Dramatis Personae [Character Thread]

Among the mysteries that surround the Fog Peak Mountains, perhaps the most fantastic is the legend of the Jarl of the North Wind. Supposedly, somewhere in these remote peaks, this supernatural sovereign dwells in a fabulous ice palace surrounded by a golden fortune rich enough to tempt even the most accomplished rogue. Whimsical and vindictive, he jealously guards his castle’s secret location and throws intruders into the icy maze beneath his treasury, dooming them to wander through the twisting passageways until they inevitably freeze to death.
Of course, most sensible people consider these tales to be little more than myth. After all, no form of magical divination has ever succeeded in finding this Jarl or his supposed palace.
But the stories persist, and through the years a surprising number of people have set off into the mountains to look for the fabled fortune; most of these were never heard from again. Most sages agree that although the Jarl and his fortune probably don’t exist, there is something in the mountains that makes them dangerous to explore. The stories remain popular, though, and every once in a while a traveler emerges from the wilderness claiming to have seen the Jarl, his famous treasure, and his infamous maze of ice.

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Dramatis Personae [Character Thread]

Postby PMiller » Mon Dec 04, 2017 1:44 am

Place to put your finished characters to include the fluff, links to sheets, leveling up information, pictures, etc...

Only 1 post per player, please
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Re: Dramatis Personae [Character Thread]

Postby FrancisJohn » Mon Dec 04, 2017 7:12 am

Name: Ky'rie Anthrion
Race: Elf
Age: 142
Gender: Male
Alignment: Chaotic Good
Class: Transmuter Wizard
Roles: Summoning/Blaster/Utility

Appearance: Ky'rie is certainly a dashing young elf. Taller and skinnier than most, Ky'rie carries himself with a confident air. He wears a simple green overcloak, preferring to walk with a staff. His flowing locks of silver hair frame the pale skin of his face. Like most elves, his facial features have an elegant cut to them. His eyes are hazel, but upon closer inspection contain a multitude of complicated hues.

Personality: Ky'rie is a thinking man's elf. He tries to prepare for any possible situation ahead of time, and perhaps gets flustered a little too easy when things quickly go awry. He gives people the benefit of the doubt, naively trusting others a little to easily at face-value. Although he worries too much, Ky'rie does seem to find the humor in most situations. Overall, he can be described as a kind of a stodgy, close-minded, cerebral, perfectionist, bookwormish person.

Background: Ky'rie Anthrion was born and raised in the Darkmoon Woods, lodged in a valley beside Droskar's Crag. The presence and proximity to the active volcano certainly permeates all facets of the Darkmoon society and physiology. This could range from a natural elven heat resistance to a certain fatalist outlook towards life in general. The elves of darkmoon viewed preservation as a a paramount priority in life.

The Anthrion family served as the Loremasters for their hidden elven conclave. Loremaster's are the society's guardians of knowledge... almost librarians of sort, using magic to assist in keeping their clan's history and knowledge intact. Everyone in the community learns the art of magic, whether it be of the book-learning, divine, or natural methods of casting. The young elf happily embraced his destiny, eager to learn all things wizardry.

Ky'rie was a responsible son, and a perfect student of the arcane arts. Quite adept in his studies, almost to the point of obsession, the young elf didn't have too many friends. But he didn't care, he was too caught up and enamored with his wizard training. He even found a penchant for the schools of transmutation and conjuring. He was a prize pupil, and his parents were ever proud.

And as with all future Lore Masters, part of their training included a life adventure... their mission. Any worldly wisdom and insight was to be brought back to the Darkmoon. Once of the proper age, Ky'rie set into the world to see what there is to see, hear what there is to hear, and pretty much experience all there is to experience.


