Rhiannon PBP Rogues gallery

Tilmamir

First Post
Welcome to the Rogue's Gallery Rhiannon PBP!
As we already have a group of significant size for a newer DM, this enrollment is closed.


Players - I set up a new Rogues Gallery Thread for ONLY the character sheets.
Please copy the sheets and keep them updated there.
Dan H




Our house rules can be found House Rules
the game in-character area is IN Character Game
help with VB code tags for interesting effects is: VB Code

OOC Chatter should occur at this thread, not in the Rogues Gallery.

Members, please post your characters here, following the format of my example character, more or less:

Quillia Yrtree Alamble
[sblock]
Female Gnome
Wizard 2 / other class
Alignment: Neutral Good
Height: 3' 5''
Weight: 42lbs
Hair: Sandy Brown
Eyes: Dark Blue
Age: 73

Str: 10 (+0) [4 points, -2 racial]
Dex: 14 (+2) [6 points]
Con: 11 (+0) [1 point, +2 racial]
Int: 20 (+5) [10 points, +4 enhancement]
Wis: 14 (+2) [6 points]
Cha: 13 (+1) [5 points]

Class and Racial Abilities:
+2 Con, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Low-light vision, Weapon familiarity (gnome hooked hammer), +2 bonus vs. illusions, +1 to DC of illusions, +1 attack bonus vs. kobolds and goblinoids, +4 dodge bonus to AC vs. giants, +2 bonus to Listen and Craft (alchemy) checks, Spell-like abilities (speak with animals (burrowing mammals) 1/day, dancing lights, ghost sound, and prestidigitation 1/day, DC: 11, 12 for ghost sound).

Hit Dice: 12d4
HP: 37
AC: 18 (+2 Dex, +1 size, +3 armor [from bracers], +2 deflection [from ring])
Init: +2 (+2 Dex)
Speed: 20ft

Saves:
Fortitude +6 [+4 base, +0 Con, +2 from cloak]
Reflex +8 [+4 base, +2 Dex, +2 from cloak]
Will +12 [+8 base, +2 Wis, +2 from cloak]

BAB: +6/+1
Melee Atk: +7/+2 (1d4+1+1d6 [all subdual]/x2/B, Headknocker, +1 merciful quarterstaff)
Ranged Atk: +10/+5 (1d8+2+1d6 fire/x3/50 ft./P, Heat, +2 flaming pistol)

Skills:
Concentration +5 [5 ranks, +0 Con]
Craft (alchemy) +15 [10 ranks, +5 Int]
Decipher Script +10 [5 ranks, +5 Int]
Knowledge (arcana) +21 [15 ranks, +5 Int, +1 Education]
Knowledge (architecture and engineering) +14 [8 ranks, +5 Int, +1 Education]
Knowledge (dungeoneering) +10 [5 ranks, +5 Int]
Knowledge (geography) +10 [5 ranks, +5 Int]
Knowledge (history) +8 [3 ranks, +5 Int]
Knowledge (nature) +15 [10 ranks, +5 Int]
Knowledge (the planes) +15 [10 ranks, +5 Int]
Spellcraft +22 [15 ranks, +5 Int, +2 synergy from Knowledge (arcana)]

Feats:
Education (Knowledge: arcana, Knowledge: architecture and engineering) (1st level)
Scribe Scroll (wizard bonus 1st level)

Languages: Common, Gnome, Lantanese, Draconic, Sylvan, Alzedo

Spells Prepared
Save DC +5
0th - detect magic, flare, read magic, prestidigitation.


Spellbook
0th - acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue

Equipment:

Wearing or carrying
Headknocker (+1 merciful Small quarterstaff, 8,000)
Hairpin of the Uncanny Wit (as headband of intellect +4, 16,000gp)
Bracelets of Ironheart (as bracers of armor +3, 9,000gp)
Belt pouch 1gp
-Waterskin 1gp
-Silver dagger 10gp
Spell component pouch - Contains all focuses and material components for spells totaling 6,500gp

