[Rogue's Gallery] Constables of the 14th Ward


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xedr

First Post
[sblock=Darius Watson]
Human Male 5’6” 160lbs Blond MediumComplexion Age 19.6
Fighter Level 7 Lawful-Neutral (Barcarus)

Str 16 Dex 14 Con 14 Int 12 Wis 10 Cha 14 XP 21k HP 67 (currently 45)
AC 17(18 to designated opponent) (10+5armor+2dex+1dodge+4mobility)
Tattoo: +3AC against non-Greasy Boy orcs. Possible elf ears & -1 to saving throws if knowingly acting against Greasy Boys

Masterwork (MW) Mithral Breastplate
Spd 30(x4run) Init 2
Sav Fort 7 Ref 4 Will 2

MW Truncheon/Dagger (11/6-pa)/(1d4+3+pa, 19-20/x2)
+2 Cold Iron Dagger (12/7-pa)/(1d4+5+pa, 19-20/x2)
+2 Whirling Bastard Sword (12/7-pa)/(1d10+5+pa, 19-20/x2) (with another -1/+1+pa if 2-hands)
MW Comp. Short Bow (11/6 or 9/9/9)/(1d6+4, x3) (-1 at 30ft, -3 at 70ft, -5 at 140ft...) (currently 20 arrows left)
Unarmed strike (10/5-pa)/(1d3+3+pa, x2)

Feats
Exotic Weapon Proficiency (bastard sword)
Weapon Focus (+1 to hit with bastard sword)
Weapon Specialization (+2 damage with bastard sword)
Power Attack (up to BAB=7, but can also fight 2-handed with another -1/+1+pa)
Dodge (+1 against selected opponent)
Mobility (+4 against attacks of opportunity)
Investigator (+2 on Search and Gather Info checks)
Point Blank Shot (+1/+1 on ranged weapon attacks <30ft)
Rapid Shot (additional ranged attack, all shots at -2 from max BAB)

Skills
Common & Dwarven languages
Appraise(1) Balance(1) Bluff(5) Bowcraft(6) Climb(10) Concentration(2) Diplomacy(2) Disguise(2) EscapeArt(1) Forgery(1) GatherInfo(5) HandleAnimal(6) Heal(2) Hide(1) Intimidate(6) Jump(6) Listen(2) LocalKnowledge(2) MoveSilent(1) Perform(2) Profession(Constable 4) Ride(2) Search(3) Spellcraft(1) Spot(2) Swim(3) UseRope(2)

Money (GP:SP:CP):
"Stashed" 1425: 0: 0
"On hand" 147: 3: 7 gp

Life insurance
50gp/mo salary (minus 25 middle class upkeep, minus 5gp insurance)

Whirling Sword: The hilt is twisted into a corkscrew design and the blade is dramatically curved. 3x per day, you can use this weapon to make a whirling attack against all opponents within reach. Instead of making your regular attacks, you instead make one melee attack at your full attack bonus against each opponent.

Bronze Badge
Quiver (holds 20 arrows)
Backpack for travel (50’ rope, tinderbox, mirror, grappling hook, waterskin, trail rations (10days), bedroll, chalk, fishhooks, healer’s kit, whistle, sunrods, MW artisan’s tools)

[/sblock]Darius is young and idealistic, loyal to a fault. He believes that the system works so long as everyone does their part. Headstrong, but good natured and friendly. Has developed some kick-ass archery and climbing skills. Cool tattoo on left shoulder.
 
Last edited:

pathfinderq1

First Post
Name: Thea (Amalthea Varangiar)
Race: Human
Class/level: Beguiler 5/Sorceror 1
Alignment: CG

Description: Thea (who hasn’t answered to or even heard her full name in years) is a small young human woman, both short and slender. She stands no more than five feet tall, and weighs just about 100 pounds. She has long wavy dark hair- a fall of soft black tresses that she typically wears unbound when off duty, and ties into a single no-nonsense braid when in uniform. She has a very pale, almost luminous complexion and big green eyes- she has a wholesome, innocent look to her, which conceals a sharp mind and nerves of steel.

While on duty, she tends to dress in simple, almost severe garb- typically plain trousers, knee-length soft boots, and a high-collared coat of dark fabric- with her uniform surcoat (and possibly a deep-hooded cloak, depending on the weather) over her basic clothes. She also wears soft black gloves, and spectacles of smoke-tinted glass, and she is usually quite fastidious about keeping her uniform clean and neat. Besides her standard issue truncheon, she never wears a visible weapon other than a plain dagger- in general she disdains physical armaments anyway. Off-duty, she prefers to dress in loose, comfortable clothing- most often the soft shapeless robes of a scholar or wizard; when on her own time, she also almost always has a book in her hand. On rare occasion she will wear fancier or more formal garb- in such cases she usually opts for bright colored and stylish outfits.

Personality: Thea’s personality has two very distinct sides- on her own time she is quite different than when she is on duty. In both cases, though, she is very intelligent and inquisitive- she enjoys learning new things and solving intellectual challenges. Off-duty, she generally takes a fairly relaxed approach to her pursuit of knowledge- she reads a great deal, and sometimes indulges in classes or training when the opportunity arises. On duty, though, she is much more intensely focused. No detail or tangent escapes her attention, and she pursues each puzzle or assignment as fiercely as a terrier goes after a rat. While on official business, she tries to maintain a serious visage, and a somber attitude- she just wants the facts. And once she has those facts, she is remorseless in putting them together. While she keeps this sober façade in most situations, she can put it aside if the investigation calls for a less intense look- her social skills are exceptional, and she is able to assess and adapt to different types of interaction with uncanny ability. Coupled with her mundane and magical abilities, such gifts could lead to an exceptional career in the constabulary- or to an early grave…

History:[sblock] Both of Thea’s parents were affiliated with the Lauralie Conjurers Academy, and she was born and (for the most part) raised in the 15th Ward. Her mother Cassiana was part of the Academy’s faculty, while her father Deslin was a private guard at the school. From her earliest years, Thea demonstrated a keen intelligence, insatiable curiosity, and an instinctive grasp of magic. Both of her parents doted upon their only daughter, though even they sometimes teasingly called her their “little gnome” for her small size and fascination with magic.

Thea was small and rather sickly as a child- while most children her age were playing haphazard games of Keepstorm, she was usually reading. It was assumed that she would follow her mother into the formal study of the arcane arts. But while she was obviously magically talented, her easily distracted nature was not well suited to the formal study of wizardry- there were just to many other interesting things to learn…

While her father was not an actual constable, many of his friends were, and Thea loved to listen to their stories. She was also quite impressed by the camaraderie that the constables shared- the “brotherhood of the badge”. She was rather lonely as a child, and the friendship that the members of the constabulary, both formal and informal, shared with one another, regardless of racial or cultural gaps, struck a deep chord within her- though she would never admit it aloud. Her parents were less than thrilled about letting her pursue such a career, and they tried to dissuade her- they even went to the great expense of hiring a mountain elf to teach her the basics of sorcery. By her mid-teens, she was well on her way to a successful (albeit dull) arcane career- but all of that was swept aside by a single horrific incident.

On that fateful day, her father was killed on the job after a particularly vicious creature escaped from a Magical Biology lecture. One of Professor Unterbrogen’s senior teaching assistants had botched a summoning spell, and the resulting beast attacked a class of young apprentices. While Thea’s father was killed, his heroic actions bought enough time for the other faculty to deal with the creature. And while Deslin Varangiar had not been an official constable, many of the city’s law enforcement turned out for his funeral, honoring his deeds and spirit- and they were both kind and considerate to his wife and daughter. Thea took full advantage of their support, as a drowning woman might seize a life preserver. Her mother, meanwhile, turned away from such mundane concerns, seeking solace in her arcane studies and spending more and more time in her research, to the point where she hardly noticed whether her daughter was around at all… Thea spent more of her own time with new friends in the constabulary, neglecting her own studies for a time.

Finally she quietly moved out on her own, and with the encouragement of her new acquaintances, she began to study the material needed to become a constable. Her quick mind and well-honed curiosity served her quite well, and her magical training gave her some advantage- not many constables pursued such studies. She completed her training rather quickly, and her exceptional abilities earned her a plum assignment for her probationary assignment- the peaceful and staid 2nd Ward. After a six-month stint there, Thea was almost unbelievably bored. Her social skills had been honed as finely as her magical gifts, and she had found enough time and money to take classes in dozens of subjects, but her actual day-to-day work was just so dull. After talking with some of her acquaintances in other wards, she put in for a transfer to the 14th ward. There was plenty of excitement there, she was assured, and there was no better magistrate to work for than Ignatious Ironshirt… [/sblock]



Game stats:

STR 8 (-1) (0 pts)
DEX 14 (+2) (6 pts)
CON 12 (+1) (4 pts)
INT 17 (+3) (10 pts, +1 at level 4)
WIS 14 (+2) (6 pts)
CHA 14 (+2) (6 pts)
((32 total))

Beguiler 5/Sorceror 1 (B/S/B/B/B/B)
XP: 18290 (3/10/09)

Saves:
Fortitude: +2 (0+1 base +1 CON)
Reflex: +3 (0+1 base +2 DEX)
Will: +8 (2+4 base +2 WIS)

Initiative: +2 (DEX)
AC: 12 (touch 12, Flat-footed 10; DEX +2); (with Mage Armor 16/t16/ff14)
Hit points: 26 (6/2/3/2/3/4 +6 CON)
BAB: +2 (melee +1, missile +4)
Base speed: 30 feet

Feats:
1. Jack of all trades (1st level)
2. Eschew materials (racial bonus)
3. Spell focus- Enchantment (3rd level)
4. Deceitful (campaign bonus)
5. Silent spell (Beguiler 5 bonus)
6. Unsettling enchantment (6th level)


Skills (level/skill//points/rank/+att/+other)
+11/Bluff//9/9/CHA +2
+10/Concentration//9/9/CON +1
+8/Diplomacy//2/2/CHA +2/synergy +2+2
+8/Disguise//4/4/CHA +2/feat +2(synergy +2 to act “in character”)
+5/Forgery//0/0/INT +3/feat +2 (usually to detect forgeries)
+11/Gather information//7/7/CHA +2/synergy +2
+5/Intimidate//2cc/1/CHA +2/synergy +2
+12/Knowledge- arcane//9/9/INT +3
+4/Knowledge-dungeoneering//1/1/INT +3 (bonus from GMs)
+12/Knowledge- local//9/9/INT +3 (includes 2 bonus ranks)
+4/Listen//2/2/WIS +2
+7/Profession- constable//5/5/WIS +2 (includes 4 bonus ranks)
+12/Search//9/9/INT +3/(+5= +15 total if using Goggles)
+10/Sense motive//8/8/WIS +2
(4)/Speak language//4/4
+12/Spellcraft//7/7/INT +3/synergy +2
+4/Spot//2/2/WIS +2
+6/Use magical device//4/4/CHA +2

Note: can use any skills untrained (even those that normally require training); she prefers Knowledge, Profession, Open locks, Disable device, and Sleight of hand.

