Storms of Change Rogues Gallery, Parts 1 and 2


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Argent Silvermage

First Post
Etherial
Male Elf Necromancer 1st lvl
Alignment: Neutral
Str 8 pts 0
Dex 16 pts 6
Con 10 pts 4
Int 16 pts 10
Wis 10 pts 2
Cha 16 pts 10

Hit Points 4
AC 12, Touch 12, Flat 10
Init +2
BAB +0, Grap +1
Speed 30 (base 30, load 0/33, armorcategory)
Fort +0, Ref +2, Will +2

-1 Melee, Quarterstaff, 1d6-1, 20/x2
+2 Ranged, light crossbow, 1d8, 19-20/x2, 80'r


Medium Humanoid, 5'8" tall, 110 pounds , 123 yrs old
Snow white hair, Green eyes, Pale white skin

Speaks Common, Elvish, Draconic, Orc and Goblin

+7 Knowledge Arcana (4)
+7 Knowledge Religion (4)
+7 Spellcraft (4)
+7 Knowledge Dungeoneering (4)
+4 concentration (4)
+2 (+4 with familiar) Listen (0)
+2 (+4 with familiar) Spot (0) [+7 in shadows/twilight]

Feats:
(bonus) Scribe Scrolls
(Bonus) Familiar Owl
Positive Energy Reserve
You may designate one of your daily spell slots as a reserve of Positive energy. Prerequisite: Spell caster level 1+.
Benefit: When choosing this feat, choose either a positive or Negative energy reserve. You may prepare one of your spell slots (of any level you can cast) as a reserve for Either type of energy. At any time you can call this energy to your fingertips, similar to the way a paladin lay’s on hands, healing or harming the intended target. You can channel 1 point of power per level of spell slot + your charisma modifier.
Note: You can use this power in the same way as a cleric or Paladin to activate holy/unholy portals or items.
This feat may be taken more than once.

Elf Traits (Ex): Elves possess the following racial traits.
— +2 Dexterity, –2 Constitution.
—Medium size.
—An elf ’s base land speed is 30 feet.
—Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.)
—Low-light vision.
—Weapon Proficiency: Elves are automatically proficient with the Longsword, rapier, longbow, composite longbow, Shortbow, and composite Shortbow.
— +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, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
—Favored Class: Wizard.

Necromancer Abilities
-Cast Spells
-Scribe scrolls
-Familiar


Spells Prepared
0th- Detect Magic, Disrupt undead, Prestidigitation.
1st- Mage Armor, Positive Energy Slot (4pts) (S) Cause Fear

Spellbook
0th- All Cantrips (except Illusion)
1st- Mage Armor, Scare, Mount, Magic Missile, Charm Person, Identify & Spiderclimb





Traveler’s Outfit (body)

Belt pouch (belt left, ??wt)
spell component Pouch (belt right, ??wt)
Light Crossbow (left shoulder, ??wt)
Quiver (right shoulder, ??wt)
Backpack (center back, ??wt)
Bedroll (below backpack, ??wt)
Waterskin- water (backpack, ??wt)
5 Torches (backpack, ??wt)
Flint & Steel (backpack, ??wt)
Trail Rations- 1 days (backpack, ??wt)
Other backpack contents (backpack, ??wt)
1. 1 day’s trail rations
2. sack
3. 10 candles
4. map case
5. 3 pages of parchment
6. ink
7. Inkpen

Coins- 18gp, 0sp, 0cp (pouch, ??wt)

Etherial stood at the window of Requiem Hall. Today would be his last day within the shelter of the Ivory Brothers. He had been a young elf of 67 when he received the call to join the order of Necromancers called the Ivory Brotherhood. At the time he had only heard the vaguest of rumors about the Brotherhood, they were a Monastic order wizards dedicated to unearthing lost lore by contacting the spirits of the peoples who lived at the time and place that the information was to be gathered. He had learned much from his studies and excelled in the manipulation of positive and negative energies.

He stepped away from the window and caught his reflection in the mirror. His hair was snow white and kept long and bound in ritual lack cloth bindings. His clothing was the simple black and white robes of a novitiate of the order. His green eyes blazed the color of life in an otherwise pale face. He grabbed his pack and staff and sheathed his dagger, slung the bow over his shoulder and exited the room. He spoke to no one as was tradition among the brethren.
Once outside the monastery he strode into the daylight and off into the unknown.

