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Thread: Grand Theft Equine (OOC)
Wednesday, 10th May, 2006, 01:46 AM #1
Thaumaturgist (Lvl 9)
Grand Theft Equine (OOC)
This is the Slavage of the game, that I pulled out of Google Cache -
but I couldn't find the Characters does everyone have copies of thier own?
Hopefully the removal of the spoiler blocks and formatting won't be too distracting.
*D&D - *Grand Theft Equine* (was single classed game)*
Background from OOC Thread
Many other posts - ending at the Fingersmiths Speech.
I have posts all the way to Jostin, Thavar and Fhel reaching Black Dogs kip.
- EN World
- has no influence
- on advertisings
- that are displayed by
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Wednesday, 10th May, 2006, 01:55 AM #2
Thaumaturgist (Lvl 9)
Is everyone willing to pick up again?
and anyone have any formatting suggestions for putting the IC thread back together?
Wednesday, 10th May, 2006, 02:19 AM #3
Cutpurse (Lvl 5)
Wednesday, 10th May, 2006, 02:29 AM #4
Thaumaturgist (Lvl 9)
I copied the OOC thread - so I can post a starting point for you to work from.Originally Posted by Ambrus
Strongheart Halfling Scout 4
CN Small humanoid (halfling)
*Init* +6; *Senses* Spot +4, Listen +4
*Languages* Common, Halfling
*AC* 20, touch 16, flat-footed 15;
skirmish +1 AC, uncanny dodge
*hp* 27 (4d8 HD)
*Fort* +4, *Ref* +9, *Will* +2
+2 moral bonus on saving throws against fear
*Spd* 40 ft.
*Melee* quarterstaff +4 (1d4)
*Ranged* skiprock +10 (1d4) or sling +10 (1d3)
*Base Atk* +3; Grp -2 (0 to escape a grapple)
*Atk option* Skirmish +1d6
*Abilities* Str 10, Dex 20, Con 14, Int 10, Wis 13, Chr 8
*SQ* trackless step, trapfinding
*Feats* Agile Athlete, Exotic Weapon Proficiency (skiprock), Up the
Walls, Wild Talent
*Trait* Slippery, Quick
*Skills* Balance +14, Bluff +4, Climb +14 (+16 with climber's kit),
Diplomacy +2, Disguise +12, Escape Artist +10 (+11 to escape a grapple),
Hide +16, Intimidate +2, Jump +20, Listen +4, Move Silently +15, Tumble
+14, Sleight of hand +14 (Pick pocket +15), Spot +4
*Possessions* Mithral chain shirt, /hat of disguise/, silver /continual
flame/ Brandobaris holy symbol locket, /potion of cure light wounds/,
/potion of expeditious retreat/, quarterstaff, 10 skiprocks, sling with
5 bullets, explorer's outfit, backpack, climber's kit, bedroll, finger
blades, glass cutter, 2 sacks, silent shoes, sashling, waterskin
*Treasure* 4.6 gp
*Appearance* Jacoby appears as a young human boy, roughly nine or ten
years of age. The street urchin has large dark expressive eyes and a mop
of long brown hair trimmed down to his eyebrows in the front. Although
smooth and unlined, his face is often smudged with dirt or grime. A soft
rounded chin and small mouth that dimples at the corners completes the
appearance of childhood innocence. Jacoby's clothes are somewhat
mismatched and threadbare though still serviceable. His oversized linen
tunic is a dirty off-white, and his loose ochre colored breeches are
patched at the knees. In addition, the street urchin has a small leather
vest, light slippers, a pleated cloth belt and fingerless woolen gloves.
In colder seasons Jacoby sports a woolen cap and cloak while busking on
the city streets. His only armament is a mere wooden stick slightly
taller than he is which the boy uses to vault and balance while
performing acrobatics for spare change.
Although the face he presents to the world is mostly accurate, there are
a few aspects of Jacoby's appearance that are more than they seem. The
young footpad's hair exaggerates the size of his head and conveniently
covers a pair of pointed ears and a small magical comb at his nape. His
magically disguised form fitting clothes conceal his wiry frame, a shirt
of the finest mithral chain and numerous weapons and tools hidden in
*Height* 3' 4" *Weight* 38 lbs
*Background*Free; the one word that now defines Jacoby. In his younger
years the young halfling, along with most of his kinfolk, could only
imagine what it meant. They were the slaves of a family of greedy
tyrannical dragons who had overrun their island. Some halflings were
kept as personal servants while others were forced to mine the deep
earth for precious metals; a job the diminutive folk proved ideal for.
