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


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Rhun

First Post
Braevil Talisker
Background
Braevil, or Brae (Bray) as he is called by those close to him, was born and raised in the small mountain village of Sprucehill. Most of the folk were miners and loggers by trade, but Brae's father Joran was the town's sheriff. As a young boy, Brae took an interest in his father's work, learning the basics of law enforcement. When Joran was slain by bandits on the outskirts of town, the young Braevil sought out solace at the local church of Meda.

The village priest, a portly old man by the name of Honar, took pity on the young boy and took it upon himself to train Brae in the ways of Meda's religion. Brae was a good student, learning the doctrine and religion of Meda quickly. Still, Sprucehill left little opportunity for the young man, and eventually Brae took up travelling, bringing the word of Meda to far and widespread communities. Eventually, his travels brought him to the great city of Lauralie Summerhome. Here, he found a bastion of Meda's faith, but too found that the tenants of the religion were not always practice as he had been taught. Barely accepted by most his brethren, Brae decided that it was his duty to stay and do what he could.

As a cleric of Meda, Braevil is not like the majority of his compatriots. He is harder, sterner; while he holds that family, community and peace are the highest of ideals, Braevil believes that these things can only be ensured by force of arms. Despite this, he is not a zealot against society's ills; he does not have issue with drinking or gambling, if done in moderation.

[sblock=Recent Background]
Braevil is something of a "narc". While he makes an excellent lawman with abilities beyond question, he works as a sort of "Internal Affairs" agent within the constabulary. Having always been on the fringes of Meda's priesthood, Braevil often found himself having to step on the toes of others to get his job done.

Upon hearing that the Apha Division of the Special Squad of the Constabulary of the Fourteenth Ward of Lauralie Summerhome was going to be investigating a case that involved the Temple of Meda in the 14th, Braevil immediately requested that his superiors attach him to Alpha Division for the duration of the investigation. During the subsequent negotiations Braevil's superior, Bishop Hoyle Gardsford (who knew about Braevil's growing unhappiness in his current assignment) worked out a deal with Magistrate Ironshirt to let the cleric keep working with Alpha Division on an extended basis. Officially, this puts Brae on detached service from the church; as such, he is on the payroll of the 14th Ward, with the Church
making a contribution to Ward coffers as part of the arrangement.
[/sblock]

Description
Braevil stands just shy of six feet in height, and has a fairly muscular build...while not a warrior, he takes pride in his appearance, and tries to spend time each day in exercise. He is a handsome man, with rugged features and piercing sky blue eyes. He has a shaggy mane of dirty blonge hair, and he wears a full beard on his face. He dresses in heavy armor, and bears the Golden Chalice of Meda proudly upon his chest.



Neutral Good Human Male Cleric 8
XPs: 29,040
[sblock=Experience Tracker]
Battle with Dire bears and orcs from July 09 = 1225.
Battle to wipe out the outcast orcs of Harcourt's Mill = 1630
Experience Reward, post 751 OOC thread: + 6955
Experience Reward, post 1003 IC thread: +940
[/sblock]

STR 14 +2 (6 points)
DEX 10 +0 (2 points)
CON 14 +2 (6 points)
INT 12 +1 (4 points)
WIS 20 +5 (10 points, +2 level increase, +2 enhancement)
CHA 12 +1 (4 points)

Armor Class 21 (10 base, +9 armor, +2 shield)
-- Touch AC 10
-- Flatfooted AC 22
Hit Points 68
(37 + 1 (forgot max at first level) + 6 (Level 7) + 8 (Level 8) + 16 con)
Initiative +0
Speed 20' (30' base)

Saves
-- Fort +9 (6 base, +2 con, +1 resistance)
-- Refl +3 (2 base, +0 dex, +1 resistance)
-- Will +12 (6 base, +5 wis, +1 resistance)

BAB +6/+1
-- Melee +8/+3
---- Quarterstaff +9/+4 or +5/+0/+5
---- Truncheon +9
-- Ranged +6/+1
---- Light Crossbow +6/+1

CLASS FEATURES
-- Aura (Braevil radiates a strong aura of good)
-- Spellcasting (divine, prepared)
-- Spontaneous healing
-- Turn Undead 8/day (Turning Check 1d20+3, Turn Damage: 2d6+9)

FEATS
-- Extra Turning (+4 turn attempts/day)
-- Extend Spell
-- Divine Metamagic: Extend
-- Pending

SKILLS
-- Concentration +13 (11 ranks, +2 con)
-- Diplomacy +12 (11 ranks, +1 cha)
-- Heal +11 (6 ranks, +5 wis)
-- Knowledge (Religion) +8 (7 ranks, +1 int)
-- Knowledge (Local) +2 (1 cc ranks, +1 int)
-- Listen +5 (0 ranks, +5 wis)
-- Profession (Constable) +6 (1 rank, +5 wis)
-- Spellcraft +5 (4 ranks, +1 int)
-- Spot +5 (0 ranks, +5 wis)

