Rogues Gallery for Heroes of Silleria PbP game

MerakSpielman

First Post
Please post your current characters. When you level up or gain significant loot, please keep them current. These are the stats I will use during battles, updated or not!

-Merak Spielman, DM
 

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dpdx

Explorer
Kerith Onnwall, Rog2
Alignment: NG
STR: 12 (+1) DEX: 17 (+3) CON: 10 (0) INT: 12 (+1) WIS: 9 (-1) CHA: 9 (-1)
AC: 15 (Base +2 Leather, +3 Dex). If buckler is worn, AC 16, with check penalty -1 for Dex-related skill checks.
HP: 10
XP: 1150
Ref: 6 Fort: 0 Will: 2
Init: 7

Weapons:
Rapier +2, 1d6+1, 18-20 (x2)
Dagger +2, 1d4+1, 19-20 (x2)
Lt. Crossbow +4, 1d8, 19-20 (x2)

Feats:
Improved Initiative
Iron Will

Skills (Ranks): Disable Device +6 (5), Escape Artist +7 (4), Hide +8 (5) Jump +4 (3), Listen +4 (5), Move Silently +8 (5), Open Lock +8 (3), Search +6 (5), Sense Motive +1 (2), Spot +4 (5), Tumble +5 (2), Use Rope +7 (4)

Class Features:
Light Armor Prof.
Sneak Attack +1d6
Evasion
Rogue Weapons
Traps

Languages: Common, Halfling

Equipment: Weapons, Armor (above); Backpack, Bedroll, 29 Crossbow Bolts, Clothing, Hooded Lantern with 2 pts. oil; 50 ft. rope (hemp); 2 Sacks; Waterskin (almost full); Whetstone; Thieves' Tools, 3 potions CLW, 1 potion Bull's Strength, 1 potion Aid, 2 potions of 'Water', 3 days Trail Rations.

Encumbrance: Light

Physical Description: 5' 7", 150 lb., wiry. light brown hair, blue eyes. Recent scar on abdomen.
 
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Uriel

Living EN World Judge
Norynth Abercrombie
Human Ranger 2
19 Years old, 6’2”,178 pounds, brown hair, light hazel-green eyes.
ALIGN:NG

Str 16 +3 <10>
Dex 12 +1 <4>
Con 11 +0<3>
Int 12 +1 <4>
Wis 10 +0 <2>
Cha 10 +0 <2>

HP: 16

BaB: +2
Fort : +2
Ref: +1
Will +0
Init: +5
AC: 14/ 13 Flat/11 Touch.
Move: 30’

Feats:
Exotic Weapon-Bastard Sword
Improved Initiative
Two-Weapon Fighting
Ambidexterity
Tracking
Favored Enemy-Goblinoids

Skills: (24)

Spot 4/+4
Listen 4/+4
Hide 2/+3
Move Silently 2/+3
Search 3/+4
Wilderness Lore 2/+2
Animal Handling 3/+3
Animal Empathy 2/+2
Craft- Leather Working 1/+2
Ride 1/+2





Attacks

Bastard Sword +5/3 if 2WF 1D10 +3 19-20/X2
Bastard Sword (2 Handed) +5 1D10+4 19-20/X2
Short Sword +5/+3 if 2WF 1D6+3/+1 off-hand 19-20/X2
Light crossbow +3 1D8 19-20/X2 80’ Increments.
Dagger +5/+3 Thrown 1D4+3 10’ Increments.


Studded Leather Armor 25GP
Bastard Sword 35GP
Short Sword 10GP
Light Crossbow & 20 Bolts 36GP
2 Daggers 4GP

1 War Dog (Mastiff) “Gertrude”
HD 2D8+4 HP 16,Init: +2 Speed 40’,AC 17 (+2 Dex, +4NA, +1Armor),
Bite +3 Melee 1D6+3
Scent Feat, Fort +5 Ref +5 Will +1 Str 15 Dex 15 Con 15 Int 2 Wis 12 Cha 6
Listen +5 Spot +5 Swim +5 Wilderness Lore +1*+8 to Wilderness Lore to track by Scent
Hide +1 (U), Move Silently +1 (U) Climb +2(U) Jump +2(U)
Tricks: Attack, Guard, Track, Heel, Down, Come.

