[CONTEST] MEG's PC contest here---->We have a winnah!--BardStephenFox

Pedro Mondragon

Halfling, 5th-Level Ranger
Small Humanoid (Halfling Female)
Hit Dice: 5d8+5 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15
Base Attack/Grapple: +5/
Attack: Longsword +5 melee (1d6/19–20) or Mighty Composite Longbow +10 ranged (1d6)
Full Attack: Longsword +5 melee (1d6/19–20) or Mighty Composite Longbow +10 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Halfling traits
Special Qualities: Halfling traits
Saves: Fort +6, Ref +9, Will +3
Abilities: Str 13, Dex 18, Con 12, Int 10, Wis 12, Cha 9
Skills: Climb +11, Hide +4, Jump +3, Listen +11, Move Silently + 6, Handle Animal + 9, Survival + 9, Profession Sailor + 8, Rope Use +12
Feats: Alertness, 2 Weapon Fighting.
Alignment: Chaotic Good
Advancement: As Ranger
Level Adjustment: +0
Halfling Traits (Ex): Halflings possess the following racial traits.
— +2 Dexterity, –2 Strength.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A halfling’s base land speed is 20 feet.
— +2 racial bonus on Climb, Jump, and Move Silently checks.
— +1 racial bonus on all saving throws.
— +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
— +1 racial bonus on attack rolls with thrown weapons and slings.
— +2 racial bonus on Listen checks.

Languages: Common and Halfling.

Ranger Traits:
Track:
Wild Empathy (Ex): +4 normal/+0 magical beasts
Combat Style (Ex): archery, She is treated as having the Rapid Shot feat.
Endurance:
Animal Companion (Ex): Sea Gull (as eagle)
Spells: 1st level Ranger Spell (1 spell)


Pancho
Sea Gull Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Talons +3 melee (1d4)
Full Attack: 2 talons +3 melee (1d4) and bite –2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, Link, Share Spells
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +2, Spot +14
Feats: Weapon Finesse
Skills: Sea Gulls have a +8 racial bonus on Spot checks.

Tricks:
1. Fetch
2. Carry Message
3. Attack
4. Stay
5. Guard
6. Cry out when stranger approaches Pedro
7. Fish/hunt

Who is Pedro Mondragon?

Pedro was born to a small family on a coastal city. Her brothers had all gone to sea while she was growing up. She developed a strong pull toward the sea as she grew older and listened to her father’s stories of the sea and the people and creatures he had met.
Unfortunatly Pedro was never to see the day she would be allowed to go to sea herself. Her parents had arranged a marriage for her with another Halfling family a few towns over. Pedro hated the thought of marrying that idiot and stole away on the first merchant ship she could find.
She learned quickly and has gained a reputation as a great person to have in the crow’s nest. Not only is her eyesight excellent; her archery from the crow’s nest has saved the ship many times.
When not in the crow’s nest she is usually drinking with the boys or out shopping for the perfect bow.

Appearance: Pedro stands 2’10” tall and weighs 30 LB. Her short black hair hangs seductively over her left eye. Her eyes are Brown and warm, filled with wonder and joy. She typically is dressed in light leathers of various hues and wears a multicolored Poncho with a matching scarf.
 

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Pedro Mondragon, male human Ftr2/Brd3: CR 5; Medium Humanoid (5 ft. 10 in. tall); HD 3d10+6 + 2d6+4; hp 36; Init +4; Spd 30 ft.; AC 20 (+4 armor, +2 shield, +4 Dex), touch 14, flat-footed 16; Base Atk +4; Grp +4; Atk +10 melee (1d6+1/crit 18-20, +1 rapier); or +8 melee (1d4/crit 19-20, dagger); SQ bardic knowledge +4, countersong 2/day, fascinate 2/day, inspire courage 2/day; AL CG; SV Fort +5, Ref +8, Will +3; Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 14;

Skills: Balance(5) +11, Bluff(8) +10, Climb(8) +8, Diplomacy(8) +12, Escape Artist(6) +10, Jump(8) +10, Move Silently(6) +10, Perform (sing)[3] +5, Tumble(8) +14

Feats: Combat Expertise, Dodge, Improved Disarm, Weapon Finesse, Weapon Focus (rapier).

Bard Spells Known (3/1; save DC 12 + spell level): 0--detect magic, ghost sounds, message, prestidigitation; 1st--expeditious retreat, grease.

Possessions: +1 rapier, +1 studded leather, +1 buckler, gloves of dexterity +2, 2 daggers, 3 sunrods, courtier's outfit, silver mirror, wineskin.



Pedro fancies himself an expert swordsman, just ask him. He is well on his way to accomplishing his goal of becoming a duelist. (Next level, he plans to take both weapon specialization and mobility.) Have grown up in the harbor taverns, the son of a sailor who was eternally away at sea, he learned to drink the best of them at an early age. It's rare that there isn't a flagon of ale or a goblet of wine in his hand. Pedro enjoys being the center of attention and will often break out into song, even though he is only modestly skilled, just to hear people jeer at him.

