Deepwater's Despair Characters

Isida Kep'Tukari

Adventurer
Supporter
This is the Rogue's Gallery thread for the Deepwater's Despair PbP game. Please put your characters in the following format.

Zook “Threetongues” Ningle
Male Gnome Cleric 2 of Garl Glittergold

Alignment: Chaotic Good
Patron Deity: Garl Glittergold
Height: 3' 4''
Weight: 44lbs
Hair: Reddish Brown
Eyes: Sapphire Blue
Age: 79

Str: 10 (+0) [4 points, -2 racial]
Dex: 12 (+1) [4 points]
Con: 12 (+2) [2 points, +2 racial]
Int: 14 (+2) [6 points]
Wis: 16 (+3) [10points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities:
+2 Con, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Low-light vision, Weapon familiarity (gnome hooked hammer), +2 bonus to saves vs. illusions, +1 to DC of illusions, +1 attack bonus vs. kobolds and goblinoids, +4 dodge bonus to AC vs. giants, +2 bonus to Listen and Craft (alchemy) checks, Spell-like abilities (speak with animals (burrowing mammals) 1/day, dancing lights, ghost sound, and prestidigitation 1/day, DC: 11, 12 for ghost sound). Aura of chaotic good, divine spells, turn undead (5/day), Trickery domain (Bluff, Disguise, and Hide class skills) and Protection domain (generate protective ward, give someone +2 bonus on next saving throw, lasts 1 hour, 1/day)

Hit Dice: 2d8 + 2
HP: 16
AC: 20 (+6 armor, +2 shield, +1 Dex, +1 size)
ACP: -8
Init: +1 (+1 Dex)
Speed: 20ft (15 in armor, can’t run)

Saves:
Fortitude +4 [+3 base, +1 Con]
Reflex +1 [+0 base, +1 Dex]
Will +6 [+3 base, +3 Wis]

BAB: +1 (also +1 for size)
Melee Atk: +2 (1d6/x2, morningstar)
Ranged Atk: +3 (1d6/19-20/x2/80 ft./P, light crossbow)

Skills
Bluff +9 [5 ranks, +2 Cha, +2 Persuasive]
Disguise +7 [5 ranks, +2 Cha] (+9 to stay in character)
Hide +6 [1 rank, +1 Dex, +4 size]
Intimidate +4 [0 ranks, +2 Cha, +2 Persuasive]
Knowledge (religion) +7 [5 ranks, +2 Int]
Listen +3 [0 ranks, +3 Wis]
Ride +3 [0 ranks, +1 Dex, +2 military saddle]
Sleight of Hand +5 [4 cc ranks, +1 Dex, +2 synergy]
Spot +3 [0 ranks, +3 Wis]

Feats:
Persuasive (1st level)

Languages: Common, Gnome, Halfling, Orc

Spells Prepared
Save DC +3
0th - detect magic, detect poison, purify food and drink, read magic.
1st - cause fear, command, shield of faith. Ddisguise self

Equipment

Wearing or carrying
Banded mail 250gp
Heavy wooden shield 7gp
Morningstar (small) 8gp
Sickle (small) 6gp
Light crossbow (small) 35gp
30 crossbow bolts 3gp
scroll of magic weapon (25gp)
scroll of summon monster 1 (25gp)
Belt pouch 1gp
Smuggler’s boots 10gp (Arms and Equipment Guide)
Holy symbol of Garl Glittergold (hollow gilt wood) 1gp
Traveler’s outfit (free)

On Goldtooth (warpony) (military saddle, bit and bridle, saddlebags – 126gp)
Backpack 2gp
Bedroll 5sp
Acid (5 flasks) 50gp
Alchemist's fire (3 flasks) 60gp
Sunrods (5) 10gp
Waterskin 1gp
Wine (3 bottles) 30gp
50 ft. silk rope 10gp
Tent 10gp
Trail rations (20 days worth) 10gp
10 red wigglers 10gp (Dragon #291)
Automated footpad 30gp (Song and Silence)
Thieving helmet 10gp (Arms and Equipment Guide)
2 sets thieves’ tools 60gp
Disguise kit 50gp


Money
60gp, 5sp

Appearance: Zook is a perpetually cheerful gnome man with a face lined only by smile lines. Though his hair is naturally ruddy brown and his eyes a sapphire blue, he has a great deal of fun using disguises to look just a bit different every day. Whether this is just a different hairstyle, or adding a mole, to changing the color of his skin or eyes, he tries something new each day. When traveling, he wears a set of sturdy banded mail and bears a wooden shield with a blank face. If there’s need, he will quickly paint some appropriate device on the shield to help aid his disguise.

Personality: There’s rarely a time (when not playing a role) that Zook is not smiling. Life is an enormous joke and riddle, and though the going is sometimes rough, there’s no need not to enjoy it whenever possible! Zook sees himself emulating Garl Glittergold by protecting those young rogues that might not have gotten enough experience yet. He often tries to use words to persuade the authorities that they’re quite mistaken about that “innocent young man,” and then will turn right around and help tutor the youngling in better thieving techniques once the watch is gone.

Background: Zook grew up in one of the larger cities, the eldest of four children (two brothers and a sister). With his parents often very busy at their own business, Zook was often put in charge of his siblings. Many times he would help entertain them by staging harmless but highly amusing pranks on merchants, such as hiding their goods, putting dye in their wash water, or slipping sour berries into their wine.

But when Zook’s parents fell on hard times as their business folded, Zook took it upon himself to organize his siblings to liberating a splash of gold from those that had far too much. Many times when his younger brothers or sister ran afoul of the authorities, Zook would be the one that used words to get them free. Eventually with the children’s help, his parents were able to reopen their business with much better prospects. By this time Zook was getting big enough to leave home, and went off on his own road.

Inevitably he found himself helping other rogues and thieves like he had helped his siblings. He realized he was doing much as Garl Glittergold was said to do to help his people, and from that day forward his faith blossomed.
 

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Manzanita

First Post
Sargon

Sargon the Barbarian
Male Human Barbarian 1
Alignment: Chaotic Good
Patron Deity: Kord
Height: 6'3"
Weight: 220 lbs
Hair: Black
Eyes: Hazel
Age: 17

Strength : 17 (+3)
Dexterity : 17 (+3)
Constitution : 15 (+2)
Intelligence : 14 (+2)
Wisdom : 12 (+1)
Charisma : 13 (+1)

Class and Racial Abilities:

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class.

