T O P I C R E V I E W |
Ugly is the new black |
Posted - 28 Sep 2007 : 13:36:17 Everyone has a favourite character. And if not a definite favourite, everyone has one that's the most memorable, or at the very least, a current character. So who are they? What makes them so special? I love reading about other people's characters, and hearing about their adventures because it gives me so many ideas that I can use in the future. I'm greedy like that.
So anyways, I guess I'll start off. This guy isn't my favourite character ever, he's just the most recent one I've been working on. Feel free to use the format I've provided below if you'd like, or not. Add in as much or as little information as you care to.
Full Name: Fadi Ash Shakur Birth Name: Ulmgurrath Crow's Blood, Son of Nulmgath the Biter Race: Half-Orcish (Calishite by birth, Nelantherese by heredity) Homeland: Calimshan, though not by choice. Age: 31 Height: 6'5" (195.6cm) Weight: 364lbs (165.45kgs) Build: Broad-chested and heavy, with long limbs and especially coarse body hair. Hair: Black, worn short with a well-oiled beard one fist in length and prominent side-locks (similiar in appearance to Jewish peyot) which tumble down to his chest in tight curls. Eyes: The left is amber in colour, the right is an empty socket covered by a patch of black leather.
Class: Paladin of Ilmater 3 Alignment: Lawful Good (Well, in theory) Stats: STR 14, DEX 13, CON 14, INT 13, WIS 15, CHA 15 Personality: About as friendly and outgoing as you can get, Fadi is renowned for being a bit on the blunt side. A principled Ilmatari healer, singer of bawdy drinking songs, righteous defender of the oppressed, and heedless casanova in turns, he is always quite serious when it comes to helping others and getting things done. Although faithful and good-natured to a fault, Fadi is possessed of a disturbing black humour, and can be quite bitter at times when confronted with memories of his painful history. He is given to excesses (especially women and booze, but not particularly in that order), and when upset, will turn to them as a vice if given the opportunity.
Hobbies: Drinking, wenching, and smiting.
History: Ulmgurrath's father, Nulmgath the Biter, hailed from the Nelanther Isles of the Trackless Seas, and had once been a fierce and proud warrior of the Crow's Blood Tribe. He had been a many-blooded veteran of more than twenty-five honour battles then; a tyrant who owned seven wives and thrice as many slaves. He had fathered seventeen sons over the course of his villainous life, eleven of them pure-blooded.
But that was many years ago now. Nulmgath, it seems, had been destined for lesser things.
Betrayed by his treacherous young son, Urtogg the Eater-of-Men, an enraged Nulmgath found himself in chains aboard the prison ship, Hellion; a voiceless man amidst a sea shackles, bound for the slave ports of Calimshan and a life of servitude. Destined to bend the knee to womanish men who stink of perfumes and unmerited power. He seethed at the thought of it all, and took many human women by force in the belly of the Hellion before his fury was quenched.
One of them would give him a son. Nulmgath named the child Ulmgurrath and tore out his right eye in the hope that he might better see the will of Gruumsh. In Calimport, however, the two were seperated prior to being placed upon the auction block. Nulmgath the Biter was sold, along with countless others, into the hands of a Thayan Enclave, but Ulmgurrath, crippled by the loss of his eye, was determined to be of little to no value, and was given over to the House of Bound Hands instead. The monks would heal his wounds, educate him, and in the name of Holy Ilmater, go on to raise the half-orc as a member of their esteemed order.
The day that Ulmgurrath came of age, he swore his Oath and took on the title of "Paladin". In doing so, he denounced his birth name and took up a new one in the style of his Ilmatari brothers; Fadi Ash Shakur (literally, "Fadi the Grateful").
There's obviously more, but I don't want to bore you.
Likes: Helping those in need, upbeat Calimshani tunes played on Yartings, proving his point by force, curvaceous women with low standards, beer filled charred rolls (by the dozen), and leaving before the girl wakes up.
Dislikes: Long-winded speeches, being forced to sit through long-winded speeches, orcs in general, oppression in all its forms, and anything played on a damned songhorn. |
30 L A T E S T R E P L I E S (Newest First) |
Wenin |
Posted - 19 Dec 2013 : 15:26:23 My Noble Drow fighter that was the weapon master of his house. Davek Dalith'Martel I had a painting commissioned for this character, one of two in my life. He was from 2nd edition. We attempted to convert over to 3.5, but some of the players in the group weren't happy with their conversion, so the game fell apart due to lack of effort to game and other issues. The GM and I continued the storyline in a PbP over on the WotC boards for several months. Turned out to be the best gaming I'd ever done.
I still want to play that character, but we are kind of the opinion that we should leave well enough alone and allow the memory of the characters to survive than try to resurrect the campaign. |
Madpig |
Posted - 19 Dec 2013 : 09:07:07 My faovorite character was kinda min-maxed, but actually had all the roleplaying reasons for it. He started originally in one homebrew world, and got to FR because that said world came to an end.
Name: Merkid van Boehren Race: Human (originally, got pact with Archdevil and changed to something else) Have wings with flight 60ft average. Aligment: originally LE, as things have progressed changed gradually to LG. Stats ( Rolled better than ever, style was 3d6 and place in the order) STR 20(started as 18) DEX 20 (started as 18) CON 18 (started as 16) INT 20 (started as 18 +2 from headband of intelect) WIS 14 CHA 15. I think that was pretty epic rolling! Class FTR 4 SWA 3 DERVISH 10. Cant remember actual feats, but idea was to use 2scimitars. Skill wise he was rather diplomatic and charming. Magical items were +4scimitar and +3scimitar acidic burst and headband of intelect. Also items of note were ring of sustenance and glammered mithral shirt +2.
He started as regular fighter who got himself to be recruited in pirate ship. That explains he's SWA levels. After the ship crashed, he wandered in to large desert and started to live nomadic life. After many bad deeds he begun to work towards redemption, and succeeded.
I had really great fun with this guy. He was really self sustained, because he had such insane stats and could fly later on. Also being diplomatic had lot of help. He actually tried to avoid combat even when still evil. Then he always tried to mislead people, but nowadays tries to be honest and fair to everybody.
I have also used this guy as head villain (in evil form) in numerous campaings. |
genebateman |
Posted - 18 Nov 2013 : 21:37:35 Name: Logan (never gave him a last name) Race: Human Homeland: The North Age: late 60's now Height: 6'7" Weight: 280 lbs Build: medium build walks with a limp Hair: black Eyes: one eye brown the other missing
Personality: very rude to every one but his one friend and 2 allies.hates elves and very cold hearted.
History: born to a poor wood cutter outside of the town of Dead Snows him and his little sister was beaten on all the time. when he was 10 he father went to far so he murdered him and set the house on fire. telling his sister to go to town for help she left. when she did not return soon he found out she was captured by some orcs.
the orcs were in the area looking for some elves who raided their camp and killed a few of their kind. he blamed the elves for his sister's kidnapping.
went on a spree of being a killer and when the heat got too hot he changed his looks and settled down a a bar owner.
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Cards77 |
Posted - 17 Nov 2013 : 22:45:46 Full Name: Grinkle Race: Hobgoblin Homeland: Unknown, somewhere near Yartar possibly. Age: 19 Height: 5'8" Weight: 180 lbs Hair: Dark brown Eyes: Yellow Skin: Reddish-Orange Class: Rogue 5 Alignment: Chaotic Neutral (with leanings towards Chaotic Good) Stats: STR 17, DEX 21, CON 16, INT 16, WIS 15, CHA 13
Personality: A gentle hobgoblin. Quiet and intelligent. Not quick to violence but when forced into a corner very few humanoids would stand toe to toe against him. Grinkle has some interesting idiosyncrasies that the humans, half-elves, and others around him find extremely unsettilng. He STILL has no concept of keys, though he's quite fond of locks, and picks locks rather than using keys, even if he has one. The fact that a lock can be opened so easily with only one certain piece of metal is an idea totally foreign to him.
He also has the unsettling habit of eating everything with his hands, bones and all. He does not like the concept of inns, and if forced to stay in one he will push the furniture against the door and sleep in the corner of the room.
He smells HORRIBLE as he does not bathe. His hair is dreadlocked and waxy from being unwashed. He believes that this makes him harder to see, and he refuses to wash his armor for this reason. In fact he often smears wet ashes or mud on his armor to black out any areas that could glint off the sun.
He's extremely hardy, often traveling many miles with little to eat or drink. He often chews flay leaf when he's forced to sleep during the night, as he's primarily nocturnal in nature.
