Rogues Gallery for 9th Circle Heist (Abyssal D&D!)

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  1. #1
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    Cutpurse (Lvl 5)

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    Rogues Gallery for 9th Circle Heist (Abyssal D&D!)

    Please post an archive copy! Feel free to post your alt character evev if you didn't get in the game for now.
    The Fearless DM(standard; at will; recharge )


  • #2
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    Spellbinder (Lvl 16)

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    I Defended The Walls!

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    Name: Thorn
    Race: Human/Half-fiend
    Class/Level: Rogue 3/Fighter 4/Shadowdancer 4
    Age: 25
    Height: 5'8"
    Weight: 135

    (STR) 28 +9 (+4 racial, +1 levelup, +6 item)
    (DEX) 22 +6 (+4 racial, +1 levelup)
    (CON) 18 +4 (+2 racial, +2 item)
    (INT) 17 +3 (+4 racial)
    (WIS) 14 +2
    (CHA) 13 +1 (+2 racial)

    Alignment: Neutral Evil
    AC: 29 (10 + 6 Dex + 8 armor + 4 deflect, +1 natural))
    Hit Points: 106/106
    Movement: 30'

    HP roll one:
    Clearing 1's and 2's:

    Init: +6
    Base Attack Bonus: +9/+4
    Melee Attack: +18/+13
    Ranged Attack: +15/+10
    Fort: +15
    Reflex: +19
    Will: +10

    Race Abilities
    Bonus Feat
    Bonus Skill Points

    Type: Native Outsider
    Fly speed: 30' avg
    +1 natural armor
    Smite Good (Su): 1/day +11 damage to one attack
    Spell-Like Abilities:
    -Darkness 3/day
    -Unholy blight
    -Poison 3/day
    Darkvision out to 60 feet.
    Immunity to poison.
    Resistance to acid 10, cold 10, electricity 10, and fire 10.
    Damage reduction: 5/magic
    A half-fiend’s natural weapons are treated as magic weapons for the purpose of overcoming damage

    Spell resistance: 21
    Str +4, Dex +4, Con +2, Int +4, Cha +2.

    Class Abilities:
    Sneak Attack 2d6
    Trap Sense +1

    3 Bonus Feats

    Hide in Plain Sight
    Uncanny Dodge
    Shadow Illusion
    Summon Shadow
    Shadow Jump (20')

    Disable Device (Int) +13 (10 ranks, +3 Int)
    Escape Artist (Dex) +16 (10 ranks, +6 Dex)
    Hide (Dex) +30 (14 ranks, +6 Dex, +10 item)
    Listen (Wis) +10 (8 ranks, +2 Wis)
    Move Silently (Dex) +30 (14 ranks, +6 Dex, +10 item)
    Open Locks (Dex) +16 (10 ranks, +6 Dex)
    Perform (Cha) +6 (5 ranks, +1 Cha)
    Search (Int) +17 (14 ranks, +3 Int)
    Sleight of Hand (Dex) +11 (5 ranks, +6 Dex)
    Spot (Wis) +10 (8 ranks, +2 Wis)
    Tumble (Dex) +22 (14 ranks, +6 Dex, +2 synergy)
    Climb (Str) +18 (9 ranks, +9 Str)
    Jump (Str) +18 (9 ranks, +9 Str)
    Swim (Str) +18 (9 ranks, +9 Str

    Combat Expertise
    Combat Reflexes
    Spring Attack

    Fighter Feats
    Exotic Weapon: Spiked Chain
    Weapon Focus: Spiked Chain
    Improved Trip

    Languages - Common, Infernal, Abyssal, Celestial

    Money - 421gp 5sp

    Weapons -
    +4 Cold Iron Spiked Chain (To hit +23/+18, Damage 2d4+17, Wgt 15, Special: Reach, +2 Disarm, can Trip, 34350gp)

    Armour -
    Blackmail +4 (+8AC, Max Dex +6, 0 Check, 10lbs, 56100gp)
    -- Improved Shadow, Silent Moves, Death Ward (as per Complete Arcane)