Spirit: You get a light warhorse, military saddle, and saddle bags with waterskins and rations to last seven days
Moondance
Tiny Animal familiar 1
Hit Dice: 1d8 (2 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
Base Attack/Grapple: +0/–11
Attack: Talons +5 melee (1d4–3)
Full Attack: Talons +5 melee (1d4–3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 4, Dex 17, Con 10, Int 6, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Weapon Finesse
Master Class Level Natural Armor Adj. Int Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link

Combat
Owls swoop quietly down onto prey, attacking with their powerful talons.
Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Master gains a +3 bonus on Spot checks in shadows
 
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Greatfrito

First Post
Alan Diagabon
Male Human Fighter 1st lvl
Chaotic Neutral
Str 17 ..pts 13 <-- if used optional pointbuy system
Dex 14 ..pts 6
Con 14 ..pts 6
Int 11 ..pts 3
Wis 10 ..pts 2
Cha 10 ..pts 2

Hit Points 12 (max1d10+2Con)
AC 17, Touch 12, Flat 15 [13 w/no shield]
Init +2
BAB +1, Grap +4
Speed 30ft (base 30ft, load ?/86, Light Armor)
Fort +4, Ref +2, Will +0

+5 Melee, bastard sword[one hand], 1d10+3, 19-20/x2
+5 Melee, bastard sword[two hand], 1d10+4, 19-20/x2
+4 Melee/+3 ranged, dagger, 1d4+3, 19-20/x2, 10'r
+3 Ranged, Heavy Crossbow, 1d10, 19-20/x2, 120'r

Medium-Sized, 6'1" tall, 197 wt, 25 yrs old
Black hair, Emerald-Green eyes, White - but tanned - skin

Speaks Common only

+7 Climb (4,+3 str)
+4 Intimidate (4, +0 cha)
+4 Tumble (2cc, +2 dex)
+0 Listen (0, +0 wis)
+0 Spot (0, +0 wis)

Feats
-[1st]Exotic Weapon Proficiency: Bastard Sword (Alan can use the bastard sword effectively in either one hand or both)
-[hum]Weapon Focus: Bastard Sword (Alan gets a +1 bonus on all attacks with a bastard sword)
-[f01]Power Attack (subtract an amount from attack rolls for a round, and add that much - or 1.5 times that - to damage)

Human Traits
-Bonus Feat
-+1 skillpoint/level and +4 at first level
-Free multiclassing

Fighter Abilities
-Bonus Feats

Carried Equipment
Charcoal Grey Studded Leather (worn, 20lb)
Explorer's Clothes (worn, 5lb)

Bastard Sword (belt left, 10lb)
Bolt Case [10 bolts] (belt right, 1lb)
Dagger (belt front, 1lb)

Heavy Crossbow (left shoulder, 8lb)
[NA] (right shoulder, - wt)
Backpack (center back, 2lb)
Bedroll (below backpack, 5lb)
Large Wooden Shield (slung over backpack, 15lb)

Dark Grey Headband, not much more than a cloth strap tied around the forehead to keep hair out of the eyes (head, - wt)
[NA] (eyes, - wt)
Dark grey cloak (worn, - wt)
Grey Shirt (worn, - wt)
[NA] (left ring 4th finger, - wt)
[NA] (right ring 4th finger, - wt)
[NA] (neck, - wt)
Belt (waist, - wt)
Leather Gloves (hands, - wt)
[NA] (wrists, - wt)
Boots (feet, - wt)
[NA] (locations, - wt)

Waterskin- water (backpack, 5lb)
0 Torches (backpack, - wt)
Flint & Steel (backpack, - wt)
Trail Rations- 1 days (backpack, 1lb)
Sack (backpack, 1/2lb)
Potion of "Cure Light Wounds" (backpack, 1lb)

Heavy Warhorse
Millitary Saddle (back, 30lb)
Saddlebags (saddle, ? lb)
Waterskin- water (saddlebags, 20lb or so)
Trail Rations- 7 days (saddlebags, 7lb)


Coins- 17gp, - sp, - cp (pouch, 1.7lb)


Background:
Alan Diagabon was born and raised in a small frontier town on the edge of the wilderness between the Dutchy of Rogan and Goruka. As a child he witnessed many invasions and battles from Goruka from the north. Alan's father - Gerrald Diagabon - was the captain of the town guard and millitia for the small town in which he and his family lived. Alan learned the basics of martial combat from his father, along with his younger brother Samuel. Alan learned quickly, but he lacked the dicipline required to embrace the concepts of chivalry and honor. It was not that he did not understand these concepts; rather, he felt that in a world where honor and chivalry could be found, it would be much more advantages to be the one who didn't follow these ideas. His father stopped training him after he reached the age of 15. That year Alan was sent to a school of military arts to learn the arts of the true swordsman. Alan enjoyed the environment for a few weeks, but he soon came into great conflict with his instructors when it came to learning the honor and rules of war. Alan's views remained that anything and everything should be done to acheive victory. When he expressed his views in an... inapropriate way during one course with his weapons master, the ensuing argument ended up as an unarmed fight between instructor and student.

Alan was expelled from the school the same day. His parents were informed, but he didn't care - he wasn't heading home. Instead, Alan sought out an independant shiping company and signed on as a comisioned guard. After a few years of this work he set off on his own as a freelance mercenary, and he has worked as such ever since.