Heward's Handy Haversack (2,000gp)
-Spellbook (400 pages of vellum, wooden cover, waterproof, levitating, pungent, major elemental resistance, glammered [to resemble a poetry book]) (10,240gp)
-Everburning torch 110gp
-Wine (3 bottles) 30gp
-50 ft. silk rope 10gp
-Paper (10 sheets) 4gp
-Ink (two vials) 16gp
-Inkpen 1gp
-Trail rations (20 days worth) 10gp
-Scholar's outfit 5gp
-Cold weather outfit 8gp
-Courtier's outfit with jewelry 80gp
-Bag of raspberry candies (5 lbs) 2gp

Money
389gp, 5sp


Appearance: Quillia is gnome who has seen a great deal in her travels. Her skin is nut-brown from the sun, and her voice carries the faint echo of many accents. Her sandy brown hair falls to the middle of her back and is usually in a bun on her head, held in place with an elaborate hairpin. Her eyes are deep blue. She favors deep jewel tones of ruby red, emerald green, golden topaz, and indigo blue. She wears a tunic of emerald green, with indigo trews and shirt, and a golden topaz vest with many pockets. All have some ruby red embroidery, and she wears some red stone earrings and a necklace of the same.

When traveling, she carries Headknocker (her quarterstaff) in one hand, and keeps the other hand free. She wears elaborately made iron bracelets, and a cloak that shimmers with a faint steel color.

Personality: Quillia is generally a happy person, willing to help others, particularly when it comes to something magical or alchemical. There's nothing Quillia likes more than conversing with another that finds magic and alchemy as fascinating as she does.

Though she owes her allegiance to Eli, Quillia prays to the gnome pantheon often, often invoking various names of those gods in many expressions.

Quillia also loves getting letters from her family, and writes them all a newsy letter every couple of weeks. If she's within range, she'll teleport back for an afternoon with her family every couple of weeks instead. If not, she pays a premium to make certain her letters get to the Alamble family home.


Quillia makes friends easily, and once her trust is gained, her loyalty is unshakeable. Though she likes to say she fears nothing, she would be devastated if her family or friends were taken from her. That is probably her one deepest fear.

Background: Quillia grew up in a secret forest north of the peaks, where the wonders that most would give their teeth to see once was the stuff of common life. Her father, Beldebarble, was a fine weaponsmith, while her mother, Narilly, both decorated the weapons with carvings and fine metals. As a young girl, Quillia spent a lot of time with her mother in her alchemy lab, and learned to love the mixing and experimentation. She also helped her father in demonstrating his arms, as it was apparent she was a natural fighter. Her younger brother, Gilbaril, helped her mother do the fancy work on the weapons, while both older sisters learned their father's craft. The Alamble family was prosperous and lived a comfortable life.

When it became apparent that Quillia was an incredibly bright young woman, her parents suggested that she might find wizardry worthy of her talents. She had a much more mystical bent than anyone else in the family, and engineering, while interesting, didn't capture her attention as much as sporadic mentions of magic in books she read. They took her to a wizard in Tethyr village, where she was tested and found worthy. Quillia found the mysteries of magic to hold even more of her attention that alchemy, though she kept at it.[/sblock]
 
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I rolled up a Cleric/Sorcerer yesterday. I will post him here as I get to it. Should we post as Spoilers?
I intend to be originally from Antioch, is this ok or should I alter?
Do you think much of the campaign will be city based as opposed to wilderness or dungeon?

DK
 

Post as a spoiler only if you intend to keep things hidden.
Actually, that would be a giveaway for the others and make this area harder to navigate. Sooo...

Post the sheets as spoilers. Use the format:

Character name
"sblock" surrounded by [ ]
text in spoiler block
"/sblock" surrounded by [ ]
 
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Relsyn Saffire

Relsyn Saffire
[sblock]Male High Man
GESTALT CLASS
1: Cleric/Sorcerer


Cleric of St Macedone
Alignment: Neutral Good
Height: 5’9”
Weight: 175 lbs
Hair: Brown
Eyes: Blue
Age: 23

Str: 14 (+2)
Dex: 16 (+3)
Con: 14 (+2)
Int: 16 (+3)
Wis: 17 (+3)
Cha: 18 (+4)

