Broad Arrow Jack presents Crypt of the Everflame [Rogues Gallery]

Broad Arrow Jack

First Post
Players, please post your sheets here. I'm not too picky about the format, so long as things are organized and readable.

Thanks!

PLAYERS
Fenris as Corus Varan, Male Human Cleric of Sarenrae
Rhun as Anundr Valkrsson, Male Human Barbarian
rangerjohn as Elandril, Male Elven Evoker
ethandrew as Seddon Brusk, Male Human Fighter
Queenie as Mariana Silvers, Female Human Rogue
 
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Broad Arrow Jack

First Post
I'll post information about the campaign setting, experience, and treasure in this space.

MAP OF KASSEN

kassen2.jpg


KEY
1. Seven Silvers Inn/Tavern
2. Greathall
3. Woodcutter's Guildhall
4. Temple of Erastil
5. Town Watch Headquarters
6. Renet's Steel
7. Arnama's Home
8. Sir Dramott's Home
9. Braggar's Shop
10. Vargidan Estate
11. Holgast's Tower
12. Mayor Uptal's Home
13. Ilimara's Home

IMPORTANT NPC'S
Cygar Anravis - A mysterious scar-faced stranger who has been renting a room at the Seven Silvers for the last four months. He keeps mostly to himself.
CygarAnravis.jpg


Jocyn Elmaran
Holgast
Jimes 'Short Change' Iggins
Braggar Ironhame
Father Rantal Prasst
Asina Silvers
Trelvar Silvers
Mayor Jonark Uptal - The mayor of Kassen for 11 years, he is fair and just in matter concerning the local folk of Kassen. He is a bit more cautious in his dealings with outsiders, however.
MayorUptal.jpg
 
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Rhun

First Post
ANUNDR VALKRSSON

Description
Anundr certainly stands out in a crowd. At six and a half feet tall, with broad shoulders and a body of iron-corded muscle, the northman towers over most folk. His youth, though, is all too apparent in his features, which most would consider handsome (if not accompanied by his gruff northern manner). He is fair of skin, wears his blonde hair long, and dresses simply in the leathers and furs common to the northlands.


[sblock=Credit]Credit to Pixx73 at DeviantArt[/sblock]

Personality & Background
Anundr was born in the isolated northern village of Haafinger (Solitude, in common), but his family moved south while he was still quite young. They settled on the outskirts of the town of Kassen, out beyond the town wall, on a small farm; as worshippers of the northern gods in a town where nearly the entire populace worshipped the gods of the south, his family wasn't well accepted, and were often ridiculed for their beliefs. Thus, they eked out a meager living on the edge of town, growing their own crops, and hunting their own game. While not a pleasant life, it taught Anundr to be strong and self sufficient. Tilling earth, digging peat, and cutting wood paid physical dividends, and the ridicule and shunning received by some of the villagers strengthened the young warrior’s determination and will to the point of stubbornness.

During Anundr’s middle teen years, his parents fell ill to a wasting sickness, and died within a few months. The youth sought work in Kassen, unable to manage the farm on his own; the dwarven blacksmith Braggar took the boy as an apprentice, noting that Anundr's strength and dwarf-like stubborness would serve him well as a smith. It is well that Braggar chose Anundr, for few others would have the resilience to deal with Braggar's fits of rage. The two learned much from one another, and while their verbal sparring was all too common, there was also an unspoken mutual respect between them.

Anundr generally fights with his two-handed broadsword, as he was trained to do by his father, and wears a suit of overlapping metal scales in combat. He also carries shield and hammer for those situations that call more for defensive tactics than brute force.

Anundr Valkrsson
Chaotic Good Human (Shoanti) Male
Barbarian 1

XPs:

Stats
Str 18 (+4) (10 points, +2 race)
Dex 14 (+2) (5 points)
Con 14 (+2) (5 points)
Int 12 (+1) (2 points)
Wis 10 (+0) (0 points)
Cha 08 (-1) (-2 points)

General
HP: 14 (12 [1st level] + 2 [con])
AC: 17 or 19 (10 base, +5 armor, + 2 dex [+2 shield])
--- Touch AC 12
--- Flatfooted 13 or 15

Initiative: +4 (+2 dex, +2 trait)
Move: 40’ (40’ base)

Combat
BAB: +1
Melee: +5
--- Greatsword +6 (2d6+6/19-20)
--- Warhammer +5 (1d8+4 or 1d8+6/x3)
Ranged: +3
--- Throwing Axe +3 (1d6+4/x3)

