Watermark's Sunless Citadel


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Valeria Van Bron
Chaotic Good human female scout 1
XP 0

age 18
5'10'' 150'

Str 14
Int 12
wis 12
Dex 16
Con 12
Cha 8

Fortitude +1......base +0 +1 Con
Reflex +5 ....base +2 +3 dex
Will +1 .......base +0 +1 wis

Init +3
BAB +0
Hp 9

skills total rank
Move sil +7 4
Hide +7 4
spot +5 4
listen +5 4
search +5 3
tumble +7 4
Balance +6 3
jump +5 3
sense motive +4 3
Knowledge(nature) +4 2
climb +5 3
survival +4 3
feats point blank range, combat reflexes

ability Skrimish +1d6, trap finding.

Leather armor AC 10+ 2 armor +3 dex = 15 ff 12 touch 13

short bow +3 1d6 20/x3
long spear +2 1d8+3 20/x3 10 reach
4 dagger +2 1d4+2 19-20/x2
4 dagger(thrown) +3 1d4+2 19-20/x2

40 arrow 20 quiver/20 backback
1 bagpack
explorer outfit.
rope silk
3 torch
flint and steel

45.7 gp

Valeria is a beautiful young lady, but she is completly anti-social. She grew up on a farm but never actually did anything on it. Spending her time in the woods away from the society that she despise. As she was growing up her parent didn't know what to do with her, so they forced her to enroll in the king's army.

She didn't want to go but her father signed for her. The next day the guards were there to pick her up. A few days later it was clear that she had a lot of potential but there was no way they could straight her up. So she was sent to trained with the special unit, that scout ahead of the larger army. She excelled at the training, finishing in the top ranks of her unit, but her lack of discipline prevented her from going up the ranks. She didn't care anyway, she was spent in a fort in the northern province. She stayed there for a year without anything happening. Still 19 years to go before her contract end, she still doesn't have friend at the fort, spending her time patrolling the frozen waste away as much as possible from the other helped her go through that year. Fed up one day she left for a patrol and never came back. She barely survived the walk. As she was about to collapse she met a merchant caravan and offered her service. Since then she has been hopping from one caravan to another. Changing without any other reason then wanting something new.

Valeria is a tall, lean and strong dark haired young women. Her hair are usually let loose and not groomed very often covering her beautiful face. She doesn't like people too much and enjoys her liberty above anything else. She usually doesn't stand our in a crowd prefering to stay low profile as possible. She likes it when after going through an area nobody remembers
her.

She is still running away from the military, maybe someone from her northern garrison will one day recognises her. She doubts that she maded a lasting impression on any of them.
 
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Code:
Name: Arathar Riverwalker
Class: Fighter
Race: Elf
Size: Medium
Gender: Male
Alignment: Neutral Good
Level: 1

STR  14 (+2)
DEX  16+2=18 (+4)
CON  14-2=12 (+1)
INT  10 (+0)
WIS  10 (+0)
CHA  10 (+0)

HP: 11
AC: 17 = 10 +4 (dex) +3 (armor)
   Flat-Footed: 13
   Touch: 14
INIT: +4
BAB: +1 (Melee +1, Ranged +5)

Fort:  +3 = +2 (base) +1 (ability)
Ref:   +4 = +0 (base) +4 (ability)
Will:  +0 = +0 (base) +0 (ability)

Weapons:
Spiked Chain    +5 attack    2d4+3 damage (two-handed)   10' Range  x2 on 20
Shortbow        +5 attack    1d6 damage                  60' Range  x3 on 20

Languages: Common, Elven

Abilities:
-- Low-Light Vision
-- Immunity to Magic Sleep Effects
-- +2 racial saving throw bonus to Enchantment spells
-- +2 racial bonus to Listen, Search & Spot
-- Detect secret doors

Feats:
-- Exotic Weapon Proficiency (Spiked Chain)
-- Weapon Finesse (Spiked Chain)*

