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Harvey

First Post
Durnn, Earth Genasi Fighter from The North

Code:
Name: Durnn
Region: The North
Class: Fighter
Race: Earth Genasi
Size: Medium
Gender: Male
Alignment: Neutral
Deity: none
Level: 1
Exp: 1,000

STR 18+2=20 (+5)   (16 pts)
DEX 10 (+0)        (2 pts)
CON 15+2=17 (+3)   (8 pts)
INT 10 (+0)        (2 pts)
WIS 10=2=8 (-1)    (2 pts)
CHA 10=2=8 (-1)    (2 pts)

HP: 13
AC: 16 = 10 + 6 (armor) 
   Flat-footed: 16
   Touch: 10
INIT: +0
BAB: +1 (melee: +6, Ranged +1)

Fort:  +5 = +2 (base) +3 (ability)
Ref:   +0 = +0 (base) +0 (ability)
Will:  -1 = +0 (base) -1 (ability)

Weapon:
Greataxe               +6 attack     1d12+7 damage     x3 on 20
Battleaxe, Masterwork  +7 attack     1d8+5 damage      x3 on 20
Silvered Short Sword   +6 attack     1d6+4 damage      x2 on 19-20

Armor:
Splint Mail    +6 AC  -7 AC Penalty   +0 Max Dex 

Languages: Chondathan, Common, Illuskan

Abilities:
-- Darkvision 60'
-- Pass Without Trace (sp) 1/day as 5th level Druid
-- +1 racial bonus on all earth spells and effects
-- Outsider

Feats:
-- Power Attack
-- Improved Sunder*

*bonus fighter feat

Skill Points: 8          Max Ranks: 4/2
Skills:            Total  Ability  Ranks  Misc
Climb              +1     +5       +3     -7 AP
Jump               +0     +5       +2     -7 AP
Profession (guard) +2     +0       +2
Ride               +1     +0       +1

Starting Gold: 240 gp
Equipment:
-- Splint Mail Armor     45.0 lb     200 gp
-- Greataxe              12.0 lb      20 gp (glove of storing)
-- Battleaxe              6.0 lb       ---- (glove of storing)
-- Glove of Storing       ------       ----
-- Glove of Storing       ------       ----
-- Silvered Shortsword    2.0 lb       ---- (on loan)
-- Backpack               2.0 lb       2 gp
-- Bedroll                5.0 lb       1 sp
-- Pouch, Belt            0.5 lb       1 gp
-- Rations (7 days)       7.0 lb      35 sp
-- Traveler's Outfit      5.0 lb       ----
-- Waterskin              4.0 lb       1 gp

Total Weight: 70.5/88.5 lbs
Total Money @ Character Creation: 11 gp, 4 sp
Current Money: 0 gp, 4 sp (gave 9 to Pemberton)

Max Weight:  133 light   266 medium    400 heavy

Age: 19
Height: 5'8"
Weight: 200 lbs
Eyes: Pitch Black
Hair: Dark Brown
Skin: Sand

Appearance:
Durnn is an unusual looking man. While he looks like a normal human at first glance, those who take a good look will notice his skin looks like the color of sand, with his skin criss-crossed in cracks that almost resemble scars. His eyes are the most noticable part of him: they are pitch black, with no iris, and with a large crack running across his left eye down his face. He stands a bit smaller than most humans, and can usually be found wearing his splint mail armor (which looks almost dirty) and a dark brown robe that he uses to gover his features. His face seems permanently in a growl, and his strong brow suggests that the finer arts aren't his strong point. You can usually find his greataxe strapped across his back, unless you meet him in combat.

Personality:
Durnn is a grim, quiet man unless you either A) get a drink in him or B) get in his way. He can be quite the hothead, often coming to blows over the mst trivial of matters. He tries his best to contain his temper, and once he gets to know someone, begins to show his nicer side. He loves to brawl, and will always favor busting down the front door over sneaking in the back. Once he gets drunk, however, Durnn can be quite the joker, so long as you keep the ale coming.

History:
[SBLOCK]
Durnn does not remember his true origins; he was found by a caravan travelling thru the Spine of the World on their way to settle in the Silver Marshes. Not the best of parents, they often neglected their unusual-looking adopted son, often allowing him to get into some sort of trouble. Finally, fed up with his rambunctiousness, they forced him at the age of 15 to find a life for himself. Eager to leave the Marshes for the "big city", Durnn made his way to Waterdeep.