Languages: Common, Sylvanoptera, Elvish (sylvan), Elvish (mountain), Draconic, Orcish, Dwarvish, Goblin

Racial abilities:
-bonus feat at level 1
-+1 skill point per level (+4 at level 1)
-favored class: any

Class abilities:
1. (Beguiler) Armored mage (light)
2. (Beguiler) Trapfinding (as Rogue ability)
3. (Beguiler) Cloaked casting: +1 to save DC (if applicable)
4. (Beguiler) Surprise casting: Bluff-based feint for spell use
5. (Beguiler) Advanced learning: Distract (level 1, Spell Compendium)
6. (Sorceror) Call familiar (no familiar called, and not likely to do so)

Spells available per day:
Beguiler 0: 6 (DC 13/enchantment 14)
Beguiler 1: 7 (DC 14/enchantment 15)X
Beguiler 2: 5 (DC 15/enchantment 16)X
Sorceror 0: 5 (DC 12)
Sorceror 1: 4 (DC 13)X

Sorceror spells known:
4x level 0; Light, Mage Hand, Mending, Prestidigitation,
2x level 1; Endure Elements, Feather Fall,

Equipment:
*items in blue are worn on day-to day basis, items typically in Haversack, others are stored in locker or home

-bronze badge (0 gp)
-Health plan (1 year prepaid; 1060 gp)
-Lifestyle (Primo MC; 6 months prepaid; 600 gp)
-LCA associate membership (1 year dues paid; 175 gp)
-personal library (nothing too exotic; in apartment; 100 gp)
-uniform surcoat (issued, 0 gp)
-spare uniforms (x3, 3 gp; 1 at home, 1 in haversack, 1 in locker)
-dress uniform (5 gp; in locker at HQ)
-courtiers outfit (30 gp, at home)
-explorers outfit (x2, 20 gp; 1 in haversack, 1 at home)
-scholars outfit (x5, 25 gp; 1 in haversack, 4 at home)
-travelers outfit (x5, 5 gp; 1 worn, 1 in haversack, 1 in locker, 2 at home)
-smoked glass spectacles (2 pair, 10 gp; 1 worn, 1 in haversack)
-belt pouch (1 gp)
-Heward’s handy haversack (2000 gp)
-Hat of disguise (1800 gp)

-Goggles of minute seeing (1250 gp)
-Wand of Magic Missile (CL 1, 45 charges; 750 gp)

-MW thieves tools (100 gp)

-truncheon (0gp; standard issue, +2/1d4+0)
-dagger (x2; 4 gp)

-potion of Cure Light Wounds (CL 1, x4; 200gp)
-Wand of Burning Hands (CL 1, 50 charges; 750 gp- from loot)
-
-light crossbow (in locker at HQ)
-39 bolts (in locker at HQ)
-thunderstone (x2, 60 gp)
-acid flask (x1)
-wooden holy symbol (of Barcarus, x2, 2 gp; 1 worn, 1 at home)
-"artisan's tools" (scribe's kit, 5 gp; writing board, inkwell, etc.)
-ink (2 vials, black, 16 gp)
-inkpen (x4, 4 sp)
-paper (x20, 80 sp)
-scroll/map case (x4, 4 gp)
-"artisan's tools" (grooming kit, 5 gp; soap, towel, comb/hairbrush, etc.)
-"artisan's tools" (personal mess kit/utensils, 5 gp; knife, fork, spoon, plates, etc.)
-waterskin (1 gp)
-mirror (small, steel, 10 gp)
-trail rations (4 days, 20 sp)

-flint and steel (1 gp)
-chalk (x10, 1 sp; various colors)

-manacles (2 sets, 30 gp)
-sack (x4, 4 sp)

-signal whistle (8 sp)
Sunrods x5
-
+100 gp, 20cp in haversack
+12 gp, 10 sp, 10 cp cash on hand
+15 gp, 50 sp hidden in locker at HQ
+470 gp at home (stashed)
+326 gp, 3 sp, 4 cp (Loot)
 
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Helfdan

First Post
Alarion of Tovarre
Human male
6th level Knight/2nd level Holy Warrior of Morwyn

[sblock=STATS]
Str 17 (+3)
Dex 12 (+1)
Con 14 (+2)
Int 14 (+2)
Wis 10 (0)
Cha 14 (+2)
Alignment: Lawful good
HP: 84
AC: 25 (Full Plate +1, shield +1, ring of protection +1, amulet of nat armor +1, dex) (flatfooted 24, touch 12)
AC: 18 (Chain shirt +1, dex, ring of protection +1, amulet of nat armor +1) (flatfooted 17, touch 12)
Base Attack: +8/+3, Grapple +11
Initiative: +5
Speed 30’ (20’ in plate armor)
Saves: F +12, R +6, W+8

Racial Features:
+1 Feat at level 1
+4 skill points lvl1
+1 skill point/level

Class Features:
Bonus Feats
Simple Weapon proficiency
Martial weapon proficiency
Light armor proficiency
Shield proficiency
Knight’s Challenge 5/day
Fighting Challenge +1: 1 opponent CR 5 or more, min Int 5, affects attack, damage, will save 7 rounds
Test of Mettle: All creatures CR 5 or more within 100ft, DC15 Will save
Knight’s Code
Shield Block +1: shield bonus against a single opponent, determined on his action
Bulwark of Defense: threatened squares are difficult terrain
Armor Mastery (medium): no movement penalty in medium armor
Vigilant Defender: +5 DC to tumble checks to avoid AoO
Shield Ally
Aura of Good
Domains: Guardian and Compassion
Detect Evil at will
Aid Healing 1/day
Confer Blessing: grant 4 temporary hit points and +4 to saves vs. fear once/day
Divine Grace: + charisma bonus to saving throws

Skills: (2nd number is with chain shirt, 3rd in full armor. 55 pts)
Climb 5 (+8/+7/+2)
Handle Animal 5 (+7)
Heal 1 (+3)
Intimidate 8 (+10)
Jump 6 (+9/+8/+3)
Knowledge (Nobility and Royalty) 3 (+5)
Knowledge (Local-LS) 2 (+4)
Profession (Constable) 4 (+4)
Ride 11 (+14/+16 to stay in saddle)
Sense Motive 6 (+6)
Swim 5 (+8/+6/-2)
Survival (cc) 2.5 (+4)
Languages (0) Common, elven, orc


Feats:
Power Attack
Weapon Focus: longsword
Mounted Combat (B)
Cleave
Great Fortitude (B)
Independent (CB)
Improved Initiative



Weapons:
Black Truncheon of Barcarus : Att +12/+7 melee/+10 thrown, damage 1d4+4, 20/x2, RI 10ft (1#)
Longsword +1 : Att +13/+8, Damage 1d8 +4 (one-handed), 1d8 +5 (two- handed), 19-20/x2 (4#)
Lance: Att +11, Damage 1d8+3, x3 (10#)
2 Daggers: Att +11/+6 melee/+9 thrown, damage 1d4+3, 19-20/x2, RI 10 ft (1#)
3 Javelins: Att +9, damage 1d6+3, x2, RI 30 ft (2#)
Flail: Att +11/+6, damage 1d8+3, x2 (5#)
Armor:
Plate Mail Armor +1: AB +9, MDB +1, ACP -5, (35#)
Heavy steel shield +1: SB +3, ACP -1, (15#)
Chain Shirt +1 of Light Fortification: AB +5, MDB +4, ACP -1, (25#)
Lesser Crystal of Life Keeping

Magic Items:
Ring of protection +1
Cloak of resistance +1
Amulet of Natural Armor +1
Potion: Bull’s strength (2)
Potion: Cure Moderate Wounds (2)

Gear:
Silver Holy Symbol
Backpack (2#)
Bedroll (1#)
Crowbar (5#)
Winter Blanket (3#)
Flint & Steel
Small steel mirror (0.5#)
Belt Pouch (0.5#)
50’ rope, silk (5#)
4 torches (4#)
Whetstone (1#)
Waterskin (4#)
Cold weather outfit (7#)
2 extra traveler’s outfits (10#)

Mount:
Bayard, Heavy Warhorse (Used AH skill to train it in Combat Riding)
Military Saddle
Bit and Bridle
Saddle Bags
Scale Barding

284gp, 9sp, 4cp

((Notes on gear: While in the city he wears his chain shirt under his cloak and tabard. Standard weaponry would include the truncheon, as well as his knightly longsword and dagger – to be used only in self-defense, of course. The flail, lance, and javelins would only be used from Bayard’s saddle. He keeps his well-made plate mail and kite shield always in prime condition, but would only use these if he leaves the city or in times of war/other extreme circumstances -- who knows… there may even be RP reasons to wear them outside of combat, LOL.))

