RG - Pain, Pride and Prejudice
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  1. #1
    Novice (Lvl 1)

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    RG - Pain, Pride and Prejudice

    Rogue's Gallary of Chapter 1 of Pain, Pride, and Prejudice.

    Now that game is on, I would like to see all character sheets posted here by starting date: May 2nd.

    Will also have you make changes to your Rogue's Gallery profile via edit when we level up. Please keep level up changes in yellow for easy reference.


    Str 17 +3 18 +4 (Level 4 stat adjustment)
    Dex 16 +3 17 +3 (Level 8 stat adjustment)

    Improved Unarmed Strike
    Improved Grapple
    Improved Trip (Level 3 Feat)

    Hide 8 +1 = 9 Additional levels just change the skill ads: Hide 8 +2 = 10
    Move Silently 7 +1 = 8

    HP 24 +8 = 32 (For multiple levels you can HP 24 +8(x2) = 40, etc)
    AC 17 +1 = 18

    Fort 3 +1 = 4


    IC thread will be started May 2nd

  2. #2
    The 8th Evil Sage
    Waghalter (Lvl 7)

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    The summit of Hatheg-Kla
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    I Defended The Walls!I Defended The Walls!

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    Torl, shifter fighter.
    Torl tells a lot of stories about his life. What’s true is that he left home for the first time a month after his sixteenth birthday. The same day, he discovered he was adopted. It was early spring, and Torl was preparing for the athletic competitions held at each summer fair and festival by wresting with his older brother Dalryn. Wrestling was a popular form on competition in the area, and Torl was good at it.

    It was during their match the Torl underwent his first shift. Were this a tragedy, Torl would have grown claws or horns and killed his brother. Instead, his skin thickened, saving Torl from which might have been a fatal blow to his head when he fell to the ground and hit a rock.

    He was frightened, of course. No human did anything like that! Dalryn was supportive, but Torl could see hatred in his brother’s eyes, hatred of Torl’s inhuman-ness. When he told his parents what happened, they explained that he was not their child. They found him as a baby in their field one day, after hearing him cry. His mother liked to think she caught a glimpse of someone running away, but his father was confident there was no such person. His parents both told him they still loved him, but Torl couldn’t stay.

    He learned quickly that surviving on your own in the wilderness is not as easy as stories make it out to be. The fair weather helped him, but soon he found himself taking jobs in nearby towns for money. He never stayed anywhere for more than a week or two, just long enough to buy some more food, and then he went back out to be alone again. He only shifted twice more, both times when his life was at risk in the wild.

    By autumn he realized that he couldn’t survive the winter alone. He went back home and stayed with his family until spring arrived. It was a tense time. No one spoke about Torl’s first shift, so he never found out if his parents or Dalryn told anyone else what had happened. There was also general resentment that Torl hadn’t helped with planting or harvest.

    That spring he left again. He found a good place to live, several days away from the nearest settlement, with enough open space for subsistence farming. Then he returned home just long enough for him, Dalryn, and their father to pack some tools and leave with him. The three spent almost a month building Torl a sturdy one-room hut, preparing his land for planting, and making basic farming implements, before Dalryn and their father left again. They parted on good terms, but Torl knew he’d never see them again.

    The first year was tough, but Torl survived. He enjoyed being a hermit. He answered to no one but himself. Without society he couldn’t embarrass himself. He practiced shifting, trying to get a better understanding of how it worked. His initial goal was to be better at suppressing it. Living alone has a funny way of eroding social norms, though. Eventually, he stopped feeling quite so terrible about being able to shift. He couldn't help but realize that sometimes it was a useful ability. And with no one else around, it was hard to worry about being different – different from who?

    It took several years, but eventually Torl become comfortable with who he was. And that was when he realized that he was wasting his life. He didn't regret his time as a hermit, but it was time to move on.

