[AU] Lost Dreams Characters

Isida Kep'Tukari

Adventurer
Supporter
Kelsis the Bright-Eyed
Truename - Sashakiyamok
Female Sibeccai Akashic 4
Height: 5'8"
Weight: 158lbs
Fur: Pale gray, with black hair
Eyes: Black
Age: 16


Attributes
Str: 12 (+1)
Dex: 10 (+0)
Con: 11 (+0)
Int: 17 (+3)
Wis: 14 (+2)
Cha: 9 (-1)


Hit Dice: 4d6 + 0
HP: 17
AC: 14 [10 + 4 Armor + 0 Dex]
Initiative: +0
BAB: +3
Melee: +4 [+3 base, +1 Strength]
Ranged: +3 [+3 base, +0 Dex]
Speed: 40’ [with Fleet of Foot feat]
Hero Points: 0

Saves
Fort: +1 [+1 base, +0 Con] (+4 vs poison)
Ref: +1 [+1 base, +0 Dex]
Will: +6 [+4 base, +2 Wis]

Attacks-Weapons:
Ranseur: +4 [+4 Melee, 2d4 +1 damage [+1 Strength], x3, P]
Handaxe: +4 [+4 Melee, 1d6 +1 damage [+1 Strength], x3, S]
Scartooth, battleaxe: +5 [+5 Melee, 1d10+2 damage/x3, S]
Dagger: +4 [+4 Melee, 1d4 +1 damage [+1 Strength], 19-20/x2, P]
Bite: +4 [+4 Melee, 1d6 +1 damage [+1 Strength], x2, P]
Sling: +3 [+3 Ranged, 1d4+1 damage, x2, B, 50' range]
Longbow: +3 [+3 Ranged, 1d8 damage, x3, P, 100’ range]


Feats: Fleet of Foot (ceremonial), Resistance to Poison (talent), Bite

Skills:
Alchemy +7 [4 ranks, +3 Int]
Appraise +5 [2 ranks, +3 Int]
Craft (poisonmaking)* +8 [5 ranks, +3 Int]
Decipher Script +6 [3 ranks, +3 Int]
Disable Device +8 [5 ranks, +3 Int]
Open Lock +5 [5 ranks, +0 Dex]
Knowledge (ceremony) +10 [4 ranks, +3 Int, +3 perfect recall]
Knowledge (cosmology) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (geography) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (history) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (magic) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (nature) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (religion) +11 [5 ranks, +3 Int, +3 perfect recall]
Knowledge (runes) +9 [3 ranks, +3 Int, +3 perfect recall]
Listen +6 [4 ranks, +2 Wis]
Perform (dance) +2 [3 ranks, -1 Cha]
Search +7 [4 ranks, +3 Int]
Spot +6 [4 ranks, +2 Wis]


Languages - Common, Giant, Draconic, Celestial, Infernal.

Racial qualities: Speak common and giant; low light vision; +2 to Gather Information, Handle Animal, Innuendo, and Sneak checks; +2 Con, -2 Int.

Class Abilities: Skill memory (+2 2/day), Perfect Recall (already added in), Delve into Collective Memory (4/day with +7 to the check), Minor Akashic Ability (Sneak Attack +1d6).

Possessions:

Mule - 8 gp
Pack saddle - 15 gp

Wearing/Carrying
Leather coat (+4 AC, max Dex +6, check penalty -2) - 20 lbs [200 gp].
Scartooth, +1 battleaxe - 7 lbs [2,310gp].
Ranseur - 15 lbs [10 gp].
Handaxe - 5 lbs [6 gp].
Dagger - 1 lb [2 gp].
Belt pouch - .5 lb [1 gp].
Sling & 10 sling bullets - 5 lbs [1 sp].
Longbow & 40 arrows – 9 lbs [77 gp].
Silver torque - n/a weight [20 gp].

