3.5 [D&D 3.5: FR] Silverdale Rogue's Gallery
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  1. #1

    [D&D 3.5: FR] Silverdale Rogue's Gallery

    Here you will find the Player Characters for Crazy Monkey's Silverdale PbP.

    Character Roster with XP totals, unclaimed loot, and other notes will appear in this post once we get started.

  2. #2
    Ragnoth, Paladin of Torm/Militia Leader
    Name: Ragnoth
    Class: Paladin (Torm) 1
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Lawful Good
    Diety: Torm

    Initiative: +6 (+0 Dex, +4 improved, +2 blooded)
    BAB: +1
    Speed: 20' (Base 30')


    Fortitude +3 (+2 class, +1 Constitution)

    HP: 11
    AC: 15 (10+ 5 Armor)
    STR: 17 (13 points)
    DEX: 10 (2 points)
    CON: 13 (5 points)
    INT: 10 (2 points)
    WIS: 10 (2 points)
    CHA: 15 (8 points)

    Attacks: Longsword +4 (1d8+3 19/20 X2)

    Skills: Appraise +0, Balance +0, Bluff +2, Climb +3, Concentration +1, Craft +0, Diplomacy +6*, Disguise +2, Escape Artist +0, Forgery +0, Gather Information +2, Handle Animal +3*, Heal +3*, Hide +0, Intimidate +2, Jump +3, Listen +0, Move Silently +0, Perform +2, Ride+4*, Search +0, Sense motive +0, Spot +2, Survival +0, Swim +3, Use Rope +0

    Feats: Improved Initiative (human), Endurance (1st level), Blooded (regional (Dalelands)

    Special Abilities: Aura Of Good, Detect Evil (At Will), Smite Evil 1/day (+2 Attack, +1 Damage)

    Longsword: 15 gp
    studded leather armor: 25 gp
    Heavy Wooden Shield: 7 gp
    Torches (5): 5 sp
    flint and steel: 1 gp
    Warhorse, light: 150 gp
    Military saddle: 20 gp

    extra: 1 gp, 9 sp, 5cp

    As a young boy, Ragnoth always admired the knights that frequented his town, he and his friends would always play knight games, where they would fashion a wooden sword and one of them would be the "knight" and "slay" the bad guys. With this he chose to sell his composite longbow in favor of a horse. He decided to follow Torm, who to him seemed to uphold knightly values. Now he is here to help create the new village as the militia leader.

  3. #3
    Myrmidon (Lvl 10)

