The Darkness That Comes Before [Rogues Gallery]


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Thomas Hobbes

First Post
Mahe (MA-hey)
Male human Druid 5
Neutral Good

Ability Scores:
Strength 14
Dexterity 16 (15 at start, +1 at level 4)
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

Hit points: 34
AC: 18 (+3 dexterity, +5 sacred)
Initiative: +3
Base attack bonus: +3
Move: 20 feet
Saves:
+1 to saves against magic
Fortitude +6 (+4 base +2 constitution)
Reflex +4 (+1 base +3 dexterity)
Will +6 (+4 base +2 wisdom)
General attacks:
Attack +6 melee (+3 BAB +2 strength, +1 enhancement)
Attack +7 ranged (+3 BAB +3 dexterity, +1 enhancement)
Specific attacks:
Sling +6 ranged, 1d3+3 damage (-1 to hit, sling stones instead of bullets)

Quarterstaff +6 melee, 1d6+4
With two-weapon fighting:
Quarterstaff +4/+4 melee, 1d6+3/1d6+2

With Shillelagh cast:
+6 melee, 2d6+4 damage
With two-weapon fighting:
+4/+4 Melee, 2d6+3/2d6+2

With Brambles cast:
+6 melee, 1d6+9
With two-weapon fighting:
+4/+4 melee, 1d6+8/1d6+7

With both Brambles and Shillelagh cast:
+6 melee, 2d6+9 damage
With two-weapon fighting:
+4/+4 melee, 2d6+8/2d6+7

With Spikes cast:
+7 melee, 1d6+10 19-20/x2
With two-weapon fighting:
+5/+5 melee, 1d6+9/1d6+8 19-20/x2

With both Spikes and Shillelagh cast:
+7 melee, 2d6+10 19-20/x2
With two-weapon fighting:
+5/+5 melee, 2d6+9/2d6+8 19-20/x2

Skills [Total] (ranks)
Concentration +10 (8)
Diplomacy +3 (0)
Handle Animal +9(8)
Heal +10 (8)
Knowledge: Nature +10 (8)
Survival +12 (8)

Feats: Two-weapon fighting, Sacred Vow (BoED; +2 to diplomacy), Vow of Poverty, Exalted Companion, Nymph's Kiss

Equipment: Traveler’s outfit, cold weather outfit, hide armor, holly and mistletoe, quarterstaff, sling, 10 sling stones (-1 to hit), waterskin, 2 days trail rations. (the rest of the ~8980 gold pieces have been given away [see background] or invested in caches of food and supplies throughout the wild, marked for all to use by a recognizable symbol)

Special Abilities:
Wild Empathy +6
Nature Sense
Animal Companion
Woodland stride
Trackless step
Resist Nature’s Lure
Wild Shape 1/day (Any small or medium animal)

Vow of Poverty bonuses:
+5 sacred bonus to AC
2 bonus exalted feats
Endure Elements
Exalted Strike +1 (magic)
Sustenance

Animal Companion:

Tirthoron, Celestial Eagle
Small Magical Beast
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 10 feet, fly 80 feet (average)
Armor Class: 17 (+1 size, +3 dex, +3 natural armor), touch 14, flat-footed 13
Base Attack/Grapple:+2/-2
Attack: Talons +6 melee (1d4)
Full attack: 2 talons +6 melee (1d4) and bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+3 damage vs. evil creature)
Special Qualities: Low-light vision, Darkvision 60 feet, Acid, Cold, and Electricity resistance 5, SR 8, Evasion, Link, Share spells
Saves: Fort +4, Ref +6, Will +3
Abilities: Strength 11, Dexterity 16, Constitution 12, Int 3, Wisdom 14, Charisma 6.
Skills: Listen +2, Spot +16
Feats: Weapon Finesse, Fly-by attack
Tricks (8): Attack, attack unnatural creature, down, fetch, heel, seek, stay, defend.

