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6 months ago  ::  Dec 14, 2012 - 3:41PM #1
Eis9_M0th
Date Joined: Dec 6, 2012
Posts: 45
Post your characters here, claim your speaking color, and we'll get started.

character summaries Show

Reynard Ferrand. (Blakey)  Human cleric of war god. Noble of House Ferrand. Tall, strong, charismatic and insightful warrior.   Nickname: The Young Dragon.  Brother in law to Javier. 

Algaris Synell. (LordManshoon) High Elf Wizard. Nicknamed "The Viper of Vysharash". Knight in service to House Norn of Vyshan. Student of the Locharaen, an ancient order of fey witches. A handsome and scholarly mage, lean of build and pale as frost. 

Warinor Hilltopple. (Snarguffle) Lightfoot Halfling Wizard. Village burned down during a Valkyrate attack. Only he and his best friend survived. Saved by Algaris, who found him in the frozen wastes of Vyshan, and taught him his wizard skills. Curious, but reserved. Slow to trust. 


Javier Tischler. (Cynan) House of Tischler. Fashionable, charasmatic and 'always' friendly diplomat. Likes to be seen as happy with the status quo. Brother in law to Reynald. Was a childhood friend of Aiydan Aidara.

Nicolaus, (Catuse) born Aiydan Aidara, is a human fighter who was a knight who abandoned and came to resent the nobility after his father was killed after a jousting match; now is arrogant and judgemental, but still works with a brigade of knights out of necessity. Childhood friend of Javier before he went missing.

 

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6 months ago  ::  Dec 14, 2012 - 3:50PM #2
LordManshoon
Date Joined: Jul 21, 2009
Posts: 3,960
Here is Algaris.

Algaris Synell, the Viper of Vysharash Show

Algaris Synell, Level 1

Gender: Male
Race: Elf
Class: Wizard
Background: Knight
Specialty: Ambusher
Alignment: True Neutral
Size: Medium

HP: 8/8
AC: 12 [10 base + DEX mod]
Initiative: +4
Speed: 30 ft.
Senses: Low Light Vision (up to 30 ft.)
Languages: Common, Elven

STR: 9 (-1)
CON: 14 (+2)
DEX: 14 (+2)
INT: 18 (+4)
WIS: 11 (0)
CHA: 12 (+1)

Racial Bonuses:
1. Elf Weapon Training - Damage die for longswords, shortbows, and longbows is advanced by one tier, assuming proficiency with a given weapon
2. Keen Senses - Gain training in Spot and Listen
3. Free Spirit - Immune to the charmed condition and any effect that would induce sleep
4. Trance - Enter trancelike state for 4 hours, as opposed to non-elven slumber of 6-8 hours
5. High Elven Cantrip - Gain Mage Hand, a 0-level spell, as a free at-will, using INT to determine effects.
6. High Elven Intelligence - +1 to Intelligence as an automatic adjustment

Class Bonuses:
1. Wizard Constitution Bonus - +1 to Constitution as an automatic adjustment
2. Wizard Proficiencies - Sling, Quarterstaff, Light Crossbow, Dagger
3. Wizardly Knowledge - Gain training in Sciences
4. Scholarly Wizard Tradition - Gain 4 cantrips that can be cast at-will. Can cast any spell from the spellbook as a ritual, provided it has a ritual version. Start with an additional 1st-level spell, and gain an additional spell at every level as opposed to just one. Can prepare an additional wizard spell at each level when preparing spells for the day.

Feats and Other Bonuses:
+ Alertness - As an Investigation Specialist, Algaris gains a +2 bonus to initiative rolls, as well as a +2 bonus to spotting hidden objects or creatures.
+ Knight's Station - As a Knight, Algaris is entitled to free accomodations and food for himself and anyone he names a companion for the duration of a stay with a nobleman or anyone who would recognize him for his station. For a noble to decline either marks him as an enemy of Algaris or as someone willing to invite the consequences of breaching protocol.

Skills:
+ Knowledge [Heraldry] (INT) - Algaris possesses much knowledge of the noble families, their lineage and histories, the powers that be in society, and the social etiquette that has evolved over time.
+ Knowledge [Sciences] (INT) - Algaris is well-versed in knowledge of astronomy, chemistry, mathematics, and physics, even if not everyone might approve of scientific discovery. He is also familiar with whisperings of the Far Realm and the supposed lore behind such a chaotic place.
+ Knowledge [Warfare] (INT) - Algaris has studied a variety of topics pertaining to war, including weaponry, military tactics, famous battles and commanders, and fortifications.
+ Listen (WIS) - Algaris is adept at eavesdropping, detecting the approach of others, and listening to conversation through obstructions.
+ Persuade (CHA) - Algaris has a knack for convincing others to lend him aid, act in accordance with his wishes, negotiating with both friendly and unfriendly parties, and engaging in politics.
+ Ride (DEX) - Algaris has been properly trained to ride a horse and respect his mount.
+ Spot (WIS) - Algaris is adept at identifying concealed objects, detecting hidden enemies, and noticing particular details about something in sight.