He refers to ALL magic as "elf magic", which he fears and holds in great awe. He refers to all of elven blood as "elveses". He does NOT like "dwarveses" finding them smelly, loud and rude.
He once found a wand of wonder, which he kept for a time calling it "magic stick". He used it to save one of his adventuring companions from a deep bat that was about to kill her. He blasted it with a massive lightning bolt, and then would never touch the wand again after that.
Likes: Finding "shineys", exploring, finding secret places, guiding those in need to safety, anything that aligns with Shaundakul's portfolio
Dislikes: Oppressors of the weak, slavers, elven magic.
Backstory: Grinkle was born into a tribe of hobgoblins somewhere South East of Yartar in 1350 DR. Grinkle was a runt of his tribe, and barely survived. He was mostly kept as a slave, forced to clean, cook and do other tasks for tribe. The tribe eventually occupied an abandoned border keep. Little did they know that one of my old PCs had just inherited the deed for the place, from his deceased uncle in Waterdeep. Kenrick the Younger proceeded to lead a group of adventurers to the keep and liberate it from the hobgoblin tribe. After slaughtering the hobgoblins, he found Grinkle who had locked himself in a secret room. Kenrick couldn't bring himself to kill such a pathetic creature only 12 years old. He could see the scars all over Grinkle's body where he'd been beaten and whipped. Despite Grinkles mistreatment he did not lash out when Kenrick found him, and Kenrick could tell he did not have the hard look of a typical hobgoblin.
Kenrick took him in, taught him to read, write and speak Common. He found Grinkle to be remarkably intelligent, and when fed a diet appropriate for a growing hobgoblin, Grinkle grew to fill his frame with muscle, and was somehow blessed with a remarkable athleticism, along with inheriting the natural toughness of hobs. Together they traveled the Silver Marches adventuring during the field season and trapping during the winter. Kenrick trained Grinkle as a top-notch scout (wilderness rogue). Grinkle served the newly emancipated Keep as it's chief scout and patrol leader. Grinkle would often patrol the areas around the keep for weeks at a time, surviving on very little.
As a hob among the humans of the keep, Grinkle was a loner with few friends. A mercenary named Farl eventually befriended Grinkle. Farl a former knight had a serious drinking problem. While in a drunken stupor one night Farl beat a man in the keep so severely that he died from his injuries. Rather than face murder at the Keep, Farl left almost immediately for the road. Grinkle had grown somewhat bored at the keep and had seen the rangers and clerics of Shaundakul stop at the keep, guiding folk through. He decided to go after Farl, to keep him safe, and find adventure along the way. |
Alruane |
Posted - 16 Nov 2013 : 19:15:27 I cannot remember a lot of him since it has been some time since I played. But bare with me everyone, I do remember his class and he was low level but very good at what he was. He was merely a thief, I made him when I was maybe eleven or twelve. He was created during 2ed or 2.5ed, it had been out for some time. But he got away with doing quite a few sneaky little things, I cannot remember the campaign setting. But that character stuck out in my mind of all the creations I have made. Fond memories everyone! |
BlackAce |
Posted - 06 Nov 2013 : 21:33:57 I've got quite a few memorable ones but I think the one who was most interesting would be Scarlet.
I'll post her write up but not bother with her stats as they've changed with each edition.
------ Alarra 'Scarlet' Mistyrrin; Lawful Good, Ruby Rose Paladin of Sune; Tiefling!
Tall, lithe and undeniably attractive, Alarra catches people's eyes wherever she goes and not always for her beauty. Jutting subtly out of her hair are two slender ivory colored horns, a very big clue to her infernal heritage. Her hair itself is striking; natural blood red tresses hang to her mid back and have earned her the nicknames 'Scarlet' and 'Blood Crown'. Epithets that please her immensely. Whenever her tiefling nature is brought up Alarra will tell the Mistyrrin family legend that holds their demon blood is the result of an ancestor's illicit dalliance with a succubus and a newborn being left on his doorstep nine months later, much to the horrified anger of his wife! Alarra herself seldom dwells much on her heritage nor knows the truth of the matter. Her gregarious manner, easy charm and good looks are enough to offset the wariness with which tieflings are usually greeted so it seldom holds her back. Although she is as prone to flirting, whimsy and amorous adventures as any other member of Sune's church, Alarra has an inflexible sense of right and wrong and an uncompromising stubborness whenever she feels her faith is being tested. She also revels in attention and public acclaim. When not adventuring or fulfilling her duties, Alarra loves to compete in any jousting tourney that will accept her, once even tilting lances in a Waterdhavian street after a drunken challenge by a jilted suitor.
Background
While growing up in the small town of Secomber, Alarra noticed the effect she had on those around her. Incredibly vain and an outrageous flirt, she frequently landed herself or her friends in trouble. Luckily a local priestess, a Heartwarder of Sune, took the young girl under her wing and turned her wayward charge to more productive past times. In Sune, Alarra found purpose and threw herself passionately into her faith. Her martial training, which had begun as a whimsical persuit of a handsome young squire, quickly became her true calling. By her 20th birthday she was a graceful and lethal warrior, thoughts of boys and romance long forgotten in favor of pure devotion to her creed. After three years as an errant adventurer she was inducted into the Order of the Gyron Banner; a multi-faith paladin order dedicated to opposing the Yuan-ti of the Western Heartlands. Although respected for her martial prowess, many of her fellow order members struggle to take her seriously. Alarra's extrovert tendencies combined with Sune's own chaotic nature mean many order members scoff at the very idea of a Sunite paladin and dismiss Alarra as an aberration or even a deliberate mockery of their own vows. Alarra sees their attitude as one more challenge to her resolve and is not the least bit bothered by their suspicion and contempt.
Equipment
Like every Sunite, Alarra has a strong sense of the aesthetic... and her own beauty. Her armor appears to be a contradiction in terms, consisting of a figure-hugging Thorax-type Living Metal cuirass, (low cut to reveal her ample cleavage and delicate neck*); matching pauldrons, bracers and greaves covered in finely engraved roses; fine mesh-like chainmail tassets; an open-faced helm boasting a scarlet horse hair plume; at her waist is a crimson Sunite Sash and a scabbard wrapped in crimson silk. Her shield is a typical heater shape with an Everbright enchantment and carries a painting of Sune's radiant face and bright red hair. A simple unmarring enchantment keeps the blazon pristine even after a flurry of blows that would otherwise scratch and chip it. Her main weapon is a masterwork longsword with an electrum plated cross guard and pommel. The pommel features an inlay of a tiny butterfly trapped in amber. Her steed, Rowan, is a chestnut (Sorrel) stud of Amphalian Destrier stock and is usually seen sporting a red leather saddle and Live Metal chamfron fitted with a slot for a Holy Orb of Sune that Alarra carries in a pouch. The warhorse is sure-footed and fearless and no stranger to either magic or battle, often biting, kicking or trampling threats on his own initiative.
*Alarra is not so foolish as to actually expose herself so, the gorget of her armor carries an invisibility enchantment that can be activated once a day. A blow from a weapon or the usual methods of purging invisibility will reveal its presence. |
Cards77 |
Posted - 23 Aug 2013 : 02:57:26 My favorite character was Mourn Moondark, a moon elf from Evermeet. Son of a noble house, he felt he needed to go out in the world and do great deeds to have a chance to wield an elfblade. He volunteered for the Knights in Silver (Silverymoon militia) and quickly rose to patrol leader. On a routine patrol, his group stumbled across a drow scouting party near a surface cavern. The drow slaughtered his patrol and chased him through the forest for days. He evaded them through superior woodcraft, hiding during the day and moving at night to stay ahead.
They finally cornered him on a high cliff against the Rauvin from which there was no escape. Rather than being killed or taken alive, he threw himself backward off the cliff under the full moon into the river that looked like a stream of molten silver, silently praying to Selune.
He woke up sometime later, a wood cutter had found him washed up downstream and pulled him out. He was many days in recovering. He was given the medal "Moon and Star" for exceptional bravery in leading his patrol. He was named a Knight Errant of Silverymoon. Mourn viewed this award as a farce and attempted to refuse. He was from that day forward extremely cynical and bitter, always blaming himself for the slaughter of his comrades.
He left Silverymoon shortly after, wandering the land, dealing with his inner shame. He eventually ended up on Shadowdale where he joined an adventuring group and worked toward the eradication of the trade between the Zhents and the drow.
He was a master archer, and once single handedly defeated a group of ogres that had slaughtered his fellow adventurers.