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    Turmak Aeducan

     Name: Turmak Aeducan
    Class: Fighter
    Race: dwarf
    Size: Medium
    Gender: Male
    Alignment: Neutral 
    Region: The Vast
    Str: 18 +4 (16p.)     Level: 1        XP: 0
    Dex: 12 +1 (4p.)     BAB: +1         HP: 13 (1d10+3)
    Con: 16 +3 (6p.)     Grapple: +5     Dmg Red: 0
    Int: 12 +1 (4p.)     Speed: 20'      Spell Res: 0
    Wis: 10 +0 (2p.)     Init: +1      Spell Save: +2
    Cha: 06 -2 (0p.)     ACP: -4         Spell Fail: 35%
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:          17    +6    +0    +1    +0    +0    +0    18
    Touch: 11              Flatfooted: 16
                               Base   Mod  Misc  Total
    Fort:                      2     +3     +1     +6
    Ref:                       0     +1     +1     +2
    Will:                      0     +0     +1     +1
    Weapon                Attack   Damage     Critical
    Great sword             +6      2d6+6      19-20x2
    Crossbow                +2      1d10         19-20x2 120 ft
    Axe                        +5      1d6+4       x2
    Languages: Dwarven, Common, Orc, Gnome.
    Dwarf: Darkvision, +2 apprise checks related to stones and metal, Stonecunning(+2 search for 
    stonework), Weapon familiarity, Stability, +2 saving throws against poison and spells, +1 
    attack against orcs an goblinoids, +2 cratf related to stone, +4 dodge AC bonus vs giants
    Feats:Weapon focus (greatsword)
    Regional benefit:
    Luck of Heroes: Your land is known for producing heroes. Through pluck, determination, and resilience, your people survive when no one expects them to come through.
    Benefits: You receive a +1 luck bonus on all saving throws.
    Skills               Ranks  Mod  Misc  Total
    Climb                  4    +4      -6    +2
    Intimidate             4    -1             +3
    Jump                   4    +4      -12  -4 
    The -6 applies when wearing armor.
    Equipment:  [ 240gp ]
    banded mail armor w/spikes     Free
    Bolts    100            10gp
    Axe (throwing)   4   32gp    8lb     
    Crossbow heavy      50gp    8lb     
    Greatsword            50gp   10lb
    The Earthfast Mountains (or simply the Earthfasts) mark the western border in the south of Impiltur in northeast Faerûn with the Vast, to the west, in North Faerûn. Although there are deposits of iron and silver here, the environments poor conditions means that only a few mines exist. In one of these, a former miner, now foreman of the miners became sick of the life he have had until that point. First when he was a young dwarf, he'd go into the deeper tunnel to get the iron and the silver. That served to temper his body, and make him as hard as iron itself. Next he became Foreman, and that served to temper his personality. He knew what needed to be done, he could lead with the example and can coordinate a group to get the mineral needed.
    Now Turmak felt he needed to press forward to his next phase, the next step towards his destiny. He felt the mines on the mountains were fitting tight for him, he needed more space, more people to command, greater things to do than gathering rocks.
    One day he donned his armor, an heritage from his grandfather, strapped his greatsword, a nice piece he got from a bargain with a half orc years ago, loaded his quiver with handmade bolts, checked the string of his crossbow, and strapped a few axes to his belt. He was ready, and off he went, to the outside world.
    His search for destiny came in the shape of a small town in need of leadership. His stout frame stud firm above the troubles, and his determination was appreciated by the townsfolk, although his hard manners and his temper raised more than just one problem. However, he established a firm footage on the town. Turmak Aeducan, constable. It sounded great.

  4. #4

    Appearance: Jericho is attractive. Lacking chiselled features or a body builder's figure, he's handsome in that "there's something about him" way. He stands a few inches short of six feet tall and has what can only be described as an average build. His head is crowned with the characteristic thick, raven-black hair of his Saul family ancestry, falling to somewhere below his jaw line and his skin shows the marks of the sun across his cheeks and his nose. His eyes are an ocean blue with a ring of yellow around the pupils, another family trait. He tends to dress himself in clothing of deep colour, easily recognised around town in his maroon-stained fine leather. He favours a sleek pair of black boots as footwear; these are embroidered with silver eagles in a stitching pattern and were won from a moon elf in a game of chance. He wears them proudly.

