hey, thanks for making this guideline. it helps me get my thoughts together and organize. its great. will use in the future. If you want the builds for any of these guys, i'll send them to you so you can play them. is this thread stickied??
Crunchwise, he's a sixth level goliath warden. Fluffwise, he's a mountain spirit in human form.
Nearly seven feet tall and very broad-shouldered, Samson's human manifestation weighs 250 pounds and is every bit as strong as it looks. His skin has a slightly grayish tone to it, and he is bald (though he has moss growing in a couple of spots, hidden under his clothes). He looks somewhat stony, but he has humanlike flesh and blood. His equipment (including a massive, stone warhammer) all appears to be made of natural materials.
1) He is a small mountain called Samson Hill that lies in the middle of a valley. According to local legends, he is the son of two of the tallest mountains that surround the valley. This legend is a slightly anthropomorphized version of the truth.
2) When important events occur in the surrounding valley-particularly those that threaten the natural order-Samson Hill can create a humanoid avatar for himself and seek out the threat in person. This avatar rises from the mud and clay of Samson Hill.
3) The last time Samson awoke was one hundred and ninety years ago, when a great war was fought in the valley. The spirits of men and beasts screaming in pain awoke Samson from his slumber, and he went on a hammer-swinging rampage against the aggressors until things calmed down.
4) In olden days when men worshipped primal spirits rather than gods, Samson Hill was a sacred place for the local tribes. Some of the locals still believe that there is a benevolent nature spirit that inhabits Samson Hill. Some of them leave offerings at the foot of the hill for good luck; these are not as extravagent as the sacrifices Samson once received, but he never really cared for tribute in the first place. Only the Druids of nearby Witchwood Abbey still remember Samson's true nature and the extent of his powers and intelligence.
5) Samson is one of the countless "nature spirits" that primal casters call upon to power their spells. When a druid says "please oh ancient ones of the earth, let stones rise up and obstruct my enemies," Samson is one of the dudes who says "kay," and an encounter power happens. Samson is unusual, however, in his ability to take humanoid form; only a few primal spirits can do this.
1) In addition to wanting to stop whatever crisis it is that awoke him this time, Samson is nostalgic for the old ways. He misses the chants of shamans and the hum of wild forests around and above him. He would like to see this state of things return. Ultimately, he would like to see the Gods and Primordials reconciled and the world restored to its ancient golden age, but he knows that that's far beyond the scope of his power; its just a pipe dream.
2) I'd like Samson to fall in love with a mortal woman. Might cause an interesting conflict of interests when its time for him to go back asleep, and maybe he could have a half-mortal child who I can play in a future campaign. Might also develop his character into being more virtuous and legitimately benevolent, instead of helping people because of his debt to Pelor.
1) Samson guards the peoples of the valley because of an ancient debt he incurred to the god Pelor (well, an exarch of Pelor if you want to get technical; Samson is too smalltime for the sun god himself to deal with). Were it not for that, he wouldn't care all that much if they got enslaved or whatnot.
2) Samson mourns for his father, who died in an avalanche caused by the duel of two mighty beings (an epic eladrin priest of Avandra and a balor sent by Demogorgon) nearly a thousand years ago. The half-ruined volcano that was once Samson's father still fumes and churns to this day.
Friends and Enemy
1) Samson's mother, Mt. Arya, is still around. Like most major mountains, she doesn't talk much, but Samson communicated with her and others of their kind during his long dormant periods. Mount Arya lies at the northern end of the valley. Though she cannot talk to Samson while he is in his humanoid avatar state, she will aid him and his friends by providing food and shelter if they take refuge on her slopes.
2) Grandfather Yamu (human druid), the abbot of Witchwood, knows Samson as one of the invisible spirits of Elsir Valley. He knows also from the druidic order's records that Samson is able to sometimes take human shape, and that he is generally helpful to the mortals of the valley. Samson and Yamu have never met in the flesh, but the two have occasionally conversed during Yamu's daily meditations and have developed a familiarity with one another.
3) Samson once came into conflict with the wolf spirit Yasskr, when yasskr's son (the alpha male of a local dire wolf pack) tried to eat Samson during one of the latter's mortal adventures, and Samson and his companions killed the wolves in self defense. Yasskr never forgets.
Memories and Quirks
1) Samson has heard lots of stories, fables, and jokes over the centuries, told by people who passed him on the road or picked berries on his head. He will tell these to his companions. Most of them are bad.
2) Samson has a magic watering can (reflavored Basket of Sustenance) that he forms along with his humanoid avatar. By pouring some water from it on the ground and performing an elaborate ritual chant and dance, he can cause food to grow, sustaining the avatar's biological needs (and those of any co-adventurers he may be traveling with).
3) Samson is confident to the point of pomposity or foolhardiness, and often slightly insensitive, and can get rather annoying to be around. However, his courage, loyalty, and honor are usually enough to make up for this.
4) Samson Hill is only his most recent name. In ages past, this geographical feature was called other things by earlier inhabitants of the valley. Only Samson and his mother know his true, original birth name (primal spirits are very secretive about their true names).
Samson was inspired by a Native American legend I read, about mountains who could take the forms of men. In the story, two mountains who hated each other and wished to fight created human avatars for themselves and fought a duel. Whenever one of the avatars sustained an injury, the mountain that controlled it suffered a mighty avalanche. The duel ended when one of the humanoid projections was slain, and its mountain reduced to rubble. When the PHB2 and MM2 came out, I really liked the stats for the goliath race, but wasn't fond of their flavor (lol big guys who live in the mountains). I had the idea, then, to use the goliath racial stats to portray a character like those mountain spirits I had read about.
The name "Samson" is taken from the Book of Prophets (or was it Judges? I forget). Samson was supposed to be a legendary warrior of massive size and physical strength. I figured naming a hill-given-flesh after this guy would be fitting, and it sounded like something that people might name a hill.
The Ten-Minute Background
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) He is an Half-Elf Ranger Beastmaster, he guide people through the forest of Raven Shire and protect them from danger.
2) He is very silent and prefer to keep secrets for him only.
3) He and his former adventuring band fought against Demon. His party was formed by Drakaran Fistelism a Tiefling Summuning Wizard, Torog Garag a Goliath Earth Warden, Hitomi Tanaka an Human Prescient Bard, Grick' Humtag an Half-Orc Battlesmith Artificer, Glum Darur a Bladeling Isolating Avenger and himself a Ranger Beastmaster with Valsifis his white tiger.
