Dungeon Adventure Path Characters


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Carrach Kozat, male hobgoblin Rgr2: CR 2; ECL 2; Medium-size Humanoid; HD 2d8+4; hp 18; Init +1; Spd 30 ft; AC 14 (+3 studded leather, +1 Dex); BAB +2; Melee longsword +4 (1d8+2/crit 19-20); Ranged longbow +3 (1d8/crit x3); SA none; SQ hobgoblin traits, favored enemy: magical beasts, combat style: two-weapon combat, wild empathy; AL N; SV Fort +6, Ref +4, Will +1; Str 15, Dex 12, Con 14, Int 14, Wis 13, Cha 8.
Skills and Feats: Climb (2) +4, Heal (1) +2, Hide (5) +6, Intimidate (2.0) +4, Jump (2) +4, Knowledge-Geography (5) +7, Knowledge-Nature (5) +9, Listen (5) +6, Move Silently (5) +10, Search (5) + 7, Spot (5) +6, Survival (5) +8; Survivor, Two-weapon fighting, Track.
SQ–Hobgoblin Traits (Ex): +4 racial bonus to Move Silently, Darkvision 60ft.
SQ-Favored Enemy (Ex): Magical beasts +2
SQ-Combat Style: Two-weapon Combat (Ex): Two-weapon fighting
SQ-Wild Empathy (Ex): +1
Languages: Common, Goblin, Giant, Orc
Equipment: Longsword, longbow, silvered dagger, broken 2H-sword („Aeglos"), studded leather armour, quiver(16 standard arrows, 4 silver arrows), backpack, belt pouch, winterwolf pelt (serves as bedroll + winter blanket), explorer‘s outfit, healer‘s kit, flint&steel, silk rope (50 ft.), whetstone, 2x MW Bandoleers, 12x Tindertwigs, signet ring



Background:
„You want to hear a story, little one? Alright, I will tell you one."

„A long time ago, far up in the north where my people dwell, there lived a family with the name of Kozat. In our own language they were called the „Grym-Bakach", the Frostblades, probably for their ancient coat of arms which showed a short blade made of ice. By this time, however, the relic, upon which it was based, was long lost to the family. They were very warlike, in fact they were far more warlike than any of their brethren, which means a lot among my people. Yes, perhaps they were ..., they were even too warlike, if such such thing can be said. And proud they were, ..., yes proud, indeed. They were few in number because of their love for fighting, even less through their unusual customs that males and females would fight alike. They had many followers, as it is wont for the successful, but their own number had shrinked down to 6 in that time. The nameholders and their four children, two males and two females; all of them stout fighters, except perhaps for the youngest male who was more studious than his older brother or his also older twin sisters.

Suddenly one day, all this was shattered by a most damning accusation. They were charged with our gravest crime, spying for and consorting with the enemy. Still, there were not much evidence of this, so it was demanded that the family should submit to interrogation and a thorough search of their property. The Kozats refused and denied any accusations, citing their formidable conduct in the service to their people and their impeccable reputation. But all of this was of no avail, the authoritites would not relent. Then one day the unimaginable happened: Over some minor point, the Kozats and members of the Guard came to blows. To this day I believe the Prefect would stopped this madness, had he not been slain in the first moments by the elder Kozat.
It is said that on this day the Kozats showed their reputation to be truly earned, since they accounted for many times their own number before they finally fell. Well, perhaps not all, I have once heard a story that their youngest member escaped, sent away in the final moments by his mother.

Afterwards the holdings of the Kozats were searched, but not a single proof, not even one hint of their guilt could be found.
Still, many lay dead and the blame had to be passed somewhere. The entire Kozat family was exiled from the lands of our people for wilful incitement of a riot, though there was noone left; their possessions were to be divided among the victims‘ families.

As for the pup who supposedly escaped, the story said that he went into the inhospitable northern wastes to die alone, still bearing the sword of his mother."


„Little one, do not believe anyone who says that nothing lives near to the Icy Seas. I‘ve been there, I‘ve spoken with them and even lived there for a while. If one is patient enough, perhaps he will be able to trade with them, as the Kozats of old are said of."


„No, little one, I‘m afraid, there is no happy end to this tale."


„Dot not cry, little one! Perhaps I have been a bit rash; in fact I do have heard another story, in which the young one returned well and healthy from the icy wastes when he heard that someone resembling his older brother was seen in the south, still wielding the inherited family blades."

„Yes, I also do like this end better. But now you should be running, already your mother is calling for you. Good night; little one."