    Name: 		Jericho Saul
    Class: 		Bard
    Race: 		Human
    Region:		Waterdeep
    Size: 		Medium
    Gender:         Male
    Alignment:      Chaotic/Good
    Deity: 		Not aligned
    Str: 8  -1 	     Level: 1        XP: 0
    Dex: 14 +2 	     BAB: +0         HP: 7 (1d6+1)
    Con: 12 +1 	     Grapple: -1     Dmg Red: 0
    Int: 16 +3 	     Speed: 30'      Spell Res: 0
    Wis: 10 +0 	     Init: +6        Spell Save: +0
    Cha: 16 +3 	     ACP: 0          Spell Fail: 0%
                       Base  Armour Shld  Dex  Size   Nat  Misc  Total
    Armour: 15          10    +3    +0   +2    +0    +0    +0    15
    Touch: 12   Flatfooted: 12
                              Base   Mod  Misc  Total
    Fort:                     +0     +1          +1
    Ref:                      +2     +2          +4
    Will:                     +2     +0          +2
    Weapon               Attack   Damage     Critical
    Light Crossbow          +2      1d8          x2
    Languages: Common, Elven, Dwarven, Sylvan.
    Abilities: Bardic Music - Countersong / Fascinate / Inspire Courage (+1).
               Bardic Knowledge (+4) - DCs 10/20/25/30 to gain obscure information.
               Masterwork Harp  - Target one extra person to fascinate.
    Feats:  Smooth Talk - +2 to Diplomacy / Sense Motive checks.
            Cosmopolitan - +2 to Search checks, Search now a class skill.
            Skill Focus (Perform) - +3 to perform checks.
    Spells known: 0th - Lullaby, Message, Prestidigitation, Read Magic.
    Skill Points: 40     Max Ranks: 4/2
    Trained Skills           Ranks  Mod  Misc  Total
    Bluff                       3    +3          +6
    Concentration               2    +1          +3
    Diplomacy                   3    +3    +2    +8
    Gather Information          3    +3          +5
    Hide                        3    +2          +5
    Knowledge (Arcana)          3    +3          +6
    Listen                      2    +0          +3
    Move Silently               3    +2          +5
    Perform (Strings)           3    +3    +5    +11
    Perform (Story)             2    +3    +3    +8
    Search                      3    +3    +2    +8
    Sense Motive                3    +0    +2    +5
    Spellcraft                  3    +3          +5
    Tumble                      2    +2          +4
    Use Magic Device            2    +3          +5
    Untrained Skills         Ranks  Mod  Misc  Total
    Appraise                  -      +3          +3
    Climb                     -      -1          -1
    Disguise                  -      +3          +3                   
    Escape Artist             -      +3          +3 
    Forgery                   -      +3          +3
    Heal                      -       0          +0
    Intimidate                -      +3          +3
    Jump                      -      -1          -1
    Ride                      -      +3          +3
    Spot                      -       0          +0
    Survival                  -       0          +0
    Swim                      -      -1          -1
    Use Rope                  -      +3          +3
    Equipment:               Cost  Weight
    Light Crossbow		  35gp   4lbs
    Bolts (20)		   2gp   2lbs	
    MW Family Harp           100gp   3lbs
    Flint & Steel              1gp   0lbs
    Parchment (10 sheets)      2gp   0lbs
    Ink (1oz vial)             8gp   0lbs
    Ink pen                    1sp   0lbs
    MW Studded Leather 	 160gp  15lbs 
    Total Weight: 24lbs      Money: 136gp 9sp 0cp        
                               Lgt    Med    Hvy    Lift   Push
    Max Weight:                26    27-53  54-80  <230   <575
    Age: 20
    Height: 5'10"
    Weight: 147lb
    Eyes: Blue
    Hair: Black
    Skin: White (tanned)
    DM ONLY:
    Family Background:
    People say that the seventh son of a seventh son is meant for special things, the Saul family of Waterdeep have lived in this hope for years. Marcus Saul, the patriarchal head of the family, being a seventh son himself, spent years researching the various legends, myths and prophecies regarding the phenomenon. Serving as counsellor and advisor to prominent members of city guilds and organisations, Markus became a respected member of Waterdeep society and eventually set up his own arcane research library within the city walls which, over time, evolved into a Guild for the users of magic. Since that time his family prospered, all of whom became involved in the running of the Guild, named 'Saul Arcanum'.

    This success came at a cost. A member of the guild, a small-minded and callous man named Otzem, became increasingly jealous of Marcus’ success and attempted to frame the Saul family for the robbery of tomes from a rival guild house. Otzem was discovered and exposed as the true criminal and consequently was expelled from the guild. Humiliated amongst his peers, Otzem formed his own organisation to rival the Saul Arcanum and used every opportunity that arose to try and muddy the Saul name. Since Otzem and his family founded 'The Otzem Institute', almost forty years ago, the feud has become a murky affair hanging like a shadow over the otherwise blossoming arcane community within the great city of Waterdeep. Although the majority of people schooled in the arcane arts try not to become involved, both the Saul family and the Otzem family hold sway over local residents. This divide within the one of Waterdeep's boroughs has given way to heated words during community meetings, anonymous attacks on people of each family, the alleged attempted assassination of Marcus Saul and once even skirmishes in the street between supporters of each side.

