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Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Alder Vale's Heroes (Character Sheets)

Current Player Characters in Alder Vale:

Asher, a Squirrel Scout, male (Bodkin)
Fenir Stonepaw, a Badger Warrior, male (Astrid)
Oltovian, an Otter Talespinner, male (Hammer)
Reginald Hibiscus, a Hare Rogue, male (Celeste)
Violet “Vi” Sciuridae, a Squirrel Scout, female (Reralae)

(just wanted to note that I won't be including ALL of what you wrote in your backgrounds... I'm leaving somethings out to keep them as surprises for the other characters)


Posted on 2013-12-19 at 07:53:50.
Edited on 2013-12-22 at 04:41:36 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Violet

CHARACTER NAME: Violet “Vi” Sciuridae Player: Reralae
Creature: Squirrel, flying
Class: Scout
Level: 1
Experience: 0
Experience Bonus: +10%

Description: Standing three and a half paws tall, and weighing no more than forty-eight stones, Vi is very small, though not quite as small as a tall mouse, hedgehog or mole. Her fur is a dark, almost matte grey, and her eyes have a spirited gleam to them.

She often wears a flower of her namesake, tucked in behind her ear. The purple flower contrasts nicely against Vi's fur and softens her face. The clothes she wears are peculiar, looking more like two halves of a shawl, coloured deep green and wrapped around her, one half in front and the other behind. Being halves, it allows her to use her body to its full potential, allowing her to glide between high places. When on the ground, Vi keeps the membrane close to her body.

Strictly vegetarian, she loves strawberries in particular.

Vi is twenty-one seasons old

Background: Vi came to the Abbey an orphan, brought by merchants plying their trade up the River Alder. Machin figures she is likely from Greyrock Isle, a land further west, past Mistmoor, off the coast of Overnesse, where her kind are more common.

Presently, Vi serves as a messenger for the Abbey, often delivering notes to the villages of Stonewell and Rumblewood. Otherwise, she can often be found running errands for Olive or Dunstable, gathering berries, herbs and roots as needed. She also spends some of her time practicing and playing her violin.


ATTRIBUTES
Strength: 13
To Hit (Melee) Modifier: +0 Damage (Melee/Thrown) Modifier: +1 Max Things Carried Adjustment: +1 Feats of Strength: 4+
Dexterity: 18
To Hit (Ranged) Modifier: +1 Armor Class Adjustment: +1 Reflex Save: 2+
Constitution: 10
Hit Point Adjustment: +0 Fortitude Save: 4+
Intelligence: 11
Lore check: 5+ Bonus Languages: 2 Max Spell Level (Wizards): 2nd
Wisdom: 13
Notice check: 4+ Willpower Save: 4+
Charisma: 11
Persuade check: 5+ Loyalty check: 5+ Hirelings: 3

CREATURE / CLASS ABILITIES
Fortitude Save +1 (already included above) [Class]
Sneak Attack (1D6 damage) [Class]
Move Bonus (+1 stride) [Class]
Jump / Climb 3+ [Class/Race]
Traps 6 (still learning ) [Class]
Stealth 4+ [Class]
Track 5+ [Class]
Gliding 4+ [Race]
Immunity to Sleep and Charm spells


COMBAT ABILITIES
Current Hit Points: 7
Total Hit Points: 7

Armor Class Rating: 3
Armor Worn: None

Movement Rate: 13

Melee Weapon: Dagger, 1D6+1 attack, 1D3+1 damage

Ranged Weapon: Longbow, 1D6+1 attack, 1D6 damage
Ranged Weapon: Sling Cones, 1D6+1 attack, 1D3 damage


THINGS CARRIED
Worn: Deep green shawl

Carried: Dagger (.5), Longbow (2), Quiver of Arrows x20 (.5), Sling (.5), Pouch of Sling Cones x20 (.5), Modified Backpack (.5), Pouches x2 (1)

Modified Backpack: Bedroll (1), Flint and Steel (.5), Violin (1)

Pouch #1: Rations [dried] x3 days (.5), Scroll Case (.5), Water Bottle (.5), Writing Kit (.5)
Pouch #2: Lamp (.5), Lamp oil x1 jar (.5)

