Pathfinder 1E Kill Bargle! Rogue Gallery (A Pathfinder RPG Beta! Playtest)


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Walking Dad

First Post
Zakok

[sblock=Zakok]Zakok
Male Human Barbarian 3
Alignment: CG
Deity: Tribal Totem
Region: Shoanti Plains
Height: 6'2''
Weight: 200lb
Hair: Brown (very short)
Eyes: Blue
Skin: Tanned
Age: 19
XP: 3,600/6,000

Str: 16 (+3) [10 points]
Dex: 14 (+2) [5 points]
Con: 16 (+3) [5 points; + 2 racial]
Int: 12 (+1) [2 points]
Wis: 10 (+0) [0 points]
Cha: 8 (-1) [-2 points]

Class and Racial abilities:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain one additional skill rank whenever they gain a level.
Fast movement
Rage (17 rage points)
Rage power (Surprise Accuracy)
Uncanny dodge
Trap sense +1

Hit Dice: 12+3+6+1 + 2(6+3+3+1) +6
Hit Points: 54
AC: 17 (+5 Armor, +2 Dex) [Touch 12, Flat-footed 15], +1 Dodge vs Traps
Init: +2 (+2 Dex)
Speed: 40ft

Saves:
Fortitude +7 [+3 base, +3 Con, +1 resistance]
Reflex +4 [+1 base, + 2 Dex, +1 resistance], +1 Dodge vs Traps
Will +2 [+1 base, +0 Wis, +1 resistance]

BAB/CMB: +3/+6
Melee Atk: (MW Earthbreaker) +7 (2d6+6/20/x3)
Ranged Atk: +5

Skills:
Acrobatics: +8 (3 ranks, +2 Dex, +3 Class Skill)
Climb: +7 (1 ranks, +3 Str, +3 Class Skill)
Handle Animal: +3 (1 ranks, -1 Cha, +3 Class Skill)
Intimidate: +5 (3 ranks, -1 Cha, +3 Class Skill)
Knowledge (Nature): +5 (1 ranks, +1 Int, +3 Class Skill)
Perception: +6 (3 ranks, +0 Wis, +3 Class Skill)
Ride: +6 (1 ranks, +2 Dex, +3 Class Skill)
Stealth: +4 (2 ranks, +2 Dex)
Survival: +5 (2 ranks, +0 Wis, +3 Class Skill)
Swim: +7 (1 ranks, +3 Str, +3 Class Skill)

Feats:
H: Power Attack
1: Overhand Chop
3: Toughness

Languages:
Common
Shoanti
Orc

Equipment: Work in progress

Equipment: Cost Weight
MW Earthbreaker 340gp 14 lb
Dagger 2gp 1 lb
MW Hide Shirt +1 1,240gp 25 lb
Vest of Resistance +1 1,000gp

Backpack 2gp 2 lb
2 potions CLW 100gp --
Grappling Hook 1gp 4 lb*
Traveler's clothes


