[RG] Six Nights to Yearsend (Ptolus)


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Verosh "the Foolish", son of Kala

Blademaster
Male Litorian Swashbuckler 3/Rogue 2/Fighter 4
CG
Talks in Dark Red
Out of Character Dark Slate Blue

litorian.gif


Ability Scores
Str 15 (+2) [+2 racial]
Dex 22 (+6) [+2 racial, +1 level, +4 gloves of dexterity]
Con 14 (+2) [+2 racial, +2 amulet of health]
Int 15 (+2)
Wis 8 (-1)
Cha 16 (+3) [+1 level]

Statistics
Hit Points: 59/86 [68 base, +18 Con]
Subdual Damage: 0
Init: +6 [+6 Dex]
BAB: +8/+3 [+1 Rogue, +4 Fighter, +3 Swashbuckler]
Grap: +10[+8 base +2 Strength]
-------------------------
Armor Class: 21 [+6(Dex) +1 (ring) +4 (leather armour +2)]; touch 16; flat footed 15 [+6 Dex]
Fort: +10 [+7 class, +1 Con, +2 cloak of resistance]
Ref: +13 [+4 class, +6 Dex, +2 cloak of resistance, +1 grace]
Will: +5 [+2 class, -1 Wis, +2 cloak of resistance, +2 Iron Will]
-------------------------
Speed: 30 ft. [30 ft. base; Light load, Leather armor]

Attacks
Single Attack - +16 (+1 keen shortsword) [+6 Dex (finesse) +1 (weapon focus) +1 (magic)]- 1d6+7 (17-20/x2) [+2 (Str) +2 (Int) +2(Spec) +1(magic)]
or +16 (+1 cold iron shortsword) [+6 Dex (finesse) +1 (weapon focus) +1 (magic)] -1d6+7 (19-20/x2) [+2 (Str) +2 (Int) +2(Spec) +1(magic)]

Full Attack - +16/+11 (+1 keen shortsword) - 1d6+7 (17-20/x2) or +16/+11 (+1 cold iron shortsword) -1d6+7 (19-20/x2)

Two Weapon Attack - +14/+9 and +14
Special attacks: +3d6 when flanking or when target is denied Dex bonus

Physical description
Medium-size, 6' 5" tall, 215 lbs, 26 yrs old
Tawny fur (Dark mane, white chin), Yellow eyes,

Speaks Common, Litorian, Goblin, Orcish

Skills
Balance +14 [8 ranks +6(Dex]
Bluff +16 [10 ranks +3(Cha)+3(skill focus)]
Sense Motive +7 [8 ranks -1(Wis}]
Tumble +16 [10 ranks +6(Dex)]
Jump +9 [7 ranks +2(Str)]
Climb +9 [7 ranks +2(Str)]
Swim +5 [3 ranks +2(Str)]
Spot +4 [3 ranks -1(Wis) +2(racial)]
Listen +4 [3 ranks -1(Wis) +2(racial)]
Intimidate +13 [8 ranks +3(Cha) +2(racial)]
(36 pts Swashbuckler, 30 pts Rogue, 12 pts Fighter)

Feats
Combat Expertise [Level 3]
Improved Feint [Fighter bonus Level 1]
Skill Focus (bluff) [Level 1]
Weapon Finesse [Swashbuckler Level 1 (bonus)]
Daring Outlaw (from Complete Scoundrel) [Level 6]
Weapon focus - short sword [Fighter bonus Level 2]
Weapon specialisation - short sword [Fighter bonus Level 4]
Iron Will [Level 9]

Litorian Traits
Medium-size
Speed 30 ft.
Low-light vision
Scent - A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
+2 racial bonus to Intimidate, Search, Spot, Listen and Survival
Favored Class: Ranger

Class Abilities
Sneak Attack +3d6 (daring outlaw)
Trap finding
Evasion
Trap sense +1
Insightful Strike - adds Int bonus to damage
Dodge Bonus +1 (daring outlaw)
grace +1 to Reflex saves

Magical and Psionic gear
gloves of dexterity +4 (16,000)
cold iron +1 shortsword (4330) 'Demonfoe'
ring of protection +1 (2000)
Keen +1 shortsword (8310) 'Kala's blade'
cloak of resistance +2 (400)
Leather armour +2 (4160)
potion (cure moderate wounds) (300)
amulet of health +2 (4000) dire bear tooth necklace
Psionic tattoo
Psionic tattoo (Empty Mind) 50
silversheen 250
Quaal's feather token (bird) 300
Potion of cure serious wounds 750

Normal gear
Traveller's outfit 1
Courtier's outfit (with appropriate jewelery) 80
caltrops 1
Composite short bow 75
Alchemical Silver Arrows (20) 3
Belt pouch 1
Ink 8
Ink pen 1sp
sheets of paper (10) 4gp


1115 gp 9sp

Personality: Highly intelligent and personable, Verosh is often to be found in philosphical discussion. By contrast, his emotions often get the better of him; more than once this has led to him getting out of his depth. He handles himself well in a fight, using his superior intellect to divert his opponent's attention.

Background: Verosh came to Ptolus 6 years ago, and now thoroughly enjoys the bustle and variety of city life. His father was a great tribal leader, but his hot-headed son wasn't interested in following in his footsteps.

Appearance: A humanoid lion. Pretty much. Yup.

Corriban Sloan (Ranger 7), is a Viridian Lord known to live in a cabin a few miles away from Ptolus, although he often patrols far off lands taken by the barbarian tribes. He is a surprisingly strong man for his small frame, and is a marksman with his compound shortbow. Even with Ptolus reputation for stangeness, Corriban still makes others take notice of him with his slightly green-tinged, and nearly leafy skin. The mischevious Corriban met Verosh several years ago, and created a friendship through a common enjoyment of outdoor competitions such as rock climbing and hunting. Corriban usually has his ear to the natural occurences around Ptolus, but does have contacts within the city and introduced Verosh to Kaira Swanwing.

- Kaira Swansing, (Elf rogue 5/wizard 8) is the leader of the Knights of the Golden Cross, a small organization dedicated to the worship of the elder gods and the collecting of ancient knowledge. Kaira is ambitious and seeks to strengthen the dwindling order, with mixed results. She has silver hair and is quite the stunning woman for the strength of both her personality and natural beauty, along with her habit of wearing robes made from blue silk and satin. Verosh finds Kaira to be an important source of criminal activity in the city, especially those backed with demonic or supernatural power; something that has made her few friends. She and Verosh often trade stories: she of her order and their beliefs, while he speaks of his peoples' oral histories. This is something that interests Kaira, since she feels that in Verosh's stories are the shards of tales from the time of the elder gods.

- Yarek Nagel (aristocrat 4), the doddering old man of House Nagel, is known as senile, foolish, and somewhat of a buffoon. Verosh met him long ago in the Yarrow Street Forum, in Oldtown, a place where people like to get up on a soap box or philosophers give speeches. Verosh was listening to one slim philosopher speak about whether or not life was reality when he heard Yarek heckle the man from one corner of the crowd until he enraged the supposedly gentleman to the point of a confrontation. There were two hits, Yarek's cane hitting the angry man, and that man hitting the floor. Curious, Verosh followed the man and entered into a conversation with him. Now the two meet together every so often in Oldtown so that Verosh can talk of his present adventures, and Yarek can lie about the good old days.
 
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brothersgrimm5akm8.jpg

"You wouldn't be looking at me that way if you knew what was behind you..."

Mortimus "Morty" Price
Conjurer of Some Repute
Male Human Conjurer 3rd/ Master Specialist 2nd/ Malconvoker 5th Level
N follower of Khaors
Talks in Olive
Out of Character Gray
Rolls Under MortyP

Ability Scores
Str 12 (+1)
Dex 13 (+1)
Con 14 (+2) [+1 level]
Int 18 (+5) [+1 level]
Wis 12 (+1)
Cha 16 (+3)

Statistics
Hit Points: 48/51 [31 base, +20 Con]
Subdual Damage: 0
Init: +5 [+1 Dex, +4 Improved Initiative]
BAB: +4 [+1 Wizard, +1 Master Specialist, +2 Malconvoker]
Grap: +5 [+4 class, +1 Str]
-------------------------
Armor Class: 11, touch 11, flat footed 10 [+1 Dex]
Fort: +4 [+2 class, +2 Con]
Ref: +3 [+2 class, +1 Dex]
Will: +11 [+10 class, +1 Wis]
-------------------------
Speed: 30 ft. [30 ft. base; Light load, No armor]

Attacks
+6 melee, masterwork quarterstaff, 1d6+2, x2.
+5 melee, melee touch, by spell.
+5 ranged, ranged touch, by spell.

