Ptolus: The Legend of Longcoat
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  1. #1

    Ptolus: The Legend of Longcoat

    A roster of those attempting to stop Longcoat's new reign of terror ...
    Last edited by Whizbang Dustyboots; Wednesday, 10th January, 2007 at 04:29 AM.

  2. #2
    Acolyte (Lvl 2)

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    Description and background

    Vanden was one of many children of a poor family from the Warrens. He was sold to the Sisterhood of Silence as a young boy and indoctrinated as one of their eunuch envoys. Vanden proved quite adept, and showed much promise as a diplomat. The young monk is of average height, and slim of build, though well toned through long hours of ascetic exercises. His brown hair is tonsured, and his simple dark robes match his dark brown eyes. He is a superb negotiator, with his calm demeanor and a keen sense of awareness and insight. The recent death of his one of his Sisterhood counterparts, seemingly at the hands of the Longcoat murderer, has quite disturbed the normally studious and austere monk. Vanden blames himself for being absent in her time of need. Though the Sisterhood has vowed to find the murderer, Vanden does not feel they are doing enough. Thoughts of justice on his mind, Vanden has left the cloistered life at the Priory of Introspection to search the rough and tumble streets of the Docks, alone. Though his normally serene and welcoming expression is lately tinged with worry, he yet moves with a calm fluidity and grace.

    Lawful Good Human Monk 1
    XP: 525

    Strength: 10 (+0)
    Dexterity: 12 (+1)
    Constitution: 12 (+1)
    Intelligence: 13 (+1)
    Wisdom: 12 (+1)
    Charisma: 14 (+2)

    Hit Points: 9/9
    Armor Class: 12 (no armor, +1 Dexterity bonus, +1 Wisdom bonus, flat-footed 11, touch 12)

    Spells prepared: None

    Base Attack: +0
    Unarmed Strike, +0, 1d6, 20/x2
    Flurry of Blows, -2/-2, 1d6, 20/x2

    Saving Throws: Fortitude +3, Reflex +3, Will +3

    Feats: Improved Unarmed Strike (monk bonus), Stunning Fist (monk bonus), Negotiator, Skill Focus (Diplomacy)

    Skills: Balance +3 (2 ranks + 1 Dex)
    Diplomacy +11 (4 ranks + 2 Cha +2 Negotiator +3 Skill Focus)
    Escape Artist +3 (2 ranks +1 Dex)
    Hide +2 (1 rank +1 Dex)
    Knowledge (local) +2 (1 rank* +1 Int)
    Knowledge (religion) +3 (2 ranks +1 Int)
    Listen +3 (2 ranks +1 Wis)
    Move Silently +2 (1 rank +1 Dex)
    Sense Motive +6 (3 ranks +1 Wis +2 Negotiator)
    Spot +2 (1 rank +1 Wis)
    Swim +2 (2 ranks)
    Tumble +3 (2 ranks +1 Dex)

    *Cross-class skill

    Languages: Common, Elf

    Class abilities: Flurry of Blows, Stunning Fist, AC Bonus

    Equipment: Monk's outfit, Waterskin, Scroll case, Parchment (5 sheets), Chalk, black (5 pieces), Belt pouch, Candle (x3), Tindertwig (x1), Delver's Guild membership card

    Weapons and armor: None

    Wealth: 209 gp, 6 sp, 5 cp
    Last edited by Cthulhudrew; Monday, 17th December, 2007 at 09:16 AM.

  3. #3
    Description and Background

    Ada is rather physically intimidating. One could even call her "thick". Over six feet tall and at least a third of that wide, she towers over most men and is perfectly aware of it. She has shoulder length brown hair that is often pulled back into a severe ponytail. Small, pale blue eyes are almost lost in the wide expanse of her face- with most attention being drawn to an aquiline nose that jut above thin lips. Many men (and some women) find her attractive in an unconventioal way. She often wears a white corset over a green blouse. She has one skirt- a blue one with red flowers lining the bottom, which she reluctantly wears when it's her shift at the Onyx Spider. Otherwise, she opts for khaki pants.

