hard of Hearing, Ugly

Edges: Brawny, Knack (Bastard)

Gear: Mule & El Cheapo Wagon, Corncob Pipe, Hammer & Pick, Iron Skillet & Mess Kit, Matches (100), 25' Fuse, Satchel, Bottle of Cheap Whiskey, Double-Barrel Shotgun w/40 Shells, (15) Sticks Dynamite, Canteen

Worst Nightmare: He has a couple recurring nightmares:

in one he's holding a lit stick of dynamite and trying to throw it, but it won't leave his hand, and if he does manage to throw it when he looks down it's back in his hand again, the fuse getting shorter and shorter.

this one mine he worked when he was younger was haunted by...SOMETHING...a few of the miners disappeared. he never saw it, there'd be strange sounds echoing through the shafts, and a presence, down in the darkness...an aura of pure malevolent EEEEEVILLLL. he soon quit that job and took off. heard later that the mine collapsed, trapping and killing dozens. it was deemed an accident, but he's not convinced. in any case, glad he escaped their fate...or did he?

for now, in his sleep, they come to him, those dead miners. he finds he is among them as they shuffle into the black maw of the mine. he cannot turn away or run, carried along by their ranks. his looks to his right. the man there turns a wormy visage to him and says in a sepulchral hiss, "Time to go to woooork." he looks at the man on his left, whose jaw falls away. maggots writhe from the collar of the man before him. his own hands are dessicated flesh and bones. he tries to scream but there is only the sound of the wind, as they move down, ever down, into the dark.

the drinking helps. when he's drinks enough, he does not dream.

Crazy old prospector, given to fits of authentic frontier gibberish and lighting dynamite off his corncob pipe. Special emphasis on mule driving, cart handling. Mules take a more particular set of skills than the average horse. Knows how to live off'n the land. Good at fixin'/jury riggin' stuff, keepin' 'er on the road. Knows his way around an alley. hears a lot of rumors and whatnot since people don't pay him much mind, and run their dang ol' mouths around 'im.


Zhang Guo (Jason Murphy)

VIGOR D6
SPIRIT D6
AGILITY D6
SMARTS D6
STRENGTH D6


Skills: Climbing D6, Fighting D6, Guts D6, Knowledge (English) D4, Knowledge (History) D4, Knowledge (Occult) D6, Notice D6, Riding D4, Stealth D6, Throwing D6

Major Hindrance: Code of Honor

Minor Hindrances: Outsider, Poverty

Edges: Fleet-Footed, Martial Arts

Gear: Nunchuks, Backpack, Bedroll, Canteen, Shovel, El Cheapo Horse with saddle, $13.50

Worst Fear: Zhang fears for his family and his friends being overwhelmed by the monstrosities of the Deadlands, which is why he's given up everything to fight against them.

A fella who was working on a private rail road out in the middle of nowhere and experienced some, as they say in the vernacular, 'horrific shit'. He's the only survivor of the large crew who unleashed said 'horrific shit' after blasting through a mountain to make way for the train. Now he wanders the desert on a spiritual vision quest, trying to define himself as a wandering sage and fighter of evil.


Efraim Hollister (Dave Farabee)

VIGOR D6
SPIRIT D8
AGILITY D6
SMARTS D6
STRENGTH D6


Skills: Faith D8, Fighting D10, Guts D8, Investigation D6, Knowledge (Occult) D6, Persuasion D6, Riding D6, Streetwise D4

Major Hindrance: Overconfident

Minor Hindrances: Poverty, Stubborn

Edges: Veteran o' The Weird West (Beat With An Ugly Stick), Arcane Background (Miracles), Martial Arts

Gear: El Cheapo Horse w/Saddle, Weathered Bible, Backpack, Bedroll, Canteen, Matches (100), Lariat, Bowie Knife, $9.50

Worst Nightmare: Efraim is afraid of going to Hell. He grew up rowdy, mean-spirited, and a drinker. As far as he knows he'll be atoning for that for the rest of his life lest St. Peter turn him away from Paradise. And Hell is by no means an abstract to Efraim. It's a real place, filled with fire and eternal torment at the hands of the vilest of demons. He's seen the terrible things that stalk the plains of the West - how much worse must the beasts of Perdition be?

The youngest of ten children, Efraim grew up unsupervised and headstrong in the town of Granite, Oregon (real place - I looked it up). He tried farming, but didn't have the patience. Tried opening a livery and ran it into the ground. What he was good at was drinking, and he spent most of his 20s as an angry town drunk, picking fights at the drop of a hat.

One of the odd jobs he talked his way into was delivering mail in a sort of poor man's Pony Express. During one of their rides, his group was set upon by a pack of otherworldly beings that looked like dead men stretched on the rack, their arm and leg bones stretching four feet long. They skittered around, spider-like, and made fast work of Efraim's fellow riders. Efraim himself managed to outride them, but in town they took his story to be drunken rambling and half-believed he might've killed the riders himself.

The one man who believed him was the local preacher, a stern, god-fearing man who'd seen such Satanic abominations in his own travels. He took Efraim in, cleaned him up, and set him on the path of Righteousness. He always said Efraim embodied the eternal struggle of Cain and Abel, and just prayed that the good heart of Abel would win out. To that end, he taught him secret, apocryphal Bible verses that would cast out the beasts of the night and, hopefully, cleanse his soul in the process. But Efraim was always a fighter at heart and sometimes words weren't enough. He knew the locals wouldn't stand for him toting a gun at his side, but he furthered his brawling skills by befriending an Irish boxer and even taking a few lessons in Eastern fighting techniques from a converted Chinese immigrant among the preacher's flock.

It's been seven years since tuberculosis claimed the preacher's life and Efraim took up his collar and left Granite to find himself. He's returned to the bottle once or twice, and once awoke from a bender with the word 'Cain' tattooed across one set of knuckles, 'Abel' across the others. His right hand is Abel - the hand you'll shake if he thinks you're a decent fella. The left is Cain, more often seen in the vicinity of a broken nose. And just every once in a while, when someone's really pissed Efraim off...the two brothers put aside their differences.


Antoinette Faustin (Jamie Royer)

VIGOR D6
SPIRIT D8
AGILITY D6
SMARTS D8
STRENGTH D4


Skills: Guts D6, Healing D6, Knowledge (English) D6, Knowledge (Voodoo) D6, Knowledge (Science) D6, Persuasion D6, Repair D6, Shooting D6, Weird Science D8

Edges: Arcane Background (Weird Science), Veteran o' The Weird West (Marked for Death), Charisma

Powers: Puppet, Bolt

Hindrances: Curious, Outsider, Stubborn, Delusion

Gear: Gun Belt & Holster, Colt Peacemaker (.45), (50) .45 bullets, Backpack, 2 lbs. Ghost Rock, Weird Science Voodoo Dolls, $25

Worst Nightmare: Unknown... oooh, spooky!

A Haitian woman who has been wandering the Weird West researching Voodoo and Weird Science for unknown reasons.


Silas Call, Union Deserter (Nate Southard)

VIGOR D6
SPIRIT D6
AGILITY D8
SMARTS D4
STRENGTH D6


Skills: Fighting D8, Gambling D4, Guts D6, Intimidation D6, Notice D4, Riding D6, Shooting D8, Survival D4

Major Hindrance: Grim Servant of Death

Minor Hindrances: Wanted, Stubborn

Edges: Quick Draw, Speed Loading, Knack (Breech Birth)

Gear: Colt Army .44, (50) .44 bullets, Winchester '73 Rifle, (50) 44-40 bullets, Canteen, Matches, Playing Cards, Lariat, Bowie Knife, Flask of Good Whiskey, Horse & Saddle, Gun Belt & Holster, Speed-Load Cylinders (3), $4.25

Worst Nightmare: His brother, stalking him while trying to hold in his guts with one hand.

