A Keep On The Borderlands - Rogues Gallery


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Kaodi

Hero
Brother Comoray
Human Crusader Cleric 3
Lawful Neutral

ABILITY SCORES
STR 16
DEX 10
CON 14
INT 10
WIS 15
CHA 13

HP & DEFENSES
HP 39
AC 19
Touch AC 10
FF AC 19
Fort Save +5
Reflex Save +1
Will Save +5

ATTACKS
Initiative +2
Base Attack Bonus +2
Combat Manuever Bonus +5
Combat Maneuver Defense 15

SKILLS
Trained: Diplomacy +5, Heal +7, Knowledge (Religion) +5, Profession (Soldier) +6, Sense Motive +6, Spellcraft +5
Untrained: Acrobatics -8, Appraise +0, Bluff +1, Climb -5, Craft +0, Disguise +1, Escape Artist +0, Handle Animal +1, Intimidate +1, Knowledge +0, Linguistics +0, Perform +1, Ride -8, Stealth -8, Survival +2, Swim -5
Languages: Common

FEATS
Shield Focus, Weapon Focus (Bastard Sword), Heavy Armour Proficiency, Extra Channel

RACIAL FEATURES
+2 to STR, +1 Hit Point / Level, +1 Bonus Feat
Favored Class - Cleric

TRAITS
Birthmark, Reactionary

CLASS FEATURES
Proficiency with Simple Weapons, Light and Medium Armour, Shields (not Tower), Bastard Sword (Favored Weapon)
Aura, Channel Energy 2d6 6/day, Spontaneous Healing

DOMAIN: Glory
Granted Powers: +2 Save to DC of Positive Channeled Energy against Undead, Touch of Glory 5/day

SPELLCASTING
Caster Level: 3
Concentration Check +5
Save DC 12 + Spell Level
Spells per Day: 3 Orisons, 2+1 x 1st, 1+1 x 2nd
Common List
- Orisons: Guidance, Stabilize, Virtue
- 1st Level: 2 x Bless + Shield of Faith
- 2nd Level: Sound Burst + Bless Weapon

EQUIPMENT
Wealth: 4 gp, 3 sp, 8 cp
Magic Items: Ioun Torch, Scroll of Endure Elements, Scroll of Magic Weapon, Scroll of Bless Water
Mundane Items: Banded Armour, Heavy Steel Shield, Masterwork Bastard Sword, Masterwork Backpack, 3 Javelins, Dagger, Explorer's Outift, Cleric's Vestments, Acid, Alchemist's Fire, Alchemical Solvent, Waterproof Bag, Adventurer's Sash, Bedroll, Crowbar, Flint + Steel, Waterskin, Whetstone, Grappling Hook, 100 ft. Silk Rope, Healer's Kit, Stoneworking Tools, Woodworking Tools

ADVANCEMENT
3rd Level: Roll HP +2, Heal +1, Knowledge Religion +1, Spellcraft +1, Extra Channeling
 
Last edited:

Shayuri

First Post
Arcata Dulat
Human Arcane Sorceror 3
Neutral Good

Attributes
Str 8 (-2)
Dex 12 (2)
Con 13 (3)
Int 12 (2)
Wis 12 (2)
Cha 19 (13)

Combat
BAB +1
HP: 24/24 (not at level 3 yet)
AC: 12 (10 + 1 dex + 1 dodge)
Init: +5 (+1 Dex, +4 familiar)
Fort: +2, Ref +2, Will +4

Human Race Traits
+2 to any one attribute
Skilled
Extra Feat
Favored Class: Sorceror

Sorceror Features
Cantrips
Eschew Materials
Bloodline Arcana: +1 DC when using a spell who's level is raised 1 or more by metamagic.
Bloodline Traits (Arcane):
- Arcane Bond: Familiar
Bloodline Spells
- Identify

Traits
- Princess (+1 diplomacy, diplomacy is class skill)
- Focused Mind (+2 concentration)

Feats
b Point Blank Shot
1 Disruptive Spell
3 Dodge

Skills 15
Appraise +5 (1 rank + 1 Int + 3 class)
Bluff +10 (3 rank + 4 cha + 3 class)
Diplomacy +11 (3 rank + 4 cha + 3 class + 1 trait)
Knowledge: Arcana +7 (3 rank + 1 int + 3 class)
Knowledge: Nobility +6 (2 rank + 1 int + 3 class)
Spellcraft +7 (3 rank + 1 int + 3 class)

