Sebastian O's Adventure Path Game Rogue's Gallery


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jpwic

First Post
Thorgosh Greybeard

Code:
Name: Thrugosh Greybeard        Player Name: jpwic
Race: Dwarf  Class: Cleric of Heironeous
Alignment: Lawful Good    Level: 1

Age: 63 years  Height: 4'3"   Weight: 160 lbs  Sex: Male   Hair: Black
Eyes: Brown

STR 16 +3    	 BAB: 0  (+4 with longsword, +3 Str, + 1 Weapon Focus)
DEX 10 +0   	 HP: 11  
CON 16 +3   	AC: 18 (4 scale mail, +4 tower shield) 
WIS 15 +2    	Will: 4 (2 base, +2 wis bonus)
INT 10  +0    	 Refl: 0 (+2 dex bonus)
CHA 6   -2   	 Fort: 5 (2 base, +3 con bonus)

Initiative +0    Speed  15

Total Carried Weight: On Self 91lbs  
Spells memorized: 3 0 level, 2 1st (+1 due to WIS bonus)

Money: 23 gold


Skill                       
         
Concentration             7 (4 Ranks, +3 Attribute bonus)
Knowledge (Religion)    2  (2 Ranks)
Heal                          2 (2 Ranks, +2 Attribute Bonus)

Languages

Common      Dwarven
 
             
Feats:

Martial Weapon: Longsword (Granted from War Domain)
Weapon Focus: Longsword (Granted from War Domain)
Tower Shield Proficiency


Abilities

 - Darkvision
 - Can move at 20 ft even when wearing medium or heavy armor
 - Stone Cutting (+2 racial bonus on search to notice unusual stonework)            
 - Intuit Depth
 - Weapon Familiarity (Dwarven Waraxe and Urgosh)
 - Stability (+4 bonus on ability checks to resist bull rush and trip checks)
 - +2 racial bonus vs poison
 - +2 bonus vs spells and spell like effects
 - +1 Racial bonus for attack rolls vs orcs and goblinoids
 - +4 dodge bonus to AC vs monsters of the Giant type
 - +2 racial bonus to appraise checks when related to stone or metal items.


Weapons		Damage	    Critical      Bonuses       Notes

Longsword        1d8+3       19-20X3                         4 Lbs

Armour                   Armor Class      Notes

Scale Mail                    4              30 pounds
Tower Shield    	     1              45 pounds

Equipment:

Backpack  (Total 12 pounds)
  6 days rations  (6 Pounds)
  Waterskin        (4 pounds)

Domains: Good and War

Spells

—— 0-Level Spells (Cantrips) ——
Detect Magic
Light
Resistance
—— 1st-Level Spells ——
Shield of Faith
Bless
Magic Weapon (Domain Spell)
Description

Thurgosh is your typical dwarven fighter. The only problem is that he is a cleric. Thurgosh has never been one to stay on the backlines just casting heals, he is always on the front lines practicing what he preaches.

Thurgosh stands at just over four feet tall and easily weighs somewhat more then 150 pounds. His long black hair has been put into four braids, and his beard is done the same style. Thurgosh’ face has been badly scarred as if he had been burnt in a fire, he is also somewhat more guarded then your average dwarf making friends very rarely. A simple lightning bolt medallion hangs from his neck Strapped to his hip a long sword on his back is a shield that is just as tall as he is.

Background

Thurgosh’ clan no longer exists, almost fifty years ago to the day Aithinne the red decided that the clan’s caves would make a fine new lair. Needless to say the battle was short and brutal leaving only Thurgosh and Adradox the lone dwarven warrior left alive, but they were both badly wounded. They managed to make their way to their way to a nearby monastery dedicated to Heironeous. There the resident clerics managed to heal both of there wounds. The ordeal left Thurgosh badly scarred and Adradox missing an arm.

After recovering they had no where to go so the monks graciously let the two dwarves live with them. Thurgosh grew up learning the ways of Heironeous from the monks and fighting techniques from Adradox. After living there for two human generations Thurgosh decided that it was time for him to see more of the world. So he left the monastery and made his way out into the world. Adradox stayed behind and continued on as the monasteries arms teacher so he bade his student farewell and good luck.

