Krauss' Age of Worms Rogues Gallery
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  1. #1

    Krauss' Age of Worms Rogues Gallery

    Players, please post your completed character sheets and backgrounds here. Thanks!

  2. #2
    Novice (Lvl 1)

    Raging Epistaxis's Avatar

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    [imagel] Big.gif[/imagel] Whurhak Azten (prefers to be referred to by his clan name)
    Race/Class: Dwarven Cleric of Moradin - Domains: Earth, Healing

    Advancement: May lean towards Dwarven Defender as things advance, or stick with Cleric

    Physical description: By human standards, Azten is quite short but well-muscled. By dwarven standards, he is of average height and slender build. His hair is slate grey and his moderately long beard is kept in 3 braids. His eyes are also grey, but quite a bit darker than his hair. His face resembles the weathered stone which his people so love - skin thickened, lined and cracked, possibly from disease or from exposure to the elements. In the unlikely event one were to see him relatively undressed, they'd note that he has odd scars on his body of which he will not speak.

    Personality: Azten prefers to be a quiet observer, rather than drawing attention to himself. He generally tries to stay out of other people's business, especially when they are getting what it appears they deserve, but he has little tolerance for those who needlessly prey on the helpless. Like most dwarves he can be a bit gruff and tends to prefer the company of other dwarves, but in his travels he has developed a grudging respect for some members of other races, and in a few cases, friendship.

    General backstory: As the son of a Cleric, Azten was raised well-versed in the lore of the Dwarven gods and the Dwarven Way in general. When he was still a young child, Azten was nearly consumed by a slowly progressive scarring/wasting illness that it seemed could not be cured. Healers of all sorts were brought to attend to him, and although physically weak, he sought to learn what he could of their craft. Since his illness left him too frail for 'real work' for many years, he was also tutored in the arts of carving and fine stonecraft.

    Pre-Illness Young Azten outside his ancestral home:
    Then his mother had a vision during a divinatory ceremony that she swore was sent straight from Moradin himself - Azten was marked by the Dwarven gods to make his way out into the world to be tested. If found worthy, he would be chosen. For what, the vision didn't say, but it involved other races and their Deities. This revelation, on top of his previous illness, instantly made him an object of some admiration and suspicion amongst his clan. So the day after his coming of age celebration he set out to find his path and destiny.

    Azten came to Diamond Lake about 40 years ago and approached the manager of the dwarven mines (Ragnolin Dourstone) looking for a job. When his skill at healing became known, he was retained as a healer for the miners. This skill, as well as his knowledge of the Dwarven Way lead him to be viewed as kind of a de facto 'spiritual advisor' for the few dwarves left in Diamond Lake. While he is certainly no leader of dwarves, his opinion is respected in many matters.

    Lately, Azten has discovered that his prayers to Moradin for healing generally do not go unanswered; he can use the strength of his god to heal injuries and illnesses that his skill at mundane healing cannot. Knowing that he has received a rare gift, he has accepted the mantle of Cleric as his duty and destiny.

    Recent background: As conditions in Diamond Lake have spiraled downward, he has out of compassion begun to offer his skill at healing to those most needy. He has offered help to severely injured miners from other companies (which annoys Ragnolin to no end), and given health advice and help to many in the -ahem- entertainment industry to decrease the spread of disease among the populace. This mostly charity work has made him moderately well known in certain circles, but has brought him some troubles as well.

    One of the most fulfilling aspects of forcing himself to work more with other races is finding camaraderie among those he might otherwise never have encountered. A prime example is the giant, Gregor. As a rule, dwarves of his clan mistrust, if not outright hate, giants. But, Gregor was involved in a serious accident in a mine where he risked and received serious personal injury in order to save the life of a fellow miner who would have died without his intervention. After hearing the tale, healing Gregor and speaking with him for a while, Azten was forced to confront his dwarven prejudices and realize that by relaxing them he could experience things and make friends that he would never otherwise have had.

    He has made an effort to get out and meet people in other places as well. For example, the human Majakilar - while not quite a regular drinking buddy, Azten recognizes him and always shares a commiseration or two, if not a joke... that's what bards are for. Once upon a time, Azten would have distanced himself from the tall human, but now he sees Majakilar's good nature and enjoys his company, even if there is often something of a small crowd around him.

    As Azten gets to know more of the miners and laborers in person he becomes more and more likely to get upset over injustices and tragedies inflicted upon them. In fact, he has recently nearly gotten himself killed, standing up to some thugs who were roughing up a youth in a back alley. After helping to heal himself and the youth of their injuries, they retired to a nearby tavern and struck up an amiable friendship. To this day, Owen remains one of the better friends Azten has.

    All Glory to the Creator, the Dwarffather, Moradin!

    STR 8.....+ 2...............10
    DEX 8.....+ 4...............12
    CON 8.....+ 5.....+2......15
    WIS 8.....+13...............17
    INT 8.....+ 6...............14
    CHA 8.....+ 2 .....-2......8

    Whurhak Azten CR 1
    Male dwarf cleric (Moradin) 1 EXP: 900
    LG Medium Humanoid (dwarf)
    Init: +1 Senses: Darkvision 60'; Listen +3, Spot +3, Search +2
    Languages: Common, Celestial, Dwarven, Orc
    AC: 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
    hp: 10 (1 HD)
    Current HP: 10
    Fort +4, Ref 0, Will +5
    Speed 20 ft. (4 squares), 15 ft (with armor = 3 squares)
    Melee Warhammer (1D8/ X3) or Light Hammer (1D4/ X2)
    Ranged Sling +1 (1D4/X2) or Light Hammer +1(1D4/ X2
    Base Atk +0, Grp +0
    Special Atk Turn undead( -1, 2d6+0, 1st), Spontaneous casting (healing spells)
    Spells Prepared (CL 1st, +0 melee touch, +1 ranged touch)
    1st- Magic StoneD, Magic Weapon, Comprehend Languages
    0- Detect Magic, Guidance, Resistance
    D= Domain Spell. Domains: Earth, Healing