Spellcasting (Sorceror CL 3, Base DC 14)
Slots: 1 - 6/6
0 - Detect Magic, Electric Jolt, Dancing Lights, Mage Hand, Prestidigitation
1 - Magic Missile (2), Shield, Identify, Grease

Equipment
Money: 15 gp

Weapon
MW lgt crossbow, +3 to hit, 1d8 dmg, 80', 335gp

Armor
None

Gear
Wayfinder (light at will, +2 survival to avoid getting lost, slots 1 ioun stone), 500gp
Potion: Cure Light Wounds


Familiar
Scamp
Compsagnothus
N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 12
Fort +4, Ref +4, Will +3

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +2 (1d3–1 plus poison DC12 Str 1d2/4rnds, 1 save)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Skills Perception +4, Swim +7

SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
 
Last edited:

Axel

First Post
Thanks to HM for the character sheet...plagiarised willingly. :)

[sblock=Sh'aah]
[sblock=Game Info]
Race: Half-orc
Class: Ranger
Level: 3
Alignment: True Neutral
Languages: Common, Orcish
Deity:
[/sblock]
[sblock=Abilities]
STR: 18 (+4)
DEX: 14 (+2)
CON: 15 (+2)
INT: 9 (-1)
WIS: 13 (+1)
CHA: 7 (-2)
[/sblock]
[sblock=Combat]
HP: 43/43 = 15 (LvL 1 Con) + 10 (level 1) + 12 (2d10) + 6 (LvL 3 Con)
AC: 16 = 10 + 4 (armor) + 0 (shield) + 2 (DEX),
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 14 = 10 + 4 (armor)
INIT: +2(+4*) = +2 (DEX) +2 (hills/mountains)
BAB: +3 = +3 (Ranger 3)
CMB: +7 = +4 (STR) +3 (BAB)
CMD: 19 = 10 + 4 (STR) + 2 (DEX) + 3 (BAB)
Fort: +5 = +3 (base) + 2 (CON)
Reflex: +5 = +3 (base) + 2 (DEX)
Will: +2 = +1 (base) + 1 (WIS)
Special: --
Speed: 30'
Damage Reduction: none
Spell Resistance: none
[/sblock]
[sblock=Weapon Stats]
Melee:
Orcish Double-axe: +8 (+6)= +3 (BAB) + 4 (STR) + 1(MWK) (-2 (TWF)) / DMG = 1d8+4 | 1d8+2 (S), CRIT 20x3
Cold-iron Spear: +7= +3 (BAB) + 4 (STR)/ DMG = 1d8+6(P), CRIT 20x3 Special: Brace

Ranged:
Composite Longbow: +5 = +3 (BAB) + 2 (DEX) / DMG = 1d8(P), CRIT 20x3, range 110'
Cold-iron Spear: +5 = +3 (BAB) +2 (DEX) / DMG = 1d8+4(P), CRIT 20x3, range 20'

Favoured enemy bonuses not included above:
vs Fey: +2 on attack rolls and damage rolls.
[/sblock]
[sblock=Racial Traits]
+2 to 1 ability score (Str). Included above already.
Medium creature.
30' movement.
Darkvision.
Common and orcish languages known.
Count as both orc and human for race related effects.
Treat weapons with "orc" in their name as martial weapons
Orcish Ferocity - when brought below 0HP but not killed may fight on for 1 more round as if disabled.
+2 racial bonus to intimidate skill checks.
[/sblock]
[sblock=Class Features]
Light and medium armour proficiency
Shield proficiency (not tower shields)
Simple and martial weapon proficiency
Favoured enemy 1: Fey
Track (+half Ranger levels to survival when following tracks)
Wild Empathy
Combat Style Feat (two weapon combat) - Two Weapon Fighting
Endurance Feat
Favoured terrain - Hills/Mountains. No trail left (unless desired) when moving in this terrain.
[/sblock]
[sblock=Feats & Traits]
Feats:
1st lvl - Darksight
Darkvision increases to 120'

2nd lvl Ranger combat style - Two Weapon Fighting

3rd lvl Ranger - Endurance
+4 to various fatigue relatedchecks and saves
May sleep in light or medium armour without fatigue

3rd lvl - Diehard
Immediately stabilise on reaching <0 HP unless killed. Only KO'd if choose to, otherwise staggered and may continue to act until death. -1HP for each strenuous action.