    Torl, Fighter 3
    NG male Beasthide Shifter
    Init +2 (+2 dex)
    Senses: spot -1, listen -1; low-light vision
    Languages: Common, Sylvan (bonus from int)
    AC 17 (10 + 5 [chain shirt +1] + 2 [dex])
    hp: 36 ([10+2]x3)
    Saves: Fort +5 (+3 base +2 con), Ref +3 (+1 base +2 dex), Will +0 (+1 base -1 wis)

    Speed: 30ft
    Melee attack: +8 MW Falchion (2d4+4 dmg, 18-20x2)
    Ranged attack: +6 MW Comp (+3str) Longbow (1d8+3, 20x3)
    Base Attack: +3; Grapple: +6

    Special actions: Shift (su): free action. 1/day for 6 rnds. +2 con and +4 natural armor

    STR: 16 (+3) : 16 (10pts)
    DEX: 14 (+2) : 12 (4pts) +2 racial
    CON: 14 (+2) : 14 (6pts)
    INT: 12 (+1) : 14 (6pts) -2 racial
    WIS: 8 (-1) : (0pts)
    CHR: 10 (+0) : 12 (4pts) -2 racial

    Dodge(ftr), Power Attack(ftr), Weapon Focus (Falchion), Beasthide Elite

    Perform (dance) (cha): +3 (6 cc ranks, +0 cha)
    Tumble (dex): +5 (6 cc ranks, +2 dex)
    Jump (str): +11 (6 ranks, +3 str, +2 racial)

    Racial abilities:
    Low-light vision
    +2 racial bonus on Balance, Climb, and Jump

    +1 chain shirt: 1250gp
    MW Falchion 375gp
    MW Comp Longbow (+3str) 700gp
    Everburning Torch: 110gp
    25 tindertwigs: 25gp
    Backpack: 2gp
    Bedroll: 0.1gp
    10 pieces of chalk: 0.1gp
    Flint and Steel: 1gp
    Small steel mirror: 10gp
    Belt pouch: 1gp
    10 days of trail rations: 5gp
    50 ft. silk rope: 10gp
    Shovel: 2gp
    Waterskin: 1gp
    Climber's kit: 80gp
    127gp 8sp walking-around cash
    Last edited by pneumatik; Saturday, 2nd May, 2009 at 03:29 AM.

  3. #3


    Name: Scartail
    Class: None yet
    Race: Lizardfolk
    Size: Medium
    Gender: Male
    Alignment: Neutral
    Deity: Undecided
    Str: 18 +4 (10p.)     Level: 3         XP: 6,600 (Hits ECL 4 once at rest)
    Dex: 14 +2 (06p.)     BAB: +1         HP: 22 (1d8+03)
    Con: 16 +3 (06p.)     Grapple: +5     Dmg Red: XX/XXXX
    Int: 12 +1 (06p.)     Speed: 30'      Spell Res: XX
    Wis: 10 +0 (02p.)     Init: +6        Spell Save: +X
    Cha: 08 -1 (00p.)     ACP: -0         Spell Fail: 05%
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +1   +2    +0    +5    +0    18
    Touch: 12              Flatfooted: 16
                             Base   Mod  Misc  Total
    Fort:                      0    +3          +3
    Ref:                       3    +2          +5
    Will:                      0    +0          +0
    Weapon                  Attack   Damage    Critical
    Claw(x2)                  +5     1d4+4     20-20x2
    Bite                      +5     1d4+4     20-20x2
    Long Spear                +5     1d8+6     20-20x3
    MW Spear*                 +6     1d8+6     20-20x3
    Shortspear(x5)**          +5     1d6+4     20-20x2
    Light Crossbow            +3     1d8+0     19-20x2
    MW Lgt Stl Sheild         +5     1d3+4     20-20x2        
    *Spear ranged attack bonus is +4
    **shortspear ranged attack bonus is +3
    Languages: Common, Draconic, Orc
    Abilities: Hold Breath (Syronus can hold his breath for a number of rounds equal to four times its Constitution score before he risks drowning)
    Feats: Improved Initiative
    Skill Points: 15       Max Ranks: 5/2.5
    Skills                   Ranks  Mod  Misc  Total
    Balance                    5    +2   +4    =11
    Jump                       5    +4   +4    =13
    Swim                       5    +4   +4    =13
    *All other skills are untrained
    Equipment:                 Cost  Weight
    Masterwork spear          302gp  06 lb
    Longspear                 05gp   09 lb
    Shortspear(x5)            05gp   05 lb
    Light Crossbow            35gp   04 lb
    Bolts(x50)                05gp   05 lb
    lgt stl MW shield         159gp  06 lb
    Trail Rations(x5)         25sp   05 lb
    Backpack                  02gp   02 lb
    Waterskin(x10)            10gp   40 lb
    CLW Potion(X6)            300gp  00 lb
    Carried Coinage            -       38 lb
    Total Weight:82lb      Money: 1876gp 75sp XXcp
                          Light   Medium     Heavy    Lift    Push
    Max Weight:         >100 lbs   101-200   201-300   300   301-600
    Age: 25
    Height: 7'04"
    Weight: 260 lb
    Eyes: Amber
    Hair: N/A
    Skin: Dark green
    Syronus had a rather intimidating appearance, standing at a height well above many of the other humanoids, besides those of giant-ilk. His scales shone faintly during bright sunlight, with dull lines traced at strange angles across his body. Further study or questioning of the being would reveal that these were scars from various encounters with both beasts, beastmen and the 'civilized' races. His tail in particular was heavily scarred moreso than the rest of his body.

