Sebastian O's Lost Vault of Tsathzar Rho - Rogues Gallery

Sebastian O

First Post
Players, please place character sheets in this thread.

This space may be used to track the party's accomplishments in the future.

-Sebastian
 

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omrob

First Post
Natty Bumpo, YO!

102036.jpg


"So whats the next job, I've got this fop in mind I saw the other day..."​

Halfling Male Rogue 1st lvl
Chaotic Good

Medium, 3'1" tall, 120 lbs, 26 yrs old
Red hair, Golden eyes, ruddy skin

Str 10 (+0)
Dex 18 (+4)
Con 16 (+3)
Int 16 (+3)
Wis 16 (+3)
Cha 15 (+2)

Hit Points 9
AC 18, Touch 15, Flat 14
Init +4
BAB +0, Grap -4
Speed 20 ft (base 20 ft, load 0/33, light armor)
Fort +4, Ref +7, Will +4
Speaks Common, Halfling, Dwarven, Goblin, Orc

Skills:
+7 Appraise (4)
+6 Bluff (4)
+7 Disable Device (4)
+11 Hide (4)*
+2 Jump (1)*
+9 Move Silently (4)*
+7 Search (4)
+7 Tumble (4)*
+4 Diplomacy (2)
+9 Listen (4)
+7 Spot (4)
+8 Open Lock (4)
+4 Escape Artist (1)*
* -1 Armor Check Penalty

Feats:
-Point Blank Shot (+1 Hit Dmg w/in 30ft)
-

Halfling Traits:
+1 AC/Attack +4 to Hide
+2 Climb, Jump, Move Silently, Listen
Favored Class: Rogue
+1 Saves/ +2 vs Fear
+1 Thrown Weapons/Slings

Rogue Abilities:
-Sneak Attack +1d6
-Trapfinding
-
-

Weapons:
+1 Melee, Heavy Mace, 1d6, 20/x2
+1 Melee, Daggers (2), 1d3, 20/x2
+5 Ranged, Shortbow 1d4, x3, 60'r
+6 Ranged, Sling 1d3, 20/x2, 50'r

Equipment:

Studded Leather (worn) (10 lb) 25gp -1 Armor Check Penalty
Explorer's Outfit (worn - Leather coat w lotsa pockets, boots, cloak and hat) (2 lb) 10gp

Heavy Mace (belt left) (4 lb) 12gp
Sling (belt left) (0 lb) 0gp
Dagger (belt rear) (.5 lb) 2gp
Other items attached to belt (location, ??wt)

Dagger (left boot) (.5 lb) 2gp
Other items attached to boot (location, ??wt)

Short Bow (left shoulder) (1 lb) 30gp
Quiver w/40 arrows (right shoulder) (3 lb) 2gp
Backpack (center back) (.5 lb) 2gp
Other items worn on back or shoulders (location, ??wt)

Waterskin - water (backpack) (1 lb) 1gp
Bullseye Lantern (backpack) (1.5 lb) 12gp
Flint & Steel (backpack) (0 lb) 2gp
Trail Rations - 4 days (backpack) (1 lb) 2gp
Thieves Tools (backpack) (1 lb) 30gp
Other backpack contents (backpack, ??wt)

2 Flasks Oil (pockets) (2 lb) 2 sp
Coins- 28gp, 8sp, 0cp (vest pocket) (0 lb)
10 sling bullets (pockets) (1 lb)
Other pocket contents (pocket, ??wt)

Other pouch contents (pouch, ??wt)

Total Weight Carried: 29 lbs

Background:
Natty grew up travelling with the Bumpo Family Circus, an animal centered, halfling staffed, travelling road show. Never a strong outdoor oriented halfling, he took more of an interest in the mundane business side under the tutelage of his Uncle Fatty. He was always smiling and greeting the chumps, and collecting tickets. With a keen eye for the well heeled and drunken marks he would tip off Fatty who went to work after the show began. During the height of the act invloving elephants flinging curled up halflings with their trunks through the air accross the tent and a blazing ring of fire, Fatty, and a couple other nimble cousins would pick some trinkets from those the Natty spotted.

In this way, surrounded by his family, smelly animals, and seeing major cities throughought the lands, Natty honed his skills and made a good life with the Circus. As he got older and travelled more, he began to fill his head with tales from adventurers he spoke with that came to see the circus. He noticed how dangerous they were, and how often they had an amazing amount of personal resources to work with. Did he have the mettle to sneak in dark places and help others get out alive?