Combat Maneuver Bonus: +5
Combat Maneuver Defense: 17


Saves:
Fort: +4 (2 base, + 2 con)
Ref: +2 (0 base, + 2 dex)
Wil: +1 (0 base, + 0 wis, +1 trait)


Skills:
- (8 total: 4 class, +1 human, +1 int, +1 favored class, +1 background) -
Acrobatics +2 (1 rank, +3 trained, +2 dex, -4 ACP)
Climb +4 (1 rank, +3 trained, +4 str, -4 ACP)
Craft (Weaponsmith) +5 (1 rank, +3 trained, +1 int)
Intimidate +3 (1 rank, +3 trained, -1 cha)
Knowledge (Nature) +5 (1 rank, +3 trained, +1 int)
Perception +4 (1 rank, +3 trained, +0 wis)
Survival +4 (1 rank, +3 trained, +0 wis)
Swim +4 (1 rank, +3 trained, +4 str, -4 ACP)


Languages:
- Common
- Shoanti
- Goblin


Feats:
- Weapon Focus: Greatsword (1st level)
- Power Attack


Traits
- Reactionary
- Indomitable Faith


Class Features:
- Fast Movement
- Rage (6 rounds per day)


Racial Features:
- +2 to One Ability
- Medium Size
- Normal Speed
- Bonus Skill Points
- Bonus Feat


Arms, Armor and Equipment:
- Scale mail (50gp, 20lb)
- Large wooden shield (7gp, 10lb)
- Greatsword (crafted, 17gp, 8lb)
- Throwing Axe (crafted 3gp, 2lb)
- Warhammer (crafted, 4gp, 5lb)
- Traveler’s Outfit (1gp, 5lb [worn])
- Backpack (2gp, 2lb)
--- Bedroll (1sp, 5lb)
--- Small Tent (---, ?)
--- Winter Blanket (---, ?)
--- Torches, 12 (12cp, 12lb)
--- Rope, 50’ hemp (---, 10lb)
--- Trail rations, 5 days (---, 4lb)
--- Waterskin (---, 4lb)
- Beltpouch (1gp, 0.5lb)
--- Chalk, 1 piece (1cp, ---)
--- Flint & Steel (1gp, ---)
--- Small bottle, local brandy
--- Coin [15gp, 36sp, 17cp]
 
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rangerjohn

Explorer
galleries_paintings03.html

Alingnment: Chaotic Good
Age: 120
Ht:6'4"
Wt: 130 lbs
Elandril male elf Wizard (Evoker)
Opposition schools: enchantment and necromancy
Evocation School
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result. (+1)

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (6) 1d4+1 dmg

Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
Str 14 (5)
Dex 16 (5)
Con 12 (5)
Int 16 (5)
Wis 10
Cha 10

AC: 13 (17 w/mage armor)
HP: 8 (6+1con+1favored class)
Saves:
Fort:+1
Ref: +3
Will: +2

Combat:
BAB +0
CMB +2
CMD 15

Melee
Storm: Longsword +3( Arcane Bond MW) 1-8+2 crit 19-20 x2 4lb

Range
Shortbow +3 1-6 Crit 20 x3 RI 60 30 gp 2lbs


Feats:
Extend Spell, Scribe Scroll (b)

Traits:
Gifted Adept: Your interest in magic was inspired by
witnessing a spell being cast in a particularly dramatic
method, perhaps even one that affected you physically
or spiritually. This early exposure to magic has made it
easier for you to work similar magic on your own. Pick
one spell when you choose this trait—from this point
on, whenever you cast that spell, its effects manifest at
+1 caster level. Shocking Grasp

Magical Lineage: One of your parents was a gifted
spellcaster who not only used metamagic often, but
developed many magical items and perhaps even a new
spell or two—and you have inherited a fragment of this
greatness. Pick one spell when you choose this trait.
When you apply metamagic feats to this spell, treat its
actual level as 1 lower for determining the spell’s final
adjusted level. Mage Armor

Spells:
3/3
0: Detect Magic, Light, Read Magic

1: Mage Armor(extended), Shocking Grasp (2d6+1) Arcane Bond Sword, Magic Missle

Skills:
Spellcraft:7 (9) to identify magic items
Knowledge, History: 7
Knowledge, Local 7
Knowledge Arcana 7
Perception 3
Languages: Common, Elven, Draconic, Sylvan, Orc