(I estimated 40GP) GP
Padded Armor and traveling Harness (+2 Lg Pouches, ring for Leash, 3 days trail rations and water skin each in pouches and a small tin cup, muzzle.-55GP total


1 Small Dog -Boston Terrier “Titus”
HD 1D8+2 HP 9,Init:+3 Speed 40’,AC 15 (+1 Size,+3 Dex,+1NA),Bite +2 Melee 1D4+1
Scent Feat, Fort +4 Ref +5 Will +1 Str 13 Dex 17 Con 15 Int 2 Wis 12 Cha 6
Listen +5 Spot +5 Swim +5 Wilderness Lore +1*+8 to Wilderness Lore to track by Scent
Hide +7 (U), Move Silently +3 (U) Climb +1(U) Jump +1(U)
Tricks: Track, Heel, Attack, Defend, Come, Fetch.
Traveling Harness& 2 Small Pouches ring for leash. In pouches: water skin, small cup,
3 days rations, 5’ leather leash, muzzle.
25 GP total

Backpack 2GP
50’ Hemp Rope and Grapnel 2GP
Bedroll + extra blanket for dogs 1SP
6 days dried rations (mostly venison & rabbit, a few small bread loaves)-3GP
Small cooking pot, spices, some pepper, -5SP
Flint & steel 1GP
Waterskin (full) 1GP
Belt Pouch 1GP
2 Tindertwigs 2GP
2 fishhooks and small pouch of soil (with a dozen worms) 5SP
Signal Whistle 8SP
4 Flasks of Oil 4SP
2 Torches 2CP
Whetstone 2CP

214.5 GP spent
2 GP, 5 SP, left in pouch, 1GP in secret ‘rat-hole’ in belt.)

3 Potions of Cure Light Wounds 1D8+1



Growing up in Lansburg, a small Town near Myrtolo Keep in Northwest Silleria, Norynth (Nory) lived a fairly safe life as a youth. The son of Trainer of Hounds for the Army, Nory took his natural desire to run about in the woods (like all boys do) and focused it into the finely honed skills of the Woodsman. Nory continued to help his father and his 2 brothers in raising the renowned Dogs that Lansburg was famous for (War, Hunting and Sled Dogs for the Winter), while apprenticing under the ranger Jolon Forvus. At the age of 16, Nory’s life was turned upside down in a tragic incident. Nory’s father, his older brother (Jeth) and 2 friends were out sledding (hunting Deer) in late Winter. After 2 days, they still had not returned, so Nory and his brother Rolo set out to find them. What they found was horrific. The dogs and Father were all dead in the snow, these having been gutted and ‘harvested’ by something. It looked like something had caught them unawares in their sleep. Fighting tears back, the two youths examined the scene closer. Boot prints led off to the West… Quickly Nory and Rolo set off, with their pack of Hounds in the lead.
Coming over a hill, the boys witnessed a band of Goblins, led by a brutal Hobgoblin dressed in blacked mail. Before their eyes, the Hobgoblin beheaded Jeth and ordered the Goblins (in their Guttural tongue) to clean and dress the meat.
Chaos reigned, Rolo released the half dozen hounds and mastiffs at the Goblins, while Nory released bolts after bolt at the foul Beasts. With satisfaction, Nory caught the Hobgoblin in the chest with a well placed shot as it was charging Rolo (who had drawn his Axe and was advancing behind the dogs). The Abercrombie boys saved one of their father’s friends that day, though they lost 4 of their hound in the attack. Nothing was more devastating than loosing their Father and brother, as their Mother had died 3 years earlier of a strange Malady that had come out of the North and they were now orphans truly. Nory was a Man reforged.
Concentrating on his training with Jolon, hunting Goblins and learning their every tactic, their minds, their skills and capabilities consumed Norynth, as did training with the massive Sword that he had got in trade from a Sergeant in the Army who could not afford cash for the Wardog he wanted. After another year, with an impressive 13 Goblins under his Belt, as well as the Hobgoblin, Nory decided that there was more to the World, so, taking his two favorite dogs Gertrude and Titus with him, Nory set out to make his own Fortune. South he went, with little coin in his pocket, but with the glimmer of a Dream in his eye. Finally, after two months of travel, Nory saw his goal in the fading light of the late afternoon: Fifechester City. With a pat on the Dogs’ heads and a smile, Nory set off for town.
 