    Gear - Wgt Cost
    Backpack 2lbs 2
    Bedroll 5lbs 2sp
    Flint & Steel 1lb 1
    Small Steel Mirror 1lb 10
    2 Belt Pouches 1lb 2
    Waterskin 4lbs 1
    MW Thief Tools 1lb 100
    50' Silk Rope 5lbs 10
    Grapple hook 4lbs 1

    Magic -
    Cloak of Resistance +5 (25k)
    Ring of Protection +4 (32k)
    Belt of Giant Str +6 (36k)
    Amulet of Health +2 (4k)
    Handy Haversack (2k)
    Glove of Storing (10k)

    Thorn was born into slavery, like many of mixed heritage in the Abyss. There was little of suffering that she did not learn during her years of servitude, and she quickly became adept at avoiding the inhuman eyes of the guards and wardens. As her fiendish traits began to manifest, she embraced the powers as a drowning man might grasp anything at hand to keep from going under. Her strength bolstered, she began plotting to change the cruel, hooked chains of her bondage, into instruments of freedom.

    More than one demon was destroyed the night she fled. Cut down by her chain weapon, drained to impotence by her shadowy minion, or a lucky few that she chose simply to avoid, skulking silently past. From there she set about exploring the planes, and making a name for herself as one who can slip past nearly any defense to snatch the prize beyond. Though she counted no fiend a friend, she quickly realized that to live she would have to work for them, even as she nursed her lifetime's worth of grudges and resentment.

    Fortunately, fiends frequently wished other fiends to die. Thorn found some comfort in such assignments...a break from her usual sneak and grab missions. Though she never aligned permanantly with a demon lord, she made it a point to advertise that her services were available to any who were willing to pay. After all, if she were a valuable asset for anyone, no one would want her dead. At least, not until she became too powerful to control.

    At that point, there might be some 'renegotiation' to indulge in.


  • #3
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    Cutpurse (Lvl 5)

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    Klassandra Doomrunner : Female Dwarf Lich Cleric 11

    Klassandra Doomrunner
    Female Dwarf Lich Cleric 11
    Alignment: Neutral Evil
    Deity: Abbathor

    Height: 3'-9"
    Weight: 115#
    Skin: White
    Eyes: Red
    Hair: Silver
    Age: 300 (before becoming lich)

    Str: 13 (+1) [13, -6 age, +6 item]
    Dex: 6 (-2) [12, -6 age]
    Con: - [10, +2 race, -6 age, removed template]
    Int: 18 (+4) [13, +3 age, +2 template]
    Wis: 23 (+6) [16, +3 age, +2 level, +2 template]
    Cha: 16 (+3) [13, -2 race, +3 age, +2 template]

    Racial Abilities: +2 CON, –2 CHA; Medium; Speed 20 feet; Darkvision 60 feet; Stonecunning; Weapon Familiarity; Stability; +2 racial saving throw bonus against poison; +2 racial saving throw bonus against spells or spell-like effects; +1 racial bonus on attack rolls against orcs and goblinoids; +4 dodge bonus to AC against monsters of the giant type; +2 racial bonus on Appraise and Craft checks that are related to stone or metal; Languages: Common and Dwarven / Giant, Gnome, Goblin, Orc, Terran and Undercommon; Favored Class: Fighter.

    Class Abilities: Turn Undead.

    Template Abilities: Touch Attack, Fear Aura (Su), Paralyzing Touch (Su), Turn Resistance (Ex), Damage Reduction (Su), Immunity to cold, electricity, polymorph, and mind-affecting attacks (Ex).