Medium-size, 5'11" tall, 160 lbs, 29 yrs old
Blonde hair, Blue eyes, Light Tan skin

Speaks Common, Draconic, Infernal, Abyssal, Celestial, Auran, Aquan, Ignan, Terran

Skills
Bluff +19 [13 ranks, +3 Cha, +3 Skill Focus]
Concentration +14 [12 ranks, +2 Con]
Craft (alchemy) +8 [3 ranks, +5 Int]
Diplomacy +5 [0 ranks, +3 Cha, +2 synergy]
Knowledge (arcana) +10 [5 ranks, +5 Int]
Knowledge (nature) +10 [5 ranks, +5 Int]
Knowledge (the planes) +10 [5 ranks, +5 Int]
Knowledge (religion) +10 [5 ranks, +5 Int]
Spellcraft +22 [12 ranks, +5 Int, +3 Skill Focus, +2 synergy]
(36 pts Conjurer, 14 pts Mast Specialist, 35 pts Malconvoker)

Skill Tricks
Collector of Stories [2 pts]
Swift Concentration [2 pts]

Feats
Improved Initiative [Level 1]
Spell Focus (Conjuration) [Human Bonus]
Augment Summoning [Conjurer 1]
Cloudy Conjuration [Level 3]
Skill Focus (Spellcraft) [Master Specialist 1]
Augment Elemental [Level 6]
Skill Focus (Bluff) [Malconvoker 3]
Summon Elemental [Level 9]

Human Traits
Medium-size
Speed 30 ft.
Bonus feat at 1st level
4 extra skill points at 1st level and 1 extra at every level thereafter
Favored Class: Any

Class Abilities
Spells (see below) [Conjurer 1]
Conjuration Specialization (Enchantment, Evocation Prohibited) [Conjurer 1]
Rapid Summoning [Conjurer 1]
Enhanced Summoning [Conjurer 1]
Expanded Spellbook (see below) [Master Specialist 2]
Deceptive Summons (fury) [Malconvoker 1, 4]
Unrestricted Conjuration [Malconvoker 1]
Planar Binding [Malconvoker 2]
Fiendish Legion [Malconvoker 5]

Spells Prepared (5/7/6/5/4/3; CL 9th/10th*; DC 14 + spell level, 15 + level for Conjuration)
0 - caltropsB, detect magic, ghost sound, message, read magic.
1st - benign transpositionB, grease, protection from evil, ray of enfeeblement, shield, summon monster I (2).
2nd - fog cloud B, glitterdust, invisibility, summon monster II (2), web.
3rd - dispel magic, haste, mass mage armorB, summon monster III (2).
4th - dimension doorB, polymorph, summon monster IV (2).
5th - summon monster V (2)B, shadow evocation.
[* Indicates Caster Level for Conjuration spells]
[B Indicates bonus Conjuration spell from specialization]
[sblock=Spell Slots Used]0 -
1st - grease
2nd - fog cloud, invisibility
3rd - summon monster III
4th - dimension door
5th - summon monster V, shadow evocation[/sblock]Spellbook (80/100 pgs used)
0 - All except those of Enchantment, Evocation schools.
1st - benign transposition, grease, magic missile, protection from evil, ray of enfeeblement, shield, silent image, summon monster I.
2nd - fog cloud, glitterdust, invisibility*, summon monster II, web.
3rd - dispel magic, fly, haste, magic circle against evil*, mass mage armor, summon monster III^.
4th - bestow curse*, dimension door, enervation, mass resist energy*, polymorph, stoneskin*, summon monster IV.
5th - lesser planar binding^, shadow evocation, summon monster V, teleport*.
[* Indicates spell purchased and copied]
[^ Indicates spell added from class abilities]
[sblock=Spell Itemization]2nd Level
Invisibility [100 gp service, 200 gp materials]
3rd Level
Magic Circle Against Evil [150 gp service, 300 gp materials]
4th Level
Bestow Curse [200 gp service, 400 gp materials]
Mass Resist Energy [200 gp service, 400 gp materials]
Stoneskin [200 gp service, 400 gp materials]
5th Level
Teleport [250 gp service, 500 gp materials][/sblock]Coins 80 pp, 74 gp, 7 sp

Equipment
Masterwork quarterstaff
Healing belt 3/3
Spellbook
Spell Component Pouch
Sack
Ink (8-oz. vial)
Inkpen
Waterskin
[sblock=Stuff He Used to Own]+1 illuminating/ +1 warning quarterstaff [11,100 gp]
Ring of mighty summons [14,000 gp]
Spectacles of persuasion [4,500 gp, as circlet of persuasion]
Headband of intellect +2 [4,000 gp]
Vest of resistance +2 [4,000 gp]
Neckerchief of disguise [1,800 gp, as hat of disguise]
Eternal wand (identify) 2/2 [820 gp]
Healing belt 3/3 [750 gp]
Antitoxin (1 vial) [50 gp]
Spellbook (hard metal cover, linen paper; hardness 5, 6 HP; Resistant to Energy (Major), Waterproof) [4,220 gp]
Satchel [1 sp]
Spell Component Pouch [5 gp]
Inkpen [1 sp]
Ink (8-oz. vial) [8 gp]
Map case [1 gp]
Bedroll [1 sp]
Waterskin [1 gp][/sblock]
Background
Mortimus Price was always the studious young boy, born to an aristocratic family in Tarsis with far too much time on its hands. Morty did not have an ordinary childhood; he spent nearly every day deep inside books, studying all topics from the arcane to the divine to the mysteries of the Outer Planes. He attended the prestigious University Arcanum, where he apprenticed under Extraplanar Studies professor Ulysses Weber. He got along well with his fellow students, but although he was known to many, few claimed to know much about him. Even immersed in the university, his true attention was elsewhere, delving into the secrets of the Ethereal Sea, the Heavens and the Hells.
After graduation, he set upon building on the work of his mentor, and decided to travel the world recording the myths and stories of all corners of the Empire and searching for connections between the Material Plane and the rest of the multiverse. Watching the Empire's descent with uncaring eyes, Mortimus always focused on the bigger picture. Upon his return after years on the road, he discovered his mentor deceased with a cryptic letter addressed to him. It read, "The keepers of secrets lie in the thin shadow"; at first Morty was baffled and put it aside. He set about publishing his work in a treatise on Interplanar Connectivity, and it earned him a membership invitation to the Delver's Guild. He was grouped with his current company of adventurers, which he has grown to view as a close-knit family (or at least as close as he's ever came to one).
When the group decided to relocate to Ptolus, it popped into his head: his old master's note became clear! The "keepers" he sought were in the great city, at the base of the Spire, "in the thin shadow". Now working in Ptolus, Morty spends his spare time researching and gathering information on the Inverted Pyramid, which he believes the note refers to. He has learned of their great mystery and exclusivity, and is determined to find out just why they were of such concern to his mentor. His primary contact is Megara, a seer and prostitute for the Fate Weavers whose relationship with Morty is... complicated. They currently maintain a professional rapport.
Within the Delver's Guild, Morty is known for his aloof demeanor and expertise in summoning dangerous creatures. Some are suspicious of his methods, but he is by-and-large viewed more as an oddity than a threat. Nonetheless, his teammates count him as a loyal ally and effective combatant.

[sblock=Sources]Complete Arcane Spellbook
Complete Mage Master Specialist, Cloudy Conjuration, Summon Elemental, Ring of Mighty Summons
Complete Scoundrel Malconvoker, Collector of Stories, Swift Concentration
Magic Item Compendium Illuminating, Warning, Eternal Wand, Healing Belt, Vest of Resistance
Magic of Eberron Augment Elemental
Spell Compendium Benign Transposition, Caltrops, Mass Mage Armor, Mass Resist Energy
Unearthed Arcana Rapid Summoning, Enhanced Summoning[/sblock]
[sblock=Contact-Neridoc Bittersong]Neridoc Bittersong (male gnome wizard 9) of the Delver's Guild merchants who is an arcane scribe by profession. He has few friends since all he likes to talk about is arcana. Luckily for him, Morty is of a similar personality and the two sometimes get into passionate discussions about their recent readings. He also have connections to the Fate Weavers through Megara, who has seemed more agitated as Yearsend Day approaches.[/sblock]
-farmboymdp
 
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Deceased--He was lost to the warden's sword in an attempted prison break, but at least his death allowed others to escape.