Class and Racial Abilities:
[size=-2] Cleric: Proficient with All Armor (L,M,H) & Shields except tower, Proficient with all Simple Weapons, Good Aura(EX), Divine & Domain (Knowledge, Good) Spells, Spontaneous Casting, Turn Undead, Bonus Languages, Sorcerer: Arcane (Sorcerer) Spells, Familiar. [/Size]

Hit Dice: 1d8
HP: 10 (8+2)
AC: 15 [+2 Leather Armor (10% sp Failure), +3 Dex)]
AC Touch Attacks 13 [ +3 Dex ]
AC Flatfooted 12 [ +2 Leather Armor]
Init: +3 [+3 Dex]
Speed: 30ft

Saves:
Fortitude +4 [+2 base, +2 Con]
Reflex +3 [+0 base, +3 Dex ]
Will +5 [+2 base, +3 Wis]

BAB: 0
Melee Atk: +2 [Str +2] Quarterstaff – Single Attack (1d6+2)
-4/-8 Quarterstaff –Double Attack (1d6+2/1d6+2)
Ranged Atk: +3 [Dex+3] Dagger 1d4

Skills:
Appraise +8 [ 2 ranks, +3 Int, +3 Familiar]
*Bluff +5 [1 rank, +4 Cha]
*Concentration +5 [3 ranks, +2 Con]
*Craft (alchemy) +6 [3 ranks, +3 Int]
*Craft (Bricklayer) +4 [1 rank, +3 Int]
*Diplomacy +9 [3 ranks, +4 Cha, +2 Negotiator Feat]
*Heal +5 [2 ranks, +3 Wis]
*Knowledge (Arcana) +7 [4 ranks, +3 Int]
*Knowledge (Religion) +7 [4 ranks, +3 Int]
*Knowledge (History) +4 [1 rank, +3 Int]
*Profession (Banking) +6 [3 ranks, +3 Wis]
Sense Motive +6 [1 rank, +3 Wis, +2 Negotiator Feat]
*Spellcraft +5 [2 ranks, +3 Int]
Listen +5 [0 ranks, +3 Wis, +2 Familiar Alertness Feat]
Spot +5 [0 ranks, +3 Wis, +2 Familiar Alertness Feat]

* Class Skill

Feats:
Negotiator (1st level)
Scribe Scroll (1st level)

Languages: Common, Old Rhian, Celestial

Cleric Spells
Domains: Knowledge, Good
Lvl: (DC) # slots
0: (13) 3
1: (14) 2+1
2: (15) 0
3: (16) 0

Sorcerer Spells per Day:
0: (14) 5
1: (15) 4 [+1 Cha]

Sorcerer Spells Known
0th - daze, disrupt undead, mage hand, message, (4)
1st – Mage Armor, Magic Missile (2)

Equipment:
Wearing or carrying
Leather Armor (10gp)
Quarterstaff (0)
Dagger (2gp)
Spell Component Pouch (5gp)
Explorers Outfit (0)
Belt pouch (1 gp)
Iron Holy Symbol (1 gp)


In Backpack (2 gp)
Bedroll (2sp)
Clerical Vestments (5gp)
Ink (8gp)
Ink Pen (1 sp)
Paper 5 sheets (2 gp)
Flint & Steel (2 gp)
2 tindertwigs (2 gp)
2 Sunrods (4 gp)
Scroll case (1 gp)

Money
4 gp, 8 sp.

Familiar:
(Jewel) Raven HD:1 HP: 5 Init +2 Spd Fly 40, AC: 14, Atk Claw +3, Dam 1 SV: F+2, R+4, W+2 Skills: Spot +7, Listen +7. Improved Evasion, Share Spells, Empathic Link
Speaks: Old Rhian
Confers +3 Appraise, Alertness Feat within arms reach (+2 spot, +2 Listen)


Appearance/Background
[Size=-2]Relsyn Saffire is a thick man with broad shoulders and very curly brown hair. He usually has a scruffy growth of light beard, as he has tried – unsuccessfully – for several years to grow a worthy one. He has deep-set brown eyes accented by unusually large dark bags under his eyes. A small gold ring hangs from his left earlobe.[/Size]

Background:
[Size=-2]Relsyn Saffire is the seventh and last son of Redwyn Sapphire. He grew up in a privileged environment provided by his father, a banker/jeweler of considerable note in Antioch. His mother worked as a potion brewer and claimed that her mother, Relsyn’s grandmother, whom Relsyn never met, could work many magics. His father was of enough wealth and connection to be granted minor nobility, and adopted the name Sapphire. Although it is not uncommon for many younger sons of prosperous families to enter the priesthood, Relsyn’s method of arriving at this point was not typical.

