Cussed Blue Tattoos Rogues' Gallery


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Thanee

First Post
Dawn

Dawn
Female Lightfoot Halfling, 5th-Level Druid (XP 10,000)
Small Humanoid (Halfling)

Hit Dice: 5d8+10 (36 hp)
Initiative: +3
Speed: 20 ft. (6 squares)
Armor Class: 21 (+3 Dex, +1 size, +4 armor, +2 shield, +1 luck), touch 15, flat-footed 18
Base Attack/Grapple: +3/+3
Attack: Sling +8 ranged (1d3)
Full Attack: Sling +8 ranged (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Lightfoot Halfling Traits, Animal Companion, Nature Sense, Wild Empathy +8, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 1/day
Saves: Fort +8, Ref +6, Will +9 (+2 vs fear, +4 vs fey spell-like abilities)
Abilities: Str 10, Dex 16, Con 14, Int 12, Wis 16, Cha 13
Skills: Concentration +10(8), Handle Animal +6[10](5), Heal +5(2), Hide* +7(0), Knowledge (nature) +8(5), Listen +13(8), Move Silently* +5(0), Spot +11(8), Spellcraft +8(7), Survival[aboveground] +10[12](5); * Armor Check Penalty -1/-1
Feats: Druid Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency (except Tower Shield), Luck of Heroes [Regional], Spell Focus (conjuration), Augment Summoning
Home Region: The Western Heartlands
Patron Deity: Mielikki
Alignment: Neutral Good

Dawn is a petite, young halfling woman with shoulder-long auburn hair and curious grey-green eyes. She dresses in practical leather clothing with a wide grey-green hooded cloak.

Dawn speaks Common, Halfling, Chondathan, Druidic and Sylvan.

Spells: As 5th-level druid
Spells per Day: (5/4/3/2; save DC 13 + spell level; +1 Conjuration):
0 - 5 slots free;
1st - 4 slots free;
2nd - 3 slots free;
3rd - 2 slots free.

Equipment: Sling, Sling Bullets (10), MW Chain Shirt, Darkwood Heavy Shield, Traveler's Outfit, Backpack, Belt Pouch (2), Bedroll, Waterskin, Holly & Mistletoe, Blue Tattoo; 240 pp, 87 gp, 8 sp, 0 cp.

Kooga, Ape Companion: Large Animal; HD 4d8+11; hp 29; Init +2; Spd 30 ft., climb 30 ft.; AC 14, touch 11, flat-footed 12; Base Atk/Grp +3/+12; Atk/full Atk 2 Claws +7 melee (1d6+5) and Bite +2 melee (1d6+2); Space/Reach 10 ft./10 ft.; SQ Low-Light Vision, Scent, Link, Share Spells; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7.
Skills and Feats: Climb +14(Take 10), Listen +6, Spot +6; Alertness, Toughness.
Tricks: Attack, Attack All, Come, Defend, Down, Stay, Track.

Background: Coming soon...
 
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Isida Kep'Tukari

Adventurer
Supporter
Sidra
Female Litorian Totem Speaker 5

Alignment: Neutral
Region: Western Heartlands
Patron Deity: Eldath
Height: 6' 4''
Weight: 185lbs
Hair: Blonde
Eyes: Gray
Age: 22

Str: 13 (+1)
Dex: 14 (+2) [+2 racial]
Con: 11 (+0)
Int: 11 (+0)
Wis: 16 (+3) [-2 racial, +1 level]
Cha: 15 (+2)

Class and Racial Abilities:
+2 Dex, -2 Wis, low-light vision, +2 racial bonus on Intimidate, Listen, Search, Spot, and Survival. Mind of the Green, 3 minor totem traits (Bestial Fangs, Cunning, and Endurance), voice of reason.

Hit Dice: 5d8+5 (from endurance totem trait)
HP: 37
AC: 12 (+2 Dex) [touch 12, flat-footed N/A]
ACP: 0
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +1 [+1 base, +0 Con]
Reflex +3 [+1 base, +2 Dex]
Will +7 [+4 base, +3 Wis]

