Raven and Tiger - Player Characters

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ZhongLiong

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A group of adventurers travels through a forest, and unbeknownst to them a god is watching. He has chosen them for a quest, a game, and steals them away from their home world, placing them in one with some creatures very different from the ones they know, yet there is still much that is similar. They must follow the clues this god leaves, and when the game is over, they will be allowed to return home.

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The races I am allowing are high fantasy - elf, dwarf, human, gnome, and halfling. Classes are likewise - fighter, cleric, rogue, and mage archetypes. Each of the classes has their subcategories, like priest and druid are both clerics. I will allow multi-classing, as well as cross-breeds, but please don't get too crazy with it. Also, I want the characters to be friends, a group that has gone on a few adventures together already.

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World Info | In-Character | OOC | Interest Check
 
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This thread is for finished characters only. Permission to post the character here will be granted from the OOC thread.
 
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Name: Sadiya Kahroba
Race: Green Elf
Age: 118 (Young adult)
Height: 5'8"
Weight: 115lb
Appearance: Sadiya's frame is somewhat bulky for an elf, with muscle filling out areas that would normally be thin. Rather than making her appear masculine, this simply gives her a fit, human-like appearance. Muscle and curve combine to give her a pear shape. Her hair is wild- tight curls and waves shimmer like a mass of copper coils, reaching down to her shoulderblades. Her eyes are a warm, but hardly subdued brown. Her skin is a warm tan that bares her kind's defining green tone- a color that comes and goes with the light and shadows. She has a few scrawling tattoos, courtesy of her brother and her tribe's culture.

Her clothing is rather barbarian-esque. She wears little more than shorts, a cropped sleeveless top, boots and gloves. Should the weather require it, she will put on more layers, though.

Class: Fighter/Fighter
Skills: Sadiya is a practical woman- she likes to punch, stab and slice. What more does one have to do to make something dead? Oh, right. Fire. She is quite fond of this fantastic element, and has various ways to make it. Other than killing, Sadiya is a fine leatherworker, and has some basic cooking skills (meat+fire=meal). She is a skilled hunter, and likes climbing in her spare time.
Gear: Climbing gear (ropes, pulleys, a pick and pitons), snares, fire starters (oilcloths, flint and steel, glassy stones, tinderbox), leather repair kit (sinew, leather strips, punch set, mallet, needles, oil, wax and shears)
Magic Items: Handy Haversack, Ring of the Savage Beast
Weapons: Sadiya wields two short swords with fair proficiency, and carries her trusty blades at her hips. She can use a dagger or two in a pinch, and carries one in her boot at all times. She knows how to use a shortbow, but much prefers to get up and personal with her enemies, so she does not carry one. Of course, let us not forget her fists.
Armor: Studded leather- chest/back, bracers, greaves and hip guards.

Personality: Sadiya's personality matches her appearance- wild and fiery. She is a powderkeg, easy to rile and always ready for a battle. She can be cunning in her provoking, but that is about where her cleverness ends. She faces her issues, whatever they may be, head on with a stubborn mind and a strong right hook. With all this fire and brimstone, one would not expect her to be caring, but she is- she just has a strange way of showing it. She is very protective of her brother, and will fling herself into danger to save a friend. Unless that danger leads into a cave, that is.
Likes: Fire, fighting, ale, spicy foods, annoying her brother, collecting trophies/bounties.
Dislikes: Being wrong, being treated like a delicate flower, cats, caves.
Hobbies and Interests: Climbing, drinking, bar fights, improving armor and making leather goods to sell.
History: Sadiya and Amir are from Calimshan, a mostly desert kingdom in the south-eastern part of the continent of Faerun. Here, they grew up in an isolated existence with their tribe. Sadiya very much took to the tribe's general outlook- shoot first, ask questions later. She is aggressive and distrustful, and would rather fight than make friends. Furthermore, she hates humans for the destruction they have caused to forests worldwide. After all, they are the reason her tribe has such small groves to live in. However, Sadiya has always been restless. As she grew older, she became discontent with staying within the tribe's lands, wanting to see more. She ignored all warnings from the elders and convinced her twin to come with her on an adventure. Thus, they headed out into the world to experience its wonders and woes for themselves. As they wandered northward, they became monster hunters, taking out the beasts that ravaged towns for a price. During one of those hunts, they met a young gnome- an alchemist. By slaying the monster, they saved her life.
 