Spells per day: 5/4/3/1

Spells prepared (To be slightly modified when I find out when I’m being introduced; he prepares different spells when heading into town, for example, with charity spells like goodberry predominating):

0-Detect Magic, Light, Cure Minor Wounds x2
1-Cure light wounds x2, Shillelagh, Entangle
2-Cure Moderate Wounds x2, Bull's Strength
3-Spikes

Appearance: Mahe is an intense physical presence in a room, six feet tall with broad shoulders and a solid build. His brown hair and beard are roughly cut and unkempt, as befits someone who spends most of his time in the wilderness, and narrowed flinty blue eyes gaze out of a weatherworn face. He wears simple armor made of animal hides and handspun wool cloak, trousers and shirt. He carries only what he needs to survive in the wild.

Personality and background: In Mahe’s opinion, civilization has done more harm than good. The rich grow soft living decadent lives while the poor break their backs for coppers a day. The cities are a particular source of his ire, personifying all he sees as wrong with the world- the poverty-stricken urban masses live in terrible conditions, and no one even remembers what nature is like.

A druids apprentice since he was a young boy, Mahe is at home nowhere but in the wild. He believes that humanity would be better off if it stopped breeding like rabbits and lived off the land in a sustainable fashion. He spends long stretches at a time in the wild, returning only to cities to relieve the plight of the poor. He stays as long as he can stand, healing and feeding the sick and hungry, and then departs into the wild again.

He channels his disillusionment with humanity, civilization, and materialism in general, and cities in particular, into a gruff personality and a style of interaction stripped of social niceties. You know he likes you when he settles for a comfortable silence. He’ll help someone in need in a heartbeat, particularly if they are poor. Those who ask for his help in a more businesslike fashion find themselves paying in charity to local poor or community service.

Mahe has encountered many fey in the forest, and he treats each one with as much respect as he does their home, leaving them to themselves if they wish to be solitary, staying for a time if they are social, and offering any help they may desire. One he met when he was very young, however, left her mark on him more tangibly.

Mahe, whose master had passed away two years before, had taken up his druidic duties with confidence not always justified by his abilities at the time. In a particular bit of foolhardiness, Mahe attempted to cleanse the woods of a group of wargs that proved more than a match for him. He was forced to run, but the wargs, angry at the death of one of their number, stalked him late in to the night. He surely would of met a messy end if someone had not come to his aid- one of the fairy folk, of unknown type and sufficient power to slay half of the wargs and drive off the rest. Her’vanim was also, like many of her kind, beautiful, and Mahe was (in the manner of the young)
instantly smitten.

Vanim, to his delight, returned his affections, and his lonely days and nights in the wilderness were interspersed with her visits. Vanim’s presence was seasonal- she would come in as spring blossomed, looking as if she had just recovered from a long illness, grow to her full glory in time for the summer solstice, and begin to fade, leaving for parts unknown to stay there over fall and winter. Mahe is worried, though, although he tries not to show it- the weather has turned fair, but there is no sign of Vanim. He has more than once traversed the length and breadth of the forest searching for her, and sent many an animal messenger out searching for her, asking for a meeting- and each time he has waited in vain.
 
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Ferrix

Explorer
Donner Hund

Donner Hund, Strongheart Halfling Fighter 5; CR 5; Small Humanoid; HD 5d10+10 (42 hp); Init +1; Speed 15 feet; AC 24 (+1 size, +1 Dex, +8 plate, +4 Shield) or 20 (+1 size, +1 dex, +4 chain, +4 shield), flatfooted 23, touch 12, ACP -12, Spell Failure 75%; Bab +5, Grapple +4; Atk +11 melee (1d6+6, critical x3, lance) or +9 melee (1d3+3, critical 18-20/x2, kukri) or +10 melee (1d6+3, critical 19-20/x2, longsword) or +9 melee (1d6+3, critical x2, flail) or +7 ranged (1d8, critical 19-20/x2, heavy crossbow); Full Atk: ; SA: Ride by Attack; SQ:; SV Fort +6, Refl +2, Will +0; Str 17 Dex 13 Con 14 Int 13 Wis 8 Cha 10.

Skills and Feats: (24 skill points, 8/4 max ranks) Handle Animal +8 (8 ranks), Ride +13 (8 ranks), Intimidate +8 (8 ranks); Mounted Combat, Ride by Attack, Spirited Charge, Weapon Focus: Lance, Endurance, Weapon Specialization: Lance.