Traits:
a) Outcast
+1 trait bonus to survival. Survival is always a class skill

b) Highlander
+1 trait bonus to stealth. Stealth is always a class skill. This bonus
increases to +2 in hilly/rocky areas.
[/sblock]
[sblock=Skills]
Skill Points: 18: 6 - 1 (Int) = 5/level + 3 (Favoured Class lvl 1-3)
Max Ranks: 2
ACP: -2: -2 (Chain Shirt)
Skill List:
Acrobatics +0 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Appraise -1 = +0 [ranks] +0 [class skill] -1 [INT] +0 [misc]
Bluff -2(+0*) = +0 [ranks] +0 [class skill] -2 [CHA] +2* [vs Fey]
Climb +6 = +1 [ranks] +3 [class skill] +4 [STR] +0 [misc] -2 [ACP]
Craft -1 = +0 [ranks] +0 [class skill] -1 [INT] +0 [misc]
Diplomacy -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
Disable Device +0 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Disguise -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
Escape Artist +0 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Fly +0 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Handle Animal +3 = +2 [ranks] +3 [class skill] -2 [CHA] +0 [misc]
Heal +5 = +1 [ranks] +3 [class skill] +1 [WIS] +0 [misc]
Intimidate +4 = +1 [ranks] +3 [class skill] -2 [CHA] +2 [racial]
Knowledge (Arcana) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Dngnrng) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Engnrng) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Geography) +3 = +1 [ranks] +3 [class skill] -1 [INT] (+2* [vs Fey] +2 [in hills/mountains])
Knowledge (History) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Local) +0 = +1 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Nature) +6 = +3 [ranks] +3 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Nobility) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Planes) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Knowledge (Religion) -1 = +0 [ranks] +0 [class skill] -1 [INT] (+2* [vs Fey])
Linguistics -1 = +0 [ranks] +0 [class skill] -1 [INT] +0 [misc]
Perception +5 = +1 [ranks] +3 [class skill] +1 [WIS] (+2* [vs Fey] +2 [in hills/mountains]))
Perform -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
Profession +1 = +0 [ranks] +0 [class skill] +1 [WIS] +0 [misc]
Ride +4 = +1 [ranks] +3 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Sense Motive +1 = +0 [ranks] +0 [class skill] +1 [WIS] +2* [vs Fey]]
Sleight of Hand +0 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -2 [ACP]
Spellcraft +3 = +1 [ranks] +3 [class skill] -1 [INT] +0 [misc]
Stealth +6* = +2 [ranks] +3 [class skill] +2 [DEX] +1(2*) [trait] +1*
[class] -2 [ACP] (+2 [in hills/mountains])
Survival +8* = +3 [ranks] +3 [class skill] +1 [WIS] +1(2*) [trait] (+2*
[vs Fey] +2 [in hills/mountains])
Swim +2 = +0 [ranks] +0 [class skill] +4 [STR] +0 [misc] -2 [ACP]
Use Magic Device -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]

Favoured terrain modifiers: +2 to Knowledge (Geography), Perception, Stealth and Survival
Favoured enemy modifiers: +2 to Bluff, Knowledge (all), Perception, Stealth and Survival
[/sblock]

[sblock=Equipment]
Code:
Equipment                Cost   Weight
Chain Shirt   100 gp 25 lbs
Masterwork orcish double-axe 660 gp 15 lbs
Cold-iron Spear   4 gp 3 lbs
Composite Longbow  100 gp 3 lbs
- 20 arrows   1 gp 3 lbs
- 20 cold-iron arrows  2 gp 3 lbs
Explorer's Outfit  Free 0 while worn
Chewing tobacco 1 gp 1 lb
Backpack   2 gp 2 lbs
- Flint and steel  1 gp 0 lbs
- 50' hemp rope   1 gp 10 lbs
- Grappling hook  1 sp 4 lbs
- Caltrops   1 gp 2 lbs
- Chalk x10   0.1 gp 0 lbs
- Tanglefoot bag  50 gp 4 lbs
- Waterskin   1 gp 4 lbs
- Potion CLW   50 gp 0 lbs
Belt Pouch   1 gp 0.5 lbs
Combat Trained Light Horse   110gp --
- 7 days trail rations  3.5 gp 7 lbs
- Bedroll   0.5 gp 5 lbs
Treasure: 35 gp
Gems:
Other stuff:
Total weight carried: 79.5 lbs (light encumberance)
Maximum weight possible: 300 lbs