4) His party unband at the end of their journey but Vaedirn was still in love with Tanaka
5) He misses the day when he was with Tanaka and he was on a quest with his friends. He just wants to go back with his group to begin a journey.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) He wants to gain glory and be with Tanaka
2) He will turn evil because of glory lust
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1) Grig' Humtag is his stepbrother and nobody know it beside him and Grig.
2) Tanaka is kept by the demon lord Asmahel
3) The demon lord turn Tanaka into a succubus
4) The Demon Lord if Drakaran
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) Grig' Humtag is his stepbrtoher, he learn the art of the artificer because he had more intellignece than other orc in his tribe.
2) Drakaran Fistlism power lust is what describes him. He learned summuning magic to have plenty of monster to do his biding and is only with the band because he needs too.
3) Torog Garag his a former Goliath clan champion but when a tribe of ogre attacked he was the last suvivor because Vaedirn, Drakaran and Grig arrived to save him.
4) Hitomi Tanaka met Vaedirn in Val Haven where Vaedirn fall in love with her and she decided to join the party because she liked Vaedirn too.
5) Glum Darur is a Baldeling savec by the group in the elemental chaos plane. They saved him against the Genasi.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) Vaedirn remember his elf father sword fighting style that he uses now.
2) Vaedirn remember the death of his father by Grig's father.
3) Vaedirn often thinks about Tanaka
[design notes for the example character]
Vaedirn was born from an Elf father and a Human mother. He learn the fighting style of his father with 2 swords. After his father's death he learned archery in the orc tribe. While hunting in the orc tribe he saved his tiger compagnon. When he was strong enough he left with his stepbrother Grig. They then met drakaran and later saved Torog. While resting in town he met Tanaka. On their journey in the elemental chaos plane they saved Glum. After having killed the former Demon ord the band split. After receiving a message of tanaka saying she was held captive he reunited the group but Drakaran was missing and no one had heard news of him siince the splitting.
Here's a List of Ten-Minute Backgrounds!
A Devoted Cleric of Oghma
1) A strong young man of average height, Kanatash is physically unremarkable with the exception of his cleanly shaven head and stark blue eyes.
2)A traveling scion of Oghma, Kanatash seeks knowledge in any form. He holds innovation and the gathering of knowledge to be the holiest of pursuits and scorns liars.
3)The young man is noble and strong, but has a rebellious streak and would do anything to save one oppressed by tyranny.
4)Raised in the Impultir region, the cleric is a massive humanitarian, a trait brought on by watching the suffering of his fellow citizens.
5)Seeing his city reduced to nothingness and watching helplessly as the worship of demons spread throughout, he searches for a means to save his city from the bonds of slavery given by the ruling class and exercise the demonic practices within its walls.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) He wants bring his home city back from the brink of collapse.
2) As a character, he possesses a massive love for knowledge and the truth (making him akin to a sanctified librarian, if anything) and despises lies in any form. I believe that this will eventually lead to him challenging champions of Cyric and some of the Demon Lords upon higher levels.
1) His mother died at childbirth, leaving him a ward of the temple of Oghma and a fanatical devotee of the Lord of Knowledge. The depths of his devotion and fanaticism are as of yet unknown to his partners, but as a younger man he was ousted from his homeland for enticing a rebellion against his leaders.
2) Unknown to him, his birth coincided with the death of King Imbrar II, king of Impultir and bringing forth the tyranny and spread of demon worship throughout the region.
1) Maccus- a Longtooth Shifter Barbarian, the weapon-laden warrior seeks to prove his usefulness to the cleric by serving as his bodyguard. Born of a union between an elf and a shifter, the half breed was never accepted by the elven community in which he was raised. He sees the act of protecting Kanatash as the first really important thing that he's ever done in his life.
2) Thatari Lunastre- he raised Kanatash within the temple, serving as an interim father figure to the young lad. He taught him an intense hatred of lies and deception and imparted upon him all of his morals. Attacked during the botched rebellion, he is believed dead.
3)The Council of Impultir wishes to see him dead, they see his continued survival as a disgrace to their power.
1) Despite hating lies in any form, Kanatash is extremely gullible and will readily believe the best in everyone.
2) He carries a small, ornate scroll decorated in the teachings of the Namers of Oghma. Between adventures, Kanatash can be seen writing on the scroll, recording all of the new information he has learned over the course of the quest. The recording of the adventure is part habit and part ritual, the cleric will not allow any interruptions or distraction as he records the days deeds.
3) He is deeply scarred by the failure of the attempted upheaval and the death of his mentor. He has nightmares of both frequently and is notably the only thing that he doesn't record in his writings.
Corric Weatherbie Crossler: Half-Elven Lawyer, Diplomat, and Fey Pact Warlock.
1) Corric, a handsome and charismatic Half-Elf, once lived a simple but socially decadent life of lawmaking, scholarly pursuits, and a dabbling interest in Arcane lore and magic whilst finishing his apprenticeship under his human father, Jacob.
3) Began to research the unknown half of his past relating to his mother; as a result, became intensely interested in the Feywild, studied, and eventually came into contact with a greater Ghale of the realm, using his litigation and diplomatic skills to earn him arcane power and a promised seat at the head of an Eladrin court as long as he was willing to prove himself... and repay the powerful Fey spirit a favor of her choosing, when she chooses.
5) Corric is about 5'9", and dresses in low-key, elegant tailoring when not adventuring. As of late, however, he has started to incorperate the flashier, brighter, colorfol designs of Eladrin dress and clothing into his repetoir as new pacts and otherworldly forces influence his thought process, tastes, and view on culture.
1) He wants to ascend to greatness atypical of the standard adventurer, and believes his bloodline can be traced back to courtly fey origins.
2) Corric's name has recently thrown about the social circles of The Club, a mysterious organization of decadent, plane-travelling "Self-accomplished gentlemen" who think that Corric's refined speech, ardent self-advocacy, and expensive and decadent tastes might warrant him an invitation if he continues to accumulate greatness and power as he has been.
2) Athin McAlythe: Human Earthsoul Warden, close friend and advisor to Corric. Attempts to be the "angel" side of his decisions, as opposed to all the "devils" that Corric appears to be making deals with lately. One of his first adventuring companions, much more reserved and contemplative than Corrric's active and plotting style.
