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Merideth
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RedWyrm School of Online Adventuring - Character Sheets

To clear up the Q&A thread I am moving all of the character sheets here.

Thanks!

Prof. M.


Posted on 2010-01-26 at 15:14:26.
Edited on 2010-01-26 at 15:22:26 by Merideth

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Professor Merideth O'Leary

Character Background/Concept
Merideth is the only child of General Ewan O’Leary. Her mother, his courtesan, died during childbirth and so she was raised primarily by her father. Her father was the Commanding General of the Meithryander Army and fiercely loyal to King Henry VI. During his command Meithryander greatly expanded its borders through his efforts. Merideth traveled with the army growing up, treated more like a son than a daughter by her father and those that surrounded him. As soon as she was old enough she joined the ranks, rarely did women do such things but exceptions were made occasionally. Her father put her under the command of a young uprising soldier, Alexander Longfield.
General O’Leary was slain in battle when Merideth was 14 years old, Longfield promised to take care of his daughter during O’Leary’s last moments. Under his guidance Merideth rose quickly through the ranks. On her 25th year she took on two very important roles. She was given her own command, and she found herself immersed in court as the mistress of King Henry VII.
A year later she was captured by an enemy kingdom, the Dorsains, and held for ransom. When the King refused to submit to the demands and abandoned Merideth she vowed revenge. A few months later she lead a Dorsain army into the capital city of Meithryander. Many of those who served under her in Meithryander, including Longfield, joined her cause and the city fell. She took it upon herself to end the life of the King who had betrayed her.
She had little ability at running an entire kingdom, however. It was not long before Meithryander loyalists retook the city and the government. Disgraced and fearing for her life Merideth fled.
Since then she has been traveling, awkwardly learning about the world that surrounded Meithryander and the magic that it contains (magic is outlawed in Meithryander). She has done several things including marrying Traylorn Dijandau and having his child Traylorna. The marriage ended and Lorna passed away from illness at a young age. It is here, at the RedWyrm School, that she has settled down for the moment, taking on the role of a teacher.
Merideth has always been known to have a bit of the redheaded temper, but after her time as a wife and mother this has calmed down some. When she is not using her temper to get what she wants she usually uses her feminine charms, never afraid to flirt a little (which had something to do with her failed marriage). She loves to talk about her father and the memories she has from her childhood. Even the betrayal with Henry is something she will discuss, with a cold edge to her eyes. Her daughter and ex-husband are another issue, very few know the details behind that tragedy and she usually refuses to mention it at all, although she still retains her married name as her middle name.

Character Sheet
Name: Merideth Dijandau O’Leary
Age: 32
Gender: Female
Race: Human
Alignment: Neutral
Class: Fighter
Level: 10
Height: 5’8”
Weight: 130
Eyes: Blue
Hair: Red

Abilities STR – 15 (+2)
DEX – 16 (+3)
CON – 12 (+1)
INT – 10 (+0)
WIS – 12 (+1)
CHA – 16 (+3)

Other Stats HP – 20
AC – 20
Touch AC – 11
Flat-footed AC – 19
Init – 7
Fort Save – 8
Reflex Save – 6
Will Save – 4
BAB – 10/5
Grapple – 16

Weapons/Equipment: Bastard Sword – attack 8/3; damage 1d10+2 (crit 19-20/x2) – One handed
Dire Flail – attack 3/3; damage 1d8+3 (crit 20/x2) – two handed
Heavy Plate Armor

Skills Appraise +1
Balance -2
Bluff +3
Climb -1
Concentration +1
Craft 0
Diplomacy +4
Disguise +5
Escape Artist -2
Forgery +2
Gather Information +3
Handle Animal +5
Heal +1
Hide -4
Intimidate +3
Jump -7
Knowledge (history) +1
Knowledge (local) +1
Knowledge (nobility) +1
Listen +4
Move Silently -3
Perform skills +3
Ride +6
Search 0
Sense Motive +3
Spot +4
Survival +2
Swim -10
Tumble -1
Use Rope +4

Feats Acrobatic
Agile
Alertness
Athletic
Blind-Fight
Deceitful
Dodge
Endurance
Improved Init
Improved Unarmed Strike
Improved Grapple



Posted on 2010-01-26 at 15:29:49.
Edited on 2010-01-26 at 15:30:15 by Merideth

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Professor Tann'Talas

Coming soon!


Posted on 2010-01-26 at 15:37:33.

Merideth
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Professor Eol Fefalas

Coming Soon!


Posted on 2010-01-26 at 15:40:00.

Merideth
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Professor Unknown

Space holding in case


Posted on 2010-01-26 at 15:42:32.

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3rd Year Student - Ion Kired

Name: Ion Kired
Race: Half elf
Level: 3
Exp: 3000
Class: Bard
Age: 22
Deity: Shakespeare

Stats Str: 10=+0 modifier
Dex: 15=+2 modifier
Con: 17=+3 modifier
Int: 16=+3 modifier
Wis: 13=+1 modifier
Cha: 16=+3 modifier

Other stats Hp: 6+3+4+3+5+3=24
Ac: 10+2+3+0=15
BAB: +2
Init +2
Speed 30 ft

Saves Fort: +1+1=2
Ref +3+2=5
Will +3+1=4


Skills (6+3)*4+(6+3)+(6+3)=54
Max ranks allowed in a skill (lvl+3)=3+3=6
Performance (tap dance)- 6 ranks+2 Dex=+8
Knowledge Arcana- 4 ranks+3 Int= +7
Knowledge Dungeoneering- 6 ranks+3 Int= +9
Knowledge Planes- 6 ranks+3 Int=+9
Move Silently- 6 ranks+2 Dex=2 misc=++10
Listen- 6 ranks+1 Wis+1 racial=+8
Spellcraft- 4 ranks+3 int=+7
Gather Information- 6 ranks+3 Cha+2 racial=+11
Escape Artist- 6 ranks+2 Dex=+8
Hide- 4 ranks+2 Dex+2 Misc=+8