    Correctly reading the signs many years earlier, Marcus Saul spread rumours that due to complications in the birth of their sixth son, his wife could no longer bear children. Marcus became aware that he had been spied upon researching the seventh-son-legend, so when Jericho was born he was passed off as a cousin's son, taken into the family for tutelage. He decided it necessary to hide Jericho’s true nature to shield him from attacks of Otzem’s people, or anybody wanting to stop more power to the Saul family. Whilst neither family could be described as evil, this blood feud continues to escalate, neither family wishing to show weakness.

    DM ONLY:
    Personal Background:
    Jericho grew up knowing that something was special about his life, although he wasn’t sure what. His three brothers treated him as brothers would; teasing, fighting and arguing, the three cousins from his mothers side of the family that had lived with him all their life also treated him so, yet none of them were paid nearly as much attention from his father Marcus as he was. Educated from the age of five in subjects befitting the son of a respected family, mathematics, sciences, geography, music, histories and heraldry were all familiar to him by his tenth summer. Growing up around magic was a normal occurrence for a Saul boy, and Jericho was no exception. Once his arcane tuition began, he quickly learned how to read magical writings, discern the presence of magic in the air, and most amusingly to himself, carry himself drinks of water from the fountain in the corner of the room without leaving the table. His tutor was delighted with the speed of his early progress and whispers were soon heard within the family walls that something was afoot; the seventh son of the seventh son was indeed the prodigy they had hoped for. Weeks turned to months and Jericho added several more tricks to his repertoire, sometimes picking up simpler incantations in a mere matter of days. Marcus Saul, Jericho’s father came to personally oversee his son’s advancement to the next stage of magic, the step up from cantrips to spells used by real mages within the real world.

    To his surprise, Jericho was not in his study. The ink pot and pen, used daily in Jericho's education, was gone - as was a sheaf of paper that usually adorned the desk. To Marcus' disgust, gone also was the fine harp that'd been passed through their family for generations to those skilful enough to use it. On the desk now there was simply a note: “Dear father, please do not think me ungrateful, I truly am not, but my heart lies elsewhere. Magic is a mighty tradition for our family; I wish you good luck with it, but I must find my own way in life and I tire of this pointless feud. The studies I have engaged in since my childhood have given me far more than just knowledge, they have given me hunger and passion. I am no more for the classroom, I intend to see the world, to see the wonders of which I have learned. Worry not for me, I will return. Some day. – Sincerely, your seventh son.”

    Current Situation:
    After becoming restless and leaving Waterdeep, Jericho wanted to go somewhere that he could make a difference. Not having definite plans, he wandered from town to town for several weeks catching rides with merchant caravans and traders, paying for his transit with music and entertainment. Just as he was beginning to grow bored of aimless travel, he heard rumours of a new settlement founded in the Dalelands, a small outpost called Silverdale. Although not much was known about the place, it was rumoured that most of the inhabitants were soldiers and that something was stirring in the region. With his curiosity piqued and his sense of adventure flaring, Jericho spent days chatting to anyone that might know anything about the place and at last secured passage with a weapons merchant. If half the rumours he'd heard were true, the people of the outpost would be under severe stress. If he could spend some time there and lighten the mood, it could help them. If he could find out more about what was going on and why, maybe it could even help him.

    Town role:
    A bard may not have a definitive role in a rough frontier town, not being an adept warrior, a builder, or a hunter for example, but Jericho makes himself useful by keeping spirits raised in the spare time people have. Whether playing his harp in the centre of the settlement as people work, or recounting ancient tales of adventure in the tavern on an evening, Jericho does his best to keep himself in the public eye in Silverdale. Bored of the hum-drum life of his native Waterdeep, he relishes making acquaintances from lands he has yet to visit. Jericho will not accept payment for his performances, although he may accept drinks or a friendly tobacco pipe, insisting that it's the least he can do to help the hard-working people of the town forget their worries and smile.