Combat:
Melee Weapon Attack: -1/+2 (-1 STR/+2 DEX)
+ Quarterstaff - 1d20+2 [] 1d8 bludgeoning damage
Ranged Weapon Attack: +2 (+ 2 DEX)
+ Light Crossbow - 1d20+2 [] 1d8 piercing damage
Magic Attack: +5 (+1 Class + 4 INT)


Spellbook (* denotes memorization):
Cantrips Show
(x4):  Chill Touch, Detect Magic, Mage Armor, Ray of Frost

X. Mage Hand - Algaris can conjure an invisible hand within 50 ft. of him. The hand lasts for 1 minute or until he casts the spell again. The hand can perform such actions as opening doors, grabbing items, or otherwise manipulating an object, though it cannot attack, activate magic items, or carry over 10 lbs.
1. Chill Touch - Algaris can touch a living creature and seal its life force, dealing 1d10 necrotic damage and preventing it from regaining hit points until the start of his next turn.
2. Detect Magic - Algaris can detect any magical presence within 30 ft. of him for one minute. Although he does not learn what specific effect the presence suggests, he does learn if it belongs to a certain school. Certain obstructions can cause this to fail, such as 3 ft of wood or 1 ft. of stone between himself and the presence.
3. Mage Armor - Algaris produces an invisible armor that bumps his AC to 14 (12 + DEX mod). This lasts for one hour, although it can be dismissed at any time.
4. Ray of Frost - A creature within 100 ft. of Algaris takes 1d10 cold damage on a hit. In addition, the victim's movement speed is reduced by 10 ft until Algaris's next turn.


1-Level Show
(x3): Burning Hands*, Charm Person*, Thunderwave*

1. Burning Hands - Each creature caught in the blast of a 15 ft. cone must make a Dexterity saving throw. Those who fail take 3d6 fire damage, and those who succeed take half that.
2. Charm Person - Charms a living humanoid within 25 ft. of Algaris. If this creature is engaged in battle with Algaris or his companions, the humanoid has advantage on its Wisdom saving throw to resist the effect. The humanoid retains memory of being charmed.
3. Thunderwave - Each creature caught in the blast of a 15 ft. cone must make a Dexterity saving throw. Those who fail take 2d8 thunder damage and are each pushed 15 ft away from Algaris. Those who succeed take half the damage and are not pushed. This spell can be prepared at higher levels; increase the damage by 1d8 and the push effect by 5 feet for each level above 1st.


Inventory:
Crossbow bolts (x100), Feed (7 days worth), Grooming kit for horse, Light Crossbow, Quarterstaff, Rations (14 days worth), Robes, Sealing wax, Signet Ring, Spellbook, Token of Affection, Traveler's clothes [] 64 gp, 8 sp

* Algaris also possesses a light warhorse w/ saddle and bridle *


Background Show

Vyshan- a province where justice is meted out with the sword and intrigue is considered a virtue. It is said that a fool born in Vyshan is not long for this world, and there has certainly been enough to prove that proverb true. Many kings tried to bring Vyshan to heel, and few ever managed to earn more than a flippant grin of defiance from the Vysh. Those rare few who lifted a hand and whose commands rang true through the freezing winds of the northland domain were met with respect amongst the winterborn folk. However, as the history books will no doubt tell you, many more feebly grasped at Vysh and tried to place the yoke on those fearsome men and women, only to be crushed underfoot. Vyshan has never been a place where mercy and blind obedience have known popularity, and it is only within recent years that would-be unifiers have learned their lesson.

King Aelfar is one of the lucky ones to march into Vyshan and walk out alive. Years ago, he brokered an alliance with the most powerful clans of Vyshan. The exact terms of the alliance remain a mystery even to the King's advisors, but suffice it to say, Vyshan stands loyal to the Drygba, and the rest of the kingdom has found itself gobsmacked. What could the Vysh possibly gain from this? What has given them cause to show Aelfar a fairness that his predecessors begged for and failed to achieve? This has been talk in places high and low, but the answer lies with the most powerful clan of all within the wintery domain - House Norn.

An ancient line that stretches back into the first few pages of history, the Norn have unofficially ruled Vyshan for countless generations. Though never did a Norn take up a crown or call himself conqueror, the family has been regarded by their fellow Vysh as men and women born to rule. It is the Norn who embody the purity of the Vysh - a common saying is "The Ice of the Heavens flows through Norn veins", and to any Vysh, it is a show of respect for the bloodline's strength.

Naturally, the Norn have not earned their powerful position without the aid of several strong and loyal families, who tied their lot to the Norn back when man first began to see the benefit in going to war with outsiders. Of these houses, several remain in power today, bound to the Norn as a tree trunk to its roots. The Synells are one such family, tracing their lineage to Kal Syn, the terrifying archmage of ages past, master of storm and snow, who helped lay low the enemies of the Norn. The Synells are a proud family, and it is true that they identify themselves as knights. Although their virtues are met with suspicion and shock in most other territories, they are a respected line in Vyshan.

Algaris Synell is the sixth of eight children, a young man even by elven standards, who stands apart from his peers. The typical knight is the sort of chivalrous figure who gallops around on his horse, wooing his lady from near and afar, jousting, drinking (but never to excess), slaying wicked men and spreading good will from hilltop to hilltop. This is the sort of man beloved in the tales and in the public eye. It is that very eye that Algaris loves to spit in. In his teenage years, Algaris detested swordplay and courtly grace. He loved books and knowledge, and adopted the ageless adage that with knowledge comes power. His training as a knight was spent as much in the libraries of the ancient fortress Vysharash as it was on the field or in the churches. Algaris devoured tome after tome, and in the process, he unlocked a hidden potential within himself. 