In combat, his best tactics are to humilate his foe. He will often try to simply disarm his foe and embarass him rather than bothering to even draw blood. Another of his favorite tactics is to fight defensively (+3 AC) while maximizing his combat expertise (+4 AC) with his quick blade. Many foes cannot even hit him usually leaving them frustrated. The spells he has learned are more to goad his foe than to better himself. Pedro can often be seen after a fight using a message spell to make sure he gets in the last word, or will use ghost sounds to simulate a cheering crowd. He enjoys playing up to the crowd.

When he fights, he will often choose to sing songs to inspire not only himself, but those around him. And who better to sing about...than Pedro himself! Here is one of his favorites:

Pedro is here to save the day
They say he kept a dozen trolls at bay
Evil-doers begin to quake with fear
When they learn that Pedro is here
So raise your glass and raise your flagon
Let's hear three cheers for Pedro Mondragon!


Pedro stands 5 feet 10 inches tall with brown hair that hangs down to his shoulders, although he usually wears it in a short ponytail. His build is slim weighing 160 lbs. He always has a smile on his face and feels at home in just about any situation. He is always looking for someone else to tell him how wonderful he is, so he tries to make friends with just about anyone. Because Pedro is so self-absolved, he often does not notice things going on around him because they do not focus on him!
 
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A Bit of Silliness

Okay, so here is the silliest character of a bunch I had in mind. Wanted to submit more but my work load suddenly jumped up this morning.

<b>Pedro Mondragon</b>

Code:
                         Human, 5th-level Wizard
                         Medium Humanoid (Human)
 Hit Dice:               5d4 + 5 (17hp)
 Initiative:             +0
 Speed:                  30 ft. in mithril shirt (6 squares); base speed 30ft.
 Armour Class:           18 (+5 mithril shirt, +3 Dex), touch 13, flat-footed 15
 Base Attack/Grapple:    +2/+2
 Attack:                 MW Rapier +6 melee (1d6/18-20/x2) or MW Dagger +6 melee (1d4/19-20/x2) or
                         MW Dagger +6 ranged (1d4/19-20/x2)
 Full Attack:            MW Rapier +4 melee (1d6/18-20/x2) and MW Dagger +4 melee (1d4/19-20/x2)
 Space/Reach:            5ft./5ft.
 Special Attacks:        Spells.
 Special Qualities:      Spells, Familiar (Alertness, share spells, empathic link)
 Saves:                  For +4(*), Ref +6(*), Will +4     (includes bonuses from cloak of resistance)
                         (*) using familiar's base saves
 Abilities:              Str 10, Dex 16 (+1 @ 4th level), Con 12, Int 15, Wis 8, Cha 14
 Skills:                 Bluff +3, Concentration +7, Diplomacy +3, Gather Information+3, Hide+5, 
                         Knowledge (Local) +8, Listen-1 (+1 if Ink nearby), 
                         Move Silently+5 (+8 if Ink within 1 mile), Perform (Act) +5, 
                         Spellcraft +4, Spot-1 (+1 if Ink nearby), Swim +1, Tumble +5
                         Speak Language (Common), Speak Language (Draconic), Speak Language (Elf)
                         * all cross-class skills accounted for
 Feats:                  Martial Weapon Proficiency (Rapier), Two-Weapon Fighting, Weapon Finese,
                         Spell Mastery: Shield, Displacement (5th level Wizard bonus)
 Environment:            Cities, Metropolitan Areas
 Organisation:           Solitary (1), Team (2-4)
 Challenge Rating:       5
 Alignment:              Chaotic Neutral
 Weapons:                Masterwork Silver Dagger, Masterwork Rapier, Masterwork Dagger x3
 Armour:                 +1 Mithril Shirt
 Goods/Services:         Travellers Outfit x5, Nobles Outfit x2, Bottle of Fine Wine x10, 
                         Inn Stay (good) with Meals (good) x180 days, Familiar Summoning
 Mounts/Gear:            Mule, Pack Saddle, Bit/Bridle, Saddlebags, Stabling x180 days, Feed x180 days
 Equipment:              Signet Ring, Spell Component Pouch, Spellbook, starting (levels 0 and 1), 
                         Spellbook (levels 2 and 3)
 Adventuring Kit:        Backpack, Silk Rope, Bedroll, Winter Blanket, Candle x10, Scoll Case x3, Chalk x3, 
                         Flint and Steel, Ink x2, Inkpen x5, Lantern, bullseye, Mirror (small steel), Oil x4, 
                         Paper x10, Pouch,belt, 
                         Rations (6 days), Sack x2, Waterskin, Whetstone
 Valuables:              1200 gp in assorted currencies including gems and promisary notes.
 Magical Equipment:      +1 Cloak of Resistance, Pearl of Power (1st), Potion of Cure Light Wounds x3,
                         Unguent of Timelessness x6 (1 used on weapons and armour, 1 used on clothing)
                         Spellbooks (spells per day 4/4/3/2): spells typically memorised noted with (*)
                         (0) 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 (*).
                         (1) Disguise Self, Expeditious Retreat, Mage Armour, Magic Weapon (*), Shield (*), 
                             True Strike (*), Unseen Servant (*)
                         (2) Blur (*), Cat's Grace (*), Invisibility, Protection From Arrows,
                         (3) Displacement (*), Heroism (*)

<b>HISTORY</b>
Pedro was born into a small woodsman family. They didn't have a family name, only known as "the Woodcutters" to those who lived nearby,
all they could afford was the roof over their heads and the food on their table. Things were not always like this for Perdo's father,
Antonio. In fact his father was the son of a noble who had turned his back on the family fortune for the love of his life, Serefina.
All that he had brought with him from his previous life were a small collection of books. With these he educated his only son.

