Grand Theft Equine


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Ambrus

Explorer
Jacoby Candlewick
Strongheart Halfling Scout 4

CN Small humanoid (halfling)
Init +6; Senses Spot +3, Listen +4
Languages Common, Halfling, Draconic
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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
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Spd 50 ft.
Melee quarterstaff +4 (1d4)
Ranged sling +10 (1d3) or skiprock +10 (1d4)
Base Atk +3; Grp -2 (0 to escape a grapple)
Atk option Skirmish +1d6
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Abilities Str 10, Dex 20, Con 14, Int 10, Wis 13, Chr 8
SQ trackless step, trapfinding
Feats Agile Athlete, Speed of Thought, 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 +24, Listen +4, Move Silently +15, Tumble +14, Sleight of Hand +14 (Pick pocket +15), Spot +3
Possessions Mithral chain shirt, hat of disguise, silver continual flame Brandobaris holy symbol locket, potion of cure light wounds, potion of expeditious retreat, dagger, quarterstaff, 3 skiprocks, sling with 12 bullets (3 silver, 3 cold iron, 6 reg.), explorer's outfit, backpack, bedroll, climber's kit, finger blades, glass cutter, hacksaw, potion belt, 2 sacks, shriek rock, silent shoes, sashling, waterskin
–––––––––––––––––––––––––
Treasure 11.2 gp
Experience 6,100
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[Sblock=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 secret pockets.
Height 3' 4" Weight 38 lbs[/Sblock][Sblock=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.[/SBLOCK]
 
Last edited:

Boddynock

First Post
Code:
Name:           Jostin Chenser
Class:          Rogue 3, Wizard 1
Race:           Human
Size:           Medium
Gender:         Male
Alignment:      Lawful Neutral
Deity:          Boccob

Str: 11 +0      Level:  4      XP:          6000
Dex: 16 +3      BAB:    +2     HP:          19
Con: 12 +1      Grapple:+2     Dmg Red:     nil
Int: 17 +3      Speed:  30'    Spell Res:   nil
Wis: 10 +0      Init:   +3     Spell Save:  n/a
Cha: 10 +0      ACP:    -0     Spell Fail:  0%

         Base   Armor   Shld   Dex   Size   Nat   Misc   Total
Armor:   10     +0      +0     +3    +0     +0    +0     13
Touch:   13     Flatfooted:    10

Saves:   Base   Mod     Misc   Total
Fort:    +1     +1      +0     +2
Ref:     +3     +3      +0     +6
Will:    +3     +0      +0     +3

Weapon          Attack  Damage       Critical
Xbow, light, MW +6      1d8          19-20/x2
Dagger, MW      +3      1d4          19-20/x2

Languages:      Common
                Dwarven
                Elven
                Merdian

Abilities:      Favoured class: any
                Evasion
                Sneak Attack (+2d6)
                Trapfinding
                Trap Sense
                Bonus Language: ???
                Familiar
                School, Prohibited: Necromancy
                School, Specialist: Divination
                Scribe Scroll
                Spells, Arcane

Arcane Spells Known:
Level 0:        All except necromantic
Level 1:        Burning Hands
                Comprehend Languages
                Hold Portal
                Identify
                Mage Armor
                Nystul’s Magic Aura

Spells per day: 3+1/2+1

Prepared spells:
Level 0:        Detect Magic
                Read Magic
                Light
                Mage Hand
Level 1:        Hold Portal
                Identify
                Mage Armor

Feats:   Point Blank Shot
         Skill Focus (Appraise)
         Skill Focus (Disable Device)