After visting various temples dedicated to Heironeous, Thurgosh was intrigued by a city that was built inside a volcano. So he made his way to Cauldron by staying at various temples until he finally arrived in Cauldron.
 
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Mimic

First Post
Code:
[SIZE=4][B]Aleria Corlean[/B][/SIZE]

Neutral Good Sorcerer Level 1
Ability Scores: Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 16.
HD 1d4; hp 5;
Init +3; Spd 30 ft;
Armor Class 13, touch 13, flat-footed 10;
BAB +0; Grapple -1;
Attacks: -1 melee (1d4 -1, crit 20/X2, Dagger), +3 ranged (1d6-1 crit 20/x3, shortbow), 
-1 melee (1d6 -1, crit 20/X2, quarterstaff);
Special Qualities: Low-light Vision, +2 to saves vs enchantment,
immune to sleep effects, +2 to listen, search and spot, 
automatic search
Saves: Fort +1, Ref +3, Will +2;
Languages spoken: Common, Elven, Draconic
Skills and Feats:

Appraise +1
Balance +3
Bluff +4 (+1 ranks)
Climb -1
concentration +3 (+2 ranks)
diplomacy +3
disguse +3
escape artist +3
forgery +1
gather information +3
hide +3
intimidate +3
jump -1
knowledge (arcane) +5 (+4 ranks)
listen +2 (+2 for being an Gray elf)
move silent +3
ride +3
Search +2 (+2 for being an Gray elf)
Spell craft +4 (+3 ranks)
Spot +2 (+2 for being an Gray elf)
Swim +0 (+2 skill - cross class)
use rope +3

Weapon Proficiency (Elf, Simple)
Scribe Spell

Possessions:

dagger (1 lb) 2gp
Short Bow (2 lb) 30 gp
20 arrows (3 lb) 1 gp
Quarter Staff (4 lb) 0gp
Waterskin (4 lb) 1gp
Explorer's outfit (0 lb) 0
Whetstone (1 lb) 2 cp
2 Trail rations (2 lb) 1 gp
Flint and steel (0 lb) 1 gp
Bedroll (5 lb) 1sp
pouch (.5 lb) 1 gp
Spell component pouch (2 lb) 5gp

weight: 24.5 lbs
money remaining 32 gold 8 silver 8 copper

Deity: Boccob
Eye Color: Right: Silver/Grey Left: Green.
Hair Color: Blond.
Height: 4'10"
Weight: 116 lbs.
Sex: Female
Age:115

Spells
—— 0-Level Spells (Cantrips) ——
Acid Splash
Daze
Light
Ray of Frost
—— 1st-Level Spells ——
Color Spray
Mage Armor

Appearance: Short even for elven standards, Aleria stands at 4'10". Her blonde hair is done into a single braid that reaches the small of her back, undone it would probably reach the back of her knees. She is proud of her hair and goes to great lengths to keep it neat and clean. People would consider her attractive and she knows it but tries not to use it to her advantage (mostly).
Distintive features Her left eye is green while her right is a greyish silver.
She has a birthmark/tattoo of a dragon, it starts at the corner of her right eye and travels down her neck onto her back.

Background: Aleria was abandoned when she was just a baby, her parents left her in a small elven village deep withing Jagged Pine forest and was adopted by an elven couple that had no children. Her childhood was normal and she grew up with the other children of the village without ever knowing that she was adopted.

All that changed as she came into puberty, the color in her right eye started to faded away and the dragon birthmark slowly appeared as well as strange occurrences started to manifest in various parts of the village. The normally xenophobic elves grew even more paraniod and with tension running high Aleria's parents had no other option but to tell her the truth about her past.

She was devistated, the people that raised her weren't her actual parents, so who were they? Why did they abandon her? That and hundreds of other questions ran through her mind. Her adopted parents belived that she was the cause of the strange occurrences and they hoped that if they expained it the others would come to accept her abilities.