    Remaining spells available Magic Stone, Magic Weapon, Comprehend Languages, Detect Magic, Guidance, Resistance
    Abilities: Str 10, Dex 12, Con 15, Int 14, Wis 17, Cha 8
    SQ: Stonecunning (+2 on checks involving stone work)
    Feats: Self-Sufficient (+2 Heal/Survival checks).
    Skills: Concentration +6, Craft (Stonemasonry) +4, Heal +9, Knowledge (arcana) +4, Knowledge (religion) +6;
    Possessions: 50' hemp rope, Backpack, Bedroll, Bullet (20), Chalk, Flint and Steel, Healer's Kit (10 uses), Holy symbol / Hammer (Light), Sack Medium Empty (2), Scale Mail, Shield (Light Wooden), Sling , Trail Rations (2 days), Traveller's Outfit, Warhammer, Waterskin, Healing talisman(+1 heal checks to stabilize).
    Earth Domain - Elemental Control (SU) Turn or destroy air elementals, rebuke or command earth elementals as if undead. Usable 3+(Cha mod) times a day.
    Healing Domain Healing spells are cast at +1 caster level.
    76 yr old 133 lbs

    Last edited by Raging Epistaxis; Sunday, 31st December, 2006 at 04:20 PM.

  3. #3
    Guide (Lvl 11)

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    Alexi, Warmage in hiding

    Female Oeridian, 1st-Level Human Paragon (XP 900)
    Medium Humanoid (Human)

    Hit Dice: 1d8 (8 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+2 Dex, +3 armor), touch 12, flat-footed 13
    Base Attack/Grapple: +0/-1
    Attack: Light Crossbow +2 ranged (1d8/19-20)
    Full Attack: Light Crossbow +2 ranged (1d8/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Adaptive Learning (Use Magic Device)
    Saves: Fort +0, Ref +2, Will +4
    Abilities: Str 8, Dex 14, Con 10, Int 16, Wis 14, Cha 15
    Skills: Bluff╣ +5(3), Diplomacy╣ +5(3), Gather Information +3(1), Hide╣* +6(4), Knowledge (local) +4(1), Listen╣ +5(3), Move Silently╣* +6(4), Profession (gambler) +4(2), Search╣ +3(0), Sense Motive╣ +5(3), Sleight of Hand╣* +6(4), Spot╣ +5(3), Use Magic Device╣ +3(1); ╣ Human Paragon Class Skill, * Armor Check Penalty -1
    Feats: Simple Weapon Proficiency, Martial Weapon Proficiency (longsword), Light Armor Proficiency, Able Learner, Point Blank Shot
    Alignment: Neutral (Neutral Good)

    An exceptional young woman trying to break out and move away from Diamond Lake. Except for her smarts and charms and a few skills she picked up in her youth, the orphaned Alexi has not much to guide her way yet, but soon enough she will discover, that there is more hidden inside her. The nightly prayers to the god of roads, that she will make her way out into the world, just increase her urge to get away. And the growing anger about her situation eventually unleashes in the form of destructive arcane energy, revealing her true power.

    Naturally curious and completely annoyed by being forced to live in this rough town, Alexi still won't do anything to earn the money to get out. While she isn't the most benevolent of the town's inhabitants, she also isn't among the meaner ones. Being an underdog herself, she has a certain affection for the poor and tries to help them, if she can. Alexi isn't altruistic, however, and her primary allegiance is to herself still.

    Alexi stands 5 feet 8 inches tall and weighs 125 pounds. She is 19 years old, has shoulder-long, curly brown hair, usually swept over one of her blue-grey eyes, and her skin has a light tan. Despite the usual dirt stains on her skin and clothing, Alexi is fairly attractive; her good looks being further enhanced by her striking presence.

    Alexi speaks Common, Giant, Gnome and Halfling.

    Equipment: Light Crossbow, 18 Crossbow Bolts, Studded Leather Armor, Traveler's Outfit, Backpack, Bedroll, Winter Blanket, Scroll Case, Belt Pouch, Waterskin, Wooden Holy Symbol of Fharlanghn, Moonstone (30 gp); 1 gp, 4 sp, 0 cp.

    Background: She never knew her parents. The young orphan girl, who is called Alexi, grew up in the worst parts of Diamond Lake, relying on theft to get along and the few friends she had found, most of them, like Owen, who is like a younger brother to her, in a similar situation as herself. The smart girl was always quick to pick up new things and her wits have proven a reliable resource for surviving in the rough spots of the damnable mining town. At one day, Alexi was particulary lucky, as she pickpocketed a moonstone from a wealthy customer on his way to Tidwoad's; she only showed the gem to Owen, whom she could trust almost blindly, but otherwise hid it from greedy eyes, always dreaming about buying a horse and equipment and leaving town with the gold she would get from the gem. Also, if she had tried to sell the gem, everyone would have assumed, that she had stolen it, anyways. As she grew older she sometimes got a small and weakly paid job in one of the shadier gambling dens of Diamond Lake, but it was better than nothing and at least a little closer to honest work, and while she wasn't allowed to play herself, she did pick up a few tricks of the trade just by watching the games.

