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Old Feb 18th, 2023, 11:10 AM
thirdkingdom thirdkingdom is offline
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Player Character

Please post your PCs in this thread. Use one post for all your characters, posting your main PC first with retainers following.
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Old Feb 18th, 2023, 06:21 PM
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Kyle Farnsworth
right-aligned image

Class: Fighter (Myrmidon)
Str: 15 (+1 Melee, 1 in 6 Open Doors, +5% XP Adjustment)
Int: 9 Native (Literate)
Wis: 10 (+0 Magic Saves)
Dex: 14 (+1 AC, +1 Missile, +1 Initiative)
Con: 15 (+1 HP)
Cha: 9 (+0 Reactions, 4 Max retainers, Loyalty 7)

Secondary Skill: Cooper

Alignment: Lawful
XP: 60,000
Level: 6
Languages: Common, Lawful
HP: 40
AC: 2 (17)
Armour: Any, including Shields
Weapons: Any
THAC0: 17+2

Saves:
Death / Poison: 10
Wands: 11
Paralysis / Petrify: 12
Breath Attacks: 13
Spells / Rods / Staves: 14

Equipment: (7000gps)
Backpack
Garlic
Grappling Hook
Hammer (small)
Iron Spikes (12)
Mirror (hand-sized, steel)
Rations, (iron, 7 days)
Rope (50')
Sack (small)
Tinderbox (flint & steel)
Torches (6)
Waterskin

Weapons:
Dagger (2) +1 AB & Damage| 1d4 (+1 at 5'-10', -1 at 11'-20', -1 at 21'-30'
Long Bow + 1 AB & Damage| 1d6 +1 at 5'-70', -1 at 71'-140', -1 at 141'-210'
Silver Dagger +1 AB & Damage| 1d4 (+1 at 5'-10', -1 at 11'-20', -1 at 21'-30'
Sword, normal (+1 Giant Slayer +2 AB & Damage 1d8| +1 hit & damage to non-giants| +3 hit & damage against giant-kin (ogres, trolls, ettins, etc.)| +3 to hit & damage against true giants, & does double damage against them (so (1d8+3) x 2, plus any Str mod (not doubled)
Arrrows (quiver of 20)

Armour: Chainmail| +1 Shield

Animal: Horse (riding)| War Dog (2)
Tack and Harness: Dog Armour (2)| Horse Barding| Saddle and Bridle| Saddle Bags

Money: 500gps 3,054 total spent including the retainers. 3,946gps left over and in bank)

Magical Items:
+1 Giant Slayer sword (Normal Sword 1d8) +1 hit & damage to non-giants| +3 hit & damage against giant-kin (ogres, trolls, ettins, etc.)| +3 to hit & damage against true giants, & does double damage against them (so (1d8+3) x 2, plus any Str mod (not doubled)
+1 Shield

Background: Born in the Variegated Kingdom, Kyle had a typical mundane life. He was the youngest of five. There two boys, then two girls, then Kyle. When he became old enough, he started working with his father and two brothers, being a cooper. His two sisters were married off and his brothers were also married. He was the rebel of the five children. He always sought adventure, sticking around town throughout his life was not appealing, it looked boring, hells, he was bored already. During his free time, he would join a couple of friends to learn sword play, listening to stories the instructor would tell.

As he gotten older, he was becoming more and more restless. His brothers seem to noticed and during rest time, they would wrestle, mostly for fun, but also to keep Kyle’s mind focus. They tried to keep him on the path, but it wasn’t easy. One of his two friends that he swordplay with, had packed his things and left for adventure. Kyle and the other friend were jealous. His friend had stayed because he was the only child and his folks needed him. Kyle struggled with his feelings and didn’t know what to do.