They were wrong, with a someone to pin their problems on the rest of the village flew into a near frenzy, demanding that she should be exiled. There was some even demanding her death, she barely had time to grab what little belongings she owned and to flee into the forest.

Alone and scared she ran for hours eventually collapsing at the base of a large tree truely alone for the first time she cried until she had no more tears, she desprately wished that she had someone with her, so she wasn't so alone.

Eventually she fell into a deep slumber only to be awoken hours later by a gentle nudging, she opened her eyes and the first thing she saw was a strange human face looking down at her. Once the man calmed her down, he explained that he heard her crying and came looking for her, he told her that what was happening was a normal thing and that in fact she was a sorcerer, someone who could tap into the raw power of magic without the need of countless hours of study.

Kip, as he liked to be called invited her to his home, he explained that he too was a sorcerer and that he has been living in the forest for years and he would like to help her control her powers. With no where else to go she agreed. True to his word he helped her, months went by as he taught her how to control her abilities, as well as telling her about the outside world. Teaching not to be too trustfull of strangers, not everyone will have her best interests at heart. Once she had enough confidence she went out in search of her birth parents. Having no idea where to start she just wandered eventually coming to the city of cauldron.
 

Dragon-Slayer

First Post
Demetrius Bluefox
Male Gnome (Rock) Rogue 1
Alignment: Chaotic Neutral
Patron Deity: Olidammara
Height: 3' 3''
Weight: 42 lbs
Hair: Brown (shoulderlength)
Eyes: Light Blue
Age: 51

Statistics:
Str: 10 (+0)
Dex: 15 (+2)
Con: 13 (+1)
Int: 14 (+2)
Wis: 10 (+0)
Cha: 12 (+1)
XP: 180

Hit Dice: 1d6 + 2
HP: 8
AC: 13 (+2 Dex, +1 for size Small)
Init: +2 (+2 Dex)
Speed: 20 ft
DC for spell-like abilities: 11

Saves:
Fortitude +1 [+0 base, +1 Con]
Reflex +4 [+2 base, +2 Dex]
Will +2 [+0 base, +2 Iron Will feat]

BAB: +1 (size Small)
Melee Atk: +1 (1d3/1d4, 19-20/x2, Dagger/Sap)
Ranged Atk: +3 (1d3, x2, 50' range increment, Sling)

Skills:
Ranks: 40 (8 +2 Int bonus x4)
Open Lock: +4 (2 ranks C, +2 Dex), Spot: +4 (4 ranks C, +0 Wis), Use Magical Device: +3 (2 ranks C, +1 Cha), Listen: +5 (3 ranks C, +0 Wis, +2 racial modifier), Disable Device: +5 (3 ranks C, +2 Int), Search: +6 (4 ranks C, +2 Int), Bluff: +4 (3 ranks C +1 Cha), Hide: +8 (2 ranks C, +2 Dex, +4 racial mod), Climb: +3 (3 ranks C, +0 Str), Move Silently: +4 (2 ranks C, +2 Dex), Sleight of hand: +4 (2 ranks C, +2 Dex), Escape artist: +4 (2 ranks C, +2 Dex), Swim: +4 (4 ranks, +0 Str), Tumble: +4 (2 ranks C, +2 Dex), Ride: +3 (2 ranks, cc, +2 Dex)

Feat:
Iron Will (+2 Will Save)

Languages: Common, Gnome, Draconic, Dwarven

Equipment: (Starting Gold 125 gp)
Explorer's outfit [10gp, 2 lb]
Backpack (2gp, 1/2 lb)
Grappling hook (1gp, 1lb)
Rope, silk (10gp, 5lb)
Waterskin (1gp, 1lb)
Sack (empty) (1sp, -)

Sling (in pouch with 9 sling bullets) [1sp, 5 lb] 1d3 dmg

Sap (on belt) [1 gp, 2 lb] 1d4 (nonlethal)

Dagger (on belt x2) [4 gp, 2 lb] 1d3 dmg
Rations (4days) (1gp, 1lb)

