Up from the Dust: Characters


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Vargo

First Post
Vargo, Human Cleric

Vargo :Male Human Cleric5; CR 5; Medium HUMANOID; HD (5d8)+10; hp 36; Init +0 (+0 Dex, +0 Misc); Spd Walk 20'; AC 18 (flatfooted 18, touch 10); Base Atk +3; Grp +4; Atk +5 Melee (1d8+1/20/x2, Morningstar (Masterwork/Cold Iron) ); Atk +4 Melee (1d4+1/19-20/x2, Dagger ); Atk +3 Ranged (1d4/19-20/x2, Dagger (Thrown) , Range 10' ); Atk +5 Melee (1d8+2/20/x2, *Morningstar (Masterwork/+1 (Enhancement to Weapon or Ammunition)) ); Atk +4 Melee (1d6+1/20/x3, Shortspear ); Atk +3 Ranged (1d6/20/x3, Shortspear (Thrown) , Range 20' ); SA: Rebuke Undead (Su) 4/day (turn level 5) (turn damage 2d6+6), Spontaneous casting; Vision: Normal; AL: LN; SV: Fort +7, Ref +2, Will +8; STR 12, DEX 10, CON 14, INT 14, WIS 17, CHA 12
Skills and Feats: Concentration +10, Heal +11, Knowledge (Religion) +10, Knowledge (The Planes) +10, Spellcraft +10, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Augment Summoning, Extend Spell, Shield Proficiency, Simple Weapon Proficiency, Spell Focus (Conjuration).
Possessions: Breastplate (Masterwork/+1 (Enhancement to Armor)); Cloak of Resistance +1; Morningstar (Masterwork/+1 (Enhancement to Weapon or Ammunition)); Traveler's Outfit; Shield, Heavy; Signet Ring; Case (Map or Scroll) [ ]; Case (Map or Scroll) [ Paper (Sheet) (x10); ]; Handy Haversack [ Acid (Flask) (x4); Crowbar; Dagger; Flint and Steel; Grappling Hook; Holy Symbol (Silver); Holy Water (Flask) (x2); Ink (1 Oz. Vial) (x2); Inkpen (x2); Lantern (Bullseye); Oil (1 Pt. Flask) (x4); Alchemist's Fire (Flask) (x2); Cold Weather Outfit; Explorer's Outfit; Scholar's Outfit; Case (Map or Scroll); Pole (10 Ft.); Rope (Silk/50 Ft.) (x2); Sealing Wax; Shortspear (x4); Smokestick (x2); Soap (Per Lb.); Bedroll; Spade or Shovel; Sunrod (x4); Tent; Tindertwig (x4); Blanket (Winter) (x2); Block and Tackle; Caltrops (x4); Case (Map or Scroll); Chain (10 Ft.); Chalk (1 piece) (x5); Potion of Cure Light Wounds (x2); Wand of Cure Light Wounds; Morningstar (Masterwork/Cold Iron); ]; Warhorse (Light) [ Barding (Studded Leather); Saddle (Military); ];
Deity: None; Domains: Madness (); Knowledge (All knowledge skills are class skills. You cast divinations at +1 caster level.);

Spells Known (Clr 5/4+1/3+1/2+1. DC 13/14/15/16)

Background: Vargo is a member of the ancient order of the Prisonkeepers. The Prisonkeepers were founded after the imprisonment of Tharizdun (or other Cthulhoid critter in whatever campaign) for the sole purpose of draining his divine power so that he cannot use it to escape. Each day, the Prisonkeepers draw energy away from Tharizdun and use it to fuel their own abilities - which come at a steep price. Madness is common in the Prisonkeepers, as the touch of Tharizdun's corrupting power eventually will poison even the most pure soul. Their ranks are drawn from orphans and outcasts, yet their role is essential - without their constant draining of Tharizdun's powers, he would break free from his prison and destroy the world.

Vargo is beginning to feel the touch of madness - he is starting to hoard objects that he thinks might be "useful". Right now he's actually hoarding useful objects, but who knows how long that will last? He's always on the lookout for extradimensional storage devices, to increase his ability to hoard.
 
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LeifVignirsson

First Post
Grand Vizier Grundakar Riscavolan

Grand Vizier Grundakar Riscavolan, male human Rog3/Sor3/DDs5: CR 11; Size M (6 ft., 1 in. tall); HD 3d6+2 + 3d4+2 + 5d12+2; hp 97; Init +14 (+4 Dex, +4 Improved init, +4 Greater Improved Init.); Spd 30 ft.; AC 16 (+4 Dex, +2 natural armor); Attack +8 melee, or +10 ranged; SV Fort +7, Ref +12, Will +10; AL NG; Str 18, Dex 18, Con 14, Int 17, Wis 13, Cha 15.

Languages Spoken: Common, Draconic, Giant, Dwarven.

Attacks: 1d6+4 bite, 1d4+4 claw (x2)

Skills and feats: Appraise 12, Bluff 6, Concentration 10, Decipher Script 7, Diplomacy 10, Forgery 7, Gather Information 10, Hide, Intimidate 6, Listen 6, Move Silently 8, Open Lock 8, Search 10, Sense Motive 3, Spellcraft 14, Spot 3, Survival 2

Feats and features: Improved Initiative, Martial Weapon Proficiency (greatsword), Lightning Reflexes, [Evasion], Leadership, Greater Improved Initiative, [Blindsense 30ft.].

Possessions: Greatsword +2, Frostbrand "Is Kyssa", Axe of flying +2 (stolen from Pavel), Ring of Polymorph, Ring of Energy Resistance (minor) – Gift from King of Winter a demigod white dragon (who is also holding Grundy’s nephew hostage.)

Sorcerer Spells Known (8/8): 0th -- Flare, Light, Mending, Open/Close, Touch of Fatigue. 1st – Endure Elements, Mage Armor, True Strike.

Familiar - Hume, white fox (+2 Reflex)

Cohort - Valandra, young white dragon (who is as stupid as a bag of rocks, but was saved by Grundakar during the raid on Kral'tor, the giant capital. After the rescue, the young dragon adopted Grundy as her new "parent". The white dragons in the old campaign were not stupid, so the stupid ones were never really paid attention to.)

CR 3; Medium-size Dragon (Cold); HD 9d12+18; hp 76; Init +0; Spd 60 ft, fly 150 ft (average), swim 60 ft, burrow 30 ft; AC 18 (+8 natural); Melee bite +11 (1d8+2), 2 claws +6 (1d6+1), 2 wings +6 (1d4+1); SA breath weapon; SQ icewalking, cold subtype, immunities, blindsight, keen senses; AL CE; SV Fort +8, Ref +6, Will +7; Str 14, Dex 11, Con 15, Int 4, Wis 12, Cha 9.
Skills and Feats: Listen +10, Search +6, Spot +10; Hover, Flyby Attack, Power Attack.
SA–Breath Weapon (Su): Cone of cold, 30 feet long, every 1d4 rounds; damage 3d6, Reflex half DC 16.
SQ–Icewalking (Ex): This ability works like the spider climb spell, but the surfaces must be icy. It is always in effect.
SQ–Immunities (Ex): Immune to sleep, paralysis.
SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 90 feet.
SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 300 feet).
SQ–Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.