1) Corric wears classy but eccentric dress; great blue overcoats, tricorn hats with goggles he doesn't quite know how to use, top hats with swirls all over the brims that match a suit with surprisingly long coattails.
2) Corric is extremely proud of his father's law firm, which he still shares a partnership with regardless of his absenteeism in the face of adventuring, not to mention two namesakes: Crossler, Weatherbie and Crossler.
1) She is the child of the prison warden and has been taken on rounds even in a sling, watching and listening all the time
2) She is pretty in the "too innocent" sort of way that makes her armor almost a child in a costume playing pretend.
3) Her tasks and jobs always put her dangerously close ot the prison element, scrubbing floors a foot away from prison doors and moping up after riots before the blood has even had time to dry. Often this leads her to hear things no child should have to hear, but also some things no one would ever say if an adult was in ear shot.
4) Her raven black hair serves as a stark contrast to the mirror shined platemail on her shoulders. And servs as a reflection that the shining walls of the prison still carry living people within, not just numbers and faceless masses.
5) Even though she is just a child, her mind is still quite cunning. Learning the prison phrases and watching the priosoners for their subtle hints that even they are not aware of, their tells that let her know when somethingbad is about to happen in the prison.
1)Having completed her apprenticeship under her mothers tutalage, she strikes out now upon her own to lay forth the law to every inch of the city.
2) I want her to realize there is a place for law, and times when the law needed is no law at all.
1) She knows she is being conditioned for something, she suspects it will be for taking over as the warden once she is of age.
2) Her mother actualy put her in the middle of the criminals to develop her skills of a theif without becoming one herself, with an open ear and eye immersed in the criminal activities, she is being forced to have a prison life from the other side of the bars and learn their ways from a slightly detached position.
1) Mara Lawlight is her mother and warden in word and deed. Her first and foremost position is to the prison, having a child was simply an extension of her will to make sure the prison remained under a lawlight hand. Personaly she can-not figure out where the grace of the gods came to her child but will use it to the best of her ability to keep the prison in line and perhaps the divine protection will keep her child safe from the world outside.
2) Niel "no-thumbs" is a halfling bard who lost a thumb for each time he tried to steal from royalty, he insists the only thing he was stealing from them was no earthly treasure. She is still not sure what he means by that but he has always kept an eye out for her in the prisons and once even took a blade to the belly for her, he claims it was to shave a decade off his prison sentence.
3) There is a person in the prisons that no one crosses, her name is "Madam" nothing more or less. She is a drow and she is goregous. She rules the womens wing of the prison and has taken a personal intrest in ruining the life of the child of the warden just to get back at the one who keeps her behind bars. With Meva leaving the prison, she can now stretch out her web and strike from the alleys for her vengance.
1) Meva recalls every single step of the prison, having scrubbed each stone to an alabaster white has burned a map into her mind.
2) Meva spends one hour every day grooming from head to toe on herself then another hour on her armor to keep it in peak condition, her sword gets the least attention with a scrape of a whetstone and a rub of oiled cloth to each side.
3) She remembers her marches with her mother, even from an infant she remembers being carried from one cell block to the other, content in her mothers arms even as she would funnel the primal powers to lay order upon a riot.
Shalus Fiendbane, Shifter Avenger,
Design Notes: I originally dreamt up this character as a companion, almost a bodyguard to the adventure's main protagonist, under secret orders from the Order of Kelemvor's Will to protect him at all costs. Cyric's inclusion within the tale also led me to further develop Shalus as a primary character, with a destiny to lead the Order to war against an escaped Cyric and his servants, who wished to reinstate Cyric as God of Death over Kelemvor. This would hopefully lead to a climatic battle between Ornha, serving Cyric, and Shalus, serving Kelemvor, and perhaps the two men could reconcile before one or another's demise.
Here's a character I might not get to actually play, since the group I've been emailing to try and set up hasn't got back with me (I'm not sure why this text seems to be stuck in bold mode, BTW). Bear with me if this is lame since it's my first attempt at a totally self-created character( though I've played from pre-existing sheets before), and I'm a very visual rather than verbal thinker (I actually made up the character to match an image in my head, which I hope to finish as an ink-and-watercolor soon, probably after Thanksgiving). I suppose some might object to having an obvious punk chick in a medieval fantasy setting, and in other ways she might be too much of a stock character, but I think she'd be fun to play.
Anarchy Gulbahar, Unaligned Tiefling Rogue
1. Raised as a semi-feral orphan in a large city, she was partially protected during this time by a motherly half-elven tavernkeeper who taught her to use humor to defuse her own rage as well as that of others, and provided her a source of semi-honest income as a juggler and comedienne.
2. She's rather pretty and might almost be mistaken for an elf at first glance, were it not for her long, black, lyre-shaped horns, gleaming golden eyes, and blazing scarlet mohawk, braided with beads at the back end. She has a black-and-red striped tail which she is apt to lash or fidget between her fingers in moments of abstraction, and wears a single small silver piercing ring in the left side of her lower lip, as well as others in her ears.
3. She has a severe mistrust bordering on outright hostility of all authority figures and tends to be blinded to the good in those she sees as overly priveleged.
4. Her moral views are highly pragmatic and capricious at best, however she does tend to feel sympathy towards social misfits and the poor.
1. Her propensity to see humor in otherwise dark situations, while helpful to maintaining her own sanity, often leads to misunderstandings, since after all most people expect a tiefling to be malicious and don't see what's so funny.
2. She remembers feeling her imagination strangely sparked by the strange lettering and illustrations in some books in a satchel she once stole.
3. She has an odd interest in creatures such as goats which have horns similar to hers, and shows an uncharacterstic childlike delight in their presence, as some humans do with horses and ponies.
Jade Redfern, Half-Orc Paladin of Bahamut
1) Corwin Redfern - Jade's father and long time mentor. He still lives with her mother, Eve, in the village where she grew up, where he runs the temple to Bahamut.
2) Gavin Maastricht - the paladin under whom Jade trained at the larger temple. He is a second father figure to her, and levied on her behalf to be able to focus her attention on the greatsword, at the expense of her ability to use a shield. He also has worked with her in the past on her temper issues, as well as her ability to get in touch with the will of Bahamut.
3) Tobias Greenford - a young man from her village. He was always quick to taunt Jade, and mocked her heritage. He was passed over for a role as a Paladin and has harbored a grudge against Jade for it ever since. He is also quietly smitten with her, and the conflict of these two situations makes his interactions with her uncertain.
