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Paridon: the Dark Metropolis


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industrygothica

Adventurer
[sblock="Darian Rose"]

Code:
[B]Name:[/B] Darian Rose
[B]Class:[/B] Rogue 3/Bard 2
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] None

[B]Str:[/B] 12 +1 (4p.)     [B]Level:[/B] 5        [B]XP:[/B] 6,000
[B]Dex:[/B] 16 +3 (8p.)     [B]BAB:[/B] +3         [B]HP:[/B] [COLOR=Red]24[/COLOR]/24 (3d6+2d6)
[B]Con:[/B] 11 +0 (3p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] None
[B]Int:[/B] 12 +1 (4p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 11 +0 (3p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +2
[B]Cha:[/B] 14 +2 (6p.)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] 10%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +3    +0    +0    +0    18
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +0    +1     +2
[B]Ref:[/B]                       6    +3    +1     +10
[B]Will:[/B]                      4    +0    +1     +5

[B]Weapon                  Attack   Damage     Critical[/B]
Dagger                    +5     1d4+2      19-20/x2
Hand Crossbow             +6     1d4+1      19-20/x2
Whip                      +6     1d3+1      x2

[B]Languages:[/B] Common, Goblin

[B]Abilities:[/B] Sneak attack 2d6, trapfinding, evasion, trap sense +1,
bardic music, bardic knowledge, countersong, fascinate, inspire courage +1

[B]Spells known:[/B] [Cantrips] [I]Dancing Lights, Daze, Lullaby, Ghost Sound, Open/Close[/I];
[1st level] [I]Charm Person, Expeditious Retreat[/I]

[B]Feats:[/B] Alertness, Persuasive, Quickdraw

[B]Skill Points:[/B] 75       [B]Max Ranks:[/B] 8/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff                      8    +2    +2    +12(+2 Persuasive)
Diplomacy                  4    +2    +4    +10(+2 Bluff, +2 Sense Motive)
Gather Information         8    +2    +2    +12(+2 Dark bonus)
Hide                       8    +3          +11
Intimidate                 8    +2    +4    +14(+2 Bluff, +2 Persuasive)
Listen                     5    +0    +2    +7(+2 Alertness)
Move Silently              8    +3          +11
Perform (Sing)             8    +2          +10
Sense Motive               8    +0    +2    +10(+2 Dark bonus)
Sleight of Hand            5    +3    +2    +10 (+2 Bluff)
Spot                       5    +0    +2    +7(+2 Alertness)

[B]Equipment:               Cost  Weight[/B]
+1 Dagger                2302gp    1lb
Hand Crossbow             100gp    2lb
Bolts (50)                  5gp    5lb
Whip                        1gp    2lb
+1 Chain shirt           1250gp   25lb
Cloak of Resistance +1   1000gp    1lb
Tanglefoot bag (2)        100gp    8lb
Manacles w/ Good lock      95gp    3lb
Silk Rope                  10gp    5lb
Signet ring (Rose emblem)   5gp   --lb
Whetstone                   2cp    1lb

[B]Total Weight:[/B]53lb      [B]Money:[/B] 131gp 9sp 8cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43   44-86   87-130   260   650

[B]Age:[/B] 34
[B]Height:[/B] 6'04"
[B]Weight:[/B] 180lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Olive
[/sblock]
Appearance: Darian Rose is tall and slender, and looks several years older than he actually is. He is always formally dressed, complete with a cloak and a top hat. He has a full moustache and goatee that comes to a point several inches below his chin. He has a deep voice and always speaks slowly, with careful attention to articulation, earning him a very powerful presense. Most people would assume him the leader of whatever group he may be with, whether or not that may actually be the case. Under his clothes, Darian's upper body is covered in small circular scars.

Background: Darian was raised like any other normal child. With his mother's gentle understanding and his father's hard hand, he grew to be a man with strong moral and social values, and a deep respect for the law. That respect lead him to his position with the constabulary where he quickly gained a reputation of obtaining information from otherwise unobtainable sources. He has no personal scores to settle with anyone, although there are many who may have a score to settle with Darian.

Over the years Darian has developed some sadistic tendancies when interrogating would-be criminals. Interrogated individuals often find themselves the bearer of a rose shaped impression caused by Darian's signet ring. Other's may find themselves on the business end of Darian's whip, which he primarily saves for those who try to run from him.

He finds himself at a moral crossroads, as the pleasure he derives from the torture he inflicts upon others strictly contradicts his upbringing and personal beliefs. He spends his time alone atoning for his actions by burning himself on his bare chest with the cheap cigars he is wont to smoke. He believes the pain will purge the wrongdoings from his body and soul.
 
Last edited:

wmasters

First Post
Perrin, Urban Ranger 4

Code:
[B]Name:[/B] Perrin
[B]Class:[/B] [url=http://d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rangerVariantUrbanRanger]Urban Ranger[/url] 4
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Obad-Hai

[B]Str:[/B] 14 +2 (6p.)            [B]Level:[/B] 4        [B]XP:[/B] 6,000/10,000
[B]Dex:[/B] 15 +2 (6p.+ 1 level)   [B]BAB:[/B] +4         [B]HP:[/B] [COLOR=Red]37/37[/COLOR] (5d8+5)
[B]Con:[/B] 12 +1 (4p.)            [B]Grapple:[/B] +6     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 (4p.)            [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 14 +2 (6p.)            [B]Init:[/B] +2        [B]Spell Save:[/B] +2
[B]Cha:[/B] 10 +0 (2p.)            [B]ACP:[/B] -1         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +2    +0    +0    +0    17
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 15

         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]     +4    +1          +5
[B]Ref:[/B]      +4    +2          +6
[B]Will:[/B]     +1    +2          +3

[B]Weapon                        Attack   Damage     Critical[/B]
Battleaxe +1  (primary)        +6      1d8+3        20/x3
M/W Handaxe (secondary)        +5      1d6+1        20/x3
M/W Battleaxe (two-handed)     +8      1d8+4        20/x3
[url=http://www.montecook.com/images/Technology.pdf]Dragon Pistol[/url] (50ft range)     +6       1d12        20/x3

[B]Languages:[/B] Common, Undercommon

[B]Class Abilities:[/B]
Animal Companion, Favoured Enemy: Undead, Wild Empathy 1d20+4