Description:
At 6'9" Carrach stands somewhat tall for a Hobgoblin.He is lean and wiry; all excessive fat being „burned" away in the icy wastes. His longish hair has been braided into dreadlocks. As a remnant of Carrach‘s stay in the north where a single wrong step could have spelled his doom, he always moves deliberately and cautiously. Carrach has since abandoned his white leather armor to replace it with studded leather made in the south; round his neck hangs a fine chain with his mother‘s signet ring. His two-handed sword, made of some strange white metal, rests in it‘s sheath, securely bound to the backpack.


Personality:
The years in the icy wastes have taught Carrach not to rely on anyone but himself; they also decreased his desire for social interaction. While not an anti-social loner, Carrach seems to have lost his ability to do „small talk". Due to his history he has shied at visiting his people in the chasm; instead he slowly travels southwards, always listening for stories and tales that could describe his brother. Carrach has almost no racial prejudices, having learned in the north that one should always be judged as an individual. The only chink in Carrach‘s „armour of detachment" is his fondness of children: Because of his own past he tends to view children of all races as innocents, who unfortunately get embroiled much too often in the plots of inconsiderate adults; hence his inclination for heavily donating to charity concerning children. Generally speaking, anything involving children always finds a soft spot in his heart.
 
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Qoll Eroe, Human, LN Cleric (1) of Wee Jas
Age: 21

STR: 14 +2
DEX: 10
CON: 12 +1
INT: 8 -1
WIS: 15 +2
CHA: 13 +1

AC: 16 (+5 armor, +1 shield)
HP: 9
SPEED: 20

SAVES:
FORT +3
REF +2
WILL +4

BAB: +0
WEAPONS:
Dagger: +2 melee, +0 ranged. 1d4+2 damage, Crit: 19-20/x2
Mace, light: +2 melee, 1d6+2 damage, Crit: 20/x2

Armor:
BREASTPLATE, 30#, AC bonus: +5, Check penalty: -4
BUCKLER: 5#, AC Bonus: +1, Check penalty: -1

Other Inventory:
Father's arcane spellbook

Skills:
Concentration +4 (3 ranks)
Diplomacy +4 (3 ranks)
Heal +5 (3 ranks)
Knowledge (religion) +2 (3 ranks)
Spellcraft +3 (4 ranks)

Special abilities:
Cast law spells at +1 caster level
Use spell completion magic items at 1/2 cleric level
Rebuke undead 4/day
Spontaneous Casting: inflict spells

Feats:
Toughness
Lightning Reflexes

Spells: 3,2+1

Prepared:
0 level:
Cure minor wounds (x2)
Guidance

1st Level
Cure light wounds (x2)
Protection from Chaos (domain spell)

Qoll grew up in the city of Cauldron. His parents built and maintained a small shrine to Wee Jas, as well as operated a small cemetery there. His mother, a priestess of Wee Jas, passed on the religion to her son. His father, a wizard, tried to teach Qoll in the ways of magic, but Qoll could never seem to get the hang of it. His father always told him that he could never speak the incantations correctly. As a result, Qoll is meticulous about his speech. He makes it a point to enunciate every letter of every word, and tries to construct what he says before he says it, as an exercise. The result is quite often... interesting.

Two months ago, a fire claimed the house that his parents had built, and the shrine to Wee Jas. Sadly, for Qoll, his parents also died in the fire. For the last two months, debtors and city officials have been carving up the estate. There will be no inheritence for Qoll, and the shrine will not be rebuilt. Today, Qoll has finished salvaging what he can from the fire: His father's spellbook, a ceremonial breastplate, dagger and mace, and a stylized onyx pendant of the visage of Wee Jas. His future is uncertain.

I geeked out on The Hero Machine for a few, and came up with a picture of Qoll Eroe
 

Name: Rothgar Race: Hobgoblin Sex: Male
HT:6'8"
WT:280LBS
SKIN:Black W/Red Nose
EYES: Dark Brown
Class: Paladin Level: 2 XP: 1,001

STR 15 +2
DEX 12 +1
CON 14 +2
INT 08 -1
WIS 13 +1
CHA 14 +2

AC:17

HP:22

SPD: 30(20)

Saves: Fort: +7 Ref: +3 Will: +3

SKILLS: 3X4=12+3
Move Silently 1 (cc) +4 racial +1dex=+6 (-1 in armor)
Listen 2 (cc) +1 wis +2 Feat=+5
Climb 3 (cc) +2 str =+4 (-1 in armor)
Wilderness
Lore 1 (cc) +1 wis =+2
Spot 0 (cc) +1wis +2 Feat=+3
Diplomacy 1+2cha=+3
FEAT
Alertness

SPECIAL ABILITIES
Racial +4 move silently, Darkvision 60'
Class
Detect Evil
Divine Grace
Smite Evil 1/day for +2to hit +2 damage
Lay on Hands: 4hp
Aura of Good

Attacks:
B.A.B. +2
Melee +4
Range +3
Longsword +4 1-8+2 crit 19-20 x2 S
Shortbow +3 1-6 crit 20 x3 P 60'


Equipment:
Longsword, shortbow, quiver w/20 arrows, scale armor, Large
Wooden shield, rest TBD.


