Overview
Reed was raised in a remote monastery where the monks practice martial arts as a form of worship. Through the perfection of the body, mind and spirit one pays homage to the One without Form. Once the body releases the ego, one may more effectively spiritually connect. Their practices know as the Flowing Fist involve complex martial arts forms, or kata and meditation. Upon completing his training an acolyte is encouraged to explore the world and to test the theories and practices he was taught. Thus he is looking for a depth of experience. He isn't looking for trouble, but let's face it, trouble always does the finding.
Name: Reed the Just
Player: Simon Hild
Race: human
Class: Priest
Kit: Fighter-Monk
Level: 4
x.p.: 6,500
Alignment: LN
Appearance
This smallish man walks with a confident gate that betrays no arrogance. He is often looking around and absorbed with his environment. Even the monks thought he was a space cadet, but this isn't true. He is watching with a genuine interest, there is that sharpness in his eyes. He looks like he is wearing robes, but they are very loose pants that allow for high kicks and even theatrical distraction in hand to hand combat.
His hair is short as he used to shave it bald. Now he has vowed not to cut his hair until he has glimpsed enlightenment.
Equipment
Cloak, very loose pants, shoulder pack with 2 weeks iron rations, cotton tunic, sash,
flint and steel, holy symbol (small square bronze pendant with a short chant on it), small flute (someday he'll learn to play), small knife, wineskin, 25 feet of silk rope,
Kit Powers/penalties
Fighter monks can't wear armor, and have a limited selection of spells
Monks get a +1 to hit and +1 dam. for initial specialization, each additional slot spent on style, (currently 2 in addition to initial 2 for sp.) there is an additional +1/+1. This bonus applies to the martial arts chart if that is being used. The player is allowed to choose the effect of the die role to some degree, but I'll leave that to DM discretion.
Background
Reed didn't know his parents. The Monks in the Formless Monastary found him and raised him as part of their disciplined life. He grew very nimble and absorbed both the physical practices of Flowing Fist and the spirituality within the Formless. The monastary life was one of relative isolation, but traders and caravans would occasionally pass through to resupply the herbs and spices that are grown on the monastary grounds. It is through the use of these and similar herbs that Reed developed a knack for binding and healing wounds. Thus his instructors advised him to explore that as part of his spiritual persuits. Every morning as part of his training and conditioning, Reed greets the dawn with a series of movements (like those old guys doing Tai Chi in the park), this centers his mind and spirit and allowing him to tap into the subtle energies to cast spells. Now that he has been granted the gift of healing the monastary encouraged him to explore the world, and heal those in need while keeping in mind the balance between dark and light. With all these ideas in mind and a fire in his belly to check out the rest of the world Reed hitched a ride with a caravan and offered his services as a laborer and healer until they reach a suitable place. Reed is blowing in the wind. He seeks whatever path is under his feet.
He's not terribly worried about where he's going so long as it's interesting. He intends to return to the monastary with a deeper understanding of the human purpose in the cosmos. He has packed a few meager belongings. Looking for some intrepid souls who might have him along. Enlightenment up ahead? You bet and howdy!
He came upon just such and entrepid party including a magic user of some kind, a brave paladin, a rasp voiced ranger, another big fighter and a zealous priest. He traveled with them to defend the community from the terrors of the undead who had been ravaging the countryside. They defeated the initial threat but at great cost. Reed witnessed horror and death of others and himself. He was brought back to the material plane by a potion. Now he has much to think about...much upon which to meditate.
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Twyla has a mysterious dark presence about her. She has radiant skin, contrasting her raven black hair. Her eyes are the shade of those of a black cat, that seem to glow when the moon is full. She is tall and slim and her elaborate robes drape her body like the wind kisses a grain field.
Abilities:
Spell craft
Herbalism
Weather Sense
Artistic Ability
Brewing
Cooking
Modern Languages
Ancient Languages
Ancient History
Reading/Writing
Religion
Agriculture
Languages:
Common
Elvish
Sylvan
Gnome
Halfling
Goblin
Spell Book: 1st Level(3 / day)
Detect Magic
Light
Armor
Read Magic
Feather fall
Sleep
Shocking Grasp
Magic Missile
Burning Hands
Phantasmal Force
Spook
Spider Climb
Identify
Wall of Fog
2nd Level (2/ day)
Scare
Stinking Cloud
Tasha's Laughter
Web
Embroidered Robe
Soft Boots
Belt w/ loops for Darts
Backpack
Fine Fur Cloak
Dry Rations, 1 week
5 Small Belt Pouches
1 Large Belt Pouch
Flint and Steel
Tinder
Quarterstaff
12 Darts
Spell Book
Small Metal Mirror
Spell Components
Wineskin
Spell book
Mother's spell book (contents unknown)
FAMILIAR Name: Filch
Race: Pseudo Dragon
AC: 2
HP:16
Dam/attack 1-3+special
Special Attack: Poison Sting
Special Defense: Chameleon power
Magic Resistance: 35%
Combat: +4 on attack rolls, creature struck by tail must save vs poison or fall into catalepsy 1-6 days then wake up (75%) or die(25%)
Infravision: 60' CAN see invisible objects
Can transmit magic resistance to it's companion
Magic Items:
1- levitation potion
1- Magic Missile Wand
1- Ring Of Protection +2 Background:
Twyla was not originally from the Dales, she was driven from her homeland, looked at as a pariah. She and her elven mother were in a witch's coven dedicated to the Goddess Mystra. They fled to Shadowdale, careful not to make the fact that they were witches known. To this day, she is careful of whom she speaks to and what she speaks of. Only a trained eye can tell that she is a witch, and she would probably vehemently deny the fact that she was one.
