Death in Freeport Rogues Gallery
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  1. #1
    Guide (Lvl 11)

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    Death in Freeport Rogues Gallery

    Characters for the house ruled Freeport Campaign

    Combat Bullet stats

    Name --------- Init ---- AC ---- Hp ----- HS ---- Special conditions

    Arcata -------- +2 ----- 14 ---- 9/- --- 2 8/- --
    Anton --------- +2 ----- 15 --- 12/-11 --- 3 8/-1 ---
    Wilbur --------- +2 ----- 15 --- 11/- ---- 2 8/-1 ---
    Justin --------- +5 ----- 12 ---- 8/- ---- 2 6/- ---
    Logan --------- +1 ----- 14 ---- 10/- --- 2 8/- ---
    Egil ---------------------------- X/- -------------
    Ritorrio Swordsman-------------- X/-X ------------ sleep (bleeding)
    Crossbow 1 --------------------- X/- ------------ sleep
    Crossbow 2 --------------------- X/- ------------ sleep
    Rooftop sniper ------------------ X/- ------------ out of sight
    Elemental Atom ------------------ X/-
    Last edited by Voadam; Monday, 19th October, 2009 at 07:52 PM.

  2. #2
    Guide (Lvl 11)

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    Character mechanics bullets

    Character mechanics bullets

    Anton Forbeck DarkOrange
    Human Gestalt Swashbuckler/Aristocrat
    Move 30 ft.
    Hp 12
    AC 15 (+3 armor, +2 dex) T12, FF13
    Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 12
    F +4, R +2, W +2
    BAB +1, grapple +0, init +2
    rapier +4 1d6-1 19-20 piercing
    dagger +3 1d4-1 19-20 RI 10'
    Feats: Skill Focus (Sense Motive), Weapon Finesse, Weapon Focus (Rapier)
    Listen +2 Spot +2,
    Common, Dwarven, Gnomish
    Gear: Studded Leather Armor, Rapier, Dagger, Waterskin, whetstone, flint/steel, ink pen, ink, paper, sigent ring, sealing wax, backpack, belt pouch, flask, sword cleaning cloth

    Wilbur Warrington YellowGreen
    Human Cloistered Cleric
    Move 30 ft.
    Hp 11
    AC 15 (+3 armor, +2 dex) T12, FF13
    Str 10, Dex 14, Con 14, Int 14, Wis 16, Cha 10
    F +4, R +2, W +5
    BAB +0, grapple +0, init +2
    Morningstar +0 d8
    Dagger +0 melee/+2 ranged d4 19-20 RI 10'
    Sling +2 d4 RI 50'
    Feats: Spellweaving, Toughness,
    Listen +3 Spot +3,
    Common, Abyssal, Celestial, Draconic, Elven
    Immune Fear, Freedom 1/day, Bardic Lore
    Gear: studded leather, morning star, dagger, sling, stones, mirror, holy symbol, backpack, bed roll, rope, 4 sunrods, food, water, level 1 scroll, 1 gp, 8 cp.

    Logan Artimus Teal
    Human Truespeaker 1
    Move 30 ft.
    Hp 10
    AC 14 (+3 armor, +1 dex) T12, FF13
    Str 10, Dex 12, Con 14, Int 16, Wis 12, Cha 14
    F +3, R +2, W +4
    BAB +0, grapple +0, init +1
    Longspear +0 melee 1d8 x3 reach
    Dagger +0 melee 1d4 19-20
    Dagger +1 ranged 1d4 19-20 10' RI
    Light Crossbow +1 ranged 1d6 19-20 80' RI
    Feats: Godtouched (denier), Luck of Heroes
    Listen +0 Spot +0,
    Common, Draconic, Giant (dwarven), Fey (elvish), orcish, celestial
    Inertia Surge +4 on check (DC 10+CR)
    Gear: studded leather, longspear, dagger, light crossbow, backpack, book of names, ink and quills. Scholars clothes.