Percival de Cluney

Male Human Duskblade 10th lvl
CG

Str 16
Dex 16 +1 at 8th level
Con 13
Int 16 +1 at 4th level
Wis 10
Cha 14

Hit Points 72
AC 22, Touch 14, Flat 19 Damage Reduction 5/- (30 points at 3/- a day)
Init +3
BAB +10/+5, Grap +13
Speed 20 (base 30, medium Armor)
Fort +8, Ref +6, Will +7

+15/+10 +1 Screaming Burst/Slow Burst Elven Thinblade Melee, 1d8+4+1d4 sonic, 15-20/x2 +4 to confirm crit, extra 1d8 sonic from screaming burst, DC14 will save on crits or be slowed for 3 rounds.
+??/+?? Melee, weaponname/weaponname, 1d6+??/1d6+??, 20/x2
+14/+9 Ranged, MW Mighty composite longbow, 1d8+3, 20/x3, 110'r
+??/+?? Ranged, weaponname/weaponname, 1d6+??/1d6+??, 20/x2, 30'r

Medium, 6'1" tall, 175wt, 28 yrs old
Brown hair, Brown eyes, Fair skin

Speaks Common, Elven, Draconic and Dwarven

+5 Climb (2+3Str)
+19 Concentration (13+2Con+4Combat Casting)
+8 Craft, Cooking (3+3Int+2 MW Tools)
+8 Decipher Script (5+3Int)
+5 Heal (1+2 healing belt+2 kit) CC
+8 Jump (5+3Str)
+13 Knowledge, Arcana (10+3Int)
+4 Knowledge, Machines (1+3Int)
+6 Knowledge, Local Ptolus (3+3Int)
+4 Knowledge, The Planes (1+3Int)
+4 Knowledge, Religion (1+3Int)
+4 Knowledge, History (1+3Int)
+1 Listen (1) cc
+8 Ride (5+3Dex)
+5 Search (2+3Int) cc
+5 Sense Motive (5)
+11 Spellcraft (8+3Int)
+1 Spot (1) cc
+8 Swim (5+3Str)
+4 Use Magic Device (2+2Cha) cc (+4 syn scrolls)

Feats
-1st Exotic Weapon Proficiency, Elven Thin Blade
-Bonus Weapon Focus, Elven Thin Blade
-3rd Power Critical +4 to confirm a threat, Elven Thin Blade
-6th Improved Buckler Defense
-9th Improved Critical, Elven Thinblade

Human Traits
-Bonus Feat
-Bonus Skill
-Favored Class--Any

Duskblade Abilities
-Martial Weapons, Medium Armor, Heavy shields
-Arcane Attunement
-Armored Mage (Light, Medium, and Heavy shield)
-Bonus Feat Combat Casting
-Arcane Channeling
-Quick Cast 2/day
-Spell Power +2


Spells Per Day 6|9/8/4
0th- Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1st- Burning Hands, Kelgore’s Fire Bolt, Ray of Enfeeblement, shocking grasp, true strike
2nd- Acid Arrow, Darkvision, Dimension Hop, Scorching Ray, Touch of Idiocy
3rd- Dispelling Touch, Doom Scarabs

Spell like powers a total of 3+3Int a day: Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic


+1 Adamantine Brestplate 11,350 gp
Lesser Iron Ward Diamond 2000 gp (DR 3/- up to 30 points a day, stacks with adamantine armor)
+1 Darkwood Buckler 1,215 gp
+1 Ring of Protection 2,000 gp
Explorers Outfit

Explorers Outfit
Courtier’s Outfit with Jewelry 72 gp

+1 Screaming Burst/Slow Burst Elven Thinblade 23,400 gp
MW Mighty Composite Longbow 700 gp
-20 arrows 1 gp
MW Cold Iron Morning Star 312 gp
MW Alchemical Silver Battle Axe 400 gp
2 Daggers 4 gp

Wand of Kelgore’s Fire Bolt (5th) 3750 gp
Heealing Belt 750 gp
Handy Haversack 2000 gp
5 Potions of Cure Light Wounds 250 gp


Collapsible 10’ pole 31.5 gp
Backpack 1.8 gp
Spell Component pouch 4.5 gp
Spring Action Wand Sheath 112.5 gp
MW Artisan’s Tools Cooking 49.5 gp
Healer’s Kit 45 gp
10 Sunrods 18 gp
100' Silk Rope 18 gp
Gappling Hook .9 gp
Bedroll and Winter Blanket 5.4 sp
2 Waterskins 1.8 gp
Flint and Steel .9 gp
Empty Sack .9 sp
10 days Trail Rations 4.5 gp
2 Alchemist's Fire 36 gp
Antitoxin 45 gp
2 Holy Water 45 gp
Tanglefoot Bag 45 gp
2 Thunderstones 54 gp

Kept in his room at the house:
25 Bottles of Wine 45 gp assorted kinds mostly elven
A small library of poetry, histories, and epic hero stories. 90 gp
Chest with a good lock 83 gp
11 candles 1 sp


37 gp 11 sp 3 cp 2 10 gp gems




Appearance/Personality: Percival de Cluney is a tall well built young man in his late 20’s. He has long brown hair and wears a thin mustache and merest hint of a goatee. He has dark eyes and fair skin. He normally wears a heavy adamantine breastplate and wears a large thin sword of Elven design. The hilt is made to look like a snail while the blade is etched with images of instruments down its length. Along the fuller and back of the blade are numerous small holes through the metal. He wears a longbow in a quiver on his back. He is an earnest intelligent fellow, but his head is easily turned by a pretty girl or a hopeless cause. From a young age Percival has had a strong desire to prove himself and a predisposition toward foolishly heroic acts. He tends to gravitate toward hopeless causes or at least to support the underdog. Percival has never been particularly religious but has attended services for the Church of Lothian. His quests have sometimes involved the Order of Dayra and the followers of St. Gustav. More recently, he has been visiting the Temple of Asche. His friendship with Mand Scheben.

History/Background: Percival (Percy to his family) was born into a prosperous merchant family of Tarsis. They make and sell women’s undergarments. Between the family business and the name Percy, young de Cluney received more than his fair share of teasing from other children. He retreated into books about great heroes. The family’s money saw him well educated. The business took the family on frequent buying trips among the elves. Young Percival found these trips to be the best part of his childhood. He was highly enamored with all things elven. He learned to cook in the elaborate style favored by elves and speak their language. As he matured he underwent the grueling entrance examinations to study the Elven Arts of war and magic at an academy for Duskblades. He managed to get in and do well. He found these arts suited his personality and desire to be a hero perfectly. He spent his early years looking for causes to join in the Elven lands. One such quest was the successful recovery of the legendary elven magic sword Banshee’s Wail, which he carries to this day. It had been lost in an incursion of humanoids a century before. He was able to wrest it from a particularly nasty Bugbear warrior. Eventually, he followed rumors of the prizes to be won by Delvers in Ptolus. He is currently in Ptolus, a city he has come to love, with his adventuring companions. When not Delving, he spends his time inviting young ladies over to cook for them and to read elven poetry.

Contacts:

- Percival comes from a wealthy family of woman's lingerie dealers, which is something he tries not to bring up in conversation, although he enjoys the connections he has from this background. One such connection is with House Erthuo through Cordelia Erthuo (fermale human aristocrat 4), who tries to pass advice to Percival's artisan family because of her personal experiences with their clothing line. House Erthuo is a family of scholars that generally stay out of politics while researching all things elven, since their bloodline is a mixed one. Cordelia is a good source of both Ptolus family politics and elven history, and enjoys Percival's presence when House Erthuo holds a galla.