  5. #5
    Lothar - Warmage

    Name: Lothar
    Class: Warmage Level 1
    Race: Halfling
    Size: Small
    Gender: Male
    Alignment: Lawful Neutral

    Initiative: +3 (Dex)
    BAB: +0
    Speed: 20' (Base 20')


    Fort +1 (Base 0, +1 Con)
    Refl +3 (Base 0, +3 Dex)
    Will +1 (Base 2, -1 Wis)

    HP: 10 (1D6, +1 Con, +3 Feat)
    AC: 18 (Armor, Shield, Dex, Size)
    STR: 12 (6 pts)
    DEX: 16 (6 pts)
    CON: 12 (4 pts)
    INT: 16 (10 pts)
    WIS: 8 (0 pts)
    CHA: 14 (6 pts)

    -Small Light Crossbow +4 to hit, 1D6 Dmg, 19+ x2 Crit, 80 Range.
    -Small Dagger (Thrown) +5 to hit, 1D3+1 Dmg, 19+ x2 Crit, 10 Range.
    -Small Dagger (Melee) +2 to hit, 1d3+1 Dmg, 19+ x2 Crit.

    Spells /day:
    -Level 0: 5
    -Level 1: 4

    Known Languages:


    -Appraise___________ +3 (Int)
    -Balance____________ +3 (Dex)
    -Bluff______________ +4 (Cha, Feat)
    -Climb______________ +3 (Str, Racial)
    -Concentration______ +5 (Con, +4 pts)
    -Diplomacy_________ +2 (Cha)
    -Disguise___________ +2 (Cha)
    -Escape Artist_______ +3 (Dex)
    -Forgery___________ +7 (Int, +4 pts)
    -Gather Information__ +2 (Cha)
    -Heal______________ -1 (Wis)
    -Hide______________ +7 (Dex, Size)
    -Intimidate_________ +8 (Cha, +4 pts, Feat)
    -Jump_____________ +3 (Str, Racial)
    -Knowledge Arcana__ +7 (Int, +4 pts)
    -Listen_____________ +1 (Wis, Racial)
    -Move Silently______ +5 (Dex, Racial)
    -Ride______________ +3 (Dex)
    -Search____________ +3 (Int)
    -Sense Motive______ -1 (Wis)
    -Spellcraft__________ +7 (Int, +4 pts)
    -Spot______________ -1 (Wis)
    -Swim_____________ -x (Str, -Weight)
    -Use Rope__________ +3 (Dex)

    Feats and Abilities

    -Rapid Reload (Light Crossbow)

    Special Abilities:
    -Armored Mage (Light)
    -Warmage Edge

    Items and Weight

    -Starting 120gp
    -Left 4gp, 9sp

    -Small Studded Leather
    -Small Buckler
    -Small Light Crossbow
    -Small Light Bolts x100
    -Small Dagger x5

    -Small Backpack
    -Small Bedroll
    -Small Traveller's Outfit
    -Trail Rations x4

    Total Weight:
    -29.0 lbs, Light Load.

    Weight Limits:
    -Light 32.25
    -Medium 64.5
    -Maximum 97.5
    -Over Head 97.5
    -Off Ground 195
    -Push/Drag 487.5

    Lothar is an oddity for halflings in the lands of the big folk, as he does not resemble the stereotype that most big ones have embraced that all halflings are soft and fat. He is rather lean with a defined musculature that can sometimes be seen rippling beneath his leather armor. He has close cropped black hair and whiskers, and his eyes are black as well, with an intense gaze few can meet for long.

    Lothar is generally quiet, though his opinion is swift to be heard in matters he feels pertain to him. He carries himself with a brooding air, and his serious presence seems to stifle many a gathering of a joyous or humorous nature.

    He is a creature of order and privacy, especially his own, and anyone who has been around him for any sustained length of time has heard the story of how he burned (literally) a miscreant he caught going through his things. He always wears a dark smile when he recounts this tale.
    Last edited by WarShrike; Monday, 12th July, 2010 at 02:51 AM.