By the time he was entering manhood, Algaris discovered that he had a knack for spellcraft. As a boy, he had sometimes managed to make things move by willing what he mentally envisioned to be a hand and having it grasp or knock over things. Years later, he discovered that it was a part of him, and that other spells lay within his reach. Under the tutelage of one of the Locharaen, an ancient cabal of witches devoted to the fey queen Ilekina, he honed his craft, toiling away in the yearlong winter of Vyshan as he mastered one spell after another.

He continued to further himself as a knight when not studying magic with the Locharaen witch, Syme. He participated in a number of raids against neighboring territories, all under the creed of "knightly vigilance and righteousness". Those who crossed swords with the Vysh and survived spread word of a silver-haired elf atop a horse, sending bursts of frost and flame to scour his enemy's ranks. They said he had the face of a serpent - unsettling without blatant malice, cold without absolute heartlessness. In this way, Algaris soon picked up the name "Viper", which gave him a bit of mirth as he returned home. In truth, the Vysh had enjoyed exploiting the vulnerabilities of their neighbors, and they got away with it due to the King's unwillingness to rebuke his much-needed allies and namesake "subjects". Algaris made his family proud, and the Norn-Synell friendship continued to remain as strong as ever.

Upon receiving an invitation to the King's birthday, Ondaryk Norn, patriarch of the family, elected his second son, Morryk, to attend the celebrations as his proxy. Needing a proper honor guard, Morryk requested for Algaris, an old friend, to accompany him. Bidding Syme - his former tutor, now his mistress - farewell, he has traveled to the Court in order to ensure that no harm befalls his friend and perhaps future lord. Algaris, like most Vysh, cares not for the southerners or their ways, and he is not particularly enamored with the Drygba family, yet he believes there may be magic for him to study, and so he looks forward to perusing the foreign libraries and colleges.


Appearance Show
The elves of House Synell have long been likened to the snowfall in the northlands - beautiful to behold, yet undeniably cold. To gaze upon Algaris is to understand this concept. In terms of his physical appearance, Algaris is the stuff of those old knightly fables and tales. He wears his silver hair to his waist, having never felt the need to cut it. His ivory skin is unmarred by scar or blemish, and his pale lips often curl up into a look of disdain when dealing with liars or cowards (yet it can also be said that such a face does know heartfelt smiles in the company of those rare few who can elicit such a reaction). His eyes are twin pools of cerulean, a trademark of his mother's side of the family. He stands close to six feet in height and is rather lean, having never developed the same muscles that are obvious on the bodies of more outdoorsy types.

Algaris prefers to dress in dark blues, greys, and blacks. His current set of robes is a frosty grey, far lighter than charcoal but far darker than silver. He also takes a set of traveler's garb wherever he goes, as well as a bit of finer dress for those situations that demand something nicer than a wizard's robes. His boots are jet black and seem the sort of thing that would drive librarians mad, for they easily retain mud and grime (yet Algaris has by now learned to clean them with the most minor of spells). Rarely does Algaris allow others to gaze upon his spellbook; given to him by Syme, he considers it his most prized possession, and has entertained thoughts of slaying those who might attempt to steal it.

Unaccustomed to more serious martial weapons, Algaris relies on his trusty stave - or, as is his preference, his trusty crossbow. Still, it cannot be denied that when battle rages, he does what any wizard would do, and uses his spells to bathe enemies in fiery blasts and thunderous bursts.


Combat Stat Block Show

Algaris Synell

HP: 8/8 [] AC: 12
Initiative: +4 [] Speed: 30 ft.
Senses: Low Light Vision (up to 30 ft.)
Languages: Common, Elven

STR: 9 (-1) [] CON: 14 (+2)
DEX: 14 (+2) [] INT: 18 (+4)
WIS: 11 (0) [] CHA: 12 (+1)

Combat:
Melee Weapon Attack: -1/+2 (+2 Class -1 STR/+2 DEX)
+ Quarterstaff - 1d20+2 [] 1d8 bludgeoning damage
Ranged Weapon Attack: +2 ( + 2 DEX)
+ Light Crossbow - 1d20+2 [] 1d8 piercing damage
Magic Attack: +5 (+1 Class + 4 INT)

Spellbook (* denotes memorization):
Cantrips Show
(x4):  Chill Touch, Detect Magic, Mage Armor, Ray of Frost

X. Mage Hand - Algaris can conjure an invisible hand within 50 ft. of him. The hand lasts for 1 minute or until he casts the spell again. The hand can perform such actions as opening doors, grabbing items, or otherwise manipulating an object, though it cannot attack, activate magic items, or carry over 10 lbs.
1. Chill Touch - Algaris can touch a living creature and seal its life force, dealing 1d10 necrotic damage and preventing it from regaining hit points until the start of his next turn.
2. Detect Magic - Algaris can detect any magical presence within 30 ft. of him for one minute. Although he does not learn what specific effect the presence suggests, he does learn if it belongs to a certain school. Certain obstructions can cause this to fail, such as 3 ft of wood or 1 ft. of stone between himself and the presence.
3. Mage Armor - Algaris produces an invisible armor that bumps his AC to 14 (12 + DEX mod). This lasts for one hour, although it can be dismissed at any time.
4. Ray of Frost - A creature within 100 ft. of Algaris takes 1d10 cold damage on a hit. In addition, the victim's movement speed is reduced by 10 ft until Algaris's next turn.


