d20play house rules toren campaigns 06/25/03

TOREN 2003 - Characters

CURRENT PLAYER CHARACTERS


Almon
5th Level Elven Monk (LN)
Male, 5'6" tall, 130 pounds, silver hair, green eyes.
  Almon keeps his head shaved except for a silver pony tail. He is quite tan because of his many years of traveling.
  He is a Zen follower, so he is always physically testing his body to the limits trying to reach enlightenment through honing his body into perfection. He is quiet unless asked for advice and a devoted friend to the party.
  Almon's parents are unknown, he was left on a doorsteps of a scribe and his wife shortly after birth, which probably means he was a bastard born out of wedlock. The scribe lived in the great city of Tors. The capitol of the former Torsan Empire. His childhood was boring and uneventful but he did learn to read and write from the scribe. When he was eight the scribe and his wife were killed by raiders while traveling then he was taken in by a monastery.
Player: Kirk Ban

   Almon, Male Elf, Mnk5: CR 5; Medium Humanoid (5 ft. 6 in. tall); HD 5d8+5; hp 32; Init +5 (Dex); AC 22 (+5 Dex, +2 Wis, +1 monk, +2 bracers, +1 ring, +1 amulet); Atk unarmed (+9, 1d8+1, crit 20/x2) or unarmed flurry (+7/+7, 1d8+1, crit 20/x2) or +1 kama (+5, 1d6+2, crit 20/x2) or kama flurry (+3/+3, 1d6+2, crit 20/x2); AL LN; SV Fort +5, Ref +9, Will +6; Str 13, Dex 20, Con 12, Int 12, Wis 15, Cha 9.
  Special Abilities: stun attack, evasion, dodge, still mind, slow fall, immune to natural diseases.
  Skills: Balance +13, Climb +6, Heal +3, Hide +10, Jump +9, Listen +4, Move Silently +10, Search +4, Swim +2, Tumble +15. Feats: weapon finess (unarmed), weapon focus (unarmed)
  Possessions: +1 kama, +2 bracers of armor, +2 gloves of dexterity, +1 ring of protection, +1 amulet of natural armor, light riding horse, 2919gp


   Almon, Male Elf, Mnk1: CR 1; Medium Humanoid (5 ft. 6 in. tall); HD 1d8+1; hp 9; Init +3 (Dex); AC 15 (+2 Dex, +3 Wis); Atk unarmed (+3, 1d6+1, crit 20/x2) or unarmed flurry (+1/+1, 1d6+1, crit 20/x2) or kama (+1, 1d6+1, crit 20/x2) or kama flurry (-1/-1, 1d6+1, crit 20/x2); AL LN; SV Fort +3, Ref +5, Will +4; Str 13, Dex 17, Con 12, Int 12, Wis 15, Cha 9.
  Special Abilities: stun attack, evasion.
  Skills: Climb +5, Jump +5, Listen +9, Move Silently +6, Tumble +6. Feats: none.
  Possessions: kama, 10gp


Beonna
4th Level Half-Elf Fighter (NG)
Female, 5'8" tall, 140 pounds, sandy-brown hair, bright green eyes.
  Beonna is neat and tidy. She has medium length sandy-bown hair always in a tight braid tied with a leather strap. She wears a brown camel hair archer's hat with a large flap hanging down in back. She has fair skin with a constant slight blush to her cheeks. She wears tan clothes with leather boots that are above the knee in the front and below in the back. Grey trimming on edges the collar and sleeves of her shirt which has silver angles embroidered on the sleeves.
  Beonna is fun-loving and at ease with party members, but distrusting and serious with strangers. She likes to be busy most of the time and grows impatient if asked to sit idle too long. Isn't too impressed with man-made structures, but an ancient tree will make her stare in awe.
  Her mother was an elf from the Western Forest on Falsar and her father was a human ranger who spent the last years of his life exploring that mystical isle.
Player: Dawn Christy