- Mand Scheben, (Human cleric 11) is a follower of Asche and a high-ranking member of that god's temple. He sees Percival as a good man, and since the duskblade has come so often to him for healing they have formed a trusting bond and Percival can count on a 10% discount for any healing from Mand. Mand is a possible candidate for the next seat in the City Council, and is in his late 30s with a winning smile that has made him the most popular priest of Asche in the city. His charm is only bolstered by his sincerity.
 
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nwn_MarcVilhegas.jpg


Kaeso Drionus
Male Human, 10th Fighter
Alignment: Lawful Neutral
Diety: Lothian, Just God of the Empire
Age: 26
Appearance: 6'4", 240lbs. Has short, wavy black hair, and brown eyes that seem to always look tired. His tanned skin carries several scars, although he doesn't seem to have picked up any serious disfigurements in his travels.
"Kaeso speaks in sienna"
OOC in dim gray

Statistics
Str: 14 (+2)
Dex: 13 (+1)
Con: 16 (+3) [2 from levels]
Int: 14 (+2)
Wis: 12 (+1)
Cha: 13 (+1)

Hit Points: 112/112 [82 base, 30 con]
Armor Class: 23, touch 11, flat-footed 22 [10 base + 8 armor + 4 shield + 1 dex]
Armor Check Penalty: -14
Initiative: +5 [+4 improved initiative, +1 dex]
BAB: +10/+5
Grapple: +12
Speed: 30ft [30 base + 10 boots, (-10 heavy armor)]

Saves
Fort: +10 [7 base + 3 con]
Reflex: +4 [3 base + 1 dex]
Will: +4 [3 base + 1 wis]

Attacks
Melee attack: MW Flail (+12/7, 1d8+4, 19-20/x2, bludgeoning) [Atk: 10BAB+2str+1feat+1flail-2 tower shield, dmg: +2str+2feat]
Melee attack: MW Trident (+11/6, 1d8+2, crit x2, piercing) [Atk: 10BAB+2str+1MW-2 tower shield, dmg: +2str]
Missile attack: MW Trident (+10, 1d8+2, 20/x2, range increment 10 ft, piercing) [Atk: 10BAB+1dex+1MW-2 tower shield, dmg: +2str]

Languages: Common, Dwarven, Elven

Skills:
Appraise (armor): 4 [2 int + 2 synergy]
Intimidate:14 [13 ranks + 1 cha]
Swim: 15 [13 ranks + 2 str]
Handle Animal: 14 [13 ranks + 1 cha]
Ride: 16 [13 ranks + 1 dex + 2 synergy]
Climb: 10 [8 ranks + 2 str]
Craft Armor: 9 [5 ranks + 2 int + 2 tools]
Jump: 7 [2 str + 5 boots]

Feats
Improved Initiative [human racial]
Quick Draw [1st level]
Combat Expertise [1st level fighter]
Improved Trip [2nd level fighter]
Combat Reflexes [3rd level]
Dodge [4th level fighter]
Mobility [6th level fighter]
Endurance [6th level]
Weapon Focus (Flail) [8th level fighter]
Die Hard [9th level]
Improved Critical (Flail) [10th level fighter]

(Abilities granted)
You may draw a weapon as a free action, or a hidden weapon as a move action.
Weapons may be thrown at full rate of attacks, like a bow.
When making an attack or full attack in melee, you may trade up to -5 on attack roll for 5 AC until next action.
You no longer provoke an attack of opportunity when tripping an enemy while unarmed. +4 bonus on strength check granted while tripping an enemy. If a successful trip is made, make a melee attack as if you hadn't used your attack for the trip attempt.
The flail may be used to make a trip attempt. In this case, make a melee touch attack with the flail instead of an unarmed melee touch attack. If you are tripped while making the attempt, you may drop the flail to avoid being tripped.
You may make (1 + dex mod) attacks of opportunity per round. You can make AoO's while flat-footed.
During your action, you can designate an opponent to receive a +1 dodge bonus to AC from. This bonus is lost if you lose your dex bonus to armor.
You gain a +4 dodge bonus to AC against AoO's caused by moving out or within a threatened area. This bonus is lost if your dex bonus to armor is lost.
Gain +4 bonus on certain checks (p. 93 Player Handbook).
When reduced to negative hp (and not dead), you are automatically stable. You may make a move action per round without penalty, or a standard action for -1hp penalty. You cannot take a full round action.


[sblock=Old Equipment]+1 Tower Shield of Moderate Fortification (75% chance to negate critical hits and sneak attacks), 45 lb [16,180gp]
+3 Full Plate, 50 lb [10,650gp]
+1 Flail, 5 lb [2,608gp]
Masterwork Trident, 4 lb [315gp]
+2 Ring of Protection [8,000gp]
+2 Amulet of Health (+2 con) [4,000gp]
Boots of Striding and Springing, 1 lb (+10 base speed, +5 jump check) [5,500gp]
Cloak of Resistance +1, 1 lb (+1 to all saves)[1000gp]
Bckpack, 2 lb[1gp 8sp]
--Masterwork Armorsmith's tools, 5 lb [49gp 5sp]
--Bedroll, 5 lb [9cp]
--Artisan's Outfit, 4 lb [9sp]
--Waterskin, 4 lb [9sp]
Multiflask [2gp 7sp]
Identification Papers (citizen)[/sblock]
Equipment
MW Full Plate
MW Tower Shield
MW Flail
MW Trident
Boots of Striding and Springing
Backpack
--Armorsmith's Tools
--Waterskin

Coin: 69pp, 3gp, 1cp

Accounting
Lost: 1gp (given to priest for access into temple)

Carrying Capacity
Light load: 58 lb, Medium load: 59 lb-116 lb, Heavy load: 117 lb-175 lb
Weight: 126 lb

Background
Kaeso Drionus grew up in a stable, loving home in the bustling city of Tarsis; a home governed by law, by honor, and by expectations. It may not have been a stretch to call his father a tyrant; every minute of every day had to be accounted for, time could not be wasted, one must always prepare for the future... Although young Kaeso did his best to live up to his father's demands, the elder Drionus could never quite be satisfied. Kaeso obeyed not out of fear of another caning, but to do his part along with his mother and siblings.

During his teenage years, the barbarian hordes drew ever closer to Tarsis; every month, it seemed another fort fell, another defending army was bloodied. Kaeso tried over and over to join his father, a member of the guard, in the defense of the city... HIS city... but was rebuffed by the gruff soldiers every time. He was simply too young to fight. When the Eastern Hordes finally crushed the last army in their path, the Drionus family along with thousands of others evacuated in a panic, feeling the fires of the siege on their backs as they ran. Kaeso would never see his father again, for better or for worse.

A year passed while the family re-established itself on the countryside to the west. Kaeso took his chance and enlisted in the first scattered unit of the empire's army that he could find. He would spend the next 10 years in the army, first scouring the nation for fresh recruits, then training, then fighting. The invading barbarians quickly left the city on their own, and Kaeso returned to the city. The remainder of his enlistment term would be spent guarding Tarsis, scattering petty uprisings of monsters and peasants. This left him plenty of time to fraternize with diplomats from other cities, and Ptolus in particular. Members of the Commissar's Men and the Keepers of the Veil occasionally came to Tarsis seeking aid in their crusades against crime and evil, and Kaeso always wanted to hear what stories they brought with them.

When Kaeso was released from service, he realized something incredibly disturbing; he had no idea what he wanted to do with the rest of his life. Ever since his birth, he was told what to do, how to behave, what to think. First from his father, then from his commander. Of course he'd heard the rumors of what was happening in the distant city of Ptolus lately; adventurers journeying into caverns beneath the city and returning with entire baggage trains of gold and jewels. It didn't take long for Kaeso to decide on becoming a mercenary himself. He could make his fortune, destroy any evil or undead threats to the security of the empire, maybe even find a bride! And of course, it sure as hell beat the idea of spending the next 10 years on guard duty.

Contacts
- Constable Ward Harnox, a human middle-ranking member of the City Watch who is currently headquartered in the Guildsman district watchtower. Ward normally has a dry and morbid sense of humor due to the things that he has seen in his time in service. However, even this part of his humor has dried up ever since he has been assigned to looking into the infrequent and violent "Silent Slayer" murders that are causing a panic in his district, and he has been drinking more often.