    Recent Events:

    - Meeting Gregor (Alexi gets rescued by the giant while in a tight situation with a few drunks after she is finished with her work, later she meets him again, as he is being mocked by a bunch of kids and steps up to defend him with words, where fists won't do; they become friends and he even teaches her the language of the giants.)
    - Arming Up (Alexi spends much of her earned gold to buy a weapon; at first she aims for a bow, but once Venelle made clear, that she simply does not have the physique to properly fire a bow, she settles for the much easier to handle crossbow. Alexi also practices some with a wooden sword, which is quite fun, even though she is not very good at it.)
    - Fetching Faith (Alexi steals the Holy Symbol from a traveling priest of Fharlanghn and slowly gets drawn to the faith herself. She starts to pray to the god of roads, first to apologize for stealing from one of his followers, but later, when she is sure he isn't angry with her anymore, she begins to ask for guidance in her prayers.)
    - Promise of Adventure (Alexi overhears a group of adventurers bragging about their intentions to loot a nearby cairn. Of course, now she wants to have her own adventure. This seems to Alexi like a blessing sent from Fharlanghn himself, the promise of travel and adventure, and getting the heck out of Diamond Lake... her prayers have been heard and now the time has come to take action!)
    Attached Files Attached Files  
    Last edited by Thanee; Sunday, 22nd October, 2006 at 06:34 AM.

  4. #4
    Novice (Lvl 1)

    Mista Collins's Avatar

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    Here is the concept I came up with (and the stat block to go along with it). If there is anything you have a question on or concerns about, let me know. I am really interested in playing in this campaign, as I have heard great things about the Age of Worms Adventure Path, and never had the chance to experience it.

    Character Concept: With no family or friends to turn to for help, Owen has been fighting to survive on the streets of Diamond Lake since a young age. Using whatever resources he can muster up and the many skills he has learned over the years, Owen has been able to survive on the streets by avoiding the law and the thugs. All he needs is a way to get out of this place.

    Race/Class: Owen is going to be a 1st level human rogue. As for prestige classes, he will probably be going towards the Nightsong Infiltrator PrC. But as with all my characters, his goals and class structure change depending on the story. But he will focus a lot on diplomacy, because he feels he can talk his way out of almost any situation.

    Appearance: Owen is a 16 year old boy who stands at the height of 5'7" and weighs 147 lbs. He wears a green coat and black slacks. Little wisps of his dark brown hair can be seen from under neath the green wide-brim hat that sits atop his head. His hazel eyes have a young innocent look to them that have gotten him out of trouble on more than one occasion.

    Personality: Growing up on the streets has made Owen a very resourceful man. He could find a use for just about anything, and this trait alone has caused him to collect many knick-knacks throughout his young life. He is a very fun-loving boy, who has used his winning smile and charm to convince the law and thugs that beating him to a pulp isn't a very nice thing to do. He has a sense of humor and a love for harmless pranks that has found himself on the bad side of many gruff people. He is indebted to those who have helped him out in the past, and hopes he can find a way to pay them back.

    Future Feats and classes (subject to change):
    2nd level-7th level class: Rogue
    3rd level feat: Weapon Finesse
    6th level feat: Alertness
    8th level class: Nightsong Infiltrator
    9th level feat: Improved Two-Weapon Fighting


    Male Human, 1st Level Rogue
    Deity: Olidammara
    Medium Humanoid (Human)

    Hit Dice: 1d6 (6 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+3 Dex, +2 armor), touch 13, flat-footed 12
    Base Attack/Grapple: +0/+1
    Attack: +1 rapier (1d6+1) or +1 dagger (1d4+1) or +3 thrown dagger (1d4+1)
    Full Attack: -1/-1 TWF either with 2 daggers or rapier and dagger.
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak Attack +1d6
    Special Qualities: Trapfinding, can use any skill as if he had ranks in it
    Saves: Fort +0, Ref +5, Will -1
    Abilities: Str 12, Dex 16, Con 10, Int 16, Wis 8, Cha 14
    Skills: Balance +7(4), Bluff +6(4), Climb +5(4), Diplomacy +6(4), Disable Device +7(4), Hide +7(4), Listen -1(0), Move Silently +8(4)*, Open Lock +7(4), Search +7(4)[+12], Sense Motive +3(4), Sleight of Hand +8(4)*, Spot -1(0), Tumble +7(4); *+1 bonus from silent shoes or fingerblades.
    Feats: Jack of All Trades, Two-Weapon Fighting
    Alignment: Chaotic Neutral
    Current XP: 900 XP

    Owen is a 16 year old boy who stands at the height of 5'7" and weighs 147 lbs. He wears a green coat and brown slacks. Little wisps of his dark brown hair can be seen from under neath the green wide-brim hat that sits atop his head. His hazel eyes have a young innocent look to them.

    Languages spoken: Common, Dwarven, Gnome, and Elven

    Equipment: Traveler's outfit, Goggles of Minute Seeing, leather Armor, rapier, 2 daggers, silent shoes, fingerblades, backpack, bedroll, thieves' tools, 3 pieces of chalk, flint and steel, ink (1 oz. vial), inkpen, hooded lantern, flask of oil, trail ration, signal whistle, full waterskin, and a map case with 5 sheets of parchment. Belt pouch containing 6gp, 3sp, 7cp. Total weight carried is 42lb.

    Never knowing his mother due to her death during his labor, and hardly remembering his father because of his death in the mines so many years ago, Owen has been forced to resort to activities that not many people would be proud of to survive the hell everyone calls Diamond Lake. Having a small handful of people he could call his friends, including a girl named Alexi who he considers his older sister, he found himself hanging out a reckless group of thugs and crooks. Collecting debts, running scams, and pilfering certain objects for some of these thugs gave Owen the oppurtunity to learn the tricks of the trade. All these skills Owen has learned from these shadier individuals has helped Owen survive the notice of the other thugs that make up the constabulary.

