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Quick Links: Current Characters | Deceased Characters |
Character Generation Guidelines
Information on the player characters in The Banewarrens is posted here, including short biographies, character sheets, and character
pictures. All of the characters are recruited for extensive work with The Order of Thorenheld’s Acumen, a semi-secret sect
within the Reliquis church that keeps a very low profile. The order was created in part to utilize the talents of various "heretics"
for the good of the church, including arcane casters or those races which typically reject the teachings of the church. Characters
may be religious members of the order (of any non-arcane casting class) or even members of The Sages, a wizard's guild that
operates quietly on behalf of the Duke of Falconmoor and contributes members to the order to foster better relations with the church (and
undoubtedly to keep an eye on the church's activities).

Current Characters:
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Father Brendan Dondarrian
Human Male; Paladin-1,Cleric-4, and Hospitalier-2
The eldest son of a noble family of Pellegros, Brendan has defied tradition and his father by choosing the life of a priest in
the Reliquis Church. A recent member of the Hospitalers, he also holds a terrible hatred for the creatures of the Gray One, a
passion that has frequently distracted him from his duties as a healer. Recently assigned to Greytower, he is eager to serve the
Seven in whatever capacity they wish for him in this new land.
Brendan Dondarrian: Medium-size Human Male; Paladin-1, Cleric-4, & Hospitalier-2; HD 1d10+6d8+7 (49 hp); Initiative
+0; Speed 20'; AC 22 (22 flat-footed, 11 touch); +1 Long Sword (+9/+2, 1d8+2, 19-20/x2) or +1 Masterwork Heavy Crossbow
(+7, 1d10+1, 19-20/x2); AL LG; SV Fortitude +14, Reflex +5, Will +10; Str 13, Dex 10, Con 12, Int 10, Wis 14, Chr 18.
Skills: Concentration +10, Handle Animal +9, Heal +6, Ride +5.
Languages: Common, Pious.
Feats: Mounted Combat, Ride-By Attack, Power Attack, Divine Might.
Spells Prepared (5/4/4/3; base save DC 12 + spell level).
Special Abilities: Detect Evil (at will), Divine Grace, Divine Health, Turn Undead (7/ day) Lay on Hands (12 pts per day).
Domains: War (Free Martial Weapon Proficiency and Weapon Focus - Longsword), Glory (Turn undead w/ +2 bonus on turning and
+1d6 on damage roll).
Possessions: +1 Full Plate Armor, +1 Ring of Protection, Masterwork Large Shield, +1 Throwing Long Sword, +1
Masterwork Heavy Crossbow, 50' rope, , Belt pouch with flint & steel, Ever burning torch, quarrel of 15 Masterwork Bolts, Scroll
case with various scrolls, and a few potions.
Physical Description: Human Male, appears to be in his mid twenties, 5' 11" and around 200 lbs., shoulder length blonde
hair and blue eyes. His handsome features are marred only by a thin white scar below his left eye that somehow serves to enhance
his appearance. Brendan is armored in full plate that he expends considerable effort to keep well cleaned and tended. A Reliquian
symbol dangles from his neck on a simple gold chain. His shield is marked with the Reliquian symbol, and the long sword that hangs
at his side is sheathed by a worn leather scabbard that is also inlaid with writings in Pious.
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Cupric Emerald Eyes
Elf Male; Bard-7
Cupric is at heart a seeker of knowledge. He hungers to learn new things in an effort to discover a way back to his home. With
constant flashes of memory from the distant past, Cupric often comes across as a little distracted. This distraction has never
made him un-approachable though, as nearly everyone feels better in his company. An easy smile and a ready offer of help await
those who call him friend, while foes are treated to a disconcerting grin.
Cupric Emerald Eyes: Medium-size Half Elf; Bard-6; HD 6d6+6 (31 hp); Initiative +1; Speed 30'; AC 18 (14
flat-footed, 12 touch); +1 Masterwork Long Sword (+5, 1d8+1, 19-20/x2) or +1 Masterwork Composite Longbow (+6, 1d8, 20/x3); AL CG; SV Fortitude +3, Reflex +6, Will +4; Str 10, Dex 12, Con 13, Int 16, Wis
8, Cha 20.Skills: Decipher Script +6, Diplomacy +12, Bluff +11, Gather Information +14, Knowledge (Arcana) +10,
Knowledge (History) +4, Move Silently +18, Perform +14, Spellcraft +8, Use Magic Device +16
Languages: Elven, Common, Imperial, Sylvan, Draconic, Dwarven
Feats: Expertise, Obscure Lore, Spellcasting Prodigy
Spells Known: (cast 3/5/4; base save DC 16 + spell level): 0: Daze, Detect Magic, Ghost Sound, Light, Perfect Pitch,
Minor Disguise 1: Mage Armor, Harmony, Protection vs. Evil, Silent Sound 2: Blindness/Deafness, Eagle’s Splendor, Invisibility
Special Abilities: Automatic Search check if within 5' of secret/concealed door, Bardic knowledge (+16), Bardic
music 6/day, Immunity to sleep(Ex), save +2 vs. enchantment spells.