Once in Waterdeep, Durnn began his new life as a thief on the streets... however, lacking the stealth and speed needed for a thief, was caught by the town watch on his first pick-pocket. Spending the next year in and out of the watch's jailhouses, he realized the perfect profession for him: be a town watchman! They had it made: they got to dictate the law, and no one ever talked back to them. Impressing to his jailors that he had reformed his ways, Durnn began to learn what he needed to become a member of Waterdeep's town watch.

Durnn's career as a member of the town watch lasted for a total of 6 months. While he was a great policeman, he was too easy to anger, and often came to blows when people diagreed with his decisions. Finally, one night, Durnn was sent to break of a barfight. When he did not return, his supervisor brought two men as backup to the bar, and what did they see? Durnn, fists flying, in the middle of the scuffle! Durnn was thrown out of the guard that instant.

Since then (6 months ago), Durnn has taken many odd jobs throughout Waterdeep, occasionally as bodyguard, occasionally as caravan guard.
[/SBLOCK]
 
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Old Fezziwig

What this book presupposes is -- maybe he didn't?
Gripir Horn, Male Shield Dwarf Brb1/Drd1; CR 2; Size M; HD 1d12+4 plus 1d8+4; hp 28 [32]; Init +2 (+2 Dex) [+1]; Spd 30 ft.; AC 12 (+2 Dex), flatfooted 10, touch 12 [11/10/11]; BAB +1; Atk +4 melee [+6 melee] [+3 melee] (masterwork dwarven waraxe, 1d10+3/x3 [1d10+6] [1d10+2]), +3 ranged [+2 ranged] (throwing axes, 1d6+2/x2/10 ft. [1d6+4] [1d6+1]); SA rage; SQ fast movement, darkvision 60 ft.; AL NG; SV Fort +8 (+2 Brb, +2 Drd, +4 Con) [+10 (+2 Brb, +2 Drd, +6 Con)], Ref +2 (+2 Dex), Will +4 (+2 Drd, +2 Wis) [+4 (+2 Drd, +2 Wis, +2 Rage]; Str 14 [18] [12], Dex 14 [12], Con 18 [22], Int 10, Wis 14, Cha 8.

Skills, Feats, Languages: Climb +5 (+2 Str, 4 ranks, -1 armor) [+4], Intimidate +3 (-1 Cha, 4 ranks), Handle Animal +4 (-1 Cha, 5 ranks), Knowledge/Nature +6 (+2 Wis, 2 ranks, +2 Drd), Survival +9 (+2 Wis, 5 ranks, +2 Drd); Track; Common, Dwarf.

Barbarian Abilities: Rage 1/day for 9 rounds (+6 Con) [Stats while raging in yellow, while fatigued, green], illiteracy [canceled out by Drd1], fast movement +10 ft.

Druid Abilities: Animal companion (Roryn the Badger), nature sense, wild empathy.

Dwarf Abilities: +2 Con/-2 Cha, Medium, base speed 20 ft., darkvision 60 ft., stonecunning, weapon familiarity (urgroshes, dwarven waraxe), stability (+4 to resist bullrushes, trips), +2 racial bonus to saves against poison, +2 racial bonus to saves against spells/spell-like abilities, +1 racial bonus to attack rolls against goblinoids, +4 dodge bonus to AC against giants, +2 racial bonus to Appraise checks for stone/metal, +2 racial bonus to Craft checks for stone/metal items.

Spells Typically Prepared: 3/2, Save DCs 12/13
0-level: detect poison, know direction, purify food and drink
1st level: endure elements, produce flame

Equipment: studded leather armor (+3 AC, +5 Max Dex, -1 Armor check), masterwork dwarven waraxe (1d10/x3/slashing), 4 throwing axes (1d6/x2/10 ft./slashing), backpack [waterskin, 1 day trail rations, bedroll, sack, flint & steel), belt pouch (8 gp).

Home Region: Shield dwarf.

Personality/Description: 52 years old, 4 ft. 0 in., 163 lbs, dark brown hair, blue eyes. Although friendly and extremely loyal, Gripir is also completely incomprehensible. He tends to mutter and mumble unintelligible phrases in Dwarf more often than not. Young and rather lean for a dwarf, he dresses like Illuskan humans as opposed to wearing the typical dress of a shield dwarf from the Sword Coast. Despite his short temper and somewhat uncouth ways, he has a neat appearance and almost regal bearing.