Money:15gp



~~~~~~~

Appearance:
- Very short brown hair
- Blue eyes
- Always wears hides and fur. Using warpaint before major fights.
- Has a more friendly attitude towards half-orcs than most Shoanti.

Personality:
- Proud Shoanti warrior

Background:
- Wandering the land in a spiritual quest
- Was saved in a fight with a bear by a half-orc paladin.[/sblock][sblock=Image]
attachment.php
[/sblock]
 
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Ilium

First Post
Teratogen ("Terry")
Male Gnome Sorcerer (Aberrant Bloodline)
Hit Dice: 3d6+9+6(Toughness) (31 Hit Points)
Alignment: Chaotic Good

Str: 8 (-1) [2 points -2 Racial]
Dex: 14 (+2) [6 points]
Con: 16 (+3) [6 points +2 Racial]
Int: 12 (+1) [4 points]
Wis: 12 (+1) [4 points]
Cha: 18 (+4) [10 points +2 Racial]

Init +6 (+2 dex, +4 Improved Init)
AC: 13 (+2 dex, +1 size, additional +4 vs. Giants)
17 with Mage Armor
21 with Shield
BAB: +1
CMB: -1 (+1 BAB, -1 Size, -1 Str)

Speed: 20 ft

Attacks
Melee Touch +1 melee
Acidic Ray +4 ranged touch (1d6+1 Acid)
Ranged Touch (ray spells, etc.) +4 ranged
Longspear +1 melee (1d6-1/x3)
Dagger (thrown) +4 ranged (1d3/29-20x2)
(all +1 vs. goblins and reptilian humanoids, +1 ranged within 30 feet)

Feats and Powers
Toughness (Level 1)
Acidic Ray 1d6+1 (Bloodline Power)
Point-Blank Shot (Level 3)
Long Limbs (Bloodline Power)

Low-Light vision
+2 on Smell and Touch perception checks
+2 on Craft(weaving)

Skills
Spellcraft +7 (3 ranks, +3 Class Skill, +1 Int)
Bluff +10 (3 ranks, +3 Class Skill, +4 Cha)
Use Magic Device +10 (3 ranks, +3 Class Skill, +4 Cha)
Stealth +6 (0 ranks, +2 dex, +4 size)

Spells Known
Level 0 (6/day, DC 14) - Light, Ray of Frost, Mage Hand, Detect Magic, Read Magic
Level 1 (6/day, DC 15) - Protection from Evil, Ray of Enfeeblement, Charm Person, Enlarge Person

Spell-like abilities (1/day each):
dancing lights, ghost sound, prestidigitation, speak with animals

Saves
Fortitude +4 (+1 base, +3 Con)
Reflex +3 (+1 base, +2 Dex)
Will +4 (+3 base, +1 Wis) (+2 vs. Illusions)

Possessions
2,700 gp, no single item may be worth more than half this value (i.e. 1,350 gp)
Universal solvent 50 gp
Tanglefoot bag x3 150 gp
Sunrod x5 10 gp
20 Tindertwigs 20 gp

Scrolls
Alarm 25 gp
Disguise Self 25 gp
Floating Disk 25 gp
Expeditious Retreat 25 gp
Grease 25 gp
Reduce Person 25 gp
Mage Armor (x4) 100 gp
Cat's Grace (x2) 300 gp
Web 150 gp

Potion (Spiderclimb) 300 gp

Wand of Shield 750 gp (Currently held by Lanandro)
Charges Remaining: 48

Heavy Crossbow 50 gp
40 bolts 4 gp
Longspear 5 gp
Dagger x3 6 gp

Bedroll 1 sp
Blanket, winter 5 sp
Backpack 2 gp
Several changes 75 gp
of clothing including one very nice (courtier's)

10 days' rations 5 gp