Languages: Low-Sheyic (common), Halfling, High Ainon

Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

Racial Abilities: +2 racial bonus on Climb, Jump, and Move Silently checks; +2 morale bonus on saving throws against fear; +1 racial bonus on attack rolls with thrown weapons and slings; +2 racial bonus on Listen checks.

Possessions: Backpack, Bedroll, Flint and Steel, Manacles x3, Small steel mirror, Flasks Oil x3, Belt pouch, Trail rations x8 days, Signal whistle, Soap , Tent, Waterskins x2, Everburning Torch, Antitoxin x3, Acid x2, Alchemist's Fire x2, Military Saddle, Saddlebags, Bit and bridle, Explorer's Outfit, Masterwork Heavy Crossbow, Bolts (50 standard, 10 silvered, 10 adamantine, 10 cold iron), Masterwork Longsword, Silvered Kukri, Cold Iron Flail, Gauntlet Spiked x2, Chain Shirt (for napping), Masterwork Full Plate, Mithril Tower Shield, Grizzle - Riding Dog, Warbeast, 4 Large (Riding) Dogs, Studded Leather Barding, Lance +1 (glowing), Potion of Cure Moderate Wounds x3, Potion of Cure Light Wounds x6, Oil of Magic Weapon

Money: 84 gp, 3 sp, 0 cp

Description: Quite unlike most halflings you'll meet, Donner is a grizzled figher who prefers the thunder of a charge to nearly anything except maybe a stiff drink. Donner stands over three feet, his surprisingly broad frame often encased in a heavy suit of plate. Always with stubble on his face, he looks usually slightly unkempt despite his sharp features. He has scar running it's way down his right arm where his lance splintered once tearing into his flesh. His gray eyes often possess a hardness to them that when combined with the grim smile that often rests on his face will usually deter most men from bothering him. With silver hairs starting to edge their way onto his temples, he seems one of a seasoned sort.

Usually wearing a suit of full plate, he carries an almost knightly assortment of armaments; heavy crossbow, lance, longsword, flail and shield. When he's not in armor, he wears an extensively worn and patched explorers outfit. In or out of armor, he always carries a silver kukri on his belt and wears a thick forest green cape. Nothing he wears possesses any sort of ornamentation that doesn?t possess some use.

History: Donner has seen a good thirty-five years of life and nearly half of that spent on the road, forging a reputation as a hardened warrior. Raised by the Captain of the town guard, he has never known any direct family, only the harsh order of martial life. Often relegated to grunt work in his youth due to his size compared to the surrounding humans he lived with; he eventually got the nerve to walk onto the training yard. Once the trainer realized he was there, he attempted to scoot the young halfling off of the yard but Donner stood his ground and demanded he be allowed to train as well. With a sarcastic huff the trainer snatched up a padded wooden spear and tossed it to the young halfling, and told him to defend himself and beckoned one of the better students to teach him a lesson. Within a few moments Donner had knocked the man off of his feet and stood on his chest, the practice spear comically towering over the young halfling.

So with reluctance from the Captain, Donner was allowed to train with the other guards, although he was not allowed on duty. Donner, content with the training, worked himself to the bone. Mimicking the soldiers on horseback by riding upon the massive hounds which resided in the barracks, he soon earned the embittered respect of the guards by the time he rode out of the barracks into the world.

Since he left the barracks, he's traveled mostly alone, although occasionally joining up with some motley crew of would be heroes, he's found that most of the time he's the only one left by the time they would have returned from an adventure. A bit hardened by the road, and still preferring the company of his many dogs to humans, he's usually gruff but a steadfast companion to those that last long enough.