Extra Feat: Humans gain one bonus feat at 1st level.

Extra Skill Points: Humans gain four bonus skill points at 1st level, then one extra skill point at each level thereafter.

Hit Dice: 1d12 + 2
HP: 14
AC: 17 (+4 armor, +3 Dex)
ACP: -2
Init: +3 (+3 Dex)
Speed: 40ft

Save vs. Fortitude: +4 [BASE (+2) + CON (+2)]
Save vs. Reflex: +3 [BASE (+0) + DEX (+3)]
Save vs. Will: +1 [BASE (+0) + WIS (+1)]
Special Save Notes : +2 to Will Saves when in 'Rage'

BAB: +1
Melee Atk: +4 (1d10+4/x3, Glaive)
Melee Atk: +4 (1d8+4/x3, Warhammer two handed)
Ranged Atk: +4 (1d4+3/19-20/x2/10 ft./dagger)

Skills
Climb +7 (STR) ** 4 Ranks
Intimidate +5 (CHA) ** 4 Ranks
Jump +7 (STR) ** 4 Ranks
Listen +5 (WIS) ** 4 Ranks
Survival +5 (WIS) ** 4 Ranks
Swim +6 (str) ** 3 ranks (less weight mod)
Handle Animal +5 (chr) ** 4 ranks
Ride +4 (dex) ** 1 rank

Feats:
Combat Expertise (1st level), Endurance (Human Bonus)

Languages: Common, Goblin, Orc

Equipment

Wearing or carrying
Chain shirt 100gp
Glaive 8gp
War Hammer 12 gp
Travelers Outfit (0 lbs)
Signal whistle (0 lbs)

Backpack [Holds] (2 lbs)
6 days rations (6 lbs)
Winter Blanket (3 lbs)
Bedroll (5 lbs)
Torch (1 lbs)
Waterskin (4 lbs)

Belt Pouch [Holds] (.5 lbs)
Flint & Steel (0 lbs)
Tinder Twigs (0 lbs)

Belt Pouch [Holds] (.5 lbs)
WhetStone (1 lbs)


Money
60gp, 5sp

Appearance: Sargon is tall, muscular and agile. He's eyes are sharp and intelligent. His features are regular and symetrical. His skin is a light, milky brown, his hair coal black, and his eyes a myriad of colorfull specs mostly appearing hazel.

Personality: He walks with a catlike grace, eyes fearlessly straight ahead. He's caught in a world he doesn't know or understand, but is too proud to admit it, or be caught gaping at his suroundings. He has excelled since birth, being the strongest, fastest, and often the smartest and best looking man he's known. This gives him a certain self confidence, though not foolishness. He knows he's young and very mortal. Women love him; and he loves them. But young Sargon is no rake, no carouser. Within this once and future overking lies ambition, a burning desire for knowledge and power.

Background
:
Sargon awoke with a start. The pain in his hand was gone, but where was he?

He looked about in confusion. He was in some sort of arcane laboratory. An old man in black robes, with bones through his ears stood over him, looking elated.

“Ah! You awake! Welcome back to life Sargon the Overking, demon slayer, destroyer of the lich Anamaxakatra, killer of the red dragon Ataxeres! Awake to your new life!”

This wizard was clearly deranged. Sargon had never seen a demon or dragon, let alone killed one. He flipped neatly to his feet beside the cot on which he lay. He realized he was completely naked. Yet the two heavily armored guards took a step back. They were afraid of him, he realized.

“Relax, relax. Sit down.” Commanded the necromancer in his nasal voice. “We have much to discuss. We have a world to conquer. You are Sargon Dragon Bane. You lived nearly 1000 years ago in these very lands. And you are perhaps the greatest warrior ever to live. Come work with me. There is much to conquer. The current kingdom is corrupt. I have the arcane ability to do what must be done, but I need a capable warrior to lead my forces. You will be well rewarded for your efforts.”

Sargon had no interest in this. He bolted for the door, his mouth letting out a scream of rage. As he suspected, the two armed guards had no interest in crossing this naked youth, and stepped aside in fear. Dashing out the door, Sargon leapt out a small window, almost to his death. Fortunately, he was able to catch a tree branch and alight on the ground with no broken bones. He saw a horse, and ran towards it. The groom seemed unaccustomed to naked men attacking him in these well-groomed estate. Sargon jerked the reins from his hand, and rode to freedom.

Later having sold his horse and its ornamental accoutrements for a tidy sum, he set off to find his place in this strange and unfamiliar world. He purchased armor and weapons suitable for traveling the roads.

He’s hard pressed to believe the reasons for his marvelous rebirth. But clearly someone took a lot of bother to resurrect him, and will probably try to get him back. As such, Sargon watches his back, though he doesn’t bother to change his name. He’s currently suspicious of a certain cloaked figure whom he has seen several times recently. He hasn’t seen a face, but his hands have plentiful reddish hair, and he carries several axes. A bounty hunter of sorts, perhaps.

OOC: I envision Sargon was the greatest warrior of his era, nearly 1000 years ago. (I'm basing him on a 1E PC I played for years around junior high, who reached the improbably fighter level of 34) Attempting to bring him back to life as his servent, the mighty necromancer Omega managed to locate a piece of his body in the bay of . Using a specialized clone spell, Omega was able to bring Sargon back to life. Unfortunately for Omega, the piece of Sargon he had located was a finger bitten off by a crocodile in a hunting accident when Sargon was a mere youth. Long before his glory days. As such he resurrected a 1st level barbarian.

While some bards and elves remember Sargon and his crew, most people probably would not. (of course that’s your decision.) Sargon himself thinks it unlikely that he could ever have been such a hero and is dismissive of this legend (should he hear about it). Why did the necromancer resurrect him? Had Sargon become a cruel conquorer later in life? Did he expect Sargon to know where his great sword Godslayer was hidden? I’m trying not to know more than Sargon would know.
Born and raised in near the Sea of Song about 1000 years ago, near the Firespine mountains, Sargon’s tribe fought humanoids and occationally set their longships onto the sea for raids.
 