LANGUAGES
-- Common
-- Celestial

SPELLCASTING
-- Domains: Travel & Renewal
---- Travel: For a total of 8 rounds per day, Braevil can act normally regardless of magical effects that impede movement as if he were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
------ Level 1: Longstrider
------ Level 2: Locate Object
------ Level 3: Fly
------ Level 4: Dimension Door
---- Renewal: Upon falling below 0 hit points, Braevil regains 1d8+1 hit points. This supernatural ability functions once per day.
------ Level 1: Charm Person
------ Level 2: Lesser Restoration
------ Level 3: Remove Disease
------ Level 4: Reincarnate


-- Spells Per Day
---- Level 0 (DC14): 5
---- Level 1 (DC15): 6 + 1 domain
---- Level 2 (DC16): 4 + 1 domain
---- Level 3 (DC17): 4 + 1 domain
---- Level 4 (DC18): 3 + 1 domain

[sblock=Typical Spells Prepared (subject to change, of course)]
-- Level 0: detect magic, create water, resistance, light, guidance
-- Level 1: shield of faith, lesser vigor, divine favor, bless, obscuring mist, command + (d) charm person
-- Level 2: animalistic power, silence, spiritual weapon, hold person + (d) lesser restoration
-- Level 3: dispel magic, summon monster III, magic circle vs evil, prayer + (d) fly
-- Level 4: divine power, summon monster IV, dismissal + (d) dimension door
[/sblock]

EQUIPMENT
-- Black Truncheon of Barcarus (1d4+1/20, 10', 1lb)
-- Masterwork Quarterstaff (1d6/20, 4lb, 300gp)
-- Crossbow, light (1d8/19-20, 8lb, 35gp)
-- 20 bolts (2lb, 2gp)
-- Full Plate +1 (2650gp, 50lb)
-- Buckler +1 (1165gp, 5lb)
-- Explorer's Outfit
-- Cloak of Resistance +1 (1000gp)
-- Pearl of Power (1st level) (1000gp)
-- Periapt of Wisdom +2 (4000gp)
-- Wand of Lesser Vigor (50 47 45 36 34 32 28 chargers, 750gp) - 2 Jonas, 3 Raul, 3 Alarion, 2 Soulfetter, 1 Braz, 5 Darius, 2 Thea, 4 Soulfetter
-- Wand of Cure Light Wounds (50 49 48 47 charges, 750gp) - 1 Brae, 2 Raul

LIFESTYLE
-- Special Squad Salary (+50gp/month)
-- Middle Middle Class (-25gp/month)
-- Insurance Plan (1000gp one time fee)
-- Insurance Fee (-5gp/month)
-- Wardrobe (3 x travelling outfits, 2 x scholar outfits, 2 x clerics vestments, 3 x cold weather outfit, monks outfit, 52gp)

7089gp, 14sp[sblock=Wealth Tracker]-1 sp to Drover's Cousin

[/sblock]


Lauralie Summerhome Setting
 
Last edited:

pathfinderq1

First Post
Party treasure haul (Stage 1 loot)

Each of the remaining active constables gets a full share of loot: 1076 gp, 3 sp, 4cp

Wally gets a half share: 538 gp, 1 sp, 7 cp

Items kept:
+1 short sword (Jonas)
+2 cold iron dagger (Darius)
+1 darkwood light shield (Alarion)
Thieves tools (size large)(Soulfetter)
Wand of Cure Light Wounds (44 charges)
Scroll- Resist energy
Potion- Cure serious wounds
Potion- Shield of faith +3
Potion- Enlarge person
Potion- Blur
Potion- Bless weapon (oil)
 
Last edited:


Maidhc O Casain

Na Bith Mo Riocht Tá!
The axe SoulFetter picked up is +2 TH/Damage, and may have other powers as well . . . Anyone available to do an identify when we get a chance to breathe?
 

Nightbreeze

First Post
Code:
[B]Name:[/B] Sentran the Violet
[B]Class:[/B] Wizard 6
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] True Neutral
[B]Deity:[/B] None

[B]Str:[/B] 10  +0 (2p.)      [B]Level:[/B] 6        [B]XP:[/B] ?
[B]Dex:[/B] 10  +2 (2p.)      [B]BAB:[/B] +3         [B]HP:[/B] 27/[URL="http://invisiblecastle.com/roller/view/1792375/"]27[/URL] (5d4+4+12)
[B]Con:[/B] 14  +2 (6p.)      [B]Grapple:[/B] +3     [B]Dmg Red:[/B] -
[B]Int:[/B] 20* +5 (16p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12  +1 (4p.)      [B]Init:[/B] +0       [B]Spell Save:[/B] -
[B]Cha:[/B] 10  +0 (2p.)      [B]ACP:[/B] 0          [B]Spell Fail:[/B] -

* +1 to Int @ 4th level, Headband of Intellect +1

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



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

* Familiar (within 1 mile)