Ever since he could remember Pedro dreamed of adventure. He would sit for hours reading books telling the tales of famous heros, their
adventures, conquests, trials and tribulations. When he wasn't reading, he was running through the woods near home with his homemade sword, skewering goblins, beheading orcs, rescuing damsels in distress. When he could he would rope in his friends into his fantasy play. No matter how many bumps, bruises, scrapes, broken bones, concussions or other mixture of injury, Pedro would get up and continue on with
his fairy tales.

And then puberty struck. It didn't come gradually like in most human children. We aren't talking about the physical changes that occur to a man, but a sudden opening of the consciousness. While reading one of his favourite tales he understood the hero's "magic spells" in a way that was not intended by the author. Excitedly he tried out his discovery and promplty froze a rose bush. It wasn't long before his father noticed his son's "accident".

There was no other recourse, Antonio knew what this meant. He also knew that Pedro would be a danger to himself and others if he wasn't school appropriately. Going back to his family on bended knee, Antonio begged them to take in his son and to fund his studies in the
Wizardly arts. It had been 15 years since they had seen their son, and they welcomed him back with open arms. Gone were the bitter words, the anger, the disappointment. Of course they would take in Pedro, and grant him the family name Mondragon.

The Wizard's Guild were most accepting of the young Pedro Mondragon. The Mondragon family had a great history of Wizards. Their name was from the old tongue, meaning "Of Dragons". It seemed as the power of the Dragons ran in the veins of their Wizards. And so began the studies of young Pedro Mondragon.

During his years at the Guild, he excelled at his studies, however he was a headache for his teachers. He had been raised in the woods, away from "civilised" people. They could not stop him performing reckless stunts to impress the female students and teachers alike. He
would run through passages brandishing his old sword, stabbing at imaginary foes. He even convinced other students to "practice" their magics by creating illusions for him to fight, and he even convinced a budding Conjuror to summon a Dire Badger. Needless to say Pedro ended up unconscious for 3 days from the wounds and blood loss.

It was decided by his superiors to channel Pedro's antics and energies away from Illusions and Conjurations. This way he would go around summoning trouble for himself when others refused. An edict was also passed that anyone caught performing unsanctioned conjurings. Pedro, however, had other ideas. He begged and borrowed spell books from friends, learnt what he could from others, and even listened in on older students as they discussed the finer points of magic.

And so after a period of 10 years, Pedro has recently graduated at the age of 21. Upon graduation he received a magical cloak and a magical pearl from his grandfather, family heirlooms passed to new Wizards. His father has given him his finest Mithril Chain Shirt, and
Rapier.

He is an accomplished Wizard, however he has a very flamboyant attitude to life, enjoys melee combat, and is generally mistaken for a young swashbuckler. Standing at 5' 11", he is an athletically built man of 170lbs. His dark green eyes change colour with his mood and lighting, ranging from hazel to black. His lightly tanned skin and shoulder length black hair make him look like anything but a guild trained wizard.

He lives a good life, spending his money freely, enjoying good inn stays when in town, and maintaining a wardrobe of appropriate garb for one of his station. He has no current plans except to visit his father and mother in the woodlands of his birth for a time.

Since leaving the guild, Pedro has summoned a Black Cat familiar which he has nicknamed Ink. When in a tavern, quietly drinking fine red wine, Ink can often be seen curled in his lap, sleeping, or nestled at his feet preening herself.

Like his familiar, Pedro is becoming vain and fastidious about his appearance and cleanliness. He has purchased special oils to protect his possessions, and uses Prestidigitation and Unseen Servants to clean his inn room, clothing, and Mending to repair any tears. All of his "partying" clothing has classic colour insignia of his family crest, and he leaves an Arcane Mark in that insignia as well.

<b>COMBAT</b>
Pedro will generally head into a fight without much forethough. Although intelligent, his lack of wisdom tends to get him into situations he would rather avoid. When he is with friends and other adventurers, they tend to hold him back and make him think out his next move, thus letting his intelligence come to the fore. On his own, however, he is highly unpredictable, especially to himself.

If he has a chance, Pedro will stop to use magic but only to enhance his fighting abilities. He disdains the use of what he calls "flash bang magic".

Pedro suffers from a 10% spell failure rate due to his mithril shirt.

<b>FAMILIAR</b>
All effects of being a familiar have been factored into Ink's statistics already.

