Fiend's Embrace - Rogue's Gallery


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Whizbang Dustyboots

Gnometown Hero
Harval Barleybeard

"Know, o prince, that between the years when the oceans drank Aventus and its gleaming cities, and the rise of the Sons of Dawn, there was an age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars. Hither came Harval the dwarf, red-haired, green-eyed, axe in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the world under his booted feet."
The scion of a farflung clan of dwarven brewmeisters, Harval Barleybeard is adventuring to raise the wergild to pay for the death of another dwarf he killed in his dwarfhold in a drunken rage and unable to return home until he does.

His time on the road has not been kind to Harval: Already not what anyone would consider a pretty dwarf, his nose has been badly broken, a chunk has been bitten out of his right ear and the thick golden red hair that once covered his right forearm has been burned off by acid, replaced with a livid red scar. But his green eyes are still bright, his braided beard and mustache are still thick and lustrous, his bald pate shiny and surprisingly unscarred and his limbs strong. At some point after a hard night of drinking, he thought it was a good idea to get the holy symbol of his god, the mug of Hanseath the Bearded One, tattooed on his left bicep, which he shows off proudly.

Much to the frustration of his clan elders, Harval never showed any interest in the clan's business, whether it was buying grain from human farmers, brewing the beer or selling it to dwarfholds. He couldn't even focus enough to learn how to read and write properly, relying on his brothers and many cousins for that, who mostly brought him along as a bodyguard on trading expeditions.

Despite his bluster, the dwarf is very insecure about not "being lettered" and his lack of education, as well as feeling a profound sense of shame about what led to his exile. Unfortunately, all of these are hidden behind a great deal of bravado and his hidden resentments and insecurities typically manifest as bouts of great rage, punctuated by vivid obscenities. He always suspects non-dwarves of talking down to him and of being an embarassment to other dwarves, and he reacts to both sorts of perceived slights by pushing away others and, eventually, rage.

His primary goal is to acquire enough gold to return home as quickly as possible, with a secondary goal of becoming a better dwarf, including, eventually, learning how to read and learning enough about beer to become useful to his clan as something other than a reliable pair of fists. So far, his primary method of research has been drinking until he falls down.

Those who have encountered Harval typically recall him as a drunken lout, but those who have fought beside (or against him) remember him instead as a spitting, cursing, snarling whirlwind of violence, which he seeks to call upon for the right reasons, with increasing success.

In his dreams, he follows a bear with fur the color of his beard northwards, ever northwards. What the bear is leading him towards, he does not know, but he has now found himself in this misbegotten northern swamp town, at the behest of a rich fool of a merchant. Anything to help raise the weregild Harval need to one day go home to his people, he thinks ...
"Harval, what is best in life?"

"Fightin', eatin', drinkin', screwin', crappin'. Not necessarily in that order."
----
Harval Barleybeard
Chaotic Good dwarf barbarian 4

Strength 17 (+3)
Dexterity 10
Constitution 18 (+4)
Intelligence 10
Wisdom 10
Charisma 8 (-1)

Hit Points: 59/59
Armor Class: 17 (+5 breastplate, +2 heavy darkwood shield)

Base Attack: +4
Masterwork Greataxe: +8 melee (1d12 +4, x3)
Masterwork Dwarven waraxe: +8 melee (1d10 + 3, x3)
Masterwork Spiked gauntlet: +8 melee (1d4 + 3, x2)
Masterwork Dagger: +8 melee (1d4 + 3, 19-20)
Throwing axe: +4 ranged (1d6+3, x2)

Saving Throws: Fortitude +8, Reflex +1, Will +1

Feats: Cleave, Power Attack
Skills: Climb 3 (4 + 3 - 4), Intimidate 3 (4 - 1), Jump 3 (4 + 3 - 4), Listen 4 (4 + 0), Search 2 (2 + 0), Spot 2 (2 + 0), Survival 4 (4 + 0)

Languages: Dwarven, Common (illiterate)

Class abilities said:
Fast Movement (Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.

Rage (Ex): Harval can fly into a rage a certain number twice a day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter. Harval can fly into a rage only once per encounter.

