[PbP] Not With a Bang PCs





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  1. #1

    [PbP] Not With a Bang PCs

    This thread saved for PCs from the Not With a Bang Campaign.

 

  • #2
    Bellows Axegrinder son of Thundin, "Grinder" to his friends, male dwarf Evo2; CR 2; Medium-size Humanoid (dwarf); HD 2d4+6; hp 13; Init +1 (Dex); Spd 20 ft; AC 11 (+1 Dex) or 15 (+1 Dex, +4 mage armor); Atks +1 melee (1d6/crit x2, quarterstaff), +2 ranged (1d8/crit 19-20, x2, lt. crossbow); SA none; SQ dwarven traits; AL N; SV Fort +3 (+5 vs poison or spell), Ref +1 (+3 vs spell), Will +5 (+7 vs spell); Str 11, Dex 12, Con 16, Int 17, Wis 14, Cha 8.

    Special Qualities: Dwarven Traits: 60 ft darkvision, +4 vs bullrush and trip attacks, +1 attack vs goblinoids and orcs, +4 dodge AC vs giants, +2 search in stonework areas (auto attempt for unusual), +2 appraise for stone and metal items, +2 craft for stone and metal; Specialist wizard (evocation), unable to cast from enchantment or necromancy; Familiar (raven) - see below; Languages (common, dwarvish, draconic, goblin, undercommon).

    Skills and Feats: Appraise +6/+8, Concentration +8, Craft (alchemy) +5, Knowledge (arcana) +8, Knowledge (architecture/engineering) +4, Knowledge (history) +5, Knowledge (local) +4, Knowledge (planes) +6, Knowledge (religion) +4, Listen +2/+4, Search +3/+5, Spellcraft +8/+10, Spot +2/+4; Alertness (when familiar within 5 ft), Scribe Scroll, Spell Focus (evocation).

    Possessions: Quarterstaff, lt crossbow, 20 bolts, dagger, backpack, bedroll, 10 candles, 2 scroll cases, flint and steel, ink, inkpen, belt pouch, 2 days rations, waterskin, explorer's outfit, 2 potions of Cure Light Wounds, oil of Magic Weapon. Crafted spell scroll with Comprehend Languages and Silent Image. Also, he's carrying the magic summoning token for their employer Melian.

    404GP, 7SP remaining


    Wizard Spells Prepared (5/4): 0 (DC 13/15)- Detect Magic, Ray of Frost, Mage Hand, Prestidigitation, Message; 1 (DC 14/16)- Burning Hands, Color Spray, Magic Missile, Mage Armor.

    Wizard Spellbook:
    0- Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation.
    1- Burning Hands, Magic Missile, Mage Armor, Expeditious Retreat, Comprehend Languages, Silent Image, Color Spray, Enlarge Person.


    Familiar
    Trinket, Raven; Small magical beast; HD 2d8; hp 6; Init +2 (Dex); Spd 10 ft, fly 40 ft (average); AC 15 (+2 size, +2 Dex, +1 natural), touch 15, flat-footed 13; Attacks claws +5 melee (1d2-5); SA none; SQ Low-light vision, familiar traits; AL N; SV Fort +3, Ref +5, Will +5; Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6.

    Skills and Feats: Listen +3, Spot +6; also gets all of master's skills, but uses own stat modifiers; Weapon finesse (claws).

    Special Qualities: Low-light vision, familiar traits: Improved Evasion, Share Spells, Empathic Link, Speak (common), grants master Alertness and +3 to appraise.


    Physical description:
    Bellows Axegrinder is lean and wiry for a dwarf. This impression is further enhanced by the fact that he doesn't wear bulky armor. Bellows keeps his black beard trimmed short (about two inches). He is bald on the top of his head; the sides and back are pulled into a long ponytail. His skin is a rich brown color with hints of red. Eyes are dark brown. Even to those unfamiliar with dwarves, it is obvious that he is a relatively young dwarf - primarily from the glint in his eyes and the complextion of his skin.

    Bellows typically dresses in durable and unremarkable travel clothing: leather breeches, dwarven boots, white shirt and dark blue wool vest, gray cloak. Outdoors, he almost always wears his wide-brimmed leather hat.

    Age: 53. Height: 4'4". Weight: 140 lbs.


    Personality:
    Bellows has many of the social graces common to dwarves - meaning that he's a bit rough around the edges in the eyes of most other races. He has little patience for those who annoy him and is surly in general when bored, tired, or irritated.

    Friendship is not something that Bellows seeks out, but he welcomes a good and reliable friend and is smart enough to recognize the value of such relationships. He is very loyal to those who earn his trust.

    Ultimately, Bellows is most interested in acquiring personal power. He has little interest in ruling over others, but rather seeks fame, glory, and respect through his eventual mastery of magic. He is driven to doing whatever it takes to further his skills and knowledge in this area. While open to understanding all forms of magic, Bellows prefers to take a very straightforward and aggressive approach to his use of magic - hence specializing in Evocation.

    Socially, Bellows considers himself to be much less stuck-up than many of his wizardly peers. He's perfectly willing to spend an evening drinking and brawling at the local tavern, and would much rather be out digging through abandoned ruins for powerful relics than reading a musty old tome in a library.


    Background:
    Bellows Axegrinder was born the sixth and youngest child to Thundin and Flurin Axegrinder. Hours after birth, Bellows' father declared, "That lad has lungs that could replace the bellows of the gods' forges!" And so, in honor of his vocal crying as an infant, Bellows was named.