Feats One for being lvl 1 one for being lvl 3 Exotic weapons proficiency (two bladed sword)
Stealthy +2 bonus on hide and move silently checks

Racial abilities Immunity to Sleep- +2 against enchantments
Low light vision- can see twice as far as a human in low light
+1 racial on listen search and spot checks
+2 racial on diplomacy and gather info checks
Elven blood for magical effects counts as an elf

Class abilities Bardic music: (tap dancing) 3/day
Bardic knowledge: knows random stuff can make random knowledge checks PHB 28
Countersong: Tap a countersong to provide a save for sound dependant abilities. PHB 29
Fascinate: Make creatures fascinated with me DC of Perform check. PHB 29
Inspire courage +1 PHB 29
Inspire competence PHB 29


Languages +3 int=3 extra languages Common
Elven
Draconic
Goblin
under common

Spells known 7 lvl 0 4 lvl 1 1 lvl 2 1 lvl 0 1 lvl 1 1 lvl 2 bonus spells for a +3 cha as a bard
Level 0
Detect magic
Read Magic
Mage hand
Dancing lights
Light
Message
Summon Tap shoes

Level 1
Summon Monster
Disguise self
Detect secret doors
Charm person

Level 2
Hold person

Spells per day/ prepared right now 3 lvl 0 1 lvl 1
Level 0
Summon Tap shoes
Mage hand
Light

Level 1
Summon Monster 1

Equipped equipment Using starting gold found in PHB 111 rolled 4,3,3,4 giving me 140 gold
Two bladed sword 100 gp 1d8/1d8 dam 19-20/X2 crit 10 lb slashing

Studded Leather 25 gp +3 AC +5 max dex -1 Armor check penalty 5% arcane failure

Unequipped equipment
Backpack 2 gp

Tap shoes 5gp used musical instrument data
Flint and steel 1 gp

7 gp

Description: Short curly, unruly hair. Slight paunch to the stomach, brown eyes, stands 5’5, tap shoes on feet.

Background

Ion Kired is the middle child of a five person family. He always had a creative streak to him and so thought adventuring would be an awesome occupation for him, just imagine his delight when he was accepted to the school! His first year at the school was a blast. He took Tap dance lessons, Hip Hop Lessons, acting lessons, Mage 101, Planeswalking 101 (high grades in his previous school let him in on this prestigious and hard to get into class) Facelicking 101, and dungeoneering 101. As a freshman he made a few friends but preferred to hang with professor Felfalas and Professor O’Leary. However Freshman year was not all about being teacher’s pet. Ion was often found at the local taverns either tapdancing on the bar or ‘practicing’ his face lick. Neither sport made him very popular anywhere but in the teacher’s favorite inn, The Red Dragon Inn. This inn became like a second class room for the young student who learned better how to interact with the locals and how to make good drinks. (bartending 101) As a part of Ion’s Dungeoneering class he went out on several adventures to strange lands. Most of the adventures Ion went as a mage named Kilton Oprium or Virif Flametouch or even Igni Stonelighter. He learned much on these adventures.

His second year was also full of adventures but much fuller on class work as he took Algebra 101, Planeswalking 201, Dungeoneering 201, ropes and getting out of them 101, Bardic lore 101, tap 201, Posting Games 101. During this year he went out on a few more adventures as Lirius Higginis, Anh Silverblade, and Hundover. He also bonded with Professor O’Leary and Felfalas even more as his zany tapping and posting to the posting games made him a very active member of the school, and he spent even more time at the inn perfecting his bartending. Now he’s returned for a third year and Wee Jas only knows what will happen this time. So far he’s signed up for tap dancing 301, Planeswalking 301, Arcane writings 102, Teachers aid to Posting Games 101, Dungeoneering 301, Teacher’s aid to dungeoneering 101, Algebra 201.

Teachers Notes:

What were your original stat rolls... out of curiosity?

And what is your alignment?

Prof. M.


Posted on 2010-01-26 at 15:45:01.
Edited on 2010-02-16 at 15:31:02 by Merideth

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1st Year Student - Mr. Cuoghi

Currently Inactive
Name : Mr.Cuoghi
Race : Dwarf
Class : Paladin
Deity : Kharox
Age : 18
Level : 1
Exp : 0
Wis : 14 (+2)
Dex : 9 (-1)
Str : 13 (+1)
Int : 8 (-1)
Con : 11 (+0)
Car : 14 (+2)
Hp: (d10) auto max 1st level=10
AC: 10+-1+4+2=15
BAB: +1
Fort: +2+0=+2
Ref: +0-1=-1
Will: +0+2=2

Skills:
Concentration 1+0=+1
Heal 1+2+2=5
Diplomacy 2+2=4
Survival 0/2+2+2=4

Feats:
Self Sufficient +2 bonus on heal and survival checks

Class abilities:
Aura of good
Detect evil at will paladin can cast detect evil
Smite evil 1/day add cha bonus and 1 dam per level


Racial traits:
+2 con -2 cha (already calculated in stats)
Darkvision can see up to 60 ft in pitch black
Stone cunning +2 racial on search stonework
Weapon familiarity dwarven urgosh
Stability +4 on checks against bull rush or tripped when both feet are on ground
+2 racial against poison
+2 racial against spells and spell like abilities
+1 racial against orcs and goblinoids
+4 dodge against giants
+2 racial appraise checks
+2 racial on craft with wood or stone checks

Equipped Equipment:
Armor:
Scale mail (+4 AC, armor check penalty –4, speed 20 ft.,30 lb.).
Heavy wooden shield (+2 AC, armor check penalty –2, 10lb.).
Weapons:
Longsword (1d8, crit 19–20/×2, 4 lb., one-handed,
slashing).
Shortbow (1d6, crit ×3, range inc. 60 ft., 2 lb., piercing).