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dead_radish

Explorer
Tyralis Deephome
Male Elven Ranger 1

Alignment: Neutral Good
Patron Deity: Oldimara
Height: 5' 6''
Weight: 144lbs
Hair: Light Red
Eyes: Pale Blue
Age: 179

Str: 12 (+1)
Dex: 16 (+3) [+2 racial]
Con: 15 (+2) [-2 racial]
Int: 13 (+1)
Wis: 17 (+3)
Cha: 11 (+0)

Class and Racial Abilities:
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects; Low-Light Vision: An elf can see twice 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.; +2 racial bonus on Listen, Search, and Spot checks. An elf who 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; Favored Enemy: Humanoid (Human); Track: A ranger gains Track as a bonus feat;
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.



Hit Dice: 1d8 + 2
HP: 10
AC: 19 (+4 armor, +2 shield, +3 Dex)
ACP: -3
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude +4 [+2 base, +2 Con]
Reflex +5 [+2 base, +3 Dex]
Will +3 [+0 base, +3 Wis]

BAB: +1
Melee Atk: +2 (1d8/19-20/x2/S, Battle Axe)
Melee Atk: +2 (1d6/x2/S, Throwing Axe)
Ranged Atk: +4 (1d8/x3/100 ft./P, Longbow) (+1 w/i 30')
Ranged Atk: +4 (1d6/x2/10 ft./P, Throwing Axe) (+1 w/i 30')

Skills
Climb +5 [4 ranks, +1 Str]
Hide +7 [4 ranks, +3 Dex]
Knowledge (Geography) + 5 [4 ranks, +1 Int]
Listen +9 [4 ranks, +3 Wis +2 Racial]
Move Silently +7 [4 ranks, +3 Dex]
Search +3 [+1 Int +2 Racial]
Spot +9 [4 ranks, +3 Wis +2 Racial]
Survival +7 [4 ranks, +3 Wis]

Feats:
Point Blank Shot (1st level)
Track (Class feature)

Languages: Common, Elven, Halfling

Spells Prepared
None

Equipment
3 Throwing axes
Composite Longbow
Battleaxe
Studded Leather
Heavy Wooden Shield

Wearing or carrying
Backpack
Bedroll
Blanket, Winter
Flint and Steel
50' rope
Signal Whistle
Tent
Winter Clothing
Manacles

Money
40 gp, 6sp

Appearance:
Tyralis fits most stereotypes of both elves and rangers, at first glance. He bears a fine longbow, dresses in greens and browns, and moves with the requisite elven grace and silence. A few incongruities exist, though - he bears a large shield and battle axe, though both are usually stowed. He is unusually hale and hearty for an elf. And rather than fine carvings or jewelry, he wears a necklace of strange, twisted metal and a gloves made from the hide of a strange, red-furred creature (his first kill). Tyralis tends to dress functionally, rather than for style, though he is typically extremely clean. His hair is kept short, utilitarian style, and he bears a small tattoo on the left side of his neck.

Personality:
Tyralis is friendly enough, though he doesn't go out of his way to make friends. He is business like and efficient, and clearly familiar with the longbow he keeps close at hand. He seems extremely comfortable in the city, a rare trait in rangers, and keenly watches the ebb and flow of the cities. Tyralis is more interested in tracking intelligent prey than anything else, though he is by no means a cold killer. He has tracked a few bounties in his time, but they were usually simple retreivals, rather than kills. He is more than willing to accept aid, but seems unlikely to move beyond a professional relationship.

Background: Tyralis is the son of Kilanieus and Sylaniael Deephome, a pair of elven recluses. After their home village was razed in a series of raids by angry fae, they managed to hide in some of the deeper forests, and eventually hew themselves a home and a farmstead. They lived simply, communicating with few beyond the occasional forest dwellers. They have no ties to an existing elven community, and seem to have settled in to a routine that doesn't allow for reestablishing contact with their people. Tyralis has thus grown up with a very non-standard elven background, but he's outgrown his tiny homestead. Without the great diversions of the elves, he has grown restless and bored. To that end, he has left his family behind to seek his fortune in the world, and bring back news of the world. He feel in quickly with a halfling caravan master, first performing scouting duties for the caravan, and then later hunting down a few theiving workers. The halfling eventually introduced Tyralis to a local bounty hunter, who taught him to track and hunt prey. His first real task is to follow a barbarian by the name of Sargon, though he's not certain why. He has been ordered to be sure no harm comes to the man if he can avoid it, and to protect the man from outside dangers. Hopefully further information will be forthcoming....
 
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Mordane76

First Post
Prendalin of Crosston
Male Human Necromancer 1
Alignment:
Lawful Neutral
Patron Deity: Kelemvor
Height: 5' 7''
Weight: 165
Hair: Black
Eyes: Ice Blue
Age: 24

  • Str: 9 (-1)
  • Dex: 10 (+0)
  • Con: 15 (+2)
  • Int: 14 (+2)
  • Wis: 16 (+3)
  • Cha: 12 (+2)

Class and Racial Abilities:
Bonus 1st Level Feat, +4 skill points at first level, +1 skill point per level, Summon Familiar, +2 Spellcraft Checks on Necromancy, +1 prepared Necromancy spell per spell level per day, Prohibited Schools: Enchantment, Conjuration, spells (3,2)

Hit Dice: 1d4 + 6
HP: 9
AC: 10
ACP: 0
Init: +0
Speed: 30ft

Saves:
Fortitude +2 [+0 base, +2 Con]
Reflex +0 [+0 base, +0 Dex]
Will +5 [+2 base, +3 Wis]

BAB: +0
Melee Atk: -1 (1d4/19-20x2, dagger), or -1 (1d6/x2, quarterstaff), or -1 (touch, per spell)
Ranged Atk: +0 (as per spell)

Skills
Appraise +5 [0 Ranks, +2 Int, +3 Familiar]
Concentration +6 [4 ranks, +2 Int]
Decipher Script +6 [4 ranks, +2 Int]
Knowledge (Arcana) +6 [4 ranks, +2 Int]
Knowledge (Religion) +6 [4 ranks +2 Int]
Spellcraft +6 [4 ranks, +2 Int]

Feats:
Scribe Scroll (Virtual - Wiz1)
Spell Focus (Nec) (LV1)
Toughness (Bonus: Human)

Languages: Common, Draconic, Elven

Spells Prepared
Spell DC: +2
0-Detect Magic, Read Magic, Touch of Fatigue. N-Disrupt Undead
1-Shield, Chill Touch. N-Ray of Enfeeblement