Sooner or later, the world makes a pall bearer out of every one of us.

I tried. For so damn long, I tried to see some kind of light. I searched high and low for something worth believing in, but all I found were fallen homes and pine boxes. With my father gone, it was just myself and Johnny watching mama, and she stayed sick almost from the day we was born until the day she died some thirteen years later. We tried working the farm after that, determined to make some kind of life, but the earth might as well a’been salted for all we could get to grow. Ain’t much for two 16 year old whelps to do with a dead patch of land but give up on it, so that’s what we did.

So we went looking for purpose and instead found a war. Why Johnny decided to wear gray, I’ll never know. He believed in it, I suppose, the same way a fool believes in anything. All I know is that I found my talent in war, in cutting down the enemy one shot at a time. I could have thrived in that terrible environment, had I not been caught in my bloodlust at Gettysburg and woken to find Johnny on the end of my bayonet.

I fled. What else could I do. I had killed my brother, destroying all of my family but myself. Fleeing a battle is a terrible offense, so I moved West in order to keep myself from a noose. My talent with guns proved valuable to those willing to pay for it, and as long as I don’t wake screaming, I find I don’t get kicked out of rooms much. But I do wake up screaming most nights.

Because Johnny’s coming for me.

And he’s pissed.


Hiram H.E Duster IV (Dave Lamplugh)

VIGOR D6
SPIRIT D6
AGILITY D8
SMARTS D6
STRENGTH D4


Skills: Fighting D6, Guts D6, Intimidation D6, Notice D6, Riding D4, Shooting D6, Survival D6, Stealth D6, Tracking D6

Major Hindrance: Overconfident

Minor Hindrances: Habit (Drinks too much), Loyal

Edges: Scout, Quick

Gear: Colt Army .44, (50) .44 bullets, Winchester '73 Rifle, (50) 44-40 bullets, Canteen, Matches, Bowie Knife, Flask of Good Whiskey, Horse & Saddle, Gun Belt & Holster, $13.75

Worst Nightmare: at the Kansas Great Bloody Stalemate, Hiram spent a full day killing Rebs, the last one of which he actually felt bad about. A young rebel, who couldn't have been older that 13, walked around a bombed out building and right into Hirams crosshairs. Hiram will tell himself, that he didn't have time to notice the puny size of the reb, but he did, and even took time to line up the sight more effectively. By Nightfall the fighting had started to creep into the town itself, in the center of which is the military hospital that Hirams drunk brother Andrew fights for life. Hiram falls asleep in the hospital corridor, only to be awakened by noises out side. Hiram can't believe his eyes, the pint sized reb appears to be alive. Again hiram gets the drop on him, but this time, he feels sure that this won't be the last time he has a visit with the boy.

My name is Hiram H.E Duster IV, and I hale from Charlottesville, Virginia. Every year since Revolution against british tyranny, there has been a Duster in the U.S. Cavalry. The same goes for West Point, with the exception of 1830-1838, when the age-eligible Duster showed an un natural predilection for absinthinia, wastrelry, and as is now whispered, prefered a long line of lavender assignations, to the company of men who would fight and die for the republic. For a long line of the Dusters, this is how it has always been. Especially in terms of the concept of the union. Going back to Frederic Duster's experience in the cold winter of 1777-1778, as a sergeant in the Army of Virginia, you will not find a Duster in favor of the concept of "States Rights". For Frederic would never let the successive Duster's forget: these were the same "States" that couldn't even get it together enough over constant regional bickering, to provide shoes or clothes for the men, many of who died under Frederic's command without firing a shot, froven sold in a wooden dugout. Dusters were successively: Federalists with a capital F, At first fervent supporters of Andrew Jackson, and then (after 1838) Fervant Jackson haters. Early on, Dusters numbered in the ranks of congress, and state legislatures, but as time wore on, their stars grew less bright in the firment.

By the time we get to Hiram (saddled as he was by the tendency to drink to excess, as inherited from his uncle), about the best the Duster's had come to expect was a bottom of the class berth at their beloved West Point. Hiram shared that berth with his brother Andrew, so the berth was indeed uncomfortable, but both brothers considered it a step up...and tried not to talk about uncle Maurice.
When the Rebellion came, they both joined the side of union, and both were drunk anew with the family cause. They even torched the farm of a distantly related Duster, because he was a little to placidly satisfied with his slave holding farm, and none to willing to give up the southern way of life.

All of the non-fighting members of the clan moved north, and all the fighting members went off to what they thought would surely be the shortest war in human history. Six years later, Andrew dies during the last great battle of the civil war, the Kansas Blood Red Stalemate III, outside of Pecker Springs, KS. The cause was most likely an enlarged liver, though Hiram would always say it was from a broken spirit. Both brothers had seen too many futile engagements, endured too many stupid decisions by McClellan, and were stunned to silence by Lee's sensational rally of 1865, and subsequent fusing of Lee and Johnston's Armies.

Saturday, August 08, 2009

PC: Terath Smoke

Terath Smoke - Razorclaw Shifter Rogue 9

History:
Unlike many of his race, Terath Smoke wasn't born in the forests of the Eldeen Reaches. Instead, he was born amidst the lower class homes and businesses of Middle Tavick's Landing in Sharn. His mother did his best to raise him and his half-dozen brothers and sisters, while his father was off fighting in the war for Breland and sending money back to the family.

From the time that he could walk, he was a natural climber and jumper, and it wasn't long before he was joining in on children's games of Hrazhak, a full-combat sport not unlike rugby played by shifters in Sharn. The children who played and watched these games also engaged in a petty theft, begging and other activities for money and thrills, and before long, Terath was the de facto leader of his own small gang. He quickly realized that it wasn't in his best interests to rob the merchants that his mother bought food from, and so he and his friends started sneaking up to rob the residences and shops in Upper Tavick's Landing. Terath was probably headed for jail or maybe an unceremonious drop off a high tower at the hands of the Watch if he hadn't met Vosh.

Vosh was a half-orc, a former Brelish scout who had been crippled in the war and sent home. He had opened a weapons shop in Tavick's Landing, where he could put his vast experience with a variety of weapons to use. He had served alongside Terath's father and promised to look after Terath's children when he got back, and for Terath, that took the form of taking his undisciplined brawling style and teaching him to fight. Vosh helped Terath develop his own fighting style that took advantage of his natural athleticism and acrobatic talent, moving around and using his momentum to fight, and he gave him a gift, a magical Dhakaani blade that Vosh had used in the war. He also cautioned Terath to stay out of Upper Tavick's and to get out of the thievery, lest he draw the attention of one of the powerful guilds of Sharn.

Terath learned some of the lessons, but what he learned was that he and his friends needed to expand out of Upper Tavick's Landing. They became a group of freelance thieves, working throughout Sharn. They also drew the attention of the Daask and the Boromar Clan, interfering with several of their smaller operations, and many, if not most, of Terath's friends have been killed by those guilds, which has only made him more determined to stay independent. Although he is thinking that it might be time to get out of Sharn for a while. Maybe go looking for his father, who disappeared in the closing days of the war, and whom Terath has only met once or twice in his entire life.

Personality:
Terath was raised by a gods-fearing mother and sisters, a former soldier who believed in the tenets of the Gatekeeper druids and any number of older friends on the streets of Sharn. As a result, he's developed a personality that is part military dedication, part good-hearted servant of the gods and many many parts roguish street dweller.

Perhaps most notable about Terath is that he's cocky, fully confident in his physical abilities. He's got more than a little bit of "jock" about him, he still loves and plays the sport of Hrazhak and not a day goes by that he doesn't spend some time exercising and some time climbing and running among the towers of Sharn. He has little respect for those who can't handle themselves physically, although his mother, sisters and Vosh did drill into him that only a bully uses his physical superiority to take advantage of the weak. His run-ins with the bullies in the Daask has reinforced this lesson, and he's fairly likely to take the side of the underdog in any given fight.