Income: 50 gp/month
Lifestyle: MMC 25gp/month
Health Insurance: 1000gp + 5gp/month

[/sblock]

[sblock=Description] Alarion stands 6’2” and weighs 190#. At present he is 25 years old. He has broad shoulders and a lean, muscular build. He has medium-length brown hair. His ruggedly handsome face is clean shaven, and bears intense, pale grey eyes. Though fair of skin, his face and hands are tanned from a lifetime out-of-doors. With his physique, archaic style of clothing, and unconsciously proud bearing, he cuts an imposing figure in the streets of Lauralie Summerhome.
When in town, he wears plain but well-kept breeches and doublet, usually colored brown and cream, and high tooled leather boots under a well oiled shirt of ringmail. Over this he wears a fine wine-red cloak. A broad leather belt with a gilt buckle holds his broadsword on the left, balanced by a pouch and double-edged dagger on the right. When on duty, he wears his tabard and carries the well-balanced black truncheon at his belt, just in front of his sword.
When battle calls, he dons his well-polished suit of armor: cuirass, pauldrons, and greaves made of finely engraved steel over chausses and sleeves of fine chain mail. He bears a kite shield worked with his personal device, a silver sword with golden eagle wings growing from the cross guard, on a field of black. (This symbolizes his need to travel far and wide in search for glory, and the fact that he will earn it with his blade).
At those times he will also accouter his seventeen-hand iron-gray destrier, Bayard, with barding made of overlapping steel scales. From horseback he will fight with lance and flail, as well as with sword. [/sblock]

[sblock=Personality] Alarion is a decent, brave, and generous soul. He can be too plain-spoken, and is at times blinded by his knightly pride. As far as he is concerned, his word is a bond stronger than any chain or shackle. He also believes in the knightly duty to help those in need. However, he is also quick to smite those who show themselves to be wicked (although he seems willing to do this with his truncheon, to Magistrate Ironshirt’s relief). Although he finds the city-folks’ ways odd at times, he truly enjoys meeting new people and learning new customs, and is quite charming when relaxed. [/sblock]

[sblock=Background]

Sir Alarion of Tovarre is the youngest son of a landed knight from a distant land. His home kingdom, Tolandor, is surrounded by marauding humanoids and hostile nations, so that the nobles and freemen are raised to be warriors. Alarion grew tall and strong, and quickly became skilled with sword, lance, and horse. Even as a young squire, he was looked to for leadership by the men-at-arms in his household. But he knew that despite his strength and skill he had no hope of inheriting his father's fief or title in their rigid feudal society. Thus he decided to make his name and gain glory as a knight-errant.
Of course, his father and brothers did not wish for one of their best warriors, as well as a beloved family member, to depart. Although they could not forbid his departure, particularly as an errant-knight, they refused to provide him with horse, weapons, and harness. Yet the gods did not abandon the young knight. For soon there was a call for tourney in the kingdom of Tolandor. Alarion rode to represent his family. And though he did not become grand champion, he did manage to defeat several knights in the lists. As was the custom, they had to yield their arms, or give a monetary ransom of similar worth. In that way, the young knight obtained a fine blade, a remarkably resistant shield, and enough funds to procure a fine suit of armor, other weapons, and a strong, well-trained destrier.
It was a rainy, tear-filled morning on which Alarion rode forth from Tovarre. But he had sworn not to return until a true knight’s glory and renown were his. He has since ridden at random, following rumors of bandits to subdue, monsters to slay, and wrongs to right. His travels brought him to the (to his people) near-legendary city of Lauralie Summerhome. He was still adapting to the different sights and peoples to be found there, when he saw a summons that appealed to his sense of honor and adventure.
During the past year he has learned of the virtues of Compassion from the priestesses of Morwyn. After a particularly bloody encounter with an Orcish war-band, he heard the call to duty from the merciful goddess...
[/sblock]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Kulvo 'SoulFetter' Maklathne'e

Code:
Name: Kulvo 'SoulFetter' Maklathne'e         Age: 20
 Class: Gol-Kaa Barbarian/Fighter           Height: 8'6"
  Race: Urgant (Goliath)                    Weight: 500 lbs
  Size: Medium                                Hair: Black (Body)
Gender: Male                                  Eyes: Green
 Align: Chaotic Good 
 Deity: Panthiest

Str: 20 +5            Level: 05/02   Level Adj: 01
Dex: 14 +2              BAB: +7/+2          XP: 28100
Con: 16 +3          Grapple: +20            HP: 67 (46 + CON)
Int: 14 +2            Speed: 40'       Dmg Red: 0/anything
Wis: 10 +0             Init: +2      Spell Res: None
Cha: 10 +0              ACP: -0


    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Misc
              18    10    +6     +0    +2   +0     +0    +0    +0

                  Touch AC: 12              Flatfooted AC: 16


                Total  Base   Mod  Misc
Fort:            10     7     +3    0  
Ref:              3     1     +2    0  
Will:             1     1      0    0  


Weapon                         Attack    Damage               Critical
Great Axe +2 (Lg)              +12/+07   3d6+09 (+1d6 Cold)      20/x3
Longbow (Mty (20) Cmpst, Lg)   +09/+04   2d6+05                  20/x3
Throwing Axe (Lg)              +10/+05   1d8+05                  20/x2
   (Thrown)                    +09/+04   1d8+05                  20/x2
Truncheon (Lg)                 +11/+06   1d8+05                  20/x2
   (Thrown)                    +10/+05   1d6+05                  20/x2
Empty Hand                     +11/+06   1d3+05                  20/x2


Languages: Common, Gol-Kaa, Giant, Goblin


Urgant Traits:
    * +4 STR, +2 CON, -2 DEX
    * Powerful Build (Considered Large for Opposed Checks & Susceptibility
        to Special Attacks; May use Large Weapons at no penalty)
    * Mountain Movement (Standing Jumps made as though Running; Accelerated
        Climbing at no penalty)
    * Acclimated (No penalties for living at Altitude)
    * Read Body Language (+2 Sense Motive Checks)

Gol-Kaa Barbarian Abilities:
    * Fast Movement (Normal Movement +10')
    * Mountain Rage (2x/Day; +6 STR, +4 CON, +2 Will Saves, -3 AC, -1 TH,
        Size becomes Large (9'6", 750 lbs), Cannot use Skills/Abilities
        requiring concentration, Fatigued (-2 STR & DEX) rest of encounter)
    * Improved Uncanny Dodge (Cannot be caught Flat Footed unless bound
        or immobilized; cannot be flanked unless by Rogue 4 lvls higher)
    * Trap Sense (+1 AC vs. Traps - Dodge Bonus)

Fighter Abilities:
    * Weapon/Armor Proficiencies: All Simple/Martial Weapons, All Armor & Shields
    * Bonus Feats (Extra Combat Feats at 1st, 2nd, and every odd level)
    
Feats:
    * Improved Unarmed Strike
    * Improved Grapple
    * Power Attack (Fighter Bonus)
    * Leap Attack (Complete Adventurer)
    * Quick Draw (Fighter Bonus)
    

Skill Points: 62 (6*4 1st Lvl + 6/Lvl*5 Lvls + 4/Lvl*2 Lvls)

Skills                Total   Rank (B)   Rank (F)   Ability  Misc
Appraise                2                              2       
Balance                10       4          2 (4)       2       2
Bluff                   0                              0       
Climb                   9       4                      5       
Concentration           3                              3       
Craft (Bowyer/Fletcher) 6       4                      2       
Craft (Brewmeister)     6       4                      2       
Diplomacy               0                              0       
Disguise                0                              0       
Escape Artist           2                              2       
Forgery                 2                              2       
Gather Information      0                              0       
Heal                    0                              0       
Hide                    2                              2       
Intimidate              4       4                      0       
Jump                   17       8                      5       4
Knowledge (Arcana)                                     2       
Knowledge (Dngnrng)                                    2       
Knowledge (Engnrng)                                    2       
Knowledge (Geography)                                  2       
Knowledge (History)                                    2       
Knowledge (Local)                                      2       
Knowledge (Nature)                                     2       
Knowledge (Nobility)                                   2       
Knowledge (Planes)                                     2       
Knowledge (Religion)                                   2       
Listen                  2                              2       
Move Silently           2                              2       
Perform                 0                              0       
Profession (Constable)  3       3 (6)                  0       
Ride                    2                              2       
Search                  2                              2       
Sense Motive            6       4                      0       2
Spot                    3       3 (6)                  0       
Survival                4       4                      0       
Swim                    9                  4           5       
Tumble                  7       3 (6)                  2       2
Use Rope                2                              2       


Money
PP: 00     GP: 4780    SP: 17     CP: 07

Equipment                           Cost    Weight
Explorer's Outfit 
Mithril Shirt (+2)                  5100gp   10 lb
Great Axe (+2; Spell Storing 3, Lg)          24 lb
          (Lesser Energy Assault
             Crystal, Cold)
Composite Longbow (MW, 20 STR, Lg)  1000gp    6 lb
  (20 Arrows)                          1gp    6 lb
Throwing Axe (Lg, x2)                 16gp    8 lb
Black Truncheon of Barcarus (Lg)              2 lb
Heward's Handy Haversack            2000gp    5 lb
  Great Axe (MW, Lg)                 340gp
  Climbing Gear                       80gp
  Rope (Silk, 100')                   20gp
  Tent                                10gp
  Bedroll                              1sp
  Two Explorer's Outfits (Spare)      20gp