Spells Known:
0-Resistence, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1-Cause Fear, Chill Touch, Ray of Enfeeblement, Detect Undead, Shield

Equipment:

Wearing or carrying
Scholars Outfit (free)
Spell Component pouch (5g)
Dagger (2g)
Quarterstaff (free)
Thok (familiar - free)

In the chest
Vial of ink (8g)
Inkpen (1s)
Spellbook (free)

In/At the cart
Mule (bit and bridle) (10g)
Chest (25g)
Bedroll (5s)
Backpack (2g)
Waterskin (1g)
Tent (10g)
20 days rations (10g)

Money
39g, 8s


Possessions: (total weight: 71 lb)
Mule is towing 436 lb (medium load)

Appearance: Prendalin is a dour young man. His creamy skin contrasts starkly with his piercing blue eyes and dark hair. His former master left an impression on young Prenadlin - a long scar along his cheek under his right eye, as well as ritual scars along his arms and on his hands. He maintains his robes about him at all times, with pouch and dagger at his side, leaning heavily on his staff. Thok is often perched either on Prendalin's shoulder or the top gnarl of his staff.

Personality: Prendalin is a troubled young man, unhappy with his path in life. Forced into necromancy by his master Thekalith, and witness to many ungodly things in his short years thus far, Prendalin has learned it better to keep his mouth shut and his mind open. Following the fall of Thekalith at the hands of the Church of Kelemvor, Prendalin has taken to the faith as a beacon - a way to use the darker talents taught to him by Thekalith to manage some redemption.

Background: Born the son of a tenant farmer in Crosston, Prendalin was always a clever youth, and his parents invested all they could to see their son become more than they were. Their blessing, and curse, came in the form of the Magus Thekalith of Willow Grove, who agreed to take the boy on as an apprentice at the tender age of 7. Thus began the horror that would hold fast to Prendalin for 15 years.

Thekalith proved a harsh master, regularly beating Prendalin mercilessly for the slightest falter in the boy's studies or labors. Prendalin studied for long hours everyday, labored into the night with chores, and assisted the master in preparing rituals, gathering components, and carrying for 'subjects.' Thekalith's research and speciality involved the dark arts - traffic with demons and the undead, horrible curses that could steal a man's soul, and all other manners of evil. He expected Prendalin to learn these dark magicks as well, drilling his young pupil day and night.

This continued for years - Prendalin growing stronger and wiser, Thekalith growing older. Finally, Thekalith sought a means to continue his research and stave off the ravages of time. Turning to the Church of Nerull, Thekalith began negotiations for knowledge that would grant him renewed youth; these dealings caught the attention of the Church of Kelemvor. They raided the tower before Thekalith could complete his rituals, forcing the necromancer to submit to the will of the Lord of Death.

Prendalin sought sanctuary from those that Thekalith had dealt with, and went with the clerics of Kelemvor. Staying among them for several years, Prendalin finally decided to leave the church in Willow Grove and travel to other temples of Kelemvor, as well as other places where the dead rest fitfully. An acolyte in the faith, Prendalin hopes to soon dedicate his life and talents to Kelemvor and the work of bring those low that seek to cheat the Lord of Death.


Thok (Raven)
Tiny Animal, HD 1d4, HP 4, Init +2, Spd: 10 ft, fly 40 ft (average), AC 15 (+2 size +2 Dex, +1 Natural Armor), touch 14, flat-footed 12, Base Attack/Grapple +0/-13, Atk Claws +4 Melee (1d2-5), Space/Reach 2.5 ft/0 ft, Special: Alterness, improved evasion, share spells, empathic link, low light vision, Fort +2, Ref +4, Will +2, Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6. Skills/Feats: Listen +3, Spot +5; Weapon Finesse.
 

Erekose13

Explorer
Fasithe "Fluke" Lightfingers, Halfling Rogue 1

Fasithe "Fluke" Lightfingers
Male Halfling Rogue 1
Alignment:
Chaotic Good
Patron Deity: Olidamara (sometimes prays to Tymora or Beshaba)
Height: 3'
Weight: 34lbs
Hair: Black
Eyes: Dark Brown
Age: 21

  • Str: 10 (+0) [-2 racial]
  • Dex: 19 (+4) [+2 racial]
  • Con: 13 (+1)
  • Int: 17 (+3)
  • Wis: 13 (+1)
  • Cha: 15 (+2)
Class and Racial Abilities:
+2 Dex, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), +1 bonus to saves, +2 morale bonus to saves vs. fear, +2 bonus to Climb, Jump, Move Silently, and Listen, +1 racial bonus on attack rolls with thrown weapons and slings. +1d6 Sneak Attack, trap-finding.

Hit Dice: 1d6 + 1
HP: 7
AC: 17 (+2 armor, +4 Dex, +1 size)
ACP: 0
Init: +4 (+4 Dex)
Speed: 20ft

Saves:
  • Fortitude +2 [+0 base, +1 Con, +1 racial]
  • Reflex +7 [+2 base, +4 Dex, +1 racial]
  • Will +2 [+0 base, +1 Wis, +1 racial] +2 vs. fear.
BAB: +0 (also +1 for size)
Melee Atk: +1 (1d4/18-20/x2, rapier)
Ranged Atk: +5 (1d6/19-20/x2/80 ft./P, light crossbow)

Skills 44 skill points; 4/2 max ranks
  • Appraise +5 [2 ranks, +3 Int]
  • Bluff +4 [2 ranks, +2 Cha]
  • Climb +2 [0 ranks, +0 Str, +2 racial]
  • Craft (Alchemy) +7 [4 ranks, +3 Int]
  • Disable Device +5 [2 ranks, +3 Int]
  • Disguise +4 [2 ranks, +2 Cha]
  • Gather Information +4 [2 ranks, +2 Cha]
  • Hide +14 [4 ranks, +4 Dex, +4 racial, +2 Stealthy]
  • Jump +2 [0 ranks, +0 Str, +2 racial]
  • Knowledge (local - Deepwater) +4 [1 ranks, +3 Int]
  • Knowledge (local - Andeluvay) +5 [2 ranks, +3 Int]
  • Listen +6 [3 ranks, +1 Wis, +2 racial]
  • Move Silently +12 [4 ranks, +4 Dex, +2 racial, +2 Stealthy]
  • Open Lock +6 [2 ranks, +4 Dex]
  • Perform (Jokes) +3 [1 ranks, +2 Cha]
  • Profession (Gambler) +2 [1 ranks, +1 Wis]
  • Search +7 [4 ranks, +3 Int]
  • Sleight of Hand +8 [4 ranks, +4 Dex]
  • Spot +3 [2 ranks, +1 Wis]
  • Tumble +6 [2 ranks, +4 Dex]
Feats:
  • Stealthy (1st level)

