Dim Darknight's Temple of Elemental Evil PCs


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Lenwë Telrúnya, Elven Cleric of Olidammara

Lenwë Telrúnya
Male Elven Cleric 2
Chaotic Neutral
Diety: Olidammara
Representing Juggernaut
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Abilities:
Strength 10 (-) ; Dexterity 18 (+4) ; Constitution 12 (+1)
Intelligence 12 (+1) ; Wisdom 15 (+2) ; Charisma 18 (+4)
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Apperance:
Size: Medium ; Height: 5' 2" ; Weight: 121 lb
Skin: Pale blue ; Eyes: Deep green ; Hair: Long and Black
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Total Hit Points: 18

Speed: 30 feet

Armor Class: 17 = 10 +3 [studded leather] +4 [dexterity]
Touch AC: 14 ; Flat-footed: 13
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Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +4 = 3 [base] +1 [constitution]
Reflex save: +4 = 0 [base] +4 [dexterity]
Will save: +5 = 3 [base] +2 [wisdom]

Attack (handheld): +1 = 1 [base]
Attack (unarmed): +1 = 1 [base]
Attack (missile): +5 = 1 [base] +4 [dexterity]
Grapple check: +1 = 1 [base]
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Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.
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Languages: Common, Elven, Draconic
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Rapier [1d6, crit 18-20/x2, 3 lb., piercing]

Longbow [1d8, crit x3, range inc 100 ft., 3 lb, piercing]]

Studded Leather armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

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Feats: Combat Casting


Skills:
Appraise Int +1
Balance Dex* +4
Bluff Cha +7 = 3 [ranks] +4 [cha]
Climb Str* 0
Concentration Con +8 = 3 [ranks] +1 [con] +4 [combat casting]
Decipher Script Int +1
Diplomacy Cha +4
Disguise Cha +4
Escape Artist Dex* +4
Gather Information Cha +4
Heal Wis +2
Hide Dex* +7 = 3[ranks] +4 [dex]
Intimidate Cha +4
Jump Str* 0
Knowledge (religon) +4 = 3 [ranks] +1 [int]
Listen Wis +4 = +2[wis] +2 [elf]
Move Silently Dex* +4
Ride Dex +4
Search Int +3 = +1[int] +2 [elf]
Sense Motive Wis +2
Spellcraft Int +4 = 3 [ranks] +1[int]
Spot Wis +4 = +2[wis] +2 [Elf]
Swim Str**
Tumble Dex* +4

* = check penalty for wearing armor

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Orisons: 4

Create Water
Light
Detect Poison
Read Magic



First-level Cleric spells: (3+1) per day

Magic Weapon
Shield of Faith
Doom
Change Self (Trickery Domain)

******
Domains and Abilities:
LUCK: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it is worse.

1 Entropic Shield
2 Aid
3 Protection from Elements
4 Freedom of Movement
5 Break Enchantment
6 Mislead
7 Spell Turning
8 Holy Aura
9 Miracle

TRICKERY: Bluff, Disguise, and Hide are class skills.

1 Change Self
2 Invisibility
3 Nondetection
4 Confusion
5 False Vision
6 Mislead
7 Screen
8 Polymorph any Object
9 Time Stop
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Lenwë Telrúnya's Equipment:
Cleric's Vestments (6 lb.)
Longbow Arrows (quiver of 20) (3 lb.)
Backpack (2 lb.)
Holy Symbol, Wooden (0 lb.)
Candle (0 lb.)
Ink vial (0 lb.)
Ink pen (0 lb.)
Parchment sheets x5 (0 lb.)
Sack - (0.5 lb.)
Total weight: 31.5 lb Weapons / Armor / Shield (from above)

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Wealth - 61 silver
 

Egoz Quickhands

Code:
[B][COLOR=Green]Egoz Quickhands [/COLOR] [/B] 
Male Halfling Spellthief 2
Neutral Good
Diety: Olidammara
Representing Roy - Strahd
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[B]Abilities:[/B]
Strength 8 (-1) ; Dexterity 18 (+4) ; Constitution 12 (+1) 
Intelligence 15 (+2)  ; Wisdom 14 (+2) ; Charisma 18 (+4) 
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[B]Apperance:[/B]
Size: Small ; Height: 3' 0" ; Weight: 33 lb 
Skin: Light ; Eyes: Green ; Hair: Red 
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Total Hit Points: 11