Still, the experiences at the military school lay heavy on Alan, and his ultimate goal is to prove that true skill can indeed be acheived without ritualized dicipline and so-called "honor" or the structured learning of the martial arts. He still holds a grudge against his former weapons master, and he intends to one day kill him and prove his superiority.​

Personality:
Alan Diagabon is typically an even-tempered man, though he has the tendency to become very offended if and when "unnecessary" (and ANYTHING he deems unnecessary) restrictions a placed on him. He has no issues with resorting to violence; in fact, he revels in displaying his combat skills. While Alan understands the concepts of honor, he disregards them as "useless" or "stupid" restrictions. Alan also feels the same way about "Good"; it is a limiting factor, and an unnecessary one at that. Alan more or less acts acording to his whims, doing whatever seems best to him at the moment. He often seems impulsive to others.​

General Physical Description:
Black hair, emerald green eyes, 6'1", lightly tanned skin. Often dresses in garbs of grey. Avoids wearing the colors black and white. Short hair (hangs just a little over his ears when not straightened and brushed back with his hands). Cleanshaven but for a very small growth of facial hair on his lower lip [(that placeabove your chin itself, but below your mouth... anyone have a better name for it?)] that he keeps short and well-trimmed. Has a single tattoo: a spiraling black tribal tattoo of a dragon on his left shoulder (about 12 square inches of area covered (3 inch x 4 inch region [not completely filled mind you, just to give you an idea of the tattoo's size]).​

Introductory Physical Description:
Alan is a tall man of lightly tanned skin, black hair, and emerald-green eyes. He is dressed in shades of grey, wearing leather breeches and a light shirt. On top of the shirt - which is only visible in patches really, where the armor doesn't cover - is his Studded Leather armor. The armor has a distinct grey tone to it, but the studs are nearly white. Both shirt and armor only reach about two thirds of the way down Alan's arms. He wears a pair of worn leather gloves, which have obviously seen much use in times past. Atop all of the clothing he wears a dark grey cloak. A large sword hilt and a dagger handle protrude from his belt, and a bolt case is hung there also. Alan's face is appropriate for his age, not looking too young or too old. While primarily cleanshaven, he sports a spot of facial hair on his lower lip, though it is in fact very neatly trimmed. His hair is not long, but it is not short enough to be an avoidable hassle. Alan has brushed it back with his hand to keep it away from his eyes, but he also wears a cloth headband - simply a strip of fabric tied around his forehead - to be certain that no rogue hairs invade his field of vision. This, like his other clothing, is a dark grey color.​

[Edit: Added potion of "Cure Light Wounds"]
 
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Seonaid

Explorer
Rowyn Elwick Doublelock Daergal Scheppen III

Female Gnomish Bard 1

Alignment: Chaotic Good

Deity: Fharlanghn
Size: Small
Age: 63
Height: 3'3"
Weight: 40#
Eyes: Blue
Hair: Fair
Skin: Nut brown

Str: 8 (-1) (2 pts.)
Dex: 14 (+2) (6 pts.)
Con: 10 (+0) (0 pts.)
Int: 14 (+2) (6 pts.)
Wis: 10 (+0) (2 pts.)
Cha: 18 (+4) (16 pts.)

Hit Dice: 1d6+0
HP: 6

Speed: 20' (base 20')
AC: 16 (+3 Armor, +2 Dex, +1 Size)
(Flat: 14, Touch: 11)
Armor Check Penalty: -1
Initiative: +2
BAB: +0
Grapple: +0
Fort: +0 (+0 base, +0 Con)
Ref: +4 (+2 base, +2 Dex)
Will: +2 (+2 base, +0 Wis)
Melee: +0
Ranged: +3

Skills
+8 Decipher Script (4)
+8 Diplomacy (4)
+8 Disguise (4)
+8 Gather Information (4)
+6 Hide (0)
+6 Knowledge (history) (4)
+6 Listen (4)
+8 Perform (ballad, epic, lute, storytelling) (4)
+0 Spot (0)
+8 Use Magic Device (4)

XP: 790

Racial Traits
Low-Light Vision
Weapon Familiarity: gnome hooked hammers as martial
+2 saving throws v. illusions
+1 DC for saving throws of cast illusions
+1 attack v. kobolds and goblinoids
+4 dodge bonus to AC v. giant type
Spell-Like Abilities (1/day, caster level 1, DC 14): speak with animals (burrowing mammal only, 1 minute duration), dancing lights, ghost sound, prestidigitation

Class Abilities
Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1

Feats
Dodge

Spells: 2 0-level per day
0-level: Detect Magic, Ghost Sound, Light, Read Magic

Languages
Common, Gnome, Goblin, Draconic

Sabala (riding dog)
Dusky brown in color, similar to a dark-haired golden retriever
Medium-Size Animal; CR1; HD 2d8+4; hp 13; Init +2; Spd 40ft; AC 16 (touch 12, flat-footed 14); Atk +3 melee (1d6+3, bite); SA Trip; Face/Reach: 5x5/5; SQ Scent; AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Listen +5, Spot +5, Swim +5, Wilderness Lore +1 (+4 when tracking)
Possessions: military saddle, saddle bags, rations x7 (1-3/4#), waterskin x7 (7#)