I don't remember his stats but he had a 20 dex, and he was IIRC Fighter/Peerless Archer
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Cbad285 |
Posted - 20 Aug 2013 : 10:00:19 My group has been running a new campaign set in the sea of fallen stars, and i've throughly enjoyed it so far. The pirates life is definitly for me. Anyway, I just wanted to share my character Turel so far in the game. So here is his character sheet and inventory. Its very long, its very detailed, and if at all you plan on being in the moonsea or sea of fallen stars, by all means feel free to use this character as a possible bad guy/npc or to whatever ends you decide.
-------------------------------------------------------- Captain Turel Pearlmade Personality: Born and raised in Westhaven, Turel's mother was the Ma'daam of a local brothel. In his youth Turel was no stranger to the call of a women, or the coin that often followed such debauchery. His earliest days were spent as a runner for local gangs. It was in this profession that he learned to read lips and mastered his hand at thieves cant. However Turel was not a loved child, quite the contrary he hardly ever returned home unless in dire strain for easy coin. On many occasions his mother would remark in such distaste as saying "The pittance ye father left me was hardly worth the trouble!" a remark to sting at his senses, knowing full well that his mother's position was only possible thanks to the large sum of gold his absent father left her. To those ends, their deal was simple. She got the gold, he got his anonymity. And to that, she has kept her promise all these years, as not even Turel knows his father's identity. His only memory of the man is of a dark, cloaked figure who would visit him in the night, speaking strange words in a language he did not understand. It's those memories Turel ventures, that are the cause of his regular nightmares. As a teenager, Turel found his place on a handful of fishing boats, learning to pull nets and skin fish. The work was hard, the pay was low, but it brandished adventure in new coastal waters which eventually brought him to Cormyr. However the world outside of Westhaven slums seemed just as difficult and it was not long before Turel turned up among a band of thieves and highwaymen, poaching rich merchant caravans on the road into Tilverton and beyond. On one such a foray, the band who dubbed themselves 'The Prickly Bastone Bandits' were so lucky to have successfully robbed a very fine coach and in the process, kidnapped a very beautiful young women. Back at their camp, the crew came to learn that the women was none other than Lord Blackwell's niece, a well to do family among Cormy's nobility. The lady did little to deter the bandits from the information and boldly claimed her Uncle would send an entire brigade of Purple Dragons to save her. Of course the Prickly Bastone gang ignored her warnings, so late on the following day when the brigade of one score knights found their hide-away, the Prickly bandits were run down or run off, and so the band broke up. Among the survivors however was Turel, who being somewhat of an influential part of the gang, was so made out by the Lady that he planned on ransoming her to Cormyr. Though Turel protested this accusation, through a gag of course, within the week Turel found himself and two other men on trial in Suzel where they were convicted before a jury of their peers. Turel's sentence was hefty, twenty-five years of servitude as a cook aboard Cormyr's newest sailing fortress, the Hygendrell. Such is the life of a bandit, though not this bandit in particular. Two days at sea, a vicious hurricane struck the coast. During which, an amazing maelstrom, the likes of which were beyond all reckoning, sunk the Hygendrell and killed most of it's crew. It was likely that the ships massive size and newly developed 'counter-weight' system was the cause. But on the morning Turel awoke, adrift on a oak door, surrounded by wreckage and a handful of others that managed to survive as well. In the days that followed Turel vided for whatever advantage he could muster, until a Sembian merchant ship stumbled upon the castaways. As though Umberlee had yet to be sated, it was on that same night while aboard the merchant ship, that she was attacked by pirates aboard a galleon called 'The Nixie Queen' who took the sembian merchants cargo, killed the crew and gave those poor cast aways the chance to join their crew...which they did without pause. In the months that followed Turel was given a position as look out and placed on several shore leave missions to secure funds, men and accomplish Captain Andrew's personal goals. It was on one said leave that Turel, having made several backhanded deals in the port of Scardale, that the would be 'Crow' formed a mutiny against the captain and took with him a handful of sailors, killing the rest who were so played into a trap by the double crossing thief. Turel himself had made good on promises with money lenders and smugglers while in port, and was so lucky to capitalize on a ship during that time. And so with enough gold to be free of the Nixie Queen, and ship to call his own, Turel became the master of his own fate, at least while the wind remained in his favor. Days turned into weeks, weeks into months, and with a pirates furry and an unbridled thirst of wealth, Turel now captains two ships, The Black Gull and The White Raven. Currently sailing the waters of the Moonsea, the young pirate has established himself as a thorn in the side of his old ship mates, and made a name for himself as a profitable captain. Where his adventure goes from here, is something I leave to you....
Level 5 Thief (10,000 xp), Level 5 Fighter (29,064 xp) Human, Male, 5'10, 170lbs, Age 19, Brown Hair, Green Eyes, +3 Reaction Adjustment (Reputation: Profitable Captain '5pnts') Str 14, Dex 17, Con 15, Int 15, Wis 14, Chr 15 Mv 12, Saves: P/P 11, R/S/W 13, P/Polly 12/ Breath 13/ Spell 14 HP: 43, AC 4 (Leather Armor, Dex adj), Base Thac0 = 16 (14 missile adj) Weapon skills: Dagger 1, Gaff 1, Throwing Dagger 1, Light Crossbow 1, Rapier 2, Two Weapon Fighting Style 1, Fencing 1, Quick Draw 1, Lasso 1 Non-weapon skills: Swimming 1, Reading Lips 2, Begging (Bonus), Cooking (Bonus), Tumbling 1, Reading/Writing 1, Seamanship 1, Rope Use 1, Crow position (Bonus), Weather Sense 1 Languages: Sembian, Gnomish, Common (Free), Westhaven (Free), 2 open languages Special Abilities: Back Stab X3 (Enemy gets no Dex adj and attack is at +4 to hit), Thieves Cant, Fighter gains men-at-arms at 9th level provided he has a stronghold, May specialize in a weapon of choice (+2 Att, +1 Dmg, #Att 3/2)
Thief Skills Pick Pockets: 50 Open Locks: 40 Find/Remove Traps: 35 Move Silently: 65 Hide in Shadows: 60 Detect Noise: 30 Climb Walls: 60 Read Languages: 0
Equipment CURRENTLY WEARING - Personalized Black leather armor Black leather Harnesses, Two Black leather arm braces with white seagull crest, Black leather leggings, Black leather greaves with white seagull crest, Black leather gorget White Daleland undershirt, black cloth breeches, black Frock coat with wooden toggles, black leather Tricorne hat with seagull feather, black leather glove, cutting glove, -Wrist Sheath Dagger - Red cloth baldric 8 throwing daggers - Black leather belt Thieves Picks (tucked beneath shirt in leather roll) Hand Gaff tied to 7 ft of rope and coiled at hip (tied into lasso at one end) wine skin (12oz) - Rapier Sheath (Wrapped in red silk) Rapier - Dagger sheath Dagger - Dagger sheath Dagger - Small belt pouch 1 15 PP, quarter bag of tobacco, cob pipe, 2 tooth picks, comb head, Marbles (30), 2 grams of long bottom leaf, Blinding Powder (18 packets) - Small belt pouch 2 Blinding poison (3 oz in vial), pouch of cotton balls, 6 nails, Rag - Hollow Black High Soft Boots Hollowed right boot heel (empty), Dog Pepper (Left boot heel), (6) packet shank (Inside left boot), Wire Cutters (Inside right boot)
Brigantine: "The Black Gull"
Two-masted sailing ship with square rigging on the foremast and fore-and-aft rigging on the mainmast Aft Castle Three deck (Top Deck, Living Deck and Cargo) 110 foot Brigantine. Two mast square sails. Aft castle. Bow: Black sea-gull in flight Crew Capacity:15 to 25 Hold Capacity: 25 tons (50,000 lbs) 20,816 lbs of total cargo aboard ='s 29,184 lbs remaining Current Draft: Nearly half Flag: A field of black with a white seagull in flight (http://i44.tinypic.com/6tk3k1.jpg) <--- Flag
Officers Surgeon: Jesha of FireHollow (5th lv Cleric of Tymora)