BAB/Grapple: +3/+4
Melee Atk: +4 (1d6+1/x2/P, bite)
Ranged Atk: +5

Skills:
Bluff +3 [0 ranks, +2 Cha, +1 The Voice]
Concentration +5 [5 ranks, +0 Con]
Diplomacy +13 [8 ranks, +2 Cha, +2 synergy, +1 The Voice]
Gather Information +3 [0 ranks, +2 Cha, +1 The Voice]
Handle Animal +12 [8 ranks, +2 Cha, +2 cunning]
Heal +13 [8 ranks, +3 Wis, +2 synergy]
Intimidate +4 [0 ranks, +2 Cha, +2 racial]
Knowledge (geography) +5 [5 ranks, +0 Int]
Knowledge (litorians) +2 [0 ranks, +0 Int, +2 racial]
Knowledge (nature) +6 [6 ranks, +0 Int]
Listen +10 [5 ranks, +3 Wis, +2 racial]
Perform (storytelling) +4 [0 ranks, +2 Cha, +2 The Voice]
Ride +4 [0 ranks, +2 Dex, +2 synergy]
Search +4 [+0 Int, +2 racial]
Sense Motive +10 [8 ranks, +2 Cha]
Sneak +2 [0 ranks, +2 Dex]
Spot +10 [5 ranks, +3 Wis, +2 racial]
Survival +12 [8 ranks, +3 Wis, +2 racial, +2 cunning]

Feats:
Intuitive Sense (1st level ceremonial) [Doesn’t lose her Dex bonus to AC when flat-footed or being attacked by an invisible or unknown opponent]
The Voice (1st level talent)
Intuitive Sense (3rd level) [Cannot be flanked]

Languages: Common, Litorian

Spell Slots – 4/3/2
Spells Readied DC +3
0th – 5 canny effort, contact, enchanting flavor, hygiene, sense thoughts
1st – 4 charm, glamour, mind stab, lesser transfer wounds
2nd – 2 blinding light, gusting wind

Equipment
Traveler’s outfit

Money
300pp

Appearance: Sidra is a very pale litorian, with blonde fur and pale gray eyes. She moves with the grace characteristic of her kind, but also with an air of self-assurance that’s hard to define.

Personality: Sidra is generally a peaceful person, given to mending rifts and calming ruffled feathers. Anything that moves her to anger or violence is very bad indeed, and it causes her to agonize over it later.

Background: Sidra grew up in an area of vast grassy plains in the Western Heartlands. Like most folk of that area, she grew up self-sufficient and sturdy, something enhanced by her tribe’s friendship with a tribe of wemics. Though she lacked the characteristic bloodlust of many of their kind, she had something else; a voice and talent for diplomacy, and a deep and abiding respect for all live, animal, litorian, human, wemic, or other.

Her talents led her to the path of the totem speaker, and what she discovered there of herself convinced her of the rightness of this calling. While her tribe was content to raid and defend, to fight and flee, Sidra felt that the strains of life were pulling her farther away from simply calming the violence of her own small area.

Sidra’s calm words and deep intuitive knowledge of other’s hearts have led her out of the Heartlands and into the Dalelands, and from there to Cormyr and Tilverton. She had tried to leave ease and peace in her wake, but something has been dragging her onward nevertheless…
 
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Voadam

Legend
Xi-Selorn

Xi-Selorn
Giant 3 warmain 2
Large giant
Str 20
Dex 14
Con 16
Int 9
Wis 13
Cha 9

Hp 10 +2d10 +2d12 +15 +6
AC 12 (-1 size, +2 dex, +1 natural) Touch 11, Flat footed 10
F +9, R +3, W +3
Init +2
BAB +4
Grapple +13
Attacks
X +9 melee dX+5
Stomp 10 ft radius DC 15 balance check

Feats: Combat Reflexes (B), Intuitive Sense (C), Intuitive Sense Improved (C), Stomp, Sturdy(B),

Skills
Intimidate +5
Knowledge History +0
Knowledge Nobility +0

Equip 300 pp

Towering over ten feet feat tall, Xi-Selorn has performed many rituals to bring forth his full giant nature and sharpen his warrior instincts. His straight black hair is cut short to fit within a warhelm and his beard is kept close trimmed to match.

Selorn's name refers to the elven arms-captain of Myth Drannor who led the fight in the field at the tragic fall of that legendary nation. A master field tactician known for his quick temper and coordinating elven forces successfully against numerically superior foes.
 