Grizzle
Riding Dog, Warbeast; CR 2; Medium Animal; HD 3d8+12 (29); Init +2; Speed 50 feet; AC 19 (+2 Dex, +3 armor, +4 natural), flatfooted 12, touch 14; Bab +2, Grapple +6; Atk +6 melee (1d6+6, critical x2, bite); SA: Trip (as wolf); SQ: Low-light vision, scent, Combative Mount; SV Fort +7, Refl +5, Will +3; Str 18, Dex 15, Con 18, Int 2, Wis 14, Cha 4. Skills and Feats: jump +10 (2 ranks), Listen +7 (3 ranks), Spot +7 (3 ranks), Swim +6 (2 ranks); Alertness, Endurance, Diehard. Studded leather barding. Loads 150/300/450 lbs. Tricks: attack, come, defend, down, guard, heel.

Aegis and Tor
Large Guard Dogs (2); CR 1 each; Medium Animal; HD 2d8+7 (17 hp); Init +2; Speed 40 feet; AC 16 (+2 Dex, +4 natural), flatfooted 14, touch 12; Bab +1, Grapple +3; Atk +3 melee (1d6+3, critical x2, bite); SA: Trip (as wolf); SQ: Low-light vision, scent; SV Fort +5, Refl +4, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1; Alertness, Toughness. Tricks: attack, come, defend, down, guard, heel.

Arbor and Shadow
Large Hunting Dogs (2); CR 1 each; Medium Animal; HD 2d8+4 (14 hp); Init +2; Speed 40 feet; AC 16 (+2 Dex, +4 natural), flatfooted 14, touch 12; Bab +1, Grapple +3; Atk +3 melee (1d6+3, critical x2, bite); SA: Trip (as wolf); SQ: Low-light vision, scent; SV Fort +5, Refl +4, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1 (+5 for tracking); Alertness, Track. Tricks: attack, come, down, heel, seek, and track.
 
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Thanee

First Post
Dara Dragondaughter

Dara Dragondaughter, female human ranger 1st/barbarian 1st/rogue 3rd; CR 5; medium humanoid; HD 1d8+1d12+3d6+10 (35hp); Init +2; Speed 40 feet; AC 17 (+2 Dex, +5 Armor), flatfooted 15, touch 12, ACP -; Bab +4, Grapple +7; Atk +8 melee (2d6+4, critical 19-20/x2, masterwork greatsword); SA: favored enemy: human, sneak attack +2d6; SQ: evasion, trap sense +1; AL CG; SV Fort +7, Refl +7, Will +0; Str 16, Dex 14, Con 14, Int 14, Wis 8, Cha 14.

Skills: Bluff +3(1), Climb +10(5), Disable Device +12(8), Hide +7(5), Jump +8(5), Knowledge: nature +9(5), Listen +7(8), Move Silently +7(5), Open Lock +12(8), Search +10(8), Sleight of Hand +3(1), Spot +7(8), Survival (aboveground/tracking) +6/8(5), Swim +5(2), Tumble +5(1).

Languages: Gallish (north-eastern dialect), Low Sheyic (Common), Tydonii.

Feats: Track, Power Attack, Combat Expertise, Improved Trip.

Ranger abilities: Favored Enemy: human, Wild Empathy.
Barbarian abilities: Fast Movement, Rage 1/day.
Rogue abilities: Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1.

Possessions: masterwork greatsword, silvered dagger, bedroll, flint and steel, belt pouch (2), silk rope 100', waterskin, whetstone, trail rations (7), everburning torch, tindertwig (10), climber's kit, masterwork thieves' tools, +1 black mithril shirt, heward's handy haversack, ring of feather falling, ring of protection from evil (5/day), 3-3gp 8-5sp 8cp.

Description: Dara is a buff blonde. She is 5'9" tall, weighs 130 lb. and her lithe body is athletic and well-proportioned. Her straight blond hair is worn waist-long, her eyes are green and her usually fair skin has a slight tan. Dara is 21 years old. She wears a short fur trimmed skirt made of leather and matching brassiere and boots. On top, she wears her pitch black chain shirt, when expecting danger; the mithril links do not seem to hurt the skin like normal chain armor would and Dara likes the cool touch to her skin. Her large sword is carried on the back and other than that, she only has a small backpack and a belt with a few pouches. Dara obviously prefers to travel light.

