[RG] Doghead's Underdogs [a simple DnD game]




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  1. #1
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    [RG] Doghead's Underdogs [a simple DnD game]

    This is the Rogues Gallery Thread for doghead's Underdogs.

    Please don't post anything here other than the characters.

    I'd like everyone to use the following format. Ideally I would like everyone to also format the character sheets as I have done. But as I never like using other people's character sheets, I'm not going to insist. And yes, Lazarius is a character of mine, in a manner of speaking.

    * * *

    Lazarius Jones, Male Elf Sorcerer 2.

    Spoiler:
    Alignment: Chaotic Good
    Experience: 1600

    Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 8 (-1)

    Hit Dice: 2d4+7 (hp 13)
    Initiative: +6 [+2 Dex +4 Feat)
    Speed: 20 ft. [base 30 ft., medium encumbrance]
    Armour Class: 12 [base 10 + 2 dex]
    * Touch 12, Flat Footed 10
    BAB: +1
    * mw Light Crossbow +4 range (1d8, 19x2, 80 ft.)
    * Dagger +3 range (1d4-1/19-20x2, 10 ft.)
    * Dagger +0 melee (1d4-1/19-20x2)

    Saves: Fort +2, Ref +2, Wil +5

    Skill Points: 30 [(2+3+1)*4 +6]
    Max Ranks: 5/2.5
    Skills:
    * Concentration +7/+11 [5 ranks, +2 Con / +4 Feat]
    * Decipher Script +5 [2.5 cc/ranks, +3 Int]
    * Knowledge (Arcana) +8 [5 ranks, +3 Int]
    * Spot +4 [2.5 cc/ranks, +2 Wis]]
    * Search +5 [2.5 cc/ranks, +3 Int]
    * Spell Craft +8 [5 ranks, +3 Int]

    Languages: Common, Elven, Draconic, Goblin.

    Feats and Abilities:
    * Improved Initiative [human]
    * Combat Casting [level 1]
    * Arcane Spell-casting [sorcerer 1]
    * Scribe Scroll [sorcerer 1]
    * Summon Familiar [sorcerer 1]
    * Toughness [DM bonus]

    Spells Known: All/6
    * 0th (DC 13): All
    * 1st (DC 14): Shield, Mage Armor, Magic Missile, Ray of Enfeeblement, Identify, Burning Hands.

    Spells Prepared: 4/3
    * 0th: Acid Splash, Detect Magic, Light x2
    * 1st:

    Arms, Armor and Equipment:
    * Masterwork Light Crossbow (4 lb.)
    * 10 Bolts (1 lb.)
    * Dagger x5 (5 lb.)
    * Backpack (2 lb.)
    * * Bedroll (5 lb.)
    * * Flint and Steel
    * * Ink & Ink Pen
    * * Manacles (2 lb.)
    * * 50 sheets of Paper
    * * Trail Rations x6 (6 lb.)
    * * 50 ft of Silk Rope (5 lb.)
    * * Water-skin (4 lb.)
    * * Bulls-eye Lantern (3 lb.)
    * * Oil (1 lb.)
    * * Spellbook (4 lb.)
    * Beltpouch (1/2 lb.)
    * * Potion of CLW x2
    * Beltpouch (1/2 lb.)
    * * Potion of CLW x2
    * Spell Component Pouch (2 lb.)
    * * Spell Components

    Coin: 218 gp, 11 sp, 50 cp.

    Weight Carried: 44 lb.
    Encumbrance: Light 26 lb., Medium 53 lb., Heavy 80 lb..


    Description: Lazarius is of average height, standing nearly five foot eleven inches tall. His hair is straight and long - his dark ebon locks reaching near the middle of his shoulder blades. His clothing is rather plain, at least for now as he's not amassed enough wealth to afford anything more fancy. Simple browns, dark yellows and grays and blacks are his colors of choice as he tries to keep himself as little noticed as possible. Especially by people shooting at him.

    Background: Lazarius has been out of wizard training school for nearly a year now, and thus far he's made little progress making a name for himself. It is a situation that frustrates him immensely. Especially as Guy de Huiard, so Lazaruis has heard, has already been feted several times for his deeds.

    Fortunately, Lazarius has managed to attach himself to a small band of brave souls for a bit of adventuring. Hopefully they will keep him alive long enough to progress his magical aptitude and increase his fame as well.

