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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Realms of Twilight - Winds & Sand Characters
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Steelight
Sage of the Realms
Karma: 44/9
1024 Posts


Realms of Twilight - Winds & Sand Characters

DO NOT POST HERE. I will post and update characters and conditions as the game moves forward. Anything you notice that I miss should be addressed via PM or in the Q&A thread. Thank you.



Posted on 2010-06-24 at 17:49:42.
Edited on 2010-06-24 at 18:10:32 by Steelight

Steelight
Sage of the Realms
Karma: 44/9
1024 Posts


Crowe

Name: Thiferl Agamud
Gender: Male
Alignment: Chaotic Neutral
Class: Cleric of Amon Atus (the God of Water, Rain and Storms)
Race: Dwarf

Experience:
Ability Scores: Str: 16 +3
Con:13 +1
Dex:11 +0
Wis:17 +3
Int:15 +2
Cha:10 +0

Hit Points: 16/16

Fort Save: +4
Ref Save: +0
Will Save: +6

Base Attack Bonus: +1

Attacks: Alchemist Fire +1
Dagger +4 (1d4+3, 19-20/x2)
Mace +4 (1d8+3/x2)
Unarmed strike +4 (1d3+3/x2)

AC: 15 (+5 Breastplate), Touch: 10, Flat-Footed: 15

Racial Abilities: +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor
or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price
of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and
goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a
bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a
check to notice such features whenever they pass within 10 feet of them, whether or not they are
actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a martial weapon.

Skills: Craft Alchemy: +7 (2 ranks)
Craft Armorsmith: +7 (2 ranks)
Perception (cc):+5 (2 ranks)
Appraise: +6 (1 rank)
Craft Weaponsmithing: +3 (1 rank)
Knowledge (Religion): +6 (1 rank)

Languages: Common, Dwarven, Giant & Orc

Feats: Improved Unarmed Strike

Combat Maneuver Bonus: +4
Combat Maneuver Defense: 14

Equipment: Breastplate
Heavy Mace
Dagger
Acid Flask (1d6 splash)
Flask of Alchemist's fire (1d6/round)
Smokestick
10 Tindertwigs
Antitoxin
3 Sunrods
1 Tanglefoot bag
1 Thunderstone
Holy symbol
Artisan's outfit

Equipment Kept in Room: Alchemy lab, masterwork artisan's tools (armorsmith & weaponsmith)

Money: gp: 20
sp: 60
cp: 200

Spells Prepared: 0-Level: Detect Magic
Guidance
Light
1st Level: Bless
Endure Elements
Obscuring Mist

Physical Description: redish/brown hair, with a streak of grey on the left side of his beard. Bushy eyebrows, hair messy, balding when you can see his head, as he wears a turban, intrepid gaze, wears an apron. Apron and sleeves have cinder stains and burn holes from forge. Fingernails blackened by alchemical compounds.

Personality: inquisitive, slight nutty professor tendencies. Mind tends to wander. Sometimes uses that to his advantage, sometimes to his disadvantage. Think Ed Wynn for mannerisms.


Posted on 2010-06-24 at 18:03:05.
Edited on 2011-05-14 at 15:16:10 by Steelight

Steelight
Sage of the Realms
Karma: 44/9
1024 Posts


Shield Wolf

Name: Echario "Echo" Taureluss
Gender: Male
Alignment: Chaotic Neutral
Class: Sorcerer
Race: Half-Elf

Experience:
Ability Scores: Str: 8 -1
Con: 12 +1
Dex: 16 +3
Wis: 13 +1
Int: 13 +1
Cha: 20 +5

Hit Points: 13/13

Fort Save: +1
Ref Save: +3
Will Save: +5

Base Attack Bonus: +1

Attacks: Laughing Touch: Melee touch +0
Dagger: +0 Melee or +4 Ranged (1d4-1/19-20 x2)
Morning Star: +0 Melee (1d8-1/x2)
Crossbow: +4 Ranged (1d8/19-20 x2)

AC: 13 (+3 Dex), Touch: 13, Flat-Footed: 10

Racial Abilities: Low-Light Vision
Favored Classes (Sorcerer & Druid)
Elf Blood
Immune to magic sleep effects
+2 to save Vs. enchantment spells & effects