- Mark Khatru, a cousin of the current head of House Khatru and young officer in Khatru's private mercenary army. Kaeso sparred with Mark during a visit to the complex run by the Order of Iron Might and the two military men became friends. Mark is a tall and muscular human who seems gruff and direct at times, but has a keen tactical mind. Mark and Kaeso meet at Randle's Tavern, a bar a few streets south of the Citadel of Might, every Firesday that both are free for dinner and a game of kriegspiel. If one doesn't make the meeting, the other understands as both are busy men. [Note: kriegspiel is like a chess game where you can't see the opponent's pieces. I had to look it up on wikipedia. :D]
 
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Glau Ironbelly
Male Grailwarden Dwarf Bard 10
Alignment:: Neutral Good
Age: 74
Height: 4' 2"
Weight: 155 lbs
Speak in: Sienna

STR: 13 (+1)
DEX: 18 (+4) [15 +1 level +2 gloves]
CON: 15 (+2) [13 +2 racial]
INT: 14 (+2)
WIS: 11 (+0)
CHA: 18 (+4) [17 -2 racial +1 level +2 cloak]

Hit Dice: 10d6+20
HP: 71 Remaining: 71
AC: 21 (+4 Dex, +6 armor +1 deflection ) Touch – 14, Flat-footed – 17
ACP: 0
Init: +4 (+4 Dex)
Speed: 30ft (20ft base +10ft boots)
BAB: +7/+2

Attacks:
Ranged: +12/+7 (3d6+1, +1d6 acid / x3 / 60 ft / B, Corrosive Hand Cannon +1)
Melee: +9/+4 (d4+2, 19-20 x2 / P/S, Dagger +1)

Saves:
Fortitude +7 [+3 base, +2 Con, +2 vest]
Reflex +13 [+7 base, +4 Dex +2 vest]
Will +9 [+7 base, +0 Wis +2 vest]

Racial Abilities: +2 Con, -2 Cha, Darkvision 60', Stonecunning (+2 Search in stone), Weapon Familiarity: Dwarven Waraxe and Urgrosh, Stability (+4 vs. Trip and Bull Rush), +2 Save vs. Poison, +2 Save vs. Spells, +2 to Appraise (stone & metal), +2 to craft (stone & metal), +2 Profession (Engineer), +2 Knowledge (Machines), +2 Craft (Machines), +2 Craft (Alchemy).

Class Abilities:
Bardic Knowledge: +14 [+10 level, +2 Int, +2 Knowledge (History)]
Bardic Music: 10/day Remaining: 9
- Countersong
- Fascinate
- Inspire Courage (+2/+3 w/ Badge of Valor activated)
- Inspire Competence
- Suggestion
- Inspire Greatness (1 creature)
Proficient with simple weapons, longsword, rapier, sap, short sword, shortbow, whip, light armor, shields (except tower shields)
Bardic Magic

Spells Known
0: Detect Magic, Light, Mending, Message, Prestidigitation, Read Magic
1: Healing Rest (CAdv), Grease, Balagorn's Iron Horn (MoF), Distort Speech (CAdv)
2: Cure Moderate Wounds, Shatter, Pyrotechnics, Tongues
3: Clairaudience/Clairvoyance, Fear, Haste, Major Image
4: Break Enchantment, Shout

Spells per day: 3/4/4/4/1 Remaining: 3/3/4/2/1

Skills: (32 @ lvl 1 + 8/lvl x 9 = 104 skill points)
Appraise: +7 [+9] (5 ranks, +2 Int [+2 synergy Firearms, Stone, Metal])
Balance: +6 (+4 Dex, +2 synergy)
Bluff: +12 (8 ranks, +4 Cha)
Climb: +6 (5 ranks, +1 Str)
Concentration: +2 (+2 Con)
Craft (Firearms): +9 (5 ranks, +2 Int, +2 tools)
Diplomacy: +13 (5 ranks, +4 Cha, +4 synergy)
Disable Device: +10 (6 ranks, +2 Int, +2 tools) [cross class = 12 sp]
Disguise: +6 (+4 Cha, +2 synergy)
Escape Artist: +4 (+4 Dex)
Forgery: +2 (+2 Int)
Gather Information: +12 (8 ranks, +4 Cha)
Hide: +4 (+4 Dex)
Intimidate: +6 (+4 Cha, +2 synergy)
Jump: +8 (+1 Str, +5 competence, +2 synergy)
Knowledge (History): +12 (10 ranks, +2 Int)
Knowledge (Machines): +14 (10 ranks, +2 Int, +2 racial)
Move Silently: +4 (+4 Dex)
Perform (Oratory): +17 (13 ranks, +4 Cha)
Ride: +4 (+4 Dex)
Search: +2 (+2 Int)
Sense Motive: +5 (5 ranks)
Swim: +1 (+1 Str)
Tumble: +11 (5 ranks, +4 Dex, +2 Synergy)
Use Magic Device: +17 (13 ranks, +4 Cha)
Use Rope: +4 (+4 Dex)

Languages: Common, Dwarven, Old Prustan, Draconic

Feats:
Exotic Weapon Proficiency - Firearms
Point Blank Shot
Precise Shot
Rapid Reload

Equipment
- Corrossive Hand Cannon +1 - 9140 gp (5 lb)
- Dagger +1 - 2302 gp (1 lb)
- Mithral Shirt +2 - 5100 gp (10 lb)
- Cloak of Charisma +2 - 4000 gp (1 lb)
- Gloves of Dexterity +2 - 4000 gp (1 lb)
- Boots of Striding and Springing - 5500 gp (1lb)
- Vest of Resistance +2 - 4000 gp (1 lb)
- Badge of Valor 2/3/day - 1400 gp (-) [MIC]
- Healing Belt 3/3/day - 750 gp (1lb) [MIC]
- Ring of Protection +1 - 2000 gp (-)
- Ring of Feather Falling - 2200 gp (-)
- Handy Haversack - 2000 gp (5 lb)
--- 79 rounds ammunition - 142.5 gp (15 lb)
--- Masterwork Thieves Tools - 90 gp (2 lb)
--- Wand of Lesser Vigor* 48/50 - 750 gp (-) [CDiv]
--- Wand of Lesser Vigor* 50/50 - 750 gp (-) [CDiv]
--- Bedroll - 0.09 gp (5 lb)
--- Flint and Steel - 0.9 gp (-)
--- Crowbar - 1.8 gp (5 lb)
--- Spool of Endless Rope - 2000 gp (1 lb) [CAdv]
--- Grappling Hook - 0.9 gp (4 lb)
--- Pressurized launcher - 399 gp (5 lb) [Ptolus]
--- Trail rations (5 days) - 2.25 gp (5 lb)
--- Waterskin (2) - 1.8 gp (8 lb)
--- Alchemist's Fire (3) - 54 gp (3 lb)
--- Thunderstone (5) - 135 gp (5 lb)
--- Small Mirror - 9 gp (.5 lb)
--- Masterwork Firearm Cleaning Kit 45 gp (1 lb)
--- Cold Weather Outfit - 7.2 gp (7 lb)
--- Signal Whistle - 0.72 gp (-)
--- Spyglass - 200 gp (1lb) [Ptolus price]
--- Citizenship Papers - (-)
--- Firearms Permit - 10 gp (-)
--- Savane's Token - (-)
- Spell Component Pouch - 4.5 gp (2 lb)
- Pocketwatch - 28.5 gp (1 lb) [Ptolus]
- Explorer's Outfit - 9 gp (8 lb)
- Dark Goggles - 10.8 gp (1 lb) [Ptolus]

* Requires UMD check to activate.

200pp, 90 gp, 0 sp, 4 cp

Encumbrance: 37 lbs (Light Load)
0-50/51-100/101-150

Background
"Loud." That's the first thing that comes to mind when most people think about Glau Ironbelly. He speaks with an "outdoor voice", possess an easy, hearty laugh, and despite his average dwarven stature seems to fill a room. Compared to his typically dour kin, Glau is positively jovial. His enthusiasm for firearms, steamworks, and explosion in general only heighten this impression.

Glau has called Ptolus home for nearly a decade. As a clan historian, he thought it important to visit the techological center of the Empire to learn about some of the ancient lost arts. Unlike many of his brethren, who seek to master the crafting of known and understood technologies, Glau favors the experimental and the forgotten. He has delved deep beneath the city, searching for undiscovered caches of ancient technology. These efforts have occasionally put him at odds with some of the Stonelost dwarves in the city, who take a dim view of any delvers trying to enter and loot Dwarvenhearth.

