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  1. #1

    World at War RG

    D&D World at war Rogue Gallery

  2. #2

  3. #3
    Jaceth is here.


    Jaceth Moralis, Human, Ranger 6/Wild Plains Outrider 2
    Medium Humanoid, Lawful Neutral,
    age 17, height 5"8", weight 190lbs, sex Male, Blue eyes, Tanned skin, Dark Brown hair, Short Beard

    Weapon Groups:
    Standard Weapons
    Lances and Spears
    Maces and Clubs

    • Str 16 (+3)
    • Dex 18 (+4)
    • Con 14 (+2)
    • Int 14 (+2)
    • Wis 10 (+0)
    • Cha 12 (+1)

    Hit Points: 50 / 50
    Hit Dice: 8d8+16 (59 hp)
    Speed: 25ft
    Initative: +8 (+4 DEX, +4 Feat )
    AC: 25 (+5 Armor, +0 Shield, +4 DEX, +0 Size, +0 Natural +5 Defense Bonus, touch 14, flat-footed 17 )
    BAB/Grapple: +7+2/+7+2

    Fort: +10 (+8 Base, +2 CON)
    Ref: +9 (+5 Base, +4 DEX)
    Will: +2 (+2 Base, +0 WIS)

    • Ordinary Melee Weapon +11
    • Full Melee Attack +11+6
    • Ordinary Ranged Weapon +12
    • Full Ranged Weapon +10+10+5

    Special Attacks:
    • Mounted Lance Charge +12, 3d8+12 Damage

    Special Abilities:
    • Favored Enemies +4 Goblinoid, +2 Human
    • Wild Empathy
    • Animal Companion +7 (Deinonychus)
    • Fast Movement (Movement +10ft)
    • Ride Bonus (+ Character level to Ride and Handle Animal)
    • Wild Plains Swiftness (+10 to Azirra's Speed)
    • Wild Plains Stalker (Azirra uses Jaceth's Stealth Skills)

    Skills: (95 Skill Points)
    • Handle Animal +13/25 (11 Ranks, +2 CHR, +12 Class Bonus on Asirra only)
    • Ride +26 (11 Ranks, +4 DEX, +2 Synergy, +8 Class Bonus, +1 Equipment Bonus)
    • Heal +13 (11 Ranks, +2 WIS, +0 Bonus)
    • Spot +11 (11 Ranks, +0 WIS, +0 Bonus)
    • Use Rope +13 (11 Ranks, +2 STR, +0 Bonus)
    • Knowledge: Nature +15 (11 Ranks, +2 INT, +2 Synergy)
    • Climb +11 (7 Ranks, +4 STR, +0 Bonus)
    • Move Silently +14 (11 Ranks, +3 DEX, +0 Bonus)
    • Survival +13/15 (11 Ranks, +2 WIS, , +2 Synergy Aboveground only)

    • Improved Initiative
    • Spirited Charge
    • Mounted Combat
    • Mounted Archery
    • Ride By Attack
    • Natural Bond
    • Endurance (Ranger Feat)
    • Track (Ranger Feat)
    • Rapid Shot (Ranger Feat)
    • Many Shot(Ranger Feat)
    • Flaw: Slow

    • Common
    • Elven
    • Draconic

    • Mithral Breastplate(4150gp,AC +5, Max Dex Bonus 5, Armor Check Penalty -1, 20lbs.)
    • Spiked Breastplate Barding (850gp, AC +5, Max Dex Bonus 3, Armor Check Penalty -4, 40lbs.)
    • Masterwork Composite Shortbow +3str (600Gp, Damage 1d6+3, 2lbs.)
    • Greatclub (5 Gp, Damage 1d10, 8lbs.)
    • Masterwork Greensteel Lance (+1/+1) (2310 Gp, Damage 1d8, 10lbs.)
    • Arrows, 100 (5GP, 15lbs)
    • Arrows (Silvered), 40 (6GP, 6lbs)
    • Arrows (Cold Iron), 40 (4GP, 6lbs)
    • Handy Haversack (8000GP, 5lbs) MAGIC ITEM
    • Masterwork Military Saddle (Deinonychus) (210Gp, 40lbs.)
    • Animal Rations, 10 (5SP, 50lbs)
    • Trail Rations, 10 (5SP, 5lbs)
    • Flint and Steel (1GP, -lbs)
    • Signet Ring (5GP, -lbs)
    • Rope, Silk, 200ft (40GP, 20lbs)
    • Waterskin (1GP, 4lbs)
    • Teepee (60GP, 100lbs)
    • Mule (8GP)
    • Pack Saddle (5GP, 15lbs)

    Total weight carried -- 30lbs.
    Total Spent: 4150+850+5+600+2310+15+6+6+8000+210+.5+.5+1+5+40+1 +60+8+5 (Clearly needs more equipment)

    Light load -- XXXlbs., medium -- XXXlbs., heavy -- XXXlbs., lift -- XXXlbs., push -- XXXlbs.

    XP: 30,000 / 36,000

    Mount Asirra
    Size/Type: Large Animal (Deinonychus)
    • Str 19 (+4)
    • Dex 15 (+2)
    • Con 19 (+4)
    • Int 2 (-4)
    • Wis 12 (+1)
    • Cha 10 (+0)

    Hit Points: 24 /24
    Hit Dice: 4d8+16
    Speed: 70ft
    Initative: +2
    AC: 21 (+2 Dex, -1 Size, +5 natural, +5 Barding), touch 11, flat-footed 19
    BAB/Grapple: +3/+7
    Saves: Fort +8, Ref +6, Will +2

    • Talons +7 melee (1d8+4)
    • Talons +7 melee (1d8+5) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)

    Special Attacks:
    • Pounce (May Charge and Make Full Attack)

    Special Abilities/Feats/Tricks:
    • Low-Light Vision
    • Scent
    • Improved Speed +10
    • Improved Unarmed Attack
    • Run
    • Track
    • +1 Bonus Tricks
    • Link (May be handled as free action)
    • Trick: Defend

    [list][*]Hide +12[*]Listen +10[*]Spot +10 [*]Survival +10 [*]Jump +22

    Relatively Short for a Human, Jaceth has a handful of unremarkable scars and a small beard. His hair is long and wavy, pulled into a ponytail, and his eyes a vivid blue. He tends to walk bowlegged from spending too much time in the saddle.

    Because he's seeking fame and fortune, Jaceth tends to be flamboyant and boastful in combat. Outside of it he tends to deal better with animals than humans but he considers this a flaw and is trying to work it out.

    Jaceth is one of the few remaining members of the famous Moralis Clan. A loose collection of families, students, and lots of animals, the Moralis's travelled around the world seeking out information on all manner of natural things out of a sheer love of learning. Moralis scrolls and textbooks were eagerly sought by universities and guilds for their wisdom on natural things. The members of the family were animal trainers, nature lovers, and herbalists. Then, two years ago, the growing Zerra military visited the Moralis when they were travelling through that area on their way to the nearest ocean in hopes of learning how to raise Elasmosaurus'. They wanted mounts, powerful magical beasts for their officers. The Moralis family was disinclined to give up as many as they wanted. Zerra didn't like that answer. And the next few minutes were a blur of blood and death. When it was over, the only survivors of the family were a handful of children and elderly who had been away from the battlefield. . . and Jaceth who was 15 years of age and newly an adult in the clan. Of the small army of goblins who had been attacking there weren't even bits large enough to identify. Most of them were damp spots where trained dinosaurs had trampled them into the dust.
    Once his wounds were healed Jaceth and his companion Asirra the Megaraptor brought the survivors to Dregeth to hide from Zerran forces seeking revenge. With the clan Crippled and near extinction, all their hopes depend on Jaceth. He has joined the military and been blooded in battle. His goal is to buy equipment, attract new members, and rebuild the Moralis Clan. To do that he'll have to have money, and to get that he needs to win fame and honor so that he can marry into it.