1-Level Show
(x3): Burning Hands*, Charm Person*, Thunderwave*

1. Burning Hands - Each creature caught in the blast of a 15 ft. cone must make a Dexterity saving throw. Those who fail take 3d6 fire damage, and those who succeed take half that.
2. Charm Person - Charms a living humanoid within 25 ft. of Algaris. If this creature is engaged in battle with Algaris or his companions, the humanoid has advantage on its Wisdom saving throw to resist the effect. The humanoid retains memory of being charmed.
3. Thunderwave - Each creature caught in the blast of a 15 ft. cone must make a Dexterity saving throw. Those who fail take 2d8 thunder damage and are each pushed 15 ft away from Algaris. Those who succeed take half the damage and are not pushed. This spell can be prepared at higher levels; increase the damage by 1d8 and the push effect by 5 feet for each level above 1st.


I will be using TEAL for Algaris's speech and thoughts.
My Sig Show
Reality is but the sum total of all illusions.
Proud Hand of Karsus, now and forever
Mess with one Hand, mess with 'em all
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

"just do what LM the lord of magical might does, and you'll be fine" - sfdragon, 10/12/09


My Ravnican Loyalties Show


Board Snippets Show

Jul 3, 2012 -- 2:15PM, ruttentud wrote:

"I don't like X, they should remove it."
"I like X, they should keep it."
"They should replace X with Y."
"Anybody that likes X is dumb. Y is better."
"Why don't they include both X and Y."
"Yeah, everybody can be happy then!"
"But I don't like X, they should remove it."
"X really needs to be replaced with Y."
"But they can include both X and Y."
"But I don't like X, they need to remove it."
"Remove X, I don't like it."

Repeat.

Obstinance?

Jul 4, 2012 -- 6:32PM, greatfrito wrote:

Until you've had an in-law tell you your choice of game was stupid, and just Warcraft on paper, and dumbed down for dumber players who can't handle a real RPG, you haven't lived.

You haven't lived.

Jul 15, 2012 -- 11:19AM, wrecan wrote:

Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!

We're using standard edition war rules.  No posts of substance.  Do not read the other person's posts with comprehension.  Make frequent comparison to video games, MMOs, and CCGs.  Use the words "fallacy" and "straw man", incorrectly and often.  Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory.  If you're getting tired, just declare victory and leave the thread.  Wait for the buzzer... and....

One, two, three, four, I declare Edition War
Five, six, seven eight, I use the web to

Go!

Aug 5, 2012 -- 8:28PM, Rustmonster wrote:

D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.


Sep 14, 2012 -- 2:52PM, Grizley wrote:

Just a quick note on the MMORPG as an insult comparison...

MMORPGs, raking in money by the dumptruck full.  Many options, tons of fans across many audiences, massive resources allocated to development.

TTRPGs, dying product.  Squeaking out an existence that relys on low cost.  Fans fit primarily into a few small demographics.  R&D budgets small, often rushed to market and patched after deployment.

You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad.  Lets face it, they make the money, have the audience and the budget.  We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.


Nov 14, 2012 -- 8:11AM, Mand12 wrote:

Adding options at the system level is good.
Adding options at the table level is hard.

Removing options at the system level is bad.
Removing options at the table level is easy.

This is not complicated.


Mar 7, 2013 -- 6:57PM, Alter_Boy wrote:

Mar 7, 2013 -- 2:23PM, EnglishLanguage wrote:

Mar 7, 2013 -- 1:52PM, Rory wrote:

Something like Tactical Shift is more magical than martial healing.


Telling someone to move over a few feet is magical now? :|

I weep for this generation.



Given the laziness and morbid obsesity amongst D&Ders, being able to convince someone to get on their feet, do some heavy exercise, and use their words to make them be healthier must seem magical. 


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6 months ago  ::  Dec 14, 2012 - 5:13PM #3
Catuse
Date Joined: Dec 8, 2012
Posts: 36
Character sheet:
Spoiler: Show

Name: Nicolaus

-DESCRIPTION-
Alignment: Lawful Good
Race: Human
Class: Fighter
Gender: Male
Eyes: Brown
Hair: Brown
Height: 6'3"
Specialty: Endurance
Background: Knight

-DEFENSES-
Armor Class: 17
Hit Points: 13 (max: 13 + lvd10)

-EXPERIENCE POINS-
Level: 1
XP: 0
NL: 160

-ABILITIES-
Strength: 18 (4)
Constitution: 16 (3)
Dexterity: 14 (2)
Intelligence: 10 (0)
Wisdom: 12 (1)
Charisma: 9 (-1)

-ATTRIBUTES-
Speed: 25 feet
Hit Dice: 1d10+3
Initative: 2
Vision: Normal
Size: Medium

-LANGUAGES-
Common

-ATTACKS-
Longsword: 1d8 slashing (+7 to hit, +5 to damage)
Lance: 1d12 piercing (+7 to hit, +5 to damage)
Hand Crossbow: 1d6 piercing (+5 to hit, +2 to damage; disadvantaged if loading and attacking same turn; range 30/120)

-CLASS FEATURES-
Expertise
Fighting Style: Protector

-RACIAL TRAITS-
+1 to abilities, except one which is +2.