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

[B]Languages:[/B] 
Common
Elven     (Int bonus)
Abyssal (Int bonus)
Draconic  (Int bonus)
Celestial (Int bonus)

[B]Abilities:[/B]


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




* Weapons: truncheon (campaign bonus), club, dagger, 
                heavy & light crossbow, quarterstaff
* Prepared Arcane Spells per day (includes Int bonus): 
            cantrips:  4 (DC 15)
            1st level: 5 (DC 16)
            2nd level: 4 (DC 17)
            3rd level: 3 (DC 18)
* Spellbook    
* Summon Familiar (Merel, raven)
	+3 bonus to Appraise checks
        Alertness within arm's reach
        Empathic link
        Share spells
        Deliver touch spells
        Speak with master
* Bonus feats

* Knowledge specialization (Necromancy as banned school, 1 bonus skill point at each level)


[B]Feats:[/B] Alertness (Familiar bonus - arm's reach only)
Scribe Scroll (Bonus Wizard 1st)
Extend spell (1st level)
Collegiate wizard (Bonus Human)
Craft wondrous Items (3rd level)
Cooperative metamagic (Bonus Wizard 5th)
Craft Construct (6th level)

[B]Skill Points:[/B] 63       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]

--Class--
Concentration..............9....+2..........+11
Decipher Script............9....+5..........+14
Know:
   Arcana..................9....+5.....+2.....+16
   Religion...........4....+5..........+9
   Nature..................9....+5..........+14
   Planes..................9....+5..........+14
   Philosophy............4....+5...........+10
   Arcane constructs......9.......+5......+14
Spellcraft.................9.......+5.......+2*......+16
Appraise..........0....+5......+3***........+8

--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
*** Raven familiar

[B]Equipment:               Cost  Weight[/B]
Headband of intellect +1..........1000gp
Familiar summoning.........100gp

--Clothing (based on situation)--

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

--Worn / Carried--
MW Darkwood truncheon......--....1lb
Signal whistle............8sp....0
Spell pouch...............5gp....2lb
Backpack..................2gp....5lb

--In Backpack--
Spellbook..................--....3lb
Caltrops..................1gp....2lb
Flint and steel...........1gp....0
Ink.......................8gp....0
Inkpen....................1sp....0
Parchment x[s]5[/s]4.............1gp....0
Waterskin.................1gp....4lb
Antitoxin................50gp....0	
Sunrod x2.................4gp....2lb

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

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


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

Cantrips: All (excluding Necromancy)
1st level: Comprehend languages, Detect secret doors, Identify, Magic missile, Hold portal, Feather fall, Magic aura, Floating disk, Color spray, Jet of Steam (CM), Resinous tar (CM), Ebon Eyes, Shieldbearer
2nd level: Detect thoughts, Locate object, See invisibility, Invisibility, Spider climb, Fox's cunning, Mirror image, Alter self, Shatter, Resist energy, Chain of Eyes, Summon monster II, Scorch (SC)
3rd level: Dispel magic, Clairaudience/Claivegence, Fireball, Major image, Shrink Item, Illusory script, Arcane sight, Fly, Enduring Scrutiny (CM), Ghost Lantern (CM), Circle Dance (SC)[/sblock]


[sblock=Spells Prepared]

Cantrips (4 DC 15): Light, Detect magic, Detect Magic, Prestidigitation
1st level (5 DC 16): Ebon Eyes, Jet of Steam, Magic missile, Color Spray, Shieldbearer
2nd level (4 DC 17: Scorch, Spider Climb, Detect thoughts, Locate object
3rd level (3 DC 18): Fireball, Major Image, Clairaudience/Clair***
[/sblock]
 


Fenris

Adventurer
Brazinak Kzaniskan

Code:
[B]Name:[/B] Brazinak Kzaniskan
[B]Class:[/B] Rogue 3/Fighter 3
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Moradin

[B]Str:[/B] 10 +0 (02p.)     [B]Level:[/B] 6        [B]XP:[/B] 20,355
[B]Dex:[/B] 18 +4 (13p.)     [B]BAB:[/B] +5         [B]HP:[/B] XXX (6+2d6+3d10+18)
[B]Con:[/B] 16 +3 (06p.)     [B]Grapple:[/B] +5   [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 12 +1 (04p.)     [B]Init:[/B] +4        [B]Spell Save:[/B] +X
[B]Cha:[/B] 07 -2 (01p.)     [B]ACP:[/B] -0 (-2) [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5   (+2)   +4    +X    +X    +X    19 (21)
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +3   +1     +8
[B]Ref:[/B]                       4    +4   +1     +9
[B]Will:[/B]                      2    +1   +1     +4

[B]Weapon                  Attack   Damage     Critical[/B]
Hvy Rp Xbow          +11       1d10+1d6+3        19-20x2
   Rapid Shot           +9/+9     1d10+1d6+3        19-20x2
Dwarven Waraxe    +6          1d10                         20x3
Truncheon               +5          1d4+1