In backpack on mule - backpack - 2 lbs [2gp].
2 vials of acid - 2.5 lbs [20 gp].
1 pellet flash powder - 1 lb [35 gp].
Thieves' tools - 1 lb [30 gp].
Cold weather outfit
Winter blanket
Bedroll - 5 lbs [1 sp].
Flint and steel - n/a weight [1 gp].
3 sunrods - 3 lbs [6 gp].
Journal - 1 lb [5 gp].
Ink - n/a weight [8 gp].
Inkpen - n/a weight [1 sp]
10 sling bullets - 5 lbs [1 sp].
*3 doses (vials) snake venom - n/a weight (Injury, DC 14, Initial and Secondary damage 1d4 Dex)

2 Trollbane Crystals: This small red crystals pack a very big punch. When thrown they explode upon impact causing a massive explosion. Originally based off the alchemist's fire, a magister in Ka-Rone was thrown out of the city for having invented these nasty little crystals. With only a 10' range increment, the manual (were there one) would advise users to throw them as far as possible. These crystals are thrown as a grenade weapon and upon impact deal damage as an Alchemist's Fire. However they then explode as a fireburst with a little added punch. Each crystal deals 4d6 damage to a 10' radius and an extra 1d6 versus trolls in addition to the base damage.
Faint Evocation; Caster Level: 3; Craft Single Use Item, access to the Fire and Enemy Bane (giants) Templates, fireburst; Price: 225gp; (*2 = 450gp)

Poisoner's Amulet: This small copper coin from one of the countries far to the south has a square hole punched through the middle and a thin, plain chain tied through it. When created this amulet contains 50 charges. Each side contains a command word to activate one of its two abilities. One side allows the user to detect poison, while the other allows her to increase the potency of one dose of poison as a diminished advance poison (+1 DC). Each ability costs 1 charge and when all of the charges have been expended the coin crumbles to dust.
Faint Transmutation; Caster Level: 1; Craft Charged Item, detect poison, advance poison; Price: 1000gp;

Amrinthar's Web Blanket: Originally created by Amrinthar, a litorian greenbond who built these nets to stop Chorrim who had taken to raiding the tribes of the northern plains. When thrown, this net flies upto 150' to ensnare a 20'radius spread in a heightened eldritch web. The net weighs 10 pounds but requires no attack roll to hit. Anyone touching the webbing takes 1d4 points of electricity damage each round unless they make their reflex save (DC 13). Note that this net cannot be used to construct the two-dimensional Wall version of the spell eldritch web.
Faint Conjuration; Caster Level: 5; Craft Single Use Item, eldritch web; Price: 750gp;


Attached to pack saddle
Waterskin - n/a weight [1 gp]
50 ft. hemp rope - 10 lbs [1 gp].

Coin: 462gp, 8sp

Appearance: Kelsis the Bright-Eyed is of medium height and build for a sibeccai woman, but her fur is a pale, almost silvery gray all over. The fur on her head is a deep black, and she wears it aggressively short, so her large ears are easily visible. Her large, dark eyes shine with an unusual intensity. She wears a simple leather coat for protection, and carries a ranseur in one hand, using it as a walking staff when not wielding it in combat. The ranseur has twelve shallow notches cut on it. Under her armor she wears simple, practical clothes; typically a loose shirt and sturdy breeches, gathered tight at the ankles and wrists, along with study sibeccai boots. All of her clothes are dark shades of brown or gray, and fairly utilitarian, with little extra finery. She has a covered handaxe stuck through one side of her belt, and keeps a dagger in her left boot. She wears a simple, though elegantly crafted silver torque around her neck and has an unstrung bow on her back.