    Old characters

    Arcata (Magenta)
    Human Beguiler 1
    Move 30 ft.
    Hp 9
    AC 14 (+2 armor, +2 dex) T12, FF12
    Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 15
    F +2, R +2, W +2
    BAB +0, grapple -1, init +2
    Rapier -1 1d6-1 19-20
    Feats: Born Leader, Toughness,
    Listen +0 Spot +0,
    Common, Giant(Dwarvish), Fey(Elvish), Draconic,
    Spells: DC 13+spell level +1 for compulsions
    1 4 (Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm, Ventriloquism)
    0 5 (Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic)
    Gear: leather armor, travelling clothes, rapier, signet ring, 2 belt pouches, spell component pouch, Lucius Secret Journal, 43gp

    Justin Gilbert Muir RoyalBlue
    Human Bard
    Move 30 ft.
    Hp 8
    AC 12 (+0 armor, +2 dex) T12, FF10
    Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
    F +0, R +5, W +2
    BAB +0, grapple +0, init +3
    rapier +0 1d6 19-20
    dagger +0 melee +3 ranged d4 19-20 RI 10'
    Sap +0 d4 nonlethal
    Feats: Deft Hands, Investigator,
    Listen +0 Spot +0,
    Common, Dwarven, Halfling,
    Gear: rapier, dagger, sap, signet ring, bard outfit, potion of healing, 50 gp,

    Dogrynn the Reaver
    Sibeccai Gestalt weaponmaster/Anima
    Move 20 ft.
    Hp 13
    AC 16 (+4 armor, +2 shield, +0 dex) T10, FF16
    Str 16, Dex 10, Con 16, Int 8, Wis 8, Cha 10
    F +5, R +0, W -1
    BAB +1, grapple +4, init +0
    Scimitar +6 1d6+3 18-20 slashing
    Javelin +1 1d6+1 RI 30'
    Feats: Weapon Focus: Scimitar
    Listen +1 Spot +1, Low Light Vision
    Common, Giant
    Favored Weapon Scimitar, Critical Strike,
    Move Space 5/day
    Gear: Scimitar, scale mail, heavy wooden shield, backpack, waterskin, explorer's outfit, 35gp

    Lasserator monk 1
    Move 30 ft.
    Hp 13
    AC 17 (+4 armor, +1 dex, +1 wis, +1 dodge) T13, FF14
    Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 10
    F +4, R +3, W +2
    BAB +0, grapple +3, init +1
    Longsword +4 melee 1d8+3, 19-20
    Dagger +3 melee 1d3+3, 19-20
    Unarmed +3 melee 1d3+3
    Dagger +1 ranged 1d4+3 19-20 RI 10'
    Feats: dodge, Improved Unarmed Strike, Weapon Focus Great Sword
    Listen +2 Spot +2,
    Gear: Longsword, Dagger, Chain shirt, blank book of pages.

    Rikki Bone-Sticks
    Human Gestalt Rogue1/Witch1
    Move 30 ft.
    Hp 7
    AC 13 (+2 armor, +1 dex) T11, FF12
    Str 8, Dex 12, Con 8, Int 12, Wis 14, Cha 10
    F +2, R +3, W +4
    BAB +0, grapple -1, init +1
    Quarterstaff -1 1d6-1 (1d6 sneak attack)
    dagger -1 melee 1d4 19-20 (1d6 sneak attack)
    dagger +1 ranged 1d4-1 19-20 RI 10' (1d6 sneak attack)
    Feats: Mind Over Matter, Soothsaying,
    Listen +2 Spot +2,
    Spells: DC 13+spell level
    1 4 Cure Light Wounds, Sleep,
    0 5 Daze, Mending, Prestidigitation, Sobriety
    Gear: carved sticks of ivory (for fortune telling), dagger, quarterstaff, leather armour, traveller's outfit, Healer's kit, spell component pouch 32gp

    Half-Copper Dragon Green Orc
    Dragon 1
    Move 30 ft.
    Hp 12
    AC 15 (+5 armor, +0 dex) T 10, FF 15
    Str 26, Dex 10, Con 10, Int 8, Wis 6, Cha 8
    F +2, R +2, W +0
    BAB +1, grapple +9, init +0
    claw +9 1d4+9 slashing
    2 claws +9 1d4+8 slashing, bite +4 1d6+4 piercing
    Feats: Improved Natural Armor,
    Listen +0 Spot +0,
    Common, Goblin(Orc),
    Low-light Vision, Darkvision 60ft, Light Sensitivity (dazzled in sunlight/daylight)
    Immunities (Sleep, Paralysis Effects & Acid)
    Breath Weapon (60ft. line of acid, 1/day, 6d8 damage, Ref DC 11 for 1/2),
    Gear: clothes, belt pouch 99 gp