First Mate and Sailing Master: 'Hudson' Mormeck 'Human' (3rd lv Bard) STR 15, DEX 15, CON 12, INT 17, WIS 15, CHR 16 16 hp, AC 9 (no armor), proficient in Rapier and light crossbow, Thief skills: Climb walls 50%, Detect noise 50%, Pick pockets 20%, Read languages 15%, Bark Skills: Influence reactions, Inspire, Counter music, 5% identify magical items, Skills: Helmsman profession, Navigator profession, Reading/writing, Direction Sense, Seamanship, Cartography, Astrology, Musical instrument (Fiddle), Languages: Gnomish, Common, 1 open language, Equipment: Common clothes, Leather vest, leather boots, Rapier, belt
Ships Carpenter and Apprentice Navigator: All-Y pronounced Al'he ("Sea Wolf") From Mulmaster 'Half-Elf', (4th lv '0th lv character'), shipwright/carpenter profession, INT 14, WIS 13, Skills: Craft range weapons (Smith), Carpentry, Swimming, Reading/writing, LANG: Elven common, Common, Gnomish, Equipment: Black cotton shirt, White Cotton Shirt, Breeches, Laced Shoes, Leather Tunic, Apron, White cotton undershirt, Brown cotton pants, Brown leather breeches, Brown cloak, Brown belt, 1 Short Sword, 1 Dagger
Boarding Master: Glamdrick of the Glister Hills - 32, Silver trident+1, 2 Silver hand axes +1 with cross baldric, Round Shield and suit of Grudgbringer chainmail with maroon and gold tabard (AC 4), 14hp
Gunner Master: Dynen Haverstead - Mulmaster-25, veteran gunner, 8 hp, Thaco of 20, profession rigging-1, rope use-1 swimming-1, weapon proficiency -cannons, proficient with the dagger and short sword
Sailors George Crawhawk - Mulmaster-20, veteran, rigger. 8 hp, Thaco of 20, profession rigging-1, rope use-1 swimming-1, proficient with the dagger and short sword
Henri Shelley - Mulmaster-23, veteran rigger, 8 hp, Thaco of 20, profession rigging-1, rope use-1 swimming-1, proficient with the dagger and short sword
Trayven Urthador - Mulmaster-21, veteran rigger, 8 hp, Thaco of 20, profession rigging-1, rope use-1 swimming-1, proficient with the dagger and short sword
Belvin Fletcher - Firehollow-19, veteran rigger (fisherman), 8 hp, Thaco of 20, profession rigging-1, rope use-1 swimming-1, proficient with the dagger and short sword
Greto Orlinspire - 25, Mulmaster, veteran rigger, 8 hp, Thaco of 20, profession rigging-1, rope use-1 swimming-1, proficient with the dagger and short sword
Magnar - Born a slave, sold in Hulburg, 18 years old, granted freedom after joing Black Gull crew, apprentice rigger, 8 hp, Thaco of 20
Dor - Born a slave, sold in Hulburg, granted freedom after joing Black Gull crew, apprentice rigger, 8 hp, Thaco of 20
Bellick - Born a slave, sold in Hulburg, granted freedom after joing Black Gull crew, apprentice rigger, 8 hp, Thaco of 20
Gunners (All hail from Mulmaster unless specified) Theadrus - Born a slave, sold in Hulburg, granted freedom after joing Black Gull crew, apprentice gunner, 8 hp, Thaco of 20
Tebryn - Born a alave, sold in Hulburg, granted freedom after joining Black Gull crew, apprentice gunner, 8 hp, Thaco of 20
Donin Hverstead - Mulmaster-23, veteran gunner, 8 hp, Thaco of 20, profession rigging-1, rope use-1 swimming-1, weapon proficiency -cannons, proficient with the dagger and short sword
Ferrick Sulan - Hlammach (Village of Rilagred), veteran gunner, 8 hp, Thaco of 20, profession rigging-1, rope use-1 swimming-1, weapon proficiency -cannons, proficient with the dagger and short sword
Boarding crew Nevrin Immers - 24 - short sword, short bow, leather (8). 8 hp Ftr.
Beyr Norvidan - 24 - Spear, long sword, St. leather(7) 10 hp. Ftr.
Markon of the Glister hills - 28, spear, chain mail, dagger, short sword, leather and round shild (7) 10 hp.
Taman of the Glister hills - 23, spear, chain mail, daggers, short sword, leather (8) 10 hp.
Apprentice crew Swab, cook, powder monkey- Adrin,16, Mulmaster. Adrin also apprentices Bellick as a cook
The Black Gull Floor Plan (http://i41.tinypic.com/kd2vid.jpg)
BG1: Common Deck - Two masted BG2: Forward Bow deck (Two 4 lb swivel guns, 19 ball shots, 9 loads of powder, 9 fuses) BG3: Aft deck, Helm BG4: Boarding planks (8 - 4 X 18) BG5: Bow (Wooden Black Seagull carving) BG6: Captain's Quarters - Aft Castle (Bed, Table, Chairs) (Turel's Cabin) Hanging along the wall is a oil painting of a women holding a smoking pot Hanging along the wall is a Scimitar with a black handle and gold flecking Tiger skin rug in center of cabin Raptor Skin hanging on wall with 2 talons - Personal Chest 1 LOCKED: Excellent lock TRAPPED: Spring loaded needle (Sv Vs poison 'Hassock poison') 2,089 GP, 65 SP Hillsfar Captain's Log Hassocks case (3 vials of liquid) Slavers book Black velvet bag #1 - 77,800 GP worth of yellow diamonds (1556 total worth 50 GP each) Black velvet bag #2 - 11,450 GP worth of Cintrines (458 total worth 25 GP each) 18 tiger agats - worth 30 GP each - Trunk #1 67,089 GP - Trunk #2 10,600 SP - Personal chest 2 350 GP, 20 ft of fishing line, fly fishing lure, 10 light crossbow quarrels, Hacksaw, Metal File, Funnel, small (brass with steel mesh covering), Leather strap (pair) Charcoal bundle, Grappling Iron, Climbing Spikes (8), Crowbar, Lock Chisels (set of 3), 6 Silver Fox furs, 5 bars of lavender soap, 2 kings tear earrings, 9 Black Pearls worth 100 GP each, - Desk 6 poisoned light Crossbow quarrels (poisoned 1 use each - SV for 11dmg/0dmg) Scroll tube - (Privateer documents of merit, Seals of guild memberships X2) Tobacco bag (1/2 oz of Tobacco), 8 oz of long bottom leaf - Small box Two black handled flintlock pistols with 4 ball shots - Armoire Aquamarine silk sash, Dark blue velvet breeches 'boot cut', High leather boots rivetted with gold, Fancy leather belt with silver buckle, High leather boots with silver buckles, 3 white linen under shirts, 3 dark blue leather over coats with maroon embroidery, Blue cloak with gold trimmings, 3 silk dresses, Sembian merchant flag Cormyrian merchant flag Raven's Bluff merchant flag Mulmaster flag Jolly Roger Flag (Black with white seagull) BG7: Stairs to lower decks BG8: Gun Deck 9 '12 lb' light cannons (500 lbs each) 27 ball rounds 27 grapeshot rounds 77 powder loads 77 flint locks and fuses BG9: First Mate's Cabin (Bed, Desk, Cabinet, armoire, nightstand) BG10: Surgeon's Cabin (Bed, Desk, Cabinet, armoire, nightstand) BG11: Sailing Master's Cabin (Bed, nightstand, armoire, drafting desk, Water Clock) Master Cartography kit, Master map making kit, sextant, Master Navigator kit, Scroll tube (Star charts), Compass (Directional), Hand held weather vain, Hour Glass, 4 maps (Bay of sentia, good map of the Moonsea, X2 Moonsea Starcharts), 40 sheets of partchment, Hudson's Personal Chest Light Crossbow, 10 quarrels, Toiletries (comb, soap), Fiddle, Fiddle strings, Fiddle tuning equipment, 377 GP, 45 SP, 1 PP, 1 Yellow Diamond worth 50 GP, 1 Cintrine worth 25 GP, 1 Tigers Eye Agate worth 30 GP, 1 Short Sword BG12: Boarding Master cabin (Bed, nightstand, armoire) Glamdrick's Chest 400 Tribal EP BG13: Carpenter's Cabin (Bed, nightstand, armoire) Al-y's personal chest 227 GP, 45 SP, 1 PP, 1 Yellow Diamond worth 50 GP, 1 Cintrine worth 25 GP, 1 Tigers Eye Agate worth 30 GP, 1 Short Sword BG14: Cabin (Bed, nightstand, armoire) BG15: Cabin (Bed, nightstand, armoire) BG16: Galley - Dinning table with bench seats BG17: Galley storage 1 weeks prepared food stores ready for cooking, 40 lbs of Potatoes, 20 lbs of Radishes BG18: Galley kitchen All necessary cooking equipment (pots, pans, dishware, kettle), 2 weeks firewood, Flint & Steel, 10 lbs coal, 20 starting tinder bags BG19: Sailors Cabin (28 bunks) BG20: Forward Cargo Hold (Brig) 15 shackles BG21: Main cargo hold 3 tuns of Rum, 40 lbs of tobacco, soap rations (20), 10 lbs rice, 10 lbs grains, 1 tun of Brown Ale, 305 lbs of Oats 4 suits of leather armor, black leather grieves, black leather bracers, 14 spears, 9 short bows, 1 Composite Long bow, 1 Long sword, 1 Gording Axe, 1 whip fixed with steel blade, 8 quivers, 230 flight arrows, 16 sheaf arrows, 6 short swords, 10 daggers, 4 whips 2 weeks sailing food store including water 3 chickens (hens) in cages, 1 goats, 60 lbs of oats, 30 lbs of seed, 4 bales of hay 2 tons of food stores and water, 7 Raptor skins, 14 Raptor claws BG22: Aft cargo hold Rigging gear, extra sail, pulleys, stitching, patches, 1 tun of tar, 1 tuns of oil, 1 crate of nails, hammers, saws, 1 tun of glue, 1 tune of black powder, Master Carpenters Kit BG23: Rudder exchange
Brigantine: The White Raven
95 Ft Brigandine, 2 Masted square sails, aft castle Bow- Unfinished Crew- 15 to 20 Hold Capacity- 20 tons Weapons -4 Scorpions- heavy ballistae 90/180/360 21d12, fired once every other round. Decks - 2 -living quarters, full kitchen, 4 small state rooms,12 bunks . the hold has a 4 6x6 cell brig. 10 harpoons 20 heavy ballistae.