   Beonna, Female Half-Elf, Ftr4: CR 4; Medium Humanoid (5 ft. 8 in. tall); HD 4d10+8; hp 36; Init +3 (Dex); AC 18 (+3 Dex, +5 chain shirt); Atk masterwork greatsword (+7, 2d6+3, crit 19-20/x2) or +1 mighty [+4] composite longbow [light emitting] (+8, 1d8+3, crit 20/x3, rng 110 ft.); AL NG; SV Fort +6, Ref +4, Will +0; Str 14, Dex 17, Con 14, Int 12, Wis 9, Cha 10.
  Skills: climb +8, jump +8, ride(horses) +6, swim -5. Feats: cleave, point blank shot, power attack, precise shot, rapid shot.
  Possessions: +1 chain shirt, +1 large wooden shield, greatsword, +1 mighty [+4] composite longbow [light emitting], potions (delay poison (cl3), protection from chaos (cl1)), light riding horse, 350gp


   Beonna, Female Half-Elf, Ftr1: CR 1; Medium Humanoid (5 ft. 8 in. tall); HD 1d10+2; hp 12; Init +3 (Dex); AC 17 (+3 Dex, +4 scale mail); Atk longsword (+3, 1d8+2, crit 19-20/x2) or longbow (+4, 1d8, crit 20/x3, rng 100 ft.); AL NG; SV Fort +4, Ref +3, Will -1; Str 14, Dex 17, Con 14, Int 12, Wis 9, Cha 10.
  Skills: climb +2, jump +2, swim -6. Feats: point blank shot, rapid shot.
  Possessions: scale mail, longsword, longbow, 6gp


Cyrus
3rd Level Human Fighter (NG)
Male, 5'8" tall, 170 pounds, brown hair, blue eyes.
Player: Liam Carey

   Cyrus, Male Human, Ftr3: CR 3; Medium Humanoid (5 ft. 8 in. tall); HD 3d10+3; hp 25; Init +4 (Dex); AC 18 (+4 Dex, +4 chain shirt); Atk mw mighty [+1] composite shortbow (+9, 1d6+1, crit 20/x3, rng 105 ft.); AL NG; SV Fort +4, Ref +5, Will +1; Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 8.
  Skills: climb +5, craft (weaponsmith) +7, handle animal +2, heal +2, intimidate +1, jump +3, ride(horses) +8. Feats: far shot, point blank shot, precise shot, rapid shot, weapon focus (comp short bow).
  Possessions: chain shirt, mw mighty [+1] composite shortbow, potions (cure light wounds x3, invisibility x2), heavy war horse, 2253gp


Dunbar
5th Level Dwarf Fighter (CG)
Male, 4'4" tall, 158 pounds, red hair, green eyes.
  Dunbar is rough and burly looking. He has a prominent scar on his left cheek.
  Dunbar is rude, abrupt, and blunt and has a fear of being thrown (luckily he outweighs almost everyone in the party).
  Dunbar was born and raised in the Setting Moon monastery. His parents were both high standing members within the order and it fell to him as their son to follow in their footsteps. From the time he was old enough to walk he was trained in the arts of his parents. The general consensus around the monastery was that he too would walk the way of enlightenment like his parents.
  For Dunbar, however, his life in the monastery was stifling. Certainly he enjoyed the physical activity. The exercise, the fighting, the sparring, what wasn't there for young boy to love about these. It was the discipline that grated him. The mandatory meditation, the study sessions with the elder monks, the daily rituals and prayers, each of these was a burden to Dunbar and he fought in every way to avoid them.
  To many of the adults at the monastery Dunbar was simply going through a phase, a phase that would eventually pass. All children fought the teachings of their parents from time to time, but in the monastery of the Setting Moon eventually all came to understand and accept. Dunbar would too eventually.
  Fate had other things in mind, at the height of his rebellion Dunbar was witness to a very special event. A new Duke came to power and in his honor a series of games were held throughout his lands. Fighters from all walks of life came to compete in these games to spar and test their skills, so that one may be found to serve as the Duke's chosen bodyguard.
  While he was too young to compete, Dunbar watched the games in earnest. Although the monks of the various orders excelled, and toke honors in all the solo sparring matches it was a man no one recognized who won the grand melee. A man who supposedly, fought with the strength of a dragon.
  On seeing this man fight Dunbar discovered something within himself. He discovered that he had no desire to relive his parents' life. To that end Dunbar sought this man out, Minsc by name, and asked that he teach him how he fought with such ferocity, for certain this Minsc have harnessed phenomenal power from within himself. Minsc agreed and taught Dunbar the trick.
  But with the trick came a new reality. What had simply been unpleasant before, was now unbearable. The discipline of monastery life could no longer be tolerated. Where others saw enlightenment, he saw dependence. For in the mastery of their art, the monks lost their sense of self and became one with the power of the universe.
  As Dunbar became more and more disgruntled with the monastery life the other monks began to worry. He was now nearing his second decade on this planet and to them he was still acting like a child of just more than 10 years.
  The breaking point finally came when Dunbar's parents achieved enlightenment. For all in the monastery it was a time of celebration, save Dunbar. His parents were still physically present within the monastery but they had stepped beyond the realm of normal mortal experience, in truth they no longer were truly mortal. For Dunbar this was the ultimate in hypocrisy, for in achieving "Perfection" they had lost what they really were, they had lost themselves.
  Unable to tolerate this Dunbar left the monastery intent on seeking the way in which one could achieve perfection of self without the sacrifice. And so Dunbar seeks, he seeks the way in which one may perfect one's body without denying that which one really is, without giving up the one thing which should be held most precious, one's own mortality.
Player: Chris Parker