Wealth: 9 sp, 9 cp

Total # of Things Carried 5.5
Encumbrance Category: Unhampered
Adjusted Movement Rate: --



Posted on 2013-12-19 at 07:57:21.
Edited on 2013-12-22 at 04:43:38 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Oltovian

CHARACTER NAME: Oltovian Player: Hammer
Creature: Otter
Class: Talespinner
Level: 1
Experience: 0
Experience Bonus: +15%

Description: Oltovian stands around five paws and weighs nearly one hundred-twenty stone. The blue-gray fur of his body offsets the lighter gray colouring around his face, neck, and upper torso, looking almost as though the otter is wearing a vest. Light gray whiskers accented his face. He has stunning blue eyes.

He favours earth-tone colours, typically wearing home-spun trousers and shirts of brownish-green. A nimble fighter, he carries a rapier and dagger, fighting with one or the other, and sometimes both.

Oltovian is 23 seasons old.

Background: Oltovian came to the Abbey nearly fifteen seasons ago, orphaned near the Wild Woods by an attack that left both his parents dead. Found by Bowser (the Abbey’s current guardian) and his Snakebite troop of rapid riders, the guardian brought Oltovian back, promising the otter’s dying mother that he would be cared for at the Abbey.

Bowser has kept his promise, though the young Oltovian tries his patience. The hedgehog has given his charge one gift, his rapier, named Quill. “In your hands, Oltovian,” he said gruffly, “perhaps, the quill is mightier than the sword.” Bowser has trained Oltovian in the nimbler combat arts of thrust and jab, rather than hack and slash.

Presently, Oltovian serves Master Machin, the chief librarian, taking down messages dictated by the mouse or cataloguing books and scrolls in the vast library. The young otter’s constant need to bang out a beat often tests Machin’s gentle spirit. Still, Machin appreciates Oltovian’s skill with his words and his love for lore.

Having gotten into a bit (bunch) of mischief early on in his stay at the Abbey, Oltovian has gotten to know most of the creatures at the Abbey. He is friends with Violet, and the two have, together, run messages for Machin, searched for herbs for Duncastle, and often enjoyed Florence’s colourful stories.


ATTRIBUTES
Strength: 9
To Hit (Melee) Modifier: +0 Damage (Melee/Thrown) Modifier: +0 Max Things Carried Adjustment: -- Feats of Strength: 5+
Dexterity: 16
To Hit (Ranged) Modifier: +1 Armor Class Adjustment: +1 Reflex Save: 3+
Constitution: 9
Hit Point Adjustment: +0 Fortitude Save: 5+
Intelligence: 13
Lore check: 3+ Bonus Languages: 3 Max Spell Level (Wizards): 3rd
Wisdom: 13
Notice check: 4+ Willpower Save: 3+
Charisma: 16
Persuade check: 2+ Loyalty check: 3+ Hirelings: 5

CREATURE / CLASS ABILITIES
Swimming [Race]
Hold Breath (9 rounds) [Race]
Water-wise [Race]
Willpower Saves +1 (already included above) [Class]
Storytelling: Lore and Persuade checks +1 (already included above) [Class]
Disguise 6 (still learning ) [Class]
Sleight of Hand 5+ (can be used to juggle as well) [Class]
Rally: grant allies a +1 to their next attack and +1 to saves vs fear (made before his next round action) instead of attacking (he can still move) [Class]


COMBAT ABILITIES
Current Hit Points: 7
Total Hit Points: 7

Armor Class Rating: 4
Armor Worn: Quilted cloth

Movement Rate: 12

Melee Weapon: Rapier, 1D6+1 attack, 1D6-1 damage
Melee Weapon: Dagger, 1D6+1 attack, 1D3 damage

Ranged Weapon: Darts x4, 1D6+1 attack, 1D3 damage
Ranged Weapon: Sling Stones x20, 1D6+1 attack, 1D3+1 damage


THINGS CARRIED
Worn: Shirt, Trousers, Belt, Cloak [all brownish-green]; Quilted cloth armor [brownish-green] (1)

Carried: Rapier (1), Dagger (.5), Darts x4 (.5), Sling (.5), Pouch of Sling Stones x20 (.5), Backpack (1)