    Her parents moved from the Prustan Peninsula to Ptolus when she was only three and her mother large with child, her father being offered an internship with a technologist who had a dream to bathe Ptolus in city-wide public lamps. By the time the Lichtermann's made it to Ptolus, the venture had folded and the parents were forced to move to the Warrens and find work where they could. Ada's brother was born weak and sickly and in need of near-constant care. Ada grew up with a father, who was bitter at having to work in the Docks and never making enough to take his family home, and a mother, who was deeply saddened by her son and accidentally ignored her robust daughter because of his demands.

    By the time Ada was grown, she had spent much of her formative years hanging on the fringes of the Pale Dogs. She was nicknamed "Ooze" because of her slow, lumbering nature; a moniker which earns a beating to this day. Seeing her parents struggle and the gang fumble in their attempts to get ahead, Ada promised herself she would do anything to improve her lot in life.

    She's done marginally well. She now lives in Midtown (although admittedly on its edge on Vadarast Street) and works a number of jobs to move further away from the Warrens. She works part time as a barmaid at the disreputable Onyx Spider, makes dresses (the only useful skill that she feels she learned from her mother) when she can convince patrons her large fingers can, and even occasionally as hired muscle.

    But where she has made the most money, recently, is as a backroom madam. Midtown finds many adventurers gracing its pubs looking for all manners of entertainment- and Ada found that many prostitutes would rather work for a disreputable woman than take their chances with the many disreputable men in Ptolus. Ada looks upon her new occupation with only a twinge of guilt, and has proved herself a stern madam- not above beating a girl when she deems it neccessary. She still sends a portion of her earnings to her parents to help support her invalid brother, but she hasn't visited them in years.

    Ada Lichtermann
    Lawful Evil Human Fighter Level 1

    Strength: 16 (+3)
    Dexterity: 8 (-1)
    Constitution: 14 (+2)
    Intelligence: 12 (+1)
    Wisdom: 11
    Charisma: 10
    Hit Points: 3/15
    Armor Class: 14 (+4 Chain, +1 Shield, -1 DEX, Flat-footed 9, Touch 9(

    Base Attack: +4

    Greatclub +4 melee (1d10+4, x2)
    Longsword +4 melee (1d8+4, 19-20/x2)
    Warhammer +4 melee (1d8+4. 20/x3)

    Saving Throws: Fortitude +4, Reflex -1, Will +2

    Feats: Toughness, Iron Will, Power Attack

    Skills: Climb +6 (3 +3+0), Intimidate: 3 (3+0+0), Jump +6 (3 +3+0), Swim +6 (3 +3+0), Knowledge (dungeoneering) +2 (2+1+0), Craft (dressmaking): +1 (1+0+0)

    Languages: Common, Palastani

    Equipment: Rope, hemp 50 ft
    Grappling Hook
    Torches (2)
    Empty sack (2)

    Weapons and armor:
    Chain Shirt
    Small steel shield

    Wealth: 6 GP, 7 SP, 8 CP
    Last edited by Trench; Friday, 11th May, 2007 at 04:47 AM.

  4. #4
    Acolyte (Lvl 2)

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    Description and background
    ((Jossen is tall and lean, a little over six feet in height. His hair is a light brown, his gray eyes are often set under a scowl. His youth has prevented a permanent frown from forming, but anyone who knows the serious youth can see it coming.

    Heroen Vanter was a sergeant in the Watch, but when Jossen was a child, Heroen was convicted of bribery and thrown into prison. His mother was forced to take up work as a tavern wench on the docks to support their family. Jossen was the second child of five, having two brothers and sisters, and they all lived crowded in a small room provided by their mothers work.

    Jossen grew up keenly aware of the disgrace his father had brought upon their family and Jossen knew that he had to redeem them. He knew that the Watch would not be inclined to train him, so in return for running errands for the mercenaries that traveled on the ship, he received fighting instructions, particularly from one grizzled archer.

    Jossen is still keenly aware that it will take more than martial skill to get another Vanter in the Watchís ranks. He is looking for the opportunity to prove himself.

    Jossen is serious and grim, but deep down he is an idealist and a bit naÔve. He has built up the Watch in his mind as being the ideal enforcers of what is right. He isnít so foolish as to believe that everyone in the watch is good, but as an institute that the Watch represents justice. The reality of the situation may hit him hard.))