    Hit Dice: 11d12
    HP: 91
    AC: 26 (-2 Dex, +10 Armor, +3 Shield, +5 Natural)
    Armor Check Penalty: -6
    Init: +2 (-2 Dex, +4 Feat)
    Speed: 20ft

    Fortitude: +8 [+7 base, +1 Item]
    Reflex: +2 [+3 base, -2 Dex, +1 Item]
    Will: +14 [+7 base, +6 Wis, +1 Item]

    BAB: +8/+3

    Melee: +9 (1d8+5, Touch Attack)
    Melee: +10 (1d8+2/x3/B, Warhammer)

    Heal: +20 [14 ranks, +6 Wis]
    Hide: +20 [14 ranks, -2 Dex, +8 Template]
    Knowledge (religion): +18 [14 ranks, +4 Int]
    Knowledge (the planes): +18 [14 ranks, +4 Int]
    Listen: +14 [0 ranks, +6 Wis, +8 Template]
    Move Silently: +6 [0 ranks, -2 Dex, +8 Template]
    Search: +12 [0 ranks, +4 Int, +8 Template]
    Sense Motive: +14 [0 ranks, +6 Wis, +8 Template]
    Spellcraft: +18 [14 ranks, +4 Int]
    Spot: +14 [0 ranks, +6 Wis, +8 Template]

    Domains: Evil, Trickery
    Spell Save: 16 + spell level
    Spells/Day: 6|7+1/6+1/5+1/4+1/3+1/2+1
    0: Cure Minor Wounds, Detect Magic, Guidance, Inflict Minor Wounds, Read Magic, Resistance
    1: Bane, Cause Fear, Cure Light Wounds, Disguise Self*, Divine Favor, Inflict Light Wounds, Magic Weapon, Summon Monster I
    2: Cure Moderate Wounds, Death Knell, Hold Person, Inflict Moderate Wounds, Invisibility*, Sound Burst, Summon Monster II
    3: Contagion, Cure Serious Wounds, Inflict Serious Wounds, Magic Circle against Good*, Searing Light, Summon Monster III
    4: Confusion*, Cure Critical Wounds, GreaterMagic Weapon, Inflict Critical Wounds, Summon Monster IV
    5: Dispel Good*, Flame Strike, Mass Cure Light Wounds, Summon Monster V
    6: Create Undead, Mislead*, Summon Monster VI
    * Domain Spell

    Times/Day: 10
    Check: 1d20+3
    Damage: 2d6+14
    0 or lower: 7 HD
    1-3: 8 HD
    4-6: 9 HD
    7-9: 10 HD
    10-12: 11 HD
    13-15: 12 HD
    16-18: 13 HD
    19-21: 14 HD
    22 or higher: 15 HD

    Extra Turning
    Craft Wondrous Items
    Improved Initiative
    Martial Weapon Proficiency (warhammer)

    Languages: Common, Dwarven, Abyssal, Infernal, Terran

    Traveler’s Outfit (-, -, Worn)
    Belt of Giant’s Strength +6 (36,000gp, 1#, Worn)
    Dwarven Plate +2 (20,500gp, 50#, Worn)
    Cloak of Resistance +1 (1,000gp, 1#, Worn)
    Silver Unholy Symbol (25gp, 1#, Worn)
    Mithral Heavy Shield +1 (2,020gp, 5#, Carried)
    Unholy Warhammer +1 (18,312gp, 5#, Belt)
    Handy Haversack (2,000gp, 5#, Back)
    Phylactery (120,000gp, 0#, Haversack)
    50 feet of Silk Rope (10gp, 5#, Haversack)
    5 flasks of Unholy Water (125gp, 5#, Haversack)
    Treasure (8gp, 0#, Haversack)
    Total (200,000gp, 68#)

    Appearance: At first glance Klassandra appears to be a normal dwarf. But upon closer inspection her gaunt features and glowing eyes show her true nature. That of a lich. A lich wearing dwarven plate, carrying a shield, and weilding a warhammer.

    Background: Klassandra spent most of her life searching for the secrets needed to prolong her life. Being a devoted follower of Abbathor, she wished to extend her life so that she could increase her own wealth. At last as she was in her venerable years she had what she needed to create her phylactery.
    Last edited by Tailspinner; Thursday, 6th October, 2005 at 07:36 PM.

