Our Adventurers Are... (Character Thread)

Everhome is a world full of adventure and glory. Only the brave dare to seek it. Are you among them?

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Sir Daggerford
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Our Adventurers Are... (Character Thread)

Post Sat Apr 02, 2016 3:23 pm

This thread is specifically for asking questions about character creation, posting created characters, and edited said characters appropriately later on in the game when they get injured, receive experience points and treasure, and the like.

For the most part, I'll be taking care of editing characters appropriately during the game (adding any wounds they get, experience points, treasure, subtracting any rations they eat, money they spend), just because I want to keep everything on the same page and in order.

As far as character creation goes, we'll be using core rules only. You may arrange your ability score rolls to taste, depending on what class/race you wish to play. I'm also enforcing the no repeats rule, which means I'd like to not have two characters of the same class (which means well hopefully end up covering all four of the core class in some way, even if it is through combination classes). Multiple characters of the same race are fine. This rule will be enforced on a first come, first serve basis.

You don't need to write out a long background for your character (though you can if you wish), but at least few sentences would be nice.

I'll be posting a short description of the game world in a bit, so you may want to wait to create a background until I've got that posted. However, the main thing you'll want to note is that Elves and Dwarves are fairly rare in the game world, and that those who do exist live in small communities among humans (rather than having nations of their own).
"Hide behind the mound of dead Bards!" -Flynn the Fine, Gamers: Dorkness Rising

An ex-parrot pining for the fjords, of course!
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arcbolt21
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Re: Our Adventurers Are... (Character Thread)

Post Sat Apr 02, 2016 4:21 pm

Let's see what the dice rolls are!
6, 13, 12, 15, 14, 9

Well, looks like I can be an Elf Fighter/Magic-User then, taking a hit to Wisdom but not bad

Cael the Elf Swordspell
Elf Fighter/Magic-User
Str 14 (+1) Int 15 (+1) Wis 6 (-1) Dex 9 (0) Con 13 (0) Cha 12 (0)
HP 6
AC 15
Ray/Poison 12, Wands 11, Para/Petrify 12, Breath 15, Spells 13
Spells - Read Magic, Shield
Coin - 26 gp, 3 sp
Equipment - Longsword, +2 Atk, 1d8+1, Chainmail, Backpack, Common Outfit, Hemp Rope, Waterskin x3 (6 days water), Spellbook, Dry Rations (7 days).

BACKGROUND

Raised in a semi-secluded elven vale within the Kingdom of Tealland, Cael heard tales of the old world before the fall of Everhome. His own family known among the people of the vale as fine weavers of spell and swordplay, Cael took to the art with gusto, dreams of helping push back the darkness filling much of his youth. But with age he knows that he will also need allies and supplies to help spread the small points of light (or at least protect his homeland) against the evils of the world.

Cael stands at a a tall (for elven standards) 5'3" and wields a longsword that was forged by a close relative, wearing hand-me-down chainmail and hoping that he may soon strike against the shadow.
Last edited by arcbolt21 on Wed Apr 06, 2016 2:57 am, edited 3 times in total.
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Rhialto
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Re: Our Adventurers Are... (Character Thread)

Post Sat Apr 02, 2016 4:35 pm

Arkus
Human Thief
Level 1 [0 xp]

Strength 10 (+0 to hit in melee and damage)
Intelligence 11 (+0 vs. illusions, no bonus languages, can read and write normally)
Wisdom 6 (-1 to save vs. mind affecting spells)
Dexterity 16 (+2 to missile attacks, AC and initiative)
Constitution 8 (-1 to hp per level and saves vs. poison)
Charisma 13 (+1 to reaction rolls, number and loyalty of retainers)

Hitpoints: 1 (roll of 1)
To hit: melee +1, missile +3
AC 15 (leather armor AC 13, +2 Dex)
Saving throws:
- Death ray or poison 13 (-1 Con vs. poison)
- Magic wands 14
- Paralysis or petrify 13
- Dragon breath 16
- Spells 15
Languages: Common
Racial abilities:
- 10 % bonus to xp earned
Class abilities:
- Open locks 25 %
- Remove traps 20 %
- Pick pockets 30 %
- Move silently 25 %
- Climb walls 80 %
- Hide 10 %
- Listen 30 %
- Sneak attack +4 & double damage on surprised opponent