-SKILLS-
Knowledge: Heraldry
Knowledge: Warfare
Persuade
Ride

-FEATS-
Durable (can reroll Hit Dice)

-MANUEVERS-
Deadly Strike
Protect

-EQUIPMENT AND TREASURE-
Longsword
Lance
Hand Crossbow (20 bolts)
Chainmail
Adventurer's Kit
Token of Affection
Signet Ring
Sealing Wax
Light Warhorse (Saddle & Bridle)
Grooming Kit
Feed (7 days)
Traveler's Clothes
61 gp
5 sp

-NOTES-
As a knight, can expect quarter from other members of the nobility.
Disadvantaged stealth.


Backstory, appearance, and personality:
Spoiler: Show

30 years before the birth of King Aelfar, the Aidara family made a name for itself -- literally, as they were serfs at the time, and metaphorically, as they rose up and were knights within a year. That year was the year of the Fourth Peasant War, a three-way war which broke out when Amaranthir rebelled against the Valkyrate, but lost several major battles. To pay for the war, the much-unliked king, Mitha, heavily raised taxes on his vassals, who promptly raised taxes on the peasants. This might not have ended badly, but the Valkyrate waged total war against the southern duchies of Amaranthir, burning down entire crop fields and causing countless peasants to starve to death. They took up arms both against the Valkyrate and Mitha's troops, and managed to besiege Amaranthir's capital; they severely outnumbered Mitha's troops, most of whom (that weren't noblemen) betrayed the king and sided with the peasants. They killed Mitha, but his son secretly bargained with the Valkyrate to pay more tribute in exchange for aid in bringing down the rebels. The serfs, surrounded, surrendered and were massacred by the Valkyrate and what was left of Mitha's army. An estimated 3000 peasants were killed on the last day of the war alone.

One of the first noblemen to fall to the rebel army was Mirwyld Orval, a generous halfling lord. A peasant named Drak whose life had been saved by Orval and considered him one of the finest lords in the land turned on his fellow rebels, and helped secure the Valkyrate victory at the end of the war. Orval's son, Kylmil, knighted Drak in thanks, and he took the surname Aidara, reverse of Aradia, the legendary witch who was said to grant peasants dark magical aid when they rebelled against their rightful masters.

Aiydan Aidara, a descendant of Drak, was trained in knighthood at a young age, like his father, grandfather, and great-grandfather before him. Aiydan never questioned his birthright and, like the other Aidaras, treated peasants like pawns -- not even having to kill them, with his terrifying size, and long brown beard. He never took off his thick steel armor, not even when going to bed, to increase this intimidation factor. When he did take off his helm, his face was very light skinned due to lack of exposure to sunlight, and his hair was a long dirty blonde. His eyes alone showed that he had feelings: he would close them in despair when somebody he cared about was harmed. He was never seen without a weapon, be it the longsword passed down from the first Drak, or a common crossbow.

House Aidara collapsed the day Aiydan's father, named Drak after /his/ great-grandfather, went to a major jousting tournament in the capital. His opponent, the dwarf knight Tondan Fulin, was said to never be defeated by the same foe twice, but outside of jousting was not a very notable warrior, and was considered a coward on the battlefield. Drak and Tondan battled for two hours, until Tondan's horse collapsed under exhaustion, and he fled. Drak pursued Tondan through the crowd, both of them literally hacking through spectators to escape. Finally Drak's horse caught up to and kicked Tondan to the ground. He submitted.

Tondan got his revenge, however: in the pub that night, he took his maul and ambushed Drak, who grabbed his lance. Aiydan, who was in the other room, heard the scream for help, and tried to save his father. But it was too late. Tondan killed Drak and Aiydan killed Tondan, but not before Tondan admitted that he had been paid a large sum of money by a jealous baron to secretly kill Drak, who was widely respected among the nobility for his skill and bravery.

Aiydan, the last living male descendant of the first Drak, could not stand to keep his name. He knew the family history, but had never looked at it from the peasants' point of view. But the screams in pain of both his father and the spectators were the same. The wealthy fought for more power, never thinking of their vassals. How could he be part of this? He took the lance, changed his name to just Nicolaus, and left the duchy for a neighboring one where he was not recognized easily. To be safe, he cut off his beard with his longsword, scarring his shoulder in the process. He also began praying to Bahamut four times a day to atone for his actions and gain the strength and wisdom to do what he considers his duty. He stopped worrying about his life for himself, but only so that he could be kept alive long enough to change something, anything, about the feudal system -- and he believes Bahamut will reserve him a special place in the heavens.

He knows the other PCs well enough (with the exception of Warinor, since he started off in the "lower classes"), and was a childhood friend of Reynald (if that's okay with Blakey). He pretends to not know any of them, however, and only came to the king's birthday celebration along with the rest of the knights he was living with after fleeing his home duchy. They most likely don't know the truth about him (or even recognize him) -- in fact, he believes only he and his trusty warhorse Marbuksus know the truth about who he is, and what became of House Aidara and Tondan that fateful day.