    He moved effortlessly, despite being larger than the typical Lizardfolk, his muscles rippling visible beneath his scales, unobscured by manufactured armor. This 'savage' seemed to be bristling with weapons, with points of spear and bolt sticking about his frame at various angles. To complete the look, Syronus sported a pair of amber eyes, with slitted pupils, like other reptiles. All in all, Syronus could be a rather intimidating brute, if he felt the need.

    Scartail hailed from a tribe of Lizardfolk living in the swamps to the south, having migrated to less frigid and hostile climes to people of his ilk after their release 500 years ago. Scartail's tribe itself was not too far from a few human settlements, in a swamp many humans superstitiously believed was haunted. As a result, many a human would lash out and think later when stumbling across a large creature, frequently attacking the Lizardfolk of the area.

    When his people retaliated in kind, the human would run away, screaming of monsters. Of course, after a few years the 'civilized' human populace formed into a mob and invaded the swamps, hunting down the monsters to 'save' their village once and for all. The result was a slaughter. The Lizardfolk were much more adjusted to the swamps, but the humans had much greater numbers. His people fought well, but eventually Scartail had no choice but to leave his homeland and free himself from the bloodstained swamp he once called home.

    Scartail had made a vow to himself to become stronger so that if those he cared about were in danger again, he'd be able to tear the oppressor to pieces. The orphaned Lizardfolk prayed that night, to all of the dragon-gods that would hear him. He prayed that they would grace him with what he needed to emulate them. As Scar traveled, more and more he realized that dragons were the prime example of the perfect being. No one went in mobs to kill a 'tribe' of dragons... that'd be insanity. Not only were they wiser than almost any other race, but they were just as cunning and magnificently powerful, both physically and in the arcane.

    He traveled westward, aimlessly rather, until one day he was captured by a group of slavers. He'd been chained in his sleep. Scartail simply took the slavers by surprise, breaking his bonds and dispatching his captors, looting their corpses before moving on. All of this made him sick of 'civilized' folk, but he knew not where else to go.