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Guilt Puppy

First Post
Oren L'Zar

XP 1000

Race: Human
Class: Rogue level 2
Alignment: True Neutral
Deity: All of them, in a pinch
Age: 17
Gender: Male
Height: 5'8"
Weight: 145 lbs.
Eyes: Green
Hair: Brownish-blonde
Skin: Fair

Abilities: Str 8 Dex 14 Con 10 Int 13 Wis 14 Cha 14
Hit points: 9
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
Armor class: 14 (+2 Dexterity, +2 Leather)
Base Attack: +1
Base Melee: +0
Base Ranged: +3

Saving throws: Fort +0 (+0 base, +0 Con)
Refl +5 (+3 base, +2 Dex)
Will +2 (+0 base, +2 Wis)

Weapon: Dagger
Melee: +0, damage 1d4-1
Ranged: +3, damage 1d4-1

Skills: (50 ranks)
Appraise +4 (3 ranks)
Bluff +7 (5 ranks)
Diplomacy +5 (3 ranks)
Disguise +4 (2 ranks)
Escape Artist +4 (2 ranks)
Gather Information +5 (3 ranks)
Hide +5 (3 ranks)
Knowledge: Local +3 (2 ranks)
Listen +4 (2 ranks)
Move Silently +5 (3 ranks)
Pick Pocket +7 (5 ranks)
Profession: Gambler +7 (5 ranks)
Read Lips +3 (2 ranks)
Sense Motive +7 (5 ranks)
Spot +7 (5 ranks)

Feats:
Improved Initiative
Quick Draw

Special abilities:
Sneak attack +1d6

Equipment:
Backpack (2 gp, 2 lb)
Traveler's outfit (1 gp, 5 lb)
Courtier's outfit (30 gp, 6 lb)
Flaneur's outfit (30 gp, 6 lb)
Cheap jewelry (25 gp, --)
Dagger x3 (8 gp, 4 lb)
Small steel mirror (10 gp, 1/2 lb)
Waterskin (1 gp, 1/2 lb)
Leather armor (10 gp, 15 lb)
12 days' rations (6 gp, 12 lb)
Ink, one vial
7 pp, 7 gp

Total weight: 24 pounds
Base carrying capacity: 26 pounds

(Note: The "flaneur's outfit" was the best term I could think of to describe a suit of clothes much like a Courtier's outfit, but more in fashion with the wealthier of the lower classes -- thieves, pimps, and the like. Sort of the medieval equivalent of a zoot suit.)
 

Imerak

First Post
Foran

Foran Aomi Relsir
2nd-level Gnomish Bard

Strength 8(-1)
Dexterity 14(+2)
Constitution 12(+1)
Intelligence 11(0)
Wisdom 10(0)
Charisma 16(+3)

Skills:
Perform(pan pipes) +8
Knowledge(religion) +5
Wilderness Lore +2(.5)
Concentration +6

Feats:
Endurance

Equiptment:
Sickle
Sling
20 Sling Bullets
Masterwork Pan Pipes
Spell Component Pouch
3 Potions of Cure Light Wounds
Backpack
Flint & Steel
2 days' trail rations
Hemp Rope, 50 feet
Bedroll
3 Torches

Spells Known(3/1 per day, save DC 13 + spell level):

Cantrips:
Detect Magic
Daze
Mending
Prestidigitation
Light

1rst level:
Cure Light Wounds
Charm Person

HP:11
Attacks:
+0 Melee(1d6-1 Sickle)
+3 Ranged(1d8+1 light crossbow)
AC:12(touch 12, flat-footed 10)