The decision came to him a week later, when a couple of strangers rode into town. Their eyes had cruelty in them and they entered a shop where Kyle was, getting supplies. One of them was threatening the storekeeper while the other was taking items, not intending to play. Kyle stepped him,, taking an ax handle and swung at the man from behind, knocking him out. The other man drew his sword and rushed toward Kyle. The lad quickly grabbed the sword from the unconscious man and he and the evil stranger fought for a few minutes when Kyle saw an opening and faked a swing and instead, darted the blade through, piercing the man’s stomach when the town’s official entered.
Both men were then arrested, and Kyle was called a hero. It was Kyle’s first real battle with a weapon. He was on an all time high as he received some praises. When he got home, the news had gotten there before he did and his brothers slapped him on the back and his father gave him a proud smile, but there was something in the older man’s eyes, but Kyle dismissed it. His mother cooked him his favorite meal.

The next day, Kyle was having trouble at work, he was doing ok, but he was getting behind, his heart just wasn’t in it. That evening, his father begged him to join him. Just the two of them, they walked to the storage shed. A rectangle chest was at the far wall with tarp and a few tools were on top. The old man took everything off and unlocked the chest. There was a blanket and when his father removed the blanket, Kyle’s eyes went wide. Inside, there were two swords. The old man took one of them and turned to Kyle and handed it him.

“I see your frustration my boy, your brothers tried to hide it from me, but I noticed. When I heard what you did back in town, I knew then that you needed to go out and make your own path.”

“Pa, I never knew you had a sword, much less two” Kyle said in awe.

The old man smiled and sat down. “I was an adventurer too, you see. When I met your mama, I knew it was time for me to retire and settle down. I was still young but for the first time, I was in love with something more than seeing adventure and glory. Your mama. So, take this sword, I used to use two, instead of a shield. So take that blade, treat it well, and I bet your instructor told you to be one with it.” When Kyle nodded a confirmation, his father continued. “He’s right. To fight and fight well, you need to be a part of it. Like riding a horse, once became one with the creature, you rode a lot better.”

A few days later, Kyle said goodbye to his family after breakfast and went into town, taking the money he had and bought what he needed and then got on his horse and rode out of town. He looked back once for a few moments, then he continued on to his new life.



Retainer#1: Kaylor Pathwarden
right-aligned image

Class: Cleric (Priest) of Chardastes - God of Medicine and Healing
Str: 12 (+0 Melee, Normal in Open Doors)
Int: 10 (Native, Literate)
Wis: 13 (+1 Magic Saves, +5% XP Adjustment)
Dex: 11 (+0 AC, +0 Missile, +0 Initiative)
Con: 18 (+3 HP)
Cha: 13 (+1 Reactions, 5 Max retainers, Loyalty 8)

Secondary Skill: Bookbinder
Alignment: Lawful
Level: 3
XP: 3000
Languages: Common, Lawful
HP: 19
AC: 4 (15)
Armour: Any, including. Shields
Weapons: Any Blunt Weapons
THAC0: 19

Saves:
Death / Poison: 11
Wands: 12
Paralysis / Petrify: 14
Breath Attacks: 16
Spells / Rods / Staves: 15

Turn Undead:
Level 1: T
Level 2: T
Level 2*: 7
Level 3: 9
Level 4: 11

Spells Per Day: 2
Level 1: Cure Light Wounds| Light

Equipment:
Backpack
Garlic
Hammer (small)
Holy Symbol
Holy Water (2 vials)
Mirror (hand-sized, steel)
Rations (iron, 7 days)
Rope (50')
Sack (small)
Tinder Box (flint & steel)
Torches (6)
Waterskin

Weapons:
Mace 1d6 damage
Warhammer 1d6 damage
Quiver of 20 silver tipped arrows

Armour: Chain Mail| Shield

Animals: Horse (riding)| Hunting Dog
Tack and Harness: Dog Armour| Horse Barding| Saddle and Bridle| Saddle Bags

Money: 500gps

Magical items: Necklace of Adaption| Potion of Esp

Background: Growing up a family of clerics, it’s only natural that Kaylor would follow suit. He studied in the Temple of Chardastes, learning everything about Medicine and the art of Healing. The temple would send a couple of their priests each year to other places, to teach others about medicine, especially small villages because they usually trade instead of playing, having lack of money.