[sblock=horse details]
Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs trip)
Feats: Endurance; Run
Skills Perception +6
SQ: Docile; Combat trained
[/sblock]
[/sblock]

[sblock=Details]
Size: Medium
Gender: Male
Age: 19
Height: 6'6"
Weight: 212 lbs
Hair Color: Black
Eye Color: Hazel
Skin Color: Dark olive with a yellowish tinge
Appearance: Sh'aah is a powerfully built creature, though he moves with a subtelty and speed that belies the strength behind each motion. His lower jaw protrudes, betraying his half-blood status almost as much as the two tusks that grow up from it. Sh'aah's eyes are sunken beneath heavy eyebrows - where he feels safe glowering out at the world.

Deamenaor:
Towering over almost every other humanoid he has met, Sh'aah knows well that might makes things right. Especially in the wilderness. His early experiences with the Fey have left him bitter and vindictive towards all of their kind.

Sh'aah generally says little unless asked. He knows he isn't book smart and likes to leave the thinking part to others. His orcish blood betrays him time and time again on the eve of battles as the prospect of violence can leave him over excited and headstrong. Still, Sh'aah has learnt from his time as a hunter and is beginning to understand the virtue of patience and stealth when "hunting" sentient creatures.
[/sblock]
[sblock=Background]
The nomadic Orcish tribes of the region have been in conflict with the Fey creatures for generations. Like most conflicts, the problem centers around food. The Orcs claim first priority to the best hunting grounds and use their numbers and sheer physical size to enforce their claims as widely as possible. The Fey counter with stealth, cunning and magic. The comparatively recent intrusion of human settlers and a new set of problems have done little to change things.

Sh'aah has been, and always will be, ugly, a bastard and an ugly bastard - generally in that order. The product of an unwilling coupling during an Orc raid on a human settlement, he was raised by his human family only as long as it took for him to learn to walk.

Forced to live on the margins of human society and fight tooth, tusk and nail for every scrap of comfort, he has learned to use his size to advantage over other humans. Survivial was tough, but Sh'aah was a fighter. Once he reached adolescence, Sh'aah took to wandering the untracked wild foothills - removing himself from the constant judgement of his racial forebears. He didn't realise how dangerous a place it was (and still is), and was nearly killed by a hunting pack of fey creatures that mistook him for an Orc tribal.

Left bleeding and unconscious, presumed dead, he was found by a group that called themselves the Wardens of the Midnight Sun. The Wardens were an old, loosely defined group, not aligned to either of the old factions and dedicated to preventing an all-out racial war. They realised that occasional conflicts kept the numbers down on both sides, which only benifited the region as a whole. Provided neither Fey nor Orcs ever unified under a single leader, the status quo could continue. Lethal action to remove potential leaders on both sides early was a necessary evil - to prevent the greater evil.

Sh'aa was raised by the Wardens, who taught him more in a few years of practical experience than he had ever learned fending for himself. He has not forgotten his treatment at the hands of the Fey, and is not shy of killing any that are unwary enough to cross his path. Sh'aa became a capable hunter, living on the margins of human society and spending long stretches of time alone in the wilderness or on "business trips" with the Wardens. He prefers to act at night - his Orcish heritage and long periods of time in solitude at night have finely honed his natural darkvision.

Keen to gain any form of the luxuries enjoyed by humans, or the reputation enjoyed by the Orcish tribes, Sh'aah leaped at the opportunity to become a guide and tracker for the newly arrived - and wealthy looking - humans.
[/sblock] [/sblock]
 
Last edited:

Walking Dad

First Post
Work in progress...