    Race Class Level
    Move X ft.
    Hp X
    AC X (+X armor, +X dex) TX, FFX
    Str X, Dex X, Con X, Int X, Wis X, Cha X
    F +X, R +X, W +X
    BAB +X, grapple +X, init +X
    weapon +X 1dX
    Feats: X
    Listen +X Spot +X,
    Gear: X
    Last edited by Voadam; Friday, 23rd October, 2009 at 06:29 PM.

  3. #3
    Guide (Lvl 11)

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    Party Powers

    Party Powers

    Truespeaking (Level Check + Int vs. 10+CR)

    Law of Repetition houserule. Each use against the same target is at +1 DC after each successful use of specific utterance against same target. Utterances used with truenames are exempt from Law of Repetition.
    Last edited by Voadam; Tuesday, 8th September, 2009 at 06:52 PM.

  4. #4
    Guide (Lvl 11)

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    Party Spells

    Party Spells


    Inertial Surge
    Range 60'

    Stop 1 person from moving for 1 round, +1 round if concentrates.

    Reverse for freedom of movement for 1 round.


    1 cure light wounds, sleep
    Cure Light Wounds
    Conjuration (Healing)
    Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will half (harmless); see text
    Spell Resistance: Yes (harmless); see text

    When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 1, Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 round
    Range: Medium (100 ft. + 10 ft./level)
    Area: One or more living creatures within a 10-ft.-radius burst
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.

    Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

    Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

    Sleep does not target unconscious creatures, constructs, or undead creatures.

    Material Component
    A pinch of fine sand, rose petals, or a live cricket.

    0 daze, mending, prestidigitation, sobriety
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 0, Sor/Wiz 0
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid creature of 4 HD or less
    Duration: 1 round
    Saving Throw: Will negates
    Spell Resistance: Yes

    This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

    Material Component
    A pinch of wool or similar substance.

    Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 10 ft.
    Target: One object of up to 1 lb.
    Duration: Instantaneous
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)

    Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

    Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

    Level: Brd 0, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 10 ft.
    Target, Effect, or Area: See text
    Duration: 1 hour
    Saving Throw: See text
    Spell Resistance: No

    Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

    Last edited by Voadam; Tuesday, 8th September, 2009 at 06:58 PM.

  5. #5

    Grockuprim : Orc-Dragon Dragon

    Name: Grockuprim
    Gender: Male
    Race: Half-Orc / Half-Dragon (Copper)
    Class: Dragon
    Level: 1
    Age: 16
    Height: 7’-2”
    Weight: 375#

    Str 26 (+8) {6, +4 race, +8 template}
    Dex 10 (+0) {2}
    Con 10 (+0) {0, +2 template}
    Int 8 (-1) {0, -2 race, +2 template}
    Wis 6 (-2) {0, -2 race}
    Cha 8 (-1) {0, -2 race, +2 template}

    AC: 15 (+0 Dex, +5 natural armor)
    Touch: 10
    Flatfooted: 15
    Initiative: +0
    Speed: 30 ft
    ACP: +0
    BAB: +1
    Grapple: +9
    HP: 12

    Racial Abilities: Low-light Vision, Darkvision 60ft, Light Sensitivity, Two Claw Primary Natural Weapons, Bite Secondary Natural Weapon, Breath Weapon Special Attack (60ft. line of acid, 1/day, 6d8 damage, Reflex save DC 11 for half), Immunities (Sleep, Paralysis Effects & Acid).