    Eventually, he made his way to a village called Rawee, where his presence was at the very least tolerated, if not accepted. The Lizardman wanders the village aimlessly, seeking a path towards his lofty goal: Dragonhood.
    Last edited by Theroc; Friday, 5th June, 2009 at 06:22 PM. Reason: Updating XP

  4. #4
    Waghalter (Lvl 7)

    Arkhandus's Avatar

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    Seamus O'Brady, Male Human, Bronze Dragon Shaman

    Dragon Savant Seamus O'Brady
    Male Human Dragon Shaman 3, XP 3,000
    Tanned Caucasian Skin, Curly Brown Hair & Sideburns, Brown Eyes
    Age 23, Height 5'-11", Weight 165 lbs., Medium-size
    Alignment: Lawful Good, Patron Deity: Bahamut
    Languages: Common, Draconic, and Halfling

    Str 14, Dex 12, Con 14, Int 14, Wis 10, Cha 14

    HP 36, Nonlethal 0, AC 19, Touch 11, Flat-Footed 18
    Fortitude +5, Reflex +2, Will +3, Speed 30/20 ft. (run x4)
    BAB +2, Grapple +4, Melee +4, Ranged +3, Initiative +1

    MW Morningstar +5 melee for 1d8+2 bludgeoning/piercing (20/x2)
    Javelin +3 ranged for 1d6+2 piercing (20/x2, 30 ft. increment)

    Combat Reflexes, Vexing Flanker, Skill Focus (Survival), Negotiator

    Climb +3 (5 R, +2 Str, -4 ACP), Diplomacy +7 (3 ccR, +2 Cha, +2 Feat), Knowledge (Arcana) +5 (3 ccR, +2 Int), Knowledge (Nature) +5 (3 R, +2 Int), Search +5 (3 R, +2 Int), Sense Motive +2 (0 ccR, +0 Wis, +2 Feat), Survival +5 (2 R, +0 Wis, +3 Feat), Swim -5 (5 R, +2 Str, -8 ACP)

    Class Features:
    Dragon Shaman Proficiencies (all simple weapons, all light armors, all medium armors, all shields except tower shields), Draconic Aura +1 (swift action to project out to 30 feet, ends when unconscious or dead or dismissing as a free action, cannot project multiple auras at once, knows the auras of Electricity Shield 2, Presence +1, Senses +1, and Vigor 1), Totem Dragon (Bronze, bonus class skills: Disguise, Survival, Swim), Skill Focus (bonus feat with one of the totem's skills), Draconic Adaptation (Water Breathing, Ex, can breathe and cast spells or use other abilities freely underwater)

    Racial Traits:
    Medium Humanoid (Human), Speed 30 ft., bonus feat, extra skill points, favored class: highest-level class

    Masterwork Morningstar (308 gp, 6 lbs., one-handed melee), Dagger (2 gp, 1 lb., light melee/thrown), Light Crossbow (35 gp, 4 lbs., ranged projectile), 20 Bolts (2 gp, 2 lbs.), Masterwork Heavy Wooden Shield (157 gp, 10 lbs., +2 AC, -1 ACP, 15% ASF), Magic +1 Breastplate (1,350 gp, 30 lbs., medium, 20 ft. speed, x4 run, +6 AC, +3 MDB, -3 ACP, 25% ASF), Traveler's Outfit (free, worn), Traveler's Outfit (1 gp, 5 lbs.), Tent (10 gp, 20 lbs.), Backpack (2 gp, 2 lbs.), 2 Belt Pouches (2 gp, 1 lb.), Wooden Holy Symbol (1 gp), Bedroll (1 sp, 5 lbs.), Flint and Steel (1 gp), 2 Torches (2 cp, 2 lbs.), Soap (5 sp, 1 lb.), 2 Trail Rations (1 gp, 2 lbs.), 2 Waterskins (2 gp, 8 lbs.), 2 Potions of Cure Moderate Wounds (600 gp, 3rd-level caster, each heals 2d8+3 hp), Mule (8 gp, carries tent, backpack, rations, water, soap, bedroll, and spare outfit, wears pack saddle and bit and bridle), Bit & Bridle (2 gp, 1 lb.), Pack Saddle (5 gp, 15 lbs.), 20 pp, 10 gp, 22 sp, 18 cp