*bonus fighter feat

Skill Points: 8          Max Ranks: 4/2
Skills:     Total  Ability  Ranks  Misc
-- Listen   +3     +0       +3
-- Spot     +3     +0       +3
-- Swim     +0     +2       +2     -4

Starting Gold: 150 gp
-- Studded Leather Armor       20.0 lb       25 gp
-- Spiked Chain                10.0 lb       25 gp
-- Shortbow                     2.0 lb       30 gp
-- Arrows (20)                  3.0 lb        1 gp
-- Backpack                     2.0 lb        2 gp
-- Bedroll                      5.0 lb        1 sp
-- Flint and Steel              ------        1 gp
-- Pouch, Belt                  0.5 lb        1 gp
-- Rations (5 days)             5.0 lb       25 sp
-- Traveler's Outfit            5.0 lb        ----
-- Waterskin                    4.0 lb        1 gp

Total Weight: 54.5 lb
Total Money: 61 gp, 4 sp (saving up for a chain shirt)

Max Weight:  58 light   116 heavy    175 heavy

Age: 125
Height: 5' 9"
Weight: 90 lbs.
Eyes: Blue
Hair: Blonde

Personality:
Arathar is a typical aloof elf, until the arrows start flying. He tends to be quiet, ever eyeing up a situation and an environment. He tends to be leery of other races, but once a person has proven themselves loyal, he will stand by them to the bitter end. Arathar has his own code of honor, which he feels will carry him through any situation.

Appearance:
Arathar is a plain-looking elf compared to some of his more beautiful brethren. While his blue eyes can be striking, they tend to be a bit shifty as he constantly measures up the various people he meets. He wears a grey hooded robe, with his spiked chain dangling from one side of his belt and his shortbow and quiver slung over his back.

History:
[Sblock]
Arathar was trained by his elven brethren to be a fighter, learning from some of the most capable archers in the elven lands. However, when he was first given a spiked chain, Arathar's skills really came alive. He showed a knack unheard of amongst his brethren. Seeking to hone his abilities, Arathar made his way out into the world. His goal is to practice his various fighting styles while learning of the world outside the elven kingdom and to eventually return to his people as a great warrior and trainer.
[/Sblock]
 
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Galstadt Trustryke : Male Human Conjurer 1

Galstadt Trustryke
Male Human Conjurer 1
Alignment: Neutral Good
Height: 5' 1"
Weight: 125#
Hair: Pitch Black with streaks of White
Eyes: Deep Violet
Age: 17

Str: 10 (+0) [2 points]
Dex: 14 (+2) [6 points]
Con: 10 (+0) [2 points]
Int: 18 (+4) [16 points]
Wis: 10 (+0) [2 points]
Cha: 8 (-1) [0 points]

Class and Racial Abilities:
Bonus feat at 1st level, 4 extra skill points at 1st level, 1 extra skill point per level beyond 1st. Conjuration specialization; illusion and necromancy prohibited schools. Can prepare one additional conjuration spell per spell level each day. Gain +2 bonus on Spellcraft checks to learn the spells from conjuration. Summon familiar ability and scribe scroll bonus feat.

Hit Dice: 1d4
HP: 4
AC: 12 (+2 Dex) [16 with mage armor active]
Init: +2 (+2 Dex)
Speed: 30 ft.
Armor check penalty: +0

Saves
Fort: +0 [+0 base, +0 Con]
Ref: +2 [+0 base, +2 Dex]
Will: +2 [+2 base, +0 Wis]

Combat
BAB: +0
MAB: +0
RAB: +2

Skills
Concentration +4 [4 ranks, +0 Con]
Craft (alchemy) +8 [4 ranks, +4 Int]
Knowledge (arcana) +8 [4 ranks, +4 Int]
Knowledge (dungeoneering) +6 [2 ranks, +4 Int]
Knowledge (nature) +6 [2 ranks, +4 Int]
Knowledge (religion) +8 [4 ranks, +4 Int]
Knowledge (the planes) +8 [4ranks, +4 Int]
Spellcraft +8 [4 ranks, +4 Int]