Aldron
Male Half-Elf Summoner (Master Summoner) (favored class/ bonus to evolution pool)

Str 12 (2)
Dex 14 (5)
Con 14 (5)
Int 13 (3)
Wis 10 (0)
Cha 14 (5) 16 with racial bonus

Traits Desperate Focus, Elven Reflexes
Skills (Ranks only): Know (planes) 1, Know (arcane) 1, Ride 1, Spellcraft 1, Use Magic Device 1, Linguistics 1

Feats
Adaptability: Skill Focus (planes)
LvL 1: Extra Evolution
Master Summoner 2: Augment Summoning
(Lev 3: Superior Summoning)


Eidolon:
Quadruped
Evolutions (4):
Claws x2 (2)
Scent (1)
Pounce (1)

Spells Known:
0 (5): Acid Splash, Detect Magic, Guidance, Light, Message
1 (3): Shield, Mount, Ray of Sickening
 

jkason

First Post
Bastian Sangue, Human Cavalier

Code:
Name: Bastian Sangue     Age: 18
 Class: Cavalier (favored)  Archetype: Beast Rider
  Race: Human               Height: 6'2"                  
  Size: Medium              Weight: 220 lbs
Gender: Male                  Hair: Brown
 Align: Lawful Neutral        Eyes: Brown
 Deity: None                  Skin: Tan

Str: 18 +4 (10 p)     Level: 02             XP: xxx
Dex: 13 +1 (03 p)       BAB: +2             HP: 30 (2d10+2 + 12 CON +2 FC)
Con: 12 +1 (02 p)       CMB: +6            CMD: 17
Int: 10 +0 (00 p)     Speed: 20'/30'   Dmg Red: 0/anything
Wis: 10 +0 (00 p)      Init: +1      Spell Res: None 
Cha: 14 +2 (05 p)       ACP: -6      Spell Save: N/A
                                           ASF: 00

[url=http://invisiblecastle.com/roller/view/3234981/]2nd level HP (1d10+1=4)[/url]

    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge  Misc
              18    10    +7     +0    +1    +0    +0    +0    +0     +0

                  Touch AC: 11              Flatfooted AC: 17

Conditional: -2 Ac non-challenge attacks during challenge
Conditional: +1 Dodge AC vs. challenge target
Conditional: +1 AC with quickstow shield

Saving Throw   Base    Mod   Misc   Special  Total  
Fort:            03    +1     +0               3
Ref:             00    +1     +0               1
Will:            00    +0     +0      +1*      1

* Carefully Hidden trait
Conditional: +2 saves vs. divination effects

   

Weapon                  Attack    Damage      Critical     Special
MW Greatsword           +7        2d6+4        19-20/x2     
Heavy Flail             +6        1d10+4       19-20/x2     disarm, trip   
Lance                   +6        1d8+4        20/x3        
Lance, mount charge     +8        2d8+8        20/x3        one-handed
Composite Longbow       +3        1d8          20/x3        Range 110 ft.

* Challenge: +level (2) damage vs. target
* Precise Strike: +1d6 damage when flanking with ally using same feat
* Anatomist: +1 trait bonus to confirm critical hits
* Mounted: +1 attack, high ground vs. med or smaller while mounted
     

Languages: Common

Racial Traits:
    * +2 any ability (STR)
    * Bonus Feat
    * Bonus Skill point each level
    * All bonus languages available

Class Abilities:
    * Proficient all simple and martial weapons
    * Proficient light & medium armor
    * Challenge 1/day: -2 AC vs. non-target, + level (2) damage on a hit
    * Order:  Order of the Lion (loyalty: house dulat)
        +1 dodge AC vs. challenge target
        Add Know (local), Know (nobility) to class list
        Know (nobility) checks untrained
        +1/2 cavalier level to trained Know (nobility) checks for sovereign
    * Lion's Call: 
        Standard action
        + cha mod (2) save vs. fear
        +1 attack for allies in 60'
        Immediate saves for allies under frightened or panicked spell effects 
        Lasts level (2) rounds
    * Tactician 1/day
            gain teamwork feat, grant to allies as standard action (3 + 1/2 level rounds)
    * Mount
           As animal companion without share spells
           Bonus Feat: Endurance
           No ACP to Ride 

Traits: 
* Carefully Hidden (race): +1 Will, +2 vs divination effects
* Anatomist: +1 Trait bonus to confirm crits

Feats:
Heavy armor proficiency (Bonus Human)
Power Attack (1st)
Precise Strike (Tactician)
 
Skill Points: 08, max ranks 2
             
Skills                 Rank    CS   Ability   ACP   Misc  Total
Bluff                   2      3       2                   +7
Handle Animal           2      3       2                   +7
Intimidate              1      3       2                   +6
Ride                    2      3       1       -6          +0
Ride (bonded mount)     2      3       1       **          +6 (+8 stay in saddle)
Sense Motive            1      3       0                   +4