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

[B]Racial Abilities:[/B] [sblock]
 +2 Constitution, -2 Charisma. 
•	Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. 
•	Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). 
•	Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. 
•	Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. 
•	Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. 
•	Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). 
•	+2 racial bonus on saving throws against poison. 
•	+2 racial bonus on saving throws against spells and spell-like effects. 
•	+1 racial bonus on attack rolls against orcs and goblinoids. 
•	+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. 
•	+2 racial bonus on Appraise checks that are related to stone or metal items. 
•	+2 racial bonus on Craft checks that are related to stone or metal. 
•	Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. 
•	Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing [/sblock]

[B]Abilities:[/B] Trapfinding, Evasion, Trap sense +1, Sneak Attack +2d6 (Range of 60 ft)

[B]Feats:[/B] Point Blank Shot, Rapid Shot, Weapon Focus (Heavy Repeating Crossbow), Precise Shot, Crossbow Sniper, 

[B]Skill Points:[/B] 72       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                   1    +2          +3
Craft (Locksmith)        6    +2   +2    +10
Craft (Trapmaking)     6     +2   +2    +10
Disable Device             9    +2   +2    +13
Hide                       7    +4          +11
Listen                     9    +2          +11
Move Silently              7    +4          +11
Open Lock                  9    +4   +2    +15
Search                     9    +2          +11
Spot                       9    +2          +11

[B]Equipment:                         Cost  Weight[/B]
Mithral Shirt +1                       2,100gp   XXlb
Heavy repeating crossbow       8,550gp   XXlb
      +1 Flaming
MW Thieves Tools                    100 gp
Truncheon
Vest of Resistance +1              1,000 gp
MW  Dwarven Waraxe               330 gp
Heavy Steel Shield                        20 gp
Constable Health Plan              1,000 gp
Backpack
Crowbar
Flint and steel
5 pints of oil
MW Artisan’s tools (traps)
Explorer’s Outfit
 [B]Total Weight:[/B]XXlb      [B]Money:[/B]5gp 7sp XXcp

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

[B]Age:[/B] 103
[B]Height:[/B] 4'3"
[B]Weight:[/B] 162 lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Red
[B]Skin:[/B] Swarthy
Appearance: Brazikan is a thin dwarf compared to many, and his red beard is streaked here and there with gray. But his eyes are still keen and his hands are large, quick and nimble from his years of working with locks. He wears a simple set of rugged clothes, and is never without his large crossbow.

Background:
[sblock]
It was a beautiful day in the 14th. Ignatious Ironshirt sat at his desk, keeping the citizens of the 14th safe as he always did. His day was broken by the report that was run in by a hobgoblin. There had been another attempt on a craftsman. “Dammit all” Iggy shouted. “We just got that Halfling fellow back too.” A squad of Bravos was already on scene and had sent in the initial report. Seems like it was orcs again. Well the Bravos will see what went on and hopefully settle this thought Iggy. Not a half hour went by before another runner came in. “Citizen may still be inside, possibly held captive by orcs. Orcs spotted in area last night and tracks led here. Alphas needed” the note read. Iggy swore up and down. This was the last thing he needed. He wrote off a quick set of instructions for one of the Alpha teams he had and sent them off to deal with this before the neighborhood panicked. Iggy went back to his paperwork confident his Alphas could handle the situation. Imagine Iggy’s surprise when the Bravo company showed up, very reluctantly, and delivered another note to Ignatious Ironshirt. Iggy looked at the ceiling. He was getting tired of notes that held only bad news. ”We believe the orcs are dead, but cannot gain entrance to shop. Someone we believe to be the owner has fired upon us and says he doesn’t believe we are the constables and won’t come out unless” here the letter pauses and continues with shakier handwriting “Unless Old Ironbritches himself comes. PS Bring a good lockpicker.”

Iggy swore a blue streak that shook the walls. A citizen demanding that he himself come down? Preposterous. Unheard of. Still, Iggy knew what a crowd of Constables standing in front of store could do. He gathered his things and hurried down to the street, sending the Bravoes to find another Alpha from a different team, one Pete Olip, the best picker he had.

Iggy arrived just after Pete did at the store. Iggy gave a displeased stare to his Alphas that was met with downcast faces. Iggy asked about windows and found there weren’t any so Iggy sized up the door and gave it a good pounding and called out “Hello!” His response was a violent shaking of the door as a crossbow bolt slammed into the door so hard, the last inch of bolt stuck out of the door. Most of the Alphas ducked, Iggy stood there, even though the bolt would have struck him squarely. “Pete, unlock that door” said Iggy as he crossed his arms. Pete dutifully knelt down and unrolled his tool kit. He looked at the lock, he locked at the sign outside the shop and his eyes opened wide. He locked at the lock, then to Iggy, then to the lock and again to Iggy, Iggy returned his stare with a raised eyebrow. Pete sighed and turned to the lock, obviously more afraid of Iggy than the lock. Long minutes passed as Pete probed into the lock. Finally he took out his tools, put them away and stood up. “Sorry Chief, I can’t do it. That there is a Brazkan Lock. Brazinak Kzaniskan makes them good and he traps a lot of them. He has some nefarious trap in there, I can see the trigger, but can’t figure out how to disarm it. And I don’t know what it is, could be real bad. But this thing is beyond me” says Pete with a good deal of reluctance.