  4. #4
    The man with the probe
    Acolyte (Lvl 2)

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    Orb Kaftan, Bard

    Name: Orb Kaftan
    Class: Bard
    Race: Human
    Size: Medium
    Gender: Female
    Alignment: CG
    Deity: None
    Str: 12 +1 (4p.)     Level: 8        XP: 30,000 / 36,000
    Dex: 14 +2 (6p.)     BAB: +6         HP: 42 (8d6+8)
    Con: 12 +1 (4p.)     Grapple: +7     Defence Bonus: +5
    Int: 16 +3 (10p.)    Speed: 30'      Spell Res: -
    Wis: 12 +1 (4p.)     Init: +2        Spell Save: -
    Cha: 18 +4* (10p.)   ACP: -0         Spell Fail: -
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +5    +0    +2    +0    +0    +1    18
    Touch: 18              Flatfooted: 16
                             Base   Mod  Misc  Total
    Fort:                      2    +1    +1    +4
    Ref:                       6    +2    +1    +9
    Will:                      6    +1    +1    +8
    Weapon                  Attack   Damage     Critical
    MW Rapier                 +8      1d6+1       18-20x2
    Dagger (10')             +7(8)    1d4+1       19-20x2
    MW Comp LongBow (120')    +9      1d8+1         20x3
    Languages: Common, Sylvan, Ignan, Auran, Tarren, Aquan
    Human Racial Abilities
    -+1 SP/LV
    -Bonus Feat
    -Bardic Music, 2 times per day.
    --Fascinate (+1 to DC)
    --Inspire Courage +3
    --Inspire Comitence +3
    --Suggestion (+1 to DC)
    -Bardic Knowledge +13 (8 Level + 3 Int + 2 Synergy)
    Weapon Groups
    Light Blades
    Spellcasting: DC +4
    Level - Known - Cast Per Day: Cast
    L0 - 7 - 3:
    Dancing Lights
    Detect Magic
    L1 - 5 - 4: 
    Cure Light Wounds
    Charm Person
    Disguise Self
    Inspirational Boost (CV)
    Hideous Laughter
    L2 - 5 - 4: 
    Calm Emotions
    Cure Moderate Wounds
    Sonic Weapon (CV)
    Sound Burst
    L3 - 4 - 2: 
    Cure Serious Wounds
    Dispel Magic
    Allegro (CV)
    Dirge of Discord (CV)
    Bonus: Magical Talent
    H1: Nymphs Kiss (BoED)
    (+2 to all Charisma related checks, +1 SP/LV, +1 save vs Spells & Spell like effects)
    1: Skill Focus: Perform: Sing
    3: Song of the Heart (ESB)
    6: Versitile Performer: Dance, String Instruments, Oratory (CV)
    Skill Points: 121       Max Ranks: 11/5.5
    Skills                   Ranks  Mod  Misc  Total
    Bluff			   5    +6    +3    +14
    Diplomacy		   11   +6    +9    +26
    Gather Information	   5    +6    +3    +14
    KN: Arcane		   10   +3          +13
    KN: Geography		   7    +3          +10
    KN: History		   5    +3          +8
    KN: Local		   5    +3          +8
    KN: Nature		   7    +3          +10
    KN: Nobility		   5    +3          +8
    Listen			   10   +1          +11
    Languages		   2     -           -
    Perform: Dance		   11*  +6    +3    +20
    Perform: Oratory	   11*  +6    +3    +20
    Perform: Sing		   11   +6    +6    +23
    Perform: String		   11*  +6    +5    +22
    Prof: Astrologer	   4    +1          +5
    Sense Motive		   11   +1          +12
    Spellcraft		   5    +2    +2    +9
    Spot (CC)		   5    +1          +6
    Survival (CC)		   5    +1    +2    +8
    Equipment:               Cost  Weight
    Dagger			    2gp	 1lb
    Masterwork Rapier	  320gp	 2lb
    MW Comp Longbow +1 Str	  350gp	 3lb
    Arrows (20)		    3gp	 3lb
    Circlet of Persuasion	18000gp	 -
    Ring of Protection	 8000gp  -
    Masterwork Hand Harp	  100gp	 1lb
    Spell Component Pouch	    5gp	 2lb
    Everburning Torch	  110gp	 1lb
    Bedroll			    1sp	 5lb
    Backpack		    2gp	 2lb
    Waterskin		    1gp	 4lb
    Trail Rations (2)	    1gp	 2lb
    Total Weight:9lb      Money: 5gp 9sp 0cp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                43    87   130   260   750
    Age: 25
    Height: 5'8"
    Weight: 112lb
    Eyes: Brown
    Hair: Light Brown
    Skin: Light Tan
    Orbís light brown hair cascades in curls over her shoulders, and her brown eyes look out from behind a gentile smile. Orb general wears more earth tones or whites, and her clothing is generally cut a bit loose, and she wears longer dresses that hide her shapely legs. She is a generally a good looking woman, who if she tried, could be a beauty of some note.

    Orb is a kind soul, with a touch of innocence. She is good at reading people, but prefers to think better of them and often looks beyond her initial impression. Despite her success and skill, she has some doubts about herself at time that prevents her from asserting herself more often. Despite this, she has a stubborn streak, and has an almost rage like anger when provoked.

    Daughter of Niobe, said to once be the most beautiful woman of her generation, and Pacian, a somewhat older man who died not long after Orb was born. Orb, as a child, spent much of her time learning magic and music from a Hamadryad by a lake near their remote cottage, in the nation of Mezgar. She learned the music of nature, and the magic of music from the dryad, and spent most of her days there. The Hamadryad watched over Orb, and protected her when not with her mother. Orb developed a breathtaking voice and skill with her lyre, perhaps one of the greatest musical talents of her own generation.

    At the age of 18, Orb left home to wander the world. She eventually came across a band of gypsies who she lived with some time. She learned of their culture, particularly their music and dance, and befriended a gypsy family, Nicolai and his daughter Tinka, who she lived with for two years while teaching Tinka music. Tinka was mostly blind, and had a severely deformed leg, but Orb spent time with her showing her the power of music, and helped heal Tinkaís confidence to allow her to win a husband. Once Tinka was married, Orb felt it was time for her to move on.

    Eventually Orb joined a traveling performing troupe, where she quickly became the main attraction with her exquisite performances. At first it drew the ire of the others, but money mends many fences, and her warm personality won the few remaining hold outs over. Orb fell for one of the newer troupe members, a simple assistant that helped one of the other performers, and he too fell for her. Eventually, though much urging from the rest of the troupe, they discussed their feelings and became lovers. Soon, they left the troupe to find a life together. However, the man was a prince of Mezgar, and the royal guard found them. They spoke of some of the horrors going on in Mezgar that he could stop, and the young couple knew he had to go. Before he left, he gave her a ring he said would help protect her, and another ring that would guide her.

    Orb was devastated by his lost, and even more torn when she found herself with child. She returned to the gypsies and her dear friend Tinka, where she had the child, a beautiful daughter. However, she knew she could not care for the child, and so she left the child with Tinka to find a proper home for it, and gave her the ring to help guide her. Orb then returned home, only to find that her mother had moved on and was unreachable.

    Orb began to wander Dregeth, studying the music of the world, and seeking the underlying song of the world that seemed so elusive to her as a child. Her musical and magical talent blossomed, and through her journeys she became well known as a musical inspiration to all who heard her perform.

    Dregeth has recruited Orb to help with the war by inspiring the troops, but she is also worried about the fate of her love from Mezgar, whom she has thought of many years afterwards.