Code:
                        "Ink"
                        CAT
                        Tiny Animal
Hit Dice:               1/2 d8 (8hp)   (5 hit dice for effects related to hit dice)
Initiative:             +2
Speed:                  30 ft. (6 squares)
Armor Class:            17 (+2 size, +2 Dex, +3 Natural Armour), touch 14, flat-footed 15
Base Attack/Grapple:    +2/–10
Attack:                 Claw +7 melee (1d2–4)
Full Attack:            2 claws +6 melee (1d2–4) and bite +1 melee (1d3–4)
Space/Reach:            2-1/2 ft./0 ft.
Special Attacks:        —
Special Qualities:      Low-light vision, scent, improved evasion, deliver touch spells, 
                        speak with master.
Saves:                  Fort +2, Ref +4, Will +5 (*)
                        (*) using Pedro's base save
Abilities:              Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7
Skills:                 Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, 
                        Move Silently +8(!), Spot +3
                        (!) using Pedro's skill ranks
Feats:                  Weapon Finesse

<b>COMBAT</b>
Ink prefers to stay out of combat altogether. She is best suited to sneaking around, and preening.

Skills: Ink has a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Ink has a +8 racial bonus on Balance checks. She uses her Dexterity modifier instead of her Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
 

Attachments

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I've got no idea whether I've missed the submission deadline or not. Damn timezones messing with my head...

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Pedro Mondragon - Medium-sized humanoid (Human)
Aristocrat 3, Fighter 2
Str 14
Dex 10
Con 15 (including stat increase at 4th level)
Int 14
Wis 12
Cha 12
Lawful Good
AC: 15 touch 10, flat-footed 15
Attacks: melee +7 adamantine greatclub 1d10+3
Hit points: 10 + 2d8+4 + 2d10+4 (38 hp)
Fortitude +6, Reflex +1, Will +4
Feats: Endurance, Diehard, Power Attack, Improved Sunder, Skill Focus (Knowledge(nobility and royalty))
Skills: Diplomacy +6, Intimidate +5, Knowledge (history) +8, Knowledge (nobility and royalty) +13, Knowledge (military strategy and tactics) +6, Profession (miner) +2, Ride +4, Sense Motive +6
Equipment: Adamantine-sheathed walking staff (counts as greatclub) 3005gp, +1 glamered mithril chain shirt 4950gp, 2x potion of cure light wounds 100gp, 2x potion of shield of faith +2 100gp, Silver holy symbol 25gp, masterwork calligraphers tools 55gp, scroll case + 50 sheets parchment 2gp, 2x alchemical antitoxin 100gp, 3x book 45gp, high quality signet ring 500gp, scholars outfit (free), 138 gold

Pedro Mondragon was once the heir to the Mondragon lands, the hot, rugged territory bordering the southern wastelands. He enjoyed the luxury and all the privileges of a noble lifestyle, until the In-Ammani raiders swept in from the desert in unprecedented numbers and besieged Mondragazzo, the ancient fortress, capital, and home of the Mondragons. As the brutal, two-year siege dragged on, the spoilt, arrogant young blood grew into a man. He dealt with arguments over the dwindling food and water supplies in the place of his frail father Diego, he warily co-operated with Don Ramirro, the royal sorceror and scion of his family's oldest rivals, and he took his turn on the walls, clad in heavy steel for days at a time, sending assaulting In-Ammani tribesmen toppling back down their scaling ladders with crushing greatsword blows.

Yet it was politics, not force of arms, that finally laid Mondragazzo low. Through magical communication, Don Ramirro negotiated the surrender of the fortress on behalf of the far-off king, in exchange for territorial concessions elsewhere. With the Royal Guard contingent leaving, the Mondragons would never have been able to hold out by themselves, and withdrew reluctantly, vowing to return. But the true, secret nature of Don Ramirro's deal soon became apparent. In addition to the fall of the fortress that had so long defied them, the In-Ammani were to be pacified with vengeance upon the people of that fortress. Pedro, Diego, their entire family, and all their closest allies and retainers were quietly drugged and bound, and shipped off to labour in the iron mines of the deep desert.

Pedro later calculated that he was a mine slave for almost four years. Diego, frail and elderly, died early. Many of Mondragazzo's subjects, lacking the physical conditioning that Pedro's noble upbringing had entitled him to, followed their lord into death before a raid by a paladinic order against the mines freed the slaves unexpectedly. The majority of the freed miners, shattered by their experiences, chose to make lives of their own far away from any Mondragons. Pedro was going to join them before Garcia de Mala, a young paladin he had known in his youth, recognised the battered noble and returned to him his father's signet ring, long since given up for lost, recovered from the body of the mine overseer. Not previously a religious man, Pedro took this as a sign that duty still awaited him. Once the paladins had treated his fever, fed him, and healed the worst of the flogging scars that marred his back and the smelter burns on his limbs, he set off on the long trek back to the capital where he had spent so much time as a youth.