Feats
Scribe Scroll (wizard bonus)
Spell Focus (conjuration) (human bonus)
Augment Summoning (1st level)

Languages: Common, Draconic, Celestial, Aquan, Ignan

Spellbook: (*: conjuration spell)
0: Acid Splash*[VS], Arcane Mark[VS], Dancing Lights[VS], Daze[VSM- A pinch of wool or similar substance], Detect Magic[VS], Detect Poison[VS], Flare[V], Light[VM- A firefly or a piece of phosphorescent moss], Mage Hand[VS], Mending[VS], Message[VSF- A short piece of copper wire], Open/Close[VSF- A brass key], Prestidigitation[VS], Ray of Frost[VS], Read Magic[VSF- A clear crystal or mineral prism], Resistance[VSM- A miniature cloak]
1: Burning Hands[VS], Mage Armor*[VSF- A piece of cured leather], Magic Missile[VS], Mount*[VSM- A bit of horse hair], Shield[VS], Sleep[VSM- A pinch of fine sand, rose petals, or a live cricket], Summon Monster I*[VSF- A tiny bag and a small candle]

Spells/day: 3/3
Spells in memory:
0: Acid Splash, Prestidigitation, Ray of Frost
1: Mage Armor, Burning Hands, Sleep

Equipment
Wearing
Traveler's outfit
Spell component pouch – 5gp (2#)
Backpack - 2gp (2#)
Weight – 4#

In backpack
Spellbook – 0gp (3#)
6 Day's Rations - 3gp (6#)
Waterskin - 1gp (4#)
Scroll (Acid Splash) – 12.5gp (0#)
Scroll (Mount) – 25gp (0#)
Scroll (Summon Monster I) – 25gp (0#)
Weight – 13#

In component pouch
Material:
Wool bits
Several pieces of phosphorescent moss
Several miniature cloaks
Horse hair
Several rose petals
Focus:
Short piece of copper wire
Brass key
Clear crystal
Piece of cured leather
Tiny bag
Small candle

Total weight carried – 17#, Light load

Money: 1gp, 5sp

Carrying Capacity - 0-33# Light load, 34-66# Medium load, 67-100# Heavy load

Appearance: Galstadt Trustryke is a short thin young man. He seems to stay mostly to himself and speaks little, if at all, about his past. He has pitch black hair with streaks of white here and there. His one remarkable feature is his deep violet eyes, but few people see these as he seems to make a conscious effort not to make eye contact. He generally wears drab traveling clothes with a pouch at his side and a backpack on his back. He can most often be seen with his nose in a book.

Personality: Galstadt is an introvert who keeps mostly to himself. He has few friends but those he does call friend know him as a competent wizard. He takes his magic seriously and strives for perfection in his spells.

History: Gallen Trustryke had been an adventurer in his youth. He had done well and was ready to settle down. Catching the eye of Marta Wistl, a local barmaid he chose to leave the adventuring life for farming. So he married Marta, bought several acres just outside of town and started his family.

Although he had been a good adventurer Gallen found that farming eluded him. But he and Marta had no trouble having children and by the time of their tenth anniversary their ninth child was due in a month. Although farming wasn’t going well, Gallen still had plenty of money from his adventuring days and he was able to provide well for his large family.

Things changed when little Gail arrived. She was their first daughter and both daughter and mother came down with a terrible fever. It took all of Gallen’s remaining wealth to pay for the healers to take care of his wife’s and daughter’s illness. In order to keep food on the table, he found work for all eight of his sons at a local wizard’s tower. Waltuz the Conjurer made arrangements for the boys to work for him and stay at the tower with him.