Iggy gave the door a violent kick and started shouting in dwarvish. He was replied to by a muffled shout in dwarvish that meant something along the lines of “Your mother had a longer beard than your father!”. That really set off Iggy. There followed a thirty minute shouting match, in dwarvish across the door. Curses, insults and threats came from both parties. Several Alphas who knew dwarvish turned red at some of them. Finally after a particularly long tirade by Iggy, there was silence on the other side and then the sound of locks and mechanisms being worked. Pete was listening carefully and his eyes grew wide with what he was hearing. Finally the door opened a bit. In the doorway stood another dwarf, much thinner in the shoulders and chest than Iggy, but with hands at least as large, his long red beard was streaked with gray and tucked into his belt. He held an elaborate crossbow in his hands.

“Ah master Ironbritches, it is you after all. Fine job your Constables do here, can’t even protect us poor shopkeepers.” Says the dwarf as Iggy steps inside the darkened shop. Inside Iggy finds a pile of orc corpses, each perforated with a smoldering bolt, several more orcs are pinned against the walls of the shop. Braz himself has a bandage wrapped around his head that is strained red. Iggy looks around the small locksmith’s shop, looks at the dwarf. “You’re right, we need to do a better job. So why don’t you help us out. Come join my Alphas, we could use a dwarf of your talents. You could help us protect the 14th better.”

“And leave my shop!” exclaims Braz “Why, for your pittance of a salary? For the privilege of being cut open by more orcs? No thanks”

Iggy sighed “Yeah, I thought so, those orc locks down there, they are pretty tough, probably too tough for anyone in the city to figure out. And the traps!” Iggy shakes his head “They are bad, deadly really. My Constables are having a touch time with them. Seems orcs can make traps better than we thought.” Iggy stands silently as his words penetrate.

As Iggy leaves, Braz calls out, “I’ll think on it” sullenly. The Alphas file in to recover the orc bodies and remove any evidence. They are silently deferent to this craftsman who shouted it out with the toughest constable they knew.

A week later Iggy sits again at his desk, the 14th peaceful again, until of course shouting erupts in the office and a familiar dwarf strides him and plops himself down across from Iggy. A long stony silence between them is finally broken by Braz speaking “All right Ironbritches, since you can’t seem to get enough competent constables to keep us citizens safe, it is again up to us dwarfs to shoulder the burden. I am here to join your Alpha’s and lend my talents to protecting the city.” There is a long pause before a “Sir” gets added to that, reluctantly, but respectfully.

Iggy smiled to himself. He knew just the team that needed a dwarf, needed a good trap finder too. A team that was too often away from the city, a team that needed the level headedness and stubbornness of a dwarf, especially this dwarf. Iggy silently pushed a stack of paperwork across his desk to the other dwarf, it was already filled out with Brazinak’s name.


“You can never have enough dwarves around” said Iggy as he watched Brak sign on.


What the poor orcs who swarmed the shop that night didn’t realize was that Braz had been a tunnel scout back in the day in the mountain hold he was born into. There he had learned much of his craft, sneaking down dark tunnels and sniping at goblins and orcs. Setting traps and infiltrating the orc dens. He fought many battles and became well known as Bullseye Brazinak for his excellent marksmanship with a crossbow. A full decade he served in the tunnels before moving to Lauralie and taking up locksmithing. Braz had worked out of his shop for more than 35 years in the city. Honing his craft, building better and better locks and in later years he added clever traps to them. His Brazkan Locks were well known and the rich and powerful sought out his locks. Perhaps that was why the orcs came to find him, but they obviously only knew half of his story.

After Iggy came to find him, Braz thought long and hard. He was no longer a young dwarf, his beard tucked easily into his belt, and he had passed 100 years only a few years ago. But 100 really wasn’t that old for a dwarf after all, and he was still hearty and hale and his hands were as steady as ever. The orc attack had awaken in him that love of battle that all dwarves seem to have. And while he was good at making locks, he did desire that challenge of coming across a new lock, and putting his skills to the test against it’s maker. So he locked up his shop tightly, trapped much of it to be safe and headed out to be an Alpha.