Terath is an exuberant fighter, given to mockery of his foes and boasts to his friends as he flips and jumps and runs about the battlefield, but Vosh taught him to always be thinking tactically, and so while he might seem little more than a chaotic, uncontrolled force in battle, he's always mindful of what he's doing, and he has learned, while working alongside his gang, to watch out for his friends and take advantage of their help even as he helps them when he can.

Terath worships the Sovereign Host, although he's especially partial to the teachings of Dol Dorn (the god of courage and physical prowess), Baldrei (goddess of hearth and home) and Olladra (goddess of luck and plenty). He believes in helping and protecting your community, maintaining and testing his physical prowess and living a bold life. He has less devotion to the other gods, but he will offer small prayers to them in situations where he thinks they could be of help.

Saturday, August 01, 2009

How I Roll

Preview: William d'Denieth Numbers spreadsheet

Thought you guys might get a kick out of seeing what I'm doing on my laptop during game play. I created this Numbers* file to track William's status during play. It provides a very concise, one-page view of his status, powers, and modifiers. Click on the image to view a PDF file version of the first page of the spreadsheet. Other pages have my feats, skills, and the notes I take during the game.

I use the same spreadsheet template for Fargrim, my dwarven invoker in the Circle of Love game.

* Numbers is Apple's spreadsheet app, part of iLife '09.

Saturday, May 09, 2009

Fargrim son of Thorgrim of etc etc.

Leveled up to 8th, in expectation of the beginning of next session. I swapped out my slighty lame Grasping Shards at-will power in favor of Avenging Light, boosted his Wisdom and Constitution, and picked up the Scouring Wrath feat, which adds vulnerability 2 to the radiant damage that a foe takes if it's unwise enough to attack me.

Two things I forgot about ol' Fargrim in our last session:


  • He has the 6th level utility power Astral Step, which is a daily teleport all allies power. Might have been handy to remember.

  • His 1st level at-will Sun Strike power, which I used a lot, slides its target 1 square on a successful hit. Again, handy.



Download Fargrim's D&D Character Builder file

Friday, April 10, 2009

PC: Tengri, Dragonborn Sorcerer

Tengri was born and lived his first several years among the Redcrest clan of dragonborn like any normal child, raised among his clutch by his parents. Strong and curious, he grew quickly, made friends fast, and learned well. He seemed well suited for the life of a warlord someday, until the eighth anniversary of his hatching, when his hidden talents appeared. At a celebration for his clutch, Tengri suddenly exploded into flame, badly burning his family and scaring his clan. Half-memories of ancient times exploded into his mind, fragments of power floating on a river of ghosts, and for days he lay in a coma. When Tengri awoke, he could feel his connection to the power and majesty of the ancient dragons pulsing like a heartbeat, and his scales had changed to a deep green.

Frightened by this new power, and the damage it had caused, the Redcrest clan elders concluded that Tengri was possessed by an ancient dragon spirit. Though it would be taboo to kill him, they directed his family to abandon him in nearby Darkholme Forest, for his presence in the clan would bring great sorrow. Weeping, his parents did as ordered, and Tengri found himself alone and clanless for the first time.

The first few weeks were the roughest, but using his new powers, Tengri was able to survive long enough to find a pack of Longtooth shifters who also made Darkholme forest their home. The shifters were content to let him watch them from afar so long as he did not disturb them, and from these observations he slowly learned how to survive better in his new home- what to eat, how to hunt, how to make armor for protection from the skins of what he caught. In time he made contact with the shifters, becoming friendly with some pack members and trading with them. He never became close enough to be considered a true pack member by the wary pack leaders, but he was known as an ally in the region.

Eventually, Tengri felt it was time to leave the forest and test his power elsewhere, and when he did a barbarian from the shifters left with him. They still travel together, just wandering, looking for anything of interest.

Personality: Tengri is unused to the company of people, so he tends to stay quiet. His draconic power shines strongly from within him, however, giving him an aura of confidence and ancient might that is almost palpable. He firmly believes that he is a throwback to the ancient days of the dragonborn, when they were first created from the blood of a dying dragon god, and thinks of himself more as a dragon than a dragonborn.

Appearance: Tengri's scales are a deep green and are wide and thick. He is large and heavily muscled. He wears hide armor, as he learned to do in the forest, and uses a dagger as an implement because it reminds him of a dragon's claw.

PC: Mmirg, half-orc warden

Mmirg was born, his father is fond of saying, to the wild.

Less than two decades ago, Mmirg Lightstep entered the world and the village of Threeflower as the first and only son of a human woodsman and a half-orc barbarian woman. Years earlier, Capen Lightstep was discovered pinned beneath a log after an amateurishly created deadfall he was trying to dismantle fell apart around him. His rescuer was Annat k'Brek, an orc barbarian who had left her homelands to wander in search of adventure. Annat left Threeflower shortly after saving Capen, but came back often over the years, eventually taking the quiet woodsman as her husband.

Threeflower is a trading village on the Western slope of the Shrouded Vale, and dwarves, halflings and even the occasional tiefling are not uncommon sights; the birth of a half-orc was unusual, but barely worth comment among the locals. This would change, however, as Mmirg grew from a rambunctious child to a thrill-seeking and often brash young man.

Gossip of Mmirg's latest exploits — throwing himself from the Council House roof, gleefully fighting a gang of trappers single-handedly, shamelessly attempting to bed any and all women in the village — became common currency in the community. Combined with his tendency to loudly proclaim himself, "Mmirg the Mighty," "Mmirg the Magnificent," or any of a dozen other honorifics, the villagers came to view Mmirg with a mix of amusement and annoyance.

With Annat often joining an adventuring party for months, sometimes years, at a time, Capen took it upon himself early to try and balance his son's fiery disposition. In youth Mmirg would join his father in the forests and glens of Shrouded Vale, learning lore and surprising himself by finding a measure of peace in the wilderness. He also surprised himself — and everyone who knew him — when he somehow tapped into the primal force of nature.

Some said it was because Mmirg was a force of nature himself, but his father knew nature unrestrained was heavy with the potential for disaster. He sent his son to a Warden's Hall, where he could learn to expand and use his gifts in service to the wild.

Now after years of training Mmirg is as confident as ever, fiercely protective of the natural world he feels has chosen him as a favored son, and following his own path to adventure and what he is sure will be a celebrated destiny.

Sunday, April 05, 2009

PC: Taiha Lakar

(Updated 20090416)

Taiha, spear, is not just a weapon to my people, not just a tool. It is our way of life. Taiha is everything, life, death, happiness, survival. It is how we say Hello and Goodbye, and is our beginning and end.

I am Taiha Lakar. Taiha is my clan. Lakar is me. Bear is me. I follow the spirit of Bear. Bear teaches us Caution, Healing and Leadership. Many men honor me by calling me Taiha. I understand now that your ways are different.

I am Skywatcher, teacher of my people. Like the bear, I led the young Skywatcher cub to grow strong. Proud I felt to see him stand tall like bear. Now I am free to wander as goliath do, as the spirits guide, to find what is beyond the next mountain.

The spirits and travels are my taiha. I learn about those not of my tribe and their strange ways. I teach of the spirits, the bear and the old ways.

My armor is the prize from first battle without my clan. Like the bear, I rose above my enemy. It is not what I expected from metal (Eladrin Chain +2). It does not slow me down. The spirits are pleased.

Ti was our neighbor clan in the tribe. They also follow bear. Ti Aukan, Skywatcher of Ti gave his banner as a gift of brothers. The banner summons spirits of healing and makes me part of Ti.

I do not like to fight animals. They fight by instinct, not hate; fear, not vengance. This is not always true of magic beasts.