1) Jade is very innocent and naive. Anything remotely bawdy or off-color will make her blush furiously.
2) Hating that she is different from the humans in her village, Jade took to pursing her lips just enough to make her tiny tusks hidden from view. She still does this in uncertain or unfamiliar company, and it can make her look like she is pouting. It's a nervous tic.
3) Young, fresh and naive, Jade is utterly unfamiliar with defeat in combat. She's sure that there's a solution for everything, and is blindly optimistic. The only darkness in her life are her concerns about her temper and her faith, both of which she shoves down deep to avoid anyone else seeing.
Eglath the Strong, Goliath BarbarianEglath the Goliath (5 Basic Concepts) 1 - Eglath is the second son of the great Chieftain Aurak the Mighty, leader of the strongest Goliath tribe anywhere near Luskan.2 - As the son of the Chieftain, Eglath has throughout his life been competing for the right to succeed his father as leader of the tribe. This is a sacred competition however, and neither him nor his brothers feel any ill will towards each other.3 - As tradition dictates, each son of the Chieftain is to travel the world and grow strong on their own, away from their people, and each son has chosen their own path: Vimak, the oldest, channels the spirits of the world to become an unkillable defender of his people. Kavaki, the third son, follows the spirits and lets them flow through him to lead his people in spirit. Kag, the youngest, uses a bow and arrow to ensure his people will always have food. Eglath walks the path of the wrathful destroyer, to further the greatness of his people in combat. When their father dies, all sons who feel ready will return to the tribe and fight each other and any challengers for the right to rule. Those who do not return have until the day they become the same age as the oldest son was when the Chieftain died to do so: If they have not challenged for the right on that day, their right to challenge is forfeit.4 - Eglath believes in defeating his enemies in any way possible, and has therefore spent much time within the city of Luskan itself to learn the skills of the people there. Despite his great size, he has become quite skilled at sneaking.5 - Eglath views all non-Goliaths as inferior to his people, and any who would back away from a fight below even that. Through strength and courage on their part, Eglath will think better of them. Until then however, he treats any and all non-Goliaths with contempt.Eglath the Dreamer (2 Goals)1 - Eglath intends to become Chieftain one day, or die in the process. He will do anything to achieve this goal.2 - He wishes to become the most powerful warrior in all the land and show everyone why the Goliaths in general and his tribe in particular is superior to all others.Eglath the Unknown (2 Secrets-One he keeps, and one that is kept from him)1 - Eglath is terrified of his brothers, and is very insecure about his path. Can he really break down the defenses of Vimak? Could he really oppose the spirits by hurting Kavaki? Will he be able to even get to Kag before he is felled by his brothers arrows?2 - Eglaths father, while proud of his son, does not want him to rule. He is afraid that Eglaths hot temper will make him a poor leader and that he will bring the tribe to ruin. Therefore, Aurak has continually tried to limit Eglaths growth while spurring his brothers. He only allowed Eglath to go to Luskan because he secretly hoped the experience would teach him something about honor and fighting justly, or failing that, kill him. The fact that Eglath only grew stronger from the experience troubles him deeply.Eglath the Person (3 people he knows)1 - Aurak the Mighty – Eglaths father and greatest source of inspiration. Eglath wishes to walk in his fathers footsteps and further his tribe as his father has.2 - Thom Smith – The head of a Luskan gang who used Eglath to scare his competitors while teaching him the subtle art of the stealthy killer. Thom saw Eglath as an asset, while Eglath saw Thom as an inferior who could be used to further his people.3 - Vimak the Rock – Eglaths oldest brother, who left to tread his path two years before Eglath did. The two always competed when they were younger to see which was greater: Vimaks defenses or Eglaths attacks. For the longest time they were equal, but after Eglath came back from Luskan for the last time he always struck first and more often than not defeated his brother quickly afterwards. The two respect each other deeply despite their differences.Eglath the Younger (3 memories)1 - Eglath still hasn't sorted out his feelings about the day when his sister was born: As is customary in the tribe, she was handed over to a family of lesser standing as the Chieftain does not have daughters. Eglath is unsure of whether to love her as a sister, look down at her for being of a lower caste, or fear her for the sons she might bear.2 - Eglaths first kill is as strong a memory today as it was when he was 9. He was ambushed by a couple of other boys around his age who attacked him with blades for being the Chieftains son. Even at that young age, however, Eglath could control the strength of his anger, and imbibed with the power of the spirits of the Earth he slayed one of them, making the other run away scared. Eglath was rewarded for doing this, while the boy who ran away was punished for fleeing from a battle.3 - The day the Luskans overthrew their government for who knows which time with Eglath in the city was a turning point in his life: He had not been in the city for long before this happened, and to this day he considers it proof of the inferiority of city-dwellers compared to his own people.Design Notes(RP notes for me, the player)
Eglath treats others with contempt initially, though throughout the journeys he will start to like others who trust in the strength of their arms or are especially potent in battle, though people who flee or suggest fleeing will have a hard time to be trusted or liked again. Relocating on the battlefield is fine: Hiding for purposes other than striking unseen is not. He has little patience for anything that does not involve combat or getting to combat, least of all social encounters. He takes trophies of everything he kills, though not always in the form of teeth etc. (though that does happen) but rather things he feels represents what it is he killed.
1: Tor was born of a well respected family in a mixed town in which Shifters were only recently allowed homage, and thus still not fully trusted due to their bestial nature. He took to arms and battle with immediate interest, his mother and father were happy that he found an interest so early.
2: He found his favoured style not long after starting his apprenticeship at twelve, to become a Fighter, under Balasar, a Dragonborn Tempest Fighter. The Intricacy of dual weapon fighting intrigued him, as did his favourite weapon: the Katar. His training came easy, and within five years, he could hold his own against the entire team of 10 that was the towns’ elite guard.
3: After completing his fifteen year apprenticeship, which whilst included constant training in the art of the Tempest, Tor also learned how to care for his Katars, and fashioned special Sheaths and belt with help from the town Blacksmith: Orsik Wildhammer. Learning also the importance of physical fitness.
He left to travel the world, in hopes to attain the teachings of other masters, in hopes they will help him towards greater mastery of his fighting techniques and weapons.