    Bellows grew up in the small, primarily dwarven, iron mining community of Hallis Hill - about two weeks journey west of Collina. His father and older brothers worked the forges, crafting weapons, armor, and more mundane items. Bellows found that he lacked the strength necessary to become a master at the forge, but he made up for this by excelling in other areas: languages, accounting, and business acumen.

    Due to his smaller size, his brothers relentlessly picked on him. On the occasions when the adults let them train in weapons, Bellows always took the full brunt of their abuse. Frustrated, he sought to gain an advantage in other ways. He prodded and cajoled Gibbins, a local gnomish wizard of meager talent, to teach him how to work magic. Gibbins, more amused than anything at a dwarf who wanted to learn magic, agreed to teach him some of the basics. Remarkably, Bellows was able to cast his first cantrip in under a week - a feat that had taken the gnome over two months to accomplish.

    Bellows asked to be taken on as Gibbins' apprentice. The gnome turned him down, however, explaining that he had little talent and fewer resources. To take Bellows on as an apprentice would be doing such a raw talent a disservice. Instead, Gibbins suggested that he travel to Collina and seek an apprenticeship there. Bellows followed the gnome's advice, in spite of his father's misgivings. "Who do you expect will be able and willing to enchant your master's work axes, father?" That was all it took to get his father to relent.

    Over the last four years, Bellows has been in an uneasy apprenticeship in Collina under the tutelage of the wizard Bristlebrock Hogensock (yet another gnome). Bellows has studied reasonably well, but his direct dwarvish approach to things was often at odds with his master's appreciation for subtlety. Bristlebrock finally agreed that Bellows had a grasp of just enough magic to start making his own way in the world. His first job was working guard duty on a barge down to Alten's Rock. He's spent the last couple weeks poking around town looking for other, more exciting, work.
    Last edited by Rybaer; Saturday, 6th March, 2004 at 08:56 AM. Reason: updated for 2nd level

  • #3
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    ø Ignore Shalimar
    Tuli Sunray , Female human Rogue1: CR 1; ECL 1; Medium-size Humanoid (Human); HD 1d6; hp 6; Init +4; Spd 30 ft; AC 16 (Leather Armor +2, +4 Dex); Melee +0 Short Sword +0(1d6/crit x2), Dagger +0(1D4/crit x2); Ranged +4, Dagger +4(1D4/crit x2 10m) ; SA Sneak attack +1d6; SQ Trap-finding; AL Chaotic Neutral; SV Fort +0, Ref +6, Will +0; Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16.

    Skills and Feats: Balance +7(3), Bluff +6(3), Diplomacy +7(4), Disable Device +12(4), Escape Artist +8(4), Hide +7 (3),Move Silently +8(4), Open Lock +12(4), Search +4(4), Sense Motive +4(4), Slight of Hand +8(4), Tumble +7(3); Nimble Fingers, Two Weapon Fighting.

    Languages: Common, Dwarven, Sylvan

    Equipment: Belt Pouch, Caltrops, Candles x4, Chalk, Dagger x4, Fish Hook, Flint and Steel, Leather armor, Masterwork Thieves tools, Oil 3oz, Pony(Bit & Bridle, 4 days feed, Riding Saddle, Saddlebags), Rations x4, Short Sword, Small Mirror, Water Pouch x2, Whetstone.
    Money: 16 Gold, 1 Silver, 3 copper

    Appearance: Tuli is very petite, standing only 4’9” and weighing in at only 89 pounds. She looks almost kittenish with her short black hair and startlingly green eyes, she looks particularly harmless and innocent, and indeed she has used that to her advantage quite often. Most often she wears black to better enable her to blend in with the shadows, although she wears whatever clothes are necessary to help a scam, although at the moment she doesn’t have any clothes beyond what she wears on her back. She has only one bit of Jewelry that she wears constantly. A silver locket that was given to her by her mother before their move to calm her fears.

    Personality: Tuli is a free-spirit, there is no denying that, and although she does take things that don’t belong to her, she avoids doing it from those who can’t really afford it. Just because she’s a thief doesn’t make her a bad person. She has kept in loose contact with the orphanage, and certain valuable items used to appear there with no explanation. She tries to act tough, but on the inside she really is pretty nice, although that only shines through when she is dealing with children. She isn’t very big on leadership, more inclined to go her own way then let someone tell her what to do.

    History: Tuli is an orphan, she grew up in an orphanage run by a cleric of Rinell after her parents were murdered by brigands on the road to Corlina. A blacksmith, her father had accepted the offer of a Noble to enter his employ, meaning a steady income for their large family, something that was devoutly necessary, all that was required was a simple move from one city to another, fully financed by their benefactor. Their caravan was sacked, a 4 year-old Tuli alone survived by hiding in the bushes. She was hiding uner the bushes for what felt like forever but was only really 7 hours. Eventually she was found by another traveler, Markus, a human Cleric of Rinell.

    She was raised for the next 8 years in the orphanage, but as quickly as she was able to, she left it to make her home on the streets of the capital with the other cast-offs of society. She made her way fairly well, supplementing what she was able to beg with what her nimble fingers were able to make disappear. It was this that brought her to the attention of a guild of local thieves. They took her in and trained her in exchange for a larger portion of her take for her foresee-able future. Despite the drain on her income she was happy for one of the first times in her life, but like all other happy times in her life, she seemed to be a jinx, the merry band of thieves was caught and hung, while she again escaped none the worse. Forced to leave Corlina, Tuli decided to see the continent starting with her parents old home, using the last of the loot from the bands capers, she bought a pony and made her way to Alten Rock.
    Last edited by Shalimar; Tuesday, 12th August, 2003 at 07:06 AM.