Possessions: Cloak of Charisma +2, Headband of the Binder, Hewards Handy Haversack, Boots of Elvenkind, Wand of
Haste(4), Masterwork Composite Longbow, Wand of Cure Light Wounds (22), Masterwork Longsword, Potion of Levitation, Wand of
Shield(15), Wand of True Strike(15), 2 Masterwork Instruments, 2 Tanglefoot Bags, Masterwork Large Steel Shield, 5 Hizagkuur
Arrows, 20 Masterwork Arrows, 2 Potions of CLW , 2 Potions of Shield, 10 Masterwork Silvered Arrows, 120 Gallons of Powdered
Water, 1 Sleep Gas Potions, 10 Caltrops, 10 Marbles, 10 Days Trail Rations, 100ft Silk Rope, Chalk (49), Lantern, 2 Flasks of Oil,
Leather and Tin Cup
Physical Description: Cupric is a male Grey-Elf of light build and with ivory pale skin. He stands 5’4” and weighs
128lbs. By far his most distinctive features are his hair and his eyes. His hair has all the luster and shine of highly polished
copper. One of his first traveling companions, a dwarven gem cutter, would have sworn an oath that his eyes were actual emeralds.
Though able to blend into a crowd when needed, Cupric tends to stand out from any crowd he might be in, a trait he has found
useful as a wandering minstrel. Cupric generally wears a tasteful entertainer’s outfit. Cupric tends to be seen with his pack
constantly on his back, a hat concealing his hair, and his lute hung by his side.
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Solera Moonbow
Elf Female, Fighter-7
A young, but experienced archer, Solera has a deep respect for the power of the bow and arrow. Although she is a fighter and
does not hesitate to user her skills in combat, for her, archery is an art. She is contemplative and often uses her ocarina, given
to her by a close friend, for meditation.
Solera Moonbow: Medium-size Elf, Fighter-7; HD 7d10+14 (48 hp); Initiative +5; Speed 30'; AC 19 (14
flat-footed, 15 touch); +1 Masterwork Short Sword (+11/+6, 1d6+1, 19-20/x2) or +1 Magic Mighty (+3) Composite Longbow (+16/+11,
1d8+6, 19-20/x2); AL NG; SV Fortitude +7, Reflex +7, Will +1; Str 16, Dex 20, Con 14, Int 10, Wis 8, Chr 10.
Skills: Climb +9, Craft: Bowmaking +5, Jump +8, Spot +3.
Languages: Common, Elven.
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Composite Longbow), Weapon Specialization (Composite
Longbow), Mobility, Dodge.
Possessions: +1 Magic Mighty (+3) Composite Longbow, +1 Magic Leather Armor, Masterwork Buckler, Masterwork Short
Sword, Quiver of 50 Masterwork Arrows, Everburning Torch, Belt Pouch, 50’ Rope, Potion of Cure Light Wounds (x5), Necklace of
Dexterity, Bracers of Archery, Ocarina, Potion of Enlarge, Potion of Spiderclimb, Potion of Jump, Alchemist’s Fire, Vial of
Antitoxen.
Physical Description: Solera has an olive complexion and long dark hair, which she tends to wear tied back in 1
or 2 hurried braids. She usually wears leather armor, dressing for efficiency rather than pretense.
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Journeyman Sage Brass
Human Male, Sorcerer-7 (Monte Cook Version)
Formerly a prisoner of the Duke, Brass “escaped” about a year ago with the aid of the Sages (who had learned of his
spellcasting prowess) and was “asked” to join their ranks. Brass’s chaotic nature, arcane talent and love of pyrotechnics get him
in trouble on occasion, but he is capable of toning things down when the need arises. Though adept in social situations, Brass
tends to keep fairly quiet about his shady past. What he loves most is the thrill of battle.