    Recently Lazarius and his companions have found their way to the small town of Eldold. He and his band of compatriots have taken on a task that the town elders have bestowed apon them and the problem seems to be a bottomless pit of never ending twists and turns.
    Last edited by doghead; Tuesday, 3rd July, 2007 at 12:44 PM.
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  • #2
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    Assaq, Male Grell Ranger 4

    Alignment: Lawful Neutral
    XP: 6000

    Str: 14 +2 ( 4p, +2 race)
    Dex: 15 +2 ( 6p, +1 level)
    Con: 16 +3 (10p.)
    Int: 10 +0 ( 4p, -2 race)
    Wis: 14 +2 ( 6p.)
    Cha: 8 -1 ( 2p, -2 race)

    Initiative: +2 (+2 dex)
    Speed: 30 ft.

    Attacks
    * +1 Composite Longbow (+2 str): +7, 1d8+3 (x3) piercing
    * +1 Composite Longbow (+2 str), full attack: +5/+5, 1d8+3 (x3) piercing
    * Longsword: +6, 1d8+2 (19-20x2) slashing
    * Grapple: +6

    Common modifiers:
    * Ranged attack within 30 feet: +1 attack (point blank shot)
    * vs. humanoid (goblinoid) +2 damage

    Soak: 9 (+3 con, +5 armor, +1 Toughness)
    Defense:
    * With bow: +6 (4 BAB, +2 dex)
    * With sword and shield: +8 (4 BAB, +2 dex, +2 shield)

    Saves:
    Fort: +7 (4 base, +3 con)
    Ref: +6 (4 base, +2 dex)
    Will: +3 (1 base, +2 dex)

    Languages: Speak Grell

    Abilities:
    Darkvision 60' (race)
    Favored enemy: Humanoid (goblinoid) (Ranger 1)
    Track (Ranger 1)
    Wild Empathy (Ranger 1)
    Rapid Shot (Ranger 2)
    Endurance (Ranger 3)
    Animal Companion (Ranger 4)


    Feats:
    Track (Ranger 1)
    Rapid Shot (Ranger 2)
    Endurance (Ranger 3)
    Point Blank Shot (clvl 1)
    Toughness (GnG: +1 soak) (clvl 3)

    Skills
    Code:
    Skill Points:   (6 +0 (int) +2 (houserule))*4 + (6 +0 +2 )*(ranger lvl-1) = 56
    Max Ranks: 7/3.5
     +0 Appraise (0 ranks +0 int)
     +1 Balance (0 ranks +2 dex -1 armor)
     -1 Bluff (0 ranks, -1 cha)
     +2 Climb (1 ranks, +2 str, -1 armor)
     +3 Concentration (0 ranks, +3 con)
     +5 Craft (Bowmaking) (5 ranks, +0 int)
     -1 Diplomacy (0 ranks, -1 cha)
     -1 Disguise (0 ranks, -1 cha)
     +1 Escape artist (0 ranks, +2 dex, -1 armor)
     +0 Forgery 
     -1 Gather information (0 ranks, -1 cha)
     +4 Handle animal (5 ranks, -1 cha)
     +3 Heal (1 rank, +2 wis)
     +8 Stealth (7 ranks, +2 dex, -1 armor)
     -1 Intimidate (0 ranks, -1 cha)
     +1 Jump (0 ranks, +2 str, -1 armor)
     +4 knowledge(geography) (4 ranks, +0 int)
     +7 knowledge(nature) (7 ranks, +0 int)
     +2 knowledge(local) (2 ranks, +0 int)
     +9 Perception (7 ranks, +2 wis)
     +2 Ride (0 ranks, +2 dex)
     +7 Search (7 ranks, +0 int)
     +2 Sense motive (0 ranks, +2 wis)
     +9 Survival (7 ranks, +2 wis)
     +0 Swim (0 ranks, +2 str, -2 armor)
     +2 Use rope (0 ranks, +2 dex)
    