After the Circus settled last winter, Natty outfitted himself, and took a share of pay from the circus to set out on the road, and become a halfling hero.
 
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Mark Chance

Boingy! Boingy!
Academus the Sallow

leaving.asp

O Divine Light! preserve your servant from the foolishness of others.
[sblock=Character Sheet]
24-year-old male human cleric 1
NG Medium humanoid (human)
Init -1; Senses Listen +3, Spot +3
Languages Common, Celestial, Undercommon
-----
AC 11 (-1 Dex, +2 leather armor), touch 9, flat-footed 11
hp 8
Fort +2, Ref -1, Will +5
-----
Speed 30 ft.
Melee quarterstaff -1 (1d6-1)
Ranged magic stone +0 (1d6+1 or 2d6+2 vs. undead, 20 ft. range increment)
Base Atk +0; Grp -1
Atk Options turn undead (4/day)
Spells Prepared (3/2+1 per day; save DC 13 + spell level)
...1st - bless, detect secret doors*, shield of faith
...0 - detect magic, detect poison, read magic
*Domain spell. Domains Healing (+1 caster level for healing spells); Knowledge (+1 caster level for divination spells, all Knowledge skills are class skills)
Abilities Str 9, Dex 9, Con 10, Int 15, Wis 17, Cha 13
Feats Augment Healing, Scribe Scroll
Skills (Ranks) Concentration +4 (4), Heal +7 (4), Knowledge (dungeoneering) +6 (4), Knowledge (nature) +6 (4), Knowledge (religion) +6 (4)
-----
Possessions divine scroll (CL 1st; create water, light [x2], mending), divine scroll (CL 1st; comprehend languages, entropic shield, magic stone [x2]), belt pouch (x2) (one of which contains a half dozen pebbles), leather armor, monk's outfit, quarterstaff, sack, spell component pouch, waterskin, wooden holy symbol, 2 pp, 5 gp, 9 sp.

Weight Carried 27 1/2 lb.
-----
Augment Healing Healing spells restore +2 hit points per spell level. This bonus stacks with other modifiers, such as the +1 caster level bonus from the Healing domain.

SOP Academus frequently uses his Knowledge skills to show off known lore about aberrations, animals, fey, giants, monstrous humanoids, oozes, plants, undead, and vermin.
[/sblock]
 
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Jemal

Adventurer
Prince Reginald of Flynn
Human Swashbuckler 1

STR 17 [+3]
DEX 17 [+3]
CON 14 [+2]
INT 15 [+2]
WIS 14 [+2]
CHA 14 [+2]

HP: 12 (1d10+2) Speed: 30. Initiative: +3
AC: 16 (10 base + 3 armour + 3 dex)
Saves: Fort: +4(2 Base + 2 Con) Ref: +3(0 base +3 Dex) Will: +2(0 base +2 Wis)

BAB: 1 Melee: +4 Ranged: +4 Grapple: +4 Trip: +3
Attacks:
Spiked Chain + 4, damage 2d4+4. Reach: 10'
Silver Dagger + 4, damage 1d4+2. Threat 19-20/x2

Skills(Total/Ranks)[28 skill points]: Bluff(+6/4), Diplomacy(+6/4), Escape Artist(+6/4), Knowledge:Dungeoneering(+4/2cc), Jump(+6/4), Sense Motive(+6/4), Tumble(+6/4)
* includes -1 ACP. cc=Cross Class

Feats[2]: Combat Expertise, Exotic W.Prof: Spiked Chain

Class Features: Weapon Finesse

Languages: Common, Elven, Draconic

Equipment:
Studded Leather (25 GP)
Spiked Chain (25 Gp)
Silver Jeweled Dagger*Functional AND decorational, mark of Flynn Royalty* (50GP)
Noble's Outfit (free)
Signet Ring (Noble)
Adventuring clothing*couple sets* (5 GP)
Backpack (2 GP)
40 sheets paper (16 GP)
2 Inkpens (2 SP)
2 Vials Ink (16 GP)
2 Belt Pouches (2 GP)
-6 PP, 36 GP, 28 SP in pouches.
(98.8 GP total)