Backpack with waterskin, one day’s trail rations, bedroll,
sack, flint and steel. Hooded lantern, three pints of oil. Quiver
with 20 arrows. Wooden holy symbol

Gold: 24

Description:
Long brown Hair, Deep Blue Eyes, Small brown beard (braided) Shield on back with bow. Backpack slung over left shoulder. sword on his right hand side. holy symbol hanging from his neck.

Background:
Born into nobility, Mr.Cuoghi lead a rather comfy life. He had everything he wanted and his parents where famed adventurers. But instead of being proud his life early life was spent trying to impress his father. But no matter what he did he could never impress him with anything he did, be it fighting or magic.

He had a strong moral stance and so decided to join th ranks of the paladins as soon as possible. This gave him the ability to train more but still couldn't impress his father. This is why he inlisted with the school. He wished to further his training and become sombody who could impress his father. For that is all he wants...

*Note* The blanks will be filled in as i get the ideas. Should be done by tonite.

Teachers Notes:

Mr. C - go ahead and check out the notes I put on Ion's char sheet and when you are working on this see if you can work on the format as well some. Check spelling and capitalization for consistency as well while you are it. I know I can be nit picky but... hey. If you need help on how to do bold let me know. I will be adding a link to the formatting thread hopefully by the end of the day to this thread.

Good job though, I like the concept you have going here.

-Prof. M.


Posted on 2010-01-26 at 15:50:11.
Edited on 2010-01-27 at 16:35:46 by Merideth

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3rd Year Student - Steelight Shadowborne

Name: Steelight Shadowborne
Age: 19
Gender: Male
Race: Human
Alignment: Lawful Neutral
Class: Monk
Level: 3
Height: 6'2"
Weight: 193
Eyes: Fierce Green
Hair: Black (and down to the middle of his back)
Deity: None, he refuses to believe gods exist.

Abilities STR – 13 (+1)
DEX – 17 (+3)
CON – 13 (+1)
INT – 15 (+2)
WIS – 16 (+3)
CHA – 10 (+0)

Other Stats HP – 22
AC – 16
Touch AC – 16
Flat-footed AC – 13
Init – +3
Fort Save – +3
Reflex Save – +6
Will Save – +6
BAB – +2 (Flurry of Blows - +0/+0)
Grapple – +3

Class Abilities: Evasion
Flurry of Blows (Total Attack Bonus +1/+1)
Still Mind (+2 Vs. Enchantments)

Weapons/Equipment: Backpack, Belt Pouch, Flint & Steel, Monk's Outfit, Waterskin

Attacks: Unarmed - +3 or +1/+1 (1d6+1 damage)

Skills: Balance: +8
Craft (Poisonmaking): +5
Diplomacy: +3
Hide: +9
Listen: +8
Move Silently: +9
Perform (Sing): +3
Sense Motive: +8
Spot: +8
Tumble: +8

Feats: Combat Expertise
Deflect Arrows
Improved Unarmed Strike
Snatch Arrows
Stunning Fist
Versatile Strike (I hope this one is acceptable)

Role: Senior Student

History: Steelight grew up as a slave. From the moment of his birth he was beaten, starved and worse. His mother died during childbirth and his father was... likely one of the many nobles who liked to take liberties with the more comely slave women. Despite his station, there was strength within. As he grew he swore to himself that his masters would never see him fall. They would never see him suffer. It was a difficult oath to uphold with little food and more bruises and broken bones than he could remember.

When he was 4 summers old he began to train himself. He disciplined his mind to conquer his pain, even as he disciplined his body to withstand it. He was not trained by a master of teacher, he was trained by the horrors that were his life.
He saw his 10th summer shortly before they came for him. His masters had sen what he had become. They saw the defiance and, grudgingly, acknowledged the strength within. He was to become one of their fighters. Now his real training would begin.
Day after day he was forced to run until his legs would no longer carry him. They fed him slightly better than before, but only in order to make him train harder. One of the masters enjoyed his trials. For sport he would release wild animals into the ring with Steelight. Hatred steeled his nerves and rightous vengeance guided his fists. He would not show them his pain.

Steelight fought only briefly in the ring of the masters, only a single year. He won every match he fought, even against armed opponents. He had trained himself well, but his time beneath the boot of his masters was at an end. In the dark of night he slipped through the bars of his cell, a feat thought impossible by the masters. Without remorse he killed any guards he encountered, for their laughing faces had tortured him during his beatings, frequently at the hands of the guards themselves.

His escape into the freedom of the night gave birth to another promise. At that moment he swore to himself to follow a code of his own devising. It was his most solemn vow, and he would die before breaking it.

Professor O'Leary found him thus, wandering through the city in which her school currently resided. It was not physical training he needed, though there was most certainly room for improvement. Instead it was control and trust. His anger ruled him, and he knew that fault would be his downfall.

Since then his anger has cooled significantly, though he still erupts into fury when pushed too far. Perhaps his time at the school truly has done him some good after all. So it was decided, he would stay for a bit longer, under teh care of Professor O'Leary, and see what type of future the Fates had in store for him.

Teachers Notes:

You get two languages... but I don't see them listed.

Prof. M.


Posted on 2010-01-26 at 15:55:13.
Edited on 2010-02-16 at 15:32:18 by Merideth

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2nd Year Student - Zeph Blighthunter

Character Background/Concept Zeph was always smaller than the other members of his tribe, and as such was bullied not only by their larger cousins the hobgoblins and bugbears, but by other goblins as welll. This constant emotional and physical abuse drove Zeph to spend much of his time hiding in the wilderness around the area his tribe hunted. During these solitary moments he spent most of his time brooding, hatred bubbling up to consume most of his thoughts. He would constantly lash out at small woodland animals, particularly rabbits, squirrels, and the occasional raccoon. One day while sneaking up on an unsuspecting rabbit Zeph found himself face to face with a Half-Elf. Not one to stand and fight Zeph took off as fast as his little legs would carry him, hoping to lose the foe that was threatening him now. When he glanced over his shoulder he got a shock, instead of the female figure that had originally jumped at him he had 2 rather angry looking leopards hot on his trail, a Druid and her companion. It was at this moment that Zeph had a brilliant idea, if he could convince this Elf to train him he wouldn't be limited to this pathetic little form for the rest of his life. At least the idea seemed brilliant at the time, unfortunately for him the Druid did not want to hear him out and pounced on him, leaving him for dead after a brutal mauling.