Raylis

First Post
Ferrik of Rasheman

Name: Ferrik of Rasheman
Race: Human
Class: Fighter 3/Barbarian 2
HD/Hp: 3d10+2d12+10; hp 43
Init: +2
Speed: 40 ft
AC: 12 (+2 dex)
Base Attack/Grapple: +5/+9
Attack: +9 Unarmed (1d3+4) or greatsword +11 (2d6+6) or javelin +7 ranged (1d6+4), or dagger +9 (1d4+4)
Full Attack: see above
Special Qualities: Rage 1/day, Uncanny Dodge, Fast Movement
Saves: Fort +8, Reflex +3, Will -1
Abilities: Str 18 Dex 15 Con 15 Int 13 Wis 8 Cha 13
Skills: Jump +15 [8], Sneak +5 [4], Listen +1 [2], Survival +7 [8], Sense Motive +2 [3]
Feats: Power Attack (B), Cleave (BH), Quickdraw, Combat Expertise (B), Weapon Focus (greatsword), Improved Unarmed Strike (b)
Align: CG
Languages: Common, Giant
Region: Rashemen, Ettercap Berserker Lodge

Possessions: blue tattoo, leather pants, 2386gp masterwork greatsword, masterwork chain shirt, daggers (2) 5 javelins, backpack, waterskin, 50ft rope, grappling hook,belt pouch, crowbar, whetstone, torch (3), flint and steel
Gold: 2393
Notes:
http://invisiblecastle.com/find.py?a=show&id=566351

Description: Standing at 6’7” Ferrik is best described as big. He wears his raven black hair down to the top of his shoulder blades in two thick braids with a heavy beard. His body is criss crossed with battle scars and there are three matching scars crossing his hazel eyes. In addition to a pair of worn leather breeches he wears a broad grin on his face and always seems not be paying his fullest attention.
 
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Falkus

Explorer
Dominic

Str: 11
Dex: 16
Con: 11
Int: 15
Wis: 10
Cha: 16 (fourth level point put here)

BaB: +3
Melee Attack: +3
Finesse Melee attack: +6
Ranged Attack: +6

HP: 17 http://invisiblecastle.com/find.py?id=564183
AC: 15
Initiative: +3

Fort: +1
Ref: +7
Will: +1

Skills
Balance: 4 (9)
Bluff: 8 (11)
Craft (Clockwork): 4 (6)
Diplomacy: 4 (9)
Disable Device: 8 (12)
Escape Artist: 4 (7)
Forgery: 8 (10)
Gather Information: 8 (11)
Open Lock: 8 (13)
Search: 8 (10)
Sneak: 8 (11)
Sleight of hand: 8 (13)
Tumble: 8 (11)

Languages: Common, Elven, Dwarven

Feats: Rapid Shot, Rapid reload, Two Weapon Fighting, Weapons Finesse
Class Abilities: Sneak Attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge

Attacks:
Rapier/Shortsword: +5/+5: 1d6 damage each
Light crossbow: +6: 1d8 damage
Light crossbow rapid shot: +4/+4: 1d8 damage

Equipment: Masterwork rapier, masterwork shortsword, three daggers, leather armor, masterwork thieves' tools, healing potion, potion of cure moderate wounds
Money: 718.5 GP
 
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bluegodjanus

Explorer
Name: Maesnir il'Jazariel
Race: Verrik
Class: Ritual Warrior 5
Hp: 47
Init: +3
Speed: 30 ft
AC: 18 (+3 dex, +4 armour, +1 shield)
Base Attack/Grapple: +3/+5
Attack: +7 Warhammer (1d8+2)
Full Attack: +3/+3 Two Warhammers (1d8+2/1d8+1)
Special Qualities: Concentration save, sensory control, spell-like abilities
Saves: Fort +4, Reflex +5, Will +7
Abilities: Str 14 Dex 16 Con 15 Int 12 Wis 16 Cha 9
Skills: Concentration +10 [8], Jump +9 [8], Knowledge (Ceremony) +9 [8], Listen +11 [8], Spot +11 [8]
Feats: Energy Resistance (Cold), Two-Weapon Defence, Two-Weapon Fighting, Weapon Focus (Warhammer)
Align: LN
Languages: Common, Verrik, Giant

Possessions: Masterwork Warhammer x2, Masterwork Leather Coat, Clothing, 202pp, 6gp

Description: Maesnir il'Jazariel is a short verrik woman, easily identifiable as such by her dark red skin. Her long white hair is left to flow free, like winter falling inexorably from the north. She dresses in a dark blue sleeveless tunic that falls to mid-thigh and short hide boots.

Maesnir styles herself a force for justice, although she rarely bothers working with any local authorities. Her twin hammers, recently stolen, are said to fall like thunder, inevitability like snow, death, and the end of the world. She seems to enjoy battle for its own sake, and a brawl will carry no ill temper from her, win or lose - unless justice was involved.
 