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Name: Amir Kahroba
Race: Green Elf
Age: 118 (young adult)
Height: 6'2"
Weight: 140
Appearance: Much like his sister, Amir is more filled out than the average elf, though not by much. His hair is also a mass of wild copper curls, though he keeps his more tamed in a low braid or tail. His eyes and skin are the same as well, and he bares many tattoos that reflect his heritage.

His clothing is a fair bit more modest than his twin's. Soft cloth tunics, pants and sashes make up his typical wardrobe. Still practical, he wears sturdy leather boots, though only wears gloves when required.

Class: Ranger/Druid
Skills: Amir is swift and sure in his combat. He does not relish battle and would rather dispatch of his opponent as quickly as possible. He is very skilled with his longbow, and prefers it over any other weapon, but has fair prowess with a short sword or dagger, should close-quarter combat be required. If for some reason he is unable to use his weapons, he does know enough hand-to hand combat to protect himself. Aside from combat, he can repair and craft bows/arrows, hunt and cook with proficiency and carries the long-held tradition of tattooing. Due to his druidic skills, he is also skilled in identifying and using herbs for healing. Lastly, as a ranger, he is good at navigating over land, able to determine direction by the sun and stars, as well as by reading a map.
Gear: Bowyer-fletcher kit (leather, bow strings, flint, wax, oils, feathers, carving tools), snares, medicine chest (various herbs, tallow, oil, mortar and pestle, bottles and bowls), tattooing kit (needles, mallet, inks)
Magic Items: Boots of Elvenkind, Efficient Quiver
Weapons: Longbow, short sword, dagger and staff. He prefers his bow above all else.
Armor: Leather, outfitted with all natural bindings, such as sinew and leather straps. He wears bracers, chest/back plates, and grieves. Though the leather is supple, it is strong.
Spells:
1st- Light, Entangle, Pass without trace, Purify food and drink, Speak with Animals
2nd- Speak with Plants, Spike growth, Cure Moderate wounds
3rd- Neutralize poison, summon nature's ally III

Personality: Amir is cool water to his twin's flame. He is calm and level-headed, if not a bit defeated. Despite is generally placid attitude, his sibling never fails to rile him, and the two often fight over the "correct" way things are to be done. Once he considers someone a friend, however, they can see a cheekier, slier personality breaking through the peace. Sarcasm, wry smiles and jabs at his companion's egos are common around the camp. Despite these sometimes insulting jests, he is fiercely protective of his friends, and will ruthlessly dispatch of any who wish them harm.
Likes: Herbology, animals, silence, sunlight, warm weather, spicy food, wine.
Dislikes: Deep water, swimming, boisterous people, those who disrespect nature.
Hobbies and Interests: He plays the ocarina, and uses it to mimic bird song. Being a tattoo artist, he his fairly good at drawing as well. He likes to keep himself busy, thus is frequently tending to his bow and crafting arrows during periods of rest.
History: Amir and Sadiya are from Calimshan, a mostly desert kingdom. So how does one think to become a druid here? The elves of Calimshan live in the small forest groves on the northern border, and defend these woods fiercely. Though Amir may not have the combative nature many of his tribe seem to have, he channels his energy into making sure all wildlife is kept safe from the ravages of the "advanced" civilizations that would cut them down for fuel and sport. Despite this close relationship with his home forests, he and his sister headed out into the world to experience its wonders and woes for themselves. As they wandered northward, they became monster hunters, taking out the beasts that ravaged towns for a price. During one of those hunts, they met a young gnome- an alchemist. By slaying the monster, they saved her life.
 
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Name: Fayruz "Fay" N'andaalo
Race: Mixed (1/2 Svirfneblin [ser-fa-blin], 1/4 Gold Elf, 1/4 human.
Age: 70 (adult)
Height: 4'
Weight: 66lb
Appearance: Fay is a strange creature, obviously due to his heritage. Dark, dusky tan skin covers his small, but fit frame. His eyes are a deep grey-green, and large. Thanks to his half-elf parent, he has a full head of hair, though it is a bright silver-white in color. The shimmering locks fall to his shoulders, with the top half up in a tail.

His clothing is practical, much more like an adventurer's garb than a mage's cloth. Linen shirts and leather pants are paired with sturdy leather boots and heavy leather gloves. He wears an embriodered sash at his waist, and a leather vest with fine dyed patterns as well.