Pouch (on belt) [1 gp, 1/2 lb]
- Thieve's tools [30 gp, 1 lb]
- Soap [5 cp, - lb]
- Flint and steel [1 gp, - lb]
- Ink [8 gp, - lb]
- Inkpen [1 sp, - lb]
- Oil [1 sp, 1 lb] x3
- Parchment [2 sp, - lb]
- Money (54gp)
Value: 73 gp
Weight: 23 lb
Carrying Capacity: 24/49/75 (adjusted for Small sized creature)

Money
60 gp, 2 sp and 10 cp



Appearance: Demetrius is a wiry gnome with a slightly wild look to him. His brown shoulder length hair is sometimes half-combed, usually not, his short trimmed beard is immaculate. He is always clean, however, always taking time to wash off the grime of the road whenever possible. Although fairly average for a gnome, Demetrius has a certain rogueish charm about him that has kept him out of many scrapes. Bluefox is devout to Olidammara and never fails to pay homage to the god of rogues at any roadside temple or city shrine.

Background: Raised in a caravan of charlatans and scoundrels, Demetrius grew up wandering and learning how to live by his wits. For many years the caravan, known as 'the Thrushes of Gildimeer' lived by fleecing various communities until they wandered too far into the realm of a mage of reknown with little sense of humor. When the wizard's subjects complained profusely, the arcanist sent forth a bullete of immense size to dispatch the gnomish menace. The caravan scattered, Demetrius set out to find another community of gnomes to take him in. Many years passed, and the young gnome has still not found a place to call home. Upon hearing of a unique city called Cauldron, the young rogue flounders across the countryside, trying to brush up on arcane lore and seeking Cauldron, the City in the Crater.

Racial Abilities: Gnome
• +2 Constitution, –2 Strength.
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
• +2 racial bonus on saving throws against illusions.
• Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
• +1 racial bonus on attack rolls against kobolds and goblinoids.
• +4 dodge bonus 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.
• +2 racial bonus on Listen checks.
• +2 racial bonus on Craft (alchemy) checks.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
• Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.

Class Features: Rogue
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

edit: updated for October 29th, 2004
 
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shilsen

Adventurer
Philip Yendis
Male human Brd1
HD 1d6+1; hp 7
Init +6
Speed 30 ft
AC 14 (+2 Dex, +2 leather armor), touch 12, flatfooted 12
BAB/Grapple +0/+1
Attack Dagger +1 melee (1d4+1/19-20) or Shortbow +2 ranged (1d6/x3)
Saves Fort +1, Ref +4, Will +1
Alignment CG
Abilities: Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 8 (-1), Cha 15 (+2)

Languages Spoken: Common, Draconic, Elven

Skills (36 skill points):
Bluff +7 (4 ranks +3 Cha)
Diplomacy +7 (4 ranks +3 Cha)
Knowledge - Arcana +4 (2 ranks +2 Int)
Knowledge - History +4 (2 ranks +2 Int)
Knowledge - Local +4 (2 ranks +2 Int)
Knowledge - Nobility and Royalty +4 (2 ranks +2 Int)
Perform - Comedy +7 (4 ranks +3 Cha)
Sense Motive +3 (4 ranks -1 Wis)
Spellcraft +6 (4 ranks +2 Int)
Tumble +6 (4 ranks +2 Dex)
Use Magic Device +7 (4 ranks +3 Cha)

Feats (1 Normal, 1 Human): Eschew Materials, Improved Initiative

Special Abilities/Qualities: Bardic music (1/day), bardic knowledge (+3), countersong, inspire courage, fascinate, inspire courage +1

Equipment (100 gp):
Dagger (2 gp - 1 lb)
Shortbow (30 gp - 2 lb)
19 arrows (1 gp - 3 lb)
Leather armor (10 gp - 15 lb)
Musical instrument (5 gp - 3 lb)
Flint & steel (1 gp)
Ink (8 gp)
Inkpen (1 sp)
Mirror (10 gp - 0.5 lb)
2 flasks of oil (2 sp - 2 lb)
5 sheets of parchment (1 gp)
Belt pouch (1 gp - 0.5 lb)
2 days rations (1 gp - 2 lb)
50 ft silk rope (10 gp - 5 lb)
Sack (1 sp - 0.5 lb)
2 vials (2 gp - 0.2 lb)
Waterskin (1 gp - 4 lb)
Whetstone (2 cp - 1 lb)
Total weight: 39.7 lbs