Background: From a small shield dwarf village of Wanderers located in the foothills of the Spine of the World, Gripir, separated from his clansmen, was captured by some orcs on a routine hunting sortie. Dragged, tortured, and beaten, he eventually found himself in a series of orc caves in the Sword Mountains just outside Waterdeep. Eventually, as he got better, he got angry and plotted his escape, until one day, too angry to actually follow his plan, and he went beserk, killing the orcs one by one. Escaping into the wild, he foraged and scrounged for food, finding that he was better able to survive than he expected (he still finds his druid abilities to be somewhat surprising and sometimes uncontrollable). Forging a new life in a small grove near Waterdeep, Gripir and his badger, Sigulf, go into the city frequently for weapon maitenance and ale.

Sigulf the Badger: Coming soon.
 
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Scotley

Hero
Mindal Delamber Human Scout

Human (Chondathan) Male Scout 2
Exp: 1,301

+2 Str:14 (6 points)
+3 Dex:16 (10 points)
+0 Con:10 (2 points)
+1 Int:12 (4 points)
+2 Wis:14 (6 points)
+1 Cha:12 (4 points)

Height: 6'2"
Weight: 171
Age: 24
Hp: 16 (Max. 1st and 2nd level 0Con. Bonus)
Speed: 30’
AC:18 15 Touch 13 Flat Footed (rare due to uncanny dodge)
Init: +4
Alignment: CG
Patron Deity: Shaundakul
Languages: Common, Chondathan, Elven

Saves:
Fort: +1
Will: +2
Ref: +5

Attacks:
Bab: +1 Gapple: +3

Melee: +3
+1 Short Sword +5 (+3 two-weapon) 1d6+3 19-20/x2 p
MW Short Sword +5 (+3 two-weapon) 1d6+2 19-20/x2 p
Short Sword +4 (+2 two-weapon) 1d6+2 19-20/x2 p
Long Spear +3 1d8+2 20/x3 p

Ranged: +4
Composite Short Bow +4 1d6 20/x3 range 60’ p
Dagger, Thrown +4 1d4+2 19-20/x2 range 10’ p/s
Throwing Axe +4 1d6+2 20/x2 range 10’ s

Feats:
-Two weapon Fighting (use one-handed and light weapon at the same time at -2 to hit)
-Twin Sword Style (Regional, use two swords and receive a +2 shield bonus AC)
-Weapon Focus Short Sword (+1 to hit with the short sword)

Armor:
MW Studded Leather +3 AC, no armor check, max dex bonus +6

Skills: 50 (8x5+5 race, +5 Int.)

Appraise cc (1+1Int)
Balance (+3Dex+2Syn) ac
Bluff cc (5+1Cha)
Climb (+2Str) ac
Craft (+1Int)
Diplomacy cc (+1Cha+2Syn)
Disguise cc (+1Cha+2Syn to act in character)
Escape Artist (+3Dex) ac
Forgery cc (+1Int)
Gather Information cc (+1Cha)
Heal cc (+2Wis+2Kit)
Hide (3+3Dex) ac
Intimidate cc (+1Cha+2Syn)
Jump (+2Str+2Syn) ac
Knowledge (Dungeoneering) (1+1Int)
Knowledge (Geography) (5+1Int.)
Knowledge cc (Local-Waterdeep) (1+1Int.)
Knowledge (Nature) (5+1Int.)
Knowledge (Religion) cc (1+1Int)
Listen (3+2Wis)
Move Silently (5+3Dex) ac
Profession (Hunter) cc (1+2Wis)
Ride (+3Dex.)
Search (1+1Int.)
Sense Motive (+2Wis)
Sleight of Hand cc (1+3Dex+2Syn)
Speak Languages (n/a)
Spot (5+2Wis)
Survival (+2Wis) (+2 to avoid getting lost and avoid hazards, in natural environments)
Swim (+2Str) acx2
Tumble (5+3Dex) ac
Use Rope (+3Dex)

Scout Features:
-Proficient with all simple weapons, plus handaxe, throwing axe, shortsword, and shortbow as well as light armor.
-Skirmish: +1d6 damage to attacks in a round where 10’ or more of movement takes place.
-Trapfinding: Use search to locate traps with a DC higher than 20 and use disable device to bypass or disarm traps including magical ones.
-Battle Fortitude: +1 to fortitude saves and initiative.
-Uncanny Dodge: Cannot be caught flat-footed

Human Features:
-Bonus Skills
-Bonus Feat

Gear:
Backpack, Explorers Outfit, Traveler's Outfit, Bedroll, Belt Pouches x2, Flint and Steel, Torches x2, Trail Rations x10, Rope 50', Waterskin x2, Healer’s Kit, Quiver of 20 arrows.

