Way of the Wicked - Golarian Rogues Gallery
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  1. #1

    Way of the Wicked - Golarian Rogues Gallery

    This thread is reserved as the Rogues Gallery for my Way of the Wicked campaign. All PC's should put a character sheet here when approved.

  2. #2
    Lama (Lvl 13)

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    Jan 2002
    Napanee, Ontario
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    Herik Torvin
    Human Thug Rogue 1
    Lawful Evil

    STR 16
    DEX 17
    CON 12
    INT 11
    WIS 10
    CHA 14

    HP 10
    AC 13
    Touch AC 13
    FF AC 10
    Fort Save +1
    Reflex Save +5
    Will Save +3

    Initiative +3
    Base Attack Bonus +0
    Combat Manuever Bonus +3
    Combat Maneuver Defense 16

    Trained: Appraise +4, Bluff +6, Diplomacy +6, Disable Device +7, Disguise +6, Escape Artist +7, Intimidate +6, Perception +4, Sense Motive +4, Stealth +7, Use Magic Device +6
    Untrained: Acrobatics +3, Climb +3, Craft +0, Fly +3, Heal +0, Perform +2, Ride +3, Survival +0, Swim +3
    Languages: Common

    Improved Unarmed Strike, Iron Will

    +2 to DEX, +1 Hit Point / Level, +1 Bonus Feat
    Favored Class - Rogue

    High Treason, Lost Nobility

    Proficiency with Simple Weapons, Hand Crossbow, Rapier, Sap, Shortbow, Shortsword, Light Armour, Sneak Attack +1d6, Frightening

    Wealth: None
    Magic Items: None
    Mundane Items: Prisoner's Rags

    In a previous era in Talingarde's history there was another family that sat on the throne. The name of that royal house was Torvin, and the traitor Herik Torvin is one of the last of that line. A tall, brutish man with a severe demeanor to go with his iron grey hair and cold blue eyes, he made the mistake of trying to undermine the rule of the King by trying to framing a close adviser and family member for corruption, among other things. For his trouble. he has been punished by being branded Forsaken and tossed in the Branderscar Prison.

    Unbeknownst to the King, however, Herik, and indeed all of the Torvins, are supplicants of the Iron Lord of Dis, Dispater, one of Asmodeus most trusted allies. Indeed, it was the doctrines of Dispater that led Herik to try and overthrow the ruling family. But Dispater has a mind not only for rulership, but for prisons as well. And Herik has a feeling that here in deepest, dankest pit in Branderscar, he is in some way closer to the seat of power than he has ever been.
    Last edited by Kaodi; Friday, 30th March, 2012 at 02:37 AM.

  3. #3

    Rath Deviltusk

    Game Info

    Race: Half-Orc
    Class: Anti-Paladin
    Level: 1
    Alignment: Lawful Evil
    Languages: Common
    Deity: Asmodeus


    STR: 17 (7 PB, +2 Racial)
    DEX: 13 (3 PB)
    CON: 14 (5 PB)
    INT: 12 (2 PB)
    WIS: 13 (3 PB)
    CHA: 14 (5 PB)


    HP: 13 = [1d10=10] + 2 (CON) + 1 (Anti-Paladin)
    AC: 12 = 10 + 0 (N/A) + 0 (N/A) + 2 (DEX)
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 10 = 10 + 0 (N/A) + 0 (N/A)
    INIT: +2 = +2 (DEX)
    BAB: +1 = +1 (Anti-Paladin)
    CMB: +4 = +3 (STR) + 1 (BAB)
    CMD: 16 = 10 + 3 (STR) + 2 (DEX) + 1 (BAB)
    Fort: +4 = +2 (Anti-Paladin) + 2 (CON)
    Reflex: +3 = +0 (Anti-Paladin) + 2 (DEX) + 1 (Deft Dodger)
    Will: +3 = +2 (Anti-Paladin) + 1 (WILL)
    Speed: 30'
    Damage Reduction: N/A
    Spell Resistance: N/A
    Spell Failure: None

    Weapon Stats

    Racial Traits

    +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

    Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

    Normal Speed: Half-orcs have a base speed of 30 feet.

    Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)

    Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

    Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

    Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

    Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

    Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

    Class Features

    Weapon and Armor Proficiency: Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Aura of Evil: The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

    Detect Good: At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

    Smite Good: Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

    In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

    The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, to a maximum of seven times per day at 19th level.