The Trustryke boys cleaned up and did odd jobs for the wizard. Galstadt was the youngest of the eight boys and the brightest. Because of this he was often picked on by the others. It didn’t help matters when Waltuz decided to make Galstadt an apprentice. Galstadt was glad when he had finally mastered his first cantrip of prestidigitation. This allowed him to entertain his brothers and they tended to let up on him, some.

At first Galstadt found conjuring spells difficult. Several attempts left white streaks in his normally pitch black hair. Waltuz, whose hair was completely white, told the boy that such things were normal while learning. Soon Galstadt was conjuring without ill effects. He had placed a number of spells into his own spellbook, given to him by his master.

Things changed drastically when one day Waltuz was in the middle of conjuring a terrible demon. One of Galstadt’s brothers accidentally tripped and fell into the wizard as he was completing the spell. The demon was successfully conjured, but was not bound correctly. Enraged and not bound the demon quickly made short work of the wizard and Galstadt’s three brothers that were present in the room. Galstadt himself was knocked unconscious by flying debris.

When he awoke he found the room in shambles. From the sounds in an adjoining room he surmised that the beast was still there. Thinking quickly he loaded a backpack with his spellbook, his spell components pouch, several scrolls he found nearby, some food, and a waterskin. Trying to be as quiet as possible he snuck away.

Next he decided to check in with parents and sister. Returning to his home he found it had been abandoned for at least ten years. Asking around, he got the real story. His parents had sold him and his brothers to the wizard and then they had moved far away with the money they had made from the transaction.
 
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Code:
Imrehsa, female human psion(seer) 1, NG
XP: 0

Str 10 (2pts)
Dex 12 (4pts)
Con 14 (6pts)
Int 14 (6pts)
Wis 14 (6pts)
Cha 12 (4pts)

Initiative: +1
AC: 11
Hit Points: 6

Fort: +2
Ref: +1
Will: +4

Melee: +0
Ranged: +1

Skills
Concentration +6 (4)
Gather Information +5 (4)
Hide +2 (2cc)
Listen +6 (4)
Move Silently +2 (2cc)
Spot +6 (4)

Feats
Psion Weapon proficiencies
Rapid Metabolism
Narrow Mind
Psionic Talent

Powers
Power Points: 5/5
Precognition (1)
Precognition, Defensive(1)
Inertial Armor(1)

Equipment
GP: 62
Worn:
Daggers (x5)
Backpack
Belt Pouch
Explorer's Outfit

Background:

Imrehsa was born at the temple where she was trained. At least, that is what her masters would like her to believe. The truth she would find out later and this would preempt her decision to leave. She was prophecied to have psionic potential by the leaders of the temple and instead of asking her parents, she was taken away just after she was born. For several years, these masters developed her ability to peer into the minds of others as well to hide herself from peering eyes. When she was finally of age, she was told the truth of the matter. She was being developed into a weapon against the original temple that spawned this corrupt version. On her first mission, she professed this to the head of the true temple, who took her in and protected her. Incensed by this action, the corrupt temple provided information to the local military forces implicating Imrehsa's new home as the source of numerous crimes that were actually being performed by their own operatives. This military destroyed the temple by sword and flame and Imrehsa barely escaped with her life. She now wanders in search of another temple to continue her training and eventually procure vengeance on the corrupt temple.

Appearance and Personality:

Imrehsa is used to fending for herself and her attitude shows it. Though not adverse to accepting help when needed, when given the opportunity to do something by herself, she usually takes it. This attitude shows in her clothing, everything kept practical and clean enough. Her long black hair is kept in ponytails almost always and for the most part, she keeps her nose and mouth covered in black cloth. Her only striking feature is the color of her eyes. They are mostly a brown color, but around the pupils is a star shaped color of blue, with a green ring around the iris. This is one way the temple had identified her as someone different. She is not ugly by any means, but she is not strikingly beautiful either. The rest of her clothes, a mix of reds and browns, serve to keep her comfortable and warm.
 

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