Cash: 15gp, 7sp, 8cp

Appearance/Personality:
Tawny sun browned skin
Light Brown hair worn short with a beard
Green eyes

Mindal is a fairly handsome man in his mid-late 20’s. His features mark him as Condathan. He wears his light brown hair short and maintains a somewhat wooly beard that makes him appear a bit older than his 24 years. The time spent out in the sun, wind and weather conspire to further this illusion. His bright green eyes twinkle with mirth most of the time, but seem to miss nothing. He favors dark colored clothing in deep rusty reds, browns, and dark grayish greens. He is normally in a suit of finely made if well worn studded leather armor dyed a deep reddish brown. He often wears a long cape for the unpredictable weather of the north pined with an aged brass clasp in bas relief of a wind-walking bearded man in cape and boots (holy symbol of Shaundakul). He wears a brown leather and felt hat with a narrow brim. He always wears sturdy high dark brown boots that look comfortably well broken in for walking and showing signs of having been repaired and resoled a few times. A short bow protrudes from a quiver on his shoulder. A pair of short swords, the hilts carefully wrapped with black leather are worn in tooled leather scabbards with images of hunting scenes on them. He carries a long spear of honey color oak tipped with a sharp bluish steal head. An antler handled hunting knife, a couple of daggers and a pair of hand axes round out the collection of weapons. Trousers of tightly woven cloth and buckskin leather to turn briars are festooned with button down pockets.

Mindal has the stillness and slow patient movements of a hunter. He watches his surroundings carefully and his sharp senses miss little. He spends a good bit of his time in the wilderness hunting, fishing, blazing trails, or scouting ahead of merchant caravans. This has left him a bit uncomfortable in crowds and a somewhat awkward in conversation. He doesn’t follow politics much and isn’t up on the latest city gossip. Unless the conversation turns to subjects his is more familiar with he may seem quiet and reserved. Once he gets started talking about stalking a mountain antelope or working a fiercely fighting trout on the line, he becomes much more animated and outgoing. He enjoys a good story and likes to sit by the fire with a mug of good ale and swap tales. His friends think of Mindal as a cheerful uncomplicated man, but strangers may find him reserved and secretive as he often slips away from gatherings or parties as soon as the opportunity permits. He can be found with a small group of friends away from the noise and bustle whenever possible.

Background/History:

Mindal was born into a trading family that works the Sword Coast and the North as well as Waterdeep delivering goods and making trades. Mindal was the fifth of eight children. He never really took to the Merchant’s life very well. The haggling and boring shop work just didn’t appeal to him. Even as a small boy he preferred spending time with his grandfather who lived up the River Dessarin from Waterdeep near the village of Golden Fields. His grandfather had retired from the family business to a small farm that required relatively little tending. He spent his days hunting, fishing and trapping in the Larch Hills and up the River Dessarin. Mindal was obligated to be somewhat productive in the family and had to accompany caravans of good around the North. He found that skills honed in the wilderness with his grandfather made him a good scout. He often moved ahead of the traders looking for hazards or bandits. He found this preferable to staying with the caravans and putting up with drunken drovers, smelly pack or dray animals, and stuck wagons. As traders, his family has revered Shaundakul for generations and Mindal was raised in that tradition. On day the road he was scouting for a caravan had become completely mired after some unusually heavy rains. His sharp eyes spotted a disused trail going over a hill rather than around it as the current road did. He followed it hacking away some overgrowth and brush as he went in hopes the route would allow the caravan to avoid the mud. As he was cutting away some briars at the top of the hill he discovered a stone throne beside the trail. It was complete covered in vines and lichen, but otherwise intact. He quickly realized this was a shrine to Shaundakul that had fallen into disuse when the road had changed course to avoid the steep hill. He sat on the throne and prayed in thanks to Shaundakul for help in finding a route around the bog. After he returned and told a local priest of his finding the shrine was restored to use and Mindal gained some small measure of fame among the faithful in the area.

