Player Characters of High Fantasy

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Revision as of 08:18, 16 April 2012 by 70.129.196.175 (talk) (Don Eduardo de Castilla)
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PCs for the Wilderlands of High Fantasy campaign.

Player Characters

Erebus the Black

Description: Erebus is a gaunt man with dark circles under his eyes, a sonorous voice, and a carefully trimmed and oiled beard. He enjoys arcane lore, nubile concubines, the strange dreams brought on by the blue lily Nymphaea, and rolling around on piles of money. He worships some vaguely defined chaos gods, whose names I will probably draw from the Elric stories, but he's more interested in making offerings in hope of future favors than truly devout faith.

Characteristics

  • Magic User 1, Medium
  • XP: 0/1250
  • Alignment: Chaotic

Attributes

  • STR 10
  • INT 16 +2
  • WIS 9
  • DEX 11
  • CON 13 +1
  • CHR 10

Combat Stats

  • AC: 9
  • HP 5/5
  • Move: 120
  • Saving Throws:
    • Death Ray or Poison: 13
    • Magic Wands: 14
    • Paralysis or Turn to Stone: 13
    • Dragon Breath: 16
    • Rod, Staff, or Spell: 15
  • Spellbook
    • Level 1: Charm Person, Detect Magic, Read Languages, Read Magic, Shield, Sleep x1
  • Languages
    • Common
    • Tlalic
    • Orichalan

Gear & Treasure

  • Encumbrance: 257
  • Weapons: Quarterstaff, Ridiculous Silver Dagger w/ Chaos Runes etc.
  • Gear: Backpack, 2 weeks standard rations, Tinderbox/Flint & Steel, Torches, Waterskin, Wineskin (with wine), Crowbar, Belt Pouch
  • Coins:
    • PP 4 (FOREIGN)
    • GP 16 (CSIO)
    • EP
    • SP 5 (CSIO)
    • CP
  • Treasure

Kajama One-Eye

  • Description: Kajama is a tall blonde woman, whose one eye stares out of a badly scarred face.
  • Background: Run out of her home village for wanting to fight like the men, Kajama signed on with a band of mercenaries shortly afterwards, travelling with them south to the City-State of the Invincible Overlord.

Characteristics

  • Fighter 1
  • XP: 0
  • XP for Next Level: 1000
  • Alignment: Chaotic

Attributes

  • STR 15 +1
  • INT 16 +2
  • WIS 5 -2
  • DEX 10
  • CON 11
  • CHR 6 -1

Combat Stats

  • AC
  • HP 8
  • Move 30'
  • Saving Throws:
    • Death Ray or Poison 12
    • Magic Wands 13
    • Paralysis or Turn to Stone 14
    • Dragon Breath 15
    • Rod, Staff, or Spell 16


Race and Class Abilities

  • Specialisation: Versatile
  • Free man-at-arms
    • Emili Lansgard, an ex-slave Kajama freed during her time with the mercenaries. Her 'spear' is really just a long stick with a pointy rock tied to one end, but Kajama has been planning on getting her an actual weapon at some point.
    • AC:7 HD:1; HP: 8; AT: 1; Dam: 1d6; Morale: 10; Gear: Leather Armour, Spear, Backpack, 7 days rations.


Languages:

  • Common
  • Elven
  • Skandik

Gear & Treasure

  • Encumbrance 113.5lb
  • Armor:
    • Plate
    • Shield
  • Weapons
    • Sword
    • Longbow
  • Gear
    • Backpack
    • Bedroll
    • Blanket
    • Mirror
    • Tent
    • Tinder
    • 6 torches
    • 2 waterskins
    • 10' pole
    • 2 weeks iron rations
    • 50' of rope
    • Quiver w/- 20 arrows done with weapons
    • High leather boots
    • Long cloak w/- hood
    • Armiger quality tunic & pants
    • Gloves
    • Armiger quality hat
    • Belt
  • Coins: (CSIO)
    • GP1
    • EP1
    • SP
    • CP2
  • Treasure

Mira, Daughter of Odin

Mira was born in the middle of a fierce winter storm and held by her Clan as touched by the Gods. She is a tall dark haired beauty with a mean streak a mile wide and a voice like a rusty saw. Her Clan was more than happy to see her off on "the ranging", the test of adulthood where youngsters set off to make their fortune in the world.