Personal Brewery (10 Gallon, MW)    105gp
  
                             Total Weight:  61 lb

            Light  Medium   Heavy    Over Head  Lift    Push
Max Weight: 0-133  134-266  267-400  400        800     2000
~~~~~
[sblock=Stat Block]
SoulFetter

Senses: DarkVision
Search: +02, Spot: +3
Listen: +02, Sense Motive: +6

Weapon in Hand: GreatAxe

Conditions: None

Standard Block
Initiative: +02
AC: 18 (12 Touch, 16 Flat-Footed)
HP: 67/67
Grapple: +20
Fort: +10 Reflex: +03 Will: +01
Code:
Weapon                         Attack    Damage               Critical
Great Axe +2 (Lg)              +12/+07   3d6+09 (+1d6 Cold)      20/x3
Longbow (Mty (20) Cmpst, Lg)   +09/+04   2d6+05                  20/x3
Throwing Axe (Lg)              +10/+05   1d8+05                  20/x2
   (Thrown)                    +09/+04   1d8+05                  20/x2
Truncheon (Lg)                 +11/+06   1d8+05                  20/x2
   (Thrown)                    +10/+05   1d6+05                  20/x2
Empty Hand                     +11/+06   1d3+05                  20/x2

Rage Block
Initiative: +02
AC: 16 (10 Touch, 14 Flat-Footed)
HP: 81/81
Grapple: +22
Fort: +10 Reflex: +04 Will: +04
Code:
Weapon                         Attack    Damage               Critical
Great Axe +2 (Lg)              +15/+10   3d6+14 (+1d6 Cold)      20/x3
Longbow (Mty (20) Cmpst, Lg)   +09/+04   2d6+05                  20/x3
Throwing Axe (Lg)              +13/+08   1d8+08                  20/x2
   (Thrown)                    +09/+04   1d8+08                  20/x2
Truncheon (Lg)                 +14/+09   1d8+08                  20/x2
   (Thrown)                    +10/+05   1d6+08                  20/x2
Empty Hand                     +15/+10   1d3+08                  20/x2

Fatigue Block
Initiative: +02
AC: 17 (11 Touch, 17 Flat-Footed)
HP: 67/67
Grapple: +19
Fort: +10 Reflex: +02 Will: +01
Code:
Weapon                         Attack    Damage               Critical
Great Axe +2 (Lg)              +11/+06   3d6+08 (+1d6 Cold)      20/x3
Longbow (Mty (20) Cmpst, Lg)   +06/+01   2d6+04                  20/x3
Throwing Axe (Lg)              +09/+04   1d8+08                  20/x2
   (Thrown)                    +08/+03   1d8+08                  20/x2
Truncheon (Lg)                 +10/+05   1d8+04                  20/x2
   (Thrown)                    +09/+04   1d6+04                  20/x2
Empty Hand                     +11/+06   1d3+04                  20/x2
[/sblock]
Bio

Kulvo Maklathne’e was born into a tribe of Urgants who live high in the mountains to the south and west of Lauralie Summerhome called the Gol-Kaa Ri, which in their tongue means, “The True People.” SoulFetter was brought up in the traditional Urgant fashion, and he spent most of his free time laboring in the forested mountains. As a young man, Kulvo’s honorific was SummitSeeker, and he was among the most promising of his tribe’s young adults. He was chosen as a Captain at 15 years old, and led many very successful hunting parties and scouting expeditions as well as engaging in solo hunts and feats of athletic prowess.

When he was 18 years old, he was on one of his hunting expeditions when he came across an old human man being threatened by a bear. Before he could intervene, the man’s aspect became terrible – great curling ram’s horns sprouted from his forhead, and he immediately attacked the bear with them. SummitSeeker quickly overcame his awe and moved to help the (not so helpless) old man. Once the bear was vanquished, they began talking, and SummitSeeker was drawn to the man’s peculiar form of ‘magic.’ The young Gul-Kaa began meeting with the old man several times a week, and was gradually initiated into the secrets of Soul Binding.

One day SummitSeeker was Captaining a scouting party that ran across a similar party of giants. He had been with the old man the day before, and had bound his first Vestige – Aym. While her Sign was not readily apparent to his party, it was plain that something was going on when his body became wreathed in flames and the giants they were fighting began burning when they attacked him.

Upon returning to the tribe, SummitSeeker was questioned closely by the chieftain. When the nature of his newly acquired skills became apparent, most of the tribe (including some of the Dawncallers and the Adjudicator) were horrified, so although the chieftain and a few other important members (the Skywatcher and a couple of the Dawncallers) were not so closed minded they were compelled to exile him to avoid a tribal split. His new nickname, SoulFetter, was given at the time of his exile. It was meant as a mark of shame due to the taboo nature of his newly revealed skills.

Despondent in his grief, the newly named SoulFetter wandered aimlessly through the mountains. Normally adept at survival in this harsh environment, his grief made him careless and he suffered a bad fall. He was knocked unconscious, and awakened in the midst of a terrible blizzard. Disoriented by his injury and his sadness, he began wandering again, and finally stumbled into Lauralie Summerhome where he collapsed in the road.

He was found by a local bartender returning to his establishment after purchasing supplies. That gruff but kind hearted man, one Knute ‘Sarge’ Knuckles, took the huge youngster back to his tavern, the Dangling Eyeball, and SoulFetter spent weeks recovering there. Eventually, the young Gol-Kaa recognized that he would have to begin working to survive – both materially and spiritually. ‘Sarge’ gave him a recommendation to the 14th precinct and Ignatious Ironshirt. He found himself a good fit there – his amiable nature and sense of fair play make him well liked by both the other officers and the citizens, though his competitive spirit and determination that the wellfare of his charges comes before the letter of the law has gotten him in hot water with Magistrate Ironshirt fairly frequently.

While he doesn’t take pains to hide his abilities to bind spirits, SoulFetter also does not advertise those skills. They have become a fact of life for him, and he’s gradually learned to bear his new moniker as a badge of courage and a mark of a unique set of skills that make him a useful addition to the 14th Ward, and uniquely capable of promoting the peace and welfare of his adopted city.

A few months after taking his position with the Constabulary, SoulFetter was contacted by the Chieftain of the Gol-Kaa Ri. That worthy fellow explained to the youngster his personal feelings and the political necessities of his exile, and offered to maintain contact with SoulFetter – both as a way to keep the young man involved with the tribe and as a way to maintain a contact in the city.

Time and his tenuous contact with his tribe – he still consideres them ‘his’ tribe in spite of his exile – have taken most of SoulFetter’s grief, and he’s made his home in Lauralie Summerhome. He maintains contact with his chieftain and the few friends he has left in the tribe, and helps his tribe as he can. Such contact and aid have to be at least somewhat covert, as most members of the tribe would not accept it if they knew from whence it came.

SoulFetter was recently recalled to his tribe by the Shaman, who informed the young Urgant in no uncertain terms that it was time to end this . unnatural ‘Binder’ foolishness and start living his life as the Gods intended. The gruff but kindly spiritual leader of the Ri offered to help SoulFetter be rid of his burden of unnatural knowledge and abilities through a special ceremony. Secretly glad of the chance to be accepted back into his tribe, but also a little apprehensive about what such a ceremony would entail, SoulFetter agreed to go through with it. The Shaman led SoulFetter on a trek into the mountains and called on his mighty magics, enacting a little known ‘Ritual of Rebirth.’ The young Urgant emerged from the ritual a remade man, as though he had lived his life in a different way. Gone were the strange abilities and knowledge the hermit had cursed him with, though he still retained the memories of his life before the ritual. The old Gol-Kaa clapped his young charge on the shoulder, pronouncing him reborn. However, as a reminder of his folly and a warning of its price, he declared that the use-name ‘SoulFetter’ would remain with the new made Barbarian.

Appearance/Personality
SoulFetter is big – really big – even for a Gol-Kaa. He is 8 1/2 feet tall, and weighs 500 pounds. The light dusting of hair on his arms is black, and his skin is light gray with darker gray markings in beautiful patterns. He dresses in simple clothes worn over his Mithril Shirt when on duty. Even when he’s not bristling with his usual complement of weapons, his size and appearance have been enough to stop many a fledgling barfight.

Amiable by nature, he nevertheless maintains his race’s fierce competitive spirit, well tempered by a sense of honor and fair play. He upholds the law because it is his job, but considers his true duty to be looking after the best interests of the people of his adopted city.

When he’s off duty, SoulFetter spends his time practicing his bow and arrow making, and thoroughly enjoys the brewing of a very special amber ale which he’s spent some years perfecting. He doesn’t sell this ale, but does make a gift of the occasional gallon to his friends. He also sends some back to his tribe every year. At any given time he will have from 5 to 10 gallons of 2 or 3 different kinds of ale and beer on hand, each of a quality that would bring a silver piece a mug (10 times the usual cost) in a pub.
 
Last edited:

Maeglin

First Post
Rahvin Stormcrow
Human male
5th level Rogue