   Dunbar, Male Dwarf, Ftr5: CR 5; Medium Humanoid (4 ft. 4 in. tall); HD 5d10+10; hp 42; Init +6 (Dex, improved initiative); AC 24 (+1 Dex, +8 full plate, +3 large steel shield +1, ring +1, amulet of natural armor +1); Atk +1 dwarven waraxe (+10, 1d10+5, crit 20/x3); AL CG; SV Fort +7, Ref +4, Will +3; Str 18, Dex 14, Con 15, Int 13, Wis 13, Cha 6.
  Skills: appraise +2, climb -1, jump -1, use rope +4, craft (trapmaking) +6. Feats: blind fight, cleave, exotic weapon proficiency (dwarven waraxe), improved initiative, power attack.
  Possessions: full plate, +1 large steel shield, +1 ring, +1 amulet of natural armor, +1 cloak of resistance, +1 dwarven waraxe, wand of cure light wounds (cl1, 24ch), potions (cure light wounds x5, bulls strength), 196gp


   Dunbar, Male Dwarf, Ftr1: CR 1; Medium Humanoid (4 ft. 4 in. tall); HD 1d10+2; hp 12; Init +6 (Dex, improved initiative); AC 14 (+2 Dex, +2 leather); Atk dwarven waraxe (+4, 1d10+3, crit 20/x3); AL CG; SV Fort +4, Ref +2, Will +1; Str 17, Dex 14, Con 15, Int 13, Wis 13, Cha 6.
  Skills: climb +5, jump +5, use rope +4, craft (trapmaking) +5. Feats: exotic weapon proficiency (dwarven waraxe), improved initiative.
  Possessions: leather, dwarven waraxe, 94gp


Jarren
3rd Level Human Cleric/Ninja (NG)
Male, 5'0" tall, 110 pounds, bald, brown eyes.
  Jarren is a strange looking foreigner from the far side of Toren.
  Jarren is peaceful and deadly at the same time.
Player: Ram Hull

   Jarren, Male Human, Clr2/Ninja1: CR 3; Medium Humanoid (5 ft. 0 in. tall); HD 2d8+1d6+3; hp 19; Init +3 (Dex); AC 15 (+3 Dex, +2 leather); Atk ninja-to (+4, 1d6+1, crit 19-20/x2) or shuriken (+5, 3x1, crit 20/x2, rng 10 ft); AL NG; SV Fort +4, Ref +5, Will +6; Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 14.
  Spells Prepared (4/3+1) (Domains: Luck and War): 0 - detect magic, guidance x2, read magic; 1st - bless, divine favor, doom + magic weapon.
  Special Abilities: sneak attack +1d6, ninja dodge +1, reroll 1 roll per day.
  Skills: alchemy +3, bluff +6, concentrate +7, diplomacy +8, knowledge (religion) +6, spot +5, iajutsu focus +3. Feats: quick draw, versatile (concentration, knowledge (religion)), lightning reflexes.
  Possessions: leather, ninja-to, 6 shuriken, potions (enhance ability (dex), resist elements (fire)), scrolls (cure moderate wounds, summon monster II, endure elements, magic fang, lesser restoration, wood shape, calm emotions), talismans (cure light wounds x3), light riding horse, 2,380gp