Gear
Studded leather (+3 AC, armor check penalty -1, 10#)
Short sword (1d6, 19-20/x2, 1-handed, slashing, 2#)
Light crossbow (1d8, 19-20/x2, 80', piercing, 2#)
Entertainer's outfit, small (0#)
Explorer's outfit, small (4#)
Backpack (1/2#)
Waterskin (1#)
Trail rations x 1 (1/4#)
Bedroll (1-1/4#)
Sack
Flint & steel (0#)
3 torches
Case with 10 crossbow bolts
Lute (common)
Spell component pouch
28 GP, 25 SP, 8 CP

Background
REDDS the Third comes from a gnomish settlement somewhere near the Severin Forest. Where exactly, she isn't saying. She spent most of her life there, doing dutiful gnome things and living the life handed to her. Fortunately, she didn't mind and it was a difficult decision to leave home. However, after the events of the past three years or so, the gnomes decided it was necessary to leave home and explore the outside world. While some of them had left on their own accord in previous times, it was now quite vital to learn who their neighbors and enemies were. REDDS the Third was volunteered to go, since her skills as a bard were renowned among her people. Her ability to easily learn and remember made her quite fit for the job. Several other people in the burrows were chosen as well, and all eventually saw the necessity and agreed. For REDDS, the decision was, as it has been said, quite hard. She has a husband and two young children back in the burrows, and while they are all three capable, she hates to be away from them.

REDDS has been in town for a fortnight or so, wandering around, meeting and entertaining people, and listening, listening, always listening. She is very companionable and easy to talk to when she likes a person (which is almost always), and is reasonable with those she dislikes. She had planned on gathering information from a town closer to her home, but the people were unfriendly and suspicious, and she did not learn much there.

REDDS can normally be found in a middle-class tavern, entertaining the masses. She wears almost-gaudy clothing, with colors that don't quite clash, and lots of costume jewelry. Upon speaking with her for more than a few minutes, most people realize she's playing up the "gnome entertainer" role, and that she knows exactly how horrible she can be.
 
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GPEKO

First Post
Filbert ‘Bert’ Wateryfoot
Male Halfling Cleric 1st level
Alignment : N
Experience : 790
Str 10 ..pts 4
Dex 16 ..pts 6
Con 14 ..pts 6
Int 12 ..pts 4
Wis 16 ..pts 10
Cha 10 ..pts 2

Hit Points 10 (current 9)
AC 18, Touch 14, Flat 15 (armor +3, shield +1, dex +3, size +1)
Init +3
BAB +0, Grap -4
Speed 15 (base 20, load 32/25, light armor)
Fort +5, Ref +4, Will +6 (+8 vs. fear)

+1 Melee, +5 Ranged, dagger, 1d4, 19-20/x2, 10’r
+4 Ranged, light crossbow, 1d8, 19-20/x2, 80'r

Small, 2'11" tall, 32 lb. wt, 28 yrs old
Brown hair, light brown eyes, heavily tanned skin

Speaks Common, Halfling, and Elven

ACP : -4 (-3 encumbrance, -1 buckler)
+2 Climb (+2 racial)
+6 Concentration (4 ranks)
+7 Hide (+4 size)
+2 Jump (+2 racial)
+3 Knowledge (religion) (2 rank)
+5 Move Silently (+2 racial)
+5 Profession (boater) (2 ranks)
+7 Wilderness lore (4 ranks).
+5 Listen (+2 racial)
+3 Spot (0)

Feats
- Track

Halfling Traits
- +2 Dexterity, - 2 Strength.
- Small.
- An halfling ’s base land speed is 20 feet.
- +1 racial bonus on all saving throws.
- +2 morale bonus on saving throws against fear.
- +1 attack bonus with a thrown weapon.
- +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
- Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.
- Favored Class: Rogue

Cleric Abilities
- Turn Undead (Su) and Spontaneous Casting : Filbert channels positive energy and can use turn undead 3 times per day.
- Domains : Luck (1/day reroll a roll), Travel (for 1 round/level per day, can act freely as if under the effect of a freedom of movement spell).

Spells Prepared
0th- Create Water, Light, Mending
1st- Magic Weapon, Obscuring Mist, Entropic Shield (D)

Description
Small even for his race, Filbert’s height does not even reach 3 feet. His facial features are also small and delicate. This is somewhat hidden by his wide sideburns that he keeps untrimmed and wild. His hair is pulled back into a pony tail. He usually wears a dark green wool cloak, a shirt of the same color and dark grey pants, keeping his studded leather armor hidden underneath his clothing. He always keeps the symbol of his god around his neck, for every one to see.

Background
As a child and a young adult, Filbert used to assist his father and his two older brothers in the family business of carrying passengers and merchandises on boat, up and down the Tand river. Since they were travelers and halfling, they would ask for the protection of both Yondalla and Fharlanghn before undertaking every boat run. But in truth, their faith in either gods wasn’t really strong. One day the Wateryfoot family boat, the Small Lady, was attacked by a band of river pirates. As luck or the will of a god would have it, one of the passengers was a powerful priest of Fharlanghn, a human named Pellir. Using mighty magic, Pellir transported himself into the pirate ship, sabotaged their rudder, and then flew back to the Small Lady. The halfling ship made its escape and Filbert was really impressed by this display of power. He thought their demand for protection had been answered when the man revealed that he was a devotee of the Dweller on the Horizon. Later, with the help of the local militia, Pellir was able to put an end to the treat of this particular band of pirates. When the human came back to the Wateryfoot family to tell them that they had nothing more to fear, Filbert’s mind was set. He asked the priest if he would take him along, as an apprentice to learn the worship of Fharlanghn. Seeing the young halfling resolve, Pellir accepted, as long as Filbert had the agreement of his father. The Old Wateryfoot was sad to see his youngest son go but he too saw the resolve of Filbert and gave him his permission.