[sblock=Combat status]After combat and healing

-1 Constitution (presently at 11)
HP: 28 / 33
[/sblock]

[sblock=Stats]
Str 12 (+1)
Dex 14 (+2)
Con 12 (+1)
Int 14 (+2)
Wis 12 (+1)
Cha 16 (+3)
Alignment: neutral good
HP: 33 http://invisiblecastle.com/find.py?id=1099320
AC: 17 (Studded leather +1,Dex, ring of protection +1) (flatfooted 15, touch 13)
Base Attack: +3 (+4 with melee weapons, +5 with ranged weapons)
Initiative: +2
Speed 30’
Saves: F +3, R +7, W+3 (with cloak of resistance +1)

Racial Features:
+1 Feat at level 1
+4 skill points lvl1
+1 skill point/level

Class Features:
Class weapon and Armor Proficiencies
Sneak Attack +3d6
Trapfinding
Evasion
Trap Sense +1
Uncanny Dodge

Feats
Toughness
Toughness
Jack of All Trades (Complete Adventurer)
Natural Thespian (DM Bonus feat) +2 to perform (act) and disguise checks


Skills: 44 points at first level, then 11 points per level = 88

Gather Information (Cha) 6 + 3 + 2 = 11
Knowledge (local) (Int) 6 + 2 + 2 = 10
Diplomacy (Cha) 6 + 3 + 2 = 11
Disguise (Cha) 6 + 3 + 2 +2 = 13
Bluff (Cha) 6 + 3 = 9
Sense Motive (Wis) 6 + 1 = 7
Move Silently (Dex) 7 + 2 = 9
Hide (Dex) 7 + 2 = 9
Spot (Wis) 6 + 1 = 7
Search (Int) 7 + 2 = 9
Open Lock (Dex) 6 + 2 = 8
Listen (Wis) 6 + 1 = 7
Forgery (Int) 6 + 2 = 8
Disable Device 7 + 2 = 9
Profession: Constable 4 + 1 = 5
Perform (Act) 2 + 3 = 5
[/sblock]

[sblock= Gear]

Magic Items:
*Ring of Protection +1
*Cloak of Resistance +1
*Rapier +1
*Studded leather armor +1
*Potion of Cure Moderate Wounds (2)

Weapons:
*Black Truncheon of Barcarus: Att +5melee/+6 thrown, damage 1d4+2, 20/x2, RI 10ft (1#)
*Rapier +1: Att +5, damage 1d6+2, 18-20/x2 (#2)
* Dagger: Att +4melee/+5 thrown, damage 1d4+1,19-20/x2, RI 10ft (#1)
*Dart: Att +5 thrown, damage 1d4+1, 20/x2, RI 20ft (#0.5 x 4)

Armor:
*Studded leather armor +1: AB +4, MDB +5, ACP 0, (20#)

Equipment: (Note: Most of this gear is Rahvin’s espionage and disguise equipment, kept in his flat) (items marked with a * are usually worn/carried at all times)
*Black Truncheon of Barcarus
*Constabulary surcoat
*Dagger
*Dart (4)
Light Crossbow
Bolts (20)
Backpack
*Map case (0.5#)
*Chalk 3 pieces
Crowbar
*Flint and steel
Grappling hook
*Ink (2 vials)
*Inkpen (2)
*Lantern (bullseye) (3#)
*Mirror, small steel (0.5#)
*Oil (5 flasks) (1 carried*) (1#)
*Paper (10 sheets)
*Parchment (20 sheets)
*Belt pouch (2) (1#)
*Sack (0.5)
Rope, silk
*Sealing wax (carries ¼ pound)
*Signet ring
*Vial (2) (0.2#)
Waterskin
Disguise kit
*Masterwork Thieves’ tools (2#)
Clothing
Cleric’s vestment
Courtier’s outfit (2)
Entertainer’s outfit
Monk’s outfit
Peasant’s outfit
Scholar’s outfit
Cold weather outfit
Noble’s outfit (2)
Traveler’s outfit (2)
Artisan’s tools
Musical instrument, common
Holy Symbol, wood
*Antitoxin vial(2)
Alchemist’s fire(2)
Acid flask
Jewelry (50gp worth)
Jewelry (100 gp worth)
Caltrops (4) (usually carries 1) (2#)
*Manacles (2#)
Climber’s kit
Dagger (2)

Health plan (1000gp initial fee): 5gp /month (paid up to the end of the month)
Lifestyle( Middle middle class): 25 gp/month (paid up to the end of the month)

Funds: 37 gold, 7 copper (0.88#)
Monthly wages: 50gp

Total weight weapons, armor and carried items (*): 39.83#
Light load: 43#[/sblock]

[sblock=Background]
Rahvin’s father was an officer in the Legion of Silvertree. He was killed when Rahvin was but a young boy. Ever since that day, Rahvin wanted to be a soldier. Upon reaching majority of age, he enlisted in the Legion.
His early career as a soldier was not the meteoric rise the boy expected. Rahvin was a mediocre fighter at best, and not naturally gifted in athletic pursuits. He soon found himself relegated to courier status, serving under Knight-Commander Roedran.
Roedran, for his part, soon recognized other talents Rahvin possessed. He was gifted with a quick mind, an eye for detail and an excellent memory. He was an incredibly fast learner, capable of accomplishing any new task merely after having witnessed others do it.
Roedran soon transferred the young man to Lord Demethos’s service. Demethos was spymaster of the eyes-and-ears network in the Arch Duchy of Lauralie Summerhome.
For his part, Rahvin, a quick study and a patriot at heart, accepted the transfer and began learning the craft of espionage. After finishing his apprenticeship, Stormcrow was sent on many assignments to other kingdoms.
After several years, he was assigned a deep undercover mission to Korthagas, a powerful citystate on a large inland sea. This was the captial of a loose confederation of allied city states. There, Rahvin posed as a minor courtier.
Recently, Rahvin’s cover was betrayed when one of his contacts was apprehended in Korthagas. The man revealed Stormcrow’s identity under torture, and Rahvin was forced to flee the country.
Somehow managing to keep a step ahead of the Imperial Guard, Rahvin narrowly avoided capture. He made the perilous journey through several of the neighboring city states, crossed a broad plain inhabited by nomadic horsemen and finally made his way through dangerous mountains to cross the frontier back into the lands of Silvertree.
Understandably tired of the life of a spy, Rahvin resigned his commission and returned to his native city of Lauralie Summerhome.
Though presently managing to survive on the wages earned from his time as a spy, Rahvin was not expecting those funds to last forever. Thus, he avidly seized the opportunity to work for the city constabulary, knowing the skills he had acquired would be of great value.

[/sblock]

[sblock=Description]

Rahvin is 5’9” and lean and wiry, rather than muscular. He is in his mid thirties (35 years old). His hair is of medium length, black, but with a few gray hairs. Most of the time, he sports a goatee, though he usually ends up shaving it when the time comes to don a disguise. His skin is fair, but tanned.
When off-duty, Rahvin wears black breeches and brown knee-high boots, with a white shirt (worn to a cream color). He wears a russet doublet over this, or a studded leather sleeveless gambeson (armor), also russet in color. A black leather belt holds a rapier on his left side, with a dagger concealed at the back of the belt, for a right handed draw (Rahvin does not fight with 2 weapons at the same time). A dark grey-black cloak completes the ensemble.
*Note: Rahvin is aware of the restriction regarding weapons in the city, but the sight of a sword may give some criminals pause. He will wield the truncheon or blackjack in combat, unless circumstances require the use of lethal force)
When on duty, he wears the Constabulary surcoat and black truncheon. [/sblock]

[sblock=Personality]

Rahvin is a patriot at heart. He loves serving the city and the Arch Duchy, even though he has resigned his army commission (and really, can one ever retire from being a spy?), he is happy to have joined the constabulary. This way, he hopes to serve the city and see the results firsthand, not hidden away in some neighboring nation.
Curiosity is one of his main driving forces. Coupled with a keen mind, a quick hand and an affable personality, he is well suited to the role of investigator.
He carries himself with the confidence that comes from experience. Over the years, he has improved his martial skills to the point where he feels confident in his abilities.
Rahvin is by nature a gregarious individual. He genuinely cares for the well being of his countrymen. He is kind and generous and likes to help his fellow man.
However, when on a mission, or on the trail of a criminal, he is very focused and driven. He is not adverse to bending the occassional law in the service of the greater good, but will commit no clearly evil act. (Forging documents, breaking and entering, if performed in the service of his country, would engender no remorse in Rahvin. It is all done for the cause).
Having spent sometime learning the craft of the actor, Rahvin loves the theater. He has become an accomplished actor himself, and often dons disguises which aid in gathering information and infiltrating criminal organizations. Rahvin not only changes his clothes and physical appearance when performing these tasks, but his whole personality also changes into an assumed role.
[/sblock]


Maeglin
 
Last edited:

jkason

First Post
Moru Sen, human conjurer

Code:
[B]Name:[/B] Moru Sen
[B]Class:[/B] Conjurer 6
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] None

[B]Str:[/B] 10  +0 (2p.)      [B]Level:[/B] 6        [B]XP:[/B] 17,225
[B]Dex:[/B] 14  +2 (6p.)      [B]BAB:[/B] +3         [B]HP:[/B] 28/28 (6d4+12)
[B]Con:[/B] 14  +2 (6p.)      [B]Grapple:[/B] +3     [B]Dmg Red:[/B] -
[B]Int:[/B] 17* +3 (10p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10  +0 (2p.)      [B]Init:[/B] +2        [B]Spell Save:[/B] -
[B]Cha:[/B] 14  +2 (6p.)      [B]ACP:[/B] 0          [B]Spell Fail:[/B] -

* +1 to Int @ 4th level

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +0    +1    +1   14*
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 12

* AC 18 with Mage Armor

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +2    +1^  +5
[B]Ref:[/B]                       2    +2    +3*^ +7
[B]Will:[/B]                      5    +0    +1^  +6

* Weasel Familiar (within 1 mile)
^ +1 Cloak of resistence

[B]Weapon                  Attack   Damage*    Critical[/B]
MW DW trunch..............+4.....1d4+1.........x2
MW DW trunch, thrown......+6.....1d4+1.........x2, range 10 ft.
Dagger +1.................+4.....1d4+1.........19-20/x2
Dagger +1, thrown.........+6.....1d4+1.........19-20/x2, range 10 ft.
MW Light Crossbow.........+6.....1d8...........19-20/x2, range 80 ft.

[B]Languages:[/B] 
Common
Elven     (Int bonus)
Dwarven   (Int bonus)
Draconic  (Int bonus)