Uncanny Dodge (Ex): Harval retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Trap Sense (Ex): Harval gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Dwarf traits said:
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Dwarves can see in the dark up to 60 feet.

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Stability: 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).

+2 racial bonus on saving throws against poison and against spells and spell-like effects.

+1 racial bonus on attack rolls against orcs 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 Appraise checks that are related to stone or metal items, +2 racial bonus on Craft checks that are related to stone or metal.

Equipment: backpack, bedroll, brooch of shielding (101 charges), chalk, cloak of resistance +1, 50' of hemp rope, explorer's outfit, flint and steel, waterskin, 5 torches, 10 days of trail rations, dice, playing cards with pornographic illustrations

Weapons and armor: Heavy darkwood shield (spiked), Masterwork silvered greataxe, masterwork cold iron dwarven waraxe, masterwork breastplate, masterwork spiked gauntlet, throwing axe, masterwork dagger

Wealth: 30 gold pieces, plus 700 gold pieces worth of gems sewn into the lining of his belt
 
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Rayex

First Post
Gnro

Female Poison Dusk Lizardfolk, Favored Soul of Semuanya 3

Alignment: Chaotic Neutral
Age: 16
Deity: Semuanya
Size: S
Type: Humanoid
Speed: 30 ft.
Space: 5 ft
Reach: 5 ft
Exp: 7000

Str: 14 (+2) 6
Dex: 14 (+2) 4 + 2racial
Con: 16 (+3) 6 + 2racial
Int: 10 (+0) 2
Wis: 12 (+1) 4
Cha: 12 (+1) 6 - 2racial

HP: 28 (3d8 + 9Con)

AC: 22 (10 + 2dex + 5armor + 1enchantment + 3natural + 1size) / 13 / 20

Saves:
Fortitude: +7 (3base + 3con + 1resistance)
Reflex: +6 (3base + 2dex + 1resistance)
Will: +5 (3base + 1wis + 1resistance)

Init: +2 (2dex)

Base attack bonus: +2

Attacks:
Masterwork Greatclub: +7 (2base + 2str + 1size + 1focus + 1MW), 1d8+3 damage, Threat 20/x2

Spells:
Spells per day: 6/6
DC: 10 + spell level + 1wis
Spells known: 5/4
0: Create Water, Detect Poison, Guidance, Light, Purify Food and Drink
1: Cure Light Wounds, Shield of Faith, Lesser Vigor, Resurgence

Skills:
Skill points: 12
Max Rank: 6
Concentration: 9 (6ranks + 3con)
Heal: 7 (6ranks + 1wis)

Feats:
Lvl 1 - Combat Casting
Lvl 3 - Augumented Healing
Favored Soul lvl 3: Weapon Focus (Greatclub)

Languages:
Common
Draconic

Equipment:
Masterwork Greatclub - 305gp
+1 breastplate - 1350gp
Cloak of Resistance +1 - 1000gp
Scroll of Cure Moderate Wounds x2 - 300gp
Scroll of Delay Poison x2 - 300gp
Wand of Cure Light Wounds x2 - 1500gp
Potion of Cure Moderate Wounds x - 600
Potion of Sanctuary x2 - 100gp
Backpack - 2gp
Bedroll - 1sp
Food rations, x6 - 3gp
Silk rope, 50 ft. - 10gp

29 gp 9sp

Proficiencies:
Light Weapons
Deity's Favored Weapon (Greatclub)
Light Armor
Medium Armor
Shields (Not tower)

Gnro grew up in a fairly small tribe. Her parents always insisted she was a blesses child, as she was the first child who grew beyond infancy in a long time. As she gre up, it became apparent that they were right. She was able to heal injuries that would have been fatal, and soon was given the privilege to learn from the tribes shaman.
The tutelage was short though. When the shaman came to realize that Grno was surpassing even him in the skills of the divine, he sent her on a "quest", to locate a sacred shrine of Semuanya. Dutyfully she left the tribe, and started her search. Soon she came in contact with other races. Humans, elves, dwarves, gnolls, ogres... the world is full of strange, ugly creatures, but she tries her best to befriend them, and help them in their need. Perhaps they might help her in return.
 