Kaylor was at one of these villages, in the process of leaving with a small band of kobolds came to raid the village. There he met Kyle, who had arrived the day before. With the warrior’s help, the kobolds left with half of their number dead. The village leader had told them that with this heavy loss, it will be a very long time before the kobolds will think of returning. Especially when only one villager was killed.

Kaylor and Kyle decided to travel together.



Retainer#2: Josehyia, the Amazon (Josie for short)
right-aligned image

Class: Ranger (Strider)
Str: 14 (+1 Melee, 1 in 6 Open Doors, +5% XP Adjustment)
Int: 7 (Native, Basic)
Wis: 9 (+0 Magic Saves)
Dex: 13 (+1 AC, +1 Missile, +1 Initiative)
Con: 14 (+1 HP)
Cha: 5 (-1 Reactions, 2 Max retainers, Loyalty 5)

Secondary Skill: Bowyer/Fletcher
Alignment: Lawful
XP: 3,000
Level: 2
Languages: Common, Lawful
HP: 6
AC: 2 (17)
Armour: Leather, Chainmail, Shields
Weapons: Any
THAC0: 19

Saves:
Death / Poison: 12
Wands: 13
Paralysis / Petrify: 14
Breath Attacks: 15
Spells / Rods / Staves: 16

Ranger Abilities:
Awareness: Only surprised on a roll of 1. Can act in the surprised round.
Foraging and Hunting: A party with a ranger succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance.
Limited Possessions: A ranger may only keep wealth and possessions that can be kept on their person or mount. Excess must be donated to worthy causes (not other PCs!).
Pursuit: When the ranger’s party pursues an opposing group in the wilderness the chance of evasion is reduced by 10%.
Surprise Attack: In the wilderness, a ranger has a 3-in-6 chance of going unnoticed when sneaking up on a target. If the ranger goes unnoticed, the target may be surprised.
Tracking: Level 2 at 30%
Success may be modified by the following factors: Soft/hard ground: +20% to –50%| Size of group being tracked: +2% per creature beyond the first| Passing through an area where other tracks mingle: –50%| Age of tracks: –5% per 12 hours| Rainfall: –25% per hour| Efforts made to hide tracks: –25%.

Equipment:
Backpack
Garlic
Hammer (Small)
Mirror (hand-sized, steel)
Rations (iron, 7 days)
Rope (50')
Sack (small)
Tinder box (flint & steel)
Torches (6)
Waterskin

Weapons:
Dagger (2) +1 AB & Damage| 1d4 (+1 at 5'-10', -1 at 11'-20', -1 at 21'-30
Long Bow + 1 AB & Damage| 1d6 +1 at 5'-70', -1 at 71'-140', -1 at 141'-210'
Silver Dagger +1 AB & Damage| 1d4 (+1 at 5'-10', -1 at 11'-20', -1 at 21'-30'
Sword +1 AB & Damage| 1d8
Arrows (quiver of 20)

Armour: Bracers of Armour| +2 Shield

Animals: Horse (riding)| Hunting dog
Tack and Harness: Dog Armour| Horse barding| Saddle & bridle| Saddle bags

Money: 500gps

Magical Item: Bracers of Armor. Grants AC of 6 [13], cannot be worn with armor.

Background: Coming from the Wild Woods, she was from the tribe of Amazons. She grew up the typical Amazon way, learning their way of fighting and tracking, using a bow. She also learned to distrust men and that they were evil.

She became a scout, due to her skills. One day, her scouting party were scouting the area, for there were signs of strangers in the area. They soon found tracks and followed them. It was very easy to follow, so easy that both Josehyia and another scout had a bad feeling about the situation. When her companion spoke up, it was too late, they were in an ambush. During the skirmish, she took a blow from a shield to her head, and everything went black.