Brass: Medium-size Human, Sorcerer-7; HD 7d6+12 (41 HP); Initiative +2; Speed 30'; AC 12 (10 flat-footed, 12 touch);
Masterwork Light Crossbow (+7, 1d8, 19-20/x2) or Dagger (+2 melee/+5 ranged, 1d4, 19-20/x2); AL CG; SV Fortitude +7, Reflex +9,
Will +8; Str 8, Dex 15, Con 14, Int 10, Wis 10, Cha 18.
Skills: Concentration +12, Diplomacy +14, Gather Information +14, Speak Language 5, Spellcraft +10.
Languages: Common, Draconic, Dwarven, Goblin, Imperial (A'trusian), Nethros.
Feats: Alertness (w/familiar in arm's reach), Luck of Heroes, Spellcasting Prodigy, Spell Focus: Evocation, Token Familiar.
Spells Known: (cast 6/8/7/5; base save DC 15 + spell level, Evocation save DC 17 + spell level): 0-Deflection, Detect
Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Resistance; 1st-Charm Person, Know Protections, Lesser Acid
Orb, Mage Armor, Magic Missile; 2nd-Eagle's Splendor, Shield, Snilloc's Snowball Swarm; 3rd-Fireball, Lightning Bolt.
Possessions: Boots of Speed, Belt of Resistance +2, Ring of Feather Falling, Masterwork Light Crossbow, 10 Masterwork
Bolts, Dagger, 7 Potions of Cure Light Wounds, 7 Days of Trail Rations, Clothing.
Physical Description: Wild, striking blonde hair, intense green eyes and slightly ashen skin; of average height and build.
Has a deep gold birthmark in a pattern of swirls and whorls, which changes size, shape and location every few days (a quirk of his
sorcerous nature, and the source of his name). Dresses in an urban style, with a calf-length coat and knee boots.
Familiar: Snowfall, Tiny Magical Beast, White Fox Familiar; HD 7 (20 HP); Initiative +4; Speed 40'; AC 18 (14 flat-footed,
16 touch); Bite (+1, 1d3, 20/x2); SQ scent; SV Fortitude +3, Reflex +6, Will +5; Str 10, Dex 18, Con 13, Int 9, Wis 12, Cha 7.
Skills: Hide +4, Listen +4, Move Silently +4, Spot +2, Swim +2, Wilderness Lore +1 (+5 if tracking by scent).
Special Abilities: Grants +2 Reflex to master, grants Alertness to master (when in arm's reach), improved evasion, share
spells, empathic link, touch, speak with master, speak with animals of his type. |
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Allele'a Garfavin
Elf Female; Rogue-7
Allele’ a spent an idyllic childhood in a typically reclusive grey elf society. She was raised by her community to love nature,
beauty, and justice. She enjoyed this “it takes a village to raise an elf” childhood and adolescence until her 100th year, when a
brutal conflict with nearby dwarves left nearly all of the adults of her settlement dead, and left Allele’a as a slave. Allele’a
was tortured and mutilated by her captors, then set to the grueling work of digging to expand their natural cave system. Although
only of average hardiness, Allele’a managed to outlive her life expectancy of weeks by utilizing her natural quickness of mind and
foot to navigate the brutal politics of slavery and the treacherous work of mining. After 9 months, plus or minus a few scratches
on the wall, Allele’a killed her overseer with a well placed pickaxe, managed to navigate the series of physical pitfalls and
traps the drow colony used to physically restrain their slaves and escaped to the outside world. Physically and spiritually
scarred by her brutal treatment at the hands of her captors, Allele’a found herself unable to assimilate into other elven
societies. The casual assumption of long life and “time enough for that later” attitude of other elves clashed with the feelings
of urgency Allele’a’s chaotic life engendered in her. In addition, despite the politeness and cool kindness of other elves,
Allele’a felt that her shattered face and body would never be accepted in communities where beauty is held as a measurement for
worth in all pursuits. Allele’a is haunted by nightmares of her time with the drow and occasionally becomes panicked when a
situation makes her feel trapped or manipulated. In order to regain her confidence in her abilities to maintain her freedom,
Allele’a has studied to become an expert in detecting traps and secret ways of escape. She has transformed her fears and anxiety
into a passion for exploring hidden places and plundering their secrets. Allele’a inherited a great pragmatism from her captivity.
The right or wrong of a situation rarely worries her as much as the balance of personal risk or benefit involved. Her main
prerogatives are freedom and accomplishment. To that end, she supports herself by selling her skills as an underground pathfinder
to the highest available bidder. She is a nomad, with only occasional friends, and no permanent home. Secretly, she holds the hope
that she may someday undergo a spiritual epiphany that will allow her to reenter elven society, but her hard won cynicism prevents
her from taking that idea too seriously.
