Corwin Windsong

Bruce K.'s Saganim human Bard for Gene D.'s "Vanished Lands: Vistel's Circus" campaign

Description:

Player Character: “Corwin Windsong”
Role-Player: Bruce K.
Campaign: Vanished Lands : Vistel’s Circus" heroic fantasy

  • Game Master: Gene D.
  • Adventuring party: 39 (Boston area)
  • Rules systems: D20 Basic Fantasy Role-Playing Game, Fantastic Adventures in Tabletop Entertainment (FATE) 3e Legends of Anglerre
  • Date revised: 5 April 2014/“28 February 1227 B.C.E.

Aspects (can use a Fate point to tag for a +1d6 or a reroll on a 1d20 for skills, plus compels; start with five, gain one aspect or +1 to one attribute every 10 sessions or 2 levels):

  • Origin (species/race): Half-Elf (Saganim [proto-Celtic] human/Sylvan Elf) aristocrat
  • Occupation (class/subclass): Bard (Rogue)
    • Level: 8 (no. of sessions divided by 5)
  • Trouble/foibles: Easily influenced by a pretty face
  • Guest Star (not a fellow party member or follower): Royal family of the kingdom of Saganim
  • Motivation (alignment): Chaotic Neutral, with Good tendencies

Additional aspects: (“Vistel’s Circus:” +3 Aspects or to Attributes)

  • Adventuring/reputation: To make a name for himself through travel
  • Allegiances/personality:

Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin, and bonuses):

  • Strength: 18 (+ 3 bonus; x5 = max. carry, x10 = max. lift, to dam)
  • Dexterity: 19 (+ 3; x2 = ft. per round; to initiative)
  • Constitution: 16 (+ 2; to Hit Points per level)
  • Intelligence: 14 (+ 1)
  • Wisdom: 12 (+ 1)
  • Charisma: 18 (+ 3)

Hit Points: 58 (Rogue d6, start at max., plus Con bonus; +1 hit die per every 5 sessions or level)

Base Attack Bonus: +4 (+ 4 = +8 Brawl, + 8 = +12 Melee (sword), + 5 = +9 Shooting (bow, dagger; on 1d20 to hit, + 1 every 10 sessions or 2 levels; skills incl. Dex bonus)

Armor Class: 19 (modified by Dex bonus, class, gear)

Skills (on 1d20; by Attribute bonus, ranks, total; 10 points to start, +1 point per session or +5 points per level; ranks limited to level): 45 ranks total

  • Acrobatics: 6 (3 ranks + 3 Dex bonus; Reflex, incl. escape artist, fly, tightrope, tumble)
  • Animal Handling: 1 (0 + 1 Wis; ride)
  • Area Knowledge: 2 (1 + 1 Int; by region; geography, history, law/politics)
  • Athletics: 6 (3 + 3 Str; climb, jump, lift)
  • Brawl: 4 (1 + 3 Str; unarmed combat, see Martial Arts stunt for Dex)
  • Craft: 3 (0 + 3 Dex; by creation, e.g. alchemy, armory, cooking, herbalism, magic items, poisons, weapon smith)
  • Deception: 5 (2 + 3 Cha; bluff, disguise)
  • Diplomacy: 5 (2 + 3 Cha; bargaining, persuasion, taunt)
  • Devices: 5 (2 + 3 Dex; locks, traps, constructs, mechanic)
  • Endurance: 6 (4 + 2 Con; Fortitude, run, stamina, swim)
  • Engineering: 1 (0 + 1 Int; architecture, dungeoneering, siege engines, power systems)
  • Gaming: 1 (0 + 1 Int; incl. gambling)
  • Intimidation: 3 (0 + 3 Str; interrogation)
  • Leadership: 5 (2 + 3 Cha; followers)
  • Linguistics: 2 (1 + 1 Int; plus native; decipher, forgery)
  • Medicine: 1 (0 + 1 Wis; heal)
  • Melee: 8 (5 + 3 Str; hand to hand weapons)
  • Mysteries: 7 (6 + 1 Int; arcane spells; see stunts)
  • Perception: 1 (0 + 1 Wis; empathy/sense motive, notice)
  • Perform: 7 (4 + 3 Cha/+; by medium, incl. acting, dance, painting, sculpture, music, poetry)
  • Profession: 1 (0 + 1 Int; non-adventuring, e.g. appraisal)
  • Resolve: 6 (5 + 1 Wis; Will)
  • Science/technology: 1 (0 + 1 Int; lore, by type, e.g. biology, computers)
  • Shooting: 5 (2 + 3 Dex; ranged weapons)
  • Sleight of Hand: 5 (2 + 3 Dex; holdout, pick pockets)
  • Stealth: 5 (2 + 3 Dex; follow, hide, move silently)
  • Streetwise: 3 (0 + 3 Cha; contacts/gather info, rapport)
  • Survival: 1 (0 + 1 Wis; by terrain, incl. tracking)
  • Vehicles: 3 (0 + 3 Dex; by type/medium)
  • Warfare: 1 (0 + 1 Int; tactics, strategy, weaponry)