  • #4
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    ø Ignore Zerth
    Baril Kibizin: Male human Brd2; CR 2; Medium-size humanoid (Human); HD 2d6+2; hp 12; Init +3; Spd 30 ft.; AC 15 (touch 13, flat-footed 12);
    Atk +2 melee (1d6+1, 18-20, x2, rapier) or +2 melee (1d4+1, 19-20, x2, dagger) or +2 melee (1d6+1, x2, club) or +4 ranged (1d6, x3, shortbow);
    SA Bardic music 2/day, bardic knowledge +6 (+2 Int, +2 lvl, +2 synergy from knowledge history), countersong, fascinate, inspire courage +1;
    SQ human traits (+1 skill point/level, bonus starting feat); AL N; SV Fort +1, Ref +6, Will +3; Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 16.

    Skills: [45 ranks, max 5/2,5]
    Appraise +9 [5 ranks, +2 Int, +2 Diligent feat]
    Bluff +8 [5 ranks, +3 Cha]
    Dechipher Script +9 [5 ranks, +2 Int, +2 Diligent feat]
    Diplomacy +7 [2 ranks, +3 Cha, +2 synergy from bluff]
    Gather Information +13 [5 ranks, +3 Cha, +3 Skill focus, +2 synergy from knowledge local]
    Knowledge (arcana) +3 [1 rank, +2 Int]
    Knowledge (geography) +4 [2 ranks, +2 Int]
    Knowledge (history) +7 [5 ranks, +2 Int]
    Knowledge (local) +7 [5 ranks, +2 Int]
    Knowledge (nobility and royalty) +4 [2 ranks, +2 Int]
    Knowledge (religion) +3 [1 rank, +2 Int]
    Perform [5 ranks = 15 pips]
    -sing +8 [5 pips, +3 Cha]
    -pan pipes +8 [5 pips, +3 Cha]
    -dance +5 [2 pips, + 3 Cha]
    -storytelling +6 [3 pips, +3 cha]
    Speak language [2 ranks]

    Feats: Diligent [1st], Skill focus (gather information) [human bonus feat].

    Spells known: level 0 – 5 (detect magic, light, mending, prestidigitation, message), level 1 - 2 (cure light wounds, expeditious retreat)

    Spells per day: level 0 – 3, level 1 - 1

    Languages: Automatic – Common. Bonus languages – Celestial, Draconic, Dwarven, Infernal.

    Possessions:
    Weapons and ammunition – Dagger, club, rapier, shortbow, 37 arrows, 20 silver arrows.
    Armor – Leather.
    Adventuring gear, tools, clothes – Backpack, bedroll, map case, chalk (4 pieces), flint and steel, ink (1 vial), inkpen, bullseye lantern, oil (3 flasks), paper (5 sheets), 2 belt pouches, soap, waterskin, panpipes, merchant’s scale, silk rope, grappling hook, shovel, 3 sacks, traveler’s outfit, entertainer’s outfit.
    Potions, oils & flasks - alchemist's fire (3), protection from evil, hide from undead, bless weapon.
    Money – 312 gp, 6 sp. Pouch of 2 gold ingots (100 gp each).

    Description: Baril is 5’10’’ tall and weighs in 164 lbs. He has black, slightly curly hair, brown eyes and well-tanned skin. Usually cheerful, laughs a lot and has a great smile. He is witty and charming, tends to find a way to get people to tell him what he wants. He is a curious person, who never backs down from an adventure or a chance to expand his knowledge. Good company unless you don’t like the sound of pan pipes, his chosen instrument. He wears a white silk shirt, black trousers with a shiny red silk sash as a belt and black leather boots. Has a silver earring on his left ear. When adventuring, he wears a well-worn but stylish black leather armor. He isn’t particularly religious, but tends to let out an occasional prayer to Mossos, the god of time.

    Background: Baril was born in a gypsy caravan, that is always on the move, never staying too long in one place. There are many reasons for this: wanderlust, traditional moving lifestyle and last but not the least, criminal connections. There were many thieves, smugglers and even worse among them, enough to give them all a bad reputation, unjustified or not.

    Baril’s family were not thieves – well, maybe not excactly – but junk collectors and relic hunters. They would work for anybody who could pay, search and find any item anywhere. A dangerous job and Baril’s father was the best of them all. No task seemed too be too tough until one time he left for another mission with Baril’s uncle and two brothers, and none of them ever returned. This happened, when Baril was just ten years old. That was the final blow, the mother didn’t want Baril to follow his father’s footsteps, but the boy had admired his father more than anything else. As the years passed and Baril grew older there was no stopping him, he was his father’s son, the excitement, the love for knowledge and the adventure were in his blood. He left the caravan to try his luck on his own at the age of 17.