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Phyrrus

First Post
Stat Sheet: [sblock]

Brother Ortak of Boccob
Male Human
NG Medium
Init: +1; Senses: Listen +4 [+2 Wis, +2 Alertness Feat], Spot +4 [+2 Wis, +2 Alerness Feat]
Languages: Common, Draconic, Celestial, Infernal
Exp: 6785 (10K needed for 5th)
------------------------------------------------------------------------
AC 12, touch 11, flat-footed 11 [+1 Dex, +1 Bracers, +4 Mage Armor Spell, +4 Shield Spell]
HD: 4d4+4 (hp 16)
Resist:
Fort +3 [+1 Class, +1 Con, +1 Belt of Resistance]
Ref +3 [+1 Class, +1 Dex, +1 Belt of Resistance]
Will +9 [+4 Class, +2 Wis, +1 Belt of Resistance, +2 Iron Will Feat]
----------------------------------------------------------------------------------------
Speed: 30 ft. (6 squares)
Melee: Darkwood Quarterstaff. +2, d6/d6, 20 B
Ranged: +2
Space: 5 ft. Reach: 5 ft.
Base Atk +3; Grp +1 [+1 Bab, +0 Str]
Special Actions:
----------------------------------------------------------------------------------------
Abilities: Str 10, Dex 12, Con 12, Int 17 (+1 @ 4th), Wis 14, Cha 10

Feats: Scribe Scroll (Class bonus), Alertness (Familiar bonus), Improved Familiar (Human Bonus), Iron Will (1st Level), Craft Wonderous Item (3rd Level)

Skills: Concentration +6 (5), Decipher Script +8 (5), Knowledge (Arcana) +10 (7), Knowledge (the Planes) +10 (7), Knowledge (history) +10 (7), Search +6 (1cc), Sense Motive +5 (1cc), Spellcraft +10 (7)

Possessions:

Darkwood Quarterstaff, Wyvernhide Bracers of Prot +1, Belt of Resistance +1, Continual Light Bullseye Lantern*, Scrollcase Organizer w/ 10 of 15 slots filled: Identify* (1st) x2, Arcane Lock* (3rd) x1, Mount* (4th) x2, Scorching Ray* (3rd, 30ft) x 2, Comprehend Languages* (4th) x1, Mage Armor* (4th) x2, Spellpouch, Belt pouch Backpack w/following contents: 2 potions of CLW, Spellbook, Bedroll, waterskin, silk rope 50' ft, ink, inkpen, 5 sheets of parchment

*= items created/enchanted by Ortek

120 gp worth of misc coins, trade bars and trade letters




Spellbook:

0- All
1st- Mage Armor, Identify, Comprehend Languages, Erase, Color Spray, Shield, Magic Missle, Mount, Tenser's Floating Disk*, Endure Elements*
2nd- Continual Flame, Rope Trick, Web, Arcane Lock, Scorching Ray*

*=purchased and added in scribing fees associated with each spell.[/sblock]

Familiar:

Korto[sblock]
Razor hawk
Tiny Construct
Hit dice 4d4
HP 8
Initiative: +3
Speed: 10 ft' (2 squares), fly 60 ft' (average)
Armor Class: 22 ( +2 Size, +3 Dex, +7 Natural) touch 15, flat footed 19
Base Attack/Grapple: +1/-9
Attack: Wing Blades +6 melee (1d8-2)
Full Attack: Wing Blades +6 melee (1d8-2)
Special Traits: Construct Traits, familiar traits, low-light vision
Saves: +3 Fort, +5 Ref, +9 Will
Abilities: Str 7, Dex 17, Con - , Int 7, Wis 14, Cha 6
Skills: Listen +4, Spot +12
Feats: Flyby attack. Weapon Finesse[/sblock]

History:[sblock]

Ortak’s first memories were of books and the priests of Boccob who read to him every night. Growing up in a monastery dedicated to knowledge, Ortak knew early on in life that Boccob had chosen him to follow along in the footsteps of his faith. This realization also brought the knowledge that it was not as a priest he was to serve, but as a brother practitioner of the arcane way.

Mastering cantrips quickly, Ortak was apprenticed at fourteen to a traveling Loremaster who hoped that his young protégé’ would decide to dedicate himself to the art of Divination above all others.