Characteristics

  • Cleric, Level 1
  • XP: 0/750
  • Alignment: Chaotic

Attributes

  • STR 8 -1
  • INT 9
  • WIS 14 +1
  • DEX 13 +1
  • CON 15 +1
  • CHR 6 -1

Combat Stats

  • AC 4
  • HP 7
  • Move 20 (encounter) 60 (turn)
  • Saving Throws:
    • Death Ray or Poison 11
    • Magic Wands 12
    • Paralysis or Turn to Stone 14
    • Dragon Breath 16
    • Rod, Staff, or Spell 15


Race and Class Abilities

Turn Undead Skeletons 7, Zombies 9, Ghouls 11

Bind Wounds 1d4HP, 1/wound

Languages:

Common

Gear & Treasure

  • Encumbrance 80lbs
  • Scale Mail and Shield (60gp) Enc 50
  • Mace (-1/d6-1)(5gp), Spear (-1, d6-1)(3gp) Enc 11
  • Backpack (2gp), Bedroll (0.1gp), Flint and Steel (2gp), 5 days of Trail Rations (2.5gp), Holy Symbol (1gp), 3 Flasks of Oil (0.3gp), Waterskin (1gp), Scroll of Bless

Enc: 19

24gp spent on hiring the Brothers Grimm

  • Coins (in local currency):
    • GP 8
    • EP
    • SP 1
    • CP
  • Treasure
  • Hirelings: Pietor and Alexi Grimm

AC:8, HD: 1, HP: 6, Att: Javelin 1d4 or short sword 1d6. Gear: 3 javelins, short sword, shield, carved animal totem

Given Mira's Charisma they have a rather terrible Morale of 6.

Quentiy 'Silvertongue'

  • Background: Quentiy was sworn to the Cult of Huitaca after a night of drunkenness by her parents. Long, drug-fueled rites there have left her unable to apply her physical strength to any real degree, so she comes across as surprisingly weak for how she looks and moves. Now, Quentiy comes from faraway lands to spread Huitaca's message of Being Excellent to One Another, and Party On, Dudes! (Well, ok, mostly the second one).

Characteristics

  • Cleric 1 (of Huitaca), Acolyte
  • 0/750 xp
  • Chaotic

Attributes

  • STR 3 (-3)
  • INT 12
  • WIS 15 (+1)
  • DEX 15 (+1)
  • CON 9
  • CHR 17 (+1 Reaction Adjustment)

Combat Stats

  • AC 4 (5 from armor, -1 for Dexterity)
  • HP 6
  • Move 60'(turn), 20' (encounter)
  • Saving Throws:
    • Death Ray or Poison 11
    • Magic Wands 12
    • Paralysis or Turn to Stone 14
    • Dragon Breath 16
    • Rod, Staff, or Spell 15


Race and Class Abilities:

  • Turn Undead: Skeleton 7, Zombie 9, Ghoul 11
  • Bind Wounds: 1d4 hp, 1/injury


Languages:

  • Common (Reads and Writes)


Gear & Treasure

  • Encumbrance: Metal Armored
  • Armor: Chain Mail (AC 5)
  • Weapons: Sling (30 stones), Club
  • Gear: Holy Symbol, 1 Quart of "Holy Water" AKA Wine, 2 Wineskins (one containing the wine), Small steel mirror, Backpack, Scroll of Bless, 1 Week Standard Rations, Pouch of Nitch (Slave Sleep?)
  • Coins
    • GP: 9 (CSotIO)
    • EP
    • SP: 4 (CSotIO)
    • CP
    • BP: 36 (CSotIO)
  • Treasure

Vozon the Vulgar

  • Description: Vozon is a slim, nondescript man with dark hair and pale skin.
  • Background: Vozon was once a journeyman locksmith. Now he seeks to make his way via a lifestyle of creative acquisition.

Characteristics

  • Class, Level, & Title: Thief, 1, Apprentice
  • XP: 0 (+5% bonus to earned XP)
  • XP for Next Level: 600
  • Alignment: Unaligned

Attributes

  • STR: 14 (+1 to hit, damage, and opening doors)
  • INT 11 (Reads/writes native languages)
  • WIS 11
  • DEX 13 (+1 to hit w/ missiles, -1 AC bonus)
  • CON 8 (-1 hp per hit die)
  • CHR 11 (4 max retainers, 7 morale of same)

Combat Stats

  • AC: 6 (Leather Armor, DEX 13)
  • HP: 3
  • Move: 120/40/120
  • Saving Throws:
    • Death Ray or Poison: 13
    • Magic Wands: 14
    • Paralysis or Turn to Stone: 13
    • Dragon Breath: 16
    • Rod, Staff, or Spell: 15