At age 10, Relsyn, as well as his brother Belden, the two youngest boys, were opted to the church by their father. Relsyn pledged to the service of St Salix, Belden to the service of St Xantas. Several days after this unsettling news, Relsyn was doing bookwork in the bank, when he several strange entries, which through some investigation entries that included bribes from churchmen to his father and back for various favors supporting illegal or immoral enterprises such as a brothel on the outskirts of Antioch. Implicated in these was the Priest in change of the Abbey of St Salix to which Relsyn had been vowed and Relsyn has never been able to shake the feeling that he and his brother were pledged to the church as part of a business deal.

Discovering this evidence, he confronted his Father and was soundly beaten and told no one would believe him. Relsyn, fearing to go into church service, hid, but was turned in by his gloating oldest brother Revin.

His first year of training in the service of Salix was drudgery, and Relsyn an indifferent student. Relsyn often thought that the old Abbot was keeping an extra eye on him, but he was not mistreated or singled out in any way. During this year he was befriended by an elderly librarian, Garret, in the service of St. Macedone, to whom he finally entrusted his secret and his distrust of the Abbot. Garret offered to have his reassigned to the order of St. Macedone.

The order of St Macedone was a perfect fit for Relsyn. The priests of St. Macedone worship Eli above all, but knowledge a close second. Relsyn’s love of books was developed during the his twelve years as an acolyte, earning the Silver Tome Decoration for distinction as a student librarian in the Great Library. He also befriended a small group of sorcerers in St. Macedone’s service, a group that called themselves the Sanguine Silver Sentinels of the Saint’s Sacred Tomes. This group helped him to develop his sorcerous abilities as well a mischievous streak. One of his proudest achievements during these years was the time he spent helping to build with the sweat of his brow, St. Macedone’s Library in Arras.

Relsyn remains unforgiving of his Father and his brother Revin. This troubles him because he know that he is called to forgive, but cannot do so. He has changed the spelling of his last name to disassociate himself with the family. The name of his familiar, Jewel, is an inside joke between himself and several friends. Relsyn remains in amiable contact with his Mother and several brothers, though he has lost track of Belden, who travels much.

Relsyn has an extreme fear of spiders: he was bitten by one, rather severely, as a child. [/size]
[/sblock]
 
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Inwe Galanodel

[sblock]
Female High Elf
1: Druid/Rogue
Alignment: Chaotic Neutral
Height: 5'7''
Weight: 112 lbs
Hair: dark brown with dark green streaks
Eyes: green
Age: 124

Str: 13 (+1)
Dex: 17 (+3)
Con: 15 (+2)
Int: 16 (+3)
Wis: 17 (+3)
Cha: 14 (+2)

Class and Racial Abilities:
-2 Str, +2 Dex, -2 Con, +2 Int, low-light vision, immune to magic-induced sleep, martial weapon proficiency, sneak attack (extra 1d6 per 2 levels damage), trap finding, animal companion (badger), nature sense, wild empathy, +2 save against enchantment spells or effects

Hit dice: 1d8
HP: 10
AC: 15 (+2 leather armor, +3 Dex)
Init: +3
Speed: 30 ft

Saves:
Fortitude: +4 (+2 base, +2 Con)
Reflex: +5 (+2 base, +3 Dex)
Will: +5 (+2 base, +3 Wis)

BAB: 0
Melee Attack: +1 (+1 Str) Quarterstaff - single attack 1d6+2
-4/-4 double quarterstaff 1d6+1/1d6+1 crit x2
Ranged: +3 dagger 1d4, 10ft, crit 19-20 x2