50' silk rope 10 gp

Pony (Clyde) 30 gp
Saddle 10 gp
Saddlebags 4 gp

Cash: 500 gp
 
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Zurai

First Post
Corby
Male Halfling Rogue 3
Alignment: CG
Deity: Desna
Region: Korvosa
Height: 3'5"
Weight: 35 lbs
Hair: Black
Eyes: Grey
Skin: Pale
Age: 28
XP: 3,600/6,000

Str: 12 (+1) [6 points, -2 Racial]
Dex: 18 (+4) [10 points, +2 Racial]
Con: 14 (+2) [6 points]
Int: 14 (+2) [4 points, +2 Racial]
Wis: 12 (+1) [4 points]
Cha: 10 (+0) [2 points]

Class and Racial abilities:
Small Size (+1 AC, +1 to hit, +4 Stealth, 3/4 carrying capacity)
Keen Senses (+2 on sound-based Perception checks)
Sure-Footed (+2 on Acrobatics and Climb checks)
Halfling Luck (+1 all saves)
Fearless (+2 saves vs fear)
Weapon Familiarity (proficient with sling and all weapons with "halfling" in their name are Martial)
Sneak Attack (+2d6)
Trapfinding
Evasion
Rogue Talents (Finesse Rogue)

Hit Dice: 3d8+17
Hit Points: 33
AC: 19 (+4 Armor, +4 Dex, +1 Size) [Touch 15, Flat-footed 15], +1 Dodge vs Traps
Init: +4 (+4 Dex)
Speed: 20ft

Saves:
Fortitude +4 [+1 base, +2 Con, +1 Racial]
Reflex +8 [+3 base, +4 Dex, +1 Racial], Evasion, +1 Dodge vs Traps
Will +3 [+1 base, +1 Wis, +1 Racial], +2 Racial vs Fear

BAB/CMB: +2/+5
Melee Atk: +8 (1d4+1/18-20/x2, masterwork rapier)
Ranged Atk: +7 (1d3+1/20/x2, sling)

Skills:
Code:
Acrobatics				+12 (3 ranks, +4 Dex, +3 Class Skill, +2 Racial)
Appraise				+8 (3 ranks, +2 Int, +3 Class Skill)
Climb					+9 (3 ranks, +1 Str, +3 Class Skill, +2 Racial)
Disable Device				+12 (3 ranks, +4 Dex, +3 Class Skill, +2 Circumstance (masterwork tools))
Escape Artist				+10 (3 ranks, +4 Dex, +3 Class Skill)		
Knowledge: Dungeoneering		+8 (3 ranks, +2 Int, +3 Class Skill)
Perception				+7 (3 ranks, +1 Wis, +3 Class Skill), +2 on sound-based checks
Sleight of Hand				+10 (3 ranks, +4 Dex, +3 Class Skill)
Stealth					+14 (3 ranks, +4 Dex, +3 Class Skill, +4 Size)
Use Magic Device			+6 (3 ranks, +0 Cha, +3 Class Skill)

Feats:
Agile Maneuvers
Weapon Finesse
Improved Disarm

Languages:
Common
Halfling
Varisian
Thieves' Cant

Equipment:
Masterwork rapier, 320g, 1 lb
Daggers x 4, 8g, 2 lbs
Sling, -, -
Pouch w/ 10 sling bullets, 2 sp, 2.5 lbs
+1 Studded Leather, 1175g, 10 lbs
Explorer's Outfit, 10g, 2 lbs
Backpack, 2g, 0.5 lbs
8 days' trail rations, 4g, 2 lbs
Bedroll, 1s, 1.25 lbs
Waterskin, 1g, 1 lb
Masterwork thieves' tools, 100g, 2 lbs
Thunderstones x2, 60g, 2 lbs
Universal Solvent (1 dose), 50g, -
Quaal's Feather Token (tree), 400g, -
Potion of Cure Light Wounds x4, 200g, -
Potion of Darkvision, 300g, -
Flask of acid x2, 20g, 2 lbs
Gems worth a total of 25g

Money:
4.7g

Carrying Capacity:
28.25 lbs (Light)
0-28, 29-57, 58-86