Now, Pedro lives in the Royal Court, an heir without an inheritance, a lord without lands. He is effectively penniless since all the treasures of Mondragazzo were plundered by the In-Annami, and gets by on aristocratic charity and a certain amount of board and bond from those nobles who will risk hiring him as a tutor to their children in matters of state. The king recognises him as the lord of the 'lost lands' of Mondragazzo, and gives him sympathy but little else. Pedro still does not know if this cool, unhelpful reception is a sign of royal complicity in the betrayal of the Mondragons or a mere tacit acknowledgement of the power of the Ramirros. While the wizard has not acted directly against him, Pedro has many times been forced to defend himself in seemingly frivolous duels against men of the new type, nobles from the cities and merchant guilds rather than the borderlands, who use rapier and flintlock in preference to sword and armour, who hold money and style above duty and righteousness. Yet even though Pedro's injuries from the mines do not allow him to bear the weight of plate armour, when it becomes necessary he can still swing a heavy walking staff in much the same way he used to wield as a Mondragazzan greatsword. To the amusement of the court gossips and the humiliation of more than a few of the capital's dandies and would-be swashbucklers, the half-crippled schoolteacher has left a trail of shattered rapiers, broken bones and even crushed skulls among the more mercenary young blades of the capital...

Pedro is only 27, but his lined face and halting movements make him look older, especially when combined with the muted, scholarly brown robes he favours. His experiences have developed in him a keen sense of how corrupt and duplicitous that life at court can be, and he holds a hidden, powerful contempt for those nobles who do not live up to his ideals of duty and honour. He measures his words and actions with great caution, wary of provoking either the king or Don Ramirro into noticing him once more. While perhaps one day he will recover from his ordeal sufficiently to seek justice, at the moment he is content to live a peaceful life as a scholar, with the possibility of passing on his ideals to a new generation his most immediate goal.

Pedro is not an adventurer and will rarely seek out combat - in fact, he will avoid it using all the diplomatic wiles that his sense of honour will allow. If forced to fight he will drink a shield of faith potion first, then attempt to sunder the weapons of each of his opponents in turn before attacking them directly. While he will not hesitate to kill if the situation requires it, he is very conscious of the political enemies he might make through killing the spoilt children of the wealthy and powerful, and will often settle for dealing out a humiliating beating and a lesson instead.
 
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Name: Pedro Mondragon, Adventurer Ordinair
Race: Human
Class: Barbarian/Cleric/Fighter/Rogue/Sorcerer
Level: 1/1/1/1/1
Alignment: Neutral Good
Deity: Pelor

Gender: Male
Age: 25
Height: 5’9”
Weight: 181#
Eyes: Green
Hair: Brown

STR 13 (+1)
DEX 13 (+1)
CON 13 (+1)
INT 13 (+1)
WIS 13 (+1)
CHA 12 (+1)

AC 12/11/12
BAB +2
MAB +3
RAB +3
HP 30
Init +5
Speed 40 ft

Fort +7
Ref +3
Will +5

Skills:
Climb +6
Disable Device +6
Handle Animal +6
Heal +5
Intimidate +6
Jump +6
Listen +5
Open Lock +6
Spellcraft +5
Survival +5

Feats: Blind-Fight, Dodge, Improved Initiative, Power Attack

Languages: Common, Orcish

Domains: Healing, Sun
Divine Spells: 3/2+1
Arcane Spells: 5/4
Arcane Spells Known:
0: Acid Splash, Flare, Ray of Frost, Touch of Fatigue
1: Magic Missile, Sleep

Special:
Fast Movement
Rage 1/Day
Turn Undead
Sneak Attack +1d6
Trap Finding
Summon Familiar

Equipment:
Light Mace +1 (2305 gp) 4#
Ring of Protection +1 (2000 gp) -
Handy Haversack (2000 gp) 5#
Wand of Magic Missiles (3rd) (2250 gp) -
Bedroll (1 sp) 5#
Winter Blanket (5 sp) 3#
Block and Tackle (5 gp) 5#
Bucket (5 sp) 2#
10 ft. Chain (30 gp) 2#
Crowbar (2 gp) 5#
Flint & Steel (1 gp) -
Grappling Hook (1 gp) 4#
Hammer (5 sp) 2#
Small Steel Mirror (10 gp) 0.5#
5 Flasks of Oil (5 sp) 5#
20 Pitons (2 gp) 10#
50 ft. Silk Rope (10 gp) 5#
Signal Whistle (8 sp) -
Shovel (2 gp) 8#
Tent (10 gp) 20#
Waterskin (1 gp) 4#
MW Thieves’ Tools (100 gp) 2#
Silver Holy Symbol (25 gp) 1#
Flask of Acid (10 gp) 1#
Flask of Alchemist’s Fire (20 gp) 1#
Vial of Antitoxin (50 gp) -
2 Flasks of Holy Water (50 gp) 2#
Smokestick (20 gp) 0.5#
Sunrod (2 gp) 1#
Tanglefoot Bag (50 gp) 4#
Thunderstone (30 gp) 1#
Tindertwig (1 gp) -
Extra Traveler’s Outfit (1 gp) 5#
1 pp, 4 gp, 1 sp

Background:
With such a name, Pedro Mondragon was due for greatness or so he thought. But with several bouts of bad luck things turned out quite a bit differently. First Pedro tried his hand at being a barbarian, for he had seen many as he grew up with his parents in the gypsy wagon train. When he was but 16 years of age he ran away to join a barbarian tribe. He learned the ways of the outdoors. Only problem is he broke out with a rash if he tried to sleep in the grass like the other barbarians.

So he picked up and moved to a nearby city. Unfortunately they weren’t too keen on a barbarian moving in, so he joined the local church of Pelor. After going through the proper clergy training and graduating, he was out partying with some friends. He ended up in an awkward situation with the mayor’s young daughter and thus had to leave town in a hurry.