Personality: Kelsis desires knowledge through experience, and seeks it out aggressively. This makes her somewhat of a thrill-seeker, though most would label her a fanatic. She wants, above all, to experience memorable and unique things to add her experiences to the akashic record. She doesn't believe she can do that if she is captured, and will not hesitate to use even underhanded means, up to and including poison, to secure her escape or prevent her capture in the first place. She also fears dying before she can complete her purpose, and is not squeamish about sending others to death's embrace. She feels that those that bar her way from living to complete her purpose will serve as a warning to others to not stop her. To date she has slain five rhodin raiders, a human highwayman, two litorian bandits, a hungry wolf, a mountain lion and two poisonous snakes. Kelsis is deeply religious, praying to the spirits of memory to guide her on her way through life. When prudence allows, she will often perform sibeccai religious rituals to help refresh her own spirit and purpose; these usually consist of elaborate and energetic dances around a fire, often with chanting.

She presents a curious mixture of traits. She does not avoid danger, but fears death. She doesn't shy away from wounds, but if she takes several, she may run to fight another day. While she has a great deal of knowledge of various topics, as many as some sages claim, she goes about as if armed for dire conflict. And while she seeks a higher purpose of having memorable experiences and leaving them for future akashics to use, she employs tactics some would call dishonorable. However, Kelsis never lies. She will refrain from mentioning if she thinks something isn't prudent to say, but she doesn't tell a deliberate untruth. If she says something, she means it. She hates having her word questioned. Her direct stare is somewhat unsettling, reflecting her intense purity of purpose.

Overall she is a fanatical, driven individual. However, those that are seeking out new and interesting things to do can always find a steadfast companion in Kelsis the Bright-Eyed. She appreciates those that don't swerve from their purpose, and becomes impatient with those that waver too long on decisions. While she's not impulsive, she dislikes spending too much time on anything, as she feels she must hurry to complete everything she feels she must in her life. She keeps a journal to record all of her important experiences to date. To prevent it from being easily translated, she writes every third word in a different language, switching from Draconic, to Infernal, to Celestial, and back in a fairly random pattern. One would have to know all three languages well to translate her journal on the fly.

Backstory: Kelsis grew up with a deep inner knowledge of something that most sibeccai don't even consider; the knowledge of her own mortality. She realized from an early age that while other races may live hundreds of years, the sibeccai were the fastest growing, and dying, race of the Lands of the Diamond Throne. Kelsis developed an inner terror that she wouldn't live long enough to make her mark on the world. She feared that she wouldn't be able to learn fast enough to make an name for herself. Her single-minded desire for knowledge led her to the path of the akashic. Training under another of the relatively rare sibeccai akashics, her mentor, Isakres the Clever-Handed, found her to be much more interested and able in the areas of obscure knowledge rather than the artistic skills. After setting her loose from her training, Kelsis traded her skill in languages for some tutoring in some underhanded or simply illegal techniques that she felt would be vital to her own personal quest of self discovery.

Kelsis now travels with a group of adventure-seeking individuals she has deemed trustworthy. Like a true-thrill seeker, she hopes her companions will lead her to great adventure, and allow her to find the experiences she craves to fulfill her life's purpose.
 
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Ion

Explorer
Tash

Tash, Human (Truename: Tashalar Halonarg)
6'2"; 206 lbs; Age 19
Warmain 3

16 STR +3
12 DEX +1
14 CON +2
10 INT +0
10 WIS +0
14 CHA +2

Saves:
Fortitude: +5 (+3 warmain, +2 Con)
Reflex: +2 (+1 warmain +1 Dex)
Will: +1 (+1 warmain, +0 Wis)

Encumbrance: 76/153/230

Armor Class:10 +1Dex + 6armor (chain and plate) + 2shield (longshield) + 1nautral = 20
Touch: 11
Flat-footed: 18
Initiative: +5 (+1 Dex, +4 improved)

Proficiencies:
Languages: Common
Armor: Light, Medium, Heavy, Shield
Weapons: Simple, Martial

Skills: (18)
Knowledge (Architecture): +6 (+6ranks, +0int)
Knowledge (Engineering): +6 (+6ranks, +0int)
Intimidate: +8 (+6ranks, +2chr)