4. Tor has a great sense of companionship, and would do anything to protect his friends. Once… only six months into his training, an old apprentice of Balasar had returned, after a shameful defeat at the hands of a thief, who had taken his weapons and armor. He blamed Balasar for not training him enough, and charged him with a Tratnyr: without thinking, Tor leapt to his master’s aide, killing the old apprentice with ease.
5: Tor gained his race their trust when, five years into his apprenticeship, an army of 200 bandits and mercenaries stormed their town(population: 256... town guard of 40. Elite guard of 10. As it was his home, Tor took to the front line, himself killing 93 of the bandits, including the leader of the attack.
Goals (player and character)
1. (character): Tor wishes to master the Tempest style, to the end that he surpasses his mentor
2.(character): after he believes that he has attained mastery, and the thrill of adventure has lost it’s pull, Tor wishes to make his home in a small town, and take on his own set of apprentices.
3.(player): I would like to see (2) come true, at the end of Tor’s adventuring career
1-known): Tor is the only other person, aside Balasar, that the apprentice he killed, was Malaar, Balasar’s Son.
2(unknown): two years after his leaving the town, it was subject to another raid, the Theives Guild knew of Tor’s involvement, and leaving. It is unknown whether Balasar, Orsik or his parents… and the rest of the town survived the battle.3-Unknown): the Theives Guild lost 3 / 4 of their apprentices in the battle in which Tor participated. Hence, they have placed a 5,000 Gold bounty on him dead(with proof), and a 7,500 Gold bounty for him delivered to the HQ alive
1: Balasar: a 65 year old Tempest Fighter. Who is a well respected member of the town, and personally trained the entire guard force.
2: Orsik: a 34 year old Dwarven Blacksmith. Tor would listen for hours on end as he described how to care for his weapon.
3-not met) Redgar the Swift: the brother of the leader of the bandit army, whom Tor killed. Has sworn revenge against him. (he is the one offering the bounty)
1: Tor remembers how his world seemed to slow down as he realised the old apprentice meant harm to his master
2: He remembers his fight with the Elite Guard, and their shock as he declared them all “dead” within five minutes.
3: Tor remembers the first time he held a Katar
Mannerisms/Quirks + Appearance
Tor stands reasonably tall at 6’0”, weighing 150 lb. With light brown skin, and black hair just past his shoulder. He is of a muscular build… but has surprising dexterity. He has Red eyes, and a cheerful, and determined demeanour. He wears (hide or Cmail dont know yet) armor… made by Orsik
Tor gets up at 6am every morning, to train till 8... This includes practicing his fighting stances/moves… and physical training. I.e.: press ups, running, wieght training
He will spend a lot of his spare time either getting in some extra training, or inspecting his weapons and their sheaths for damage… and will often be seen taking a whetstone to his Katars.
Once Tor considers a person his friend, or a place a home… he will do everything he can to keep them out of danger.
Tor believes in practice… and thus will often try to encourage his adventuring teammates to spar with him, or even join in his daily training.
Also, he takes pride in providing for his friends… carrying a spare tent and bedroll should they be needed. And three spare waterskins should they be requiredHope i filled all the nooks any comments?
Khashana (Female Kalashtar Prescient Bard, Good)
Khashana grew up with her family in a small kalashtar monastic community in Adar, Sarlona, in the world of Eberron. Her mother and father were Lanharath and Sorashana, and her brother was Kanaharath. While most of the kalashtar apply their mental abilities to martial arts, Khashana preferred to combine magic and music with her skill in archery rather than rely solely on the powers of her mind. She believes that the outnumbered kalashtar need to utilize every advantage at their disposal. Like all kalashtar, Khashana and her family are hunted by agents of the Dreaming Dark, who kill every kalashtar they can find. Many kalashtar believe that just by surviving, they are helping to prevent the Dreaming Dark’s goals, but Khashana has always believed that more direct action needs to be taken out in the world. She believes that the kalashtar must not just survive, but win this war to bring the new age of il-Yannah to replace the current age of il-Lashtavar.
The people of her village lived under the siege of the Reidrans, who are under the complete control of the Inspired and the Dreaming Dark. Eventually the Reidrans managed to infiltrate the village and struck from within. Khashana tried to fight, but quickly found that she was no match for the dark agents. Kanaharath fought them off in order to buy her time to escape. Khashana, and any other kalashtar from her village who escaped that night, scattered after the destruction of the village. Khashana never found out if her family survived the attack, and she put as much distance between herself and her native land as possible, travelling far and wide across the land of Khorvaire. She escaped many attacks by the agents of the Dreaming Dark during her travels, and so she kept on the move, usually keeping to cities. One day, she found a House Lyrandar vessel preparing for an interplanar journey. They were taking advantage of the favorable planetary alignments to send a ship to another realm, and Khashana saw an opportunity to escape the Dreaming Dark. She smuggled aboard, hoping that such drastic measures would throw the agents of the Inspired off her trail.
After having met and joined a group of adventurers while in this new land, the party found an odd portal created when a kobold sorcerer killed a young white dragon. In their attempt to stop him, the party went through the portal, and now Khashana and her allies have ended up in a strange militaristic land called Paxchimerica.
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged! (I kind of combined Steps 1 and 5). 1. Khashana has short red hair and bright green eyes. Where most Kalashtar are serene and contemplative, Khashana is outgoing and very sociable, and is comfortable interacting with either wild tribal races or high society. Perhaps her nature, like her mental talents, sets her apart from most Kalashtar. Or perhaps she has merely perfected her human mask. Khashana will try to pass herself off as a human unless forced to do otherwise because she knows that anonymity is her greatest defense against the Dreaming Dark. Her allies, however, know her true race, and that shows the trust she has placed in them. 2. Khashana is very loyal to her adventuring party. For Kalashtar, community is paramount, and the needs of the community are placed above those of the individual or of family units. For Khashana, her adventuring party is her community. 3. After leaving her village, Khashana's frequent encounters with the agents of the Dreaming Dark have made her more than cautious. Although she maintains a friendly demeanor to nearly everyone she meets, she never trusts outsiders. She just makes sure that they're unaware of that fact! 4. Khashana is somewhat arrogant, believing that other races have no place in her people's battle against the Dreaming Dark and that they should not be involved. 5. While most Kalashtar disdain weapons of wood or steel, preferring to fight with only their minds, Khashana sees no problem in augmenting her mental powers with martial weaponry. She does, however, maintain the mental discipline emphasized by her people and spends some time in meditation each morning. 6. Khashana's style of music is unique compared to bards of other races, because she utilizes her telepathic abilities while she performs so that her music evokes emotion and imagery. Listening to her music is a little bit like listening to Fantasia in surround sound.7. Khashana is used to the magical commodities of Eberron supplied by the Dragonmarked Houses. She is used to the conveniences present in everyday life due to the Houses' investments of time and money into magical research. Now she is in a new land with very little magic available to the common people, and she considers it to be magically underdeveloped. She also tends to view the native people as the underprivileged inhabitants of a third world country. 8. Because she is from the magically developed world of Eberron, Khashana's bardic instrument is an electric guitar, except that it is powered by arcane ability rather than electricity. All of Khashana's songs are from Classic Rock bands, like Santana, Boston, Survivor, Def Leppard, and AC/DC. 9. Like all Kalashtar, Khashana experiences moments of madness because she shares her body with a Quori spirit who is a refugee from the realm of Dal Quor. The spirit that inhabits Khashana’s body is named Alashana. Khashana cannot communicate with Alashana directly, but Alashana can make herself felt in subtle ways – through emotions, dreams, and occasionally stray thoughts. In Kashana’s case, these moments of madness occur as brief periods of time where it is as if she belongs to another world altogether. She may use songs and phrases that are from that world but are unknown in this world, but doesn't understand what she has said when she regains her sanity.