Changes at 1,001 xp:
add 1 level paladin
add 8+2=10 hp
B.A.B +1
Fort +1, Ref +0, Will +0
Lay on Hands add 2hp
skills: 3 points (1 cc climb, 1 diplomacy)
3.5/2nd level change smite evil 1/day for +2 to hit +2 damage

__________________
rangerjohn
 
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Liandra 'Lia' Illvarya, female elf Brd1: CR 1; ECL 1; Medium-size Humanoid (elf); HD 1d6+1; hp 7; Init +2; Spd 30 ft; AC 14 (+2 leather, +2 Dex, 10% spell failure); Melee longsword +0 (1d8/crit 19-20); Ranged longbow +2 (1d8/crit x3); SA spells; SQ bardic knowledge, bardic music, elven traits; AL CG; SV Fort +1, Ref +4, Will +1; Str 10, Dex 15, Con 12, Int 12, Wis 8, Cha 15.
Skills and Feats: Bluff (4+2), Diplomacy (4+2), Gather Information (4+2), Perform (4+2), Use Magic Device (4+2), Spellcraft (4+1), Move Silently (2+2), Concentration (2+1); Point Blank Shot.
SQ–Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword, proficient: longbows and shortbows.
Bard Spells Known: Daze, Ghost Sound, Prestidigitation, Detect Magic
Performances: Singing, Poetry, Epics, Dance
Equipment: longsword, composite longbow, leather armour, quiver of arrows, backpack, belt pouch, winter blanket, scroll case, spell component pouch, traveller's oufit, waterskin,




Background: Born the second daughter of a minor elven noble, Liandra Illvarya led the cloistered and sheltered childhood that is typical of elven nobility. Although a charming and intelligent girl, Liandra developed at a young age a distaste for the courtly hobnobbing and politicking that her father, a diplomat to the neighbouring human nations, surrounded himself with. Instead, the young elf-maid spent a great deal of her younger years confined within her study, considering the aloof and whimsical nature of many of her peers to be entirely distasteful.

An enthusiastic and gifted scholar, Liandra quickly became fascinated with the history of the world, acquiring and poring over the fables, legends and epic tales of many lands and cultures. Liandra had soon committed many tales, songs and poems to memory - not due to any discipline or intense study regime, but instead due to an unquenchable thirst and passion for her subject matter. This study of far off lands and rich, exotic histories kindled within the young elf an ever-growing feeling of isolation and solitude, and the despair of having rarely left her family's manor grounds (and never in her life having left the forest kingdom of the elves) began to weigh heavily on young Liandra's mind. Despite her best attempts at persuasion, her father, Haelyth, forbade Liandra from ever accompanying him on his frequent visits to the human kingdoms. In the eyes of her parents, Liandra, their youngest, was simply too fragile and precious to allow even the slightest possibility of harm, and should instead spend her life delighting in the joy and wonderful of the bountiful elven lands.

Although resentful of her parents' attitude towards her desire for adventure, Liandra heeded their wishes, and instead delved even more deeply into her studies, and isolating herself from the various suitors from neighbouring noble houses who sought her affection. Upon reaching adulthood, Liandra began to study the traditional elven pursuits of swordplay, archery and sorcery, seeking to emulate the talents of the great and noble heroes that she read about daily in the books, scrolls and journals that her father had accumulated during his travels throughout the world. Although these new studies injected a small dose of much-needed excitement into Liandra's otherwise dreary existance, the young elf still felt a desire to see all of the wonder and majesty that the world had to offer. Liandra dreamed to not only to read and study epic tales of adventure and heroism, but to live them, and to play a part in the history that future generations of scholars would read. Despite her best intentions, and her constant attempts to accompany her father on his journeys, these thoughts of adventure remained simple fantasies.

It was not until the year of Liandra's one-hundred-and-sixth birthday that the catalyst for change was sparked in her life. Liandra's mother, Sylana, a fair and beautiful yet cold and sometimes reserved woman, had been mortally injured in a riding accident on the outskirts of the family estate. This kindled within Liandra a fear of her own mortality, and of having wasted her life in study, rather than having accomplished the adventures of which she'd always dreamed. After scant days spent mourning her mother's loss, Liandra gathered any possessions she deemed valuable and stole away under the cover of darkness, hoping to leave the elven lands of her youth behind forever, and to lead a life of daring, intrigue and adventure.