Description: Grundy is 6’1” and starting to fill out muscle wise. He has white skin that shows the scales of dragonhood very easily. His forehead has grown more into a dragon, forcing his black hair back towards the middle of his head. His ears have changed to a more sharper ear of a dragon as well as his hands, which have grown claws.

He is usually finely dressed, though he is more comfortable in the rugged materials of his homeland. He also has a ring of polymorph that he uses in situations where an evolving half dragon will not be accepted as easily as in other places. When he uses it, he reverts to his old human form, the same style of man but without the dragon markings.

History: Grundy is a human evolving into a white dragon from the mountains of the Sawteeth, a range of mountains just like the Rocky Mountains. He set out to find his parents after his father passed away and his mother was abducted by a whit dragon. On his way to the white dragon capital, he stumbled across people who did not belong there exploring the ruins of an old elven city. Little did he know that those people would change his life.

The men were exploratory forces from the nation of the Palatinate and they were interested in starting a civilization. After earning their trust, Grundy was put in charge of “public relations” with his own people. Eventually, it lead him to the place where he needed to go, Snowflake Palace and the King of Winter. Grundy and the King struck a deal, along with his new employers. If they could destroy the tower, Grundy could get his family back. They had ten years. As a show of goodwill, the King let Grundy pick one relative to set free. He picked his sister, Alanora.

They returned to New Alppla, the sight of the Elven ruins and what was to be their new home. During their travels, he ran into many people, including in nemesis and servant of the dragon guarding the way into the Sawteeth, Pavel. Grunday and Pavel met in battle while Grundy was trying to find a way through without them being caught. Pavel attacked Grundy but Grundy was able to get away with help of his new employer, but not until he could steal the flying axe that Pavel wielded. That axe is still with Grundy today.

Later, that led to a duel to retrieve the honor of Pavel, but Grundy resorted to dirty trick snad poisoned Pavel or else he would die himself. In return for the cure to the poison, Pavel’s dragon mistress, Karis, allowed Grundy to take his aunt and his four cousins with him, thus another part of the family had been returned to him.

As the city started to grow, Grundy was promoted to Vizier and was put in charge of local trading and goods. They stayed there in New Alppla for a while until they were ordered to attack the large city of Kral-tor, the giant stronghold that far south. Grundy, due to his rogue abilities, was polymorphed into a hill giant and told to infiltrate. He did and was key to getting the attacking forces into the city by stealing the one artifact that was protecting it. After much fighting, the city fell. That was when Grundy met up with Valandra, a young white dragon female that was held in captivity by the giants. After flying off, she appeard later on in New alppla and followed Grundy around as if he was her father.

All the while, Alanora, Gruny and the rest of his family fought to try and get back Alanora’s son, Tholynn, who was still in the custody of the King of Winter. Now, they have plotted to try and get him out of the palace when the Palatinate forces arrive on their soil and attack, but it would take great cunning and swift actions.

EDITED: To add on history, description and a key item I forgot cause... well... I was stupid
 
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Isida Kep'Tukari

Adventurer
Supporter
Jalen Isadore
Female Human Cleric 11 of Ilmater

Alignment: Neutral Good
Patron Deity: Ilmater
Region: Damara
Height: 5' 5''
Weight: 134lbs
Hair: Pale Blonde
Eyes: Golden Brown
Age: 27

Str: 10 (+0) [2 points]
Dex: 8 (-1) [0 points]
Con: 14 (+2) [6 point]
Int: 11 (+0) [3 points]
Wis: 22 (+6) [13 points, +1 level, +4 periapt]
Cha: 16 (+3) [8 points, +1 level]

Class and Racial Abilities:
Extra feat at first level, 4 extra skill points at first level and one additional skill point at each level thereafter. Divine spells, ability to turn undead 5/day. +4 to turning check, additional 3d6 turning damage. Lame - Because of a beating take in her youth, Jalen cannot walk as fast as a normal person.

Hit Dice: 11d8+22
HP:70
AC: 12 (-1 Dex, +3 armor) [touch 9, flat-footed 12]
Init: -1 (-1 Dex)
Speed: 25ft

Saves:
Fortitude +12 [+7 base, +2 Con, +3 from cloak]
Reflex +5 [+3 base, -1 Dex, +3 from cloak]
Will +15 [+7 base, +5 Wis, +3 from cloak]

BAB: +8/+3
Melee Atk: +9/+4 (1d6+1/x2/B, Heavensent)
Ranged Atk: +6 (1d4/x3/50 ft./B, sling)

Skills:
Concentration +12 [10 ranks, +2 Con]
Diplomacy +14 [11 ranks, +3 Cha]
Heal +13 [6 ranks, +6 Wis, +2 healer's kit]
Knowledge (religion) +8 [8 ranks, +0 Int]
Spellcraft +5 [5 ranks, +0 Int]

Feats:
Nimbus of Light (human bonus)
Holy Radiance (1st level)
Stigmata (3rd level)
Exalted Turning (6th level)
Spell Focus (good) (8th level)

Languages: Common, Damaran

Spells Prepared - Good and Healing domains
Save DC +6 Good spells
0th - create water, detect magic, detect poison, guidance, purify food and drink, resistance.
1st - faith healing x2 (MaoF), bless x2, divine favor, ray of hope (BoED), sanctuary. (D) - cure light wounds.
2nd - elation (BoED) x2, ease pain (BoED), Estanna's stew (BoED), lesser restoration x2. (D) - aid.
3rd - blessed sight (BoED), heart's ease (BoED), inspired aim (BoED), remove blindness, remove nausea (BoED). (D) - magic circle against evil.
4th - blood of the martyr (BoED), celestial brilliance (BoED), death ward, restoration. (D) - cure critical wounds.
5th – break enchantment, crown of flame (BoED), flame strike. (D) – dispel evil
6th – heroes' feast, mass cure moderate wounds. (D) – heal