By all logic Zeph should have died that day, he never should have survived that encounter, yet he did somehow. The scars of that day are not all apparent, though many visible scars do cover his fragile little form, many more mental scars exist. It is believed that Zeph survived only because his hatred of his tribe, the Druid, and most other life fueled him on as he dragged himself back to the camp his kinsmen had prepared. After being seen to by the tribal shaman Zeph set back out into the woods, this time hellbent on learning something. It was at this time a Fey approached the scarred Goblin, offering to teach him the secrets he desired, or at least get him started on the right path. The only thing the Fey asked of him was that he leave his tribe, this land, and the forest and continue his training elsewhere once his path was set before him. Zeph eagerly agreed, feeling no love for his tribe or family, he learned what the Fey would teach him and set off to find his own way in the world.

After yet another brutal beating in the first town he came across he managed to find some information on a school, a school that could train new adventurers like himself, a place where he could reach his true potential.

A year later Zeph is ready to start his second year, and while he abides by the rules for the most part, the hatred he feels toward others has not lessened at all.

Character Sheet
Name: Zeph Blighthunter
Gender: Male
Race: Goblin
Age: 18
Alignment: Neutral Evil
Class: Rogue1 Druid1
Level: 2
Deity: None (most people assume druids must worship Nature or a Nature deity, Zeph however maintains the belief that only a deep respect of Nature's power is required.)
Height: 2’9”
Weight: 30
Eyes: Yellow, dull and glazed
Hair: Black


Abilities STR – 8 (-1)
DEX – 18 (+4)
CON – 12 (+1)
INT – 16 (+3)
WIS – 12 (+1)
CHA – 10 (+0)

Other Stats HP – 12
AC – 17 (18 with Dodge)
Touch AC – 15 (16 with Dodge)
Flat-footed AC – 13 (unchanged by Dodge)
Init – +4
Fort Save – 2+1= 3
Reflex Save – 2+4= 6
Will Save – 2+1= 3
BAB – +0


Racial abilities -2 Str, +2 Dex, -2 Cha (factored into stats)
Small Size: +1 AC, +1 to attack, +4 Hide, -4 grapple, 3/4 carrying capacity
Darkvision out to 60 feet
Base speed: 30
+1 racial on Move Silently and Ride checks


Class abilities Sneak Attack +1d6
Trapfinding (search for traps)
Animal Companion (wolf, see below)
Nature Sense (+2 Know (nature) & Survival)
Wild Empathy (diplomacy with animals)
Spontaneous Casting: Summon Nature's Ally
Cannot cast Good spells.
Bonus Languages: Sylvan, automatically learn Druidic


Languages Common
Goblin
Giant
Gnoll
Elven
Druidic

Spells (usually) Prepared:
-Level 0
Detect Magic
Read Magic
Flare

-Level 1
Cure Light Wounds
Entangle

Spells per day: -Level 0: 3
-Level 1: 1 +1 bonus spell


Weapons/Equipment: Morningstar: dam: 1d6 crit: x2 3 lbs. bludgeoning & piercing
Scimitar: dam: 1d4 crit: 18-20/x2 2 lbs. slashing
Shortbow: dam: 1d4 crit: x3 1 lb. piercing
--------Arrows (20) 1.5 lbs.
Leather Armor: AC: +2 Max Dex: +6 AC Pen: 0 Speed: 30 7.5 lbs.

Backpack .5 lb.
Belt Pouch (x2) .25 lb
Thieves' Tools 1 lb.
Holly and Mistletoe
Explorer's Outfit

Total Weight Carried: 16.75 lbs

Carrying Capacity Light Load: 19.5 lbs
Medium Load: 39.75 lbs
Heavy Load: 60 lbs
Lift over Head: 60 lbs
Lift off Ground: 120 lbs
Push/Drag: 300 lbs

Skills Bluff 4 +0
Disable Device 4 +3
Disguise 4 +0
Escape Artist 4 +4
Hide 4 +4+4
Listen 5 +1
Move Silently 4 +4+1
Open Lock 4 +4
Search 4 +3
Spot 5 +1
Tumble 4 +4
Survival 4 +1
Ride 1+4+1

Feats Dodge: +1 AC vs. target Foe

Companion Name: Sintan
Race: Wolf
HP: 17
Speed: 50 ft.
AC: 14 Touch: 12 FF: 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Special Attacks: Trip
Special Qualities: Low-Light Vision, Scent
Saves: F +5, R +5, W +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1
Feats: Track, Weapon Focus(bite)

Trip: A wolf that hits with a bite attack can attempt to trip the opponent (+1 check mod) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Special:
----Bonus Tricks:
-----------Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
----Link: A druid can handle his animal companion as a free action, or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
----Share Spells: At the druid's option he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be with 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on himself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).

Teachers Notes:

We should look at your stat mods again... I am coming up with:

-2
+5
+1
+3
+1
-1

Prof. M.