~~~~~~~

Appearance:
Corby makes for an unusual sight in his wide-brimmed hat, loose shirt, leather breeches and gloves, and fine cloak. He says he's "dashing and daring" - others have their own opinions. Still, few forget the strangely-dressed halfling with the long, limp black hair and piercing grey eyes.

Personality:
Outside of his adventuring companions, Corby is dapper and charming as a snake-oil salesman. When interacting with his friends, though, Corby is a completely different person. He teases, grumbles, mutters, and complains relentlessly - especially when the "bigs" get in his way in combat - but he would gladly sacrifice his life for theirs. It is his greatest regret that he was unable to save the companion that Bargle had murdered in the past, and his greatest desire to see Bargle pay for it - slowly.

Background:
Corby was born to escaped Cheliaxian slaves; they fled the country with no money to their name and no livelihood other than menial tasks. As a result, Corby grew up on the streets of Korvosa, living from one meal to the next. Frequently he had to steal food to survive, and, indeed, it was theft that robbed him of his parents. They were caught pilfering items from a pawn shop to pay for rent on their small dwelling and given little mercy by the Korvosan justice system. The judge they pulled was not as inclined to mercy as some others, and his parents were both imprisoned for five years each. They died there, and Corby was left to his own devices.
On his own, Corby quickly fell into the company of the less reputable gangs and organizations in the city, but his remarkable luck kept him out of serious trouble. He always seemed to be away when the Cerulean Society's tax collectors came calling, or when an angry mob formed, or when a rival gang moved in for the kill. Eventually, though, he got a reputation for just that, and only a tip from a friendly baker's wife who had taken to leaving some bread out for him in the evenings got him out of the city ahead of the hunting party that was after him.
 
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The Rolling Man

First Post
Lanandro, Varisian Sorcerer

Lanandro
Male Human (Varisian) Sorcerer 3
Alignment: CG
Deity: Desna
Region: wandering
Height: 5'10''
Weight: 158 lb.
Hair: Black, long and loose, mustache
Eyes: Green
Skin: Olive with numerous Tattoos
Age: 23
XP: 3300 / 6000

Str: 10 (+0) [0 points]
Dex: 14 (+2) [5 points]
Con: 14 (+2) [5 points]
Int: 13 (+1) [3 points]
Wis: 10 (+0) [0 points]
Cha: 17 (+3) [7 points, +2 Racial]

Class and Racial abilities:
Bonus feat (one additional feat at level 1)
Skilled (+1 skill rank for each level)
Weapon training (proficient with the starknife)
+2 to charisma
favored class : sorcerer

Spells
Bloodline : Elemental (air)
1 Bloodline bonus spell : burning hands (electricity substitution)
Elemental ray (Su) As a standard action, you make a ranged touch attack that deals 1d6+1 electricity damage to a foe within 30 ft.
Elemental resistance (Ex) Resist electricity 10

Hit Dice: 3d6+12
Hit Points: 28 (6 (racial) + 6 + 5 + 5 (hit dices) + 2*3 (con bonus))
AC: 12 (16) ((+4 Mage Armor), +2 Dex) [Touch 12, Flat-footed 10 (14)]
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +4 (+1 base, +2 Con, +1 cloak)
Reflex +4 (+1 base, +2 Dex, +1 cloak)
Will +4 (+3 base, +0 Wis, +1 cloak)

BAB/CMB: +1/+1
Melee Atk: +2 (1d4/x3, mw starknife)
Ranged Atk: +4 (+5) (1d4(+1)/x3, mw starknife) or +3 (+4) touch (1d6+1 (+2) electricity) (numbers in parenthesis apply if within 30 ft.)

Skills: (Skill points : [2+1(int)+1(human)]*3 lvls + 3 favored class bonus = 15)
Acrobatics +5 (3 ranks, +2 Dex)
Appraise +7 (3 ranks, +1 Int, +3 Class Skill)
Bluff +7 (1 rank, +3 Cha, +3 Class Skill)
Intimidate +7 (1 rank, +3 Cha, +3 Class Skill)
Knw (planes) +5 (1 rank, +1 Int, +3 Class Skill)
Perception +6 (3 ranks, +0 Wis, +3 feat)
Spellcraft +7 (3 ranks, +1 Int, +3 Class Skill)

Feats:
Eschew Materials (Sorcerer bonus)
Skill Focus : Perception (Human bonus)
Point Blank Shot (lvl 1)
Precise Shot (lvl 3)

Languages:
Common
Varisian
Thassilonian

Spells: (Spells per day : 6 ; Save DC = 13 + spell lvl)
0 lvl : At will, Daze (30 ft, WDC 13), Detect Magic (60 ft, concen/3 min), Ghost sound (30 ft, 3 rounds, sounds of 12 humans), Message (130 ft, 30 min), Prestidigitation ;
1st lvl : 6 / 6, 'Electric' hands (15 ft, 3d4, RDC 14), Grease (30 ft, 3 min), Mage Armor (touch, 3 hours), Magic Missile (130 ft, 2D4+2).