    But his skills of going unnoticed aren't perfect and he knows this. Lucky for him, his winning smile, quick wit, and ability to make people believe what he wants them to believe has helped him survive confrontations with a wide variety of ruffians. Unfortanetly this has not been perfect either. After being caught for not having the funds to cover a bet he lost to one of Kullen's brutes, he was confronted in an alley just out side the Feral Dog. Beat within inches of his life, he awoke to see a kindly dwarf named Azten brandishing the symbol of Moridan. Owen owes plenty to Azten, for if he had not showed up to help, Owen would not be alive to this day. These two had struck up a great friendship and Azten has inspired Owen to try and achieve greater things.

    Coming to a character background near you....

    - A little boy, and a little wealth (getting cash and getting goods - from dealing with the shadier people to crafting his own)
    - Finding the cairn (and how Owen informs Alexi and Azten)
    Attached Files Attached Files  
    Last edited by Mista Collins; Monday, 23rd October, 2006 at 10:52 PM. Reason: XP

  5. #5
    Kenneth O'Drinnan

    Current Status

    Experience 900xp

    Condition Normal
    hp 7

    AC 17, touch 13, flat-footed 15

    Melee rapier +2 (1d4+1, 18-20/x2)
    Ranged light crossbow +3 (1d6, 19-20/x2)

    Spells Known (CL 1, dispel +1, spell pen +1, +2 melee touch, +3 ranged touch; ASF 20%)
    0 (2/day) - detect magic, mending, prestidigitation, read magic
    Spell-like Abilities (CL 1)
    1/day - speak with animals (burrowing mammal only, duration 1 min)
    1/day - dancing lights
    1/day - ghost sound
    1/day - prestidigitation
    Abilities Str 12, Dex 8, Con 14, Int 16, Wis 6, Cha 14

    Remaining uses
    1/day - bardic music
    Remaining gear
    16 crossbow bolts
    1 masterwork bolt
    0 vials of oil
    1 sp, 10cp

    Character Sheet

    Male gnome bard 1
    NG Small Humanoid (gnome)

    Age 48 years (adult)
    Height 3'6"; Weight 46 lbs.
    Religion Unspecified

    Effective Character Level 1
    Action Points none

    Init +2 (+2 Dex); Senses Low-light vision; Listen +0, Spot -2
    Languages Common, Dwarven, Elven, Gnome, Goblin

    AC 17, touch 13, flat-footed 15 (+3 armor, +1 shield, +1 size, +2 Dex); +4 dodge bonus against giants
    hp 7 (1 HD) (1d6 + 1)
    Resist +2 on saving throws against illusions
    Fort +1 (+0 bard, +1 Con), Ref +4 (+2 bard, +2 Dex), Will +0 (+2 bard, -2 Wis)

    Spd 20 ft
    Melee unarmed +2 (1d2+1 nonlethal, x2) or
    [spoiler]- - -[/spoiler] rapier +2 (1d4+1, 18-20/x2)
    Ranged light crossbow +3 (1d6, 19-20/x2)
    Space 5 ft; Reach 5 ft
    Base Atk +0 (+0 bard); Grp -3 (+0 bab, -4 size, +1 Str)

    Atk Options +1 bonus on attack rolls against kobolds and goblinoids
    Special Atks bardic music 1/day (countersong, fascinate, inspire courage +1)
    Combat Gear none

    Spells Known (CL 1, dispel +1, spell pen +1, +2 melee touch, +3 ranged touch; ASF 20% (15% armor, 5% shield)):
    [spoiler]- - -[/spoiler] 0 (2/day) - detect magic, mending, prestidigitation, read magic
    Spell-like Abilities (CL 1):
    [spoiler]- - -[/spoiler] 1/day - speak with animals (burrowing mammal only, duration 1 min), dancing lights, ghost sound, prestidigitation

    Abilities Str 12, Dex 8, Con 14, Int 16, Wis 6, Cha 14 (point buy)
    Special Qualities gnome traits, bardic knowledge +4
    Feats Skill Focus (Diplomacy) (1st-level)
    Skills Diplomacy +10 (4 ranks, +3 Int, +3 Skill Focus), Craft (Alchemy) +5 (1 rank, +3 Ability, +1 racial), Hide +6 (0 ranks, +2 Int, +4 size), Knowledge (arcana) +5 (2 ranks, +3 Int), Knowledge (architecture and enginnering) +4 (1 rank, +3 Int), Knowledge (dungeoneering) +4 (1 rank, +3 Int), Knowledge (geography) +4 (1 rank, +3 Int), Knowledge (history) +5 (2 ranks, +3 Int), Knowledge (local) +4 (1 rank, +3 Int), Knowledge (nature) +4 (1 rank, +3 Int), Knowledge (nobility and royalty) +4 (1 rank, +3 Int), Knowledge (religion) +4 (1 rank, +3 Int), Knowledge (the planes) +4 (1 rank, +3 Int), Listen +0 (0 ranks, -2 Wis, +2 racial), Perform (oratory: epic) +6 (4 ranks, +2 Cha); ACP -2 (-1 armor, -1 shield)

    Possessions rapier, light crossbow (20 bolts, 1 masterwork bolt), studded leather, buckler, backpack, journal and pencil (well used), small steel mirror, sewing needle and thread, soap, signet ring, waterskin, whetstone, traveler's outfit, and 1 sp, 10 cp.

    Kennethĺs intellect and influence is beyond compare. He can recite the properties of any variety of plant, the historical ramifications of any kingĺs reign, the origins of any spell and the exact arrangement of the numerous planes of existence. He will kiss the hand of the princess, convince the guard to allow him access, discover the secret cache of an infamous thief, woo any woman and become the envy of all men.

    Or, at least, that is what he would have you believe.

    Granted, Kenneth has a keen mind and can be quite charming when he wants to be. There have been several times where his insight has revealed to us the only escape route, or his words have inspired us with courage. He sees himself, though, as something so much greater. He is not destined for greatness, for he is already a hero among heroes. His name already recorded in immortal song.