However, Ortak could not be swayed into believing that turning his back to any school of magic was something Boccob would approve of. In his opinion, at any given time, he might need access to a spell or enchantment and cutting himself off from that was not a wise decision.

When Ortak was twenty, he was released from his apprenticeship and told to see the world through his own eyes. Socially inept from his sheltered childhood, Ortak struggled with the customs that he had witnessed his Master handle easily. He journeyed to the closest town in hopes of finding others looking to make a name for themselves, but found only common people trying to make ends meet. When his funds began to run low, Ortak began working as a scribe for the local tax collector to earn enough coins to leave for Greyhawk. For six months, he saved every copper he could and when a coachman came by who was willing to take his meager collection of coin and his offer to ride atop as a watcher he was traveling once more.

In the Free City, Ortak was once again an orphan, but this time he was not without resources. Arriving on the doorsteps to the Halls of Knowledge in Greyhawk, Ortak found food and shelter and the Church quickly found him work. The years passed and as they did Ortak’s mastery of his magic increased with them.

Solitary by nature, Ortak began feeling that something was missing when he traveled for the Church. Although he had sworn that he would never summon another familiar after his first was slain while saving his life from a robber’s blade, he knew that logically speaking it would be to his benefit if he were not alone so much. Digging into the Church’s vaults, Ortak began researching the art of creating quasi-sentient constructs and bonding them as a companion. While he knew his skills were not to the level of those who wrote the manuals he read, he still felt it was something he could do with time and patience. Over the course of the next year, Ortak spent a great deal of his time and collected savings and when Karto opened his mechanical eyes Ortak could feel the confusion behind them in his soul, and he knew he had succeeded.

Reinvigorated by his success, Ortak gladly took the next assignment the Church had for him. He was to travel to the northern border town of Eru Tovar and seek out the man called Arakk. What the man had requested of the Church, Ortak did not know, but whatever it was it warranted the request to press on as quickly as possible.

A day out of Eru Tovar now, Ortak knows he will reach the Wyvern’s Sting on time, but his curiosity has been growing as the mystery behind the request grows inside his mind. This uneasiness has transferred into Karto as well and the mechanical bird has taken to scouting further and further ahead as if it was willing his Master to walk faster.[/sblock]

Description:[sblock]

A man of thirty summers, Ortak is thin and unassuming in appearance. His clothes are of simple and sturdy make, with the exception of the two items. A finely crafted leather belt is looped through the rungs in his breeches; the silver buckle that secures it has several small runes etched into the metal. The other is a matching pair of bracers, the tips of the leather bands are all that escape from the long sleeves of his shirt.

His brown hair is curly and thick, looking as if it has not seen a barber’s blade in far too long, and his green eyes are bright and attentive.

Perched on his shoulder is a mechanical hawk crafted from silver and iron. The razor edge of its talons glint when the light strikes them and several arcane glyphs are worked into the creature’s breast and wings. Its eyes glow with a steady violet light.
[/sblock]
 

Voadam

Legend
Aeligim Telrunya elven hexblade fiendhunter

Aeligim Telrunya
Elven hexblade 4
CN

Str 12
Dex 18
Con 13
Int 10
Wis 8
Cha 14

BAB +4
AC 19 (chain shirt +5, dex +4) t 14, ff 15

F +3, R +6, W+4 (+2 versus magic)

Init +4
Grapple +5
Move 30'

Bow +9 RI 110 1d8+1 x3
spike +9 1d6 silver
Rapier +9 1d6+1 18-20
Kukri +8 1d4+1 18-20 cold iron

Feats: Point Blank Shot, Weapon Finesse,
Skills:
Intimidate +9
Knowledge Arcane: +7

Spells Known:
1 Protection from Evil, Uncontrollable Hideous Laughter

Hex 1/day DC 14 Will (-2 on attacks, damage, saves, skills, checks)
Mettle (evasion for will and fortitude magic)
Dark Companion free action creation -2 saves and AC on adjacent foes to companion, must be in own space, can be dispelled as level 1 spell