__________________ "The Empire has a legion of loyal soldiers that are in endless supply." ―Darth Vader
Last edited by Antigone; Jun 18th, 2011 at 08:55 AM.
Appearance
Mihk is often mistaken for a Dwarf, almost 4 ft tall and close to 140 pounds. He is one of the largest gnomes most folk have ever seen. For this reason he keeps his beard cut very short. He tends to wear the gray and green colors of his homeguard unit even when not in uniform. He always wears his gem cluster of rank, on his armor when he is wearing it and as a cloak clasp when he is not.
Abilities
STR:1896 Hit prob:+2 Dmg Adj:+5 Weight:235 Max.Press:380 Open Doors:15(3) BB/LG:35% DEX:13 Reac Adj:0 Missile Att Adj:0 Defensive Adj:0 CON:12 HP Adj:0 System Shock:80% Res Survival:85% INT:14 # Lang:4 WIS:10 Mag Def Adj:0 CHA:8 Max Hench:3 Loyalty Base:-1 Reac Adj:0
Weapons
Heavy Crossbow +2 for point blank range 1/2
24 heavy bolt 1d4+1, 1d6+1
Hand Axe +3 +7 1d6 1d4 1/1 (2/1 total)
Hand Axe +1 +7 off hand 1d6 1d4 1/1
Thrown Axe +0 +7 1d6 1d4 1/1
Background
Mihk grew up in a large gnomish community. Always a bit large and awkward for his age he never quite felt he fit in growing up. His family were well respected gem cutters and jewelers. When he came of age his father started trying to teach him the family business, Mihk found this was another thing he "didn't fit into" while he loved the shine and sparkle of the gems, he really wasn't that interested in creating them from the dull pebbles the miners dug from the earth. Also he always felt awkward with the delicate tools of the craft. His father almost despaired for his son. Then one day a human trader imbibed too freely of the local fireblossom wine and took exception to an elders comment on the virtues of moderation. Enraged the human struck out at the Elder, his blow never landed, with one hand Mihk caught the humans arm, with the other he scooped up the offending being, hoisting that unfortunate completely over his head and with a seemingly casual toss, removed him from the tavern. This feat came to the attention of the commander of the Homeguard, who promptly recruited him
Mihk had finally come home. He took quickly to the discipline of military life, the order and sense of purpose appealed to him greatly. He became enthralled with the history of war, tactics, and heraldry. He quickly became a very diligent student of all he could learn. His commander realizing his interest sent him for a season to an old friend in a mercenary company. Mihk learned much during this time and returned to his unit with a renewed determination to keep his home safe. Lately the commander has assigned him to investigate and prepare for external threats to the community.
Last edited by Kariel Lateef; Mar 31st, 2010 at 11:22 AM.
Of medium height (5'11') and stocky build (185 lbs), Coal is not overly muscled but fit, and moves with a sure-footed smoothness. With short-cropped black hair, a rugged, pock-marked face with haunted eyes suggesting he's seen more than his 19 winters should allow, and calloused, blackened hands with dirty and ragged nails, Coal has certainly grown to fit his name.
He habitually wears a dusty gray cloak over his leathers, gray boots, a wide-brimmed, well-worn (and slightly beaten) black hat, and a black bandana covering his throat. Everything about him seems to be covered in a fine, gray dust which seems quite permanent; standing out, however, is a gleaming, well-kept and well-made brooch of a sword crossed with a rock-hammer, pinning his cloak about his shoulders.
Hanging from the sides of his hefty-looking, dusty pack are torches, a lamp and silk rope. On his belt hangs a well-used leather-handled hammer with a shorter haft and longer pick than typical warhammers. It's also hard to miss the hilts of a sword and a dagger poking up from over his shoulders. Less obvious, though, is the belt of knives slung across his chest.