    The young man had learned much from the gypsies. Music and magic, knowledge and social skills and even some skill with the blade. For several years he traveled around, picking up minor jobs suitable for his talent and meeting some interesting people along the way. Still, the big challenge and real adventure has avoided him and he is 20 years old now. But with the rivaling nobles and the strange rumors of a evil wizard and an army of walking dead, there must be something going on for him and perhaps a brave group of companions. Some recent rumors have drawn him to Alten’s Rock for closer investigations. Maybe new interesting knowledge – and some welcomed extra gold pieces – could be found there…
    Last edited by Zerth; Wednesday, 3rd March, 2004 at 08:12 AM.

  • #5

    Nojin Silverspike

    Nojin Silverspike: Male Dwarf Fgt1; CR 1; Medum-size humanoid (Dwarf); HD 1d10+4; hp 14; Init +2; Spd 20 ft.; AC 16 (touch 12, flat-footed 14);
    Atk +5 melee (1d8+4, x3, Dwarven Urgrosh (axe)) or +5 melee (1d6+4, x3, Dwarven Urgrosh (spear)) or +5 grapple (1d6, x2, armor spikes)

    SQ Dwarven Traits: Weapon Familiarity, Stability, +2 saves vs posion spells and spell like abilities, +1 attack vs orcs and goblinoids, +4 AC vs Giants, +2 appraise and craft checks with stone and metal. AL CG; SV Fort +6, Ref +2, Will -1; Str 18, Dex 15, Con 19, Int 10, Wis 8, Cha 6.

    Skills [8 ranks]
    Ride +6 [4 ranks, +2 dex]
    Intimidate +2 [4 ranks, -2 cha]

    Feats: Improved Unarmed Stike [1st], Two-Weapon Fighting [fgt bonus 1]

    Languages: Common, Dwarven (automatic)

    Possesions
    Weapons: Dwarven Urgrosh, Armor Spikes
    Armor: Scale Mail
    Adventuring Gear: Backpack, Bedroll, Winter Blanket, Map Case, Crowbar, Flint and Steel, Grapling Hook, Lantern (Bullseye), Manacles, Rations (8 days), Rope (silk[50ft]), Tent, Waterskin (x2), Alchemists Fire

    Money: 9gp, 4sp

    Description: Think of a moving, screaming rock. There is not much better a way to describe Nojin Silverspike, for he stands a mere 3'7" feet and ways in at a bulky 150 pounds.

    Personality: Think of a moving, screaming rock. Think I am retyping description think again. Nojin wears a helmet for a reason, and its also dented for many reasons more.

    Background: Life was good at Hallis Hill. Especially if you ran the tuffest gang the town has seen in a while. Nojin's Stonebreaks were not a unlawulf bunch. On the contrary they constantly helped out with labor and deffense of the city. They were a gang however and all through their youth they enjoyed picking on anyone smaller then them. This is funny because Nojin was one of the shortest dwarves to be born in Hallis Hill for some time. But he made up for it, and none questioned his role as leader of the city gang. But childhood fades away and the "gang" began to grow up bit by bit. Many of the group took on aprenticeships with parents or mentors and did not have time to chase down any of the younger dwarves. Nojin was slow to grow up because everyone expected him to head right into the city guard. This was all well and good as Nojin would make a fine addition to the force. But the young (at the time) dwarf knew that to become a guard would mean to become a peon at the bottom rung of the ladder, and Nojin hated not being in charge. Reality struck soon enough as one day an old sage in the town had a vision..... and this one not enduced by his many herbs and spices. It appeared to him that Nojin's older brother Kasendar was the one proclaimed in anchient lore to hold the key to unlocking a fabled dwarven metrropolis, built in a day when the dwarves never saw the sun. This was a joyus event, but one not without concern for the comming of a profit spreads quickly and more then a city of dwarves would be interested in the wealth burried beneath the earth. Kasendar had his calling that day, and so he turned to a life of faith in Mossos becoming a cleric to the god of the ancient city, for time passes equally both above and below the soil. Nojin had his calling that day as well, for he immidiatly backed out of his training as a guard and started working full time as his brothers body guard. The roads these two would need to travel to learn the secrets of Kasendars fate were vast, but bound in brotherhood they took them all in stride. Until one day, they were ambushed and far out numbered by a gang of orcs. Nojin fought them off very boldly, smashing the last into the side of the mountain with is armor spikes. But the orcs were mearly a deversion for when Nojin pulled the twitching mass off his spikes he noticed Kasendar was gone. So now Nojin travels looking for any clue to his brothers kidnappers. He knows Kasendar lives for who ever took him knows the secret that the cleric holds and will not destroy it no matter what the cost. But there are many things the dwarven body can go through before it dies and Nojin fears that if he does not find his brother, Kasendar will expirience them all.....
    Last edited by Casar Couer De' Lion; Thursday, 31st July, 2003 at 05:59 AM.

  • #6
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    ø Ignore Tanstaafl
    Nylarra Terkele:

    Nylarra’s mother died when she was very young, and she saw little of her father. By all accounts her parents had something very rare for nobility – a genuine love-match. Nylarra’s uncle, was heard to say, on evenings when he’d had a glass to many of wine, that Conrad’s heart had died with Elissa. Conrad is a brilliant statistician and a well-respected warrior.

    Nylarra has two siblings, both older than she. Her sister, Saraphina, is wed and expecting a child soon. Her brother, Logan, is following in his father’s footsteps. Saraphina spent a lot of time with Nylarra… and more of it tracking down the stubborn girl who slipped out of her lessons whenever possible. It was usually easy to find her; after all, one had to check only two places, the stables and the salle.

    Nylarra has spent most of her life in Colinna, her family spends their summers at home (the Barony of Resta).