Equipment
Masterwork composite longbow str +1 500 gp 3 lbs.
quiver 20 cold iron arrows 2 gp 3 lbs.
Chain shirt +1 1,250 gp 25 lbs.
Silver masterwork armor spike 370 gp -lbs.
Masterwork rapier 320 gp 2lbs.
Kukri cold iron 16 gp 2 lbs.
Cloak of Resistance +1 1,000 gp
Wand of magic weapon 750 gp
Backpack 2 gp 2 lbs.
food, sundries ~5 gp
Bag of Tricks gray 900 gp
286 gp

35+ lbs. 43 lbs. for light encumbrance

Aeligim grew up on the Wild Coast which was a haven for many individualistic arcane casters and adventurers. Like most elves Aeligim was drawn to both martial and magical practices. Aeligim, however, was always drawn to the darker arts and studied much about the casters who summoned demons and other practitioners of black magic. He took up the study himself so that he could face the twin great supernatural evils of the time, the fiend ridden throne of the Great Kingdom, and the burgeoning empire of Iuz ruled by the ascended demonspawn god. The pursuit of great evil requires knowledge of great evil and Aeligim set himself to learning all he could no matter the costs to his own soul. In pursuing witches and fiends he has never shirked from what needs to be done and he has dispatched many by turning the dark arts against them.

Tall and broad for an elf, Aeligim is imposing in his silver spiked armor with his blades and bow at his side. His eyes seem to be a bit hollowed out with dark shadows around them from long nights spent hunting down knowledge or foes, or perhaps simply the fanatacism of his chosen calling. His blond hair is worn long and pulled back.

Picture http://www.wizards.com/dnd/images/cw_ag/75396.jpg

Recently Aeligim heard of a witch in the cold marshes that he wants to investigate. He heard that a collector called Arakk from Eru Tovar is outfitting an expedition to the marshes and feels that it is a worthwile method of journeying there.
 
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Land Outcast

Explorer
Idivien, Shadowalker

[sblock=Stats]Idivien, Shadowalker
Male Tiefling Rogue 3
LN Medium Outsider (Native)
Init: +8; Senses Listen +7 [+0 Wis], Spot +7 [+0 Wis], Darkvision 60ft.
Languages: Common, Infernal, Draconic, Dwarven, Elven
------------------------------------------------------------------------
AC 18, touch 14, flat-footed 14 [+4 Dex, +4 Armor]
HD: 3d6+3 (hp 18)
Resist:
Fort +3 [+1 Class, +1 Con, +1 Resistance]
Ref +8 [+3 Class, +4 Dex, +1 Resistance]
Will +2 [+1 Class, +0 Wis, +1 Resistance]
C/E/F resistance 5
Evasion
Trapsense +1
----------------------------------------------------------------------------------------
Speed: 30 ft. (6 squares)
Melee: Mwk Rapier +7 (1d6/18-20) or
Ranged: Longbow +6 (1d8/x3)
Space: 5 ft. Reach: 5 ft.
Base Atk +2; Grp +2 [+2 Bab, +0 Str]
Special Actions: Darkness*, Sneak Attack +2d6, Trapfinding
----------------------------------------------------------------------------------------
Abilities: Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 10
Feats: Improved Inititative, Weapon Finesse
Skills:
Bluff +8 [6r, +2 Racial]
Disable Device +11 [6r, +3 Int, +2 Mwk. tools]
Diplomacy +6 [6r]
Escape Artist +10 [6r, +4 Dex]
Gather Information +6 [6r]
Hide +12 [6r, +4 Dex, +2 Racial]
Listen +6 [6r]
Move Silently +10 [6r, +4 Dex]
Search +9 [6r, +3 Int]
Spot +6 [6r]
Tumble +10 [6r, +4 Dex]
[sblock=Possessions] 100.5 gp
Longbow; 75 gp
40 Arrows; 2 gp
Mwk Rapier; 320 gp
Dagger; (x3); 6 gp
Mwk Silver dagger; 322 gp
-
Mwk Thieves’ tools; 100 gp
Backpack; 2 gp
Bedroll; 1 sp
Winter Blanket; 5 sp
Scroll Case; 1 gp
Crowbar; 2 gp
Flint and steel; 1 gp
Grappling hook; 1 gp
Oil flask(x5); 5 sp
Rope, silk (50 ft.); (x2); 20 gp
Sack; 1 sp
Shovel; 2 gp
Waterskin; 1 gp
-
Cold weather outfit(x2); 8 gp + (1 from Arakk)
Explorer’s outfit; [Free!]
Acid flask; (x5); 50 gp
Tanglefoot bag (x3); 150 gp
Tindertwig; (x10); 10 gp
-
Cure light wounds potion; (x4); 150 gp + (1 from Arakk)
-
+1 Studded Leather; 1175 gp
Cloak of resistance +1; 1,000 gp
Hevard's Handy Haversack; 2,000 gp
[/sblock]