  5. #5

    Tommy T. Teleresse, Grim: Reaper of the Ring

    Tommy T. Teleresse, Grim: Reaper of the Ring

    Character sheet:
    Tommy T. Telleresse, Human Male (Fighter (Pugilist) 6/ Reaping Mauler 2)
    Size: M, N,
    26, 6í0Ē, 200, M, gray eyes, dark tan skin, brown hair,

    STR: 20 (+5)
    DEX: 14 (+2)
    CON: 16 (+3)
    INT: 10 (+0)
    WIS: 12 (+1)
    CHA: 8 (-1)

    Hit Points: 83/83
    Hit Dice: 6d12+2d10+24 (83hp)
    Speed: 30ft
    Initative: +6 (+2 DEX, +4 <bonus>)
    AC: AC 21 {10+2 Dex+ 8 armor+1 dodge};
    touch 21, flat-footed 18)
    BAB/Grapple: +8/+13

    Fort: +11 (+8 Base, +3 CON)
    Ref: +7 (+5 Base, +2 DEX)
    Will: +3 (+2 Base, +1 WIS)


    * <+1 Brass Knuckles> +15/+10 melee (1d6+8 20x2)
    * <Combo> +12/+12 melee (1d6+8 20x2) (+5/+5 +1 WB+1Wpn Focus+5 ATB)
    * <MW Short bow> +11/+6 melee (1d6+4 20x2)
    * <MW Scythe> +14/+9 melee (2d4+8 20x4)

    Special Attacks:
    Adapt Wresting (+1 to grapple checks)

    Special Abilities:
    Improved Grapple

    Skills: (22 points, max ranks 11/4)[list][*]< Escape Artist > +13 (6 Ranks, +2 ATB)[*]<Tumble > +7 ( 5 Ranks, +2 ATB)[*]<Spot> +12 ( 11 Ranks, +1 ATB)


    * 1-Improved natural weapons
    * 1-Weapon Focus (unarmed strike)
    * H bonus- Improved Initiative
    * Fighter B- Endurance, Improved Unarmed Strike
    * 2- Combo (Average attack bonus to attack)
    * 3- Clever Wrestler
    * 4- Weapon Specialization (unarmed strike)
    * 6- Dodge
    * 6- Diehard


    * Common


    * Explorerís Outfit
    * Brass knuckles (16,302) (4 lbs)
    * Masterwork Scythe (318) (10 lbs)
    * Composite (+4) Shortbow (375) (2lbs)
    * Arrows 20 (1) (3lbs)
    * Ornate Dagger (2) (1lb)
    * Silver dagger (22) (1 lb)
    * 100ft Silk Rope (20) (10 lbs)
    * Backpack (2)
    * Signal whistle (.80)
    * 1 grappling hook (1) (4 lbs)
    * Ink (8)
    * 2 Inkpen (.20)
    * 5 Parchment (1)
    * Notebook (20) (2 lbs)
    * Waterskin (1) (4 lbs)
    * 3xBottles of wine (30) (2 lbs)
    * Trail Rations x7 (7)
    * Oil Soaked Cloths in Tin (1)
    * Potion Cure Serious Wounds (6000)
    * Potion Cure Moderate Wounds (2400)
    * 3 Potions of Cure Light Wounds (1200)
    * Flint and steel (1), 5 Tindertwigs (5), 5 Sunrods (10) (5 lbs)

    * <Items>(257gp, 37lbs.)

    Total weight carried Ė 37 lbs.
    Light load Ė 133 lbs., medium Ė 134-266lbs., heavy Ė 267-400lbs., lift -- 800lbs., push Ė 1600 lbs.

    Weapon Groups: Basic, Bows, Claw, Heavy blades, Picks and Hammers

    XP: 30,000/ 36,000

    Tommy wears a standard explorerís outfit with a bandolier across his chest with a single dagger in it. When you take a look you notice that his fists are covered in simple bandages. Tommy carries his shoulder high and has a kind of strength. Tommyís sleeves are loose but slightly shorter than his fists. His face appears like he has had quite a few bouts with the business end of someone elseís fist. So because of this he wears his black hood up when he travels.

    Tommy is brash and quick with his fists, but smart about whom he tries to take down. He knows that the bigger they are the harder they fall so his makes sure that those that are bigger than him he grapples and attacks relentlessly in close quarters combat.

    Tommy T. was an arena boxer known as Grim, becasue his opponents had a habit of dying in the ring. What the referees didnít know was that he was cheating by using brass knuckles while fighting. He fought for years and suddenly lost to a smaller combatant. After he was disgraced, the story came out that he using brass knuckles to augment his attacks. When he was asked to join the fight he was a second rate wrestler but they were there for the top class boxer that he was. He signed up to prove to everyone once and for all that he was/is the best.

    Distrustful of Halflings and gnomes due to the fact that he lost a fight with one once, He canít remember which one so he blames both races

  6. #6
    Defender (Lvl 8)

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    I Defended The Walls!WotBSWotBS

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    Rickol Brondarelli
    Rickol Brondarelli, Halfling Ranger4 / Rogue 3 / Nightsong Enforcer 1
    Small Humanoid, Neutral Good,
    26 years (and 30 seconds more than Rossarrell) old, (pi)', 34 lbs, male, blue eyes, tanned skin, light brown hair, <other>

    STR: 15 (+2)
    DEX: 18 (+4)
    CON: 14 (+2)
    INT: 14 (+2)
    WIS: 14 (+2)
    CHA: 10 (+0)

    Hit Points: 51 / 51
    Hit Dice: 3d6+5d8+16 (51 hp)
    Speed: 20ft <type if nessessary>
    Initative: +8 (+4 DEX, +4 untyped[Improved Initiative])
    AC: 22 (+5 Armor[Defense], +2 Shield, +4 DEX, +1 Size, +- Natural, +XX <other>; touch 15, flat-footed 18)
    BAB/Grapple: +7/+6

    Fort: +9 (+5 Base, +2 CON, +1 racial, +1 resistance)
    Ref: +15 (+9 Base, +4 DEX, +1 racial, +1 resistance)
    Will: +6 (+2 Base, +2 WIS, +1 racial, +1 resistance)
    +2 morale bonus on saving throws against fear

    • Shortsword +11/+6 melee (1d4+3 19x2)
    • TWF Shortswords +9/+9/+4 melee (1d4+3/1d4+2 19x2)
    • Sling +12/+7 ranged, 50' (1d3+2 20x2)

    +3d6 Sneak Attack

    Special Attacks:
    • None

    Special Abilities:
    • Halfling
      Halfing Racial Traits
      +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.
    • Rogue
      Rogue Abilities
      Sneak Attack +2d6
      Poison Use
      Trapsense +1
    • Ranger
      Ranger Abilities
      Favored Enemy (Humanoid[Human])
      Wild Empathy
      Animal Companion (Eagle, "Icarus")
    • Nightsong Enforcer
      Nightsong Enforcer Abilities
      Sneak Attack +1d6
      Teamwork (hear/see allies)
    • Twin
      Twin Abilities
      Twin to Rossarrell Brondarelli
      Empathic link
      +1 atk, +1 all skills while within 60' of twin
      -1 atk, -1 all skills while outside of 1 mile of twin
      No bonus if twin is unconcious
      -2 atk, -2 all skills (except Heal on twin) if twin is unconcious and dying
      +10 circumstance bonus on Heal check for unconcious and dying twin


    Skills: (98 points, max ranks 11/5.5)
    • Balance +10 (6 Ranks, +4 Dex)
    • Climb +14 (10 Ranks, +2 Str, +2 racial)
    • Escape Artist +11 (7 Ranks, +4 Dex)
    • Hide +19 (11 Ranks, +4 Dex, +4 size)
    • Jump +11 (11 Ranks, +2 Str, +2 racial, +2 synergy, -6 speed)
    • Listen +15 (11 Ranks, +2 Wis, +2 racial)
    • Move Silently +17 (11 Ranks, +4 Dex, +2 racial)
    • Search +8 (6 Ranks, +2 Int)
    • Spot +13 (11 Ranks, +2 Wis)
    • Survival +6 (4 Ranks, +2 Wis)
    • Tumble +13 (7 Ranks, +4 Dex, +2 synergy)
    • Use Rope +7 (3 Ranks, +4 Dex)
    • <Skill> +XX (XX Ranks, +XX ATB, +XX <bonus>)

    +20 circumstance to Listen and Spot to see/hear allies
    Nightsong Enforcer skills
    when a NSE level is gained, take:
    escape artist, hide, jump, listen, move silently, tumble

    • Magic Talent
    • Track (Ranger)
    • Two Weapon Fighting (Ranger)
    • Endurance (Ranger)
    • Improved Initiative
    • Weapon Finesse
    • Improved Buckler Defense

    • Common
    • Halfling
    • Thief Hand Chant
    • Dwarven
    • Orc

    • +1 Hollowblade Shortsword x2(17020gp, 2lb.) -4 vials of poison loaded
    • +1 Darkwood Buckler(5360gp, 1.25lbs.)
    • Dagger x4(4gp, 1lbs.)
    • Cloak of Resistance +1(4000gp, 1lb)
    • Backpack(2gp, .5lbs.)
    • -Bedroll(1sp, 1.25lbs.)
    • -Chalk x10(1sp, -lbs.) -multicolored
    • -Climber's kit(80gp, 1.25lbs.)
    • -Flint and steel(1gp, -lbs.)
    • -Grappling hook(1gp, 4lbs.)
    • -Rope, silk 100'(20gp, 10lbs.)
    • -Waterskin(1gp, 1lb)
    • Enhanced Coral-Blade x4 vials(400gp, .4lbs)
      --DC 20, 2d6 rounds paralysis/1d6 rounds paralysis, via wound
    • Signal whistle(8sp, --lbs.)
    • Signet ring(5gp, --lbs.)
    • <Item>(XXgp, XXlbs.)
    • <Item>(XXgp, XXlbs.)
    • <Item>(XXgp, XXlbs.)
    • <Item>(XXgp, XXlbs.)
    • <Item>(XXgp, XXlbs.)
    • <Item>(XXgp, XXlbs.)