Backpack: Bedroll (1), Candles x5 (.5), Fishing Net [24 sq paws] (1), Flint and Steel (.5), Rope [silk] (1), Rations x6 days [Trail] (.5), Water Bottle (.5), Torches x3 (3)

Wealth: 32 gp, 9 sp, 5 cp

Total # of Things Carried 5
Encumbrance Category: Unhampered
Adjusted Movement Rate: --



Posted on 2013-12-19 at 07:57:40.
Edited on 2013-12-22 at 04:43:11 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Fenir

CHARACTER NAME: Fenir Stonepaw Player: Astrid
Creature: Badger
Class: Warrior
Level: 1
Experience: 0
Experience Bonus: +10%

Description: Fenir Stonepaw is a hulking mass of muscle and sinew, stout even by badgers’ standards. Weighing in at just over two hundred stones and standing more than six paws tall, the name “Stonepaw” is accurate... getting hit by one of his paws would feel like a mason’s stone.

A handsome badger, Fenir is slightly awkward in social setting, especially in large groups of creatures. He wears a simple, sleeveless, blue tunic over his quilted armour. A dark grey paw on a shield of light grey, the insignia of his house, is displayed over the center of his tunic. He wears an armband of braided metal just over the bulge of his left bicep, and two small hooped earrings adorned his ears. He keeps a single braid of longer fur in a few coloured beads.

A shield is slung over his backpack and trio of hatchets hang at his side on his belt. His hands typically wield a battle axe, its wide head attached to a stout shaft of oak.

Fenir is twenty-five seasons old.

Background: Fenir came to the Abbey just over four seasons ago. Originally hailing from the west, from the environs near Mistmoor Abbey, Fenir is the second child of a noble, Gungor Stonepaw. Gungor is Lord of Whitcap Keep, a defensive fortress tucked close to the northern most mountain range known simply as the Sentinels.

The young badger has yet to reveal to his friends why he left home. The Abbot and Guardian Bowser (and maybe Olive) are the only ones to know the truth. Lots of rumours abound amongst the Abbey’s populous... some say Fenir murdered a boy, crushed his skull with his bare paws. Others claim he set fire to his Lord-father’s castle in a fit of rage. Still others like to believe that the hulking beast is actually craven and ran away from battle. Whether any of these are true or not, Fenir has yet to say. Those close to him know only that he carries a deep wound and a shameful secret.

Fenir shows an obvious respect for Guardian Bowser, and the gruff hedgehog expects a lot from the giant badger. While he has had more than one visit with Florence the Nun, he finds himself awkward and uncomfortable in her presence. Maybe because he knows what it is like for people to gossip about you, Duncastle is rather protective of Fenir, and the badger can often be found running errands for the rat with his friends, Oltovian and Violet. Fenir adores Olive, like a schoolmouse might have a secret crush on his teacher. The nurturing (and much older) Cellarer is oblivious to the badger’s feeling, but does have a soft spot for the lad, often calling him “dear” and “darling”.

Fenir is also musically inclined and plays the bodhran drum, an instrument common in his land.


ATTRIBUTES
Strength: 20
To Hit (Melee) Modifier: +1 Damage (Melee/Thrown) Modifier: +3 Max Things Carried Adjustment: +4 Feats of Strength: 2+
Dexterity: 10
To Hit (Ranged) Modifier: +0 Armor Class Adjustment: +0 Reflex Save: 5+
Constitution: 16
Hit Point Adjustment: +2 Fortitude Save: 2+
Intelligence: 7
Lore check: 6 Bonus Languages: 1 Max Spell Level (Wizards): 1st
Wisdom: 10
Notice check: 5+ Willpower Save: 5+
Charisma: 13
Persuade check: 4+ Loyalty check: 4+ Hirelings: 4

CREATURE / CLASS ABILITIES
Rage 1x/day (+1 attack, +1 damage, +2 WILL saves, 6 rounds) [Race]
Fortitude saves +1 (all ready included above) [Class]
Favoured Weapon (Battle Axe) [Class]
Warrior Stunts 5+ [Class]