Background:
Reginald was born a twin, they were the third and fourth sons to the royal house of Flynn, and as such, it was never expected that either would inherit the throne.
So, Reginald and his brother Tyrell would spend most of their time in courtly pursuits and warrior-play. They both became rather adept at Arms, specifically favouring some of the more exotic weaponry
as well as at wooing the ladies of the court. One day, however, Tyrell awoke Reginald in the middle of the night with his packing. He said he couldn't stay, he was tired of life in the castle, and needed to see
the world. A few months later, Reginald decided that life without his twin was boring. The ladies were beautiful, and the other young boys were good practice for his unorthodox fighting style, but what was
the point if there was nobody to gloat to, nobody to share his stories with?
And so Reginald left too, determined to make his own way adventuring, and perhaps meet up with his brother... Or at least some new ladyfriends. ;)

Personality : Reginald is a prince, very diplomatic and political, and also fancies himself a ladies-man. He's never actually 'adventured' before, but has heard tales from COUNTLESS bards, and how different
could it be, anyways? He's a natural born leader, though he never wanted to admit it, knowing he'd never get the chance to be king. Therefore he tends to be outspoken and take-charge, perhaps realizing that
outside of his own kingdom he may be able to forge his own path and gain his own following.

[sblock=LEVEL UP Pointers]
Lvl 2 =fighter, bonus feat=Improved Trip.
Lvl 3 = Swashbuckler, feat = Improved Disarm
Lvl 4 = Swashbuckler (Insightful Strike)
Lvl 5 = Fighter, Bonus feat = Weapon Focus
Lvl 6 = Fighter, feat = Leadership (Cohort=Brother)
Lvl 7 = Fighter, Bonus Feat = Weapon Specialization
[/sblock]
 
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Voda Vosa

First Post
trombinbn4.jpg


Name Trombin
Gnome Male Ilucionist 1st lvl
Chaotic Neutral

Str 7
Dex 12
Con 16
Int 16
Wis 11
Cha 12

Hit Points 7
AC 12, Touch 12, Flat 11
Init +1
BAB +0, Grap -6
Speed 20 ft (base 30 ft, load 0/38, light armor)
Fort +3, Ref +1, Will +2

Crosbow: Atk=2 Dmg=1-6 Crit 19-20x2 Rang=80
Dagguer: Atk=-1 Dmg=1-(3-2) Crit 19-20x2
Quarterstaf: Atk=-1 Dmg=1-(4-2) Crit 20x2

Small, 1,5 meters tall, 40 kilograms, 34 yrs old
Black hair, Green eyes, light skin

Speaks Common, Elven, Dwarven, Gnomish, orquish

+9 Craft (Alchemy) (6)
+7 Spellcraft(4)
+7 Concentration (4)
+ Knowledge Arcana (4)
+7 Decipher Script (4)
+5 Hide (4)
+2 Listen(2)

Feats
-Combat-Casting

Gnome Traits
Low-light vision
+2 save vs illusions
+1 attack vs kobolds and goblinoids
+4 dodge vs giants
1/day 'speak with animals' as level 1 caster
1/day - dancing lights, ghost sound, prestidigitation (int 10+ required)
+1 extra save vs. gnomish illusions

Wizard Abilities
Summon Familiar
Scribe Scroll

Prohibited Schools:
Transmutation
Enchantment

Spells:
0lvl:
Acid Splash**
Dancing Lights*
Arcane Mark
Ghost sounds*
1lvl:
Magic Misile**
Color Spray*
Ventriloquism
(The * means the amount of spells memorized as defult)

Trombin has allways been atracted to magic. Since his early years, he allways folows mages,
wizards sorcerors and the like, hoping to learn 'watching'. 'A foolish idea indeed' he usualy
says when telling his history. Finaly he ended up as diciple of a great ilucionist 'And by great I
mean GREAT, he was the most enormous human I have ever seen! I think i could use his
shoes as a boat' Trombin jokes when telling about his master. He finaly manages to become a
mage, an ilucionist. But no one certanly knows if Trombin did actualy end up the training, or
with his master patience.
After that he decides to look for a group of adventurers that could probe able to make him
rich!