    After Saraphina was married, Nylarra attended even fewer of her embroidery sessions and etiquette classes (although she discovered that she enjoyed dance lessons) and had convinced her father’s weaponmaster to teach her fencing in addition to the self defense that her father wanted her to learn.

    Nylarra is stubborn and quick-tempered but does not hold a grudge. She’s used to getting her own way, but not un-willing to listen to the ideas of others. She has a sunny personality and is often laughing and dancing. She has not (yet) lost her youthful bravado nor the unconscious belief in her own immortality… she’s apt to call recklessness ‘courage,’ and think that war is all about honor and glory.

    She is 5’6” and very slender, she has long blond hair that is ‘strait as rain’ and she wears it carelessly braided or tied back out of her way. She has blue eyes and honey-touched white skin, with exactly 8 freckles on her nose. She wears a dress only if she can’t finagle her way out of whatever official function requires the formal attire and tends to wear a lot of her brother’s cast off and outgrown clothing. She is 22 years old.

    Nylarra Terkele;
    Level 1 Fighter;
    Human; Neutral Good; Deity: Telenn;
    Age: 22; Gender: Female; Height: 5’6”; Weight: 130lbs.;
    Eyes: Blue; Hair: Blond;
    Init: +3; BAB: +1; Spd: 30ft.;
    HP: 11;
    AC: 15; FF AC: 12; TA AC: 13;
    AC when fighting with two weapons: 16;
    SV: Fort +3, Ref +3, Will +0;
    Melee Attack +2, Ranged Attack +5;

    Str 12, Dex 16, Con 12, Int 14, Wis 10, Cha 14;

    Languages: Common, Dwarvish, Elven.

    Skills: Balance +5/2.0, Diplomacy +5/2.0, Jump +5/4, Ride +7/4, Tumble +5/2.0.

    Feats: Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse.

    Attacks:

    Rapier (alone); +5; 1d6+1; critical x2 on 18-20; Weight: 2lbs.; Damage Type: Piercing.

    Dagger (alone); +5; 1d4+1; critical x2 on 19-20; Range Increment: 10ft.; Weight: 1lbs.;
    Damage Type: Piercing.

    Composite Longbow +5; 1d8; critical x3 on 20; Range Increment: 110ft.; Weight 3lbs;
    Damage Type: Piercing. Ammunition: 20 arrows; 3lbs.

    2WF:
    Rapier; +3; 1d6+1; critical x2 on 18-20; Weight: 2lbs.; Damage Type: Piercing.
    Dagger; +3; 1d4+1; critical x2 on 19-20; Range Increment: 10ft.;
    Weight: 1lbs.; Damage Type: Piercing.

    Gear: Leather Armor, Rapier, Composite Longbow w/20 arrows, Dagger, Signet Ring, Backpack, Bedroll, Beltpouch, 8 days TR, 50 ft. Silk Rope, 1lb. Soap, Sewing Needle, Waterskin, Whetstone, Explorer's outfit. 76gp, 8sp, 8cp.
    Last edited by Tanstaafl; Saturday, 2nd August, 2003 at 02:38 AM.

  • #7
    Grunlor Forgeheart – Male Dwarf, Pal2; CR2; Medium Size Humanoid (dwarf); HD 2d10+4; hp 21; Init +0; Spd 15 ft/x4; AC 16(+4 scale mail, +2 large steel shield); Melee Atk +5 One-handed (1d10+3,×3, Dwarven Waraxe) or +5 One-handed (1d4+3/19-20/×2, Dagger); Ranged Atk +2 2-handed (1d8/×3, Longbow); SQ: Aura of Good; SA Detect Evil, Smite Evil 1/day, Divine Grace, Lay on Hands; AL NG; SV Fort +7, Ref +2, Will +3; Str 16(+3), Dex 10(+0), Con 14(+2), Int 10(+0), Wis 12(+1), Cha 14(+2);

    Skills: Diplomacy +4, Heal +2, Knowledge (nobilty & royalty) +1, Knowledge (religion) +1, Ride +1, Sense Motive +3, Spot +2.
    Feats: Exotic Weapon Proficiency(Dwarven Waraxe), Power Attack

    Languages: Common, Dwarven

    Diety: Telenn

    Possessions: Dwarven Waraxe, Scale Mail, Heavy Steel Shield, Longbow, Arrows (20), Dagger, Backpack, Waterskin, Trail Rations (x3), Silver Holy Symbol, Bullseye Lantern, Oil (x3), Explorer's Outfit, Traveler's Outfit, Grappling Hook, Hemp Rope 50', 267gp, 2sp.

    Appearance: Grunlor views his appearance as a reflection of Telenn’s light and takes great care in how he shows himself. He carries himself with a very rigid posture and is quiet though exceedingly polite. His scale armor is always clean and oiled; his shield, embossed with the sun symbol of Telenn, is polished to a mirror sheen. He takes great care with his arms, polishing and sharpening his dwarven waraxe and dagger often. His holy symbol that he wears around his neck shines with the same intensity as does the shield. A light grey cloak and breeches, coupled with dark grey boots and gloves complement his tidy appearance.

    Physically Grunlor stands 4’2” tall and weighs 155 pounds. He is 63 years old, though looks somewhat more aged than that. His eyes and hair are the same light brown shade.