[B]Feats:[/B] Urban Tracking (RB), Two Weapon Fighting (RB), Endurance (RB), Blind-fight(HB), Power Attack (1st), Exotic Weapon Proficiency: Dragon Pistol (3rd)
(RB): Ranger Bonus Feat; (HB): Human Bonus Feat


[B]Skills                   Ranks  Mod  Misc  Total[/B]
Gather Information         7    +0          +7
Handle Animal              7    +0          +7
Hide                       7    +2   -1     +8
Listen                     7    +2          +9
Move Silently              7    +2   -1     +8
Search                     7    +2          +9
Sense Motive               7    +2          +9
Spot                       7    +2          +9

[B]Equipment:                        Cost  Weight[/B]
Chain Shirt +1                   1250
Battleaxe +1                     2310
Masterwork Handaxe                306
Dragon Pistol                     250
Ammunition Pouch (10 shots)        10
Powder Horn (10 shots)              5
Backpack                            2
Crowbar                             2
50ft Silk Rope                     10
Wand of Cure Light Wounds         750

[B]Total Weight:[/B]lb      [B]Money:105gp[/B] 

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               58   116   175   350   875

[B]Age:[/B] 19
[B]Height:[/B] 5' 10" 
[B]Weight:[/B] 154lbs
[sblock=Spells]1st level (DC 13): Longstrider
Caster level 2, Save DC: Spell level +2[/sblock][sblock=Spirit, Wolf Animal Companion]Perrin counts as a 2nd level druid for the purposes of his animal companion.

Spirit, Wolf Animal Companion
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite)

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.[/sblock][sblock=Appearance]Perrin has an air of someone who cares a great deal about appearance, but in truth doesn't have that much to work with. Short dark hair sits above eyes that betray his youth. He takes great pains to ensure that he looks his best, clean shaven, hair smart and ready for the day. He is slim and while he would never be called handsome, except perhaps when describing himself, is not unattractive. Typically he likes to wear a light brown leather jerkin, open revealing the chain shirt underneath. He has a huge smile, which always makes an appearance when people play to his ego.[/sblock][sblock=Background]Fighting the good fight, defend the people, patrol the city and make sure all is well. Perrin was a hero of the people making sure that they could sleep soundly at night and know there children were at least reasonably safe out in the day. It was what he'd always wanted, respect and due reward, rising in favour with senior figures in both the church and the city.

Women liked one of Paridon's guards and Perrin liked Paridon's women. He'd had several girlfriends over time, but somehow it never lasted. Perrin liked to tell himself this was because he got bored with them, but secretly he knew this wasn't always the case. When people got to close, saw through the heroic facade he took such pains over, that's when they left.

He'd gotten to know the city well in the past year working with the guard; it had taught him a lot of skills. Some guards fought and did it well, dealing with troublemakers, or worse, in Paridon. Perrin could handle himself in a fight, but they weren't the skills he valued. He'd learnt people. He could read people's faces, knew where to go and who to see to find out information, knew how to talk people around. He was streetsmart, and he loved it.

Of course, there were downsides. His job scared him; every time he got into a new fight he was scared he wouldn't survive it. . Swords, terrified him, he didn't want people swinging weapons at him! He was terrified of getting cut, scars could ruin his appearance. And a fight was just a normal day on the streets. Perrin made sure he put a brave face on it, it wouldn't do to let others know how scared he was, but when he collapsed on his bed at night, Perrin thanked the gods that he was still alive. Of course, he'd learnt to handle it; learnt to cut enemies down, hitting hard and hit fast with his axes, but knowing how to fight and wanting to actually do it were quite different.

He often thought of giving it all up, leading the quiet life running an inn, but people looked up to him, even paid attention to him, in this role. He couldn't have that stop.[/sblock]
 
Last edited:

jkason

First Post
Ru Brike, barbaric monk

Code:
[B]Name:[/B] Ru Brike
[B]Class:[/B] Barbarian 1 / Monk 4
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] ?

[B]Str:[/B] 16* +3 (8p.)      [B]Level:[/B] 5        [B]XP:[/B] 6,000/10,000
[B]Dex:[/B] 14  +2 (6p.)      [B]BAB:[/B] +4         [B]HP:[/B] 36/36
[B]Con:[/B] 10  +0 (2p.)      [B]Grapple:[/B] +6     [B]Dmg Red:[/B] -
[B]Int:[/B] 12  +1 (4p.)      [B]Speed:[/B] 50'      [B]Spell Res:[/B] -
[B]Wis:[/B] 14  +2 (6p.)      [B]Init:[/B] +6**      [B]Spell Save:[/B] -
[B]Cha:[/B] 10  +0 (2p.)      [B]ACP:[/B] -0         [B]Spell Fail:[/B] -

* +1 to Str @ 4th level
** Improved Initiative feat

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +1    +0    +2    +0    +0    +3*   16
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 14

* +2 Wis, +1 Ring of Prot.
situational: +3 AC for fighting defensively / + 6 AC total defense (Tumble bonus)
situational: +1 AC vs. Dodge opponent
situational: +4 AC vs. AoO for movement in threatened squares (Mobility)

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      6    +0    +1^  +7
[B]Ref:[/B]                       4    +2    +1^  +7**
[B]Will:[/B]                      4    +2    +1^  +7*

Conditional Saves: 
* +2 bonus vs. enchantment spells and effects (Still Mind)
^ +1 Cloak of Resistance
** Save vs. 1/2 damage = no damage (Evasion)


[B]Weapon                  Attack   Damage     Critical[/B]
Unarmed*..................+7.....1d8+3.........x2
Unarmed, flurry*........+5/+5....1d8+3.........x2
Kama......................+7.....1d6+3.........x2
Kama, flurry............+5/+5....1d6+3.........x2
Comp. Longbow +1/str3......+7.....1d8+3.........x3, range 110 ft.
Bronze sword??

* Unarmed strike = magic vs. DR

Stunning Fist (used/per day): 4/4
   DC 14 (10 + ½ character level + Wis modifier)


[B]Languages:[/B] Common, Dwarven
[B]Abilities:[/B]

--Human--

* Bonus feat 1st level
* Extra skill points (+4 1st level, +1 thereafter)
* Any Bonus languages availabe
* Any favored class

--Barbarian--

* Fast Movement (+10 base racial)
* Simple and Martial weapon proficiency
* Light/Medium armor proficiency
* Shield proficiency

--Monk--

* Flurry of Blows (Full round action, -2 penalty)
* Wisdom bonus added to AC
* Flurry with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham)
* Evasion (reflex save for 1/2 = no damage)
* Fast Movement (+10)
* Still Mind (+2 vs. enchantment spells and effects)
* Ki strike (magic)
* Slow fall 20 ft.