This short little fellow is quite talkative, as most gnomes. His hair is balck, and his eyes,
penetrants, sharp, and green, are beneath thick magnifing googles, so they seem bigger. His
face has a big mustach and a short, pointy beard. Covering his head theres a blue hat made
by himself (this is a good time to say that Trombin sucks at making hats). He dress a wide
sky blue tunic, with golden details (this one was made by his sister who didnt suck at
making tunics, but she always make things too big). His hands usualy shake when he is angry,
but seen this gnome angry is not very common, nor very harmless. He carries an enormous
backpack, mostly filled with trush he founds, and thinks they could be of some use in the
future.Trombin allways has something to say, something to tell. About aything

Gold: 71 gp

Items:

Crosbow light
Dagguer
Quarterstaff
Mage Robe
LeatherGloves
Magnifing googles
Ridiculous wizard hat
Pointy boots
Enormus backpack
Waterskin
Spell components in a pouch
Paper (3sheets)
Ink and feather
Flasks
Bedroll
Blanket
Case
Fishhook
Trail Rations- 1 days
 
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Avalon®

First Post
Concept_Art___Quintin_Bardis_by_The.jpg

Gavis Thorpe
Human Male Factotum 1st lvl
Chaotic Good

Str 11
Dex 14
Con 13
Int 16
Wis 9
Cha 12

Hit Points 9
AC 14 (10 base +2 armor +2 dex), Touch 12, Flat 12
Init +2
BAB +0, Grap +0
Speed 30 ft (base 30 ft, load 36.5/38, light armor)
Fort +1, Ref +4, Will -1

+2 Melee, Rapier, 1d6, 18-20/x2
+2 Ranged, Composite Longbow, 1d8, 20/x3, 110'r

Medium, 5'6" tall, 120 lbs, 23 yrs old
Brown hair, Green eyes, tanned fair skin

Speaks Common, Elven, Dwarven, Gnomish

+3 Autohypnosis (4)
+6 Balance (4)
+8 Disable Device (4)
+6 Hide (4)
+4 Jump (4)
+6 Move Silently (4)
+8 Search (4)
+6 Tumble (4)
+5 Use Magic Device (4)
+1 Listen (2)
+1 Spot (2)

Feats
-Weapon Finesse
-Dodge

Human Traits
-Bonus Feat @ 1st level
-Bonus skill point @ each level, x4 @ 1st
-Favored Class: Any

Factotum Abilities
-Inspiration: 2 points
-Cunning Insight
-Cunning Knowledge
-Trapfinding

[sblock=Factotum]BAB as Cleric, Saves as Rogue, D8 hit die
Skills: 6+int/lvl, All skills are class skills.
Proficient with Simple and Martial Weapons and with Light Armor and Shields (except Tower shields)
LVL1: Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding
LVL2: Arcane Dilletante (1 spell) - Spell Level: 0
LVL3: Brains over Brawn, Cunning Defense

Inspiration: Gain a number of inspiration points each encounter to be used on the factotum's special abilities determined by his level:

LVL1: 2
LVL2: 3
LVL3: 3

Also, please refer to this question from Ask Wizards:
Q: Dear Guest Sage,
Can a factotum (Dungeonscape p14) use his "cunning insight" to boost his save outside of combat, for example against a poison trap?
--Jonathan

A: Yes, you can use such abilities outside of combat.

An "encounter" is more than a combat, but also includes any other significant event in the game such as stopping to bash down a door, navigating a rickety bridge, or dealing with a trap. If the characters have a minute or two to catch their breath and rest, assume that the last encounter has ended and all per encounter abilities refresh.

Cunning Insight: Before making an attack roll, damage roll, or saving throw spend 1 inspiration point to gain a competence bonus equal to Int mod. This does not require an action, and it can be used as often as you wish during your turn or another's turn as long as you pay the cost each time. This ability does not stack with itself.

Cunning Knowledge: Spend an inspiration point to gain a bonus to a skill check which you have at least one point in equal to your factotum level. Can only be used once per day per skill.