Special Abilities:
Sturdy: (Double constitution modifier at 1st level)
Bonus Feat: Mighty Unarmed Strike

Feats:
(ceremonial 1st): Iron Flesh (+1 natural armor)
(talent 1st): Energy Resistance {cold 5}
(regular 1st): Improved Initiative (+4)
(regular 3rd): Quick Draw

HIT POINTS: 12 (max) +4 (Sturdy) + 13 (2d12) +8 (2xCon) = 37

BAB = +3 (+3 warmain)
MW Battleaxe: +7 [ 1d8+3 20/x3 ]
Halfspear: +6 or +4 [ 1d6+3 20/x3 20ft ]
Strike, Unarmed: +4 [ 1d3+5 S 20/x2 ]

Equipment:
MW Chain and Plates Armor {-4 check, 20ft, 40lbs}
Long Shield {-2 check, 15lbs}
MW Battleaxe { 7lbs}
Explorer’s Outfit

Backpack {2lb}
-Flint & Steel {*}
-Torch x3 {3x1lb}
-Bedroll {5lbs}
-


Ring of Chern: This ring is made of plain white-gold appearing almost platinum in colour. There are no markings on it, it appears to all as a featureless band. Chern was a litorian greenbond who travelled far and wide offering her healing to anyone who needed it. She was truely an altruisting, selfless person who believed that if given a second chance anyone might turn to the same path. Three times per day, when the user's hand is placed on someone in need of healing, the ring will flare with a pale white light and an inscription appears in gold upon the band, "Healing and forgiveness to those in need." The person touched receives the benefits of a lesser transfer wounds for 1d10+1 points of healing. As per the spell the user is weakened with each use. The ring will only function when used on someone other than the bearer.
Faint Transmutation; Caster Level 1st; Craft Constant Item, transfer wounds (lesser); Price: 1,200gp.

Blaststone: This small black rock contains a potent magical charge. The small rune engraved in red upon its surface reads, "Burst" in draconic. When the word is spoken anywhere within 30 feet of the stone it activates. 18 seconds later (3 rounds) or when the command word is repeated, the stone bursts as the spell earth burst for 3d6 damage to everyone in the vacinity.
Faint Transmutation; Caster Level 3rd; Craft Single Use Item, earth burst; Price: 300gp.

3 Glowstones: This tiny white rock can be activated by closing it completely in your fist. When activated it glows as a heightened glowglobe (lesser) for 10 minutes and can be placed in orbit around the head of any creature. It twirls slowly there at a distance of about 12 inches providing a soft glow.
Faint Evocation; Caster Level 1st; Craft Single Use Item, glowglobe (lesser); Price: 25gp.

35gp 8sp 7cp
----------
History version 1.something


(The following assumes the Devanian War Guild is in Ao Manasa. If it isn't we can change the story around a bit, this is really only a rough draft of ideas as they pour out of my head)

So, as a child, Tash was raised in this small town around Ao Manasa. He was one of the strongest and most forceful kid around, and ended up bullying the others a bit. Always getting in a scrap here or there, coming out on top more often than not. A few years ago, he was out drinking with his buddies, picked a fight with a couple of strangers who were traveling through the town, and gets the tar absolutely beaten out of him.

One of the more level headed in the group of out of towners (I’m seeing a magister here, but who knows) stops his friends from killing Tash, finds out where he live, and drags him back home. He has a quick talk with Tash's parents (names pending), and BAM, he is off to the Devanian War Guild to learn some discipline.

In school they worked Tash harder than he had ever been worked before. They forced knowledge and order into his head until he was sure there was no more room. They also trained him in several forms of combat, but found he was less at home with the lighter fancier forms of combat, and preferred weapons he could put my weight behind.

He remained furious with the adventurers (as he had later learned) who had beaten him and convinced his parents that this "slave labor" as Tash called it, was necessary, but after he left the Guild a year and a half later, he is far more inclined to thank them than punch them back.