For 6 years, Filbert traveled far and wide with his new mentor, learning the way of Fharlanghn. Recently, Pellir told him that his training was completed and tould him that he had to find his own road. He decided to head north, toward the unknown, toward the Duchy of Rogan. Things quickly went bad for the cleric however. These are dangerous times we live in and a lone halfling on the road is an easy target. He was attacked by a band of bandits and barely made his escape using a couple of spell to mask and accelerate his retreat. But luck was again with Filbert as he soon met a squad of mercenaries who were also making their way to Duchy of Rogan but were delayed by the fact that they were carrying a few wounded collegues. Once again making use of his spells, healing the wounded soldiers, as best as he could. In exchange, they accepted to escort him for the duration of the trip to Rogan. But now, Filbert is afraid to leave Rogan alone, remembering the bandit attack. He has been spending most of his time in inns and shrines of Fharlanghn (which are sometimes one and the same) spending the last bit of his funds.

Personality
Filbert is quick to smile and he always tries to see the bright side of things. He also takes nothing too seriously but tries to keep his word, as much as he can. He likes being on the road, like any good worshipper of Fharlanghn should but sometimes his halfling heritage shows as he also enjoys the comfort of a soft bed and a warm meal.

Studded leather armor (worn, 10 wt)
Explorer's outfit (worn, 4 wt)

Buckler (on backpack or arm, 2.5 wt)
Dagger (belt left, 1 wt)
Dagger (belt front, 1 wt)
Wooden case of 7 bolts (belt right, 1 wt)

Light Crossbow (left shoulder, 5 wt)
Backpack (center back, 0.5 wt)
Wooden holy symbol (around neck, 0 wt)
2 scroll cases (1 leather, 1 bone with symbols of Hextor)

wand (of CLW ?) (backpack)
Waterskin (backpack, 1 wt)
Dagger (backpack, 1 wt)
Hooded lantern (backpack, 2 wt)
2 oil (backpack, 2 wt)
Flint & Steel (backpack, 0 wt)
Healer's kit (10 uses) (backpack, 1 wt)
Wooden case of 10 bolts (on backpack, 1 wt)

Riding dog with military saddle and saddlebags (19 wt*) dog load (with rider) : 100/100, light load, without rider : 36/100
Traveler’s outfit (dog, 1.25 wt)
Bedroll (dog, 1.25 wt)
Fishing stuff (dog, 1 wt)
Tent (dog, 5 wt)
Trail Rations - 8 days (dog, 2 wt)
Water for 7 days (dog, 7 wt)
* I made the assumption that riding gear weights 1/2 for the medium mounts

Coins : 49 gp, 4 sp, 10 cp (pouch, 1 wt)

Last EDIT : removed 2 potions of CLW, added the Hextor cleric's wand and scroll cases.
 
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Thels

First Post
Character Name: Zanock
Player Name: Thels
Dungeon Master: Silentspace
Race&Gender: Orc Male
Class&Level: Fighter1
Alignment: Chaotic Neutral
Deity: None Worshipped
Size: Medium
Age: 15
Height: 6'10"
Weight: 434lb
Skin&Eyes: Green, Red
Hair: Bald

Strength: 22 (+6)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 10 ( 0)
Wisdom: 6 (-2)
Charisma: 6 (-2)

Fortitude Save: +4 (+2 Base, +2 Con)
Reflex Save: +2 (+0 Base, +2 Dex)
Will Save: -2 (+0 Base, -2 Wis)

Melee Attack: +7 (+1 Base, +6 Str)
Ranged Attack: +3 (+1 Base, +2 Dex)
Initiative: +2 (+2 Dex)

Max Weight: 173 (Light), 346 (Medium), 520 (Heavy)
520 (Over head), 1040 (Off ground), 2600 (Push or drag)
Movement Speed: 30/x4, 20/x4, 20/x3

Armor Class: 16 (+4 Armor, +2 Dex), +1 Dodge
Hit Points: 12 (of 12)
Experience: 0 (need 1000)

Languages: 2 (2 Racial)
Common
Orc

Skills: 8 (2/level)
Climb +10 (+4 Ranks, +6 Str), -2 Armor
Jump +10 (+4 Ranks, +6 Str), -2 Armor

Abilities:
Darkvision 60'
Light Sensitivity

Feats:
Power Attack
Cleave

Weapons:
Falchion (To Hit +8, Dmg 2d4+9, Crit 18-20/x2, Twohanded, Slashing, 8lb, 75gp), -1 to hit in daylight, -1 to hit/+1 damage when powerattacking