There was a small war brewing nearby so he chose to try his skill at battle and learn to fight with weapons and heavy armors. He did well at this endeavor. However, due to a miscalculation on tactics, he caused the death of an entire company of solders.

Again it was time for a change of venue, so he chose to learn the ways of the rogue. Perhaps it was this he was meant to be. He joined a local thieves’ guild and was learning the ropes. However, one of the other rogues in the guild felt that the newcomer was threatening him. So he set Pedro up and Pedro ended up running away from the local militia.

In the next town a kindly old man taught the young man the power within him. He had the gift of magic within. Over the next two years he learned to master his gift. Perhaps he had finally found his true calling.

Pedro was always ill equipped in the past. So he has made sure to have plenty of supplies on hand. He would make up for lack of skill with stuff.
 
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Pedro Mondragon
Half-Elf Ranger 5
Hit Dice: 5d8+10 (36 hp)
Initiative: +7 (+3 Dex, +4 Feats)
Speed: 30 ft.
AC: 19 (+3 Dex, +6 Armor)
Attacks: Gillet (+1 Rapier) +9 Melee, Hudson (+2 Shortsword) +10 Melee/Slashing; or Gillet +7 Melee/Piercing and Hudson +8 Melee
Damage: Gillet 1d6+1 Piercing and Magic, Hudson 1d6+2 Piercing and Magic
Racial Traits: Immune to sleep spells and similar magical effects, +2 Save vs. Enchantment spells or effects, Low-Light Vision, Elven Blood, Favored Class (Ranger)
Class Features: Favored Enemies (Lawful Evil Outiders +4/Chaotic Evil Outsiders +2)
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 11, Dex 16, Con 14, Int 13, Wis 12, Cha 10
Skills: +2 Climb [2 Ranks], +2 Diplomacy [+2 Racial], +2 Gather Information [+2 Racial], +7 Hide [4 Ranks], +2 Jump [2 Ranks], +10 Listen [8 Ranks/+1 Racial], +7 Move Silently [4 Ranks], +10 Search [8 Ranks/+1 Racial], +10 Spot [8 Ranks/+1 Racial], +7 Survival [6 Ranks], Swim
Feats: [Endurance], Improved Initiative, [Two-Weapon Fighting], [Track], Weapon Finesse
Languages: Common, Elven, Celestial

Equipment
Gillet (+1 Rapier) 2320 gp
Hudson (+2 Shortsword) 2310 gp
Sparked Shirt (+2 Chain Shirt) 4250 gp
Longbow 75 gp



Background
"It's time to question all these things I've been doing for so long, so incredibly long. I would mention, but the need within me is so strong..."

"For so long... I know that the answer is beside me, as I have believed from the start. Despite all of this aching feeling, I just can't let this all fall apart. As I look to your eyes, it's more than looking at myself through someone else, like no-one else. All this pain and hatred, never knowing from whence it came. Playing this game, it's always the same. Theres one thing I could ask you, that you should always remain true. Even if I'm gone you'll still remember, it's just hard when theres nothing left, when everything is outside the light."

"How could you think I could love somebody new? Someone like you?"

-Pedro Mondragon, to Rachel Tororian



In days past, Pedro Mondragon was not who appears before you now. He was a nobleman, a warrior, and an aristocrat (humble minion's entry). The Pedro you see now is the second in his family line, son of his infamous father and the lady Ataleaf. His life, in his first days, was full of kindness and sugar coating. For the longest time he believed his father to be of the most respectable nature, his mother to be of the kindest. He was coddled and protected as a child, more-so than any of his peers.

That is, until he fell in love. Pedro, with the vigor of youth, found his heart lost upon the daughter of a pair of local hedge wizards. The young girls was equal in intellect to her two parents, and even more kind and caring than anyone Pedro had known. Pedro first encountered young Constantine under the guise of a costume. She was to be the spring festivals flower maiden, to bear the signs of the coming of the first planting season. She was paraded about the town circle, catching Pedro's eyes and he to hers. To put it rather bluntly, they were drawn together.

Love can be very short lived, but this one would have lasted. It "would" have lasted at least a day longer, had Constantine not invited Pedro to that accursed place. The caverns near the crypt of the hero Sanctus Punitor, the crypt where the great high-elf paladin destroyed a great evil, was to be their meeting place. It is here that a single wretched demon, a corrupt and vile little imp had been hiding. The Imp felt the powers of the evil that had at one time lived in these catacombs, and made it's life comfortable by whatever manners that demons make life comfortable.

Constantine, having been drawn to this place by a "voice" she had been dreaming of, wished to bring her prized protector with her. Pedro, having no concept of what was really living in this hole made no special preperations for his journey other than bringing his father's short-sword hudson with him. With Hudson in tow, Pedro followed closely behind his love. Too closely as it were, for when the Imp made it's presense known, it stood between the two lovers. Pedro, quick of action but not competent with his weapon, stabbed towards the Imp after it's suttle threats of words enraged the boy. The Imp nimbly moved past the blade, Constantine taking half of the strength of the blow to her back. She was wounded, but not mortally.