Tash left the guild after meeting some folk who offered to pay him handsomely to sit outside by a stake, and guard their claim. It was outside, there would be no more facts jammed into his head, and besides, Tash needed a break. So he went with them, and has looked after their claim for the last couple of months, until recently when they returned to (starting location x) where they had a bit of a falling out (may have involved a tavern, and drinking, but I won't know much more until I add some names and faces...)
----------
 
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Ferrix

Explorer
Kaes Stardancer (tn: Kaestryl Ouri), spryte magister 3; CR 3; tiny fey; HD 3d6+3 (16 hp); Init +3; Speed 10 feet, Fly 30 (average); AC 15 (+3 Dex, +2 size), flatfooted 12, touch 15, ACP 0, Spell Failure 0%; Bab +1, Grapple -9; Atk +1 melee (1d4-2, critical x2, sprytestaff) or +4 ranged; Full Atk: ; SA: ; SQ: ; SV Fort +2, Refl +4, Will +2; Str 6, Dex 16, Con 12, Int 19, Wis 8, Cha 13.

Skills and Feats: (36 skill points, 6/3 max ranks) Alchemy +10 (6 ranks), Concentration +10 (6 ranks), Spellcraft +11 (6 ranks), Knowledge (magic) +11 (6 ranks), Sleight of Hand +6 (3.0 ranks), Knowledge (cosmology) +7 (3 ranks), Knowledge (science) +7 (3 ranks); Eldritch Training (ceremonial), Sensitive (talent).

Racial Features: flight, low-light vision

Class Features: * = Magister's Staff (hardness 13, 56 hp, DC 31)

Possessions: Sprytestaff* 1 lb., Courtier's Outfit (30 gp) 1 lb., golden hoops (20 gp), golden ring (30 gp), book on magic +2 (40 gp) 1 lb., notebook (5 gp) 1 lb., Ink (8 gp), inkpen (1 sp), crystal sphere x3 (12 gp), smokestick (20 gp), tindertwig x20 (20 gp), backpack (2 gp) ¼ lb., Gambler's Coin (canny effort - 50 charges) (500 gp), Headband of Piercing Thoughts (mind stab - 3/day) (1,200 gp), Bowl of Health (hygiene - 3/day) (600 gp), Sweetspells x2 (dim. lesser enhanced magic flow - single use) (100 gp); 12gp 9sp.

Current Load: 4 ¼ lb.
Carrying Capacity: 10/20/30

Spellcasting:
5/3/2 spells/day, 7/5/3 spells readied/day, Base Save DC 15 + spell level.

Spells normally readied:
0th: ghost sounds, read magic, minor illusion, disorient, telekinesis (lesser), detect magic, clean
1st: veil of darkness, mudball, transfer wounds (lesser), fireburst, conjure energy creature I
2nd: gusting wind, battle healing (lesser), conjure energy creature II

Age: 48 Height: 14" Weight: 11 lb.

Personality: Kaes is of course concerned about his appearance, always making sure to look good. He is generally light hearted, flitting about, creating small illusions to play with. If there seems to be little for him to do, he'll either contact juggle with the three tiny crystal spheres or find something else to entertain him.

Description: At about a little over a foot in height, Kaes is a sharp looking Spryte. The long gossamer wings flutter constantly to keep him aloft. He wears a pair of trousers, a slim silk shirt and an open vest, all edged with gold and of course finely tailored. He carries with him a sprytestaff crafted carefully out of an ancient trees' branch. He wears a simple golden hoop in each ear contrasting well with his dark skin, and a golden ring on his left hand.