   Jarren, Male Human, Ninja1: CR 1; Medium Humanoid (5 ft. 0 in. tall); HD 1d6+1; hp 7; Init +3 (Dex); AC 15 (+3 Dex, +2 leather); Atk ninja-to (+2, 1d6+1, crit 19-20/x2) or shuriken (+4, 3x1, crit 20/x2, rng 10 ft); AL NG; SV Fort +1, Ref +3, Will +3; Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 14.
  Special Abilities: sneak attack +1d6, ninja dodge +1.
  Skills: alchemy +3, bluff +6, concentrate +5, diplomacy +6, knowledge (religion) +3, spot +5, iajutsu focus +3. Feats: quick draw, versatile (concentration, knowledge (religion)).
  Possessions: leather, ninja-to, 6 shuriken, 19gp


Jeremiah
3rd Level Human Ranger (NG)
Player: Todd

   Jeremiah, Male Human, Rng3: CR 3; Medium Humanoid; HD 3d10+9 [toughness feet]; hp 31; Init +6 (Dex, improved initiative); AC 14 (+2 Dex, +2 leather); Atk longsword (+5, 1d8+3, crit 19-20/x2) or shortbow (+5, 1d6, crit 20/x3, rng 60 ft.); AL NG; SV Fort +5, Ref +3, Will +4; Str 16, Dex 14, Con 14, Int 8, Wis 16, Cha 8.
  Special Abilities: tracking, favored enemies: orcs (+1).
  Skills: handle animal +0, heal +11, knowledge (nature) +1, move silently +8, profession (herbalist) +8, wilderness lore +8. Feats: point blank shot, power attack, precise shot, rapid shot.
  Possessions: leather armor, longsword, shortbow, wand of cure light wounds (47ch), potions (cure light wounds x2, cure moderate wounds), light riding horse, 938gp


Legion
5th Level Ghostwise Halfling Rogue (CG)
Male, 3'1" tall, 30 pounds, brown hair, grey eyes.
  Alton, Legion to his friends, stands 3 feet tall, with long brown hair to bottom of his neck and sideburns down to the top of his cheeks, with piercing grey eyes. His skin is very tanned, making it even harder for other creatures to spot him.
  He is primarily a loner, keeping to himself most of the time. But he is very cooperative and when the group needs his services he doesn't hesitate. For, even though he likes his privacy, there is something to be said about being able to share the good and bad times with good friends.
  Alton was born in a very small (no pun intended) village. When he was 5 years old, a hunting party of hobgoblins stumbled onto the village and attacked the residents, killing Alton's parents right in front of him, which has caused Alton to have a SEVERE hatred of them. A relative took him in, but when he was thirteen, Alton snuck out of the village and headed for the nearest town. Alton felt he was destined for more than living in a forest village, illiterate and unknowing of the outside world. He is a quick learner and it didn't take him long to learn to read and write. He was also a quick to learn the arts of thievery from street urchins and professional thieves. He received the nickname of "Legion" from admirers for his use of being able to speak to people without moving his lips, "It's as if there is more than one of him when he's around," Korazon, a fellow thief has said about him, "He mostly sticks to himself, doesn't like too many people to get close to him, but he'll stand up for the underdogs in a fight, even if he doesn't know them."
Player: Eric Freidlin