Equipment:
as above plus
Arrows 40 2 gp 6lbs
Backpack 2 gp 2lbs
Bedroll 1 sp 5 lbs.
Rations, trail (10 days) 25 sp 10 lb.
Waterskin 1 gp 4 lbs x2
Whetstone 2 cp 1 lbs.
3 torches 3lbs
Explorer's Outfit: This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Spell component pouch 5 gp 2 lbs

Spellbook, wizard's 3 lbs :
O level:Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost,
Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st level: Mage Armor, Shocking Grasp, Magic Missle, Color Spray, Floating Disk, Identify

Chalk, 1 piece 1 cp
Ink (1 oz. vial) 8 gp
Inkpen 1 sp
10 sheets parchment 2 gp
Case, map or scroll 1 gp .5lbs
tent 20 lbs
winterblanket 3lbs
flint and steel
map fragment
Coins:18 gp, 2 sp, 7 cp

Encumbrance:69.5 lb medium load or 49.5 lbs light load if Anundr carries the tent.

Born from two members of an retired adventuring party, Elandril grew up with many stories. With his lifespan he has lived more.

When it came time for him to learn magic he turned to another member of the group, Holghast. Unfortunately, he is human and sleeps more than teaches at his age. But still Elandril has access to his library and relics of the past, when not running errands for the old man, still he does respect his elders. His most valuable possession is Storm a sword he came across in Holghast's collection. When he found it they bonded with a huge spark. Since then he has been drawn to electricity and force, and found it easier to cast spells with the sword in hand. Since then he has learned minimal sword skills from his father Theryn Bladesong and archery from his mother, Elassil Fairspring.
__________________
 
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Queenie

Queen of Everything
Mariana Silvers

picture.php


Female Human Rogue 1st Level
NG medium humanoid
18 years old
5' 10", 136 pounds, raven black hair and blue eyes

Init +6 (+4 Dex, +2 Reactionary); Senses: Perception: +4

AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex, +0 size, misc. mods)
HP 10 (max first level plus 1 from human bonus per level+ 1 Con)
Languages: Common, Elven, Halfling

Fort +1, Ref +6, Will +0
Spd 30 ft.
Base Atk +0; Grp +0; Melee +4; Ranged +4

Abilities
Str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 13


Feats

Weapon Finesse (Combat) (Pathfinder_OGC)
Two-Weapon Fighting (Combat) (Pathfinder_OGC)

Traits

Charming:
Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. The Silvers sisters are known for their beauty and charm.


Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks. Working in a tavern, Mariana had to quickly learn how to deal with the drunk, disorderly types who would try to take advantage of her.



Skills

Acrobatics +8, Appraise +6, Bluff +5 (+6 vs opposite sex), Climb +0, Diplomacy +5, Disable Device +8, Escape Artist +4, Intimidate +1, Knowledge: Local +6, Perception +4, Ride +4, Sense Motive +4, Sleight of Hand +8, Stealth +8, Survival 0, Swim +0, Use Magic Device +5

Combat Gear
Rapier, +4 (1d6 DMG) (+0 BAB, +0 STR, +4 DEX, +0 size, +0 weapon quality, 0 feat)
Dagger, +4 (1d4 DMG) (+0 BAB, +0 Str, +4 DEX, +0 size, +0 weapon quality, 0 feat)
Two Weapon, +2/+2 (1d6/1d4)
Shortbow +4 (1d6 DMG) (+0 BAB, +4 Dex, +0 size, +0 weapon quality, +0 feat)


Possessions Leather Armor (10 gp), Rapier (20 gp), Dagger (2 gp), Shortbow (30 gp) 20 arrows (1 gp), Thieves Tools (30 gp), Backpack (2 gp), Crowbar (2 gp), Grappling Hook (1 gp), 50 ft Silk Rope (10 gp), Explorer's Outfit (Free), Belt pouch (1 gp), 2 sacks (2 sp), soap ( 1 sp), Small steel mirror (10 gp), 4 sunrods (8 gp), Caltrops (1 gp), 2 tindertwigs (2 gp), Bedroll (1 sp), Winter Blanket (5 sp), Waterskin (1 gp), Hunk of Cheese ( 1 sp), 2 Loaves of Bread ( 4 cp), 4 Days Trail Rations ( 2gp)

Coin: 5 gp 9 sp 6 cp

Background Info: Mariana is the oldest daughter of Trelvar Silvers, the Inn keeper of the Seven Silvers in Kassen. Mariana is just as beautiful as her younger sister Asina, but having reached maturity is that much more striking. Asina, the town gossip is very happy in Kassen, loves working in the Inn and would like to take it over some day. Mariana hates it, she is a talented young woman who feels Kassen is too small for her. She yearns for adventure and challenges. She hears at least as much gossip as Asina, but doesn't care to repeat it, preferring to deal with rumors herself.