Level 1 | Show
Class: Transmuter Wizard (+1 HP favored class)

HP: d6 Max
BAB: +0

Fort: +0
Ref: +0
Will: +2

Class Abilities: Spells, Familiar, Physical Enhancement (DEX +1), Telekinetic Fist

Spells: Cantrips, Liberating Command, Summon Monster I, Mage Armor, Grease, Obscuring Mist, Mount, Ray of Enfeeblement

Feats: Scribe Scroll (Wizard), Alertness (Familiar), Spell Focus - Conjuration

Skills: Wizard 2, INT 3, Background 2
K. Arcana, K. Planes, Spellcraft, Stealth, Acrobatics, Linguistics (Drow Sign Language), Craft(Calligraphy)

Level 2 | Show
Class: Transmuter Wizard (+1 HP favored class)

HP: +8
BAB: +1

Fort: +0
Ref: +0
Will: +1

Class Abilities:

Spells: Color Spray, Ray of Enfeeblement

Feats:

Skills: Wizard 2, INT 3, Background 2
K. Arcana, K. Planes, Spellcraft, Stealth, Climb, Linguistics (Ignean), Profession (Scribe)

Level 3 | Show
Class: Transmuter Wizard (+1 HP favored class)

HP: +6
BAB: +0

Fort: +1
Ref: +1
Will: +0

Class Abilities:

Spells: Levitate, Summon Monster II

Feats: Augment Summoning

Skills: Wizard 2, INT 3, Background 2
K. Arcana, K. Planes, Spellcraft, Stealth, Percussion, Linguistics (Terran), K. History

Level 4 | Show
Class: Transmuter Wizard (+1 HP favored class)
Stat: +1 INT

HP: +7
BAB: +1

Fort: +0
Ref: +0
Will: +1

Class Abilities:

Spells: Glitterdust, Scorching Ray

Feats:

Skills: Wizard 2, INT 3, Background 2, Retro 4
K. Arcana, K. Planes, Spellcraft, Stealth, Percussion, Linguistics (Auran), K. Nobility, K. Dungeoneering, K. Local, K. Religion, K. Nature
Last edited by FrancisJohn on Sat Mar 17, 2018 7:31 am, edited 7 times in total.
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Re: Dramatis Personae [Character Thread]

Postby sirfinn » Tue Dec 05, 2017 12:17 am

Name: Hugh Sharpclaw
Race: Catfolk
Age: 20
Gender: Male
Alignment: Chaotic Good
Class: Alchemist
Roles: Short ranged missile/Trap finder

Appearance: Cloaked in dark green and brown, Hugh is slender, carries himself with simple elegance though, is plain looking for the proud catfolk. He has a leather bandoleer of small pouches over his shoulder and several leather pouches on his belt. A dull chainmail vest shows under his tunic, a dagger hangs on his hip and a longspear rests in his hand; used like a walking staff.

Personality: Reserved, thoughtful, known to enjoy strategy games by the fire with goblet of elvish wine or cider.
Certainly not brash or foolhardy. Curiosity will not kill this catfolk.
Hugh as a person is complex, a professional on the trail, vigilant and prepared for trouble. In an inn or relaxing around a fire with friends he is more open. Happy to tell the old yarn and give some verbal sparring with any and all. He is a seeker, aiming to improve himself in all aspects in life.

Background: Hugh grew up in the wild back country in a small hamlet of 200 catfolk souls in the Riverlands. His father a carpenter and wood shaper, his mother a herbalist and midwife. He has two older brothers and a sister. His eldest brother Olin, also a carpenter, his 2nd brother Jubal, joined the military, his sister Isolde followed in mother's work of a herbalist. Soon upon reaching apprenticeship time, he realized he wasn't ready to settle down to a professional life like his parents.
He sought out his brother Jubal. Knowing he had joined the local military but was found not to be hardy enough for the infantry like elder brother. His fleet of foot and natural nimbleness was however noted by the master scout, Aldair and he was apprenticed there for a two years. Learning the crafts of the wilderness but his desire wasn't to be a scout.

While mooching around camp one day, he noticed a tent which had strange smells coming from it. Concerned he approached to see if all was in order.
The next few moments still bring flashbacks years later. A small human had mixed several liquids together and then consumed them. In but a blink, he stood large like an ogre with blood red eyes. Knowing to stay still, would be the end of his short life to date. Hugh darted away and climbed a nearby large tree.
The foe pursued but was unable to climb. Instead it shook the tree so hard it brought down limbs. Hugh survived the hour of terror and later watched the ogre return to the small human. The man, now fatigued collapsed against the tree and fell asleep. Bravely, Hugh descended and confronted the man. Much discussion passed, an apology made and a new path was opened for Hugh to pursue.