History: Born in Harrowdeep, Kaes learned the arts of the magister at a young age, taking too it with a playful devotion. Always making sure to dress himself to the sharpest, he traveled for a time to see the world and soon befriended a young female litorian named Kalani. They became incredibly close, becoming intimate friends. Traveling south-east they ended up in Sormere, for a time things between the two were wonderful. However, they met up with tragedy one night and Kalani was murdered. Kaes was distraught, fret with anger and sorrow he pursued to the ends of his abilities the killers, leading him to Ao-Manasa on their trail.
 
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cjyoung1

Explorer
Made some a small changes to the man. (hope you don't mind) I still have no idea about a background. Is there anything that I should know about the guy?


Korwin Krenn
True name: del-tæ
Human male unfettered 3

HD 3d8 hp 16, Dying/Dead -1/-10;
Init +3
Speed 30 feet

AC 20 {21 vs. other sword welders}
(+3 Dex, +4 Armor, +1 Dodge, +2 Dodge <class>)
Touch 16, flatfooted 14, ACP: -0

BAB +3, Grapple +5.
Atk: +8 melee (1d8+2/19-20|x2, Masterwork Devanian Longsword) or +6 ranged (1d8+1/x3, mighty composite longbow [+1])
Full Attack: +8 melee (1d8+2/19-20|x2, Masterwork Devanian Longsword)

SQ: Parry +2, +4 skill points at 1st level; +1 skill pt/level, bonus 1st level feat;
Hero Points 0;

Saving Throws:
Fort +1
Ref +6
Will +1;

Abilities:
Str 12 [+1], Dex 16 [+3], Con 10 [--], Int 14 [+2], Wis 10 [--], Cha 14 [+2].

Skills: (42sp, 6/3);
Balance +6 [+9],
Bluff +4 [+6],
Gather Information +4 [+6],
Search +6 [+8],
Open Lock +6 [+8],
Sneak +6 [+9],
Tumble +6 [+9],
Perform (storytelling) +2 [+4],
Slight of Hand +2 [+5]

Languages:
Common, Giant, Alabast

Feats
Exotic Armor Proficiency (1st level starting feat)
Natural Swordsman (1st level starting talent)
Intuitive Sense (1st level starting ceremonial feat)
Weapon Focus (Long Sword) (bonus 2nd level unfettered feat)
Weapon Finesse (3rd level feat)

Special Abilities:
Parry: +2 dodge bonus vs. one attacker in melee.


Carrying Capacity
Light: Medium: Heavy:
43lbs 86lbs 130lbs

Hair: Brown
Eyes: Grey
Ht: 5’10”
Wt: 159#
Left Handed

Possessions:
Masterwork Devanian chain shirt (20# - 550gp)
Masterwork Devanian Long Sword (2# - 625gp)
Mighty Composite Longbow {Str +1} (3# - 200gp)
20 bodkin arrows (3# - 10gp)
Flask of Alchemist’s Frost (1.25# - 20gp)
Backpack (2# - 2gp)
Waterskin (1gp)
Whetstone (1# - 2cp)
thieves’ tools (1# - 30gp)
bed roll (5# - 1sp)

[=1539.7.8 gp.sp.cp]
Weight Carried 38.25#
 
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Nac Mac Feegle

First Post
Here are the basic stats, which I've put up so you can look them over/give me items.

Sevik the Nimble (Truename: Tinebrindir, meaning breaker of chains)
3rd level human Unfettered

Personality:
Sevik is an easygoing person who looks for the bright side in everything. Although his optimism can get annoying at times, he is an interesting person to have along. Sevik is often rash, and completely commited to the ideal of freedom. Often he will rush into situations without thinking it through, relying on his tongue and his daggers to sort it out.

Description:
Of about middling height, Sevik has an honest looking face that's usually smiling. He habitually wears a leather jack and a dust cloak over it, all of it tan colored. Sevik carries no visible weapons.