  6. #6
    A 1e title so awesome it's not in the book (Lvl 21)

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    Miscatonic U. professor of supernatural studies-Emeritus [Greater Nashville area, Tenn.]
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    Barton Slyfoot: Halfling scout1

    Halfling Scout 1
    Barton Slyfoot of clan hillhearth of the xxxxxxx village.
    st    12 +1
    dx    16 +3
    cn    14 +2
    in    14 +2
    ws    14 +2
    ch    10 +0
    bab +0 
    grapp -3 (+0 BAB, +1 Str, -4 Size)
    Init +3 
    hd d8 + 2
    HP: 10
    Speed 20
    Saves:  total  base  abil  misc notes
    Fort     +3     +0    +2    +1
    Ref      +6     +2    +3    +1
    Will     +3     +0    +2    +1  +2 addt'l vs fear (race)
    Misc = race
    Defense     ARMOR   MAX
    Studded Leather    +3   +5   -1   20 ft
    AC: 17 (+1 SIZE, +3 ARMOR, +3 DEX)
    TOUCH: 14     FLATFOOTED: 14
    Weapon         att   dam     crit      rng    type    notes
    Axe, melee      +2  1d4+1    ×2        n/a    Slash   
    Axe, throwing   +5  1d4+1    ×2       10 ft.  Slash   +1 when thrown (race)
    Mace, light     +2  1d4      ×2        —      Bludg
    Dagger, melee   +2  1d3+1  19–20/×2    n/s    P/S
    Dagger, thrown  +5  1d3+1  19–20/×2   10 ft.  P/S     +1 when thrown (race)
    Shortbow        +4  1d4+1    ×3       60 ft.  Pierc
    size +1; str +1; dex +3
    Feats and features
    Skirmish (+ 1d6 to damage whe movement of at least 10 feet)
    Trapfinding ( search skill to find traps with gtr then dc 20; disable
         device to bypass norm or magic traps
    BONUS FEAT Alertness +2 to listen and spot)
    CHAR LEV 1 Mounted combat (reqm for Prc)
    char lev 3 Mounted Archery (reqm for Prc)
    future feat: Improved scirmish (comp scound pg 71)
    Skills                total  ranks   abil    misc  notes
    Appraise                +2     0       2       0
    Balence (dx)            +5    +3      +2      --
    Bluff                   +0     0       0       0
    Climb (st)              +5    +2      +1      +2   race
      -Bow/Fletch (In)      +4    +2       +2     --
    Diplomacy               +0     0       0       0
    Disable Device          XX     0       0       0
    Disguise                +0     0       0       0
    Escape art (dx)         +5    +2      +3      --
    Hide (dx)               +9    +2      +3      +4     size
    Handle Animal           XX     0       0       0
    Heal                    +2     0       2       0
    Intimidate              +0     0       0       0
    Jump (st)               -1    +2      +1      -4     race (+2) size/mvmt (-6)
      -Arcana               XX    0       0       0
      -Engnrng              XX       0       0       0
      -geog (in)            +4    +2      +2      --
      -Dung (in)            +3    +1      +2      --
      -nature (in)          +4    +2      +2      -- 
      -History              XX    0       0       0
      -Local                XX     0       0       0
      -Nobility             XX     0       0       0
      -Planes               XX     0       0       0
      -Religion             XX     0       0       0
    Listen (ws)             +8    +2      +2      +4   race; alertness feat
    move silent (dx)        +8    +2      +3      +2   race
    Perform    (       )    +0     0       0       0
    Profession (       )    XX     0       0       0
    Ride (dx)               +4    +2      +2     -- 
    Search (ws)             +4    +2      +2     --
    sense motive (ws)       +4    +2      +2     --
    Slight of Hand (dx)     XX     0       0       0
    speak lang (na)         +2    +2      --     --
    Spellcraft  (in)        XX     0       0       0
    spot (ws)               +6    +2      +2     +2 Alertness feat
    survival (ws)           +4    +2      +2     --
    swim (st)               +3    +2      +1     --
    tumble (dx)             +5    +2      +3     --
    Use Magic Device (ch)   XX     0       0       0
    use rope (dx)           +5    +2      +3     --
         * Situational Bonus not included in Total
       * * Skills with a XX 'Total' may not be used untrained.
    skill points: lv 1 (8 +2 ) X 4 = 40
    carrieing capacity 58 lb. or less 59–116 lb. 117–175 lb.
    ( .75 of normal for race)  Med: 44 - 87 lb  Hvy: 88 - 131 lb
    starting gold 200
                                                                               * all items sized for
    Equipment:                     Cost   Weight    small character 
    Short Bow     30.0     0.5  *
       -arrows X 20                1.00    0.75  *
    Throwing ax X2                16.00    1.00  *
    Dagger                         2.00    0.25 (left boot)  *
    studded leather armor         25.0     5.0 *
    Backpack                       2.00    0.50   *
    Bedroll                        0.10    5.00 
    Waterskin                      1.00    4.00 
    Flint/steel                    1.00    --- 
    Oil X2                         0.20    2.00 
    Paper X40                     16.00    --- 
    Belt Pouch X2                  2.00    0.25 (belt)  *
    Rations, Trail X10             5.00    10.00  (1/2)  
    Rope, Silk, 100 feet          20.00    10.00 (1/2)  
    Sunrods X5                    10.00     5.00 (belt pouch x 3; pony x7) 
    Explorer's Outfit              ---      --- (wearing)  *
    Tinder twig X 10              10.00     --- (belt pouch)
    pony                          30.00     ---
    saddle, sm                    10.00     12.5 *
    bit/bridle                     2.00     1.0
    saddle bags                    4.00     2.0 *
    186.3 gp   so far
    Total Weight:    32 lb self;  32.5 + self on Pony
    * These items weigh one-quarter this amount when made for Small characters. 
         Containers for Small characters also carry one-quarter the normal amount.