    Total weight carried -- 23.65lbs.
    Light load -- 49.5lbs., medium -- 99.75lbs., heavy -- 150lbs., lift -- 300lbs., push -- 750lbs.

    Class: (1/-/-, spell save DC 12 + spell level; <notes>)
    • 0th- Longstrider

    XP: 30,000 / 36,000
    GP: 105

    Rickol is about an average sized Halfling, which means he's pretty short over all. He certainly doesn't carry himself that way. He's more muscular than most Halflings--which also doesn't say very much, but Rickol doesn't say much regardless. He wears a vest over his shirt, and his outfit has a very dull brown look to it. Rickol isn't a snappy dresser, but his clothes are practical enough to let him move freely--he's often climbing and jumping and tumbling around. He doesn't keep facial hair, though sometimes he doesn't spend the time to shave, and he keeps his hair relatively short, though he doesn't always have time to go to a barber. He wears a ring on his left hand, significant of something, though Rickol won't say what...

    Rickol isn't a stubborn gentleman, but his twin might say otherwise. The two of them are always getting into interesting situations, but it's usually with good intentions in mind. He sometimes says the wrong things at the wrong times, and impressing people isn't his forte. If you ask around about his past life, you might hear that he used to be a noble, but after meeting the halfling, you'd find this to be highly unlikely. He is definitely not noble material.

    Rickol grew up in a large family, the ninth child of 10, his twin the 10th. The Brondarelli family is a well-to-do family in Halfling society, known for lucrative businesses and posh galas. Rickol and Rossarrell did not quite fit this society. They never learned how to act properly, they never learned which fork to use when, and they never learned the ins and outs of noble society. It just didn't interest them. It was no surprise, then, when the two of them were 'sent away'. Rickol couldn't go away without 'borrowing' a pair of highly prized familiy heirlooms--an excellent pair of swords normally used as a display in memory of a time no one in the family remembered. That the swords were gone made some people remember the swords, though.

    Their family told everyone they were sent to a boarding schoool, of course, but Rickol and Rossarrell ended up living on the streets, earning their living the hard way--often at the expense of someone else's living. Some people have too much living, though.

    Anyway, Rickol and Rossarrell learned to find what they needed to live. They showed a real talent for finding things and getting into interesting situations, that's when the Nightsong Guild noticed them. Rickol and Rossarrell thought they could lift any thing at any time, but when they tried to borrow a few coins from one of the Nightsong Guild's leaders, the Nightsong Guild had to pay attention. These two were good.

    The Nightsong Guild, at first, just decided to watch Rickol and Rassarrell, not interfereing with their operations. The twins, as a result, joined a Thief's Guild and went up the ranks there. With the Thief's Guild, Rickol had his swords fitted for poison-use, a skill he picked up from the Thief's Guild.

    The night came when the twins were supposed to hit a particularly wealth merchant's place. No one knew what was coming--well, almost no one. It was in this mansion that Rickol picked up a cloak--it was a bonus, not part of the intended target, so no one cared. Except for the Nightsong Guild. The Nightsong Guild had infiltrated the Thief's Guild (had connections there for years, actually), and had set up the twins to hit one of their own merchants. This was a test of their skills. When the twins got back to the Thief's Guild, there was a Nightsong operative waiting for them, and ushered them someplace else. They had qualified for the Nightsong Guild, though they didn't know it. The prize? First, they got to keep their loot (including the cloak), and second, Rickol got his buckler.

    Rickol and Rossarrell had gotten in way too deep, turning down the Nightsong Guild would have caused some powerful enemies. This way, they were relatively safe. At least, for the time being. They kind of liked the Nightsong Guild, anyway.

    Signet ring
    Last edited by Jdvn1; Wednesday, 17th May, 2006 at 08:02 AM.

  7. #7

    Rossarrell Brondarelli


    Rossarrell Brondarelli, Halfling Rogue 5, Ranger 2, Nightsong Infiltrator 1
    Small Humanoid, Chaotic Good,
    26 years (and 30 seconds older than Rickol); Height: pi*sqrt(2)*(2/3)ft + pi inches, or half an inch taller than Rickol; Weight: Less than Rickol; Female; blue eyes; tanned skin; light brown hair;

    STR: 8 (-1) (2 points)
    DEX: 22 (+6) (10 points)
    CON: 10 (+0) (2 points)
    INT: 18 (+4) (16 points)
    WIS: 10 (+0) (2 points)
    CHA: 14 (+2) (6 points)

    Hit Points: 36 / 36
    Hit Dice: 6d6+2d8 (5d6+2d8+6 hp)
    Speed: 20ft
    Initative: +12 (+6 DEX, +4 Improved Init. +2 Quick Roconnoiter)
    AC: 21 (+10 Base +0 Armor, +0 Shield, +6 DEX, +1 Size, +0 Natural, +5 Defense, -1 Vulnerable; touch 21, flat-footed 21)
    BAB/Grapple: +5/+0
    Melee: +4 (+5 BAB, +1 size, -1 str, -1 non-combatant)
    Ranged: +12 or +13 (+5 BAB, +1 size, +6 dex -- +1 with sling or thrown weapons)

    Fort: +5 (+4 Base, +0 CON, +1 racial)
    Ref: +14 (+7 Base, +6 DEX, +1 racial -- +2 vs traps & +1 to team)
    Will: +2 (+1 Base, +0 WIS, +1 racial -- +2 morale vs. fear)

    • Dagger +4 melee (1d3-1, 19-20/x2) (+2 to all damage rolls against favored enemy [Humans])
    • Dagger +13 ranged, 10' (1d3-1, 19-20/x2) (Rossarrell has 6 masterwork daggers which grant a +1 to attack rolls)
    • Sling +13 ranged, 50' (1d3-1, x2)
    • Heavy Bladed, Curved Dagger +5 melee, (1d3-1, 18-20/2) (Uses same stats as Kukri)

    Common Attack Tactics:
    • TWF Masterwork Daggers within 60' of Rickol, +13 ranged, 10' (1d3-1 [+2 vs Humans], 19-20/x2)
    • TWF Masterwork Heavy Bladed, Curved Dagger within 60' of Rickol, +4 melee, (1d3-1 [+2 vs Humans], 18-20/2) (Uses same stats as Kukri)

    Special Abilities:
    • Sneak Attack +3d6
    • Evasion
    • Uncanny Dodge (Retain Dex when FF)
    • Trapfinding
    • Trap Sense +1
    • Teamwork Trap Sense +1
    • Wild Empathy +4
    • Favored Enemy (Humanoid -- Human )
    • Combat Style - Ranged
    • Poison Use
    • Twin trait (see 'Traits' below)

    Racial Qualities:
    • +2 dex, -2 str
    • Small size (+1 AC, +1 attack bonus, +4 hide, use smaller weapons, 3/4 carrying capacity)
    • +1 attack bonus w/ thrown weapons or slings
    • +2 Climb, Jump, Move Silently, Listen
    • +1 all saves
    • +2 morale bonus vs. fear
    • Favored Class: Rogue