1. Khashana’s goals are, first and foremost, to stay hidden. Anonymity and obscurity are her first defenses against the Dreaming Dark. Although she is in a completely different world, she is troubled by the frequency with which people from unknown worlds seem to pop into this one. In the previous world, she felt a measure of security against discovery by the agents of the Inspired, but here one could appear at any moment. 2. At times, Khashana would like to find out what happened to her family, but at other times, she fears the worst – that her inability to protect herself and their subsequent attempt to save her cost them their lives. She’s not sure which is worse; to not know at all, or to know that their deaths were her fault.
3. Her overall goal is to help her people. However, this is such a broad goal that she doesn’t quite know how to accomplish it. Khashana will never turn away a Kalashtar in need, and will do everything in her power to protect him or her without exposing herself.
4. Caution is good, but Khashana's fears of the Dreaming Dark are inhibiting her potential and possibly keeping her from her destiny. My goal would be to see whether Khashana will learn to face her fears of the Dreaming Dark rather than run from them, as she has done for so long.
5. I would also like to see Khashana get over her racial arrogance and realize that her people's battle with the Dreaming Dark is not something they can win by themselves.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1. The agents of the Dreaming Dark are trying to kill the Kalashtar, but, unbeknownst to Khashana, they are trying to reach her in particular. That’s why she has had so many encounters with them, from the bustle of Sharn to the seclusion of the Towering Woods. Normally, Kalashtar hide in populated areas among humans, and most of the Inspired agents frequent cities to simultaneously ferret out more Kalashtar and to place themselves in desirable positions to influence various rulers. In Khashana’s case, agents were sent out scouring Khorvaire in search of her specifically, and their orders were to take her alive. Perhaps Alashana, the quori spirit that is sharing Khashana’s body, is one that the Dreaming Dark would especially like to get hold of for some reason. Perhaps, if Sorashana is dead, Khashana is the last mortal who is merged with Alashana, and by killing Khashana the Dreaming Dark will have exterminated this line.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. Still working on this one...
1) Akmenos was a young Tiefling when he joined the Crimson Legion, wanting to strike back at any of Asmodeus’ forces.
2) His hatred of the archdevil was fostered when he was a child. A devil offered his father the power of a warlock; in exchange for the killing of his wife. His power-hungry father didn’t hesitate.
3) He greets people with a charming smile and politeness, while secretly gauging them to be friend or foe.
4) When made truly angry, he abandons his refined outward appearance, and is fearsome to behold.
5) He made a pact with the dark spirits of the Shadowfell to give him powers, but trained as a paladin of Pelor. He believes the light of Pelor will help to prevent the corruption of his pact from overwhelming him.
1) Defeat Asmodeus; let the god know what it is like to be killed, as Asmodeus once killed a god
2) Banish the distrust and hostility many people have for Tieflings
1) He has never told anyone the reason for his hatred of devils, always changing the subject when it is brought up. When he enters into his rages, he lets his memory fuel the fire.
2) The spirit he forged his pact with was in fact the vengeful spirit of his mother, who was unable to pass on to the next world.
1) Damaia was Akmenos’ closest childhood friend and rival in all things. They even joined the Crimson Legion together, but while he trained as both a paladin and warlock, she devoted herself solely as a paladin of Bahamut. She reasons that his followers brought down Bael Turath, so she will follow in their footsteps to bring down Asmodeus.
2) The shadowy patron of Akmenos’ pact sometimes whispers thoughts in his mind, commanding and advising him. In battle, the thoughts are sadistic, telling him to inflict pain however possible, and simultaneously feeling and enjoying the pain he inflicts on others.
3) Akmenos’ father has become one of Asmodeus’ leading generals, and on the few occasions Akmenos has found him, his father was always taunting him, pointing out their similarities.
Memories, mannerisms, quirks
1) He prays every day before dawn to Pelor for strength to resist giving himself over completely to the darkness he wields.
2) When the insistent voice in his mind urges him too strongly, he will often argue out loud with it
3) He fondly remembers his mother, and has noticed that when he thinks of her, it seems to make the spirit content.
56816218 wrote:What I find most frustrating about 4E is that I can see it includes the D&D game I've always wanted to play, but the game is so lathered in tatical combat rules that I have thus far been unable to coax the game I want out.
alek = thoughtform (Player made race) (gameplay elements are legit.)