Eventually, Mindal came to the attention of a Wizard in Waterdeep who had need of a scout. He performed well on the job for the Wizard and soon began to work for him more frequently. He liked the new challenges he faced and his companions. Still he enjoys the chance to get out in the wilderness and do some hunting or fishing whenever he can. Now that he no longer works in the family business Mindal is closer to his parents and siblings. He gets together with the family at his parent’s home above their shop in the Trades ward at least once a tenday for dinner. He continues to be a fairly religious man often taking the time to stop by a shrine to Shaundakul on mount Waterdeep when he makes his way out of the city. When he travels up near the shrine he discovers he always goes out his way to visit it. He promotes Shaundakul by example in accordance with the dogma of the church.
 
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Erekose13

Explorer
Sten Temperlan, human cleric of Grumbar 2; hp 18/18; AC 17 (ff15); Spot/Listen +2.

Sten Temperlan
Male Human Cleric of Grumbar 2: HD 2d8+2; hp 18; Init +6 (+2 Dex, +4 Imp. Init.); Spd 30ft.; AC 17 (+4 armor, +2 dex, +1 shield) touch 12, flat-footed 15; Bab/Grapple: +1/+4; Atk +5 melee (1d8+3, x3, gnome hooked hammer) or +3 ranged (1d6, x3, 60ft, shortbow); Full Atk +3/+3 melee (1d8+3/1d6+1, x3/x4, gnome hooked hammer); AL N; SV Fort +4 (+1 Con), Ref +2 (+2 Dex), Will +5 (+2 Wis); Str 16, Dex 15, Con 12, Int 10, Wis 14, Cha 10. Height 5ft. 10in., Weight 166 lbs., 20 years old. Steel grey hair, brown eyes. XP 1300

Skills/Feats: Concentration +4, Knowledge(religion) +3, Spellcraft +3, Heal +5, Craft (blacksmith) +3, Speak Language (Common), Spot +2, Listen +2. Two-Weapon Fighting, Two-Weapon Defence.

Class/Race Features: simple weapons proficiency, turn undead. bonus feat, bonus skill point/level. Region: Waterdeep.

Spells: 3/2+1, Domains: Metal (Exotic Weapon Proficiency (gnome hooked hammer), Weapon Focus (gnome hooked hammer)), Time (Improved Initiative);
0th - detect magic, light, resistance
1st – bless, protection from evil, magic weapon

Possessions: Mithril Chain shirt, Gnome Hooked Hammer, Shortbow, 20 arrows, backpack, bedroll, winter blanket, flint & steel, 5 torches, 5 trail rations, waterskin, 50' hemp rope, holy symbol, silvered short sword, wand of cure light wounds(50). Encumbrance: 70 lbs (light=76, medium=153)
Coins: 200gp 8sp 5cp

Description: Sten is strong young man whose most striking attribute is his hair, turned grey at an early age. He has deep brown eyes and strong block facial features. He can usually be seen wearing his chain shirt prominently and his hooked hammer hanging from his belt. His shortbow strung over his shoulder near his backpack is well used. The small embosed silver hammer and anvil that hangs on an intricate chain around his neck is the little known symbol for a cult of Grumbar, the earth lord.

History: Sten has had a relatively simple life, that was until he turned 18. As a young man in his small community just outside the walls of Waterdeep, he followed the tradition of the community apprenticing in a trade, in his case as a blacksmith. One day he hoped to move into the city bringing fame to the poor area beyond the walls. As part of his coming of age ceremony 2 years ago he departed the small village to seek adventure and the first place he went was straight into the city. He marveled at the sights previously hidden by the walls and high buildings.

He took quickly to the adventuring life, joining a group of mercenaries on guard duty for caravans bound north to Silverymoon. Only 1 week after leaving his little community he was off into the great north. For the past two years he has taken a number of odd jobs for various merchant groups and mercenary companies, never sticking to one thing for too long.
 