COMBAT ABILITIES
Current Hit Points: 10
Total Hit Points: 10

Armor Class Rating: 4
Armor Worn: Quilted cloth and Shield

Movement Rate: 12

Melee Weapon: Battle Axe, 2D6+1 attack, 1D6+3 damage
Melee Weapon: Hatchet, 1D6+1 attack, 1D6-1+3 damage

Ranged Weapon: Hatchet, 1D6 attack, 1D6-1+3 damage


THINGS CARRIED
Worn: Quilted cloth (1), tunic, braided metallic armband, strand of beaded hair, small thick hoop earrings

Carried: Battle Axe (1.5), Hatchets x3 (3), Shield (1), Bodhran Drum (1), Backpack (1), Pouch (.5)

Backpack: Bedroll (1), Bottle of Blackberry Wine (.5), Flint and Steel (.5), Grappling hook (1), Lantern (1), Lamp oil jars x2 (1), Rope [silk] (1)

Pouch: Rations [dried] x6 days (1), Water bottle (.5)

Wealth: 5 gp, 5 sp

Total # of Things Carried 9
Encumbrance Category: Unhampered
Adjusted Movement Rate: --


Posted on 2013-12-19 at 07:58:00.
Edited on 2013-12-22 at 04:42:19 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Asher

CHARACTER NAME: Asher Player: Bodkin
Creature: Squirrel
Class: Scout
Level: 1
Experience: 0
Experience Bonus: +10%

Description: Asher is a gray, male squirrel from Stonewell Village, with a paler coat than most of his kind. Standing at just three and a half paws and weighing nearly forty-eight stones, Asher is also smaller than most of his kind. Nimble and perceptive, Asher is an accomplished archer at the Abbey. His uncanny awareness has alerted him of hidden dangers on more than one occasion.

With his short bow most often in his hands, Asher also carries a dagger and hatchet at his side. He wears a simple, home-spun tunic under his well-worn, patch-work quilted cloth armor and brown trousers soiled from his scampering. A green cloak drapes from his shoulders, held in place with a simple, leaf patterned clasp. A satchel slung across Asher’s shoulder contains what few provisions he has to his name.

Asher is nineteen seasons old.


Background: Asher is a recent addition to the Abbey, having trained with Guardian Bowser’s scouts for little less than four seasons. Asher has already gained some small renown when he, while guarding a caravan of goods to Rumblewood, spotted a band of Glorbane’s vermin lying in ambush. Raising the alarm, Asher enabled the caravan guards to send the bandits to flight with few casualties. The gruff hedgehog has high hopes the little squirrel may one day lead his own troop of light riders.

Most of Asher’s work thus far, though, has been closer to home. A close friend to Fenir, the two of them have been sent on more than a few errands to Stonewell Village, usually tasked with transporting goods on market days. Often times, they are accompanied by Violet, Oltovian, and Reginald, who are also running errands in the village.

Around the Abbey, Asher is regularly soliciting his friends for new excuses for paying Florence a visit (much to Fenir’s chagrin). The pale-gray squirrel is rather smitten by the chatty nun. Florence, used to the advances of many suitors and coming close to her thirtieth season, sees Asher as little annoying, but in a “cute” way.

Like his friends, Asher enjoys the outdoors, and welcomes opportunities to help the others locate and gather berries and herbs for Olive and Duncastle.




ATTRIBUTES
Strength: 9
To Hit (Melee) Modifier: +0 Damage (Melee/Thrown) Modifier: +0 Max Things Carried Adjustment: -- Feats of Strength: 5+
Dexterity: 16
To Hit (Ranged) Modifier: +1 Armor Class Adjustment: +1 Reflex Save: 2+
Constitution: 13
Hit Point Adjustment: +1 Fortitude Save: 4+
Intelligence: 10
Lore check: 5+ Bonus Languages: 2 Max Spell Level (Wizards): 2nd
Wisdom: 18
Notice check: 2+ Willpower Save: 2+
Charisma: 10
Persuade check: 4+ Loyalty check: 5+ Hirelings: 3
CREATURE / CLASS ABILITIES
Persuade +1 (already included above) [Race]
Immunity to Sleep and Charm spells [Race]
Reflex saves +1 (already included above) [Class]
Sneak attack (+1D6 damage) [Class]
Move bonus +1 stride [Class]
Climb / Jump 3+ [Class]
Traps 6 [Class]
Stealth 4+ [Class]
Track 5+ [Class]