Skill Points:   42      Max Ranks:   7/3.5
Skills                  Ranks  Mod   Misc  Total
Appraise                +7     +3    +3*   +13
Craft (Locksmithing)    +7     +3    +0    +10
Craft (Trapmaking)      +7     +3    +0    +10
Disable Device          +7     +3    +5**  +15
Gather Information      +7     +0    +2*** +9
Knowledge (Arcana)      +1.5   +3    +0    +4
Knowledge (Architecture)+1.5   +3    +0    +4
Knowledge (History)     +1.5   +3    +0    +4
Knowledge (Local)       +5     +3    +0    +8
Knowledge (Nobility)    +1.5   +3    +0    +4
Knowledge (The Planes)  +1.5   +3    +0    +4
Move Silently           +4     +3    +0    +7
Open Lock               +7     +3    +2****+12
Search                  +6     +3    +0    +9
Spellcraft              +5     +3    +0    +8

* +3 bonus from Skill Focus (Appraise)
** Includes +3 bonus from Skill Focus (Disable Device) & +2 bonus from MW Thieves’ Tools
*** +2 synergy bonus from 5+ ranks in Knowledge (Local)
**** +2 bonus from MW Thieves’ Tools

Equipment:                           Cost  Weight
Artisan’s tools, MW                   55gp  -lb*
Backpack                               2gp  2lb
Bolts, crossbow x10                    1gp  1lb
Crossbow, light, MW                  335gp  4lb
Dagger, MW                           302gp  1lb
Explorer’s outfit                     10gp  2lb**
Flint & steel                          1gp  -lb
Magnifying glass                     100gp  1lb
Pearl, white x5                      500gp .5lb***
Scale, merchant                        2gp  1lb
Scholars’ outfit                       -gp  -lb****
Scroll, Burning Hands x2              25gp  -lb
Scroll, Detect Magic x2             12.5gp  -lb
Scroll, Light x2                    12.5gp  -lb
Scroll, Hold Portal x2                25gp  -lb
Scroll, Mage Armor x4                 50gp  -lb
Spell component pouch                  5gp  3lb
Spellbook, wizard’s                   15gp  3lb
Thieves’ tools, MW                   100gp  2lb
Wand, Magic Missile (50 charges)     750gp  -lb
Wand, Shield (50 charges)            750gp  -lb

* Not carried with him but stored in his workshop.
** This is what he wears when on a job for the Guild. I’ve factored a weight increase of 2lb, since his normal garb (scholar’s outfit) weighs 2lb less than this one does.
*** Spell component for Identify spell.
**** Not worn or carried when he’s on a job.

Total Weight:   20.82lb Money: 13pp*  16gp 10sp  0cp (0.32lb)

* Not carried with him but hidden in a well-concealed – and trapped – stash in an undisclosed location.

                Light   Med    Heavy       Lift  Push
Max Weight:     0-39    40-77  78-114      114   570

Age: 19
Height: 5'5"
Weight: 145lb
Eyes: hazel
Hair: auburn
Skin: pale

Sparrow Familiar (Wotcha):
Diminutive magical beast; HD 1; HP 9 (half of Jostin’s);
Init +2; Speed 10 ft, Fly 40 ft (average);
AC 17, touch 16, flat-footed 15;
Base Attack +0; Grapple -17; Attack -; Full Attack -;
Space/Reach 1 ft/0 ft; SA -;
SQ improved evasion, low-light vision, granted abilities;
AL LN; Saves Fort +2, Ref +4, Will +2;
Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6.
Skills & Feats: Listen +8, Spot +8; Alertness.
Speaks one language.
Gives +3 to Appraise skill.
Appearance: Pale, and with a distracted air, Jostin Chenser seems an innocuous, hardworking craftsman. He is young to be running his own business but his results bear out the reputation he is beginning to develop as an extremely competent and reliable purveyor of locks and traps.

Somewhat obsessive in his habits, Jostin is clearly fascinated by the intricacies of the mechanisms with which he works. He will talk for hours about the sweet balance of his latest creation – not so much as a salesman would, but rather as an enthusiast must when describing the object of his passion.

Jostin is of middling height and slim build. His auburn hair is always a mess – a bit too long and badly in need of combing. He has long, sensitive fingers which are never still. They are always tapping out a beat on lock components, fitting and removing tumblers, checking and rechecking the contents of the arcane pouch he wears at his belt.