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Wilphe

Adventurer
Pemberton Dram

Male Human Rogue 1/ Fighter 1
Exp: 1,000

Str:10
Dex:15 (+2)
Con:14 (+2)
Int:16 (+3)
Wis:10
Cha:12 (+1)

Height: 5'4"
Weight: 150
Age: 16

Hp: 20
Speed: 30’
AC: 14
Touch 12
Flat Footed 12
Init: +2
Alignment: CN
Languages: Common, Chondathan, Iluskan, Elven, Gnome

Saves:
Fort 4
Ref 4
Will 0

Attacks:
Bab: +1
MW Rapier: +4 Attack 1d6 18-20/x2

MW Rapier: +2 Attacl 1d6 18-20/x2
&
MW Shortsword +2 Attack 1d6 19/20x2

Composite Longbow +3 Attack 1d8 20/x3


Armor:
Leather Armour

Feats:
Two Weapon Fighting
Weapon Finesse
Able Learner


Skills:
Appraise 1 /+4
Balance 4 / +6
Bluff 4 /+5
Climb 0
Concentration 0/2
Craft- Painting 5 / +8
Diplomacy 4 / +5
Disguise 0/1
Escape Artist 0/2
Forgery 0/3
Gather Information 4 / +5
Heal 0
Hide 0/2
Intimidate 0 / +3
Jump 5/ +7
Knowledge (All) 0 / +3
K/ History 1 / +4
K/ Nobility and Royalty 1 / +4
K/ Waterdeep 4 / +7

Listen 0
Move Silently 0/2
Open Lock 0/2
Ride 5/ +7
Search 1 / +4
Sense Motive 4/ +4
Spellcraft 2/5
Spot 4 / +4

Survival 0
Swim 0
Tumble 5 / +9
Use Rope +1

Gear:
Backpack filled with the normal gubbins beloved of adventurers, Traveler's Outfit, some rather better cloths for wearing around town.
Merchant Scales
A lot of map/scoll cases (normally containing parchment and paper for sketches)
Much, much chalk; some paints and ink
Leather Armour
MW Rapier
MW Shortsword
Composite Long Bow
100 Arrows
Light Horse
Military Saddle
Saddle Bags (containig the normal stuff beloved of adventurers)
Cash: 250 gp

Appearance/Personality:

Short, nimble and posseed of a really quite frightning intensity and intellect.

Background/History:

Can we say precocious? We can. Good.

Pemberton demonsrated his artistic talent at a rather young age and was drawing the pictures of people in the village to earn money for his parents from the age of six; by the age of nine he was Waterdeep as just another attraction for the jaded citizenry and being educated in all the Historical and Dynastic glory he would need to portray - sometimes he even paid attention.
There was a time when the first thing one did when getting out of Undermountain was to visit Pemberton's studio for a portrait of yourself surronded by your loot. However, he isn't that fashionable these days and his days as a darling of society have left him with expensive tastes he finds it hard to keep up.

Imagine a young Mozart, crossed with Rembrandts painting, diplomatic and spying ability and mix in with somthing of the complete ideal of the Renaisance Man - whatever that is supposed to be; now let him realize that he isn't a child prodigy any more but a young adult (in fact he's a teenager, let's be honest) who just isn't that cute or remarkable any more.

However, some people have noted his potential - and adventuring might just give him the income he seeks; and a source of further artistic material.

Region: Waterdeep

Patron Deity: At the moment Gond; though he also pays a certain degree of tribute to Sharess and would love to get invited to one of Eilistraee's celebrations...

Edit:
Swapped out Education for Able Learner (cross class skills now 1pt each)
Added Region and Patron Deity

Edit:
Corrected skills (1st level rogue skills originally bought at 5 - Sinergy boni go "poof")
Altered Languages

Edit:
Dumped Perfom and Appraise for Spellcraft and Knowledge

Edit:
And Spellcraft is still a cross-class skill so put the extra points into Jump and Tumble.
 
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Lobo Lurker

First Post
Brenden, male Thayan, Evoker 2

I changed my mind. Here's the character I decided on... offers me more roleplaying hooks than the other did.
_____________________________________________________________________

Brenden Yuldarius, TN male human Wiz (Evoker) 2; CR 2; Size M; HD 2d4+4; HP: 12; Init +1 (+1 dex); Spd 30 ft.; AC: 11 [15] (+1 Dex, [+4 mage armor]); flatfooted 10 [14], touch 11 [15]; BAB +1; Atk +1 melee, +2 ranged; SA Spells; SQ Familiar; AL TN; SV Fort +3 (+0 class, +2 Con, +1 Cloak), Refl +2 (+0 class, +1 Dex, +1 Cloak), Will +3 (+3 class, -1 Wis, +1 Cloak); Str 10, Dex 12, Con 14, Int 18, Wis 8, Cha 12