Allele'a Garfavin: Female Grey Elf, Rogue Allele'a: Medium size Grey Elf, Rogue-7; HD
7d6 (30hp);Initiative +4; Speed 30'; AC 18 (no flat-footed, 14 touch); MW Composite Crossbow (+10, 1d8, 20x3), MW Longsword (+5,
1d8, 19-20/x2), or MW Rapier (+5, 1d6, 18-20/x2); Alignment CN, SV Fortitude +2, Reflex +9, Will +8; Str 10, Dex 18, Con 10, Int
19, Wis 10, Cha 10.
Skills: Balance +10, Craft (Stone) +5, Climb +10, Disable Device +10, Hide +10, Listen +10, Move
Silently +10, Open Lock +10, Pick Pocket +9, Search +10, Spot +9, Tumble +9, Use Rope +9
Languages: Common, Draconic, Dwarven, Elven, Gnoll, Literacy, Orc.
Feats: Arterial Strike, Alertness, Blind-Fight.
Special Abilities: +2 Against Enchantment, Automatic Search roll when within 5' of a hidden door,
Sneak Attack +4d6, Evasion, Not able to be flanked, Lowlight vision.
Possessions: Rust Colored Bag of Tricks, Belt of Featherfall, Boots of Elvenkind, Cloak of Elvenkind,
Heward's Handy Haversack.
Physical Description: Very pale skin that rarely sees sunlight. Dark long hair. Green crystalline
eyes. Would be strikingly attractive except for the jagged, coarsely healed scars that crisscross her nose and ears. When
unclothed, whip scars are visible over her back, belly and legs. She has circumferential scars around her wrists and ankles from
shackles.
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Reeve Wyn Helden
Human Male; Fighter-6
Wyn is the adult middle son of a prominent former guard captain in Greytower. He comes from a fairly middle-class upbringing,
and participated in some limited trades training and higher education along with combat training. He enjoys metalworking and
helping build weapons for siege combat and melee combat. Throughout his studies he has gained a smattering of knowledge about
engineering and mathematics from a variety of books and journals, but doesn't always put that information to the best use. Within
the past few years he has taken part in campaigns and against assorted evils and has proven his worth in combat. He is currently
between opportunities and is looking to use his considerable skills in a worthwhile endeavor.
Wyn Helden: Medium-size Human Male; Fighter-6; HD 6d10+18 (59 hp); Initiative +1; Speed (20Õ base) 40'; AC 22 (21
flat-footed, 11 touch); +1 Spiked Chain (+12/+7, 2d4+9, x2, 10 ft range); AL Lawful Good; SV Fortitude +9, Reflex +4, Will +2; Str
18, Dex 12, Con 16, Int 13, Wis 8, Chr 8.
Skills: Jump +14, Climb +5, Ride +2, Intuit Direction +0, Tumble -3.Craft/Knowledge Skills: Weaponsmith +5, Armorsmith
+5, Blacksmith/Metalworking +5, Engineering +2, History +2, Religion +2, Martial Honor +2.
Languages: Common.
Feats: Armor (Light, Medium, Heavy), Shields, Simple & Martial Weapons, Exotic Weapon (Spiked Chain), Weapon Focus
(Spiked Chain), Weapon Specialization (Spiked Chain), Power Attack, Cleave, Expertise, Improved Disarm, Improved Trip.
Possessions: +2 Full Plate Armor, Boots of Striding & Springing, Ring of Sustenance, Spiked Chain +1, Vest of Resistance
+1, Potion of BullÕs Strength (1), QuaalÕs Feather Token (tree) (3), Cure Light Potion (4),
Physical Description: Human Male, early 30's, 6' 1" and around 200 lbs., close-cropped black hair, black moustache and
forked beard, dark brown eyes. In addition to his fairly average looks, he often has a sneer, angry frown, or smirk on his face,
and doesn't hide his emotions very well. Wyn wears finely crafted, form-fitting full plate and golden plated boots. His spiked
chain is often over his shoulders or wrapped around his waist like a belt.
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Deceased & Retired Characters:
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Sir Perianor, Templar of Greytower
Human Male; Fighter-2, Paladin-3 and Templar-1
Perianor is a good hearted if somewhat stern and devoted Knight of Kothrim. Growing up in the heathen island nation of
Pelegros has provided Perianor with a greater tolerance for the damned than many of his fellow knights, though he still sees the
world in mostly black and white. Beginning his life at a far distant and major pilgrimage site, Perianor undertook a journey
of his own to the capital of Greytower years ago and has remained to serve the Church. He was slain in Adventure 2 and the
player declined to continue the adventure.