  • #4
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    Guide (Lvl 11)

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    Haakon the Gargoyle


    7 HD Gargoyle and ftr 2 bar 1.

    Large monstrous humanoid move 50, fly 60 average

    Str 16 +12 = 28 (+9) [34 (+12)]
    Dex 11 +2 +1= 14 (+2)
    Con 13 +12 +1 = 26 (+8)
    Int 10 -4 = 6 (-2)
    Wis 12 = 12 (+1)
    Cha 9 -4 = 5 (-3)

    HD 7d8+2d10+1d12 + 80
    hp 141 (3, 10, 5, 6, 7, 5, 7, 5, 5, 8 +80) re roll re roll forgot the first should be maxed so didn't reroll.

    F +23 (+5 gargoyle +3 ftr +2 brb +8 con +5 resistance)
    R +12 (+5 gar +2 dex +5 res)
    W +8 (+2 gar +1 wis +5 res)

    BAB +10
    Grapple +26 (+10, +12, +4)

    Attack +26(+28 vs. lawful outsiders) adamantine two handed sword +4 lawful bane (3d6+18+4(+2 +2d6 vs. lawful outsiders)).

    Full attack +26 adamantine Two handed sword +4 lawful bane (3d6+22), bite +20 d8+6, gore d8+6.

    AC 26 (10+ 6 natural +5 armor (chain shirt +1) +6 shield (large shield +4) +2 dex, -1 size), touch 11, flat footed 24

    Feats: Multiattack, Combat Reflexes, Awesome Blow, Extra Rage, Power Attack, Improved Bull Rush

    Skills: Spot +16 (13 ranks, +2 racial, +1 wisdom).

    DR 10/magic, fire resistance 10, no crits or sneak attacks.

    200K gp:
    36 K Belt of giant strength +6
    36 K Major fortification +1 chain shirt
    36 K animated +4 large steel shield
    53 K adamantine +4 lawful outsider bane large two handed sword +4
    25 K cloak of resistance +5
    12 K ring of energy resistance Minor Fire

    Stats 9,12,10,13,16,11.

    Advancement +2 on stats from 4 and 8 HD.

    Gargoyle +4 Strength, +4 Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.

    Large +8 Str, -2 Dex, +4 Con

    Net +12 str, +2 Dex, +12 con, -4 int, -4 cha, +2 discretionary.

    other large factors -1 AC, -1 attack, +2 natural Armor, 10 ft reach, damage increases by a die for weapons, grapple and other effects modified as well.

    Gargoyle aspects:

    —A gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average).
    —Darkvision out to 60 feet.
    —Racial Skills: A gargoyle’s monstrous humanoid levels give it skill points equal to 7 x [7] (2 + Int modifier). Its class skills are Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
    —Racial Feats: A gargoyle’s monstrous humanoid levels give it two feats.
    — +4 natural armor bonus.
    —Special Qualities (see above): Damage reduction 10/magic, freeze.
    —Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
    —Favored Class: Fighter.
    Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
    2 claws d6, bite d8, gore d8
    A gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.


    Haakon was born to a clutch of gargoyle's on the outer planes. Raised to fight and destroy, Haakon is a snarling predator who likes to bat around prey with his huge sword as they come within his reach. Fanatically devoted to his comrades he goes on missions wherever they say to go. As long as Haakon is allowed to destroy creatures and things, he is happy to serve any dark ends.

    Going for the large gargoyle with reach and combat reflexes. The muscle man of the heist.
    PBP games:

    Death in Freeport IC OOC Adversaries RG Info
    Wildwood IC Old IC II OOC RG Info Old IC Monsters
    Dwarven Vengeance Monsters

    ToEE Sir Merrick OOC IC Old IC
    RToEE Inquisitor Miltiades OOC IC Old IC
    Ptolus Longcoat Garn OOC
    Against the Giants Voadam IC OOC
    Pool of Radiance Kordunn IC Combat OOC Info
    Invasion of Mori Snargle fiendish troll rogue IC OOC
    Red Hand of DoomSir Conrad Cyr Tiefling Soulknife

    Old Games

  • #5
    Avaniel (The Kiss of Steel)

    Succubus 6(hd)+6(la) Blackguard 2 Marshal 1

    Alignment: CE
    Gender: Female
    Height/Weight: 6ft/125lbs

    Hit Dice / HP: 6d8+2d10+1d8+54 / 99
    Initiative: +3
    Speed: 30ft, fly 50ft (average)
    AC: 35(+13(armour)+3(dex)+9 natural), touch 13, flatfooted 32
    BaB / Grapple: +8 / +14

