Lem

Daxx's page

2 posts. Alias of BoyScout.


Full Name

Daxx

Race

Halfling

Classes/Levels

Wizard 1

Gender

Male

Size

SMall

Alignment

Chaotic Good

Languages

Halfling Common

Strength 8
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 13
Charisma 12

About Daxx

1: Tell me the defining characteristics of your character.

Fire magic is his go to. He's crazy, thinks that the flames talk to him, show him the future. Quick and on edge, he is hard to catch and likely to burn you if you sneak up on him

2: Do they have any family?

Yes he does. A few cousins live in town. His parents left years ago with his sisters.

3: Why do they want to get out of Diamond lake, i.e. why give up what they have to become an adventurer.

Daxx doesnt have much here, very little family or friends to hold on to. Lately the flames have been silent or saying little. Perhaps on the road, Daxx can rekindle his connection to the flame, besides they don't like him playing with fire in town. Oh an treasure, shinny trinkets can help make friends

Also, tell me why you want to play this particular AP

It sounds like a tough AP which usually means a good one. I had a gm that was going to run this once before changing AP's so this is something ive wanted to play for awhile.

Personality:

Daxx is a quick, crazy, jittery fire mage. Daxx believes that fire is sentient and he can commune with the flames. Soemtimes they listen, soemtimes they don't but Daxx continues to experiment with the dangerous element. Being small, Daxx has always felt vulnerable, and tends to be skittish, making it unadvisable to sneak up on him.

Background:

Race Traits:

Standard Racial Traits
•Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
•Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
•Base Speed Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed
•Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

•Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
•Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Offense Racial Traits

•Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Senses Racial Traits

•Keen Senses: Halflings receive a +2 racial bonus on Perception checks.