    Fort +2 (base 2, +0 Con)
    Ref +2 (base 2, +0 Dex)
    Will +0 (base 2, -2 Wis)

    Claw +9 melee 1d4+8 dmg x2 S
    Bite +9 melee 1d6+8 dmg x2 P
    2-Claws +9 melee 1d4+8 dmg x2 S & Bite +4 melee 1d6+4 x2 P

    Improved Natural Armor

    Climb +12 (4 ranks, +8 Str)
    Jump +12 (4 ranks, +8 Str)
    Search +3 (4 ranks, -1 Int)
    Sleight of Hand +4 (4 ranks, +0 Dex)
    Swim +11 (3 ranks, +8 Str)

    Languages Known: Goblin (Orcish dialect), Common (1 rank)

    Belt Pouch (1gp, 0.5#, back)
    Treasure (99gp, 2#, pouch)
    Traveler’s Outfit (worn)
    Total (100gp, 2.5#)

    Pre-Freeport Background

    GROK: For as long as Grok could remember he had been in the service of the wizard Alazon. Alazon had treated him well as long as he didn’t break anything. When he had been younger this proved to be an easy task. But as he grew to adulthood it became increasingly difficult. One day when Grok was cleaning up the wizard’s lab he broke a whole table full of beakers and flasks full of stuff. That is when Grok stopped being a servant and started being a test subject. No matter how he tried he could not discern what it was the wizard was working on. He did enjoy talking with the little copper dragon that was in a cage near his own, though.

    CUPRIM: Cuprim had just barely hatched when he was scooped up from his nest. He never got the chance to meet his mother. Apparently she had died just before he had hatched. He had two hatch-mates that were captured at the same time as him, but he never saw them again. He had been put into a small cage and transported a great distance. Apparently he was sold to the Alazon the wizard. The wizard seemed to be doing some sort of arcane research and for some unknown reason needed him for his experiments. He spent much of his day conversing with the orc in a nearby cage. The wizard did not seem to want to talk.

    ALAZON: From his must early years in the academy, Alazon promised himself that he would improve his teleport spell. He believed that a longer range was possible, he just needed to find the right combination of regents. To that end he had dedicated his life to that pursuit and spent long hours pouring over ancient tomes and mixing powerful concoctions.


    ALAZON: Alazon was in the middle of a great experiment when a mishap occurred. The orc and copper dragon got teleported into the same space, along with a number of potions and regents. The result was the merging of the two creatures into a new creation. This new creature sprang toward the wizard and ripped at his throat. Barely able to form the syllables into the correct words, Alazon cast a teleport spell to teleport the beast away. As the creature vanished from sight, the wizard dropped to the floor. The wizard quickly lost consciousness and died of lost of blood. The wizard never knew that his life’s work was a success, as he was able to teleport the hybrid creature many miles away.

    GROK-CUPRIM: As the merging takes place the pain of the process causes the new creature great pain. It’s only thoughts in those first few moments are to stop the pain. It instincts are to lash out at anything nearby. It is able to regain control of its actions as the wizard teleports it away...

    Freeport Background
    It appears before a man surrounded by four other men. It seems to think the man is caged in and a familiar thought surfaces. Before it can think it attacks. First it instinctively breaths and a stream of acid issues forth striking two of the men. They are badly burned by the acid and crumple to the ground. Next one of the men steps forward and he receives a claw to the chest causing him to crumple to the ground. The forth and obvious swordsman of the bunch swings his weapon at the large creature before him. The weapon merely bounces off its thick hide. Now closer to his enemy the man gets to claws and a bite ending his life. Brother Egil was eternally gracious and vowed to help the beast make a life in Freeport. Brother Egil help the newly created creature find work as a dock worker. Because of the beast’s natural strength he excelled at manual labor.
    Last edited by Tailspinner; Wednesday, 14th November, 2007 at 02:20 PM.

  6. #6
    Grandfather of Assassins (Lvl 19)

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    I Defended The Walls!

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    Name: Arcata
    Race: Human
    Class/Level: Beguiler 1
    Exp: 0

    Desc: Arcata is a lovely young woman with fine, almost delicate features that belie her inner fortitude. She has fair skin and hair the color of fine spun gold. Slightly rounded cheeks, piercing blue eyes, full rosebud lips...she is every inch the fairytale princess come to life. Though she is dressed in common clothes and muted colors, there is a hint of something regal in how she walks, how she speaks.