Remaining wealth: 16 gp, 5 sp, 11 cp

Spells Per Day (2); DC 12 + spell level

Spells Known (4); 0th: Detect Magic, Prestidigitation, Read Magic, Summon Instrument

XP Total: 180

Background:

Philip grew up on the streets of the city, raised by his mother, a poor maid and seamstress. He never knew his father, and though his mother always told him that his father was a nobleman who had seduced and impregnated (and then promptly thrown her out) her while she was employed in his household, she never told the boy who that individual might be, claiming that it would only put him in danger. Assuming that her story was true, perhaps she might have told him when he was older, but when Philip was in his mid-teens, she contracted a disease and died soon after.

Now alone, the distraught Philip might have disappeared or drifted into a life of crime, but he was lucky. Desperately trying to find a place to stay (since he did not have the money to retain the rented room his mother and he had lived in), he tried to persuade a local innkeeper to give him a room as long as he worked in the inn. During his time there, Philip discovered a gift for humor and was soon entertaining patrons with jokes, humorous poems and limericks, and pratfalls. One of the regular patrons, an old bard named Puttenham, took a liking to the boy and saw some talent in him. He would invite Philip to visit him during his free hours and train the boy in the bardic arts. Philip, who had a great deal of curiosity about the world, especially those areas of it above and beyond his social status (and which he still dreamed that he might be descended from, as his mother had claimed), quickly took to the instruction and discovered that he had some facility in the magic of the bards.

Philip was trained by Puttenham for a year and was recently told that he had learned as much as he could. He had already planned to travel and see more of the world, but knowing that he needed more money, he had spent some time working at various taverns and inns around the city, trying to raise more money. Unfortunately, the young man’s liking for the flesh-pots of the city (many of which he was working in) affected his attempts at raising money. Recently Philip began to consider the life of an adventurer, since the risks might be offset by a chance to make some quick money. Having heard of the city of Cauldron, and the opportunities which it offers adventurers, he bid goodbye to Puttenham and travelled there, supporting himself on the way by performing at the inns and taverns he stopped at. Arriving at Cauldron, he is awestruck by its strange location, and wonders where he might find a job that will justify his journey here.

Physical description: Philip is young (21 years old), slim and of medium height (5 ft 8 in, 140 lbs), with bright brown eyes and a strong face. He tends to consider himself good-looking and has a slim moustache which he considers rakish. His long, curly brown hair is usually tied into a ponytail. Whatever clothes he wears are usually clean and well-maintained, but have a strange tendency to become rumpled almost immediately.

Character: Philip always has a smile and a quick jest on his lips, despite the hard life that he has had. Or perhaps because of it, as some sort of a defense mechanism. He has a way with words and can switch from the foulest street slang to a close approximation of courtly language in the breath of an eye. With his above average intelligence and charismatic personality, he should have been more successful, but is handicapped by a fair blend of recklessness and a lack of real discipline. A liking (or weakness) for good food, strong wine and a pretty woman doesn’t help either. Still, the gift of the gab and quick wits often help him out of the scrapes he gets into. Though he often presents himself as a cynical and amoral sensualist, Philip has a charitable side and is especially disposed to help those who have been hurt by those more powerful than themselves, though he is liable to present that help in terms that hide its altruistic aspects.
 