Class: Mage/Theif
Skills: As far as combat goes, Fay falls on his magics first. Should his arsenal fail, however, he has wicked aim with his set of throwing daggers. He can also always fall back on an inherited ability, should combat fail- Svirfneblin can will themselves to be unseen, so long as they stand still. Aside from these, Fay has a fondness for cooking, and a keen eye for gems.
Gear: Jewlers's kit (files, magnifying glass, polishing oils and cloths, metals, various tools), spell components, a wide variety of spices, cookware.
Magic Items: Deck of Illusion, Ring of Protection +2
Spells: Cantrips- Clean, Color, Gather, Dry, Flavour, Itchy
1st- Magic Missile, Identify, Feather Fall, Floating Disk, Grease
2nd- Web, Darkness, Scorching Ray
3rd- Dispel Magic, Lightning Bolt
Weapons: Six throwing daggers, worn on his belt and a bandolier.
Armor: Hardened leather- back/chest plates, bracers, greaves and hip guards.

Personality: Fay is a rather easy-going young "Gnelf", not worrying much about "what if". Instead, he likes to focus solely on the here and now, whatever that may be. This line of thinking can be good for many a situation, but is certainly a handicap when it comes to long-term investments. This is not to say that he cannot be serious if the situation should call for it. when faced with danger or a challenge, Fay can be very intense, and his cleverness shines through his normally laid-back image. Something that can cause issues from time to time is his morality. It is ambiguous at best- he is not overly concerned with what is "good" or "evil", as he pays more attention to what is appropriate for what situation.
Likes: Cooking, good food, finding gems, making shiny things, stealing shiny things, taking naps
Dislikes: bad food, people that gawk at his appearance, losing shiney things, creatures that his spells do not work on, giant bugs.
Hobbies and Interests: He likes dancing, and wants to own one of every gem type in the world.
History: Fay has a rather... interesting family. He has two fathers, one a half-elf, one a deep gnome. The story goes that a god cursed his deep gnome father to become female for a while and well... his half-elf father swings both ways. Needless to say, growing up was weird and hard for Fay. Still, he learned to adapt and has become a rather proficient thief and mage. When the time came to strike out on his own, he made his way by stealing and selling goods, becoming somewhat of a merchant.
 
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Name: Evan Fyrland
Race: Human
Age: 28
Height: 5'8" ft
Weight: 200 lbs

Appearance: dark brown hair pulled into a bristled wolf tail, matched with eyes the slightest shade lighter. His skin is a light yellowish tan. Long vigils have left him with a perpetual five o'clock shadow of stubble. His physique isn't the strongest, but the wiry cords of muscle that can be occasionally seen are proof of well-tested use.

Class: Paladin

Skills: Maintenance of his armor and weapons, basic camping, can identify basic wildlife and plantlife, good at improvised cooking, first aid, can read a map, basic weaving, can be relatively quiet in gear at the cost of a huge amount of speeds

Gear: small first aid pouch (bandages, a needle and thread, etc), rations, maintenance tools for equipment, Bag of Holding(15 lbs, can carry 250 lbs or 30 ft^3), enchanted steel hoplon shield (animated).

Weapons: Longbow - usually unstrung and used to carry his essentials, proficient enough to use effectively within 75 yards, one-handed mace (flanged) - able to use expertly, especially in conjunction with his shield. Short sword - proficient use as a backup weapon, Dagger - good enough to use when all other options aren't viable, Barehanded - well-practiced though usually encumbered by armor, Evan prefers to avoid fisticuffs.

Armor: Steel cuirass with spaulders, bracers, full leg armor. Under all the steel is leather, covering his skin in lesser, but essential protection. He also carries a steel reinforced hoplon shield on his back to complement his weaponry.

Personality: Evan is a generally laid back person, though he makes a point to be polite. He doesn't speak often with strangers, but sometimes you'll hear his voice in the thick of it with friends. In combat, Evan stays calm and stares down his foe, attacking with ferocity and taunting his opponent. The only break from his usual demeanor will be when someone provokes him, his rage is something to be feared.

Likes: the night sky, cats, dogs, well-treated equipment, rain (unarmored),

Dislikes: Lack of care for equipment, inclement weather in gear, abuse of power, arrogance

Hobbies and Interests: Regular maintenance of his gear, weaving local plantlife into small keepsakes (braids, short ropes, bracelets), practicing combat forms.