Equipment
Periapt of wisdom +4 - 16,000gp
Heavensent, +1 frystalline quarterstaff - 4,300gp
sling, 20 sling bullets - 2sp
+1 sacred leather armor - 9,160gp (increases effective level for turning by +2)
periapt of wound closure - 15,000gp
chime of opening - 3,000gp
Cloak of resistance +3 - 9,000gp
spruce altar case - 20gp
thurible of consecration - 5,000gp (BoED)
insence of consecration x8 - 2,400gp (BoED)
personal wooden holy symbol of Ilmater - 1gp
10 wooden holy symbols of Ilmater - 10gp (to give out to the faithful)
healer's kit x3 - 150gp
cleric's vestments - 5gp
vigil candle x10 - 100gp
hand-held silver candlestick - 3gp
bronze field brazier - 4gp
20 lbs of incense - 100gp
brass censer - 1gp
snuffing bell - 1gp
3 scrolls of cure moderate wounds - 150gp (2 are regional equipment)
5 potions of cure light wounds - 250gp
banner of Ilmater - 50gp
24 vials of holy water - 600gp
powdered silver for bless water x8 - 200gp
backpack - 2gp
bedroll - 5sp
trail rations (20 days worth) - 10gp
belt pouch - 1gp
Field Hospital
-2 mules - 16gp
-wagon - 35gp
-40 ft. long by 40 ft. wide by 8 ft. high tent with curtains to form eight cubicles and a 10 ft. wide private back area, along with a 12 ft. wide awning for a "porch", comes with tent poles - 200gp
-8 collapsible cots - 30gp
-20 winter blankets - 10gp
-10 ft long, 3 ft. wide collapsible table - 20gp
-9 1 1/2 ft. by 1 1/2 ft. collapsible tables - 90gp
-10 tin bowls - 5gp
-5 ceramic pitchers - 2gp, 5sp
-chest - 2gp
-20 towels - 10gp
-50 ft. hemp rope - 1gp
-sledge - 1gp
-12 wooden candle holders - 3sp, 6cp
-1000 candles - 10gp
-20 lbs. of soap - 10gp
-10 ft. pole - 2sp
-engraved iron stew pot with tripod - 50gp
-2 iron pots - 1gp
-Spoons, bowls, and utensils for 10 - 5gp
-5 hooded lanterns - 35gp
-8 common lamps - 8sp
-100 flasks of oil - 10gp
-rocks for fire pit

Money
6gp, 4sp, 4cp

Appearance: Jalen is a slight girl who walks with a pronounced limp. Her blond hair is long, and she tends to wear it braided. Her face is open and heart shaped, with large golden-brown eyes that are full of kindness. Her nose is short, her lips are full, and her cheekbones are full. She's the kind of women that most would call "cute." When traveling, she wears a sturdy traveler's outfit in pale tan canvas and leather, with a red belt. Over it she wears leather armor that has seen a great deal of wear. The light brown cloak she wears over it is made from oiled canvas to keep off the rain, and inside it is lined with pockets. She carries a quarterstaff seemingly made of golden crystal in one hand.

When she is in her field hospital, she wears a peasent's outfit of a loose canvas shirt and trousers, with a red cord belt. Over it she wears an apron as well as a vest with many pockets. She also covers up her hair with a red kerchief when she's on duty. In all cases, she wears a carved and painted holy symbol of Ilmater around her neck on a braided cord of red leather.

Her holy robes she uses for ceremonies are gleaming white, full-length robes of fine linen, with red stitching at the cuffs, neck, and hems, and a tabard over it with Ilmater's symbol embroidered in it.

Personality: Jalen is a self-sacrificing individual who is always eager to help those who cannot help themselves. Kindness and patience are words that come to mind when someone describes her. She gives all she can give to others, and keeps very little for herself. Above all, she gives herself to others. A few years ago she was able to purchase and outfit an old faire tent to become a portable hospital, and since then has roamed Faerun, going to the smallest and largest of settlements to assist in healing the sick and the injured. If there is a hint of conflict or war, she will go to help tend to the injured there, as well as any hint of plague or sickness. She has subsumed herself in the aid of others, until it seems that that is all she is.

Background: Jalen was born in the wild northern country of Damara, in the small town of Shadow's Knoll. It was a small, insular town, used to taking care of its own problems. A small temple to Ilmater was all there was to tend to this little flock. The self-sacrifice of Ilmater was not particularly evident in this town, as everyone was supposed to simply go with tradition.

When a young boy and his mother moved to the town, they were viewed with suspiscion, simply for being outside of Shadow's Knoll. It became obvious that the boy was not entirely right in the head, and even the efforts of the aging priest of Ilmater could not help the young lad. But his peculiar mannerisms grated on the insular townsfolk, and they shunned the boy, Marl, and his mother.

Jalen was only ten years old when her life changed suddenly and forever. She was the daughter of the town blacksmith, Kellir, and his wife, the village midwife Andrea. She had already begun to learn the simple healer's arts from her mother, as her seven year-old brother Tiron began to learn their father's trade.

Jalen was coming home in early winter after gathering some wintergreen from the edge of the forest. She went to take a shortcut behind the baker's house when she heard faint cries. Looking down the alley she saw Marl being badly beaten by several of the older boys in the town, boys whose fathers has expressed contempt for the boy and his mother. Jalen knew that Marl was not much older than her beloved brother Tiron, and flew down the alley, shouting at them to stop. With that momentary distraction, Marl managed to get up and flee, leaving the boys incredibly angry at the loss of their prey.

They took out their anger on Jalen, beating her badly, crushing her feet, breaking her legs, and nearly causing her to die. The old priest of Ilmater was the one that found her, and it was he who cared for her and protected her in the temple. Her mother and father feared for her life, as the town would not tolerate those who didn't conform. Following the advice of the priest, her mother and father said tearful good-byes and shipped their daughter southward to a larger temple of Ilmater.

It was here that Janel had her first vision of Ilmater. Seeing a vision of a man far more badly hurt than her, but still with kindly eyes and a gentle manner, helped her get through her healing process without emotional scars. It was with this she developed the desire to help those others who had no one to stand up for them and help them. Delighted, the priests of Ilmater trained her as their own, and helped to set her on her path to heal and succor those that had no other to help them.

Jalen wrote to her parents while she was in the temple, and even visited them once she was ordained. However, the insular villagers were not too pleased to see her again, and she could feel their discontent. Despite her love for her parents and her brother Tiron, she has not returned to Shadow's Well again, though she writes often.

For one that is so giving, it seems odd that she should keep anything for herself. But in her long wanderings as a healer, she has sometimes been gifted by the church or those grateful for her healings. She usually refuses such gifts unless she can give them to the church, but on a few occasions the church has insisted she keep some gifts to protect herself, and hence her charges.