Skills, Feats, & Languages: Craft (alchemy) +8 (4 ranks, +4 mod), Concentration +10 (5 ranks, +2 mod, +3 feat), Spellcraft +9 (5 ranks, +4 mod), Knowledge: Arcana +9 (5 ranks, +4 mod), Knowledge: Local-Thay +8 (4 ranks, +4 mod), Knowledge: History +8 (4 ranks, +4 mod), Knowledge: Geography +7 (3 ranks, +4 mod), Knowledge: Nobility & Royalty +7 (3 ranks, +4 mod), Knowledge: The Planes +6 (2 ranks, +4 mod); Feats: Scribe Scroll, Tattoo Focus, School Focus: Evocation; Languages: Thayan, Draconic, Chessentan, Damaran, Tuigan

Wizard Abilities Cast Wizard Spells, Summon Familiar, +1 spell per level castable (evocation school only)

Human Abilites Medium size, Speed 30 ft., Extra skill point every level, Extra starting feat

Spell Book: Prohibited Schools: Illusion & Necromancy
Code:
[COLOR=DarkOrange][i]Dark Orange[/i][/COLOR] denotes Evocation spell (+2 Save DC)
  [b]0th Level[/b]: [i]Acid Spash, Arcane Mark, [COLOR=DarkOrange]Dancing Lights[/COLOR], Daze, Detect Magic, 
             Detect Poison, [COLOR=DarkOrange]Flare[/COLOR], [COLOR=DarkOrange]Light[/COLOR], Mage Hand, Mending, Message, 
             Open/Close, Predigitation, [COLOR=DarkOrange]Ray of Frost[/COLOR], Read Magic, Resistance[/i]
  [b]1st Level[/b]: [i]Alarm, Animate Rope, Comprehend Languages, Endure Elements, 
             [COLOR=DarkOrange]Floating Disc[/COLOR], Hold Portal, Hypnotism, Identify, Mage Armor, 
             [COLOR=DarkOrange]Magic Missile[/COLOR], Magic Weapon, Shield, [COLOR=DarkOrange]Shocking Grasp[/COLOR], Sleep, 
             Summon Monster I[/i]

Spells Prepared:
Code:
 Tattoo Focus: +1 Spell Save DC & +1 Caster level checks vs. Spell Resistance 
   ([i][COLOR=DarkOrange]Evocation[/COLOR] spells only[/i]).
 [COLOR=DarkOrange][i]Dark Orange[/i][/COLOR] denotes Evocation spell (+2 Save DC)
  [b]0th[/b] (5+1) DC 14/[COLOR=DarkOrange]17[/COLOR]: [i]Detect Magic, [COLOR=DarkOrange]Flare[/COLOR], [COLOR=DarkOrange]Light[/COLOR], Mage Hand, [COLOR=DarkOrange]Ray of Frost[/COLOR], 
                      [COLOR=DarkOrange]Ray of Frost[/COLOR][/i] 
  [b]1st[/b] (3+1) DC 15/[COLOR=DarkOrange]18[/COLOR]: [i]Mage Armor, [COLOR=DarkOrange]Magic Missile[/COLOR], Sleep, Endure Elements[/i]
  [b]2nd[/b] [COLOR=Sienna](-) DC 16/[COLOR=DarkOrange]19[/COLOR]: [i]none yet...[/i][/COLOR]
  [b]3rd[/b] [COLOR=Sienna](-) DC 17/[COLOR=DarkOrange]20[/COLOR]: [i]none yet...[/i][/COLOR]
  [b]4th[/b] [COLOR=Sienna](-) DC 18/[COLOR=DarkOrange]21[/COLOR]: [i]none yet...[/i][/COLOR]
  [b]5th[/b] [COLOR=Sienna](-) DC 19/[COLOR=DarkOrange]22[/COLOR]: [i]none yet...[/i][/COLOR]
  [b]6th[/b] [COLOR=Sienna](-) DC 20/[COLOR=DarkOrange]23[/COLOR]: [i]none yet...[/i][/COLOR]
  [b]7th[/b] [COLOR=Sienna](-) DC 21/[COLOR=DarkOrange]24[/COLOR]: [i]none yet...[/i][/COLOR]
  [b]8th[/b] [COLOR=Sienna](-) DC 22/[COLOR=DarkOrange]25[/COLOR]: [i]none yet...[/i][/COLOR]
  [b]9th[/b] [COLOR=Sienna](-) DC 23/[COLOR=DarkOrange]26[/COLOR]: [i]none yet...[/i][/COLOR]