History: Still need to discuss with group about how they know each other.

Spells:
1st level: Bless, Divine Favor, Endure Elements, Magic Weapon, Cure Light Wounds
2nd level: Shield Other, Bull's Strength, Resist Energy

Granted Abilities:
Aura of Good
Can detect goodness in others.

Detect Evil
At will, a paladin can detect evil.

Divine Aid
Paladin no longer requires specific materials to harm evil, and is granted enhanced reactions against evil.

Lay on Hands
Paladin can heal wounds (her own or those of others) by touch. Each day she can heal an amount decided by GM. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. The paladin decides how many of her daily allotment to use as damage after successfully touching an undead creature.

Aura of Courage
Paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a morale bonus against fear effects.
This ability functions while the paladin is conscious, but not if unconscious or dead.

Divine Health
Resistance to contracting all diseases.

Turn Undead
Repels the undead

Reduce Disease
Can alleviate symptoms and reduce severity of diseases to non-lethal.
 
Name: Lynissa Melurgnor
Race: Gnome
Age: 26
Height: 3'6"/1.08m
Weight: 42lbs/19.05kg
Appearance: Short black neck-length hair, eyes this color. She's wiry, but normally so for a gnome. Has scars on her forearms, more scars and bruises on her legs, and a few burn scars on her fingers. Looks androgynous save for a round facial shape and vaguely "feminine" (read: fitting) clothing. [spoili]
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Class: Thief/Witch
Name/description (if not obvious by name), similar spell for offensive bottle form with provided link (taken from here), effects in vial form (if applicable), additional notes:
  • Molotov. Fireball. Can light a campfire or a torch in a manner similar to a match.
  • Acid spray. Acid Splash. Can melt a small lock.
  • SUG (Shut up, Genji) Mercy Vyx Healing potion. Specifically for combat-related injuries. Dulls pain. A mild opiate.
  • Bladestorm. Sword Burst.
  • Liquid adrenaline? Ability buffer. Enhance Ability. Coffee. Must be ingested. Name subject to change.
  • Skybreaker. Chain Lightning.
  • Smoke bomb. Fog Cloud.
  • Flashbang. Blindness/Deafness.
  • One strategy could be a midair smoke bomb + skybreaker + flashbang + acid bomb to give the appearance of acid rain.
  • I may also combine the two previous potions into a single potion with a function similar to Pyrotechnics.
  • Wingbeat. Gust of Wind.
  • A potion to remove food smells from clothing.
Additional brainstorming:
  • Night light. Functions like a glow stick. Does not require bottle breakage.
  • Panacea. An all-purpose antidote. Must be ingested.
  • Truth serum. Must be ingested.
  • Thorn sprouts. Entangle/Spike Growth. The effects are temporary.
  • Invisibility.
  • A potion to lighten the weight of an object or person.
  • Destructive Wave.
  • Sleep.
  • Water Breathing.
  • A potion that creates an icy terrain with reduced traction.
  • Ice Storm.
Additional skills: Picking locks, stealing, sneaking into places, reconnaissance, identifying plants and scavenging, bargaining, making heist plans, generally being stealthy, reading maps, mending clothing tears, forgeries. Possibly fluent in different languages, with a good memory.
Weapons: A lighter, gnome-modified crossbow that she is proficient enough in to use offensively or to break potion bottles/vials with, and assorted knives/daggers (6 total - 2 are hidden in case of capture) that she can throw, but will usually only use in close combat when completely necessary. If she loses one, she'll buy/steal another one.
Gear: A utility belt with 6 potion bottles and crossbow bolts. A robe of blending, and a bag of holding.
Holds flint and steel, thieves' tools, 8 extra vials and 8 extra bottles, a sewing kit, and a writing set/forgery kit. Should leave about 5lbs of extra space in the bag?

Armor: Leather, including arm guards with sheaths and pockets for her knives and potion vials, respectively. Her boots also have knives in them.