When she awoke, she was in a cage by slavers. She doesn’t know how long she was unconscious or how long they been traveling. A few days went by when they reached their destination, a small city. Men were indeed evil she thought. She was then cleaned up and washed.

It was two days later when the auction began, she was the last one left and brought to the auction stage to be displayed to all the potential buyers. Many of the men leered at her for her beauty, her price was higher than most of the other slaves. The bidding then began.

There were two men at the rear, watching, they were talking to each other, a warrior and a man in robes. The warrior scratched his head as they talked to each other. Josehyia stared out in the crowd, showing defiance to all the buyer. She noticed the two men at the rear, while others looked at her intently, these two did not, but they were no moving to the front and placed their bids. The warrior winked at her and the man in robes merely bowed in greetings. They did look at her like a prize like the others but instead, gave her friendly smile, which confused her.

The two men won the bid, and they were given the girl with a warning that she was a wildcat, coming from the women tribe known as the Amazons. This surprised the two men, but they simply took the girl without any questions. They were silent as the three left the city but during the trip, they bound her since she kept fighting to escape and wouldn’t listen to them, wouldn’t even tell them her name. That night, the robed man, named Kaylor told her that her freedom is just a couple of days away and to be patient.

This confused her more, but being bound, she had no choice but to wait it out. Late the next day, they saw a town ahead and they stopped. Kaylor untied her and the warrior, named Kyle faced her.

“Listen lady, this will go one of two ways. One, you take off, having nothing, your chance of survival is not good. Or…two, you come with us, we’ll get you clothing, food, weapon to defend yourself, and a room for the night, then tomorrow, you can go your way, wherever you want to go. I have heard of the Amazons, never met them though and from what I hear, I don’t want to, so we won’t be escorting you there. The choice is yours.”

The amazon looked at them both, confused. “Why?”

Kaylor then spoke up. “We do not believe in slavery my dear, that simple.”

They entered town, clothes her, armed her and went into a tavern and got her a room, then gave her a few coins, bid her a good night and wish her well, then retired for the night.

She gone to bed, confused. She was taught that all men were evil, but those two bought her and freed her, then spent more money to equip her and asked for nothing in return, though Kyle had kiddingly asked her not to kill him in return.

The next mornings, she joined them for breakfast. She sat down and when they looked at her, she replied. “My name is Josehyia, though my friends called me Josie for short. Where are we headed?”

Kaylor and Kyle looked at each other and Kaylor smiled as he went back to eating. Kyle grinned with a snort. “South.” He then went back to eating.
__________________
Leaning against the wall, watching the others rush by him, he grins. "Go ahead, go get that treasure that's laying there. Be more for me after you die."

Last edited by Seekr34; Mar 6th, 2023 at 05:01 PM.
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Old Feb 19th, 2023, 12:57 AM
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Effete Effete is online now
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Djidek Al'Lassu
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Class: Scout
Requirements: None
Prime Requisite: Str, Con
Hit Die: d6
Armor: Leather, no shields
Weapons: Any
Languages: Common, Varikas

Str 14 (Melee +1, Open Doors 3/6)
Int 10 (Literate, no bonus languages)
Wis 11 (Magic Save +0)
Dex 14 (AC +1, Missile +1, Init +1)
Con 9 (Hit Points +0)
Cha 7 (Reactions -1, Retainers 3, Loyalty 6)

Alignment: Neutral
XP: 60,000
Level: 6
HP: 26
AC: 6 (leather, Dex +1)
THAC0: 15
Secondary Skill: Huntsman

Saves
Death/Poison: 9
Wands: 10
Paral./Petr.: 11
Breath: 11
Spells/Staves/Rods: 13