Sylvanoptera (arcane caster - campaign bonus)

[B]Abilities:[/B]

--Human--

* Bonus feat 1st level
* Extra skill points (+4 1st level, +1 thereafter)
* Any Bonus languages available
* Any favored class

--Conjurer--

* Weapons: truncheon (campaign bonus), club, dagger, 
                heavy & light crossbow, quarterstaff
* Prepared Arcane Spells per day (includes Int bonus): 
            cantrips:  4+1 (DC 13)
            1st level: 4+1 (DC 14)
            2nd level: 4+1 (DC 15)
            3rd level: 3+1 (DC 16)
* Spellbook
* Conjuration Specialization
        +1 [Conjuration] spell per spell level / day
        Prohibited: Enchantment, Necromancy
        +2 bonus to Spellcraft for learning Conj spells        
* Summon Familiar (Retbi, weasel)
	+2 bonus to Reflex Saves
        Alertness within arm's reach
        Empathic link
        Share spells
        Deliver touch spells
        Speak with master
* Bonus feats


[B]Feats:[/B] Alertness (Familiar bonus - arm's reach only)
Scribe Scroll (Bonus Wizard 1st)
Collegiate Wizard (1st level)
Spell Focus (Conjuration) (Bonus Human)
Augment Summoning (3rd level)
Sudden Still (Bonus Wizard 5th)
Sudden Maximize (6th level)

[B]Skill Points:[/B] 54       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]

--Class--
Concentration..............9....+2..........+11
Decipher Script............9....+3..........+12
Know:
   Arcana..................9....+3....+2**..+14
   Dungeoneering...........7....+3..........+10
   Nature..................5....+3..........+8
   Planes..................7....+3..........+10
   Local (LS)..............2~...+3..........+5
Prof (Constable)...........4~...+0..........+4
Spellcraft.................9....+3....+2*...+14 (+16 to learn Conj)

--Cross Class--
Spot.......................0....+0..........+0 (+2 w/ familiar)
Listen.....................0....+0..........+0 (+2 w/ familiar)
Survival...................0....+0..........+0 (+2 underground, other planes, nature)

*  +2 Know: Arcana synergy
** Collegiate Wizard Feat
~ Campaign bonus


[B]Equipment:               Cost  Weight[/B]
'Health Plan'..........1000gp
Familiar summoning.100gp

--Clothing (based on situation)--

Uniform...................--
Explorer's Outfit........10gp
Scholar's Outfit..........5gp

--Worn / Carried--
MW Darkwood truncheon......--....1lb
Ring Prot +1............200pp....0
Amulet Nat. Armr +1.....200pp....0
MW L. crossbow..........335gp....4lb
Bolts (10)................1gp....1lb
Dagger +1..............2302gp....1lb
Signal whistle............8sp....0
Spell pouch...............5gp....2lb
Cloak Resist +1.........100pp...1lb
Backpack..................2gp....5lb

--In Backpack--
Potion CLW..............750gp....0
Spellbook..................--....3lb
Caltrops..................1gp....2lb
Flint and steel...........1gp....0
Ink.......................8gp....0
Inkpen....................1sp....0
Manacle Lock (amazing)..150gp....1lb
Manacles.................15gp....2lb
Parchment x[s]5[/s]4.............1gp....0
Waterskin.................1gp....4lb
Antitoxin................50gp....0	
Sunrod x2.................4gp....2lb
Gray Mushroom x[s][8[/s]7
Scarlet Mushroom x2

[B]Total Weight:[/B]29lbs      [B]Money:[/B] 10pp 187gp 1sp 6cp 

Monthly Costs: Middle Middle Class (25gp), Health Plan (5gp)
Montly Income: 50gp (Special Squad salary)


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                33    66   100   200   500

[B]Age:[/B] 20
[B]Height:[/B] 5'10"
[B]Weight:[/B] 180lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Tan

[sblock=Collegiate Wizard]Complete Arcane, pg. 181
Prereq: Wizard 1st, Int 13, 1st level only
Benefits:
* +2 bonus on Know (arcana) checks
* As a 1st level Wizard, you gain 6 1st level spells (instead of 3)
* At each level after 1st, you gain 4 new spells (instead of 2)[/sblock]
[sblock=Sudden Still]Complete Arcane, pg. 83
Benefits: Once per day, you may apply Still Spell to a spell you cast without increasing the spell's level [/sblock]

[sblock=Spell Book]Collegiate Wizard:6 1st level spells at 1st, +4 spells each level after

Cantrips: All (excluding Necromancy and Enchantment)
1st level: Shield, Grease, Mage Armor, Summon Monster 1, Comprehend languages, Identify, Magic Missle, Feather Fall, Color Spray, Detect Secret Doors
2nd level: Summon Monster 2, Web, See Invisibility, Invisibility, Protection from Arrows, Resist Energy, Glitterdust, Knock, Acid Arrow
3rd level: Stinking Cloud, Fireball, Summon Monster 3, Lightning Bolt, Dispel Magic, Fly, Haste[/sblock]


[sblock=Spells Prepared] (S) = Extra spell for magic specialization
Spell Focus (Conjuration): +1 DC on conjuration
Augment Summoning: summoned creatures +4 str/con

Cantrips (4+1 DC 13/14): Detect Magic, Prestidigitation, Ghost Sound, Resistance, Acid Splash(S)
1st level (4+1 DC 14/15): Feather Fall, Mage Armor, Magic Missle x2, Grease(S)
2nd level (4+1 DC 15/16): Invisibility, Acid Arrow, Resist Energy, Protection from Arrows, Summon Monster 2(S)
3rd level (3+1 DC 16/17): Fly, Haste, Stinking Cloud, Summon Monster 3(S)[/sblock]

[sblock=Appearance]Moru is lean, his features angled and well-defined. He doesn't spend much time tending to his appearance, however, distracted as he often is by the latest object of his curiosity. His hair is often disheveled, his face usually sporting about a week's worth of stubble. His clothes, too, are always just a bit undone, as if he put them on hastily and never takes the time to fold them properly.[/sblock]
[sblock=Background]As Moru's mother is wont to say, Moru always had his nose into some kind of trouble. That was the problem with being a bright, curious child in the smorgasbord of stimulus that is the 10th ward. It didn't help that his immigrant parents had to spend much of the day working to scrape by a living, and so couldn't spend the time they needed to keep an eye on him.

If he wasn't pestering someone about the specifics of their race or their homeland, Moru was climbing to get a closer look at a new architectural piece, or sampling a new food, or dismantling something to see how it worked--in almost all cases, without permission. Luckily, what the boy lacked in common sense, he made up for with charm (and, failing that, quickness). His parents were sure, though, that it was only a matter of time before Moru's poking into things wound up having some more severe consequences than a comic chase through the district.

They were both surprised and relieved beyond measure, then, when the adolescent Moru's cheerful interrogation of a respected wizard, Haswan Berfubble, visiting a new art exibit impressed the man such that he offered Moru a scholarship to the Lauralie Conjuration Academy.

There, with Berfubble as a mentor, Moru's curiosity had a more structured outlet. Which is not to say he was a model student. As before, he never quite had enough sense to adequately temper his curiosity. He had a penchant for freeing the school's creature specimens ("I just wanted a closer look"), and the school had to take to more carefully monitoring him in his alchemical studies ("But if one drop is good, four must be better, right?"), just for example. Luckily, his innate interest in summoning live creatures lead him to exclude necromancy from his studies; the professors breathed a collective sigh of relief that Moru would never interact with the Undead samples.

It was something of a surprise when Moru chose to enter the constabulary. His professors assumed he'd attach himself to the best magical research facility around for the benefit of their resources. Moru, for all that the idea appealed, found that what he had missed most in his academy days was the interaction with people on the streets. Life as a constable gave him that back, and gave him a sense that he was also repaying the people he'd learned from by using his skills to protect them.

Eventually, Moru's inquisitive nature lead him to join the investigative Alpha Division of the Special Squad. "Iggy" is often flustered by Moru's stream-of-conscious, lack-of-discipline style (and he really hates that bloody weasel that hangs out on the boy's shoulder), but he gets along well with his fellows and the citizenry, and Iggy can't argue the results. Usually.[/sblock]

[sblock=Familiar]

Code:
[B]Name:[/B] Retbi
[B]Race:[/B] Weasel (Magical Beast)
[B]Size:[/B] Tiny
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral

[B]Str:[/B] 3   -4   [B]HD:[/B] 6        
[B]Dex:[/B] 15  +2   [B]BAB:[/B] +3       [B]HP:[/B] 14 (1/2 master, round down)
[B]Con:[/B] 10  +0   [B]Grapple:[/B] -9     
[B]Int:[/B] 8   -1   [B]Speed:[/B] 20' (Climb 20')      
[B]Wis:[/B] 12  +1   [B]Init:[/B] +2      
[B]Cha:[/B] 5   -3   [B]ACP:[/B] 0         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2   +2    +0     +0    14
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 12


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

* Improved Evasion: 
            save for 1/2 damage = no damage
            failed save for 1/2 damage = 1/2 damage

[B]Weapon                  Attack   Damage     Critical[/B]
Bite*.....................+5......1d3-4.........x2

* Attach ability:
        Bite hit = attach
        Auto damage while attached
        No Dex bonus to AC while attached
        Can be struck or grappled
        Pin needed to detach through grapple


[B]Abilities:[/B]

--Weasel--

* Low-light vision
* Scent
* Attach
* +4 racial bonus on Move Silently
* +8 racial bonus on Balance and Climb
* Use Dex bonus for Climb checks
* Can always take 10 on Climb checks

--Familiar--

* HD = master's character level
* HP = 1/2 master's
* BAB per master
* Saving throws as better of Master's or Familiar's animal type