Jacoby spent his childhood in such a mine, listening to his elders'
tales of green pastures, sweet air and freedom. It was a dream he
carried in his heart both when awake or sleeping. The young halfling's
dreams proved to have power and with time they engendered within him the
will and means to attempt escape. It was a long and trying ordeal in
which many kinsmen died, but eventually a lucky few did manage to flee
the Green Isles to the mainland. Once there Jacoby kept running, much
further than most folk who settled where they landed. Through prairies,
forests, towns and cities the young halfling ran, exalting in the
feeling of new found freedom.
For a while now, Jacoby has sheltered in this, the largest city he's
ever seen. He enjoys the anonymity he has amongst the bustling populace,
as well as the endless nooks and crannies of the winding streets and the
tall buildings. To Jacoby the city is a world of opportunities and
limitless freedom. The acrobatic halfling spends his days tumbling or
juggling for spare change in the streets, picking the purses of rich
merchants and delivering messages. In contrast, Jacoby spends his
evenings scaling the walls of the tallest buildings, perching on
grotesque waterspouts and enjoying the thrill of leaping over streets
and alleyways from rooftop to rooftop. With such quick and easy access
to the city buildings' highest unprotected windows, Jacoby is also a top
floor burglar without peer. Oftentimes however, the only thing Jacoby
desires is a warm place to take shelter from the rain or the cold. The
young halfling has no single home; instead finding rest in a collection
of empty attics, belfries and lofts throughout the city. Oftentimes he
spends the night, quiet as a mouse, just a floor or wall away from the
building's other sleeping occupants.
Shortly after arriving Jacoby discovered that his activities attracted
unwanted attention, from both law enforcers and fellow thieves who each
claimed the city as their territory. To deflect some of the unwanted
attention, Jacoby took to exploiting the natural perceptions of the
larger humans around him. Often mistaken for a mere child because of his
stature, Jacoby soon learned the value of being underestimated and
ignored by human adults. The young footpad began to consciously
cultivate the appearance and mannerisms of human children. He soon
perfected his disguise and eventually became indistinguishable from a
young boy. Nowadays, no one he meets on the streets suspects that the
dirty urchin in their midsts is anything beyond what he appears. Even
the members of the city's thieves guild, with whom Jacoby often
consorts, have no clue of his true nature. Only a handful of keen-eyed
people within the guild suspect the there is more to the young footpad,
though most of them still remain uncertain of what exactly.
Curiously perhaps, Jacoby has ingratiated himself amongst the city's
actual population of urchins, benefiting from their camaraderie as added
camouflage. He sees in them something of what he used to be; young,
hopeful and vulnerable. When he can, Jacoby helps the urchins to find
food and shelter and protects them from those who would prey upon the
young and defenseless. Many of them, like him, work as pick-pockets so
Jacoby sometimes acts on their behalf within the thieves guild; an
organization which might otherwise exploit them mercilessly. As the
preeminent urchin, Jacoby acts as the go-between for the urchins and the
guild, helping the children to stay in-line with the guild's mandates
and out of its internal politics or turf wars. Doing so means that, on
occasion, the young halfling has to deliver some tough reprimands to
those urchins who try to short-change or cheat the guild. Still, such
instances are rare and most of the city's urchins gladly welcome
Jacoby's help and protection.
Wednesday, 10th May, 2006, 02:40 AM #5
Cutpurse (Lvl 5)
Wednesday, 10th May, 2006, 04:15 AM #6
Spellbinder (Lvl 16)
I have Thravar. I keep this material on a hidden page on my site (24 hour tape back ups of that server, blessedly -- it's good to have a buddy who hosts big commercial sites like Marilyn Manson's site) for just such an emergency.
Thravar Blackhill is a vile and unpleasant dwarf burglar and safe-cracker.
He is all but covered in thick black hair, with dark eyes peeping out over leathery cheeks that form one of the few breaks in the pelt that covers almost his entire body. His nose was badly broken long before he came to the city, and cut with a blade besides, and a bright pink scar runs across the broken ruin of his nose. At least one gold tooth peeps through his black beard and mustache when he speaks.