    Strength (STR) 8
    Dexterity (DEX) 14
    Constitution (CON) 14
    Intelligence (INT) 16
    Wisdom (WIS) 10
    Charisma (CHA) 15

    Alignment: Neutral
    AC: 14 (10 +2 Dex +2 armor)
    Hit Points: 9
    Movement: 30'

    Base Attack Bonus: +0
    Init: +2
    Melee Attack: -1
    Ranged Attack: +2
    Fort: +2
    Reflex: +2
    Will: +2

    Race Abilities
    Bonus Feat
    Bonus Skills

    Class Abilities:
    Armored Mage

    Skills: 40
    Bluff +6 (4 ranks + 2 Cha)
    Concentration +6 (4 ranks +2 Con)
    Diplomacy +10 (4 ranks +2 Cha + 4 feat)
    Disguise +6 (4 ranks + 2 Cha)
    Gather Information +6 (4 ranks + 2 Cha)
    Knowledge: Arcana +7 (4 ranks + 3 Int)
    Knowledge: Local +7 (4 ranks + 3 Int)
    Knowledge: Nobility +7 (4 ranks + 3 Int)
    Sense Motive + 4 (4 ranks + 0 Wis)
    Use Magic Device +6 (4 ranks + 2 Cha)

    1 Toughness
    1 Born Leader (Arcana Unearthed)

    Languages - Common, Dwarvish, Elvish, Draconic

    Spells (Beguiler) - Base DC 13 (14 for compulsions)
    0 - 5/5, 1 - 4/4

    0 - Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
    1 - Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self,Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep,Undetectable Alignment, Whelm, Ventriloquism

    Money - 48gp

    Weapons -
    Rapier, -1 to hit, 1d6-1 dmg, 20gp, 2lbs

    Armour -
    Leather armor, +2 AC, +6 max dex, 0 acp, 10gp, 15lbs
    Traveller clothes

    Gear -
    Signet Ring, 5gp

    - On person
    2 belt pouches, 2gp, 1lb
    Spell Component Pouch, 5gp, 2lbs

    - In Pouches
    Small steel mirror, 10gp, .5lb


    Arcata d'Toussein is the daughter of Duke Gray d'Toussein, the lord of a small but prosperous duchy sandwiched between the rich ores of the mountains, and the industrious woodsmen of the great forest that stretch down to the lowland plains of the empire. Control over the trade road running through these areas has made the d'Toussein family financially and politically well off. Gray was not an ambitious man; he was content with his family and his fiefdom and ruled both wisely and well.

    Though the d'Toussein's are related via a somewhat convoluted chain of cousins to the Emperor, they are not considered in line of succession, and in fact would be a rather minor nobility if not for the main trade artery passing through their domain. Gray rarely attended to matters beyond his borders, and sent proxies to the moots as needed. His attention was much more focused on his two sons and his daughter. The daughter, Arcata, in particular had unusual circumstances, as the court wizard soon discovered she was using minor magics by instinct. A trait not uncommon to sorcerors, though not exactly the same. He recommended she be taken to the Athenaeum for more tests and study.

    With some trepidation, Gray made it so. Although there were chapters closer, Arcata was taken to Freeport's Athenaeum. There would be less chance of starting rumors and gossip that way, and Gray did not want such things to dog Arcata. Magic outside the auspices of the Church was still in low esteem in some quarters, especially the more conservative nobility. Rumors of sorcery and tainted blood would do neither him nor his daughter any good.

    The magic Arcata possessed was like sorcery, and was in fact likely an offshoot of sorcery. Yet, she wielded it with much less effort, needing little time to learn even large numbers of spells, and able to use much more abbreviated motions and gestures to summon the powers. On the other hand, there were limits to what she could accomplish with the seemed unusually focused for sorcery. More study would be needed...but Arcata had been away from home too long. Promising she'd be back, she and her father returned, and eventually, mostly, let events distract them from what they'd learned. Forgiveable, for events were dire, and proceeded rapidly. An heirless death, and civil war erupted.