[/sblock]

[sblock=Background]At the age of two he was given in "tutelage" to a mage without the prejudice his noble parents had. Yet they didn't want to lose total contact, so every now and then he received missives along with gold to pay for his "safekeeping".

The intent was just to keep him away from the family, but said mage had other plans in store for him, an ongoing observation of the awakening of magic in someone with The Art latent within. Success showed up soon enough; at the age of ten he could already bring forth his will to shape magic to his service... to his tutor this hadn't been possible until the age of seventeen, at least not with such control. The *only* flaw would be that he would not progress further than clouding out the light from a room... which soon made any real interest from his tutor to fall to nothingness.

But he didn't lose time, gradually he started learning about what was that that had brough him here, what was that which allowed his though to sculpt reality. He learned about the reason for his sharp teeth being unusually black and the back of his hands being covered with hard black scales. He wasn't surprised, nor scared, nor bothered by it... but was bored.

At the age of fifteen, when he only worked as a cadet for the old grey-bearded man, he departed without warning but not without forethought. Not to his household, serious doubts about how he would be received were present, he went to the city. Cloth wrappings around his hands, and smiling as little as possible should do the trick.

There I adapted fast enough, and learnt to adapt others to work towards my ends. I learnt to make friends and to get myself out of whatever trouble I got because of *uncustomary* works, I quickly found my way into hiring my talents... to people such as you master... your previous fat damned master.

But that kind of work sometimes gets one into serious trouble in a city, especially if you murder someone...

Hey! don't look at me that way, I was only doing justice, the fat dastard was going to give me in to the city guard; he seemed offended because I changed my ideas about what my share should be... and I started selling the stuff on my own.

Justice or not, it still meant that before morning being outta there would be good for my health. But you! Damned dead fencer's bird kept following me, even spat one or two insults, fine... as long as you don't peck out my eyes...

So here we are, just entered the *grandiose* carreer of adventuring, or at least I intend us to... But for the last week all we achieved has been waiting in this damned damp hole the innkeeper calls a room. Throwing daggers at the wall, waiting for the guy to call us out when Arakk comes searching for... how did the paper say? Need of some qualified folk? that's it.

He should pay better than the fat dastard... I mean, your master sold stuff to him, surely he made some profit out of it.
[/sblock]

[sblock=Description]A young man of normal height if a bit taller than most humans and of wiry complexion. Whenever he removes his cloak's hood, his short and untamable grey hair comes into view along with a pair of eyes of dark green. Pale skin and sharp factions hint at some non-human heritage, maybe elven.

Dressed in normal travel clothes under his cloak, the only curious facts about his clothing are the loose cloth "scarf" he has wrapped around the lower half of his face, and the bandages covering the back of his hands, made of the same material.

The Raven on his left shoulder caws.
[/sblock]
 
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hafrogman

Adventurer
Gunk, Goblin Wizard

[sblock=character]
Code:
[B]Name:[/B]       Gunk
[B]Class:[/B]      Wizard
[B]Race:[/B]       Goblin
[B]Size:[/B]       Small
[B]Gender:[/B]     Male
[B]Alignment:[/B]  Neutral    

[B]Str:[/B]  6 -2  (0p.)     [B]Level:[/B]    4     [B]XP:[/B] 7,000
[B]Dex:[/B] 12 +1  (2p.)     [B]BAB:[/B]     +2     [B]HP:[/B] 19 (4d4+8)
[B]Con:[/B] 14 +2  (6p.)     [B]Grapple:[/B] -4
[B]Int:[/B] 19 +4 (16p. +1)  [B]Speed:[/B]   30'
[B]Wis:[/B] 10 +0  (2p.)     [B]Init:[/B]    +1
[B]Cha:[/B]  8 -1  (2p.)