Nicolaus talks in dark red.
What class am I? Show
Nicolaus character sheet Show
Name: Nicolaus

-DESCRIPTION-
Alignment: Lawful Good
Race: Human
Class: Fighter
Gender: Male
Eyes: Brown
Hair: Brown
Height: 6'3"
Specialty: Survivor
Background: Knight

-DEFENSES-
Armor Class: 17
Hit Points: 13 (max: 13 + lvd10 = 13)

-EXPERIENCE POINS-
Level: 1
XP: 0
NL: 250

-ABILITIES-
Strength: 18 (4)
Constitution: 16 (3)
Dexterity: 14 (2)
Intelligence: 10 (0)
Wisdom: 12 (1)
Charisma: 9 (-1)

-ATTRIBUTES-
Speed: 25 feet
Hit Dice: 1d10+3/1d10+3
Martial Dice: 1d6/1d6
Skill Dice: 1d4/1d4
Initative: 2
Vision: Normal
Size: Medium

-LANGUAGES-
Common

-ATTACKS-
Longsword: 1d8 slashing (+5 to hit, +5 to damage)
Lance: 1d12 piercing (+5 to hit, +5 to damage)
Hand Crossbow: 1d6 piercing (+3 to hit, +2 to damage; disadvantaged if loading and attacking same turn; range 30/120)

-MANEUVERS-
Protect

-CLASS FEATURES-
Combat Expertise (can spend as many martial dice as needed on Maneuvers, or extra damage, or reducing damage to self)
Fighting Style: Protector

-RACIAL TRAITS-
+1 to abilities, except one which is +2.

-SKILLS-
Knowledge: Heraldry
Knowledge: Warfare
Persuade
Ride

-FEATS-
Durable (can reroll Hit Dice)

-EQUIPMENT AND TREASURE-
Longsword
Lance
Hand Crossbow (20 bolts)
Chainmail
Adventurer's Kit
Token of Affection
Signet Ring
Sealing Wax
Light Warhorse (Saddle & Bridle)
Grooming Kit
Feed (7 days)
Traveler's Clothes
61 gp
5 sp

-NOTES-
As a knight, can expect quarter from other members of the nobility.
Disadvantaged stealth.
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6 months ago  ::  Dec 15, 2012 - 12:02AM #4
Snarguffle
Date Joined: Dec 4, 2012
Posts: 20
Character Sheet:Spoiler: Show
 

Warinor Hilltopple

--Description--
Race: Halfling(lightfoot)
Class: Wizard
Specialty: Hedge Magician 
Background: Sage
Alignment: Chaotic Good
Gender: Male
Eyes: Deep Green
Hair: Bluish-Grey
Height: 3'3"
Weight: 67 lbs.

--Abilities--
Str 10 (+0)
Dex 14 (+2)
Con 14 (+2)
Int 18 (+4)
Wis 12 (+1)
Cha 11 (+0)

--Attributes--
Speed: 25 ft.
Hit Dice: 1d6
Initiative: +2
Vision: normal
Size: small
Languages: Common, Halfling

--Attacks--
Melee (Atk +0, Dmg +0)
Ranged (Atk +2, Dmg +2)
Magic (Atk +5, Dmg +4)

--Class Features--
Wizardly Knowledge
Arcane Magic
Tradition of Wizardry: Scholarly
 
--Racial Traits--
Halfling Weapon Training
Lucky
Halfling Nimbleness
Naturally Stealthy

--Skills--
Knowledge (Arcana)
Knowledge (Sciences)
Knowledge (Forbidden Lore)
Knowledge (Nature)
Knowledge (Heraldry)
 
--Feats-- 
 Herbalist 

--Spells--
Save DC: +1 
 
Cantrips per day: 4
Lv. 1 Slots: 2

Ray of Frost
Light
Prestidigitation
Shocking Grasp

Thunderwave
Comprehend Languages
Shield

--Equipment--
Robes
Quarterstaff
Spellbook
Adventurer's Kit
Candles(10)
Tome (contains nature-related topics)
Dolphin Whistle
Ink
Quill
Paper (10 sheets)

--Coins--
GP 76
SP 16
CP 8

--Character Notes--

-Background-      
      Warinor used to live on a quiet shire just outside Amaranthir. However, this shire was burned down when the king of that time refused to accept the terms proposed by the valkyrs in exchange for continued peace. He lost most of the people close to him, except his best friend, Senerol. Senerol and Warinor journeyed far away, finding themselves in the frozen wastes of Vyshan. They finally collapsed, about to die. Fortunately, A wizard, named Algaris, took them  in, and nursed them back to health. The wizard then taught them the art of spellcraft, and the two boys became very good wizards. They moved back to amaranthir a few years later, and by that time, king Aelfar was now on the throne. Both received invitations to the king's birthday, and they eagerly accepted, hoping they might be able to make suggestions for battle plans...

-Motives-
      Warinor is motivated mainly by the pursuit of knowledge. He seeks to learn the deepest, darkest secrets of the universe. He also has a burning desire to avenge his village.