    Jossen Vanter
    Neutral Good, Human, Fighter 1

    Strength: 12 (+1)
    Dexterity: 16 (+3)
    Constitution: 14 (+2)
    Intelligence: 10
    Wisdom: 10
    Charisma: 9 (-1)

    Hit Points: 12/12
    Armor Class: 16 (+3 Armor, +3 Dex, 13 flatfooted, 13 touch)

    Base Attack: +1
    Longbow, +4, 1d8, 20/x3
    Heavy Flail, +2, 1d10 +1, 19-20/x2

    Saving Throws: Fortitude +4, Reflex +3, Will +0

    Feats: Point Blank Shot, Precise Shot, Rapid Fire
    Skills: Climb +3 (2 Ranks +1 Str), Craft (Fletching) +4 (4 Ranks), Intimidate +1 (2 Ranks -1 Cha), Spot +2 (2* Ranks) *=cross class

    Languages: Common

    Equipment: Backpack

    Weapons and armor: Longbow, Studded Leather Armor, 100 Arrows (5 quivers), Heavy Flail

    Wealth: 27g 9s

  5. #5
    Novice (Lvl 1)

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    Hamilton, Canada
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    Description and Background:

    Born to a prostitute in the Docks of Ptolus Garnetís life seemed bleak. At the young age of five Garnet began to display sparks of talent with arcane magic. In a dark alley beneath the cliffs of the city his mother struck a "deal" with a man. The man agreed to take the young Garnet beneath his wing as an apprentice. His new home was that of the Guildsman district in the shop of Olgrid an alchemist and wizard.

    Olgrid was not a kind master and Garnetís life did not get any easier after leaving the docks. He slowly developed a rudimentary knowledge of alchemy and arcane magics. But Garnetís abilities stemmed from a different source then the selfish wizard Olgrid. This merely caused more tension between the master and pupil.

    His slavery to Olgrid came to an end after an error in the shop making sunrods. As the flames consumed the shop Garnet was confronted by his master... Garnet could take no more. Amid the burning timber and chemicals he murdered his master avenging every transgression he had ever inflicted against Garnet. The body of Olgrid was consumed by the fire and Garnet retreated to his former home in the docks.

    Garnetís mother welcomed him home and the two began to rebuild their lost years. Garnet did not speak of Olgrid or his demise. This reunion was short lived thoughÖ a villain known as Longcoat has returned to the Docks and left Garnet an orphan.

    Garnet has a roguish charm that many find alluring. Although attractive he does not stand out in a crowd. His eyes are mesmerizing and a raise of his eyebrow or smirk on his thin lips is worth a hundred words. Garnet is unpredictable and some might say a little off balanced. He no longer knows what he is capable of or where he belongs. His hard life has offered little hope leaving him skeptical of authority figures. His anger commonly clouds his judgment.

    Chaotic Neutral, Human, Sorcerer 1

    Strength: 10
    Dexterity: 12 (+1)
    Constitution: 14 (+2)
    Intelligence: 10
    Wisdom: 9 (-1)
    Charisma: 16 (+3)

    XP: 475
    Hit Points: 6/6
    Armor Class: 11 (+1 Dex) flatfooted 10, touch 11

    Spells known:
    0 level - detect magic, read magic, disrupt undead, daze
    1st level - sleep, shield
    Spells per day: 0 level - 5 (dc 13), 1st level - 4 (dc14)

    Base Attack: +0
    Spear melee, +0, 1d8, x3
    Light Crossbow ranged , +1, 1d8, 19-20
    Dagger melee, +0, 1d4, 19-20

    Saving Throws: Fortitude +2, Reflex +3, Will +1

    Feats: Eschew Materials, Spell Focus: Enchantment
    Skills: Bluff +7 (4 ranks, +3 cha), Craft: Alchemy +4 (4 ranks), and Spellcraft +4 (4 ranks)

    Languages: Common

    Class abilities: Summon Familiar

    Familiar - Kiver (weasel/ferret) Hp: 3; Ac:15 (t14 ff13); Spd 20ft / climb 20ft; Bab/Grap: +0/-12; Attk: bite +4 (1d3-4)
    Saves: Fort +2, Ref +4, Will +1
    S3, D15, C10, I6, W12, Ch5
    Feats & Skills: weapon finesse; balance +10, climb +10, hide +11, move silent +8, spot +3
    Special: +2 Reflex save, Alertness, improved evasion, share spells, empathic link, low-light vision, scent and attach
    Equipment: Backpack, scroll case, flint & steel, hooded lantern, 5 pints of oil, 5 tindertwigs, waterskin and 4 days of rations

    Weapons and armor: Spear, light crossbow (w 15 bolts) and dagger

    Wealth: 97 gold imperials, 8 silver and 3 coppers
    Last edited by Trollbabe; Wednesday, 15th August, 2007 at 12:40 PM.