Equipment (175g): Riding horse (saddle, saddle bags) - 105 gp
Leather armor, dagger, spears (x5) - 43 gp
Magic sword (+1 attack/damage), One human target within 60’ must save versus spells (with a –2 penalty) to resist. Maximum subjects: Up to 6 Hit Dice. Normal humans count as ½ HD. Charmed individuals regard the character as a trusted friend, and will come to their defence. They will obey commands, as long as these are not obviously harmful and do not contradict the subject’s alignment.Ring of Controlling Humans
Backpack, rations (iron, 7 days), rope, tinderbox, torches (12), waterskin - 27 gp
Bank: 6667 gp

 


Euselya
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Class: Witch
Requirements: Cha 9, Wis 11
Prime Requisite: Cha, Wis
Hit Die: d4
Armor: None
Weapons: Two (staff, sling)
Languages: Common, Mrtyu

Str 13 (Melee +1, Open Doors 3/6)
Int 8 (Basic literacy, no bonus languages)
Wis 13 (Magic Save +1)
Dex 9 (AC +0, Missile +0, Init +0)
Con 12 (Hit Points +0)
Cha 13 (Reactions +1, Retainers 5, Loyalty 8)

Alignment: Chaotic
XP: 6,000
Level: 3
HP: 9
AC: 9
THAC0: 19
Secondary Skill: Tailor

Saves
Death/Poison: 10
Wands: 11
Paral./Petr.: 13
Breath: 15
Spells/Staves/Rods: 14

Equipment (158g): Riding horse (saddle, saddle bags) - 105 gp
Sling, staff - 4 gp
Backpack, holy symbol (an earthenware censer with herbs and animal parts for burning), rations (iron, 7 days), tinderbox, waterskin - 49 gp
Potion of Clairaudience, Shrink tp 6" tall, have 10% chance to go unnoticed, cannot harm creatures bigger than 1 foot tall.Potion of Diminution
May be used once per turn. Attacking or casting a spell breaks the effect.Ring of Invisibility
Spell Slots: 2/2

 


Last edited by Effete; Feb 22nd, 2023 at 10:01 PM.
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Old Feb 19th, 2023, 07:48 AM
Thebardstale Thebardstale is offline
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Ada von Leven
right-aligned image

Class: Fighter
Str: 13 (+1 Melee, 3 in 6 Open Doors, +5% XP Adjustment)
Int: 11 Native (Literate)
Wis: 11 (None)
Dex: 14 (+1 AC, +1 Missile, +1 Initiative)
Con: 12 (None)
Cha: 15 (+1 Reactions, 5 Max retainers, Loyalty 8)

Alignment: Neutral
XP: 60,000
Level: 6
Languages: Common, Neutral
HP: 25
AC: 0
Armour: Any, including Shields
Weapons: Any
THAC0: 17
Secondary Skill: Tailor

Saves:
Death / Poison: 10
Wands: 11
Paralysis / Petrify: 12
Breath Attacks: 13
Spells / Rods / Staves: 14

Equipment (409gp):
Plate Mail
Shield
Long bow + 40 Arrows
Dagger
Backpack, rations (iron, 7 days), tinder box, torches (12), waterskin, crowbar, mirror
Riding horse, barding, saddle, saddle bags

Magic Items:
Potions of ESP
Potion of Levitation
Ring of Water Walking
Sword +1, giantslayer*
*+1 to hit and damage to non-giants.
*+3 to hit and damage against giant-kin (ogres, trolls, ettins, etc.)
*+3 to hit and damage against true giants, and does double damage against them (so (1d8+3) x 2, plus any Strength modifier (not doubled).