Speed: 20 feet

Armor Class: 17 = 10 +2 [leather] +4 [dexterity] +1 [small] 
Touch AC: 15 ; Flat-footed: 13
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Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative]  
Fortitude save: +2 = 0 [base] +1 [constitution] +1 [halfling]  
Reflex save: +5 = 0 [base] +4 [dexterity] +1 [halfling]  
Will save: +6 = 3 [base] +2 [wisdom] +1 [halfling] 
 
Attack (handheld): +1 = 1 [base] -1 [strength] +1 [small]  
Attack (unarmed): +1 = 1 [base] -1 [strength] +1 [small]  
Attack (missile): +6 = 1 [base] +4 [dexterity] +1 [small]  
Grapple check: -4 = 1 [base] -1 [strength] -4 [small]  
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Light load: 20 lb. or less
Medium load: 20-40 lb.
Heavy load: 41-60 lb.
Lift over head: 60 lb.
Lift off ground: 120 lb.
Push or drag: 300 lb.
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[B]Languages:[/B] Common Gnome Goblin Halfling  
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Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]

Light Crossbow [1d6, crit 19-20/x2, range inc 80 ft., 2 lb, piercing]]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 7.5 lb.] 

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[B]Feats:[/B]
Improved Initiative  

[B]Skills:[/B]
Appraise Int 4 =  +2 +2  
Balance Dex* 4 =  +4   
Bluff Cha 7 =  +4 +3  
Climb Str* 1 =  -1  +2 [halfling]  
Concentration Con 4 =  +1 +3  
Decipher Script Int 5 =  +2 +3  
Diplomacy Cha 4 =  +4   
Disable Device Int 4 =  +2 +2  
Disguise Cha 4 =  +4   
Escape Artist Dex* 6 =  +4 +2  
Forgery Int 2 =  +2   
Gather Information Cha 6 =  +4 +2  
Heal Wis 2 =  +2   
Hide Dex* 9 =  +4 +1 +4 [small]  
Intimidate Cha 4 =  +4   
Jump Str* -5 =  -1  +2 [halfling] -6 [speed 20]  
Knowledge (history of the viscounty) Int 3 =  +2 +1  
Knowledge (local Verbobonc and the area) Int 3 =  +2 +1  
Listen Wis 6 =  +2 +2 +2 [halfling]  
Move Silently Dex* 8 =  +4 +2 +2 [halfling]  
Open Lock Dex 8 =  +4 +4  
Ride Dex 4 =  +4   
Search Int 6 =  +2 +4  
Sense Motive Wis 2 =  +2   
Spellcraft Int 4 =  +2 +2  
Spot Wis 2 =  +2   
Survival Wis 2 =  +2   
Swim Str** -1 =  -1   
Tumble Dex* 7 =  +4 +3  
Use Rope Dex 5 =  +4 +1  

* = check penalty for wearing armor

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First-level Spellthief spells: 1 (0+1) per day