[B]Feats:[/B]Improved Initiative (1st level)
Dodge (Bonus Human)
Improved Unarmed Strike (Monk)
Stunning Fist (Bonus Monk 1st)
Deflect Arrows (Dodge Bullets) (Bonus Monk 2nd)
Mobility (3rd level)


[B]Skill Points:[/B] 48       [B]Max Ranks:[/B] 8/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance....................2....+2....+2*...+6
Climb......................4....+3..........+7 (+9 w/ kit)
Hide.......................3....+2..........+5
Intimidate.................4....+0..........+4
Jump.......................5....+3...+10*^..+18
Listen.....................6....+2..........+8 
Move Silently..............3....+2..........+5
Ride.......................4....+2..........+6
Spot.......................6....+2..........+8
Swim.......................4....+2..........+7
Tumble.....................7....+2...+2~....+11


* +2 Tumble Synergy
^ +8 Base Speed bonus (50')
~ +2 Jump Synergy

[B]Equipment:               Cost  Weight[/B]

--Worn / Carried--

Bracers of Armor +1.....100pp....1lb
Ring of Prot +1.........200pp....--
Cloak of Resist +1......100pp....1lb
Kama......................2gp....2lb
Comp. Longbow +1 /str3...**.......3lb
Arrows (20)...............1gp....3lb
Belt pouch................1gp....1/2lb
Signal whistle............8sp....--
Explorer's outfit.........--.....--
Backpack..................2gp....2lb

--In Backpack--
Potion CLW (x2).........**.......--
Potion CMW (x2).........**.......--
Caltrops..................1gp....2lb
Scroll case...............1gp....1/2lb
Chain (10 ft.)...........30gp....2lb
Flask.....................3cp....1.5lb
Flint and Steel...........1gp....--
Ink (1oz. vial)...........8gp....--
Inkpen....................1sp....--
MW Manacles..............50gp....2lb
Manacle Lock (amazing)..150gp....1lb
Parchment x5..............1gp....--
Sealing wax...............1gp....1lb
Waterskin.................1gp....4lb
Smokestick x2............40gp....1lb
Sunrod x5................10gp....5lb
Thunderstone.............30gp....1lb
Tindertwig x5.............5gp....--
Climber's kit............80gp....5lb
Universal Solvent........50gp....--


[B]Total Weight:[/B]38.5lbs      [B]Money:[/B] 2pp 84gp 7cp


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   460  1150

[B]Age:[/B] 20
[B]Height:[/B] 6'2"
[B]Weight:[/B] 230lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Tan

[sblock=Level Log]Level 5 (Monk 4)
BAB +1
All saves +1
Class ability: Ki Strike (magic)
Class ability: Slow fall 20 ft.
Unarmed Damage 1d8+3
Stunning fist 4/day
+6 HP (3/4 1d8)
6 skill points (4+Int+human) (2 Tumble, 1 Jump, Spot, Listen, Balance)[/sblock]
Appearance: Perhaps to distance himself from his childhood in squallor, Ru's grooming is notably exact. His hair is cropped close and even. He's fostered a close-trimmed goatee, as well. Despite the tailoring difficulty his size and width of shoulder provide, he's made sure his clothes all fit him well, a fact that tends to show off the wealth of muscle he sports.

RuSep.jpg


[sblock=Background]Ru Brike just wants to make his life better. His family squatted in a condemned tenement, picked through garbage for dinner, scampered away from the corrupt city guard they couldn't afford to pay "taxes" to. So when Ari Turbul saw the potential bruiser Ru could be and offered him a place in his gang, Ru jumped at the chance.

Protection money paid for a legal--if small--apartment for Ru's family. Daily trawls of the marketplace fed them all well. Ru especially thrived once he had some real nutrition, his broad shoulders filling out, muscle and mass and a growth spurt making him look a man when he was still just a boy. This was defintely better.

Ru took Ari's orders. His hearty laugh charmed those he was meant to protect, his powerful muscles hurt those who threatened him or his new allies. Ari greased the right palms, and everyone got what they wanted. Ari's gang became entrenched and established, and Ru was one of his favorite bruisers, usually reserved for when people really needed to ... learn a lesson. The last thing a person wanted to hear was that Ru was on his way.

That is, until Teram Gis showed up.

Everyone thought Gis was just another cowering merchant. A few well placed threats, maybe a broken table or two, and he'd fall in line and pay up like everyone else. However, The only thing that seemed to be breaking was Ari's messengers, sent back with one limb or another shattered and no protection payments.

Ari didn't take it well at all. He'd have no wiry little fishmonger making him look a fool. He sent Ru to tear the place apart and offer his special brand of incentive. Ru never relished doling out punishment, but he was good at it, and Ari was good to his family, so he went.

Gis was half Ru's size, scrawny and unimpressive to look at. He also blocked every blow Ru threw at him. Again and again, turning Ru's building rage aside without breaking a sweat. As he fought, Ru saw something in the man's eyes. Power, certainly, but something else. A clarity, a focus that channeled that power, that told Ru he would never best this man despite his own raw strength.

Ru couldn't explain why he stopped. He knew what kind of consequences there would be. Still, he had to. He halted his blows, took a step back, and bowed to his better.

Gis returned the bow, saying, "You are the first with the wisdom to yield. It is a gift your cohorts lack. One you will never hone in their company."

Ru cocked his head and smiled. "But you could teach me."

Gis returned the smile. "Wise again."

Gis, it turned out, was a member of Paridon's Investigators, sent undercover to break Ari's hold on his section of town. The two struck a bargain. Ru would help give Gis the information he needed to unravel Ari's tight-knit "family." Gis, in turn, secured amnesty for Ru. He's been teaching Ru the discipline he lacked, focusing his power and speed. And recently, Ru proved himself well enough that he's gained a position in the Investigator unit, himself. He uses his keen senses to help solve crime. And keep an eye out for any retribution the remnants of Ari's cadre may have planned.[/sblock]
 
Last edited:

Rhun

First Post
Torhan Xarr, human paladin

Torhan Xarr is an orphan…he knows not what happened to his parents, or from whence he came. Found on the streets of Paridon at an early age, Torhan was raised as a ward of the church. His early life was not pleasant. The strict rules imposed by the church upon the children in its care made life difficult, but instilled a deep sense of discipline, duty and knowledge of right and wrong on those that chose to listen to the chuch's lessons.