    Load 55.4 lbs., Light 0-58, Medium 59-116, Heavy 117-175

    Seamus O'Brady is of average height and a bit heavy, with the muscles of one who works or fights more than the average fella, and a bit of a gut. His skin is lightly tanned and his face is broad, with a strong chin and cheekbones, sideburns, and curly brown hair. His eyes are the same shade of brown, and his voice carries the distinctive brogue of a southern highlander. He wears simple traveling clothes of brown and gray, but under his large, hooded cloak is a rune-crested, open-faced helm and a suit of enruned plates covering his chest, back, forelegs, and shoulders. A large round-shield of oak is strapped to his left arm, while a finely-crafted morningstar hangs from his right hip. A crossbow hangs behind him, next to his backpack, and pouches hang from his belt opposite the morningstar. A carved, wooden symbol of Bahamut, the Platinum Dragon, hangs from a simple cord around his neck, and a mule follows along, carriying the rest of his modest supplies in its saddlebags.

    Seamus (pronounced SHAY-muhs) O'Brady grew up in the lakeside town of Caerston, near the vast Lake Saarn÷cht. The lake's deepest reaches are home to the bronze dragon Krainatherix, self-proclaimed Lord Protector of Caerston (when he's not just sleeping under the lake and ignoring his human 'subjects'), though the town is nominally part of the western human province of the southlands. Seamus was fortunate enough to meet Krainatherix in his youth, and was awed by how easily Krainatherix dispatched a band of ogres that had been causing trouble nearby on the farms. Seamus was one of the militiamen foolishly trying to fight off the ogres, and afterward, he sought out the town's kirk to ask what they knew about the dragon, why it protected their farms that time, and why they always tossed coins and other offerings into the lake after every harvest or business deal. He learned a bit, and was both grateful yet angry that the dragon only bothered to do anything for them once in a while.

    So, after some plotting and trying unsuccessfully to contact the dragon beneath the lake, Seamus decided that if the dragon would not help them as much as it could, he would seek out the power of dragons for a way to make it do so or at least to make it come out and hear their demands. Though he was not the only person in Caerston who resented the dragon's infrequent and limited aid to the townsfolk he took money and food from every day, Seamus was the only one to really have the gall to do something about it. He harangued the kirk into telling him as much as he knew about dragons, little though it was, and then Seamus left Caerston to seek out more lore. Over the course of several years traveling, Seamus found out how other folk had tapped into draconic magic in the past, and how some human allies of Krainatherix had wielded some of his power a few hundred years ago when the dragon had needed human aid in fighting off some beastman incursions and claiming the territory around Lake Saarn÷cht.

    Seamus learned to harness that same power himself, and had lived close to the dragon all his life, so it wasn't that hard to attune himself to its magic after reading accounts of those long-dead 'dragon shamans' as the old stories called them. Seamus took to calling himself a 'dragon savant' since learning how to harness that draconic power for himself, since considers himself its master, not a worshipful slave or adoring croney of the dragon. Seamus returned to Caerston after mastering the basic draconic powers he had tapped into, and found Krainatherix active again. He confronted the dragon and demonstrated his newfound powers taken from its own aura. But Krainatherix surprised him with mirth, mockery, and curiousity, amused at his 'childish' behavior and concerns yet interested in how he had found how to use those powers himself without the dragon's instruction.

    After some debate and mockery, the dragon actually took it upon himself to enlighten the human a bit on what he had stumbled upon and how it should properly be used. Krainatherix treated him like a silly child and had some fun at Seamus' expense, but after a while managed to humble the young man, intimidate some respect out of him, and teach him a thing or two. The dragon explained a bit about why he didn't do everything he could for the folk of Caerston and how helpless, lazy, and incompetent they would be if he didn't leave them to do their own work and fight their own battles most of the time. How pathetic and corrupt they would become without those responsibilities and all. Krainatherix left the young man to ponder things after teaching him these lessons and some of the Draconic language (which Seamus had already learned a bit of through his search for dragon-lore), since Krainatherix didn't like trying to use much humanoid speech in his natural form and preferred to stay in that form.