Languages: Common, Halfling, Orc, Goblin, Gnome

Equipment

Wearing or carrying
  • Leather Armor 10gp
  • Rapier (small) 20gp
  • 2 Daggers (small) 4gp
  • Light crossbow (small) 35gp
  • 30 crossbow bolts 3gp
  • Belt pouch 1gp
  • Traveler’s outfit (free)
  • Backpack 2gp
  • Bedroll 5sp
  • 3 Acid 30gp
  • 2 Alchemist's fire 40gp
  • 5 Sunrods 10gp
  • Waterskin 1gp
  • Thieves’ Tools 30gp
Money
13gp, 5sp

Appearance: Fluke is short and skinny for a halfling, which makes him particulariily small from the perspective of the tall races. With his dark cloak and non-descript features he melts into the background and is often missed even when standing out in the open. His angular features accentuate his dark raven-like eyes and long, thin hair. He typically wears a set a dark grey leather armor to maintain as much freedom of movement as he can. Small flasks, sunrods, and other alchemical devices are hidden in multiple pockets alongside daggers and thieves' tools.

Personality: Fluke is a gambler in all things, taking his chances whenever the situation arrises. He likes to think that he is lucky, but his nickname really does fit as sometimes his gambles really fail spectacularly. He delights in getting away with things, especially when the risk is very high thus picking pockets and general sneakiness appeals to him greatly. He pays lip service to both Tymora and Beshaba to either increase his luck or to try and buy off his bad, but his heart really lies with Olidamara and the thief in him. To his friends he is fun to hang around with, his jokes bring laughs wherever he goes (as long as he doesnt stay too long as his repetoire is somewhat lacking), but his flakey attitude has landed friends in just as much trouble as him in the past.

Background: Fluke grew up in Andeluvay as Lonn Pickles where he quickly fell into his thieving ways among the backstreets of the City of Portals. He hung around a group of depressing ash genasi who accepted him for his larcenous talents and taught him the tricks of the trade. The seedy side of town had a darker impact on his life as he found himself drowning in gambling debts, trying to turn every loan friends gave him into a win that might cover his debts to various bookies. When one of the bookies decided to take out his debts on his friends, Lonn fled the city trying to get as far away as possible and put that life and debt behind him.

He ended up in Deepwater when the last of his small amount of cash ran out, he changed his name to Fasithe Lightfingers to put escape his past as many other had done. Down on his luck and out of money he decided to do the unthinkable ~ find a respectful job. With a new identity and hopefully no one from his past looking for him in Deepwater he set about finding a job. To many, including Fluke, how he managed to gain an apprenticeship with Keylaran Fairweather, the alchemist, is still a mystery. The normally irate alchemist found that his adventurous spirit reminded her of some of her old companions. He has not told her about his past, and she will not ask, understanding the need to turn a new leaf. Beyond his duties as an alchemist's apprentice, the young Fluke also joined the Adventurer's Guild at the behest of his mentor. He has often be sent on missions of varying danger which no doubt satisfy his need to risk it all without doing so in the lab.
 
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ender_wiggin

First Post
Torug "Little Bull" Skyhammer
Male Halfling Cleric (Talos) 1
Alignment: Chaotic Neutral
Patron Deity: Talos
Height: 3'4''
Weight: 55 lb.
Hair: Black
Eyes: Very dark purple (usually noticed as brown)
Age: 26

Str: 13 (+1)
Dex: 10
Con: 15 (+2)
Int: 13 (+1)
Wis: 15 (+2)
Cha: 14 (+2)

Class and Racial Abilities:
+2 dex, -2 str, small size (+1 attack, +1 AC, 20 ft. base speed), +2 racial to Climb, Jump, and Move Silently, +1 racial to all saving throws, +2 morale saves against fear, +1 to attack with slings and thrown weapons, +2 racial bonus to listen, aura of CN, divine spells, destruction and storm domains, spontaneous heal, turn undead

Hit Dice: 1d8+2
Hit Points: 13 (8 class, 2 con, 3 feat)
Armor Class: 17 (+1 size, +4 armor, +2 shield)
Check Penalty: -6 (-4 armor, -2 shield)
Initiative: +0
Speed: 20 ft. base (15 in armor)

Saves:
Fortitude +5 (+2 class, +2 con, +1 race)
Reflex +1 (+1 race)
Will (+2 class, +2 wis, +1 race)

BAB: +0 (+1 from size)
Melee Atk: +2 (+1 str, +1 size), 1d6+1 dmg
Ranged Atk: N/A

Skills:
Concentration +6 (4 ranks, +2 con)
Heal +6 (4 ranks, +2 wis)
Diplomacy +6 (4 ranks, 2 cha)

Feats:
Toughness (lv1)

Languages:
Dwarven (native), Halfling (acquired), Common (acquired)

Spells Prepared:
0th level - create water, read magic, mend
1st level - bless, sanctuary, inflict light wounds (domain)

Equipment:
worn or equipped
traveller's outfit (free) (1 lb.)
scale mail (50 gp) (15 lb.)
backpack (1 gp) (2 lb.)
necklace with Talos symbol
belt
on belt
morningstar (1gp) (3 lb.)
waterskin x2 (2gp) (2 lb.)
pouch containing money*
in backpack
bedroll (1sp) (1 lb.)
winter blanket (5sp) (1 lb.)
flint and steel (1gp)
trail rations x2 (1gp) (1/2 lb.)
loaf of bread (2 cp) (1/2 lb.)
hunk of cheese (1 cp) (1/2 lb.)
healer's kit (50gp) (1 lb.)
torch x3 (3 cp) (3 lb.)
whetstone (2 cp) (1 lb.)

Money
in pouch*
18 gp, 8 sp, 16 cp

Was written as one composition; some appearance info is background dependent...