Gold: 6009

Mercenaries:
20 light horsemen

Background: Ada is the firstborn child of baron Gerald von Leven and, as such, she was set to inherit his land and title one day. As the daughter of a noble she was set to enjoy a life of luxury, all she had to do was marry another noble when she turned 15. However, as she grew up with stories of his father's exploits and adventures she often dreamed of a life of exploring new lands, fighting monsters and amassing riches; and spent most of her time training with the baron's soldiers whenever she could get away with it or had any amount of free time. So when the day came that she turned 15 and her father had arranged for her to meet her future husband, she publicly renounced her title and declared that if she was ever to bear a noble title it would be earned through conquest, not by simply being born into it. Ada didn't worry about her father's legacy much because she had a younger brother whom she expected would inherit in her stead. The embarassment she caused the baron that day, however, was too big to ignore and she was inmediately disinherited and exiled from his lands.

After ending her life as a noble, Ada traveled around for four years doing all knids of jobs as a mercenary. Having only her father's stories to guide her instead of real life experience she made many mistakes along the way that cost her her pay multiple times. Still, she wasn't completely alone; when she left her home she took with her both her personal bodyguard and her instructor since both of them had lost their jobs when she was exiled and she had grown fond of them anyway. With their help and advice she managed to overcome hardships and grow as an adventurer. Then, when she eventually heard about the frontier and how she could carve her own future there with nothing but steel and determination, both of which she had plenty of, so it was an easy decision to make.


Retainers:
Caiden Baetz
right-aligned image

Caiden was hired by the baron to instruct Ada when she was five, he was meant to teach her and prepare her for her adult life as a noble, a hard task given the fact that the girl didn't want to be educated and prefered to be outside playing soldier rather than learn what was important. Still, he mostly succeded in his task although he could never remove her stubborness and strengh of character. When Ada was exiled he was left without a job and without a reputation as, to everyone else, he was a failure of an instructor which didn't leave him with many options for his future. In the end he decided to accompany Ada in her travels even though he knew it would be a dangerous road, at least that way his desteny would be in his own hands.

Class: Magic-User
Str: 8 (-1 Melee, 1 in 6 Open Doors)
Int: 10 Native (Literate)
Wis: 13 (+1 Magic Saves)
Dex: 13 (+1 AC, +1 Missile, +1 Initiative)
Con: 13 (+1 HP)
Cha: 11 (None, 4 Max retainers, Loyalty 7)

Alignment: Lawful
XP: 3,000
Level: 2
Languages: Common, Lawful
HP: 9
AC: 8
Armour: None
Weapons: Daggers
THAC0: 19
Secondary Skill: Mapmaker

Saves:
Death / Poison: 13
Wands: 14
Paralysis / Petrify: 13
Breath Attacks: 16
Spells / Rods / Staves: 15

Spells: 2
Magic Missle
Sleep

Equipment (145gp):
Dagger
Spellbook
Backpack, rations (iron, 7 days), lantern, oil (3 flasks), waterskin
Riding horse, saddle, saddle bags

Mervin
right-aligned image

Mervin was hired by the baron shortly after Ada's 10th birthday. His job was to follow her everywhere and make sure she didn't get in trouble and didn't cause any trouble; the latter happened more often as he enjoyed giving her (terrible) advice when noone was looking. The fact that Ada never blamed him for his advice when she got in trouble earned her his loyalty, so when she was exiled he didn't hesitate and remained by her side and stuck with her even through the worst times.

Class: Thief
Str: 10 (None, 2 in 6 Open Doors)
Int: 7 Native (Basic)
Wis: 14 (+1 Magic Saves)
Dex: 14 (+1 AC, +1 Missile, +1 Initiative, +5% XP Adjustment)
Con: 11 (None)
Cha: 10 (None, 4 Max retainers, Loyalty 7)

Alignment: Neutral
XP: 3,000
Level: 3
Languages: Common, Neutral
HP: 7
AC: 5
Armour: Leather, no Shields
Weapons: Any
THAC0: 19
Secondary Skill: Fletcher

Saves:
Death / Poison: 13
Wands: 14
Paralysis / Petrify: 13
Breath Attacks: 16
Spells / Rods / Staves: 15

