View Full Version : [Party] The Racial Misfits

2005-05-07, 11:08 PM
The misfits are a group of adventurers who are completely unsuited for their class, by race, personality and outlook. The exception to this rule is Raymond, the rouge, who is the party rouge and started the group when his family was in danger.

Lynn Streamheart, Halfling Fighter/Barbarian.
Myriell Silvermoon, Elf Cleric.
Karl Downfarrow, Half-Orc Sorcerer.
Raymond (Ray) Ploughlight, Human Rogue.

Lynn: As a young girl, Lynn never played with other girls, instead playing with the boys, and often getting into fights with them. Her parents were dismayed at their daughterís behaviour, but thought that it would change as she got older. If anything, however, she became even more aggressive as she grew, much to the dismay of her parents.
When Lynn entered her 17th year, a mysterious fighter came to her village, bought a house and started living amongst the peace-loving halflings. Most were suspicious of him, and so did Lynnís parents, until he approached them with an offer. He offered to train Lynn as a fighter, to help burn off her aggression, and replace it with training. They accepted, and Lynn started her 3-years as the fighters apprentice.
When her apprenticeship ended, however, Lynn was still as aggressive as always. With her training, she would go out into the forests and plains, and come back wounded and blood-splattered. One day, a young male halfling got her angry, and she flew into a rage. She killed him, and for her crimes was thrown out of the town with all her positions and weapons, and exiled from halfling culture forever. She made her way to human lands, and there joined the human army as an irregular.
One year later, the kingdom went to war, and Lynn was in one of the first battles. She was found afterwards, a quivering wreck. The terror of battle, the screams of the dead and dying, caused her to lose her aggression, and become deathly afraid of combat and the same fate. Having been exiled from halfling lands, she could not go back home, and had almost no useful skills for the human lands. She was living on the streets, begging for a living, when she saw a human put a piece of paper on the wall of a tavern. She approached, and saw that a family living a dayís walk for a human needed help. She decided to go, needing the money, still unsure of whether the fear had passed. She later learned that it had not.

Apperence: Lynn is 22 years old, about 3'2" tall and weighs about 33 lb. She has dark brown hair, usually put in a ponytail to about the middle of her back, and has light blue eyes.

Stat Block
Lynn Streamheart
Fighter 1, Barbarian 1
Health 1d10+1d12+4 (20)
Inititive +0
Speed 15 foot (Heavy armour), 20 foot base.
AC 10+1+0+6+2=19
Base Attack/Grapple +2/0
Attack Masterwork Greataxe +3 Attack Bonus, 1d10 damage
Full Attack Masterwork Greataxe +3 Attack Bonus, 1d10 damage
Space/Reach 5'/5'
Fort; +6
Will; +1
Reflex; +0
Str; 14
Dex; 10
Con; 14
Int; 13
Wis; 12
Cha; 10
Climb; 4
Handle Animal;1
Feats Power Attack, Mounted Combat
Class Abilities Rage 1/day, Fast Movement
Equiptment Masterwork Greataxe, Battleaxe Heavy Crossbow, Bolts x3, Banded Mail, Heavy Steel Sheild, Chain Shirt, Backpack, Bedroll, Flint and Steel, Hooded Lantern, 9 Pints of Oil, Trail Rations for 6 days, War Pony, Military Saddle, Feed for 8 Days.
One Liner "I don't want to fight! I don't want to die!"

Karl: Karl was born to a human mother in a villiage that was often troubled by orcs. Although his mother was discrased by his father, whom he never met, shw brought Karl up to be as normal as he possibly could.
As a young boy, Karl was as well liked as it was possible to be, and was considered to be a good lad. He was happy most of the time. This all changed about a month
before his 14th birthday.
In the villiage, there was a gand of boys who liked to torment Karl, and threw rocks at him almost every day. One day, the leader of the group, a young man named Josh, threy a stone, which hit him a odd blow to the head. Something in his mind snapped, and Karl spun around, shouting words in a strange tounge and gesturing wildly. He stuck out his hand and out flew a small ball of force, which he later learned was the spell magic missile. The ball hit Josh in the face, smashing his face in, and knocking the lad uncontious. Josh later died of his injurys. The rest of the gang fled from Karl, afraind of what he might do to them, and Karl looked at his hands, and wondered what he had done.
Karl was not punished for his crime, party because it was not his fault, and partly because of the fear that he could do worse to any who came to punish him. Karl felt ashamed of what he had done, and in the dead of night, the day after his 14th birthday, he ran away from the villiage, taking only what he needed to survive, and a crossbow and bolts.
After arining at a town in the foothills of the mountain, Karl took a job as a caravan guard, heading towards a major human city. Afraid of the harm he could cause by using his magic, he kept it hiden where ever possible, only unleashing it when himself or others were in dire peril.
On ariving at the city, Karl started looking for work, and discovered he had no skills that were of use in common society. Sometimes, someone looking for a half-orc to act as a body guard, or to bash someone up would employ him, but work was rare and far between.
One day, as he was looking for work, he say a peice of paper on a tavern wall. It sayed that a family living a days walk form the city needed heros, and needing the money, Karl answered the call.

