D&D for 2: The Deep Calling - Rogue's Gallery.
+ Log in or register to post
Results 1 to 3 of 3
  1. #1
    The man with the probe
    Acolyte (Lvl 2)

    Bront's Avatar

    Join Date
    May 2004
    Naperville, IL
    Read 0 Reviews

    ø Block Bront

    ø Friend+

    D&D for 2: The Deep Calling - Rogue's Gallery.

    This is the Rogue's Gallery for D&D for 2: The Deep Calling.

    IC Thread: Not ready yet.
    OOC Thread: Here

    Other links:

  2. #2

    Jericho Saul

    Appearance: Jericho is attractive. Lacking chiselled features or a body builder's figure, he's handsome in that "he's got something about him" way. He stands a few inches short of six feet tall and has what can only be described as an average build. His head is crowned with the characteristic thick, raven-black hair of his Saul family ancestry, falling to somewhere below his jaw line and his skin shows the marks of the sun across his cheeks and his nose. His eyes are an ocean blue with a ring of yellow around the pupils, another family trait. He tends to dress himself in clothing of deep colour, easily recognised around town in his maroon-stained rough leather. He favours a pair of dusky black boots as footwear; these are embroidered with silver eagles in a stitching pattern and were won from a travelling moon elf in a game of chance. He wears them proudly.

    Family Background: People say that the seventh son of a seventh son is meant for special things, the Saul family of Redspar have lived in this hope for years. Marcus Saul, the patriarchal head of the family, being a seventh son himself, spent years researching the various legends, myths and prophecies regarding the phenomenon. Marcus made his name when Redspar was originally founded fifty years earlier. He was amongst the original settlers of the town, and served as counsellor and arcane advisor to the leader of the expedition. Since that time his family have prospered, he set up the Wizard’s Guild in the town, a now respected and semi-powerful organisation staffed mainly by his family. This came at a cost however. Another one of the settlers, a small-minded and callous man named Otzem, became terribly jealous of Marcus’ success and since then has used every opportunity that arose to try and muddy the Saul name. Since Otzem and his family founded the local church, almost forty eight years ago, the feud has become a murky political affair hanging like a shadow over the otherwise vibrant port. Although the town is strictly run by a council of local representatives, it is split by the unspoken divide. They either sympathise Saul or Otzem, Science or Church, Magic or Faith. This great divide within the town has given way to heated words during town meetings, anonymous attacks on people of each family, the alleged attempted assassination of Marcus Saul and in exceptional circumstances, skirmishes in the street from supporters of each side.
    Being a wise man and correctly reading Otzem’s signs many years earlier, three of Marcus’ sons were magically altered and cloaked (at great expense and effort) from the public and passed of as far-removed cousins of the family. This deceit obviously paints the picture that Jericho is not the seventh son, but in fact the fourth. Marcus knew for months that he had been spied upon researching the seventh-son-legend. He decided it necessary to hide Jericho’s true nature to shield him from attacks of Otzem’s people, or anybody wanting to stop more power to the Saul family. Whilst neither family could be described as evil, this blood feud has lasted for years and now hampers the development of this small port.

    Jericho Saul: Jericho grew up knowing that something was special about his life, although he wasn’t sure what. His three brothers treated him as brothers would; teasing, fighting and arguing, the three cousins from his mothers side of the family that had lived with him all their life also treated him so, yet none of them were paid nearly as much attention from his father Marcus, as he was. Educated from the age of five in subjects befitting the son of a respected family, mathematics, sciences, geography, music, histories and heraldry were all familiar to him by his tenth summer. Growing up around magic was a normal occurrence for a Saul boy, and Jericho was no exception. Once his arcane tuition began at fifteen, he quickly learned how to read magical writings, discern the presence of magic in the air, and most amusingly to himself, carry himself drinks of water from the fountain in the corner of the room without leaving the table. His tutor was delighted with the speed of his early progress and whispers were soon heard within the family walls that something was afoot; the seventh son of the seventh son was indeed the prodigy they had hoped for. Weeks turned to months and Jericho added several more tricks to his repertoire, sometimes picking up simpler incantations in a mere matter of days. Marcus Saul, Jericho’s father came to personally oversee his son’s advancement to the next stage of magic, the step up from cantrips to spells used by real mages within the real world. To his surprise, Jericho was not in his study. The ink pot and pen, used daily in Jericho's education, was gone - as was a sheaf of paper that usually adorned the desk. To Marcus' disgust, gone also was the fine harp that'd been passed through their family for generations to those skillful enough to use it. On the desk now there was simply a note: “Dear father, please do not think me ungrateful, I truly am not, but my heart lies elsewhere. Magic is a mighty tradition for our family; I wish you good luck with it, but I must find my own way in life. The studies I have engaged in since my childhood have given me far more than just knowledge, they have given me hunger and passion. How could a man harbour knowledge, yet not exercise it? I shall return when I know everything, secrets are created to be betrayed. – sincerely, your seventh son.”