Background: The middle son of a mage couple, Jostin decided quite early in his life that he didn’t want to be just another magician. Although taken with the intricacies of arcane knowledge, it was the physical manifestation of patterns, permutations and possibilities to be found in all manner of locking devices which really fascinated him.

A lover of knowledge for its own sake, he rapidly became fascinated with the process of securing and protecting that knowledge – and other, more material things, as well – from the incursions of outsiders.

During his early teens, Jostin’s stubborn, rebellious nature led him to experiment outside the confines of the law. Coming quickly to the notice of the Thieves’ Guild, he was recruited as a street runner. Through his intelligence and his interest in locks and traps, he quickly found a niche as a burglar.

Unconcerned by traditional moralities, he nevertheless drew the line at violence, reasoning that if he were not adept enough to break and enter without attracting the attentions of the residents, then it was far better for him to make off quickly and quietly.

Recent experiences, however, have encouraged him to develop his archery skills, and to acquire a couple of wands to give him an edge, should he be drawn into combat against his will.

Codes are a hobby of his, but one which he has little time to indulge these days. Instead, he has taken to studying a variety of disciplines – all with an eye to generating an income which will, eventually, allow him to focus his efforts on what he really loves, the acquisition of knowledge.

To that end, Jostin eventually acquiesced to his parents’ entreaties that he attend the arcane university in the city of his birth – the university where both his parents work on the academic staff. It was not easy being a student in the establishment where they both taught – not because of the demands of study, since he romped through the basic apprenticeship studies in record time, but rather because of the social expectations of his parents and their colleagues that Ashwin and Sarai’s son was destined for magical greatness. Who knows? At some stage he might go back, and prove them right.

Jostin works as a locksmith and trapmaker, as well as a fence and burglar. He has also been known to “enhance” small items brought to him on commission, through judicious use of the spell “Nystul’s Magic Aura”. His favourite lurk is to claim that said items have a luck spell, which, when called upon, will dramatically improve the bearer’s fortune. He is careful, however, only to sell such items to customers who are manifestly too stupid to notice – or are on their way to distant parts on the morrow.

He has made it clear to the Thieves’ Guild that, although he is happy to be counted on for any mission that requires a top-notch “admissions expert”, he will not break in to his own clients’ establishments. There’s no challenge in defeating his own creations, and besides, he’s out to make a reputation for himself as the finest locksmith and trap-maker around. Of course, if his clients also purchase from other craftsmen, he has no qualms about defeating their devices.

The fact that he’s happy to pay a tithe to the Guild on his legitimate business means that they’re happy (at least for now) to allow him his little eccentricity.
 

Whizbang Dustyboots

Gnometown Hero
Thravar Blackhill

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.
----
Thravar Blackhill
Neutral Evil Male Dwarf Rogue 4

Strength: 13 (+1)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 13 (+1)
Wisdom: 10
Charisma: 8 (-1)

Hit Points: 21
Armor Class: 18
Initiative: +4
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
 

Ferrix

Explorer
Fhel
Lawful Evil Changeling Rogue 4

Age: 16
Gender: Either
Height: 5 ft. 6 in.
Weight: 135 lb.
Eyes: White
Hair: White
Skin: Gray-Blue

STR: 10 [--] (2 points)
DEX: 14 [+2] (6 points)
CON: 10 [--] (2 points)
INT: 14 [+2] (6 points)
WIS: 14 [+2] (6 points)
CHA: 16 [+3] (8 points, +1 lvl)

Hit Dice: 4d6
HP: 15
Armor Class: 16 (10 base + 2 Dex + 4 Armor)
Initiative: +2
BAB: +3
- Melee: +3
- Ranged: +5

Speed: 30’

FORT: +1 (1 Base + 0 Con)
REFL: +6 (4 Base + 2 Dex)
WILL: +3 (1 Base + 2 Wis)