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Halfling stats:
[sblock]
+2 dexterity / -2 strength (already included)
Small (combat bonuses, +4 to hide already included)
+2 racial bonus on climb, jump, move silently
+1 racial bonus on all saving throws (already included)
+2 morale bonus on saves vs. fear (stacks with racial bonus)
+1 to hit with thrown weapons and slings
+2 racial bonus on listen checks (already included)
[/sblock]
Spellthief stats:
[sblock]
Core class from "Complete Adventurer"
Level 1: Sneak attack +1d6; steal spell (0 or 1st), trapfinding
Level 2: Detect magic spellgrace +1, steal spell effect
Level 3: Steal energy resistance 10
Level 4: Steal spell (2nd)
Level 5: Sneak attack +2d6, steal spell-like ability
Level 6: Steal spell (3rd)
Level 7: Absorb spell
Level 8: Steal spell (4th)
Level 9: Arcane sight, sneak attack +3d6
Level 10: Steal spell (5th)
Level 11: Spellgrace +2, steal energy resistance 20
Level 12: Steal spell (6th)
Level 13: Discover spells, sneak attack +4d6
Level 14: Steal spell (7th)
Level 15: Steal spell resistance
Level 16: Steal spell (8th)
Level 17: Sneak attack +5d6
Level 18: Steal spell (9th)
Level 19: Steal energy resistance 30
Level 20: Absorb spell (immediate casting), spellgrace +3
[/sblock]
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[B]Egoz Quickhands's Equipment:[/B]
Crossbow bolts (quiver of 10) x2 (2 lb.) - On me
Backpack (2 lb.) - On me
small sized Bedroll (2.5 lb.) - chest
Bell (0 lb.) - Chest
Caltrops (2 lb.) - In backpack
Candle (0 lb.)
Crowbar (5 lb.) - Chest
Grappling hook (4 lb.) - chest
Ink vial (0 lb.)
Ink pen (0 lb.)
Mirror (0.5 lb.) - chest
Lock (good) - (1 lb.) - On chest
Parchment sheets x5 (0 lb.)
Rope (50', hempen) x1 (10 lb.) - chest
Rope (50', silk) x1 (5 lb.) - chest
Sacks x1 - (0.5 lb.) - In back pack
Sealing wax (1 lb.) - chest
Sewing needle (0 lb.) - backpack
Soap (0 lb.) - chest
Torches x3 (3 lb.) - 1 in Backpack, 2 in chest
Thieves' tools (1 lb.) - On me.
[U]Total weight:[/U] 44 lb Weapons / Armor / Shield (from above)
[U]Total weight on Egoz:[/U] 19.5 lb (Light load)

Remark: Egoz is not carrying all the equipment, some of that he leave in his room at the Inn.
He uses the good lock for keeping the chest closed.
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Wealth - 20 silver

Egoz quickhands born in Highfolk to a big family, they trade in Antiques
And moved from place to place, when he was quite grown up he stayed in Verbobonc and his family continued to Veluna. Most of his life he grew in Verbobonc, learning the history of the place and there were enough places in the area to hunt for treasures and magic stuff for trading.
He especially loved to go adventuring in the Gnarly forest and the Kron hills.
But he didn't delve too much inside those places, for a little Halfling this places was dangerous to travel alone.
Now he is staying in the Inn of the welcome wench, waiting for opportunity to adventure again.
Ocaasionaly he goes to the small Olidammara shrine outside town to pray for luck,there he met other worshiping folks that stay in this small village.
 

Lysienne Rainthir
Human Female
Bard 2
Alignment: Chaotic Neutral
Deity: Olidammara

12 Strength (+1)
15 Dexterity (+2)
14 Constitution (+2)
16 Intelligence (+3)
10 Wisdom (+0)
18 Charisma (+4)

Initiative: +2
Speed: 30’

BAB: +1
Grapple: +2

Melee Attack Bonus: +2
Damage: 1d6+1
AC: 16 (+2 Dex, +4 Armour), touch 12, flat-footed 14

Ranged Attack Bonus: +3 (Range 60’ x10)
Damage: 1d6
AC: 16 (+2 Dex, +4 Armour), touch 12, flat-footed 14

Hit Points: 14
Fortitude Saves: +2
Reflex Saves: +5
Will Saves: +6

Feats:
Bard Weapon Proficiency
Light Armour Proficiency
Shield Proficiency
Force of Personality
Skill Focus: Perform (Sing)

Abilities:
Bardic Knowledge (+7)
Bardic Music (2/day)
-Countersong
-Fascinate
-Inspire Courage (+1)

Skills:
+9 Bluff [5]+4 (Cha)
+7 Concentration [5]+2 (Con)
+8 Diplomacy [4]+4 (Cha)
+9 Gather Information [5]+4 (Cha)
+8 Knowledge (Arcana) [5]+3 (Int)
+8 Knowledge (History) [5]+3 (Int)
+12 Perform (Sing) [5]+7 (Cha, Skill Focus)
+5 Sleight of Hand [5]+0 (Dex, Armour Check Penalty)
+5 Spellcraft [2]+3 (Int)
+4 Tumble [4]+0 (Dex, Armour Check Penalty)
+9 Use Magic Device [5]+4 (Cha)