One was a pearl of wisdom, given to her by a priest of Istishia when she helped his village through a plague. Another was a set of magical leather armor, given to her by the family of a hunter for whom she conducted a funeral. The man had been lost in the woods, and Jalen was able to help ease his pain when he was finally found, and gave him the burial blessings even though the family could not pay much for the rite. One of her most sacred possessions is a quarterstaff made from a celestial crystal called frystalline. Strangely enough, this she found stuck in the earth of a long-forgotten path. Visions from Ilmater convinced her to keep it, and she uses it in her ceremonies to the Maimed God.

~~~~~~~~

ROTH NOSEBREAKER
Peacekeeper of the Wheat Sheaf Inn

Fighter-1/Rogue-3
Male Human

Age: 18
Height: 6'4"
Weight: 222 lbs.
Eyes: Dark Brown
Hair: Straw Blonde

Alignment: Neutral Good
Deity: Kord

STR 18 (+4)
DEX 16 (+3)
CON 16 (+3)
INT 16 (+3) (+1 level)
WIS 3 (-4)
CHA 8 (-1)

Hit Points: 34
Armor Class: 18 (touch 13, flat-footed 15)
Armor Check Penalty: 0

Initiative: +7
Move: 30 ft.

BAB: +3
Melee: +7
Ranged: +6
Grapple: +7

SAVES
Fort +6
Ref +6
Will -3

WEAPONS
+1 Greatsword 2d6+7 / 19-20 x2 / S
Handaxe 1d6+4 / x3 / S
Dagger 1d4+4 / 19-20 x2 / 10 ft. P
Mighty Composite (+4) Longbow 1d8+4 / x3 / 110 ft. / P

ARMOR
+1 Mithral shirt +5 / L / 0
Large Wooden Shield (when not fighting with greatsword) +2 / N/A / -2

GEAR
+1 Mithral shirt
+1 Greatsword
Handaxe
Dagger
Mighty Composite (+4) Longbow
Backpack
Bedroll
Tent
60 arrows
Flint and steel
Tankard from Wheat Sheaf Inn
Belt pouch
10 days' trail rations
50 ft. hemp rope
Waterskin
Whetstone
Cold weather outfit
Masterwork Thieves' tools
Light warhorse with military saddle, bit and bridle, and saddlebags.

MONEY
CP: 6
SP: 8
GP: 4
PP: 8

RACIAL ABILITIES
Bonus 1st level feat, +4 skill points at first level, +1 skill point at each level thereafter, no favored class.

CLASS ABILITIES
Light, Medium, and Heavy armor proficiency, shield proficiency, simple and martial weapon proficiency, bonus feats. Sneak attack +2d6, trapfinding, evasion, trap sense +1.

SKILLS
Climb (4) +8
Craft (blacksmithing) (4) +6
Disable Device (7) +10
Handle Animal (4) +3
Jump (4) +8
Open Lock (7) +10
Ride (4) +9 (military saddle)
Search (7) +10
Sleight of Hand (6) +9
Swim (4) +8
Tumble (7) +10

LANGUAGES
Common, Dwarven, Elven, Goblin

FEATS
Improved Initiative
Improved Unarmed Strike
Toughness

PHYSICAL APPEARANCE: Roth Nosebreaker is hardly the best-looking man in the room, though he usually is one of the most physically imposing. Standing much taller than the average man and covered with bulging muscles, he tends to be the type of man that most would avoid angering. He's obviously of farm stock, having the straw-blonde hair common in the region, and large brown eyes like that of a placid cow. His own nose has been broken more than once in the past and never healed straight. One of his front teeth is missing (a horse kicked it out), and he can (and does) whistle loudly, piercingly, and off tune out of it. He's often seen wearing worn leather pants and a canvas shirt, or with old studded leather armor, usually with one or more weapons stuck in his belt.

PERSONALITY/MOTIVATION/BELIEFS: Roth is a fairly bright young lad, eager to please and quick to learn. However, he doesn't have the sense the gods granted a flea. He's very much a follower; tell him to do something and he does it with zeal, but you have to remember to tell him to stop too, as he can get too focused on his work. If he wants to learn something, he can pick it up quickly, learning it with single-minded devotion. Unfortunately he doesn't always know when to use the skills he learns. He has to be reminded he knows something half the time, and is often forgetful of what he's doing.

Despite this, Roth is a fairly happy-go-lucky individual, eager to please. He enjoys doing new and exciting things... though often new and exciting is relative because he forgot when he did it before. As long as he has someone to tell him what to do he's fairly pleased. He particularly enjoys being able to do something physical, as he knows he's stronger and quicker than most men.

Occasionally when a priest of Kord would come through town, they would ask to challenge the strongest man in town. Roth would generally oblige, and recently won his first match against one of the priests. The priest told him he was truly, "Blessed with the strength of Kord!" Roth was very pleased at that, and has begun to offer prayers of thanks to Kord as well as he parents' deity of choice, Pelor.

BACKGROUND: Roth was born the son of a farming family. While both his father and mother were strong people, Roth grew and grew to outstrip the height and strength of his father and his three older brothers. Hoping to make another good field hand out of him, his father put him to work with his brothers. However it became apparent that Roth’s patience and concentration, traits necessary for a farmer, were… lacking. At best.

He was easily distracted and would often get into friendly tussles with the boys from town. Despairing at what to do with his youngest son, his father turned to the town blacksmith, Landon. Hoping to find an outlet for Roth’s energy, the blacksmith agreed to teach the boy fighting in exchange for some service at the smithy. Strangely enough, Roth took to smithing like a fish to water. He apparently wasn’t lacking in concentration or patience, he just hadn’t found something he could do for long periods of time.

But Landon was wise, and always made sure the boy had something active to do. He taught him to shoe horses and how to ride them to test their fit, how to repair leaks in the roof, and anything else he could think of to keep the boy occupied. When they began their fighting lessons, the boy was incredibly quick to pick up various techniques. He favored the largest sword he could get his hands on, the magnificent greatsword, though Landon made sure he taught Roth everything he could remember from his days as a soldier, including wrestling.

When Roth got older, the barkeeper of the Wheat Sheaf Inn approached the marvelously strong lad to be his new peacekeeper. Eager for something new to do, Roth agreed. Usually Tarof, the barkeeper, had to point out potential fights to him, but Roth was quite capable of breaking them up once they were pointed out to him. He took a great deal of satisfaction in a job well done, and was proud to show off his strength to the townsfolk as well as the passing travelers.

Roth’s reputation has spread slightly outside of his town, and those looking to hire a loyal, dedicated swordsman might deign to look in the sleepy little farming town. Certainly Roth would jump at the chance to see the world. In many ways he’s still very much a big boy and an innocent. He’s never killed a man, only animals while hunting, and the experience could prove difficult for him. It’s hard to tell…
 
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Wyrm99

First Post
Milo Character Sheet

Milo
Male Halfling, Lightfoot Brd4/Rog4:
Alignment: Chaotic Neutral
Height: 2’11”
Weight: 34
Hair: Brown
Eyes: Brown
Age: 30

STR 11 (+0)
DEX 20 (+5)
CON 16 (+3)
INT 10 (+0)
WIS 8 (-1)
CHA 14 (+2)

HD: 4d6+12(Bard) , 4d6+12(Rogue)
HP 64
AC:23 (+2 Armor, +3 Shield, +5 Dex, +1Size, +2Magic)(Flatfooted:23 Touch:16)
Init +5
Speed 20

Saves
Fort +6 (+2 Base, +3 Con, +1 Misc)
Ref +14 (+8 Base, +5 Dex, +1 Misc)
Will +5 (+5Base, -1 Wis, +1 Misc)

BAB +6/+1
Melee Atk: +7/2 base melee
Ranged Atk: +12/7
+2 Shortbow: +14/9 (1d6+2)
Rapier: +12/7 (1d4)
+ 1 Dagger: +13/8 (1d4+1)
Sap: +12/7 (1d4)

Skills
Balance +7
Bluff +10
Climb +2,
Craft (Blacksmithing) +3,
Diplomacy +9,
Gather Information +7,
Hide +17,
Jump +4,
Listen +1,
Move Silently +13,
Perform +13,
Sleight of Hand +10,
Speak Language +1,
Tumble +12,
Use Magic Device +7

Feats:
Armor Proficiency: light,
Shield Proficiency,