    1st lvl- Power Attack- Trade BAB for damage bonus.


    A)Heresy: +1 on saving throws vs. divine spells.
    B)Deft Dodger: +1 on Reflex saves.


    Skill Ranks: 03 = [2 (Anit-Paladin) + 01 (INT)] x 01 (LvL)
    Max Ranks: 01
    ACP: -0

    () = class skill
    ^ = trained only
    Total Stat Rank CS Misc ACP
    +00 = Acrobatics +00 +00 +0 +00 -0 DEX
    +00 = Appraise +00 +00 +0 +00 INT
    +00 = Bluff +00 +00 +0 +00 CHA
    +00 = Climb +00 +00 +0 +00 -0 STR
    +00 = Craft:_____ +00 +00 +0 +00 INT
    +00 = Diplomacy +00 +00 +0 +00 CHA
    +na = Disable Device^ +00 +00 +0 +00 -0 DEX
    +00 = Disguise +00 +00 +0 +00 CHA
    +00 = Escape Artist +00 +00 +0 +00 -0 DEX
    +00 = Fly +00 +00 +0 +00 -0 DEX
    +na = Handle Animal^ +00 +00 +0 +00 CHA
    +00 = Heal +00 +00 +0 +00 WIS
    +08 = Intimidate +02 +01 +3 +02 CHA
    +na = Know:Arcana^ +00 +00 +0 +00 INT
    +na = Know:Dungeoneering^ +00 +00 +0 +00 INT
    +na = Know:Engineering^ +00 +00 +0 +00 INT
    +na = Know:Geography^ +00 +00 +0 +00 INT
    +na = Know:History^ +00 +00 +0 +00 INT
    +na = Know:Local^ +00 +00 +0 +00 INT
    +na = Know:Nature^ +00 +00 +0 +00 INT
    +na = Know:Nobility^ +00 +00 +0 +00 INT
    +na = Know:Planes^ +00 +00 +0 +00 INT
    +05 = Know:Religion^ +01 +01 +3 +00 INT
    +na = Linguistics^ +00 +00 +0 +00 INT
    +00 = Perception +00 +00 +0 +00 WIS
    +00 = Perform:_____ +00 +00 +0 +00 CHA
    +na = Profession^:_____ +00 +00 +0 +00 WIS
    +00 = Ride +00 +00 +0 +00 -0 DEX
    +05 = Sense Motive +01 +01 +3 +00 WIS
    +na = Sleight of Hand^ +00 +00 +0 +00 -0 DEX
    +na = Spellcraft^ +00 +00 +0 +00 INT
    +00 = Stealth +00 +00 +0 +00 -0 DEX
    +00 = Survival +00 +00 +0 +00 WIS
    +00 = Swim +00 +00 +0 +00 -0 STR
    +na = Use Magic Device^ +00 +00 +0 +00 CHA




    Equipment Cost Weight
    Total weight carried:
    Treasure: gp, sp, cp Gems:

    Carrying Capacity:


    Size: Medium
    Gender: Male
    Age: 24
    Height: 6'2"
    Weight: 201
    Hair Color: Black
    Eye Color: Red
    Skin Color: Gray-Green

    Rath is the offspring of a merchants daughter and a maraudering orc. Upon his birth Rath was discarded as an adomination in the streets of Talingarde and was quickly picked by clerics from a church of the Dark Prince, Asmodeus.

    From an early age Rath was groomed into a champion of Asmodues and fights to take the city from the Shining Lady, Iomedae.

    Adventure Notes
    None yet

    Level Ups

    Level 2
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Favored Class Bonus:
    Last edited by Caim; Friday, 6th April, 2012 at 11:25 PM.