Armor:
Chain Shirt (Armor +4, Max Dex +4, Check -2, Light, 25lb, 100gp)

Other Equipment:
Explorer's Outfit (0lb, 0gp)
Belt Pouch (0.5lb, 1gp)
Backpack (2lb, 2gp)
-Sack x5 (2.5lb, 5sp)
-Explorer's Outfit (8lb, 10gp)
-Cold Weather Outfit (7lb, 8gp)
-Bedroll (5lb, 1sp)
-Winter Blanket (3lb, 5sp)
-Silk Rope (5lb, 10gp)
-Crowbar (5lb, 2gp)
-Miners Pick (10lb, 3gp)
-Whetstone (1lb, 2cp)
-Trail Rations x10 (10lb, 5gp)
-Waterskin x10 (40lb, 10gp)

Total Weight: 132 lb
Money: 1pp, 3gp, 8sp, 8cp
 
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Thels

First Post
Appearance: Big is a good word to describe Zanock. Though he's extremely strong, his body is far more than just muscles. With a body weight well over the 400 pounds, he is far from attractive. He is usually dressed in a plain, convenient set of clothes covered by a chain shirt, that includes a helmet. His sword usually hangs down his side. He seems nearsighted, having a hard time to actually see things proper. Holding his hand above his eyes most of the time doesn't really help.

Background: Losing both his parents in a war against Dwarves at very young age, Zanock learned to fend for himself. Spending most of his time alone, training his muscles, left alone by the others, Zanock grew distant from his fellow tribemates. After several years, he felt no ties to the tribe and decided to head out for adventure. Grabbing what he needed without asking if others could miss it, he set out and travelled.

His obvious origin occasionally brought him into troubles early on, even though the people that would actually pick a fight with him were rare. When deciding to travel overnight and avoiding the bigger villages, he managed to avoid most such problems. After a few months he found himself in the Duchy of Rogan.

Zanock is still quite young. He might miss out on some info, including the generic human dislike of orcs.
 
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Someone

Adventurer
NAME: Dunathar Without Name

Race: Dwarf
Class: Rogue
Level: 1
Alignment: N
Experience: 0 xp.

AGE: 65
HGT: 4´1´´
WGT: 140 lb
SEX: Male

Abilities:


STR: 12 (+1)
DEX: 16(+3)
CON: 14 (+2)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 8 (+2)


HP: 6+2=8

Saves:
Total...Base...Ability
Fort..........+2......+0......+2
Ref...........+5......+2......+3
Will..........+2......+0......+2

Skills:

Spot +6=4 ranks +2 Wis
Listen +6=4 ranks +2 Wis
Search +6=4 ranks +2 Wis
Hide +7=4 ranks +3 Dex
Move Silently +7=4 ranks +3 Dex (-2 armor check penalty)
Tumble +7=4 ranks +3 Dex (-2 armor check penalty)
Balance +5=2 ranks +3 Dex (-2 armor check penalty)
Climb +3=2 ranks +1 Str (-2 armor check penalty)
Open Lock +7=4 ranks +3 Dex
Disable Device +4=2 ranks +2 Int
Pick Pockets +5=2 ranks +3 Dex (-2 armor check penalty)
Appraise +6=+4 ranks +2 Int

Feats: (level 1 feat)

-Weapon finesse: short sword

Languages

Common
Dwarven
Gnome
Undercommon

Combat stats:

AC: 17 (+4 chain shirt +3 Dex) (+4 against Giants) –2 armor check penalty

Speed 20 feet.

Initiative: +3 (+3 dex)
Attack: Melee: +1, ranged +4 (+1 against orcs and goblinoids)
Weapons:
Short Sword: +3, Damage: 1d6+1 Critical: 19-20/x2
Light Crossbow: +3 Damage: 1d6 Critical: 19-20/x2
Dagger: +1 melee, +3 ranged Damage: 1d4+1 Critical: 19-20/x2

Special qualities and class features:

Darkvision.
Stonecraft
Bonus with metal and stone items
Resistant to poison
Resistant to spells and spell like abilities
Sneak attack +1d6
Trapfinding

Equipment:

Short Sword
Dagger
Crossbow
Chain shirt armor

Backpack with:
-rope
-waterskin
-one day´s trail rations
-bedroll
-sack

Case with 10 crossbow bolts

5 gold coins.

Dunathar was a member of the clan Steelhammer, a proud family of miners and artisans, living embodyment of the most pure dwarven way of life: hard work, respect for elders, and loyalty to the clan. Dunathar turned to be the family´s black sheep; though talented, his capacities were oriented to the wrong kind of things. That things were, well, himself. As he grew up, his distaste for the clan´s laws did the same: not that he thinks they are stupid or not useful, following them blindly is. This kind of personal philosophy finally clashed with te rest of the clan and he was stripped from his family name and exiled. Now, he sees a way to amass as much money as he can, with the secret hope of being allowed back if he becomes rich enough.