History:
Sevik, living in the south for most of his life, was sold into slavery at a young age. At the age of 12, he was freed by a wandering band of Unfettered who fought for freedom using the guise of a traveling circus. Enchanted by this idea, Sevik joined them, serving first as a helper, then spy, then full fledged member. Sevik devoted most of his life to this cause. However, in time, some of those they fought caught on, and the group had to suddenly disband, after being chased for months by slavers. Without anything to do, and fearful of contacting any of his old friends for fear of bringing slavers down on them, Sevik traveled north where slavers were outlawed. Here he joined a new freedom movement, the Order of the Axe, where he nominally works for now (he still has a few reservations about them).

Stats
Str 14 +2 (base 14, 0 pts applied for 14)
Dex 16 +3 (base 15, 2 pts applied for 16)
Con 12 +1 (base 12)
Int 14 +2 (base 13, 1 pt applied for 14)
Wis 8 -1 (base 8)
Cha 12 +1 (base 10, 2 pts applied for 12)

HD : 3d8+3 ; Hit Points 20
AC 20, Touch 16, Flat 14 (armor +4, dex +4, unfettered +2, possibly +2 against 1 opponent using parry)
Init +3
BAB +3, Grap +5
Speed 30, run 120 (base 30, light load : 57.75, light armor)
Fort +2, Ref +6, Will +0

+7/+7 Melee or Ranged, masterwork daggers, 1d4+2, 19-20/x2, range 10 ft.
+6/+6 Melee or Ranged, daggers, 1d4+2, 19-20/x2, range 10 ft.
NOTE: Using Sleight of Hand check to conceal weapons, taking 10, so spot DC 21 to notice daggers.

Medium, 5’10" tall, 120 lb, 23 yrs old
Slightly tanned skin, blue eyes,

Speaks Common, Draconic, Giant

Skills (42 sp) armor check penalty: -1
+5 Balance (2 ranks, +3 dex)
+7 Bluff (6 ranks, +1 cha)
+7 Diplomacy (6 ranks, +1 cha)
+7 Escape Artist (4 ranks, +3 dex)
+9 Tumble (6 ranks, +3 dex)
+9 Sneak (6 ranks, +3 dex)
+8 Open Lock (6 ranks, +2 int)
+11 Sleight of Hand (6 ranks, +3 dex, +2 synergy from bluff)

Weapon and armor proficiencies
- Simple, martial and exotic (agile) weapons
- Light armor
- Shields.

Feats
- Intuitive Sense (Ceremonial 1st)
- Ambidexterity (Talent)
- Two Weapon Fighting (1st level)
- Weapon Finesse: Dagger (Unfettered 2)
- Quickdraw (3rd level)

Human Traits
- +1 skill point/level (+4 at first level)
- Medium.
- A human’s base land speed is 30 feet.
- 1 bonus non-ceremonial feat at 1st level

Possessions
Masterwork Leather Jacket (worn, 20 lb.) 350gp
2 Masterwork Daggers (carried, 2 lb.) 604 gp
18 daggers (carried, 18 lb.) 36 gp
Adventurer’s outfit (worn, 2 lb.)
2 doses flashpowder (carried, 2 lb.) 60 gp
2 thunderstones (carried, 2 lb) 70 gp
2 smoke bombs (carried, 2 lb) 80 gp
1 each acid, alchemist’s fire, frost (carried, 3.75 lbs) 100 gp
Tanglefoot bag (carried, 4 lb) 40 gp
Masterwork Thieves’ Tools (carried, 2 lb) 100 gp
Hammoud's Cloak: This brown cloak looks plain if even a bit tattered. It was once owned by a famous thief in the Southern cities, who made a name liberating treasure from the vaults of the harrid. He had an uncanny ability to distract guards and potential pursuers. His cloak gained his name long after he had passed on, keeping his legend alive. This cloak allows the user to use distraction. The user can choose to have it affect one target for upto three rounds or upto three targets for one round each per day.
Faint Illusion (phantasm); Caster Level: 3; Craft Constant Item, distraction;
Remaining Gold: 60 gp

Total: 2640 gold, 57.75 lb.
 
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