When not adventuring, Glau can often be found entertaining a group of young delvers at a tavern. Storytelling is his greatest passion and talent, and many of his tales are even true. He is also a frequent visitor of the Smoke Shop, ever on the lookout for exciting new wares to sample. Glau's most prized possession is a massive hand cannon, Helga, crafted in the shape of a black dragon's maw, which he wears on a sling over his shoulder. Glau cleans and polishes the weapon religiously, and the dwarf with the glistening black gun is an easily recognized figure in Delver's Square - there are more than a few delvers who have been pulled out of a sticky situation by the boisterous dwarf belching smoke and fire.

Contacts
Savane (Wizard 6/Expert 3) is a friend that Glau has made while paying his respects to Tuen in the temple district. The Temple of Tuen is dedicated to the goddess of technology, and as such is covered with gears and other symbols. Many technologists enjoy congregating their in a strange mixture of quiet contemplation and mystic meditation, and there is a small group of dwarves that attend to the elderly high priestess. Savane likes to asks more questions than give answers, but Glau has found him to be a very solid source of information when new technologies are about to make a break-through. Glau has been given a small copper piece with barely discernable writing on its surface as a token by Savane. By showing this token, Glau has found that he receives a 5% discount to technological items from Shuul merchants and their allies.

Soren Clanstone (Stonelost dwarf, fighter 9) and Glau Ironbelly have become 'drinking cousins', as Soren likes to call it. The Stonelost and Grailwarden dwarves don't really understand one another until their in the bottom of a tankard ten times over, but somehow these gruff and opinionated dwarves have created a strange sense of kinship. Soren is treated with a certain level of respect by the other Stonelost dwarves, and Glau has the sense that the young fighter is somewhat important but hasn't gotten anyone to open up yet to as why. Soren does seem to know a bit about Dwarvenhearth, however, and sometimes Glau is able to pull a kernel of information from him. On the other hand, Soren is very open about some of the latest occurences among the more famed adventuring groups. When Glau cannot find Soren at his favorite tavern, the Black Swan in Midtown, he can be sure that Soren is off adventuring.

Notes
Group B
Stats updated through post #141 of Merged thread
 
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Bobbaros the Amazing Dancing Chimp

Male Monkey Rogue 10
Alignment: N

Abilities: (29)
STR - 9 (12 - 4 Racial + 1 LA)
DEX - 26 (18 Points + 4 Racial + 4 Gloves of Dexterity)
CON - 14 (15 Points - 2 Racial + 1 LA)
INT - 16
WIS - 10
CHA -12

HP: 62
Speed: 30ft
Initiative: +8

AC: 22 (+5 Armor +6 Dex +1 Size)
(Ring of Four Winds 4 times a day, immediate action to grant +2 deflection bonus to AC)

DR: 1/- (Usable 10/day)

Saves:
Fort: 6
Reflex: 16
Will: 4

BAB/Ranged/Grapple: +7/+16/+2

Weapons:
+1 Blurstrike Sickle +18/+13 1d6+1 x2

Blurstrike: MIC 29; 10/day as an immediate action, weapon becomes blurred and opponent is considered flat-footed for the first attack.

Class Abilities:
-Sneak Attack 5d6
-Trapfinding
-Evasion
-Trap Sense +3
-Uncanny Dodge
-Improved Uncanny Dodge
-Opportunist

Racial Abilities:
-4 Str, +4 Dex, -2 Con
Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
Low-Light Vision

Languages:
Common
Sylvan
Elven
Monkey

Skills:
Balance - 18 (0 ranks + 8 Dex + 8 Racial + 2 Synergy)
Climb - 28 (12 Ranks + 8 Dex + 8 Racial)
Disable Device - 18 (13 Ranks + 3 Int + 2 Thieves' Tools)
Escape Artist - 20 (12 Ranks + 8 Dex)
Gather Information - 3 (0 Ranks + 1 Cha + 2 Synergy)
Hide - 30 (13 Ranks + 5 Cloak + 8 Dex + 4 Size)
Knowledge Local - 15 (12 Rank + 3 Int)
Listen - 0 (0 Ranks + 0 Wis)
Move Silently - 26 (13 Ranks + 5 Cloak + 8 Dex)
Open Lock - 28 (13 Ranks + 5 Lockpicking Ring + 2 Thieves' Tools + 8 Dex)
Perform Dance - 13 (12 Ranks + 1 Cha)
Search - 16 (13 Ranks + 3 Int)
Sleight of Hand - 21 (13 Ranks + 8 Dex)
Spot - 0 (0 Ranks + 0 Wis)
Tumble - 21 (13 Ranks + 8 Dex)

Feats:
1st- Weapon Finesse
3rd- Weapon Focus (Sickle)
6th- Lucky Fingers (SC) : Reroll Disable Device, Open Lock, or Sleight of Hand
9th- Disembowling Strike (CS) : Trade 4d6 Sneak Attack for 1d4 Con damage

Skill Trick:
-Acrobatic Backstab
-Walk The Walls

Equipment:
+1 Mithral Chain Shirt 2.100
+1 Blurstrike Sickle 18.300
Lockpicking Ring (MIC pg. 114) 3.500
Ring of Four Winds (MIC pg. 124) 2.000
Gloves of Dexterity +4 16.000
Cloak of Elvenkind (Mix of the Cloak and Boots) 3.750
Vest of Resistance +1 1.000
Quaal's Feather Token (Tree) x2 800
Iron Ward Diamond (MIC pg. 26) 500
Wand of CLW 750
MW Thieves' Tools 100

Total Spent 48.806
Gold Left 194

Mundane Equipment:
Trapfinding Ball x3 15


Bobbaros' contacts:

- Nord Steelgrim (dwarf expert 7) is the Minister of Public Works in Ptolus and is in charge of maintaining the upkeep of the older important structures such as bridges while also looking to develop new projects for Ptolus' development. He can be friendly, but the stress of the job sometimes causes him to be moody instead. Nord and Bobbaros have a solid working relationship, as he sometimes send his friend to check on the structural integrity of acqueducts and bridges when it is difficult for a man to reach those locations. Nord is a good source of information when it comes to the city's ministers and the allocation of funds.

- Tamora Rigan (femal human aristocrat 11) runs the Rogue Moon Trading Company over in South Market, and used to hire Bobbaros in his younger days as a courier and to test the company's security. Now the rogue has moved into a more dangerous, but better paying career as a professional adventurer although he still comes by and visits his old friend, Tamora, from time to time. The Rogue Moon Trading Company deals with the buying and selling of commodities, and is a good source of information when it comes to the trends in trade.

Physical Appearance:

Background:
 

Luna Requiem

LunaUpload2.jpg


Luna Requiem
Female Wood Elf, Elf Paragon 1st, Martial Rogue 9th
Alignment: Chaotic Good
Deity: Aldinach, Goddess of the Moons
Height/Weight: 5’ 5” / 152 lbs.
Age: 155
Appearance: Luna has short blonde hair and deep blue eyes. She is tall for her kind and quite attractive too. Luna has a tattoo of Lunas on her back, half of the moon hidden by a milky white cloud and has the Praemal’s starscape in the background.
"Luna speaks in deep sky blue"
OOC in olive drab

Statistics
Str: 22 +6 (+2 racial bonus, +2 from levels)
Dex: 16 +3
Con: 15 +2
Int: 16 +3
Wis: 15 +2
Cha: 14 +2

Hit Points: 80/80 [62 Base, 18 Con]
(1D8 Paragon level, 9D6 Rogue levels)

Armor Class: 22, touch 19, flat-footed 13 [10 base + 7 armor + 3 dex, +2 natural (amulet)]
Armor Check Penalty: -2
Initiative: +13 [+4 improved initiative, +4 lightning initiative, +2 quick reconnoiter +3 dex]
BAB: +6/+1
Grapple: +12
Speed: 30ft [30 base]

Saves
  • Fort: +6 [3 base + 2 Con + 1 cloak]
  • Reflex: +12 [8 base + 3 Dex + 1 cloak]
  • Will: +6 (+10 enchantments) [3 base + 2 Wis + 1 cloak + 4 against enchantment spells or effects]