Equipment (from 90 gp starting money):
- 15 lb leather armor
- 1 lb clothing
- 1 lb cloak
- 3 lb rapier (short sword; +1, 1d6)
- 1 lb dagger (+1, 1d4; thrown: +3, 1d4, range 10 / 20 / 30)
- 0 lb sling (+3, 1d4 with bullets, range 30 / 60 / 90)

- 0 lb belt pouch
- 1 lb 7 sling bullets

- 0 lb belt pouch
- 0 lb bag of chalk
- 1 lb tinderbox, flint, and steel
- 0 lb cash (3gp, 6sp)

- 0 lb backpack
- 1 lb thieves tools
- 0 lb candles, 12
- 0 lb large sack
- 14 lb dried rations, 7 days
- 4 lb 2 waterskins filled with water (4 days water)

Load: 42 lbs / light load
Movement: 30' in leather armor

Background:
Arkus grew up an orphan in the slums of the port city of Corias in the Principalities of Jeraf.
His only memory of a "family" are the gang of street kids he grew up with.
He learned to beg, steal and cheat from an early age to survive.
When he grew older, he became a bravo - a guard or enforcer working for lordlings, merchants, or crime lords.
Arkus lives by the bravo's code of honor, which - among other things - requires avenging every insult and being unfailingly corteous to women (even while you rob them).
He believes that stealing from poor is beneath him, but has no qualms taking from the rich, unless they are known to be charitable

A few weeks ago, more by luck than skill, Arkus killed the son of a major underworld figure in a drunken duel.
After sobering up, Arkus panicked and hurriedly left his hometown - for the first time in his life.
He does not know whether anybody is actually searching for him to avenge the killing.
Arkus is now looking for gainful employment since his funds are running low.
Last edited by Rhialto on Wed Apr 06, 2016 5:45 am, edited 1 time in total.
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Sir Daggerford
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Re: Our Adventurers Are... (Character Thread)

Post Sat Apr 02, 2016 9:49 pm

@arcbolt: looks good.
@Rhialto: looks good too. As far as a city goes, the City of Corias in the Principalities of Jeraf would work well.

Also, please note. Dry rations are seven days worth of food. Water skins can hold two days worth of water.
"Hide behind the mound of dead Bards!" -Flynn the Fine, Gamers: Dorkness Rising

An ex-parrot pining for the fjords, of course!
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Hexamer47
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Re: Our Adventurers Are... (Character Thread)

Post Sun Apr 03, 2016 5:22 am

Name: Barros
Race: Human
Class: Fighter
Level: 1
XP: 0

Strength: 15 (+1 to hit in melee and damage)
Intelligence: 8 (-1 penalty; cannot read or write and only knows common language)
Wisdom: 12
Dexterity: 12
Constitution: 15 (+1 hp per level and +1 vs Poison)
Charisma: 10

Hitpoints: 8 (roll of 7 +1 CON bonus)
To hit: melee +2, missile +1
AC 16 (Chain & Shield)

Saving throws:
- Death ray or poison - 12
- Magic wands - 13
- Paralysis or petrify - 14
- Dragon breath - 15
- Spells - 17

Belt Pouch: 3gp, 3sp
Languages: Common
Racial abilities: +10 % XP Bonus

Equipment: (Armor & Weapons) - (from 110 gp starting money):
Chain Mail (AC15) - 40lbs
Shield (AC1) - 5lbs
Long Sword (1d8+1 damage) - 4lbs

Equipment (Other):
Back Pack, Dry Rations (7 days) - 14lbs, 2 Waterskins - 4lbs (4 days water), Cloak - 1lbs, 12 Iron Spikes - 1lbs, 2 Flasks of Oil - 2lbs, 50' Hemp Rope - 5lbs, Tinderbox, Flint & Steel - 1lbs, 1 Large Sack, 2 Small Sacks