Skills: Bluff: +9 (1 rank)
Knowledge (Arcana): +7 (2 ranks)
Knowledge (Nature): +4 (2 ranks)
Spellcraft: +12 (2 ranks)
Use Magic Device: +11 (1 rank)
Perception: +5 (1 rank)

Languages: Common, Dwarven, Elven, Sylvan

Feats: Skill Focus (Spellcraft)
Eschew Materials
Magical Aptitude

Combat Maneuver Bonus: +0
Combat Maneuver Defense: 12

Equipment: Morningstar
2 Daggers
Light Crossbow (20 bolts)
Backpack
Bedroll
Caltrops (1 pouch)
2 Waterskins
7 days of trail rations
2 Belt pouches
3 Sunrods
Signal whistle
Signet ring
Sewing needle & thread
2 flasks of oil
Hand Mirror
10 Tindertwigs
Desert Outfit
3 Keepcool Salves
3 Deep Draughts
Sun lenses

Money: pp: 2
gp: 71
sp: 95
cp: 40
Gems: 10 Bloodstones (50 g.p. each), 6 pieces of Jade (20 g.p. each)

Spells Known: 0-Level Ray of Frost
Dancing Lights
Read Magic
Detect Magic
Ghost Sound
1st-Level Charm person
Magic Missile

Physical Description: Echario, or Echo as he is sometimes known, stands just over 6 feet tall, his slender build is slightly muscled though still softer than the toned bodies of most adventurer types. His dark brown hair, which seems almost green in the right light, is long and straight, and even though he typically has it tied into a pony tail it always seems to be in his face one way or another. His eyes usually are a brilliant emerald shade of green, though at times seem to fade to a dull silvery gray, believed to be a side effect of his other-wordly heritage. His clothing is what some might call eccentric, but most of the seemingly out of place items tend to serve a purpose of some sort. His left arm, shoulder, torso, and neck are tattooed with entertwined vine patterns and arcane symbols, a design he made himself to reflect his heritage.

Personality: Loneliness can be a strong motivator, especially for one viewed typically as the bastard offspring of a short lived fling between two very different races, even though that was not the case with Echario or his parents. Like most of his kind Echo is extremely loyal to his friends, but at the same time is not stupid and keeps potential friends at arm's length just to avoid being stabbed in the back. This leads to a bit of a stand-offish appearance to others, but mostly it is paranoia and fear of being used, hurt, or mistreated. When his sorcerous abilities showed themselves this lead to yet another degree of seperation from "normal" society, but sparked a curiosity and wonderlust that was up until that point almost unseen in him. This curiosity still drives Echo on, sparked further by ambition and a desire to belong. Like most Fey-blooded he is highly emotional and prone to mood swings, he loves playing a good practical joke, but they are not always as harmless as he may think.


Posted on 2010-06-26 at 14:22:47.
Edited on 2010-07-23 at 17:09:42 by Steelight

Steelight
Sage of the Realms
Karma: 44/9
1024 Posts


Ayrn

Name: Daleel "Skit" Dunetracker
Gender: Male
Alignment: Neutral Good
Class: Rogue 3
Race: Halfling

Experience:
Ability Scores: Str: 10 +0
Con: 15 +2
Dex: 16 +3
Wis: 14 +2
Int: 14 +2
Cha: 13 +1

Hit Points: 12/17

Fort Save: +5
Ref Save: +6
Will Save: +2

Base Attack Bonus: +1

Attacks: Masterwork Short Sword: +6 melee (1d4/19-20 x2)
Masterwork Dagger: +6 melee or +6 ranged (1d3/19-20 x2)
Sickle: +5 melee (1d4/x2)
Punch Dagger: +5 melee (1d3/x3)

AC: 17, Touch: 14, Flat-Footed: 14

Racial Abilities: Small Size
Slow Speed
+2 to save Vs. Fear
+1 to all Saving Throws
+2 to perception checks
+2 to Acrobatics and Climb checks
Weapon Familiarity