Spells:
Level 0: (3/day, DC 14)
Daze
Ghost Sound
Mage Hand
Message
Prestidigitation

Level 1: (1/day, DC 15)
Grease
Silent Image

Equipment:
Rapier (1d6, 18-20/x2)
Chain Shirt (+4 AC, +4 Max Dex Bonus, -2 Check Penalty)
Shortbow (1d6, 60’ x10 range)
40x Arrows (6 lbs)
Backpack (2 lbs)
-Ink
-Inkpen
-20x paper
-Oil (3 flasks)
-Bullseye Lantern
-5x Tindertwig
-Bottle of Wine
Belt Pouch
-6 cp

Languages: Common, Dwarven, Elven, Goblin

Description:
Lysienne is a devastatingly beautiful young woman. She stands about five feet tall and has a slim, elegant figure that is accentuated by her fluid movements and the expensively tailored dresses she is accustomed to wear. Her auburn hair cascades down to the middle of her back, slightly curled, and her bright green eyes shine out like emeralds, sparkling with frank interest and humour. There is something slightly feline about her movement and demeanour.

Background:
Lysienne was born, the younger by three minutes, of twin daughters to a noble family in the city of Greyhawk. The Rainthir’s were not major players in the city’s politics, but they were an old family and quite wealthy enough to provide their children with all the luxuries money could buy. Lysienne was provided with a fine education for a young lady, demonstrating a quick and adaptable mind that took quickly to all her lessons but showing a particular flair for song. At every turn, though, she found herself in competition with her sister Feanne. The two never did get on, and from an early age they vied with each other for attention and praise. The competition only intensified when the two became old enough to enter society circles for the first time. Both took adroitly to this new arena of battle, and as they grew up and the stakes raised the tension between them only grew.

In the meantime, Lysienne was growing tired of her lifestyle, constricted as it was to such a claustrophobically small social set. She longed to branch out and experience what life had to offer, and eventually she did. She began sneaking away at night, to the taverns and gambling houses. She was hardly the first noble to ‘slum it’, but to her it was all new and exciting. The vibrancy, the life, the noise and the colour and the stink of the places intoxicated her, and it wasn’t long before simply observing wasn’t enough for her. She began to immerse herself in the culture whenever she could, dancing with strange, unshaven men and drinking the watered down ale and strong spirits that they bought for her. Sometimes she’d even climb on a table and sing whatever popular songs she’d picked up, and go home tired, happy, and laden with coin she had no use for except to exult in having won it for herself.

One night she heard that Feanne had fallen seriously ill, and could not attend some function or another that she’d been invited to (many of the city’s nobles having already realised that it was best to invite only one of the Rainthir sisters to any given event). She seemed distraught, wanting desperately to go to the affair. Lysienne couldn’t resist the temptation. She diverted the servant who had been sent to deliver word to the hosts (a quick flutter of her eyelashes and the fool couldn’t remember his name, let alone object when she told him that he was to disregard previous orders and was free to go home early), and then she put on one of her sister’s dresses and went herself.

At first everything was fine – the normal tedium of high society alleviated by the frisson of excitement that came from her deception. Things took a strange turn though when a man she did not know – well-dressed, poised, exceptionally handsome – brushed past her in the crowd and, as if by accident, nudged her a little and nearly spilt her drink. As he solicitously apologised and made sure she was alright he made eye contact and, as attention turned from him, asked in a whisper “we can go ahead?” Numbly, she nodded, not wishing to expose her deception. “Meet in the outer courtyard in five minutes then.” Again she nodded.

Her mind raced with possibilities, but she settled on one quickly enough – it must, of course, be some romantic tryst of her sisters that she had kept hidden from the rest of the family. Not so very unusual – Gods knew she hid enough herself. She considered breaking off the act and going home, but she couldn’t resist the challenge of maintaining her act under these circumstances. She went to meet the man.

She didn’t get what she expected.