    Claw +14 melee (1d6+6+15(when flanking and using Master of Tactics))
    Composite Long Bow: +12, 1d8+1+6+(2d6 against Lawful Outsiders)+(2d6 against Evil Outsiders)+15(when flanking and using Master of Tactics)
    Silvered Fiendbane Glaive +14 melee (1d10+1+9+2d6(against Evil ousiders)+15(when flanking and using Master of Tactics))
    Full Attack:
    2 claws +14 melee (1d6+6+15(when flanking and using Master of Tactics))
    Composite Long Bow: +12/+7, 1d8+1+6+(2d6 against Lawful Outsiders)+(2d6 against Evil Outsiders)+15(when flanking and using Master of Tactics)
    Silvered Fiendbane Glaive +14/+9 melee (1d10+1+9+2d6(against Evil ousiders)+15(when flanking and using Master of Tactics))

    Space/Reach: 5ft/5ft or 5ft/10ft

    Special Attacks:
    Energy Drain: (kiss causes 1 neg level and suggestion to be kissed again) DC 29(10+cha+1/2hd)
    Spell-like abilities: At will-charm monster (DC 30), detect good, detect thoughts (DC 27), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 28), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
    Summon demon: Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success.

    Special Qualities:
    Damage reduction 10/cold iron or good
    Darkvision 60 ft.
    Immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10
    Spell resistance 18
    Telepathy 100 ft.

    Class Abilities:
    Aura of evil, detect good, poison use, Dark blessing, smite good 1/day.
    Minor Aura: Master of Tactics (all allies add her Cha bonus to damage when flanking.)

    Fort: 32 (6+3+2+6+15)
    Ref: 24 (6+0+0+3+15)
    Will: 25 (6+0+2+2+15)

    STR: 22/+6 (15+2(race)+4(enhancement)+1(level))
    DEX: 17/+3 (11+2(race)+4(enhancement))
    CON: 22/+6 (16+2(race)+4(enhancement))
    INT: 14/+2 (8+6(race))
    WIS: 15/+2 (11+4(race))
    CHA: 41/+15 (18+16(race)+6(enhancement)+1(level))

    Skills: sp: 104 (8+2x4 + 8+2x5 + 2+2x2 + 4+2)
    Bluff.................. 26 (11+15)
    Diplomacy.............. 29 (11+15+3)
    Disguise............... 20 (5+15)
    Escape Artist.......... 8 (5+3)
    Hide................... 8 (5+3)
    Intimidate............. 26 (11+15)
    Knowledge(The Planes).. 13 (11+2)
    Knowledge(War)......... 13 (11+2)
    Listen................. 21 (11+2+8(racial))
    Move Silently.......... 7 (4+3)
    Search................. 5 (2+3)
    Spot................... 21 (11+2+8(racial))
    Survival............... 6 (4+2)
    Speak Language:.Infernal (2)

    Improved Sunder
    Power Attack
    Combat Reflexes
    Skill Focus (Diplomacy) (bonus feat)

    1: Corrupt Weapon


    Kiss of the Abyss
    Mighty (+6) Composite Longbow +1 of Bane against Lawful Outsiders and Bane against Evil Outsiders: 19000gp
    1d8, x3, 110 ft., 3 lb., Piercing

    Arrows (60): 3 gp, 0 lb (in quiver).

    Mithral Full Plate +5: 35'500gp
    +13, +3, -2, 35%, 20 ft., 25 lb.

    Silvered Glaive of Fiendbane+1 (Bane against Evil outsiders): 8398gp
    1d10+1 x3, 10lb.
    Amulet of Health +4: 16'000gp
    Belt of Giant Strength +4: 16000gp
    Cloak of Charisma +6: 36'000gp
    Efficient Quiver: 1800gp
    Gloves of Dexterity +4: 16'000gp
    Portable Hole: 20'000gp
    Ring of Evasion: 25'000gp

    Silversheen x4: 1 hour,One vial will coat a single melee weapon or 20 units of ammunition. 1000 gp.