Skills:
Concentration +6 (4 ranks, +2 con)
Handle Animal +6 (4 ranks, +2 cha)
Hide +7 (4 ranks, +3 dex)
Knowledge nature +11 (4 ranks, +3 int, +2 class, +2 synergy - survival)
Listen +9 (4 ranks, +3 wis, +2 racial)
Open lock +7 (4 ranks, +3 dex)
Search +9 (4 ranks, +3 int, +2 racial)
Spot +9 (4 ranks, +3 wis, +2 racial)
Survival +11 (4 ranks, +3 wis, +2 class, +2 synergy - knowledge nature), [additional +2 following tracks]
Tumble +7 (4 ranks, +3 dex)
Use rope +7 (4 ranks, +3 dex, additional +2 circumstancial b/c of silk rope)

Feats:
Two-weapon fighting

Languages:
Common, Elven, Draconic, Gnome, Sylvan, Druidic

Druid Spells
Lvl: (DC) # slots
0: (13) 3
1: (14) 1+1
2: (15) 0+1
3: (16) 0+1

Equipment:
Quarterstaff 0
Dagger 2gp
Leather Armor 10 gp
Traveler's Outfit 1gp
backpack 2gp
Silk rope - 50 ft 10 gp
Trail rations for 10 days 5 gp
Waterskin 1 gp
parchment - 5 sheets 1 gp
Ink pen and ink 1 sp+8 gp
flint and steel 1 gp
Spell component pouch 5 gp
Belt pouch 1 gp

Money: 132 gp, 9 sp

Animal companion: badger, small
Hit dice: 1d8+2
HP 6
Init +3
Speed: 30 ft, burrow 10 ft
AC 15 (+1 size, +3 Dex, +1 natural)
Touch 14
Flat-footed 12
Base attack: +0
Grapple: -5
Full attack: 2 claws +4 melee (1d2-1), and bite -1 melee (1d3-1)
Reach: 5 ft
Special Attacks: Rage (when takes damage, attacks opponent until one of them dies w/+4 to Str, +4 to Con, -2 to AC)
Special Abilities: low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8 (-1), Dex 17 (+3), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Skills: Escape Artist +7, Listen +5, Spot +3
Feats: Track, Weapon Finesse, Link, Share Spells
Tricks: Down


Appearance and background:
Beautiful in simplicity, Inwe has very fair skin, eyes glowing green and dark brown hair with a green streak on either side of her face, a symbol of her druid order. Wherever she goes she wears a dark grey-green cloak, often hooded to hide all but her eyes in shadow. She exudes a certain peace and tranquility. However, though quite able, she is often not fully confident in her abilities and constantly strives to be better.

As a young elf in her native village, she was usually rather quiet with a strength all her own, and consequently she tended to ignore a small group of young elves that tried to get to her. One day in her wanderings she came across an abandoned juvenile badger, and took it to raise as a friend. After the badger had grown, this young group decided to go after it instead of her. One of them began throwing rocks at it. After it was hit in the head, it went berserk, and while Inwe stood helplessly, trying to call it off, it proceeded to claw and bite the young elf to death. Thereafter, Inwe was an outcast in her village; she took to wandering the forest with her badger.

After fourteen months on her own, she met up with a group of druids. Upon hearing the story of her exile and in their understanding of natural ways, they invite her to join them. She gladly accepts. As she adopts their ways, she learns quickly and soon acquires the skills to draw power from the world around her. However, there was always something not fully focused within her; this was the source of her lack of confidence and what she works to fight and overcome. She develops a bit of an obsession with quiet, intellectual power and wishes to gain it.
[/sblock]
 
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Did I mention this will be a city campaign? There will be a bit of traveling in the wild, though. We have a badger and a raven familiars already - this is going to be good!
 

Airith Pipehill

[sblock]
Strongheart Hafling
GESTALT CLASS
1: Rogue/Sorcerer

Hero Points: 3

Alignment: Neutral Good
Height: 3'1";
Weight: 31 lbs.
Hair: Dark Brown
Eyes: Blue
Age: 23

Str: 12 +1
Dex: 22 +6
Con: 14 +2
Int: 13 +1
Wis: 15 +2
Cha: 17 +3

Class and Racial Abilities:
Rogue: Proficient with all simple weapons, plus hand crossbow, rapier, short bow and short sword. Proficient with light armor. Sneak Attack +1d6. Trapfinding.
Sorcerer: Arcane Spells. Summon Familiar.
Strongheart Hafling: +4 Dex -4 Str, Small Creature(+1 AC, +1 Atk, +4 Hide, Small Weapons, 3/4 lift and carry of Medium Creature), Base Speed 20 ft, +2 Racial Bonus(Climb, Jump, Listen, Move Silently), +1 All Saves, +2 Save vs. Fear(in addition to +1), +1 Atk Bonus with thrown weapons and sling, Bonus Languages.