    Languages:
     Speak Grell (free)
     Write Grell (1 rank)
     Speak Dornish (1 rank)
     Speak Trader (1 rank)


    equipment
    Code:
    Wt:  Paid:      Description:
     -      -       Explorer's outfit
     3   2600       [url=http://www.d20srd.org/srd/magicItems/magicWeapons.htm]+1 Composite Longbow (+2 str)
     9      3       60 arrows
    25   1250       +1 chain
    shirt
     4     15       Longsword
    10      7       Heavy wooden shield
     -    750       Wand of Cure Light Wounds, CL 1, 47 charges remaining
     2       -      Backpack, containing
     7       -          Cold weather outfit
     -       -          5 tindertwigs
     5       -          50' of silk rope
     5       -          Bedroll
     7       -          7 days trail rations
     
    
                              Lgt   Med   Hvy
    Max Weight:                58    116   175
    Total weight carried: 70


    Money: 375g

    Spells: Ranger spell list
    Spells per day: 1/0/0/0
    Save DC: 12 + spell lvl
    Spells prepared: 1: Entangle

    Age: 24
    Height: 5'8"
    Weight: 170lb
    Eyes: black
    Hair: brown
    Skin: greenish brown?
    money tracking

    Code:
     5000g Starting gold
    -2600  +1 Composite Longbow (+2 str)
       -3  60 arrows
    -1250  +1 chain shirt
      -15  Longsword
       -7  Heavy wooden shield
     -750  Wand of Cure Light Wounds, CL 1
    Current total:
    375g


    xp

    6000 starting xp (4th level)


    Animal Companion

    Ranger animal companion: Wolf
    Typical for its kind, except for the following special abilities: Link, Share spells, 1 bonus trick: Attack



    Appearance:
    Assaq is a slenderly built grell of medium height, with weather-darkened skin and close-cropped dark hair. He wears nondescript dark clothing that seems to blend into the shadows. He wears a plain longsword in a scabbard, a small wooden shield slung over his back, and carries a large, beautifully wrought longbow. Those with keen ears can occasionally hear the clink of mail under his clothes.

    Background:
    Assaq was a quiet child, more likely to spend hours sitting motionless observing birds and animals than to play with other children. The elders of Horak-krel, taking notice of this, apprenticed him early to the clan's hunters. He quickly showed talent at shooting small game, and came to take pride in providing a valuable service to the village. When he grew to full size, he began to train with martial weapons, and was soon invited to accompany the senior hunters on expeditions to clear away dangerous vermin from the surrounding countryside and, on rare occasions, to raid nearby settlements.

    Now Assaq is a trusted member of the clan's hunters, but still leads a fairly solitary life. He often volunteers for patrols that take him deep into the surrounding wilderness alone. He speaks little, preferring patient observation and swift action. He has great respect for the clan elders, and is perfectly comfortable taking any means necessary in carrying out their instructions.

    Assaq is from a poor fell, led by an old grell named Beteq. When Assaq was young, Beteq's fell endured a number of years of hard times. Despite help from other fells, debt, poor harvests and sickness sent some to an early pyre, and others to seek their fortune elsewhere in the world, both of which weakened the fell further. Among those who died were Assaq's parents. Now, Beteq's fell is doing better, thanks partly to Assaq's hunting and bowmaking, but mostly to the general improvements in the village's fortunes caused by the influence of the shamen.
    Last edited by covaithe; Friday, 30th November, 2007 at 09:22 AM.
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  • #3
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    Name:       Mogro Bardican
    Class:      Fighter
    Race:       Halfork
    Size:       Medium
    Gender:     Male
    Alignment:  Neutral Good     
    
    Str: 18 +4 (10p.)     Level:    4     XP:   10,000
    Dex: 14 +2  (6p.)     BAB:     +4     Speed:   20'
    Con: 16 +3 (10p.)     Defense: +8     Init:    +2
    Int: 08 -1  (2p.)     Soak:    +9
    Wis: 10 +0  (2p.)     
    Cha: 08 -1  (2p.)     
    
                          Con  Armor  NatArm  Size  Misc
    Soak:    +10           +3    +7     +0     +0    --
    
                          BDB   Dex   Shield  Size  Misc
    Defense:  +8           +4    +2     +2     +0    --
    
                          Base  Mod  Misc
    Fort:  +7              +4    +3   --
    Ref:   +3              +1    +2   --
    Will:  +1              +1    +0   --
    
    Weapon:               Attack  Damage  Critical
    Bastardsword +1       +10     1d10+7      8+
    Dagger                 +8      1d4+4      8+
    Lance                  +8      1d8+4     10+
    Longbow                +6      1d8       10+
    