Dunathar looks like your typical dwarf, except for the lack of heavy armor and weapons and that he carefully trimmers his black beard and tries to show as much wealth as possible -currently none, though-
 
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Hurricain

First Post
Name: Devan Torington
Gender:Male Class:Fighter Level:1
Alignment:Neutral
Str 14 pts 6 <-- if used optional pointbuy system
Dex 18 ..pts 16
Con 10.pts 2
Int 8..pts 0
Wis 14.pts 6
Cha 10.pts 2

Hit Points 10
AC 17, Touch 14, Flat 13
Init +4
BAB +1, Grap +3
Speed 30 (base 30, load 0/33, armor category)
Fort +2, Ref +4, Will +2

+3 Melee ( +1 Base , +2 Str), Shortsword, 1d6+2, 20/x2
+6 31 feet or more. +7 30 feet or less. (+4 Dex,+1, BAB,+1 Weapon focus,+1 Point blank)
Damage: 1d6+3( if within 30 feet point blank +2 otherwise) 20 x3


Sizecategory, 5'5" tall, 125 wt, 22 yrs old
Color type hair: Blonde, color type eyes:Blue tone type: tan

Speaks: Common

+0 Knowledge Religon(2)
+2 Listen (0)
+2 Spot (0)
+5 Tumble (2)


Feats
-Point Blank Shot ( +1 to hit and damage within 30 feet)
-Weapon Focus: Longbow ( +1 to hit)
-Precise Shot ( shot into combat without suffering -4)

Human Traits
-Nothing special. ( bonus feat and +4 skill points)

Classname Abilities
Bonus feat

Gear:
Longbow: 75 gp
Shortsword:10 gp
Studded Leather +3 AC 25 gp
80 Arrows 4 gp
backPack
rations
Travel clothes
Mighty Composite longBow (+2 Str)


Background:
Devan was raised in a small farming hamlet in Rogan, far removed from the dangers of war. But when he was only four years old, a Gorukan war band, on the run from the Knights of Shillen, passed through the hamlet, looking for food and provisions. Most of the villagers were unharmed. Devan’s father, however, was unable to avert his eyes from the Gorukan commander, and one could plainly see the hatred and malice in his eyes. For that one look, Devan’s parents were slain. The Gorukans quickly took the provisions they needed, and moved on. Devan was raised by a neighbor, a halfling named Cecil Torrington. As Devan got older, he learned to farm his own land, and as a young adult, managed to eke out his existence from the soil. The land was good, but Devan just didn’t have a knack for farming. Then one day an adventuring party came and needed a place to stay for the night , Cecil let the party stay at his farm. Living somewhat of a sheltered life Devan went to the barn and visited the party , when he got there they were practicing there archery skills. There Devan met Ren, a man that was skilled beyond any man that Devan had seen with the bow. So , the party offered Devan to practice with them. He nervously picked the bow up , surprisingly the bow felt natural to him. So he let his first shot go, almost perfect. Beginners luck they said, Devan's next shot WAS perfect.

After Devan met Ren, and discovered his own natural knack for archery, Devan spent less time farming, and more time training his body to become a fighter. The party kept coming on and off when they needed a place to stay and everytime they came Ren taught Devan something new, eventually they became close friends. As Devan gained in strength and dexterity, it became clearer and clearer that while he wasn’t much of a farmer, he could excel as a warrior. Cecil saw this too. Devan had the same fierceness that his father did, the fierceness that caused his father’s, and his mother’s, deaths. Cecil was saddened as he realized Devan’s future was not as a peaceful farmer, but as a war-like fighter. After much soul-searching, Cecil made a decision, and before he died, told his adopted son the story of his parents’ deaths. The name of the Gorukan commander who murdered his parents was Nazdin.
Then one day the party showed up again, it was a gloomy day and one Devan would not ever forget. Ren had been mortally woounded, Devan's closest friend and mentor was dying. As Ren was dying at Devan’s farm, Ren told him his secret. Among the Vizelan elves of the Severin Forest, there is an elite group called the Order of the Bow. Ren hinted the Order existed in other places as well. Ren was admitted into the Order after many years of service. Some years ago, an artifact was stolen from the Order, known as the Book of the True Bow. Ren and his adventuring band were seeking to recover this artifact for the Order. The Book of the True Bow was said to contain all the knowledge of the Order of the Bow, and would enable a student to learn the techniques without benefit of a teacher. Ren and his companions were chasing a bandit known only as Shadow, who was believed to have possession of the book. Ren’s adventuring band calls themselves the Blood Hawks. To make matters worse, the Blood Hawks told him, Nazdin the Gorukan commander, the being that had killed his parents was also the one responsible for Ren's death. When Ren died, Devan made a vow. He would find Shadow, he would recover the book, and he would avenge Ren and his parents.

Soon after Ren's death Cecil also passed away, Devan knew then that he must leave this life. He was not a farmer but something more. His calling came soon , a strange letter asking for his assistance. So Ren gathered his things and began his new life.

Personality
Devan is quiet and yet calm in the most drastic situations. He values the bow above all else in life and strives to further his understanding with the bow.