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Ry

Explorer
Kalte Raser ("Cold Rage")

True Neutral Human Barbarian 1
Deity: Kord

Height: 5'10
Weight: 170 lbs
Age: 20

HP: 14
AC: 16, touch 12, flat-footed 14 (Scale Mail)
Attack: +5 (1d10+4/x3, glaive)
Speed: 30 ft
Init: +2

Str: 16
Dex: 15
Con: 14
Int: 10
Wis: 10
Cha: 8

Fort: +4
Ref: +2
Wil: +0

Skills, Feats, and Class Abilities:
Climb +7, Intimidate +3, Jump +7, Ride +6, Swim +7
Weapon Focus (Glaive), Combat Reflexes (+2 AoOs)
Fast Movement, Rage 1/day

Equipment:
Glaive
Scale Mail
Signet Ring
Explorer's Outfit (tribe-made)
Waterskin
Small sack
10 Day's Rations
30 gp, 9 sp remaining.


Kalte is far from home; the son of a coward, he had little hope of either friendship or recognition among his own people. Kalte's father deserted in one of the tribe's major battles when Kalte was a very young child. After this, life was difficult to say the least; Kalte's adult name was chosen for him by the chieftain, who - while despising Kalte himself - recognized the youth's tenacity and stubbornness.

The signet ring Kalte carries was found at the site of his father's desertion, and while Kalte believes it has some connection to his father, he is not actively pursuing the matter.

Kalte is motivated almost entirely by a need for affiliation and recognition; he does not need fame, but deep down he desperately wants to be respected as a skilled warrior. This respect can come from nearly anyone who acts with sincerity. He is True Neutral not out of a need for balance, but out of non-commitment to any particular ethos (he has some good tendencies, particularly in regards to helping those being ganged up on). Likewise, Kalte is only nominally devoted to Kord (the god of his clan).

Kalte is reasonably tall, and thickly built, especially at the shoulders. His hair is a dark brown tangle that hangs about halfway down his back and over his shoulders. A few colorful beaded, braided strands are worked into this, along with a few strands of ribbon. Kalte is well-tanned, with dark brown eyes. His clothes are simple, a mix of his tribe's dark reds and browns. He always carries his glaive in hand; if this violates some local custom, he will switch to using it as a walking-stick or with his sack loosely attached (ready to slide off if needed). Only if confronted by guards will he put it onto his back.

Reason for heading to Cauldron

Kalte left home over four years ago, and has headed "onward" ever since, never doubling back or visiting the same place twice. After a brief, recent tangle with a skeleton (in which he almost lost his life), Kalte decided to veer towards the city, hoping to find a good quality heavy flail to round out his weaponry. He has no specific goal beyond this.
 

Badger

First Post
Kaleb Gristens
Alignment: LN
Race: Human
Age: 23
Height: 150
Weight: 5'7
Gender: Male
Occupation:
Patron deity: Boccob and St Cuthbert
Class: Diviner
Level: 1

Ability scores:
Strength: 11 (0)
Dexterity: 15 (2)
Constitution: 12 (1)
Intelligence: 16 (3)
Wisdom: 14 (2)
Charisma: 10 (0)

H.P.: 8
BaB: +0
A.C.: 12, Flatfooted: 10, Touch: 12
Initiative: +2

Fort: +1
Ref: +2
Will: +4

-- Languages:
Common
Draconic
Elvish
Orcish

-- Feats
Toughness
Investigator

Skills:
Knowledge (Arcana): 7 (4)
Knowledge (Local): 7 (4)
Spellcraft:5 (2)
Craft (Alchemy):5 (2)
Concentration: 5 (4)
Gather Information: 4 <<cc>> (4/2)
Sense Motive: 4 <<cc>> (4/2)
Search: 5 (0)

Items
Quarterstaff (+0, d6, x2, B)
Light Crossbow (+2, d8, 19-20/x2, P)
20 bolts
Dagger x2 (+0/+2, d4, 19-20/x2, P/S)
Potionbelt (0 of 6 filled)
Backpack
Scrollcase
Bedroll
Waterskin
Flint and steel
3 sunrods
Spellbook
Two days rations

Wizard spellbook:
0th level: All cantrips
1st level: Identify*, Mage Armor, Detect Secret Doors*, Comprehend Languages*, Magic Missle, Spider Climb

*=Spec School spells

Memorized Spells:

0=Detect Magic, Daze, Acid Splash
1= Detect Secret Doors*, Mage Armor, Magic Missle

-- Motives and goals
His main motive is to keep the streets safe, and as corny as it may sound keep the spirit of the law intact. While he knows he will never stop all the crimes committed in the city, he can try to keep the balance between victimless and malicious crime in favor of the innocent.