    Skills: (128 points, max ranks 11/5 -- +1 to all skills within 60ft of Rickol, -1 outside of 1 mile, see Twin trait)
    • Appraise +4 (0 Ranks, +4 int)
    • Balance +11 (5 Ranks, +6 dex, +2 synergy)
    • Bluff +7 (5 Ranks, +2 cha -- +2 vs favored enemy)
    • Climb +11 (10 Ranks, -1 str, +2 racial -- +2 synergy when using rope)
    • Concentration +0 (0 Ranks, 0 con)
    • Craft (all) +4 (0 Ranks, +4 int)
    • Decipher Script +4 (0 Ranks, +4 int)
    • Diplomacy +4 (0 Ranks, +2 cha, +2 synergy)
    • Disable Device +15 (11 Ranks, +4 int)
    • Disguise +7 (5 Ranks, +2 cha -- +2 synergy to act in character)
    • Escape Artist +11 (5 Ranks, +6 dex -- +2 synergy involving rope)
    • Forgery +4 (0 Ranks, +4 int)
    • Gather Info +2 (0 Ranks, +2 cha)
    • Handle Animal +2 (0 Ranks, +2 cha)
    • Heal +0 (0 Ranks, +0 wis)
    • Hide +17 (7 Ranks, +6 dex, +4 size)
    • Intimidate +4 (0 Ranks, +2 cha, +2 synergy)
    • Jump +8 (5 Ranks, -1 str, +2 racial, +2 synergy)
    • Knowledge (all) +4 (0 Ranks, +4 int)
    • Listen +12 (8 Ranks, +0 wis, +2 racial, +2 feat -- +2 vs favored enemy)
    • Move Silently +17 (9 Ranks, +6 dex, +2 racial)
    • Open Lock +17 (11 Ranks, +6 dex)
    • Perform (all) +2 (0 Ranks, +2 cha)
    • Profession (all) +0 (0 Ranks, +0 wis)
    • Ride +6 (0 Ranks, +6 dex)
    • Search +15 (11 Ranks, +4 int)
    • Sense Motive +5 (5 Ranks, +0 wis -- +2 vs favored enemy)
    • Sleight of Hand +19 (11 Ranks, +6 dex, +2 synergy)
    • Spellcraft +4 (0 Ranks, +4 int)
    • Spot +12 (10 Ranks, +0 wis, +2 feat -- +2 vs favored enemy)
    • Survival +0 (0 Ranks, +0 wis -- +2 vs favored enemy)
    • Swim -1 (0 Ranks, -1 str)
    • Tumble +13 (5 Ranks, +6 dex, +2 synergy)
    • Use Magic Device +2 (0 Ranks, +2 cha)
    • Use Rope +11 (5 Ranks, +6 dex -- +2 synergy involving bindings)

    • Basic Weapons Prof.
    • Slings & Thrown Weapons Prof.
    • Light Blades
    • Track
    • Rapid Shot (in light or no armor)
    • Jack of All Trades (Can use all skills as if trained with 1/2 skill point)
    • Quick Reconnoiter (Spot & Listen checks are free actions, +2 init)
    • Improved Initiative
    • Quick Draw
    • Alertness
    • Two Weapon Fighting

    • Non-combatant (-1 melee atk)
    • Vulverable (-1 AC)

    • Twin to Rickol Brondarelli
    • -- Empathic link
    • -- +1 atk, +1 all skills while within 60ft of twin
    • -- -1 atk, -1 all skills while without 1 mile of twin
    • -- No bonus if twin is unconcious
    • -- -2 atk, -2 all skills (except Heal on twin) if twin is unconcious & dying
    • -- +10 circumstance bonus on Heal check for unconcious & dying twin

    • Common
    • Halfling
    • Thief's Hand Chant
    • Gnome
    • Elven
    • Dwarven
    • Goblin

    • Explorer's Outfit (--gp, --lbs)
    • 1 Masterwork Punching Dagger w/ Alchemical Weapon Capsule w/ Enhanced Coral Poison disguised as hair clip (502gp, .5lbs)
    • 6 Masterwork Daggers (1812gp, 3lbs.)
    • 15 Daggers (30gp, 7.5lbs.)
    • 2 Masterwork Heavy Bladed, Curved Daggers, currently poisoned with Enhanced Coral Poison (716gp, 1lbs.)
    • Sling (0gp, 0lbs.)
    • Backpack (2gp, .5lbs)
    • Belt Pouch (1gp, 1/8 lbs)
    • Bedroll (.1gp, 1.25lbs)
    • Waterskin (1gp, 1lb)
    • Sewing Needle (.5gp, --lbs)
    • Thread (?, --lbs)
    • Fishhook (.01gp, --lbs)
    • Soap (.1gp, .2lb)
    • Mirror, small steel (10gp, .5lb)
    • Whetstone (.02gp, 1lb)
    • Flint & Steel (1gp, 0lbs)
    • 2 Healer's Balms (20gp, 0lbs)
    • Climber's Kit (80gp, 1.25lbs)
    • Disguise Kit (50gp, 2lbs)
    • Camouflage Kit (40gp, 1.25lbs)
    • Forgery Kit (40gp, 5lbs)
    • Thieves Tools, Masterwork (100gp, 2lbs)
    • 2 Flash pellets (Disguised as cuff buttons) (100gp, 0lbs)
    • Blend Cream (50gp, 1lbs)
    • Softfoot (50gp, 1lbs)
    • Suregrip (20gp, 0lbs)
    • Lockslip grease (50gp, 0lbs)
    • 2 x Antitoxin (100gp, 0lbs)
    • Possum Pouch (7200gp, 0lbs)
    • Common Recorder Flute (5gp, .75lbs)
    • Signet Ring (5gp, --lbs)
    • Blue Quartz Ring (13gp, --lbs)
    • Gloves of Dexterity (16000gp, --lbs)
    • -- Note: Enhanced Coral Poison has DC20 and produces paralysis for 2d6 rnds/1d6 rnds, via injury

    Total weight carried -- xxxlbs.
    Light load -- 19.5lbs., medium -- 39.75lbs., heavy -- 60lbs., lift -- 120lbs., push -- 300lbs.

    XP: 30,000 / 36,000
    Money: 1gp, 2sp, 7cp

    Rossarrell is about average sized for a Halfling, but she's more slender and feminine than her beefy brother Rickol. More flexible, too. What she lacks in stature, though, she makes up for in clever padding. She wears what appears to be a loose dark colored blouse over a corset and tight matte dark brown leather pants. Rather than boning, however, the false corset harbors throwing knives. Other knives are stashed about her person, including tucked in her boots, strapped to her forarms, between her shoulder blades, and on her belt. An ornate, heavy-bladed curved dagger is strapped to each thigh. In practical situations, she maintains complete freedom of movement while knowing at all times the locations of the 20+ daggers secreted about her body. Rossarrell keeps up her appearance, and is irritated at Rickol when he forgets to shave. After all, it's much harder to pull off twin cons when one of the twins has unsightly stubble hanging off his face. Her hair is slightly longer than Rickol's, just shy of shoulder length, but cut in a similar style. She often wears it pulled back by a deceptively simple clip, which is actually a disguised folding punching dagger fitted with a poison capsule. She wears a ring on her left hand, significant of something, though she won't say what. On her right middle finger she sports a hunk of blue quartz.

    Gregarious, outgoing, and intensely clever, Rossarrell has to keep an eye out for her somewhat slower brother. She doesn't mind, though, since it's often her fault that there's something to keep an eye out for! Plus, he's good for heavy lifting. Rossarrell is outwardly carefree and gets along well with just about everybody, but she allows very few people to get close enough to really know her true self.

    Rossarrell grew up in a large family, the ninth child of ten (with the tenth being her twin brother, Rickol). The Brondarelli family is a fairly well-to-do family in Halfling society, known for shrewd business deals and gala celebrations. Unfortunately, they're really rather boring in everyday life. Rossarrell, being the elder of her twin by 30 seconds, felt she just couldn't let her younger brother languish in such a somber environment, so she brought him along on all of her adventures. The family, however, did not look favorably on some of their more socially unfashionable exploits, and soon both her and Rickol were "sent away". As a parting gift, Rossarrell "borrowed" her eldest sister's prized ballroom gloves. Carrella always was a clumsy twit, and it was an open secret among the Brondarelli family that Father had purchased the gloves in the vain hope that they might have some ability to improve Carrella's grace upon the dance floor. Sadly, nothing could help Daddy's Little Princess. Ah, well, she'd landed herself a fat merchant's son in one of Father's more shrewd business deals, and wouldn't miss the gloves now, right? To Rossarrell's surprise, the gloves did indeed seem to have magical properties, actually reshaping themselves to better fit her wild spirity. After they were sent away, rather than be subjected to the agonies of imprisoned life within seperate boarding schools, Rossarrell & Rickol took to the streets to earn their living--any way they pleased. In an ironic turn of events, Rossarrell was now forced to enslave her excellent mind to pondering simple practicalities, such as food and shelter. Together, the twins thrived, never missing the life they left behind. They could go anywhere, acquire anything, and do practically whatever they liked--that is, until they ran into someone a bit wiser, a bit craftier. Fortunately for the Brondarelli twins, their potential was recognized.