Money:4pp, 8 gp, 6 sp, 7 cp
XP:1150
 

Thanee

First Post
Alexi

Alexi
Female Human Wizard 2nd Level (XP 1630)
NG

STR 8 -1
DEX 10 +0
CON 12 +1
INT 17 +3
WIS 8 -1
CHA 14 +2

HP 8 AC 10

Initiative +4

Fortitude +1
Reflex +0
Will +2

Speaks Common, Celestial, Draconic and Infernal

Concentration +6 (5)
Knowledge: arcana +6 (3)
Knowledge: planes +4 (1)
Listen +1(+3) (2cc)
Ride +2 (2cc)
Search +5 (2cc)
Spellcraft +8 (5)
Spot +1(+3) (2cc)

Scribe Scroll
Alertness (Familiar benefit)
Improved Initiative
Spell Focus: Transmutation

Specialized School: Abjuration
Prohibited School: Enchantment

Spells per Day (4+1/3+1)
0th - Ray of Frost (2), Detect Magic, Light + Resistance
1st - Mage Armor, Burning Hands (2) + Shield

Spellbook
0th - Resistance, Ray of Frost, Detect Poison, Ghost Sound, Dancing Lights, Flare, Light, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic
1st - Shield, Protection from Evil, Mage Armor, Mount, Identify, Color Spray, Burning Hands, Expeditious Retreat

Traveler's Outfit (worn, 5 lb.)

Belt Pouch (belt left, 1 lb.)
Spell Component Pouch (belt right, 3 lb.)
Scroll Case (belt rear, 1/2 lb.)

Shoulder Bag (across shoulder, 1 lb.)
Waterskin- water (across shoulder, 4lb.)
Bedroll (across shoulder, 5 lb.)

Wizard's Spellbook (shoulder bag, 3 lb.)
Trail Rations- 1 days (shoulder bag, 1 lb.)
Soap (shoulder-bag, 1 lb.)

Paper- 20 sheets (scroll case, 0 lb.)
Arcane Scrolls of Shield (4), Mage Armor (2), Mount (2), Color Spray (10), Expeditious Retreat (2) (scroll case, 0 lb.)
Arcane Scrolls of Endure Elements, Comprehend Languages, True Strike, Magic Missile, Feather Fall, Jump, Reduce, Spider Climb (scroll case, 0 lb.)

Coins- 7pp, 8gp, 2sp, 9cp (pouch, 1 lb.)
Chalk (pouch, 0 lb.)
Ink & Inkpen (pouch, 0 lb.)
Tindertwigs (10) (pouch, 0 lb.)

Encumbrance 20-1/2 lb. (light)

Hurricane, light Warhorse
STR 16 DEX 13 CON 17 INT 2 WIS 13 CHA 6
HP 26 AC 14 Init +1 Fort +6 Ref +4 Wil +2
2 Hooves +4 (1d4+3), Bite -1 (1d3+1)
Listen +4, Spot +4
Low-Light Vision, Scent
Riding Saddle, Saddlebags

Blackwing, Raven familiar
STR 1 DEX 15 CON 10 INT 6 WIS 14 CHA 6
HP 4 AC 15 Init +2 Fort +2 Ref +4 Wil +5
Claws +4 (1d2-5)
Listen +6, Spot +6, Speaks Common
Darkvision 60', Low-Light Vision
Alertness, Improved Evasion, Share Spells, Empathic Link

Appearance: Alexi is an attractive, young woman, barely 18 years old. She is rather small, slender and willowy (5'4", 115 lb). Alexi's long brunette hair is worn open with braids along the sides, her brown eyes are warm and friendly. Her skin is sun-tanned, altho her complexion is otherwise fairly normal.
She is wearing dark-blue robes and a grey cloak. Most of her equipment is carried in a shoulder-bag, or in small pouches at her belt. When travelling outside, Alexi is riding on her black stallion Hurricane, a fierce warhorse with a temper to match his name-giver, and she is accompanied at all times by a small black raven named Blackwing.