   Legion, Male Ghostwise Halfling, Rog5: CR 5; Small Humanoid (3 ft. 1 in. tall); HD 5d6+5; hp 23; Init +8 (Dex, Improved Initiative); AC 19 (+1 size, +4 Dex, +4 leather +2); Atk +1 shortsword (+6, 1d6+2, crit 19-20/x2) or +1 mty [+1] shortbow (+9, 1d6+2, crit x3, rng 70 ft); AL CG; SV Fort +3, Ref +9, Will +3; Str 12, Dex 18, Con 12, Int 14, Wis 13, Cha 10.
  Special Abilities: evasion, sneak attack +3d6, speak without sound, uncanny dodge.
  Skills: balance +14, climb +11, disable device +10, escape artist +9, hide +13, jump +13, listen +9, move silently +12, open lock +12, search +8, spot +4, tumble +14, use magic device +5. Feats: improved initiative, point blank shot.
  Possessions: +2 leather armor, +1 shortsword, +1 mty [+1] shortbow, dagger, cloak of resistance +1, wand of cure light wounds (cl1, 24ch), potions (invisibility x3, jump), riding dog, 3095gp


   Legion, Male Ghostwise Halfling, Rog1: CR 1; Small Humanoid (3 ft. 1 in. tall); HD 1d6+1; hp 7; Init +8 (Dex, Improved Initiative); AC 16 (+1 size, +3 Dex, +2 leather); Atk shortsword (+1, 1d6, crit 19-20) or shortbow (+5, 1d6, crit x3, rng 60 ft.); AL CG; SV Fort +1, Ref +6, Will +1; Str 11, Dex 18, Con 12, Int 14, Wis 13, Cha 10.
  Special Abilities: Sneak Attack +1d6, Speak without Sound
  Skills: Appraise +6, Balance +8, Climb +6, Escape Artist +8, Heal +1, Hide +12, Jump +6, Listen +7, Move Silently +10, Open Lock +8, Search +6. Feats: Improved Initiative.
  Possessions: leather armor, shortsword, shortbow, dagger, 34gp


Mabius "Draven" Corvis
3rd Level Human Paladin of Valankriis(LG)
Male, 6'2" tall, 185 pounds, brown, blue eyes.
  Mabius has light hair, blue eyes, slight beard and a medium build.
  He is honorable and has a hard time being able to tolerate those who do anything unlawful.
Player: Chris Parker

   Mabius, Male Human, Pal3: CR 3; Medium Humanoid; HD 3d10; hp 22; Init +5 (Dex, improved initiative); AC 18 (+1 Dex, +5 chainmail, +2 large wooden shield); Atk longsword (+5, 1d8+2, crit 19-20/x2) or javelin (+4, 1d6+2, crit 20/x2, rng 30 ft.); AL NG; SV Fort +6, Ref +5, Will +6; Str 14, Dex 12, Con 10, Int 12, Wis 14, Cha 16.
  Special Abilities: detect evil, lay on hands (9hp), aura of courage, smite evil, remove disease, turn undead.
  Skills: concentrate +6, diplomacy +9, heal +8, knowledge (religion) +7. Feats: improved initiative, power attack, cleave.
  Possessions: chainmail, large wooden shield, longsword, javelin, 2500gp


Morgan
4th Level Human Wizard (CG)
Male, 5'9" tall, 165 pounds, brown, brown eyes.
  Morgan is a young man with green eyes and light brown hair. He is a bit tin for his height but he has the muscle needed to follow his very fatiguing path of magical studies.
  An easy going person, Morgan treats his allies well. Using his magic, much like a fighter his weapon, as a tool.
Player: Chris Barry

   Morgan, Male Human, Wiz4: CR 4; Medium Humanoid (5 ft. 9 in. tall); HD 4d4+3 [toughness feet]; hp 16; Init +3 (Dex); AC 13 (+3 Dex); Atk dagger (+2, 1d4, crit 19-20/x2) or quarterstaff (+2, 1d6, crit 20/x2); AL CG; SV Fort +1, Ref +4, Will +4; Str 10, Dex 16, Con 10, Int 20, Wis 10, Cha 10.
  Spells Prepared (4/5/3): 0 - detect magic, ray of frost, mage hand, light; 1st - magic missile x3, mage armor x2; 2nd - ice knife, summon monster II, Melf's acid arrow.
  Skills: alchemy +12, concentrate +7, diplomacy +1, knowledge (arcana) +10, knowledge (planes) +6, profession (scribe) +5, ride (horses) +4, search +6, spellcraft +12, spot +1, tumble +7,. Feats: craft magic item I, craft magic item II, toughness.
  Possessions: quarterstaff, dagger, headband of intellect +2, ring of warmth, wand of magic missiles (14ch), scrolls (static veil, mage armor, shield x3, hypnotism), light riding horse, 1878gp.