    Seamus came away from the experience a changed man, sort of, but still didn't entirely buy the dragon's story. And still resented Krainatherix somewhat. But he did put the dragon's lessons to good use, and had become just a bit more of a believer in Bahamut, the Platinum Dragon and patron deity of Caerston (thanks to Krainatherix's early attempts to 'civilize' the local population after taking over the region centuries ago). Seamus had once paid only lip service, not believing much of what the kirk said of Bahamut's virtues and guardianship of the town through Krainatherix. Now he actually held a small bit of belief in the kirk's teachings about Bahamut, even if he considered them flawed since they came from Krainatherix, and were probably skewed to ingrain loyalty to the bronze dragon in his human 'subjects'.

    Seamus left Caerston again after a few weeks, seeking answers, maybe a little guidance, more power and experience in wielding it, and riches to improve Caerston without the dragon's help, even though the greedy dragon would likely steal much of what he might eventually bring back (or so he thinks, at least). Partly he just wanted to get out of town and away from Krainatherix. Part of him wanted to see more of the world and find something greater and more inspiring. Another part was hoping for some personal glory and riches to prove that he was greater and more worthy than Krainatherix. Partly, he knew he wouldn't be able to improve his abilities or siphon more draconic magic as long as he was stuck in the small town with its few challenges to face. That was one thing Krainatherix had insinuated to him, that humans couldn't just grow into their power like dragons do, they had to earn it. Seamus needed to push himself if he was going to grow closer to the primal power of dragons.

    So, Seamus O'Brady took to the road again, and traveled across the western province, making his own way in the world and facing the challenges he found. Often, he ended up traveling with others in a caravan or just a few other travelers hoping for strength in numbers to avoid bandits or beastmen. Seamus slew some monsters and repelled some bandits in his travels, honing his use of the draconic powers as he did so, and growing more comfortable in the wilderness, improving his skills as a hunter and forager. He also got a bit more experience in haggling and negotiating, while earning himself some better armaments as he collected bounties on a few bandits and monsters, even finding a suit of enruned, magical armor on one outlaw (who had likely stolen it somewhere in the first place). Seamus didn't get to practice his early militia training much on the road, but has gotten a bit of practice with some of the other travelers he's joined on the way to one city or another. He's still traveling, on his own for now, searching for more challenges and more rewards. He has recently achieved one breakthrough in his channeling of the bronze dragon's power, suffusing himself with draconic water-magic to breathe underwater. He feels other breakthroughs can't be far behind after this discovery, but it's been a few years since he left home.

    Seamus' home was a small farm not far from the lake in Caerston, and he often went swimming there or climbing trees in the woods nearby. He was quite good at hide-and-seek with his friends and siblings as a child, and learned the basics about nature and farming and such, but never really took to farming. He was a bit too restless and craved a more 'important' lifestyle, more exciting. So he joined the militia as soon as he was able, learning how to fight, and the Caerston militia specialized in group tactics, using numbers and encompassing maneuvers to take down beasts or bandits that were more talented or experienced in combat than they.

    The O'Brady clan was not very militant, but Seamus was an exception, more prone to fistfights and arguments over what was right and how people should hold to their word. He eventually learned some diplomacy, but still had a tendency to settle things with a challenge or fists. Seamus is the fifth son of Samson and Caitlin O'Brady, and their seventh, youngest child. He's usually gotten along fine with his older brothers Thom and Bailey, and his youngest sister Gertie, but rather poorly with his oldest brothers Murdock and Patrick. He's never had much in common with Caleigh or Oscar, his oldest sister and youngest brother.