    Shortly after taking to the streets, the twins joined the local Thief's Guild where their progress was monitored and carefully tracked by covert Nightsong Guild members. One night, a high-risk, high-payoff job came down the line, and Rossarrell snapped at the chance to push herself and her brother. Even the life a thief can grow tedious. With a masterful plan and expert timing, the two were in and out softer than moonbeams. The mark had been unexpectedly lush, and they'd managed to pick up a few trinkets along the way. Rickol had scored a fancy cloak while Rossarrell had picked up some very fine daggers to add to her growing collection. When they returned from the job, they learned it had been a set up by the Nightsong Guild as a test of their prowess. They'd passed with flying colors. As part of their induction into the exclusive guild, Rickol received a strange buckler with the glow of magic about it, and Rossarrell received a magical cloth which adheres to the body and allows the concealment of small items. It most definitely does not glow with magical energy when in place, or give any other indication that it is anything other than what it appears to be: Rossarrell's athletically trim stomach (though she might say it makes her look fat). Rossarrell stepped into the shadows of the Nightson Guild with relish, leaving behind forever the social elite that was her birthright and joining a new elite--that of the deadly Nightsong Guild.

    Rossarrell has padded her clothing to give herself the appearance of a more robust figure than she actually has. This padding also acts as an excuse to wear a corset which serves to sheathe 8 seperate daggers. She wears a loose, flowing shirt over the corset, concealing the daggers. When she is getting serious about a fight, she will throw back her shirt, revealing the daggers and allowing her to draw them more easily. She carries two more daggers in each boot and one in a special sheath between her shoulder blades as well as one up each of her loose sleaves. She carries her six masterwork blades on her belt along with a belt pouch. Strapped to each thigh are her melee daggers. The cuff button on each of her sleeves is actually a tiny flash pellet, always close to hand and ready to be thrown at any moment. She wears a large decorative clip in her hair that appears to be a rounded, enameled green oval leaf. However, when the sharply-pointed clasp is unfolded, it can be locked into place, at which point it becomes a punching dagger. It is armed with a poison capsule. She also keeps her hair pulled back from her face on each side with a tiny wire barrett which, in a pinch, could double as a lockpick. Her actual set of masterwork lockpicks she keeps securely stowed in her possum pouch.

    Last edited by Mallak; Tuesday, 24th October, 2006 at 05:16 PM. Reason: Typo

  8. #8
    Name: Verrik Shortluck Nimblefingers Quicktounge Joketeller (Rik for Short)
    Class: Bard/Cleric/Divine Prankster
    Race: Gnome
    Size: Small
    Gender: Male
    Alignment: Chaotic Good
    Deity: Garl Glittergold
    Str: 8  -1 (2p.)      Level: 2/4/2    XP: 30,000
    Dex: 14 +2 (6p.)      BAB: +5         HP: 54 (4d6+4d8+16)
    Con: 14 +2 (4p.)      Grapple: +0     Dmg Red: -
    Int: 16 +3 (10p.)     Speed: 20'      Spell Res: -
    Wis: 18 +4 (10p.)     Init: +2        Spell Save: +2 vs Illusions
    Cha: 14 +2 (6p.)      ACP: -0         Spell Fail: -
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +8    +0    +2    +1    +0    +0    21
    Touch: 21              Flatfooted: 19
                             Base   Mod  Misc  Total
    Fort:                      4     +2  +1        +7
    Ref:                       7     +2  +1        +10
    Will:                      10    +4  +1        +15
    Weapon                               Attack     Damage    Critical
    Renforced Walking Stick (Club), 10'  +5(+8)     1d4-1     x2
    Dagger, 10'                          +5(+8)     1d3-1     19-20x2
    MW Light Crossbow, 80'               +9         1d6       19-20x2
    Languages: Common, Gnome, Halfling, Elven, Dwarven
    Gnome Racial Abilitys
    Weapon Group Proficency (Basic, Crossbow, Light Blades, Picks and Hammers, Exotic Weapons)
    Gnome Bard Racial Substution Levels (1st)
    Bardric Knowledge +5
    Bardric Music 2/day
    • Counter Fear
    • Facinate
    • Inspire Courage +1
    Turn Undead 5/day (1d20+4, 2d6+6) Comedic Performance 4/day
    • Inspire Courage +1
    Infuse Figment Feats: Magical Talent Point Blank Shot Versatile Preformer (Wind Instruments, Dance, Sing) Precise Shot Skill Points: 56 Max Ranks: 11/5.5 Skills Ranks Mod Misc Total Bluff 11 +2 +13 Concentration 9 +2 +11 Disguise (when Acting in Character) 0 +2 +2 +4 Diplomacy 0 +2 +2 +4 Escape Artist 7 +2 +2 +11 Forgery 8 +3 +11 Intimidate 0 +2 +2 +4 Knowledge (Religion) 9 +3 +12 Listen 0 +4 +2 +6 Preform (Comedy) 10 +2 +12 Sense Motive 8 +4 +12 Selight of Hand 10 +2 +2 +14 Use Rope (Bindings only) 0 +2 +2 +14 Spell-Like Abilities 1/day-dancing lights, ghost sound (DC 13), prestidigitation, speak with animals (burrowing mammal only, duration 1 minute) Bard Spellcasting: Caster level 2 Level - Known : General Recharge Rate Cantrips - 4+3: 1d4+1 Dancing Lights Ghost Sound (DC 13) Prestidigitation Know Direction Detect Magic Read Magic Light [1 Hour Reacharge Time] L1 - 3: 1d4+1 Cure Light Wounds Magic Aura (DC 14) [24 hour Reacharge Time] Silent Image (DC 14) Cleric Spellcasting: Caster level 6 Level - Cast Per Day: General Recharge Rate Osirons - 5: 1d4+1 Inflict Minor Wounds Guidance [5 minute Reacharge Time] Virtue [5 minute Reacharge Time] Detect Poision [5 minute Reacharge Time] Mending [6 hour Reacharge Time] L1 - 4+1: 1d6+1 Lesser Vigor (SC) Blessed Aim (SC) Shield of Faith [30 minute Reacharge Time] Bane (DC 15) Silent Image (CL 7, DC 16) L2 - 4+1: 1d6+1 Curse of Ill Fourtune (SC) (DC 16) [5 minute Reacharge Time] Deific Vengance (SC) (DC 16) Shatter (DC 16) Bear's Endurance [5 minute Reacharge Time] Gembomb (SC) [10 minute Recharge Time] L3 - 3+1: Spikes (SC) [5 minute Reacharge Time] Dispel Magic Searing Light (+8 ranged Touch) Minor Image (CL 7, DC 18) Domains Trickery- Bluff, Disguise, and Hide are Cleric Class Skills Gnome- You Cast Illusion Spells at +1 Caster Level Equipment: Cost Weight Renforced Walking Stick (Club) n/a 1 1/2lb Daggers (6) 12gp 3lb MW Light Crossbow 335gp 2lb 20 Bolts 2gp 1lb Cloak of Resistance +1 4000gp 1lb Hat of Disguise 7200gp 1lb Handy Harversack 8000gp 5lb Wooden Holy Symbol 1gp n/a Flute 5gp 3/4lb 40 Flawed Quartz Pieces (1gp each) 40gp n/a 5 Acid Flasks* 50gp 5lb 3 Alchemist's Fire Flasks* 60gp 3lb 5 Smokesticks* 100gp 2 1/2lb 5 Tanglefoot Bags* 250gp 20lb Cart* 15gp 200lb Donkey 8gp n/a Guard Dogs (2) 50gp n/a Feed (3 animals, 7 days)* 10sp5cp 21lb Bit and Bridle* 2gp 1lb Small Cleric's Vestments (3 different faiths)* 15gp 4 1/2lb Small Cold Weather Outfit* 8gp 1 3/4lb Small Courtier's Outfit (3)* 90gp 4 1/2lb Small Entertainer's Outfit (6)* 18gp 6lb Small Explorer's Outfit (3)* 30gp 6lb Small Monk's Outfit (2)* 10gp 1/2lb Small Noble's Outfit (3)* 225gp 7 1/2lb Small Scolar's Outfit (3)* 15gp 4 1/2lb Small Traveler's Outfit (4)* 4gp 5lb Assorted Jewlery* 100gp n/a Signet Rings (3 different)* 15gp n/a Tent* 10gp 5lb Wodden Torches (5)* 5cp 5lb Silk Rope (100ft)* 20gp 10lb Trail Rations (7 days)* 3gp5sp 1 3/4lb Iron Pot* 5sp 10lb Chest with Amazing Lock and Keys* 152gp 26lb Flint and Steel 1gp n/a Firewood (10 Days) 1sp 200lb Winter Blanket 5sp 3/4lb Bedroll 1sp 1 1/2lb *In Handy Harversack or Cart Total Weight:13 1/2lb Money: 6343gp 70sp 70cp Lgt Med Hvy Lift Push Max Weight: 19 1/2 39 3/4 60 120 300 Age: 76 years Height: 3'2" Weight: 42 lb Eyes: Dark Green Hair: Red Skin: Fair
    Appearance: Rik looks like a old Gnome on a cart with a Donkey. Fairly short (Even for a Gnome), he walks with a stoop and hobbles around on a cane. He is bald, wears a bandanna and has 2 teeth. To hear him tell it, the would is going to end if he doesn't get his goods to market
    However these are lies, like many things about Rik.
    Rik has a Hat of Disguise and uses it every day, sometimes he is a she, sometimes old, sometimes young, sometimes some other race entirely. However in his normal form, he looks like a fairly well off gnome on a cart with a donkey. He has short spiky red hair and a well-groomed goatee. No matter the environment, he and his clothing are spotless. He smiles all the time and a joke is always on his lips. He particularly likes bad jokes, the worse the better. After all, they are one of the reasons he is wandering the world.