Posted on 2010-01-26 at 16:02:38.
Edited on 2010-02-23 at 01:26:59 by Merideth

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1st Year Student - Briar Underfoot

Name: Briar Underfoot
Age: 18
Gender: Male
Race: Halfling
Alignment: Neutral
Class: Rogue
Level: 1
Height: 3'2"
Weight: 30
Eyes: Black
Hair: Black

Abilities
STR – 16(+3)
DEX – 18(+4)
CON – 16(+3)
INT – 14(+2)
WIS – 11(+0)
CHA – 11(+0)

Other Stats
HP: 9
AC: 18
Touch AC: 15
Flat-footed AC: 14
Init: +4
Fort Save: (Racial +1)
Reflex Save: (Racial +1, Class +2)
Will Save: (Racial +1,Morale Bonus VS Fear +2)
BAB:
Grapple:
Clas Abilies:
Sneak Attack +1d6
Trapfinding

Weapon
Daggers,Punch Daggers, Sling & Bullets

Armor
Studded Leather

Equipment
Backpack, Explorer's outfit, Entertainer's outfit, Canvas,Black(2sq yd), Healer's Kit,Bedroll, Thieves' Tools, Chalk, 5pcs, Flint&Steel, Leathercraft Tools, Panflute, Rations,trail(4Day)Wineskin(Common), Waterskin, lg pouches

Skills- total mod
Appraise +3
Balance +5
Bluff +1
Climb +6
Craft (Leather) +3
Decipher Script +3
Diplomacy +1
Disable Device +3
Disguise +1
Escape Artist +5
Forgery +3
Gather Info +1
Heal (CrossedTrain) +2
Hide +8
Intimidate +1
Jump +6
Knowledge(Local) +3
Listen +1
Move Silently +8
Open Lock +6
Perform (Dance) +1
Perform(WindInst) +1
Profession(Herbalist) +1
Search +4
Sense Motive +1
Slight of Hand +5
Spot +1
Swim +4
Tumble +5
Use Magic Device +1
Use Rope dex +5

Feats
Acrobatic

Character Background/Concept:

Briar knows nothing of his early childhood or his family. He was a ward of the Bayris City Orphanage as far back as he can remember. At the age of seven he was inducted into the thieves guild there because of his size and race. For five years he served as one of their Guttersnipes. He could get into places no one else could and gather very valuable information for the guild. Whether it was trade deals, potential cargos, or other guild house secrets.
At the age of twelve Briar was sent to the leather workers guild house to begin a new career. For three more years he served as an apprentice only. Because of his size, they never granted him anything above a lonely apprentice.
He found his way in as an apprentice to the local herbalist and studied with him for another three years. Fed up with the treatment he continued to receive, he started fally back on his previous training at night.
All the while continuing his day job, he bought the materials needed and custom built his own leather armor set. while it protected him, it did have a few minor adjustment to help him at night.
It was there one fateful night while hidden among the rafters in the fighters guild that he learned of The RedWyrm School of Adventuring. He decided that's where he needed to be. He sent in a requist to the school and started saving as much of his earnings that he could in hopes of attending one day, should he be approved.

Teachers Notes:

For your stats, halflings get a -2 to STR and a +2 to DEX, thus your mods would be:

+2
+5
+3
+2
+0
+0

Also we need actual scores for your saves (base without conditional mods, although they can be noted) I am coming up with:

+4
+8
+1

And I need your languages. I believe you get two additional languages along with common and halfling.

Thanks!

Prof. M.


Posted on 2010-01-26 at 16:18:29.
Edited on 2010-02-23 at 01:40:07 by Merideth

Merideth
Muse-i-licious
RDI Staff
Karma: 182/13
3271 Posts


1st Year Student - Darkon

Male Wood Elf Ranger 1
Chaotic Neutral
Representing Foster
Strength 20 (+5)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 6 (-2)
Size: Medium
Height: 5' 7"
Weight: 140 lb
Skin: Tan
Eyes: Gray
Hair: Blond; Straight; Beardless

Total Hit Points: 9
Speed: 30 feet
Armor Class: 18 = 10 +4 [chain shirt] +4 [dexterity]
Touch AC: 14
Flat-footed: 14
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +3 = 2 [base] +1 [constitution]
Reflex save: +6 = 2 [base] +4 [dexterity]
Will save: +0 = 0 [base]
Attack (handheld): +6 = 1 [base] +5 [strength]
Attack (unarmed): +6 = 1 [base] +5 [strength]
Attack (missile): +5 = 1 [base] +4 [dexterity]
Grapple check: +6 = 1 [base] +5 [strength]
Light load:
Medium load:
Heavy load:Lift over head:
Lift off ground:
Push or drag: 133 lb. or less
134-266 lb.
267-400 lb.
400 lb.
800 lb.
2000 lb.
Languages: Common Elven
Scimitar (2) [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]
Feats:
Track [free to rangers]
Weapon Focus x1 Weapon(s):Scimitars
Traits:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 0 = +0
Balance Dex* 4 = +4
Bluff Cha -2 = -2
Climb Str* 5 = +5
Concentration Con 1 = +1
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 4 = +4
Forgery Int 0 = +0
Gather Information Cha -2 = -2
Heal Wis 0 = +0
Hide Dex* 8 = +4 +4
Intimidate Cha -2 = -2
Jump Str* 9 = +5 +4
Knowledge (nature) Int 1 = +0 +1
Listen Wis 6 = +0 +4 +2 [elf]
Move Silently Dex* 8 = +4 +4
Perform_1 Cha -2 = -2
Perform_2 Cha -2 = -2
Perform_3 Cha -2 = -2
Perform_4 Cha -2 = -2
Perform_5 Cha -2 = -2
Ride Dex 4 = +4
Search Int 5 = +0 +3 +2 [elf]
Sense Motive Wis 0 = +0
Spot Wis 2 = +0 +2 [elf]
Survival Wis 4 = +0 +4
Swim Str** 5 = +5
Use Rope Dex 4 = +4
* = check penalty for wearing armor
Your wisdom is too low to use ranger magic.

Wood Elf:
• +2 dexterity / +2 strength / -2 constitution / -2 intelligence (already included)• Immune to magical sleep
• +2 racial bonus to saves vs. enchantments
• Low-light vision
• Proficient with longsword, rapier, longbow & shortbow
• +2 racial bonus on listen, search, and spot checks
• Notice secret doors
Ranger:
• Favored enemies
• Track as bonus feat (already included)
• Combat Style
• Endurance
• Wild empathy (roll level + charisma bonus)
• Endurance (level 3)
• Animal Companion (level 4)
• Woodland Stride (level 7)
• Swift Tracker (level
• Evasion (level 9)
• Camouflage (level 13)
• Hide in Plain Sight (level 17)
Favored Enemies:
• Humanoids (goblinoid) +2
This ranger chose the two-weapon combat track.