Whatever caused Thravar to leave his ancestral dwarfhall home, he refuses to say, but buried beneath the black hair of his thick right forearm is a spot where the hair does not grow and he has been branded with a dwarf rune. Most believe it signifies that he is a thief, traitor and exile. (Speakers of Dwarven also indicate that "Thravar" is almost certainly not the name he bore before his exile.)
Thravar's speech is punctuated with three languages' worth of profanity and he is typically crude and insulting to anyone he thinks he can beat in a fight. He smokes truly vile-smelling orcweed cigars that he gestures with to emphasize his points.
Today, he lives in a filthy shack in the midst of a junkyard, where he nominally serves as the watchman. This mostly consists of throwing raw meat to the various half-wild dogs that roam the property. It's sufficient security -- it really is all junk, for the most part -- and the dogs also end up guarding his shack in the middle of it, providing excellent personal security for Thravar.
Like most dwarves, he finds himself naturally gravitating towards structure, in this case, the city's thieves guild. Unfortunately, an encounter he'd had with an obnoxious young bravo prior to joining has come back to haunt him: The now one-eyed boy whom he'd chosen to extinguish his cigar on turned out to be a nephew of a guild lieutenant. The lieutenant knew his nephew well enough to know it was probably deserved, but for the sake of appearance and honor, he's had to make sure the dwarf burglar's ascent through the guild hierarchy was visibly difficult. Despite this -- and the very real concern about a one-eyed bravo slipping a knife into his ribs, should he be caught unawares -- Thravar has begun his ascent. The Blackhills have always been excellent mountaineers.
Neutral Evil Male Dwarf Rogue 4
Strength: 13 (+1)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 13 (+1)
Charisma: 8 (-1)
Hit Points: 21
Armor Class: 18
Speed: 20 feet
Base Attack: +3
Masterwork silver dagger: +8 melee 1d4, 19-20/x2
Masterwork hand crossbow: +8 ranged 1d4, 19-20/x2
Masterwork sap: +8 melee 1d6 non-lethal, x2
Masterwork cold iron short sword: +8 melee 1d6, 19-20/x2
Saving Throws: Fortitude +2, Reflex +8, Will +1
Feats: Stealthy, Weapon Finesse
Skills: Balance 11 (7 + 4), Climb 8 (7 + 1), Disable Device 8 (7 + 1), Hide 13 (7+ 4 +2), Jump 8 (7 + 1), Move Silently 13 (7 + 4 +2), Open Locks 11 (7 + 4), Search 8 (7 + 1), Tumble 11 (7 + 4), Use Rope 11 (7 + 4)
Languages: Dwarven, Common, Goblin
Class abilities: Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge
Race traits: Darkvision 60 feet, Stonecunning, Stability, +2 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects, +1 racial bonus on attack rolls against orcs and goblinoids, +4 dodge bonus to Armor Class against monsters of the giant type, +2 racial bonus on Appraise checks that are related to stone or metal items, +2 racial bonus on Craft checks that are related to stone or metal
Equipment: antitoxin (3), artisan's outfit, backpack, beltpouch, caltrops, masterwork climbers kit, masterwork grappling hook, masterwork thieves tools, sack (2), signal whistle, silk rope (50'), silver holy symbol of Roknar
Weapons and armor: bolts (10), +1 studded leather armor, masterwork silver dagger, masterwork hand crossbow, masterwork sap, masterwork cold iron short sword
Wealth: 169 gp
Wednesday, 10th May, 2006, 03:19 PM #7
Novice (Lvl 1)
I've Fhel on my home computer... will get him up again when I head home. Happy to be reaboard.
Lindy hopper, popper, dancer, philosopher, gamer, fledgling capoeirista, so on... so forth
The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.Originally Posted by Wrahn
When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
- J. Krishnamurti
Friday, 12th May, 2006, 01:41 PM #8
Cutpurse (Lvl 5)
Friday, 12th May, 2006, 02:04 PM #9
Thaumaturgist (Lvl 9)
We only have 2 PCs on the RG thread, one here and Ferrix says he still has Fhrel -
so we are still missing the rouge/ranger.
I'll go post part 2 to the IC thread.
Sunday, 14th May, 2006, 08:16 PM #10
Spellbinder (Lvl 16)
Thravar will solo the mission!
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