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Ken Lockheart


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Secrets

Name / Titles: Ken Lockheart
Keenan
Class: EXAPLECLASS (SUBCLASS) Class Character is, Subclass in brackets. See Guides for a list of Classes.
Species: Species/Race your character is. see Guides for a list of races you can choose from
Nationality: - what nation character considers home. The Normal mortal world and all is nations can be found here Felwind If your looking for something outside the normal a list of all known planes outside and including the mortal worlds can be found here Cosmology.
Home: - Where character’s actual building home is if they have one.

Character Information

Background: - Mechanical Background, Normally what the Character was/is outside of an adventure or something tied to an origin story. Mostly for flavour but allows some starting gear and a Feat (If Allowed by the DM).
Born: - (AGE) Day-Month-Year, Can exclude year. The Age of your character is mostly for Role Play but some mechanics do relate to ageing your character.
Alignment: - Alignment character tends to gravitate towards. Chaotic, Lawful, Good, Evil, Neutral. Mostly ignored in modern games of D&D but it may still come up depending on the DM.
Languages: Languages your characters speaks/Reads, dictated by race, Background and Class but most start with 'Common'.
Tools: - tools character is proficient with, Dictated by Race, Background and Class. Handy items to have tools often allow a character to carry out tasks they normally couldn't or grant a boost to skill checks.
Gear: - Gear character is proficient with, weapons, armour etc. This is dictated by Race, Background and Class. It determines what weapons and gear your character has knowledge In using. Trying to use something your not familiar with often ends in tragedy.
Saves: - Main Stat Saves character is proficient with, This is dictated by your class. All classes start with two main stat saves of the six available and they will help you in avoiding danger giving you a boost to those particular stat saving throws.
Profession: - How character earns money. Mostly for Role Play Purpose, may tie in with your background what your character does for coin. everything from baker to thief, Noble to prostitute or even if your only income is being an adventurer.
Affiliation: - Organisations or groups character has relations with. More Role play stuff. its good to think about your character in the world. there are many established groups on the wiki that you character could join. Or if none of them fit quite right you can make a whole new one. Creating a group that works well in an established world can seem challenging but give it a go. You can find a list of Factions here Factions
Faith: - Gods character follows or no gods at all, There are many Gods or godlike beings that a character can relate too, Clerics and Paladins gain their power from faith, Warlocks from their servitude and sometimes its just ice to know you have a big goodly being to give you support. The list of faith can be found here Faith.

Physical Description

Type: - Beast, Monstrosity, Fey etc. Most D&D Species are Huminoid but some rare ones are slightly diffrent or you ay run into a curse during your session and become a wearwolf.
Height: - in ft & CM. Basics. Meant for introduction and Role Play
Weight: - in ibs & KG, also what build the character is Meant for Introduction and Role Play but may also tie in with your stats. a character with a high strength score will most likely have quite the body builder look as an example. (Under-weight, Average, Muscular, Tone, Over-Weight, Obese)
Size: - Mechanical Size 1×1, 3×3 etc. The Squares your character takes up. 90% of the time you will be 1×1.
Complexion: - skin colour, Dark, Pale, Blue, Red, Glow-in-the Dark? normally dictated by Race but tier are always mutations.
Texture: - Scales, flesh, fur etc, Extra details
Eyes: - Eye colour
Hair: - Hair colour
Details: - Extra Anatomy, wings tails, Markings, scars, extra texture such as patches scales, magic hair etc
Gender: - identified or Biological, Pronouns if preferred

Family

Partner: - Lover or close too it. Family gives the Dungeon Master the power to make story beast personal to your character. ut 9/10 times they will be used to torture your character emotionally.
Parents: - Adoptive or Blood
Siblings: -
Children: - Adoptive or Blood

Other Quirks

Favourite Food: - Good for Role Play
Favourite Drink: - Good for Role Play, there is also quite rich D&D lore surrounding the various alcoholic drinks it could tie in to your character's story in some way.
Games: - Outside of hobbies, There are a few D&D games around but classics like cards and Dice are always fun to do during down time.
Hobbies: - Outside of Occupation, games, music. Things to flesh our your character naritivly.
Sexuality: - what is the character attracted to if anything. Can be as simple or exotic as you like. If your not comfortable then you can simply delete the entire line.
Music: - Types character enjoys to listen or play

Stories & Campaigns

Curse of Strahd: NPC Character
Whispers of the Wilds: Player Character

Stats

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Keenan grew up in a loving family, a mother, father and siblings.

He started his adventuring career young, with his father and uncle. Both taught Keenan various things about survival and training his body, while enjoying the world around them. He particularly enjoyed learning about nature and the energies of the world, which lead him to develop a magical connection with the plants and animals.

When his father wasn't adventuring, or going somewhere he deemed too dangerous for Keenan, Keenan would play with his siblings and help his mother run her shop. He loved those times and treasured his family dearly.

Despite this, Keenan never felt like he was able to properly communicate how he felt to others. His family knew he loved them dearly, but that didn't stop his frustration when he couldn't say the words he wanted or express his emotions. As the years went on, this frustration grew to anger and resentment towards himself. This would reach a breaking point when he would have to say good bye to his uncle but wasn't able to say anything to him. This lead to Keenan searching for extreme measures to 'cure' himself.

The plants and animals told him of a hag that lived nearby his mother's home, but warned against visiting her. Keenan ignored the warnings and ventured out by himself to meet the hag, who was located in some old nearby ruins. The hag offered to help him express himself more in exchange for old memories of him. Keenan accepted and, as most deals with hags go, the deal backfired horribly.

Keenan was transformed into an Eladrin and he lost his connection to the nature around him but instead felt a magical connection with the hag. Using his uncle's training he was able to take some of the hag's magic for himself and lashed out at the hag, who teleported away. Even know he still feels a magical connection with hag.

When he returned to his family, none of them recognised him or had any memories of Keenan existing at all. Keenan returned to the ruins and investigated, learning that the hag and her magic was tied to the Feywilds and that he would need someone experienced in the knowings of the Feywild to reverse it. Keenan decided the best way to undo the curse is to look for a way into the Feywild and find someone experienced enough to undo his transformation and return his family's memories. And if he could hunt down the hag he made a deal with, all the better…

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