The man wasn’t there when she arrived in the courtyard. She stood by a small ornamental fountain, waiting, and a few moments later four figures appeared, walking sedately through the courtyard. She realised swiftly that it was her host – Lord Nethal, a prominent political figure in the city – and three others with him. She nodded politely as they passed. And then she realised that the man to her host’s left was the same one that she had been waiting to meet. He made no eye contact as he passed her. Then suddenly, shockingly, he drew a dagger from his cloak and in one smooth motion plunged it into Nethal’s neck. The other two men both drew their own daggers and made sure of the lord’s death, and then the three of them dropped their weapons and ran, the man she had spoken to before stopping ever so briefly to make eye contact with Lysienne and murmur “you know what to do.”

Of course, he was wrong. She had no idea what to do. The watch took her in, and trying to save herself she told them the whole story – the only result of which was to induce them to bring Feanne in as well. The evidence against Feanne was strong once they had caught and questioned the assassins, and she was tried and hanged while Lysianne languished in her cell, awaiting judgement for her part in the tangled affair. But judgement never came. In its place came an elf named Lenwë, who arrived in the prison with the aim of breaking out Lysianne’s cellmate, a thief with strong ties to the Olidammaran church. He was a warm blooded male, and as such Lysianne didn’t find it much of a challenge to convince him of her innocence and worthiness to be a part of the escape effort. She took shelter with him for a time, and when he left the city she went with him, seeing nothing to tie her there any longer.
 

Halbrom Starforge
Male Dwarf Wizard 2
Experience Points (required): 1,000 (3,000 for 3rd level)
Alignment: Neutral
Deity: Boccob, with lip service to Olidammara

Height: 4’4”
Weight: 179lbs
Eyes: Steel-grey
Hair: Black
Skin: Deep Tan
Age: 58

Strength 10 (+0) [10 base]
Dexterity 16 (+3) [16 base]
Constitution 17 (+3) [15 base, +2 racial]
Intelligence 18 (+4) [18 base]
Wisdom 14 (+2) [14 base]
Charisma 10 (+0) [12 base, -2 racial]

Class and Racial Abilities
+2 Con, -2 Cha; Medium humanoid (dwarf); Base speed 20 feet; Darkvision 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: dwarven waraxes and dwarven urgroshes as martial 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; +2 racial bonus on saving throws 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; +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.

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail; Summon Familiar; Scribe Scroll (bonus feat).

Armour Class: 13 (10 base, +3 Dex) [touch 13, flat-footed 10]
+4 dodge bonus to Armor Class against monsters of the giant type
Armour Check Penalty: 0
Arcane Spell Failure: 0%
Hit Dice: 2d4+6 (4,3)
Hit Points: 13
Initiative: +3 (+3 Dex)
Speed: 20 feet

Base Attack Bonus/Grapple: +1 / +1

Weapons
+1 melee [1d4; 19-20/x2; piercing or slashing; dagger]
+1 melee [1d6; 20/x2; bludgeoning; club]
+4 ranged [1d8; 19-20/x2; 80 feet; piercing; light crossbow]

+1 racial bonus on attack rolls against orcs and goblinoids

Saves
Fortitude +3 [0 base, +3 Con]
Reflex +3 [0 base, +3 Dex]
Will +5 [3 base, +2 Wis]

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

Skills (30 points; max ranks: 5)
Appraise +8 or +10 (stone or metal items) [1 rank (cc), +4 Int, +3 Raven familiar, +2 racial]
Concentration +5 [2 ranks, +3 Con]
Craft (untrained) +4 or +6 (related to stone or metal) [0 ranks, +4 Int, +2 racial]
Decipher Script +9 [5 ranks, +4 Int]
Knowledge (arcana) +9 [5 ranks, +4 Int]
Knowledge (history) +7 [3 ranks, +4 Int]
Knowledge (local) +7 [2 ranks, +4 Int]
Knowledge (nobility and royalty) +7 [2 ranks, +4 Int]
Knowledge (religion) +6 [2 ranks, +4 Int]
Knowledge (the planes) +6 [2 ranks, +4 Int]
Search (untrained) +4 or +6 (unusual stonework) [0 ranks, +4 Int, +2 racial]
Spellcraft +9 [5 ranks, +4 Int]

Feats
Alertness [familiar, when with arms reach]
Scribe Scroll [1st level Wizard bonus]
Spell Focus (enchantment) [1st level]