   Morgan, Male Human, Wiz2: CR 2; Medium Humanoid (5 ft. 9 in. tall); HD 2d4+3 [toughness feet]; hp 10; Init +2 (Dex); AC 12 (+2 Dex); Atk dagger (+1, 1d4, crit 19-20/x2) or quarterstaff (+1, 1d6, crit 20/x2); AL CG; SV Fort +0, Ref +2, Will +3; Str 10, Dex 15, Con 10, Int 18, Wis 10, Cha 10.
  Spells Prepared (4/3): 0 - detect magic, ray of frost, ray of frost, daze; 1st - charm person, magic missile, magic missile.
  Skills: alchemy +9, concentrate +5, diplomacy +1, knowledge (arcana) +9, profession (scribe) +5, ride (horses) +3, spellcraft +9, spot +1, tumble +4,. Feats: craft magic item I, toughness.
  Possessions: quarterstaff, dagger, 860gp.


Roath
4th Level Halfling Rogue (CG)
Male, 3'0" tall, 38 pounds, brown hair, brown eyes.
  Roath is your average halfling who likes to carry gear weighing as much as he does.
  Mischevious and not afraid to take risks.
  Roath's mother died giving birth to he and his sister Noarat. His father, an adept thief, raised them, and trained them. When the twins were 16, Goarath their father had a major falling out with his guild. He was turned in to the local officials, and imprisoned. Roath and Noarat were forced to flee or suffer the same fate. A short time later the guild located them. The tavern they were in was raided. Roath was very ill, and Norat knew he would not survive in prison. She gave her self up in order to give Roath time to escape.
  Roath has no idea where they are, or if they are still alive. He is searching for clues, and Corian said he might have information as to their location. But he was killed before he could give Roath the info. He seems to share an empathic link with his sister and occasionally gets some idea as to what is happening to her.
Player: Scott Skinner

   Roath, Male Halfling, Rog4: CR 4; Medium Humanoid (3 ft. 0 in. tall); HD 4d6-1 [toughness feat]; hp 17; Init +9 (Dex, improved initiative); AC 18 (+1 Size, +5 Dex, +2 leather); Atk silver dagger (+4, 1d4, crit 19-20/x2) or mw light crossbow (+10, 1d8, crit 19-20/x2, rng 80 ft); AL CG; SV Fort +1, Ref +10, Will +2; Str 10, Dex 21, Con 8, Int 16, Wis 10, Cha 8.
  Special Abilities: sneak attack +2d6, evasion, uncanny dodge.
  Skills: climb +6, decipher script +5, disable device +9, disguise +1, escape artist +10, hide +14, jump +5, listen +9, move silently +12, open locks +11, pick pocket +11, search +9, spot +7, tumble +9, use magic device +5, use rope +8. Feats: improved initiative, toughness.
  Possessions: leather armor, silver dagger, mw light crossbow, slippers of spider climbing, potions (spider climb, clean), thieves' tools, riding dog, 4088gp


   Roath, Male Halfling, Rog1: CR 1; Medium Humanoid (3 ft. 0 in. tall); HD 1d6-1; hp 5; Init +9 (Dex, improved initiative); AC 14 (+1 Size, +1 Dex, +2 leather); Atk shortbow (+6, 1d6, crit 20/x3, rng 60 ft); AL CG; SV Fort +0, Ref +8, Will +1; Str 10, Dex 20, Con 8, Int 16, Wis 10, Cha 8.
  Special Abilities: sneak attack +1d6.
  Skills: climb -1, decipher script +5, disable device +6, disguise +1, escape artist +2, hide +7, jump -2, listen +5, move silently +5, open locks +9, pick pocket +3, search +5, spot +3, use magic device +1, use rope +8. Feats: improved initiative.
  Possessions: leather, shortbow, thieves' tools, 21gp