Simple Weapon Proficiency
Point Blank Shot,
Precise Shot,
Weapon Finesse.
.
Spells Known (Brd 3/3/1): 0 -- Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Prestidigitation; 1st -- Cure Light Wounds, Expeditious Retreat, Mage Armor, Sleep, Summon Monster I, Unseen Servant; 2nd -- Bull`s Strength, Pyrotechnics.

Possessions:
Weapons: +2 Shortbow (8,330 gp);
+1 Arrows (20) (2,010 sp);
Rapier (20 gp);
+1 Dagger (2,302 gp);
Sap (1 gp).
Armor: Leather (10 gp).
Shields: +2 Shield, small, steel (4,159 gp).
Goods: Backpack (2 gp); Bell (1 gp); Caltrops (1 gp); Candle (1 cp); Chalk, 1 piece (1 cp); Flint and steel (1 gp); Entertainer`s outfit (3 gp); Whetstone (2 cp).
Magic:
Wondrous: Cloak of Hiding (2,000 gp);
Wondrous: Amulet of natural armor (+2) (8,000 gp).

CLASS FEATURES
BARD
Bardic Knowledge (4+Int.Mod) – Bardic Music Uses: 4/day – Bardic Music: Countersong – Bardic Music: Fascinate – Bardic Music: Inspire Competence – Bardic Music: Inspire Courage (+1) – Proficiency: Shields – Proficiency: Shortbow
ROGUE
Evasion – Proficiency: Armor, Light – Proficiency: Rogue Weapons – Proficiency: Simple Weapons: All – Sneak Attack +2d6 – Trap Sense +1 – Traps – Uncanny Dodge

RACIAL FEATURES
+1 attack bonus with thrown weapons
+2 Bonus on Saves vs. Fear


LANGUAGES
Common, Dwarven, Elven, Halfling

COINS NEW COINS
9 cp
26 sp
328 gp
19 pp
521 gp Total gp equivilent (approximate
 

Tor L'Tha

First Post
Wato Q'Yar

Code:
Name: Wato Q’Yar
Sex: male
Race: human 
Class fighter5/ranger5 

AL: Neutral Good
Hair: red
Eyes: pale brown
Height: 1,8 mt
Weight:80 kg
Age:25
Deity: Ehlonna

STR: 24 (+7) 
DEX: 14 (+2) 
CON: 14 (+2)
INT: 12 (+1)
WIS: 13 (+1) 
CHA: 12 (+1)

HP:90
AC: 22 (10+4armor+1shield+2dex+3magic+2)
XP: current 45000, next lvl 55000

Saves: 
Fortitude: +11 (7+2con+2magic)
Reflex: +11 (7+2con+2magic)
Will: +6 (3+1wis+2magic)

Init: 6 (2)/+4

Attacks: 
Gränos: +17/+12 , 1d6+9 damage, Threat 19-20/x2 +1 Light Mace of Shock, +1d6 electricity damage
Rolat: +17/+12 , 1d6+5 damage, 19-20/x2 +1 Light Mace of Frost, +1d6 frost damage

Skills:
Climb: 24 (13ranks + 7ability) +4
Handle animal: 14 (13ranks + 1ability)
Hide: 16 (13ranks + 2ability) /+1
Jump: 19 (13ranks + 7ability) /-1
Listen: 14 (13ranks + 1ability)
Move silently: 21 (13ranks + 2ability) /+6
Search: 14 (13ranks + 1ability)
Use rope: 15 (13ranks + 2ability)





Spells:
Spells per day: 
Ranger lvl 1 per day:2
1. Camouflage 
2. Entangle
Ranger lvl 2 per day:1
1. Bear's Endurance

Languages: 
Common
Elven

Equipment:
Armor
Chain Mail, light bonus 4, penalty -1, max dex 4, %failure 20, speed 30, weight 40, special: +3 chain shirt of silent moves.
---
Bedroll
Backpack
Dagger
Flint & steel
Silk rope x2
Grappling hook
Whetstone
Hooded lantern
Oilx4
Ring of Sustenance: Ring of Sustenance
Ring of Climbing: +5  Climb
Amulet of Natural Armor +2: +2 Natural Armor
Cloak of Resistance +2: +2 on Reflex, Fortitude og Will saves
Belt of Giant Strentgh: +4 on strength
Wand of Cure Light Wounds: 50 charges with Cure Light Wounds
Winter Blanket
---
Light horse: Ink. Sadle 30 days rations

300 Gp

Race: Human 
Feats

Stealthy: +2 on Hide og Move Silently
Improved Initiative: +4 Initiative
Two-Weapon Defense: +1 shield bonus on AC when using  2 weapons
Weap.Foc. (Light Mace): +1 on attack with Light Mace
Improved Favored Enemy: +3 damage on Favored Enemies

Class:Rgr/Fgr
Class features

Ranger:
Favored Enemies: 1:+9 damage on Undead. 2:+7 damage on Animals. 3:+5 damage on Humaniods (Goblinoids) 4: on lvl 15
Track: Survival to track
Wild Empathy: Communicates with animals, like using diplomacy skill. 1d20 + level + cha
Combat style: Two-Weapon Combat:  Two Weapon Fighting, Improved Two Weapon Fighting. Greater Two Weapon Fighting
Endurance: Can run,swim longer befor exhastion

Animal Companion: Name: S’h, Boar. Medium Animal. HP: 25. Init: +0. Speed: 40 ft. AC: 16 / 10 / 16. Base Attack/Grapple: +2/+4. Attack: Gore +4 melee (1d8+3). Space/Reach: 5 ft / 5 ft. Special: Ferocity. Saves: Fort+6, Ref+3, Will+2. Abilities: str15, Dex10, Con17, Int2, Wis13, Cha4. Skills: Listen+7, Spot+5. Feats: Alertness, Toughness. Special: Link, Share spell. Tricks: Attack, Defend, Come, Heel, Stay, Seek, Guard.
---
Woodland Stride: Can move trough dense vegetation without lowering speed or taking damage. Only natural vegetation do.
Swift Tracker: Normal speed whitle tracking.
Evasion.
Camouflage
Hide in Plain Sight

Fighter Feats

Blind Fight
Dodge
Combat Reflexes: +dex modifier attacks of oportunity every round
Weap.Spec. (Light Mace): +2 damage with Light Mace
Imp. Crit. (Light Mace): 20/x2 = 19-20/x2
Power Crit. (Light Mace): +4 on confirmed critical
 
Last edited:

Scotley

Hero
Larris Farvold Human Fighter

Male Human
Fighter 6 level 15,500 exp.
Alignment: Chaotic Good
Height: 6'2”
Weight: 170 lbs
Hair: Black worn very short
Eyes: Green
Age: 26
Patron Deity: Vanar
Land of Origin: Kythraen

Str: 16 (+3) [8 points] [+1 4th level]
Dex: 15 (+2) [8 points]
Con: 12 (+1) [4 points]
Int: 12 (+1) [4 points]
Wis: 10 (+0) [2 points]
Cha: 10 (+0) [2 points]

Class and Racial Abilities:
Bonus Feat and skill points (Human), Proficient with all simple and martial weapons and with all armor and shields, Bonus Combat Feats at 1st, 2nd, 4th, & 6th level

Hit Dice: 6d10+6
HP: 46
AC: 20 or 14
Flat Footed: 16 or 12
Touch: 12
Init: +2 [+2 Dex.]
Speed: 30ft base
Armor Check Penalty: 0
Arcane Spell Failure: 20%

Saves:
Fortitude +6 [+5 base, +1 Con.]
Reflex +4 [+2 base, +2 Dex.]
Will +2 [+2 base, +0 Wis.]

BAB: +6/+1

Melee Attack: +9/+4 or +7/+2 and off-hand +7

MW Bastard Sword +11/+6 or (+9/+4 if using off-hand too) 1d10+5 19-20/x2
+1 Small Spiked Shield Bash +10/+4 or +8 if using primary 1d6+3 20/x2
Lance +9/+4 1d8+5 20/x3 (x2 from charging mount) Reach weapon 10’
Light Hammer +9/+4 1d4+3 or +7 1d4+2 if off-hand 20/x2
MW Dagger +10/+5 1d4+3 or +8 1d4+2 if off-hand 19-20/x2

Ranged Attack: +8/+3 (+1 attack at point blank range <30')

Javelin +8/+3 1d6+3 20/x2 30’ range
MW Mty. Comp. Longbow +9/+4 1d8+3 20/x3 110’ range
Hammer +8/+3 1d4+3 20/x2 20’ range
Dagger +8/+3 1d4+3 19-20/x2 10’ range

Feats:
Two-Weapon Fighting, Improved Shield Bash, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Shield Charge, Quick draw, Point Blank Shot

Skills:

Fighter 2x4(1st level)+2x5 (levels 2nd-6th) (+9 Human)(+9 Int.)=36

Appraise cc +1 [0 ranks, +1 Int.]
Balance cc +3 [1 ranks, +2 Dex.]
Climb +7 [4 ranks, +3 Str.]
Craft +3 [2 ranks, +1 Int.] (Weapon smith)
Escape Artist cc +2 [0 ranks, +2 Dex.]
Forgery cc +1 [0 ranks, +1 Int.]
Handle Animal +5 [5 ranks, +0 Cha.]
Hide cc +2 [0 ranks, +2 Dex.]
Intimidate +4 [4 ranks, +0 Cha.]
Jump +4 [1 rank, +3 Str.]
Listen cc +1 [1 rank, +0 Wis.]
Move Silently cc +2 [0 ranks, +2 Dex.]
Ride +13 [9 ranks, +2 Dex., +2 Syn.]
Search cc +1 [0 ranks, +1 Int.]
Spot cc +3 [3 rank, +0 Wis.]
Swim +5 [2 ranks, +3 Str.]
Use Rope cc +2 [0 ranks, +2 Dex.]

Languages
Common, Elven

Equipment:
4 Potions Cure Light Wounds (200gp), Masterwork Bastard Sword (350 gp), +1 Mithril Breastplate (5350gp), Finely tailored Masterwork Leather armor (190 gp), Mighty MW Composite Longbow (+3 Str. Adj.) (550gp), Small spiked shield +1 (as armor and weapon 3169 gp), Masterwork Dagger (302gp), Hammer light alchemical silver (21 gp), 2x Hammer Light Cold forged iron (4 gp) Quiver of Ehlonna (1800gp), 60 Arrows (3gp), 18 Javelins (18 gp), 2 Lances (20 gp), 3 Daggers (6gp), Backpack (2gp), Belt Pouch x2 (2gp), Bedroll (1sp), Silk Rope (10gp), Grappling Hook (1gp), Flint and Steel (1sp), 2 Weeks Rations (6gp), 5 Sunrods (10 gp), 1 Map Case (1g), 2 Weeks Feed for War horse (7sp), 2x Light War Horse /w full military tack and MW studded leather barding only pack saddle for 2nd (300gp+26gp+250 gp+15 gp), Courtiers Outfit /w jewelry (80gp), Tindertwigs x10 (10gp), Alchemist’s fire x5 (100gp), Acid x2 (20gp) Small tent (10gp), 3xWinter Blanket (3sp), Waterskin x2 (2gp), MW Artisan’s tools (weaponsmith 55 gp).

Cash: 58 gp, 11 sp, 10 cp and 6 gems (10gp each).