Languages
Common, Dwarven, Draconic, Giant, Orc, Terran

Spells Prepared
Spells Per Day (4/3); Save DC = 14 + spell level (15 + spell level for enchantment* spells)
0-level (4) -- acid splash, daze*, detect magic, read magic
1st-level (3) -- mage armor, ray of enfeeblement, sleep*

Spellbook
0-level (all) -- acid splash, arcane mark, dancing lights, daze* (m), detect magic, detect poison, disrupt undead, flare, ghost sound (m), light (m), mage hand, mending, message (f), open/close (f), prestidigitation, ray of frost, read magic (f), resistance (m), touch of fatigue (m)
1st-level (9) -- charm person*, comprehend langauges (m), disguise self, hold portal, mage armor (m), magic missile, ray of enfeeblement, shield, sleep* (m)

Equipment
Dagger [1 lb]
Club [3 lb]
Light Crossbow [4 lb]
Bolts (20) [2 lb]
Explorer’s Outfit (earth tones) [8 lb--when stored]

Backpack [2 lb]
-- Bedroll [5 lb]
-- Blanket, Winter [3 lb]
-- Courtier’s Outfit (fine raven coloured wizard robes) [6 lb]
-- Flint & Steel [0 lb]
-- Mirror, Small Steel [0.5 lb]
-- Rations, Trail (4 days) [4 lb]
-- Sack (2) [1 lb]
-- Spellbook [3 lb]
-- Waterskin (1) [4 lb]
-- Whetstone [1 lb]

Belt Pouch [0.5 lb]
-- 8 sp, 8 cp [0.32 lb]

Spell Component Pouch (also hold foci) [2 lb]

Weight Carried: 42 lb (42.32 lb including money)

Carrying Capacity [10 Strength]
Light: 33 lb. or less; Medium: 34-66 lb.; Heavy: 67-100 lb.;
Lift (over head): 100 lb.; Lift (off ground): 200 lb.; Drag: 500 lb.

Money
8 sp, 8 cp

Darkwing, Raven familiar: Tiny magical beast; HD 2: hp 6; Init +2; Spd 20 ft., fly 60 ft. (average); AC 15 [+2 size, +2 Dex, +1 natural], touch 14, flat-footed 13; Base Atk +1; Grp -12; Atk +5 melee (1d2-5, claws); Full Atk +5 melee (1d2-5, claws); Space/Reach 2 1/2 ft./0 ft.; SA --; SQ low-light vision, speak common (su), improved evasion, share spells, empathic link; AL N; SV Fort +2, Ref +4, Will +4; Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6.

Appearance
Halbrom is tall for a dwarf at 4’4”, but otherwise has the standard stocky dwarven build. His black beard is his pride and joy, long and luxurious it reaches to just above his belt, and with his black hair cut short his beard draws your eye. Steel-grey eyes peer out of his deeply tanned skin, which seem as if they are always weighing you, seeing if you’re worth his efforts. When travelling he wears clothing in earth tones, but he does have a fine raven coloured wizard’s robe for special occasions. He carries a dagger, club, and light crossbow on his belt none of which have seen much use. On his left shoulder sits an intelligent looking raven, which he refers to as Darkwing.

Background
A strange dwarf at best, Halbrom always had a feel for magic, but not the kind favoured by his people. Living with his clan in the Yatil Mountains where they mine various ores and gems, Mordenkainen had rendered them assistance in driving off marauding humanoids more than once. After the renowned mages assistance in defeating the most recent horde of humanoids, Halbrom finally struck up the courage to confront him about learning magic as his apprentice. Mordenkainen considered the request for quite some time, finally deciding to take the young dwarf on for a trial and without another word whisked him off to his mighty citadel hidden who knows where.

Halbrom soon found that learning magic wasn’t all he thought it would be. There was a lot more servile work than he expected, no magic whatsoever, and Mordenkainen was often gone for long periods where he was left to study treatises on history and politics. A typical dwarf in every other way though, he persevered with the tasks he was given knowing that it must eventually lead to something. Finally his persistence paid off and he began learning magical lore and a while after that his first simple spells.