    Background: Well, I guess we should begin at the beginning, since that's where is all started. Well, I was born in a village, tiny little thing that it was. According to my mother, I had far too much trouble in me growing up, Galumphing around the town, taking things that weren't technically mine, and getting into places I shouldn't really be in. I was apprenticed to the local Temple of Garl Glittergold in an attempt to channel my natural talents into something, productive (I hate that word, productive sounds so dull, blegh). They failed miserably, and I learned some magic to assist in my endeavors. I had the best childhood ever, I think.
    Anyway, about when I was 30 or so, I fell victim to a BIG prank. Apparently, Garl came to the the priest in a "Vision" (Vision, my rear end, they wanted to tie me down) that said I should be wed. Now, despite what my parent's, the priest, and the rest of the town thought; I did use my ears and listen, especially when the local topic of gossip was of my upcoming wedding. When I confronted Mother (Now, note that this is where I made the biggest mistake in this whole situation here. If you suddenly find yourself betrothed to some one, the first and only thing you do is run away. Under no circumstances do you confront your mother about it) she had the cousins lock me in my room until the wedding was to take place.
    Now here's where the prank comes in, listen carefully.
    I prayed. I prayed like I had never prayed before. I was a veritable prayer machine. I prayed so hard, that I think I passed out. While I was in an unconscious stupor, I had a long talk with Garl Glittergold himself. He told me that he could engineer an escape if I would do him a favor, I had to go to a village a few days away and pick up a letter (Simple, huh? Riiight.). I agreed, anything to get out of this wedding (and of course, the fact that I thought I was hallucinating from fear made me feel fairly safe in my divine dealings).
    When I woke up, it was the middle of the night and all was quiet. I took a peek out my door and found one of the cousins guarding my room, asleep. I packed a few things (quietly) and snuck out of the house (oh so quietly). Well on my way to the town by the time morning rolled around, I found the road empty and quiet. When the day rolled on, I found it pleasant and breezy. This trip seemed practically Blessed (you stupid, stupid, gnome). Anyway, when I got to the town and inquired about mail, there was several somthings waiting for me at the inn.
    I remember this is where I realized that I might not have been hallucinating that night.
    The Inn (The Happy Gnome, strange how some things stick in your head) had 3 letters and a package for me. The first letter was from my mother. Pink paper, purple Ink, 8 pages long and covered in tear smudges, it went on at length about how she would miss me and how I should have packed warmer clothes, ect... All the things mothers say when you go on an extended trip somewhere. The Third was in the priest's neat handwriting and was basically saying that "The jokes on you idiot! HA, HA, HA!". Apparently, there was no wedding, and there never was. The whole town was in on the prank. The third letter was, to tell the truth, odd. Some of the finest paper I had ever seen, and silvery handwriting laid out the tenants of the Glittergold Faith and was welcoming me into the faith as a brother and that there was a room already rented for me in the Inn, and I should really go up there before I explode.
    That Bastard! He tricked me! That weasely, big-nosed, gold-fingered trickster swindled me into being his priest! Damn It!
    Anyway, I've been traveling sense then. All over the world. Maybe I'll visit you next.

  9. #9

    Name : Illyes
    Race: Male Wild elf
    Class : Fighter 6/Wiz 1/Arcane archer 1
    Alignment : NG
    Age : 137
    Height: 5' 6"
    Weight: 89 lb
    Eyes : Black
    Hair : Brown

    STR: 14 (+2)
    DEX:26 (+8)
    CON: 14 (+2)
    INT: 12 (+1)
    WIS: 12 (+1)
    CHA: 8 (-1)

    Hit Points: 66 / 66
    Hit Dice: 5d12+18, 1d4+3, 1d8+3
    Speed: 40 ft
    Initative: +12 (+8 DEX, +4 improved initiative)
    AC: 22 (+6 Armor, +0 Shield, +8 DEX, +0 Size, +0 Natural, -1 vulnerable; touch 22, flat-footed 16)
    BAB/Grapple: +7/+2

    Fort: +10 (+7 Base, +2 CON, +1 <magic>)
    Ref: +13 (+4 Base, +8 DEX, +1 <magic>)
    Will: +6 (+4 Base, +1 WIS, +1 <magic>)


    * <Masterwork greatsword> +9/+4 melee (2d6+2)

    Masterwork composite longbow(+2 str) +17/+12 ranged, 110 ft (1d8+5)

    Special Abilities:

    * Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
    * Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    * +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

    Skills: (XX points, max ranks XX/XX)

    * Climb +11 (9 Ranks, +2 ATB)
    * Concentration +5 (3 Ranks, +2 ATB)
    * Handle animal +8 (9 Ranks, -1 ATB)
    * Hide +5 (3 Ranks, +2 ATB)
    * Jump +11 (9 Ranks, +2 ATB)
    * Move silently +10 (2 Ranks, +8 ATB)
    * Ride +17 (9 Ranks, +8 ATB)
    * Swim +11 (9 Ranks, +2 ATB)


    * Magic talent
    * Improved rapid shot
    * Many shot
    * Weapon focus
    * Rapid shot
    * Improved Toughness
    * Improved initiative
    * Point blank shot
    * Weapon specialisation
    * Extend spell
    * Precise shot
    * Flaw : Vulnerable
    * Flaw : Non-combatant
    * Trait : Quick


    * Common
    * Elven
    * Sylvan


    * Masterwork composite longbow(+2 str) - 600 gp, 3 lb
    * +2 gloves of dexterity - 16,000 gp
    * 100 arrows - 5 gp, 15 lb
    * +1 cloak of resistance - 4,000 gp
    * Masterwork greatsword - 350 gp, 8 lb

    Total weight carried -- 26 lbs.
    Light load -- 58lbs., medium -- 116lbs., heavy -- 175bs., lift -- 350bs., push -- 875lbs.

    Money left : 6,045 gp

    Class: Wizard (DC : 11/12 )

    * 0th- ALL
    * 1st- Arrow mind, shield, neverskitter, true strike

    XP: 30k / XXX,XXX

    Normal elf, except its fairly hard to tell gender just by looking at his face alone. Can be quite disturbing.