    Background/Personality: Grunlor is a more solitary person than those that typically take up the banner of Telenn. Nonetheless, he feels the call of serving Telenn strongly in his heart. He views his mission as one of spreading Telenn’s beliefs through the Mezentil Kingdom (and beyond) and act as a defender of the dwarven people.

    As a dwarf raised in Alten’s Rock, Grunlor is keenly aware that he has not spent any significant time “undermountain” and feels a calling to someday spend some years in an ancestral dwarven city. His parents are craftsmen and merchants and are generally pleased that Grunlor has taken up the shield for Talenn. They respect his decision, but don’t understand his lack of desire for gems and wealth. In fact, Grunlor sees gold and treasure only as a means to increase the quality of his arms and armor (after tithing the obligatory 10% to the church) in order to better serve the Lightbringer.

    A staid dwarf, who seldom laughs or takes part in frivolous activity he prefers to study religious texts or practice with his weapons. Grunlor knows he is not particularly smart, nor is he exceedingly quick (even for a dwarf) and tries to overcome these shortcomings through training. At the age of 63 Grunlor feels it is time take his training to the next level and begin his mission by following the road wherever Talenn’s light takes him.
    Last edited by Sam; Tuesday, 6th January, 2004 at 02:12 AM. Reason: Level 2 update

  • #8
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    ø Ignore Toric_Arthendain
    Brevin Inathe, male human Clr1: CR 1; ECL 1; Medium-size Humanoid (human); HD 1d8+5 (toughness); hp 13; Init +0; Spd 20 ft; AC 17 (+5 chainmail, +2 large steel shield, +0 Dex); Melee +2 heavy mace +2 (1d8+2/crit x2); AL CG; SV Fort +4, Ref +2, Will +5; Str 15, Dex 10, Con 14, Int 10, Wis 17, Cha 12.

    Skills and Feats: Bluff +3 (2), Concentration +3 (1), Diplomacy +2 (1), Disguise +3 (2), Heal +5 (2), Hide +2 (2), Knowledge (Religion) +2 (2); Improved Turning, Toughness.

    Languages: Common

    Class Ability: Turn undead 4 times per day at 1 level higher than his own (benefit from Improved Turning feat).

    Clerical Domains: Trickery and Speed
    Spells per day:
    0 level: 3
    1st level: 2 + domain spell

    Equipment: heavy mace, chainmail, heavy steel shield, backpack, 4 days trail rations, bedroll, wooden holy symbol, traveler's outfit, flint & steel, hooded lantern, 4 pints oil, 6 gp, 5 sp.

    Background:
    Brevin grew up in Colinna. His parents were killed when he was very young and he grew up with his uncle Markus Inathe, a Cleric of Rinell. Brevin regularly got into trouble while he was growing up, even trying his hand at the thieving profession but quickly found that he didn't possess the necessary skills. He was always pulling pranks and practical jokes on his friends and his uncle. Markus wanted Brevin to follow in his footsteps and become a Cleric of Rinell but he instead chose to follow Litsi. The teachings of Rinell were simply too rigid and required too much discipline for the young, headstrong Brevin. After much argument with and resistance from his uncle, Brevin entered the church at the age of 15 and began learning the ways of Litsi. After three years of training, he was released into the world to spread the word.

    Description:
    Brevin is 18 years old, stands about an inch short of six feet tall and weighs about 180 lbs. He is well-built and strong but not very graceful. He has brown hair and green eyes and has boyish good looks, and is nearly always smiling.

    Personality:
    Brevin is quick to laugh, likes a good joke or prank and is generally happy-go-lucky. He easily adopted the teachings of Litsi. Not above playing the occasional joke or prank on his friends, he is extremely loyal to any that he is close to.

    EDIT: Putting the Speed Domain created by Lazarus into this post for ease of reference and updated Reflex save to reflect the Granted Power of the Speed Domain.

    Speed Domain (Litsi)

    Granted Power: You receive +2 to all Reflex saves.

    1. Expeditious Retreat
    2. Cat's Grace
    3. Haste
    4. Freedom of Movement
    5. Teleport
    6. Wind Walk
    7. Cat's Grace, Mass
    8. Teleport, Greater
    9. Time Stop
    Last edited by Toric_Arthendain; Tuesday, 29th July, 2003 at 08:17 PM.

  • #9
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    Acolyte (Lvl 2)

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    ø Ignore Manzanita

    Arkan Far Traveler

    Arkan Far Traveler: Female half elf Ran2; CR 2; Medum-size humanoid; HD 2d8+2; hp 9; Init +4; Spd 30 ft.; AC 18 (chain shirt)(touch 14, flat-footed 14);
    Atk +2 melee (1d8+2 longsword and 1d6+1 throwing axe) or +4 ranged: 1d8 longbow(2 shots/round)

    SQ halfelven traits, wild empathy, favored enemy (goblins) AL CG; SV Fort +4, Ref +5, Will +1; Str 14, Dex 18, Con 13, Int 12, Wis 13, Cha 11.