  6. #6


    Description and background
    Akilu has the large frame, thick neck, and powerful jaw of his race. His smooth, slightly oily skin displays black and white racial markings that resemble tiger striping. Jet-black eyes like the ocean on a moonless night rest above a small, flat nose. He usually travels barefoot and wearing nothing but short leather breeches and a sleeveless leather cuirass studded with iridescent oyster shells.

    Akilu has been a resident of the Docks for nearly his entire life. His family were refugees who fled a genocidal assault on their hidden village by the same sahuagin tribe that plagues Ptolus to this day. As the bodies of his clan floated in the bloody surf, Akilu and his family were chased for three days by bloodthirsty sahuagin. Exhausted, they found refuge on the docks of Ptolus.

    Akiluís family took to harvesting the rich oyster beds near Ptolus to support themselves. At first, local oyster divers took a dim view of Akiluís natural advantages, especially as their profits dwindled. For the first year, Akilu and his family were routinely attacked in remote corners of The Docks, in the hope of convincing them to give up oyster farming. Akiluís natural strength and ferocity soon brought the attacks to an end. Akiluís family make a comfortable living selling oyster meat and pearls. At the urging of Akiluís sister, the family have ingratiated themselves with Dock residents by taking on jobs uniquely suited to their racial traits, such as temporary repairs on the stilts that support The Docks.

    Recently, Akiluís sister was murdered by the killer plaguing The Docks. Struggling to contain his rage over the loss of yet another darfellan and a beloved sister, Akilu has sworn to avenge his sisterís death and to ensure his motherís safety. Soon, his sisterís killer will find himself on the end of the ancestral trident of Akiluís clan.

    Chaotic good Darfellan Barbarian 1

    Strength : 18 (+4)
    Dexterity : 11
    Constitution : 14 (+2)
    Intelligence : 10
    Wisdom : 10
    Charisma : 8 (-1)

    Hit Points : 14 / 14
    Armor Class : 13 (studded leather +3, Dex +0, flatfooted 13, touch 10)

    Base Attack : +1
    • Trident: +5, 1d8+6 20/x2 (normally wielded two-handed)
    • Javelins: +1, 1d6+4 20/x2 (carries 5)
    • Bite: +5, 1d6+6 20/x2 (can be used as natural secondary attack during full attack action with weapon; -5 to-hit and only 1d6 damage)

    Saving Throws : Fortitue (+4), Reflex (+0), Will (+0)

    Feats : Power Attack
    Skills : Swim + 8/+16 (4 ranks + 4 Str + 8 racial for special maneuvers or hazard avoidance, can always Take 10 on Swim check); Listen +4 (4 ranks); Jump +8 (4 ranks + 4 Str); Climb +8 (4 ranks + 4 Str)

    Languages : Common, Darfellan

    Racial Traits :
    • Hold Breath (Ex): Akilu can hold his breath for 112 rounds before he risks drowning (slightly more than 10 minutes)
    • Natural Attack: Bite (detailed in Base Attack)
    • Echolocation: Blindsense 20ft, only in the water.
    • Racial Hatred: +2 to hit and damage vs. sahuagin

    Class Traits :
    • Weapon and Armor Proficiency: Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields (not tower shields)
    • Fast Movement (Ex): +10 feet to land speed when wearing allowed armors and non-heavy load
    • Rage (Ex): 1/day; +4 Str, +4 Con, +2 morale bonus to Will saves, lasts for 7 rounds, fatigued after rage ends (-2 Str, -2 Dex, no charging or running)

    Equipment :
    Fishing Net

    Weapons and Armor :
    • Studded Leather Armor
    • Trident
    • 5 Javelins
    • Dagger
    Last edited by Dave Turner; Friday, 1st December, 2006 at 02:44 AM.