Skills: Acrobatics: +10 (2 ranks)
Climb: +7 (2 ranks)
Disable Device: +8 (2 ranks)
Escape Artist: +9 (1 rank)
Linguistics: +6 (1 rank)
Perception: +8 (1 rank)
Stealth: +14 (2 ranks)
Knowledge (dungeoneering): +6 (1 rank)
Knowledge (Engineering): +6 (1 rank)
Survival: +6 (1 rank)

Languages: Common, Halfling, Dwarven, Elven, Gnome

Feats: Stealthy
Two-Weapon Fighting
Weapon Finesse

Combat Maneuver Bonus: +0
Combat Maneuver Defense: 13

Equipment: Masterwork Studded Leather Armor
Backpack
Bedroll
Caltrops
Candle
Flint & Steel
Hemp rope
2 Torches
Canvas
Map case
5 Pieces of chalk
Small steel mirror
Soap
Waterskin
3 Whetstones
2 Belt pouches
Masterwork Thieves' tools
5 days rations
Desert outfit
Collapsable grappling hook

Money: pp:
gp: 53
sp: 7
cp: 4
Gems:

Physical Description: Skit is a 26 year old halfling, he stands 3' 2" and weighs about 36 lbs. He has sandy blonde hair and light gray eyes. He dresses with light layers over his armor. He keeps his blades hidden within these layers. He foregoes the common turban worn in these areas, but does wear a light scarf wrapped about his head. The scarf is a light blue color and matches the accents on his armor, clothes, and weapons. Not much more can really be said about his physical looks. He looks pretty normal with no real distinguishing features.

Personality: Skit is a little skittish about new people. Once he gets used to people though, he makes friends fairly easily and is pretty easy to get along with. He has a soft spot for women and will defend them honorably. He tends to follow the laws as much as possible but knows that sometimes he can bend them a bit. Not one to anger easily. Usually quiet but does like to talk when the conversation interest him.


Posted on 2010-06-28 at 16:37:41.
Edited on 2011-02-27 at 06:04:37 by Steelight

Steelight
Sage of the Realms
Karma: 44/9
1024 Posts


Almerin

Name: Argent Agamud
Gender: Male
Alignment: Lawful Good
Class: Monk
Race: Dwarf

Experience:
Ability Scores: Str: 14 +2
Con: 12 +1
Dex: 18 +4
Wis: 16 +3
Int: 12 +1
Cha: 10 +0

Hit Points: 9/15

Fort Save: +4
Ref Save: +7
Will Save: +6

Base Attack Bonus: +1

Attacks: Flurry of Blows: +4/+4 melee (1d6+2/x2)

Unarmed: +5 melee (1d6+2/x2)

Javelin: +5 ranged (1d6+2/x2)

Dagger: +5 ranged/melee (1d4+2, 19/20 x2)

AC: 17, Touch: 17, Flat-Footed: 13

Racial Abilities: +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor
or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price
of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and
goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a
bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a
check to notice such features whenever they pass within 10 feet of them, whether or not they are
actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a martial weapon.

Class Abilities: Bonus Feat (Dodge)
Flurry of Blows
Stunning Fist
Unarmed Strike
Bonus Feat (Combat Reflexes)
Evasion

Skills: Acrobatics: +8 (1 rank)
Climb: +6 (1 rank)
Craft Armor(Int): +5 (1 rank)
Diplomacy: +2 (2 ranks)
Escape Artist: +8 (1 rank)
Perception: +4 (1 rank)
Sense Motive: +4 (1 rank)
Stealth: +8 (1 rank)
Swim: +6 (1 rank)

Languages: Common, Dwarven, Terran

Feats: Weapon Finesse

Combat Maneuver Bonus: +3
Combat Maneuver Defense: 17

Equipment: Clothes
Hooded Cape
Belt
Dagger (x3, on belt)
Waterskin (x2, on belt)
Backpack
Javelin (strapped to backpack)
Desert Outfit (in backpack)
Caltrops (in backpack)
Rope (silk, in backpack)

Equipment Kept in Room: Masterwork Armorsmithing tools (in chest)
Horn (strapped around chest)

