Metropolis Characters


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Sqill’Mar Swifteyes

Male Slitherin (Stalker) Ranger 1/Rogue 4/Assasin 2
HD:2D8+1D10+5D6+28
Init: +6
Speed: 30
AC: 23 (+6 Dex, +6 Armor, +1 nat)
Attacks: +1 Keen Bladed Gauntlet (S&F), +15 Assasin’s Dagger +13, Mighty (+4) Composite Longbow +13
Damage: Gauntlet 1D6+5 (13-20 X2) Dagger 1D4+6 (19=20 X2) LongBow 1D8+4 (19-20 X2)
SQ/SA: Darkvision, track, exotic weapon (bladed Gauntlet), Shadow, Ambidexterity*, Two-weapon fighting*, Favored enemy (City Gaurds), Sneak attack +3D6, Evasion, uncanny dodge (can’t be flanked), Death Attack, poison use.
Saves: Fort:+11 Ref : +19 Will : +6
Abilities: Str 18, Dex 22, Con 18, Int 16, Wis 14, Cha 10
Skills: Bluff +4, Disable Device +7, Disguise +4, Gather Information +3, Hide +26, Move Silently +26, Knowledge (local) +6, Listen +12, Open Lock +10, Search +13, Spot +12, Tumble +10, Use Rope +10
Feats: Weapon Finesse (Bladed Gauntlet), Weapon Focus (Bladed Gauntlet) Expert Tactician.
Appearance: Rat Like, or as the Hat of disguise demands
Alignment: NE (Tue evil)
Deity: Titan
Languages: Common, slitherin, elvish, Titan speech, Cant. ??

Equipment:

Gloves of Dex +2
Amulet of health +2
Hat of Disguise
Assasin’s Dagger
+1 Keen Bladed Gauntlet
Mighty Composite (+4) Longbow
+2 Mithral shirt
Ring of Sustenance
Boots & Cloak of elvenkind
Ring of Mind shielding
5 Bags of Caltrops
2 Silk ropes
3 Smokesticks
MW thieves tools
3 Alchemy fire flasks
Disguise kit
10 pieces Chalk
Signal Whistle
 

Cloude

Minitore 8 / fighter 2 Alinment CE
Str 28 Dex 14 Con 17 int 13 wis 12 cha 10
Hp 68 AC 23: 5 armour 2 dex -1 size 7 misc
Inti: +2 bace attack +8

Saves
Fort 8
reflex 7
will 6

Meele +16: (8 bace 9 str -1 size)
Ranged +9: (8 bace 2 dex -1 size)

weaponds
Great sward +1 +17 attack, 2d8 +19, 15-20 crit x2
Flamming (+1d6), keen

horns +19 bace, 2d6+6 damage (horns charging)

Armour:
Breast PLate +5 armour, -4 check, +3 max dex,
fortification Moderate (75% miss chance on crites and
sneak attacks)

skills:
intimidate +15
Jump +23
Listen +9
Search +9
Spot +9
Intuit Direction +4


speacial abilitys:

Power attack
cleave
Two Handed Power Strike
Weapond profincacy (Greatsword)
improved Critical (Greatsword)

Languages:
Giant
Commond

Gear/wonderous items:
Back Pack
Bed roll
winter blanket
everburning tourch
30 cure light wound potions (steel viles)
Bag of holding I (cure in bag)
ROP +2
Boots of striding and springing
gatlents of orger power
ring of sutenence

50 gp

Bio:
Durring an attack on an human town there trib was
slatured, he was one of many that got away, since
then the privite group of minitors were hidding on a
remote place in the mountains, training one another for
the final raid on the group when eith they were going to
die or they were going to kill hundreds upon hundreds of
Humans. One that fathful day, cloude was sent around
the back of the settlement to create a pincer attack,
unfortinantly he never made it to the post before they
started to attack. His group started there attack but
didn't realize that most of his tribe has been killed on
the other side of town, including his brother. He group
continued there attack and kill the rest. some fled to
the near by hills. he alone swore on his brothers grave
that he will find them and kill the remaniinghumand from
this town.

A few days later he returned from the hill with the head
of the leader of the group that fled into the mountains.
his thurst for human blood was not sastified, So he
started his hunt, a endless hunt that will never end till
all humand are removed from this plane.
 