Class HP rolled
Level 1: Ranger 8



Darkon's Equipment:
32 lb
3 lb
2 lb
5 lb

4 lb
3 lb
10 lb
2 lb
_____
61 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x1
Backpack
Bedroll
Flint and steel
Grappling hook
Rations (1 day) x3
Rope (50', hempen) x1
Torches x2

Total
More about Darkon:
Darkon was born in a small remote elven village in a grand forest. A few years before his birth the village had only elves as the inhabitants. They all worshiped Obad-Hai, which was part of why they stayed so far away from the rest of civilization and get closer to nature. Then a large group of humans suddenly came to their village and asked to join the village and told the elves that they were also followers of Obad-Hai. The elves accepted them with open arms and soon the humans were so intergrated into the village that by the time of Darkon's birth many half-elves as well as humans and elves were being born, and even the village could hardly remeber a time when they wern't all together as a group. Darkon grew up in a time of much peace and prosperity, though that did not stop his skill with blades being quite renowned around the village and he learned much of the ways around the forest and of nature. This held until Darkon's 23rd birthday. On that day there was a major arguement over the values of Obad-Hai between the two most powerful eldars on the village council, one human, one elven. This caused a major rift between the village. Most of the older elves and humans started sideing with their race and this created two sects of the religion as tensions started to rise. The people of Darkon's generation wern't sure which side to go to and started being pulled to either side which caused a tremendous strain between the freindship of many of Darkon's friends. As tensions grew fights started erupting all over the village. In fact was it not for Darkon there friendship might have ended the momment they started joining one sect or the other. Darkon was somewhat able to hold his friends together by the fact that he threatened not to join sides if they fought each other and both sides wanted him to join there side for his great fighting skills so for the most part they were civil to each other while around him, however he couldn't be everywhere all the time so inevitably fights broke out between them which only increased there animosity towards each other. This carried on until his 24th birthday. He was one of the few not to join a sect. This was mostly due to the fact that he wasn't the most studiuos when it came to their religion and simply didn't know enough about either side to choose properly and most importantly he didn't want risk losing friends in this event. His best friend Lefty also agreed with him and they both swore a secret pact not to join either sidde in this event. By his 24th birthday the fights were getting more serious and it looked like a major battle must be on the horizon that would forever affect the village. Both sides were now desprate to get more warriors, so oubviosly both sides turned there attention to him, as he was one of the very few people not in one side or the other. By half way through the year he and Lefty were the only ones not in any way connected to one side or the other, as many on the village council claimed to be neutral but were truly in the pockets of one sect. By this time both sects were unsure what to do about him so in the end to eliminate this unknown factor one sect sent a group of assassins after him... led by Lefty. the assassins were feirce and tough but in the end they wern't able to beat him and they fled fearing for there lives. one failed to escape however, and it was Lefty. Lefty begged for his life and said he was sorry but Darkon, distrustful of any more of his lies didn't listen to him, however he was unable to bring himself to kill him so Darkon cut his hamstrings and left him bound in the forest saying that if he belived in Obad-Hai enough to betray his best friend then hopefully he would have enough mercy to spare his life from the dangers of the wild. When he got back to the village and entered his room he found another group of assassins waiting for him, this time from the other sect. After Darkon beat them he decided that he felt he got the message that he was no longer welcome there, and so stole a horse, some supplies, and left the town without looking back once. He then settled in a mountainous region relativly close to the forest but far enough away to never have to deal with the villagers ever again. He started taking on the most dangerous jobs in the region and found that while he was one of the strongest, fastest elves in the village he was alot weaker than he thought compared to the groups of adventurers that would be needed to take on such jobs. After one extrodinarily close call he decided he needed more training and by chance found out about redwyrms online adventuring school and decided to pack up his bags and head out. He didn't really make bonds with the people that lived at the base of the mountains mostly due to the all around distrust he has had of all people since Lefty betrayed him. After the schism in his village and how Darkon saw that Obad-Hai did nothing to help the villagers that Darkon now scoffs at the notion of worshiping a deity and feels pity for those who do, feeling that they're god won't help them when they need it.




Posted on 2010-01-26 at 16:24:03.
Edited on 2010-01-27 at 16:42:57 by Merideth

Merideth
Muse-i-licious
RDI Staff
Karma: 182/13
3271 Posts


1st Year Student - Levanna Amaker

Character Name: Levanna Amaker
Race Halfling
Gender F
Age 16
Class: Wizard
Alignment :CN


Str:12
Dex:18
Con15
Int:14
Wis:13
Cha:18
Fort +2
Reflex +4
Will +4
BAB+0

Equipment:
Quarter Staff Damage 1d6
backpack
Leather armor
1 day ration
bedroll
Elvin boots

HP 6
AC: 15


Feat:
Silent spell

Skills:
4 ranks in spellcraft
4 ranks in knowledge arcana
4 ranks in decipher script
4 ranks in bluff

Character background: When Levanna was born she was out of control nearly burning the house down as she sent small fireballs to the furniture. Out of control she was dropped of at an Elvin sorceress’s house named Sanianta there she was raised as an elf would be raised. In fact if you were to ask Levanna what race she was she would look at you and say she was a Halfling.
Levanna learned a little bit better how to cast her spells after loosing a few more homes to the fireball. But now she wants to learn at the Redwrym school.



Posted on 2010-01-26 at 16:25:37.

Merideth
Muse-i-licious
RDI Staff
Karma: 182/13
3271 Posts


1st Year Student - Kiirnon Talren

Character Background/Concept
Kiirnon Talren grew up in a small town nestled just south of a great forest and the eastern shore of a river. The town happened to be the stopping point for many travelers and merchant caravans. It was a peaceful place but not without its flaws.