History: Dara was raised as a member of the dragon tribe, who were living far in the north-east of Eärwa in a small village near the Great Northern Kayarsus and raiding from there. The barbarians were vicious warriors and took whatever they could aquire on their constant raids. While not as cruel as the Scylvendi they were everything but nice. Dara was no exception. Once she had reached a certain age, she often accompanied raiding parties as a scout and a warrior, hunting down farmers, villagers, travellers, plundering hamlets and small villages, whatever crossed their path. It was a life full of battle and full of victory, there was not much opposition for the warrior tribe. They won fight after fight, until one day... they lost.
On one of their raids, they battled slavers from the far south, but were outmatched and outnumbered. Most of her brothers and sisters died this day and the few that survived were taken prisoner. Dara, being an attractive woman, was obviously worth more alive than dead. She was taken to the south, where she was sold into slavery a few weeks later. Her new master took her westwards towards the heart of the continent, Dara had never been there before.
A time of humiliation followed. It was her own personal hell with no way to escape. Once every few nights she was taken into her master's sleeping chamber and while she had done worse things in the past it was the total loss of control that made her suffer the most. Dara learned the hard way, how her victims of the past must have felt.
She would have died there for sure, if not for another woman, Sinara, who shared her fate. She was a burglar and a thief, who had been caught and ended up here much like Dara. She always plotted for her escape, the glimpse of hope kept her above the sorrow, and she possessed the skills to actually make it happen. Dara learned a lot from her, how to circumvent the alarm traps outside of their living quarter and how to open the locks that held them prisoner. It lasted well over a year, until one morning, Sinara was gone. She had finally tried to break free, but it was not freedom that she found, but death. She had been caught and killed swiftly.
Another few months had passed, when everything changed. Dara was accompanying her master on a long journey. Their ship, that crossed the Sea of Nyranisas southwards, was attacked by pirates and the crew including her master was slain during the resulting combat. The valuables, including herself, were taken over to the pirate's ship and brought to an island somewhere to the west.
The pirate captain, Rangor the Red, was a giant of a man, standing well over 6 feet tall and his muscled body rivaled the strongest men Dara had ever seen. Rangor kept his men away from their prescious bounty and on the next day, he offered Dara a chance. A fight for her fate, for the enjoyment of his men. When he would beat her, she had to stay with him and follow his orders, but if not, she would be free and he would bring her to whatever shore she desired. While she was proud of her battle prowess, Dara knew the fight was heavily stacked against her, yet she had nothing to lose.
It was a spectacular fight, she ducked under his mighty swings and managed to hit him a few times. Some tricks, Sinara had shown her, could be put to good use there. It almost looked like she would beat him, his movements became slower and slower and his swings less powerful... almost. The crowd was cheering loudly, obviously enjoying the show. When Dara raised her arm for the final blow, which should fell the giant, a mighty swing hit her straight on the head. She toppled over and passed out.
When she opened her eyes, the strong arm of Rangor was stretched out to pull her back to her feet. He smiled and Dara knew her fate was sealed. “You are the first woman to beat me.” What!? What did he just say? When he had knocked her out, she hit him at the very same moment and he had been down as well. While it wasn't a full victory, it was enough for him to accept, that he had not beaten her and so she was free to go. “It's a shame, I would have enjoyed your company,” Rangor said, while his smile broadened. She turned around and looked right into his eyes. “Love is so much better, when it is given, not taken.”
Dara spent another night at the pirate's camp. Rangor was a good lover, he was not like she had expected, gentle and soft, and he respected her, as a warrior and as a woman. On the next morning the ship set out, and as promised, he brought her to whatever shore she desired. A new life had begun...
 
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Ghostknight

First Post
Gespath Muckraker

Gespath Muckraker,Human Wizard 5; CR 5; AL LN; HD 5d4 (19 hp); Init +1; Speed 30 feet; AC 13 (+1 Dex, +1Armor, +1 deflection), flatfooted 13, touch 12, ACP #, Spell Failure 0; Bab +2, Grapple +2; Atk +3 melee (1d4, critical 19-20 x 2, Masterwork Dagger) SQ: Empathic link (Visper); SV Fort +2, Refl +6, Will +4; Str 10, Dex 12, Con 13, Int 18, Wis 10, Cha 14.