COMBAT ABILITIES
Current Hit Points: 8
Total Hit Points: 8

Armor Class Rating: 4
Armor Worn: Quilted armor

Movement Rate: 13

Melee Weapon: Hatchet, 1D6 attack, 1D6-1 damage
Melee Weapon: Dagger, 1D6+1 attack, 1D3 damage

Ranged Weapon: Short Bow w/ 20 arrows, 1D6+1 attack, 1D6 damage
Ranged Weapon: Hatchet, 1D6+1 attack, 1D6-1 damage
Ranged Weapon: Dagger, 1D6+1 attack, 1D3 damage


THINGS CARRIED
Worn: Patch-worked quilted armor (1), Brown tunic, Brown trousers, Green cloak

Carried: Hatchet (1), Dagger (.5), Short Bow (1), Quiver of Arrows x20 (.5), Satchel (.5)

Satchel: Flint and Steel (.5), Ration [Trail] x6 (.5), Water Bottle (.5)

Wealth: 41 gp, 9 sp

Total # of Things Carried 4.5
Encumbrance Category: Unhampered
Adjusted Movement Rate: --



Posted on 2013-12-19 at 07:58:16.
Edited on 2013-12-23 at 01:12:48 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Reginald


CHARACTER NAME: Reginald Hibiscus Player: Celeste
Creature: Hare
Class: Rogue
Level: 1
Experience: 0
Experience Bonus: +15%

Description:
Background:

ATTRIBUTES
Strength: 10
To Hit (Melee) Modifier: +0 Damage (Melee/Thrown) Modifier: +0 Max Things Carried Adjustment: -- Feats of Strength: 5+
Dexterity: 18
To Hit (Ranged) Modifier: +1 Armor Class Adjustment: +1 Reflex Save: 2+
Constitution: 10
Hit Point Adjustment: +0 Fortitude Save: 4+
Intelligence: 7
Lore check: 6 Bonus Languages: 1 Max Spell Level (Wizards): 1st
Wisdom: 15
Notice check: 4+ Willpower Save: 4+
Charisma: 16
Persuade check: 2+ Loyalty check: 3+ Hirelings: 5

CREATURE / CLASS ABILITIES
Persuade +1 (all ready included above) [Race]
Dodgy (+1 AC, all ready included below) [Race]
Fortitude saves +1 [Class]
Disguise 6 [Class]
Jump 3+ [Class/Race]
Climb 4+ [Class]
Sleight of Hand 5+ [Class]
Stealth 4+ [Class]
Warrior’s Stunt (rapier?) 5+ [Class]

COMBAT ABILITIES
Current Hit Points: 7
Total Hit Points: 7

Armor Class Rating: 5
Armor Worn: Quilted cloth

Movement Rate: 12

Melee Weapon: Rapier, 1D6+1 attack, 1D6-1 damage
Melee Weapon: Dagger, 1D6+1 attack, 1D3 damage

Ranged Weapon: Dagger, 1D6+1 attack, 1D3 damage


THINGS CARRIED
Worn: Quilted cloth armour (1), Dark brown long coat

Carried: Rapier (1), Dagger (.5), Satchel (.5), Pouches x2 (1)

Satchel: Bedroll (1), Rope [silk] (1), Lantern (1)

Pouch #1: Bottle of Fermented Fruit Juice [glass] (.5), Flint and Steel (.5), Jar of lamp oil (.5), Water bottle [clay] (.5)

Pouch #2: Rations [trail] x6 days (.5), Rations [dried] x3 days (.5), Mirror [small steel] (.5)

Wealth: 23 gp, 8 sp

Total # of Things Carried 4
Encumbrance Category: Unhampered
Adjusted Movement Rate: --



Posted on 2013-12-19 at 07:58:35.
Edited on 2013-12-22 at 04:40:36 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


PC #6

goes here


Posted on 2013-12-19 at 07:58:54.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


NPCs

go here


Posted on 2013-12-19 at 07:59:21.

   
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