Roster of Souls: Under Captain- Hadrin Raven Shire ( Formerly Ser Hadrin of RavensBluff). Age-28, hieght-6'0, wieght-195 Henchman to Turel Pearlmade, 4th level fighter Str-17, dex 16, con 15, int 12, wiz 12, chr 15 Professions- Soldier, Helmsman, Deckhand. NWP- Etiquette, Heraldry, Riding(LB), Reading/Writing,navigation and swimming. Languages- Chossun, Damaran, Elven common. WP- Long sword(2), Long bow,1wfs,dagger +3 attack/+4 damage with Longsword 3/2 rounds, thaco 14 +2 attack/nil damage with Long bow 2/1 rounds, thaco 15 Chain mail +1 ac 4, dex adj-2, 1wpfs -1 Hitpoints - 44 Contract: Holds 25 % of the ships take share so long as he remains loyal to his patron, Turel Pearlmade. Coffers: 1 tun of rum, 10 lbs tobacco,10 rations soap, 10 lbs rice, 10 lbs of grain, 1 tun brown ale, 125 lbs of oats, 1ton of water, 1 ton of food stores, 1 chicken, 1 goat, 1 tun oil, 8 quivers, 100 flight arrows, 10 short swords, 10 daggers, 8 short bows, 4 suits of leather armor, 1 strong box with 10,000 silver pieces. Crew: Master Gunner- Reed Zaryntan, 28- Mulmaster, journeyman gunner +2 to attack, thaco 15. Captains Attendant- Michen "Mouse" Limris-15, Mulmaster. serves as ships cook, swab, and powder monkey. Sailors: Grayvaar Taramikos-26, Mulmaster, veteran rigger and is being considered by Captain Hadrin Ravenshire for a commission. Zanlannon Droverson-23, Mulmaster, veteran rigger. Otister Silverkin-18, Mulmaster, novice rigger. Burrin-20, Born slave (sold in Hulburg), apprentice rigger. Made a freeman by Captain Hadrin Ravenshire on Marpentoth 22, 1402 D.R. Illin-22, Born slave (Sold in Hulburg), apprentice rigger. Made a freeman by Captain Hadrin Ravenshire on Marpentoth 22, 1402 D.R. Taxzos-18, Born Slave (Sold in Hulburg), apprentice rigger. Made a freeman by Captain Hadrin Ravenshire on Marpentoth 22, 1402 D.R. Gunners: Yhin-Born slave, 20 (sold in Hulburg) apprentice gunner. Made a free man by Captain Hadrin Ravenshire on Marpentoth 22, 1402 D.R. Boarding Crew: Brannon-22-born slave (sold in Hulburg). apprentice fighter to Captain Hadrin. Finest speciman of all of the Hulburg slaves. Has an 18 50 str . outfitted with leather armor(8), short bow, short sword, dagger, 20 flight arrows. |
hashimashadoo |
Posted - 24 Jun 2013 : 13:28:58 My most memorable character was Tarvellas Swampstrider, a moon elf Fighter from Marsember. The guy kicked ass; he was nigh on unbeatable in a fair melee and when we started experimenting with Gestalt rules, his new Wizard levels made him an even more essential asset to the party.
His prowess was such that the other party members began deferring to him (or, in his absence, his Poison Dusk lizardfolk Rogue cohort) in most matters of direction - which was precisely what I didn't want them to do, I just wanted him to hit things.
I remember about 1/3 of the way through our campaign we were on the Plane of Shadow and four of our six party members had just been petrified. Tarvellas and the party Rogue were looking for some way to free them but just managed to attract the attention of a dragon who blasted us both into unconsciousness with its breath weapon. Thinking us dead, it left and we eventually woke up, with 1hp each and still looking for a way to free our fellows. The Rogue decided that we should split up and was taken out by an unlucky saving throw against an Evard's Black Tentacles spell. Tarvellas eventually found him and decided that discretion was the better part of valour, luckily avoiding any random encounters and escaping with the Bag of Holding containing the entire party's valuables - including some as yet unidentified Stone Salve! |
Artemas Entreri |
Posted - 16 Jun 2013 : 17:18:09 quote: Originally posted by Dinnin
Feldspar the human Blackguard was a memorable one for me.
Quite tall for a human and enjoyed killing would run into battle yelling FELDSPAR as he hacked at people. thats what i remember of him.
The other would be the first ever character i played. 2nd edition Dwarven Fighter was a gifted smithy. He never died but instead was taken by Moradin i think to somewhere that he just worked and created all these magical items. never to be seen again.
Thats what got me hooked and i have always had a soft spot for playing a dwarf
Was your character a miner or gemsmith? |
Dinnin |
Posted - 03 Aug 2012 : 03:10:22 Feldspar the human Blackguard was a memorable one for me.
Quite tall for a human and enjoyed killing would run into battle yelling FELDSPAR as he hacked at people. thats what i remember of him.
The other would be the first ever character i played. 2nd edition Dwarven Fighter was a gifted smithy. He never died but instead was taken by Moradin i think to somewhere that he just worked and created all these magical items. never to be seen again.
Thats what got me hooked and i have always had a soft spot for playing a dwarf |
creyzi4zb12 |
Posted - 02 Dec 2011 : 05:30:55 My first character was in 3.5 edition = a half-orc wizard...I can't remember her name. I really had a hard time with her rolls, especially at early levels. The good thing was that I could dish out a few damages and run away after.
But my most memorable would be a fat human wizard named Jack Black. It's easy picturing him out since you just picture out Jack Black into your mind. |
Alystra Illianniis |
Posted - 29 Nov 2011 : 01:42:57 quote: Originally posted by Joran Nobleheart
I have a couple. Joran Nobleheart, whose character sheet is here in my signature, along with some of his story. He was my first ever character, as a matter of fact. Another favorite of mine is a fey'ri bladesinger I play, named Telethian Phoenix. Those of you that played at the Inn here know him well, how he is, and the changes that have come over him through his time in the modern Realms. I'm pressed for time right now, but I'll revisit a little later and give a more thorough history on them. Oh, and another that is more than memorable is my drow character, Darkadius Du'Thrax of Menzoberrazan. 
That was YOU??!! Man what a difference.... |
Azuth |
Posted - 14 Oct 2011 : 23:48:22 quote: Originally posted by Wooly Rupert
That is a nifty concept. Was the name chosen in regards to that, or was that a coincidence?
Well, they started the nickname within minutes, and the DM zapped me with the first ale I ordered, so naturally I had to have some fun with it. I did pass the DM a note saying that "if I suffered 1D2 damage every time I touch something metal, I sure as hell better have some kind of resistance to electrical attack." He went with it, and the rest is history...although the protection was much higher than I had ever anticipated. Regarding the name, I think I changed the final letter of his last name for some reason, but other than that, no. I just wanted to play a Wild Mage and my high-level Priest of Azuth had already chosen his school of magic (evocation of course ) so it was time for a new character.
Azuth |
Wooly Rupert |
Posted - 14 Oct 2011 : 22:02:33 That is a nifty concept. Was the name chosen in regards to that, or was that a coincidence? |
Nilus Reynard |
Posted - 14 Oct 2011 : 21:14:54 quote: Originally posted by Azuth
This does not bode well for his fellow adventurers as they are usually the unintended recipients of electric attacks cast at him.