Equipment:
Mw Starknife ; 324 gp ; 3 lb.
3 Starknives ; 72 gp ; 9 lb.
Reinforced scarf ; 10 gp ; 1 lb.
Pocketed scarf ; 8 gp ; 0.5 lb.
Traveller's outfit ; --

Wand of silent image (50 charges) ; 750 gp
4 potions of cure light wounds ; 200 gp
Cloak of resistance +1 ; 1000 gp
Scroll of levitate ; 150 gp
Scroll of invisibility ; 150 gp

2 thunderstones ; 60 gp ; 2 lb.
2 flasks of alchemist's fire ; 40 gp ; 2 lb.

Donkey ; 8 gp (all the following equipment is on the donkey)
Pack saddle ; 5 gp
Everburning torch ; 110 gp
10 days of feed ; 5 sp
10 days of trail ration ; 5 gp
2 water skins ; 2 gp
Bedroll ; 1 sp
Winter blanket ; 5 sp

Money:
104 gp ; 9 sp

Carried weight : 17.5 lb.
Encumbrance : Light (< then 33 lb.)

~~~~~~~

Appearance:
Lanandro has the classic dark hair and tan olive skin of the Varisians. He keeps his hair really long as he likes the feeling of the wind blowing through them. His usual outfit is simple leather boots, wool breeches, wool shirt and a warm cloak to protect against the cold. He also has numerous scarves of many bright colors that stand out with the rest of his clothes.

Personality:
Lanandro is prone to rapid mood swings. He's quick to anger but he also makes fast friends and smiles often. He hates remaining in one place for too long, prefering the nomad ways of his people.

Background:
Lanandro was part of a wandering group of Varisian amongst who a natural gift to control the weather and the elements was somewhat common. It was clear at an early age that Lanandro shared this gift and the clan's elders started to train him the focus and control necessary to wield this power correctly. Lanandro's life changed drasticly a few weeks before the passing of age ritual that was to mark his passage into manhood and give him permission to use his power freely. While the clan's caravan was parked near the great city of Korvosa, they were wrongfully accused of abducting the daughter of some noble. The Chelaxians need little reason to hate and attack the Varisians. Indeed, a bunch of knights from the Order of the Nail raided their caravan. They killed or captured most of the clan. Lanandro was one of the few that escaped. He only stayed in Korvosa long enough to learn that his captured clanmates were trialed, executed or sold to slavery. He has wanted revenge ever since.

Lanandro soon realized that his clan must have been made the scapegoat of some political intrigue in Korvosa. Being just a young unproven sorcerer, he knew he couldn't do much on his own and he simply wandered from an hamlet to the next. His break came many years later when he join a adventuring party. They had a few adventures and eventually meet an Acadamae graduate named Bargle. For the retrieval of a tome from the Mushfens, he promised them many things including some information about who had made his clan a scapegoat. Lanandro didn't trust the Chelaxian but he had to pursue this lead. He was right to be apprehensive as Bargle turn out to be a treator. They survived the ambush he prepared but not before one of their number was killed. Lanandro now has two reasons to hunt down Bargle. He wants to avenge their lost party member and possibly get the promised information out of him.

 
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Redclaw

First Post
Thieren Hammersoul
Male Dwarf Cleric 3
Deity: Torag
Domains: Earth, Good
Hit Dice: 3d8 +6 Con +8 racial +3 favored class(37 Hit Points)
Alignment: Neutral Good
Languages: Common, Dwarven, Elemental

Str: 14 (+2) [5 points]
Dex: 10 (+0) [0 points]
Con: 15 (+2) [3 points +2 Racial]
Int: 10 (+0) [0 points]
Wis: 16 (+3) [5 points +2 Racial]
Cha: 13 (+1) [7 points -2 Racial]