    Skills [40 ranks]
    Handle Animal +4 (4 ranks)
    Heal +6 (5 ranks, 1 wis)
    Hide +7 (5 ranks, 4 dex -2 armor)
    Listen +5 (3 ranks, 1 wis, 1 race)
    Move Silently +7(5 ranks, 4 dex -2 armor)
    Search +6(4 ranks, 1 race 1 int)
    Spot +6(4 ranks, 1 race, 1 wis)
    Survival +6 (5 ranks, 1 wis)(add'n 2 syn ranks when avoiding natural hazards or getting lost due to geography knowledge)
    Use Rope +6 (0 ranks, 4 dex +2 silk rope)
    Knowledge (geography) +6(5 ranks, 1 int)

    Feats: Two-Weapon Fighting, quick draw, [track, rapid shot]

    Languages: Common, elven, goblin

    Possesions
    Weapons: long sword, long bow, throwing axe, dagger, fancy handaxe from the goblins
    Armor: Chain Shirt
    Adventuring Gear
    quiver, 20 arrows, backpack, 3 torches, bedroll, signal whistle, fishing hook, 1 days rations, waterskin, empty sack, 50 foot silk rope, grapling hook, 2 potions CLW, 2 vials of alchemist fire
    26 gp 3 sp 7 cp
    Background
    Arkan was born of an elven father and a human mother. His father was Seraptis Fletcher, an elven diplomat to Mezintil. His mother was a palace servant, entranced by the charismatic elf. When she informed him that she was bearing his child, he lost interest in her and soon was gone from the capital.

    Thus Arkan was born fatherless. Fortunately, his maternal grandparents were there to assist her in her upbringing. The local Astrologer informed her mother that she was to be a boy, and one destined for greatness. As such, her mother decided to name her Arkan, after the legendary King who led the armies of Mezintil successfully against the mountain orcs, gaining rich territory.

    That Arkan was born a girl surprised her mom, but she still used the name, her faith in the stars unshaken.

    Soon her mother met the next ambassador from Nomatassei. She informed her of her daughter’s heritage, and the new ambassador asked to meet her. The new ambassador, Anastriana Fey, was a powerful wizard, and took pity on the child. She took an active interest in Arkan, teacher her the elven language and some of the culture and history of the elves.

    Arkan was somewhat of an outcast among her peers. Her elven looks, silver hair, lack of a father, and slow maturation prevented her from fitting in. She spent much of her youth in the forests and fields, enjoing nature and the earth. Her physical prowess could not be ignored and Anastriana’s influence got the young half-elf an apprenticeship in the city scouts. Here she blossomed, learning the skills of outdoor survival and combat.

    When she was 21, Anastriana notified her that her term as ambassador was ending, and she was going home. Arkan had little desire to remain and spend her life in the environs of the capital. Anastriana had told her that she could expect a much longer natural life than humans, and she decided this would give her the opportunity to see much more of the world. Thus she saved her meager pay, and left the area as soon as she felt she could.

    She set forth and traveled for about a year. In the vicinity of Alten’s rock, her horse was injured, and Arkan had to kill her. Unable to travel father effectively, she decided she needed to find some paying work here, before setting forth again.

    Description
    Arkan stands 5'4". She is strongly built and bronzed by the sun. Her eyes are green, and her hair silver. From the rear her hair makes her look old. And from the front, her almond eyes and angular features give her an exotic appearence. Her thick curly locks usually fall over her ears to hide their pointy tops, although if she expects combat, she will pull it back into a pony tail.
    Last edited by Manzanita; Saturday, 6th December, 2003 at 10:33 PM.

  • #10
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    ø Ignore Chaos Apostate
    Keros Erdenhime

    Male Human Diviner 2. CR 2. Medium-size humanoid (human); HD 2d4 + 4; hp 11; Initiative + 5; Spd 30ft; AC 11 (touch 11, flat-footed 10); Atk + 0 melee (1d6 –1/ x2, quarterstaff) or + 2 ranged (1d8/ 19-20 x2, light crossbow); SA none; SQ Familiar, School Specialization; AL N; SV Fort + 2, Ref +1, Will + 5; Str 8 (-1), Dex 12 (+1), Con 14 (+2), Int 18 (+4), Wis 14 (+2), Cha 10. Height 5’11”.

    Skills and Feats: Concentration + 7 (5r + 2 Con), Decipher Script + 9 (5r + 4 Int), Knowledge (Arcana) + 9 (5r + 4 Int), Knowledge (The Planes) + 9 (5r + 4 Int), Knowledge (Religion) + 7 (3r + 4 Int), Knowledge (History) + 7 (3r + 4 Int), Spellcraft + 11 (5r + 4 Int + 2 Synergy) Craft (Alchemy) + 8 (4r + 4 Int); Scribe Scroll, Alertness (While Familiar is within reach), Improved Initiative, Spell Focus (Enchantment).

    Special Qualities: Familiar – Owl (Grants Master +3 to Spot checks in shadowy areas, and +2 to Spot and Listen checks when within 5ft). Divination Specialization. May memorize one additional Divination spell of each level. +2 on Spellcraft checks to learn Divination spells. Restricted School: Necromancy. May not cast any Necromantic spells.

    Spellbook: (65 pages remain)

    0 level Spells: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/ Close, Arcane Mark, Prestidigitation.

    1st Level Spells: Protection from Chaos/ Evil/ Good/ Law, Shield, Comprehend Languages, Identify, Sleep, Charm Person, Burning Hands, Magic Missile, Summon Monster 1.

    Wizard Spells per day: 5/4. Base DC = 14 + Spell Level, 16 + Spell Level for Divination Spells. Caster Level 2nd.