I love this. It would make for a good comic moment in a game, I wish myself or one of the people I game (or gamed) with had thought of something like this.
Nice touch to the character! |
Azuth |
Posted - 14 Oct 2011 : 19:28:18 Full Name: Ampurien Orandel Birth Name: Ampurien Orandel Race: Human Homeland: Westgate Age: 27 Height: 6'3" Weight: 210 lbs Build: Gangly Hair: Average length blond/brown with random pieces sticking straight out. Eyes: Blue with electric arcs flowing through the pupil
Class: Wild Mage Alignment: Chaotic Good Stats: STR 14, DEX 17, CON 16, INT 19, WIS 12, CHA 12 Patron Deity: Mystra
Personality: Amp loves to be spontaneous, and has a great affinity for casting Nahal's Reckless Dweomer at wildly inappropriate times, although always with the best of intentions. He was afflicted with a curse during the Time of Troubles and leaves a different footprint after every sunrise. Whenever he comes near conductive metals, he arcs lightning between his body and the offending object. Because of this, Amp is not a fan of drinking from metal steins. Surprisingly, he has a natural resistance to electricity, and can never be struck by lightning of any kind. This does not bode well for his fellow adventurers as they are usually the unintended recipients of electric attacks cast at him. He believes he is a Chosen of Mystra (he is not) as he mistakenly believes his electric discharges to be transformed Spellfire.
Azuth |
Xnella Moonblade-Thann |
Posted - 13 Oct 2011 : 13:15:12 I've got two characters that are my favorites. One is my halfing rogue, Chenna the flying Dragon-piercer, whom I am trying to rework for 3.5 edition.
The other is whom I take my name on here from. Long before I knew of the rest of the books in the Songs and Swords series (having only Elfshadow and Elfsong), I made X'nella Amnestria Moonblade-Thann. At first she was to be born out of wedlock in Tethir and raised by her "uncle" Foxfire until she meets her father (they know of each other, but only her father doesn't know the relationship they have).
Later (contrary to what is in the Evermeet novel), I had her born in Waterdeep and brought up knowing everything of her heritage and even visiting Evermeet and Tethir from time to time. She is an accomplished wizardess (trained by Khelben), bard (attended New Olamn), an aristocrat with the money to boot (born into a merchant noble family--guess which one?), and the connections of a rogue thanks to an "uncle" who owns nearly half of Waterdeep's illegal trade. I'm still trying to stat her out, even though I've had the concept for her for nearly a half-dozen years or longer. Guess 'cause that's only recently that I got the 3.5 edition sourceboooks, except PH 3.5, from a used-book store. A friend gave me a copy of the pdf file he had of that one. |
Alystra Illianniis |
Posted - 07 Oct 2011 : 23:22:33 My fave/most memorable Pc so far has to be a tie between my uber-be-otch Morganna Bloodbane (half-drow/half-Moon elf wizard/ assassin) and her half brother Lothir E'Terrin'dar(drow bard/dervish) They are polar opposites in personality and morals, and they HATE each other! Morg has torched taverns on a whim, slit throats of ordinary folk just because she got annoyed at them, is sadistic, psychotic, has more "daddy" issues than Oedipus, likes to drink stuff that would kill most folks, and consorts with an elder great red wyrm. Yes, you read that right. Lothir, on the other hand, is soft-spoken, kind-hearted, chivalrous toward females, charming, abhors evil and cruelty, and loves wine, women, and music- not necessarily in that order. He is a terrific dancer and musician, with a romantic side that has led to more than a few flirtations. He's also a clever prankster with a sharp wit and great sense of humor, where Morg tends to be entertained by watching people die- slowly.... |
Nilus Reynard |
Posted - 07 Oct 2011 : 03:40:44 Full Name: Nilus Hector Reynard Race: Human Homeland: Cormyr, The Great Swamp Age: 33 Height: 6'3" Weight: 245 lbs. Hair: Black, short-cropped Eyes: Blue
Class: Priest of Beshaba 15 Alignment: Chaotic Neutral (with leanings towards Neutral Evil) Stats: STR 14, DEX 15, CON 15, INT 16, WIS 17, CON 13
Personality: A humorless man, Nilus takes his devotion to Beshaba with the utmost seriousness. He has been know to kill those who make any unfavorable remarks about his goddess, going so far as to track a merchant from Waterdeep to Luskan just to deal out the punishment for speaking out against the Maid of Misfortune. He has few friends, but those he does have he will defend with all he has. But make no mistake, if Beshaba told him to kill his friends he would do so without hesitation.
Hobbies: Questing for lost items and tomes related to the Beshaban church, Preaching the word of the Maid of Misfortune, travelling through lands he has never seen before (whether they are friendly to him or not).
Likes: Everything to do with the Beshaban faith. Slaying, crippling, or maiming those who have committed wrongs against said faith, Mistledale ales, helping those who he considers to be his friends or worth his time, & working with members of the church of The Doombringer.
Dislikes: Holier-than-thou Tymorans, Cyric & his followers, people of lawful good alignment who feel they "have something to prove", flighty Cormyrian nobles, & flavored wines.
Notable equipment:
- +1 Warhammer, strengthed silver head /w/ Sembian Ironwood shaft. Has the ability to blind a target on a successful hit (yes, its copying Verminaard's mace from the Dragonlance novels. Blame the DM for that.)
- Plate mail +5.
- Large Shield +2.
- Ring of Wyvern Control.
- Circlet of Discord (special item, see below*).
- Cormyrian Royal Charter: Allows Nilus and those belonging to the temple he commands to carry magical items and follow Beshaba openly in Cormyr. Also allows the building of said temple in The Great Swamp region. (Nilus is no fool, he knows he is being allowed to build there because it is out of the way.) This charter is in return for aid that Nilus and the other clergy in his command gave to the Crown.
Mounts:
-Havoc. Heavy War Horse. Chain mail barding. -Lucid. Adult Mottled Wyvern. Bronze platemail barding.
*: The Circlet of Discord is an old relic that was found by Nilus in a semi-collapsed section of Undermountain. It is made of hammered bronze & contains 13 bloodstones. Each bloodstone has the symbol of Beshaba carved into it. The circlet has 2 (known) special powers:
1. The wearer is immune to all curses of any type, along with any fear or charm magics.
2. The circlet radiates an "Aura of Discord, 40' radius". This causes general havoc, turning friends into enemies, causing people to make irrational decisions that can result in their deaths, etc. All those affected by the circlet get a saving throw .vs. Rod/Staff/Wand at a -4. The only persons unaffected by the effects are those who follow Beshaba.
Anyone who touchs the circlet or the box it is contained in, and is not a follwer of Beshaba, suffers 11d4+11 points of cold damage. No saving throw.
(I imagine that the DM who helped create the Circlet of Discord would have revealed more powers over time. But he died in a aircraft accident about 6 months afterwards, so I left it with just the 2 powers he gave it.) |
Diffan |
Posted - 24 Sep 2011 : 23:03:36 If you look at my Forgotten Realms NPC Generator, those are all my creations (my children) who I have fond memories of creating. Even if all they are is bags of HPs to be slaughtered, I've created interesting backstories and histories for them all.
Were I to choose, it'd be hard to narrow down to one so these 3 are probably my all-time favories:
The first is probably my favorite to roleplay as he was just crazy. His character sheet is the first one on the Forgotten Realms NPC generator found here named Ox. RPing this guy was a great time at the table and while annoying at times, provided the others a good source of entertainment.
The second is my 1st character created with D&D named Sir Marcus. A paladin who's spanned 3 editions (started with AD&D and he's still going strong in 4E). Modeled a bit after the perception of myself, he's everything a Paladin should be.
|
rhune |
Posted - 23 Sep 2011 : 18:45:26 I've had two favorite characters, Rhune Moonglow, half-elf cleric/mage, and Tibble Lightfoot, a fremlin wizard.
Rhune was someone who could quite literally fall over if you waved a feather at him--very low strength (4) and a not so pleasant constitution--the only thing he could carry without wobbling around like a newborn calf was his spellbook and the pack he kept it in.
Tibble was a blast to play as he was like a drunken Gizmo from Gremlins--he loved to drink and loved to torment people with his pranks and mischief. Tibble got a little too brave facing some slavers, thinking they weren't much of a problem because their weapons couldn't affect him (Fremlins are immune to non-magical weapons.) However, Tibble wasn't immune to the volley of magic missiles that knocked him out of the air. One failed con check, and off he went to the recycling bin. |
Old Man Harpell |
Posted - 31 Aug 2011 : 00:48:18 Sadly, my favorite characters are not mine, but created by my players for games of yore.