Having trained under Mordenkainen for more than a dozen years, Halbrom is finally reentering the world outside of the fortress once again. Enmeshed in the machinations of the Circle of Eight as an apprentice of its leader, he is a willing tool for the goals of the group. Placed near the village of Hommlet by Mordenkainen, as he sees trouble rising there and wants to know more. Told he’ll be meeting a little help on the way to Hommlet by the name of Egoz, Halbrom is surprised when he discovers the redheaded halfling only a few dozen feet from where he’s been teleported. Hmm, I didn’t think Mordenkainen had a sense of humour, he thinks to himself as he walks over to the halfling. Introducing himself to the little man, they decide to return to Hommlet together and over the next few hours become well acquainted, with Halbrom even coming to know a little of Olidammara’s ways. As Egoz and Halbrom approach Hommlet they come across several people at a shrine to Olidammara. Thinking it can’t hurt to have a little luck on his side, especially after the tales Egoz tells of his treasure seeking adventures, Halbrom drops a silver coin into the water as he makes a whispered prayer for luck in his ventures here...
 
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Tem Rickar: Male Human Rog1/Ftr1; Size M; HD 1d6+2 plus 1d10+2; hp 16; Spd. 30 ft.; AC 16 (+4 Dex, +2 leather armor); BAB +1; +5 melee (punching dagger, 1d4/x3; rusty shortsword, 1d6-1/19-20/x2), +4 ranged (sling with stones, 1d3/x2/50 ft.), +5 ranged (dagger, 1d4/19-20/x2/10 ft.); SA See below; SQ See below; AL N; SV Fort +4 (+2 Con), Ref +6 (+4 Dex), Will +1 (+1 Wis); Str 10, Dex 18, Con 15, Int 16, Wis 12, Cha 14.

Skills, Feats, Languages: Balance +8 (4 ranks, +4 Dex), Bluff +6 (4 ranks, +2 Cha), Climb +5 (5 ranks, +0 Str), Disable Device +7 (4 ranks, +3 Int), Hide +8 (4 ranks, +4 Dex), Jump +7 (5 ranks, +0 Str, +2 feat); Listen +7 (4 ranks, +1 Wis, +2 feat), Move Silently +8 (4 ranks, +4 Dex), Open Lock +8 (4 ranks, +4 Dex), Ride +7 (3 ranks, +4 Dex), Search +7 (4 ranks, +3 Int), Sleight of Hand +8 (4 ranks, +4 Dex), Spot +3 (+1 Wis, +2 feat), Tumble +12 (4 ranks, +4 Dex, +2 feat, +2 synergy/Jump); Acrobatic (+2 Jump, Tumble), Alertness (+2 Listen, Spot), Weapon Finesse; Common, Elven, Goblin, Orc.

Racial Abilities, Class Abilities: Bonus feat at 1st, +4 skill points at 1st, +1 skill point/level after 1st, favored class: any; Sneak attack +1d6, trapfinding.

Equipment: Leather armor (+2 AC, Max Dex +6, No Armor Check penalty), punching dagger, 2 daggers, rusty shortsword, sling (with pouch full of stones), backpack [bedroll, thieves' tools, strange parcel*, empty waterskin, poor quality dried meat].

Background: Born to a Suelish prostitute in the City of Greyhawk and son to an unknown father, Tem Rickar was never destined for great things. Turned out of the house at night by his mother, he fell in quickly with scoundrels and thieves, running for a while under the direction of a Baklunish fence known only as Twist. The old fence found that Tem was rather good at picking pockets and eventually convinced the youth to not bother going home at all. So Tem ran with Twist's crew for a while, stealing handkerchiefs and snuff boxes, lifting food and wine, surviving well on the hard work of others.

And, as all things eventually do (or seem to when you're very poor and must steal to survive), things went badly rather quickly. While out on a job for Twist, Tem got in over his head and picked up a box that he didn't quite know what to do with. Made of dogwood, the box has no visible seams and no apparent latch. When he brought it back to Twist, the fence, suddenly disconcerted, sent the boy away (something about bad luck or some such). Since then, Tem has wandered the Tuflik, Fals, and Velverdyva Trade Route, encountering trouble just about everywhere he goes: running with a gang of weak-willed, imbecilic street thugs in Dyvers and narrowly avoiding the beaks, only to end up alone and penniless near Verbobonc and pounded to a pulp by a band of highwaymen. His wanderings have taken him near and far since, with little luck anywhere. Tem endures, but that's just about all.