    The O'Brady clan often deals with halfling traders who pass through Caerston once a year, as many others in town trade with the halflings for goods the town can't or doesn't produce itself. So Seamus, like some of his siblings, learned the halfling tongue even though he didn't like working on the farm and didn't want to stick around. He has found it useful on occasion when looking for information from other travelers, and halflings tend to have some interesting stories to pass on.
    Last edited by Arkhandus; Saturday, 2nd May, 2009 at 10:25 PM. Reason: Added a paragraph to background

  5. #5
    Rungner was born in a tribe of barbarians in the north. No one knew why he was so large and ugly some said it was some sort of disease others that he had ogre or even giant blood in his veins. At the age of ten he killed the chieftains son in a rage and was banished from his homeland for tventy years. The young boy was taken in by priests of kord (god of Athletics, Sports, Brawling, Strength, and Courage). He was never a very good cleric but he was a natural talent at wrestling: their gods favorite ceremony. Some of the clerics belive that his unusual size is a sign from kord himself and that Rungner is destined to become a mighty contender of kord. Rungner himself is determined to make a name for himself during the years of banishment and return to his people as a true hero.

    Rungner is a hulking silent mountain of a man. He stands more than eight feet tall and and is almost as wide. He moves with suprising speed considering his enormus weight. He is always seen wearing a full plate with a symbol of Kord on the chest and a cloak of bearskin.

    Rungner, Male Half ogre cleric of kord 1 barbarian of beartotem 1 , XP 3,000
    Caucasian Skin, Brown Hair and Beard, Green Eyes, brutish neanderthal like facial features.
    Age 29, Height 8,2 Weight 755 lbs., Large-size
    Alignment: Chaotic Good, Patron Deity: Kord
    Languagea: Common, giant

    AC 22 9 + 8 full plate + 1 dex +4 natural
    hp: 31 12+8+3+(4x2)
    Saves: Fort +8 (+4 base +4 con), Ref +1 (0 base +1 dex), Will +3 (+2 base +1 wis)

    Speed: 20ft
    Melee attack: +8 MW large great sword (3d6+9 dmg, 18-20x2)
    Spiked armor +11 1 d8+9
    Unarmed strike +7 1d6+6

    Base Attack: +1; Grapple: +11

    Domains: Strength, luck

    STR: 22 (+6) : 16 +6 racial
    DEX: 12 (+1) : 14 -2 racial
    CON: 18 (+4) : 16 +2 racial
    INT: 6 (-2) : 8 -2 racial
    WIS: 12 (+1) : 12
    CHR: 6 (+0) : 8 -2 racial

    improved unarmed strike, toughness (B o b bonus feat)

    Concentration 6 (5 ranks +1 wis)
    survival 3 (2 ranks +1 wis)
    spot 2 (1 rank +1 wis)
    jump 7 (1 rank +6 str)

    Racial abilities:
    Dark vision 60ft

    Spiked full plate: 1650 gp
    MW Large Great sword 400gp

    Bedroll 1 sp
    Sack 1 sp
    Waterskinn 1 gp
    Flint and steel 1 gp
    Holy symbol of Kord (silver) 25gp
    10 Rations 5gp

    617 gp 8 sp

    Load lbs., Light 0-346, Medium -692, Heavy -1384 lbs Last edited by bedford; Yesterday at 04:37 PM..
    Last edited by bedford; Saturday, 2nd May, 2009 at 11:53 AM.

  6. #6
    Scout (Lvl 6)

    Jemal's Avatar

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    Human Fighter1/Warlock 2
    AL: CG HT: 6'0" WT: 200 Hair: Dark Red Eyes: Green

    STR: 16 (+3) [10 points]
    DEX: 16 (+3) [10 points]
    CON: 10 (+1) [2 points]
    INT: 10 (+0) [2 points]
    WIS: 10 (+0) [2 points]
    CHA: 12 (+1) [4 points]

    HP: 22 (1d10+2d6) AC: 21 (10 base + 3 dex + 6 armour + 2 Shield)
    Saves: FORT: +2 (2 base + 0 con) REF: +3 (0 base + 3 dex) WILL: +3 (3 base + 0 wis)
    Init: +3 Movement: 20'

    Bab: 2
    Eldritch Spear: +5 (Touch), 2d6 dmg, 250' range
    Maul: + 7, 1d10+3 dmg (Crit X3)
    Hideous Blow +7, 1d10+2d6+3 dmg, Standard Action.