Thief Skills:
CS: 89 | TR: 20 | HN: 1-3 | HS: 20 | MS: 30 | OL: 25 | PP: 30

Equipment (237gp):
Leather
Dagger
Short bow and 60 arrows
Backpack, rations (iron, 7 days), grappling hook, rope (50'), mirror, thieves' tools, tinder box, torches (12), waterskin
Riding horse, saddle, saddle bags

Last edited by Thebardstale; Mar 10th, 2023 at 06:55 PM. Reason: Added Mervin's thief skills
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  #5  
Old Feb 23rd, 2023, 10:49 AM
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Protogeneia of Tycheon, Cleric of Tyche
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Protogeneia, Cleric of Tyche

Str 13 (+1 Melee, 3 in 6 Open Doors)
Int 10 (Literate)
Wis 14 (+1 Magic Saves, +5% XP)
Dex 13 (+1 AC, Missile, Initiative)
Con 15 (+1 HP)
Cha 14 (replacing 11) (+1 Reactions, 5 Max retainers, Loy 8)

Alignment: Lawful
XP: 60,000
Level 7
Languages: Common, Lawful
Secondary Skill: Bookbinder

HP: 33
AC: 1 (18)

Armour: Any, incl. Shields
Weapons: Any Blunt

Turn Undead: D/D/D/D/T/T//9
Spells: 2/2/2/1/1
THAC0: 17 (+2)

Lvl 1: Cure Light Wounds, Protection From Evil
Lvl 2: Bless, Hold Person
Lvl 3: Continual Light, Striking
Lvl 4: Neutralise Poison
Lvl 5: Raise Dead


Saves:

Death / Poison: 9
Wands: 10
Paralysis / Petrify: 12
Breath Attacks: 14
Spells / Rods / Staves: 12

Equipment:

Potion Green Dragon Control
Potion Polymorph Self
Gem of Seeing
Chainmail +1 (4/15)
Shield +1 (+2)

Backpack 5gp
Holy Symbol 25gp
1 Week Iron Rations 15gp
2 Large Sacks 4gp
Tinder Box 3gp
Waterskin 1gp
Warhammer 5gp 30 weight (1d6, blunt, Melee)
Riding Horse 75gp
Saddle and Bridle 25gp
Saddle Bags 5 gp
Horse Barding 150gp
500 GP

Banked with Mr Hand: 3304 GP

Background:

Protogeneia was a foundling, left at the temple to Tyche, goddess of the city, as a babe. Taken in and raised in the temple, she swiftly rose through the ranks, despite some obstacles - her lack of understanding with the liturgical languages she was supposed to master, and in fact her memory of passages of the holy books themselves - and what appeared to her superiors to be a determined will not to learn properly. Her singing voice, while described as "boisterous and fervent" by the choir master, was also characterised by others as "a raucous din." While the clergy of Tyche could often be seen as somewhat machiavellian in nature, masters of the political situation in the city, Protogeneia showed little to no aptitude in this regard - while generally quite diplomatic, she had a hard time keeping plots straight, and even, it must be said, questioning why the temple needed so many convoluted plots in the first place.

Still, she seemed favoured by Tyche (inexplicably to the temple master), even if she did grate on her superiors, who perhaps had learned to quickly pass her up the hierarchy to others so as not to have to deal with her themselves. Having finally reached the position of assistant to the temple master, who could no longer bear her presence, Protogeneia has recently begun a new chapter in her life. At the master's urging, she has left the city and the temple (to much rejoicing), her new orders to bring civilisation to the area most in need of it - the Wilderlands of Absalom. With time, she will build her own temple, in a newly-found city in this wild land, a task that the temple master assumes will take many, many years away from his own.