I met viper at the taiha of the great mountain. A great battle of bear spirit and snake spirit. Viper was slain. I apologize to the spirits. I thank the spirits. Now his skin protects me from poison. I am one with the spirit of snake.


Goliath Bear Shaman
Str 13
Con 16
Dex 12
Int 13
Wis 16
Cha 12
Feats: Protector Spirit Adept, Combat Medic, Chainmail, Imp Init
Skills: Nature, Heal, Perception, Insight

Equipment:
Hungry Spirit Totem +2
Eladrin Chain +2
Amulet of Protection +2
Spear
Javelin (2)
Adventure kit (with mods)
Climbers kit
Battle Standard of Healing
Viper Belt


Being on his own, he has had to develop certain "social" skills (4th level ability increases: Str & Cha).

Backgrounds: Skywatcher (+2 Religion), Mountain birth, Scholar (as goliaths go)

Saturday, March 28, 2009

Fargrim son of Thorgrim of Black Mountain (updated)

Fargrim is my character for the upcoming Open Grave one-shot. Ashanti Sunborne, who appears in Fargrim's story, will be my character for the ongoing game.

Fargrim was born 35 years ago to his parents Helja and Thorgrim, leaders of a small but prosperous dwarven mining clan in the mountains above a pleasant, fertile river valley. The Grimfell clan traded precious metals and finely wrought metal goods with the larger human town of Rivervale down along the riverbanks, and with the human merchant caravans that occasionally made their way through that town, by road and by river.

Even as a young child, Fargrim displayed an interest in clan politics and relations with the humans. He would often sit at his father's knee during negotiation sessions with local merchants and human leaders. It was during one of these, discussing prices and trade markets for goods produced from a newly-discovered vein of mithral deep in the roots of Black Mountain, that young Fargrim's life changed forever. The clan miners, eager to find the extent of this new vein, broke through into an ancient crypt hidden in the depths of the mountain. Their surprise quickly changed to alarm as first dozens, then hundreds of undead lizard-like creatures swarmed through the opening towards them.

Shouts and screams echoed up through the tunnels and chambers of the clan's home to the audience chamber. The King Thorgrim thrust his young son Fargrim, then only 4 years old, into the arms of his human guest, bade him depart, and then took up arms and led a counterattack of the remaining dwarven warriors into the depths.

The human merchant party fled the mountain, taking young Fargrim down into the human town with them. A militia was quickly called out to assist the dwarves, but by the time they arrived it was too late. All of Clan Grimfell had been slain, and the undead creatures lay in wait.

Fargrim was taken in by a traveling priest of Pelor, Ashanti Sunborne. Ashanti had been traveling with the merchant caravan, and when the trade delegation returned with their grim news, he saw something in young Fargrim. A spark of divine power lay dormant in the boy. Undead monsters had ravaged his home and taken his parents, but Ashanti believed Pelor had given a destiny to the child. The pair traveled together for many years, living on the road during Ashanti's missionary work, and as the boy matured into a young adult, his power grew by leaps and bounds.

Meanwhile, with the loss of Black Mountain and its trade, the human town of Rivervale withered. The trade caravans no longer visit the town, and no river barge captain dares sail upstream so close to the undead-infested mountain. Darkness fell upon the once-shining river valley.

Now, at age 35, Fargrim son of Thorgrim has entered into the final covenant of the invoker. Like Ashanti, Fargrim also believes that Pelor invested him with divine power in order that he might avenge his clan and take back his ancestral homeland from the unliving enemy. He bade farewell to his foster father and mentor, and has set out on his own mission, righteous fury burning in his stout heart.

Gzipped D&Di Character Builder file

And here's Ashanti's CB file (updated 8:48 PM Sunday April 5)

Saturday, January 17, 2009

PC: Quijlardunk "Quij"

Background
Born Andrew to human parents, his adopted father dubbed him Quij at an early age. His natural father was an adventurer, a fighter/mage torn between two professions and master of neither. He died when Quij was only a year old. His mother found comfort in the arms of an elf, Carric, who eventually made her his mate and gave her four more children.

Being the eldest of five, independence came natural to him. As a human living among elves, he has always been an outsider and has adapted. Still, he is more comfortable around elven kind than men and prefers to speak elven whenever possible.

Not fitting in to begin with, he felt little effect of the traditional lines between elves, half-elves, and the Eladrin. Being free to wander among the Fey, he found himself most comfortable with the Eladrin, and many of their traits have rubbed off on him including a love for magic and a bit of arrogance and detachment. While the Eladrin never accepted him as one of their own, they did bestow better treatment than an older human might have recieved, one who had already developed some of the undisciplined, bad habits of men. He relishes every moment with the Eladrin.

Personality/Skills
Perhaps from feeling outcast, or from too much time with the Eladrin, Quij does tend to be a bit elitist and perhaps even arrogant. Being a jack of all trades, he seems convinced that he really does know everything, or at least a little about everything. He enjoys observing others to learn new things, but doesn't take instruction well. He prefers to just watch, and then practice in private. The one notable exception to this is his study of magic, always willing to take instruction from a more experienced wizard.

He is a bookworm. His first stop in a new town is the library; failing that, the magic shop. As a student of mannerisms (Insight T +6), he knows that people perceive him as arrogant, but he doesn't care (Charisma 10, Diplomacy +2). Finally, he does have a penchant for the dramatic, often choosing the most spectacular course of action, if not the most efficient.

He is slow to make friends, but once a comrade proves himself to be a friend, he forms a strong bond.

Quij is a Wand Wizard but carries a staff. He does this for two reasons: both for the element of surprise, hoping his foes will assume he is a staff wizard, and because it just doesn't hurt that much when someone whacks you in the head with a wand...and you never know when you'll need to resort to violence.

20 Questions
- Why adventurer? To learn quickly, lots of exposure to many things, thirst for knowledge, especially magic
- Training? Elven magical "academy"
- Starting equipment? There isn't much really, staff, wand, robe, Adventuring pack. Saved his copper pieces. His spellbook was a surprising, and perhaps uncharacteristic gift from Carric, his adopted father.
- Worst thing that ever happened? Crappy life, mother and him only humans in family, few in tribe, outsider most of his life
- Best thing? Time with the Eladrin
- Family opinion? Father & siblings supportive, perhaps jealous, Mother disagrees after natural father died that way
- Short-term goals: New spells/rituals, magic wand
- Long-term: Find a ritual to become Fey, earn full acceptance of Eladrin

PC: Finjaaqeen "Finjaq"

Human Rogue
Good-natured scoundrel whose massive northlander frame belies a cat burglar's athleticism.

Born in the far north, the son of a fisherman in a barbarian tribe, Finjaaqeen grew up to find his brash, adventurous spirit a sharp contrast to his tribe's stoic traditions. He ran away from his village in his teens to sign onboard a merchantman, spending the next several years climbing rigging, hauling up masts, and wasting his pay on exotic tattoos from distant lands. He made friends easily with the scoundrels and sea dogs he sailed with and quickly found his named shortened to the more wieldy "Finjaq."

Finjaq enjoyed much of his time on the high seas, but found he was having second thoughts those occasions when he sailed alongside full-bore pirates. There was satisfaction in capturing the ship of some wealthy fop, his galleys rife with slaves, but too often their targets were honest merchants likely to end up in ruins for losing only a single ship. Finjaq had enough of his tribe's noble traditions in him to know he was crossing a line. He was also superstitious enough to fear the god Kord would one day drag his ship to the bottom of the sea in retribution for his actions.

In the end he jumped ship and found himself bumming around port towns and even larger cities. His money dwindled and, old habits dying hard, he found himself turning once again to thievery – this time, however, as a cat burglar who targeted only the corrupt and ridiculously opulent. There was just something about a blue blood twisting in the wind that always warmed Finjaq's barbarian heart.

