Bramble Butterfoot, Halfling Ranger Level 1

Bramble Butterfoot, Halfling Ranger Level 1
Hit Points: 18/18 Body Points: 20/20 Experience Points: 5 Experience Base: 28
Stats STR 10; DEX 15(+2); MIND 13(+1); CHA 10
Saves FORT +3; REFLEX +5; WILL+3 PRESENCE +2 (+4 to save vs magical effects)
Armor Class 15; Shortbow +6 to hit, 1d6+3; Dagger +2 to hit, 1d4+1
Rangers are expert at wilderness tracking and survival and good at moving quietly and hiding in cover in the wilderness.
Current Money: 2gp

Calix, Human Cleric Level 1

Calix, Human Cleric Level 1
Alignment: Neutral Scoundrel Hit Points: 16/16 Body Points: 20/20 Experience Points: 5 Experience Base: 20
Stats STR 10; DEX 18 (+3); MIND 17 (+2); CHA 16 (+2)
Saves FORT +3; REFLEX +5; WILL +5; PRESENCE +4
Armor Class 16; Light Mace +1 to hit 1d6 dmg
Can cast divine spells and have the Turn Undead and
Smite special Abilities.
Current Money: 5 gp

Sarhan Soth, Gnome Thief Level 1

Sarhan Soth, Gnome Thief Level 1
Alignment: Neutral Trickster Hit Points: 16/16 Body Points: 20/20 Experience Points: 5 Experience Base: 24
Stats STR 10; DEX 14 (+1); MIND 11; CHA 9
Saves FORT +3 REFLEX +6 WILL +3 PRESENCE +3; +4 to save vs poison
Armor Class 13; Dagger +1 to hit, 1d4+1
They have the Sneak Attack special ability, which adds the Thief's class level to the damage of his first attack, if he successfully sneaks up on a foe. Thieves are experts at urban
survival as well as picking pockets, hiding, sneaking, and other
tasks associated with theft.
Current Money: 5gp

Rathman, Elf Magic-User Level 1

Rathman, Elf Magic-User Level 1
Hit Points: 22/22 Body Points: 20/20 Experience Points: 5 Experience Base: 37
Stats: STR 16 (+2); DEX 8; MIND 16 (+2); CHA 8
Saves: FORT +3; REFLEX +1; WILL +5; PRESENCE +1
Armor Class 10; Dagger +3 to hit, 1d4+2 dmg
Spellbook: Read Magic, Sleep, Feather Fall, Hold Portal, Identify.
Current Money: 5gp

Gault, Human Fighter 1

Gault, Human Fighter Level 1

Alignment: Guardedly Neutral. Hit Points: 24/24 Body Points: 20/20 Experience Points: 5 Experience Base: 20
Stats: STR 16 (+2); DEX 13 (+1); MIND 11; CHA 13 (+1)

Saves: FORT +8; REFLEX +5 WILL +4; PRESENCE +5

Armor Class 15 (heavy shield, leather armor, dex bonus); Throwing Axe +3 to hit, 1d6+1 dmg; Spear +4 to hit, 1d6+3 dmg

Current Money: 5gp

Friday, October 14, 2011

The Pantheon

There are numerous gods that are understood by the people of Fallcrest and the Nentir Vale to exist, and they each have varying degrees of influence in the lives of mortals.

This is the same pantheon as is described in the 4th Edition Dungeons and Dragons Rules Compendium.

These are the gods and goddesses commonly worshiped by humans, elves, dwarves, gnomes, and halflings, and are primarily good or unaligned in nature.

Avandra (Good) Goddess of change, luck, trade and travel.
Bahamut (Lawful Good) God of justice, honor, nobility and protection.
Corellon (Unaligned) God of arcane magic, spring, beauty and the arts. Revered by the elves.
Erathis (Unaligned) God of civilization, invention, and law.
Ioun (Unaligned) Goddess of knowledge and prophecy.
Kord (Unaligned) God of storms, strength and battle.
Melora (Unaligned) Goddess of wilderness and the sea.
Moradin (Lawful Good) God of creation, artisans, and family. Revered by the dwarves.
Pelor (Good) God of the sun, summer, agriculture and time.
The Raven Queen (Unaligned) Goddess of death, fate, and winter.
Sehanine (Unaligned) Goddess trickery, the moon, love, and autumn.

The evil gods are: Asmodeus, Bane, Gruumsh, Lolth, Tharizdun, Tiamat, Torog, Vecna, and Zehir. There are also a few Primordials that are worshiped by (usually) evil humanoids. More details about these gods will undoubtedly be revealed as the campaign progresses.

In Fallcrest, there is a single temple, where there are shrines to all of the good and unaligned gods listed above. Most people pray to several of the gods, as opposed to revering a single one.

Clerics in this world can be a devotee of a single god, or they can be a servant of the entire pantheon, such as the Keeper of the Temple, Lady Allowen.

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