Kiirnon's mother was a seamstress and his father was one of the town's blacksmiths. He has a younger sister who has been blessed with the gifts of magic.

Kiirnon didn't have a terribly difficult childhood, but it wasn't easy either. There were a few families and merchants who accepted his family. Most of the town was pretty much indifferent toward them. However, there were members of the community that outright hated his family. Kiirnon's family happened to be of Drow heritage and it showed in their looks. Kiirnon himself had slate gray skin, grayish-purple eyes, and jet black hair with a white streak running through it. He stuck out like a sore thumb, even though he did his best, and wanted nothing more than to fit in. There were several places he was not allowed to go, stores and shops he could not enter. He was even accused various times of stealing from shops that he had never stepped foot in. Kiirnon discovered quickly enough how to hide well, and defend himself. He tried to avoid fights, but when it was inevitable he usually won, though he did take his share of beatings.

Kiirnon would listen to conversations when he was in stores, at town meetings, or just walking along the street. He learned much of his community and the people in it. He gathered a bit of information here and there from merchants about the world outside of his town and developed a yearning to explore. He developed a knack for climbing and would test his skills every opportunity he got.

His great grandfather Erudan, and the source of Kiirnon's drow heritage, had watched him grow up and saw his abilities. He recognized that despite not having the innate magig of the Drow, the boy had potential, and he meant to hone it. Erudan started training Kiirnon in the ways of the rogue when he was 14 years old. He taught him about balance and traps, and tempered his patience and reflexes. Erudan also imparted several other skills he would need to be successful. Kiirnon enjoyed the lessons he learned from his great grandfather and found them to be a distraction from the troubles he faced in the town. Kiirnon would help Erudan on any jobs he was able to. Soon he was sent to take on his own small jobs, with Erudan always watching. Of course the mentor had to test his apprentice and observe his progress.

One night Erudan sent Kiirnon on a simple mission to steal the ledger of a merchant in a town not far away. The task was a bit more difficult then Kiirnon had expected, but he was patient. He made it into the merchant's office and picked the lock on the desk. He opened the drawer and pocketed the ledger, but something had caught his eye where the ledger was just sitting. It was an envelope with his name on it. It had a wax seal with the crest of a red dragon on it. He opened itto discover what looked like an invitation. He quickly placed the letter in his cloak, closed the desk drawer and returned home. When he returned home he pulled the letter back out and read it. It was an invitation to attend a school. The Red Wyrm School of Online Adventuring. He showed the letter to Erudan. After much contemplation, Erudan suggested that Kiirnon should go. He thought it would give Kiirnon the chance to see what was beyond the river valley, to gain valuable life experience, and most of all find a place where he could possibly fit in.


Character Sheet

Name: Kiirnon Talren
Gender: Male
Race: Half-elf
Age: 24
Alignment: Chaotic Neutral
Class: Rogue 1
Level: 1
Deity: None
Height: 5'8"
Weight: 139
Eyes: Grayish-purple
Hair: Jet Black and white


Abilities
STR – 12 (+1)
DEX – 15 (+2)
CON – 13 (+1)
INT – 17 (+3)
WIS – 14 (+2)
CHA – 12 (+1)

Other Stats
HP – 7
AC – 14
Touch AC – 12
Flat-footed AC – 12
Init – +2
Fort Save – 1
Reflex Save – 4
Will Save – 2
BAB – 0
Grapple - 1

Racial abilities
Immunity to sleep spells & similar
+2 racial bonus save against enchantments
Low light vision
Base speed: 30
+1 racial bonus to Listen, Spot, and Search
+2 racial bonus to Diplomacy and Gather Info
Elven Blood

Class abilities
Sneak Attack +1d6
Trapfinding (search for traps)

Languages
Common
Elven
Halfling
Orc
Undercommon

Weapons/Equipment
Rapier: ab: +1 dam: 1d6+1 crit: 18-20/x2 2 lbs. piercing
Dagger: ab: +1(melee) +2(ranged) dam: 1d4+1 crit: 19-20/x2 range: 10ft 1 lbs. piercing & slashing
Shortbow: ab: +2 dam: 1d6 crit: x3 range: 60ft 2 lb. piercing
----------Arrows (20) 3 lbs.
Leather Armor: AC: +2 Max Dex: +6 AC Pen: 0 Speed: 30 15 lbs.

Backpack 2 lbs.
Belt Pouch (x2) .5 lb.
Thieves' Tools 1 lb.
Explorer's Outfit 8 lbs.
Chalk (x3)
Flask 1.5 lbs.
Flint & Steel
Grappling hook 4 lbs.
Steel Mirror .5 lb.
Waterskin 4 lbs.
Whetstone (x2) 1 lbs.
Mint Leaves
0P 20G 9S 0C

Total Weight Carried: 47 lbs

Carrying Capacity
Light Load: 43 lbs
Medium Load: 86 lbs
Heavy Load: 130 lbs
Lift over Head: 130 lbs
Lift off Ground: 260 lbs
Push/Drag: 650 lbs

Skills
Balance 6
Climb 5
Disable
Device 7
Gather
Information 5
Hide 8
Jump 5
Listen 5
Move
Silently 8
Open
Lock 6
Search 6
Spot 3
Tumble 6

Feats
Stealthy: +2 bonus on Hide and Move Silently checks


Posted on 2010-02-14 at 17:33:20.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


1st Year Student - Stonier Grant Rocca Steward Deboliva

CHARACTER NAME Stoney
PLAYER Odyson
RACE Gnome

Skin Dark Tan

Hair Sandy Brown

Eyes Pale Blue

Height 3' 11"

Weight 45lbs

Age 50

CLASS AND LEVEL 1 Rogue / 1 Fighter
ALIGNMENT Neutral Good
STR 14 +2
DEX 14 +2
CON 14 +2
INT 12 +1
WIS 15 +2
CHA 10 0
FORT 4
REFLEX 4
WILL 2