As a teenager, Torhan was taken in by a military arm of the church and taught to fight. He had a natural talent for wielding a blade, and the strength of arm to be most effective. Early on, one of his superiors recognized the boy’s powerful force of personality and will, and Torhan was given specialized training to help him hone such talents. He was trained to seek out and destroy evil, and through his link with the church was able to develop special powers that increaed his efectiveness in such matters.

After fulfilling his terms of service to the church, Torhan chose to enter service in the constabulary of Paridon, hoping to make a difference and put an end to the sinful, dark ways of the city. Unfortunately, he is just one man, and the dark places of Paridon are many and numerous.

Torhan is tall and lean, with a build of wiry muscle. His skin is fair, and his face has finely chiseled features. Combined with emerald green eyes and shaggy hair of copper hue, he makes for a handsome figure. He prefers to keep clean shaven.





Torhan Xarr
LG human male Fighter 1/Paladin 3

Age: 23
Gender: Male
Height: 6’ 4”
Weight: 220 lb
Eyes: Green
Hair: Copper
Skin: Fair

STR: 14 [+1] 6 points
DEX: 10 [+2] 2 points
CON: 14 [+1] 6 points
INT: 10 [+0] 2 points
WIS: 12 [+1] 4 points
CHA: 16 [+3] 8 points + 1 level increase

HP: 40 (10+7+8+7+8 con)
Armor Class: 18 (10 base + 8 armor)
Initiative: +0
Speed: 20' (30’ base, heavy armor)
BAB: +4
Attack:
- +8 Greatsword+1 (2d6+4, 19-20)
- +5 Longbow (1d8+2, x3, 110’)


FORT: +10 (5 base + 2 con + 3 divine grace)
REFL: +4 (1 base + 0 dex + 3 divine grace)
WILL: +5 (1 base + 1 wis + 3 divine grace)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Aura of Good
- Detect Evil
- Smite Evil 1/day (+3 attack, +4 damage)
- Divine Grace
- Lay on Hands (12 hp/day)
- Aura of Courage
- Divine Health


Feats:
1st Level
- Weapon Focus: Greatsword
- Power Attack
- Cleave
4th Level
-Mounted Combat


Skills:
Climb -1 (2 ranks, +2 str, -5 armor penalty)
Diplomacy +5 (2 ranks, +3 cha)
Intimidate +5 (2 ranks, +3 cha)
Jump -1 (2 ranks, +2 str, -5 armor penalty)
Knowledge, religion +2 (2 ranks, +0 int)
Ride +7 (7 ranks, +0 dex)
Sense Motive +3 (2 ranks, +1 wis)
Swim -6 (2 ranks, +2 str, -10 weight)


Languages:
- Common


Equipment:

Armor & Shield
- Full Plate, masterwork (1650gp, 50lb)

Melee weapons
- Greatsword+1 (2350gp, 8lb)
- Warhammer (12gp, 5 lb)
- Dagger (2gp, 1lb)

Ranged weapons
- Longbow, composite masterwork (600gp, 3lb)
- 40 arrows, alchemical silver (42gp, 6lb)
- 40 arrows, cold iron (8gp, 6 lb)
- 2 javelins (2gp, 4lb)

Miscellaneous Magical or Psionic Items
- N/A

Potions
- 2 cure light wounds (100gp, -)

Mundane equipment
- Explorer’s Outfit (8gp, -lb)
- Backpack (2gp, 2lb)
- Bedroll (1sp, 5lb)
- Beltpouch (1gp, 1/2lb)
- Flint & steel (1gp, -lb)
- 4 sacks (4sp, 2lb)
- 5 days trail rations (25sp, 5 lb)
- Waterskin (1gp, 4 lb)
- Everburning torch (90gp, 1lb)
- Holy Symbol, wooden (1gp, -; around neck)
- Holy Symbol, wooden (1gp, -; in pouch)

Weight Carried: 103.5 lb Medium Load / Heavy Armor
Remaining money: 10 pp, 26 gp, 9 sp, 9 cp
 
Last edited:

kinem

Adventurer
Father Brian Berman

Father Brian Breman: human cleric 5

Str 12
Dex 14
Con 12
Int 12
Wis 16
Cha 10

Init +2, BAB +3, grapple +4, move 30’, hp 38
AC 18 (+2 dex, +5 armor, +1 buckler), touch 12, ff 16
Saves: Fort +5, Reflex +3, Will +7

Feats: Exotic Weapon Proficiency (Dragon Pistol), Point Blank Shot, Precise Shot

Skills: (ranks/total): Heal 8/11, Knowledge (religion) 8/9, Spellcraft 8/9, Concentration 8/9, Diplomacy 0/2, Search 0/1, Spot 0/3, Listen 0/3

Languages: Common, Draconic

Turn undead (3/day): turning check +2, turning damage 2d6+5

Spells/day: 0th 5, 1st 4+1, 2nd 3+1, 3rd 2+1

Domains: Luck, Community
Granted powers:
Luck: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Community: Use calm emotions (DC 12) as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Spells: DC 13 + spell level. Typical spells prepared: (*: domain spell)
0: detect magic, detect poison, light, mending, read magic
1: magic weapon, remove fear, prot. from evil, command, bless*
2: hold person, zone of truth, owl’s wisdom, status*
3: speak with dead, locate object, prayer*

Weapons:
+1 dragon pistol
Piercing, range inc. 50’, move action to reload, reload using both hands.
Attack +6 ranged, damage 1d12+1, crit 20/x3
PBS: +1 att, damage within 30'

Mace, heavy
Attack +4 melee, damage 1d8+1, crit 20/x2

Equip.:
+1 chain shirt 1300 25 *
MW dragon pistol 550 2 *
Mace, heavy 12 8
pearl of power (1st) 1000 - *
MW darkwood buckler 165 2.5 *
Wand of CLW 750 - *
Everburning torch 110 1 *
tanglefoot bag 50 4
antitoxin (2) 100 - *
Powder horns (20 shots) 20 - *
Ammo pouches (20 sh) 10 - *
Powder bombs (2) 300 2
Smoke bombs (2) 60 2
Potion of prot from ‘arrows’ 300 - *
backpack 2 2 *
waterskin 1 4
lantern, bullseye 12 3
rope, silk 10 5
MW manacles 50 2 *
paper + ink + pen 20 -
clothing, clerical 5 - *
mirror 10 0.5 *
holy symbol, silver 25 1 *
healer's kit (10 uses) 50 1 *
38 gp 38 1 *

total 5000 *: typically carried (street assignment)

light load max 43 lb, med max 86, heavy max 130
typically carried total: 38 lbs

Description:
Brian is 30 years old, blond, has blue eyes, and is 5’9” tall.