Race and Class Abilities

    • Open Locks: 95
    • Find/Remove Traps: 0
    • Pick Pockets: 20
    • Move Silently: 40
    • Climb Sheer Surfaces: 12
    • Hide in Shadows: 20
    • Hear Noise: 1-2


Languages: Common, Dwarven
Gear & Treasure

  • Encumbrance
  • Armor:
    • Leather Armor
  • Weapons:
    • Sword (normal) 1d8
    • Dagger (1d4)
    • Crossbow (1d6)
    • Case w/ 30 quarrels
  • Gear:
    • Thieves' Tools
    • Water Skin
  • Coins:
    • GP: 1 (non-CSIO)
    • EP: 0
    • SP: 0
    • CP: 0
  • Treasure

Vesius

  • Description: Dark brown hair with a strong face and piercing blue eyes, Vesius wears tan robes with a dagger at his belt.
  • Background: Born from a distant land, Vesius was driven out from his lands due to his heretical belief that mortals should be free of divine interference. Hec worships the Nameless One, a mysterious deity that only intered to oppose the actions of other deities in the mortal realm. Vesius hopes to find power and magic to challenge the gods themselves and deny them presence in the mortal realm.

Characteristics

  • Class, Level, & Title: Magic-User, 1, Medium
  • XP: 0 XP for Next Level: 1250
  • Alignment: Neutral

Attributes

  • STR 10
  • INT 13 +1
  • WIS 11
  • DEX 10
  • CON 8 -1
  • CHR 13 +1

Combat Stats

  • AC 9
  • HP 3
  • Move 120'
  • Saving Throws:
    • Death Ray or Poison 13
    • Magic Wands 14
    • Paralysis or Turn to Stone 13
    • Dragon Breath 16
    • Rod, Staff, or Spell 15


Race and Class Abilities Spells: Charm Person Detect Magic Read Languages Read Magic Protection from Evil cast 1/day
Languages: Common, Orichalan
Gear & Treasure

  • Encumbrance 94
  • Armor
  • Weapons

Normal dagger

  • Gear

Backpack 2 weeks iron rations Mirror (hand-sized, steel) Lantern Flask of oil x 3 Rope (50' length) Sacks, small x2 Sacks, large Water/wine skin Hammer (small) Iron spikes (12) Tinder box (flint & steel) Holy Water (1 vial)

  • Coins:
    • GP 4
    • EP
    • SP
    • CP
  • Treasure

Jaheel

  • Description: Brick red skinned man, dressed in rough furs and leather with a weatherbeaten face. Lean and hungry looking, very taciturn.
  • Background:

Characteristics

  • Class: Fighter, Level: 1, Veteran
  • XP:0 XP for Next Level: 1900
  • Alignment: Neutral

Attributes

  • STR 14
  • INT 9
  • WIS 8
  • DEX 12
  • CON 13
  • CHR 6

Combat Stats

  • AC 7
  • HP 9
  • Move 120'
  • Saving Throws:
    • Aimed Magic Items 16
    • Breath Weapons 17
    • Death, Paralysis or Poison 14
    • Petrifaction, Polymorph 15
    • Spells for unlisted categories 17


Race and Class Abilities No specialisation

Every time a fighter kills a foe he gets a free attack. He also gets attacks x lvl against foes with 1HD (or lower)


Languages:Common
Gear & Treasure

  • Encumbrance
  • Armor Leather
  • Weapons Spear, Dagger, Sling and 30 stones
  • Gear Backpack, bedroll,waterskin, 7 day's normal rations, tinderbox, 6 torches
  • Coins:
    • GP 6
    • EP
    • SP 5
    • CP
  • Treasure

Henchmen

Blank Character Sheet

name

  • Description: .
  • Background:

Characteristics

  • Class, Level, & Title:
  • XP: 0 XP for Next Level:
  • Alignment:

Attributes

  • STR
  • INT
  • WIS
  • DEX
  • CON
  • CHR

Combat Stats

  • AC
  • HP
  • Move
  • Saving Throws:
    • Death Ray or Poison
    • Magic Wands
    • Paralysis or Turn to Stone
    • Dragon Breath
    • Rod, Staff, or Spell


Race and Class Abilities Spells:


Languages:


Gear & Treasure

  • Encumbrance
  • Armor
  • Weapons
  • Gear
  • Coins:
    • GP
    • EP
    • SP
    • CP
  • Treasure