The Imp, however, was too much for young Pedro to deal with, it dodged his attacks for an infinite seeming time, until the young boy tired. Fatigued by his constant efforts, he attempted to grab his love and flee the cavern, but was foolhardy in doing so. The Imp, playing with the children at first, had poisoned the girl with his stinger, ever so subtley during the fight. Pedro, bearly able to walk the distance back to town himself, collapsed with his love in tow. She died right there. Pedro, in turn, took it upon himself to become a righteous champion of demon hunting.



It is now much later in the tale of Pedro Mondragon II, and he has fallen in love again. Fallen in love with a woman not entirely unlike Constantine. She is beutiful, yes, and quite intelligent. She is respectable, by certain standards, but deep within Pedro cannot understand why he has such feelings for this woman. She is born of a Fiendish mating. Half-Demon, born of a Succubus and a hated sorcerer, she is the most awkward match for young Pedro.

After many years of experience as a Demon Hunter, having trained in a manner not completely unlike the legendary Paladin, he has found himself at the most awkward disjunction of his life. The woman looks almost identical to his prior love Constantine, only more boldly beautiful and less homely. She represents a dark desire within himself, something that he cannot fully understand just yet. He fancies that perhaps she is Constantine, she doesn't seem to deny that. Should he love this woman, this awkward mix of caring and malcontent, or should he forsake his path of martyrdom as a Demon Hunter? He writes a poem to himself, and casts it to the wind, in hopes that the answer will come to him before he must inevitably complete the task given to him by his most holy charge...

(I really wanted to use This stat-block and a similar story, but couldn't for this contest.)
 
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Pedro Mondragon; Mojh; Mojh 3/Champion 2; CR 5; Medium-sized; HD 3d8+2d10+5 (29hp); Init +1; Speed 40'; AC 26 (+1 Dex, +3 natural, +10 armor, +2 shield), touch 11, flat-footed 25; BAB +4; Grapple +7; Single Atk +8 melee (1d8+4, 19-20/x2); Full Atk +8 melee (1d8+4, 19-20/x2); Face/Reach 5'x5'/5'; SA breath weapon (cone of fire 30' long, 5d6, Ref DC 14 for 1/2); SQ call shield, can use any spell-completion or spell-trigger magic item involving a spell with the tainted descriptor, darkvision (60'); SV Fort +5, Ref +3, Will +7; Str 16, Dex 12, Con 12, Int 14, Wis 12, Cha 8

Languages: Common, draconic, giant, litorian

Skills and Feats: Balance +7 (4), craft (trapmaking) +7 (5), forgery +2 (0), intimidate +4 (5), knowledge (history) +7 (5), knowledge (magic) +6 (4), knowledge (runes) +8 (4), spot +6 (5); Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium, Fleet of Foot, Light Sleeper, Power Attack, Sense the Unseen, Weapon Proficiency (martial weapons), Weapon Proficiency (simple weapons)

Innate magical abilities: at will - detect magic, 1/day - cloak of darkness

Cause: Darkness

Possessions: +1 plate armor, long shield, +1 longsword


Pedro was raised among a small enclave of humans and mojh, a group that focused on bringing back the rein of the dramojh. Ideas of conquest were given to him, of destruction, torment of the weak...all that was dark and unwholesome. Pedro championed this dark cause, and focused all of his energies on seeking to reinstate the dramojh and throw down the giants. He underwent full mojh transformation in his early 20s.

He focuses his energy in discovering the ancient tomes about the dramojh, trying to determine where they may have gone into hiding, as he doesn't believe that they were complete eradicated...as the giants claim.

edit: OGC sources: AU by Malhavoc and the RSRD
 
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Pedro Mondragon
Human Paladin 4 / Expert 1

Str 14
Dex 10
Con 12
Int 11
Wis 13
Cha 16 (Stat Increase at 4th level)
Lawful Good
AC: 18, Touch 10, Flatfooted 16
Attacks: Melee Justice +7 1d8 +3 +1d6 vs Evil Opponents
Hit Points: 6 + 4d10 +5 (33 HP)
Saves: Fortitude +8, Reflex +4, Will +9
Feats: (3) Iron Will, Neogitator, Salute of Honor (Call of Duty - Chainmail Bikini Games)
Skills:Appraise +4, Craft (Cobbler) +4, Craft (Leatherworker) +4, Diplomacy +13, Gather Information +5, Handle Animal +5, Knowledge (Local) +2, Ride +4, Sense Motive +9, Survival +3, Swim +4
Class skills for Expert - Appraise, Craft(Cobbler), Craft (Leatherworker), Diplomacy, Gather Information, Handle Animal, Knowledge (Local), Sense Motive, Survival, Swim
Equipment: Justice (+1 Righteous LongSword), Banded Mail, Heavy Steel Shield, Symbol of the Dragon (Silver Holy Symbol), Light Warhorse, military saddle, Saddlebags, 2 potions of Cure Light Wounds, 1 potion of Shield of Faith, 381 gp