Father Breman lacked discipline as a child, and his parents sent him to a strict religious school to try to starighten him out. He was rebellious at first, but soon found himself drawn to the idea of the Goddess that helps guide humanity. He studied for the priesthood and was pleased to find he could cast spells. He was recruited into the Order of Fate by his mentor and adopted its teachings.

He was not really an adept preacher, but the Order found plenty of other uses for him. He was assigned to be a chaplain with the city watch, and in this role he provides not only moral guidance and healing spells but also works closely with detectives on cases with a possible religious angle, such as any case involving unnatural creatures or Church personnel.

Sometimes Father Berman feels cynical about the motives of priests, including himself, seeing all actions in light of political maneuvering or personal power. But on the good days, those concerns seem foolish and he easily brushes them aside, focusing on the task at hand.

Priests of Ezra are allowed to marry, but Brian has not yet found a woman he believes he is fated to be with.

The Order of Fate:

The Order of Fate is a sect within the Church of Ezra that believes that following the laws given by Ezra will lead to a better fate than people would otherwise have, even if the way in which this would happen is unknown to humans. The world is too complicated for people to understand Ezra’s plans, but She has given instructions, and might give more in the future at an appropriate time. Therefore, it is important to follow even seemingly pointless rituals and laws.

The Order has a strict heirarchy that is not always recognized by other branches of the Church, and the laws it follows are slightly different from the orthodox Ezraites. Sometimes, it is acceptable to break laws (religious or civil) on the orders of a superior, because he presumably has a better understanding of the overall situation. It is acceptable to break a law now if it will lead to many people obeying the laws in the future.

The Order maintains a number of monastaries where strict discipline is taught; physical training is used to focus the mind, and the unarmed martial arts are a main focus. Some members of the order scourge themselves with whips to remove sins and carnal thoughts or help focus the mind. The general public is largely ignorant of the distinction between the Order and other Ezraites.
 
Last edited:

Boddynock

First Post
Code:
Name:           Hieran Abass
Class:          Wizard (Diviner)
Race:           Human
Size:           Medium
Gender:         Male
Alignment:      Lawful Good
Deity:          Boccob

Str: 11  +0      Level:  4      XP:          6000
Dex: 14  +2      BAB:    +2     HP:          17
Con: 12  +1      Grapple:+2     Dmg Red:     nil
Int: 18  +4*     Speed:  30'    Spell Res:   nil
Wis: 10  +0      Init:   +2     Spell Save:  n/a
Cha: 8   -1      ACP:     0     Spell Fail:  0%

*4th level attribute point increase put into Intelligence

         Base   Armor   Shld   Dex   Size   Nat   Misc   Total
Armor:   10     +0      +0     +2    +0     +0    +0     12
Touch:   12     Flatfooted:    10

Saves:   Base   Mod     Misc   Total
Fort:    +1     +1      +0     +2
Ref:     +1     +2      +0     +3
Will:    +3     +0      +0     +3

Weapon          Attack  Damage       Critical
Dagger          +2      1d4          19-20/x2
Dagger (thrown) +4      1d4          19-20/x2

Languages:      Celestial, Common, Draconic, Ignan, Sylvan

Abilities:      1 extra feat at first level;
                4 extra skill points at first level and 1 extra skill point at each additional level;
                Automatic languages – Common;
                Favoured class: any;
                Arcane spellcasting
                Bonus feat: Scribe Scroll
                Summon Familiar
                
Feats:   Augment Summoning;
         Craft Wondrous Item;
         Scribe Scroll;
         Spell Focus (Conjuration).

Skill Points:   28      Max Ranks:   7/3.5
Skills                  Ranks  Mod   Misc  Total
Concentration           +7     +1    +0    +8
Knowledge (Arcana)      +7     +4    +0    +11
Knowledge (History)     +7     +4    +0    +11
Knowledge (Local)       +7     +4    +0    +11
Knowledge (Planes)      +1     +4    +0    +5
Knowledge (Religion)    +7     +4    +0    +11
Spellcraft              +7     +4    +2*   +13

*+2 synergy bonus from 5 or more ranks in Knowledge (Arcana)

Specialist School:      Divination
Forbidden School:       Necromancy

Spells per day:         4+1 / 3+1 / 2+1

Spells known:
Cantrips:               All
Level 1:                Animate Rope
                        Comprehend Languages
                        Detect Undead
                        Hold Portal
                        Identify
                        Mage Armor
                        Sleep
                        Summon Monster I
Level 2:                Levitate
                        Locate Object
                        See Invisibility
                        Summon Monster II

Spells typically prepared:
Cantrips:               Detect Magic (bonus Divination spell)
                        Light (x3)
                        Read Magic
Level 1:                Detect Undead (bonus Divination spell)
                        Mage Armor
                        Summon Monster I (x2)
Level 2:                Locate Object
                        See Invisibility (bonus Divination spell)
                        Summon Monster II

Equipment:                           Cost  Weight
Backpack                               2gp  2lb
Boots of Levitation                 3750gp  1lb
Dagger                                 2gp  1lb
Flint & steel                          1gp  -lb
Holy water                            25gp  2lb
Magnifying glass                     100gp  -lb
Outfit, Constable’s                    -gp  -lb
Pearl (100gp) x2                     200gp  -lb
Potion, Cure Light Wounds x2         100gp  -lb
Rope, silk (50’)                      10gp  5lb
Spell component pouch                  5gp  2lb
Spellbook x2*                         30pg  3lb
Wand of Magic Missile (1st)           750gp  -lb

*Second spellbook hidden in his home.