~~~~~~~~~~~~~~~~~~~~~~~

Appearance: Larris Farvold is a powerfully built man of some height. He has dark hair cut short in a military style. His eyes are bright green and very expressive. He smiles easily and laughs deeply and often. His father always told him he would never be a good card player because his emotions always showed on his face. He has scars in several places from battlefields and bar brawls. He has a strong rugged rather than handsome face and has broken his nose at least once. Most notably he is missing the last digit of the last two fingers of his left hand. Larris goes into battle wearing a gleaming mithril breastplate with his family crest painted in blue and gold. His spiked shield is also polished to a shine. His helmet is plummed with blue. For normal wear his finely tailored leather armor is in the form of high dark boots, white overalls, and a red jacket with the family crest of eagles in gold on the sleeves. His equipment is always maintained in perfect order.

Personality: Larris is a good-hearted man. He often champions the underdog and defends the weak. He enjoys the camaraderie of the tavern and campfire. He is slow to anger, but enjoys a good fight. Sometimes he drinks a bit much and has been known to get into a friendly brawl on occasion. His friends think of him as a nice guy if a bit flighty and unreliable in minor matters. He often questions authority and has a stormy relationship with his father and older brother when he spends too much time at home. He revels in battle and seems to enjoy a bit of danger and excitement. He makes new friends often and easily, but has trouble with longer-term relationships. While he keeps his gear in perfect order other aspects of his life tend to be more chaotic. This has kept him from forming many lasting relationships beyond old comrades in arms.

Background: Larris is the second son and third child of minor noble landholding family in Kythrean. The family has a long history of distinguished military service. His family hall is lined with the portraits and busts of his heroic ancestors. As a younger son Larris joined the military at a young age and served well in war, but poorly in peacetime. He was a headstrong lad and has some trouble with authority. After a 10 year career of ups and downs Larris has left the military to seek his fortune. He has been on his own for a couple of years taking work as he finds it and seeing a bit of the world. His skill at arms finds him enough work to live simply if not extravagantly. He enjoys challenging work that offers variety and the occasional battle. He becomes bored with routine quickly and frequently has a falling out with his superiors if his assignments are dull.