-Personality-
      He is somewhat reserved, and usually does not start conversations, instead waiting for someone to speak to him. He is slow to trust, but to those who earn his trust he is fiercely loyal.
      He is a little different from other halflings in that he pays little regard to tradition, and prefers colors of darker hues, particularly blues and greens. Warinor is adaptable and intelligent, able to think of many different responses to situations. he is usually calm, but becomes restless and fierce when faced by setbacks.
  
 
 Warinor will be using Blue.
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5 months ago  ::  Dec 15, 2012 - 2:09AM #5
cynan
Date Joined: Aug 18, 2007
Posts: 56

Javier Tischler


History Show
The Tischler's trace their history back many generations and through a great many trials and tribulations. The family has known great wealth but due to mismanagement and misdeeds have often fallen back on hard times. Over the past fifteen years the current head of the house, Baron Artus Tischler, has seen his family rise back into favor and hopefully soon wealth, his daughter has been married off to a high ranking noble and most recently his son Javier has made a name for himself under Ambassador Cardell.

Mariella is Javier's older sister and was married to Manard heir to the very wealthy Ferrand whilst he was away. Whilst house Tischler does not expect to see any of that wealth directly having a very stong connection between the two houses has increased their standing dramatically and also opens up many new business opportunities. Javier had heard much of Lord Caer Ferrand from his father who thought highly of the man. He knows little of the two sons though had seen the younger, Reynard, competiting in tournaments.


Ambassador Cardell has recently returned from the Valkyrate Kingdom with Javier in tow. Javier has been officially working as an administrative assistant and minor advisor to the Ambassador for the previous three years. Unofficially he's spent much of those three years spying on the Valkyrs for the Ambassador and doing his best to undermine their political structure. Very few people know of his actual role and he has carefully fosted a reputation of being a friendly, hard partying, hard working individual with little care about the bigger picture and anything beyond the latest fashion and impressing his peers.


Javier has made a number of superficial friends amongst the Valkyrs young nobels and a signficiant number of friends amongst people unhappy with the current situation from many different walks of like there.


Personality Show

Javier's personality is rather variable. Rarely is he so at ease with his companions that he can be his true self, and in fact after years of working the nobles of various houses and countries he wouldn't even be so sure what is his true personality anymore anyhow. His father and sister recall a fairly thoughtful young boy given to periods of sky gazing and wandering. These days he tends is known by most as a friendly and playful man willing to take up any noble on his word and take their idea a little further than they had expected. A technique that tends to leave the suggestive noble in his debt in thought if not always in deed.


He dislikes much of the Valkyrate system of government and most of their gentry who he feels are rather self righteous fools. He is very disgusted by those simpering bafoons in his own country that feel that by imitating them they will be successful. He hates it even more when they are.


Description Show
Always one to imitate the latest fashion with a little of his own flair, often driven by the necessity of spending a little less than his peers. Still his frugalness is rarely commented on as Javier usually fits in with the in crowd no matter what he wears. Long flowing well groomed locks of golden hair tied back with black silk ties frame a handsome face. Some care has been made to his skin and grooming but no flamboyant colouration or tattoos adorn his flawless skin. Deep blue eyes and brilliant white teeth distract from he occasional little too knowing and uncaring expressions that crosses his face at times of carelessness.

Picture Show



Character Sheet: docs.google.com/spreadsheet/ccc?key=0Ai3...

Javier will use "Orangefor text.

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5 months ago  ::  Dec 17, 2012 - 12:02AM #6
Snarguffle
Date Joined: Dec 4, 2012
Posts: 20
Warinor's freind is very late. At Eis9_M0th's discretion, he might have been captured or killed by a Valkyrate spy, serving as an extra motivation for Warinor or a quest hook.
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5 months ago  ::  Dec 17, 2012 - 12:20AM #7
Blakey
Date Joined: Jun 28, 2001
Posts: 804

Reynard Ferrand


Character Sheet:  Spoiler: Show

Reynard Ferrand, the Young Dragon.

Gender: Male
Race: Human
Class: Cleric
Background: Noble
Specialty: Defender
Alignment: True Neutral
Size: Medium

Hit Points: 10
Conbat AC: 17 [16 chainmail +1 shield], AC 10 when in just clothes.
Initiative: +0
Speed: 25ft.
Senses: Standard
Languages: Common

STR: 15 (+2)
CON: 14 (+2)
DEX: 11 (0)
INT: 9 (-1)
WIS: 18 (+4)
CHA: 13 (+1)

Racial Bonuses:
Ability Adjustment: +2 to Wisdom, +1 to all other stats.
Class Bonuses:
Ability Adjustment: +1 to Wisdom.
Starting Hit Points: 8 + Con Modifier
Armour and Shield Proficiencies: all armour and shields
Weapon Proficiencies: All simple and martial weapons.
Channel Divinity: 1/day: Channel Strength (gain advantage on a Str based attack), Channel Wrath (do +2d10 extra damage on a weapon attack)
Deity: The Warbringer
Spell Slots: 2 x 1st level.

Feats and Other Bonuses:
+ Shield Bash
+ Retainers: Reynard is a member of a noble family and has the service of three retainers loyal to his family. These retainers are: one squire and two general servants. His retainers can perform mundane tasks for Reynard, but they do not fight for him and will leave if they are frequently endangered or abused.