** No ACP to Ride Cavalier mount.


Equipment                      Cost     Weight
--Worn / Carried--
Banded Mail                    250 gp   35  lb
Quickdraw light st shield       59 gp    3  lb    

MW Greatsword                  350 gp    8  lb
Heavy Flail                     15 gp   20  lb
Lance                           10 gp   10  lb
Composite Longbow              100 gp  	 3  lb
Arrows (20)                      1 gp    3  lb
Arrows, Blunt (20)               2 gp    3  lb

Backpack                         2 gp    2  lb
Belt pouch                       1 gp   1/2 lb

--In Backpack--
Trail rations x6                 3 gp    6  lb
Rope, hempen (50')               1 gp    10 lb
Waterskin                        1 gp    4  lb
Ioun torch                      75 gp    0  lb
Potion CLW x2                  100 gp    0  lb


--On horse--
Military Saddle                 20 gp   30  lb

Money:

10 gp

                         Total Weight on person:  101.5 lb

            Light  Medium   Heavy    
Max Weight: 0-100  101-200  201-300

[sblock=Background] For more generations than they can count, Sangues have stood guardian to the safety of The House of Dulat. Bastian grew up regaled with the tales of noble ancestors who sacrificed their lives for Dulat honor. His father, Leonine, had been the head of the house guard, personal bodyguard of Lord Dulat. One day, he was told, if he worked hard enough, Bastian might find similar glory for himself, protecting the heirs to the family title.

He began his training as a squire as soon as he could. Bastian worked hard and showed promise, but before he could pass the final test and receive his commission, Dulat's enemies struck. With what little warning he had before the raid of the manor, Bastian's father ordered him to do what none of the stories of Sangue's past ever called for: flee. The young man objected, ready to fight alongside his father to the end, but Leonine charged his son with the safety of the only absent Dulat heir, Arcata. As much shame as Bastian felt for sneaking away from the battle before it had begun, he knew he could not forsake his duty.

It has been a much harder life since then, as Bastian learned that subterfuge was just as necessary as strength of arms in the protection of his charge. But the House of Dulat must endure, and as the last living Sangue, Bastian was prepared to do what he must to fulfill his duty.[/sblock]

[sblock=Mount]
Code:
[B]Name:[/B] Bulwark
[B]Class:[/B] Mount
[B]Race:[/B] Animal
[B]Size:[/B] Large
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral

[B]Str:[/B] 16 +3           [B]Level:[/B] 2        
[B]Dex:[/B] 13 +1           [B]BAB:[/B] +2         [B]HP:[/B] 33 (2d8+4 + 15 Con?)
[B]Con:[/B] 15 +2           [B]CMB:[/B] +6         [B]Dmg Red:[/B]
[B]Int:[/B] 2  -4           [b]CMD:[/b] 17         [B]Spell Res:[/B] 0
[B]Wis:[/B] 12 +1           [B]Speed:[/B] 35'*/50'
[B]Cha:[/B] 6  +2           [B]Init:[/B] +1        

* move speed when carrying Bastian & his gear

[url=http://invisiblecastle.com/roller/view/3234985/]2nd HD (1d8+2=6)[/url]

Carry: 228 light  459 med 690 heavy


                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +1    -1    +5    +1    16
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +2    +0    +5
[B]Ref:[/B]                       3    +1    +0    +4
[B]Will:[/B]                      1    +1    +0    +2

[B]Weapon                  Attack   Damage     Critical[/B]
Bite                      +5     1d4+3      20/x2
Hooves (2)*               +0     1d6+1      20/x2

* secondary attacks

[b]Languages[/b] None?

[b]Animal Companion Features[/b]
* Link
* Share Spells
* Class skills: Acrobatics (Dex), Climb (Str), Perception (Wis), Stealth (Dex), Swim (Str)
* Bonus Tricks (1): Track
* Feats: 2
* Skills: 3
* Combat Trained: Attack, come, defend, down, guard, heel.
* Bonus Feat: Endurance

[b]Feats[/b]
Endurance (Cavlier bonus)
Dodge (1st)
Improved Natural Armor (2nd)


[B]Skill Points:[/B] 4       [B]Max Ranks:[/B] 1
Skills                   Ranks  Mod  Class Special Total[/B]
Acrobatics                 1    +1    +3            +5
Climb                      1    +3    +3            +7
Perception                 1    +1    +3            +5
[/sblock]