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Rovers Bio:

Rover was born in the blight of the scarred lands in a small village. The village was constantly warding of attacks, and was succesful in keeping the village safe. However, one night all of the village could see they would be overrun. From the watchtowers you could see thousands of torches in the distance. Still an infant, Rover's parents hid him hoping by some miracle he would be saved, and gathered what weapons they had and prepared to make a final stand against the approaching enemies. Within a few hours the entire village had been slaughtered and set to flames. Through his incredible luck Rover was not killed but rather was able to survive for 2 days before a passing mechant caravan found him in the ashes of his town. The train brought him to the aptly named Metropolis where he was put in an orphanage. The woman who ran it was horrible and enjoyed making the children scream. As soon as Rover reached the age of 6 he escaped for Auntie May's Orphanage and lived on the streets eating what he could get through theft, pick pocketing, and begging. He has lived in Metropolis since. When he became older life became more rough on the streets and he has since had a knack for fighting. Rover is an extremely lucky and not very friendly dover.
 

Rover
Dover Rogue 6/Rapier Master 4
Alignment: Chaotic Evil
Gender: Male
HP: 49
AC: 20, +7 Dex, +3 Misc
Initiative: +7 Dex
Stats: Str 16/+3, Dex 24/+7, 13/+1, 11/+0, 15/+2, 13/+1

Fortitude: +4, +3 base, +1 Con
Reflex: +16, +9 base, +7 Dex
Will: +5, +3 base, +2 Wisdom

Melee: +11, +8 base, +3 Str
Ranged: +15, +8 base, +7 Dex

Skills:
Balance: +20, +7 Dex, +13 Ranks
Climb: +26, +3 Str, +13 Ranks, +10 misc
Hide: +16, +7 Dex, +9 Ranks
Jump: +46, +3 Str, +13 Ranks, +30 misc
Listen: +15, +2 Wis, +9 Ranks, +4 misc
Move Silently: +16, +7 Dex, +9 Ranks
Spot: +11, +2 Wis, +9 Ranks
Tumble: +20, +7 Dex, +13 Ranks
Feats/Special Abilites:
Scent, Ambidexterity, Weapon Finesse (Rapier), Dodge, Weapon Focus (Rapier), Combat Reflexes

Fencing Stance, Lunge, Setting the target up, cut clothing ties

Attacks:
Rapier: +16/+11, 1d6+4 dmg +1d6 flame, 15-20/X2 crit, 3lb., piercing

Bite: +11/+5, 1d6+3 dmg, 20/X2 crit, tiny..

Items:
Magic:
Bracers of Armor
Ring of Jumpling/Climbing
Cloak of the Bat
Gloves of Dex (+2)
+1 Keen Flaming Rapier
Mundane:
Artisan's Clothes
2 gp, 3 sp, 7 cp
 

Jemal, CE
Human Src(Necro) 10
XP: 45,200

Str: 10 (2 points)
Con: 14 (6 points)
Dex: 14 (6 points)
Int: 14 (6 points)
Wis: 18 (10 points)(+2 Magic)
Cha: 24 (16 points, +2 lvl)(+4 Magic)

AC: 12 HP: 42
Saves: Fort: +8 Ref: +8 Will: +16

B.A.B.: +5
Melee: +5
Ranged: +7

Skills: Spellcraft(+15/13), Knowledge:Arcana(+15/13), Concentration(+15/13), Scry(+15/13), 1 more

Feats: Empower Spell, Bloodburn*, Absorb Spell*, Craft Wand, Iron Will
*=From "Spells and Spellcraft" book.

Spells/day: 6/8/8/8/6/4
Spell DC: 17/18/19/20/21/22


Spells Known:9/5/4/3/2/1

0 LVL : Detect Magic, Mage Hand, Disrupt Undead, Read Magic, Arcane Mark, Mental Alarm+, Mending,
Sum Up+, Conjurers Toolbelt*

1st LVL : Magic Missile, Mage Armour, Alarm, Punishing Spit+, Mount

2nd LVL : Spectral Hand, Enhance Magical Flow+, See Invisibility, Rope Trick

3rd LVL : Fireball, Dispel Magic, Sucking Touch*

4th LVL : Improved Invisibility, Polymorph Self

5th LVL : Hold Monster

*SPECIAL SPELLS DESCRIBED AT END OF CHARACTER

Equipment
Periapt of Wisdom +2 : 4,000 GP
Circlet of Charisma +4 : 16,000 GP
Wand of Empowered Fireballs (10d6X1.5, 50 Charges) : 18,750 GP 1500 XP
Wand of Dispel Magic (Lvl 10, 15 charges)*tucked in belt* : 9,000 GP
Cloak of Resistance + 3 : 9,000 GP
Ring of Sustenance : 2,500 GP
Ring of the Ram : 8,600 GP
Boots of Levitation : 7,500 GP
Gloves of Storing : 4,400 GP
*Right: Wand of Empowered Fireballs stored
*Left: Everburning Torch stored
Hat of Disguise : 2,000 GP
Everburnign Torch : 90 GP