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!(1)= he is made of pure thought bound into a humanoid form... made up of 14 differnt persionalitys i will list at the end..(two)=he sees everything like a documentary persion would see a lion (see how he acts? obviosly this is a sign of ggresion to the other male)(3)= his persionalitys are made up of 7 children who were trained as assassins and a few randoms that he has slain. his subconsicos is made of a evil assassin and a good monk.. long story(4) he has no real freinds as he feels that he is above the mortal races and he is prone to random bursts of sctizophrenicness. once he finds people he can trust he stays with them for as long as he can.(5) he adventures because he sees it as a way to learn. his basest instinct is to learn. even thought he has diffrent persionalitys all of them want to learn.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.(1) become powerfull enough to seperate into all his seprate and become 14 diffrent entitys(2) to become the greatest assassin ever.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!(1) he is a thoughtform. he has a great fear of letting people knowing it.(2) he can be a vessel of a god if he is captured by the preists of that god and a ritual is completedStep 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.(1) he is freinds with the inn keeper in sharn (city of towers) going there almost everynight(2) he has a pet rat (regular sized not big one) best freind in the world. he uses his illusions to keep it hidden(3) the assassins guild (night stalker) hates me for being part of the monk the is their sworn enemy
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.(1) prone to random bursts of laughter and mood swings(2) multiple persionalitys (3) hates HATES spidersBACKGROUND=there was a monk order and the night stalker assassins guild. the monk order and the assassins were at war.the leader of the assassins was a drow named morthasthe monk leader was named azmarthe monk commisiond 7 children, a halfling named lindal, a ladrin named soveliss, a halfling named lidda, a half-orc named thud,dwarf named vondal, a human named alek and a human named quinnthe monk sent the children into the assassins guildthe children were trained by morthas. who felt mild affection for the children witch grew into a fatherly feeling of love.when the children were trained they went to assassinate himhe was consulting his orcale he was warned that the children were plotting against him.he waited for the children and they all got into a fight. the monk, azmar, got there and saw that the children were poisoned by the assassin during the fight, but so was the assassin,they were all going to die soon so the monk started casting a spell that would save the children by sealing them into himself. right as he finished casting it the assassin cast a spell as his final act that would wipe the monks mind. but it would fuse the two together..so lets recap. the monk sealed the kinds into his body at the same time the assassin fused with the monk. so all of them were in the same body.. the monks. and the assassins and monks minds were wiped. the phicsical body could not contain that and burst. and they became the first thoughtform. with the childrens memorys but the monk's and assassin's minds were wiped and they became the subconsioc(the diffrent consiocs that he absorbed and started with. and their diffrent persionalitys)anger = half-orc = brughappiness = halfling = lindalserenitiy = eladrin = sovelisssorrow = revenant = painlovingness = human = quinnhate = teifling = morrnasnormal = human = alek (domanant persionality)contempt = dwarf = vondalterror = kobold = meepodistraction = halfling = karrheadstrong = dragonborn = thargornsubconsios= azmer,morthas (monk and assassin)PHYSICAL DISCRYPTIONcan appear as anything humanoid by projecting a mental imagehis real form is glowing curiculiatory system with 14 glowing balls about the size of a fist flowing randomly through the body and with a very bright brain sized ball in the head. it is in a humanoid shape and about 5'6 and looking like a normal weight when it really weighs about 50 pound
Phanuel, Face of AmothStep 1: Background1) Phanuel is a deva avenger who professes to worship the dead god Amoth. This makes him probably the only one of his kind in the multiverse. He is dedicated to the ancient precepts of justice and mercy that Amoth championed before his murder at the hands of Orcus.2) Phanuel was trained by the Adherents of Kalandurren, a cabal of mortal invokers dedicated to Amoth's memory. They claim to have been guided to the site of Phanuel's recent reincarnation by a vision they recieved.3) Phanuel is a quiet being, preferring to watch rather than act. He believes that in order to properly administer justice, one must have complete knowledge of a situation, or they might make the situation worse by not knowing the whole story before interfereing. He is also a strong believer in the power of redemption, sparing the lives of his enemies whenever they let him.4) Phanuel has received a number of visions that he believes are memories from his past lives, but some of them seem very alien to him, like they were memories of a different mind. These are always the most disturbing visions, and he has yet to understand them.5) No one knows for sure how Phanuel can channel divine power despite worshiping a dead god. Phanuel personally believes that it his faith in Amoth's precepts that gives him this power, like all the Adherents of Kalandurren, but even the Adherents will readily state that the source of Phanuel's power is different from their own, though that is all they will say on the matter.Step 2: Goals and Current Problems1) Phanuel seeks the destiny that the Adherents claim led them to find him. For now, he has been wandering aimlessly seeking wrongs to right and lawless areas to bring justice to, but he feels that soon he will be caught up in events that will catapault him into a destiny that surpasses all expectations.2) Phanuel has been struggling to learn about his past lives. For some reason, he remembers less about his past lives than devas usually do, and the few memories he HAS managed to uncover have been hard to understand.Step 3: Secrets (Someone wanna tell me how you do spoiler blocks with this thing?)Show1) Phanuel was in fact an angel in the service of Amoth prior to becoming a deva. He had been on a diplomatic mission to Celestia when the forces of Demogorgon, Orcus and Rimmon invaded Kalandurren. When he recieved his home dominion's cry for help, he was at the head of the vanguard of Amoth's servitors who were on similar missions and had recieved the order to return. But by the time they arrived, with the combined forces of the gods of Celestia following them, it was already too late to prevent Amoth's murder. Phanuel watched as his master drew his last breath, and Orcus took his head as a foul trophy that tops his wand to this day.2) All of Amoth's servants, aside from Phanuel and the other angels in the returning vanguard, had been slain in the demonic invasion, and when the demons were finally driven from Kalandurren, they were at a loss for what to do next. Some hunkered down in Kalandurren to try and hold it out of a stubborn devotion to their duty and their fallen lord. Some departed for other dominions, to serve other powers of justice like Erathis and Bahamut. Phanuel led the remaining few angels and decided they didn't want to serve in the Astral Sea without their lord. They were among the first angels to bargain with the primal spirits for entrance to the world, becoming the first devas.3) One by one, the remaining angels who served Amoth have died off. The ones who remained in Kalandurren were the first to fall, holding off mad cultists and demonic scavengers for years until finally they were wiped out by the Doomguard when they decided to make their home there. The ones who decided to serve other gods threw themselves into the service of their new patrons so vigorously that they often died on the front lines of their new masters' conflicts. And as some devas transcend, others die off and some even become rakshasas, the number of devas who were created with Phanuel have dwindled away, leaving Phanuel as the last living servitor of Amoth.4) When Phanuel became the last of Amoth's remaining former servants, the lingering vapors of that are what was left of Amoth knew that time was short before the Lord of Kalandurren would be forgotten forever. So what little of Amoth's power was left coalesced into a tiny divine spark that implanted itself in Phanuel's soul as he passed from his last incarnation to his current one. This spark is what powers Phanuel's prayers, and as he adventures, he strengthens it. Phanuel learned this from the Adherents who found him, and knows that when the spark is powerful enough, he will need to lay down his life in a final act of service and sacrifice to power Amoth's rebirth.Step 4: Relationships1) Revered Father Astyanax is the leader of the Adherents of Kalandurren, making him the closest thing Phanuel has to a family. He is intensely proud of Phanuel's training and believes that through Phanuel, people will start to remember Amoth and his principles, and may start to emulate them in order to bring more good into the world.2) The Seven Yellow Old Men, a sinister cabal of arcanists who worship the memory of Rimmon were made aware of Phanuel through the lingering energies of their demon lord. They believe that if they can sacrifice Phanuel at Rimmon's Cairn on Kalandurren, Rimmon may be reborn with the powers of a god, completing the conquest of the dominion that Rimmon attempted with Demogorgon and Orcus so long ago.3) The Circle of the World Serpent, a circle of druids, shamans and other servants of the primal spirits have kept a close eye on the devas ever since they were created, to make sure they abide by the bargain the devas made with the primal spirits millenia ago. The recent turn of events regarding Phanuel's training by the Adherents has piqued their interest. They are watching Phanuel closely, and if they believe he is defying the primal spirits' edict, they will confront him.