He might even stop calling Iggy “Ironbritches”.
[/sblock]
 
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KerlanRayne

Explorer
Tauvalek Dusksprocket

[SBLOCK=Tauvalek]
Tauvalek Dusksprocket aka Tau (as in Tower)
Description:
Gender: Male, Race: Illumian
Sizecategory: Medium, 5'10" tall, 156 lbs, 30 yrs old
Red hair; Blue eyes; pale skin
Alignment: Neutral Good
Class: Archivist 3 / Focused Conjuration Specialist Wizard 3 / Mystic Theurge 1
XP: 21,065 / 28,000 [-430 xp]

Speaks Common, Illumian, Sylvanoptera, Elven, Dwarven, Celestial, Draconic, Infernal, Abyssal, Auran, Terran, Sylvan, Orc, and Undercommon

Statistics
Str 10 (+0 Mod) = 10 ( 2 pts) ()
Dex 14 (+2 Mod) = 14 ( 6 pts) ()
Con 14 (+2 Mod) = 14 ( 6 pts) ()
Int 20 (+5 Mod) = 18 (16 pts) (+1 Lvl, +1 Enhancement)
Wis 10 (+0 Mod) = 10 ( 2 pts) ()
Cha 08 (-1 Mod) = 08 ( 0 pts) ()


Hit Points: 37 = 6 + (2d6) + (4d4) + (7*2 CON)
AC 14 (10 Base, +2 DEX, +2 Shield) [+2 vs Ranged]
• Touch 12 (10 Base, +2 DEX) [+2 vs Ranged]
• Flat 12 (10 Base, +2 Shield) [+2 vs Ranged]
• Both 10 (10 Base) [+2 vs Ranged]
Init +8 (+2 DEX, +2 Sigil, +4 Feat)
BAB +3; Grap +3 (+0 STR, +3 BAB)
Speed: 30' (base 30')
Carrying Capacity: 26/53/80
Weight Carried: xxx lbs

AC Modifiers:
+2 vs Ranged Attacks with Shield Crystal
+2 when Fighting Defensively (-4 to all attacks)
+4 with Full Defence (No Attacks)
+2 vs Ranged when Kneeling (-2 AC vs Melee)
+4 vs Ranged when Prone (-4 AC vs Melee)

Saves: (+2 vs Shadow spells)
Fort +7 (+4 base, +2 CON, +1 Resistance)
Refl +5 (+2 base, +2 DEX, +1 Resistance)
Will +9 (+8 base, +0 WIS, +1 Resistance)


Attacks:
+4 Melee, Mwk Truncheon, 1d4+1, 20/x2
• To Hit: (+3 BAB, +1 Enhancement)
+4 Melee, Dagger +1, 1d4+1, 19-20/x2
• To Hit: (+3 BAB, +1 Enhancement)
+6 Ranged, Mwk Light Crossbow, 1d8, 20/x2, 80'r
• To Hit: (+3 BAB, +2 DEX, +1 Enhancement)
+5 Ranged, Sling, 1d6, 20/x2, 30'r
• To Hit: (+3 BAB, +2 DEX)

Combat Modifiers: Attack & Damage
+? to Melee/Ranged (Condition)

Skills: (36 Archivist, 18 Wiz, 6 MT)
+13 Concentration = (6 Arc, 3 Wiz, 1 MT) (+2 CON, +1 Shield)
+15 Spellcraft = (7 Wiz, 1 MT) (+5 INT, +2 Synergy) [+2 Scrolls]
+15 Knowledge (Arcana) = (4 Arc, 3 Wiz, 1 MT) (+5 INT, +2 Class)
+13 Knowledge (Religion) = (5 Arc, 1 Wiz, 2 MT) (+5 INT)
+6 Knowledge (The Planes) = (1 Arc) (+5 INT)
+6 Knowledge (Nature) = (1 Arc) (+5 INT)
+6 Knowledge (Dungeoneering) = (1 Arc) (+5 INT)
+6 Knowledge (Engineering) = (1 Arc) (+5 INT)
+6 Knowledge (Geography) = (1 Arc) (+5 INT)
+6 Knowledge (History) = (1 Arc) (+5 INT)
+6 Craft (Alchemy) = (1 Wiz) (+5 INT)
+8 Decipher Script = (1 Wiz) (+5 INT, +2 Class)
+6 Heal = (4 Arc) (+0 Wis, +2 Belt)
+0 Survival = (0 Ranks) (+0 WIS)
+9 Search = (4 Arc) (+5 INT)
+4 Balance = (0 Ranks) (+2 DEX, +2 Sigil)
+4 Escape Artist = (0 Ranks) (+2 DEX, +2 Sigil)
+4 Tumble = (0 Ranks) (+2 DEX, +2 Sigil)
+4 Ride = (0 Ranks) (+2 DEX, +2 Sigil)
+0 Listen = (0 Ranks) (+0 WIS)
+0 Spot = (0 Ranks) (+0 WIS)
+4 Move Silently = (0 Ranks) (+2 DEX, +2 Sigil)
+4 Hide = (0 Ranks) (+2 DEX, +2 Sigil)
+0 Climb = (0 Ranks) (+0 STR)
+0 Jump = (0 Ranks) (+0 STR)
Collector of Stories skill trick (2 Arc Skill Points) +5 Knowledge to ID Monsters
Healing Hands skill trick (2 Arc Skill Points) Heal 1d6 when stabilizing someone
Speak Language (3 Arc, 3 Wiz, 1 MT): 7 languages

Feats:
Level 1 - Cloudy Conjuration
Archivist 1 - [Scribe Scroll]
Level 3 - Improved Initiative
Wizard 1 - [Craft Wonderous Item, Collegiate Wizard]
Level 6 - Fiery Burst

Illuman Racial Traits:
• Krau Sigil: +2 to all Caster Levels.
• Uur Sigil: +2 to all DEX checks and skills.
• Uurkrau Word: Bonus Archivist spells based on DEX.
• Speak Language is always a class skill.