Skill notes:

Stunts (race/class abilities, skill specializations/feats and attribute swaps, spells, signature items, superpowers, etc.; by type, source, notes):

  • Charm (class)
  • Low-light vision (race): 30 ft.
  • Spellcasting (class, x3): Can cast up to Lvl. 6 arcane spells; total castable levels per day equals Mysteries ranks plus stunt slots squared (7 + 3×3 = 16)
  • Two-weapon fighting – 2 instead of – 4 on off hand

Refresh: 4 left out of 10 (out of initial total of 6 Fate points, can be used to tag an aspect, make a declaration, or activate a stunt; plus 1 every 10 sessions or 2 levels)

Other potential stunts:

  • Bardic Lore (class): + 2 on all Lore checks
  • Comprehend Languages (class): Once per day per level
  • Inspire Courage (class): + 2 on all allied morale checks

Spells (by level, source, effect; 1 stunt slot per 2 levels of castable spells; save DC = 10 + spell level + 1/2 character level):

  • Level 0 (cantrips): Animate Tool, Clean, Dowse, Flare, Flavor, Inscribe, Irritate, Knot, Mage Hand, Open/Close, Read Magic, Sneeze, Summon Vermin, Transfigure
  • Lvl. 1 (see also “BFRPG: Libram Magica”): Change Self (Illusionist), Charm Person, Detect Magic, Floating Disc, Hold Portal, Light, Magic Missile, Magic Mouth, Protection From Evil, Read Languages, Remember the Words (like Comprehend Languages), Shield, Sleep, Ventriloquism,
  • Lvl. 2 (see also “BFRPG” Bard supplements): Analyze Magic, Comprehend Languages, Continual Light, Detect Evil, Detect Invisible, ESP, Invisibility, Knock, Levitate, Locate Object, Message, Mirror Image, Phantasmal Force, Web, Wizard Lock
  • Lvl. 3: Clairvoyance, Dark Vision, Dispel Magic, Fireball, Fly, Haste, Hold Person, Invisibility 10-ft. radius, Lightning Bolt, Phase Door, Protection From Evil 10-ft. radius, Protection From Fire 10-ft. radius, Protection From Normal Missiles, Water Breathing
  • Lvl. 4: Charm Monster, Confusion, Dimension Door, Growth of Plants, Hallucinatory Terrain, Ice Storm, Magic Mirror, Remove Curse, Wall of Fire, Wizard Eye
  • Lvl. 5: Animate Dead, Cloudkill, Conjure Elemental, Dream, Feeblemind, Hold Monster, Magic Jar, Passwall, Telekinesis, Wall of Stone
  • Lvl. 6: Anti-Magic Shell, Disintegrate, Flesh to Stone, Geas, Invisible Stalker, Lower Water, Projected Image, Wall of Iron
  • Lvl. 7:
  • Lvl. 8:
  • Lvl. 9:

Weapons (ranged and melee, by reach/range, damage, ammo, qualities):

  • bow, short, d6, with quiver of 24 arrows (and 10 masterwork arrows at + 1)
  • daggers, silvered, d4 (can also be thrown)
  • mace, d8
  • sword, long, d8 + 1
Bio:

Equipment

  • Magic/empowered items (nonweapon):
    • Hat of Disguise (shared with Sir Torrel)
    • Wand of Dispel Magic (Lvl. 10, 4 charges)
    • potions: Healing (x2)
    • scrolls: Charm Person, Hold Person, Invisibility (x2), Sleep
  • Clothing:
    • armor: shark hide, + 1
    • disguises:
    • formal attire: court outfits, 2 sets
    • traveling clothes: belt, boots, cloaks, leggings, tunic, underwear
  • Occupational tools:
    • amulet of the Royal Society for Cartography in Sileran
    • holy water, 4 vials
    • mandolin
    • sheaths for weapons, ammunition
  • Rations: 1 week’s worth, 10 lbs.
    • dried fruit and meat
    • bread
    • water/wineskins, 2 quarts, plus Fey wine
  • Other gear:
    • backpack, leather or wicker, full
    • blankets, bedroll
    • flint, steel, tinder
    • oil, 3 flasks
    • pouches/sacks
    • rope, 50 ft., hemp, with grappling hook
    • torches, 3
  • Animals/transport:
    • Bit, blankets, bridle, harness, tack, saddle, stirrups
    • Saddlebags, with 4 days’ grain
  • Money:
    • Copper pieces: 490
    • Silver pieces: 829
    • Electrum pieces: 0
    • Gold pieces: 1,397
    • Platinum pieces: 240
    • Gems (number, g.p. value): 0

Description:

  • Gender: Male
  • Date of birth/age: 27
    • Date created: 10 December 2013/“1 February 1228 B.C.E.
  • Eyes: green; Hair: blond
  • Complexion: fair (sometimes disguised as darker)
  • Height: 6 ft., 0 in.; Weight: 185 lbs.
  • Homeland/nationality: (proto-Celtic) human kingdom of Saganim, on the western Plains of Sathendo
  • Patron deity/philosophy: Brijitt, lady of fire and poetry
  • Languages (native + Linguistics): Hifalendorin (western human common), Saganim (native), Zuromm (Undercommon)
  • Appearance, mannerisms:
  • Image links: http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery1/44199_C1_bard.jpg
  • Contacts:
  • Allies/enemies:
  • Companions/followers: Previously, Barrowright family of Harfoot Halflings — father and painter Alberto, priestess of Yondolla and mother Miranda, and young daughter Lucille, who took him in
  • Strongholds: None yet

Bio/backstory (include homeland/nationality, family/training, allegiances): “My story begins almost 30 years ago, when Athelward the Just was chief of the Saganim clans, and the sun shone down on a land yet untroubled by monsters and wars. Prince Edmund and his cousin Cormac ap Morgan traveled across the ‘Vanished Lands’ in search of adventure.”

“Edmund the Strong fell in love with an Elf named Lyrilian Moonshadow, and they had a son, Berek. The rare Half-Elf learned to fight from his father and about art from his mother. Unfortunately, Lyrilian died in childbirth, leaving Berek with a younger sister, Karenna.”

“When Edmund became king, he remarried, and Queen Margaret is loved by the people. Her son Garamond got along well with his older siblings, despite the difference in age. Edmond also fathered another son, Daven, by consort Galera. Our people are more flexible about kin than our neighbors in Hifalendor. Garamond and Daven were more like their father than Berek ever was.”

“Berek fell in love with his tutor Katarina. However, that Bard was already married to Dalek, a Tiefling Mage and advisor to the king. Their affair was discovered, and Katarina disappeared. Blood was found in her chambers, and the prince fled to the stormy Sea of Nagendwa. Many regarded this as an admission of guilt. I am Berek, son of Edmund, but I have renounced my claim on the crown of Saganim.”

After running away and joining Vistel’s Circus, Corwin worked his way up to ringmaster, with the guidance of Orlando Vistel. After a few years, he eventually returned to the kingdom of Saganim, encountering enslaved Goblins, a fleshcrafting Necromancer and serial killer, and Orc scouts.

In the capital of Thadenis, the prince and his friends managed to clear his name of the false charges of murder. He also successfully challenged half-brother Daven for succession to the throne, resulting in Garamond’s designation as crown prince. After fighting evil cultists in Thadenis’ sewers, Corwin and fellow former circus performers headed south….

Advancement:

  • Every session: +1 skill point
  • Every five sessions (D20 level): +1 hit die
  • Every 10 sessions: +1 to Base Attack Bonus and +1 Refresh; also +1 Aspect or Attribute

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s " Vanished Lands " heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of spring 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald; NGc, Lvl. 8
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 8
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 8
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 8
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 8
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 8
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 8
  • Radius [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 8

Corwin Windsong

Vanished Lands GeneD5