[sblock=sketch]
BastianSangue.jpg
[/sblock]

[sblock=NPCs Encountered]Tzintzan Ryal: Merchant[/sblock]
 
Last edited:

ahayford

First Post
Code:
Name: Greggory Lantham    Age: 27
 Class: Rogue (favored)     Archetype: Thug
  Race: Human               Height: 6'"                  
  Size: Medium              Weight: 180 lbs
Gender: Male                Hair: Black
 Align: Chaotic Neutral     Eyes: Green
 Deity: None                Skin: Tan, Scarred

Str: 10 +0 (00 p)     Level: 02             XP: xxx
Dex: 18 +4 (10 p + 2)   BAB: +1             HP:  26 (8 + 4 + 14)
Con: 14 +2 (05 p)       CMB: +1            CMD: 15
Int: 10 +0 (00 p)     Speed: 20'/30'   Dmg Red: 0/anything
Wis: 14 +2 (05 p)      Init: +4      Spell Res: None 
Cha: 10 +0 (00 p)       ACP: 0      Spell Save: N/A
                                           ASF: 00

    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge  Misc
              18    10    +3     +0    +4    +0    +0    +0    +1     +0

                  Touch AC: 15              Flatfooted AC: 13

Saving Throw   Base    Mod   Misc   Special  Total  
Fort:            02    +0     +2               0
Ref:             07    +3     +4               0
Will:            02    +0     +2               0

   
Weapon                  Attack    Damage      Critical     Special
MW Shortsword          +6/+4 (-2 2weap)        1d6        19-20/x2     
MW Shortsword          +6/+4 (-2 2weap)        1d6        19-20/x2       

Languages: Common

Racial Traits:
    * +2 any ability (DEX)
    * Bonus Feat
    * Bonus Skill point each level
    * All bonus languages available

Class Abilities:
    * Martial Training (Ex) 
    * Proficient all simple, Hand Crossbow, Short Bow, Rapier, Short Sword
    * Proficient light armor
    * Sneak Attack + 1d6 when no dex or flanking
    * Evasion - on refelx save 1/2, save all - only light armor
    * Frightening (Ex): Duration of Intimidate to demoralize a creature +1    
      round. If the target is shaken for 4 or more rounds, the thug can instead   
      decide to make the target frightened for 1 round. 

Rogue Talents
    * Finesse Rogue - Weapon Finesse

Traits: 
    *Dirty Fighter +1 DMG on Flank attacks
    *Suspicious +1 Sense Motive

Feats:
    *Dodge (Bonus Human)
    *Two Weapon Figthting (1st)
    *Weapon Finesse (Finesse Rogue)
 
Skill Points: 20, max ranks 2 (16 + 2 human, 2 favored class)
             
Skills                 Rank    CS   Ability   ACP   Misc  Total
Acrobatics              0      3       4                   +7
Appraise                2      3       0                   +5
Bluff                   2      3       0                   +5
Climb                   2      3       0                   +5
Diplomacy               0      3       0                   +3
Disable Device          2      3       4                   +9
Disguise                0      3       0                   +3
Escape Artist           0      3       4                   +7
Intimidate              2      3       0                   +5
Knowledge: Local        0      3       0                   +3
Knowledge: Dun          0      3       0                   +3
Linguistics             0      3       0                   +3
Perception              2      3       2                   +7
Sense Motive            2      3       2 +1                +8
Sleight of Hand         2      3       4                   +9
Stealth                 2      3       4                   +9
Swim                    2      3       0                   +5
Use Magic Device        0      3       0                   +3


Equipment                      Cost     Weight
--Worn / Carried--
Master Work Std Leather        325 gp   20  lb
Master Work SS                 310 gp    2  lb
Master Work SS                 310 gp    2  lb
Backpack                         2 gp    2  lb


--In Backpack--
Thieve's Tools                  30gp     1  lb
Trail rations x4                 2 gp    4  lb





Money:

10 gp

                         Total Weight on person:  31 lb

            Light  Medium   Heavy    
Max Weight: 0-33  34-36  67-100

[sblock="Background"]
Greggory Lantham grew up in a lonely, dirt poor village of a particularly callous lord. What little his family had was destroyed after a rival lord pillaged Greggory's village in retaliation for a relatively minor courtly slight. Soon, the villagers had to resort to desperate means for survival, or simply starved. Greggory's father resorted to banditry to put food on his table, and soon the sons followed in his footsteps. The bandits raided their former lord's supply caravans as they passed through a local forest. Their spoils were short lived.