Toturi
3rd Level Half-Drow Ninja/Ranger/Wujen (N)
Male, 5'8" tall, 165 pounds, steel grey hair, amber eyes.
  Toturi (or Mirugashi Toturi, a clandestine family of half-drow ninja, of the Dragon clan) is of average height and build for a human, his skin is dusky with eyes of amber and his steel-grey hair is two feet long, which he cannot cut as his first taboo. Always traveling light, he's dressed in the dark silk kimono and obi(sash) of a bushi of his homeland and a straw hat to hide his lineage when needed. He thinks many of his traveling companions as foolish for their extreme ideals or codes of moral conduct. Toturi is often viewed as dishonorable or cowardly( or even evil to religious fanatics) but is actually a pragmatic survivor who always looks out for number 1(himself). If ever asked of his background, he will say that he is a wayward ronin half-elf(or sword-for-hire) with little training in the arcane arts, never will he openly divulge his origins.
Player: Rick Otey

   Toturi, Male Half-Drow, Ninja1/Rng1/Wujen1: CR 3; Medium Humanoid (5 ft. 8 in. tall); HD 1d6+1d10+1d8; hp 15; Init +3 (Dex, +7 1/day); AC 16 (+3 Dex, +3 leather); Atk ninja-to (+5, 1d6+3, crit 19-20/x2) or shortbow (+5, 1d6, crit x3, rng 60 ft.); AL N; SV Fort +2, Ref +3, Will +4; Str 16, Dex 16, Con 10, Int 14, Wis 10, Cha 10.
  Special Abilities: sneak attack +1d6, ninja dodge, sudden action.
  Skills: alchemy +4, animal empathy +3, bluff +1, decipher script +3, disable device +3, handle animal +1, hide +6, intuit direction +1, jump +6, knowledge (arcana) +3, knowledge (nature) +2, listen +2, move silently +5, open lock +4, read lips +3, search +3, spellcraft +3, spot +4, swim -9, tumble +8, wilderness lore +1. Feats: dodge, mobility.
  Possessions: +1 leather armor, ninja-to, shortbow, potions (antitoxin, cure light wounds (cl1) x3), 1263gp


Xavier Helion
4th Level Human Cleric of Sumeolus (NG)
Male, 6'0" tall, 180 pounds, blonde hair, brown eyes.
  Xavier has tanned skin, long full length platinum blonde hair and brown eyes.
  He believes fire is freind as well as foe by destroying life yet setting the stage for rebirth. He believes a balance of offense and defense equals success.
Player: Jon Haynes

   Xavier, Male Clr4: CR 4; Medium Humanoid (6 ft. 0 in. tall); HD 4d8+10; hp 31; Init +0; AC 22 (+9 full plate, +3 large steel shield); Atk +1 heavy mace (+4, 1d8+1, crit 20/x2) or light crossbow (+4, 1d8, crit 19-20/x2, rng 80 ft); AL NG; SV Fort +6, Ref +1, Will +7; Str 11, Dex 10, Con 14, Int 10, Wis 16, Cha 16.
  Special Abilities: turn undead.
  Skills: concentrate +9, heal +10, knowledge (arcana) +1, knowledge (religion) +1, spellcraft +1, wilderness lore +5. Feats: point blank shot, precise shot, weapon focus (light crossbow).
  Possessions: +1 full plate, +1 large steel shield, +1 heavy mace, wand of cure light wounds (cl1, 17ch), 634gp



NON-PLAYER CHARACTERS

Corian  DEAD
Human Wizard
Corian was a friend of Legion, Dunbar, and Morgan. He told his friends to gather together a small band of brave adventurers to explore a dead wizard's tower. He told them that he had an amulet that was the key to finding the treasure within the tower. When the band that had gathered together went to meet Corian, they found him dead, killed by wererats. The party's first adventures centered around this amulet and finding out why it was so valuable that Corian was killed for it.



DEAD OR RETIRED PLAYER CHARACTERS

None

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