Total Weight:   16.38lb
Money*:         1pp     9gp  9sp  10cp (.38lb)

                Light   Med    Heavy       Lift  Push
Max Weight:     0-38    39-76  77-115      115   575

Age:     23
Height:  5’8”
Weight:  140lb
Eyes:    Hazel
Hair:    Black
Skin:    Pale
Appearance: Hieran Abass is of middling height, with black hair, cut short and kept smoothed back, and a thin face, the dominant feature of which is a beaked nose down which the mage habitually looks at the world. Slender and surprisingly fit for one who scorns physical exercise of any sort, he dresses in clothes of a severe cut and dark hues. The only flash of colour about him is the inevitable rose embroidered on the breast of his tunic.

Background: The City. It’s a harsh mistress, and an unforgiving one. Those too foolish to understand this, or too feeble to deal with it, are destined to be swallowed up – either slowly, wasting away in sluggish decay, or suddenly, in a hot, foaming rush of blood.

Unless, that is, the Watch is there. The officers of the Paridon Constabulary spend their lives battling the dark, curbing the worst excesses of the City, striking swiftly to lop off poisoned talons reaching too far into the lives of the poor, the powerless, even, at times, the innocent.

For most of them, it’s a turbulent relationship – a love-hate affair with the filthy, foul and infinitely alluring City. Many are burned up in it. Some are twisted beyond repair. The ones who survive do so for a variety of reasons. Luck, maybe. Determination. Sheer bloody-mindedness, and a refusal to be beaten.

For Hieran Abass, it’s roses.

The sheer, beautiful perfection of roses inspires him, lifts him above the grime and cruelty of the City. As long as he can remember, roses have been for him an escape, a promise, a symbol of something tantalizingly beyond reach, yet achingly close to touch. Not the physical manifestation, of course – the morphologically distinct forms of rosa multiflora, say, or rosa rugosa – but the ideal, the perfection, the shimmering, glorious idea of harmony, delicacy, fragrance, healing … life!

Few of his fellows would imagine the secret life of Abass. Apart from the rose motif that always adorns his tunic, he gives no hint of his obsession. If asked about the image, he will always reply, “It’s a symbol of my passionate and romantic nature.”

The dry, abrupt tone of voice in which this, like all his comments, is delivered, leads the questioner to laugh (but only once), or look quizzically (to which there was no response), or quietly opine to others round about that “Abass really is a bit strange.” No-one ever contradicts it.

Abass is a mystery all around. Not well liked by his comrades, he is nevertheless tolerated because he is good at what he does. His unfailing arrogance wins him no friends – but his absolute commitment to justice, and his unflagging zeal in the pursuit of it, brings him grudging respect.

Only those at the highest levels of the Department know that he is, in fact, the son of the Magus, or that his father was one of the most-decorated officers in the force.

Even those privy to these facts do not know the truth of his father’s death, and the twisted circumstances which led to it. None do, except one – and that one isn’t talking.
 

Code:
Calahan

Human Male Scout 5
Chaotic Neutral
Called “The Snake” for his known viciousness and egocentrism

Representing Rafael

Basic Stats

Strength	10	(+0)	Size:	Medium
Dexterity	16	(+3)	Height:	5' 11"
Constitution	10	(+0)	Weight:	170 lb
Intelligence	14	(+2)	Skin:	Pale
Wisdom	16	(+3)	Eyes:	Brown
Charisma	8	(-1)	Hair:	Brown


Total Hit Points:  30

Speed: 40 feet [scout]

Armor Class: 17 = 10 +3 [dexterity] + 4 [Armour] -1 [aggressive] +1[Skirmish]
Touch AC: 13
Flat-footed: 13

Languages

Luktar [native], Balok, Paridonese


Saving Throws

Initiative modifier:	+6	= +3 [dexterity] +1 [scout] +2 [aggressive] 
Fortitude save:	+2	= 1 [base] +1 [scout] 
Reflex save:	+7	= 4 [base] +3 [dexterity] 
Will save:	+4	= 1 [base] +3 [wisdom] 
Attack (handheld):	+3	= 3 [base] 
   Weapon Finesse:	+6	= 3 [base] +3 [dexterity] 
Attack (unarmed):	+3	= 3 [base] 
Attack (missile):	+8	= 3 [base] +3 [dexterity] +1 [Bracers of Archery]  + 1 [Masterwork Bow]
Grapple check:	+3	= 3 [base] 


Skills

Skill Name	Key
Ability	Skill
Modifier	Ability
Modifier	Ranks	Misc.
Modifier
Appraise	Int	2 = 	+2		
Balance	Dex*	9 = 	+3	+5	+2 [tumble] 
Bluff	Cha	-1 = 	-1		
Climb	Str*	3 = 	+0	+3	
Concentration	Con	5 = 	+0	+5	
Craft_1	Int	2 = 	+2		
Craft_2	Int	2 = 	+2		
Craft_3	Int	2 = 	+2		
Diplomacy	Cha	1 = 	-1		+2 [sense motive] 
Disguise	Cha	-1 = 	-1		
Escape Artist	Dex*	10 = 	+3	+7	
Forgery	Int	2 = 	+2		
Gather Information	Cha	-1 = 	-1		
Heal	Wis	3 = 	+3		
Hide	Dex*	12 = 	+3	+9	
Intimidate	Cha	-1 = 	-1		
Jump	Str*	9 = 	+0	+3	+2 [tumble] +4 [speed 40] 
Knowledge (dungeoneering)	Int	5 = 	+2	+3	
Knowledge (nature)	Int	6 = 	+2	+4	
Listen	Wis	10 = 	+3	+7	
Move Silently	Dex*	10 = 	+3	+7	
Perform_1	Cha	-1 = 	-1		
Perform_2	Cha	-1 = 	-1		
Perform_3	Cha	-1 = 	-1		
Perform_4	Cha	-1 = 	-1		
Perform_5	Cha	-1 = 	-1		
Ride	Dex	3 = 	+3		
Search	Int	9 = 	+2	+7	
Sense Motive	Wis	10 = 	+3	+7	
Spot	Wis	3 = 	+3		
Survival	Wis	3 = 	+3		
Swim	Str**	0 = 	+0		
Tumble	Dex*	10 = 	+3	+7	
Use Rope	Dex	10 = 	+3	+7	
* = check penalty for wearing armor

Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Search >=5 ranks gives +2 on survival checks while tracking.
Use Rope >=5 ranks gives +2 on climb checks involving ropes.
Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.