Pandorus Erechthei, Cleric of Tyche
right-aligned image
Assistant to Protogeneia, and a fellow cleric of Tyche (albeit much lower in rank), Pandorus was sent with Protogeneia to kill two birds with one stone - frequently grumbling, overly pedantic, and keen on everything being in its place, Pandorus also made few friends amongst the temple hierarchy. Protogeneia seems not to notice these faults. He is never seen without his large collection of scrolls on all sorts of matters - ironic given that he only has a basic level of literacy - but he'd never admit to such, and anyway, scrolls are the finest form of civilisation, aren't they?

Str: 12 (Open Doors 2 in 6)
Int: 7 (Basic Literacy)
Wis: 12
Dex: 12
Con: 8 (-1 HP)
Cha: 12 (Max retainers 4, Loy 7)

Cleric of Tyche
Alignment: Lawful
Level: 3
XP: 3000

HP: 15
AC: 2 (17)

Armour: Any, incl. Shields
Weapons: Any blunt
Languages: Common, Lawful
Secondary Skill: Mapmaker

Turn Undead: T/T/7/9/11
Spells: 2
THAC0: 19 (0)

Lvl 1: Cure Light Wounds x2

Saves:

Death / Poison: 11
Wands: 12
Paralysis / Petrify: 14
Breath Attacks: 16
Spells / Rods / Staves: 15

Equipment:

Backpack 5gp
Holy Symbol 25gp
Lantern 10gp
Mirror 5gp
4 Oil Flasks 8 gp
10’ Pole 1gp
1 Week Iron Rations 15gp
2 Large Sacks 4gp
Tinder Box 3gp
Waterskin 1gp
Mace 5gp 30 weight
Platemail 60gp 500 weight (3/16)
Shield 10gp 100 weight (+1)
Riding Horse 75gp
Saddle and Bridle 25gp
Saddle Bags 5gp
Horse Barding 150gp
500 GP




Orneus Fey-Touched, Half-Elf
right-aligned image
Orneus was the byproduct of a doomed relationship, and was also given to the temple of Tyche to be raised in their sect. Unlike his two travelling companions, however, Orneus showed little inclination to join them in holy orders, and did not take the vows the others did. More worldly than the others, in manner and in deed, he willingly does what Protogeneia seems unable to accomplish herself (or whose ethics and morality forbid her from doing). Most often he can be found with torch in hand next to her, seeking to protect the two clerics, whether they need it or not.

Str: 15 (+1 Melee, 3 in 6 Open Doors)
Int: 10 (Literate)
Wis: 10
Dex: 13 (+1 AC, Missile, Initiative)
Con: 12
Cha: 14 (+1 Reactions, Max Retainers 5, Loy 8)

Alignment: Neutral
Level: 2
XP: 3000

HP: 6
AC: 1 (18)

Armour: Any, incl. Shields
Weapons: Any
Languages: Common, Neutral
Secondary Skill: Roper

Spells: 1
THAC0: 19 (0)
Detect Secret Doors 2 in 6
Infravision 60'

Saves:

Death / Poison: 12
Wands: 13
Paralysis / Petrify: 13
Breath Attacks: 15
Spells / Rods / Staves: 15

Equipment:

Backpack 5gp
Crowbar 10gp
Grappling Hook 25gp
Small Hammer 2gp
12 Iron Spikes 1 gp
Lantern 10gp
4 Oil Flasks 8gp
1 Week Iron Rations 15gp
50’ Rope 1gp
2 Large Sacks 4 gp
3 Stakes and Mallet 3gp
Tinder Box 3gp
6 Torches 1 gp
Waterskin 1gp
Sword 10gp 60 weight
Dagger 3gp 10 weight
Hand Axe 4gp 30 weight
Short Bow 25gp 30 weight
20 Arrows 5gp
5 Silver Arrows 25gp
Platemail 60gp 500 weight (3/16)
Shield 10gp 100 weight (+1)
Riding Horse 75gp
Saddle and Bridle 25gp
Saddle Bags 5gp
Horse Barding 150gp
500 GP



Last edited by Lemming23; Feb 23rd, 2023 at 11:32 AM.
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