    abbreviated history

    Barton Slyfoot could never be pinned down for any length of time, and his younger brother was always on his heals when looking for trouble, so it was only natural for him to be a scout for the clan and village. When his training was completed his younger brother, Benny Slyfoot, was taken in as a new apprentice to their uncle, an outrider for the community. With completion of his training he was givin permission to wander the land to where he wishes, and it is this scouting, his very first, that brings him to
    Silverdale . . . .

    He happened upon a road after a couple of days of looking about , that had some fresh horse and cart tracks. Normally this would be fairly unremarkable had he not also discerned tat the horse tracks were widely space apart, like they were moving very fast. He also noted that the cart tracks were over ridden by many lighter horse tracks. It looked like some sort of pursuit, so he followed to where it may have led him.

    He found what looked to be about 5 wagon and horse teams in a very ugly jumbled mess: most every horse and every man he checked was dead. The contents of the wagons remains a mystery as what ever was in them was taken. some of the bodies werre black clad men, they too killed by the valien guards men of the caravan. as he searched abou he notice a the light horses were scattered to the woods, but some of the heavy tracks were leanding off. he gatehered a somewhat clean tabard of a guard and the still living horses and followed.

    for three days e followed the tracks of this lone survivor, and tending to the horses needs until he came to a man on a horse with wagon harnes onit. the man was unconcious, at deaths door. with the lick of the halflings on him he managed to bandage his wounds and lead him to the safety of silver dale, where he heard of the martialing of forces for somereason or another. and he arrived he found a guards man and explained wht he as learned, showed hime the matching tabard of the lone survivor and what baraton had and took him to a healer, using the sale of a horse to cover the expenses.

    Halfling traits:

    # +2 Dexterity, -2 Strength.
    # Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
    # Halfling base land speed is 20 feet.
    # +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
    # +1 racial bonus on all saving throws.
    # +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
    # +1 racial bonus on attack rolls with thrown weapons and slings.
    # Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
    # Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing

    plan outrider

    from comp warr

    BAB +5
    Skills: Listen 3 ranks; ride 6 ranks; spot 3 ranks
    Feats: Mounted Combat; Mounted Archery
    Last edited by Scott DeWar; Monday, 9th August, 2010 at 12:19 AM.

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