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Post by Yimzin on May 11, 2011 15:00:12 GMT -4
Post your characters here.
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Post by Ferahgo on May 16, 2011 13:00:11 GMT -4
Calandrel Everwhisp, an Elf of 110 years, is the youngest son of an Aide to Perishial Kalissreavil, the elvish ambassador to Korvosa. Wanting his son to carry on his race's proud arcane heritage, Calandrel was sent to The Academae, Korvosa's foremost college of magic.
The year before he was due to graduate from the Academae, he was accused of murder. This caused him to be expelled from the Academae and a sentence of torture then death. His father begged the Ambassador to aide him, and he did. The ambassador discovered that the key witness had been bribed to lie, and Calandrel was set free.
Now expelled from the Academy, Calandrel to took learning swordplay from the compound guards. After a few months of learning, he had blended his swordplay and spellwork into something all his own. His father presented him with a fine Scimitar of Elvish make, saying that he had felt a peculiar sensation when he had picked it up at the smithy. He gave Calandrel his blessing to set out into the world, and so he did. He now seeks the man who ruined his life, the Crime Lord Gaedren Lamm.
Calandrel Everwhisp NG Elf Magus (Bladebound) 1 Traits: Focused Mind, Dropout, Heirloom Weapon, Deft Dodger Init: +2 Perception: +2 Concentration: +6
AC: 16 Touch: 12 F-F: 14 (+2 Dex, +4 Armour) HP: 12 (1d8+4) Fort: +5 Ref: +3 Will: +2 Defensive Abilities: Immune to Magical Sleep, +2 vs. Enchantments
Speed: 30 Melee: Masterwork Scimitar +4 (1d6+2, 18-20 x2) Ranged: Spells Prepared: CL 1 1st - Shocking Grasp, Vanish (DC 14) 0 - Detect Magic, Light, Read Magic Special Attacks: Arcane Pool 4/day
Stats Str: 14 Dex: 15 Con: 16 Int: 17 Wis: 11 Cha: 11 BaB: +0 CMB: +2 CMD: 14 Feats: Additional Traits Skills: Climb +4, Knowledge (Arcana)+7, Knowledge (Dungeneering)+7, Spell craft +9, Swim +4 Languages: Common, Elven, Draconic, Sylvan, Celestial SQ: Spell Combat, Cantrips Gear: Alchemist's Fire, Scroll of Feather fall, Chain shirt, Spellbook, Backpack, Bedroll, Bulls Eye Lantern, 2 Pints of Oil, 5 Rations, Waterskin, Whetstone
Spellbook:
0-Level (DC: 13) Acid Splash Arcane Mark Dancing Lights Daze Detect Magic Flare Ghost Sound Light Mage Hand Open/Close Prestidigitation Disrupt Undead Ray of Frost Read Magic Spark
1st Level (DC: 14) Chill Touch Colour Spray Enlarge Person Jump Shield Shocking Grasp Vanish
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Post by Yimzin on May 16, 2011 15:38:24 GMT -4
Once the four of your have your characters posted we'll start unless others wish to join.
Please have them posted by tomorrow.
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Post by Veritas on May 16, 2011 16:06:15 GMT -4
I'll have mine up tonight.
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Post by joviality on May 16, 2011 16:41:23 GMT -4
Considering a bit of tweaking, not sure if the sniper build is super viable... will have it finished by tonight.
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Post by Veritas on May 16, 2011 22:41:28 GMT -4
Iaur-Turil was once the head librarian of a major library in Kyonin. He was informed to take "a decade or two" in vacation after an incident with a rather privileged member of Elven society. After two hundred years among his books, Iaur found himself in a completely new situation, and migrated to a spot where he might do okay: the Academy in Korvosa, after some time.
There, he met another elf with a penchant for magic, and the two of them fell victim to a cruel trick from a Varisian crime lord...