Init +0 (+0 dex)
AC: 20 (8 Armor +2 Shield +0 dex, additional +4 vs. Giants)

BAB: +2
CMB: +4 (+2 BAB, +2 Str, additional +4 vs bull rush or trip)
ACP: -8

Speed: 20 ft

Attacks
Warhammer +5 melee (1d8+2)
Acid Dart +2 ranged touch (1d6+1)
Dagger +4 melee/+2 thrown (1d4+2)
(all +1 vs. goblins and orcs)

Feats and Powers
Combat Casting (Level 1)
Turn Undead 4/day (2d6) DC 14
Touch of Good (Good Domain) +3
Acid Dart (Earth Domain) (1d6+1 ranged touch)
Protection from Evil 1/day (Good Domain)
Magic Stone 1/day (Earth Domain)
Improved Turning (Level 3)

Darkvision 60’
Stonecunning
+2 on Taste and Touch perception checks
Use Appraise untrained with nonmagical items
Weapon Familiarity
+1 attack bonus vs. orc and goblin subtypes
+4 dodge bonus against giants
Stability (+4 to resist bull rush or trip)
Favored Class: Cleric

Skills
Craft (armorsmithing) +4 (1 +3 class skill +0 Int)
Heal +7 (1 +3 class skill +3 Wis)
Knowledge (religion) +5 (2 +3 class skill +0 Int)
Spellcraft +5 (2 +3 Class Skill, +0 Int) (+4 for defensive casting)

Spells
Level 0 (4/day, DC 13) -
Level 1 (3/day, DC 14) -
Level 2 (2/day, DC 15) –

Saves
Fortitude +6 (+3 base, +3 Con)
Reflex +1 (+1 base, +0 Dex)
Will +6 (+3 base, +3 Wis)
+2 vs poison, spells and spell-like abilities

Possessions
3,000 gp, no single item may be worth more than half this value (i.e. 1,350 gp)
Full Plate (1,500gp)
Heavy Steel Shield (20 gp)
MW Warhammer (312 gp)
Wand of Cure Light Wounds (750)
Scroll of Comprehend Languages (25 gp)
Scroll of Remove Paralysis (150 gp)
Scroll of Lesser Restoration (150 gp)
Backpack (2gp)
Scroll Case (1gp)
Flask (3cp)
MW Artisan's Tools (55 gp)
Waterskin (1gp)
Cleric's Vestments --
Holy Symbol, Silver (25 gp)

8 gp 9 sp 7cp

Background: Thieren lived in Janderhof, learning the art of armorsmithing, and the worship of Torag. He was widely respected for the promise he showed in both areas. One day, the Forge-Priests summoned him into their presence. There they told him of an ancient suit of armor, sacred to Torag and his followers. This armor had been lost for centuries, having disappeared while in the possession of Graelen Frostbeard, a dwarven paladin of Torag, while he adventured in the distant Malgorian mountains. They told him that he had been chosen to search for that suit of armor, to make its recovery his life's work.

Leaving Janderhof, Thieren searched for any clue of Graelen's path. While in the city of Nybor, Thieren met a scholar of some local renown. This scholar, Bargle, claimed to have some information, and offered to help Thieren's search. He explained that he needed funds to secure the tomes that would guide their search, and thus recruited Thieren for his adventure into the Mushfens. On this journey, Thieren came to respect, and even admire, Bargle's other employees, so much so that when Bargle betrayed them, he decided to stay with them and search the traitor out, rather than return directly to his search.

[sblock=Experience]
Starting=3,300
Carrion Crawler=+300
Total=3,600[/sblock]
[sblock=image]
Dwarf_Hammer_Color.jpg
[/sblock]
 
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Halford

First Post
Jorrayl "Snapper" Heeden

Human Rogue

Abilities: Str 14, Dex 18, Con 14, Int 14, Wis 8, Cha 7

(Racial bonus to Dex)

HP:41 (8 + 6 Racial + 6 Toughness + 6 Con + 12 HD + 3 Favored Class)


Saves: Fortitude 3, Reflex 7, Will 0

Attack: MW Rapier +7 (1d6+2/18-20x2) or Longbow +6 (1d8+2)

Full Attack: MW Rapier +5 (1d6+2/18-20x2) and MW Cold Iron Shortsword +5 (1d6+1/19-20x2)

Feats: Toughness, Two Weapon Fighting, Weapon Finesse

Rogue Talents: Bleeding Attack

AC: 20 (5 Armor, 1 Shield, 4 Dex), Flat Footed 16, Touch 14