Skills and Feats: (50 skill points, 8/4 max ranks) Spellcraft +12 (8), Concentration + 9 (8), craft (Weaponsmithing) +8 (4), craft (alchemy) +9 (5), Decipher script +12 (8), knowledge (arcana) 12 (8), knowledge (planes) 9 (5), knowledge (religion) +8 (4); Scribe Scroll, Extend Spell, Eschew materials. Combat casting, Lightning reflexes

Summon Familiar:
A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.

Languages: Common, Elvish, Draconic, High Kunna

Possessions: Backpack,bedroll, chest, tent, hammer, 5 vials ink, 3 pens, 20 sheets paper, 50 feet silk rope, 30 feet silk rope, sack, sealing wax, soap, waterskin, whetstone, signet ring, 5 days iron rations, 2 vials anti-toxin, 4 flasks acid, 30 tindertwigs,Spell component pouch, Scholar's outfit, mule, 2 light horses, wagon, saddlebags, bit &bridle, saddle, staff with Continual flame, Masterwork dagger, Ring of protection +1, Bracers of armor +1, Potion of cure light wounds x4, Potion of Sanctuary x2, Potion of cure moderate wounds x2

Equipment on hand:Backpack, all potions, bedroll, rope, 10 sheets paper, 2 pens, 2 vials ink, 50 feet silk rope, 30 feet silk rope, waterskin, signet ring, 3 days iron rations, 2 vials anti-toxin, 4 flasks acid, spell component pouch, wearing all agic items, continual flame staff and dagger

Money 439gp 5sp 2cp.

Spells: 4/4/3/2 spells per day, Base Save DC 14 + spell level.

Spellbook:
0th - all.
1st - Mage Armor, Identify, True Strike, Charm Person, Magic Missile, Enlarge Person, Disguise Self,Hypnotism, Shield, Hold Portal, Feather fall, Comprehend languages, Magic weapon.
2nd - Rope trick, Invisibility, Mirror Image, Knock, Web, Protection from Arrows, Continual flame, Levitate.
3rd - Fireball, Dispel Magic, Protection from Energy, Summon Monster III, Hold person

Memorised:
0 - Mending, Read Magic, Mending, Detect Magic
1 - Mage Armor, Charm Person, Magic Missile x2
2 - Invisibility, Web, 1 empty slot
3 - Fireball, Summon Monster III


Description:
Gespath Muckraker looks like what he is, the descendant of dirt poor peasants doing the lowest of jobs. His features are blunt, a too large nose, deep sunken brown eyes, hair that looks like an escaped mop perched atop of a two wide handle and a beard that is uncombed and scraggly. And yet, there is something about him. He has a strange magnetism that belies his
appearance, that makes people situp and listen when he talks, whether he is dressed in his habitual robes or a formal gown.

Usually he is dressed in a blue robe decorated with images from mythology, wearing a simple gold ring on one hand and beautifully carved bracers on each wrist. At his side is a dagger, in sheath carved to resemble the waves of the sea with a blade in the shape of a dolphin.

History:
Gespath grew up in a peasants hovel, one of fourteen children destined to follow his father in a job of cleaning sties and stables for enough money to keep a family in gruel and in boiled potatoes and meat on feast days and special days.Gespath did not like this vision of the future. Far brighter than the rest of the family, he saw this future akin to death.

So while ostensibly out looking for food or an animal stupid enough to get caught - he was actually looking for a way out. And he found it. An abandoned hut with books and funny things inside. He taught himself to read from the books, and played with the apparatus to try and fathom its workings. Time passed and while his knowledge grew it did not do much for his future prospects.

At least, until the owner of the hut showed him that it wasn't quite as abandoned as he had assumed. One day, inside of the hut, a trap door opened and a thin, emaciated man in blue robes entered. Looking at gespath he made a simple remark "Come on down, I doubt you are going to learn anything more on your own."