Max Load (165 lbs)
Current Load (77 lbs) - Light Load
Movement: 20' (light); 10' (heavy)

Background:
Barros was orphaned at a young age when the village he lived in was attacked by maurading humanoids Both his parents were local Inn Keepers in the village and were killed in the ensuing attack. A local retired Adventurer, who aided in fighting off the humanoid incursion took the orphaned Barros under his wing. Barros's new mentor taught him survival and use of the sword as that was what all he knew. After his mentors passing from the world, Barros set forth into the the world to find his own path and seek the fortune and glory that he had heard of in the tales told to him by his mentor.
Last edited by Hexamer47 on Tue Apr 05, 2016 2:46 am, edited 1 time in total.
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kg8jk
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Phelan

Post Mon Apr 04, 2016 8:02 pm

Name: Phelan
Race: Dwarf
Sex: Female Age: 22
Class: Cleric
Level: 1

Str: 17 (+2)
Int: 12
Wis: 12
Dex: 14 (+1)
Con: 13 (+1)
Cha: 10

AC: 13 (Leather Armor)
HP: 6

War Hammer (1d6)
Sling with 20 stones (1d3)

Backpack
Bedroll
Belt w/pouch
Flint & Steel
Hooded Lantern
3 pints oil
One week trail rations (7 days)
Sacks (3 sm 1 lg)
3 waterskins (6 days water)
3 torches
10 foot pole (split into three sections, screws together)
50ft rope
Holy water (1 vial)
Iron Crucifix
3 spikes
Small steel mirror

$= 3 gp, 5 sp, 3 cp

Phelan doesn't speak of her past and when questioned her answers tend to be vague and terse. She wears an iron ring (very ornate with a strange stone set in the center) on her left hand. She has dark black hair that she wears in a single tight braid that falls down the center of her back and reaches just past her belt. She takes ale and other strong drink but never to the point of inebriation. Her sense of humor is very dry. She rarely laughs and only seems to smile when she has made a substantial dent in a foe's hide with her war hammer.
Last edited by kg8jk on Wed Apr 06, 2016 5:02 am, edited 4 times in total.
Phelan
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Sir Daggerford
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Re: Our Adventurers Are... (Character Thread)

Post Tue Apr 05, 2016 10:59 pm

Okay everybody. I think we are ready to start the actual game now. From this point, I'd like all OOC discussion to be kept to the OOC discussion thread, and this thread only be used to edit characters and the like.

Thanks

I'll start the first chapter of the game tonight or tomorrow. It'll have the basic set-up for the beginning of the campaign.

Also, I will be moving most of the non-"character sheet" posts from this thread to the OOC discussion, so that all of the actual characters will be on one page.
"Hide behind the mound of dead Bards!" -Flynn the Fine, Gamers: Dorkness Rising

An ex-parrot pining for the fjords, of course!
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Blood axe
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Re: Our Adventurers Are... (Character Thread)

Post Sat May 21, 2016 12:00 pm

Name: Blackthorn

Race: Elf

Class: Fighter /Magic user

HP 6
AC- 17 chainmail, DEX +2

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

XP:

Languages-Common, Elf

Equipment:

chainmail
great axe
dagger
backpack
waterskin (2 days water)
rations (7 days)
9gp

Spellbook:- read magic, sleep

Blackthorn is a dour soul. Wars and tragedy have taken most of his family and kin and he has wandered as a mercenary ever since. He searches for his lost brother Silverleaf, who has been missing for years after he disappeared with a group of adventurers.
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To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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Blood axe
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Re: Our Adventurers Are... (Character Thread)

Post Fri Jun 17, 2016 1:10 pm

Blackthorn spends another lonely night in the Tavern nursing his ale.....
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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Hexamer47
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Re: Our Adventurers Are... (Character Thread)

Post Sat Jul 09, 2016 1:13 am

Looks like this one is dead in the water my friends. :cry:
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