Deuce Traveler's Last Stand of the Dorinthians

Thanks for the interest, gentlemen. I do need another front line character and also a healer, so this will work out well.

Solos, what hafrogman said is correct, in that you roll at home and just add up the six attributes, which should not exceed 75 points. Feel free to roll as much as you want until you find decent enough stats. Read a few posts before this one to find more info, but the starting gold is 2,700 and xp is 5,250. I think we can introduce you as an adventurer who wants to help out the Dorinthian cause to show his appreciation for what the heroes have done, unless you have a different character concept.

Hafrogman, I like the idea of the deserter. If the Imperials leave, perhaps he can sneak out from the lines and be captured by the dwarves in order to tell his story. Or perhaps if the negotiations go well, he can be an Imperial officer that realizes if he goes back to the Empire his life might be forfeit because of intrigues being conducted against him in his homeland.
 

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Deuce Traveler said:
Definitely could use one. :) What did you have in mind?

An Human Ranger1/Rogue2 perhaps. A former scout for the army, deserting after a lost battle only to find he had nowhere left to run. Something like that.
 


Nephtys said:
An Human Ranger1/Rogue2 perhaps. A former scout for the army, deserting after a lost battle only to find he had nowhere left to run. Something like that.

That sounds good to me, but he doesn't have to be a deserter. The party is trying to rescue a group of Dorinthian refugees from the besieged dwarven kingdom. We could say that you're character helped lead the refugees to the safety of the mountain tunnels, and shortly you'll meet the party once they lift the Imperials' siege.
 

Deuce Traveler said:
That sounds good to me, but he doesn't have to be a deserter. The party is trying to rescue a group of Dorinthian refugees from the besieged dwarven kingdom. We could say that you're character helped lead the refugees to the safety of the mountain tunnels, and shortly you'll meet the party once they lift the Imperials' siege.

That would work, his past could still be a bit ambuguous, though. But he's trying to make things right.

Maybe he (and some dwarven allies) could attack the siegers from the inside once they are distracted by the party.

I think I'll drop the Ranger level for another level of Rogue, but the same concent still applies.
 
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Nephtys said:
That would work, his past could still be a bit ambuguous, though. But he's trying to make things right.

Maybe he (and some dwarven allies) could attack the siegers from the inside once they are distracted by the party.

I think I'll drop the Ranger level for another level of Rogue, but the same concent still applies.

A mixed army of dwarves and a few select Dorinthian militia are currently heading out to meet the oncoming company of Imperials. In the center, the party is currently fighting it out with a small group of adventurers led by an evil necromancer/priest.

If you want, we can say you are with the militia.
 

Ready for play (almost)


Barok Hume

Human
Rogue3

HP: 6+2d6+6
Movement: 30ft

Str: 14/+2
Dex: 18/+4
Con: 14/+2
Int: 10/+0
Wis: 10/+0
Cha: 9/+0

Feats (1,1,3)

Combat Expertise
Improved Trip
Two Weapon Fighting

Skillpoints: 54 (9x4+9x2)
Skills

Bluff (Cha)............ 5 (6-1)
Disable Device (Int)... 6
Hide (Dex)............ 10 (6+4)
Listen (Wis)........... 6
Move Silently (Dex)... 10 (6+4)
Open Lock (Dex)....... 10 (6+4)
Search (Int)........... 6
Spot (Wis)............. 6
Tumble (Dex).......... 10 (6+4)

Languages: Common

Saves:
Fort: +3 (1+2)
Ref: +8 (4+4)
Will: +1 (1+0)

AC: 18 (10+4(dex)+4(armor))
FF: 14
T: 14

Bab: +2
Attack: Masterwork Rapier +5 (1d6+2)
Full Attack: Masterwork Rapier +3 (1d6+2 18-20x2) and Masterword Dagger +3 (1d4+1 19-20x2)

Special Attack:
Trip: +6 and aoo against enemy if successful.

Class Abilities:

Sneak attack +2d6,
Trapfinding
Evasion
trap sense +1


Equipment:

MW Dagger 302 gp 1d3 1d4 19-20/×2 10 ft. 1 lb. Piercing or slashing
MW Rapier 320 gp 1d4 1d6 18-20/×2 — 2 lb. Piercing

Chain Shirt (+4 AC, Max Dex 4) (100gp, 25lb)

Light Crossbow +6 (1d6, 19-20/x2, 80 ft.) (35gp, 2lb)

Mundane equipment
-Adventurer’s Outfit (gp, -lb)
-Sundark Goggles (10gp, -lb)
-Masterwork Thieves’ Tools (100gp, 2lb)
-Bolts (40) (4gp, 2lb)
-Backpack (2gp, .5lb)
-Trail Rations, 4 days (2gp, 1lb)
-Waterskin (1gp, 1lb)

total spent: 876 gp, remaining ?

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