__________________
 
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Manzanita

First Post
Manzanita Sparrow

Code:
[b]Name:[/b] Manzanita Sparrow
[b]Class:[/b] Wizard (Universalist - no speciality)
[b]Race:[/b] Grey elf
[b]Size:[/b] Medium
[b]Gender:[/b] female
[b]Alignment:[/b] Lawful Neutral
[b]Deity:[/b] 
 
[b]Str:[/b] 10 +0 (4p.) [b]Level:[/b] 2 [b]XP:1584[/b] 
[b]Dex:[/b] 16 +3 (6p.) [b]BAB:[/b] +1 [b]HP:[/b] 9 (2d4+2)
[b]Con:[/b] 12 +1 (6p.) [b]Grapple:[/b] +1 [b]Dmg Red:[/b] 
[b]Int:[/b] 18 +4 (10p.) [b]Speed:[/b] 30' [b]Spell Res:[/b] 
[b]Wis:[/b] 12 +1 (4p.) [b]Init:[/b] +3 [b]Spell Save:[/b] +0
[b]Cha:[/b] 10 +0 (2p.) [b]ACP:[/b] -X [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]Base Mod Misc Total[/b]
[b]Fort:[/b] 0 +1 +1
[b]Ref:[/b] 0 +3 +3
[b]Will:[/b] 3 +1 +4
 
[b]Weapon Attack Damage Critical[/b]
dagger +1 1d4+0 19-20x2
Masterwork longsword +2 1d8+0 19/20x2
Long composite bow +4(1d8) x3, 110ft 
 
[b]Languages:[/b] Common, Elven, Orc, Draconian, goblin, gnoll
 
[b]Abilities:[/b] Summon Familiar, scribe scroll
 
[b]Feats:[/b] Spell focus - enchantment
 
[b]Skill Points:[/b] 24 [b]Max Ranks:[/b] 4/2
[b]Skills Ranks Mod Misc Total[/b]
Craft (Alchemy) 5 +4 +9
Concentration 5 +1 +6
Decipher Script 4+4 = 8
Spellcraft 5 +4 +11 (+2 synergy w/knowledge arcana)
Knowledge, Arcana 5 +4 +9
Profession, lawyer 4 +0 +4
Spot 0 +2 +2 (+4 w/familiar)
Listen 0 +2 +2 (+4 w/familiar)
Search 1 +6 +7 (cc)
 
[b]Equipment (on person): Cost Weight[/b]
Masterwork long sword 4 lbs
Long composite bow 3 lbs
Backpack 2gp 2lb
flint & tinder 1 0
Spellbook (x2) 0 6 
Spell component pouch 5 3
20 arrows in quiver 3
Explorer's Outfit 8 lbs (incl grey masterwork robes)
1 flask of acid
 
 
[b]Total Weight: 33 [/b]lb (excluding what horse carries [b]Money:[/b] 134gp 6sp 
 
[b]Light war horse:  Busephelous[/b]  230lbs light, 460 lbs medium
 
Large Animal; CR1; HD 3d8+9; hp 22; Init +1; Spd 60ft; AC 14 (touch 10, flat-footed 13); Atk +4 melee (1d4+3, 2 hooves), +1 melee (1d3+1, bite); Face/Reach: 5x10/5; SQ Scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +7, Spot +7
 
On horse:
bedroll .1 5lb
sack .1 .5
2 torches .02 2
bullseye lantern
10 flasks of oil
20 arrows in quiver 3 
7 days trail rations
7 waterskins
military saddle, bit, bridal, saddlebags, studded leather barding
1 vial of acid
134 gold coins
silver dagger
spell writing supplies
Weight:  269 lbs, medium
 
[b]Lgt Med Hvy Lift Push[/b]
[b]Max Weight:[/b] 33 66 100 XXX XXX
 
[b]Age:[/b] 150
[b]Height:[/b] 5'7"
[b]Weight:[/b] 110lb
[b]Eyes:[/b] Green
[b]Hair:[/b] Blond
[b]Skin:[/b] golden

Spells known. All cantrips, 1st level: charm person, sleep, change self, expeditious retreat, shield, animate rope, comprehend languages, color spray, Magic missile.

Second spell booK: (from Bandits) All cantrips, Magic Missile, Nystul’s Undetectable Aura, Shield, Shocking Grasp, and Sleep.

Third Spell Book (from Hextorites): Level 0: All spells except those of the Conjuration School Level 1: Burning Hands, Color Spray, Magic Missile, Sleep, and True Strike

standard spells prepared daze, detect magic, dancing lights, mage hand, sheild, sleep, charm person

Appearance: Manzanita is an attractive elf, although the lines on her face would indicate that she doesn’t smile much. She was named after the Manzanita tree because of her golden complextion and blond hair. She wears a dark grey cloak and tunic of light grey.

Background: Manzanita feels that she has suffered much. Her early life was peaceful enough, and she embraced the academic rigor of wizardry and law. Her exceptional intelligence allowed her to train in both. But when the wars started, the lands of the grey elves were not spared. She saw many of her people slain, and barely excaped with her own life when her town was assaulted. Now embracing only magic, as a weapon of vengeance and justice, she gladly accepted the strange note and rode off the meet the caravan.

familiar "adder" tiny green tree viper
 
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