Attacks
  • Melee Attack: Unarmed [Nonlethal] (+12/+7, 1D3+6)
    [Atk: +6/+1, +6 Str] / [Dmg: +6 Str]
  • Melee Attack: Unarmed [Lethal] (+8/+3, 1D3+6)
    [Atk: +6/+1, +6 Str, -4 Lethal Damage Penalty] / [Dmg: +6 Str]
  • Melee Attack: Masterwork Dagger (+13/+8), 1D4+6, range increment 20 ft., piercing or slashing)
    [Atk: +6/+1, +6 Str, +1 Masterwork] / [Dmg: +6 Str]
    Additional +1 Atk & Dmg if target is within 30 ft. of Luna
  • Missile Attack: Magical Composite Longbow (+13/+8, 1D8+10, range increment 220 ft., piercing)
    [Atk: +6/+1, +3 Dex, +2 Magic, +2 Greater Weapon Focus] / [Dmg: +6 Str, +2 Magic, +2 Specialized]
    Additional +1 Atk & Dmg if target is within 30 ft. of Luna

Languages:
  • Common
  • Draconic
  • Dwarvish
  • Elvish
  • Undercommon

Skills
  • BalanceACP +16 [13 ranks + 3 Dex]
  • ClimbACP +8 [2 ranks + 6 Str]
  • Disable Device +16 (+18 w/Tools) [13 ranks + 3 Int +2 Masterwork Thieves Tools]
  • Escape ArtistACP +16 [13 ranks + 3 Dex]
  • Fate Weaving +8 [6.5 ranks + 2 Wis] (Ptolus, pg. 112)
  • HideACP +9 [6 ranks + 3 Dex]
  • JumpACP +6 [0 ranks + 6 Str]
  • Knowledge (Arcana)CC +4 [1 ranks + 3 Int]
  • Listen: +17 [13 ranks + 2 Wis, +2 Racial Bonus]
  • Move SilentlyACP +15 [7 ranks + 3 Dex, +5 Boots of Elvenkind]
  • Open Lock +16 (+18 w/Tools) [13 ranks + 3 Dex, +2 Masterwork Thieves Tools]
  • Search +15 [8 ranks + 3 Int, +4 Racial Bonus]
  • SpellcraftCC +8 (+10 scrolls) [5 ranks + 3 Int, +2 UMD synergy bonus to decipher spells on scrolls]
  • Spot +15 [9 ranks + 2 Wis, +4 Racial Bonus]
  • SwimDACP +7 [1 ranks + 6 Str]
  • Use Magic Device +17 [13 ranks + 2 Cha, +2 Spellcraft Synergy]
  • Use Rope +4 [1 ranks + 3 Dex]

Skill Abbreviations
  • ACP = Armor Check Penalty
  • CC= Cross Class Skill
  • DACP = Double Armor Check Penalty

Feats
  • Martial Weapon Proficiency (Longsword) [Racial bonus feat]
  • Martial Weapon Proficiency (Rapier) [Racial bonus feat]
  • Martial Weapon Proficiency (Longbow & Composite Longbow) [Racial bonus feat]
  • Martial Weapon Proficiency (Shortbow & Composite Shortbow) [Racial bonus feat]
  • Improved Initiative [1st Level]
  • Point Blank Shot [1st Level Martial Rogue]
  • Quick Reconnoiter [3rd Level] (Complete Adventurer, pg. 112)
  • Weapon Focus (Long Bow) [3rd Level Martial Rogue]
  • Weapon Specialization (Long Bow) [5th Level Martial Rogue]
  • Lightning Initiative [6th Level] (Quintessential Fighter, pg. 39)
  • Far Shot [7th Level Martial Rogue]
  • Greater Weapon Focus (Long Bow) [9th Level]
  • Precise Shot [9th Level Martial Rogue]

Abilities Granted
  • Luna gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  • Luna may make one Spot check and one Listen check each round as a free action.
  • When Luna uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When she uses a thrown weapon, its range increment is doubled.
  • Luna can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on her attack roll.

Racial Abilities
  • Immunity to magic sleep effects, and a +4 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: Luna can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • +2 racial bonus on Listen checks, +4 on Search, and Spot checks. When Luna merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Class Features
  • Trapfinding: Only rogues can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Luna can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. When Luna beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
  • Spell Reflection: (Complete Mage, pg. 35) Luna has the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at Luna, she can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. This effect only applies to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren’t subject to this reflection. If a single spell or ability misses Luna more than once at the same time (such as scorching ray cast by a high level caster), she can redirect each portion of the spell that missed her. Luna can use this ability a number of times per day equal to 1+ her Dexterity modifier (4/Day). This ability replaces evasion and requires that Luna have one rank in the knowledge (arcana) skill.
  • Uncanny Dodge (Ex): Luna can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
  • Improved Uncanny Dodge (Ex): Luna can no longer be flanked. This defense denies another rogue the ability to sneak attack Luna by flanking her, unless the attacker has at least four more rogue levels than Luna does.

Basic Equipment
  • Backpack, 2 lbs. [1 gp, 8 sp]
    • Acid (flask) x5 [45 gp]
    • Antitoxin x2 [90 gp]
    • Crowbar, 5 lbs. [1 gp 8 sp]
    • Magnetic Compass, 1 lb. [405 gp]
    • Multiflask x3 [8gp 1sp]
    • Pocketwatch, 1 lb. [27 gp]
    • Signal Whistle [7sp, 2 cp]
    • Silk Rope - 50 ft., 5 lbs. [9 gp]
    • Sledge, 10 lbs [9 sp]
    • Small Steel Mirror, .5 lb. [9 gp]
    • Spellbook (Blank), 3 lbs. [14 gp, 5 sp]
    • Spell component pouch, 2 lbs. [4 gp, 5 sp]
    • Masterwork Thieves Tools, 2 lbs. [90 gp]
    • Trapfinder Ball x5 [22gp 5 sp]
  • Chest, 25 lbs. [2 gp, 8 sp]
    • Cold Weather Outfit, 7 lbs. [7 gp, 2 sp]
    • Entertainer’s Outfit, 4 lbs. [2 gp, 7 sp]
    • Royal Outfit, 15 lbs. [180 gp]
    • Spellbook (Blank) x2, 6 lbs. [27 gp]
    • Spell component pouch x2, 4 lbs. [9 gp]
  • Identification Papers (citizen)

Magical Equipment
  • Amulet of Natural Armor +2 (+2 enhancement bonus to natural armor) [8,000 gp]
  • Boots of Elvenkind (+5 competence bonus on Move Silently checks) [2,500 gp]
  • Cloak of Resistance +1 (+1 to all saves), 1 lb. [1000gp]
  • Devlin’s Ring (when Luna pulls back on an empty bow of any kind, an arrow appears nocked and ready to fire bow, can produce more than one arrow in a round, arrow leaves no indication of what wounded its victim) [2,000 gp; Complete Book of Eldritch Might, pg. 169]
  • Ring of Sustenance (continually sustains Luna with life sustaining nourishment, refreshes her body and mind so that she only requires two hours of sleep) [2,500 gp]
  • Magical Composite Long Bow +2 w/Distance Special Ability (double bow’s range), 3 lbs. [18,975 gp]
  • Magical Elven Chain +2 w/ Minor Fortification (25% chance to negate critical hits and sneak attacks), 20 lbs. [13,150 gp]

Coin
  • Copper: 8
  • Silver:
  • Gold: 176
  • Platinum:

Carrying Capacity
  • Light load: 173 lbs.
  • Medium load: 346 lbs.
  • Heavy load: 520 lbs.
  • Weight of Gear: 55.5 lbs

Background
everything but this is done; will do later.