Gespath went down, and life changed. Downstairs through the trapdoor was the work area of a mage. Elaborate, working apparatus with liquids bubbling through, shelves with books, and a table set for a feast. Later he learnt that everything except for the food was illusion - but at the time it served the mages purpose. He was overwhelmed, took an oath of service on the spot and spent the next seven years learning from Hismith the Blue, Mage of the Order of Mysunsai.

At the end of his term of service he took his oath to the order, and spent time completing some basic tasks. For him, the oath and contract are all, not to be violated for any purpose. He aims to accumulate status and wealth, to never again live in a hovel such as his parents and family did. Over time he has passed money to them to improve their lot, but still their
fate and living conditions prey on his conscience.

Familiar: Visper
WEASEL
Tiny Animal
Hit Dice: 5 (10 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 17 (+2 size, +2 Dex +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent, Alertness, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3
Feats: Weapon Finesse
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 1/4

Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.

Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
 
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Serpenteye

First Post
Ian Chamberlain, Human Telepath 5; CR 5; Medium Humanoid; HD 5d4 (24hp); Init 0; Speed 30 feet; AC 16 (+0Dex, +4Armor, +2Shield) flatfooted 16, touch 10, ACP 0; Bab +2, Grapple +1; Atk +1 melee (1d4-1, critical x2, Dagger); SV Fort +3, Refl +1, Will +5; Str 8, Dex 10, Con 14, Int 18, Wis 13, Cha 14.

Skills and Feats: (56 skill points, 8 max ranks)
Bluff (Cha) +12 (+2 Psi-crystal) (8 ranks), Concentration (Con) +10 (8 ranks), Diplomacy (Cha) +14 (+4 syn) (8 ranks), Knowledge (psionics) (Int) +12 (8 ranks), Psicraft (Int) +12 (8 ranks), Sense Motive (Wis) +9 (8 ranks). Speak Language: 4 languages (8 ranks);

Feats: 5 (2 (Normal) +1 (Human) +2 (Psion)),
Expand Knowledge (Astral Construct)
Psionic Endowment (+1 to DC of all powers)
Greater Psionic Endowment (+2 to DC of all powers)
Psionic Meditation (regaining Focus is move= action)
Expand Knowledge (Ectoplasmic Cocoon)

Languages: Low Sheyic (common), Dunyanic, Celestial, Abyssal, Infernal, Tydonii, Gallish, Draconic, Elven.

Power Points: 35 (25 +10(bonus))
Powers
1: Astral Construct (EK), Psionic Charm, Conceal Thoughts, Detect Psionics, Mindlink, Defensive Precognition,
2: Detect Hostile Intent, Inflict Pain, Read Thoughts, Psionic Suggestion,
3: Crisis of Breath, Ectoplasmic Cocoon (EK), Hostile Emphatic Transfer,
DC: +7(+4int +2feat +1psionatrix)

Possessions: Mithral Chain Shirt (1100 gp) (12,5 lbs) Mithral Heavy Shield (1020 gp) (7,5 lbs), Dagger (2gp), Ring of Sustenance (2500gp), Psionatrix of Telepathy (2000gp), Hat of Disguise (1800gp), 78gp 0sp 0cp.
Minor items and clothes (100gp): Explorer's Outfit, Silk rope, Backpack, Soap, Paper, Ink, Pen, Torch, 8x Potion of Cure Light Wounds (1d8+1) (400gp)

Description: A short lithe man in his early 20s, dressed in simple and unadorned clothing, usually shades of black and green. Black hair, green eyes. Considered attractive by most.
He's usually quiet and introverted, dwelling on his own strange powers almost to the point of obsession, but when he speaks he does it with authority and confidence.

History:

His life was unremarkable before he met the Silent Mistress. He grew up in a town like every other, his parents were as kind and cruel as most other parents and his friends were as unique and different as every other person. Nothing special happened during his childhood. He learned to read and write at an early age, but never took much interest in schoolwork. Merchants often came trough town, some of them from distant lands, and he would spend a lot of his time in the inns and taverns listening to their tales and learning their tongues.
One group of strangers in particular fascinated him from the moment he saw them. Their strange, mismatched clothing, their tatoos and their exotic speach drew him to them. That and a peculiar sense of kinship. He left town with them that very day.
The leader of the group, an old woman known only as the Silent Mistress took a liking to him and over the course of their travels she tought him how to use his hidden talent.
 