Sir Perianor: Medium-size Human; Fighter-2, Paladin-3, & Templar-1; HD 6d10+12 (56 hp); Initiative +1; Speed 20'; AC 23
(22 flat-footed, 11 touch); +1 Long Sword (+10/+4, 1d8+5, 19-20/x2), or +1 Masterwork (+2 str bonus) Composite Longbow (+8/+2,
1d8+3, 20/x3); AL LG; SV Fortitude +15, Reflex +7, Will +9; Str 14, Dex 12, Con 14, Int 12, Wis 12, Chr 18.
Skills: Climb +5, Calligraphy +3, Diplomacy +9, Gather Information +6, Handle Animal +5, Knowledge Local (Greytower)
+3, Knowledge Religion +9, Ride +5.
Languages: Common, Pious, and Imperial.
Feats: Endurance, Power Attack, Weapon Focus (Long Sword), Power Lunge, Cleave, Divine Might, Weapon
Specialization (Long Sword) and Mettle.
Spells Prepared (0/1); DC 11 + spell level): Templar spell list
Special Abilities: Remove Disease (1x/week), Turn Contradead (7x/day), Smite (1x/day), Aura of Courage, Detect Evil (at
will) Divine Grace, Divine Health, Lay on Hands (12pts/day)
Possessions: Full Plate +1, Large Steel Shield +1, Longsword +1, Hewards Handy Haversack, +1 Cloak of Resistance,
+2 Circlet of Persuasion, 10x Potions of Cure Light Wound, +1 Mighty Masterwork Composite Longbow, a quiver of 12 Masterwork
arrows, 50' rope, belt pouch with 20 tindertwigs and an everburning torch.
Physical Description: Human Male, nearly 30 years old with dark skin, dark eyes and an olive complexion. His
proudly wears plate mail covered in holy runes and scripture while a blue cloak hands from his back.
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Character Generation Guidelines:
- All characters must be of generally good or neutral alignments and must have a history and personality that will allow if not
encourage them to work with a team and for either the Reliquis Church or the
Sages. Further information on both organizations
are available on the Falconmoor website; in addition, the DM will work with you in character generation.
- Use the 32-point buy method as per the DMG pg. 19 for stats. Remember to add your +1 for your character’s 4th level stat increase
on top of the point buy.
- Hit points will be rolled in the presence of the DM on the day of the adventure. Any “1” results for Hit Points are re-rolled
until a “2” or higher is rolled. Optionally you may choose before you roll to use the Fixed Hit Points per Hit Die method as per DMG
pg. 43 up to 6th level (all Hit Points are rolled from 6th level on).
- New characters start at 6th level with 18,000 experience points. You may use some of your experience points in item creation if
applicable for your character.
- New characters may start with total assets equaling 15,000gp. This includes all items, such as mundane gear, magical gear, created
items, and additional spells in spellbooks (as per the PHB). No single item may be worth more than 8,000gp and no item may require a
caster level to create higher than 12th.
- Customized magical items are not permitted except for changes in form for Wondrous Items (a Belt of Speed instead of
Boots of Speed for instance).
- You may use any “generic” Wizards of the Coast book and any non-world specific rule from Wizards of the Coast including but not
limited to Dragon Magazine, the Psionics Handbook, and class guidebooks. World specific rules (Oriental Adventures,
Wheel of Time, etc.) are not permitted.
- You may use any Forgotten Realms spells or magical items, plus feats (with approval).
- You may use any material from The Book of Eldritch Might I and The Book of Eldritch Might II. This includes class
variants.
- All FAQ and errata information for the respective rule sources are used.
- You will need to provide (in electronic format by email) a short character biography, physical description, and picture for your
character. If you use a picture from a website, let me know where so we can properly link to it. Note that all character
information including character sheets will appear on the website.
- You will need to provide the DM a copy of your character sheet and brief character history before you can play!
In addition, the following optional rules are also used:
- Versatile [General Feat]: You are skilled in a variety of areas normally outside your profession's area of expertise.
Benefit: Select two cross-class skills. These skills are always considered in class skills for you. Special: This feat may
be selected multiple times. Each time, it applies to different skills.
New characters, whether from new players, replacements for deceased characters, or alternative characters begin with experience points
equal to the total his or her existing character would start with if Raised. Characters start with coins and assets based on their
starting level as detailed on page 43 of the DMG and under the guidelines listed above.
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