(Someone wanna tell me how you do spoiler blocks with this thing?)
Great thread! -- a pleasure to read, and a very useful tool.Does anyone know if MS Word has something equivalent to spoiler blocks, and if so, how to implement it? Thanks ahead of time.P.S. Great job on "Warhorse"!
56767308 wrote:Sadly, I don't think this has anything to do with wanting Next to be a great game.
It has to do with wanting Next to determine who won the Edition War.
For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
57870548 wrote:I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
I like Warhorse.
P.S. Great job on "Warhorse"!
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. 1. Abandoned in Cormyr as an infant, he became part of the guild system. His bringing up exploited his natural abilities and acted as a informant and infiltrator. His uses in the criminal systems drew the attention of a groups of Assassin's who trained him in the path of a Night Stalker, giving him purpose in devotion to the Raven Queen.2. During his years working under his master a fair skined human female name Elaris the two in fell in love, the two's affair was hidden from the upper dealings of the guild and their work relationship turned more into a partnership.3. He created persona's for his missions, his most common is that of Nit - a Human Rogue from the east. Others include a Eladrin Noble, Half Elf Merchant even a Human Knight of Cormyr. Each of his disguises has a different personality he's grown attached to and will exploit to accomplish his deeds for his god or his lover.4. His ties were cut when he was ordered to kill his master and lover by order of the guild leaders. This missions made him realise that this wasn't any mission for the Raven Queen and possibly none of his missions had been for his god, this revealtion destroyed him emotionally and he in turn assassinated three of the five leaders for their abuse of the Raven Queen's goals and their attempt on his lover's life. The other two leaders escaped getting word of the assassinations before he could get to them. He left he same night he retaliated and hasn't been to the region since.5. He currently roams around as hired help to true followers of the Raven Queen, he actively searches for those who offend the name of his god and as well as searching for those who abuse their positions of power.
Step 2: List at least two goals for the character. 1. To eventually return to the Cormyr region to reunite with his master/lover2. To be able to enacted retribution on the two guild leaders who escaped.Step 3: List at least two secrets about your character. 1. He's currently in league with the War Mages of Cormyr as they helped facilitate his escape and continue to hide his location, he's been sent to retrieve a powerful artifact from the east which has shown up in the Thay Regions2. His master unaware of his deeds to save her feels betrayed that he killed the leaders, remaining loyal to the two remaining leaders through he ignorance of the matter she has been actively hunting Nit down to bring him to justice.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.1.) Aldos Firestar is a Cormyrian Eladrin Swordmage who Nit met during his guild days, Aldos is commited to his deeds to the Cormyrian War Mages and asked to be assigned as Nit's contact in the Thay region.
2.) Henilk Grestae a Genasi Black Merchant has been Nit's resource for all things in the trade of the Assassin and has been his supllier for years. The two have met only on few occasions face to face, but their reliance on each other has been strong, Nit doing deeds for supplies sometimes in benefit of both of them. Henilk works out of the Impiltur region3.) Zanneiros Silverkin was a rogue from his days in Cormyr, the Human male was the equivalent of his rival the two performing marks at the same time trying to outdo each other as well as having to sometimes work together, Zanneiros was often arrogant while working with Nit. In their last encounter Nit broke Zanneiros' nose and rendered unconscious while he completed the same mark.
1.) Hates not being in a disguise he's mildly disgusted by his normal self and has considered himself to just be Nit Elztah the Human. 2.) He's never forgotten the knot in his stomach when he was ordered to kill his master, the emotions that came together all at that moment still haunt him.3.) He enjoys eating and considers it a enjoyable passtime, he often cooks for himself and others and enjoys assassinations that deal with food as he feels it's his passion.
hi, I'm new to DnD, have a bunch of books, haven't got into a single game once cause while my characters are good statwise, but they still need background work, so why not post in this thread I thought?
Jenai Stelvanna, Half-elf Storm Sorcerer.
1) Jenai Stelvanna is a half-elf who wields the power of storms
2) He trained himself to master his inner power.
3) He has served as a mercenary for many people over the years
4) His parents exiled him from the house out of anger
5) He looks forward, constantly putting on a brave face and trying to improve himself.
Step 2: List at least two goals for the character.
1) To do good things to forever redeem himself for some past action.
2) To find a better life than fighting
Step 3: List at least two secrets about your character.
1) The reason he was exiled from his parents house is because he accidentally killed his younger sister with his powers
2) The reason why he got his powers is because the place where he grew up had a thinner boundary between the Elemental Chaos and the Prime Material plane than usual, where the chaotic power of elementals leaked out and infused with his body.
1) (Friendly) Cerlanius: a minor wizard and scholar whom Jenai gone to purchase books after doing a job so he research more into the arcane arts.
2) (Friendly) Dermano Kagli: a merchant who often hired him to protect his caravan, he knows a lot of worldy information and constantly keeps himself informed.
3) (Hostile) His Parents, who exiled him from the house.
1) He isn’t afraid to show off his powers or use them casually yet at the same time there is always a nagging doubt in his head saying that he should be more careful with them.
2) When danger isn’t around he is friendly and joking, almost scatterbrained, when in combat however is calm, collected and serious.
3) He worships Kord, in battle he whispers Kord’s name to help him think clearly while fighting.