Skills:
(All maxed ranks, ability modifiers and ACP included.)
Acrobatics 9
Bluff 4
Disable Device 9 (MW Thieves Tools)
Escape Artist 9
Knowledge Dungeoneering 8
Knowledge Local 8
Linguistics 8
Perception 5
Sleight of Hand 9
Stealth 9
Use Magic Device 4

Languages: Common, Elven, Dwarven, Draconic, Goblin, Orc

Equipment:
+1 Chainshirt 1,250gp
MW Buckler 165gp
MW Rapier 310gp
MW Cold Iron Shortsword 320gp
Rapier
Backpack 2gp
Wand of Shield 25 charges 325gp
Wand of Cure Light Wounds 10 charges 150gp
MW Thieves Tools 100gp
Longbow Mighty Composite + 2 300gp (Human Proficiency)
20 Arrows
Sap 2gp
Club 0gp
Sling 0gp
10 Bullets 1sp
Trail Rations x 4 2gp
2 pp 5gp 9sp


An exceptionally ugly Varisian, Jorrayl has a rodentine face dominated by a broken nose that overwhelms all the other features. Half of his face is marred by livid burns where a series of the typical Varasian tatoos appear to have been removed. He almost always appears significantly shorter than his six feet due to a habitual crouching stance. His clothing tends towards the drab and utilitarian, and he generally fades well into the background.

A member of the Varisian criminal brotherhood known as the Sczarni Jorrayl has lead a hard life. Orphaned in Sandpoint at the tender age of ten he was forced into the life of a petty thief, which he took to like a duck to water. Ruthless and vindictive he soon acquired a reputation, earning his nickname "Snapper" after biting off an older boys lower lip when the older lad thought to rob him.

The tatoos applied by his mother had been his one pride and joy, but when he ran afoul of a young Chelaxian noble from Korvosa named Malden Kaltris. The young thief stole Kaltris's prized rapier, a masterwork blade which had been handed down through several generations. Kaltris hired a half dozen local thugs to revenge himself after tracking down and bribing the fence Jorrayl sold the unique blade to. Upon finding the young rogue Kaltris had him held down whilst he carefully burned off every last tatoo with several viles of acid.

Two years later in Korvosa a hardened Jorrayl woke to find the rogue's grizzly visage smiling down at him as the acid was poured down his throat. Jorrayl now carries the Chelaxian's heirloom in place of his own. He has only recently returned to Sandpoint and is now even more vicious and reckless than before.
 

hafrogman

Adventurer
Garvin Wanderer, Human Ranger 3

Code:
[B]Name:[/B]       Garvin Wanderer
[B]Class:[/B]      Ranger
[B]Race:[/B]       Human (Chelaxian)
[B]Size:[/B]       Medium (5'11", 183 lbs)
[B]Gender:[/B]     Male
[B]Alignment:[/B]  Chaotic Good
[B]Deity:[/B]      Desna

[B]Str:[/B] 16 +3  (5p.+2)   [B]Level:[/B]    3     [B]XP:[/B] 3,300
[B]Dex:[/B] 14 +2  (5p.)     [B]BAB:[/B]     +3     [B]HP:[/B] 41 (3d10+6+6+3)
[B]Con:[/B] 14 +2  (5p.)     [B]CMB:[/B]     +6
[B]Int:[/B] 10 +0  (0p.)     [B]Speed:[/B]   30'
[B]Wis:[/B] 14 +2  (5p.)     [B]Init:[/B]    +2
[B]Cha:[/B] 10 +0  (0p.)


                      [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 19              10     +5     +2     +2   +0    --
[B]Touch:[/B] 12
[B]Flat:[/B]  17


                      [B]Base  Mod  Misc[/B]
[B]Fort:[/B]  +5              +3    +2   +0
[B]Ref:[/B]   +5              +3    +2   +0
[B]Will:[/B]  +5              +1    +2   +2

[B]Weapon                Attack  Damage  Critical[/B]
MW Longsword           +8     1d8+3     19-20
Shield Bash            +6     1d3+1      20
Dagger                 +6     1d4+3     19-20
Dagger, Thrown         +5     1d4+3     19-20         (10' Range)

[B]Full Attack:[/B]
Longsword +6
Shield Bash +4