    Skills(Total/Ranks):[18 Points] Knowledge: Planes(+5/5), Intimidate(+7/6), Tumble(+4/1cc), Use Magic Device(+6/5)

    Feats: [3] Weapon Focus: Maul, Power Attack, Expertise, Battle Caster, Practiced Caster

    Class Features: Eldritch Blast 2d6, 2 Invocations(Least), Detect Magic

    Invocations: Hideous Blow, Entropic Warding

    Languages: Common

    +1 BreastPlate (1,350 GP)
    Darkwood Shield (257 GP)
    MW Maul (315 gp)
    Wand of CLW:50 charges (750)
    28 gp

    Michael Cale was 12 when his father, Charles, started training him to join his mercenary band. Michael soon became a competent soldier, and by the time he was 16, was a member of his father's mercenary brigade, the Bronze Warriors.

    They fought several battles alongside each other until during one such fight a few years later Michael was seriously injured protecting a village from some maurading lizardmen based in a nearby swamp. When the Bronze Warriors went into the swamp to finish them off, Michael was forced to stay behind in the village. Days passed and nothing came out of the swamp. The young warrior became restless, but his caretakers refused to let him chase after his friends and father. Finally, nearly a week later, a man was brought back from the edge of the swamp. Farmers had found him crawling towards the village and brought him to the healers cabin. When they lay the man in the bed next to him, Michael recognized him as a friend and fellow Bronze Warrior.

    As Michael approached, the mans eyes opened wide, locking onto Michaels, and he sat up like a bolt of lightning had just struck him. "Trap... It was.. a trap. They're dead... He's dead, Mike.. Please, you must..." And then, with a final gasp, the last of Michaels friends fell back to the pillow, dead.

    That night, as Michael sat crying over his lost friends, a shadowy figure came to him, it's features hidden behind a dark cowl, and promised him great power - Enough to avenge his father and friends - If he would do something. He was told that the leader of this village had orchestrated the ambush and needed to pay, and that if Michael would kill the leader and his family, he would be able to find the power to defeat the lizardmen.

    And so, filled with grief and anger, Michael took up his Maul and went to the mayor's house. With little thought, he burst open the door and proceeded about his grim task of slaying the man and his family. As he finished the last of them, he dropped to his knees to look at the blood surrounding him, and the shadowy figure appeared once more.
    "Excellent. With this sacrifice, your transformation begins." He smiled and a jolt of eldritch energy shot from the dark space beneath his cloak, to impact with Michaels chest. When Michael awoke, the dark figure was gone, and he found himself filled with powerful arcane energies. Without a moment's hesitation, he used these powers to hunt down and kill every lizazrdman in the swamp. When his task was complete, he set back out into the world, not even noticing how the power had changed him. He had become a much more grim, dark person.

    It was two years later, after a night of dark and unspeakable acts, that he heard an all-too familiar sigh behind him as he readied for bed. Turning, he found the spirit of his father shaking his head "you have become evil, my son. You are tainted by the dark energies of that demon."
    "No Father, I have become strong, and I have avenged you - Your spirit should NOT be here!"
    "But I am here, son. I have not been avenged, I have been betrayed! You work for the very beast that betrayed and killed us all. It was not the lizards that ambushed us, but the demon. All so that he could get to you.. I have little time, son, in which to tell you everything, but you must believe me, his dark energies will consume you and neither of us shall ever find rest. Turn away from him, Michael - Find the light.. Find me.."
    Last edited by Jemal; Tuesday, 5th May, 2009 at 03:36 AM.

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