Pre-Made Characters

Notes on Characters:

There is some basic assumption that you can tailor these characters slightly. Nothing major should be done, but you are allowed to produce a finalized detail of the character (what he or she looks like) and add any personality quirks you think are good (as long as they are within the character's background/history outline). A few other minor details might be left out, and these we will leave up to you. It is important that you make note of any changes to your DM when your group is ready to begin. Your DM may allow or not allow any of said changes. It is important you cooperate fully with your DM!!

You are allowed to place any of these characters below in your own character sheet, as long as you keep with the rules above. No major changes or additions *should* take place. If they do, you may very well be disqualified from the tournament.

Have fun and any questions about the characters can be given to Drollick!


Charater Name: Anna Connerly

Race: Human

Age: 24

Alig: Neutral Good

Class: Ranger

Current Level: 4

 

Str: 14

Dex:15

Con:14

Int:12

Wis:14

Char:15

 

Racial Abilities:None

Theiving Skills:

Move Silently: 25%

Hide In Shadows: 35%

 

AC Rating: 6 (7 when surprised) THAC0: 17 HP: 36

 

Equipment:

Studded leather armor (weather worn), plain brown breeches and shirt, green cloak (clasped by a leaf symbol on her neck), short sword (battered and notched), leather boots, belt with six small pouches, simple hat (w/ feather), elven long bow (slung across back), 20 arrows, quiver and sword scabbard (scabbard has vines enterwined about it), 2 weeks rations, water skin, small tent, back pack, flint & steel, 2 torches, whetstone, small bear rug, silver blow gun (w/ 13 poisoned darts - sleep inducing), 4 long throwing daggers (one in left boot)

 

Funds: 45 gp

 

Weapons Proficiencies:

1. Long bow

2. Short sword

3. Blow Gun

4. Dagger

5. Knife

 

Nonweapons Profs:

1. Animal Lore

2. Tracking

3. Weather Sense

4. Directional Sense

5. Herbalism

 

Languages:

(*Read/Write)

1. Common

2. Dwarf

 

History:

First born of identical twins, Ann was not the leader. She was shy and retiring, much to her twin, Beth's dismay. She preferred to play in the woods, tracking animals, while Beth sat on her father's knee and listened to stories about magic and learned simple herb cures. As they grew up, their different personalities lead to a stiff conflict. Ann saw Beth as a flirt and a social butterfly while Beth saw Ann as a budding hermit and a social embarassment.

Both women liked to help people, though Ann liked to work in the back ground away from the spot light, and Beth was always center stage directing the action.The older the twins got, the farther apart they let themselves grow. Neither of them relishing the rare gift of being a lucky twin. Over time, both Ann and Beth have felt a void in their lives. Beth tries to fill it with the work of the Druid, and Ann hides herself in the woods, helping travelers but unable to let her self develop true friendships to fill the space in her heart. With their lives so out of whack and neither of them striving to fix it, Fate just might have to step in.

 

Special Personal Items:

Lyre and a walking stick Beth found for her when they were girls.


Character Name: Beth Connerly

Race: Human

Age: 24

Alig: Neutral Good

Class: Druid

Current Lvl: 5

 

Str: 14

Dex: 15

Con: 14

Int: 12

Wis: 14

Char: 15

 

Racial Abilities: None

 

AC Rating:9 (10 when surprised) THAC0:18 HP:25

 

Equipment:

Simple robe (clean), elven sandles, ornate dagger (dwarven quality), rope belt with six small cloth pouches ( 1 pouch has a simple pain medication, 1 pouch has 3 stones for meditation, 1 pouch has leaves from a rare tree that she is studying for medical properties, 1 holds her money, 1 has her flint and steel, 1 holds a small wooden animal figurine), 2 large pouches containing dried fruit and jerky, sling (with 21 stones)

 

Funds: 3 gp

 

Weapons Proficiencies:

1. Dagger

2. Staff

3. Sling

 

Nonweapons Profs:

1. Herbalism

2. Religion

3. Spell Craft

4. Healing

5. Animal Handling

 

Languages:

(*Read/Write)

1. Common

2. Dwarf

 

History:

Second by a mere matter of seconds, Beth was the outgoing twin from the start. Always first to arrive at a party or offer her help, she loved to listen to the stories her father told about the Druids and how they helped make the world a better place. Her sister, Ann, was a sore spot with her from the beginning, being so reclusive that Beth had to drag her to parties and school even.

Both women liked to help people, though Ann liked to work in the background away from the spotlight, and Beth was always center stage directing the action. The older the twins got, the farther apart they let themselves grow. Neither of them relishing the rare gift of being a lucky twin. Over time, both Ann and Beth have felt a void in their lives. Beth tries to fill it with the work of the Druid, and Ann hides her self in the woods, helping travelers but unable to let her self develop true friendships to fill the space in her heart. With their lives so out of whack, and neither of them striving to fix it, Fate just might have to step in.