-- Description
If asked to describe Kaleb's features, plain would be the most often used word. Of middling height and weight, nothing about him would make him stand out in a crowd, and that is exactly the way Kaleb likes it. He has learned that when dealing with people, it is better to be forgotten than to be recalled.

His eyes are the only feature which stand out on him, as they see the world with a measuring gaze which many find unsettling, as it is almost as if he is trying to make one admit they have done wrong even if they have not. It is not an intentional act on his part, but years with both the priests and his mentor have rubbed off on him.


-- Personality
While not meaning to be a cold fish, Kaleb has all of the social graces of the slightly pudgy friend you bring to the tavern to help meet people. He has been schooled to only see the worst in people, and to delve for answers to the problems of today by looking into the past, and as a result, he has very little pratice when not "on call". However, he does have a dry sense of humor, and his sarcasm is as sharp as any blade.

-- History
Kaleb was the third of five children born to Marissa and Jonus Gristens. Jonus was able to support such a large family by being an excellant brewer, and often times it was the special beer he sold when no one was looking that brought in the best coin. Marissa was a midwife by trade, as having five children does tend to give one a bit of experience with the birthing process, and as soon as her two daughters began forming thoughts of their own, they often travelled with Marissa in the city as her assistants, so it was assumed by all that the boys would follow in the footsteps of their father.

That all changed when Kaleb saw his father struck down by a street thug that had far too much ale than brains. He had thought to rob Jonus by threatening to harm Kaleb, and Jonus had in return nearly ran the thug over. After the initial shock, both Gristens laughed at the scene and thought nothing of it, but later in the evening when Jonus was moving empty barrels from the wagon, the thug returned and rushed Jonus even as Kaleb screamed out a warning. As Jonus fell to the ground clutching the dagger planted deeply in his breast, Kaleb stayed at his father's side and cried out for help, but in a city where you mind your business more than helping strangers, when help did come, it was too late. For several days, the city watch "investigated" the case, but in the end, his father's killer was never found.

A year later, Kaleb walked into the church of St Cuthbert and offered himself to the service of the church. At first, the priest thought the ten year old child was merely having a spat with a parent, but as Kaleb spoke of seeking out his father's killers and all those who would destroy families, all joking thoughts fled from the priest's mind. Speaking with her mother that night, it was agreed that Kaleb would come live with the clergy and begin his training with the priests as he came of age. Thinking it for the best, his mother agreed and that was the last time Kaleb saw his family in Cauldron.

It soon became apparent that while Kaleb's heart was in the right place, the path of a priest was not the one he was meant to walk. His faith was strong, but he could not believe that some answers only the gods were meant to have, and when he began asking more questions than the priests had answers to, Kaleb sought a different source of answers.

The Lady Sophimore was considered by many to be an eccentric crook whose days of running the good scams were behind her, but Kaleb knew from hearing the priests in the temple talk that she was one of the most skilled seers in all of Cauldron. However, the priests had also said that while she was too proud to admit it, the sickness that was eating her from the inside had gotten worse, and even the healing touch of St Cuthbert himself was not enough to heal her now. Knocking on the door to her small cottage, Kaleb made a simple deal with her, if she would teach him the arts of looking for the secrets of man, he would make sure her days were spent as peacefully as he could make them. She simply nodded her head, and Kaleb, now sixteen, walked into his new home.

Over the course of the next six years, Kaleb spent his time between the streets of Cauldron learning "life lessons" as Sophimore called them, and pouring over books of lore on the arcane. She taught him the languages of the mighty dragons, the eternal elves, and the coarse tongue of the orcs, as in history, all three races played an important role and if there was one lesson for him to learn, the past in one form or another, always repeated itself.

Since Lady Sophimore passed from her sickness, Kaleb has been working trying to gain a position in the city watch, but to this time has not been successful..
 
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