Abilities:
- Humanoid [Shapechanger]
- +2 racial bonus on saving throws against sleep and charm effects
- +2 racial bonus on Bluff, Intimidate and Sense Motive checks
- Natural Linguist (Speak Language a class skill)
- Minor Change Shape
- Social Intuition
- Minor Lore (+1 to knowledge checks)
- Sneak Attack +2d6


Feats:
1st Level
- Able Learner
3rd Level
- Persuasive


Skills:
Bluff +14 (7 ranks, +3 Cha, +2 Race, +2 Feat)
Diplomacy +16 (7 ranks, +3 Cha, +6 Syn)
Intimidate +16 (7 ranks, +3 Cha, +2 Race, +2 Feat, +2 Syn)
Gather Information +12 (7 ranks, +3 Cha, +2 Syn)
Disguise +22 (7 ranks, +3 Cha, +2 Syn, +10 Circ)
Sense Motive +12 (7 ranks, +2 Wis, +2 Race)
Spot +8 (6 ranks, +2 Wis)
Listen +8 (6 ranks, +2 Wis)
Knowledge (local) +8 (5 ranks, +2 Int, +1 Lore)
Knowledge (architecture & engineering) +4 (1 rank, +2 Int, +1 Lore)
Knowledge (nobility & royalty) +8 (5 rank, +2 Int, +1 Lore)
Search +4 (2 ranks, +2 Int)
Spellcraft +4 (2 ranks, +2 Int)
Sleight of Hand +8 (4 ranks, +2 Dex, +2 Syn)
Escape Artist +7 (5 ranks, +2 Dex)
Hide +4 (2 ranks, +2 Dex)
Move Silently +4 (2 ranks, +2 Dex)
Profession (beggar) +3 (1 ranks, +2 Wis)
Profession (courier) +3 (1 ranks, +2 Wis)


Languages:
- Common, Elven, Orc


Equipment:
Armor & Shield
-Mithril Shirt (+4 AC, Max Dex 6, ACP 0, 10% ASF) (1100gp, 10lb)

Melee weapons
-Dagger +3 (1d4, 19-20/x2) (2gp, 1lb)
-Sap +4 (1d6 subdual, 20/x2) Masterwork (301gp, 2lb)

Ranged weapons
-Hand Crossbow +6 (1d4, 19-20/x2, 30 ft.) Masterwork (400gp, 2lb)

Miscellaneous Magical or Psionic Items
-Vestment of Many Styles (500gp, 2lb)

Potions & Psionic Tattoos
-Cure Light x2 (100gp)
-Chameleon (50gp)

Mundane equipment
-Signet Ring (5gp)
-Assorted Jewelry (100gp)
-Bolts (20) (2gp, 2lb)

Poisons & Drugs
-Oil of Taggit (1) (90gp)
-Sannish (2) (30gp)
-Baccaran (2) (20gp)
-Devilweed (5) (30gp)
-Vodare (2) (80gp)

Torture/Intimidation Tools
-Scalpel (4gp)
-Needles (10) (1gp)
-Weeping Stone (100gp)

Accommodations
-Poor Upkeep (12gp/month)

Income
-Begging & Couriering (6.5gp/wk)

Weight Carried: lb
Remaining money: 185gp


Description
Fhel in his natural form is five and a half feet tall, slight of build, with no body hair and incredibly smooth gray-blue skin. He has white hair which is generally short. His eyes are pupil-less pits of white. However, it is nearly impossible to catch him in his natural form, more often appearing as one of many different personas, most commonly that of Fhel (see Roles section).

Personality
Fhel is a manipulator and planner. He prefers to get others to do the dirty work. Should it come to violence, he’d much rather have it stacked to his advantage or slip away as quickly as possible. Fhel is neither particularly cruel nor particularly violent, but he is incredibly dangerous when pressed. Much more willing to turn a persons life upside down with his ability to exhort social control than merely cut on a person, he finds it is a mark of civility on his part. Fhel is still quite young, but a master of organizing crime and acquiring information.