After learning his first few Formulae and how to make bombs. Hugh hit the road, to seek a larger place of learning. His past year he had been working making alchemical compounds for fledgling wizards and their ilk. In return he had gained access to a library which he could pursue his further studies.
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Re: Dramatis Personae [Character Thread]

Postby Seftan » Tue Dec 05, 2017 6:48 pm

Image
Name: Tibbideau the Grey
Race: Ratfolk
Age: 20
Gender: Male
Alignment: True Neutral
Class: Sorcerer / Wizard
Role: Ranged DPS

DESCRIPTION
The horrible experiments preformed on Tibbideau have left his muscles atrophied and his visage deformed. One large canine protrudes from his lower jaw and there are small scales around his eyes. Coarse grey fur covers the rest of Tibbideau's body, his paws always clutching the gnarled walking stick that he so dearly depends on. Though extremely modest of garb, the rat mage's eyes glitter with the wealth of his experience.

PERSONALITY
Years of servitude and sufferage have fostered a charmingly dry wit and a magnetic air of sardonic self deprecation. Though slow to trust and quick to anger, Tibbideau deeply values those he eventually calls "friends." There is much the rat cannot control about his mind; the experiments that gave him so much power also opened his psyche to powerful extraplanar entities.

BACKGROUND
He was raised in a respectable little rathole in the country alongside a large family who's patriarch was a successful traveling alchemist. Tibbideau was a very smart, very curious young rat, and that curiosity ultimately got him into an early apprenticeship with a powerful local sorcerer known as The Third Incarnation of LaBast.

LaBast was a madman. Possessed with creating a slave race of perfect killers, the archmage spliced powerful planar entities into the gifted young rodent and those entities waged a war for control that took a permanent toll on Tibbideau's body. With a single spell, over and over he drilled; and time after time he failed. Focussing so keenly on such a singular task for so many grueling years turned the prankish young rat into a cold and calculating survivalist. The day inevitably came when he saw his chance to escape and Tibbideau never thought twice. Not willing to bring the mad sorcerer's ire back to his family home, the broken young rat traveled west into the cities of men, cities where a loathesome creature such as him might be overlooked as he sought the power to change his fate.
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Re: Dramatis Personae [Character Thread]

Postby Aura » Wed Dec 13, 2017 10:59 pm

Name: Char
Race: Half-Elf
Age: 30
Gender: Female
Alignment: Neutral Good
Class: Bonded Hedge Witch
Roles: Healer, Archer, Survivalist

Appearance:
- Standing 5 feet, 8 inches, Char is notably shorter than most elves. What she lacks in height she makes up in a heftier, robust stock. Her green eyes are large and expressive, and her freckled cheeks and rough hands mark her one who often works outdoors.
- Although she maintains herself reasonably, there is an uncivilized edge to Char’s appearance. She keeps her brown hair pulled back using a strap of leather. Her well-worn clothing is a mixture of leather and cloth, with fur and feather trim, mostly in browns and greens. For adornment, she wears feathers and minor ornamental stones.

Personality:
- Rough around the edges and suspicious of others, Char harbors an obvious, tangible fear of the world around her. Years of need have led her to be careful and frugal. However, her toughened, practical exterior shields a kind heart, a curious mind and an active, avid love of history and art. Char expresses herself through small carvings, the themes of which reflect her prevailing mood. On religious issues, she is known to revere Shelyn and Sarenrae.

Background:
- The woman currently known as Char is thought to hail from one of Galt’s larger forests, perhaps the Southern Hymbrian or the Boarwood. Regardless, she tells the tale of being born to an unmarried young woman, most likely a member of an elven tribe. Her lack of any mention of a father leads the conclusion he was a human hunter or trapper, although the thought of a fleeing noble might also be possible. It’s immediately obvious Char grew up poor and struggling, with her clothing worn thin and many of her possessions decades old.
- Somewhere along the way, Char was trained in Hedge (or White) Witchcraft, using the resulting magical skills as a healer or midwife for gainful employment whenever possible. (She also has notable skill carving small objects.) After considerable travel, she ended up in Azurestone. Although not clear about the conditions of her flight from home, she does seem to wish for improvement in the strained relationship between herself and her mother.
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Dramatis Personae [Character Thread]

Postby Sandstar » Tue Dec 19, 2017 1:37 pm


Name: Ootah

Race: Half-orc
Age: 20
Gender: Female
Alignment: Neutral Good
Class: Druid (Bear shaman)
Roles: Melee combat, getting along in the wilderness

Appearance: Tall, muscular and heavyset, Ootah tends to stand out in a crowd, capable of looking almost all humans, elves and possibly even small ogres straight in the eye. Her orcish heritage is clear for all to see in her thick-boned skull, her deep-set coal-black eyes, bushy drooping eyebrows and broken tusk in her upper jaw. This, combined with various pale scars and tattoos, gives her a menacing air. Her unkempt dark hair is adorned with some simple ornaments fashioned inexpertly from wood and bone, and her clothing is likewise simple yet practical for someone who spends most of her time in the wilderness. A single carved black stone pendant is sometimes visible around her muscular neck.

Personality: Ootah is an uncomplicated person: treat her kindly (or better yet, leave her alone until she wishes to interact with you) and she will reciprocate. On the other hand, people who have in the past treated her badly have usually found cause to regret such actions later. Although suspicious and slow to trust strangers, she is loyal to a fault towards the few friends she does have. She tends to favour the direct approach in most things, tending to be dismissive of complicated plans and stratagems, and appears almost wilfully ignorant of politics and social undercurrents. Perhaps surprisingly, she does have an outgoing side to her personality, loving loud, raucous parties where large volumes of food and (especially) drink are available; polite small talk is not one of her strong suits.

Background: Ootah knows little of her distant past – she was brought up in a small community of druids who found her in the wilderness of the northern mountains, toddling after an old she-bear in search of food. Of her parents or tribe there was no trace; perhaps they were swept away in a flood, died of disease, or perished in a tribal war; alternatively, the half-orc infant could have been rejected by her tribe and left for dead. Apparently the bear (who Ootah still fondly refers to as “Mama”) had found her still-alive and, for reasons best known to herself, decided to bring up the child as one of her own, rather than eat her.

Growing up among druids gave Ootah a keen appreciation for the cycles of life and death, and the infinite variation found in nature. Although she lacked the patience to learn the ways of the herbalist, she proved exceedingly good at finding plants and other raw ingredients for healing potions and salves in the high hills and deep forests surrounding the community. Although her adoptive parents sought to treat her exactly as the other children and apprentices, some prejudice was apparent even there. Ootah sought not to notice these things, but when pushed, found she was more than capable of giving as good as she got, which helped her self-esteem immensely. But she became more and more independent, spending more and more time on her own in the wilderness, and neglecting her druidic training.

During her teenage years, Ootah again started having dreams of Mama, but in her dreams the she-bear then transformed into a powerful spirit who called her name. Suspicious, she resisted the spirit’s call, but the dreams persisted. Eventually she sought help from an old druid who told her tales of a Bear Goddess who had been worshipped by some of the local tribes long ago. He then described to her the entrance to a distant cave where, it was said, marks of the worshippers were still to be seen. Ootah eventually found the cave entrance and entered it, eventually finding a large chamber with walls covered in crude bear-shaped carvings and paintings. At its center was a broken stone statue, once crudely carved to resemble a standing bear. No humans or orcs had visited this place for a long time, but as she was examining the cave, she was ambushed by a band of goblins who had made the cave system their home. She fought hard but was outnumbered; in desperation, about to fall to the goblins’ cruel blades, she called for ‘Mama’, hoping against hope that someone was listening. The next thing she knew, there was a loud roar echoing through the cave system, and what seemed to be a ghostly shape of a giant bear standing over her, swiping at the suddenly-terrified goblins. Gratefully she took the opportunity to escape the caves, as fast as her spindly legs could carry her, the sounds of roaring battle always behind her. As she left the cave system, a voice, like Mama’s but older and wiser, seemed to speak inside her head: “Remember me, and I shall be there for you...” She grabbed a sliver of stone from the cave entrance, which she later made into a pendant to remind her of what had happened.