INT 2
TOUCH 13
FLAT FOOT 11

HP 14
AC 13

Balance +2 (2+0+0)
Bluff +5 (3+2+0)
Climb +5 (3+2+0)
Craft
(Weaponsmithing) +3 (2+1+0)
Craft
(Gemcutting) +3 (2+1+0)
Decipher Script +2 (2+0+0)
Disable Device +5 (3+2+0)
Disguise +4 (2+2+0)
Escape Artist +6 (3+3+0)
Forgery +2 (2+0+0)
Gather Information +2 (2+0+0)
Handle Animals +2 (2+0+0)
Hide +7 (3+4+0)
Jump +5 (3+2+0)
MoveSilently +2 (2+0+0)
Spot +5 (2+3+0)
Swim +2 (2+0+0)

ITEM PG.
Explorer's outfit
Arrows (100)
Artisan's tools
Backpack (empty)
Candle 2
Chalk, 2
Climber's kit
Flask
Flint and steel

Thieves tools
Pouch, belt
Whetstone
Rope, silk (50 ft.)

Studded leather armor
Sword, short
Handaxe
Shortbow, composite
2 x Dagger, punching

Feats
Dodge
Armor Proficiency (heavy)
Armor Proficiency (light)
Armor Proficiency (medium)
Martial Weapon Proficiency
Shield Proficiency
Simple Weapon Proficiency
Tower Shield Proficiency
Two - Weapon Fighting

Languages
Goblin
Common
Gnome

Rogue Abilities
Sneak attack +1d6
Trapfinding

Gnome Abilities
Low-light vision
+2 save vs illusions
+1 attack vs kobolds and goblinoids
+4 dodge vs giants
1/day 'speak with animals' as level 1 caster
1/day - dancing lights, ghost sound, prestidigitation (int 10+ required)
+1 extra save vs. gnomish illusions

“My father is Rocca DeBoliva of clan DeBoliva, my mother was Jillian of Clan Barackathal. They had grown up together in the clanhold of Barackathal. My mother’s father was the representative of the clanhold to the Granitehome Warren. My Grandfather , Grant DeBoliva, commanded the Breachgnomes and my father trained as a guard of the warren, our clan was responsible for the defense of the warren.

My parents had known early, even before their coming of age that they would marry. The year they reached their fiftieth birthday they married. They were married for nearly 50 years when we had a son, me, Stonier.

As Rocca trained as a guard, Jillian raised me and taught me of arts and crafts. She said I had a way with wood, stone and meal that few ever have. By the time I was twenty I could make fine musical instruments and the best bows and spears our warren possessed.

But then the call came to all that live in the land to aid the King of the Humans. A powerful Mage was testing his might and brought evil things against those that live in the Kingdom. Groups of Ogres, Trolls, Goblins and Gnolls attacked randomly. My Grandfather and my father took a company of our best Breachgnomes to help the King rid the land of this menace. My Grandfather was given command over several of the Kings companies and my father was given command of our company of Gnomes. The King’s army was successful in killing or driving out the Mage’s forces. Our soldiers returned to Granitehome. When they arrived they discovered that a group of retreating Gnolls had just attached Barackathal and several Gnomes were caught outside the warren and capture. My mother and I were among them. My father lead the patrol to track down Gnolls and free us.

When the Gnolls had stopped for the evening they placed a light guard on us, they must have thought that because we were small we could not escape. My mother and the others had loosen thier bonds and had loosened mine too. She told me she had spotted several badger holes near by and that we would make for them and hide with the badgers. Mother said that we had to hide in separate burrows and then make our way back to warren on our own. We were to sneak as quietly as possible so as not to lead the Gnolls to the Gnomes. What mother didn’t tell me was that all of the gnomes had agreed they would create the diversions so I could escape.

I found the burrow and crawled inside to find the badger. Even though I was only half grown I still had learned to talk with some of the forest animals. The badger lead me deep under ground and through its network of tunnels, she was able to get me nearly a quarter league away from the Gnolls. But she would not let me leave until she was sure it was safe for me. I stayed two days in the burrows before I was able to surface and start my journey home.
I didn’t know that the privious morning my father came upon the campsite the Gnolls had used the nights before.

He found the remains of our people. They had been taken as food. He found Jillian’s clothes and buried them, but found no sign of me. All the others were accounted for, he ordered the patrol to return to Granitehome in case the Gnoll had doubled back. Although they protested he insisted and commanded them to return. He told them he would fellow, that he wanted to be sure the graves were safe. When they were gone he removed his helm and armor plate. Throwing them on the ground, he shouted, “What good have these? I should have been home guarding the warren, my Jillian and my Stonier would still be alive.” He dropped to his knees and swore on his wife’s grave he would not rest until he had freed our people from those Gnolls.

That is when the insanity took him. He took up his spear and sword and tracked that party of Gnolls. One by one he caught and killed them. He gutted each them and buried the contents of there stomachs. Then for thirty years he has continues to range the frontier lands tracking Gnolls, killing and gutting them, seeking revenge for the son he never found. He has become a known as “Gnollsticker”.

My father never knew that I lived. And it was only from the stories of the forest creatures that I learned of my father’s pledge. My Grandfathers did the best they could to raise me. One teaching the social arts and the other the defensive arts. Although I completed the training as a Breachgnome I never abandoned the arts and crafts that I learned from my mother. Those are what keep her in my heart. In time I applied those skills to weapon making. I felt that if a weapon were a thing to treasure then it would used sparingly and with great judgement.

Now I have grown strong and now have reached my coming of age. My goal is to use the skills my family has taught me to find my father. To ease his suffering and guilt and to bring him home. But I don’t have the adventures skills I need to search him out. So using the money I have earned from the gems I have cut and the weapons I have made, I am enrolling in RedWyrm.


Posted on 2010-05-31 at 01:47:16.
Edited on 2010-06-23 at 00:54:02 by Odyson

   
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