    Despite his attempts to be neutral, to preserve his own fief, the Duchy was too valuable, too strategic, to simply leave in the hands of an undeclared. Not to mention, there was a great deal of suspicion that he and his family might declare; having a verifiable...if tenuous...blood link. For these reasons and more, Duke Gray was attacked by the most powerful pretender to the throne. In the terrible battles that followed, his sons were in combat, the other by an assassin. Fearing for Arcata, Gray had her exchange places with one of her maids, and had her flee with a band of other refugees just before the enemy forces broke in and laid siege to the castle. A siege which, as far as Arcata has heard, is now over...the castle captured. With nowhere else to go, Arcata fled to the Atheneaum in Freeport disguised and under an assumed name.

    They helped her learn a bit more about controlling her magic, and helped her safely sell some jewelry and get set up in town. She's been working as a server since then, but it hasn't been long. No, not long at all before she got a letter from Brother Egil at the Athenaeum asking for help...
    Last edited by Shayuri; Saturday, 1st December, 2007 at 08:27 PM.

  7. #7
    Dogrynn the Reaver;
    sibeccai gestalt weaponmaster anima 1;
    medium humaniod (sibeccai);
    Alignment: Neutral
    Init +0; Senses Listen +1, Spot +1; Low-light Vision
    Languages: Common, Giant
    AC 16, flatfooted 16, touch 10;
    HP 13 (HD 1d10+3)
    Fort +5, Ref +0, Will -1;
    Spd 20';
    Melee: scimitar +6 (1d6+3/18-20/x2);
    Ranged: javelin +1 (1d6+1/20/x2/30');
    Base Atk +1, Grapple +4;
    Anima Powers: 4AP
    Infuse Lightning 1AP (+2 Str)
    Infuse Life 1AP (+2 Con)
    Infuse Force 1AP (+1 to hit)
    Move Space 1AP (10' teleport)
    Weaponmaster Abilities: Favored Weapon (Scimitar), Weapon Style (Critical Strike)
    Abilities: Str 16, Dex 10, Con 16, Int 8, Wis 8, Cha 10.
    XP: 0
    Feats: Weapon Focus - Scimitar 1 (+1 to hit)
    Skills: Listen +1 [2 ranks, -1 Wis], Spot +1 [2 ranks, -1 Wis], Balance +2 [2 ranks, +0 Dex], Profession (sailor) +1 [2 ranks, -1 Wis], Swim +5 [2 ranks, +3 Str], Tumble +2 [2 ranks, +0 Dex], Gather Info +2 [0 ranks, +2 race], Handle Animal +2 [0 ranks, +2 race], Move Silently +2 [0 ranks, +2 race], Hide +2 [0 ranks, +2 race]
    Possessions: Scimitar (15gp), scale mail (50gp), heavy wooden shield (7gp), backpack (2gp), waterskin (1gp), explorer's outfit (0gp)
    Money: 35gp, 0sp.
    Encumbrance: 0lbs; Load: Light (33lbs)

    Description: Dogrynn is a pretty typical Sibeccai, which in Freeport is not very typical at all. He is a tall humanoid hound with mangy brown short fur covering his body. He is muscular and lean with a long narrow snout. His ears are pointed and larger than those of even the most accentuated elven ears. His face is typically formed into a scowl though a sneer would not look out of place. He has a dark brown marking across his chest similar to a tattoo that has a lot of sharp edges and thin lines. It appears to abstractly resemble lightning. He wears a rough suit of scale mail with ragged leather straps at the shoulders. The scales look worn and poorly cared for. A sheathed scimitar and heavy shield are strapped to his back most of the time.

    Personality: Dogrynn is a wanna-be pirate. Despite the fact that his lack of social graces would naturally indear him to most scallywags, his equally poor mental faculties, wisdom, and grace often get him into scraps at many of the local watering holes. In fact he is so often the instigator of such trouble that captains of many of even the worst vessels choose not to hire him. His drinking habit of course makes the point even more so. His hyenna-like laugh though has to be his most annoying trait.

    History: Dogrynn has not had the best of times in Freeport. He is naturally capable with the scimitar, and his birthmark grants him abilities that tend to put him ahead of his opponents. The problem is that he makes opponents often. He is actually quite insecure and uses his strength when he feels offended. The one person in Freeport who has treated him kindly is Brother Egil. Brother Egil has always been the one who Dogrynn turns to when he needs help (or food when really down on his luck). In turn Brother Egil has been trying to help Dogrynn realize his independance and increase his self-confidence. Brother Egil is convinced that if Dogrynn were to come about he'd be a kind individual who could really help society out.