Background
Fhel grew up on the streets. Born to a changeling passing through, he was abandoned at a local church. He spent his youth as an orphan, slipping out of the church as often as possible, unconsciously assuming the figure of a human boy or girl. Once he realized his cunning ability, he began to play upon it to get those thing which he wanted. He would watch children with rich parents, then when one of them ran off to get something, he would mimic their appearance and return to the parents, demand a bit of money for some trinket and then run off again.

This is how he first got started. His talents soon bloomed to include assuming the identity of child beggars (anyone would give a copper to a starving girl or boy), halflings, gnomes, he even began to organize the street children in his neighborhood into small gangs. They would distract merchants while others pocketed food or minor items. With a mind for organized crime and deceit, Fhel got the attention of the local guild and was soon “picked up” as a new recruit.

Since the age of ten or twelve, he doesn’t exactly know his own age, Fhel has worked within the guild structure moving cautiously up, deflecting criticism and social antagonism within the ranks onto others so that he can advance with as few worries as possible.

The Guild
Fhel’s roles in the guild is often as a face, or faces to be more accurate. His ability to manipulate people and get the best deal possible means that he is often sent to warn/deal with people who cross the guild in some way, often times with a bruiser or two as backup. He has an incredible knack for getting individuals to bow to the demands of the guild while seemingly providing nothing or as little as possible in return as possible.

His innate ability at disguise makes him ideal for couriering packages, meeting with informants, infiltrating social gatherings and guarded locations without all the fuss of breaking and entering.

Most important however, is that with his ability to gather key information, organize talented individuals and work out plans, he often is the lead on specific missions. Almost everyone in the guild has probably worked with Fhel as the lead on a mission, sometimes working with him more than once but with different identities and not realizing it.

Roles
Fhel: Fhel is the name that he goes by right now in the guild, he has collected many other names but rarely uses them in the guild. When not in another disguise this chosen form is that of a human male, roughly thirty-five years of age with salt-and-pepper hair, green eyes and sharp features. A slight regality to his posture and manner implies that he was or is of noble birth. He often wears a signet ring and finely tailored clothing, but nothing so particular as to stand out. Distinct but easily forgettable.

Kaz: Kaz is the role that Fhel adopts when dealing with the street urchins that he grew up with. A stout youth probably in his early teens, he’s got a number of scars. A tough looking type who has seen himself through a hard life on the streets.

Lament: Fhel maintains the identity of Lament, a street girl turned pusher and seductress. Often times changing the colour of her basic features (eyes, hair, skin) but maintaining the same general form, she is a particularly striking elf with sharp features and exotic looks. Fhel uses this role to create dependency (whether sexual or drug related), blackmail opportunity, etc.

Beggar: Fhel often takes on the role of a beggar in the streets. People rarely notice the ragamuffin at their feet, willing to drop a few coppers to ignore their plight and make themselves feel good. As a beggar Fhel acts as a lookout or contact.

Courier: Fhel maintains a number of minor identities as a courier, often receiving the package to be sent as one, then delivering it as another to make as little correlation as possible.

William Burrough: Fhel maintains the identity of one William Burrough, a human lad who happens to work and study under one of the city’s chief architects and engineers. This has given him minor access to some of the city layouts as well as interesting knowledge on how buildings are laid out.

Esarius Windwright: Fhel occasionally parades as one Esarius Windwright, a half-elf card shark and playboy who frequents the brothels and taverns. Fhel enjoys this raucous character every once in a while. Esarius may not be the best cheat, but he’s an expert at manipulating the other players and reading their ticks and habits.
 