    He believes he knows far more than he actually does. He thinks people listen to him far more than they actually do. Somehow, he is never fazed, and will simply claim, ôOf course, that is what I said in the first place!ö or, ôMy, she must be quite preoccupied.ö

    We groan and sigh with exasperation, pleading for him to stop when he begins to offer uninvited advice, holding him back when he attempts to parlay with the ogre. Yet we would never have gotten as far as we did in one piece if it had not been for that one well-timed quip when we found ourselves in dark times, that single bit of trivia that revealed the solution to an unanswerable riddle.

    Those are not the times he remembers, inconsequential and insignificant as they are to the great epic adventures of our party and of his life. But those are the times, as accidental they may be, that we remember.
    - A few words from a close friend in Diamond Lake.

    Physical Description

    Kenneth is immaculate in his appearance, sure to carry a pair of scissors, a small mirror and tooth picker at all times. He is not vain and does not preen, but always seeks to live up to his own image. His short, black hair he keeps well groomed and slicked back. His goatee remains short and trimmed. Fingernails are always cut, eyebrows plucked and breath freshened. Kenneth favors green, from a deep jade to bright emerald, from the fashionable doublet to the concealing cloak. He stands straight, appearing almost taller than his companions, and his voice carries farther than most men twice his height. Kenneth knows, with his unflappable confidence, as he pulls gently at his cuffs, wipes a piece of dust from his shoulder and smoothes his vest, that when people see him, they see a hero.


    The Emporium caters to the tastes of all manner of miners and travelers, and more than one gnome and halfling has found their way down the perfumed and poorly lit passages of the Veiled Corridor. Kenneth's mother was one three of the "small folk" who resided at the Emporium to cater to their pleasures, and Kenneth was born of such a union.

    Kenneth, however, was lucky in that he never realized who bore a stigma. His mother and his numerous "aunts" of every race cared for him, spoiled him, and protected him. As a child, when his mother left to "work", he would wander the Gallery of Science, or even visit the nearby Lazare House to watch the well-to-do visitors play intricate games of dragonchess. Always accompanied by one of his aunts, he remained blissfully unaware of Diamond Lake's more sinister side and dark underbelly.

    In his adolescence, Kenneth met another youth, Allustan, who happened to be the son of the local governor-mayor. The two found themsleves in all sorts of trouble and formed an odd friendship. Kenneth was disappointed when Allustan was forced to leave Diamond Lake, but soon found other distractions and left himself for the Free City soon thereafter.

    In what Kenneth considers his worldly travels, he picked up small bits of esoteric knowledge from all sorts of people, from all parts of society. He developed a knack of retaining this knowledge and spinning tales from ancient legends and myths. From time to time he would entertain patrons at one of the many inns or taverns and earn his keep there for another week. But, eventually, he grew bored and decided to return home to Diamond Lake to spend time with his extended family at the Emporium. He was pleasantly surprised to find Allustan had returned, now a wizened sage with his own home, and the two revived their friendship and picked up where they had originally left off. Kenneth now spends his evenings relating epic tales of warriors and wizards at each of the taverns of Diamond Lake, and his afternoons constructing new tales or chatting with Allustan in his gardens.

    Yet, once again, Kenneth has grown bored . . .

    Recent Background:

    Meeting Alexi

    Kenneth stepped down from the stage as the scattered applause died out in the main hall of the Emporium. This time, he had related a tale of Drin'an, the elven ranger that saved a certain town from uncertain doom. Or had it been an uncertain town from certain doom? Kenneth shook his head. Either way, the patrons had enjoyed the story.

    He raised his hand to order from Lorna, one of his favorite servers working that night, as he pulled out a chair to sit at an empty table when someone bumped into him from the side.

    "Oof!" Kenneth exclaimed, holding out an arm to steady himself against a chair, another resting on the shoulder of the young woman who had bumped into him.

    "Excuse me, I'm sorry there," she said, bringing her blue-grey eyes to his with a disarming smile. "Didn't mean to bump into ya like that."

    "Oh, don't worry," he said, withdrawing his hand and taking his seat. "No harm done."

    She nodded and turned to walk away, but Kenneth reach out an immaculately trimmed hand. "Excuse me a moment, my beautiful lady, but what is your name?"

    She seemed taken aback, and almost did not reply, but simply said, "Alexi," before disappearing into the sea of patrons. Kenneth smiled as a story blossomed in his mind. The woman, Alexi, had inspired him.

    "What'll it be, Kenneth?" asked Lorna, arriving at his table and interrupting his thoughts.

    "Oh, you know what I like, Lorna," he replied with a flourish. "Wait but a moment, while you let me get some coin for you."

    A frown flashed across his face as he reached into his shirt pocket, his fingers scooping through the empty space. "That's funny," he said, talking aloud to himself. "I could have sworn I had my purse on me . . ."
    * * *
    Meeting Gregor, Majakilar and Azten

    Sometimes, Kenneth would attempt to tailor his storytelling to members of the audience, though for some reason it rarely had the desired effect. Laughter would unhesitatingly erupt in all the wrong spots, dead silence would follow the best of his jokes, and patrons would storm out in disgust at the most emotionally tense moments. This had been one of those nights.

    The miners had returned to the town proper of Diamond Lake after several days in the hills, and Kenneth picked out three friends that sat together at one table: an olive-skinned man with shockingly white hair, a giant of a man with wild hair, and a reserved dwarf with weather-beaten skin. It was a perfect time to tell the story of a great war in ages past between men, giants, and dwarves.

    He did not tell anyone beforehand of his plans, and so no one had the chance to advise him against it.

    So wrapped up in his tale, Kenneth did not at first notice the large man and the dwarf seething with anger and the third man wide-eyed with concern. Kenneth faltered when the giant abruptly stood up from the table and left the building, the dwarf soon following. When the third man rose, Kenneth cut his performance short, leaving the stage, and approached the man.

    "Excuse me, sir," he said, looking up at the man. "I beg your forgiveness, but if I have insulted you or your companions in any way . . ."

    "Majakilar, not sir," he replied, then waved his hand to the door. "You did not insult me, but you might have to explain yourself to them."

    Swallowing, Kenneth nodded and stepped outside to find the dwarf and the giant grumbling at each other, criticizing Kenneth's performance for the evening.

    ". . . doesn't know what he's talking about, the dolt . . ."

    ". . . the dwarves would never do something like that . . ."

    Kenneth cleared his throat politely, alerting the two to his presence. "I'm sorry to have upset you," he said, trying to ignore the glares. "But I was hoping you would stay for the rest of the tale. You see, you missed the best part. But I can give you the shortened, condensed version."

    Before either of the two had a chance to speak up or dismiss him, Kenneth rushed through the ending of the epic war between the three nations of men, giants and dwarves.

    "You see, in an effort to bring peace to the land, the three peoples formed a treaty, which included an exchange of noble blood. A dwarf princess married a giant prince, and a giant princess married a dwarf prince. Both princesses bore children, and because of the mixing of blood, the children were born human. And thus the treaty was fulfilled, and everyone lived happily ever after."

    The giant and the dwarf stared at Kenneth with wide eyes, mouths agape.

    "That . . . That is the silliest thing I've ever heard." And both burst out laughing, tears streaming from their eyes.

    "What?" asked Kenneth. "What did I say?"
    * * *
    Meeting Owen and Azten

    The night was lengthening, and many of the visitors of Diamond Lake had long since retired for the evening. The miners woudl not return for a few more days and the recent cold weather kept most of the rest indoors. Only one or two regulars had shown up for Kenneth's performance. Kenneth didn't notice, and spun another tale of the prince forced to the abyss in order to rescue his true love. He had just reached his favorite part, where the hero must choose between several woman to find his magically hidden love, when a familiar dwarf stumbled into the Emporium with a badly beaten young man drapped across one shoulder.

    The dwarf was silent, though the boy groaned. The two other men in the room ignored them but Kenneth approached.

    "Is everything all right?" he asked, reaching out his hands to help, but pulling them back after seeing the dirt and blood covering both the boy and the dwarf. Carefully, he tucked his recently washed hands behind his back. "Anything I can do to help?"

    The dwarf looked at Kenneth and seemed about to say no, to which Kenneth would have sighed with relief and retired to his room upstairs. Instead, the dwarf paused and grumbled. "Yeah, bard, go fetch us a pail of water."

    "A what?" Kenneth replied in confusion, arcing a plucked eyebrow. "A pale father? Why do you need someone's dad?"

    The dwarf returned a look rivaling Kenneth's own, and the two stared at each other in mirrored confusion for a few tense moments. Then, understanding brightened Kenneth's face.

    "Ah! You mean a pail of water. Sorry 'bout that. I've been meaning to bring up the acoustics in here with Zalamandra." Kenneth returned with the water, along with two platters of freshly prepared food. In later days, when he would see Owen and Azten enter the main hall, he would nod and smile to them both, along with an obvious, conspiratorial wink.
    * * *
    The night before . . .

    ". . . and the moral of the story is," Kenneth said, completing his tale for the evening at the Emporium, "not to hand your sword to your archenemy."

    Scattered applause followed as Kenneth bowed with a flourish. Only a small group of friends at a nearby table noticed his ostentatious exit. The remaining patrons had already returned to their food or murmured conversations.

    The gnome collapsed in the remaining empty chair, between the large frames of Gregor and Majakilar, oblivious to their towering height on either side. Kenneth pulled out a handkerchief and dabbed at the beads of sweat on his brow and sighed.

    "Quite a performance you had there, Kenneth," said Alexi with a smirk, from the opposite side of the table.

    Owen elbowed Alexi in the ribs. "Yes, very good," continued Owen, shooting a warning glare at Alexi.

    "Why thank you!" exclaimed Kenneth, straightening in his seat as his meal arrived. "I've spent weeks honing that particular piece. Glad you liked it. How about you, Azten?"

    The dwarf grumbled something incoherent about Moradin's appreciation of fine art. Gregor stifled a chuckle and Majakilar smiled knowingly.

    Kenneth shrugged and began to pick delicately at his dinner as the companions caught up with their adventures of the previous week. They had met weekly, whenever Gregor, Majakilar and Azten returned from their shifts at the mines, at the Emporium. Kenneth would give a new performance, Owen would relate his practical jokes, and Alexi would show off any recently acquired items. They even had their own table near the fireplace where Kenneth told his tales. It sat close to the exotic plants originally brought by Professor Montague Marat and his sideshow a decad ago lined the wall. One particular plant, an ivy with blue-tinged leaves, draped almost over their table. Kenneth always insisted it was trying to attack him and never sat near it.

    "You know," Owen said, leaning on the table, "I was just talkin' to Alexi and Azten the other day about this abandoned shack that I found, up near the Whispering Cairn. We should take a look around."

    Majakilar raised an eyebrow. "The Whispering Cairn? Isn't that the ol' cave where the teenagers try to spend the night on a dare?"

    "Well, not since that girl disappeared, but yeah. No one's had the guts to go deeper than the mouth."

    "Besides," perked up Alexi, "those braggarts from the Free City are investigating that empty cave, the Stirgenest Cairn. That thing's been picked clean. Maybe we can find something in Owen's?"

    "She's right," said Kenneth, stabbing a potato. "Owen's cairn wasn't discovered too long ago, and no one's seen all that's inside. Rumor has it the cairn is actually the tomb of a great warrior prince." Kenneth's eyes glittered.

    "You say a girl disappeared there?" asked Gregor, concerned.

    Alexi nodded. "Yup. Six years ago. Probably just ran away though. And even if something was there, I'm sure we could handle it better than some whiny 13-year-old girl."

    "Well then, let's go!" Kenneth said, standing up from his chair, fork still in hand.

    "Woah there," Majakilar said, holding the gnome back with a firm hand on Kenneth's shoulder. "No one's leaving tonight."

    "Especially not tonight," interjected Azten, the first words the dwarf had spoken since Owen brought up the subject. "There was a cave-in at the mines this morning, and I've exhausted Moradin's generosity for the day. If any of you get into trouble, I won't be able to help."

    "Tomorrow then!" Kenneth exclaimed, lifting his fork into the air as if withdrawing a mighty blade. The light from the torches glittered off the dull metal and a halo of light from the crackling fireplace seemed to surround the gnome. It was almost inspiring.

    The remaining companions exchanged glances. Gregor shrugged his shoulders.

    "Sure, why not?" Majakilar agreed, also standing from his chair. He patted Kenneth's shoulder, who did not even notice, so enraptured was he with the enchanted sword he held aloft. "Let's get some rest and tomorrow morning you lead us to that shack you found, Owen."

    Owen nodded. "No problem."
    "And thus began the epic travels of the five heroes. Tales of their adventures passed into legend, and for genera-"

    "Oh, shut up, Kenneth."

    "But Alexi, I was just . . . I thought it would be . . ."

    "Ugh. Nevermind. Go ahead."

    "And thus began the epic travels of the five heroes. Tales of their adventures passed into legend, and for generations every child new their names. Gregor, the kind-hearted giant. Azten, the--"

    "Okay, that's enough."

    "But . . ."

    "Enough, Kenneth."

    "Okay . . ."
    Last edited by hbarsquared; Monday, 23rd October, 2006 at 12:11 AM.

  6. #6

    Concept: Majakilar is an orphaned peasant, a son of destitute serfs. With few prospects, he joined the mines at Diamond Lake along with the other serfs. Constantly covered in dirt and grime from the mines, Majakilar nonetheless possesses an easy charm. He projects confidence and grace, and is easily approachable. He is popular among the miner women, and even some of the wealthy women smile at him as he passes.

    While other serfs dream of becoming great warriors or sorcerers, Majakilar finds himself drawn in two directions at once. A worshipper of Ehlonna, Maj dreams of entering her service as a paladin of freedom. But he also dreams of magic, and feels... senses... the hint of sorcerous power in his veins. He is careful, though often messy. He is bold, but rarely rude. He speaks plainly, and doesn't beat around the bush much. He often finds himself in the position where he speaks for the other miners to the overseers.

    The overseers are wary of him. When not working, Majakilar is often seen in the center of a group of miners, who gather around him to talk and joke about their work and lives. When the overseers walk by, the miners stop their talking and laughing and fall silent. The overseers glare at Majakilar, as if he were plotting a revolt. And secretly, Majakilar feels a revolt is needed, but he dares not even joke about it. The miners have families, they have too much to lose. But if there was a way Majakilar could bring a better life to these people, without endangering them in the process, he is determined to do so.

    Recently Susana, a travelling bard came to ply her trade in Diamond Lake. Though the small town was not good for earnings, she took a liking to Majakilar and ended up staying in the drab, depressing mining town for several weeks. Majakilar spent every non-working moment with her, sharing stories and laughter. Susana wanted Majakilar to leave with her, but even though he had no real ties to Diamond Lake, he felt his purpose was somehow connected to this place and these people. In the end Susana left, but pressed into Majakilar's hand a finely wrought platinum ring. While it was nothing compared to the baubles worn by the wealthy folk of the town, it was worth far more than Majakilar had ever hoped to save in his lifetime. He keeps it with him always, hidden on a string under his work clothes. When the time is right, he will sell it and buy some weapons and armor, some adventuring gear, and strive to make Diamond Lake a better place.

    Race/Class: starting as a Human Paragon.
    Possible Advancement: paladin of freedom, sorcerer
    Possible Prestige Classes: eldritch knight, spellsword

    Description: Despite his shockingly white hair and light grey eyes, Majakilar's skin is a deep olive. He is 6'-1" tall, with a muscular yet lean build. He's quite handsome, and quick to smile.

    Relationships: Majakilar arrived at Diamond Lake destitute and copper-less, with nothing but an easy smile going for him. Seeing he was stronger than average, the overseers quickly put him to work in the mines. The work was hard, and conditions were worse, but he made some good friends there. His closest friend was Gregor, a giant of a man, legendary in the mines for his strength. They would spend paydays together listening to the performer Kenneth O'Drinnan, who they got to know fairly well. On these occasions Majakilar would also invite Whurzak Azten, the respected dwarven healer, who saved many lives in the dangerous mines. It was through Gregor that Majakilar met Alexi and Owen, two roguish types.

    * * *

    Male Human
    Human Paragon 1

    HD: 1d8+2
    HP: 10
    Init: +2
    Speed: 20 ft.
    AC: 18 (+2 Dex, +6 armor), touch 12, flat-footed 16
    BAB: +0
    Grapple: +2
    Attack: +2 guisearme (2d4+3/x3)
    Saves: Fort +2, Ref +2, Will +1
    Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 8, Cha 16

    Feats: Combat Reflexes, Dodge

    - appraise +2 [1 rank, +1 Int]
    - bluff +7 [4 ranks, +3 Cha]
    - diplomacy +7 [4 ranks, +3 Cha]
    - knowledge-the planes +5 [4 ranks, +1 Int]
    - sense motive +3 [4 ranks, -1 Wis]
    - spot +2 [3 ranks, -1 Wis]
    - tumble +6 [4 ranks, +2 Dex]

    +1 chain mail (from person crushed under pillar trap) [ACP -4]
    shortsword (from dead body in the water)
    guisearme [9 gp, 12 lb]
    javelin x4 [4 gp, 8 lb]
    traveller's outfit [- gp, - lb]
    backpack [2 gp, 2 lb]
    bedroll [1 sp, 5 lb]
    flint and steel [1 gp, - lb]
    rations [5 sp, 1 lb]
    sack [1 sp, 0.5 lb]
    torch [1 cp, 1 lb]
    waterskin [1 gp, 4 lb]
    sunrod [2 gp, 1 lb]
    30 gp, 2 sp, 9 cp [1 lb]
    carrying capacity: 58/116/175

    scale mail [50 gp, 30 lb] (carried by Gregor)

    Misc Party Loot - carried by Gregor
    red leather armor and ring with matching insignia "To Seek and to Find"
    red lantern from water area
    pouch with 68 orbs, 4 plates, and 76 nobles from water area
    Last edited by silentspace; Sunday, 3rd December, 2006 at 06:10 PM.

  7. #7
    Guide (Lvl 11)

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    Race/Class/Appearance/Persona, that kind of thing

    Gregor Hanville

    Race, a man cursed with gigantism, he is actually subtype giant and race giant

    Class giant racial level

    Gregor is a large man standing well over seven feet tall. He has long brown shaggy hair and a thick beard. A mountain of a young man, his great physique has seen hard use in the mines and he would like to see a new life.

    Rumors say that when Gregor's mother was pregnant with him she was cursed by a powerful Hexblade and she died in a difficult delivery giving birth to the large child. His father took him to Diamond Lake where they eked out a hard scrabble living though contantly beset by misfortune. The rumors say that he was born knowing the tongue of ogres and trolls though he learned common like other children did. He spent a miserable youth trying to make friends but also learning to be suspicious of the other children who would taunt him for being young and immature for his size and he soon learned to get into fights when he was challenged and his size was an advantage. Despite the miseries of his life he swore an oath on his mother's grave to stand up to evil like that of the hexblades and managed to keep his spirit open for genuine goodness. For those few who became his friends he is a jovial and steadfast companion, willing to help and protect them in the rough community of Diamond Lake.

    True to his vow, when Gregor saw a bunch of thugs accosting a young woman and dragging her into an alley beside a gambling den he could not ignore it. Grabbing a makeshift club he entered the alley and shouted in a fury for them to release the girl. His booming voice startled the young men and one of them asked what he had said. Gregor flushed as he realized his shout had not been in common but in the grinding speech of giants. Gregor repeated his statement angrily in common and two of the youths fled saying they didn't want to fight an ogre. Another charged Gregor with a blade but was laid out by a strong blow from the club and the rest fled. It was the first time Gregor ever sought out a fight to do right instead of just fighting for himself. The young woman's name was Alexi and the two became fast friends. More than once the young woman came to Gregor's defense verbally when miners, townfolk, and even small children were jeering at him and this support meant a lot to the young man as he made his life as a miner in Diamond Lake trying to support his father.

    Gregor easily found work in the mines as the owners put his great strength to use and he continued to grow ever bigger and stronger. But it was low paying miserable work in dangerous conditions with the ever present risks of poisonous gases and mine collapse. One day his team struck upon disaster and a mine support cracked triggering a collapse. Seeing a fellow mine worker stunned by a falling rock and at risk of being crushed as more stone slabs began to fall Gregor ran in to brace the ceiling with his own body. After he was in position he took one hand away to grab the stunned miner and push him to safety as more rocks fell. Several struck the giant drawing massive amounts of blood but he grabbed the still stunned young man and ran down the corridor, barely escaping the collapse. Gregor's body gave out from blood loss and he was taken to the dwarven healer Atzen.


    Gregor Hanville
    Giant 1 (male medium giant) LG
    xp 350

    Str 20 13pts = 17 +2 racial +1 class
    Dex 12 6pts = 14 -2 racial
    Con 14 6pts = 14
    Int 10 2pts =10
    Wis 12 3pts = 11 +1 racial
    Cha 10 2 pts = 10

    AC 16 (+3 Armor, +2 shield, +1 Dex); ff 15; touch 11
    hp 12
    Init +1
    BAB +0
    Grapple +5
    Attack +5 melee
    F +4, R +1, W +1

    Feats: Sacred Vow
    Diplomacy 4 ranks +2 racial +2 vow = +8
    Sense Motive 4 ranks +1 wis +2 racial = +8

    Gauntlet, spiked 5 gp d4+5 x2
    Mace Heavy 12 gp d8+5 x2
    Shield Heavy Wooden 7 gp
    Studded Leather 25 gp

    Backpack 2 gp
    Crowbar 2 gp
    Hooded Lantern 7 gp
    5 flasks of oil 5 sp
    50 ft rope 1 gp
    5 days rations 2 gp 5 sp
    Holy water 25 gp
    11 gp
    Last edited by Voadam; Wednesday, 21st September, 2005 at 10:54 PM.

  8. #8

    You have Able Learner. If UMD is a skill on the list of any class you are in, you always pay 1 pt to up it, and your maximum ranks are Character Level +3.

    So if UMD is on your Paragon class list, or on a class list you are going into, you shouldn't take might want to explore another option for Adaptive Learning, or ask your DM if you can replace it with another suitable feat (Imp Init, or IMp Unarmed)


  9. #9
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    Aelryinth, come HERE for discussion please, I will answer you there.


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