One of her biggest influences growing up was the waiter at the Seven Silvers, Jimes “Short Change” Iggins. This affable halfling had light fingers and Mariana watched him carefully and saw what he was doing before trying it out on her own. A few missing coppers here and there gave Mariana a thrill she hadn't known before. Soon she had Iggins teaching her behind her father's back. Being a smart girl she quickly picked up on it and other tricks too. She got into trouble a few times not trying to do anything bad, just having some fun. Luckily either her father or this love-sick kid with a crush on her from the temple would come and intervene with the magistrate. Mariana was so excited come the opportunity to go retrieve the Eternal Flame, for her it meant leaving the town for a bit, some adventure and the beginning of getting out from under her father who only wanted to marry her off.
 
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Fenris

Adventurer
picture.php

Name: Corus Varan
Class: Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: NG
Deity:Sarenrae

Str: 12 +1 (02p.) Level: 1 XP: 0
Dex: 10 +0 (00p.) BAB: +0 HP: 9 (8+1 Con)
Con: 13 +1 (03p.) Dmg Red: XX/XXXX
Int: 10 +0 (00p.) Speed: 20' CMB: +1
Wis: 18 +4 (10p.+race)Init: +0 CMD: 11
Cha: 14 +2 (05p.) ACP: -0 Spell Fail: XX%

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +5 +2 +0 +X +X +0 17
Touch: 10 Flatfooted: 17

Base Mod Misc Total
Fort: 2 +1 +0 +3
Ref: 0 +0 +0 +0
Will: 2 +4 +0 +6

Weapon Attack Damage Critical
Scimitar +1 1d6+1 18-20x2


Languages: Common,

Abilities: Aura of Good, Channel Energy (1d6, DC 12, 7times per day)

Feats: Extra Channel, Selective Channeling

Traits: Caretaker, Sacred Touch

Spells:
Domains: Fire (Fire bolt 1d6+1, 7/day), Sun (+1 Channeling damage vs undead)

Spells per day: 3; 2+1
Spells Prepared (Usually, assume as default)
Orisons: Detect magic, Guidance,Light,
1st Level: Bless, Remove Fear, + Burning Hands (D)

* D indicates a Domain Spell

Skill Points: 4 Max Ranks: 1
Skills Ranks Mod Misc Class Total
Diplomacy 1 +2 +3 +6
Heal 1 +4 +1 +3 +9
Kn: Religion 1 +0 +3 +4
Perception 0 +4 +0 +4
Spellcraft 1 +0 +3 +4


Equipment: Cost Weight
Scale Armor 50 gp
Heavy Steel Shield 20 gp
Scimitar 15 gp
Explorers outfit
Backpack 2 gp
Silver Holy Symbol 25 gp
Flask of Holy Water 25 gp
5 days Trail rations 2 gp
Bedroll 1 sp
Waterskin 1 gp
Whetstone 1 cp
Loaf of bread 1 cp
Hunk of cheese 1 sp
Small Tent
Winter Blanket
Light curative potion



Total Weight:35lb Money: 3gp; 7 sp; 8 cp

Lgt Med Hvy Lift Push
Max Weight: 43 86 130 130 650

Age: 18
Height: 6' 1"
Weight: 180
Eyes: Green
Hair: Brown
Skin: Fair

Background: Corvus was born to be a cleric, or so it would seem. His parents were devout worshippers of Sarenrae. Corvus was born at high noon during the summer, a sacred time for Sarenrae. For whatever reason Corvus was drawn to serve the Dawn Bringer. He was an affable lad, always seeking to help wherever he could. He was smitten with the inn-keeper's older daughter and interceeded on her behalf a time or two when her antics got her in trouble. His real training began when he started taking lessons from Father Rantal Prasst on healing. Father Prasst was an accomplished healer and Corvus was an apt student. Though they were of different faiths, they shared the passion for healing. But as Corvus grew older, the Dawn Flower grew within him and he desired more. he wanted to be the tool of Redemption for Sarenrae, heal the sick, fight evil and bring The Light to the darkness. So the young man stands ready for a transition to adulthood, ready and eager for the responsibility and challenges that face him
 