2x Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

One gray horse and one black with white socks. Alternately, one is outfitted with a black leather Military saddle, a bit and bridle, MW std. Leather barding, and a pair of saddlebags. The other wears a packsaddle. They know the following tricks: Attack, Defend, Guard, Down, Come, and Stay.
 

mps42

First Post
Kalador Pald
Male Human Fighter 2 / Paladin 3
Alignment: LG
Patron Deity: Pelor
Region:
Height: 5' 7''
Weight: 187lbs
Hair: Black / gray at temples
Eyes: Dark Brown
Age: 35

Str: 14 (+2)
Dex: 14 (+2)
Con: 12 (+1)
Int: 13 (+1)
Wis: 9 (-1)
Cha: 11 (+0)

Class and Racial Abilities:
Extra feat at first level, 4 extra skill points at first level and one additional skill point at each level thereafter. Paladin: Turn or Rebuke Undead

Hit Dice: 5d10+5; hp 46
HP: hp 46
AC: 20, touch 12, FF 18
BAB +5; Grapple +7; Melee Unarmed +7 (1d3 + 2)
Init: +2
Speed: 20 ft

Saves:
Fortitude +7
Reflex +3
Will +0

BAB: +5
Melee Atk: +8 BAB +5, Str +2, Weapon +1
Ranged Atk: +8 BAB +5, Dex +2, +1 Point Blank shot

Skills:
Climb +0
Concentration +3,
Craft (Weaponsmith) +5,
Diplomacy +2,
Handle Animal +5,
Heal +3,
Intimidate +3,
Jump -1,
Knowledge (Nobility) +3,
Knowledge (Religion) +3,
Ride +9

Feats:
Mounted Archery,
Mounted Combat,
Point Blank Shot,
Precise Shot,
Weapon Focus Longsword.

Languages: Common

Armor:
Light steel +1 shield
Chainmail +1

Weapons:
Longsword mw
6 Dagger.

Equipment:


Money
6sp, 3cp

Physical Appearance: Kalador is an imposing figure. Though he stands only 5'7", he wieghs nearly 190 pounds, most of which is muscle built from long use of sword and shield. He has raven black hair that is starting to gray at the temples and dark brown eyes that some have referred to as bottomless.

Personality : He will be the first to tell you that he did not ask to be chosen as a paladin and will often refer to himself as "just an average man" or being "unworthy of the honor". Kal can be your best friend, laughing, joking and being friendly. He can also be your most bitter enemy, stalking you day and night if you are one who would "betray your fellow man".
 

kyloss

First Post
Airole’ Somnambulus

Airole’ Somnambulus
Height: 5’7"
Weight: 120-125 lbs
Age 17
Female Rjurik Warrior Channeller level 8

Str 12 +1
Dex 16 +3
Con 10 +0
Int 12 +1
Wis 14 +2
Cha 16 +3

Base attack +6/+1
Melee +7/+2
Range +9/+4

Saves (base/total)
Fort + 6/6
Will + 2/4
Reflex 2/5

blood abilities
SR 12+hd (20)
bloodmark-silver skin and hair

Speed 50’
Initiative: +3
Hp: 57
Feats

Grey Elf training (general)
Dragon Touched (prereq is grey elf training and was required to be channeller)

Weapon focus (long sword)
Speed of thought (x2)
Psionic charge
Up the wall
Mental leap
Weapon specialization (long sword)
Skills concentration 11(11), jump 12(11), tumble 14(11), knowledge old Morvalia 8(5), Perform (cc) 8.5(5.5),

Languages: Annuerien, Rjuvin, and Old Morvalian

+1 Long sword damage 1d8+2 attack +9/+4 critical 19-20 x2

Elemental attack 1d8 cold based damage range 40ft crit. x2

O level uses 11
PP 21
Spells
0 level: Flare, Detect Magic, Mending, Read Magic,
1 level: Feather Fall, Chill Touch1d4 cold plus may do strength damage, Change Self
2 level: Alter Self, Claws of the Bear-1d12 attack, Assassin's Senses –improve critical
3 level: endurance
Grey Elf training (general): You have received training from a Grey Elf, probably as a mercenary in their armies.

System: You are treated as an equal by Grey Elves, and may purchase Grey Elf skills and feats, as well as monk levels, and are considered Grey Elf for any prestige classes that require it. Also, if you are proficient with all simple or all martial weapons this now includes Grey Elf weapons. You get +2 to all Knowledge: Morvalia rolls.

Dragon Touched: You have been granted power by an ancient Morvalian dragon.

System: This grants you one level 0 channeller power usable once per day. This feat may be taken multiple times, each time it grants one more power and one more use, so a character who took the feat twice has two powers and may use each ones, or one of them twice each day.

Elemental attack- cold, This attack is considered a ranged weapon whose increment is 5ft x your level. It does 1D4 damage, crit x2. You must have at least 1 PP in reserve to use this attack .Any feat that can apply to a ranged weapon may apply to this attack (weapon focus, point blank shot, etc.). As you gain levels, you can improve this attack. Channellers gain an augmentation every other level, Channeller Warriors every 4 levels (so you get 2). Both spent on increase damge die so does 1d8

equipment
immovable rod(x2); Ring of climbing; channelers ring (adds 5 PP plus 5% base pp (psion version of ring of wizadry 1)

Morvalian Mages Plate: +8 AC, +3 max dex, -3 check penalty, 10% spell fail, 25lbs, no speed reduction (unless causes encumbrance) Magic +1
 

Kelleris

Explorer
Adauth Mirorwyn

Male Human (mirrorcursed)
Bard 8/Marshal 3
Chaotic Good


Size: M (6', 0"; 197 lbs.)
HD: 8d6 plus 3d8
HP: 48
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 21, 18 flat-footed, 12 touch (+2 Dex, +7 chain shirt +3, +1 mithril dastana, +1 deflection)
BAB: +8/+3
XP: 55,000 / 66,000 for level 12


Attributes:

Str: 22 (+6) [13 pts, +1 level, +4 item]
Dex: 14 (+2) [6 pts]
Con: 10 (+0) [0 pts, +2 item]
Int: 14 (+2) [6 pts]
Wis: 13 (+1) [5 pts]
Cha: 18 (+4) [8 pts, +1 level, +2 item]


Attacks:
Cleavastator +16/+11 (2d8+10, 19-20/x2)

Melee Attack Modifier: +14 (8 BAB, +6 Str)
Ranged Attack Modifier: +10 (8 BAB, +2 Dex)


Saves:

Fort: +6 (5 base, +0 Con, +1 resistance)
Ref: +10 (7 base, +2 Dex, +1 resistance)
Will: +11 (9 base, +1 Wis, +1 resistance)


Skills:

Bluff: +9 (5 ranks, +4 Cha)
Diplomacy: +22 (9 ranks, +4 Cha, +3 Skill Focus, +4 synergy)
Gather Information: +14 (10 ranks, +4 Cha)
Hide: +14 (11 ranks, +2 Dex, +1 Circumstance)
Intimidate: +21 (13 ranks, +4 Cha, +2 Steely Gaze, +2 synergy)
Jump: +20 (13 ranks, +5 Str, +2 synergy)
Knowledge (history): +10 (8 ranks, +2 Int)
Listen: +10 (9 ranks, +1 Wis)
Move Silently: +8 (5 ranks, +2 Dex, +1 Circumstance)
Perform (oratory): +17 (13 ranks, +4 Cha)
Sense Motive: +10 (9 ranks, +1 Wis)
Spellcraft: +12 (10 ranks, +2 Int)
Tumble: +9 (5 ranks, +2 Dex, +2 synergy)