Description, Personality: Tem has always been small — both in height and breadth (5 ft. 5 in., 143 lbs). His narrow build and sleight frame make him look more than a little bit like a half-elf, and, for that matter, there very well may be some elf blood in his ancestry. Defensive of his possible mixed blood and uncomfortable in his lack of knowledge regarding it, Tem tends to make assertions that he can't back up, plans that he can't properly execute, and promises that he can't possibly keep. He tends to think on the grand scale and is woefully impractical, something he fully realizes. Part of this is attributable to his young age (17 years old), but mostly it's attributable to Tem being Tem — having never had anything and recently having had nothing but bad luck, he sees no reason that practicality should get in the way of his desires. Things can't get any worse.

* I have no idea what's in the box. It's bad luck, possibly valuable, but whatever the case, Tem's looking to fence it somewhere out in this neck of the woods. I also am aware that I underspent by somewhere close to 150 gp, but the boy's supposed to be poor and hard up right now. It didn't seem right for him to be too elaborately equipped.
 

Torillan Ellandilas, Human Male Fighter

Torillan Ellandilas
Human Male
Fighter 2
Alignment: Chaotic Neutral
Deity: no preference, prays to any convenient to the moment

16 Strength (+3)
18 Dexterity (+4)
15 Constitution (+3)
14 Intelligence (+2)
12 Wisdom (+1)
10 Charisma (+0)

Initiative: +4
Speed: 30’

BAB: +2
Grapple: +5

AC: 17 (+4 Dex, +3 Armour), touch 14, flat-footed 13

Melee Attack Bonus: +7 (Spiked Chain w/ Weapon Finesse & Weapon Focus)
Damage: 2d4+3, x2

Ranged Attack Bonus: +6 (Light Crossbow)
Damage: 1d8, 19-20/x2

Hit Points: 22
Fortitude Saves: +5
Reflex Saves: +4
Will Saves: +1

Feats:
Fighter proficiencies
Exotic Weapon Proficiency (Spiked Chain)
Weapon Focus (Spiked Chain) - Bonus fighter feat 1st lvl
Combat Reflexes - extra human feat
Weapon Finesse - bonus fighter feat 2nd lvl

Skills:
Climb +6 (3 ranks, +3 Str)
Jump +6 (3 ranks, +3 Str)
Listen +3 (2 ranks, +1 Wis)
Spot +3 (2 ranks, +1 Wis)
Swim +5 (2 ranks, +3 Str)
Move Silent +6 (2 ranks, +4 Dex)

Equipment:
Studded Leather armor
Spiked Chain
Light Crossbow (w/ 20 bolts)
Backpack
Bedroll
Rope, Silk
Rations, trail x7
Sunrod x5
Crowbar
Sack x2
Waterskin

Description:
Tall with a lean but muscular build. Closely cropped white hair, with many scars all over his body. Raised in a military environment, Torillan respects (and expects) discipline. He is intelligent, but not particularly sociable. He makes up for this by being somewhat aggressive in tone, particularly if he doesn't like where a conversation is heading. Since his time in the arenas, he has become more reserved in voicing his opinion, but this won't stop him from speaking up. He is confident in his abilities, and does have a good heart, but is not afraid to kill to survive.

Languages: Common, Orcish

Background:
Torillan hails from the city of Irongate, where he was born into a family of proud warriors. He served for many of his early years in the army, learning discipline and weapon techniques. His favorite was the spiked chain, which he learned to use from a half-orc mercenary sergeant that was hired to train his regiment. Torillan found that he had a gift for the brutal weapon, becoming quite adept at its use.

Growing restless, Torillan mustered out of service, serving with a mercenary troupe for several years. Work eventually became scarce, so Torillan wandered around until he came to Verbobonc. He found work in the underground arenas as a gladiator for a time, improving his skill with the chain, but never really earning much. Ever present at local taverns, he became aware of rumors of a village in trouble to the south of the city. So he packed his few belongings, hoping to either hire himself out or help find some of the treasures rumored to exist in the area....
 

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