[B]Languages:[/B] Common
 

[B]Abilities:[/B]
+2 Strength
Bonus Feat
Skilled
Favored Class: Ranger
Favored Enemy: Humanoid (Human) +2)
Track
Wild Empathy +3
Combat Style: Two Weapon Fighting
Favored Terrain: Forest +2/+1

[B]Feats:[/B]
Weapon Focus: Longsword [human]
Improved Shield Bash [1st]
Two Weapon Fighting [Ranger 2]*
Iron Will [3rd]
Endurance [Ranger 3]

* Combat Style Feat


[B]Skill Ranks:[/B] 21

[B]Skills:                         Ranks  Mod  Class Misc[/B]

Acrobatics +4                    3     +2    --    -1*
Climb +8                         3     +3    +3    -1*
Heal +8                          3     +2    +3    --
Knowledge(Geography) +6          3     +0    +3    --
Perception +8                    3     +2    +3    --
Stealth +7                       3     +2    +3    -1*
Survival +8                      3     +2    +3    --

* Armor Check Penalty: -1


[B]Equipment:                Cost  Weight[/B]

Backpack                   2gp     2lb
Belt Pouch                 1gp   0.5lb
Flint and Steel            1gp     -lb
Healer's Kit (10 uses)    50gp     1lb
Rations (3 days)         1.5gp     3lb
Rope, Silk (50')          10gp     5lb
Sewing Needle            0.5gp     -lb
Waterskin                  1gp     4lb
Whetstone               0.02gp     1lb

Everburning Torch        110gp     1lb
Potion (CLW)              50gp     -lb

MW Longsword             315gp     4lb
Dagger (3)                 6gp     3lb
+1 Chain Shirt          1250gp    25lb
+1 Small Wooden Shield  1153gp     5lb
           

               Totals   2951.02   54.5


[B]Total Weight:[/B] 54.5 / 76 lb (light load)
[B]Money:[/B] 48 gp 9 sp 8 cp
[sblock=Description]Garvin is a hard looking man, prematurely aged by weather and warfare. Some men achieve a sort of rugged dignity with such a lifestyle, Garvin just looks like he was too stubborn to give up and die when he was supposed to. He was never going to be a handsome man, but scars, wrinkles and a dour expression sealed the deal.[/sblock][sblock=Background]Garvin’s mother was a beautiful woman. A youthful indiscretion had left her with a son and no husband. She worked as best she could to support the family of two. Despite her life of hard work, and raising a child, she maintained her beauty.

Eventually she attracted the attention of a rich noble, who wanted to possess her. A dark man, he had a cruel streak to him, and it was rumored that he consorted with demons. Garvin’s mother spurned his advances, determined not to tie herself to such a man.

When his mother went missing, Garvin scoured the city, asking for any who had seen her, or had word of her whereabouts. But corruption ran deep in the Chelaxian cities. There were few who cared for the plight of one peasant boy, and most of the rest were terrified of the demon conjurer that everyone suspected was behind the disappearance.

Her body was found a month later, covered with evidence showing how much she suffered before she died. Garvin fled the city and home then, naming himself Wanderer. He abandoned the corrupt people, trading art and culture for a harsh life alone in the wilderness. He lived as he could, learning to fend for himself, and avoiding large concentrations of people. Life outside was brutal, but at least it was honest about it.

Garvin grew to manhood, but never lost his memories of his youth. He grew stronger, and fear gave way to anger. He takes a poor view of those who prey on the weak, and holds a particular contempt for any who would use magic as a weapon against the innocent. Recently he has heard tales of one such dark mage. . . Bargle.[/sblock]
 

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