    With magic as rare as it is, Illyes's blending of magic with archery has made him an extremely valuable member of the military. His discintive shining arrows have earned him a certain notoriety and fame among the ranks, both allies and enemies, enabling him to cut swathes of men down. He disdains armor as it interferes with his spellcasting and his fast ability to dodge incoming attacks, even among the elves, and his magicks make him a very difficult target to hit indeed......even if he was anywhere near the frontline. As a company commander Illyes is on the fast track to promotion indeed and is receiving some schooling in the art of magic from one of the battlewizards.He who controls the most amount of magical talent will win this war.Its unfornate that he didnt possess the talent to become a full fledged wizard.....but those who have seen him in battle dont doubt that he is very much dangerous.


  10. #10
    Novice (Lvl 1)

    Join Date
    Jul 2002
    San Francisco, California, United States
    Read 0 Reviews

    Ý Block Ferrix

    Ý Friend+

    Barak, Human Sorcerer 5/Mage of the Arcane Order 3
    Medium Humanoid, Lawful Neutral,
    28, 6 feet, 200 lb., male, brown eyes, tanned skin, black hair.

    STR: 14 (+2) (6 pts)
    DEX: 14 (+2) (6 pts)
    CON: 14 (+2) (6 pts)
    INT: 10 (+0) (6 pts)
    WIS: 10 (+0) (2 pts)
    CHA: 22 (+6) (16 pts, +2 level, +2 enh)

    Hit Points: 49 / 49
    Hit Dice: 8d4+24 (49 hp)
    Speed: 20ft
    Initiative: +2 (+2 DEX)
    AC: 16 (+2 DEX, +4 Class; touch 16, flat-footed 14)
    BAB/Grapple: +4/+6

    Fort: +5 (+2 Base, +2 CON, +1 Trait)
    Ref: +3 (+2 Base, +2 DEX, -1 Trait)
    Will: +7 (+7 Base, +0 WIS)

    • Adamantine Greatsword +7 melee (2d6+3, 19-20/x2)
    • Masterwork Darkwood Heavy Repeating Crossbow +7 ranged, 120' (1d10, 19-20/x2)

    Special Attacks:
    • Spells

    Special Abilities:
    • Guild Member
    • Spellpool I

    Skills: (33 points, max ranks 11/5.5cc)
    • Spellcraft +13 (11 Ranks, +0 Int, +2 Synergy)
    • Knowledge (arcana) +11 (11 Ranks, +0 Int)
    • Concentration +13 (11 Ranks, +2 Con)

    • Weapon Group (heavy blades) (Familiar)
    • Empower Spell (1st level)
    • Magical Talent (1st level)
    • Cooperative Spell (human)
    • Bladeproof Skin (flaw)
    • Energy Substitution (electricity) (3rd level)
    • Mobile Spellcasting (6th level)
    • Born of the Three Thunders (MotAO 2)

    Flaws & Traits:
    • Hardy (+1 to Fort saves, -1 to Refl saves)
    • Slow (+1 to HPís per level, -10 ft. base land speed)
    • Inattentive (-4 penalty to Spot & Listen checks)

    Weapon Groups:
    • Basic Weapons
    • Crossbows
    • Heavy Blades

    • Common
    • Draconic

    • Masterwork Darkwood Heavy Repeating Crossbow (820gp, 6lbs.)
    • Alchemical Silver Bolt Clips, 2 (22gp, 2lb)
    • Cold Iron Bolt Clips, 2 (4gp, 2lb)í
    • Bolt Clips, 10 (10gp, 10lb)
    • Adamantine Greatsword (3050gp, 8lbs.)
    • Cloak of Charisma +2 (16000gp, 2lbs.)
    • Gold Signet Ring (50gp)
    • Alchemists Fire, 5 (100gp, 5lb)
    • Guild Initiation Fee (750gp)
    • One Year Prepaid Guild Dues (360gp)
    • House in Capital City (5000gp)
    • Courtierís Outfits, 4 (120gp)
    • Explorerís Outfits, 4 (40gp)
    • Cold Weather Outfit (8gp)
    • Nobleís Outfit (75gp)

    Money Ė 591gp, sp, cp

    Total weight carried -- 35lbs.
    Light- 58lbs., medium - 116lbs., heavy - 175lbs., lift - 350lbs., push - 875lbs.

    Class: (6/8/8/6/4; spell save DC 6 + spell level)
    • 0th- Caltrops*, Launch Item*, Read Magic, Detect Magic, Prestidigitation, Message, Mending
    • 1st- Shock and Awe*, Wall of Smoke*, Grease, Benign Transposition*, Shield, Magic Missile, Mount
    • 2nd- Glitterdust, Web, Scorching Ray, Alter Self, Burning Sword*
    • 3rd- Greater Magic Weapon, Clairaudience/Clairvoyance, Fly, Fireball
    • 4th- Evardís Black Tentacles, Greater Invisibility

    *Spell Compendium

    XP: 30,000 / 36,000

    Tall, broad and well-mannered. Barak is always impeccably dressed, yet never ostentatious nor foppish in his attire, a gentlemen. Slung across his back, in a gilded leather scabbard, is a broad-hilted two-hander. When prepared for battle, he also carries a heavy crossbow repeater made of dark purple wood.

    Barak is kind, open to others opinions and generally amiable. From most peoples perspective this stems from his willingness to listen, what few seem to make out is that Barak is hard of hearing. So, while he will listen, he rarely considers it important enough to ask them to repeat themselves. Why inconvenience people in that manner. On the battlefield, Barak is resilient, tactically minded and sure of his ability to command his own abilities and those placed under his charge.


    Spells from Spell Compendium

    Benign Transposition
    Conjuration (Transportation)
    Level: Sorcerer/Wizard 1
    Components: V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Two willing creatures of up to Large size
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: None

    Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures maximum loads) go with them, but other creatures carried do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.

    Burning Sword
    Evocation [Fire]
    Level: Sorcerer/Wizard 2
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Weapon touched
    Duration: 1 minute/level (D)
    Saving Throw: None
    Spell Resistance: None

    The flames from this spell shed azure light out to 30 feet. These flames do not harm the weapon or its wielder, but for the duration of the spell, it delivers fire damage in addition to its normal damage.

    The enchanted weapon deals an extra 1d6 points of fire damage on a successful hit. Also, on a critical hit, the weapon deals additional fire damage based on the weaponís critical multiplier (as per a flaming burst weapon).

    Conjuration (Creation)
    Level: Sorcerer/Wizard 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: See text.
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: None

    A caltrops spell covers one five-foot-by-five-foot square with caltrops. Every time a creatures moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the targetís shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.

    A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

    The DM judges the effectiveness of caltrops against unusual opponents out the size range given above. A giant centipede, for example, can scramble among the caltrops, with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.

    For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.

    Launch Item
    Level: Sorcerer/wizard 0
    Components: S
    Casting Time: 1 standard action
    Range: touch
    Target: One Fine item in your possession, weighing up to 10 lb.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: None

    You cause a Fine item in your possession to fly at great speed to a target or location you specify, out to medium range (100 ft. + 10 ft./level).

    This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them. You can use this spell, to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal, but you suffer no penalties for range.

    Shock and Awe
    Enchantment [Mind-Affecting]
    Level: Assassin 1, bard 1, sorcerer/wizard 1
    Components: V, S
    Casting Time: 1 swift action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One creature/level, no two of which are more than 30 ft. apart
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: Yes

    This spell distracts its targets, prevent them from reacting with the deftness they might otherwise possess. Only effective when cast in the surprise round of combat and against flat-footed creatures, this spell causes those it affects to take a -10 penalty on their next initiative check. Targets that cannot be caught flat-footed (such as a rogue with uncanny dodge) cannot be affected by this spell.

    Wall of Smoke
    Conjuration (Creation)
    Level: Druid 1, Sorcerer/Wizard 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: A straight wall whose area is up to one 10-ft. square/level (S)
    Duration: 1 round/level
    Saving Throw: Fortitude partial
    Spell Resistance: No.

    This spell creates a thin wall of black smoke. The wall is stationary once created. The wall blocks sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other. A creature can pass through a wall of smoke, but it must make a Fortitude save to avoid being nauseated for 1 round.

    A moderate wind (11+ mph), such as from a gust of wind spell, destroys the wall in 1 round.

    This spell does not function underwater.

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