The lord who had previously completely ignored his starving people, suddenly took an interest in the ones that were steeling from him to survive. A force of men-at-arms 100 men strong swept the forest, and eventually caught or killed all the highwaymen lurking in the foliage. As far as Greggory knows, his entire family died in that forest. Greggory and the remaining bandits were brought before the lord to answer for their crimes. Being a particularly shred, if heartless, governor...the lord gave the bandits the option to take the black and dedicate their lives to defending a remote keep out on the borderlands of the empire. Given the alternative of execution, most of the bandits accepted.

Greggory was bitter about his lot in life, but the combination of the military life and isolation from the authority figures that had so abused his family and the people of Lantham gave him a certain amount of solace. Greggory soon found a place where he was at peace. His good attitude eventually earned him the rank of sergeant.

Now, after the fall of the keep and the destruction of its garrison, Greggory and a handfull of survivors seek to exact vengeance for their fallen brothers and return the keep to its former glory.[/sblock]
 
Last edited:

Dr Simon

Explorer
Minions

Basic stats for the two groups of soldiers. Thought I'd actually make use of a Lazy GM book. Feel free to customise around this theme, and I will PF-ize them.

[sblock=Penal Legion]
Penal Legion Survivor
Human War2: CR 1; Medium Humanoid (human); AL N
Abilities Str 12 (+1), Dex 13 (+1), Con 13 (+1), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)
Initiative +1; Speed 30 ft.
Armour Class 13 (+1 Dex, +2 armour) touch 11, flat-footed 12
Saves Fortitude +4, Reflex 1, Will -1
Hit Points 13 (2d10+2)
BAB +2; CMB +3; CMD 14
Melee Spear +4 (1d8+1, crit. x3)
Melee Dagger +3 (1d4+1, crit. 19-20)
Ranged Light crossbow +3 (1d8, crit. 19-20, 80 ft.)
Point Blank Shot Light crossbow +4 (1d8+1, crit. 19-20, within 30 ft.)
SA None
SQ None
Skills: Intimidate +4, Jump +5, Listen +3, Ride +5, Spot +3, Survival +1
Feats: Point Blank Shot*, Weapon Focus (spear)
Languages: Common
Possessions: Leather armour, spear, dagger, light crossbow, 20 bolts

1 Janson - The Deserter
2 Dack - The Thief
3 Cassie - The Whore
4 Tye - The Murderer
[/sblock]

[sblock=House Dulat Soldier]
House Dulat Infantry
Human War1: CR 1/2; Medium Humanoid (human); AL N
Abilities Str 13 (+1), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)
Initiative +1; Speed 20 ft.
Armour Class 17 (+1 Dex, +5 armour, +1 shield) touch 11, flat-footed 16
Saves Fortitude +3, Reflex +1, Will -1
Hit Points 7 (1d10+1+1)
BAB +1; CMB +2; CMD 13
Melee Longsword +3 (1d8+1, crit. 19-20)
Melee Dagger +2 (1d4+1, crit. 19-20)
Ranged Longbow +3 (1d8, crit. x3, 100 ft.)
SA None
SQ None
Skills (armour -6): Craft (armourer) +4, Ride +5, Profession (soldier) +3
Feats: Weapon Focus (longbow), Weapon Focus (longsword)*
Languages: Common
Possessions: Chainmail, light steel shield, longsword, dagger, longbow, 20 arrows

Infantry
1 Uno - keen convert to Velshionne
2 Dewey - Profession (farmer)
3 Trey
4 Kwarto
5 Fyfe - speaks Dwarven (ddeptongue)
7 Setto - Distinguished defender
8 Otto
9 Nerfer - Profession (farmer)
10 Zane - friends with Fyfe

Archers
12 Deuce
13 Dryzen
14 Karant
15 Kans
17 Zeebenson
18 De Suite
19 Nonzen
20 Vanto

Killed in Action
6 Hexo
11 Alf
16 Saxon
[/sblock]
 
Last edited:


ahayford

First Post
Just so I don't forget, I'm adding the names here that I have given to the penal soldiers.

Janson - The Deserter
Dack - The Thief
Cassie - The whore
Tye - The Murderer
 

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