Attacks per Round: 1
2/round if fighting with two weapons, no penalty
Weapons
Bastard sword +2, w/scabbard slung on back (10 lb) slashing;
...1-H: speed 6; dmg 1d8+2/1d12+2 2-H: speed 8; dmg 2d4+2/2d8+2 Dagger x1, cloth wrapped in pack (2 lb) piercing; speed 2; dmg 1d4/1d3; ROF 2/1; Range 10/20/30 yds Dagger (magic) x1, w/scabbard over shoulder (2 lb) piercing; speed 2; dmg 1d4/1d3; ROF 2/1; Range 10/20/30 yds
...Command word: Gruesgot. It's hilt appeared to be wrapped in an unusual black metallic cord. The wavy, kris blade, seemed to sparkle a electric hue of blue when the dull lamp light hit it. Two sapphires adorn the hilt at the top on opposite sides.Description. Knife x2, w/sheaths in boots (1 lb) piercing/slashing; speed 2; dmg 1d3/1d2; ROF 2/1; Range 10/20/30 yds Knife x8, w/sheaths on baldric (4 lb) Warhammer +1, w/holster on belt custom made (6 lb) bludgeoning/piercing;
...speed 4; dmg 1d4+2/1d4+1; ROF 1; Range 10/20/30 yds Sling x3, in belt pouch
...Sling Bullet x6 (1/2 lb ea) bludgeoning; speed 6; dmg 1d4+1/1d6+1; ROF 1; Range 50/100/200 yds
...Sling Stone x6 (1/2 lb ea) bludgeoning; speed 6; dmg 1d4/1d4; ROF 1; Range 40/80/160 yds
Equipment current total weight incl. weapons = 79 1/2 lb, 46 1/2 w/o backpack
Studded leather armour (25 lb) AC 7
Breeches, Tunic, Belt
Cloak (cloth)
Soft boots
Hat, wide-brimmed
Belt pouch (1/2 lb)
Backpack (2 lb)
Brooch, sword crossed with rock-hammer
Heavy cloak (wool)
Tunic (wool)
Mittens (wool)
Boots (fur)
Money: 67 gp, 4 sp, 6 cp
Candle x5 (1/2 lb)
Flint & Steel
Mirror, small metal
Stones, small and unremarkable x6 (1/2 lb)
Whetstone (1 lb)
Bullseye lantern (3 lb) on
Candle x5 (1/2 lb) in
Crampons (2 lb) in
Grappling hook (4 lb) in
Lamp oil x2 (2 lb) in
Piton x4 (2 lb) in
Rope, 50' silk (8 lb) in
Rope, 25' silk (4 lb) on
Torch x4 (4 lb) on
Wineskin (1 lb) on
Winter blanket (3 lb) in
Encumbrance: (14 STR) 0-55 unencum; 56-85 light; 86-115 moderate
When carrying full equipment: Lightly Encumbered
When not carrying backpack: Unencumbered
Coal was born to farmers working a meagre stead in the valley of Copper Gulp in the High Dale. Taught to work hard, to respect people and nature, he was also given time to enjoy himself and was fairly content. Strangely, though, he was among the few Highdalesmen who didn't take to the mountains; in fact, he seemed uncomfortable being outside in large, open spaces, and was happiest exploring caves and caverns in the area.
Years passed, and a tribe of ogres moved into the dale, and started becoming more and more of a threat to the people of the area; the local militia, though, usually had their hands full either with The Wyvernfang to the east, or with numerous vagabonds on the road. Defences were raised against raids but were quickly proven inadequate. Retaliation was unsuccessful: the ogres retreated into the endless caves of the region. Farm life was not so secure anymore, and after one raid Coal was found left for dead amongst the wreckage of the farm.
Taken to the sacred Dancing Place for healing, the clergy there did their best to ease his spirit and help mend his body. Recovery was slow and left a physical mark that never fully healed where his throat had been crushed: a permanent -- and ugly -- scar across the width of his neck. It also left him unable to speak above a grating whisper, much to his frustration.
Restless and too impatient for a life with the clergy, Coal returned to his home but found others had taken over the farm. Knowing many of the valley residents, he turned to a life of exchanging food and shelter for hard labour. He eventually took to hanging around a smithy in Highcastle, and soon became an eager helper for the weaponsmith. Though quick to learn the use of weapons, Coal was much slower at learning the basic skills of a blacksmith, and was completely confounded by his inability to grasp weaponsmithing.
Coal then heard about a group of Rangers who had taken to patrolling the western valleys of the Dale and questing into the caves after ogres, trolls, and goblinkin. Inspired by tales of the Gray Riders of Harrowdale, they were quite successful at reducing the frequency of the marauding attacks and so won the gratitude and support of the locals who soon named them the "Cave Rangers of High Dale". Coal was eager to join their cause and to apply his new-found martial skills, and they were more than happy to gain another pair of hands.
Learning their ways came naturally to Coal who was always comfortable underground, and it wasn't long before he earned the mark of the Cave Rangers: a brooch made in gratitude by the local smith, showing a sword crossed with a rock-hammer.
Coal continued to help at the smithy and to delve with the Cave Rangers, until the night when he was away on an errand for the smith. The Rangers had gone out to the caves in force and were never to be seen again. After spending several frantic weeks searching the caves without finding a single sign of the Rangers' fate, Coal finally gave in to despair at losing another "family". Distraught by the loss of his friends, and with no heart for smithing, Coal fled High Dale and quickly put distance between himself and the memories of all he lost.
Coal would always feel pained for not having been with his brothers that night, and he would feel guilt for (in his mind) giving up on them so easily. He especially could never forgive himself for abandoning the people he had sworn to protect, but he couldn't return and face them now.
One day, he knew, he would redeem himself and be able to return without shame.