Personality: On the surface, Lynissa is more calm and mature than other gnomes her age, and carries herself with a quiet toughness. This demeanor, combined with an intense focus and passion when it comes to her work, makes her seem very un-gnomelike. She's extremely professional and level-headed; if she gets crossed, she doesn't get mad—she gets even. Beneath that, though, is a wry sort of mischievousness and wit that only her friends know about. Lynissa is unflinchingly loyal and selfish concerning those she trusts, and though she doesn't talk much about herself, she's a good listener and better at giving advice. She's also a very angry drunk.
Likes: Nature, stargazing/skywatching, food smells, bards' tales, good food and drink, wind, being a thief and the adrenaline high of a successful heist (she's basically a kleptomaniac), clothes with lots of hidden pockets, camping.
Dislikes: Loud noises, when she or her friends are humiliated/dismissed, rain, unnecessary blood, being intruded on/interrupted/surprised, people who oversleep, tinkering, public indecency, physical proximity to people, small talk, being on a ship, going undercover, arrogance/corruption/overzealousness, most organized religions.
Hobbies and Interests: Experimenting with potions (especially when they go horribly wrong in fun ways), surprising and/or pranking people, bird/people watching, climbing just about anything, non-feminine fashion.

History: Lynissa is almost completely useless in a straight fight, so someone probably saved her life when an undercover mission went south, and she agreed to help with some mission as repayment. Maybe that mission landed them in a lot of trouble and she stuck around to get them all out of that mess or something?
 
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Name: Jun Inoue

Race: Gold Elf

Age: 116 (young adult)

Height: 6'

Weight: 138

Appearance: Jun is a lean young man with light olive tan skin and black hair that reaches close to his lower back with the end of it in a braid. He wears an uwagi shirt with hakama pants and leather sandals. His arms and legs are covered with kyahan.

Class: Thief/Cleric

Skills: he is somewhat good at lockpicking. not great, but can still open doors and some chests. he is proficient at sneaking around and he is mediocre in parkour skills. He is able to sense the area traps are in and can lay small traps, though he cannot do anything to disarm them.

Spells:
Given Abilities:
Laying on of hands, Divine Health
1st Level: Obscuring Mist, Cure Light Wounds, Shield of Faith, Endure Elements, Comprehend Languages
2nd Level: Shield Other, Consecrate, Shatter
3rd Level: Cure Serious Wounds, Dispel Magic

Gear: lockpicks, climbing gear (ropes, pulleys, hooks), medicine bag (various herbs, bandages, minor cure potions), wooden flute

Magical Items: Girdle of Holding (belt that can store many items, about a cubic foot of material. There are twenty pouches) and Wand of Healing (heals minor wounds)

Weapons: two daggers and one short sword.

Armor: Jun's armor is simple, breathable cloth armor that is reminiscent of his homeland's wardrobe.

Personality: Jun is a generally playful male, cunning and relying on his looks to get him out of any and all trouble. Though this doesn't always work. Most would say that he doesn't have a serious bone in his body and takes things as a joke. This is only a half-truth. Jun is one to take things lightly, but once he feels that things are becoming serious, he drops the goofy persona and becomes serious. He is sometimes known to be a bit vain about his looks, mostly his hair.

Likes: anything that shines (gold, silver, jewels), sweets, trying to charm people out of their money

Dislikes: people stealing his targets, traps (the bane of his existence), finding out an item is not worth as much as he thought, annoying people

Hobbies and Interests: cooking, hunting, playing the flute, making jewelry

History: Jun grew up a commoner's son, surrounded by two other brothers and one sister. His family could never really afford much food, so when things were becoming scarce for them, the young gold elf would try and steal whatever they needed. Though, he would be seen from time to time, the young elf would dash away before he was caught. This helped the young man to build up his speed. But, like many who elude the authorities, he became cocky and was eventually caught stealing at age 75, bringing great dishonor to his family. Feeling shamed, his family turned away from him, causing Jun to finally feel remorse for all he had done. After one year of being shunned in his family Jun decided to try and change his life, setting off to the nearest monastery, intending to become a priest and regain his family's honor. As the elf trained he saw many people from all walks of life and for a while, he was at peace. He was in his late adolescence when he found a vagabond in the monastery. While he had lived in the monastery for 32 years, a small part of Jun wondered about the outside world. So, he began to talk with the man to find out what he did. Turns out the vagabond was a thief that wanted to steal from the monastery, but took a liking to the elf instead. For days they talked, the thief showing Jun the tricks of his trade and teaching the elf all that he could. Before he left, the thief gave a pair of lockpicks and a flute he carved. These gifts made Jun ponder where his life would go. Making a choice before he could take his vows, Jun left with nothing but the clothes on his back and the items the thief gave to him. He traveled all over Kara-Tur, practicing and nearly perfecting his skills as a thief, while still practicing his cleric teachings.
 
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