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Post by Veritas on May 16, 2011 22:42:26 GMT -4
Sheet! Attachments:
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Post by joviality on May 17, 2011 2:03:08 GMT -4
New Character Sheet. The sniper build wasn't sitting quite right with me. Jessop is now a detective (bard variant) out to find out what really happened with the murder his father was accused of and bring the perpetrator to justice. ------------------------------- Meet Jessop Highbrow, a young halfling detective who styles himself as an expert marksman and sleuth. His family moved into Korvosa when he was a teen, his father a trader and his mother a seamstress. When Jessop was young, his father was accused of a murder down by the docks near where he had been trading for the day. Since his father was clearly innocent, Jessop took it upon himself to find out the truth behind the murder. He confronted the fisherman who had been the "eyewitness" to the murder, and discovered that he had been covering for a man named Gaedren Lamm, an apparent local crime boss. Fortunately, his father was set free when there was inconclusive evidence to convict. In the few years since the accusation, Jessop has been tracking the case of Gaedren Lamm and his crime activity throughout the city. Jessop is shocked by the sheer evil of the activities that he's discovered, and wants to put a stop to the crime lord in any way he knows how. He's honed his marksmanship, worked on his tailing skills, and now feels that he's close to making a real break in the case. Jessop believes that any day now, he could find the clue that leads him straight to a guilty verdict (or perhaps his own form of justice) for Gaedren Lamm... ------------------------------- Updated Inventory:GoodsBackpack Bedroll Rope (Silk) 50ft Caltrops Chalk (x10) Chalkboard Compass Explorer's Outfit Lamp, common Oil, flask (x2) Parchment (x10) Inkpen Twine, 50ft Whistle Armor & WeaponsLeather Armor Rapier Shortbow Arrows, 20 Dagger 9g 4s 4c in cash Attachments:
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skat
New Member
Posts: 39
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Post by skat on May 17, 2011 14:58:50 GMT -4
Janick Dorudna: Born in Old Korvosa and spent most of his childhood dreaming of one day becomming a city guard.Wasn't that every child's fantasy? To help protect those less fortunate than themselves, perhaps being sent out on an adventure to defeat those looking to harm those close to you. But Janick's childhood dreams were short lived. Once he was old enough to see the corruption around him, Janick made a vow to do everything in his power to help those less fortunate than himself. The justice system in the city was nothing more than a witch hunt, pointing fingers at anyone, only to ensure one's own innocence. After seeing countess men judged guilty, with little or no evidence supporting the claims, Janick decided it was time for a change. But there was no one would would listen to one man, and he himself would likely be imprisoned for merely mentioning corruption in city. Seeking guidance in Sarenrae, he set out to find the best way to make Korvosa a better place. Attachments:
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Post by Veritas on May 17, 2011 17:49:57 GMT -4
Looking awesome so far
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Post by joviality on May 17, 2011 18:09:53 GMT -4
I agree, should be a good group! And two more still to add!
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Hephestus
Veil Authors
There Is No Such Thing As Good Or Evil, Only Power and Intent
Posts: 11
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Post by Hephestus on May 17, 2011 19:43:02 GMT -4
Janus Valshek, a dwarven cleric following the guidance of Pharasma. A humble but serious man who has since his entrance into the church of Pharasma has continued to assist those he can, like most priests he assisted in funerals in blessing the deceased on their journey to the Bone yard, as well as being their to bless a child being born into the new world. Janus's time in Korvosa has been bland, he sees the corruption but like most of the others in his cloister worry not about it. Janus himself still wouldn't have cared had it not been for a young soon to be mother, a small beggar woman who had pleaded him to bless her child when she came into the world, Janus had agreed without hesitation. It was alas, not to be as the young soon to be mother died shortly before her child could be born. The young woman Janus would go on to find out had overdosed on Shiver, a common drug among the common folk but yet one that had finally decided to step into Janus's life, he vowed upon the grave of the young woman's body that Gaedren Lamm who Janus had come to find out was the one responsible for the woman's addiction would pay for taking not only her life, but the life of the child unborn, wasting such potential was uncalled for. Soon, Gaedren Lamm will join the young woman to the bone yard, once Janus sends him their himself. Attachments:
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nick
Junior Member
The Last Gunslinger
Posts: 51
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Post by nick on May 18, 2011 2:55:45 GMT -4
Vaulkhar 'Who-Bears-the-Skulls-of-Kin' was born to the Shoanti Skoan-Quah, or Skull Clan, of the Storval Plateau. Trained in the ways of his clan, to honour the dead and venerate their ancestors, Vaulkhar was to become a holy warrior. The last right of passage of the Skoan-Quah is to face the Yawning Cave. A narrow complex of claustrophobic caverns filled with supernatural terrors and glyphs designed to inspire fear, the test ensures that clansman is prepared for the tasks of honouring the burial grounds of the Skoan-Quah and combating the undead. To pass the trial, the initiate must return from the cave bearing the skull of an animal. That skull becomes the personal charm of the individual, worn on a chain or incorporated into their arms or armour, and the animal's spirit becomes their guide. To the Skoan-Quah, the individual's future may also be divined by the type and condition of the skull. When Vaulkhar emerged from the cavern, he carried a human skull. To the Skoan-Quah, this was a sign of great import. It portended a great doom or destiny, a threat too great to remain with the clan. Vaulkhar was given the name 'Who-Bears-the-Skulls-of-his-Kin' and was exiled, cast out of his tribe and into the Cinderlands to find his own fate. Vaulkhar was deeply troubled by his exile, and after a journey through the desert he ended up in Korvosa. Strong and personable, he had little trouble finding work in some of the seedier reaches of the town as a bouncer or hired goon. It was during this time that he became addicted to the drug Shiver. This addiction culminated in a dangerous overdose that left Vaulkhar on death's door, delirious and crazed. Near death, he received a vision. The skull he carried still rose up before him and began to speak, reminding him of the ways of his people and the traditions he had been trained in.When he awoke, it was with a new sense of purpose to overcome the debilitating effects of the drug and strike out at those who would debase others with it. -- Vaulkhar has very few personal possessions. Most of what he had or earned went to feed his drug addiction. All he has is his armour, weapons, and the skull he recovered from the Yawning Cave. Whenever he has any small amounts of money on hand, he purchases small amounts of gold or silver wire and works it into arcane tribal designs around the skull. Attachments:
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Post by Yimzin on May 20, 2011 17:55:51 GMT -4
Apologies for the delay. Will have the game started up by this evening.
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Post by uzisohuuyaqia on Jul 10, 2019 20:27:04 GMT -4
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