Feats

Default: Combat Relexes, Point Blank Shot

Scout: Dodge, Weapon Finesse, Urban Tracking (Unearthed Arcana), Skirmish (2d6 +1 AC), Battle fortitude +1, Uncanny dodge, Trapfinding

Special Traits (Unearthed Arcana):

Aggressive

Calahan's Equipment

Weapons:
•	Hellsbreath Gun
•	Masterwork Composite Bow
•	Kukri

Armor: Chain Shirt

Shield: None 

Misc Items: 
•	Hooded Lantern
•	Holy symbol/necklace (Ezra)
•	Bedroll
•	Backpack
•	1 x Potion of Cure Light Wounds
•	Potion of Remove Fear
•	Flint and Steel
•	Lesser Bracers of Archery
•	3 x Fox Fur
•	Necklace of Fireballs (Type I)
•	2 x Powder Bombs
•	5 x Vials of Alchemist's Fire

Author Background

I originally designed Calahan the Snake for another module “The Red Hand of Doom”. However, since that group never came to play, I now took this old model, and remade it for Ravenloft.


Character Background

Calahan, also called ‘The Snake’, is a famous trapper, and an even more famous thug. He was born to a woodworker family, and raised to become a skilled forester. During the war against Barovia shortly after the Great Upheaval, however, young Calahan saw too much cruelty an death to ever like any humans again. Scarred mentally and physically, he left the lands of his fathers and lived a few years in Barovia and Kartakass, where he made a name as a famous hunter of wolves. Lately, Calahan has tired of his common hunting grounds, and wandered through the Mists until the Dark Forces spat him out in Zherisia…
 
Last edited:

Rhun

First Post
Perrin, updated and modified by Rhun

Work in progress...

Perrin

[sblock=Appearance]Perrin has an air of someone who cares a great deal about appearance, but in truth doesn't have that much to work with. Short dark hair sits above eyes that betray his youth. He takes great pains to ensure that he looks his best, clean shaven, hair smart and ready for the day. He is of average hieght, and although slim he has an athletic build or wiry muscle; and while he would never be called handsome, except perhaps when describing himself, neither is he unattractive. Typically he likes to wear a light brown leather jerkin, open revealing the chain shirt underneath. He has a huge smile, which always makes an appearance when people play to his ego. [/sblock]

[sblock=Background]Fighting the good fight, defend the people, patrol the city and make sure all is well. Perrin was a hero of the people making sure that they could sleep soundly at night and know there children were at least reasonably safe out in the day. It was what he'd always wanted, respect and due reward, rising in favour with senior figures in both the church and the city.

Women liked one of Paridon's guards and Perrin liked Paridon's women. He'd had several girlfriends over time, but somehow it never lasted. Perrin liked to tell himself this was because he got bored with them, but secretly he knew this wasn't always the case. When people got to close, saw through the heroic facade he took such pains over, that's when they left.

He'd gotten to know the city well in the past year working with the guard; it had taught him a lot of skills. Some guards fought and did it well, dealing with troublemakers, or worse, in Paridon. Perrin could handle himself in a fight, but they weren't the skills he valued. He'd learnt people. He could read people's faces, knew where to go and who to see to find out information, knew how to talk people around. He was streetsmart, and he loved it.

Of course, there were downsides. His job scared him; every time he got into a new fight he was scared he wouldn't survive it. Swords terrified him, he didn't want people swinging weapons at him! He was terrified of getting cut, scars could ruin his appearance. And a fight was just a normal day on the streets. Perrin made sure he put a brave face on it, it wouldn't do to let others know how scared he was, but when he collapsed on his bed at night, Perrin thanked the gods that he was still alive. Of course, he'd learnt to handle it; learnt to cut enemies down, hitting hard and hit fast with his axe, but knowing how to fight and wanting to actually do it were quite different.

He often thought of giving it all up, leading the quiet life running an inn, but people looked up to him, even paid attention to him, in this role. He couldn't have that stop.[/sblock]


Lawful Neutral Human Male
Ranger 5
XPs: 10,000

Stats
Str 14 (+2) (6 points)
Dex 15 (+2) (6 points, +1 level increase)
Con 14 (+2) (6 points)
Int 10 (+0) (2 points)
Wis 14 (+2) (6 points)
Cha 10 (+0) (2 points)

General
HP: 42
AC: 19 (10 base + 5 armor + 2 dex +1 natural +1 miscellaneous)
-- Touch 13
-- Flat Footed 17
Initiative: +2
Move: 30' base

Combat
BAB: +5
Melee: +7
Ranged: +7

+1 Battleaxe +8 (1d8+3, 20/x3)
Dragon Pistol +8 (1d12, 20/x3, 50ft range)


Saves:
Fort: +7 (4 base + 2 con + 1 resistance)
Ref: +7 (4 base + 2 dex + 1 resistance)
Wil: +4 (1 base + 2 wis + 1 resistance)


Skills:
Gather Information +8 (8 ranks)
Hide +7 (6 ranks, +2 dex, -1 armor)
Knowledge: Local
Listen +9 (7 ranks, +2 wis)
Move Silently +7 (6 ranks, +2 dex, -1 armor)
Search +7 (7 ranks)
Sense Motive +9 (7 ranks, +2 wis)
Spot +9 (7 ranks, +2 wis)


Languages:
- Common


Feats:
- Urban Tracking (RB)
- Two Weapon Fighting (RB)
- Endurance (RB)
- Blind-fight(HB)
- Power Attack (1st)
- Exotic Weapon Proficiency: Dragon Pistol (3rd)

(RB): Ranger Bonus Feat
(HB): Human Bonus Feat


Class Features:
- Favored Enemy: Undead (+4)
- Favored Enemy:
- Wild Empathy 1d20+4
- Distracting Strike (alternate class feature, PHBII)
- Spells


Racial Features:
- Bonus feat
- Bonus skill points


Spells per Day
- Level 1: 1


Current Spells Readied
- Level 1: Longstrider



Arms, Armor and Equipment:
Chain Shirt +1 1250
Battleaxe +1 2310
Masterwork Shortsword 310
Dragon Pistol 250
Ammunition Pouch (10 shots) 10
Powder Horn (10 shots) 5
Wand of Cure Light Wounds 750
Cloak of Resistance +1
Amulet of Natural Armor +1

Traveler’s Clothing - Worn
Backpack 2gp 2lb
- Bedroll 1sp 5lb
- Crowbar 2gp
- Lamp, common 1sp 1lb
- Oil, 6 pints 6sp 6lb
- Sacks, 2 2sp 1lb
- Waterskin 1gp 1lb
- 50ft Silk Rope 10gp
Pouch, belt 1gp 0.5lb
- Chalk, 3 pieces 3cp -----
- Flint & steel 1gp -----
- 99gp, 18sp, 20cp - 0.19lb


Encumberance: 72lb (Medium)
 
Last edited:

Rhun

First Post
Skyler Martell (Sir)

BACKGROUND
The nobles have lately taken an interest in watching the deeds of the city constabulary's Rose Company. Indeed, they have even subtley pulled some strings, to ensure attachment of one of their own to that illustrious group...