Equipment: Scroll of Invisibility, Scroll of Rope Trick, 900GP
Backpack (2GP)
- Bedroll (1SP)
- Scroll Case (1GP)
- Scroll of Invisibility (Regional)
- Scroll of Rope Trick (Regional)
- Flint & Steel (1GP)
- 50' of Silk Rope (10GP)
- (2) Sack, Empty (2SP)
- Scroll Case (1GP)
- Paper (4SP)
- Ink (1GP)
Explorer's Outfit (10GP)
Travler's Outfit (1GP)
Spell Componant Pouch (10GP)
Signent Ring (5GP)
Cloak of Resistance +1

Purchased Spells: (150GP)
- Animate Rope, Endure Elements, Hypnotism, Sleep, Sheild, Hold Portal,

Cash on Hand: P 10, G 98, S 26, C 10
- Gems: (2) 300GP Ruby

Personality/Description: Personable and occasionally arrogant though somewhat of a pushover. He's charming in a juvenile sort of way and has a lot of growing up to do.

Brenden is a young boy (almost a man) of 15 years. He stands just under 5 feet tall and weighs around 134 pounds. His hair is kept short though an unruly cowlick refuses to bow down to anyone. His hair is mahoganey brown and his eyes are a sort of yellow-orange color. His perfect teeth and posture, as well as his knowledge of nobility and courtesy bely his upbringing as the son of an important courtly official (if only in name) in the land of Thay.

Geometric, multi-hued tattoos adorn his forearms and shoulders.

Background: Brenden's extreme intelligence quickly distanced him from just about all the other children in his area of Thay. About two years ago, his parents were enslaved and his sisters sold to a brothel on the whim of a pair of fueding Red Wizards. Brenden alone escaped.

Since then, he has dedicated himself to learning the mystic arts so that he will eventually have the power to take out the two Red Wizards and free his parents & sisters.

Familiar: none summoned as of yet
 
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Wilphe

Adventurer
Pemberton's Hireling:

Talon Hosetter

Human Male Expert 1

STR 8
DEX 10
CON 12
INT 12
WIS 10
CHA 8

HP: 7
Init: 0
AC: 10
Alignment: TN

Saves:
F 1
R 0
W 2

Bab: 0

Attack:
Shortspear -1 1d6-1 x2
Light Crossbow 0 1d8 19-20/x2

Feats:
Animal Affinity
Alertness

Skills:
Appraise 4 / 5
Handle Animal 4 / 5
Heal 2 / 2
Hide 4 / 5
Listen 4/ 6
Proffession: Stable Lad 4/5
Ride 4 / 6
Spot 0/ 2
Survival 2 / 2

Equipment:
Shortspear
Light Crossbow
Some bolts

Character:
Rather quiet and gets on better with animals than people. He has quickly learnt to stay alert and out of the way.
 
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Wilphe

Adventurer
Durnn:

Backpack, Bedroll, Rations (7 days), Waterskin

Gripir:

backpack [waterskin, 1 day trail rations, bedroll, sack, flint & steel]

Mindal:

Backpack, Explorers Outfit, Traveler's Outfit, Bedroll, Flint and Steel, Torches x2, Trail Rations x10, Rope 50', Waterskin x2, Healer’s Kit,

Sten:

backpack, bedroll, winter blanket, flint & steel, 5 torches, 5 trail rations, waterskin, 50' hemp rope

Pemberton:

Backpack filled with the normal gubbins beloved of adventurers,
Saddle Bags (containig the normal stuff beloved of adventurers)

Brenden:

Backpack, Bedroll, Flint & Steel, 50' of Silk Rope, 2x Sack, Empty


Also:
From employer
Weeks worth of rations and food for 7 people and 8 horses
Pack Pony
Tent
Cold Weather outfits

Purchased:
16 Heavy winter blankets
3 more tents
1 days worth Firewood
5 sunrods
5 Tindertwigs
4 bottles of Holy Water
100 silvered arrows
4 silvered shortswords
 

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