  7. #7
    Novice (Lvl 1)

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    franklin, tn
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    Description and Background
    Grant is a full 5'11" when he stands up straight, which isn't often. His dirty brown hair is slicked back underneath a tweed cap. His suspenders hang down around his legs, so his pinstripe pants are held up by a black leather belt with brass knuckles as a buckle. He's got a matching vest to his pants, and wears a collared shirt with his sleeves rolled up.

    When it's cold or raining out, he's got a heavy brown leather cloak he wears. And he's never without his cane, with its mermaid figure handle. He calls his cane 'Medda'. When he knows he's going to fight, he's got a suit of studded leather that he wears, but otherwise goes without.

    Grant watches all that happens with a sly smile. He's cocky and confident, but not brash. He's only 19 but has seen most of what life can offer. Life is cheap in the Warrens and everything has a price. If you need something - or someone - he can find it for you. What comes his way he takes and doesn't worry about what he hasn't got. Anything he needs he knows how to get or steal.

    He considers himself a ladies man, and many of the special lady friends he has would agree. Never one to stay tied down, he doesn't stay with any one for very long but is careful not to scorne them.

    Born to a prostitute named Shai in a brothel in the Warrens, Grant's father was a sailor that his mother never saw again. Growing up with in a house of ill repute didn't offer many opportunities, so he spent his youth with gangs of boys like him. He learned how to steal and fight from running with the gangs, and learned a smooth tongue from the working girls he lived around.

    As his mother got older, she quit turning tricks and started tending bar at her madams house. A lot of the girls that Grant grew up with are now working themselves. He takes care to make sure that no one hurts them, as he tried to protect his mother when he was younger. One girl in particular he protects, a girl his own age named Clara. They were best friends growing up, and he considers her his sister. Last year a sailor got out of hand with Clara, and they found his body the next day strung up and cut in all manner of inventive ways.

    Grants mother Shai tends bar at the Cat's Paw, the brothel where he was conceived, born and raised. He also has a half-brother Arik that was raised by his sailor father. Arik became a sailor and still travels, but his father was killed when their ship was attacked by pirates. He comes into port every few years and makes it a point to come visit Grant and their mother.

    Grant runs with the Pale Dogs, and has known most of the other members since they were kids. The rumors of their affliation with the Vai don't bother him. Life has taught him that sometimes people need to die.

    True Neutral Human Rogue 1

    Strength: 10 --
    Dexterity: 14 +2
    Constitution: 13 +1
    Intelligence: 12 +1
    Wisdom: 10 --
    Charisma: 14 +2

    Hit Points: 7/7
    Armor Class: 15 (+3 Armor, +2 Dex) touch 12, flat-footed 13

    Base Attack: +0
    Sword/Cane +2 melee (1d6 /18-20/x2) or dagger +2 ranged (1d4 /19-20/x2)

    Saving Throws: Fortitude +1, Reflex +4, Will +0

    Feats: Skill Focus: Sleight of Hand, Weapon Finesse
    Skills: Bluff +6(4 + 2), Diplomacy +6(4 + 2), Disable Device +5(4 + 1), Gather Information +6(4 + 2), Intimidate +6(4 + 2), Knowledge (local) +5(4 + 1), Open Lock +6(4 + 2), Search +5(4 + 1), Sleight of Hand +9(4 + 2 + 3), Use Magic Device +6(4 + 2)

    Languages: Common, Thieves Cant

    Class abilities: Sneak Attack +1d6, Trapfinding

    Equipment: Thieves tools

    Weapons and armor: Cane Sword, 2 daggers (hidden), Studded Leather Armor

    Wealth: ??? (how much does the cane sword cost?)

  8. #8
    Having never known her elven father, Milana was orphaned at a young age when her mother died. Milana survived on the streets relying on the charity of others by begging and the occasional petty theft. Not believing she had any better options, she became a prostitute in the Docks District once she grew old enough to catch a man's eye. Unhappy with her life, she considered throwing herself into the Harbor and sought comfort in a church. The clergy of the church took her in, allowing Milana to leave the life of prostitution.