Hit Dice: 1d6
HP: 8 (6+2)
AC: 19 (+2 Leather Armor[10% Arcane Spell Failure], +6 Dex, +1 Small)
AC vs Touch Atk: 17 (+6 Dex, +1 Small)
AC Flatfooted: 13 (+2 Leather Armor[10% Arcane Spell Failure], +1 Small)
Init: +6 (+6 Dex)
Speed: 20ft

Saves:
Fortitude: +3 (0, +2 Con, +1 Racial)
Reflex: +9 (+2, +6 Dex, +1 Racial)
Will: +5 (+2, +2 Wis, +1 Racial)
Fear: +3 (+3 Racial)

BAB: 0
Melee Atk: +2 (+1 Str, +1 Small)
Sm Short Sword - Dam 1d4+1, Crit 19-20x2
Sm Dagger - Dam 1d3+1, Crit 19-20x2

Ranged Atk: +8 (+6 Dex, +1 Small, +1 Racial)
Sling - Dam 1d3, Crit x2

Skils:
Appraise: +2 ( 1 rank, 1 Int)
Balance: +7 ( 1 rank, 6 Dex)
Bluff: +4 ( 1 rank, 3 Cha)
Climb: +2 ( 1 rank, 1 Str)
Concentration: +3 ( 1 rank, 2 Con)
Decipher Script: +2 ( 1 rank, 1 Int)
Diplomacy: +4 ( 1 rank, 3 Cha)
Disable Device: +3 ( 2 rank, 1 Int)
Escape Artist: +7 ( 1 rank, 6 Dex)
Forgery: +2 ( 1 rank, 1 Int)
Gather Information: +4 (1 rank, 3 Cha)
Hide: +11 ( 1 rank, 6 Dex, 4 Size)
Intimidate: +4 ( 1 rank, 3 Cha)
Jump: +4 ( 1 rank, 1 Str, 2 Racial)
Knowledge(Local): +2 ( 1 rank, 1 Int)
Knowledge(Arcane): +2 ( 1 rank, 1 Int)
Listen: +7 ( 1 ranks, 2 Wis, 2 Racial, 2 Familiar)
Move Silently: +9 ( 1 rank, 6 Dex, 2 Racial)
Open Lock: +7 ( 1 rank, 6 Dex)
Profession(Farmer): +3 ( 1 rank, 2 Wis)
Profession(Stable Hand): +4 ( 2 rank, 2 Wis)
Profession(Brewer): +4 ( 2 rank, 2 Wis)
Search: +4 ( 3 rank, 1 Int)
Sense Motive: +3 ( 1 rank, 2 Wis)
Sleight of Hand: +7 ( 1 rank, 6 Dex)
Spellcraft: +3 ( 2 rank, 1 Int)
Spot: +6 ( 2 rank, 2 Wis, 2 Familiar)
Swim: +2 ( 1 rank, 1 Str)
Tumble: +7 ( 1 rank, 6 Dex)
Urban Lore: +3 ( 1 rank, 2 Wis)
Use Magic Device: +4 ( 1 rank, 3 Cha)
Use Rope: +7 ( 1 rank, 6 Dex)

All Skills Above Class Skills

Feats:
Weapon Finesse (waiting until 2nd)

Languages: Common, Hafling, Elven

Sorcerer Spells per Day:
Lvl-Spell Check-Spells/Day
0 - (13) - 5
1 - (14) - 4 ( 3, +1 Cha)

Sorcerer Spells Known
0 Level -4-: Detect Magic, Disrupt Undead, Mage Hand, Daze
1 Level -2-: Burning Hands, Color Spray