Arcane Dilletante: At the beginning of each day, choose a spell from the sorceror/wizard spell list as a spell-like ability. Number of spells and maximum spell level is shown above. You can select any sorceror/wizard spell up to that level, but you can only cast one spell of your maximum level. CL = to class level. Dc = 10 + spell level + Int mod. Spend 1 inspiration point to use this ability.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you can choose new spells and lose any unused spells from the previous day though you can select the same spell on consecutive days. You cannot prepare the same spell multilpe times to use it more than once on the same day

Brains over Brawns: Gain a bonus equal to your Int mod as a modifier on Strength and Dex checks and Strength and Dex-based skill checks

Cunning Defense: Spend 1 inspiration point to gain Int mod as dodge bonus to AC against 1 enemy for 1 round. Using this ability is a free action. You gain this benefit even if wearing medium or heavy armor. Can be used more than once against different opponents, but you cannot use it more than once during your turn against a single foe.[/sblock]

[sblock=Background]Luck is a fickle mistress. One moment she's by your side. The next, she turns her back on you as you try to save your sorry behind. She's heartless but what can a poor schmuck do but try to get into her good graces again. So with my trusty [/sblock]

[sblock=Personality][/sblock]

[sblock=Appearance][/sblock]


Rapier (20gp, 2lb)
Leather Armor (10gp, 15lb)
Thieve's Tools (30gp, 1lb)
Spell Component Pouch (5gp, 2lb)
Composite Longbow (100gp, 3lb)
20 arrows in quiver (1gp, 3lb)
Backpack (2gp, 2lb)
Bedroll (1sp, 5lb)
Trail Rations -1 day (5sp, 1lb)
Flint and Steel (1gp, -lb)
2 Torches (2cp, 2lb)
Belt Pouch (1gp, .5lb)
69 gp, 3 sp, 8cp
 
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G

Guest 11456

Guest
Kore : Male Dwarf Paladin 1

Kore
Male Dwarf Paladin 1
Alignment: Lawful Good
Height: 4’-2”
Weight: 170#
Hair: Flame Red
Eyes: Grey
Age: 45

Str: 15 (+2)
Dex: 11 (+0)
Con: 14 (+2)
Int: 9 (-1)
Wis: 13 (+1)
Cha: 15 (+2)

Racial Abilities: +2 Con, -2 Cha, darkvision 60ft, stonecunning, dwarven weapon familiarity, stability, +2 on saves against poison, spells, and spell-like effects, +1 on attacks against orcs & goblinoids, +4 dodge bonus to AC against giant type, +2 on Appraise & Craft related to stone or metal.

Class Abilities: Aura of good, detect evil, smite evil 1/Day.

Hit Dice: 1d10+2
Hit Points: 12
AC: 16 (+4 armor, +2 shield, +0 Dex)
ACP: -4
Init: +0 (+0 Dex)
Base Speed: 20ft
Current Speed: 15ft

Saves:
Fortitude +4 [+2 base, +2 Con]
Reflex +0 [+0 base, +0 Dex]
Will +1 [+0 base, +1 Wis]

BAB/Grapple: +1/+3
Melee Atk: +3
Ranged Atk: +1

Melee Weapons:
Dwarven Waraxe (+3, 1d10+2, x3, S)
Warhammer (+3, 1d8+2, x3, B)
Dagger (+3, 1d4+2, 19-20/x2, P)

Ranged Weapons:
Light Crossbow (+1, 1d8, 19-20/x2, 80ft, P)
Dagger (+1, 1d4+2, 19-20/x2, 10ft, P)

Skill:
Diplomacy +6 (4 ranks, +2 Cha)

Feat:
Power Attack

Languages: Common, Dwarven.

Encumbrance: 66# Light; 133# Medium; 200# Heavy; 400# Lift; 1000# Drag

Equipment:
Travelers Outfit (worn)
Chain Shirt (100gp, 25#, worn)
Heavy Steel Shield (20gp, 15#, carried)
Dwarven Waraxe (30gp, 8#, belt)
Warhammer (12gp, 5#, belt)
Silver Holy Symbol (25gp, 1#, neck)
Backpack (2gp, 2#, back)
Light Crossbow (35gp, 4#, backpack)
30 Crossbow Bolts (3gp, 3#, backpack)
Dagger (2gp, 1#, backpack)
2 Waterskins (2gp, 8#, backpack)
12 Days of Trail Rations (6gp, 12#, backpack)
Money (3gp, backpack)
-----------------------------
Total (240gp, 84#, medium load)

Background: Kore has traveled from beyond the Godskull Mountains in search of evil creatures. He has pledged his life to the extinction of such creatures. He serves the great dwarven father, Moradin in his quest to rid the world of evil. Recently he has heard about the troubles in the Hadler’s Gap area.

Personality: Kore views the line between evil and good as extremely black and white. There is no margin for error between these two alignments and thus he does not understand a neutral position in this area. He views the scale of chaos and law as very grey and takes each on a case by case basis.
 
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