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Paridon: the Dark Metropolis

Neurotic

I plan on living forever. Or die trying.
Eugene Brasspin, dragon shaman 5

Eugene Brasspin

Strength............12 (+1 4pts)...........Character Level: Dragon shaman 5
Dexterity...........12 (+1 4pts)...........Medium Size, Speed 30 ft.
Constitution......15+1 (+3 8pts)............Initiative: +1, BAB: +4
Intelligence.......12 (+1 4pts)............Melee: +4 Ranged: +1
Wisdom...........10 (+0 2pts)............Total HP: 46
Charisma..........14 (+2 6pts)...............Fortitude: +4+3, Reflex: +1+1, Will: +4+2

CON+1 at 4th level
AC: 10 + 1 + armor (+5)+ buckler (+1) = 17

Alignment: Lawful good, Age 30, Height 5'5'', Weight 140 lbs.
Pale skin, raven black hair, long braided

Languages: Common, Gnome
Proficiencies: All simple weapons, light and medium armors, shields.

Feats:
human: Force of Personality (add CHA to will save)
1st: Blind Fight (may change yet, will finish it tomorrow)
3rd: Knowledge Devotion (complete champion)


Skills: 4*4 + 4*4 = 32
Climb 1
Craft (alchemy) 6 *
Intimidate 1
Knowledge(nature) 1
Knowledge(local) 5 *
Search 5

Bluff 8 *
Gather Information 5 *
Survival 1


Aura +2
Skill focus (gather info)
Draconic Adaptation - endure elements at will
Breath weapon 2d6 line of fire
Draconic resolve - immune to sleep and paralysis

Auras (bonus = +2):
Senses (bonus to Spot, Listen and Initiative) - default
Vigor (fast healing (bonus) for characters below half hit points)
Energy Shield (enemy striking with non-reach or natural attack suffer 2 x bonus = 4 fire damage)
Resistance (Fire resistance DR 5x bonus = 10)
Presence (bonus on Bluff, Diplomacy and Intimidate)

Sudden Stunning Masterwork Morning Star 2308 gp (DMG II; pg 261)
Silver Dagger (2 gp, 1 lb., 1d4 piercing or slashing, 19-20/x2 critical, 10 ft. increment),
Mithral Shirt Armor +1 (2,100 gp, 10 lbs., +5 AC, +6 maximum Dexterity bonus to AC, -0 armor check penalty, 10% arcane spell failure),

Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws)
Darkwood buckler (316gp)

Handy Haversack(2,000 gp, 5 lbs)
currently holds coins, poison flask, map case, bedroll, tools, survival kit, rations, and waterskins), chalk, flint, steel, and tindertwig

1 Potions of Cure Light Wounds (50 gp, heals 1d8+1 hit points),
2 Alchemist fire flasks (2 lbs., 20 gp, 1d6 fire damage on a direct hit and 1 fire splash damage within 5 feet)

Hand of the Mage 900gp
Gray Ioun Stone with continual light 125gp
Quaal feather token 400



Noble Outfit (10 gp, 3 lbs., worn outfit doesn't count towards his encumbrance),

Map Case (1 gp, 1/2 lb., holds map),
Bedroll (1 sp, 1-1/4 lbs.),
Wooden Holy Symbol of draconic deity avaliable (1 gp),
Chalk (1 cp),
Flint & Steel (1 gp),
Tindertwig (1 gp),
4 Trail Rations (2 gp, 1 lb.),
2 Waterskins (4 gp, 4 lbs.).
Oil

Light Load: 43lbs. max..Medium Load: 86 lbs. max..Heavy Load: 130 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.

Appearance:
Picture pending

History:
Jeremiah and Lydia Tomesh were part of semi-nomadic tribe, traveling between cities for trade and living off the land. They maintained ancient traditions and stories about mighty dragons. After Eugene was born they had a row with some disagreement over selling traditional poultices believed to be gift of the dragons to city dwellers.

Eugene's parents separated from the tribe over that perceived slight (they were banished) and he grew up on the streets of Paridon. Being outsiders there was precious little they could do, but their knowledge of natural herbs and ancient cures served them well. After several lean years they set up a shop and are doing quite well. In the years that followed they attracted several wealthy patrons and one of them was local sage. Another one was Edithomas, gnome alchemist of some renown. Young Eugene was fascinated with old traditions of his people and was reading all he could about it and pestered his parents about them. In time, adolescent Eugene showed signs of blessings of the Ancient Ones and his parents knew they cannot teach him anymore. As they don't have access to tribe shamans they turned to their well learned and traveled patron. He took Eugene and tought him how to be true dragon heir. After three years of learning Eugene took name Brasspin honoring ancient spirit of his dragon and joined law enforcement. Eugene is stickler for justice and while he looks forward to restoring his family honor once the tribe appears again at Paridon, he joined the police so he could keep the streets, vileness of which he felt more then once, as clean as possible. And to keep his parents and their shop safe and their business prospering.

Soon he became part of company of investigators and somehow his colleagues exceled at what they did. Less traps were sprung, more clues turned up and reflexes were faster when he was around. When Eugene did something that was group success and when he failed, that was his own. His small advantage in dealing with evil on the streets was that he knows how to deal with rubble of the streets thanks to harsh years before business started. But he also knows how to behave with rich and even noble citizens due to rareness of some herbal poultices his family provided and their contact with citizens who could afford such.
 
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Theroc

First Post
Code:
[B]Name:[/B] Rhiannon Fleetwood
[B]Class:[/B] Rogue 1/Ranger 2/fighter 2
[B]Race:[/B] Half Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral good
[B]Deity:[/B] Religion isn't supremely important to Rhia

[B]Str:[/B] 12 +1 (04p.)     [B]Level:[/B] 5        [B]XP:[/B] ???
[B]Dex:[/B] 16 +3 (08p.)     [B]BAB:[/B] +4         [B]HP:[/B] 33 (1d6+2d8+2d10)
[B]Con:[/B] 10 +0 (02p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] 0/anything
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] None
[B]Wis:[/B] 12 +1 (04p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] (Huh?)
[B]Cha:[/B] 12 +1 (04p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 10%

Note on Dexterity: Raised to 15 during point buy, +1 for level 4 attribute increase.

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +3    +0    +0    +0    17
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +0          +5
[B]Ref:[/B]                       5    +3          +8
[B]Will:[/B]                      0    +1          +1

[B]Weapon                  Attack   Damage     Critical[/B]
+1 DragonRifle            +9     2d8+1      20-20x3
MW Shortspear(rng)        +8     1d6+2      20-20x2
MW Shortspear(CC)         +6     1d6+2      20-20x2
DW Comp. longbow(+1)      +8     1d8+2      20-20x3
Sickle (silver)           +5     1d6+0      20-20x2
Dagger(CI)                +5     1d4+1      19-20x2

[B]Languages:[/B] Paridonese, Elven, Gnome, Dwarf

[B]Abilities:[/B] Low Light Vision, Elven Blood, Immunity to sleep spells and similar magical effects, 
+2 racial bonus for saving throws against Enchantment spells or effects
Sneak attack 1d6, trapfinding, Favored Enemy(human), Wild Empathy
Combat style: Ranged(archery)

[B]Feats:[/B] Track(Ranger Bonus), Rapid shot(ranger bonus),
 Precise Shot, Point Blank Shot,
 Exotic Weapon proficiency: Dragon Rifle
 Weapon Focus: Dragon Rifle


[B]Skill Points:[/B] 64       [B]Max Ranks:[/B] 8/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance                    5    +3    +2     =10
Bluff                      5    +1    +0     =6
Climb                      2    +1    +0     =3
Diplomacy*                 0    +1    +4     =5
Disable Device             5    +2    +0     =7
Escape Artist              1    +3    +0     =4
Gather information         4    +1    +4     =4
Hide                       5    +3    +0     =8
Jump                       2    +1    +2     =5
Knowledge(local)           5    +2    +0     =7
Listen                     5    +1    +1     =7
Move Silently              5    +3    +0     =8
Open Lock                  3    +3    +0     =6
Search                     5    +2    +1     =8
Sense Motive               1    +1    +0     =2
Sleight of Hand            1    +3    +2     =6
Spot                       5    +1    +1     =7
Tumble                     5    +3    +0     =8

*Untrained

[B]Equipment:                Cost      Weight[/B]
Mithril chain shirt       1,100gp   12.5lb
+1 Dragonrifle            2,800gp   05lb
Goggles of Minute Seeing  1,250gp   00lb
Cold Iron bullet(x10)     3gp       01lb
Adamantine bullet(x10)    61gp50sp  01lb
Silver bullet(x10)        21gp50sp  01lb
Bullets(x40)              6gp       04lb
Cmp DW Longbow (+1 rating)505gp     1.5lb(Note: Stored in Efficient Quiver)
Arrows(x40)               1gp       03lb(Note: Stored in Efficient Quiver)
Adamantine arrows(x20)    61GP      03lb(Note: Stored in Efficient Quiver)
Cold Iron Arrows(x20)     2GP       03lb(Note: Stored in Efficient Quiver
Efficient Quiver          1,800gp   02lb
MW Shortspear             301gp     03lb(Note: Stored in Efficient Quiver)
Shortspear(x4)            4gp       12lb(Note: Stored in Effcient Quiver)
Javelin(x18)              18gp      36lb(Note: Stored in Efficient Quiver)
Powder Bomb(x5)           750gp     05lb
Smokebomb(x5)             150gp     05lb
Thieves' Tools            30gp      01lb
Sickle(Silver)            26gp      02lb
Dagger(Cold iron)         4gp       01lb
Gold                       -        02lb



[B]Total Weight:[/B]42.5lb      [B]Money:[/B] 106gp 0sp 0cp

                           [B]Light    Medium    Heavy   Lift   Push[/B]
[B]Max Weight:[/B]               >43 lb   44-86 lb   87-130   130   650

[B]Age:[/B] 24
[B]Height:[/B] 5'4"
[B]Weight:[/B] 130 lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Black
[B]Skin:[/B] Pale

Appearance:
(I wanted to supply an image too, but I am horrible at finding them.)

Rhiannon Fleetwood leaned heavily to her elven ancestry in her appearance, having a slender, agile structure and light toned muscle that was more accustomed to acrobatics and dextrous efforts than brute force. Very much a girl of finesse, Rhia had fine features and an easy walk. Her ebony hair was fairly smooth and fell to about halfway down her back, when she didn't have it braided in the back so as to stay out of the way when she needed to move quickly.

Background:[sblock]
Rhiannon's mother was a native Paridonian of no great wealth or import. Aliaga was a merchant's daughter who often saw those who traveled in and out of the city, dreaming of what it was like outside, but too fearful to leave. One day, she met an elven ranger by the name of Adoben with whom she was almost instantly smitten. The two pursued their relationship for the few weeks the ranger was in town before he departed. Unbeknowst to either, Adoben left Aliaga a gift with his departure aside from a necklace which the ranger had told her was a sign of good luck among his people; a daughter.

Rhiannon was born nine months later, and her elven traits hadn't become apparent yet, though Aliaga knew the father already. By the time she was 3, Rhia was already exploring her area of the neighborhood, though her mother kept a careful watch on her, especially as her more elven traits became apparent. As a little girl, Ann would always try to sneak up on her family members, telling them that he'd caught her prey if she managed to go undetected until she got into hugging range. This behaviour developed as Rhiannon was told her father was a ranger, who sold pelts and food products from animals for a living.

Adoben returned to Paridon when Rhia was five years old, shocked to find Aliaga with a child. However, it was obvious to him the father of the child very quickly, judging from her features and her age. He accepted fatherhood well, taking time to teach Rhiannon the basics of his trade. He was also there the first time Rhiannon was bullied due to her appearance. An older boy called her a 'half-blood freak' and pushed her to the ground harshly before walking away laughing as she cried. While Adoben would have liked to knock his arrow and shoot the child in the calf, that would do more harm than good, and he merely helped his little girl to her feet.

He stayed several months that first visit, spending much of the time with his daughter, teaching her what he knew, especially after that encounter. However, he eventually had to move on to fend for himself, not one to be tied to the city, and so he left. Rhiannon was constantly dealing with the abuse of the other little children, especially those who idolized the older boy. She often had to run home dodging rocks the children would throw at her.

She grew up mildly happy, she didn't want for anything outside of being accepted by the local children. The bullying didn't get any better, but Rhia got better at avoiding them and fighting back. She learned to avoid the children and not to carry money or anything valuable when she went out. If she did carry something valuable, she'd carry a wooden 'knife' her father had whittled for her. It was blunt but it was sufficient to frighten off or beat off the children who got physical. But it wasn't just the physical insults that hurt.

Rhiannon's life continued much as it had as she grew older, and she grew into a rather lovely young woman, aside from the trails down her cheeks carved by tears and the bruises frequently found on her person. However, things reached their worst when she was 16. One day as she was wandering and exploring the city(her mother had loosened the reins and Rhia explored alone now, though with a real dagger, not a fake), she was exploring an alley when she noticed the light coming from behind her diminish. As she turned around, she looked into the face of a rather large man who bore a malicious grin on his face.

She took a step back, and he merely took a step forward. After several steps, Rhiannon found her back against a wooden wall. Shortly thereafter the man seized her mouth and began to do things best not repeated in pleasant company. Before he managed to get to her skin, she heard a loud crash almost like thunder, and the man grunted, slumping against her. Stunned, the traumatized girl looked up and saw a man with a long rod in his hand. Rhia learned that the man who'd saved her from being ravaged was a rival gang member of the deceased. He took the shot because the man left an opening, and left shortly after explaining he didn't do it to help her.

After she returned home, Rhia discovered her father had returned. She asked him to teach her more about his work, primarily how to fight. Initially he refused, but after hearing her story, he agreed. They practiced for awhile, and Rhia became a rather adept marskwoman, if not the greatest combatant in close. Given her current skills, the young woman decided to set up shop as a person finder. As long as the person wasn't particularly dangerous or monstrous, Rhiannon would track them down.

She was fairly successful with this, due to her heritage and training it was hard to avoid her once she got on the 'scent', as locks could be circumvented and traps disabled. Her success put her on the bad end of one of the local gangs however. One particular incident almost mirrored her first encounter with a gang member. Except this time the man drew a knife. Rhia slid her sickle out and tripped him before lashing the weapon into his stomach and dragging the blade. The man screamed in agony as the woman stepped over him... only to see another shadow appear. A rod shaped object seemed to be raised about to her shoulder... Rhiannon quickly stepped aside as she heard the crash, narrowly avoiding a bullet(which seemed to have been slightly off in the first place).

She rolled forward drawing her dagger and throwing it toward the man, catching him in the leg as he ran away. Rhia attempted to follow the blood trail, but it ended in a bar which was exclusive to humans. The bouncer pushed her away and brandished a club as soon as she arrived. "No elves..." he grunted. Rhiannon frowned and walked away.

Several years passed and not much of note happened. The gang occasionally made attempts on her life, but they were no more dangerous than the first. It was almost as if they were trying to send a message rather than simply kill her. She had also had a few offers to be a private dancer for a few bars and brothel houses, though she responded to these offers by a swift kick for the groin.

One day she was approached by a Constable and informed that a man named Gis had recently heard of her general exploits the past few years, seen her general record and wanted an interview. The man interviewed her for a bit and offered her a job with the Rose Company, to assist in investigations. Rhia accepted, feeling that being part of law enforcement might help reduce her troubles. After going home to tell her mother the news, Aliaga had news of her own to impart. Aliaga decided to go with Adoben on his journey this time, and would return in five years. Rhia was happy her mother would get to spend more time with her family, but she also felt just a bit more hollow inside. At least she had a steady job now...[/sblock]

Pesronality: Rhiannon is generally a loner, as she's rarely worked with others. She can cooperate, but isn't particularly suited to groupwork, at the moment. She won't do things to cause added tension however, she's just unused to relying on others to assist her in anyway, unless they are her parents.

She has a rather bitter view on religion, particularly those who praise the benevolence of their God or other higher power, before turning to beat the 'half blood freak' who marrs the 'beauty' of their city. She holds a very deepseated hatred for the Ezraite religion, though the worst for those who go on about how good and great Ezra is. Those who do are likely to hear a rant about how many times Ezra wasn't there for her, and how if Ezra was so wonderful, why did Ezra allow a little girl to be beaten and abused by her peers for years.

Superficially, Rhiannon is a very laid back person, seeking the path of least resistance on the job, trying to avoid over complicating things. She's fairly perceptive and good with several tasks related to breaking and entering(she didn't always stay legal on the job), and prefers a more subtle method of dealing with things rather than open conflict, unless conflict would be quicker... though... Rhiannon also realizes interrogating a corpse is difficult, inefficient, and often times impossible.
 
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Tiali

First Post
Character Sheet:
[sblock=]

Cliff Hammerstriker Tiali
Bard 1, Barbarian 4 ECL 5 (10,000 xp)
Dwarf Neutral Good
Diety: Moradin

HP = 57 (9 for bard, 48 for Barbarian)
AC = 19 (10base + 1dex + 3shield + 5armor)
Initiative = 1

Str 14 +2 : 16 +3 with Gauntlets
Dex 13 +1 (+1 4th level) starting stat 12
Con 16 +3 (+2 dwarf) starting stat 14
Int 12 +1
Wis 10 +0
Cha 12 +1 (-2 dwarf) starting stat 14

Fort 7 (4base + 3con)
Ref 4 (3base + 1dex)
Will 3 (3base + 0wis)

B.A.B +4
Basic Melee Attack +6 : +7 w/ Gauntlets
Basic Ranged Attack +5
Grapple +10 (Feat: Improved Grapple +4)

Attacks:

2 Dagger = 1d4+3/+7 attack
Masterwork, Morningstar = 1d8+3/+8 attack
Crossbow, light (20 Bolts) = 1d8/+5 attack
Masterwork, Battleaxe = 1d8+3/+8 attack
Masterwork, Greataxe = 1d12+4/+8 attack

Skills:

Skill = Base Skill + modifier = total
escape artist 3 + 1 = 4
gather information 4 + 1 = 5
hide 6 + 1 = 7
intimidate 6 + 1 = 7
knowledge dungeoneering 2 + 1 = 3
knowledge geography 2 + 1 = 3
knowledge local 2 + 1 = 3
listen 6 + 0 = 6
move silently 6 + 1 = 7
perform (Singing) 4 + 1 = 5
sense motive 6 + 0 = 6
use magic device 1 + 1 = 2

Feats/Specials:

armor proficiency light
armor proficiency medium
martial weapon proficiency
shield proficiency
simple weapon proficiency
Trap sense
Uncanny dodge
Fast movement, rage
Bardic music, bardic knowledge
countersong, fascinate
inspire courage
F1: Improved Unarmed Strike
F2: Improved Grapple

Languages:

Common
Dwarven
Undercommon

Bard Spells Known

Detect Magic
Ghost Sound
Mending
Summon Instrument

Equipment:
[sblock=]
2 Dagger 1d4 4g
Masterwork, Morningstar 1d8 308g
Crossbow, light 1d8 35g
20 Bolts 2g
Masterwork, Battleaxe 1d8 310g
Masterwork, Greataxe 1d12 320g
Masterwork, +1 Mithril Chain shirt +5ac 2100g
Masterwork, +1 Shield, large, steel +3ac 1170g
Backpack 2lb 2g
Block n Tackle 5lb 5g
10 Candles .1g
10 Chalk .1g
Crowbar 5lb 2g
Fishhook .1g
Flint/steel 1g
Grappling hook 4lb 1g
Ink 8g
2 Inkpen .2g
5 Paper 2g
5 Parchment 1g
Pick, miner's 10lb 4g
5 Piton .5g
Pole (10ft) 8lb .2g
Pouch, belt 3lb 1g
100ft Rope 5lb 2g
Signet ring 5g
Waterskin 4lb 2g
Whetstone 1lb
Entertainer's outfit 4lb 3g
Gauntlets of Ogre's Strength +2 4,000g
4 Lesser Healing Potions (1d8+1) 200g
2 Alchemist Fire 100g
2 Acid 100g
8690.2 spent 309.8 remaining

[/sblock] [/sblock]

Backround:
[sblock=]
Grew up under the watchful eyes of the Tavern Keeper who ran the Little Diversion, and learned his ways from the guests in the bars and the brawls fought on his turf.

From using anything and everything he could find to 'improvise' his way out of any situation, to singing a ballad that would cause the most stonehearted man to shed tears. He grew in his ways. Through these ways he became a 'legend' amongst the bouncers in town, and eventually amongst all the brawlers in the city. After a fairly nasty brawl within the tavern, Cliff moved out on his own.

By day, he was a 'sweat of his brow' worker, and by night, he worked the streets. Singing hope into the hearts of the populace, and beating the rhythm of justice onto the heads of the wicked.[/sblock]
 
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