Equipment:
Wearing or Carrying -
Leather Armor 10g 7.5lbs
Sm Short Sword 10g 1.5lbs
Sm Dagger 2g .5lbs
Sling and Bullets(10) 1s 5lbs
Explorer's Outfit 0 2.5 lbs
Backpack 2g 1lbs

In Backpack
Case, Map or Scroll 1g .5lbs
Crowbar 2g 5lbs
Flint and Steel 1g 0lbs
Sack 1s .5lbs
Torch(2) 2c 2lbs
Normal Clothes 0gp 2.5

On Smoke
Bridle, Saddle, Saddlebags 10g 18lbs
Bedroll 1s 2.5lbs
Blanket, Winter 5s 1.5lbs
Rations, Trail(5) 2.5g 5lbs
Torch(3) 3c 3lbs
Waterskin 1g 4lbs

Total weight of Items 67.5lbs

Money:
7 gp, 6 sp, 3 cp

Familiar:
Smoke
Dog(Huskie), riding
HD: 2
HP: 4
Init: +2 (2 Dex)
Spd: 40 ft
AC: 17 (+2 Dex, +4 Natural, +1 Nat. Armor Adj.)
Str: 15 Dex: 15 Con: 15 Int: 6 Wis: 12 Cha: 6
Attack: Bite +3, Dam 1d6+3
Reach: 5 ft
Nat. Abilities: Low-light vision, Scent
Special Abilities: Alertness, Improved Evasion, Share Spell, Empathis Link
Saves - Fortitude: 4 Reflex: 4 Will: 3
Skills: Jump +8 ( +4 racial), Listen +5, Spot +5, Swim +3, Survival +1*, Track
*+4 Survival when tracking by Scent
Confers: Alertness Feat - +2 Spot & Listen

Apperance and Background
Airith Pipehill is a young looking, skinny Hafling that has yet to find his place in the world. His hair is curly down to his shoulder and often in a ponytail. His youthful look comes from the fact he has no facial hair. He tries not to draw attention to himself since it makes it easier for him to do his job. He wants to be a wealthy noble, not a lowly peasant, or even worse a farmer.

His life began in the fertile farm town of Lornmas, Northwest of Malta. His family works on other farmers farms because they have never had enough money to have their own. Airith and his family did just about any job they could find. Airith spent most of his child hood farming and being a stable boy which he hated. He would often raise hell in his rebellious youth.

At age 13 his father, not knowing what else to do, got him a job working for a brewer. Airith took to this like a fish in water, which was good since the town was sick of all his shenanigans. Airith learned a lot about brewing but even more in the taverns and inns of Malta when his boss would sell ale. He would have spent the rest of his days brewing ale but the owner drove the business into the ground with his gambling and women. Not to mention his tendency to sample the product way to often.

Rather than go back to farming, Airith took the knowledge he learned in the taverns and inns and worked for the customers of these establishments. He would deliver messages and packages, or recover stolen items, whatever needed to be done for the right price.

Airith was close to being killed during one of his errands when a man found him trying to reaquire a necklace for a customer. He probably would have been killed if not for the fact that his fear and adrenaline brought out magical abilities. He dazed the irrate man and slipt out of his home. Airith seeing this as a major asset uses his magic to make his services even better.

Airith found Smoke beaten and hurt in the back alleys of Malta. Airith took pity on Smoke and tended to his wounds. In the year they have been together now they have a bond that is unbreakable. Smoke is Airith's best friend, and Smoke will follow or find Airith no matter where he is.

[/sblock]
 
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Hey Zach welcome aboard. (pun intended)

Take what you want, let the other guys fill out the party. I hope D & S wind up playing, but given the lack of the internet i'm not hopeful. The party so far is short on combat abilty, but my assumption (could get me into trouble) is that this campaign will not be combat heavy. I'm personally Ok if you want to play a Cleric/Sorc as well or I might be persuaded to change to a Pal/Sorc.

My two cents
DK
 

I am glad this thing works. I was thinking of creating a more combat based character but I hate playing a tank all the time. I was thinking of going the Pal/Sorc route but I also hate the low skill points. I am thinking one of several possibilities - Monk/Sorc, Ranger/Sorc, Barb/Sorc or to forego(sp) the Sorc all together and do something else. I am welcome to some input. Thanks
 

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