* Skill ranks as better of familiar animal type or Master's
* +3 Natural armor bonus
* Int score 8
* Improved evasion
* Share spells (within 5')
* Empathic link (1 mile)
* Deliver touch spells
* Speak with master

[B]Feats:[/B] 
Agile (species feat)
Weapon Finesse (species bonus feat)

[B]Skills                   Base  Bonus   Total[/B]
--From Master--
Concentration..............9....+0..........+9
Decipher Script............9....-1..........+8
Know:
   Arcana..................9....-1..........+8
   Dungeoneering...........7....-1..........+6
   Nature..................5....-1..........+4
   Planes..................7....-1..........+6
   Local (LS)..............2....-1..........+1
Spellcraft.................9....-1....+2*...+10

--Racial--
Balance....................................+12
Climb......................................+10
Escape Artist...............................+4
Spot........................................+3
Hide.......................................+11 
Move Silently...............................+8


* +2 Know: Arcana synergy

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 7     15     22  N/A    110
[/sblock]

[sblock=Level Log]
1d4+2 HP: Hit points, level 6 (1d4.minroll(2)+2=5)
6th level Feat: Sudden Maximize
6 skill points (+1 ea concentration, Decipher Script, Know: Arcana, Know: Nature, Know: Planes, Spellcraft)
+1 BAB
+1 ea fort, ref, and will saves
+1 2nd and 3rd level spells / day
+4 spells in spellbook( Acid Arrow, Dispel Magic, Fly, Haste)[/sblock]
 
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Fenris

Adventurer
Jonas Kewiczak

Background
[sblock]
Jonas was the son of a hard working Shiv named Elias Kewiczak. Elias was one of only a handful of humans in the Shiv. The Shiv needed a few of they called "Long Shiv" around to work the cranes at the docks unloading the ships there with the large cranes, the controls of whcih were too hard for the smaller Shiv to work. Jonas grew up in the 2nd Ward. But he liked to consider himself a native of many Wards. His father would often take him out with him for deliveries when he had to unload carts using special hand cranes that only the few human Shiv could use. Jonas enjoyed seeing all the different sights the Great City of Lauralie Summerhome had to offer, above and below ground. It was a special treat for Jonas when he got to travel on the Understreets. He enjoyed seeing the different buildings, people and food that made each Ward unique. Even more so he enjoyed standing at his father’s elbow as he made the rounds, listening to the conversations, and getting to know all the many people Elias knew.

Jonas had a very happy childhood growing up. He loved traveling the city and learning what was going on in the different part. What building was new, who was opening a restaurant, even who was cheating on who (well, when he was older that was more interesting). Jonas was a lively and talkative lad who others found a liking to, especially after he was introduced by his father.

Jonas was growing up and the time was approaching for him to take an apprenticeship. He was considering becoming a storyteller and enrolling at one of the bardic colleges, since he loved to talk to people. While he loved to learn new things, nothing in books seemed to appeal to him. His father of course wanted Jonas to join the Guild and be a Shiv like him. Jonas was considering that as he respected his father a great deal and the work he did, especially since it would still let him head to different parts of the city.

All that changed one snowy winter day. One of the few trips Elias didn’t let Jonas go on, was a dangerous trip on the Understreets, that had to pass under Ward 3 on the replacement Old Main Line into Ward 11. Elias was traveling with a crotchety old gnome named Brongnibum. They were transporting some precious cargo in the form of various pieces of art and Elias was nervous when he left that day. Another Shiv found Elias and Brongnibum later that day, battered and bloody and their train wrecked and plundered. The Shivs took great care of the family during the time it took Elias to get healed and back on his feet, and Jonas was very grateful to the Guild. But he was getting annoyed at the Constabulary. Instead of being out there looking for the criminals, they spent, what he thought, was far too much time questioning his father and Brongnibum. The authorities suspected Brongnibum and or Elias had staged or was in league with these brigands who stole the cargo.

Jonas didn’t believe it for a minute. And if the Constables weren’t going to find them, then by Barcarus he would. And so Jonas set out to clear his father’s name. Of course he wasn’t sure how really. But he started the only place he knew, the site of the attack. Once there he started looking around, but didn’t find anything. He sat and pondered what to do. He headed up to a pawn shop his father had taken him to, and started casually asking questions. Jonas proceeded in this vein for a while and slowly a few leads started to come out. His father’s fuzzy recollections of the attack combined with a few clues he got lead him to a run down building in Ward 3. He was watching the building closely when a heavy had was laid upon his shoulder, startled he turned to see a dark man with his finger over his mouth for silence. Jonas stammered out an explanation to this stranger upon intense questioning. The man stared at Jonas and then a rare, small smile cracked his face “Not bad kid” was all he said. Jonas had met Shilon, a tracker and private investigator. Some of the owners of the art had hired Shilon to find their art, whoever had it. Shilon had tracked the perpetrators back to this hide out. He was impressed that Jonas had made it here as well and recognized a keen mind in this youth. Once they determined that bandits were inside, they summoned the Ward 3 Special Squad and watched as they raided the place. The art was inside, except for a few pieces that had been fenced, those were part of what lead Jonas here.

His fathers name cleared, Jonas was free to pick his apprenticeship. Not surprisingly he chose to train with Shilon. Well once he found him that is. That was Shilon’s entrance exam, to find him in the city. It took Jonas 5 full weeks, but he did finally find Shilon, in a pub, waiting for him. Over the next few years Shilon taught Jonas many of the skills need to be a tracker, how to silently sneak up on your mark, how to use a bow and sword when needed (and there were many times they were needed). Jonas did have his own unique talents. Shilon had this uncanny ability to find footprints and signs of travel that Jonas could never quite master. He did however have a greater affinity for people and used his glibness and contacts to find out many things that weren’t told in Shilon’s tracks. Jonas grew into a well trained investigator and made a good living with Shilon finding things and people that those willing to pay wanted found.

They had been staking out a house where a bugbear was reputed to be living outside the Damnit Wall in the 3rd Ward and had been mugging passersby. The bugbear appeared in the door and waved in their direction, they had been spotted. But it was a signal and Shilon and Jonas were set upon by a gang of Half-Orcrats, they fought off as many as they could but in the end there were too many. Shilon held them off and told Jonas to run. Looking back, Jonas saw Shilon fall to the pack. Tears blurred his vision as he ran out of Ward 3.

The loss of his mentor, the attack on his father, the generosity of the Guild all played a part in Jonas’ next decision. He wanted to fight crime, to solve these crimes, but a lone man was very vulnerable. The Guild had always said “The strength of many, the courage of a few”. Jonas needed the many. He knew that he could make a difference, but he needed a partner, no he had had a partner, he needed more. He was pondering how to find, assemble and train a large group of investigators to do this. He was sitting in the Oar and Cutlass drinking a pint, when his eye rested upon a poster:

“The 14th ward needs you!
Men and Women of action, Ignatious Ironshirt, Magistrate of the 14th Ward is looking for qualified applicants to protect the peace and good order. The special investigative squad is in need of new recruits. Guard, Military, Watch, or Investigative experience preferred but not required. If you have honor, a desire to serve, and the taste for a challenge then the 14th Ward wants you. Present yourself to Ignatious Ironshirt in the second hour after high noon on the 13th at the Magisterial offices. Uniforms and Arms provided to successful applicants.
- [signed] I. I.”


This was it, if ever Baracus had made a sign to him this was it. Here was away to use his talents, but to have the strength of all the Constabulary at his back should he need it. This was the next step. He downed his beer, and caught the next train to the 14th ward and walked into the waiting room, and said "I am here to see Magistrate Ironshirt regarding the special investigator position”
[/sblock]

Character
Code:
[B]Name:[/B] Jonas Kewiczak
[B]Class:[/B] Urban Ranger
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Barcarus

[B]Str:[/B] 12 +1 (04p.)     [B]Level:[/B] 6        [B]XP:[/B] 17,000
[B]Dex:[/B] 16 +3 (08p.)     [B]BAB:[/B] +6         [B]HP:[/B] [COLOR=Red]30[/COLOR]/45 (5d8+5)
[B]Con:[/B] 12 +1 (04p.)     [B]Grapple:[/B] +6     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 12 +1 (04p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +X
[B]Cha:[/B] 14 +2 (06p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] XX%