    Languages: Speak Grell, Dornish
    
    Abilities:
    Darkvision 30' (Halfork)
    Orc Blood (Halfork)
    
    Feats:
    Bastardsword Proficiency (Gen1)
    Bastardsword Focus (Fig1)
    Mounted Combat (Fig2)
    Powerful Charge (Gen3)
    Bastardsword Specialization (Fig4)
    
    Skill Points: 21      Max Ranks: 7
    
    Skills:               Ranks  Mod  Misc
    Climb +6                2     +4   --
    Handle Animal +6        7     -1   --
    Jump +6                 2     +4   --
    Perception +2           2     +0   --
    Ride +9                 7     +2   --
    Speak Dornish           1
    
    Equipment:                Cost  Weight
    Backpack                   2gp     2lb
    Bedroll                    1sp     5lb
    Belt Pouches (2)           2gp     1lb
    Flint & Steel              1gp     0lb
    Lantern, Hooded            7gp     2lb
    Oil (3)                    3sp     3lb
    Rations (4 days)           2gp     4lb
    Waterskin                  1gp     4lb
    Whetstone                  2cp     1lb
    
    Bastardsword +1         2335gp     6lb
    Dagger                     2gp     1lb
    Longbow                   75gp     3lb
    Arrows (40)                2gp     6lb
    Lance                     10gp    10lb
    Banded Mail +1          1350gp    35lb               
    Shield, Lg Metal          20gp    15lb
    
    Warhorse, Heavy          400gp
    Barding, Chainmail       700gp    80lb
    Bit & Bridle               2gp     1lb
    Saddle, Military          20gp    30lb
    Saddlebags                 4gp     8lb
    
    
                      Total 4996.42
    
    Total Weight: 98lb
    Money: 3gp 5sp 8cp
    Appearance: Mogro is actually rather short for a half-orc, only 5'8". However, whatever he loses in height he more than makes up for in girth. Weighing in at 265lbs, the thickness of his chest, arms and legs makes him look almost like a bulldog walking upright. His skin is pale peach tinted with just a hint of green, his long, black hair covers his entire body, and his pronounced canines have been capped with attractive gold bands. If you look straight at him you will notice his lazy right eye, and coupled with his less-than-perfect speech, the overall effect is that he is a man made for fighting and not for diplomacy. However, with the large smile he tends to always wear, Mogro does not necessarily seem the fighting type.

    History: It is unknown how many generations back the Bardican line has lived in Horak-krel. All Mogro knows is that his family has been a respected member of the community since he can remember, although his father's job has caused some costernation at various points. His father, Malco Bardican, was a soldier in one of the kingdom's mercenary companies, the Flying Serpents. He spent his days traveling to and from the various hamlets throughout the Hella kingdom, protecting them from the overt and covert threats. When Malco declared his intention of working for the kingdom in this manner, many of the Bardican family were troubled by this... as it was thought that if he intended a life of defense, he would better serve the community by defending Horak-krel itself rather than leave home. However, Malco had a calling for a greater service, and thus he journeyed out from the village to join the Serpents. Mogro's mother, Terga, thus became the quintessential solder's wife. While Malco would be gone for weeks at a time, she would be at home in Horak-krel raising the family's three children (of which Mogro was second oldest and the only boy). What might be surprising is that despite her husband having left the settlement to earn his keep away from home, Terga dealt with the situation and raising of the children admirably. Terga became a respected and beloved member of the community and the Fall, and she passed those values onto her children. Mogro learned early on to respect the differences in all people, became well-liked, took an active hand in the settlement's actions, and was always willing to help his fellow grell.

    Following in his father's footsteps was always the plan for Mogro. Despite his lack of height, he took to a work ethic that produced a strong, healthy young man. And although he was not as bright as his two sisters, he nonetheless earned the respect of the folks in Horak-krel and the neighboring town due to his feats of physicality. He seemed to have a way with horses, and he developed a good rapport with them. Riding and animal care became paramount as he got older, and Mogro hoped that when he reached his majority, he might join the Flying Serpents as a mounted warrior and join his father. However, once he became of age, it was seen that Mogro's perceived lack of mental acuity would make an immediate move into the Serpents an impossibility. Father and son both decided that the best way for Mogro to prove his mettle was to gain experience first as part of the settlement's defenses. Mogro and Malco both hope that with a couple years of hard work defending Horak-krel and learning the basics of a military life, advancement into Serpents will not be far down the road.