Background: As long as Pedro can remember, he had the dreams. The dreams in which a scaly creature would call to him and beckon him to leave his home and family and hold a sword in his hands. The dreams always scared young Pedro, so he ignored them and concentrated on learning his father's trade, leatherworking. While he wasn't as clever as his father, he applied himself diligently and learned his skills well. He was also an astute negotiator and would drive a hard bargain with the leather traders. It was clear to the other merchants in town that Pedro would someday be a valuable member of the community and they would encourage their sons and daughters to watch the way Pedro handled people. As adolescene passed into adulthood, it became easier to ignore the dreams. He would not take up a sword. Such things were the ways of brigands, or soldiers. And in his land, there was hardly any difference between the two, though the Duke's soldiers only harassed honest folk when there was nobody else around to witness the act. Pedro was learning his fathers trade and had recently struck up a relationship with the daughter of a farmer. They were soon to be married. Pedro's future was looking bright.

Alas, it was not to be. The Duke fell sick in the middle of the winter. It was not such an unusual occurance that year. Many people in town had already fallen victim to the illness, including Pedro's mother. When Pedro's mother died, his father began to wither and lose interest in life. Before the end of the winter, nearly a fifth of the town had died, including the Duke.

While the Duke's son claimed lordship, Pedro appealed to the merchants in the town to continue his father's business. Recognizing his skills and his leadership qualities, they were happy to give him permission to continue the family trade. By mid-spring, Pedro had resumed business and his new bride shared the small house that Pedro had grown up in.

By summer, the Duke's soldiers were harassing honest merchants and the Duke was demanding higher taxes. Pedro, always sure of himself, headed up the meeting of the merchants with the Duke himself. The Duke took an immediate dislike to Pedro, but he was also very interested in Pedro's wife.

By fall, Pedro's world had come tumbling down. His shop had mysteriously burned down and the Duke's tax collectors had records showing that Pedro's father was well behind on his taxes. The Duke graciously summoned Pedro's wife to the keep so that she would be sheltered for the coming winter. As the summons was presented by the Duke's soldiers, she hardly had the opportunity to protest. Pedro was doing menial labor in the fields, and catching what game he could in the evening, so he did not know of his wife's summons until late in the evening, when it was already too late. Pedro would show up each day asking to see her, only to be driven from the gates. As the first snows fell, word reached his ears that she had suffered an accident and died the night before. The Duke himself had been found at her side trying offer assistance.

Pedro is not a clever man, but he understood the implication clearly enough. In despair, he turned to the bottle. Cheap wine and bad ale, whenever he could get it. Then the dreams returned. Pedro resisted the call to the sword as best he could. By midwinter, he was living out of a nearby cave, and had developed a cough and sores. The soldiers drove him out of the Duke's lands and the Duke was sure he would never hear from Pedro again.

That night, as the snow fell, the dreams beckoned him. Finally giving in, Pedro picked up a log and waited for the next traveller to come down the road. As he jumped out from behind a tree, the armor suited figure looked at him, and smiled. "There you are, I have been looking for you." The man dismounted, walked up to Pedro, and laid his hands on his shoulders. Pedro could feel the tingling of magic pass into his body. The cough receded and the sores no longer hurt. Clearly emblazoned on the man's chest was the symbol of a silver dragon. The man lifted Pedro onto his horse, offered him rations, and the two disappeared into the night.

A year later, the Duke was surprised to face a Paladin of the Dragon in his courtyard. Pedro Mondragon saluted the Duke and offered him the chance to recant his tyranny, or to face justice. From across the courtyard, the runes for justice could be clearly seen etched into the longsword that Pedro held in his hand.

OGC: Call of Duty - Chainmail Bikini Games (Salute of Honor & Righteous weapon property)
 
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Pedro Mondragon, male halfling Rog5: CR 5; Small Humanoid (2 ft. 5 in. tall); HD 5d6+5; hp 25; Init +3; Spd 20 ft.; AC 18 (+1 size, +4 armor, +3 Dex), touch 14, flat-footed 15; Base Atk +4; Grp +4; Atk +8 melee (1d4+1/crit 18-20, +1 small rapier); SQ evasion, sneak attack +3d6, uncanny dodge; AL N; SV Fort +3, Ref +8, Will +4; Str 10, Dex 16, Con 12, Int 8, Wis 14, Cha 16;

Skills: Bluff(8) +14, Diplomacy(8) +21, Disguise (8) +14 (+16 acting), Forgery(8) +7, Sense Motive(8) +10, Sleight of Hand (8) +13, Use Magical Devise(8) +14.

Feats: Skill Focus (Diplomacy), Weapon Finesse

Possessions: circulet of persuasion, +1 small rapier, +1 studded leather, potion of glibness, wand of expeditious retreat, disguise kit.

Pedro hangs out at local taverns always looking to make a quick bit of coin. He is very charismatic and persuasive...and not just because of his circulet! He will often sell fake treasure maps to adventuring fools easily convincing them they are real. And if they come back to find him, well he can also use his wand to run away! He'll then don a disguise and go to find another target.

Pedro's best tactic in a fight is to run away. He's a complete spineless coward. He usually will pick pockets, lie, cheat, and generally do everything to further his wealth. But he isn't cruel and won't hurt anybody if he can avoid it.
 

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