    Name: Jericho Saul
    Class: Bard
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Chaotic/Good
    Deity: Tymora
    Str: 11 +0 	     Level: 1        XP: 0
    Dex: 15 +2 	     BAB: +0         HP: 7 (1d6+1)
    Con: 13 +1 	     Grapple: +0     Dmg Red: 0
    Int: 16 +3 	     Speed: 30'      Spell Res: 0
    Wis: 10 +0 	     Init: +2        Spell Save: +0
    Cha: 16 +3 	     ACP: 0          Spell Fail: 0%
                       Base  Armor Shld  Dex  Size   Nat  Misc  Total
    Armor: 14          10    +2    +0   +2    +0    +0    +0    14
    Touch: 12   Flatfooted: 12
                              Base   Mod  Misc  Total
    Fort:                     +0     +1          +1
    Ref:                      +2     +2          +4
    Will:                     +2     +0          +2
    Weapon               Attack   Damage     Critical
    Rapier                  +0      1d6       18-20/2
    Whip                    +0      1d3          x2
    Languages: Common, Elven, Dwarven, Aquan
    Abilities: Bardic Music - Countersong / Fascinate / Inspire Courage (+1).
    		  Bardic Knowledge (+4) - DCs 10/20/25/30 to gain obscure information.
    		  Masterwork Harp  - Target one extra person to fascinate.
    Feats:  Artist - +2 to Perform checks, 3 more Bardic Music uses daily.
            Jack of All Trades - Allows skill checks in even "trained only" skills.
    Spells known: 0th - Lullaby, Message, Prestidigitation, Read Magic.
    Skill Points: 40     Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Bluff                       3    +3          +6
    Concentration               2    +1          +3
    Decipher Script             2    +3          +5
    Diplomacy                   3    +3          +6
    Gather Information          2    +3          +5
    Hide                        3    +2          +5
    Knowledge (Arcana)          3    +3          +6
    Listen                      3    +0          +3
    Move Silently               3    +2          +5
    Perform (Strings)           4    +3    +4    +11
    Perform (Sing)              1    +3    +2    +6
    Sense Motive                3    +0          +3
    Sleight of Hand             2    +2          +4
    Spellcraft                  2    +3          +5
    Tumble                      2    +2          +4
    Use Magic Device            2    +3          +5
    Equipment:               Cost  Weight
    Family Harp                0gp   3lbs
    Signet Ring (Saul Crest)   5gp   0lbs
    Flint & Steel              1gp   0lbs
    Sunrod (3)                 6gp   3lbs
    Parchment (10 sheets)      2gp   0lbs
    Ink (1oz vial)             8gp   0lbs
    Inkpen                     1sp   0lbs
    Sealing wax                1gp   1lbs
    Rapier                    20gp   2lbs
    Whip                       1gp   1lbs
    Maroon Leather Armour	  10gp  15lbs 
    Total Weight: 30lbs      Money: 89gp 16sp 15cp
                               Lgt    Med    Hvy    Lift   Push
    Max Weight:                38    39-76  77-115  <230   <575
    Age: 20
    Height: 5'10"
    Weight: 147lb
    Eyes: Blue
    Hair: Black
    Skin: White
    Last edited by Scratched_back; Friday, 14th October, 2005 at 12:34 PM.

  3. #3


    Tia’ala represents sheer beauty and elegance but has an element of mystery about her. Anyone who crosses her path is either instantly drawn to her presence or finds her intimidating and tend to keep their distance. She stands at 5’8 inches high and in slender in build but has curves which make her profile very feminine. Her hair is tousled waves of emerald green which cascades down to the arch of her back and as it catches the light it shimmers with hints of teal and gold. Her eyes are midnight blue set in almond shape and appear so deep blue they can almost be mistaken for black which to on lookers can seem eerie. Tia’ala’s skin is a pale sea green colour which glistens two tone revealing shades of silver. It is smooth to touch and hairless which makes her more agile in water and an excellent swimmer.