Background:
The older, wiser dwarves are all chuckling. It’s the Little Bull! Fighting again. Little Bull, less than half the weight of the dwarves around him, nevertheless grapples and wrestles with a surprising amount of success. He grinds his opponent’s shin in a vicious, twisting manner. He completely reverses the direction of his weight – instantly, catching his adversary off balance. The dwarf recovers, but Torug reverses again. And again. And this time when the dwarf expects it he doesn’t and pulls with all of his might, bringing the goliath down. A strange mixture of cunning and fortitude. So foreign, thought the elders. So talented. He can never be one of us, but in many ways he is already the best of us.

You would have never thought a halfling, standing only three and a half feet tall, and weighing less than fifty pounds would fit in with a rough and tumble dwarven village. This one did. Orphaned out of the halfling clans that were constantly at war with their nearby races, the then peaceful dwarves took him in and did their best to raise him. The experiment was wildly successful – Torug, or Little Bull, as they named him, was naturally apt for roughnecking, for their lifestyle. Maturing twice as fast as the dwarf beside him, Torug found himself constantly challenging those dwarves bigger than him, and winning. The Little Bull, as they named him for his distinct aptitude for wrestling, became in all essence, a dwarf, except for his flesh. After graduating his childhood and becoming a full adult, even by dwarven standards, Torug became unsure of his future; whether to stay where he was happy and never have the possibility of children, or to leave, and to spread his seed over the world. It seems his fate was decided for him, in a rather cruel way.

The halfling clans, having almost decimated the Orcs they had previously been in conflict with, endured a few years of peace, but growing uneasy in their bloodlust, turned to the dwarves. The peaceful dwarven villages, although reluctant to go to war, had little choice in the matter. The Little Bull was caught in the middle.

Vowing to return to this life when the fighting was over, Torug gathered the gifts that his fellows had to spare, and went on his way. His calling to a god for support and guidance was not unanswered. The storm god, Talos, gave the Little Bull safe passage in a malicious storm that ravaged the ground around him. Stumbling around, Torug managed to find a small, abandoned building. The building turned out to be an old temple of Talos from days forgotten. It was where he managed to hide until Talos’s wrath was abated. Talos acknowledged Torug's call and promised Torug power and protection in return for the spreading of his will. It is in this manner than the Little Bull was initiated into clerichood.

Torug feels the wanderlust in his blood, flowing his veins and pulsing through his arteries. To live a life with no attachments. Working an odd job here and there, saying a prayer once in a while, stealing potatoes by night, resting in caves, washing in streams. The dangers of the world were nothing to him but excitement and awe. What Talos has in store for him he does not know, only that he will willingly pay his debt to the god. He was young. It was his turn to explore, to learn. One day, he knows, he will go back and live the rest of his days where he was raised, where his true home was. But that day is not today.


Appearance:
Deep inside the temple, Torug found an extremely old suit of armor, complete with a shield. He was surprised to find that it fit him. Emblazoned on the shield is the icon of Talos. While travelling, Talos wears this protective vestment. He is simultaneously proud and self-concious of his appearance. Torug knows the armor will probably save his life more than once, but also, it could give too much away. In a life of the faceless vagrant, inconspiciousness is of utmost importance. A patron deity, he finds, is a gift and a curse.

The morningstar he carries is a gift from the dwarven community. It is one of his most prized possessions. Crafted by dwarven hands, it is extremely well made, very sturdy, very heavy, and very deadly. The elder who bestowed this great gift upon his departure had told him it was special, but did not reveal the reason why. From Torug’s perspective, it is by all means an ordinary weapon. Death comes by the wielder, not the weapon.

One other interesting characteristic, if he wasn’t strange enough, are his eyes. Dark purple is a very unusual color for eyes, but this hue of it is so dark that most people simply call it brown. When Torug is physically agitated, however, people have noticed a change come about the color. Perhaps it’s glowing brightly? Or maybe just the light. Many people have informed Torug of this phenomenon, but once again the halfling knows not what to make of it. Time will tell.


Personality
Torug is still learning how the non-dwarven society works. He is unafraid to voice his opinion, but often embarrasses himself because of his upbringing. He never steps down from a good bar brawl, although the question often comes up: how can a religious man be so rowdy, so unpredictable, cause so much damage and wreak so much havoc? That question Torug does not know the answer to. His biggest struggle, for his entire life, is to discover his own identify, and a deity to serve has not ended that struggle. He serves Talos, but lives for himself.
 
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carhesl

First Post
Korrim of Deepwater

Korrim of Deepwater
Male Human Fighter 1
Alignment: Neutral
Patron Deity: Farlaghn
Height: 6'6"
Weight: 280 lbs
Hair: Black (very thick)
Eyes: Blue
Age: 21

Strength: 15 (+2)
Dexterity: 13 (+1)
Constitution: 11
Intelligence: 13 (+1)
Wisdom: 11
Charisma: 6 (-2)

Class and Racial Abilities:

Fighter Bonus Feats, Proficient with all simple & martial weapons and light, medium, and heavy armor, and shields (including tower shields).
Bonus feat at 1st level, 4 extra skill points at 1st level and 1 extra skill point per level thereafter.

Hit Dice: 1d10
HP: 10
AC: 20 (+5 armor, +4 shield, +1 DEX)
ACP:
Init: 0
Speed: 20ft. (-10 due to armor)

Save vs. Fortitude: +2 (base +2)
Save vs. Reflex: +1 (+1 DEX)
Save vs. Wll: 0

Base Attack Bonus (BAB): +1
Melee Attack: +4 (1d8+2 19-20/x2 Longsword)
Melee Attack: +3 (1d6+2 20/x2 Shortspear)
Melee Attack: +3 (1d6+2 20/x2 non-lethal Sap)
Melee Attack: +3 (1d6+2 20/x2 Club)
Melee Attack: +3 (1d4+2 19-20/x2 Dagger)
Melee Attack: +3 (1d3+2 20/x2 lethal or non-lethal Unarmed)
Ranged Attack: +2 (1d4+2 19-20/x2 10ft. Dagger)
Ranged Attack: +2 (1d6+2 20/x2 20ft. Shortspear)

Skills:
Climb(Str) +3 (2 ranks)
Craft(Int)(armorsmith) +2 (1 rank)
Craft(Int)(weaponsmith) +2 (1 rank)
Craft(Int)(bowmaking) +2 (1 rank)
Handle Animal(Cha) -2
Intimidate(Cha) +2 (4 ranks)
Jump(Str) +2
Knowledge(Int)(local) +2 (2 ranks cc)
Ride(Dex) +2 (1 rank)
Swim(Str) +2
Tumble(Dex) +3 (2 ranks cc)

Feats:
Combat Reflexes, Weapon Focus (Longsword), Improved Unarmed Strike

Languages: Common, Dwarvish

Equipment:

Wearing or carrying
Chainmail (150 gps)
Tower Shield (30 gps)
Longsword (15 gps)
Sap (1 gp)
2 Daggers (4 gps) (one in boot one in belt)
Shortspear (1 gp)
Traveler's Outfit (1 gp)

Backpack (2 gps)
6 days rations (3 gps)
Bedroll (1 sp)
Winter Blanket (5 sp)
Whetstone (2 cps)
Soap (5 sps)
1 pc. Chalk (1 cp)
Waterskin (1 gp)
50' Silk Rope (10 gps)
Grappling Hook (1 gp)

Money:
18gp, 9sp, 9cp

Appearance:
Korrim is a huge, monster of a man. Standing half a head over 6 ft. tall and weighing half again as much as most people he meets. His thick, course black hair looks like it hasn't seen a comb in weeks. His scraggly black beard marred by 2 scars that run side-by-side vertically down his left cheek, one cleaving his eye-brow and the other the left-most part of his upper lip. Another, smaller scar runs horizontally across the underside of his chin.
His solid, heavily muscled frame runs to a bit of paunch across his mid-section, nowhere enough to be called fat but a bit of exercise wouldn't hurt. And he seldom smiles.

Personality:

Korrim is a quiet, no-nonsense soldier. Having worked his way up the ranks to sargeant in the local militia his voice is gravelly and rough, yet easily heard above the din of combat. He is every inch a professional fighting man. His willingness to endure hardship and boredom and the fact that he stands fast when others drop their weapons and flee the battlefield helped him earn his ranks despite his somber personality.

Background:

Korrim was born to a camp follower who abandoned him when he was five years old. All he knows of his father is vague memories of his mother saying he was a great warrior. And he only knew his mother as mama. He was left on the steps of a temple to Farlaghn in Deepwater (which curiously seems to be nowhere near deep water). The local clerics convinced a blacksmith to adopt Korrim as his son because he and his wife had no children of their own. He learned many skills of the smith under the guidance of his dad. When he was 14 his parents were killed by bandits who attacked their caravan enroute to Andeluvay. He was left for dead but a militia patrol found him and took him to the city. He became an aide to the Captain of the Guard, his skills at smithing coming in handy and when he came of age he joined the ranks himself. He took to the life of a soldier like a duck takes to water and he learned to use his fists as well as weapons following the veterans into the dives and back-alley districts of the city during their off-duty hours looking for entertainment and finding it in the form of drinking, brawling, gambling, and worse.
A disagreement with a superior caused him to lose his rank (and the superior to lose an eye). Afterwards he became a sell-sword for the guilds. Hiring out his services as a caravan guard. He has journeyed from Andeluvay in the north to Port Xialar on the Endless Sea in the south, west as far as Benshay at the edge of the Unwanted Desert and all the way around the Sea of Song. But he often returns to the taverns and inns of Deepwater when work gets slack or when he saves enough money to not worry about the next meal. He longs to leave the life of guarding caravans behind and put his skills with weapons to work making himself rich instead of some fat merchant.
 

Grunk

First Post
Weir “Silvertounge”
Ilkiiliyev (Rootless)
Male half-elf Bard 1
Alignment: Neutral Good
Patron Deity: Fharalangn
Height: 5' 4''
Weight: 127lbs
Hair: Black
Eyes: Forest Green
Age: 28

Str: 12 (+1)
Dex: 16 (+3)
Con: 15 (+2)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 17 (+3)

Class and Racial Abilities:
Low Light Vision, Immune to Sleep, +2 to Gather Information and Diplomacy Checks, +1 to Listen, Search, and Spot Checks

Bardic Knowledge, Bardic Music 1/day,countersong, fascinate, inspire courage +1

Hit Dice: 1d6 + 2
HP: 8
AC: 16 (+3 armor, +3 Dex,)
ACP: -1
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude +2 [+0 base, +2 Con]
Reflex +5 [+2 base, +3 Dex]
Will +4 [+2 base, +2 Wis]

BAB: +0
Melee Atk: +1 (1d8/19-20/x2, longsword)
Ranged Atk: +3 (1d8/19-20/x2/80 ft./P, light crossbow)

Skills
Bluff +7 [4 ranks, +3 Cha]
Diplomacy +7 [2 ranks, +3 Cha, +2 Halfelf racial bonus]
Escape Artist +4 [1 rank, +3 Dex]
Gather Information +7 [2 ranks, +3 Cha, +2 halfelf racial]
Hide +6 [3 Ranks, +3 Dex]
Jump +3 [2 Ranks, +1 Str]
Knowledge (history) +2 [1 rank, +1 Int]
Listen +3 [0 ranks, +2 Wis, +1 halfelf racial]
Perform (oratory)+6 [3 Ranks, +3 Cha]
Search +2 [0 ranks, +1 Int, +1 halfelf racial]
Sense Motive +3 [1 Rank, +2 Wis]
Sleight of Hand +4 [1 ranks, +3 Dex]
Spellcraft +3 [2 ranks, +1 Int]
Spot +3 [0 ranks, +2 Wis, +1 halfelf racial]
Tumble +7 [4 ranks, +3 Dex]
Use Magic Device +5 [2 ranks, +3 Cha]

Feats:
Quick Draw (1st level)

Languages: Common, Elven, Gnome

Spells Known
Save DC +3
0th - detect magic, read magic, resistance, daze

Equipment

Wearing or carrying
Studded Leather Armor 25gp (20 lb.)
Traveler’s outfit free (5 lb.)

belt
on belt:
Light crossbow 35gp (4 lb.)
10 crossbow bolts 1gp (1 lb.)
Whip 1 gp (2 lb.)
1 daggers 2gp (2 lb.)
shortsword 10gp (2 lb.)
Belt pouch 1gp (1/2 lb.)

Backpack 2gp (2 lb.)
in backpack:
candle 1cp
2 days trail rations 10sp (2 lb.)
4 sheets of parchment 8sp
Scroll Case 1gp (1/2 lb.)
Inkpen 1sp
Ink 1oz vial 8gp
flask 3 cp. (1-1/2 lb.)

Money
68gp, 5sp

Appearance: Weir is an attractive male half elf. He is tall for a half-elf and trim, albeit a bit scrawny. He has a sparkling smile that emenates from his large mouth and eyes. He has short black hair and green eyes that are flecked with lighter and darker shades of green. He wears studded leather armor, a backpack, and traveller's clothes with a belt.

Personality: Nothing brings Weir more pleasure than everyone's rapt attention as he spins a story. He tends to exagerate and speaks in flowery language typical of a storyteller. Gregarious and diplomatic, he seeks to make everyone think he's their friend. Weir is curious and eager to learn about all types of knowledge; people, place, or thing. He sees life as a story that everyone is in the process of writing. He is a loyal friend to those he truly cares for. Weir prefers the name Silvertounge

Background: Awaiting Isida's aproval on this, just want to make sure it "jives" with your world.
Weir was born in the forest of Black Pine. He was put up for adoption because of his mixed heritage. His name Ilkiiliyev, which translates to "Rootless" is a chosen name assigned to abandoned orphans. At an early age, he grew interested in the tales of the elves. He loved listening to the loremasters and storytellers weave their tales of adventure and action. Weir absorbed these stories with a quickness. However, he began to notice that the elves treated him with pity and loathing. They reacted poorly to a half-breed learning the ancient tales. Spurned, he left the forest at 14 and began wandering Low'Verok. He wandered for 3 years, stealing what he could to feed himself and taking what scraps he could get. He learned to be quick with a weapon as a waif on the streets of Crosston. The first kind people he met on the road was a travelling circus. Fascinated by the unique characters in the show, he travelled with them, learning their techniques and their stories. He hung out with some of the tumblers and contortionists, but he learned the social arts from the ringmaster, a glib halfling sorcerer named Pilko. Pilko saw something in the boy; he had an ability to tell a story that captivated the audience. He hired Weir as a story spinner. Weir had been working and traveling with the circus for 10 years. He considered Pilko a father, as did many of the other employees of the circus. He was deeply saddened on the day Pilko died. He left the circus and began to wander on his own. He spent some time in Crosston and some time in Willow Grove, but mostly he's just been wandering. He makes his way by spining tales for tips at taverns. He'd like to participate and create some of his own adventures some day, but he hasn't seen the right group of people come by yet. He doesn't talk to many people about his background, and compulsively lies about it if asked. He doesn't see anything wrong with this. It's not anyone's business and it's just more of the storytelling that he is so fond of. He knows that his mother is an elf, otherwise he would not have been born in the forest. Otherwise, he knows nothing of his parents. Secretly he thinks he is the bastard son of elven nobility.
 
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Bront

The man with the probe
Boslo Thresher, Human Farmer

Boslo Thresher
Male Human Sorcerer 1

Alignment: Lawful Good
Patron Deity:
Height: 5' 9"
Weight: 178lbs
Hair: Blonde
Eyes: Blue
Age: 17

Str: 14 (+2)
Dex: 16 (+3)
Con: 10 (+0)
Int: 8 (-1)
Wis: 9 (-1)
Cha: 17 (+3)

Class and Racial Abilities:
Human Bonus Feat & Bonus Skills

Hit Dice: 1d4
HP: 4
AC: 13 (+3 Dex)
ACP: 0
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude +0 [+0 base, +0 Con]
Reflex +3 [+0 base, +3 Dex]
Will +1 [+2 base,-1 Wis]

BAB: +0
Melee Atk: +2 (1d8+3/x3/P, 10' Reach, Longspear)
Melee Atk: +2 (1d8+3/x3/P, Spear)
Ranged Atk: +3 (1d8+3/x3/20 ft./P, Spear)
Ranged Atk: +3 (1d8/19-20/x2/80 ft./P, light crossbow)

Skills
Bluff +7 (4 Ranks, +3 Cha)
Concentration +2 (2 Ranks, +0 Con)
Perform: Woodwind Instruments +4 (1 Rank CC, +3 Cha)

Feats:
Spell Focus: Conjuration
Augemnt Summoning

Languages: Common

Spells
Save DC +3
(Cast/Known)
0th (5/4) - Detect Magic, Acid Splash, Light, Prestidigitation
1st (4/2) - Summon Monster I, Ray of Enfeeblement

Equipment
Wearing or carrying
Spear (2 gp, 6 lbs)
Longspear (5 gp, 9 lbs)
Light Crossbow (35 gp, 4 lbs)
20 Bolts (2 gp, 2 lbs)
Spell Component Pouch (5 gp, 2 lbs)
Backpack (2 gp, 2 lbs)
-Bedroll (1 sp, 5 lbs)
-5 Sunrods (10 gp, 5 lbs)
-2 Waterskins (2 gp, 8 lbs)
-7 Days Trail Rations (35 sp, 7 lbs)
-Common Flute (5 gp, 3 lbs)

Total Weight: 53 (Light Load)

Money
51 gold, 9 silver

Appearance:Boslo is a farm boy. Blonde Hair, blue eyes, and a physique sculpted by his hard work on the farm, he’s quite attractive despite the occasional scar or other blemish from a life of hard work. His clothes are neither regal nor well kept, but they are functional.

Personality:Boslo is a no-nonsense farm boy. He’s loyal to his friends, is generally slow to follow in any conversation more advanced than discussing raising crops or feeding cattle. He has always viewed himself a protector, and will work to protect his friends and family.

Background:Boslo was born and raised a farm boy. While he has dreamed of being a guard for a long time, he knew it was never a life for him. He was never a great farmer, but he worked hard and made his family proud.

However, Boslo had a secret. He could summon strange creatures, and was able to naturally work magic. He felt strange and uncomfortable about this, so he kept it to himself. However, he was also curious, and would practice it out in the wilds when he could. He earned a reputation as a loner, and distant, but he had trouble trusting in how natural his abilities were.

[sblock]Shortly after the harvest, some Kobolds attacked his family’s farm. Boslo fought fiercely, even brandishing his magic in front of his family, but to no avail. He fell, and was taken captive as they stole his family’s harvest. Boslo does not know or remember if anyone of his family survived (Father Trevor, Mother Brenda, Older Brother Greg, Younger Sister Sherry).[/sblock]
 
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