Two First-Level Characters 
by Brent Ezell

Arella Firesoul
Female human Arcanist 1; HD 1d4+2+1 (7 hp); Spd. 30 ft.; Init +3 (Dex); Defense 13 (+3 Dex); Atk +3 melee (1d10+3, bastard sword) or +0 melee/+3 ranged (1d4, dagger) or +3 ranged (1d8, light crossbow); SA Spellcasting, Eldritch Dart, mana pool 12; SQ Traits, DR 1/-; SV Fort +2, Ref +4, Will +3; Str 10, Dex 16, Con 14, Int 16, Wis 14, Cha 14.
Skills: Appraise +7, Bluff +6, Climb +2, Concentration +5, Deciper Script +7, Diplomacy +6, Disguise +6, Gather Information +6, Handle Animal +6, Heal +6, Hide +9, Intimidate +6, Knowledge (arcana, history, geography, nature) +7, Listen +5, Move Silently +9, Perform (singing, string instruments) +6, Ride +5, Search +4, Sense Motive +3, Spellcraft +9, Spot +5, Survival +4, Use Magic Device +6
Languages: Argentum, Cormyri, Giantish, High Elven (written only since this language has been dead for millennia), High Wyrm (both written and spoken, but her pronunciation's horrible), Northern Orcish, Terranean, Tradespeak
Feats: Healing Lore 1, Beast Lore 1
Traits: Shadowborn (Sneaky), Weapon Bond (Bastard sword, Int)
Class Features: Eldritch Dart (1d6+3, +3 bonus, DC 15), Spellcasting (Mana pool 12, Primary Evocation [2], Secondary Abjuration [1])
Toekn Pools: Lore 11, Mana 12
Equipment: Padded armor, bastard sword, dagger, light crossbow, 40 bolts (20 in a pouch on her belt, 20 in a pouch attached to Mora), coinpurse, pack saddle, 50' silk rope, guitar, traveller's outfit, 2 daggers, wardog (read: Mora), bedroll, 3 waterskins, 10 days rations, 3 torches, flint and steel
Physical Description:
    Arella stands just under 5'3" but usually most people round up anyway and weighs in at 97 lbs. with a slim build. Her youthful, pretty face is framed by locks of a dark scarlet and contains both a light dusting of freckles and slightly almond-shaped golden eyes. Her hair is usually worn to disguise the fact that her ears come to points. Arella typically wears a fairly non-descript light brown traveller's cloak with the hood pulled up to obscure her rather memorable features. Underneath, she wears practical dark red adventurer's trousers and a dark brown shirt. Over the cloak, she wears her sword and crossbow and keeps her dagger at her waist along with a small coinpurse and a bag containing some of her crossbow bolts.
Personality:
    Arella is quiet and reserved most of the time, typically engaging in this behavior around strangers and people she doesn't know (which, given that she keeps to herself, is just about everybody). Around friends or other confidantes, Arella is friendly and upbeat. She has a constant fear of being discovered as a sorceress or witch (despite the fact that there hasn't been a true witch in these lands since before the Sundering).
    Arella keeps her powers under as much control of power, rarely using them to their full extent and only channeling magic when she is either desperate or in a non-flammable environment. Remarkably for a young fire mage, she has never started a fire in a town and refuses to use her powers in such an environment, something that rarely impresses locals.
Quotes:
- "I'm just another traveller and caravan guard, no one special."
- "Uhm, no, no, I don't know anything about magic."
- "Yes, I understand Elven. Why shouldn't I? Have you ever read their poetry? It's beautiful, so very beautiful..."
History:
Arella was born in the kingdom of Terrannea, near the central part of the continent of Fiera, to a young lady-in-waiting of a local noblewoman. While she is, theoretically, the inheritor of a knightly title, she has no true claim to it, as her father is unknown and she herself is unofficially an exile from the kingdom. Her mother cast her out, on orders from that same noblewoman, when she was 16, sending her away with her sword and a young Terrannean war pup who Arella soon named Mora. Arella wandered, acting as a caravan guard and learning a few things about survival, stealth, and her "talents" as she lived on whatever her skills could provide. Arella rarely speaks of her past, though a great deal of her linguistic talents were developed in the schools of Terrannea.
She also rarely mentions her arcane talents and she tends to use them only in private, against non-human foes. When spotted or otherwise found out, she leaves the area immediately. At least once, this has involved killing several guards and the independent county of Lionsbrook has a bounty on her head... though most of the guards and local warriors would rather not encounter the "Red Witch" and would likely leave her be if she returned to Lionsbrook. She has no interest in testing this safety.