Upon her eventual return home, she continued to brood on the events in the cave. Questioning of older druids and others gave her some further background knowledge of the Bear Goddess, who she was now convinced had been watching over her that day. From that point, she threw herself into her training, seeking the approval of this evidently powerful being who clearly somehow still existed in this world. However, upon the completion of her druidic training, her independent nature reasserted itself and she decided she should travel and see other places, where different plants and animals were to be found. Wherever she went, she knew she would be watched over by her bear protector, which gave her quiet strength.

Her wanderings eventually took her into the Riverlands and beyond, where waters never froze and birds had bright colours. Periodically she would team up with other wanderers like herself, adventuring together for as long as they could stand each other; Ootah also found this a useful means of getting more ready access to different kinds of food and drink, which she liked. During her wanderings she has made a small number of close friends, with whom she now travels regularly to see what lies beyond the next hill. She doesn’t understand most of their powers, but knows they can be relied upon in a tight spot. She is particularly close to Char the hedge witch, whose personality, interests and desire for privacy complement her own.
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Re: Dramatis Personae [Character Thread]

Postby Herzog » Tue Mar 13, 2018 9:28 am

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Name: Syndus
Race: Tiefling (Oni-spawn)
Age: 25
Gender: Male
Alignment: True Neutral
Class: Hexcrafter Magus
Role: Melee Striker/Debuff

Description: Syndus is about above average in height, if one doesn't count his horns. Layers of clothing attempt to hide the red skin of the tiefling as well as a slim and toned build. Long black hair flows from crown and around the 5-6 inch long horns that protrude and curl back from Syndus's forehead. Yellow eyes, black finger nails, and a prehensile tail complete the otherwordly and fiendish look of the Hexcrafter.


Personality:
While Syndus possesses a fairly sharp intellect, his demeanor and social graces are close to non-existent. His fiendish heritage has been a great source of prejudice growing up and ongoing into adulthood. With the commonfolk shying away or outright having nothing with the tiefling, Syndus has found it hard to exercise social skills. That being said, he is of the quite type, and is very blunt and to the point. However, those few friends he has made, the tiefling will go to great lengths to protect those treasured relationships.


Background:


"You need to leave, " stated the Kodlack. The old dwarf witch pushed up his spectacles on further up his nose in frustration at his troublesome pupil and often wayward son. The dwarf displayed a bit of urgency as he began moving around the small woodland hut, gathering random scrolls and other witchy items.

Syndus stared back and grunted, before looking down and clenching his fists. Kodlak was the closest thing the tiefling had to family on these chain of islands. He had no idea who his parents were or if he had any other blood relatives. Not that it matter. The tiefling's fiendish heritage was strong as displayed by the horns protruding from his head, the red skin and often times accursed prehensile tail. Syndus had been pretty much on his own for most of his young life, even after the old dwarf took him in when the tiefling washed ashore these islands. Nearly all the natives to the islands had shunned him almost from day one.

"Look, I know it isn't your fault that the rest of these islanders are bunch of prejudice pricks. But this time, they are baying for blood--"

"The idiot shouldn't have followed me on the hunt!" stammered Syndus. "He had no experience, trespassed into the wayang's territory, and fell right into one of their traps!"

The Wayangs were the only humanoid island natives not afraid or disgusted with Syndus. The short and lean wayangs were nearly shunned as much as the tiefling himself, but they called the islands home long before the humans and other races came along. For this reason they were tolerated as long as neither race intruded on each other's territory. Syndus has an a friendship with the little race, likely due to their otherworldly ancestry. Syndus's fiendish ancestry, to their shadow planes. A beneficial arrangement, as Syndus would share some of results of his hunts, and they would teach him a thing or two.

The old dwarf found a satchel and started stuffing scrolls into it. Some provisions followed suit, and coin purse that jingled.

"Doesn't matter if it was the village idiots fault for breaking his neck or not. They've been looking for an excuse to string you up for years, and now they got one. Hindsight is being what it is, shouldn't have stopped your hunt."

He looked back over to Syndus, sighed, and straighten. There was a flutter of wings from the open window as the dwarf's raven familiar landed at the sill.

"Look, Syndus...I...I can't protect you this time. The village is whipped into a frenzy and the mob is heading this way. The elders always turned a blind eye to me helping you out, partly out of fear that I'd curse them into toads or something. But the death of a village member is enough to put them over that fear. They're coming and are going to demand both our heads if they find you here."