  4. #4
    Defender (Lvl 8)

    Join Date
    Sep 2004
    Charleston, WV
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    Sam 'Mace' Mason

    Sam 'Mace' Mason
    male human cleric 1 (Asmodeus), NE

    hp 9 (1d8+1); move 30'; BAB +0; CMB +2; CMD 14; init +2
    saves Fort +2, Reflex +2, Will +6; +1 vs divine spells
    AC 12 (+2 dex); touch 12, ff 10

    str 14/+2 c5; carry 58/116/175
    dex 14/+2 c5
    con 10/+0 c0
    int 12/+1 c2; languages Common (?), Infernal
    wis 19/+4 c 13+2h
    cha 10/+0 c0

    unarmed strike +2 melee, 1d3+2 nonlethal, crit 20/x2; draws AOO

    fire bolt +2 ranged touch, 1d6 fire, crit 20/x2; 30' range, 7/day

    skill points: 2 base + 1 human + 1 int + 2 house rule = 6

    class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Bluff (Cha), Disguise (Cha), and Stealth (Dex)

    skills (ranks/total): Appraise 1/5, Bluff 1/4, Disguise 1/4, Knowledge (religion) 1/8, Spellcraft 1/5, Stealth 1/6; Perception 0/4

    feats: Extend Spell (2x duration), Spell Focus (enchantment)

    traits: Magical Lineage (murderous command) (metamagic on it costs 1 less spell level), Crime: Desecration (+1 on saves vs divine spells)

    domains: fire, trickery

    spells/day: 3 0th, 2+1 1st
    spells prepared: DC 14 + spell level; * = enchantment (+1 DC); + = Trickery; & = Fire
    0: bleed, spark, stabilize
    1: extended murderous command* (x2), disguise self+

    An evil cleric can convert spells to 'inflict spells' (an inflict spell is one with “inflict” in its name).

    Channel Energy (Su)
    Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st. A cleric may channel energy a number of times per day equal to 3 + his Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present his holy symbol to use this ability.

    Trickery Domain

    Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

    Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

    Fire Domain

    Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

    Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

    Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

    Weapon and Armor Proficiency:
    Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).


    The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

    Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.

    Crime: Desecration
    You have violated one of the churchs, cathedrals or holy shrines of the great god Iomedae. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lady.
    Punishment: Death by burning
    Benefit: You receive +1 trait bonus on all saving throws against divine spells.

    Sam Mason was an ambitious young priest of Asmodeus, who eagerly joined the plot to take control of the city. He survived the ensuing disaster with the help of a well-timed disguise self spell, leaving his fellows behind to let them fight what he knew would be a losing battle. He escaped the battle by going through an inter-dimensional portal that was intended to be used to bring forth allies from hell, if only the priests had more time to cast the ritual. When he made his way back through the portal, he was surprised to find that many years had passed in Talingarde.

    Since his return, he's tried to lie low. However, he was unable to resist carrying out acts of revenge against the sect which had blocked his rise to power. He committed many crimes, but the one for which he was caught was setting fire to a temple of Iomedae. He now awaits execution by burning. However, he still has a few tricks up his tattered sleeves and awaits the chance to take a few of the guards down with him, hoping to win a bit of Asmodeus' favor for the afterlife.

    He is about 6'2" tall, 220 lbs, with red hair and grey eyes.
    Last edited by kinem; Friday, 6th April, 2012 at 01:04 AM.

  5. #5
    Myrmidon (Lvl 10)

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    Mar 2010
    Tokyo, Japan
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    GM's DayGygax Memorial FundPathfinder

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    Frivinianna Laali: Female Half-drow Elven Summoner Level 1
    Description: Slender build and very attractive, with darkly tanned skin, brown not gray. She has pale blue to gray eyes and her hair is pale blond. She keeps it long, about halfway down her back or in a pony tail, her pointed ears clearly visible. Her muscles are very toned from exercise, but she does have a voluptuously curved figure for an elf. She has a blue summoning sigil on her forehead.

    Age: 110 years
    Height: 5' 9"
    Weight: 105 lbs
    Eyes: Pale Blue
    Hair: Pale Blond
    Skin: Brown-gray

    Aljalyraq: Black dragon-type Eidolon, Evil Outsider
    Description: Aljalyraq is a dark, black scaled dragon type creature. He has wings, yet they are small and not large or strong enough to allow for flight. Like-wise his tail is too short and not strong enough to do much. However he has a vicious bite and razor sharp claws on his front paws. His horned visage looks menacing, but the horns themselves are flexible yet and cannot be used for weapons. He has the glowing light blue sigil that matches the one on Firvinianna.
    Age: Unknown
    Height: 4' 0"
    Weight: 400 lbs
    Eyes: Dark Red
    Scales: Black

    Character Sheets: Firvinianna Laali & Aljalyraq
    Firvinianna Laali was born of the unfortunate union between her mother, a Wild Elf, and a dark skinned, male Drow. Her mother had always been a little flighty and had a tendency to wander. On one such wandering, she was set upon by a loan scout from a Underdark raiding party and thoroughly raped. Believed to be too badly beaten to move, her mother escaped from her assailant, avoiding a life of potential slavery, and she eventually found her way back to her forest home. But the ordeal left her partially dead emotionally and she wasnĺt the same. Unable to heal her, she slowly became socially ostracized by the others around her and was held to blame indirectly for the whole thing.