Background: Alexi grew up in a small village in the south-east of Silleria. It was a very easy life. Her mother was a herbalist, while her father was training horses to sell to the militia. Sometimes travelers, aiming for the vast mountain ranges, came into the village to buy food and other goods. Naturally the children were curiously watching these on their stay. Alexi wasn't different. One day, a single traveler, a woman clad in dark-coloured robes, came to her village. While mustering the children, her gaze stopped when she looked upon young Alexi. There was something about this girl, a talent, that was rarely seen these days. Neither Alexi nor her parents or friends had noticed this talent, but the strange traveler did. She offered her parents to take the girl with her into the Fiernas Cabal and train Alexi in the mystic ways, the arcane ways, wizardry, spellcasting. It was indeed a rare occurance and so the parents agreed, proud to have such a talented daughter. The following years were filled with study and training, sometimes boring, but most often not. Her natural curiosity complemented her talent quite well and so Alexi quickly learned how to cast the first spells. After a few years her initial study was over and she was sent outside of the Cabal to travel the country and hone her skills. Of course, her first way led her back to the small village and her parents, who joyfully expected her return. Alexi stayed for a week, during which her father gave her one of his best horses, a black stallion named Hurricane, to carry her swiftly on his mighty back and protect her on her travels. And so she continued her journey to the north-west, to find knowledge and adventure...
 
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silentspace

First Post
Xendengalis
Human Cleric 2
Exp: 1960
Align NG
Deity Pelor

Str 14 Dex 12 Con 12 Int 10 Wis 14 Cha 11

Init +1
Move 20
AC 17 (16 Flat, 11 Touch)
HP 16
Atks: +3 mace or +2 crossbow
Damage: 1d8+2, crit x2 mace or 1d8, crit 19-20/x2 crossbow

Fort +4
Ref +1
Will +5

Domains: Healing, Sun
Feats: Power Attack, Cleave

Skills: Concentration +5 (5), Healing +7 (5), Knowledge (Religion) +5 (5)

Equipment
scale mail (worn, 30#)
large wooden shield (worn, 10#)
explorer's outfit (worn, 8#)
priests robes with Pelor's symbol, (worn, 1#)
wooden holy symbol: sun disc of pelor (worn, -)

heavy mace (belt left, 12#)
light crossbow (belt right, 6#)
scroll case (belt rear, 0.5#)
pouch (belt rear, 1#)
case with 10 crossbow bolts (shoulder right, 1#)

backpack (back, 2#)
bedroll (back, 5#)
waterskin (backpack, 4#)
rations x7 (backpack, 7#)
sack (backpack, .5#)
flint and steel (backpack, -)
torch x3 (backpack, 3#)

scrolls: bless x2, cure light x2, magic weapon x2 (scroll case, -)
62pp, 4gp, 2sp, 7cp (pouch, 2#)

Encumbrance: 93# (medium)

Spells
Level 0 (4): Create Water, Detect Magic, Guidance, Resistance
Level 1 (4): Bless, Cure Light, Sanctuary, Summon Monster I

Background:

Xendengalis grew up in the tropical hills, where the sun is especially strong. He lived in a small farming settlement of just a couple families. Although they were surrounded by evil creatures, they were, strangely, seldom attacked. Xendengalis (an exotic name from the local southern tribes) loved to hunt. One day while out hunting he was attacked by a wild boar and nearly killed. As he lay dying, his life ebbing away, he was saved by Kylena, a beautiful woman. Kylena cured and befriended him. Xendengalis visited Kylena in the forest many times after that. He would just wander into the forest hoping to see her, and she would appear almost miraculously, usually from behind a tree. Kylena had no visible means of support or survival, and Xendengalis thinks she must be a dryad, or a nymph. Kylena encouraged him to follow the ways of Pelor as a cleric, become an adventurer, and learn more of the world, spreading Pelor's blessings. After this final message, he never saw her again.

Appearance:

Xendengalis is a handsome young man, though not really that charming when you speak to him. He tries, but you can tell he is more contemplative than social in nature. He's fairly well built, and perhaps would have made a decent fighter, but his priest's robes and holy symbol immediately give him away as a cleric of Pelor. His long brown hair is loose and wild, and his beard a little unkempt. His skin looks clean though, and well-scrubbed. His brown eyes seem filled with compassion, though sometimes they harden into a look of fierce determination. His skin is deeply tanned, darker even than most clerics of Pelor, and you suspect that he has spent time in the southern tropics. His grey travelling cloak and explorer's boots are splattered with mud and dust, but compared to most other adventurers you've seen, he keeps his robes and equipment pretty clean. You do notice, however, some slight stains - mostly blood that he wasn't able to completely wash away.