    She can usually be found in the poorer districts of Ptolus. Remembering her own youth, she often gives food and coin to those in need.

    Milana is tall for a half elf with blue eyes and dark brown hair.

    Neutral Good Half-Elf Cleric 1

    Strength: 12 (+1)
    Dexterity: 12 (+1)
    Constitution: 10 (+0)
    Intelligence: 12 (+1)
    Wisdom: 14 (+2)
    Charisma: 13 (+1)

    Hit Points: 8/8
    Armor Class: 16 (Studded Leather + Large Wooden Shield, Dexterity bonus +1, flatfooted 15, touch 11)

    Spells prepared:
    Level 0: (3 Spells; Create Water, Light, Mending, DC 12)
    Level 1: (4 Spells; Bless, Protection from Evil, Shield of Faith, Sanctuary, DC 13)

    Base Attack: +0
    Club, +1, 1d6+1, x2
    Dagger, +1, 1d4+1, 19-20x2

    Saving Throws: Fortitude 2, Reflex 1, Will 4

    Feats: Skill Focus (Concentration)
    Concentration 7 (4 + 0 + 3)
    Diplomacy 7 (4 + 1 + 2)
    Heal 6 (4 + 2 + 0)

    Languages: Common, Elven, Celestial

    Class abilities: Turn Undead, Protective Ward, Spontaneous Casting, Good Domain Granted Power

    Equipment: Backpack; Waterskin, Trail Rations (3), Blanket
    Belt Pouch; Healer's Kit (10/10)
    Belt Pouch; Flint and Steel, Tinderwig (5), Candle (2)
    Spell Component Pouch

    Weapons and armor: Studded Leather Armor, Heavy Wooden Shield, Club, Dagger

    Wealth: 17gp 15sp 45cp
    Last edited by Filthy; Thursday, 30th November, 2006 at 05:09 PM.

  9. #9

    Maugra Ironcrane, grailwarden dwarf cleric of Tuen 1

    Description and background
    Maugra is a typical Grailwarden dwarf. She has a dark black hair, though a few grey hairs have started to appear in recent years. She wears her hair tied back into a pony tail to keep it out of her work. She wears glasses though sometimes pushes them back up above her brow. The hide armor that she wears is a bit of an embarassment, one that she is quite self-conscious about. As a dock worker, her father made it for her, but she finds it rough and unattractive but wears it out of respect. At her side is her pistol which she carries with great pride, for it was with her own hands that she managed to create it.

    Maugra grew up in Ptolus. Her parents were originally from Prustan, but came west a long time ago. Her father has worked in the docks for quite a long time, trying to keep the crane operating despite the salt spray from the Bay of Ptolus. Early on, Maugra became enamoured with the dying technology of her father and many of his friends. After regular services at the Church of Tuen for much of her young life, Maugra decided that she wanted to pursue a career in the priesthood. With the Mother of Machines looking on she would emmerse herself in the world of machines, clockwork, and blackpowder. Having only recently become an acolyte, Maugra has returned to the docks, worried about her parents.

    Maugra Ironcrane
    Lawful Good Grailwarden Dwarf Cleric of Tuen 1

    Strength: 9 (-1)
    Dexterity: 14 (+2)
    Constitution: 14 (+2)
    Intelligence: 14 (+2)
    Wisdom: 14 (+2)
    Charisma: 8 (-1)

    Hit Points: 10/10
    Armor Class: 16 (Hide Armor +3, Light Wooden Sheild +1, Dex +2, flatfooted 14, touch 12)

    Spells prepared: (3/2+1; Save DC 12 + spell level):
    Domains: Civilization, Technology
    0 - Assess Creature, Detect Magic, Detect Chaositech;
    1st - Sanctuary*, Bless, Protection from Chaos;

    Base Attack: 0
    Dragon Pistol (+2 ranged, 1d12, x3, 50')
    Club (-1 melee, 1d6-1, x2, 10')
    Notes: ammo: 10 shots, powder horn (10 shots)

    Saving Throws: Fortitude +4, Reflex +2, Will +4
    Notes: +2 save vs. poison, spells, spell-like effects

    Feats: Exotic Weapon Proficiency (firearms), Skill Focus - Craft (firearms)
    Skills: Craft (firearms) +13 (4 ranks, +2 Int, +2 Race, +2 Domain, +3 Feat), Heal +6 (4 ranks, +2 Wis), Craft (machines) +12 (4 ranks, +2 Int, +2 Race, +2 Domain), Knowledge (religion) +3 (1 rank, +2 Int), Knowledge (machines) +4 (2 ranks, +2 Int), Spellcraft +3 (1 rank, +2 Int)

    Languages: Common (Imperial), Dwarven, Palastani

    Class abilities: Dwarf movement, Darkvision, Stonecutting, Weapon familiarity, Stability, racial skill bonuses, Turn Undead, Domains (Civilization, Technology).