Several more years passed. In that time, Finjaq, usually a free operator, kept on the move to avoid the wrath of local thieves guilds – no easy task when he was a full head taller than most and sported a faceful of tattoos. Money came and went as fast as he could spend it, but more recently, Finjaq's been looking to turn his skills toward bigger rewards. Maybe adventuring. Maybe something away from bigger cities. Maybe give the thieves guilds time to cool off…

At 6'8", 280 lbs., no one's likely to miss that Finjaq's got barbarian blood coursing through his veins. Unlike most of his countrymen, however, Finjaq worked to improve his speed and agility rather than strength alone. Years of clambering up and down rigging and, later, working as a second story man, has given him a catlike grace that belies his size. He wears a long mustache, but no beard, and his shaggy, chestnut hair hangs at shoulder's length. Tribal tattoos from a score of different ports criss-cross his face, arms and chest, and he prefers wearing leather armor cut to show them off. Finjaq's more the grinning scoundrel than barbarian brute, but he has no qualms about playing up his fierce heritage to intimidate.

In battle he swings a shortsword, usually balanced by an exotic dagger in the opposite hand. Lately he's been playing around with thrown blades, particularly a set of finely-designed shurikens "liberated" from the coffers of a corpulent moneylender with a penchant for collecting weapons.

PC: Brynn

Brynn was born years ago along the coastline to an elfish mother and a human father who belonged to a traveling band of misfit gypsies. Her mother had fallen into the troop when her own family had been killed in a raid and met Brynn's father. The group made its money by performing as musicians and by providing added muscle and numbers to farmers during harvest time. There were periods of feast and famine, but the band always stayed united and through this Brynn learned of loyalty and sacrifice, but also of the avarice of the outside world and of its unpredictability.

While this upbringing was unstable, Brynn always felt comfortable and loved and it instilled in her a wanderlust and keen desire for adventure. She would frequently roam around the land surrounding her family's encampment. The changing landscape would always bring with it opportunities to learn something new. The people she encountered would always bring new perspective and, through necessity, she learned how to best exploit their opinions and weaknesses. She charmed her way into the hearts of many and through these people she garnered skills essential for her to succeed in life. She also made friends in unexpected places.

At a young age, she was taught archery by a member of the band who saw in her the desire for a more independent future than the caravan could provide. The added benefit was that she was able to hunt and trap and provide much needed additional food and income, so her parents encouraged her. This made it doubly hard for them when she decided to go out on her own, because it was through their encouragement that she grew apart from her family and home.

She journeyed north and made her living along the way by hunting and trapping and would trade with people in villages for basic supplies. Occasionally, when the hunting was bad or the weather uncooperative, she would work in the villages as a barmaid or cook where she used her charms and friendly smile to garner her enough money to continue traveling. She fell into adventure this way. Seeking money for food and lodging, she found adventuring companions who promised wealth and excitement in exchange for her skills with her bow.

While she hopes to return to her caravan one day, her wild nature keeps her going on. Now that she has the company of people like herself, who crave adventure. She has little pull to settle into a domestic life.

Brynn is plain and luminous by turns. Not spectacular in appearance, she has brown hair and eyes and is of average height. However, upon close inspection, you see she has some beauty in her delicate features and fair skin. Her beauty is most evident when she speaks, though. She has a soft voice that knows what to say and when and convinces you of her loveliness upon hearing it. Whether this is true or not is up to the listener to decide.

Saturday, January 10, 2009

PC: Bakun-Awa

Bakun-Awa of the kinship Hundred Fires of the Clan Cobre was born and raised in the Dragonborn territory of Raramuri. Raramuri is known as being a "Badlands" type of area, distinguished by a deep, narrow and long canyon which serves as the primary settlement for the Dragonborn who live here. The canyon, which is also known as Raramuri, is bordered by the tail-end of a rugged mountain range on one side and by the beginning of an unforgiving desert on the other. A smaller settlement of dwarves live at the base of these mountains, while another small settlement of humans, halflings and other assorted beings live on the desert side. Both enjoy the protection of the Dragonborn, particularly from the roving tribes of orcs who lead raids out of the desert.

Bakun's immediate family is fairly small, originally consisting of his parents, his grandfather, two brothers and two sisters. His father was a career soldier and his mother is a former shield-maiden turned blacksmith. His grandfather (the father of Bakun's father) was also a career soldier and cleric, but is now very old. Bakun's father was killed in battle when Bakun was still very young, and his grandfather became a major influence on his life. When young Bakun showed an interest and aptitude in healing skills, his grandfather began his training.

At the age of 12, Bakun was considered an adult and began his compulsory military service. He continued his cleric training and also fought on the frontlines, often distinguishing himself as someone the other soldiers looked to for guidance in the field. During formal military excursions he would sometimes fight alongside dwarf and human fighters.

Two years later, orcs launched a massive raid under the cover of a vicious sandstorm. The battle did not favor the Raramuri defenders, and Bakun saw one of his brothers killed and lost sight of the other in the sandstorm. His body was never recovered, and it was assumed that he had been taken prisoner and then killed since the orcs never kept prisoners for long. Bakun was also nearly captured during this battle, but just as he was pinned down by the spear of an orc field commander, he breathed lightning for the first time. Surprising the enemy — and himself — Bakun was able to use the moment to lead a group that pushed back the raiders and eventually allowed the defenders to repel the orc raiders.

Bakun was immediately moved into a command position and steadily moved up the ranks. He had a reputation as an honorable — if pragmatic — leader who was loyal to his soldiers and tenacious in battle.

Finally, after 12 years of service, Bakun decided he had spent half his life in the military and wanted to see more of the world. He had seen larger cities on the occasional supply run and was excited by the idea of new experiences and adventures.In the following four years he has traveled, hiring himself out as a mercenary, bodyguard and field medic as necessary and learning new healing methods when possible. He is comfortable among dwarves and admires the elves, and tends to gravitate toward them in social settings.

Bakun is now 28 years old, but has the wear-and-tear of a longtime soldier. He has various scars, the most noticeable being a bumpy ridge along the top of his left eye, which was the result of a broadsword cleaving through his shield and into his head during a skirmish. The other major scar was from the spear that was driven through his right shoulder; a large, misshaped and discolored circle can be found on both the front and back of his shoulder.

Physically Bakun is actually average for a Dragonborn, weighing 260 lbs and having a height of 6'6''. He has yellow eyes and a dark, coppery color to his scaled skin. When he is breathing lightning the scales around his neck and jaw rise and become a bright orange/red color.

Some more general information:

Worships Erathis

Father: Killed in battle
Mother: A smith, cares for Bakun's grandfather
Grandfather: A former cleric, still respected and sometimes sought out for counsel. Very old.
Brother 1: Killed in battle
Brother 2: Missing in action, presumed dead
Sister 1: Archer and scout with Raramuri military
Sister 2: Trade administrator, sometimes acts as representative for Raramuri. Helps care for grandfather.

Thursday, January 08, 2009

PC: Alaric Banebridge

Alaric's father was a minor knight assigned to guard a bridge on a valuable trade route, and Alaric was raised to be his successor. When he was 15, plague hit the area, killing the rest of Alaric's family and leaving him severely weakened. The lord of the area gave responsibility for the bridge to another knight, leaving Alaric adrift and alone. He found a home with the priest of the Raven Queen who buried his family, finding solace in the idea that death was a natural part of life and that it came to all eventually. Alaric traveled with the priest to a temple of the Raven Queen, where he slowly recovered his strength and learned her tenets. He made peace with his grief, coming to the conclusion that life must be lived to the fullest, with every day enjoyed, because nobody knows when the Raven Queen will come calling. Even so, a life lived without purpose is a life wasted, and in gratitude to his newfound realizations Alaric decided to dedicate his to the Raven Queen.