One was a halfling woman, a rogue by trade. Unusually tall for a halfling (over four feet in height), she could have passed for a human youth save for the fact that had a mature woman's shape (solved by strapping her bosom down). Her skin was almost Amerind-red, and her hair the shade of spun copper - so she was memorable regardless of what she was trying to accomplish. Needless to say, she was a cat burglar, second-story artist, and accomplished lockpick. Due to her memorable appearance, she never picked any pouches or engaged in public scams where she could be caught in a lie. Her personality was alternating pixie exuberant and sultry black widow - the player was very proud of her character, and I do not blame her a bit.
The other - and it made me wince very hard at first - was a drow warrior by the name of Duromhar (surname was quickly discarded) - and not because it was a drow. During a tug-of-war with his younger brother (a wizard) over a magic belt, Duromhar's strength, combined with the wizard's misfired spell, caused the belt to rupture. Being as it was a Girdle of Femininity/Masculinity, the effects had to go somewhere. The magical blast knocked the wizard back about twenty yards (leaving him with all of two hit points). The magical effects washed over the warrior, performing the alteration before losing power...sort of. Although his new form was doubtless what the belt would have done - an exceedingly exaggerated female form - it failed to actually change his gender. Unless you knew better (and as long as there was still a loose loincloth in the picture), you would swear it was a woman. Shape, voice, walk, everything. The halfling's player was also responsible for this character (which she was then calling 'Dura' - yes I know what the Latin meaning of that word means, and I believe it was deliberate) - she was rather creative. Despite the rather bizarre character, nothing ever went further than you'd expect a normal campaign to produce (unless she played it for laughs, or decided an NPC needed to be taken down a peg or two without actually injuring them). Once I got over my stomach's protest of the idea, it was actually quite humorous, listening to the player describe her character's strutting down the streets of Skullport wearing the equivalent of tight jeans and aviator shades.
Sadly, I can provide stats for neither of them, as they were not mine, but I may include them - at least the drow - as NPCs in a future campaign. |
Joran Nobleheart |
Posted - 30 Aug 2011 : 10:47:29 I have a couple. Joran Nobleheart, whose character sheet is here in my signature, along with some of his story. He was my first ever character, as a matter of fact. Another favorite of mine is a fey'ri bladesinger I play, named Telethian Phoenix. Those of you that played at the Inn here know him well, how he is, and the changes that have come over him through his time in the modern Realms. I'm pressed for time right now, but I'll revisit a little later and give a more thorough history on them. Oh, and another that is more than memorable is my drow character, Darkadius Du'Thrax of Menzoberrazan.  |
Cbad285 |
Posted - 25 Aug 2011 : 10:01:48 my ms word must be irregular... |
Khaelieth |
Posted - 22 Aug 2008 : 16:00:13 Cbad - It's Red Plume, not Red Plum;p |
marc-end |
Posted - 17 Aug 2008 : 20:40:45 I once played an Githzerai monk. His name was Wanderlei Silva, pretty lame but i'm not good in names. Don't have the sheet anymore but by far he was the strongest of the party. The whole pary was building on him in combat. And that was very fun to play. I think his AC was 54 when using all my devensive feats, his saves where also pretty high. He just don't had any weaknesses. Only his attack wasn't that good.
But he got killed by the DM who could not stand that his monsters weren't able to hit him. |
Tyranthraxus |
Posted - 16 Aug 2008 : 17:45:29 As I am DM-ing for the last couple of years I haven't played much. So I'll post the player character I am most attached to.
Gildal
Male dwarf (shield) Bbn6/Ftr1/Bzk1 (28513 XP): CR 8; Medium-size humanoid (dwarf); HD 6d12+15 plus 1d10+3 plus 1d12+3; hp 90; Init +2; Spd 20 ft. (30 ft.); AC 24 (touch 13, flat-footed 22); Atk +13/+8 melee (1d8+5 plus 1d6 shock/x3, +1 shock warhammer) or +13/+8 melee (1d8+5 plus 1d10 fire/19-20, flame tongue) or +14/+9 melee (1d8+6/x3, +2 battleaxe) or +13/+8 melee (1d8+4/x3, masterwork battleaxe) or +12/+7 melee (1d8+4/x3, warhammer) or +10 ranged (1d8/19-20, masterwork light crossbow) or +11 ranged touch attack (4d6 fire, flame tongue); SQ Berzerker Rage, damage reduction 2/-, improved uncanny dodge, rage 2/day, trap sense +2, uncanny dodge; AL CG; SV Fort +12, Ref +4, Will +3; Str 18, Dex 14, Con 16, Int 11, Wis 12, Cha 9.
Skills and Feats: Climb +4 (+4 Dex, +3 ranks, -3 armor check penalty), Craft (weaponsmithing) +18 (+6 ranks, +2 racial, +10 hammer of the weaponsmith), Handle Animal +1 (-1 Cha, +2 ranks), Hide +1 (+2 Dex, +2 ranks, -3 armor check penalty), Intimidate +2 (-1 Cha, +3 ranks), Jump +2 (+4 Str, +2 ranks, -3 armor check penalty), Listen +3 (+1 Wis, +2 ranks), Ride +4 (+2 Dex, +2 ranks), Spot +2 (+1 Wis, +1 rank), Survival +7 (+1 Wis, +6 ranks), Swim +3 (+4 Str, +5 ranks, -6 armor check penalty); Cleave, Diehard, Endurance, Power Attack.
Languages Spoken: Common, Damaran, Dwarven (Dethek).
Special Qualities: Rage (Ex): Durig his rage, Gildal has the following statistics: hp 106; AC 22 (touch 11, flat-footed 20); Atk +15/+10 melee (1d8+7 plus 1d6 shock/x3, +1 shock warhammer) or +15/+10 melee (1d8+7 plus 1d10 fire/19-20, flame tongue) or +16/+11 melee (1d8+8/x3, +2 battleaxe) or +15/+10 melee (1d8+6/x3, masterwork battleaxe) or +14/+8 melee (1d8+6/x3, warhammer); SV Fort +14, Will +5; Str 22, Con 20. Skills: Climb +6, Jump +4, Swim +5. This rage lasts 8 rounds, after wich Gildal is fatigued. Bezerker Rage (Ex): Durig his bezerker rage, Gildal has the following statistics: hp 116; AC 20 (touch 9, flat-footed 18); Atk +17/+12 melee (1d8+9 plus 1d6 shock/x3, +1 shock warhammer) or +17/+12 melee (1d8+9 plus 1d10 fire/19-20, flame tongue) or +18/+13 melee (1d8+10/x3, +2 battleaxe) or +17/+12 melee (1d8+8/x3, masterwork battleaxe) or +16/+11 melee (1d8+8/x3, warhammer); SV Fort +16, Will +6; Str 22, Con 20. Skills: Climb +8, Jump +6, Swim +7. This rage lasts 10 rounds, after wich Gildal is exhausted.
Possessions, magical: +1 Adamantine breastplate, +1 heavy steel shield, ring of protection +1, amulet of natural armor +2, bag of holding type I, +1 dagger, flame tongue (+1 flaming burst longsword), +1 shock warhammer, +2 battleaxe, hammer of the weaponsmith, potion of jump, potion of cure serious wounds.
History: As an outcast Gildal grew up as a loner in Freedale. He used to travel with his fellow dwarven friend Gart Rocknose who gave up adventuring and became a merchant and owner of the local warehouse in Freedale. He then studdied the arts of weapon smithing with the Orebreaker, the famous weaponsmith of Freedale to temper his anger. After that he met other adventurers and together they are now known as the Heroes of Hap, after freeing the village of drow and the red wizard called Dracondros.
Personality: He is chaotic and very blood thursty but is friendly to his friends and has a great sense of humor.
Friends: Gart Rocknose, Orebreaker, Heroes of Hap (Dirk Ochtendstond hm Clr6/Pal1 of Lathander, hf Sitara Rog5, dm Immin Drd6, Legolas Liadon em Ftr5, Muhrahk hm Ftr5/Wiz2), Netherel the mage, Farrish the Priest (Dirk's mentor) and Sethel the scribe.