    Around her neck she wears a necklace of kelp string attached to a tiger striped seashell and holds the shell to her ear when she travels far inland and misses the sounds of the sea.
    Around her leg she wears an anklet with trinkets of rare coral pieces from the sea of fallen stars which was a gift from her mother. She wears a light flowing aquamarine dress which is tattered at the bottom and often prefers to walk barefooted. Attached to the straps of her dress drapes a velvet embroidered cloak with gold symbols of Deep Sashelas, the lord of the undersea emblazoned upon it. Being a favored soul she is a dedicated servant to the god and holds this as one of her prize possessions.


    Tia’ala’s father (Oscar) was of human race and was a poor individual who made his living by diving for trinkets and pearls and trading or selling his finds for a profit. He lived in a small fishing village situated on the coast of the Sea of fallen stars and ventured out to sea each day diving in lagoons and shallow coves for any valuable items he could find. One day diving for pearls he discovered a short sword without its sheath glistening amongst the seabed under some seaweed. Retrieving it and sitting on some nearby rocks he tried to wield the sword he was amazed to find it began to speak to him. It told him that it could not be used to strike any object or person only by its owner who was an Aquatic elf (Miriel), who was frantically searching for it. Beneath the ocean Miriel was searching for her sword which was a family heirloom dating back generations, she saw a reflection of a man perched on the rocks above dangling his legs in the water and although wary, decided to ask his assistance.
    Upon submersion she discovered the stranger had her sword and after much debating and bartering they agree on a trade of 3 bags of pearls and a coral bracelet Miriel was wearing for the return of her sword.

    The two were intrigued and attracted by their meeting and after many encounters they fell in love and Miriel became pregnant. Due to Miriel being an aquatic elf and rarely liking to venture out of water and knowing her child would be merkin and would not be able to breath under water indefinitely she made the hard decision to let her child go with her father to live on land and Oscar made sure Tia’ala had her mothers coral bracelet to symbolize her parents love and where she came from. She grew up in her father’s village and learnt her father’s trade, being an excellent swimmer and being able to stay under water four times longer than her father she was able to make them a healthy profit from her findings and the two became wealthy as a result. Tia’ala still saw her mother regularly whilst diving but Oscar made the decision to move away from the village, because of their new found wealth, to move into a more lavish aboad. Very reluctantly Tia’ala went with her father as he was her primary guardian and felt it was her duty to him. She let her love of the sea fill the gap for her need to belong and always wondered about her mother and her existence. Apart from brief visits, her father’s memories and tales, and her coral bracelet that’s all she has of her mother and she felt a stranger to her heritage.

    They both settled in Phlan on the edge of The Moonsea until her father past away from old age whilst sleeping in his quarters. She regularly made trips along the Phlan path to nearby towns and villages selling the goods her and her father had collected over the years as well as Knucklehead Trout she caught locally.

    As a Merkin Tia’ala always felt she never belonged to either of the elements of her life that made her who she was. After her father died this feeling was never more apparent. Living on her own in the life of a human and not being physically adapted to live with her mother she decided that she would be dedicated follower to the life she could never live. Her mother once told her about the day she was born there was a violent hurricane which had torn up the coastline for the previous three days up until her birth. The moment Tia’ala was born the storm began to die down and Miriel had always believed that this was a divine sign that her daughter was destined for greatness. Tia’ala wasn’t certain of this but took great comfort in the concept. She always knew she had special abilities as she was able to heal grazes she received underwater from catching her legs on coral and on her hands from tying kelp string fish nets. She seemed to have control over certain people in different situations and with a single demand could get them to do whatever she asked.
    Tia’ala felt the presence of the sea in her day to day life and regularly prayed to Deep Sashelas, the lord of the ocean. However, as time went by, she became more and more restless in her surroundings and felt the draw of the sea almost become almost maddening in it's strength, it was then she decided to leave. She packed her belongings, and left for the coastal town of Redspar. She left all of her father's posessions where they were in the house in Phlan, thinking it strangley wrong to move anything of his. The only thing she decided to take with her was the waterproof scroll-case containing the maps her father and her had drawn up over the years. Whilst not professional by any means, the maps showed roughly the lay of the lands in the area, as well as the best fishing spots, oyster beds and dangerous rocks in the local waters. Not caring about the house and estate now rightfully hers by inheritance, she left for the port she'd been to a thousand times before selling her wares; Redspar.