Contacts
  • Thuela Nasarini (halfling seer) is an old and seemingly fragile woman that lives in Oldtown, and claims to live off of fortune telling while also claiming to once have been a member of the Fate Weavers. She normally has a couple of strong and not-too-bright toughs watching over her place and her well-decorated home, a situation that makes Luna naturally suspicious of the woman. For a price, she taught Luna a bit about focusing the elf's own latent ability to see into the future. Luna still visits on occasion when she has a vision that she has difficulty deciphering, but rumors of Thuela's involvement in criminal affairs has caused the relationship to be more distant than what it could be.
  • Barrat Tilden (half-elf rogue 7) is a senior member of the Longfinger's Guild and a source of information when it comes to the various crime organizations of Ptolus. The man is usually upbeat and admires the current guildmaster, Hayman Knapp. What Luna has also discovered is that Barrat is an Imperial agent working for the Imperial Eyes, the spies of the Empire. He has been charged with helping Haymann keep the guild intact and running, as the Longfinger's Guild specializes in non-violent crime and avoids slavery and drug-running. If the guild was ever to fall, crime in Ptolus would likely become more violent because of the less moral crime organizations filling in the void. As Luna has not revealed Barrat's dual nature to anyone the two have created a friendship based on trust.

Notes
  • Group A
 
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Sithalaphis Tsal

Str 12 +2 race
Dex 14
Con 9 (11) +2 enhancement +2 race
Int 12 +1 4th level -2 race
Wis 16(18) +2 enhancement
Cha 14 +1 8th level

Hit Points 56
AC 22 (+5 natural armor, +4 armor/enhancement +2 shield/enhancement +1 deflection), Touch 13, Flat 20 DR 1/- up to 10 points per day
Init +2
BAB +6/+1, Grap +7
Speed 30 (base 30, light armor)
Fort +5, Ref +7, Will +9

+9/+4 +1 flaming repeating rifle, 1d12+1+1d6 fire 20/x3 100’r +1 to hit and damage within 30’
+8/+3 MW Bayonet on rifle 1d6+1 20/x2 p (as short spear)
+8/+3 MW Club 1d6+1 20/x2 with Spikes Spell +9/+4 1d6+8 19-20/x2

Medium, 6'6" tall, 225 wt, 30 yrs old
Yellow/green reptilian eyes, dark green skin

Speaks Common, Draconic, Druidic, Sylvan, Aquan, Goblin

+11 Balance (4) +4 race
+7 Concentration (7)
+6(8) Craft (Machines) (5) +2 MW tools
+5 Diplomacy (3)
+8 Handle Animal (5)
+9(11) Heal (5) +2 kit
+6 Jump (5) +4 race
+4 Knowledge (nature) (1) +2 class bonus
+2 Knowledge (religion) (1) cc
+9 Listen (3) +2 armor
+4 Move Silently (0) +2 armor
+4 Ride (0) +2 syn
+1 Search (0)
+5 Spellcraft (4)
+7 Spot (3)
+7 Survival (3) +2 class bonus
+10 Swim (4) +4 race
+4 Tumble (0) +2 syn

Feats
-Point Blank Shot
-Precise Shot
-Exotic Weapons Firearms
-Natural Spell

Assarai Traits
-+4 on balance, jump and swim
-Proficient with simple weapons and shields
-+5 natural armor
-30' speed
-medium size
-low light vision

Druid Abilities
-Non-metal light or medium armor and shields
-Druid weapons
-Bonus Languages
-Animal Companion
-Nature sense +2 on Knowledge nature and survival checks
-Wild Empathy 1d20+level (7)+cha mod (2)+2 syn
-Woodland stride
-Trackless step
-Resist nature’s lure +4 saves vs. fey magic
-Wild Shape small or med animal up to 9 hit dice 3/day


Spells Prepared 6,5,4,3,2 Spontaneous casting of summon nature’s ally

0th- Cure Minor Wounds x2, Detect Magic, Light, Virtue, Flare
1st- Shillelagh, Entangle, Cure Light Wounds, Sand Blast (sc), Magic Fang
2nd- Barkskin, Bull’s Strength, Restoration, lesser, Winter’s Embrace(sc)
3rd-Evard’s Menacing Tentacles (ph2), Spikes (sc), Call Lightening
4th-Flame Strike, Ice Storm


+2 Owlfeather Leather armor 11,160 gp
-1x/day +4 enhancement to wisdom for 9 min.
-+2 Competence bonus on Listen and Move Silently check
-2x/day gain +5 competence bonus to spot in shadowy illumination for 10 min.
-3x/day armor sprouts wings granting fly speed 40’ and good maneuverability for 5 rounds.
+1 Darkwood buckler 2,215 gp
+1 ring of protection 2,000 gp

Iron ward diamond crystal least DR 1/- up to 10 points day (default) 500 gp
Rubicund Frenzy crystal least at half hp or less gain +1 to damage and fear saves. 500 gp

Explorer’s Outfit

+1 Flaming Repeating Rifle 10,300 gp
MW Bayonet 305 gp
MW Club 300 gp
MW Hand Cannon 1200 gp (typically loaded with shot)

3 ammo pouches 15 gp (30 shots)
3 powder horns 30 gp (30 shots)
15 rounds of powder and scatter shot for hand cannon 30 gp
5 regular rounds of powder and shot for hand cannon 10 gp
Amulet of Health 4000 gp
Firearms Permit 10 gp
Spell Component Pouch 5 gp
Holly and Mistletoe 0 gp
Healer’s Kit 50 gp
MW Aritisan’s tools 55 gp
Wand of Cure Light Wounds 750 gp (48 charges remaining)
Headband of Wisdom 4000 gp
-With Wildling Clasp 4000 gp (mic) allows item to function during wildshape
Amulet of Retributive Healing 2000 gp (mic) cure applies to self as well as target 3x day
Items from Set-Raiment of the Four (Gloves and Googles)
Gloves of the starry sky 1100 gp (mic) emit light as desired, trade spell for magic missile 3x day
Googles of the Golden Sun 4000 gp (mic) Immune to blindness/dazzling effects 3x day trade spell for fireball
-combined benefit Resistence to Cold 5

Waterskin- water
Backpack
Bedroll
Flint & Steel
Trail Rations- 5 days

Coins- 465 gp, ??sp, ??cp (pouch)

Appearance/Personality: Sithalaphis Tsal is tall, at least by human standards. He has dark green skin and the yellow-green reptilian eyes of his people. His arms seem thin compared to his thick skinned body. He has a tendency to tilt his head to one side when talking to people. His voice is somewhat raspy and he speaks common with too many sylabant sounds, but can be understood easily enough by those human who concentrate. His owlfeather armor is concealed under his clothes which are made of stout brown cloth, but have seen hard use. A faded blue cloak completes his attire. His large clawed feet are bare as is the 4' tail behind him. He wears a stout club of darkwood on his belt along with leather pouches that are worn enough to be hand me downs. A pack and a long wicker case over his shoulder suggests that he is a workman carrying some parcel. A keener eye will perceive that the case is about rifle sized and that there is a powder horn under his cloak.

History/Background: Tsal is a long time resident of the city and has been an advocate for his people and underdogs in general.


Animal Companion Monitor Lizard

[sblock]
Size/Type: Medium Animal
Hit Dice: 5d8+15 (47 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d8+5)
Full Attack: Bite +7 melee (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +9, Ref +7, Will +2
Abilities: Str 18, Dex 16, Con 17, Int 1, Wis 12, Cha 2
Skills: Climb +8, Hide +7*, Listen +4, Move Silently +7,
Spot +6, Swim +12

Companions Abilities: Link, Share Spells, Evasion
Tricks: Attack, Defend, Down, Heel, Guard, Seek

Feats: Alertness, Great Fortitude

A monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.
[/sblock]


Contacts

- Gaellas Icestar is a female halfling with a scar along the side of her face and a love of things elven. She lives in Midtown and has a gruff personality that few find themselves able to get past, although she finds Sithalaphis Tsal's connection to nature fascinating. She is a courier who does a lot of contract work for a man named Doraedian Mythlord, and usually picks up a tip or two when big events are happening among the movers and shakers of Ptolus.

- Nayvras the Oracle (female human expert 10) is the current lady who is the speaker in the Shrine of the Oracle in the Temple District. The Shrine is the home of the Brotherhood of the Oracle and is also a place that Sithalaphis Tsal has found himself drawn on more than one occasion. The Oracle is plain-looking with shoulder-length brown hair, small eyes, and a quiet demeanor. She has said before that Sithalaphis Tsal will be part of a great time of heroes and danger, but has not elaborated on how. More often, the two walk the grounds of the Shrine and talk of the world outside the city and their hopes for it.
 
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