  8. #8
    Novice (Lvl 1)

    Join Date
    Feb 2002
    Woodbridge, Suffolk
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    ø Block Lorthanoth

    ø Friend+
    Rikki Bone-sticks

    Human Gestalt Witch/Rogue 1
    HP 7 [1d8-1]
    Height: 6' 1''
    Weight: 150lbs
    Age: 24
    AC: 13 [+2 (leather armour) +1 (Dex)]
    Alignment: Neutral

    str 8 -1
    dex 12 +1
    con 8 -1
    int 12 +1
    wis 14 +2
    cha 10

    Skills - 36pts

    Profession - fortune-telling 6 = 4r +2Wis
    Sense Motive 6 = 4r +2Wis
    Bluff 4 = 4r
    Concentration 1 = 2r -1Con
    Heal 4 = 2r +2Wis
    Profession (herbalist) 4 = 2r +2Wis
    Diplomacy 4 = 4r
    Intimidate 2 = 2r
    Gather Info 2= 2r
    Knowledge (arcana) 3 = 2r +1Int
    Swim 1 = 2r-1Str
    Sleight of Hand 3 = 2r +1Dex


    Fort +2 [+2 Wis (Mind Over Matter)]
    Ref +3 [+2 +1(Dex)]
    Will +4 [+2 +2(Wis)]

    Feats - Soothsay (Witch's Handbook)
    Mind over Matter (WH)

    Spells known -


    1st Level
    Cure light wounds

    Abilities: Sneak Attack 1d6, familiar (cat), trap-sense

    Equipment: Several thin, carved sticks of ivory (for fortune telling), dagger, quarterstaff, leather armour, traveller's outfit, Healer's kit, spell component pouch 32gp

    Description: Lanky, long-limbed and somewhat gangly, Rikki makes an unlikely thief; his dirty blond hair is generally in some sort of mess, either uncovered or poking out from beneath a weather beaten wide-brimmed hat. His clothes are a bewildering array of styles, but generally all faded noblemen's cast-offs (but with addition of beads, feathers, small animal skulls and such-like.... mostly for effect)
    Last edited by Lorthanoth; Saturday, 17th November, 2007 at 01:16 PM.

  9. #9
    Myrmidon (Lvl 10)

    Join Date
    Sep 2003
    Pittsburgh area
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    ø Block Azgulor

    ø Friend+
    Aidan Turandal

    Human male, Ghostly Buccaneer 1

    Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 10, Cha 14 (+2)
    HP = 12 [10+2]
    AC = 15 (13 flat-footed, 12 vs. touch attacks)
    Initiative = +2 (+2 Dex)
    BAB = +1; Grapple = +3
    Melee = +3, Ranged = +3
    Fort = +4, Ref = +2, Will = +0

    Skills [24 points] – Ranks (Total Bonus)
    Balance – 2 (+4), Bluff – 2 (+4), Climb – 3 (+6), Gather Info – 2 (+4), Intimidate – 3 (+5), Jump - 1 (+3), Knowledge (Arcana) – 1 (+2), Knowledge (Local-Freeport) – 3 (+4), Profession (merchant) – 1 (+1), Profession (sailor) – 1 (+1), Swim – 3 (+5), Use Rope – 2 (+4)

    Feats: Improved Unarmed Strike, Power Attack
    Special Abilities: Fearless

    Languages: Common, 1 unselected bonus language

    Description: 21-yrs old. Shoulder-length black hair worn tied back. 6’ tall, 180 lbs. Green shirt, grey breeches, black boots. Studded leather armor.

    2 Daggers
    Throwing Axe
    Studded Leather armor
    Traveler’s Outfit (+1 spare)
    2 Belt Pouches (1 contains Thunderstone)

    Backpack contents:
    Flint & Steel
    50’ Rope
    Grappling Hook
    spare Traveler’s outfit
    2 Sacks (empty)

    The son of one of Freeport’s mercantile families, Aidan Turandal was to learn the family shipping business the old fashioned way: by serving on one of the ships under his father’s tutelage. Unfortunately for his father, Aidan was drawn to the rowdier side of a pirate's life more than to the life of a respected merchant. Aidan was always one to look for a fight or a woman, and if he could have a fight and then woo a woman, so much the better. Determined to teach his son manners, his father forced him to remain in town until his 21st birthday. On his maiden voyage, Aidan shipped out as his father’s apprentice, eager to learn, delighted to finally be at sea, and ready for adventure.