    Malco Bardican (father)
    Terga Bardcian (mother)
    Merga Bardican (eldest daughter)
    Mogro Bardican (middle son)
    Makree Bardican (youngest daughter)
    Last edited by DEFCON 1; Wednesday, 1st August, 2007 at 03:18 PM.

  • #4
    Ershe, Grell Druid 4

    Ershe
    Ershe
    Male Grell
    Neutral Good
    Druid 4

    12 Strength (+1) (2 pts. +2 Racial)
    10 Dexterity (+0) (2 pts.)
    14 Constitution (+2) (6 pts.)
    12 Intelligence (+1) (6 pts., -2 Racial)
    17 Wisdom (+3) (10 pts., +1 Level)
    12 Charisma (+1) (6 pts., -2 Racial)

    BAB: +3
    Grapple: +4
    Initiative: +0
    Speed: 30 ft.
    ACP: -0
    Soak: 7 (+2 Con, +1 Toughness, +4 Armor)
    Defence: +6 (+3 BAB, +3 Shield)

    Attack:
    Masterwork Scimitar +5, Damage 1d6+1, Crit 18-20/x2

    Notes:

    Fort Saves: +6 (+4 Base, +2 Con)
    Reflex Saves: +1 (+1 Base, +0 Dex)
    Will Saves: +7 (+4 Base, +3 Wis)

    Notes:
    +4 on saves vs. spell-like abilities of Fey

    Feats:
    Toughness
    Extend Spell

    Abilities:
    Darkvision 60'
    Orc Blood
    Animal Companion (Mountain Lion)
    Wild Empathy (+5)
    Woodland Stride
    Trackless Step
    Resist Nature's Lure

    Skills: (49; max ranks 7/3)
    +9 Concentration (7 ranks, +2 Con)
    +5 Diplomacy (4 ranks, +1 Cha)
    +5 Handle Animal (4 ranks, +1 Cha)
    +12 Heal (7 ranks, +3 Wis, +2 Healer's Kit)
    +12 Knowledge (Nature) (7 ranks, +1 Int, +2 Nature Sense, +2 Synergy from Survival)
    +8 Perception (5 ranks, +3 Wis)
    +2 Speak Grell (1 free rank, +1 Int)
    +2 Write Grell (1 rank, +1 Int)
    +8 Spellcraft (7 ranks, +1 Int)
    +12 Survival (7 ranks, +3 Wis, +2 Nature Sense)

    Notes:
    +2 Synergy bonus from Knowledge (Nature) on Survival checks made in natural aboveground environments

    Spells: (Caster Level 4)

    Level 0: (5/day, DC 13)
    <empty slot>
    Guidance
    Know Direction
    Light
    Mending

    Level 1: (4/day, DC 14)
    Calm Animals
    Entangle
    Magic Fang
    Speak with Animals

    Level 2: (3/day, DC 15)
    Barkskin
    Bear's Endurance
    Fog Cloud

    Equipment:
    +1 Hide Armor (25 lbs, 1,165 gp)
    +1 Heavy Wooden Shield (10 lbs, 1,157 gp)
    Masterwork Scimitar (4 lbs, 315 gp)
    Wand of Cure Light Wounds (750 gp)
    Qual's Feather Token (Tree) (400 gp)
    2x Potion of Cure Moderate Wounds (600gp)
    Potion of Lesser Restoration (300 gp)
    Potion of Sanctuary (50 gp)
    Potion of Endure Elements (50 gp)

    Total Weight: 39 lbs (Light Load)

    Vashi
    Female Mountain Lion
    Medium Animal
    Initiative +4
    Speed: 40 ft, climb 20 ft
    Soak: 3 (1 Natural, 2 Con)
    BAB/Grapple: +2/+5
    Defence: +6
    Attack: Bite +6 melee (1d6+3)
    Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Improved Grab, Pounce, Rake 1d3+1
    Special Qualities: Low-light vision, scent, link, share spells, 1 bonus trick
    Saves: Fort +5, Ref +7, Will +2
    Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
    Skills: Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6
    Feats: Alertness, Weapon Finesse

    Tricks known: Attack, Come, Defend, Down, Fetch, Seek, Track


    Appearance: Ershe is physically quite imposing, tall and sturdily built. In contrast, though, his manner is very gentle and soft-spoken. His brown eyes are bright and inquisitive, and he smiles often. He has long dark hair in coarse braids, strung with beads and talismans. At his side pads a tawny brown mountain lion, his constant (and somewhat unsettling) companion.