                      [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 13              10     +0     +1     +1   +1    +0
[B]Touch:[/B] 12
[B]Flat:[/B]  12

                      [B]Base  Mod  Misc[/B]
[B]Fort:[/B]  +4              +1    +2   +1
[B]Ref:[/B]   +3              +1    +1   +1
[B]Will:[/B]  +5              +4    +0   +1

[B]Weapon                Attack  Damage  Critical[/B]
Dagger                  +1    1d3-2   19-20/x2


[B]Languages:[/B]
Common
Goblin
Draconic
Giant
Gnoll
Orc
Aquan
Auran
Ignan
Terran
Sylvan
Abyssal
Infernal
    

[B]Abilities:[/B]
Darkvision 60'
+4 Ride
+4 Move Silently
Summon Familiar
Bonus Feats


[B]Spells:[/B]

Per Day: 4/4/3

Spellbook:
0th: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, 
     Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, 
     Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, 
     Prestidigitation
1st: Endure Elements, Grease, Mage Armor, Mount, Magic Missile, Disguise Self, 
     Ray of Enfeeblement, Enlarge Person, Feather Fall
2nd: Melf's Acid Arrow, Summon Monster II, Scorching Ray, False Life

Spells Prepared:

0th: Detect Magic, Mage Hand, Arcane Mark (x2)
1st: Grease, Mage Armor, Ray of Enfeeblement, Feather Fall
2nd: Summon Monster II, Scorching Ray, False Life


[B]Feats:[/B]

Spell Focus (Conjuration)[1st]
Scribe Scroll [Wizard 1]
Alertness [Familiar]
Augment Summoning[3rd]


[B]Skill Points:[/B] 42     [B]Max Ranks:[/B] 7/3

[B]Skills:                Ranks  Mod  Misc[/B]
xAppraise +7             0     +4   +3
Concentration +9         7     +2   --
Hide +5                  0     +1   --
Knowledge (Arcana) +11   7     +4   --
Knowledge (Planes) +11   7     +4   --
xListen +2               0     +0   +2
xMove Silently +5        0     +1   +4
xRide +5                 0     +1   +4
xSpeak Language          7
Spellcraft +13           7     +4   +2
xSpot +2                 0     +0   +2

Armor Check Penalty: -0


[B]Equipment:                           Cost  Weight[/B]
Dagger                                2gp    0.5lb
Mithril Buckler                    1015gp   1.25lb

Cloak of Resistance +1             1000gp      1lb

Spellbook (64 blank pages)           15gp      3lb
Spell Component Pouch                 5gp      2lb

Wand (Magic Missile) (1st) [50]     750gp      -lb
Wand (Disguise Self) [49]           750gp      -lb
Pearl of Power (1st)               1000gp      -lb
Ungeunt of Timelessness* [6 uses]   150gp      -lb
Quall's Feather Token (Bird)        300gp      -lb
Potion (Cure Light Wounds) [3]      150gp      -lb

Waterskin                             1gp      1lb
Rations [4 days]                      2gp      1lb
Beltpouch [2]                         2gp   0.25lb
Scroll Case                           1gp    0.5lb

Scrolls:
Mount [2]                            50gp      -lb
Levitate                             150gp      -lb
See Invisibility                     150gp      -lb

                             Total 5493

[B]Total Weight:[/B] 10.5/15lb (light load)
[B]Money:[/B] 7 gp 0 sp 0 cp

* spellbook and component pouch treated with unguent
[/sblock][sblock=appearance] Small and scrawny, even for a goblin, Gunk is an unimposing sort. He's short, green and wimpy. He barely hits three feet tall and weighs 38 pounds soaking wet. Still, his eyes are clear and his mind is sharp. His clothes are the old and patched kind you find on a person who cares more about comfort than appearances.