Skills:
Intimidate
Knowledge (Heraldry)
Knowledge (Religion)
Persuade
Sense Motive

Combat
:
Longsword: +2 to hit (1d8+2 slashing damage)
Lance of Faith: +5 to hit (2d6 radiant damage; range 50 ft)
Inflict Light Wounds: +5 to hit (3d8 necrotic damage; half on miss, range touch)

Spells Perpared:
Cantrips: Cure Minor Wounds, Lance of Faith (2d6 radiant)
1st level: Bless (domain), Cure Light Wounds (1d8+4), Inflict Light Wounds (3d8 necrotic)

Inventory:
Fine clothes, signet ring, sealing wax, scroll of pedigree, riding horse with saddle and bridle, grooming kit for horses, feed (seven days). Chain mail, shield, longsword, holy symbol, flask of holy water, adventurer’s kit, and belt pouch containing his money.

Treasure:
Platinum: 0
Gold: 38
Silver: 13



Background:Spoiler: Show



House Ferrand has always been a strong house in Aramanthir.  They have always pushed for independence from the yoke of Valkyrate.  Lord Caer Ferrand is current head of the Ferrand House and has always been a strong voice in the ear of the king, pushing for independence, pushing for military action against their oppressors.


Lord Caer Ferrand is aging.  He has two sons.  Manard, the elder and heir, is a pacifist and Lord Caer despairs what will happen to House Ferrand when he dies and Manard takes over.  Reynard is the second son and has been secretly sent to the temples of the War God, outlawed in Aramanthir since the Valkyrates have been in occupation here.  Reynard is a blood thirsty warrior and his father's favourite.


Reynard has one goal in life:  break the yolk that Valkyrate hangs around the neck of Aramanthir.  He intends to do this by stirring up war.   A settled and powerful royal house is good for his ambitions as he needs the country pulling together.  A civil war, though it would provide a small offering to his god, would be nothing compared to the potential carnage a full blown war between the two nations would bring.


As his father is ancient and his older brother does not take part in tourneys, Reynard has become the defacto representative of House Ferrand on the jousting circuit.  “The Young Dragon”, as he has become known, has much potential but has yet to break into the ranks of the tournament favourites.





Appearance and Personality:Spoiler: Show



Reynard appears as a powerful human, tall and broad, fit and good looking.  He is known as a persuasive talker and a good listener.  He is considered in court as a loyalist and a strong supporter of his father and his house.  It is known he does not get on with his older brother.    Reynard wears fine and expensive clothes when in court.  He wears a suit of heavy chain and carries a large shield when there is risk of battle.  His surcoat and shield both have the device of his house on them: a black dragon.   He carries his longsword with him at all times - often to the chagrin of house carls who have him visiting.




Squire:  Carson Spoiler: Show


A human male, eighteen years of age.  He is the youngest son of one of the vassals to Bos Loringen, Earl of Forsythe.  He's been with Reynard for three years now and they get along very well.  They go drinking together and he shares many of Reynard's secrets.  He knows about Reynard's training as an acolyte of the Warbringer and supports his desire for the kingdom to be plunged into war.  He gets that they have to be subtle about this though.   As far as Reynard knows he is 100% loyal to him.  Reynard has told him much but not all of his secrets.  He has kept him in the dark about any family secrets they might have for he is aware of his connections to the Earl of Forsythe - even though Reynard thinks his loyalty is much stronger to him than that far off relation.  Reynard would call him a fast friend as well as his squire.

Carson was injured in a riding accident at a young age and as such is not fit for battle.   He is fine to carry and fetch and mend - and his armour polishing and sword sharpening skills are second to none.  But he will never wield a sword in battle.   Reynard is accutely aware that being his squire might place Carson in danger and he will do all he can to make sure that doesn't happpen and that Carson is protected if it does.


Reynard will speak in Purple when In Character.

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5 months ago  ::  Dec 17, 2012 - 1:11AM #8
Blakey
Date Joined: Jun 28, 2001
Posts: 804
Apologies for the late arrival - had a weekend of teething baby to deal with.       Should be okay to post most days from now on though.

Have to say as my first experience of this sort of thing, this looks like it could be fun.  Although I'm having to work hard to recall all the PCs and who they are.   Perhaps each of us could post a one or two line summary of our PC which the DM could stick on the first post, so we can all easily remember?   Mine would be:

Reynard Ferrand.  Human cleric of war god. Noble of House Ferrand. Tall, strong, charismatic and insightful warrior.   Nickname: The Young Dragon.  Brother in law to Javier.
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5 months ago  ::  Dec 17, 2012 - 1:29AM #9
cynan
Date Joined: Aug 18, 2007
Posts: 56
I like the idea.  

I've started a summary for my own reference on the second page of my character sheet that you are also welcome to refer to in the meantime.

docs.google.com/spreadsheet/ccc?key=0Ai3...

-- 

Will we be converting to the new playtest straight away? 
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5 months ago  ::  Dec 17, 2012 - 1:54AM #10
Blakey
Date Joined: Jun 28, 2001
Posts: 804

Dec 17, 2012 -- 1:29AM, cynan wrote:



docs.google.com/spreadsheet/ccc?key=0Ai3...




You have put the wrong player name and race/class to Reynard and Nicolaus.      Swap them over.   The description of Reynard is right.

Cheers!

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