    Typical Spells Memorized: Detect Magic, Read Magic, Message, Mage Hand, Light, Shield, Comprehend Languages, Sleep, Burning Hands, Summon Monster 1

    Gear: 247gp, 2sp, 9cp, Spellbook, Spell Component Pouch, Scroll Case, Quarterstaff, Light Crossbow, 30 bolts, Backpack, Bedroll, 1 pc chalk, 1 oz vial of ink, Inkpen, 10 sheets of parchment, ½ lb sealing wax, Signet Ring (signet is Keros’ Arcane Mark), 1 vial of antitoxin, 2 100gp pearls, 4 potions of cure light wounds, Scrolls of alarm, grease, disguise self, floating disk, and unseen servant.

    Insheba: Female Owl familiar; CR ½; Tiny Magical Beast; HD 1d8 (2 HD); hp 5; Initiative +3; Spd 10ft, Fly 40ft (average); AC 18 (touch 15, flat-footed 15); Atk + 6 melee (1d4 –3, talons); Face/ Reach 2 ½ ft / 0ft; SA none; SQ Low-light vision, Improved Evasion, share spells with master, empathic link with master; AL N; SV Fort + 2, Ref +5, Will +4; Str 4, Dex 17, Con 10, Int 6, Wis 14, Cha 4. Height 1 ½ ft.
    Skills and Feats: Listen + 14, Move Silently + 17, Spot + 6 or + 14 in shadowy areas, Weapon Finesse.


    DESCRIPTION: Keros is very thin, and this gives him the impression of being rather taller than he actually is. He dresses in long, flowing white robes with pastel blue trim. His features are delicate, causing some to wonder if he has Elven ancestors (he doesn't). His hair is very fair, and of medium length - the fringe stops just above his eyes. It is always in a state of utter chaos, and is very thin and whispy. His eyes are amber, and rather disturbing. They say that the eyes are a mirror to the soul, and judging by his eyes Keros has a soul that is balanced delicately on the brink of insanity.

    Age: 21 Height: 5'11" Weight: 120lb

    PERSONALITY: Keros is rather disinterested in social contact. He understands the value of a good ally, however, and hence he is generally polite and pleasant, if not exactly forthcoming. Most people are inclined to find him rather forgettable on a casual meeting. Those who get to know him better will find a streak of arrogance in his personality. This is generally directed at anybody who hasn't studid the Art, or anybody who he considers misuses the Art. Between them, those categories include everybody except a few Wizards. That is not to say his manner is generally arrogant - but he certainly does look down on the vast majority of people in his own way. The true motivating force for Keros is a lust for power. It is his belief that knowledge is power, and hence he seeks knowledge with a drive that borders upon obsession. He is utterly enamoured of the Art, and completely determined that whatever it takes, he will master it and reap the very highest rewards it has to offer.

    BACKGROUND: Keros was brought up in a poor family in the slums of Collina. He was one of five children (three girls, two boys), and his father, a labourer, made barely enough money to feed them all. His family was never particularly close, and he squabbled persistently with his brother and sisters. His parents simply had no time for them.

    When Keros was fifteen, his mother fell sick. She spent all day in bed, and almost half of the family income was spent on various medicines to keep her alive. Her presence was insidious, lending the entire house the atmosphere of a ward in a plague-stricken town. Meanwhile, her husband and five children slowly starved.

    After six months of this with no apparent improvement in his mother's state of health, Keros decided he couldn't take it anymore. He ran away, fled the slums, and knocked on the door of the first respectable-looking home he found. As it happened, the place belonged to a Gnomish Wizard named Bristlebrock Hogensock. He took the child in, and, deciding he must earn his keep, he used him to perform all the menial tasks for which an apprentice would be used. Keros gladly complied in return for his keep, and passed five relatively contented months in this way. But slowly, he began to be dissatisfied. He knew that if he was only allowed to study his master's books, he would be able to shape spells just as he could.

    Eventually, he proposed this to the Gnome - who proved remarkably amenable to the idea. After all, he said, Keros was practically his apprentice already - so why not make it official? Keros proved remarkably gifted in the study of magery, although the speed of his progression was nonetheless slow enough to frustrate him.


    A year into his full apprenticeship, Keros was joined by another apprentice, a dwarf from Hallis Hill. At first he simply found the idea of a Dwarven Wizard ridiculous, but slowly Bellows won his respect... though he would never have admitted it. The two became friends, of a sort, although they argued incessantly. They disagreed about the most fundamental points of magecraft, but each excelled in his own way.


    When Bellows had first arrived, his study of wizardry had been slightly more advanced than Keros' and so he was released from his apprenticeship a few months earlier. Once he was gone, however, it quickly became apparent just how important Bellows had been as a limiting factor on both Keros' abilities, and his ambition. He quickly became arguementative with his master, pushing for more and more of the gnome's knowledge which he had been judged unready for. The whole affair came to a conclusion with Keros stealing into Bristlebrock's study at night and attempting to steal spells from his book. He was caught, of course, and the Gnome sat him down for a talk. In short, he told Keros to remember his place. He told him that he was unready for such magical secrets, that he should not race ahead of himself, that power without wisdom was a terribly dangerous thing. Keros, in short, told him where to stick it. He was thrown out, his apprenticeship incomplete.

    Since then, Keros has been wandering - though certainly not aimlessly. He has taken on various small jobs to fund himself. Before his departure, he managed to successfully plunder a few volumes from his master's library which he quickly devoured. From there, he has taken every possible route to increase his own knowledge and magical prowess - with more than a little success. His wanderings have taken him, most recently, to the trading town of Alten's Rock.
    -CA

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