He began training as a priest, but when the temple was attacked by cultists of Orcus he found his true calling. Imbued with strength by his goddess he took up his old weapons and armor and fought the demon-worshippers off. It was this experience that showed Alaric the way of the paladin, and for the first time he truly felt at peace with himself. He has begun traveling to see the world and observe how others live their lives; finding life in a temple stifling and boring. His first real companion, a scoundrel named Finjaq, has certainly made things exciting, and life in an adventuring group looks to be even moreso.

Alaric is a fairly happy-go-lucky fellow, but he is quite dedicated to his goddess and has no issues with killing if he feels it is warranted. He's not a vicious murderer, however, and likes to spend time alone every once in a while, contemplating the mysteries of life. During this time he likes to occupy himself by sketching, as he is a somewhat accomplished artist, and carries around a sketchbook and pen for this purpose. Alaric rarely shares these sketches with others, but they are usually of simple daily events in villages or landscapes.

Thursday, December 04, 2008

Aeric Twiceborn

I've posted Aeric's stats here, if anyone cares to see. He has so many damned spells, they won't all fit on the page. I'd say that makes him a "Bad Motherfucker" with or without a Bag of Holding.

Wednesday, December 03, 2008

Silas Wyndorf

I've posted Silas stats here, if anyone cares to see. Got everything on there but his gear, which encountered a, uh, transcription problem. I can tell you though that like Rusk, he also has a Bag of Holding that says "Bad Motherfucker".

Friday, November 14, 2008

Realms Character: Rusk

Dunmore's Horde
Though Rusk doesn't have a name for it, other than his name for the various branches with pay homage to Tempus (and were mostly refined by Lieutenant General Wildwood), others (especially the Netheril) have come to call his small army "Dunmore's Horde." It began when Rusk received a sign from his god that great conflict would be found in the great desert of Anauroch, and led him to a portal that went from the city of Waterdeep to the Fallen Giant's Rift in the desert. Rusk quickly found a tribe of Bedine battling Netheril forces, and he joined the Bedine in driving them off. He rode with that tribe for several weeks (months?), becoming a respected combat leader in their eyes, before deciding it was time to begin construction on his fortress.

Rusk quickly decided that the Empire of Netheril would provide good fodder for many battles, and that it was a force of evil akin to the Spider Queen's Drow that needed to be wiped out. To that end, he began gathering forces to his banner. With his Bedine allies, he began ambushing Zhentil caravans through the desert, for supplies and men. His earliest recruit was a cleric of Cyric who had begun having doubts about his faith and his life of evil, in whom Rusk found a soul ready for conversion. This cleric became a cleric of Tempus, and began helping Rusk build his temple in the mountains of Anauroch. With the help of this cleric, and his own martial might, Rusk managed to turn a force of two Sternhelms and 15 Stalwarts from the Zhentarim, forming the core of his standing army. He also rescued a bard who began to serve as his chamberlain when he wasn't at the base. With these men, and the help of his god, Rusk created a temple and a barracks, and began construction on the walls that would encircle his fortress.

His seat of power secured, Rusk began leading small bands out of Anauroch and into the Silver Marches and the Dalelands, launching raids against orc tribes as his father once did. During this time, he recruited several half-orcs from those tribes, including a pair of barbarians, a fighter, a rogue and a sorcerer. He viewed this as similar to what his father had done for him, taking a lawless raider out of orcish upbringing and teaching them the ways of Tempus. Rusk also went to the outpost where his father had raised him and recruited two of their half-orc higher-ups, a powerful barbarian and an intelligent, learned wizard. In many ways, these displaced half-orcs are what he considers the core of his new clan. This has caused some friction between them and some of the original troops who flocked to his banner, notably the Zhentarim.

His new clan caused him to build a clanhall, and his wizard counseled him to build a wizard's tower as well. His fortress was growing, as was his reputation, especially with his ventures into the outside world. A bandit lord from the Dalelands made his way to Anauroch, promising his own bandit forces (100 men strong) to Rusk's banner. With the dangers presented by the Netheril, Rusk eagerly accepted the bandit lord's fealty.

Rusk is a war leader, but not a king, and he has no desire to be a king. He spent a great deal of time away from his fortress, leading raids on the Netheril, Zhentil caravans and other dangers in the deserts. His loyal half-orcs, as well as messages from his god, clued him in that the bandit lord was trying to arrange a coup, turning the army to his own purposes. Most of the resources that Rusk was bringing in, instead of being put to the construction of the fortress or tithed to Tempus, were being sent to the bandit lord's own coffers. Rusk put the bandit lord to the sword, and drove out any man who wouldn't swear an oath of loyalty to Tempus and to Rusk.

Some time later, another would-be king found Rusk. An elvish lord who had been cast out from the High Forest for scheming to overthrow one of the councilors there, this elf had heard of Rusk by way of his counselor, Aerys Wildwood, and he brought his cleric, his rangers, his spies, his wizards and his archers to Rusk's service. It wasn't long before the treachery of his elvish lord, who hoped to use Rusk's forces to overthrow his rival in the High Forest, became clear to Rusk as well. In fact, Aerys Wildwood became Rusk's ally, helping him to see the elvish lord's deception, and Rusk executed this elvish lord in a trial by combat. The elves became the core of his intelligence branch, overseen by the pragmatic spymaster. The rangers joined the half-orc who had been the bandit lord's scout and who had become Rusk's blood-brother and member of his new clan, and they became the core of a new scout and hunting force. The cleric, of Corellon, converted reluctantly over to Tempus, and became the assistant to the former cleric of Cyric.

In Aerys Wildwood and her protege Lineer Girant, Rusk found what he needed. Not a would-be king, but an administrator, someone who married her intelligence to Rusk's ambition to turn his undisciplined horde into something more resembling an army. Aerys helped Rusk formalize the branches of his new force, providing everyone with more codified ranks and a change of command, and began to organize the non-battle side of having a fortress. Unknown to Rusk, Aerys had not happened upon him by chance. She is a Harper agent, as is Lineer, and she had heard of the half-orc chieftain battling the Netheril in the Anauroch wastes. The idea of guiding this force ever so slightly into a battle not for the sake of battle, but for the sake of containing the Netheril's evils, lead her to shift her plans to prevent the evil ambitions of the elvish lord she had been "serving." She thought she might have a similar job with Rusk, but after meeting him, she has realized that his wildness and bestial nature bely a basic good intent, and she is loyal to him, even if her first loyalties remain with the Harpers.

The final component of Rusk's warband came when Tempus sent holy warriors to his cause. A group of over a dozen men, all clerics of Tempus (save one paladin), had received a sign that they were to come and help Rusk in his noble cause. They became the core of his new Holy Order, absorbing his two clerical converts into their order and becoming the spiritual advisers to the entire camp.

Leadership Score 27

LEADERSHIP
General Rusk Dunmore

Lieutenant General Aerys Wildwood (his cohort)
(Needs feats, equipment, spells and bonus spells)
Female Elven Bard 10/Ranger 2/Harper 5 (CL 14)
Chaotic Good
Strength 10
Dexterity 17
Constitution 14
Intelligence 18
Wisdom 14
Charisma 18

AC 13 (without armor)
HP 113
BAB +12/+7/+2
Fort +7 (+10)
Ref +11 (+14)
Will +11 (+14)

Skills:
Bluff (Cha) +7
Concentration (Con) +7
Diplomacy (Cha) +20 (+2)
Disguise (Cha) +9
Gather Information (Cha) +20
Hide (Dex) +11
Knowledge (local) (Silver Marches) (Int) +9
(history) (Int) +9
(religion) (Int) +9
Listen (Wis) +13
Move Silently (Dex) +11
Perform (Cha) +20
Ride (Dex) +2
Sense Motive (Wis) +15 (+2)
Spot (Wis) +5
Survival (Wis) +8
Tumble (Dex) +10

Racial Abilities: Immunity to magic sleep effects, +2 racial saving throw bonus against enchantment spells or effects, low-light vision, +2 racial bonus on Listen, Search, and Spot checks.