    Equipment: License to Own a Firearm, Artisans Tools, Wooden Holy Symbol

    Weapons and armor: Dragon Pistol, 4 Powder Horns (34), 3 Bags of Shot (24), 1 Bag of Scattershot (10), Hide Armor, Light Wooden Shield, Club, pocket watch, protective goggles.

    Wealth: 89gp 0sp 0cp
    Last edited by Erekose13; Wednesday, 14th November, 2007 at 01:55 AM.

  10. #10

    Aramil Nailo

    Aramil Nailo
    Chaotic Good Shoal Elf Ranger 1

    Description and background
    Description: Aramil appears to be a typical shoal elf sailor. He wears leather to keep the rain and cold weather off his skin. His hair is long and black and he wears it unbound. He wears two necklaces around his neck, one is the symbol of Myliesha (goddess of the wind and displaced elves) and the other of Juranis (feared god of the sea). Depending on the situation, need or 'miracle' just witnessed, he may be found kissing one, the other or both.

    Background: Aramil grew up in Ptolus on the docks. His father was lost at sea many years ago and he was raised by his mother, who works as a barmaid at the Savage Shark. He spent many a day fishing with a bow off the piers and once encountered some sahuagin, which prompted him to ask sailors at the Shark about the fearsome creatures. This eventually led to his being tutored in the sailing life in general, though he has yet to be far from the docks on any ship.

    An old seadog friend of Aramil's was murdered a few nights previous after leaving dock 7. Aramil is, of course, very anxious to find who did it. People talk of Ghosts and the legend of Longcoat. He believes the killer to be flesh and blood and vows to see him dead.

    Aramil Nailo
    Chaotic Good Shoal Elf Ranger 1

    Strength: 13 (+1)
    Dexterity: 18 (+4)
    Constitution: 10 (+0)
    Intelligence: 10 (+0)
    Wisdom: 12 (+1)
    Charisma: 08 (-1)

    Hit Points: 8/8
    Armor Class: 16 (Leather Armor +2 + Dex +4 (+ Light Wooden Shield + 1), flatfooted 12, touch 14)

    Base Attack: +1
    Comp. Longbow, Attack +5 (+6 within 30'), Damage 1d8 (1d8+1 within 30'), x3, 110', 20 arrows
    Longsword, Attack +2, Damage 1d8+1, 19/x2

    Saving Throws: Fortitude +2, Reflex +6, Will +1

    Feats: Point Blank Shot

    Climb +3 (2 Ranks + 1 Str)
    Knowledge (Dungeoneering) +2 (2 Ranks + 0 Int)
    Knowledge (Geography) +2 (2 Ranks + 0 Int)
    Knowledge (Nature) +2 (2 Ranks + 0 Int)
    Listen +5 (2 Ranks + 1 Wis + 2 Racial)
    Profession (Sailor) +5 (2 Ranks + 1 Wis + 2 Racial)
    Search +4 (2 Ranks + 0 Int + 2 Racial)
    Spot +5 (2 Ranks + 1 Wis + 2 Racial)
    Survival +5 (4 Ranks + 1 Wis)
    Swim +5 (4 Ranks + 1 Str)

    Languages: Common, Elven

    Class abilities: Favored Enemy (Sahuagin), Track, Wild Empathy

    Equipment: Rope (50' Silk), Grappling Hook, Caltrops (Bag) x 3, Backpack

    Weapons and armor: Arrows x 20, Comp. Longbow, Leather Armor, Light Wooden Shield, Longsword

    Wealth: 5gp
    Last edited by wizofice; Friday, 1st December, 2006 at 05:20 AM.

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