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Quirhid

First Post
Taneth Aislan, male elf (high) wizard 5; CR 5; medium-sized humanoid (elf); HD 5d4 (14 hp); Init +3; Speed 30 feet; AC 15 (+3 Dex, +1 Deflection, +1 Natural), flatfooted 12, touch 14, ACP 0, Spell Failure 0; Bab +2, Grapple +2; Atk +2 melee (1d8, critical 19-20/x2, longsword) or +6 ranged (1d6, critical x3, masterwork shortbow); SQ Elven traits; SV Fort +1, Ref +4, Will +5; Str 10, Dex 16, Con 11, Int 18, Wis 12, Cha 10.

Skills and Feats: (41 Skill points, 8/4 max ranks) Concentration +8 (8), Knowledge (arcana) +12 (8), Knowledge (nature) +5 (1), Listen +3 (2), Ride +7 (4), Spellcraft +12 (8), Spot +3 (2); Eschew Materials, Mounted Archery, Mounted Combat, Scribe a Scroll.

Elven traits:
• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Languages: Common (Low Sheyic), Elven, Draconic, Scylvendi.

Possessions: Scolar’s outfit, longsword, masterwork shortbow, arrows(16), belt pouch, inkpen, ink, light warhorse, riding saddle, bit and bridle, saddlebags, bedroll, 30 tinderwigs, waterskin, 10 trail rations, scroll case, 5 paper (sheet), Ring of Protection (+1), Amulet of Natural Armor (+1), 2179gp, 8sp.

Spells: 4/4/3/2 spells per day, Base Save DC 14 + spells level

Spellbook:
0th – all
1st – Alarm, Feather Fall, Identify, Mage Armor, Magic Missile, Shield, Reduce Person, True Strike
2nd – Alter Self, Blindness/Deafness, Gust of Wind, Melf’s Acid Arrow, Protection from Arrows, Scorching Ray, See Invisibility
3rd – Dispel Magic, Displacement, Fireball, Gaseous Form, Water Breathing

Memorized:
0th – Detect Magic, Light, Prestidigitation, Ray of Frost
1st – Alarm, Identify, Mage Armor, Magic Missile
2nd – Alter Self, Gust of Wind, Protection from Arrows
3rd – Fireball, Gaseous Form

Destricption: Taneth is about 5 ½ feet tall. He wears a loose, green, hooded robe which has a large golden oak in the back. The hood hides his face almost all the time, but you can see there a glimpse of sad, deep green eyes and long black hair. In his belt he has his pouch, his longsword and his quiver of arrows. Often keeping his fine bow in his hands he really looks like a battle ready mage.

History: During his early days, his father wanted him to be a hunter for the tribe. The little choice he had, he actually almost became one until one day a group elven wizards arrived in their camp. Amazed by their mysteriousness, he spend a lot of time with them. He was excited when one of the older wizards, Hanthas Taelryn, saw his potential and asked Taneth to be his apprentice. From that time, he worked for the tribe during the day and studied the arts of magic during the night.

Soon he discovered that his master had a beautiful grand-daughter, Aryassa. He immediately fell in love with her. The young love didn’t last long, however, beacause Taneth’s father found out that his son had been practising magic under the protection of the wizards. As a conventional man, he disaprofed this and furiously he claimed that his son was possessed by the vicous wizards. He told the people that their children would be captured too if the wizards weren’t banished immediately. The tribe elders didn’t have much choice but to order the wizards to leave.

During this time Taneth was with a hunting party away from the camp and when he returned in the evening, he bacame mad with rage. Full of anger, he wounded his father and grabbed the few things he owned. He rode off from the camp and declared that he had no father, he had no family and he had no tribe. In the same night he swore an oath that he would find the group of wizards and that he would marry the old wizards grand daughter, Aryassa. Sadly, he never found the group because of his limited tracking skills. After two years of continual searching, the heart brokened and beaten man arrived in this small inn called the River’s Wish Inn, north of Shaul River, far from home.
 
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