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Scotley

Hero
Charum Human Monk

Charum
Male Human Monk 5th level
Region/Origin Riatavin in Tethyr
Patron: Nobanion
LG

Str 15
Dex 16
Con 12
Int 12
Wis 14 (4th level bonus)
Cha 11

http://invisiblecastle.com/find.py?a=show&id=566066

Hit Points 28 8+5 Con + Hit Points (4d8=15)


AC 17, Touch 14, Flat 14 (& +1 for Dodge vs. one opponent)
Init +3
BAB +3, Grap +5
Speed 40 (base 30+10Monk Bonus)
Fort +5, Ref +7, Will +6

+6 Melee, Unarmed Strike, 1d8+2, 20/x2
+5/+5 Melee, Flurry of Blows, 1d8+2/1d8+2, 20/x2
+7 Ranged, MW Darkwood Heavy Crossbow, 1d10, 20/x2, 30'r

Medium, 5'11" tall, 155 wt, 25 yrs old
Bald, brown eyes, tan skin

Speaks Common, Chondothan and Elven

48=8x(4+1Int+1Race) Skills

Balance (5+3Dex+2Syn)
Climb (5+2Str)
Concentration (+1Con)
Craft (+Int)
Diplomacy (2+0Cha+2Syn)
Escape Artist (+3Dex)
Heal xx (+2Wis)
Jump (5+2Str+2Syn)
Knowledge arcane (1+1Int)
Knowledge Religion (1+1Int)
Listen (4+2Wis)
Perform (+0Cha)
Profession (+2Wis)
Search xx (1+1Int)
Sense Motive (5+2Wis)
Sneak (1+3Dex)
Spot (8+2Wis)
Survival xx (1+2Wis)
Swim (1+2Str)
Tumble (6+3Dex+2Syn)


Feats
-Stunning fist (bonus) (DC 10 + ½ level + 2Wis) Level x per day
-Unarmed Strike (bonus)
-Deflect Arrows (bonus)
-Luck of Heroes (Regional) (non-AE bonus) (+1 to saves and AC)
-Dodge (human bonus)
-Weapon Focus (Unarmed Strike)(1st)
-Extra Stunning (3 Extra Stunning Fist attacks per day)(3rd)
-Fists of Iron (Pending 6th Level)

Human Traits
-Bonus Feat
-Bonus Skills

Monk Abilities
-Flurry of Blows
-Evasion (no damage when successful reflex save would be ½ damage)
-Still Mind
-Fast Movement +10’
-Ki Strike (magic)
-Slow Fall 20’
-Purity of Body (Immunity to all diseases except magical/supernatural)

Gear
Explorers Outfit (worn)
Courtiers' Outfit with matching red gold ring and broach /w lion's head design 80gp

MW Darkwood Heavy Crossbow 430gp
20 bolts in Quiver 2gp
Dagger x2 4 gp
Quarter Staff

Backpack 2gp
Bedroll 1sp
Winter Blanket 5sp
Waterskin- water 1gp
5 Torches (backpack) 5cp
Flint & Steel (backpack) 1gp
Trail Rations- 4 days (backpack) 2gp
Holy Symbol, Wooden 1sp (Nobanion)


Coins- 247pp 16gp, 12sp, 5cp (pouch)

Appearance/Personality: Charum is a deeply tanned man with the tawny generous height and slender build of a Chondathan. His head is bald and he is clean shaven. His brown eyes are sharp and seem to miss little. He wears light blue flared pantaloons tucked into soft comfortable looking boots. His pale gold shirt is snug across the chest but with full loose sleeves. He wears no armor and his only adornment is a simple wooden lion’s head broach. When in sun or rain he wears a blue and white striped Ghutra with a simple braded blue rope Igal. He carries a quarter staff and wears a pair of simple daggers at his hip. A very well made darkwood heavy crossbow and quiver of bolts completes his armament. He speaks politely and is inquisitive. He is a man of action and leadership.

History/Background: Charum was born the fifth child to a Count a couple of days ride from Riatavin. His mother died in childbirth and his father took this is a sign of some failing on his part. A religious and superstitious man, he felt having a 5th and thus unlucky child was a mistake. To atone he gave the boy to a church of Nobanion in the Reach. This seems to have broken the curse if ill luck, for Charum was an unusually lucky child. He narrowly escaped death in accidents and recovered unexpectedly from childhood disease. When he was 10 he traveled with a group of monks who were attacked by bandits. Only the timely arrival of a band of wemics saved them. He learned quickly and was an able warrior. He left the monastery to work among the people. During the recent civil war his noble birth became a liability despite the fact that for all practical purposes his father had disowned him. His superiors thought it best that he leave Tethyr. He soon fell in with an adventuring band where his abilities were valued.
 
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