Feats:

Power Attack (human bonus)
Steely Gaze (lvl 1)
Exotic Weapon Proficiency (fullblade) (lvl 3)
Skill Focus (diplomacy) (Marshal 1)
Arcane Strike (lvl 6)
Raptor School (lvl 9)


Class Abilities:

bardic knowledge +14
bardic music 8/day:
countersong
fascinate
inspire courage +2
inspire competence
suggestion

minor aura (master of tactics) - Cha bonus on damage rolls when flanking
minor aura (motivate Dexterity) - Cha bonus on Initiative and Dex-based skills
major aura (motivate attack) - +1 bonus on melee attack rolls


Racial Abilities:

human bonus feat
4 skill points at 1st level
1 extra skill point per additional level


Languages:

Common
Dwarven
Celestial


Spell Points: 26
Spells Known:
Cantrips - detect magic, footpad's grace, ghost sound, light, message, prestidigitation
1st - distract assailant, grease, inspirational boost, swift expeditious retreat
2nd - glitterdust, heroism, invisibility, tactical precision
3rd - clairaudience/clairvoyance, fear, glibness


Equipment:

Cleavastator (adamantine +1 vicious fullblade) [23 lbs.]
+3 mithril chain shirt [13 lbs.]
mithril dastana [3 lbs.]

amulet of charisma +2 [--]
belt of constitution +2 [2 lbs.]
the book of timely advice, volumes two and three [17 lbs.]
boots of speed [1 lb.]
cloak of resistance +1 [3 lbs.]
gauntlets of ogre power +4 [4 lbs.]
wand of cure light wounds [1 lb.]
ring of protection +1 [--]
Belt Pouch [10 lbs.]
- 3 springwalls [3 lbs.]
- 3 vials of acid [3 lbs.]
- 3 vials of alchemist's fire [3 lbs.]
- 2 vials of antitoxin [-- lbs.]
- earplugs
Wrist Sheath [1 lb.]
- Dagger, Masterwork [1 lb.]
Forester's Cloak [3 lbs.]
Soft-Soled Shoes [Included in Outfit]
Backpack [51 lbs.]
- 3 vials bladefire [3 lbs.]
- 3 day's trail rations [7 lbs.]
- waterskin [4 lbs.]
- flint and steel [-- lbs.]
- whetstone [1 lb.]
- fireproof gloves [3 lbs.]
- explorer's outfit [8 lbs.]
- swimmer's kit [5 lbs.]
- climber's kit [5 lbs.]
- one-person tent [10 lbs.]
- scroll tube [1 lb.]
-- 50 sheets paper [-- lbs.]
- 3 vials black ink, 1 purple, 1 red, 1 blue, 1 green [-- lbs.]
- bullseye lantern [3 lbs.]
Spell Component Pouch [5 lbs.]
Traveler's Outfit (4 lbs.)

87 gold, 49 silver

Carrying 139 lbs.

Load: light 173, medium 346, heavy 520, lift 1040, drag 2600


The Book of Timely Advice, Volumes Two and Three: This heavy book holds the notes of a long line of bards on the mannerisms and skills of their companions, as well as a great deal of constructive commentary on the same. Anyone who has read the book thoroughly (which takes about a week) is in an excellent position to give unsolicited advice to others: anyone who has devoted at least 2 Perform (oratory) ranks to the book of timely advice may grant a +5 bonus when inspiring confidence, rather than the usual +2 bonus. The discovery of this book, which Adauth adds to constantly, has only encouraged Adauth's tendency to tell his companions how to do their job. The effectiveness of the advice does tend to outweight the annoyance of getting it, of course. This item is one of a set of three books, all of which Adauth would very much like to track down. Each additional volume adds an additional +3 to the bonus granted by inspire confidence. Mastering a second volume requires 2 additional ranks of Perform (oratory); mastering the complete set requires an additional 5 ranks.


Description:
Adauth is a tall, muscular man, unusually so for a bard. His appearance tends to intimidate those who aren't familiar with his lack of stamina in combat - a handsome, tanned face with green eyes and a mop of brown hair above carefully-maintained armor and practical clothing. He has slung in a baldric on his back an almost ridiculously-outsized sword, which he jokingly refers to as "Cleavastator." His hands are wrapped in heavy iron gauntlets which contrast sharply with his light mithril armor, and he keeps a heavy book bound in steel and bronze at his hip.

Background:
Adauth was once a noble-born soldier in Erfelheim, a northern kingdom that has since been razed by marauding humanoids, an excellent leader known for his tactical mind and oratorical skills. A series of "prophetic" dreams led him to make a series of disasterous blunders on the field, however, and he was exiled for his incompetence. He turned his native speaking ability into a profitable vocation as he wandered in the years that followed, and gradually eased into the bardic lifestyle.

For several years he simply traveled where his feet took him, with nothing better to do and little in the way of plans for the future. That all changed when the dreams began again, this time with no pretenses to prophetic content. They were clearly driving him to do something, for whatever reason. For the most part, Adauth ignores them; they have nothing specific about them beyond the compulsion to act in certain minor ways - to give a gold piece to a random commoner, to talk down the participants in a bar fight, to go after this criminal and not another when bounty hunting. There has been nothing thus far that would force a major change in his life. Nevertheless, the dreams make Adauth deeply uneasy when he allows himself to think about them.

His life continued in much the same vein for a while, but has recently taken a new turn. He has gained new companions, and has finally begun making the friends and enemies someone of his accomplishment should have. It's a new situation for him, but he is both cunning and charismatic; he believes it is only a matter of time before he stumbles on something that will make his life something of import again.

(OOC: Adauth is a bit of a blank slate at this point. He was made for a one-shot that turned into a multi-session game and then died just as I really began to warm up to him. The dreams and "mirrorcursed" tag tie into a sort of metabackground I have, but you can do whatever you like with it.)


Personality: Adauth is a believer in Saobanism, a philosophy that advocates both preparedness and the pro-active approach of the adventurer, among other things. He will actively seek out trouble, but will never engage it recklessly, a contrast that often confuses opponents. He trusts his wits and his strength to get him out of any situation, and strives to keep the tools and cultivate the abilities necessary to implement any plan that might occur to him.

Most of the time, Adauth is cheerful and energetic, but whenever the dream-compulsion forces him to do something, however minor, he will sour for a time. The one nasty edge to his personality is his disrespect for those not cut out for the adventuring life - as he sees things, the real changes in the world take place in the cracks and fissures where others fear to tread. The unadventurous are at best confused and at worst childlike for refusing the pragmatic responsibilities that the world forces upon them at every turn. The one plea from good-aligned folks that almost never works on him is "please save us from the monster so we can get back to our farming." He would almost certainly kill the thing anyway, but would be tempted to let it do a little property damage first, just to shake things up a little.
 
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