Apperence: Karl is 15 years old, about 5'8" tall and weighs about 170 pounds. He has red hair cut to about one inch long and has grey eyes that seem to light up in the rare event of him casting magic.

Stat Block
Karl Downfarrow
Sorceror 2
Health 2d4+1 (7)
Initiative +2
Speed 30 ft
AC 10+2=12
Base Attack/Grapple +1/+3
Attack Masterwork Heavy Crossbow, 1+1+2=+4
Full Attack Masterwork Heavy Crossbow, 1+1+2=4
Space/Reach 5'/5'
Fort; +1
Reflex; +2
Will; +2
Str; 14
Dex; 14
Con; 13
Int; 8
Wis; 8
Cha; 14
Spellcraft; 3
Consentration; 2
Feats Dodge
Equiptment Masterwork Heavy Crossbow, Bolts x3, Masterwork Morningstar, Backpack, Bedroll, Flint and Steel, Trail Rations for 6 days, Waterskin, Spell Component Pouch, Tent, 10 Foot Pole, 1 lb Soap, 2 Square Yards of Canvas, Thunderstone x3, Alcamists Fire x6, Spade
Spells per Day Level 0; 5, Level 1; 4
Spells Known
Level 0
Touch of Fatigue
Ghost Sound
Level 1
Magic Missile
Mage Armor
One Liner "Do I have to use my magic? I don't want to get in trouble."

Myriell: Myriell was found as a todler one day by the preists of Pelor. She would have been sent to an orfanage had the preist who found her not discovered a strange grasp of divine magic held by the youngster. She was raised by a number of elven worshipers, who taught her the art of healing magic. By teaching her at a rate normaly used by elves, It was not for many years that they discovered a problem.
One day, an exteamy wounded hero came into the temple, beging for healing. Thinking it the perfect time to test her, they brought her in, to cast a few spells to heal the hero. Apon seeing the blood, however, she fainted, becoming dead to the world. The hero was healed by older preists, and when Myriell awoke, her training took a different turn, focusing more on spells of strength and protection than healing. Despite all this, Myriell still wanted to help others with her healing abilitys. She ran away from the temple on day, and has necer returned. Instead, she started teaching her faith to commoners, but was unable to heal many people, due to her phobia.
Desparing, Myriell turned to the bottle, and became an alcaholic. She became broke very quickly, but refused to sell her holy symbol, armour and weapon. One day, when she was drunk as a newt, she say a notice calling for adventuors to aid a family. While intisicated, she decided to go.

Apperence: Myriell is 121 years old, about 4'10" tall and weighs about 105 lb. She has blonde hair in a tight braid bown to her waist, and bright green eyes.

Myriell Silvermoon
Cleric 2
Health 2d8+0 (12)
Initiative +0
Speed 20 ft(heavy armour), 30ft base.
AC 10+6+2+0=18
Base Attack/Grapple +1/+2
Attack Masterwork Heavy Mace, +1 to hit, 1d8 damage.
Full Attack Masterwork Heavy Mace, +1 to hit, 1d8 damage.
Space/Reach 5 ft/5 ft
Fort; +3
Reflex; 0
Will; +5
Str; 13
Dex; 10
Int; 10
Wis; 16
Cha; 14
Concentration; 4
Knowlege (Religion); 4
Spellcraft; 2
Feats Improved Turning
Class Abilities Turn Undead
Equiptment Masterwork Heavy Mace, Light Crossbow, Bolts x3, Banded Mail, Heavy Wooden Sheild, Backpack, Bedroll, Flint and Steel, Trail Rations, Waterskin, 2 Scrolls of Bane, 2 Scrolls of Entropic Sheild, 2 Scrolls of Magic Weapon, 2 Scrolls of Summon Monster I, Scroll of Command, Scroll of Comprehend Languages, Silver Holy Symbol, Spell Component Pouch, 5 lb Soap, 10 Foot Pole, 2 square yards of Canvas, 6 gp.
Spells Prepared
Level 0
Purify Food and Drink
Read Magic
Detect Poison
Create Water
Level 1
Inflict Light Wounds
Level 1 Domain Spell
Enlarge Person
One Liner "No, not the blood! Keep it away!"