    Bless weapon (oil)x5: 500 gp

    Wand of Cure Light wounds x2 (100 charges): 1500gp
    Wand of Cause Light Wounds (50 charges): 750gp

    Weight: 40-45lb.

    200'000 - 195'768gp

    Eternity is such a long time, so everything can not be told. Her mother Hanamila, ancient even then, was one of the original fallen celestials who broke free from the tyranny of the heavens and Avaniel has ever lived under her powerful shadow.
    Like all Succubi she sook power, only her methods differed. Instead of the bedchamber (though she had her share of that as well) she chose the battlefield, and grew into a brilliant military leader. Her unique skills would serve her well, but in time she fell out of favour with her Demonlord and was sent off with a tiny, if elite, group on a mission probably intended to get rid of her.

  • #6
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    Thaumaturgist (Lvl 9)

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    Asexual Dretch Sorcerer 11
    Chaotic Evil

    Str 15 -- +2 (+2 racial)
    Dex 18 --+4 (+4 item)
    Con 24 -- +7 (+4 racial, +4 item +1 level)
    Int 8 -- -1 (modified per DMG pg 173)
    Wis 14 -- +2
    Cha 24 -- +7 (+1 level, +6 item)

    Hit Points 137 (2d8+11d4+ 91)
    AC 22 (+4 Dex, +5 NAC, +1 Size, +2 deflection)(26 with MA) Touch 17, Flat 18
    Init +4
    BAB +7/+2 , grapple +5
    Speed 20 (base 20, load ?? , light)
    Fort +18 (+6 base, +7 con+ 5 vest ), Ref +15 (+6 base, +4 dex, +5 vest), Will +17 (+10 base +2 wis, +5 vest)

    2 Claws : +10 (1d4 +2) bite +5 (1d6+1)
    +12 Ranged touch (+7 BAB +4 dex, +1 size)

    Small humanoid, 3'0" tall, 39 lbs, age 655
    Spell Like abilities: 1/day scare- DC 19 ; 1/day Stinking Cloud DC 20
    Summon: 1 Dretch 35%
    SQ : Telepathy 100’, immune to poison & electricity , Fire, Cold & Acid Resistance 10,
    DR 5/ cold iron or good
    Speaks Abyssal
    Nonverbal Spells
    Practiced Caster
    Still Spell
    Improved Familiar (quasit)
    Arcane Mastery (CArc)

    Skills 7x5 = 35 (demon) + 11 sorc. = 47 skill points
    12 ..Bluff rnk 5, + 7 chr
    13 ..Hide rnk 5, dex +4 size +4
    7(9)..Spot rnk 5 wis 2 + (2 familiar )
    14 ..Move Silently rnk 10, dex +4,
    18 ..Concentration rnk 11 + 7 con
    4 .. Spellcraft rnk 5, int -1
    9 .. Disguise(cc) 2 rnk + 7 chr
    3 .. Survival 1 rnk +2 wis

    Spells : 6/8/8/8/7/5 Cl 13th, DC 17 + spell level
    5th -- Teleport, Wall of Force
    4th – Force Orb (10d6) Charm Monster, Greater Invisibility;
    3rd – Haste, Heroism, Non Detection, Dispel Magic
    2nd – Alter self, Resist Energy (30pts), See Invisible, Scorching Ray, Detect Thoughts
    1st – Mage Armor, Shield, Lesser Sonic Orb (5d6) Exp Retreat, Nystus Magical Auras

    Equipment: 30 pp
    Ring of Free Action (40k)
    Staff of Entrapment 50ch (36.7k) 50ch (dimensional anchor/O. resilent sphere)
    Cloak of Charisma +6 (36k)
    Vest of Resistance +5 (25k)
    Fingerless gloves of Dexterity +4 (16k)
    Marble Elephant (Baby) (17k)
    Amulet of Heath +4 (16k)
    Rod : Extend, Lesser 3xday & Silence, lesser (3k+(6k multiple powers))
    Ring of Protection +2 (8k)