Likes: Most of al killing, keeping track of the number of kills, drinking, and more killing. |
trenskeep |
Posted - 26 Jul 2008 : 12:12:55 i would have to say that my favorite PC is Tren (13 lvl thief) a moon elf. been hanging around since 1992. the soul surviver of many parties. would have to say retired & enjoying the good life. has his own keep & plenty of treasure. |
Cbad285 |
Posted - 21 Jul 2008 : 08:55:12 Full Name: Marshal Victus Carrington Birth Name: Victus Race: Human Homeland: Daggerfalls Age: 48 (1394 DR) Height: 5’10 Weight: 185 lbs…little more in the winter Description: Grizzled, downcast – tattoo of a Shield and Sword in flames on right arm. Missing left eye. Missing one front tooth. Often wears a thick beard with mid-length brown hair, which grows in streaks of gray from his temples. He has hazel eyes.
Class: 13th LV Forrest Runner (Ranger) Alignment: Neutral Good Stats: STR 16, DEX 16, CON 15, INT 14, WIS 19, CHA 12
History: Victus Carrington shares a namesake with almost twenty children living in Daggerfalls, and nearly one hundred men and women abroad who can claim their earliest years were spent in the care of Miss Ritta Carrington, the den mother of the citie's orphanage. Victus's mother died during birth, and he has never known his father. As a child Victus was wild, unrelenting in his need for an adreneline rush. He once jumped from Daggerfalls itself narrowly missing the rocks below all on a dare and perhaps, he has admitted, to impress a young girl. But it was that adventurous spirit and his love for the woods that lead him to join the city guard in hopes one day to ride side by side with his idol, Randal Mourn. It wasn’t until the retaking of Daggerfalls by Randal Mourn and his Freedom Riders that Victus began his military career. In two years he was part of a patrolling unit, and as the months rolled on, formed a new unit called Talon Company. They were woodsmen who patrolled on foot, securing the rough terrain surrounding Daggerfalls before roaming monsters made their way into the lowlands. Showing promise, Victus was lucky enough to be approached by a member of The Hunt, a like minded company who specialized in survival tactics and unarmed combat. This training allowed him to involve Talon Company in special operation missions for Randal Mourn. It was on such a mission, while ambushing several Red Plume guards in the night, Victus was overtaken and captured. Talon Company managed to escape without notice, but Victus was taken to Hillsfar where he was sold into the Gladiatorial games. For five years Victus fought in the games, until after suffering near death injuries, he was thought to be dead and buried in a shallow grave. He survived however, and escaped Hillsfar, vowing to return and make the Red Plumes pay for those years of violence, and the many friends he was forced to kill. After negotiations with a group of calishite traders, Victus returned to the lands of Hillsfar, keeping to the edges of Myth Draynor where he struck out at nearby patrols and military structures alike. They took what they needed and any merchandise of value was given back to nearby communities. This time gave rise to several rumors of a ghost that haunted the woods. It was said he came in the mist, was immune to all manners of weapons and burned his victims with a fiery staff. All of which are depictions of several tactics used by Victus and his company to instill fear in the Red Plumes. Eventually Victus returned to Daggerfalls where he was discharged with honorable mention. Victus took up a post in the Spiderhaunt woods, a place he frequented in his younger years. He had relations with the gnomes there and knew of a cabin beside a small lake called Milishar. Today Victus patrols those roads, tending to the safety of traders and private wagons alike. (As a realms character this is where his story ends. The campaign takes a drastic turn here where Victus becomes Lord of Daggerdale and marries Randal Mourn’s only daughter. However, as a possible NPC I leave Victus in this state for easy use.) Personal Quirks: Victus has a very strong accent, and speaks with a guttural tone. At times his manipulation of the common tongue borders on garble, but it has been said that his meaning is always very clear when he speaks. He is a man of simple needs and never seems to have two coins to rub together. However, he is never without a meal, as most local folk will gladly take him in for the night. He drinks heavily during such times and tells outlandish stories of youth filled days. In the field however, there are few men who take his trade so delicately. In the wild Victus is nearly always concealed and prides himself on being just another animal. He has never had much use for reading, though Ritta did try her best. He is capable of making out his name and some other words, but cannot as a whole, read or write. This is also in part due to his dyslexia and is a continual achilles heel for Victus. He tries his best to hide his inability when confronted with it and will often pretend like he has read the material but will try and coherse others to 'make it simple' or 'get to the point'. Aside from his gruff personality and demeanor, Victus is a caring and compassionate individual who believes every man should live free, and that freedom should be protected at all costs. He abhores tight quarters, though in his youth he learned to subdue his clausterphobia while on board a clunker in the Moon Sea. But the idea of living behind city walls is something the Ranger could never learn to accept. Thus he makes a horrible Lord of any kind and a worst husband, as he often leaves home for long periods of time. This along with his love for adventure and women has often been the cause of failing character and some controversy surrounding Victus.
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Ranger Empathy with animals - May befriend animals. Followers - Attracts 2d6 followers at 10th level. Hide in shadows 77% - May hide in natural settings. Move silently 94% - May move silently through natural settings. Priest spells - May begin to cast Priest spells at 8th level. Special enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature. Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels. Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter. Major Spheres of Magic - Animal, Plant
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Forrest Runner Special Benefits: Stealth: The Forest Runner has a +5% chance to hide in natural surroundings and a +5% chance to move silently. Inspire: Once per day, prior to making an attack, a Forest Runner may spend 2-5 (1d4+1) rounds boosting the morale of his companions with flattering words and expressions of confidence. He can influence a number of companions equal to his level. If the Forest Runner makes a successful Charisma check afterwards, the companions enjoy a +2 bonus to their morale for the next 3-12 (3d4) rounds. Each companion also receives a +1 bonus to his first attack roll. The inspiring speech doesn't affect animals, other Forest Runners, or himself. The Forest Runner can't attempt to inspire his companions in the midst of battle or while they’re occupied in any other activity. Disguise: The Forest Runner can take the Disguise proficiency for one proficiency slot. Reaction Bonus: In his homeland or any region where his reputation precedes him, a Forest Runner can count on food and shelter at no charge for himself and his companions from supportive commoners. A Forest Runner also receives a +1 reaction modifier from peasants of good or neutral alignment of all cultures. Special Hindrances: Forest Runners will rarely develop a close relationship with any NPC with political power. Additionally, a Forest Runner runs a constant risk of arrest by authorities of his homeland, as well as from other regimes with which his homeland has extradition agreements. Law-enforcement authorities may plague a Forest Runner through his entire career.
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Notable Equipment - Victus wears a suit of leather armor called 'The Armor of the Cormanthor' it has no special abilities but he has owned the armor through most of his career. He was even buried in it. The leather armor sports patchwork leather over years of repair and varries in color and hue. Victus also paints the armor to better blend in with his surroundings. Aside from this, he has fashioned three buckles that hold the armor together at the front. The buckles are made from Mithral arrows he had melted down along with cold-iron steel . Should any question come up regarding the security of the buckles or an attempt to 'magically' unfasten them, the buckles save at a +5. - A holy symbol of Umberlee which allows the wearer to breath under water once per day as per the spell.
- Boots of varried tracks
- Ring of Jumping
- Belt Buckle +1 of Protection
- Scroll tube of holding (Filled with different maps and letters of note. Most of which are of the Dalelands but as well, any area he might have trafersed in his career. He also has a good selection of sea faring maps around the Dragonsea.
- A Spy Glass
- Jultide (Throwing Axe +2): Jultide was a gift from Randal Mourn to Victus for his service to Daggerdale. The axe was made by the Council of the Dales in hopes of achieving a unified peace offering among all the Dales. However the meetings failed to unite the Heartlands under a single governing policy and the Axe found its way into rich noble coffers until eventually it was won in a card game by Randal Mourn. Engraved on the handle are the names of each Lord of their respecting dales. The axe is made of cold-steel and buzz's with magical energy. Upon throwing the axe, it returns to the wielder in a boomerang action. However the character must make a dex check to catch it on return. The axe can also be commanded to glow as per a light spell, and has the ability to be thrown in perfect silence, or be commanded to make a humming noise when thrown.
- +3 Bullet: Around his neck Victus wears a bullet shot from a 'hand cannon' as he describes it. The bullet was taken from the body of the first man to die under his command while at sea.
- Gloves of Swimming and Climbing
- Caradrous: Taken from a Red Plume commander, Caradrous is a +3 Bastard sword magically endowed to allow the wielder to cast Stoneskin 3/day. This is by far the most valuable item Victus has and he always keeps it close to him. Caradrous does not have sentience but has in the past invoked a sense of emotion during battle. Victus says the sword hungers for war, as it was made for the act.
- Satchel of Holding (Up to 50 lbs)
- +1 White Plumed Helm (Roman Style): Victus rarely wears his helm, but when called for, it trusts it will keep what little brains he does have in tact. |
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