Edit: added weights and organized equipment list, added background and appearance.
 
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Jemal

Adventurer
Michelle Cho, Human Female Sorc 2
Align: NG

Str: 8 (0 Points)
Dex: 12 (4 Points)
Con: 10 (2 Points)
Int: 13 (4 Points)
Wis: 12 (2 Points)
Cha: 16 (10 Points)

HP: 7 AC: 11
Saves: Fort: +0 Reflex: +1 Will: +4

Skills: Knowledge:Arcana(+6/5), Spellcraft(+6/5), Diplomacy(+5/2.5),
Bluff(+5/2.5)

Feats: Spell Focus(Enchant), Spell focus(Trans)

Spell DCs: 13+lvl (15+lvl for Enchantment/Transmutation Spells)
Spells/day: 6/5
Spells Known: 5/2

0 Lvl: Daze, Mage Hand, Detect Magic, Prestidigitation, Ray of Frost

1st Lvl: Magic Missile, Charm Person


Equipment:
2 Spell component pouches (10 GP)
Backpack (2 GP)
Belt Pouch (1 GP)
8 days Trail Rations (4 GP)
Bottle of Wine (10 GP)
50' Silk Rope (10 GP)
Signet Ring (5 GP)
5 Sunrods (10 GP)
2 flasks of Acid (20 GP)
Dagger, Silvered (10 GP)
2 GP

Description:
Michelle is a girl of small stature, standing only 5'4" and weighing
little more than 110 pounds. She is, however, a very lovely young
woman, and because of her natural beauty and charms, has never lacked
for friends, either male or female. She has waist long dark black hair,
and hazel coloured eyes. Her skin is a smooth, creamy colour. In
short, she's a beautiful, Diminutive asian girl with long dark hair.

History:
Michelle Windsor was born 16 years ago in the small farming community of
Gentacha, several miles west of Fifechester. Shortly before her 15th
birthday, Michelle was experiencing a bad cold, and reaching for the
medicine one day, was surprised when it started floating to her.
Gasping in shock, her concentration broke and the medicine fell.
Looking about very confused, she concentrated on the unbroken jar and it
began floating again, towards her.

Wondering at her new-found power, she neglected herself over the next
year or so, so intrigued was she at her new-found powers. As a result,
the sickness caused her body to become frail, but harmed neither her
spirit nor her charms. Her abilities went largely unnoticed until one
day, during a heated argument with her boyfriend, she flung a hand at
him in anger, and watched in horror as a dart of energy struck him
dead. The town was hushed for nearly a week before the Elderman called
her to account for her actions. Whether sympathetic to the poor girls
plight, or swayed by her magically enhanced charms, nobody knows, but
the Elderman let Michelle of lightly.. By exiling her from the town and
barring her from returning until she had fully mastered her abilities
and was willing to take responsibility for her actions.

Wandering the countryside for nearly a year, she survived not by living
off the land, but off the sympathies of farmers and other rural
dwellers. Eventually she grew tired of this, and searching for
something more meaningful, arrived in Fifechester, looking for
someone... anyone to spend her enormously vacant hours with.

Personality:
Michelle was fairly spoiled, but her last year living off her wits and
charm have 'tempered' her. She's no stranger to the way people really
think (Or so she believes), and knows that sometimes to get what you
want you have to do things you don't like. She is naturally drawn to
strong people, as long as they're fairly good looking themselves. It is
her nature to latch on to a big, burly guy who can protect her, and if
need be she's not above using her looks, powers, or whatever else it
might take to ensure her own safety and well-being. Michelle is a good
person, and will do what she can to help others, but when it comes down
to it, she knows who number 1 is.
Her eventual goal is to come to the notice of Prince Tuni Moro
 
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