Archivist Class Abilities:
• Proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword.
• Bonus Feat: [Scribe Scroll].
• Spellcasting: 4 0th, 3 1st, 2 2nd
• Dark Knowledge

Wizard Class Abilities:
• Proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.
• Focused Specialist variant (CM): -1 spell/level, +2 Conjuration spells/level.
• Banned Schools: Illusion, Enchantment, Necromancy.
• Traded Feats: Scribe Scroll for Craft Wonderous Item / Summon Familiar for Collegiate Wizard.

Memorized Wizard Spells [3+3 0th, 2+2+3 1st, 1+1+3 2nd] (Caster Level: 6)
0th (DC 15): Launch Bolt, Launch Bolt, Prestidigitation, (Caltrops), (Acid Splash), (Acid Splash)
1st (DC 16): Shield, Fist of Stone, Nerveskitter, Persistent Blade, (Mage Armor), (Grease), (Wall of Smoke)
2nd (DC 17): Alter Self, Melf's Acid Arrow, (Glitterdust), (Web), (Cloud of Bewilderment)

Memorized Archivist Spells [4 0th, 4+1 1st, 3+1 2nd] (Caster Level: 6)
0th (DC 15): Detect Magic, Detect Magic, Light, Cure Minor Wounds
1st (DC 16): Produce Flame, Entangle, Shield of Faith, Faerie Fire, Lesser Restoration
2nd (DC 17): Cure Moderate Wounds, Hold Person, Mirror Image, Flaming Sphere

Spellbook: [17 1st, 6 2nd] [* = Conjuration Spells]
  • 0th: Acid Splash*, Arcane Mark, Caltrops* (SC), Detect Magic, Flare, Launch Bolt (SC), Launch Item (SC), Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage (SC), Resistance
  • 1st: Benign Transposition*, Feather Fall, Fist of Stone (SC), Grease*, Lesser Orb of Acid* (SC), Mage Armor*, Reduce Person, Enlarge Person, Shield, Wall of Smoke*, Blockade*, Comprehend Languages, Magic Weapon, Nerveskitter (SC), Obscuring Mist, Ray of Clumsiness (SC), Persistent Blade (SC)
  • 2nd: Alter Self, Fox's Cunning, Cloud of Bewilderment* (SC), Glitterdust*, Web*, Melf's Acid Arrow*, Whirling Blade (SC), Seeking Ray (PHB2)

Prayerbook: [14 1st, 5 2nd]
  • 0th: Amanuensis (SC), Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
  • 1st: Shield of Faith, Protection from Evil, Hide from Undead, Sanctuary, Resurgence(SC), Scholar's Touch(RoD), Produce Flame, Faerie Fire, Cure Light Wounds, Entangle, Lesser Vigor(SC), Lesser Restoration, Make Whole, Sleep
  • 2nd: Cure Moderate Wounds, Spiritual Weapon, Flame Blade, Invisibility, Mirror Image, Hold Person, Bear's Endurance, Flaming Sphere, Barkskin

Equipment: [120 gp, 8 sp, 6 cp]
Explorer's Outfit (Worn, 0 lbs)
Spell Component Pouch (Worn, 2 lbs) 5 gp
Wooden Holy Symbols (Boccob, Aulasha) 2 gp
Haversack (5 lbs)
• Peasant's Outfit (2 lbs) 1 sp
• Scholar’s Outfit (6 lbs) 5 gp
• Bedroll (5 lbs.) 1 sp
• Blanket, winter (3 lbs.) 5 sp
• Canvas [2 sq. yds.] (2 lbs.) 2 sp
• Crowbar (5 lbs.) 2 gp
• Grappling Hook (4 lbs.) 1 gp
• Shovel (8 lbs.) 2 gp
• Block and Tackle (5 lbs) 5 gp
• Bucket [x2] (4 lbs) 10 sp
• Manacles (2 lbs) 15 gp
• Tent (20 lbs.) 10 gp
• Candles [10] 1 sp
• Oil (1-pint flask) [x5] (5 lb) 5 sp
• Fishhooks [x10] 1 gp
• Sewing Needles [x5] 25 sp
• Flask [empty, x2] (3 lbs) 6 cp
• Parchment [10 sheets] 2 gp
• Rations [2 days] ( 1 lb) 5 sp
• Rope, silk [50 ft.] (5 lbs) 10 gp
• Sack [empty, x2] (1 lb) 2 sp
• Torches [x10] (10 lbs) 10 cp
• Waterskin (4 lbs) 1 gp
• Spare Spell Component Pouch (2 lbs) 5 gp
• Spellbook (3 lbs) 15 gp
• Prayerbook (3 lbs) 15 gp