Raymond: Raymond, or Ray as he is known to his freinds, was brought up as a farmers son usually is. Born in a family living fairly close to a major city, life was fairly good for Ray and his family. They had lots of food, and were not really lacking in wealth. Ray was brought up working the land and was tought how to use a longbow by his father, for reasons unknown.
Despite all this, Ray never felt like he had enough money, and became a kleptomaniac at a young age. He was able to conceal his tendecys around his parents, but whenever he was away form them, he stole almost anything he could lift. He had enough skill to stop him getting caught, and lived a good life. One day, however, everything he had been brought up in came crashing down.
One day, as Ray and his father were going to check on the cattle, they arrived to find half the herd missing or dead. Ray's father investigated, when a group of goblins jumped out of the bushes and long grass, as well as out form behind the cow corpses. Ray's father was shot by a goblin archer, and Ray ran for his life. Ariving back at the farmhouse, he saw that it had been looted, and that there were a couple of goblin corpses outside. He ran in, and saw the bodys of his younger brother and his older sister lying on the floor, with a pool of blood around each. Of his mother, there was no sign. As he wandered around the house, he saw evedence of a fight, and the body of his sisters husband, who had been married to her just a week before. He had a shortsword in his hand, and there were two dead goblins lying in the doorway to the room he was in. Taking the shortsword, Karl ran out to the tool shed and grabbed his bow. He then took some food and went to the nearby city to hire some heros to help avenge his family and find out what happened to his mother.

Apperence: Ray is 19 years old, about 5'7" and weighs about 165 lb. He has light brown hair cut roughly with some kind of knife, and has dark brown eyes.

Raymond (Ray) Ploughlight
Rogue 2
Health 2d6+2 (11)
Inititive +3
Speed 30 foot base.
AC 10+3+3=16
Base Attack/Grapple +1/+1
Attack Masterwork Composite Longbow, +4 to hit, 1d8 damage
Full Attack Masterwork Composite Longbow, +4 to hit, 1d8 damage
Space/Reach 5'/5'
Fort; +1
Will; -1
Reflex; +6
Str; 10
Dex; 16
Con; 13
Int; 14
Wis; 8
Cha; 12
Disable Device; 4+1=5
Move Silently; 4+3=7
Open Lock; 4+3=7
Sleight of Hand; 4+3=7
Tumble; 4+3=7
Use Magic Device; 4+0=4
Bluff; 4+0=4
Escape Artist; 4+3=7
Use Rope; 4+3=7
Decipher Script; 4+1=5
Sence Motive; 3+0=3
Jump; 2+0=2
Feats Martial Weapon Proficiency (Longbow), Point Blank Shot
Class AbilitiesSneak attack +1d6, trapfinding, Evasion
Equiptment Masterwork Composite Longbow, Arrows x3, Shortsword, Masterwork Studded Leather, Backpack, Bedroll, Flint and Steel, Hooded Lantern, 9 Pints Oil, Trail Rations for 6 days, Waterskin, Grappling Hook, 100 ft Silk Rope, Block and Tackle, Belt Pouch, Crowbar, Map Case, Masterwork Theives Tools, 1 vial of Acid, 9 vials of Alchemist's Fire.
One Liner "You guys are useless!"

These would-be heros, by sheer fluke, managed to defeat the goblins who had over-run Rays farm, and freed his mother who ha been taken prisoner. They also killed the goblin leader, a goblin with a level of ranger called Gricar. Ray and the rest of the party bought most of their current equipment with the money earned, and Ray's mother now lives in the city with her sister, never wanting to again return to the place he family was all but destroyed. Ray, realising the rest of his group were almost useless, and would just go back to how they were before in a matter of months, started the party, and now they travel the world, looking fo rgoblins and kobolds to slay.

You can use the Racial Misfits in your campain in many ways. If you hate you players, make them play as the misfits for a few setions. You could also make them NPCs in a variety of situations, as allies or as people to rescue from orcs.

2005-05-18, 08:32 AM
Two points :
- I like the base idea, but as I see it, the characters should be even less adapted to their classes. Make them typical member of their races, with only some points to justify their class ; I'd give the orc sorcerer a Cha of 11, for instance, just enough to cast his level 1 spells. The elf would have a very high Dex, but won't use it because of his heavy armor, and so on...
- Please, Please : Ray is a rOGUe, and not a rOUGe.

2005-05-18, 07:54 PM
I dunno. I think it'd be funny if Ray was elven instead. You know, ray's a bit of a poof, and thinks that being a rouge would actually get him in line to be the new maybelline spokeself or something.

Little did he know that he misread the contract information....

Haha... I jest. I think it'd be a bit hard to pull something like that off. It'd be totally for comedy anyway. If you did that you might as well throw in a lizard-wizard with illusions of grandeur.

2005-05-28, 02:38 AM
Nice concept, good character development and you've certainly proved your ability to kit out your characters properly with the basics for survival - an ability lacking in most players.

Good effort!