Class Abilities: Favored Enemy (Evil Outsider), Wild Empathy, Combat Style (Archery), Bardic Music (10/day), Bardic/Harper Knowledge (+21), Countersong, Fascinate (4 creatures), Inspire Courage +2, Inspire Competence, Suggestion (DC 19), Inspire Greatness, Deneir's Eye (+3 sacred bonus on saves vs. glyphs, runes and symbols), Lliira's Heart (+2 sacred bonus on saves vs. compulsion/fear effects), Tymora's Smile (+2 luck bonus on one saving throw/day, after die is rolled), Lurue's Voice (Speak with animals (CL 5) 3/day), Mystra's Boon (+2 sacred bonus on all saves vs. spells)

Weapon Proficiencies: simple weapons, martial weapons, whip, light armor, shields

Feat Abilities: +2 on Fort/Will saves vs. death effects, energy drain and ability drain (Strong Soul)

Feats: Negotiator, Rapid Shot, Strong Soul, Track, Weapon Finesse, 3 others

Spells: (Per Day/Known) (+ bonus spells)
0 - 4/6
1 - 3/4
2 - 3/4
3 - 3/4
4 - 3/4
5 - 1/3

Languages: Common, Elven, Orc, Chondathan, Netherese, Gnoll

Major Lineer Gerant (Her protege) Male Elven Bard 2/Rogue 1

HOLY ORDER OF TEMPUS (Religion)
Some time after he killed the elven lord, a group of pilgrims sent by Tempus came to his banner to help with his organization.
Colonel Belaver Stormhand (Human Cleric of Tempus 5)
Captain Human Paladin 4
Captain Human Cleric 3
Lieutenant Human Cleric 3 - (Former Zhentil Cleric of Cyric)
Sergeant Human Cleric of Tempus 2 (Field Chaplain)
Sergeant Elven Cleric of Tempus 2 (formerly Corellon, from Elven Lord)
(10) 1st level Clerics of Tempus

FIST OF TEMPUS (Military)
*The majority comes from a human bandit lord who tried to turn Rusk's growing army into a bandit raiding party for his own wealth - Rusk figured out that he was sending the tithes away for his own good, and took his head off
Colonel Kevrrak (Half-Orc Barbarian 5) (Recruited from Shadowdale, from his father's outpost)
Captain Half-Orc Fighter 3 - Master at Arms (Survivor of Orc tribe raid)
Sergeant Elven Fighter 2 - Archery Commander (From Elvish Lord)
Sternhelm Human Fighter 2 - Drill Sergeant, Zhentil Sternhelm
Sergeant Half-Orc Barbarian 2 (Field Commander, Survivor of Orc tribe raid)
Sergeant Half-Orc Barbarian 2 (Field Commander, Survivor of Orc tribe raid)
30 Bedine Cavalry (Fighter 1)
30 Elven Archers (Warrior 1)
1 Zhentil Sternhelm (Fighter 1)
12 Zhentil Stalwarts (Warrior 1)
3 Bandit Corporals (Fighter 1)
27 Bandit Privates (Warrior 1)
5 Specialty Troops (Fighter 1)

GRASP OF TEMPUS (Scouts/Hunters)
Colonel Graven (Half-Orc Ranger 4/Bloodhound 2 (Complete Adventurer) (Was Bandit Lord's scout)
Captain Elven Ranger 4 - Bounty Hunter's second (Elvish Lord's scout)
Lieutenant Half-Elf Ranger 3 - Bounty Hunter's operative (Elvish Lord)
Lieutenant Human Ranger 2 - Bounty Hunter's operative (Bandit Lord)

EYES OF TEMPUS (Intelligence)
After the bandit king was killed, a disgraced elven lord wanted to use Rusk's organization to retake his kingdom, but his adviser (the bard) clued Rusk into the evil goals, and Rusk killed him, many of his followers and recruited the rest. Most of them make up the branch of his intelligence service (which Aerys and Lineer watch very carefully, and they know all of them well), but he also has a cadre of archers and some wizards
Colonel Elven Rogue 5/Spymaster 1 (Complete Adventurer) - Head of Intelligence (Was head of intelligence for elvish lord)
Captain Elven Rogue 3 - Spy (Former Elvish Lord spymaster)
Lieutenant Half-Orc Rogue 2 - Spy/Assassin (Survivor of Orc Tribe raid)
Lieutenant Elven Rogue 2 - Spy (Former Elvish Lord spy)

ARCANE ORDER OF TEMPUS
Made up of the remnants of the wizardly orders of the elvish and human bandit kings, with a combat magician and scribe that Rusk recruited - the Chamberlain also oversees the servants, who are under this organizational umbrella
Captain Human Bard 4 - Chamberlain (Rescued from Zhentil slave caravan)
Lieutenant Half-Orc Wizard 4 - Scribe & Arcane Advisor (Tempus Worshipper)
First Sergeant Half-Orc Sorcerer 2 - Combat Magician
Sergeant Human Wizard 2 - Researcher (from Bandit King)
Sergeant Elven Wizard 3 - Alchemist (from Elvish Lord)
10 Cooks
3 Smiths (Armorer, Blacksmith, Weaponsmith)
4 Grooms
Bowyer/Fletcher

Sunday, October 05, 2008

Star Wars PC: Kan'nar Strull

Player: Jason Murphy

Duros Scoundrel 5

Str 10
Dex 16
Con 10
Int 16
Wis 12
Cha 16

Fort: 12
Ref: 19
Will: 10

HP: 33
Speed: 6
Initiative: 3
Perception: 6
Base Attack: 3
Force Points: 7
Destiny Points: 1

Attacks: (need a little help here)
+3 melee (1d8+2, mace)
+6 ranged (3d8+2, blaster pistol, heavy)

Skills:
Acrobatics
Climb
Deception +10
Endurance
Gather Information +5
Initiative
Jump
Mechanics
Perception +5
Persuasion +10
Pilot +5
Ride
Stealth +5
Survival
Swim
Treat Injury
Use Computer +5
Use the Force

Feats:
Weapon Proficiency (Pistols)
Weapon Proficiency (Simple Weapons)
Expert Pilot (?)
Point Blank Shot
Vehicular Combat
Precise Shot
Skill Focus (Persuasion)
Skill Focus (Deception)

Talents:
Knack
Sneak Attack
Dastardly Strike

Languages:
Durese
Basic
Binary
High Galactic
Shriiwook

Equipment:
Mace
Heavy Blaster Pistol
Combat Jumpsuit
Toolkit
Medpac x 2
Cape (just because)

Homeworld: Duro

History:
Kan'nar was a legitimate businessman. He owned more shipping routes than he could count and an entire armada of freighters. Working his way up from the bottom, he was well on his way to being known as a galactic tycoon, with a personality as big as his nascent empire. Then the Trade Federation upped their taxes and Kan'nar's wealth and business quickly eroded. Dodging these blockades, Kan'nar honed his skills of diplomacy, deception, and outright stealth. He fell quickly and easily into the lifestyle of a pirate and before long, his income was almost wholly comprised of credits gleaned from smuggling refugees and weapons during the Clone Wars. He became something of a war profiteer, charging extraordinarily high prices to diplomats fleeing the war. One such mission lead him to Kashyyyk, where he encountered Quinlan Vos freeing a camp of Wookies from Trandoshan slavers. Inspired by Vos's actions, he turned his resources to helping the defenseless escape war-torn planets, and began helping Vos by flying covert missions for his black ops team.

Wednesday, October 01, 2008

Star Wars PC: Greeahnkk

Player: Dave F.

