Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

DnD Basic Rules: Ghalan, elf cleric

Possessing great insight and wisdom,Ghalan is an elven cleric of the Goddess of the Woods.

DnD Basic Rules: Golldir, Dwarf Fighter

Meet Golldir, dwarf axe-maid of the once proud Skörprun-clan.

Gathering the party.

DnD Basic Rules: Wenderlyn Guildenstone, human wizard



Pedantic and scatterbrained, with a special love of spells that burn, flash or blow things up. He has a tendency to always have the wrong spells prepared, and a bad habit of miscalculating spell trajectories. An apprentice wizard, Wenderlyn was thrown out of the Academy of Magic for blowing up the alchemy labs once too often.
He is kept in check by his trusted familiar Eldecrynn the Raven.
Personality traits: While intelligent Wenderlyn isn't really the most bookish and theoretical of wizards, preferring to make his own mistakes (something he does often). This doesn't stop him from wanting to appear more scholarly than he really is, and he has a tendency to use polysyllabic words (often incorrectly) when speaking, and constantly (mis)quote famous literary works.
Ideals: Wenderlyn believes there should be no limits to the use and study of magic. As such he has a stubborn resent for authorities, especially those limiting the use of magic. 
Bonds: Before he was kicked out of the Academy of Magic, Wenderlyn managed to procure an ancient tome of magic. Currently way beyond his ability to comprehend, he's constantly poring over it, trying to glean its secrets, certain that it will unlock some incredibly potent and powerful magical secrets.
Flaws: Wenderlyn's brash manner and slightly awkward demeanor means he has a tendency to both speak and act without considering the consequences. 

His character sheet (level 1) looks like this (created using the free "Basic Rules for Dungeons and Dragons" from Wizards of the Coast.) (*):


(*) Feather Fall and Find Familiar are not part of the D&D Basic Rules, but like Wenderlyn we like to bend the rules once in a while...

DnD Basic Rules: Ash Burrfoot, Halfling Rogue


Meet Ash Burrfoot, halfling rogue and folk hero.

Light fingered, quick witted and inquisitive, but sometimes too curious, Ash Burrfoot is often the driving force for finding adventure (and trouble) for the party. Raised in quiet rural surroundings, Ash made a name for himself locally by distributing large sums of money he claimed he had cleverly stolen from a local bandit lord among the poorer peasants. In truth the money had been stolen from bandits, but only moments after the bandits themselves had stolen it from the local lord. The ensuing 'confusion' of how the money went missing, made Ash unpopular with both the local authorities and the bandit lord, though he is still held in high regard with most common people.

Personality traits: Always craving adventure and excitement. Ash is constantly on the lookout for new opportunities. He has a tendency to be impatient and get bored easily, often taking rash decisions and running headlong into trouble. 

Ideals: Ash values his freedom above all, but his disdain for tyranny and oppression run deeper, and he will readily stand up for anyone brought low by those abusing their power.

Bonds: Ash's dislike of abusive power stems from personal experiences - in his youth he and his family was beaten and threatened by roaming bandits. Unable to do anything then, he now seeks a symbolic revenge on any power bully he encounters.

Flaws: Ash's heroic deed was neither as heroic or great as he might have led people to believe. In truth he hijacked a wagon-load of money stolen by bandits only moments earlier, as the bandits turned their attention to fending off reinforcements to the caravan guards. Since the money really belonged to a local noble, his actions made him very unpopular among both the bandits and the nobility - forcing him to flee and take up a life of adventuring. This has made it virtually impossible for Ash to go back to his old home, and there is also a real threat that either of the insulted parties will send someone after him one day



DnD Basic Rules: Yawalii, High Elf Fighter


Following on from two weeks ago, presenting Yawalii, the high-elf fighter.

Relying more on finesse and cunning than brawn and force, she is still accurate and deadly, if somewhat naive and indecisive. She was born the only child of elven nobles, and grew up within the confines of the secret elven city of Gwandatholiir. A constant dreamer, she eloped from her family to see the world outside the elven realms, and to make it a better place for everyone.
Personality traits: Having been brought up in a very secluded and sheltered environment she has a very naive and rosy view of the world, thinking everyone to essentially good-natured. She will treat everyone as her equals, and thinks those less privileged than herself has only reached this state through some unfortunate mishap. 
Ideals: Convinced the plight of those of lesser standing are merely the result of bad luck and accident, Yawalii strives endlessly to fight for those less fortunate than her.
Bonds: Yawalii feels compelled to step up to defend the downtrodden and the underdog. While she doesn't really see herself as a hero, she nevertheless always yearns to be admired for her deeds -though to her the admiration and gratitude is often reward enough.
Flaws: Her naivety combined with her privileged childhood, has led her to believe that the world in many ways revolves around her, and that her mere presence is enough to resolve any situation. While her grace and beauty many times will do the trick, she is often left frustrated and paralyzed (not as per the condition) when this does not happen.




DnD Basic Rules: Grimbok, Dwarf Cleric


 Grimbok, dwarven cleric of "Ghrondal - father of Dwarves" (or Moradin in most mainstream campaigns).

Fearless, stubborn and devout, Grimbok served as spiritual guide and healer for a platoon of dwarf soldiers, until he was captured by a band of orcs. While he managed to escape, the shame of having been captured on duty led him to seek a life of adventuring, rather than rejoining his troop.
Personality traits: Determined to regain his honor, he stubbornly and fearlessly confronts any enemy that comes his way. Grimbok is a great believer of spreading his deity's faith mainly by mightily smiting any enemies of the dwarves (including goblinoids, orcs, giants and dragons). Fond of strong spirits and good food, he can be quite jovial around those he considers his friends, once he lets his guard down.
Ideals: Grimbok holds honor and responsibility above all else.  As a soldier he would follow orders without question, but now, having struck out on his own, he still tries to live by the tenets of his faith and the powers that be.
Bonds: Grimbok would never break an oath or a promise to a friend (of course, any dwarf knows a promise given to an orc does not count....)

Flaws: His determination and stubbornness does manifest in a total inability to admit to any fault. Grimbok would rather eat his beard (sacred to any dwarf) or armor, rather than admit he is wrong. This might cause some tension withing the group at times, but some (especially Ash Burrfoot, the halfling rouge) have found ways to exploit this trait to their advantage.

His character sheet (level 1) looks as follows (Created using the  free "Basic Rules for Dungeons and Dragons" from Wizards of the Coast.)