 

Special Personal Items:

Small wooden animal Ann carved for her

 

Spells:

Level 1:

Animal Friendship

Cure Light Wounds

Detect Magic

Create Water

Faerie Fire

Shillelagh

Level 2:

Barkskin

Dust Devil

Charm Person

Heat Metal

Know Alignment

Obscurement

Level 3:

Dispel Magic

Magical Vestment

Plant Growth

Remove Curse

Summon Insects


Character Name: Daan Ironsmith

Race: Dwarf

Sex: Male

Class: Fighter

Current Level: 5

Alignment: NG

 

Str: 17

Dex: 10

Con: 15

Int: 11

Wis: 13

Cha: 10

 

Racial Abilities: Dwarf (60 ft. infravision, magic resistance, etc.)

 

AC Rating: 6 THAC0: 16 HP- 45

 

Equipment:

Dwarven chain mail, broadsword, helmet, leather boots, pair of dusty breeches, blood-stained tunic, necklace (orc teeth), belt, hand axe (on belt), one small pouch (contains funds), backpack, one week rations, flint & steel, 4 torches, ale skin (full), ale skin (half empty), water skin (full), winter blanket, 30 ft. rope, light crossbow w/ 10 bolts (slung across shoulder)

 

Funds: 8 gold and 12 silver coins

 

Weapon Proficiencies:

Broadsword (spc.)

Warhammer

Hand axe

Light crossbow

 

Nonweapon Proficiencies:

Blacksmith

Rope Use

Firebuilding

Cooking

Endurance

 

Languages:

1. Dwarven

2. Common

 

Description:

Daan is somewhat short, even for a dwarf, though he is broader across the shoulder than most. He wears his hair down to his shoulders and his heavy beard to his waist. Two tired eyes reside behind the most noticeable feature of his face, the nose, which leads one to believe he may have some gnomish blood.

Attitude:

Stoic and level headed, Daan rarely loses temper and tends to follow a laissez faire policy concerning the rest of the world. He finds no glory in battle, preferring the peaceful arts of a smith. Unfortunately, that lifestyle is denied to him for now.

History:

Daan is the second son of Malu Ironsmith. The Ironsmith family had been the hereditary blacksmiths of the dwarven settlement of Tarrgel for some generations. During his sixty third year the settlement was overrun by a horde of orcs lead by a bugbear warlord from farther up in the mountains. Daan played dead among the ruins until the attackers were too drunk to notice him then did a little looting of his own and fled.

Since then he has learned what he could about a wandering life since he is not yet comfortable with the thought of settling down. Too often he has nightmares about the orcish attack and is subject to moments of extreme cynicism.


Character Race: Melwik Stoutarm

Race: Halfling

Sex: Male

Class: Fighter/Thief

Level: 5/5

Alignment: CG

 

Str 14

Dex 17

Con 11

Int 15

Wis 13

Cha 16

 

Abilities:

As Per Halfing....

Thief Skills:

Pick Pockets: 40
Open Locks: 65
Find/Remove Traps: 40
Move Silently: 70
Hide in Shadows: 60
Detect Noise: 40
Climb Walls: 60
Read Languages: 5

AC: 7 THAC0: 16 HP: 25

 

Equipment:

Shortsword (in red scabbard), blue tunic, black breeches, grey cloak, dagger, backpack, belt, 1 month rations, thieves' picks, Balakla

 

Funds: 23 gold coins

 

Weapon Proficiencies:

Short sword

Dagger

Sling

Shortbow

Hand axe

 

Nonweapon Proficiencies:

Cooking

Rope Use

Swimming

Boating

Musical Instrument: Balakla

Agriculture

Rope Use

 

Languages:

1. Halfing

2. Common

3. Dwarven

 

Background:

When born, the Stoutarms of McDunvee were joyish. He was the 4th son of the Stoutarm family in only two years, and they deemed the occasion 'good luck'. Good luck did follow Melwik and he strove for two pathes - the path of a warrior and thief. He excelled very well and became a respected figure among both occupations.

Seeing the need for a 'secret' adventurer guild in the lands, Melwik was instrumental in starting the Gauntlet, an organization of rogues, warriors, and wizards seeking to keep the evil forces at bay. The Gauntlet fairly large, but a circle of evil wizards managed to brign about the downfall of the organization. Of the top board members of the Gauntlet, all but one was killed in the wizards' attack. That one was Melwik, who now travels in secret about the land waiting for a chance to strike back at his enemies. He is currently looking to once again build up the Gauntlet, but he will do so carefully, choosing only the best adventurers.