    What Aidan didn’t know (because he was too busy fighting and wenching to really focus on his duties) was that the family business was in trouble…serious trouble. Several ships had been raided, cargo was stolen from warehouses, and business partners were severing ties. His father hid the majority of the details from his family and had gambled the future of the business on this run.

    Whatever forces were working against the family, however, had planned well. While only a few days at sea, during the chaos of a storm, the crew mutinied. Aidan’s father was slain and the captain as well. Aidan thought he would die with the other officers but the ship capsized in the storm.

    Aidan was pulled out of the water by a ship heading to Freeport a week later. The bright-eyed young man who had embarked on the voyage of his life returned home a dark shadow of his former self. He learned that his mother and sister had been murdered two days after his departure.

    Aidan has since sold what few belongings he found hidden away that the debt-collectors hadn’t found. Most were curios and tomes his father gathered on his journeys. Aidan sold them to the Athenaeum, but in addition to selling the items, he began inquiring about strange lore, specifically regarding tales or legends of people who succeed in breaking pacts involving the selling of one's soul…

    ...and at night, when a wench shares his bed, they can hear him murmuring in dream-haunted sleep, "Umberlee".

  10. #10
    Hinjo, male human barbarian (lasserator 1)

    Hit Dice: 1d8+5 (hp 13)
    Initiative: +1
    Speed: 30 ft.
    AC 17 (+1 DEX, +1 WIS, +1 feat, +4 armour)
    * Touch 13, Flat Footed 14.
    Base Attack: +0
    * Long-sword +4 melee (1d18+3, 19x2.)
    * Dagger +3 melee (1d3+3, 19x2)
    * Unarmed +3 melee (1d3+3)
    * Dagger +1 range (1d3+3, 19x2, 10 ft.)
    Special Attacks: Unarmed Strike (1d3+3)
    Special Qualities: Favoured Weapon (long-sword), Weapon Defence.
    Saves: Fort +4, Ref +3, Will +2.
    Abilities: STR 16 DEX 12 CON 14 INT 12 WIS 14 CHA 10.
    Skills: Jump [4/STR] +7, Knowledge (arcana, history, geography, religion) [1/INT] all +3, Climb [4/STR] +7, Sense Motive [4/WIS] +6, Intimidate [4/CHA] +4.
    Feats: Dodge, Weapon Focus (long-sword), Toughness.
    Languages: Native Tongue, Common.
    Equipment: Long-sword, Dagger, Chain shirt, journal.

    BACKGROUND - Generations ago, the Empire marched into the lands of Hinjo's people. Hinjo's people are brave and hardy. They fought long and hard. They made the Empire pay a high price for every bit of land. But the outcome was always inevitable. Hinjo's people were conquered. Over time, Hinjo's people came to be sought out as bodyguards by many of the great houses of the Empire. Hinjo' people were capable fighters, and they put great weight on person honour and honesty. They were not easily overcome or subverted.

    As a young boy, Hinjo loved listening to the stories told by those who had left the hills to serve in the Empire. Hinjo became fascinated by the outside world. He sought out travellers and other visitors, eager to listen to their stories. When Hinjo came of age, he too decided to leave the hills of his people's land. But unlike his father and his older brother, Hinjo chose not to take service in one of the great houses. He wanted to set his own path, to be free to go where he wanted.

    His first stop was Freeport - the city where the world comes together. Over the last few months, Hinjo has become something of a regular visitor to the library of Freeport. He has come to make a number of friends among the staff and other regulars, including Brother Egil.

    DESCRIPTION - Hinjo stands a little over six feet tall. He is well built. He has an honest, open face. But many fail too see past the furs and braided hair that mark him as one born of the barbarian tribes.
    Last edited by doghead; Saturday, 29th March, 2008 at 03:52 AM.

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