    Firviniannaĺs birth became a constant, guilty reminder to the community of their failure and inability to help her mother recover. Never being truly accepted, Firvin did not grow up loving her fellow elves. As she got older she kept to herself mostly. She followed the rules and was adept at staying out of trouble, but mainly to ensure she could gain power and meet her own selfish goals.

    Her mother eventually committed suicide by intentionally wandering into some dangerous territory to be mauled completely by some owlbears. The communityĺs reaction was one of ambivalence and not something Firvinianna could live with quietly. She was still in adolescence, and very outspoken in her grief and her intractable position of holding them all responsible for her motherĺs death. Not really wanting the bastard child of a Drow around as a continual reminder of their guilt, they asked her leave, despite her being still very much a girl.

    Firvinianna wandered the region for some years, feeling like an outcast wherever she went. Generally this was only her perception of things as she just couldnĺt connect emotionally to people while she kept herself closed off. Unless she wanted something from them, most people thought she was made of ice with her cold disposition, despite her exotic beauty. Those attractive features kept her from being completely turned away, and she was not above putting on a facade to convince or cajole people to do her bidding if necessary. Yet she always felt that she must remain secretive about her past and not reveal her true feelings to anyone.

    Being still relatively young and impressionable, she fell away from the teachings of the elven gods leaving her spiritually adrift. This lack of religious influence began to manifest in her personal motivations. Still trying to find a community that would accept her, or at least one she could tolerate she kept wandering farther away from her original homelands, searching for a new home and place where, maybe, she would not be so alone.

    Firvinianna found herself in the island Kingdom of Talingarde. A wandering priest that felt sorry for her was from there and brought her along home as the young dark skinned elven girl really had nowhere else to go. After growing up alongside some self-righteous followers of Iomedae for awhile, she realized that she was not one to work in the temples, but it did help her to have a more focused mind and she did learn much in her academic studies. Secretly she was more interested in the texts that talked about Asmodeus.

    Acane energy was in her blood, not the divine, regardless and she sought out things that were frowned upon by those around her. The isolation and loneliness in her life turned her towards seeking a companion, one that would be more dependable. Pouring through some ancient texts, she came upon the rituals to summon demons and devils, the prospects becoming attractive to her growing lust for power. She also studied alchemy as well. Finally, in an attempt to summon a friend, she bonded with an evil outsider demon, named Aljalyraq. The creature was not one to insist upon her soul, but rather was looking for a change in his fate as well. The bond between them was such that she could transmorph him into a dragon form as he wished.

    Jealous, some other teenagers, followers of Iomedae, spied and caught on to what she was doing. After seeing her summon another fiendish creature, they let it be known in the temple that she was practicing witchcraft and dark sorcery. The clergy of Iomedae would not tolerate this and the famed witch hunter Sir Balin of Karfeld was dispatched to investigate and collect the dark-skinned elf should the accusations appear to be true.

    Firvinianna and Aljalyraq were alone in the forest, spending time together and bonding when Sir Balin and a small squad of rangers led by his squire surrounded the glade. The arrogant bastard left his men training nocked arrows on the elven girl and her dragon while he strode into the clearing to address them. Despite his sneering leer, she could not hope to resist and she dismissed her eidolon to prevent him from sacrificing himself. They marched her away in manacles.

    A quick trial soon found the foreigner elf guilty of summoning an evil outsiders. Those self righteous zealots only ensured that she would forever not tolerate Iomedae's followers and seek revenge if at all possible should she escape her death sentence of being burned at the stake.