Syndus looked distraught. He hadn't wanted to cause trouble for his sometimes father figure and other times mentor. But what else was he to do.

Kodlak finished packing the satchel and cinched it shut He then went to his desk and pulled out a blank parchment, dipped into the nearby inkwell and began scribbling quickly. The old dwarg continued as he wrote.

"Take the pack, there's provisions in there for a week, a few useful scrolls, and some money. Also, grab that scimitar you're so fond of practicing with. You'll need it more than I."

Staying silent, the tiefling did as he was told. He had very little in material possessions. Clothes on his back, dagger, cloak, bow, a spell book for his budding arcane powers, and small spell component pouch. All on his person, and part of his lifestyle of surviving. Syndus grab the satchel, and looped over his should. He hesitated and then took the scimitar in question. It was one of the few weapons Kodlak, tho the dwarf never used it. A reminder of bygone days, he would always say when asked.

The tiefling open his mouth to say something, then shut it. The realization that he was going to leave the islands began to truly hit him.

"There, " muttered Kodlak as he finished the writing on the parchment. The dwarfed rummaged around in the desk before producing a sigil ring and some ribbon.

"This here, " Kodlak began as he started rolling up the parchment, " is a letter of recommendation for an adventure's guild on the mainland. Go to it and show the guild master the ring. We used to be old pals back in the day. Anyway, he should set you up with a contract."

"But I don't know the first thing about adventuring!"

The dwarf shoved the scroll into the Syndus's hand, and then grab his old ashwood staff.

"No time like the present! Think of all this as an opportunity to earn your fame and fortune. I would come with you, but these old bones ain't what they used to be. Besides, I need to put some fear back in those village elders."

The crow on the window cawed with alarm, causing both dwarf and tiefling to look at it.

"No more time. The villagers have reached the forests edge, come on to the beach!" The pair rushed out the door of the wooden hut. Both had their nature eye sight to guide them through the moonless night. In the cool night air, they could hear the rabble and shouts of an angry mob. But that was shortly drowned out as the sounds of crashing waves hitting the beach.

"Now what? Am I suppose to swim to the mainland!?" Syndus said exasperated as he caught his breath on the beach.

Kodlak nearly whacked his pupil in the head.

"No, " he said sternly, as he rummaged in his pocket and produced a wand. "You fly."

The dwarf paused just before he activated wand. He then grasped the Syndus and gave him a quick fatherly hug, surprisingly the teifling. The dwarf had never been known for affection.

"Syndus....Good Luck. Keep your head straight, practice your spells and sword arm, and and see the world. It will do you some good."

"I..I will. Thanks..." replied the tiefling. He was never good with goodbyes.

The dwarf cocked his head to the wind and frowned.

"Alright. Straight on until sunset!"

With that, the dwarf cast a greater flight spell from the wand, and Syndus went flying off into the night. He only looked back once as he saw a crackle of lightening lit up the cloudless sky. He truly hoped the old man would be ok.

----
The old dwarf was right about one thing. The adventure's guild was good for Syndus. He was accepted with much of the stigma of his heritage. Mostly due to the letter of recommendation, and his sword arm. The tiefling would spend the next few years adventuring on one contract or another, earning a living, and honing his skills. Having a witch for mentor gave the tiefling a unique access to some hexes and curses, one of which being able to fly. Syndus also developed the ability to cast during combat, an valuable skill that commanded a higher wage. Eventually, the tiefling found himself with a group of other magically skilled adventurers. They all had their own troubled pasts and didn't judge much. For once, Syndus felt accepted for who he was, with ill regard to his heritage.
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Re: Dramatis Personae [Character Thread]

Postby PMiller » Thu Sep 13, 2018 4:43 am

Watch order:
1: Char
2: Tibbs
3: Ootah
4: Syndus
5: Kyrie

Single file March:
1: Ootah
2: Tibbs
3: Ky'rie
4: Char
5: Syndus

Diamond formation:
Front: Ootah
Left: Tibbs
Middle: Ky'rie
Right: Syndus
Rear: Char

2x2 abreast
Front left: Ootah
Front right: Syndus
Middle left: Tibbs
Middle right: Ky'rie
Back left: Char
Back right:
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