Mora
Mora is, at the moment, a typical riding dog with war training though she is more loyal than normal for an animal companion. This is an inherent quality of the Terranean wardog and not anything particular about Arella or Mora though Mora seems to have this inclination more than most. Thus, use the statistics from the Monster Manual (I personally use the 3.0 rules, but whichever you normally use, they're basically the same in this case).

Note: Her starting gold is a bit elevated though most of it was spent on miscellaneous equipment, not specialized stuff that would give her an edge in combat.  I'm personally not all that pedantic about things like that but some might be, so be aware.  Also, the languages will likely need to be adjusted if you use her.  Tradespeak is equivalent to Common while High Wyrm is (roughly) equivalent to Draconic in core rules terms.  High Elven and Northern Orcish should be self-explanatory.  Cormyri and Terrannean are regional languages while Argentum is a sort of "high-class" Common used mainly by aristocrats, priests, and scholars (think Latin in the Middle Ages).  The Sneaky selection was something I (by GM fiat) would allow a player to do but again, not everyone's as loose with the rules as I am.

Corwin of White Haven
Male archer 1; HD 1d4+4+1 (9 hp); Spd. 30 ft.; Init +4 (Dex); Def 15 (+1 class, +4 Dex); Atk +1 melee (1d6+1, shortspear, or 1d4+1, dagger) or +5 melee (1d8, longbow, or 1d4+1, dagger); SA Class abilities; SQ DR 1d2/-, Traits; SV Fort +2, Ref +5, Will +3; Str 12, Dex 18, Con 12, Int 14, Wis 14, Cha 10.
Skills: Balance +7, Climb +8, Escape Artist +7, Hide +7, Jump +4, Listen +6, Move Silently +7, Ride +6, Search +6, Sense Motive +6, Spot +6, Survival +4, Swim +4, Tumble +7
Languages: Cormyri, Goblin, Tradespeak
Feats: Precise Shot 1, Point Blank Shot 1
Traits: Brave, Forest Born (Tree Runner, Climb at any time, retain active bonuses to Defense while climbing)
Class Abilities: Aim (Gain 1 token for move-equivalent, 2 for standard, 4 for full-round, 1 if target doesn't move), Deadly Shot (+2 damage, 2 tokens)
Equipment: Longbow, quiver with 40 arrows, dagger, shortspear, studded leather armor
Physical Description:
   Corwin stands just under 6 feet tall and weighs 171 lbs. with a wiry, tough build that lends itself to an almost unmatched agility. He has perpetually wind-blown hair he wears to his shoulder blades and grey eyes in a strong-featured face. His skin is lightly bronzed. He wears studded leather armor and a slightly worn but clearly loved dark grey cloak when in the wilds along with tough leather boots designed to aid his footing. Light-footed, Corwin is one of the best climbers that most people have seen, frequently disappearing into the trees during combat only to rain arrows down on his foes from above.
Personality:
    Corwin's personality is fairly quiet, though unlike his friend Arella, Corwin is simply not all that talkative despite being fairly outgoing. Corwin tends to stand in the background and observe though he readily answers questions when asked. He enjoys sitting down for a good cup of mead and some meat or travelling with his friends. In combat, Corwin is silent, simply drawing back his bow and unleashing a deadly strike against his foes. This quiet, driven mask tends to be somewhat unnerving to his opponents and he has never been observed to flinch away from even the most horriffic things he has faced.
History:
    Corwin is from the village of White Haven. He was trained as an archer by his father, who is getting on in years. After reaching his majority, Corwin decided to leave home when he and his father's differing ideas of Corwin's destiny clashed once too often. Now he works as mercenary guard in the town of Ravensbrook though he's given thought to leaving and seeing the city of Cormyr or the Arden Pass. Most of his employers will be sorry to see him go since his skills and service have both been superb. He's known to many but only a few people have ever gotten that close to him; Corwin holds the world at arm's length for the most part.



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