When wandering in the less open minded areas of the world, he's been known to disguise himself as Gunther the halfling through the use of his magic.[/sblock][sblock=background]Gunk was a goblin. Not quite as big or mean as his compatriots, he didn't get much respect from his tribe. Goblins aren't exactly the top of the pecking order to begin with, and being at the bottom of their heirarchy was just adding insult to injury. The main problem was, that Gunk was just plain smarter than everyone else. But they were to brain-addled to even notice. So he decided to do something to advance his own career.

The other goblins and their allies had clashed with a small group of adventurers, and somehow managed to capture the wizard. They were warming up the water for the evening's stew (courtesy of their new arrival). But the goblins watching the wizard got bored, and one by one wandered off to other parts of the cave. . . leaving young Gunk all alone guarding the wizard.

Ten minutes later, Gunk was escorting the wizard out of the cave. All it took was a little explanation of the dinner menu, and the Wizard was more than willing to strike a deal. Gunk got him out, and he taught Gunk magic. The wizard was indeed an honorable type, and stuck to his end of the bargain. Over the next few years Gunk was schooled in the arts arcane and was ready to set out on his own. His master received notice of a job up in Eru Tovar and too busy to attend himself, he sent Gunk in his stead. . .[/sblock][sblock=familiar]
Code:
[B]Name:[/B]       Mortimer the Raven
[B]Size:[/B]       Tiny
   

[B]Str:[/B]  1 -5    [B]BAB:[/B]     +2     [B]HP:[/B] 9  (4 HD)                        
[B]Dex:[/B] 15 +2    [B]Grapple:[/B] -11
[B]Con:[/B] 10 +0    [B]Speed:[/B]   10' (fly 40')
[B]Int:[/B]  7 -2    [B]Init:[/B]    +2
[B]Wis:[/B] 14 +2      
[B]Cha:[/B]  6 -2  

                      [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 16              10     +0     +0     +2   +2    +2
[B]Touch:[/B] 14
[B]Flat:[/B]  14

                      [B]Base  Mod  Misc[/B]
[B]Fort:[/B]  +2              +2    +0   +0
[B]Ref:[/B]   +4              +2    +2   +0
[B]Will:[/B]  +6              +4    +2   +0

[B]Weapon                Attack  Damage  Critical[/B]
Claw                   +6    1d2-5     20/x2


[B]Languages:[/B]
Common
    

[B]Abilities:[/B]
Low-light Vision
Alertness
Improved Evasion
Share Spells
Empathic Link
Deliver Touch Spells


[B]Feats:[/B]
Alertness
Weapon Finesse


[B]Skills:                Ranks  Mod  Misc[/B]
Listen +5               1     +2   +2
Spot +7                 3     +2   +2
[/sblock][sblock=summon]
Code:
[B]Name:[/B]       Fiendish Wolf
[B]Size:[/B]       Medium
   

[B]Str:[/B] 17 +3    [B]BAB:[/B]     +1     [B]HP:[/B] 17  (2d8+8 HD)                        
[B]Dex:[/B] 15 +2    [B]Grapple:[/B] +4
[B]Con:[/B] 19 +4    [B]Speed:[/B]   50'
[B]Int:[/B]  3 -4    [B]Init:[/B]    +2
[B]Wis:[/B] 12 +1      
[B]Cha:[/B]  6 -2  

                      [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 14              10     +0     +0     +2   +0    +2
[B]Touch:[/B] 12
[B]Flat:[/B]  12

                      [B]Base  Mod  Misc[/B]
[B]Fort:[/B]  +7              +3    +4   +0
[B]Ref:[/B]   +5              +3    +2   +0
[B]Will:[/B]  +1              +0    +1   +0

[B]Weapon                Attack  Damage  Critical[/B]
Bite                   +5    1d6+3     20/x2

[B]Abilities:[/B]
Dark Vision 60'
Scent
Trip
Smite Good (1/day, +2 damage)
Cold Resist 5
Fire Resist 5
SR 7


[B]Feats:[/B]
Track
Weapon Focus (Bite)


[B]Skills:                Ranks  Mod  Misc[/B]
Listen +3               2     +1   
Move Silently +3        1     +2
Spot +3                 2     +1
[/sblock]
 

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