Money: pp: 5
gp: 25
sp: 20
cp:
Gems: 1 worth 100 GP, 2 gems worth 200 GP, 1 worth 300 GP

Physical Description: Argent is a sturdy dwarf, who wears loose pants and a snug sleeveless jacket which hangs open to show his muscled frame. He wears a strap around his torso, on which hangs a medium horn.
His tan skin betrays a resilience to heat, whether from the beating sun or the raving fires of the forge. While the hair on the back of his head is long, and dressed in a braid that reaches between his shoulder blades, his beard is short and worn in three small and thin braids, hanging from his chin. Gentle eyes stare out from under bushy brows, reflecting thoughtful anticipation, rather than a daring stare.


Posted on 2010-06-28 at 16:41:46.
Edited on 2010-12-15 at 04:58:22 by Steelight

Steelight
Sage of the Realms
Karma: 44/9
1024 Posts


Shades331

Name: Uthgar
Gender: Male
Alignment: True Neutral
Class: Ranger 3
Race: Half-Orc

Experience:
Ability Scores: Str: 14 +2
Con: 10 +0
Dex: 18 +4
Wis: 16 +3
Int: 12 +2
Cha: 12 +1

Hit Points: 8/15

Fort Save: +4
Ref Save: +7
Will Save: +3

Base Attack Bonus: +2

Attacks: Battle Axe +5 (1d8+2/x3)
ShortSword +4 (1d6+2/19-20 x2)
2-Weapon (Axe & Short Sword) +3/+1, (1d8+2/x3, 1d6/19-20 x2)

Composite Long Bow +7 (1d8+1/x3)
Point Blank Shot: +8, 1d8+2, x3

AC: 16 (+2 Leather, +4 Dex), Touch: 14, Flat-Footed: 12

Racial Abilities: Darkvision has darkvision to a range of 60 feet.

Class Abilities: Favored Enemy (Ex): Animal
Track (Ex) +1 to survival when following/identifying tracks
Wild Empathy (Ex)
Combat Style Feat (Ex): Two Weapon Fighting

Skills: Handle Animal: +6 (2 ranks)
Heal: +8 (2 ranks)
Intimidate: +8 = (2 ranks)
Knowledge (Geography): +6 (2 ranks)
Knowledge (Nature): +6 (2 ranks)
Perception: +8 (2 ranks)
Stealth: +9 (2 ranks)
Survival: +8 (2 ranks)

Languages: Common, Orc & Goblin

Feats: Point Blank Shot
Two-Weapon Fighting

Combat Maneuver Bonus: +4
Combat Maneuver Defense: 18

Equipment: Masterwork Composite Long Bow (Str +1)
Masterwork Battle Axe
Short Sword
Game Arrows (20)
Common Arrows (20)
Leather Armor
Backpack
Bed Roll
Caltrops x2
Water Skin
Healer’s Kit
Compass

Money: PP:
GP: 30
SP:
CP:
Gems: 1 Bloodstone (50 GP), 3 Lapis lazuli (10 GP each)

Physical Description: Uthgar has seen many hardships on the open sands. His yellow/gray skin is calloused, toughened by years of experiencing the brutal sand storms. His left eye is constantly closed, and a large scare crawls down the middle of it, a reminder to the ranger that even the smallest of creatures can still be deadly (it was a cornered rat that had done the damage when he was extremely young)

Uthgar’s lower jaw juts out in front of his upper may slightly, giving him an under bite. Two reverse canines peep their sharpened heads out from under his lower lip, though this is often hidden by a red muffler that he keeps wrapped around him.

The Half-Orc Ranger stands in at 5’10, rather short for a man of his breeding.

Personality: By nature, Uthgar is a silent being who reflects and meditates for periods of time before stating anything. If his adventuring group was to deciding the course of action around a table: Uthgar would be leaning against a wall with his arms folded with both eyes closed and listening to what they had to say.

Society has often looked down upon Uthgar due to his bestial appearance and bloodline; and that works just fine for the Ranger because he to despises people (though individual persons can draw better reactions and perceptions out of him).



Posted on 2010-10-09 at 23:40:28.
Edited on 2011-03-01 at 04:03:39 by Steelight

   
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