Wookiee Scout 5

Str 18
Dex 15
Con 12
Int 12
Wis 12
Cha 9

Fort: 17
Ref: 19
Will: 15

HP: 40
Speed: 8
Initiative: 4
Perception: 7
Base Attack: 3
Force Points: 7
Destiny Points: 1

Attacks:
+7 melee (2d10, vibro-ax)
+5 ranged (3d10, bowcaster)

Skills: (* = trained)
Acrobatics +2
Climb +9*
Deception -1
Endurance +1
Gather Information -1
Initiative +2
Jump +9*
Mechanics +1
Perception +5*
Persuasion -1
Pilot +2
Ride +2
Stealth +7*
Survival +5*
Swim +4
Treat Injury +5*
Use Computer +1
Use the Force -1

Feats:
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifles)
Weapon Proficiency (Simple Weapons)
Weapon Proficiency (Exotic Weapon: Bowcast)
Weapon Proficiency (Advanced Melee Weapons)
Running Attack

Talents:
Long Stride
Surefooted
Improved Stealth

Languages:
Shyriiwook (only spoken language)
Basic
Rodian

Equipment:
Vibro-Ax
Bowcaster
Quiver of 10 bowcaster quarrels
Shamanic Wookiee Poncho (flavor text!)

Homeworld: Kashyyyk

History: While most Wookiees grow a shaggy coat of brown fur, Greeahnkk was born with an unusual jet-black coat. Unlike the even rarer albino Wookiees, however, Greeahnkk was not shunned for his odd appearance – only teased mercilessly. In combination with his short stature (six feet tall being somewhat laughable by Wookiee standards) his unusual coloration led him to avoid socialization in his youth. Instead, he sought out the gloom of the dangerous lower foliage of the forests of Kashyyyk – sometimes called the Shadowlands, for the sun's light ends far before it reaches the surface. There his coloration was an asset, and he learned to use the shadows to slip swiftly away from predators.

Greeahnkk's only close friend as he grew to maturity was a healer named Huhrak. Huhrak had lost a leg escaping Trandoshan slavers and could no longer scour the forests for the rare plants he needed for his remedies. He turned to Greeahnkk to be his forager, in turn teaching the young Wookiee how to set broken bones, neutralize poisons and make a healing poultice. This effectively became Greeahnkk's job and he gained a reputation for his speed and daring. He warded off predators with his ryyk blade and harried Trandoshan raiders with volleys of bowcaster bolts that seemed to fly from the shadows.

Despite the fact that Greeahnkk had earned a measure of respect from the elders of his forest, he was rarely comfortable around his peers and could never seem to secure a mate. Frustration over this led him to take on his missions with a reckless abandon. This was his state of mind when the Clone Wars spilled over onto Kashyyyk and Separatist forces occupied the planet in hopes of securing the nearby hyperspace routes. Greeahnkk worked alongside Clone troopers as a scout and advised them on how best to use the terrain against Separatist spider droids, snail tanks and the ubiquitous battle droids. They accepted him without a second thought for his unusual features and he grew sympathetic to the Republic. He saw the conflict in Wookiee terms: the Republic as a sort of ultimate familial clan, the Separatists as corrupt schemers looking to tear the family apart for their own gain.

As a follow-up to actions on Kashyyyk, Greeahnkk recently took his first voyage off-world as one of many Wookiees invited aboard an orbiting Venator Class Star Destroyer to meet with Jedi commanders having trouble with Separatist forces on wilderness planets similar to Kashyyyk. On the return journey, Greeahnkk was contacted by a Rodian pilot who explained that he worked as part of a network of talented specialists under the command of the Jedi, Quinlan Vos. He invited Greeahnkk to lend his skills to the network and, when Greeahnkk returned to Kashyyyk and consulted Huhrak, the old Wookiee encouraged him to accept the offer. Huhrak claimed he had dreamt of Greeahnkk leaving Kashyyyk for greater glory among the stars. Whether he spoke with sincerity or simply felt Greeahnkk needed to expand his horizons remains unknown.

What is known is that Greeahnkk has accepted Vos's call and set out for his hidden sanctuary. His equipment is minimal, but he wears a necklace of battle droid fingers to show his allegiance and sports a shamanic poncho sewn by Huhrak, its inset pockets made to carry healing herbs. Slung over his back is his battered, but trusty bowcaster and a newly purchased vibro-ax to replace his traditional ryyk blade.

Greeahnkk is a capable wilderness scout with an eye for danger and the sense to use stealth when necessary. He is exceptionally fast for a Wookiee, darting from hiding to strike at his targets, then just as quickly returning to the shadows. In a pinch he can also serve as a medic, though his version of a medpack tends to be an altogether smellier, more primitive affair than the galactic standard.

Star Wars PC: Eennu Xiraj

Player: D3

Togruta Scoundrel 5

Str 12
Dex 18
Con 8
Int 14
Wis 12
Cha 14

Fort: 14
Ref: 21
Will: 17

HP: 26
Speed: 6
Initiative: 4
Perception: 6
Base Attack: 3
Force Points: 7
Destiny Points: 1

Attacks:
+4 melee (1d4+3, fist)
+7 ranged (3d6+2/2d6+2 stun, blaster pistol)

Skills: (* = trained)
Acrobatics +4
Climb +1
Deception +2
Endurance -1
Gather Information +12*
Initiative +4
Jump +1
Mechanics +12*
Perception +6*
Persuasion +7*
Pilot +4
Ride +4
Stealth +9*
Survival +1
Swim +1
Treat Injury +1
Use Computer +7*
Use the Force +2

Feats:
Point Blank Shot
Precise Shot
Skill Focus (Gather Information)
Skill Focus (Mechanics)
Weapon Proficiency (Pistol)
Weapon Proficiency (Simple)

Talents:
Fool's Luck
Knack
Security Slicer

Racial Abilities:
Pack Hunter
Sneaky
Spatial Awareness

Languages:
Basic
Wookie
Huttese
Togruti

Equipment:
Com-link, short range
Audiorecorder
Videorecorder
(2) liquid cable (15m each)
Concealed Holster
Blaster Pistol w/powerpack
Glow Rod
45 credits

Homeworld: Nar Shaddaa

History: Eennu Xiraj was sold into slavery as a child on Nar Shaddaa and never knew his parents. After being rescued by a Republic law enforcement agent during a raid, he was taken in by the agent and raised as the agent's own son. Marshal Semaj Nodrog's compassion is all that kept the toddler, Eennu, from falling prey to the streets of Nar Shadaa.

Marshal Semaj Nodrog had been stationed by the Republic to Nar Shadaa to recruit a local militia tasked with cleaning up the cesspool that is Nar Shadaa. An optimistic and naive do-gooder, Semaj was brutally slain by his own team who had been taking bribes and doing enforcement work for a local slave trader. Now in his late teen years, Eennu swore an oath to bring the men responsible to justice, and he formed his own team to bring law and order to Nar Shadaa. He received official Republic approval but no funding for the project.

Eennu discovered that the slave trader (a local Hutt boss) that was responsible for his own slavery had been the same that had his father figure killed. As naive as his father, he was framed by his own team for collaborating with Separatists before actually uncovering the Hutt's identity. Eennu had to go into hiding as he was now officially a criminal and wanted by the Republic.

After five years of fighting against the slave trade and corruption on Nar Shadaa as a fugitive from the officially sanctioned dirty cops that he had recruited himself, Eennu saw his big chance to redeem his name by uncovering a Sith plot and bringing in Quinlan Vos, who he had mistakenly thought to be working with the Sith.

After some very tense confusion, Vos explained the true nature of his mission to Eennu. He helped Vos with some important local intelligence gathering vital to the Jedi's mission, and the two earned each other's trust. Vos then recruited him for some sort of covert ops team in return for the Jedi's promise that after his term serving with the covert ops team, Quinlan Vos himself would do everything in his power to clear Eennu's name and acquire the resources needed to complete the mission he had inherited from his father... bringing law and order to Nar Shaddaa.