    Name: Tia'ala
    Class: Favoured Soul
    Race: Half Aquatic-Elf
    Size: Medium
    Gender: Female
    Alignment: Chaotic/Good
    Deity: Deep Sashelas
    Str: 14 +2 	     Level: 1        XP: 0
    Dex: 13 +1 	     BAB: +0         HP: 10 (1d8+2)
    Con: 14 +2 	     Grapple: +2     Dmg Red: 0
    Int: 12 +1 	     Speed: 30'      Spell Res: 0
    Wis: 13 +1 	     Init: +5        Spell Save: +0
    Cha: 15 +2 	     ACP: -1/-3      Spell Fail: 0%
                       Base  Armor  Shld  Dex  Size  Nat  Misc  Total
    Armor:              10    +3     +2    +1   +0    +0  +0      16
    Touch: 12   Flatfooted: 12
                              Base   Mod  Misc  Total
    Fort:                     +2     +2          +4
    Ref:                      +2     +1          +3
    Will:                     +2     +1          +3
    Weapon               Attack   Damage     Critical
    Trident                +2      1d8+2        20/x2
    Languages: Common, Aquan.
    Abilities: Swim Speed (30 feet), Gills, Sleep Immunity, +2 vs Enchantment spells or effects, Low-Light Vision.
    Feats:  Improved Initiative - +4 on initiative checks.
    Spells known: 0th - Create Water, Cure Minor Wounds, Detect Magic, Light.
                  1st - Cure Light Wounds, Cause Fear, Command. 
    Skill Points: 12     Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Concentration               3    +2          +5
    Heal                        3    +1          +4
    Sense Motive                3    +1          +4
    Spellcraft                  3    +1          +4
    Equipment:               Cost  Weight
    Wooden Holy Symbol        1gp   1lbs
    Watertight Map Case       2gp   1lbs
    Trident                   15gp  4lbs
    Heavy Wooden Sheild       7gp  10lbs
    Sharkskin Armour	  85gp 15lbs 
    Total Weight: 31lbs      Money: 50gp 0sp 0cp
                               Lgt      Med      Hvy      Lift     Push
    Max Weight:               58lbs   59-116   117-175    <175     <585
    Age: 21
    Height: 5'8"
    Weight: 108lbs
    Eyes: Blue
    Hair: Emerald Green
    Skin: Pale Green
    Expanded Notes:
    Gills - Breathe on land or underwater but need to return within 4 hours/point of CON (after that, refer to the suffocation rules on page 88 in the DMG). Immunity - Sleep spells and similar magical effects Racial saving throw bonus - +2 vs Enchantment spells or effects. Low-Light Vision - Three times as far as a human does in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colors even then, and in better illumination, often have superior color vision to most humans, being able to distinguish more shades of colors than most, just as their aquatic elven parent can. Half-Aquatic Elves get a +1 bonus to spotting forgeries and artistic frauds because of this heightened color sense. Sharkskin Armour - Armour Bonus: +3, Max Dex: +6, ACP: -1, Special: Treated as if fitted with armour spikes, in addition, provides +6 circumstance bonus to escape artist checks made to escape bonds or otherwise restraining material if sliceable.
    Last edited by Aquatica; Sunday, 9th October, 2005 at 10:16 PM.

+ Log in or register to post

Quick Reply Quick Reply

Similar Threads

  1. [Rogue's Gallery] The First Age of Man
    By Piston Honda in forum Character Builds & Optimization
    Replies: 4
    Last Post: Tuesday, 25th February, 2014, 03:25 AM
  2. D&D for 2: The Deep Calling OOC thread
    By Bront in forum Talking the Talk
    Replies: 80
    Last Post: Monday, 5th December, 2005, 11:25 AM
  3. D&D for 2: The Deep Calling (IC Thread)
    By Bront in forum Playing the Game
    Replies: 49
    Last Post: Tuesday, 8th November, 2005, 01:02 PM
  4. Men in Black d20 Rogue's gallery
    By Falkus in forum Roleplaying Games General Discussion
    Replies: 0
    Last Post: Sunday, 23rd October, 2005, 02:34 AM
  5. DragonStar: Deep Space Rogues Gallery
    By Elrick in forum Roleplaying Games General Discussion
    Replies: 7
    Last Post: Wednesday, 16th April, 2003, 03:11 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts