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Sebastian O's Wizard's Amulet - Rogue's Gallery

Sebastian O

First Post
Players, please post your character sheets here....
-----------------------------------------

This space may be used later to track experience and treasure.
 

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FreeXenon

American Male (he/him); INTP ADHD Introverted Geek
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FreeXenon

American Male (he/him); INTP ADHD Introverted Geek
Targarth Four-Steins (Dwarf, Male) Fighter (Archer) 1

Here is the rough draft. I may look at switching to a crossbow, but I really doubt it. I will check out the crossbow feats this weekend. If there are problems with the format or math, let me know. Thanks! :D

Code:
Targath Four-Steins
[i]Medium Humanoid (Dwarf)[/i]
			
[b]Class/Level:[/b] Fighter 1 

[b]Str[/b]  16			[b]Race/Sex:[/b] Dwarf Male  
[b]Dex[/b] 16			[b]Align:[/b] Chg
[b]Con[/b] 16			[b]Spd:[/b] 20'
[b]Int[/b]  12				
[b]Wis[/b] 10			[b]Eyes:[/b] Jade Green (Darkvision 60')
[b]Chr[/b] 6			[b]Hair:[/b] an unkempt dark red
			

[COLOR=DarkOrange][u][b]Feats[/b][/u][/COLOR]
[L1] Point Blank [F1] Rapid Shot
[spoiler][F2] Wpn Focus [L3] Imp Grapple [F4] Wpn Spc 
[L6] Imp Toughness [F6] Precise Shot 
[F8] Impr Critical [L9] Greater Weapon Focus[/spoiler]

[COLOR=DarkOrange][u][b]Skills[/b][/u][/COLOR]

[b]Speak:[/b] Com, Dwa, UC

*Knowledge (Arch and Eng)  	+5 = 4 [+1 int]
Craft (Stonemason) 		+7 = 4 [+1 int] [+2 Stone Cunning]   
*Prof (Miner) 			+2 = 2 [+0 wis]

Intimidate 			+0 = 2 [-2 chr] 
Search 				+1/3 = 0 [+1 int] [+2 Stone Cunning] 

[SIZE=1][I]*Class skills via DM[/I][/SIZE]

[COLOR=DarkOrange][u][b]Weapons and Armor[/b][/u][/COLOR]
Long Bow (75gp), Armor Spikes (d6 x2 p, 50gp), (40) Arrows (2gp)
Scalemail (+4, +3, -4, 50gp), 

[COLOR=DarkOrange][u][b]Combat Statistics[/b][/u][/COLOR]
[b]HP:[/b] 13	[b]AC:[/b] 17  [+4 Scale Mail] [+3 Dex]	[b]Init:[/b] [+3 Dex]
[b]BAB:[/b] +1  	[b]Melee:[/b] +4		[b]Ranged:[/b] +4

Long Bow 	+4 	d8 x3
	Rapid 	+2/+2 	d8 x3

Armor spikes	+4 	d6+3 x2

[B]Saves[/B]
+2 vs poison
+2 vs spells and spell-like effects

[b]For[/b] 	5 = 2 [+3 Con] 
[b]Ref[/b] 	3 = 0 [+3 Dex] 
[b]Will[/b] 	0 = 0 [+0 Wis]


[b]Misc Bonuses[/b]
[b]+1 racial bonus[/b] on attack rolls against orcs and goblinoids.
[b]+4 dodge bonus[/b] to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
[b]Stability:[/b] A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

[COLOR=DarkOrange][u][b]Misc Equip[/b][/u][/COLOR]

Backpack (empty)	2 gp	2 lb
Rope, hempen (100 ft.)	2 gp	20 lb.
Grappling hook		1 gp	4 lb
Pick, miner’s		3 gp	10 lb.
Pouch, belt (empty)	1 gp	½ lb.
3 Rations, trail (per day)	1.5 gp	3 lb.

Bedroll			1 sp	5 lb.
Flask (empty)		3 cp	1½ lb.

Caltrops		1 gp	2 lb.
Artisan’s tools (Stone)	5 gp	5 lb.
Sun Rod 		2 gp	1 lb.
Tindertwig		1 gp	—

Artisan’s outfit		1 gp	4 lb.
Traveler’s outfit		1 gp	5 lb.
				63lbs
[b]GP:[/b] 1
[b]SP:[/b]4
[b]CP:[/b] 7

Joining the Group

[sblock]As the days wore thin of interviewing potential adventuring partners the prodigal halfling artificer, Reginald, was becoming weary of the process and the enthusiastic ineptitude that found itself before him. The tired halfling was leaving from the interview of a young human noble whose ceremonial blade bore more jewels than fighting metal. The young man carried the weapon confidently and surely, but still bore the precision and technique of a novice that even a non-practiced artificer, such as himself, could tell. The noble was quite dejected and severely disappointed at being denied a position and moped his way out while scuffing his feet.

As Reginald was passing by his wanted poster he noticed a dwarf looking over the poster and mumbling to himself. The dwarf whips around seemingly in an attempt to walk away and stops abruptly as he notices you.

The male dwarf's dingy red hair and beard contrast starkly with his bright jade-green eyes that sparkle full of experience and restlessness. He is wearing marbled grey and white spiked scale mail and carries a bow in his hand. His gear seems to be coated in a chalky dust or some sort of dusty soil and some pebbles, as if it has not been cleaned or dusted in a very long while: perhaps he has been digging underground or traveling through narrow tunnels of loose dirt, or has been standing really still for a long part of a human lifetime and has just decided to move from his statuesque state after having dust accumulate.

The dwarf looks at you and pokes you rather strongly in the shoulder a few times as he says enthusiastically "You fear not wee one. You stick with your Uncle Targath and I'll see ya though your little mission. I'll see ya when you are ready to leave."

In the wake of his rather invasive attention getting pokes are small dust filled eddies on the air and a lone pebble seems to fall from his pack somewhere, bouncing of the metal head of the miners pick that hangs from his pack, and then rolls onto the floor. Targath seems to not notice and winks at you. he turns around and then leaves humming an unknown song. [/sblock]

Description
[sblock]Targath's dingy red hair and beard contrast starkly with his bright jade-green eyes that sparkle full of experience and restlessness. He is always dressed in utilitarian clothes and is most often found in his marbled grey and white spiked scale mail with his bow in hand.

His clothes and gear are usually covered in a chalky dust or some sort of rubble or rocks that seem to find their way into his gear. If he coughs or moves too quickly you may see a bit of a dust trail in his wake or few small pebbles that have settled fall off his being.[/sblock]

History
[sblock]Targath Four-Steins was born to a prodigious family of stonemasons, architects and miners. His family would often be in-charge of and head up expeditions to shore up and build mining complexes, as well as other high utility buildings in not so safe places. He feels not so prodigious as other in his family, such as his older brother and father, are and pales to them in the shadow of their professional accomplishments.

Targath is a boisterous and rowdy dwarf who cannot stay in one place for too long and yearns for adventure and danger. His family was expecting him to take up the family business, but he left on the eve that he was about to officially take up the family trade and banner.

Since he left he is a bit guilt ridden about it, but does not look back too often. He would like to return home to see his family and to explain, but he is not ready for that yet. Unable to tell his family that he wanted to travel and explore the world, and that he did not feel worthy to carry on his family trade he found a moment where he could escape with little guilt.

A small contingent of goblin scouts were checking out the mining advance team's encampment that he was working with and he followed them and killed as many as he could and just dissappeared to the surface not looking back.

He enjoys the thrill of danger and combat. Targath spent time in the local militia often performing as a guard around the mining and building sites that his family was working on. Often he would go with those who would build in dangerous areas full of all sorts of denizens.[/sblock]
 
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Insight

Adventurer
Reginald Darkington
Male Halfling Artificer 1
Small Humanoid
Neutral Good


Appearance: Male Halfling, 3'1" tall, weighing 35lbs, with unkempt, bushy black hair and large dark brown eyes. Reg generally appears in his alchemy lab outfit: a white coat and pants, over which he wears the tunic of the Guild of Changes, a pretigious scientific organization to which he belongs. Several small and slight burns on reginald's face bear witness to the many alchemical experiments he has undertaken in the past. On occasion, Darkington wears the outfit of a university professor, as he is sometimes called to stand in for a professor who's away. On the road, Darkington wears a smart and understated blue and black outfit, underneath which he wears a suit of scale mail armor.

Background in Brief: Reginald's mentor is Edbert Rast, his maternal uncle and highly placed member of the Council of Changes. Alchemist and crafter of magic potions, wands, and rings, Rast also owns a shop in the city of Reme. Following the death of Reginald's father, the boy was sent to Reme to be raised by Uncle Edbert. Reg showed both great promise and curiosity about his uncle's work, and began his alchemical training at the tender age of 15. Once sufficiently schooled in the basics of scientific inquiry and arcane knowledges, Uncle Edbert enrolled Reginald at the University of Reme. There, Reg quickly took to the academic life and easily surpassed his fellow students.

Upon graduation, Reginald became one of the youngest successful petitioners to the Council of Changes. Once a member, Darkington became Uncle Edbert's apprentice, working in Rast's shop and undergoing a year-long period of servitude. At the same time, Reg cultivated a relationship with the University, which continues to this day.

At the end of his tutelage, Reginald traveled to the Library of Feriblen the Mad along with his uncle and former mentor. There, Reginald ran across Vortigern, an old nemesis from University and now Feriblen's apprentice. Reginald doesn't trust Vortigern, and keeps an eye out for the sly magician. Darkington returned to Feriblen some months later, now a full journeyman artificer, and learned of a possible treasure trove at a mage's keep in nearby Fairhill, a week's journey away from Reme.

Not wanting to travel alone, Reg posted an announcement at the Starving Stirge tavern, and attracted a few possible road companions. After weeding out the slackers and possible thieves, Darkington believes he has a crew that can handle the job. Reg has also attracted the attention of an old druid, who, while annoying, refuses to be denied, and wishes to travel with Reg to Fairhill and to the keep.

Before leaving Reme, Darkington learned that he is to be offered a franchise apothecary shop in the town of Dinsdale. In order to take advantage of this opportunity, Reg will need to come up with a significant amount of startup capital, and also learn more about making potions. This has only served to spur on Darkington in his efforts to investigate the Fairhill keep.

[sblock=Ability Scores]
STR: 10 (+0) (2pts) 8 (-1) with Racial Mod
DEX: 11 (+0) (3pts) 13 (+1) with Racial Mod
CON: 10 (+0) (2pts)
INT: 17 (+3) (13pts)
WIS: 10 (+0) (2pts)
CHA: 16 (+2) (10pts)
[/sblock]

[sblock=Racial Abilities]
+2 Dexterity, -2 Strength.
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.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
[/sblock]

[sblock=Class Abilities]
Infusions: 3x1st level per day
List of Infusions
Artificer Knowledge: +4 to detect magical auras
Artisan Bonus: +2 to Use Magic Device checks with Scrolls
Disable Trap: as Rogue
Item Creation: Can apply the Use Magic Device skill to the creation of magic items, for the purposes of replicating spellcasting and related abilities. Effective Caster Level (for the purposes of meeting prerequisites) = Artificer Level +2.
Starting Craft Reserve: 20
[/sblock]

[sblock=Combat Abilities]
Base Attack Bonus: +0
Hit Points: 6
Armor Class: 17 base, 12 touch, 16 ff (+1 size, +1 dex, +4 armor, +1 shield)
Fortitude: +1
Reflex: +2
Willpower: +3

Dagger (melee): +0 atk, 1d3-1 dmg, crit 19-20/x2
Dagger (ranged): +3 atk, 1d3-1 dmg, crit 19-20/x2, RI 10ft
Scimitar (melee): +0 atk, 1d4-1 dmg, crit 18-20/x2
Sling (ranged): +3 atk, 1d3 dmg, crit 20/x2, RI 50ft
[/sblock]

[sblock=Feats]
Extraordinary Artisan (Lvl 1): Reduces raw material costs by 25% when crafting a magic item. 1st level Scrolls thus cost 9gp, 3sp, 8cp to craft, while 2nd level Scrolls cost 56gp, 2sp, 5cp to craft.
Scribe Scroll (Art 1)
[/sblock]

[sblock=Skills]
Skill Pts: 28
Appraise (1) +4, Climb (0) +1, Craft (alchemy) (4) +7, Disable Device (2) +5, Hide (0) +7, Knowledge (arcana) (3) +6, Knowledge (architecture & engineering) (3) +6, Listen (0) +2, Move Silently (0) +3, Open Lock (4) +5, Search (3) +6, Spellcraft (4) +7, Use Magical Device (4) +7.
Languages: Common, Draconic, Dwarven, Elven, and Halfling.
[/sblock]

[sblock=Equipment]
Wealth: 10gp, 5sp, 7cp
Alchemist's Fire (self-crafted; 6gp, 6sp, 6cp ea) x 4
Alchemy Tools (5gp)
Artisan's Outfit (1gp)
Backpack (2gp)
Dagger (2gp)
Map/Scroll Case (1gp): Scroll of Cure Light Wounds (x2), Scroll of Divine Favor, Scroll of Mage Armor. Costs for these scrolls below.
Map/Scroll Case: empty (1gp)
Sacks (empty) x2 (2sp)
Scale Mail (small) (50gp)
Scholar's Outfit (5gp)
Scimitar (small) (15gp)
Shield, Steel, Light (small) (9gp)
Sling (0gp)
- Bullets (40) (4sp)
Traveler's Outfit (1gp)
Thieves' Tools (30gp)
Tindertwig (self-crafted; 3sp, 3cp ea) x5
Waterskin (1gp)
Whetstone (2cp)
[/sblock]

[sblock=Crafted Items]
Scrolls:
A - Cure Light Wounds (9.38gp) x2
B - Divine Favor (9.38gp)
C - Mage Armor (9.38gp)

Total XP Spent: 0xp
Crafting Points: 16
[/sblock]
 
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s@squ@tch

First Post
elf1.jpg
Code:
[B]Name:[/B] Virashil N'al Sil
[B]Class:[/B] Sorcerer 1
[B]Race:[/B] Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] CG

[B]Deity:[/B] 

[B]Str:[/B] 10 -- (2p.)	[B]Level:[/B] 1	[B]XP[/B]: 0
[B]Dex:[/B] 16 +3 (6p.)	[B]BAB:[/B] +0		[B]HP:[/B] 5 (1d4+1)
[B]Con:[/B] 12 +1 (6p.)	[B]Grapple:[/B] +0	
[B]Int:[/B] 11 -- (3p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b]
[B]Wis:[/B] 10 -- (2p.)	[B]Init:[/B] +3	[B]Spell Save:[/B]  
[B]Cha:[/B] 17 +3 (13p.)	[B]ACP:[/B] -0		[B]Spell Fail:[/B] 0%

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

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+1	+0	+1	--
[B]Ref:[/B]	+3	+0	+3	--
[B]Will:[/B]	+2	+2	+0	--
[B]Notes:[/B] Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. 

[B]Weapon			Attack	Damage	Critical	Range[/B]
Longsword		+0	1d8	19-20/x2 	------
Longbow  		+3	1d8	20/x3      	100 ft
Dagger    		+0/+3	1d4	19-20/x2 	10 ft
[B]Notes:[/B]

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

[B]Abilities:[/B] Low Light Vision, +1 to all saves vs Sleep, Paralysis, and Cold Effects

[B]Feats: [/B] Draconic Heritage (Silver), Summon Familiar (Not used yet)

[B]Spells Per Day[/B] (Save DC 13 + spell level): 

0th - 5
1st - 4

[B]Spells Known:[/B]
	0 - (4) Dancing Lights, Disrupt Undead, Ray of Frost, Detect Magic, [S]Message;[/S]
	1st - (2) Mage Armor, Color Spray;




[B]Skill Points:[/B] 8	[B]Max Ranks:[/B] 4/2
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Appraise  	+0	0	+0	--
Balance   	+3	0	+3	--
Bluff       	+3	0	+3	--
Climb      	+0	0	+0	--
Concentration  	+4	3	+1	--
Diplomacy	+0	0	--	--
Disguise   	+3	0	+3	--
Escape Artist	+3	0	+3	--
Forgery   	+0	0	--	--
Gather Info     +0	0	--	--
Hide        	+3	0	+3	--
Intimidate	+3	0	+3	--
Jump       	+0	0	--	--
Know: (Arcana)  +2	2	--	--
Know: (Planes)  +0	0	--	--
Listen     	+2	0	--	+2
Move Silently	+3	0	+3	--
Perform   	+0	0	--	--
Search    	+2	0	--	+2
Sense Motive	+0	0	--	--
Sleight of Hand +3	0	+3	--
Spellcraft  	+1	1	--	--
Spot       	+2	0	--	+2
Swim       	+2	0	--	--
Tumble    	+4	2	+3	--
Use Magic Device+3      0	+3	--
Use Rope 	+3	0	+3	--

[B]Notes:[/B] +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.  Disguise is a class skill from Draconic Heritage (Silver)

[B]Equipment:		Cost	Weight[/B]
Longsword		15gp	4lb
Longbow  		75gp	3lb
w/40 arrows		2gp	6lb
Dagger    		2gp	1lb
Backpack 		2gp	2lb
Winter Blanket		.5gp	3lb
2 pieces of Chalk	0.1gp	--lb
Flint and Steel		1gp	--lb
Belt Pouch		1gp	.5lb
25' Silk Rope		5gp	2.5lb
Traveler's Outfit	1gp	5lb
[U]Potions:[/U]
Cure Light Wounds X3	75gp	--lb

[B]Total Weight:[/B]27lb	[B]Money:[/B] 20gp 0sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	33	66	100	200	500

[B]Age:[/B] 107
[B]Height:[/B] 4'10"
[B]Weight:[/B] 75 lbs
[B]Eyes:[/B] Silvery Violet
[B]Hair:[/B] Silver
[B]Skin:[/B] Tan

Appearance: Long, flowing silver hair blowing wild. Violet eyes with a streak of silver, mostly tan skin, interrupted by occasional patches of smooth silvery skin. Short and lithe, Virashil exudes a sense of power out of her small frame.

Personality:

Background:

Virashil grew up in a peaceful, wooded glade, settled by her ancestors in the shadow of a large ridge of snow-capped peaks. She grew up in the traditional elven way, many hours spent at play, but also learning the ways of the bow and magic. She didn't take to the sword, but showed great potential in the latter two.

There were stories told around the playyards that there was an ancient dragon who watched over the village up in those cold, snowy mountains. Most of the children (and adults in the village) didn't think much of these tales, chalking them up to idle heresay. Although it was not too out of the ordinary for the occasional child to be born with silver hair or eyes, or possibly a patch of silver on their skin.

Virashil was born with both a full head of soft, silvery hair and otherworldly silver eyes. She wasn't made self conscious of these features until later on in her childhood, when she noticed that people would stare at her outside of her village, making her feel more comfortable in the depths of a hooded cloak around strangers.

As Virashil grew older, stirrings of power started to energize her blood -- a talent for magic developed, she was able to channel it without nary a thought, whereas others would have to pour over dusty tomes for hours.

Intense would best described her personality.

Virashil recently left her village, setting off on her own to discover clues to her heritage, as she feels that she is not a normal elf. Some of the village elders told her a story about a traveller who would visit the village every lunar eclipse for their festival -- the traveller was always dressed in a silken robe made of a wondrous silver fabric. This is her only 'thread' to go on.

[Sblock=Logs]
XP log:


Notes:
Draconic Heritage
[Draconic]
(CArc p77)
Sorcerer level 1st Choose one of the following types of Dragons.
1. Gain the listed skill as an in-class skill.
2. You receive a +1 bonus per Draconic feat on save vs. Sleep, Paralysis, & spells of the listed Energy Type.
Code:
Dragon      Energy Type      Skill 
 Silver       Cold        Disguise
[/sblock]

[sblock=Advancement]
L1 -> CLASS Sorcerer HP: +5 (4+1) BAB: +0 Concentration +3, Know (Arcana) +2, Tumble +2, Spellcraft +1
Feat: Draconic Heritage (Silver)
Spells Known: Mage Armor, Color Spray
[/sblock]
 
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Shala Falath

Character Sheet
[sblock]
Female Whisper Gnome
Alignment: N
Height: 3' 6"
Weight: 30 lbs

Classes/Levels: Rogue 1

Speed: 30’

HD: 1d6
HP: 8

Init: 8 [+4 Dex +4 Improved Initiative]

STR 10 (+0) [12 base (4 pts) -2 racial]
DEX 18 (+4) [16 base (10 pts) +2 racial]
CON 14 (+2) [12 base (4 pts) +2 racial]
INT 14 (+2) [14 base (6 pts)]
WIS 12 (+1) [12 base (4 pts)]
CHA 10 (+0) [12 base (4 pts) -2 racial]

AC: 17
[10 base +2 armor +4 Dex +1 size]

Conditional:
~ +4 dodge bonus to Armor Class against monsters of the giant type

Saves:
Fort +2 [0 base +2 Con]
Ref +6 [2 base +4 Dex]
Will +1 [0 base +1 Wis]

Languages Known:
~ Common
~ Gnome
~ Terran
~ Goblin

Combat:
Base Attack: +0
Grapple: +1 [+0 base +0 Str +1 size]

Rapier +1 [+0 base +0 Str +1 size]
Damage: 1d4+0 [+0 Str]
Critical: 18-20 x2
Type: Piercing

Dagger +1 [+0 base +0 Str +1 size]
Damage: 1d3+0 [+0 Str]
Critical: 19-20 x2
Type: Piercing or Slashing

Light Crossbow +5 [+0 base +4 Dex +1 size]
Damage: 1d6
Critical: 19-20 x2
Range: 80’
Type: Piercing

Conditional:
~ +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).
~ Sneak Attack +1d6

Skills:
Bluff +2 [2 ranks +0 Cha]
Disable Device +8 [4 ranks +2 Int +2 MW]
Escape Artist +6 [2 ranks +4 Dex]
Hide +16 [4 ranks +4 Dex +4 size +4 racial]
Listen +7 [4 ranks +1 Wis +2 racial]
Move Silently +12 [4 ranks +4 Dex +4 racial]
Open Lock +10 [4 ranks +4 Dex +2 MW]
Search +6 [4 ranks +2 Int]
Sleight of Hand +8 [4 ranks +4 Dex]
Spot +7 [4 ranks +1 Wis +2 racial]
Tumble +8 [4 ranks +4 Dex]

Conditional:
~ MW Thieves’ Tools give +2 bonus to Open Lock and Disable Device checks.

Feats:
~ Improved Initiative [1st level]

Racial Abilities:
~ +2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma
~ Small Size: +1 size to AC, a +1 size to attack, +4 size on Hide checks, uses small weapons, lifting and carrying limits are three-quarters of those of a Medium character.
~ Speed: 30’
~ Low-light vision
~ Darkvision 60’
~ Weapon Familiarity: Treat gnome hooked hammers as martial weapons rather than exotic weapons.
~ +1 racial bonus on attack rolls vs. kobolds and goblinoids (including goblins, hobgoblins, and bugbears).
~ +4 dodge to AC vs. monsters of the giant type (such as ogres, trolls, and hill giants).
~ +4 racial bonus on Hide and Move Silently checks
~ +2 racial bonus on Listen and Spot checks
~ Spell-Like Abilities: 1/day – silence (must be centered on whisper gnome's body). A whisper gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day – ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome's Cha modifier + spell level.
~ Favored Class: Rogue
~ Racial Feats: The Extra Silence and Silencing Strike feats can be taken by whisper gnome characters. (I will clear these with you if I take them, and will post them here.)

Class Abilities:
~ Weapon Proficiencies: all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword
~ Armor/Shield Proficiencies: Light Armor
~ Trapfinding
~ Sneak Attack +1d6

Equipment:
~ Rapier (belt) [20 gp]
~ Light Crossbow (carried) [35 gp]
~ Bolts x20 (carried) [2 gp]
~ Dagger x2 (worn) [2 gp]
~ Leather armor (worn) [10 gp]
~ Backpack (carried) [2 gp]
~ Bedroll (carried) [1 sp]
~ Chalk x2 (belt pouch) [2 cp]
~ Flint and Steel (belt pouch) [1 gp]
~ Grappling Hook (backpack) [1 gp]
~ Belt Pouch (belt) [1 gp]
~ Trail Rations x6 days (backpack) [3 gp]
~ Rope, Silk, 50’ (backpack) [10 gp]
~ Waterskin (backpack) [1 gp]
~ Thieves’ Tools, MW (carried hidden) [100 gp]
~ Explorer’s Outfit (worn) [free]
~ Traveler’s Outfit (backpack) [1 gp]

Valuables:
GP: 9
SP: 9
CP: 8
[/sblock]

Personality
Shala is swift with comebacks and sarcastic comments, although despite her sharp words she is loyal and reliable once she chooses to give her trust. She has a mischievous turn of mind, and has been known to swipe objects from others, merely to place them elsewhere in plain sight as the owner is searching frantically for them – enjoying the look of confusion when that article that one has been searching for during the last hour is sitting out in plain sight.

History
Shala left her home and family due to an argument with her father about her proper place in life that grew out of hand, poisoning their relationship. Although she still loves her mother and brother - and even her father, although she refuses to admit it - she recognized that the interactions between the two of them were ripping the family apart, creating a gulf that soon would become nigh-uncrossable. Shala set out on her own, leaving her clan and adventuring to the human lands, and hopes to someday prove herself to her father, showing that she was strong and intelligent enough not to need his protection. She misses her estranged family dearly, but hides it well from the ‘tall ones’.

After traveling for some time on her own, she reached the town of Feriblen. By this time, she was running low on funds, and was getting worried that she might have to resort to other means of living soon if she didn’t find a way to replenish her money pouch. She began to visit the taverns, listening and watching for any opportunities that sounded interesting. She noticed the posting in the Starving Stirge late the night after she reached Feriblen. The concept of a mage’s treasure trove caught her fancy, and she figured she would be able to easily talk her way into the expedition with her scouting and trap-disabling skills.
 
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Voadam

Legend
Cyr Morgant
Dover druid 1 PH II shifter variant, UA spontaneous spellcaster variant
Chaotic Neutral

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

hp 10
AC 15 (+3 armor, +2 dex) Touch 12, FF 13
AC shifted
Initiative +2

F +4, R +2, W +5

attack
bite +2 1d6+3
shifted bite +4 1d6+6
sling +2 1d4+2 30'
quarterstaff +2 1d6+2(3)
dagger +2 1d4+2 19-20 10'

Full attack
bite +2 1d6+3
shifted bite +4 1d6+6
sling +2 1d4+2 30'
quarterstaff +2 1d6+3, bite -3 1d6+1
quarterstaff +0 1d6+3/1, bite -5 1d6+1
dagger +2 1d4+2 19-20 10'
2 daggers +0 1d4+2/1 19-20 bite -5 1d6+1

Spells Known
1 lesser vigor, magic fang, summon nature's ally I
0 cure minor wounds, detect magic, light, read magic,

Spell slots: 5/4
Spell DC 13 + spell level

Feats: Track, Two-Weapon Fighting (B)
Proficiencies: club, dagger, dart, quarterstaff, natural weapons, scimitar, sickle, shortspear, sling, and spear.

Skills:
Concentration 6 (4 ranks +2 con)
Listen 11 (4 ranks +3 wis +4 racial)
Knowledge nature (+2 nature sense)
Spot 5 (2 ranks +3 wis)
Survival 9 (4 ranks +3 wis+2 nature sense)
Speak language 1 (2 cross-class 1/2 ranks)
Languages Canine, Druid, Common

Racial Abilities:
Scent
Natural weapon bite 1d6

Druid abilities
Animal Empathy +1
Shifting Wildshape
(swift action shift, gear melds in, choose exact form, cannot speak, cannot cast spells, unconscious revert to dover form
predator form bite 1d6, +4 str, 50 ft move)
Nature Sense

Equipment:
80 gp total
15 gp Hide armor +3 armor, +4 max dex, -3 armor check 20 ft. base move
Quarterstaff 1d6 two handed with double weapon option
4 gp 2 daggers 1d4 19-20 10'
sling 1d4 50'
2 sp 20 sling bullets
2 gp Backpack
5 gp rations
1 gp flint and steel
5 gp Sundry outdoor gear
47.8 gp

Appearance:
Five and a half feet tall canine humanoid, Brown furred german sheppard-like appearance. Wolf/shepard legs and feet gives him a slinking type of walk, though the hands are humanoid.

Background:

Known as an oddity, the only dover in the area, Cyr Morgant is a regular at the tavern rooms, lapping up alcohol and whatever he can get his hands on to drive him out of his own mind.

Many do not know what a dover is and speculate he is a wizard's dog transformed into a man-like servant, a cursed man who was turned halfway into a dog, an intelligent werewolf, or a dozen different fantastic stories. Cyr does not talk about his people or his past while sober, though his tales vary when he is under various influences and howling at the moon or the latest bard's pluckings. He is enthusiastic and fearless, up to any challenge and claims to be a better tracker than any human ranger. When he heard of the dangerous expedition he was the first to volunteer.
 
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Rhun

First Post
Janos Isig, Psychic Warrior - Work in Progress

Janos Isig



Background
Janos hails from the village of Neng, in the rugged hills a few days travel from the town of Reme. Life was not easy in the small village, and from a very early age the Janos was forced to do chores around the family farm. Still, chopping wood, carrying heavy loads and the general physical aspect of his chores paid their dividends...Janos grew into a powerfully built young man. He joined the village militia, where he gained his training with weapons and armor. Although not a professionally trained fighter, he is able to hold his own in a fight.

Appearance
Standing over 6 feet in height, with broad shoulders and corded muscles, Janos has the look of a warrior. Thick, wavy blonde hair surrounds his rugged face and hangs to his shoulders, and he most often sports a full, well-trimmed beard. His bright green eyes peer out from beneath bushy eyebrows. His features are stern, but handsome, though the young warrior looks many years older than his twenty or so winters. He dresses simply in warm, rugged clothing of leather, wool and cotton, having little use for fancy cloth. He is usually clad in his chain shirt, which is banded with lines of sharp spikes. His body is criss-crossed with scars from his youth, though most of these are easily hidden by his clothing.

Personality
Janos is a bawdy, lusty man with a sarcastic and sometimes arrogant attitude. He can be aggressive and hot-tempered, and is generally loud and sometimes obnoxious. He is quite the mercenary in his outlook, taking a "what's in it for me?" approach to most situations.

Janos Isig
Neutral Human Male Psychic Warrior 1

STR 16 +3 (10 points)
DEX 12 +1 (4 points)
CON 14 +2 (6 points)
INT 10 +0 (2 points)
WIS 16 +3 (10 points)
CHA 08 -1 (0 points)

Initiative +1
HP 10 (8 + 2 Con)

BAB +0
-Melee +3
--Glaive +3 (1d10+4/x3)
--Spikes +3 (1d6+3/20)
--Dagger +3 (1d4+3/19-20)
--Club +3 (1d6+3/20 or 1d6+4/20)
-Ranged +1
--Javelin +1 (1d6+3/20)

AC 15 (+4 armor + 1 dex)
-Flat-footed 14
-Touch 11

Saves
Fort +4 (+2 base + 2 Con)
Reflex +1 (+0 base + 1 dex)
Will +3 (+0 base + 3 wis)

Skills
Concentration +6 (4 ranks + 2 Con)
Autohypnosis +7 (4 ranks + 3 wis)
Climb +3 (0 ranks + 3 str)
Jump +3 (0 ranks + 3 str)
Ride +2 (1 ranks + 1 dex)
Search +1 (1 ranks + 0 int)
Swim +3 (0 ranks + 3 str)


Feats
Psionic Weapon (Expend focus to deal +2d6 dmg)
Up the Walls
+1


Racial Abilities
+1 starting feat
+1 skill point per level


Languages
Common

Psionics
--Power Points 1 (0 base + 1 wis)
1st level powers: Force Screen


Armor
Chain Shirt (100gp)
Armor Spikes (50gp)

Weapons
Glaive (8gp)
Dagger (1gp)
Club (---)
3 javelins (3gp)

Equipment
Backpack (2gp)
--Trail rations, 4 days (2gp)
--50’ rope (hempen) (1gp)
--Bedroll (1sp)
--Blanket (5sp)
--2 sacks (2sp)
--6 torches (6cp)
Waterskin (1gp)
Beltpouch (1gp)
--Flint & Steel (1gp)
--29gp, 1sp, 4cp
 

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