Melwik is a secretive but friendly fellow. He enjoys the basics of life - drinking, eating, singing, and playing. He is light-hearted but deeply remembers stains to his person. He acts out of patience and observation and usually prefers to hear other's opinions before offering his own. If you can find the right topic, Melwik will talk your ear off, but otherwise, he will choose to remain silent. He is always watchful of keeping himself hidden in case any of his enemies are watching.

 

Special or Personal items:

Melwik keeps on his person at all times a copper coin with the signal of the Gauntlet (a clenched hand).


Name: Revnor

Class: Bard

Race: Human

Age: 20

Sex:Male

Level: 5

Alignment: CG

 

Str-12

Int-15

Wis-13

Dex-17

Con-9

Chr-17

 

AC-6 THAC0-17 HP-32

 

Abilities:

Singing, Bardic abilities

CW-60

DN-35

PP-35

RL-35

 

Spells: (3 1)

First Level:

Affect Normal Fires

Cantrip

Read Magic

Burning Hands

Second Level:

Knock

Web

 

Proficiencies:

Nonweapon:

Singing

Etiquette

Spellcraft

Dancing

 

Weapon:

Dagger

Staff

Short Bow

 

Equipment:

Ring of Protection +1 (from a slain mage)

4 Daggers (well-used), blue tunic (with gold thread), grey breeches (travel-stained), fur cloak (wolf fur), shortsword (in blue scabbard), backpack, thieves tools, 20 ft. tope, winter blanket, flint & steel, lyre, torch

 

Character History:

Revnor was born as a minor noble under the House of Dandyr. Because of his status and a determined uncle, Revnor was able to get education at some of the top boarding schools in his area. Unfortunately, by his 14th winter, the House of Dandyr had taken a deadly decline in reputation and holdings. The young lad moved in with his Uncle, a former warrior and traveler in earlier times. Together, they managed to eek out an existence of hunting, farming, and later bardic performances.

Revnor's Uncle, Fedett, was a man who liked talents of all kinds, and when he noticed that Revnor seemed to have a knack with musical ability and a high charm among his peers, Fedett saw to it that Revnor appeared at local taverns and inns. When another bard would come through, Fedett would bring Revnor and pay for a lesson or two.

By the time Revnor had reached 19, he was well on his way to become a great bard. His uncle was very proud of his achievements, and together, they managed to make a larger circuit of the many villages and towns spread about the countryside.

Unfortunately, Revnor's life turned grave when an attack upon one such village stole the life of his uncle. The bandits who performed the massacre left a resounding image in Revnor's mind. He struggled to live on and continue to uphold his career, but it was too no avail. A powerful wanderlust overcame the young man and he departed his own lands and began to explore his world.

During that time, he experimented and discovered his place in the world. Despite having aggressive urges and thoughts quite often, the young bard discovered that he had more of a talent for saving the helpless. Using his wide bardic skills, he worked for many villages and towns, helping them through minor and major problems. As time passed and Revnor's travels grew, he left many in his wake pleased of his work toward good. He slew more than one bandit and creature in his travels, and his deeds were spoken of quite often.

Still, he was filled with the joy of his uncle and continued to carry that, along with his knack for practical jokes. Revnor managed to find his way into bits of trouble and more than once found himself hiding out just to be safe. Despite these misfortunes and interesting deeds, the bard was lucky enough to unravel them and leave a trail of good adventures and happy memories.

As time passed, he began to settle down and applied for membership in the Bard Guild. They not only accepted him but appointed him one of the heads. He took his job with some uneasiness but grew to accept it and perform it well. Again, his high spirits and sense of humor got him into more than one situation. Luckily, the Guild removed him from his position and began to use him as an official envoy.

Revnor continued to travel and now with a much improved social status, he began to focus more on ladies and songwriting. In between the occasionaly monster-slaying and princess-saving, Revnor held a few flings with noble women and managed to compose about 50 or so ballads.

 

Attitude:

Revnor is a happy, caring individual. Even though he truly does care for his friends, family, and most people, he does manage to ruffle a few feathers occasionally. He likes being in the spotlight, and when it is taken from him, he strikes back and does something even more incredible to get it back.

He especially likes ladies and likes the ones who ignore him. He thinks every lady is a challenge and some are more of a challenge than others. He is a stubborn individual and tends to not give up in most instances. This especially becomes apparent when ladies are observants.

Still, Revnor remembers much from his uncle, whom he loved dearly. He tends to be serious when something major is occuring, but even then sees the need for a light joke or a simple pun to keep everyone not so depressed.

 

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