    Background: Ershe is a younger son of a particularly war-like Fall. He was a strong and healthy child, and great things were expected from him. But he never did take much to his martial training. He had no enthusiasm for it, preferring to just wander off and spend some time with the goats or wandering around the fields. He was a great disappointment to his father.

    He attracted the shaman's attention in his adolescence and found his niche under his tutelage. He has thrived in the years since and has managed to win back some reluctant respect from his family, but he's still occupying a slightly odd position on the outskirts of respectability in the krel.
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  • #5
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    Adokul Wyvernjack, Male Grell Rogue 4

    INITIATIVE +3. PERCEPTION +6.
    LANGUAGES: Speak Grell, Write Grell, Speak Trader.
    ----------------------
    DEFENCE +7. SOAK +7.
    FORT +3. REFL +6. WILL +0.
    ----------------------
    SPEED 30 ft.
    BASE ATTACK +3.
    *Shortbow(MW) +7 (1d6 x3)
    * +1 short-sword +8 melee (1d6+4, 8/+0)
    * dagger +6 melee (1d4+3, 8/+0)
    * dagger +6 range (1d4+3, 8/+0, 10 ft.)
    * sap +6 melee (1d6+3, 10/+0)
    ATTACK OPTIONS: Sneak Attack (+4).
    ----------------------
    ABILITIES: STR 16, DEX 16, CON 14, INT 12, WIS 8, CHA 10.
    RACIAL ABILITIES: Dark vision 60 ft.
    CLASS ABILITIES: Trap-finding +1, Evasion, Uncanny Dodge.
    FEATS: Dodge, Toughness, Weapon Focus (short-sword).
    SKILLS: Stealth (dex) +10, Climb (str) +10, Disable Device (int) +8, Escape Artist (dex) +10, Jump (str) +10, Open Lock (dex) +10, Balance (dex) +10, Bluff (cha) +7, Appraise (int) +8, Perception (wis) +6, Survival (wis) +4.
    ----------------------
    EQUIPMENT: +1 short-sword, dagger x4, sap, +1 studded leather armour, potion x2 (Elixir of Stealth, +10 bonus for 1 hour), potion x2 (CMW), MW shortbow 50 gp.


    Age: 20
    Height: 6'1"
    Weight: 220
    Eyes: Green
    Hair: Brown
    Skin: Dark

    BACKGROUND

    A tormented soul. Adokul never knew his mother, and all he knew of his father was that he was a harsh and cruel son of a bitch. When Adokul was 14, he stabbed his father to death while he slept.

    Adokul's fate would have been much worse if it had not been for the intervention of the krel shaman. Sympathetic to the boy's situation, the shaman arranged for Adokul to be taken in by another clan in a different krel. Adokul's deed would remain unspoken, he would have a fresh start (of course, it is still possible that rumours of his action have travelled around the grel communities). But with the assistance came a debt - Adokul is required to serve any shaman when requested to do so. The debt will endure until Adokul becomes a father himself. Until then, Adokul is required to present himself to the shaman of any krel he stays at and make his debt known. Failure to do so, if discovered, will probably incur some form of punishment if discovered.

    Adokul has moved a few times since then. After wandering from place to place for several years, working as a bit of a thief/mercenary for hire, he ended up in Horak-krel where the Kharad Fall decided to hire him as a worker. Now he finds himself under Ershe's father. Its an aggressive fall, tending to favour strength over subtlety. Adokul has been working for them for a bit over a year now, but is still not highly trusted by most, although the higher powers have come to depend on his skills, and the advantages those skills can bring to them.

    PERSONALITY

    The harsh upbringing and start to life he received have made him very cynical, selfish and very suspicious of everyone. He has no real friends, just contacts and acquaintances who have proven to be beneficial to Adokul in some way. He has no qualms about using or killing people for his own ends, some even suspect he gets pleasure from it. In reality whenever he makes a kill Adokul is always reminded of his own father dieing by his hand all those years ago, and the feelings he experiences are both sweet and bitter.

    Adokul has made a name for himself as the person to see if you need some "less than reputable" work done. Just make sure you keep up your end of the bargain.
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

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