Skyler Martell comes from an old and honorable (if small) noble family. Still, his family was able to afford the best weapon's trainers, and Skyler proved to be quite adept with blade and shield. His inherent strength and endurance allowed him to match up against more skilled opponents in duels, and the young knight learned much from such matches. He is generally considered an expert-at-arms, though he continually strives to learn more.

Skyler's familiy is mostly what you would expect of the nobility. His father (Lord Tyrus Martell) is an aristocrat through and through, his mother (the Lady Dorathia Martell) the dutiful and quiet nobleman's wife. His sickly older brother Lane followed in the footsteps of his father, and has grown into a dark and brooding man of some thirty years of age. And his younger brother, the happy-go-lucky Aldric, is something of a rogue.

When asked to join Rose Company, Skyler was at first take aback. He really didn't have the skills needed for investigation. Certainly, he could fight if called upon to do so, and he knew how to threaten someone to spill information. But searching for clues and the like had never really been his forte. Still, he wasn't one to shirk his duty, and he accepted the posting.

Skyler is currently bethrothed to the noblewoman Colette Devereux, the young and beautiful scion of the Devereux family in Paridon. The young lady was not at all happy to hear about her soon to be husband joining the constabulary; not only does she consider it beneath him, but she worries that despite his skill with the blade that he will end up with a knife in his back. SKyler only smiles at her concerns, and tells her that everything will be alright.

APPEARANCE
Skyler is an attractive young man in his early twenties, well heeled and bearing himself with a certain confidence and noble air. The tilt of his head, the gait of his step...everything about the way he carries himself conveys the image of cool confidence. He is tall and muscular, with the lean, athletic build of one who has spent thousands of hours doing rigorous exercise and weapons drills. His dark brown hair is usually a bit wild and wind-tossed, his black eyes like pieces of jet. He is fair skinned, with ruggedly handsome features.

Oil Painting of Sklyer hung at Martell Manor


Sir Skyler Martell
Neutral Good Human Male Knight 4//Fighter 1


ATTRIBUTES
STR 18 (+4) 10 points, +2 gauntlets
DEX 12 (+1) 04 points
CON 14 (+2) 06 points
INT 10 (+0) 02 points
WIS 10 (+0) 02 points
CHA 13 (+1) 04 points, +1 level increase

COMBAT STATS
Hit Points 56 (12 + 9 + 9 + 9 + 7 + 10 CON)
Armor Class 21 (10 base, + 1 DEX, + 6 armor, +4 shield)
--- Touch 11
--- Flat-Footed 20
Initiative +1
Speed 30' (30' base, medium armor, medium armor mastery)
BAB +5
Attack
--- Melee +9
----- Longsword +11 (1d8+5/19-20)
----- Warhammer +9 (1d8+4/x3)
----- Dagger, silver +9 (1d4+3/19-20)
--- Ranged +6
----- Javelin +6 (1d6/x2, 30')


SAVES
FORT +5 (+3 base, +2 CON)
REFL +2 (+1 base, +1 DEX)
WILL +4 (+4 base, +0 WIS)

CLASS FEATURES
- Knight's Code
- Knight's Challenge
--- Fighting Challenge (+1)
--- Test of Mettle
- Mounted Combat
- Shield Block (+1)
- Bulwark of Defense
- Armor Mastery (Medium)

FEATS
- Shield Specialization (Human Bonus)
- Weapon Focus: Longsword (Level 1 Feat)
- (Level 3 Feat Pending)
- Power Attack

SKILLS (24 total ranks: 21 Knight + 3 Fighter)
- Climb +2(5) (2 ranks, +3 STR, -3 ACP)
- Handle Animal +3 (2 ranks, +1 CHA)
- Intimidate +9 (8 ranks, +1 CHA)
- Jump +4(7) (4 ranks, +3 STR, -3 ACP)
- Knowledge (N&R) +2 (2 ranks, +0 INT)
- Ride +5 (4 ranks, +1 DEX)
- Swim +2(5) (2 ranks, +3 STR, -3 ACP)

ARMS, ARMOR, & EQUIPMENT
- Breastplate +1 (+6 AC, -3 ACP, 30lb, 1350gp)
- Large Darkwood Shield +1 (+3 AC, -0 ACP, 3.5lb, 1227gp)
- Gauntlets of Ogre Power (1lb, 4000gp)

- Naraithus - Longsword +1 (4lb, 2315gp)
[sblock=Naraithus]
A family heirloom from long ago, the blade Naraithus should have went to Skyler's older brother Lane. Lane showed no interest in the fighting arts, though, and thus the sword was given to Skyler instead.

Crafted of the finest steel, with a single fuller running down the keen edged blade, Naraithus is an elaborately wrought weapon. The blade, the guard, the hilt, the square capped pommel...all are excellently and tastefully decorated by a master craftsmen.
[/sblock]


- Warhammer, cold steel (5lb, 24gp)
- Dagger, alchemical silver (1lb, 22gp)
- 2 javelins (4lb, 2gp)

- Explorer's Clothing (Worn, -)
- Backpack (2lb, 2gp)
--- Caltrops, 1 bag (2lb, 1gp)
--- Crowbar (5lb, 2gp)
--- Rope, 50' hemp (10lb, 1gp)
--- 2 sacks, empty (1lb, 2sp)
--- Waterskin (4lb, 1gp)
--- Whetstone (1lb, 2cp)
--- 3 sunrods (6gp, 3lb)
- Pouch, belt (0.5lb, 1gp)
--- Flint & Steel (-, 1gp)
--- Chalk, 1 piece (-, 1cp)
--- Acid, flask (1lb, 10gp)
--- Alchemist Fire, flask (1lb, 20gp)
--- Coin: 14gp, 7 sp, 7cp (approx. 0.5lb)

Encumberance: LIGHT (82.5lb)
 
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