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ethandrew

First Post
[sblock=Seddon Brusk]Seddon Brusk
Neutral Good Human Male
Fighter 1

XP:

Stats
Str 14 (+2) (5 points)
Dex 18 (+4) (10 points + 2 Racial)
Con 14 (+2) (5 points)
Int 8 (-1) (-2 points)
Wis 12 (+1) (2 points)
Cha 10 (+0) (0 points)

General
HP: 12 (10 [1st level] + 2 [con])
AC: 17 (10 base, +3 armor, +4 dex)
--- Touch AC 14
--- Flatfooted 13
Initiative: +4 (+4 Dex)
Move: 30’ (30’ base)

Combat
BAB: +1
Melee: +3
--- Trident +3 (1d8+2/x2)
--- Dagger +3 (1d4+2/19-20)
Ranged: +5
--- Longbow +6 (1d8/x3/100ft)

If Within 30ft:
--- Longbow +7 (1d8+1/x3/100ft)

Combat Maneuver Bonus: +3
Combat Maneuver Defense: 17

Saves:
Fort: +4 (2 base, + 2 con)
Ref: +4 (0 base, + 4 dex)
Wil: +1 (0 base, + 1 wis)

Skills:
- (2 total: +2 class, +1 human, -1 int)
Climb +6 (1 rank, +3 trained, +2 str, -0 ACP)
Perception +1 (0 ranks, +1 wis)
Survival +6 (1 rank, +3 trained, +1 wis, +1 trait)

Languages:
- Common

Feats:
- Weapon Focus: Longbow
- Point Blank Shot
- Precise Shot

Traits
- Armor Expert
- Poverty-Stricken

Class Features:
- Bonus Feat

Racial Features:
- +2 to One Ability
- Medium Size
- Normal Speed
- Bonus Skill Points
- Bonus Feat

Arms, Armor and Equipment:
- Studded Leather (25gp, 20lb)
- Trident (15gp, 4lb)
- Longbow (100gp, 3lb)
- Arrows x2 (2gp, 6lb)
- Dagger (2gp, 1lb)
- Traveler’s Outfit (1gp, 5lb [worn])
- Backpack (2gp, 2lb)
--- Bedroll (1sp, 5lb)
--- Torch (1cp, 1lb)
--- Trail rations 2 days (1gp, 2lb)
--- Waterskin (1gp, 4lb)
- Beltpouch (1gp, 0.5lb)
--- Fishhook (1sp, ---)
--- Flint & Steel (1gp, ---)
--- Whetstone (2cp, 1lb)
--- Coin [20gp, 7sp, 7cp]


[sblock=Description]Age: 17
Height: 5' 6"
Weight: 160
Eyes: Brown
Hair: Brown
Skin: Fair

normalarcherht9.jpg


Seddon is quite plain looking. With a small forehead and a squat nose, his brown eyes seem a little close together, completing the altogether forgettable face. With his hair cut short, Seddon is a bit below average in height, but it’s clear he’s got a solid musculature. His fair skin is pale due to the large amounts of time he spends in shade hunting.[/sblock]

[sblock=Background]Seddon Brusk is the only son to an aging hunter who lives in the woods north of Kessen. The hunter, a rough man, was a dominant man who controlled the lives of his family members, and so Seddon, being his only male child, was taught to hunt and take care of the family when the time came. A hunting accident cost his father the use of his left leg, and so for the past few months Seddon had been the hunter gatherer. He was no where near the skill of his father, but the immersion was quickening his pace of learning.

When the call to the crypts came for those able bodied youths, Seddon knew this was supposed to be his year. The expedition was supposed to leave the day before his 18th birthday, but given the circumstances, Seddon’s father was less than enthusiastic about his son being off gallivanting in the pomp and ceremony the expedition typically portended.

It took some convincing in the eleventh hour by Seddon and his mother to get his father to acquiesce, plus the fact that if Seddon wanted the hope of honest work in the future, he needed to complete this right of passage, otherwise it could spell doom for his family.

Coming from a reclusive family, Seddon is a bit antisocial and awkward at times, though he has a kind and gentle heart. He cares greatly for his family and would love the opportunity to gain the friendship and companionship such an endeavor might create. Growing up on the other side of the river did have its disadvantages.[/sblock][/sblock]
 
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