[url=http://invisiblecastle.com/find.py?id=1128654]Jonas HP roll (4d8+8+5=34)[/url] 
[url=http://invisiblecastle.com/find.py?id=1128656]Jonas HP roll reroll '1' (1d8=5)[/url] 
[url=http://invisiblecastle.com/roller/view/1541761/]Jonas HP L6 (1d8+2=7)[/url] 

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +X    +3    +X    +X    +X    18
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +1  +1      +7
[B]Ref:[/B]                       5    +3   +1     +9
[B]Will:[/B]                       2    +1    +1    +4

[B]Weapon                  Attack   Damage     Critical[/B]
Truncheon                   +8/+3     1d4+2     20x2
Shortbow                   +10/+5   1d6+2     20x3
   Rapid shot            +8/+8/+3   1d6+2     20x3
   Multishot                    +10    2d6+2    20x3
Shortsword                 +8/+3    1d6+1     19-20x2


[B]Languages:[/B] Common, Gnome, Orc

[B]Abilities:[/B] Animal Companion, Favored Enemy: Humanoid (Orckind) +2, Favored Enemy: Brotherhood of Eleven +4, 

[B]Feats:[/B] Urban Tracking, Endurance, Rapid Shot*, Investigator, Combat Expertise, Improved Disarm, Persuasive, Multishot*, Weapon Focus (Short Bow).

* In No or Light Armor

[B]Skill Points:[/B] 81       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff                        0     +2   +2     +4
Climb                      2    +1          +3
Gather Information         9    +2   +4    +15
Handle Animal              5    +2          +7
Hide                       7    +3          +10
Intimidate                 0     +2   +2    +4
Jump                       2    +1          +3
Knowledge (Dungeoneering)  1    +2          +3
Knowledge (Local)          9    +2          +11
Listen                     9    +1          +10
Move Silently              7    +3          +10
Prof: Constable          4     +2          +6
Ride                       2    +3    +2   +7
Search                     9    +2     +2  +13
Sense Motive               9    +1          +10
Spot                       9    +1          +10
Swim                       2    +1          +3
Use Rope                   2    +3          +5

Spells:
1st/2
Summon Nature's Ally I
Detect Secret Doors

[B]Equipment:               Cost  Weight[/B]
Health Plan             1,000 gp
Health Plan Bruno     1,000 gp
MMC Lifestyle (3 months)    75 gp
Black Truncheon of Barcarus    free
Wand of Cure Light Wounds 44 charges   750 gp
Mithral Shirt +1    2,100 gp
Comp Shortbow (Str +1) +1    2,450 gp
MW Short Sword          310 gp
Cloak of Resistance +1     1,000 gp
Quiver/ 20 arrows


[B]Total Weight:[/B]XXlb      [B]Money:[/B] 110gp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

Animal Companion:
Bruno, Riding Dog
Size/Type: Medium Animal 
Hit Dice: 34 hp (4d8+12)  
Initiative: +3 
Speed: 40 ft. (8 squares) 
Armor Class: 22 (+3 armor,+3 Dex, +6 natural), touch 13, flat-footed 19 
Base Attack/Grapple: +4/+6 
Attack: Bite +7 melee (1d6+4) 
Full Attack: Bite +7 melee (1d6+4) 
Space/Reach: 5 ft./5 ft. 
Special Attacks: Trip 
Special Qualities: Low-light vision, scent 
Saves: Fort +7, Ref +7, Will +2 
Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6 
Skills: Jump +9, Listen +6, Spot +6, Swim +4, Survival +3 (+7 tracking by scent) 
Feats and Abilities: Alertness, Track, Weapon Focus (Bite), Evasion 
MW Studded leather barding 200 gp
Trip (Ex)
A dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog. 
Link
Share Spells
Tricks: Attack, Guard, Seek, Track, Defend, Fetch, Heel, Come

[url=http://invisiblecastle.com/roller/view/1541765/]Bruno HP L3 (2d8.minroll(2)+4=17)[/url] 



[B]Age:[/B] 20
[B]Height:[/B] 6'1"
[B]Weight:[/B] 170lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown
[B]Skin:[/B] Fair
 
Last edited:

Lou

Explorer
Ederaul Mameir aka 'Raul'

Half-Elven (Mountain Elf) Male
7th level Monk of the Undying Way

Age: 29; Height: 5' 5"; Weight: 160 lbs

Str 10 (0)
Dex 16 (+3) (+1 at 4th level)
Con 12 (+1)
Int 14 (+2)
Wis 14 (+2)
Cha 14 (+2)
Alignment: lawful neutral

HP: 50
current injuries: none[sblock=past injuries] -10 hp from the swarm;healed
-15 boulder from stone giant; healed 5 overnight, healed 10 back in town
injured against Frick and Frack and killed by scythe trap critical hit
[/sblock]

AC: 19=10 base +2 Monk (with monk's robe) +2 Wis(Monk) +3 (Dex) +1 (magic) +1 (magic)
flat footed 16=10+1+1(magic) +2 Monk (with monk's robe) +2 Wis(Monk)
touch 19=10+3 (Dex)+2(Monk)(with monk's robe)+2 Wis(Monk)+1+1(magic)

Base Attack: +8 (+5 Monk) (+3 WEAPON FINESSE)
Missile Attack: +8 (+5 Monk) (+3 DEX)
Flurry of Blows Attacks +9/+9/+9/+4 2d6 unarmed/monk weapons (with monk's robe)
Inititive: +3
Speed: 0 ft unencumbered (30ft otherwise)
Saves: F +6 (+5+1), R +8 (+5+3), W +7 (+5+2) (+11 v. enchantment)

[sblock=Raul's Features, Feats, and Abilities]
Racial Features:
Immunity to sleep spells and similar magical effects
+2 ST v. enchantment
Low-Light Vision (2x human)
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
For all effects related to race, considered an elf.
Languages: Common and Mountain Elvish


Monk Class Features:
+2 AC +Wis bonus to AC, even to touch and flat-footed (unless bound/helpless)(monk's belt as if monk L12)
Concentration +2 (Undying Way bonus)
TOUGHNESS (+3 HP)
Flurry of Blows +3/+3 (+9/+9/+9/+4 2d6 with Monk's Robe as if Monk L12)
Improved Unarmed Strike
ENDURANCE (+4 ST FOR SWIM, RUN, STARVATION, THIRST)
Evasion (R ST for half damage causes no damage)
Still Mind (+2 enchantment ST)
Ki Strike (unarmed strikes are MAGICAL ATTACKS)
Slow fall 30’
Purity of body (immune to natural diseases)
DIEHARD (When reduced to between -1 and -9 hit points, you automatically become stable. Can choose to be disabled instead of dying.)
6th-Level Undying Way Bonus Ability: When fighting defensively, using Combat Expertise, or using the total defense action, gains damage reduction 2/-.
Wholeness of Body: heal himself up to 14 points of damage each day (level * 2)

Feats:
Level 1: WEAPON FINESSE
Level 3: NEGOTIATOR
Bonus: MONASTIC EDUCATION (+2 Heal)(+2 Knowledge (religion))
Level 6: COMBAT EXPERTISE



Skills: (24 at 1st level, +6 per level, total at 5th level is 48)(+6 at 6th level Concentration +1, Diplomacy +4, Sense Motive +1)(+6 at L7 +1 Concentration +2 Diplomacy +1 Sense Motive +2 Know local)
Appraise (Int) 2=0+2 (untrained)
Balance (Dex) 10 =5 +3 +2 (+2 from Tumble)
Bluff (Cha) 2=0+2 (untrained)
Climb (Str) 1 =1+0
Concentration (Con) 13 =10+1+2 (+2 Undying Way bonus)
Craft (Int) 3 =1+2 (weapon smithing)
Diplomacy (Cha) 15 =7+2+2+2+2 (+2 from Sense Motive) (+2 half-elf bonus)(+2 NEGOTIATOR)
Disguise (Cha) 2=0+2 (untrained)
Escape Artist (Dex) 4 =1+3
Forgery (Int) 2=0+2 (untrained)
Gather Information (Cha) 4=0+2+2 (+2 half-elf bonus) (untrained)
Heal (Wis) 4=0+2+2 (+2 MONASTIC EDUCATION)
Hide (Dex) 3=0+3 (untrained)
Intimidate (Cha) 2=0+2 (untrained)
Jump (Str) 7 =5+0+2 (+2 from Tumble)
Knowledge (arcana) (Int) 7 =5+2
Knowledge (dungeoneering) (Int) 3 =1+2 (Campaign Bonus)(non-class skill)
Knowledge (Local-Lauralie Summerhome) (Int) 6=4+2 (+2 Campaign Starting Bonus)
Listen (Wis) 5 =2+2+1 (+1 half-elf bonus)
Profession (Constable) (Wis) 6=0+2+4 (+4 Campaign Starting Bonus)
Search (Int) 3=0+2+1 half-elf bonus
Sense Motive (Wis) 14=10+2 (+2 NEGOTIATOR)
Spot (Wis) 8 =5+2+1 (+1 half-elf bonus)
Swim (Str) 1 =1+0
Tumble (Dex). 10 =5+3+2 (+2 from Jump)
[/sblock]

[sblock=Weapons, Money, and Equipment]
*Unarmed (SMW): +7 d8 20/x2 or +6/+6 d8/d8 20/x2 without Monk's Belt
*Unarmed (SMW): +8 d8 20/x2 or +9/+9/+9/+4 2d6 20/x2 with Monk's Belt

*MW Black Truncheon of Barcarus (+1att) 1d4+1 20/x2 ranged 10’, weight (1lb)
Club 1d6 20/x2 10’
MW crossbow (light) (+1 Att) 1d8 19-20/x2 80’ (335gp) 20bolts (1gp)
crossbow (heavy) 1d10 19-20/x2 120’
*dagger (2) 1d4 19-20/x2 10’ (2gp) (2x1lb) *cold iron dagger (4gp) (1lb)
handaxe 1d6 20/x3 (6gp) Alchemical silver handaxe 1d6-1 20/x3(26gp)
javelin 1d6 20/x2 30’ (1gp)
kama (SMW) 1d6 20/x2 (trip) (2gp)
nunchaku (SMW) 1d6 20/x2 (disarm +2 opposed) (2gp)
quarterstaff (SMW) 1d6(/1d6) 20/x2
*cold iron sai (SMW) (2) 1d4 20/x2 10’(disarm +4 opposed) (2gpx2) (2x1lb)
*shuriken (20) (SMW) 1d2 (5 for 1gp) (4x½lb)
**** -1 thrown into the swarm
-2 thrown into cube 2

siangham (SMW) 1d6 20/x2 (3gp)
sling 1d4 20/x2 50’

italics-owned
* - carried

*Ring of Protection +1 (2000gp) (deflection bonus) (0lb)
*Bracers of Armor +1 (1000gp) (armor bonus-force) (1lb)
*Boots of the Winterlands (2500gp) (1lb)
*Monk's Belt (Robe) (13000gp) (+5 Monk levels for monk unarmed combat)(made by Prof. Marissa Brightbloom at the LCA)

Money: 588gp (stashed)
*25gp, 9sp, 10cp (added 15gp for monthly pay--extended prepay for COL & HP)

Health Plan 1000gp+prepaid 6 months (30gp)
Cost of Living: MMC for Mom & WC for Raul (35gp/mo) prepaid 6 months (210gp)

*Climber’s Kit 80gp 5lbs
MW Artisan’s Tools 55gp 5lbs (weapon smithing)
*Healer's kit from Darius 1lb (109 uses left)

*Backpack (2gp) (2lbs)
waterskin (1gp) (4lbs)

*Monk’s outfit with Constable's shirt (5 gp) (2 lbs)
*Bronze Badge
*sunrods (54) (10gp) (54 lbs)

Explorer’s outfit (10 gp) (8 lbs)
Cold weather outfit (8 gp) (7 lb)
Rope, silk (50 ft.) (10 gp) (5 lbs)
*Flint and steel (1 gp) (0lbs)
*Manticles with average lock (55gp) (3lbs)
Crowbar (2 gp) (5 lbs)
*Pouch, belt (1 gp) (½ lb)

Carrying 31.5 lbs (light encumberance to 33 lbs)

Items owned but not carried are secured in private room or at the St. Ebelvrin Center for Patience and Enlightenment. Most are still at the Center, for Raul is still moving into his new room. He has been moving his mother and getting her settled into her new flat.

Raul always seems to be underdressed for the weather. He claims it's his training....

[/sblock]
 
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