Lord_Raven88

First Post
Character Sheet
Code:
[B]Name:[/B] Ashlyn Ambermead (Aka Ash or Amber)
[B]Class:[/B] Rogue 2 / Urban Ranger 2
[B]Race:[/B] Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral Evil
[B]Deity:[/B] XXXX

[B]Str:[/B] 10 +0 (04p.)     [B]Level:[/B] 4        [B]XP:[/B] 6000
[B]Dex:[/B] 19 +4 (10p.)     [B]BAB:[/B] +3         [B]HP:[/B] 22/22 (2d6+2d8+4Con)
[B]Con:[/B] 12 +1 (04p.)     [B]Grapple:[/B]        [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 12 +1 (04p.)     [B]Init:[/B] +4        [B]Spell Save:[/B] +X
[B]Cha:[/B] 14 +2 (06p.)     [B]ACP:[/B] -X         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0(2) +0    +4    +1    +0    +0    15(17)
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +1    +1     +5
[B]Ref:[/B]                       6    +4    +1     +11
[B]Will:[/B]                      0    +1    +1     +2

[B]Weapon                  Attack   Damage     Critical[/B]
Rapier                    +8     1d4        18-20x2
Rapier(Two Weap Fight)    +6/+6  1d4/1d4    18-20x2
Dagger(Thrown)            +8     1d3        19-20x2

[B]Languages:[/B] Common, Halfling, Elvin, Dwarven.

[B]Abilities:[/B]
Halfling
[list][*]+2 Dexterity, -2 Strength. 
[*]Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class,
a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she 
uses smaller weapons than humans use, and her lifting and carrying limits are 
three-quarters of those of a Medium character. 
[*]Halfling base land speed is 20 feet. 
[*]+2 racial bonus on Climb, Jump, and Move Silently checks. 
[*]+1 racial bonus on all saving throws. 
[*]+2 morale bonus on saving throws against fear: This bonus stacks with the 
halfling’s +1 bonus on saving throws in general. 
[*]+1 racial bonus on attack rolls with thrown weapons and slings. 
[*]+2 racial bonus on Listen checks. 
[*]Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, 
Gnome, Goblin, and Orc. 
[*]Favored Class: Rogue. A multiclass halfling’s rogue class does not count 
when determining whether she takes an experience point penalty for multiclassing.[/list]
Rogue
[list][*]Sneak attack: +1d6
[*]Trapfinding
[*]Evasion[/list]
Urban Ranger
[list][*]Favoured Enemy (Humans) +2 Bluff, Listen, Sense Motive, Spot & Survival & Damage
[*][url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#urbanTracking]Urban Tracking[/url]
[*]Wild Empathy: +3
[*]Combat Style(Two Weapon Fighting)[/list]

[B]Feats:[/B] Deceitful, Weapon Finesse

[B]Skill Points:[/B] 66       [B]Max Ranks:[/B] 7/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                  0.0    2     0     2
Balance                   0.0    4     0     4
Bluff                     5.0    2     0(2)  7(9)*
Climb                     0.0    0     2     2
Concentration             0.0    1     0     1
Craft (Untrained)         0.0    2     0     2
Diplomacy                 0.0    2     2     4
Disguise                  5.0    2     4     11
Escape Artist             0.0    4     0     4
Forgery                   5.0    2     2     9
Gather Information        7.0    2     2     11
Heal                      0.0    0     0     0
Hide                      7.0    4     4     15
Intimidate                0.0    2     2     4
Jump                      0.0    0     2     2
Know(Local)               7.0    2     0     9
Listen                    7.0    1     2(4)  10(12)*
Move Silently             7.0    4     2     13
Perform                   0.0    2     0     2
Profession                7.0    1     0     8
Ride                      0.0    4     0     4
Search                    0.0    2     0     2
Sense Motive              5.0    1     0(2)  6(8)*
Spot                      4.0    1     0(2)  5(7)*
Survival                  0.0    1     0(2)  1(3)*
Swim                      0.0    0     0     0
Tumble                    0.0    4     0     4
Use Rope                  0.0    4     0     4
[size=1]*Favoured Enemy(Humans)[/size]