    Feztus – Quasit HD 7, hp 67, init +7, spd 20, fly 50 (perfect) AC 28 touch 19 flat footed 25, BAB + 7 Grapple -2 Atk 2 claws : +12 melee (1d3-1 plus poison) ; bite +7 (1d4-1) space/reach 2- 1/2 / 0 SQ: alternate form, darkvision 60, deliver touch spells, DR 5/ cold iron or good; Fast healing 2; immune to poison, improved evasion; resist fire 10; Speak with master; Share spells if within 5’, SR 16
    Str 8, Dx 17, con 10, int 11, wis 12 chr 10
    Saves: fort+6/ ref +9/ will + 11
    Skills: Bluff +6, Diplomacy +2, Hide + 17, Kn Outer Planes + 6, Listen +7, MS +14, Spot +6, Search +6, Spellcraft +6.
    Poison (Ex): fort dc 13, 1d4 dx
    Spell Like Abilities: at will - detect good, detect magic, invisibility (self) ; 1/day - cause fear DC 11, 1/week - commune.
    Fez - unless otherwise noted will be hiding invisiably behind BoB, in his square. Fez is slightly smarter, and will frequently remind BoB about what to do in combat. Fez knows which vest pocket Baby is in and how to activate it. Fez will treat his master with sarastic and obviously fake obediance.

    Huge Animal (Elephant)
    HD 11d8+55 (104hp) speed 40, AC 15, touch 8 Flat Footed 15; BAB +8/ Grapple +26
    Gore +16 (2d8 +15) or –Slam +16 (2d6+10) and 2 stamps + 11 ( 2d6 +5)
    SA: Trample 2d8+15 ref DC 25
    SQ Low light & scent
    Saves: fort +12/ref + 7/ will +6
    Str 30, Dx 10, Cn 21, int 2, wis 13 Chr 7
    Listen +12, spot + 10
    Feats: endurance: alertness, iron will SF: listen
    Baby can be summoned 4 times in a month, if killed it reverts back to statue form and can be summoned the next day. The summons can last up to 24 hours.


    BoB has always been ambitious for a dretch. He was far more charismatic than his fellows, although not much brighter. He learned to tap into an inner power, others have guessed that his once mortal soul was a powerful Sorcerer, BoB however had no idea what they were talking about. He was sent on a mission with some half demons, he disguised himself as a Halfling and infiltrated a town, poorly. He was caught and confessed his employer’s plan, just as was predicted. He was banished and returned to the Abyss. Meanwhile the adventures walked into the trap.

    BoB found himself the leader of other dretch and his magic grew slowly,until he was part of a horde that destroyed a group of powerful adventures. He dropped a Nystul’s aura and managed to make off with Baby – a marble elephant. The elephant was the key to other victories, and his powers grew. He managed to allay with Quasit who was convinced that an easily manipulated dretch would be a great master.

    Recently BoB unburied a memory of a hidden stash of magic, and he let it slip to a Galabrazu. The demon brought him along, and through blind luck or subconscious memories BoB managed to avoid traps that destroyed the demon, leaving him with control of a powerful selection of magical aids. BoB consumed some of the demons essence, and his physical form has become far more powerful, and very hard to kill. (hit point rolls)

    He returned to the abyss was seized by a more powerful patron and ordered on a new mission. The patron fed him a total and complete lie about who he was and what BoB was supposed to be doing, and to who. BoB may not even know the real names of his companions, while is own true name is carefully (to him) hidden. He was promised that he will be promoted to a stronger demon, if this quest is successful all the way to Galabrazu! Or to quasit if he fails but survives. BoB is probably intended as a fall guy, and if any of his companions are reliable – he will be looted before being turned over to the enemy. His familiar may in fact have these orders.

    Quote : {stupid grin and wave} “So are you not spies like me? We can all not spies be together. “
    Game Quote:
    "Sir is not allowed into the dance, because you don't have an invitation, your wearing a dress, and its covered in poo."

    "You all are the worst emissaries, ever!" the silver dragon declares, shaking with rage.
    "Its a game, a game, I'm only playing. " E. Wiggen
    My PbP games , Roll Dice

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