Belt Pouch [x2] (1 lb) 2 gp
• Scroll Case (½ lb) 1 gp
• Chalk [10 pieces] 1 sp
• Flint and steel, 1 gp
• Ink [1 oz. vial] 8 gp
• Inkpen, 1 sp
• Mirror, small steel (½ lb) 10 gp
• Signal whistle, 8 sp
• Vial, ink or potion (1/10 lb) 1 gp

Magic Items [10,630 gp] (* = Self Crafted)
Heward's Handy Haversack (Worn, 5 lbs) [2,000 gp]
Githcraft Darkwood Buckler +1 (Worn, 2½ lbs) [1,805 gp]
Least Shield Crystal of Arrow Deflection (On Shield) [500 gp] +2 to AC vs Ranged
Armband of Elusive Action* [400 gp, 32 xp] 1/day avoid provoking an AoO
Artificier's Monocle* [750 gp, 60 xp] (In the form of glasses) Identify using Detect Magic
Cloak of Resistance* +1 [500 gp, 40 xp]
Rod of Frost (Found)
Pearls of Power Level 1* (x2) [500 gp, 40 xp (x2)]
Headband of Magic
• Headband of Intellect* +1 [500 gp, 40 xp]
• Burning Veil [1,000 gp] 3/day +1d6 dmg to Fire spell
Adventurer's Belt
• Caustic Veil* [1,000 gp, 80 xp] 3/day +2d6 dmg to Acid spell
• Healing Belt* [750 gp, 60 xp]
Magician's Gloves
• Gloves of the Starry Sky [1,100 gp] Light at will, 3/day Magic Missile
• Arcanist's Gloves* [325 gp, 30 xp] 2/day +2 CL to 1st lvl spell

Weapons: [65 gp]
Masterwork Truncheon (Belt, 1 lb) FREE
Dagger +1 (Waist, 1lb) [Found]
Dagger [Silver] (Pouch, 1 lb) 22 gp
Dagger [Cold Iron] (Pouch, 1 lb) 4 gp
Masterwork Light Crossbow (4 lbs) 335 gp
20 bolts (Back, 2 lbs) 2 gp
Sling (Pouch, 0 lbs) 0 gp
Quarterstaff (Hand, 4 lbs) 0 gp

Scrolls: [*=Self Crafted] [100 gp, 8 xp]
1st: Magic Weapon* (CL1, DC 16), Blockade* (CL1, DC 16), Comprehend Languages* (CL1, DC 16), Obscuring Mist* (CL1, DC 16), Resurgence* (CL1, DC 16), Faerie Fire* (CL1, DC 16), Entangle* (CL1, DC 16), Lesser Restoration* (CL1, DC 16)
2nd:

Potions: [0 gp]
Wands:

Possessions at Home: [1,065 gp]
Scholar’s Outfit (6 lbs) [5 gp]
Monthly Wages [50 gp/month]
Upper Middle Class Monthly Expenses [50 gp/month]
Life Insurance Policy [1,000 gp]
Insurance Fee [5 gp/month] 1 year prepaid [60 gp]

Total Money Used: 12,735 gp 8 sp 6 cp
Total Money Left: 882 gp 1 sp 4 cp
Total XP Spent: 430 xp

Used Items
Spells Scribed into Spellbook and Prayerbook: 550 gp
• Level 1: 8 x 25gp = 200 gp
• Level 2: 7 x 50 gp = 350 gp

Appearance / Personality:
Tau can be very stark looking to people who have never seen him before. His bright red hair is usually unkempt, his startling blue eyes can make people nervous, and his skin seems too pale to be normal. He normally dresses in functional clothing that always seems to be rumpled.

Tau is friendly but he's not very good at it. He often says the wrong thing at the wrong time. He is also extremely intelligent, and that usually puts people off as well. What few friends he has he is very loyal to.

Background:
Tauvalek was a mixed blessing for his father. Tau was always brilliant, be he also had little respect for social order and often blurted things out at inappropriate times. Being blunt did not help him maneuver in social circles. As a child, he was expected to become an archivist when he grew up, just like his father. He could also pursue other interests of course, that is the Illuman way, but his main focus was to be an Archivist. He took up the career and found he really enjoyed it. He was trained while working in the library at the Laurialie Conjurers Academy. While working there he became interested in the arcane arts as well and decided to become a student, training as a wizard.

Tau's father, Ruknal, knows Ignatious Ironshirt. They fought together in skirmishes against the orcs in their younger years. They are not really close, but have a mutual respect for each other. They still keep in touch and have called upon each other for favors from time to time.

Tau has little respect for the social order that makes up the local Illuman Dusksprocket cabal. Because of this, his father convinced him to join Constables. He thinks it will help Tau learn respect for law and order in hopes that one day, he will take his place among the cabal.

All of Tau's Rolls
Blank Link[/SBLOCK]
 
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