    Adventure Notes
    None yet

    Level Ups

    Level 2
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Favored Class Bonus:

  6. #6
    Scout (Lvl 6)

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    Mar 2005
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    Quigly Sanderson

    Game Info

    Race: Human
    Class: Bard(1)
    Level: 1
    Experience: 0
    Hero Points:
    Alignment: Lawful Evil
    Languages: Common


    STR 18 (+4) [base 16] {10 pts + human bonus}
    DEX 14 (+2) [base 14] {05 pts}
    CON 12 (+1) [base 12] {02 pts}
    INT 14 (+2) [base 14] {05 pts}
    WIS 08 (-1) [base 08] {-2 pts}
    CHA 14 (+2) [base 14] {05 pts}


    HP: 13 = [(1d8)+5 (+1 con +1 FC Bonus +3 Feat:Toughness]
    AC: 12 = 10 + 0 [Armor] + 0 [shield] + 2 [DEX]
    Touch: 12 = 10 + 2 [DEX]
    Flatfooted: 10 = 10 + 0 [Armor] + 0 [shield]
    INIT: +2 = +2 [DEX]
    BAB: +0 = +0[Bard]
    CMB: +4 = +4 (STR) +0 (BAB)
    CMD: 16 = 10 +4 (STR) +2 (DEX) +0 (BAB)
    Fort: +1 = +0 [base] + 1 [CON]
    Reflex: +4 = +2 [base] + 2 [DEX]
    Will: +1 = +2 [base] + -1 [WIS]
    Speed: 30 ft.
    Damage Reduction:
    Spell Resistance: 0

    Weapon Stats

    Crossbow, Light +2 = +0 [BAB] +2 [DEX] +0 [feat] / DMG = 1d8, 19-20x2, 80 ft. [Range]
    Dagger +4 = +0 [BAB] +4 [STR] +0 [feat] +0 [misc] / DMG = 1d4+4, 19-20x2
    Dagger (Thrown) +2 = +0 [BAB] +2 [DEX] +0 [feat] / DMG = 1d4+4, 19-20x2, 10 ft. [Range]
    Longsword +4 = +0 [BAB] +4 [STR] +0 [feat] +0 [misc] / DMG = 1d8+4, 19-20x2
    Sap +4 = +0 [BAB] +4 [STR] +0 [feat] +0 [misc] / DMG = 1d6+4, 20x2

    Racial Traits

    Bonus Feat

    Class Features

    Armored Casting
    Bardic Countersong
    Bardic Knowledge
    Bardic Performance
    - Countersong
    - Distraction
    - Fascinate
    - Inspire Courage (+1)




    Class Feats:
    Armor Proficiency, Light
    Shield Proficiency
    Simple Weapon Proficiency

    Arcane Strike


    Skill Ranks: 9 = [0 (class) + +2 (INT)] x 1 (LvL) + 00 (misc) + 00 (Favored Class)
    Max Ranks: 1
    ACP: -0
    () = class skill
    ^ = trained only
    Total                         Stat   Rank  CS  Misc  ACP
    +07 =  Intimidate             +02    +01   +3  +01       CHA
    +07 =  Knowledge (History)^   +02    +01   +3  +01       INT
    +07 =  Knowledge (Local)^     +02    +01   +3  +01       INT
    +03 =  Perception             -01    +01   +3  +00       WIS
    +06 =  Perform (Act)^         +02    +01   +3  +00       CHA
    +06 =  Perform (Oratory)^     +02    +01   +3  +00       CHA
    +06 =  Spellcraft^            +02    +01   +3  +00       INT
    +06 =  Stealth                +02    +01   +3  +00   -*  DEX
    +06 =  Use Magic Device^      +02    +01   +3  +00       CHA
    Bonus Skills
    +07 =  Knowledge (Geography) +02    +01   +3  +01       INT
    +07 =  Knowledge (Dung.)^    +02    +01   +3  +01       INT


    Equipment                                Cost   Weight
    Outfit (Prison)                          0      0
    Total weight carried: 0 lbs.
    Treasure: 0gp, 0sp, 0cp Gems:

    Carrying Capacity
    Light: 0 to 100lbs
    Medium: 101 to 200lbs
    Heavy: 201 to 300lbs
    Maximum weight possible: 300


    Size: M
    Gender: Male
    Age: 23
    Height: 6' 1"
    Weight: 195 lbs.
    Hair Color: Brown
    Eye Color: Blue
    Skin Color: Pasty
    Although not aristocrats, the Sanderson family are stinking rich and have recently "purchased" a barony. Quigly grow up with all the luxuries and privileges of a rich brat.