[B]Equipment:               Cost  Weight[/B]
(2) Rapiers              40gp    2lb
(4) Daggers               8gp    2lb
Leather Armour           10gp  7.5lb

Leather Satchel           2gp    1lb  

Chest                    10gp    2lb (false bottom)
-Clothing                20gp   10lb
-Lamp                     1sp    1lb
-(10)Oil                  1gp   10lb   
-(10)Parchment            2gp
-Ink                      8gp
-(4)Inkpens               4sp

Disguise Kit             50gp    8lb (Cellar)
Forgers Kit              50gp    1lb (Cellar)
Maps & Blueprints       100gp	10lb (Cellar)
(2)Potion of Cure Light 100gp

Ring of Sustenance     2500gp

[B]Total Weight:[/B]1(12.5)lb      [B]Money:[/B] 398gp  5sp 

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                25    50    75   150   375

[B]Age:[/B] 22
[B]Height:[/B] 3'
[B]Weight:[/B] 30lb
[B]Eyes:[/B] Emerald
[B]Hair:[/B] Curly Brown (with blond highlights)
[B]Skin:[/B] Lightly Tanned
Appearance:
Ashlyn is a beautiful 'tall' halfling female, Ashlyn has merry green eyes, shoulder length curly brown hair, and possesses an athletic toned figure.

When disguised as Amber, she dyes her hair black, and half of her beautiful face appears to be disfigured by a terrible scar as if her face has been ravaged by fire, Amber wears dark clothing which covers all parts of her flesh and commonly hides her face within the deep cowl of her cloak.

Personality:
Outwardly Ashlyn is a cheerful, fun, vivacious halfling with a dry sense of humour, few know of the dark heart that beats beneath this outwards exterior, while cheerful to all she meets, Ashlyn is prone to hold a grudge and takes great pleasure in destroying those who cross her.

When disguised as Amber, she allows the darker side of her nature to come to the fore, and speaks with a ragged whisper, as if her vocal cords were also damaged with the fire..

Background:
Ashlyn is the daughter of reknowned arts forger Dirkil Ambermead, Dirkil was highly successful but was eventually caught and died in prison for his crimes, resolving not to share in his fate Ashlyn decided that she need an air of respectability while still having the option of using her skills for forgery and information gathering.

Ashlyn has always had a passion for knowledge and realised at an early age, that knowledge can bring both great power and wealth, realising this Ashlyn managed to get a job as a clerk in the 'Hall of Records', Ashlyn rapidly rose thru the ranks, those who were in her way had a habit of meeting unfortunate accidents.

Ashlyn is now a trusted and respected Senior Clerk, who is recongnised as an expert in spotting forged documents, within the city. Ashlyn is a well known face among the city watch and has worked with them on many occasions to help identify and track down would-be forgers.

Few realise that Ashlyn leads a double life selling forged documents, blueprints and information to the Thieves and Assassins guilds, well known among the guilds as Amber, she provides a valuable service to any who can meet her price, due to the power of her magical ring of sustenance, Ashlyn is able to effectively lead two lives, one as Ashlyn Ambermead respected Senior Clerk with the Hall of Records and another as Amber Master forger, and information gatherer.

Ashlyn makes her home in a slightly run down section of town, Ashlyn lives alone in her parents small one bedroom home which was built over a long forgotten cellar, which in turn has access to the cities sewer system, from her home she is able to come and go without being seen, as well as providing a safe place for her to exercise her forgery skills.

Amber works with the approval of the Thieves Guild, any who wish to avail themselves of her services much first approach the Guild with their request, Amber goes to the Guild 2-3 times a week to check for any new information requests.

Amber also maintains a large information network of informants in both important and mundanes areas of the city, this enables her to keep abreast of what is goings on in the city, as well as providering her with the leverage to blackmail important members of the city, who wish to keep their secrets safe.
 

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