8410 GP
Unless otherwise noted (Tucked in belt or Stored in gloves) all items are being worn.

*I used to sell the wands I made, So my character has made many wands and sold them.
First lvl wands : 375 GP, 30 XP. Sell for 750 GP. total profit: 375GP per wand.
Costs me 41,250 GP and 3,300 XP to make all wands, I sell for 82,500 GP.
Total profit: 41,250 GP. making my total spending money for other stuff = 90,250 GP

From Pocket Grimoire:
Mental Alarm - (Details Soon)

Sum Up - Quickly counts a lot of items.. How many orcs in a horde, Coins in a pile, etc.

Punishing Spit - lets you spit a gob of damaging acid (Details soon)

Enhance Magical Flow - Increases DC of spells by +2 for 1 hr/lvl

From Spells & Spellcraft:

Conjurers Toolbelt - (Details Soon)

Sucking touch: LVL 3
Casting time: 1 action
Range: touch
Target: one creature
Duration: 1 minute/level
Saving throw: Fortitude Halves
Spell resistance: yes

This spell gives the caster a stregth-dranning touch similar to a shadow's (see MM). if the caster makes a successful touch attack, the subject suffers a 1d6+1 per two caster levels (maximum +6) temporary strenght abillity drain. a successful fortituide save halves the abbility damage.
If the subject's strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under the control of the caster. a caster may control up to 2HD of shadow creatures per caster level at any one time. If the caster also controls animated dead (per animate dead spell), the total cannot exceed the 2HD per caster level.
 
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okay, I haven't sent you your magic items, *doh*

I'm really getting behind.

oh yeah, and Jemal, post what the pocket arcane spells do.
 
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Iq'il Blackfur, Male Stalker Slitheren Humanoid2 Ranger5 Assassin2 CR 10; Size: M Type HUMANOID; HD (2d8)+(5d10)+(2d6)+63; hp 125; Init +8 (+8 Dex, +0 Misc); Spd Walk 30', Climb 15'; AC 19 (flatfooted 19, touch 18), Bite +12 0'/BPS (1d3+2 20/x2 Carried M ) or Claw +9/+9 0'/PS (1d4+2 20/x2 Carried M ) or Dagger +1 +16/+11 0'/P (1d4+3 19-20/x2 Carried T ) or Dagger +1 (Thrown) +16/+11 10'/P (1d4+3 19-20/x2 Carried T ) or Longbow (+1 Mighty/Composite/Masterwork) +16/+11 110'/P (1d8+1 20/x3 Carried L ) or Sword +1 (Short) +16/+11 0'/P (1d6+3 19-20/x2 Carried S ) or ; SA: Death Attack (DC 15), favored enemy (Humans) +2, favored enemy (Humans) +1, Poison Use, save +2 vs. poison and disease, Save vs. Poison +1, Sneak Attack +1d6, Uncanny Dodge (Dex bonus to AC); Vision: Darkvision (60'), Normal AL: LE; Sv: Fort +11, Ref +15, Will +1; Str 14, Dex 26, Con 24, Int 17, Wis 10, Cha 13

Skills and Feats: Animal Empathy +9, Bluff +11, Climb +7, Disguise +5, Handle Animal +9, Hide +20, Jump +4, Listen +5, Move Silently +19, Search +6, Spot +7, Wilderness Lore +4; Exotic Weapon Proficiency, Improved Sneak Attack, Multiweapon Fighting, Quick Draw, Weapon Finesse (Dagger, Sword (Short))
Possessions: 1 Bite, 1 Chain Shirt +2 (Mithral), 1 Claw, 1 Dagger +1, 1 Longbow (+1 Mighty/Composite/Masterwork), 1 Sword +1 (Short), Spellbooks


how much cash did we get again? Also what spells to we start off with? I think i have to buy a few more things...
 

can you put a bunch of "enters" in there so it's easier to read?

thanks
And in case you guys didn't know, it's average HP for everyone.
So Max at first level, every level after that, divide your HD by two and add .5 to it, that's the HP you add.
 
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