    Having had private tutors all his life, Quigly eventually studied archaeology at Talingarde University. However, Quigly was not particularly interested in ruins. Holding and owning a relic that have not seen the light of day for hundred or thousands of year gives him a high that the study of stones and cultures can't. That's not to say he didn't pay attention to his history. After all, how can you hope to find the relics if you don't know where to look.

    His family own and run the Talingarde Shipping Company and expect Quigly to work for the family business once he graduated. Instead he spends most of the day sleeping and the nights in taverns and clubs of all classes; picking up stories and occasionally telling them. However, it wasn't just tales of heroic deeds that he collected, he also collected gossip on the cities elite, along with information on their antique collection.

    He used the information he had collected to extort relics, which he added to his own collection. Eventually he choose the wrong person and was convicted of extortion and sent to Branderscar prison.

    While the family elders are glad of an excuse to get rid of the family black sheep and immediately disown him, his youngest sister has always loved him and can be counted on to help.

  7. #7
    Race: Halfling
    Class: Evil Sorceror 1
    Alignment: EVIL!

    "I don't know if it's better to rule in hell than serve in heaven...but it's DEFINITELY better than to serve anywhere else."

    Appearance: Adorable; dimple-cheeked with a spatter of freckles over her nose and under her eyes, with red-gold hair and a wide smile that warms the heart...until one realizes what dark thoughts lay behind that smile.

    Str 8
    Dex 16 (5
    Con 14 (5
    Int 12 (2
    Wis 10
    Cha 19 (13

    BAB +0
    Mele Atk +0
    Rngd Atk +4
    AC 14 (10 + 3 Dex + 1 size)
    CMB -1
    CMD 11
    Fort +3
    Ref +4
    Will +4

    Halfling Abilities

    Class Abilities
    Eschew Materials
    Bloodline Arcana: +2 DC on Charms
    Bloodline Spells
    Bloodline Feats
    Bloodline Powers
    - Corrupting Touch (inflict Shaken w/melee touch for 1/2 lvl rnds, 3+chamod/day)

    Bluff +11 (3 rnks + 4 cha + 3 class + 1 trait)
    Diplomacy +10 (3 rnks + 4 cha + 3 class)
    Knowledge: Arcana +5 (1 rnk + 1 int + 3 class)
    Spellcraft +5 (1 rnk + 1 int + 3 class)
    Use Magic Device +8 (1 rnk + 4 cha + 3 class)

    - Sedition
    - Adopted (Human): Carefully Hidden (+1 Will, +2 save vs Divination)

    1 Childlike (take 10 on Bluff to appear innocent, +2 Disguise to imitate human child)

    Spells (Sorc CL 1, DC 14+lvl)
    1) 4

    Cantrips: Detect Magic, Mage Hand, Ghost Sound, Dancing Lights
    1) Shield, Magic Missile

    Zelda is unusual for a halfling in that she craves dominion. The caravan she was born to was destroyed, but long before that it was considered cursed by other halflings. As the last survivor of it, that superstition focused on her. As a child she bounced from human orphanages to the streets and back again. Each time a new place took her in, only to quietly usher her out, until her capacity to trust was shattered. It all came down to the strange happenings that dogged her. Strange, unnatural, and unsavory. Things spoiled unaccountably fast, and animals of carrion and decay seemed overly friendly with her. Wherever Zelda went, whispers of witchcraft and dark magic followed.

    Her path in life was to be short and bitter until its direction was changed by a pair of thieves and confidence artists who 'adopted' her to pose as a human toddler as part of a plan. For the first time Zelda experienced a tiny taste of the power of deception and saw what could be achieved from the unwitting. She found a measure of acceptance in the pair as well, as one was a 'tiefling' from a far off city where Asmodeus was the openly-acknowledged god. He recognized signs in her, and helped her delve into controlling the magic within, though he was no wizard or sorceror.

    In the end the two were caught and only by posing as an innocent dupe, thus incriminating both of them, was Zelda able to escape. By then Zelda had realized that she too had the touch of the Pit on her, in her blood...and that her fate was sealed. No amount of good deeds could wash away what she was. Therefore, it was incumbent on her to prepare. If she was damned, then she would be QUEEN of the damned. She would not be helpless again, an object of sadistic amusment and scorn. She knew what strength was now, and what power was, and when she finally went to Hell...she would have both, in sufficient quantities to impress its god-ruler and earn a high place.

    And who knew? In time, perhaps even His throne would be in need of someone new to sit on it.

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