Appearance: Liandra is, by elvish standards, tall and athletic, yet retaining all the lithe delicacy of her people. Clad in a hardy leather jerkin and sporting long riding boots cut above the knee, Liandra looks every bit the typical elven warrior, with blade and bow fastened securely around her waist and shoulders, and a light pack on her back allowing for stealth and freedom of movement. Her outfit is topped off with a long, dark green hooded traveller's cloak, contrasting starkly with her ivory complexion, long auburn-red hair and solemn, deep-green eyes.



Personality: Liandra's prime motivation is her thirst for both knowledge and adventure, both of which she will seek at any opportunity. Although well-read in many areas of study, and knowledgable of great portions of world history, Liandra also lacks a great deal of real-life experience, and this manifests itself in a certain youthful naiveté. Liandra is happy to help others wherever possible, and demonstrates a kindness and compassion towards all that she meets in her travels. Although occaisionally shy and reluctant, Liandra's friendly demenor and charming nature make for a pleasant and reliable travelling companion or fire-side tale-teller.
 

Hu'ka Gnishrak, Male Canis Kobold Sorcerer1 CR 1; Size:S Type: Humanoid; HD (1d4); hp 4; Init +0 (+0 Dex, +0 Misc); Spd Walk 30'; AC 11 (flatfooted 11, touch 10), Crossbow, Light +0 80'/P (1d8 19-20/x2) or Dagger -1 0'/P (1d4-1 19-20/x2 ) or Dagger (Thrown) +0 10'/P (1d4-1 19-20/x2); SA: Scent; Summon Familiar; Vision: Lowlight 60’; AL: TN; Sv: Fort +1, Ref +1, Will +4; Str 8, Dex 10, Con 10, Int 14, Wis 13, Cha 15

Skills and Feats: Alchemy +4, Bluff +8, Concentration +4, Diplomacy +6, Knowledge (Arcana) +4, Profession (Apothecary) +3, Sense Motive +5, Spellcraft +4; Spell Focus (Enchantment)

Languages: Common, Gnoll, Elvish, Draconic

Possessions: Backpack, Crossbow (Light), Outfit (Scholar's), Bolts (Crossbow/20), Dagger, Pouch (Belt), Pouch (Spell Component)

Known Spells:
Level 0: Detect Magic, Light, Mage Hand, Read Magic
Level 1: Charm Person (Will save DC15), Sleep (Will save DC15)

Background:

Hu’ka was born in Cauldron, son of a wealthy (but widowed) canis merchant and third born in a litter of 5. His father was well known in the various mercantile houses as a fair and honest kobold, who dealt equally no matter the race or station of his customers. Hu’ka’s mother died when he was only a pup – and his only memories of her are impressions of someone beloved, licking his face as every kobold mother is wont to do.

His childhood was unremarkable until the age of 12, when it was determined that Hu’ka possessed the spirit of the dragon – a canis term for those with the ability to wield magic without study. While more common among kobolds, a sorcerer in the family brought some notice to the Gnishrak name, and the entire family prospered. Hu’ka was tutored to the human wizard known as Sticks – a high-standing member of the Magi Cabal in Cauldron and a kind man that saw canis kobolds as a noble race burdened by their unfortunate link to goblins. If it were not for Sticks, Hu’ka’s tale would have been far more tragic.

His apprenticeship began well, and it was found that he had a rare skill with enchantment. His family enjoyed his successes, and when he was given a large sum of money by Sticks (for reaching his majority), Hu’ka gave it all to his father. He continually wrote them during this period (and still does), telling them of what he has learned.

Over the last few years, Hu’ka has begun to master his magic while acting as a runner for the Cabal. The past relationship between the ruling parties of Cauldron and the Cabal has always been troublesome. But last year when Hu’ka managed to convince Elder Magi Byrnis to concede on a small but stickling diplomatic point, everything changed. Now the two parties have come forward and resolved many more long-standing issues, and it is not uncommon to find Byrnis sitting in conference with Lord Pylia – a meeting thought impossible without the two at each others throats. Despite this newly found communication, both sides have forgotten Hu’ka and his efforts. Perhaps a bit angered (and certainly hurt) – Hu’ka resigned his position as apprentice with Sticks, and decided to go his own way for a time. There was more to life than what he had thus far found in the Magi Tower, and now is a better time than any.

Hu’ka has sworn one thing above all else as he begins his next period of learning – never again will he be seen as a small and loyal dog. He will be recognized for his achievements, no matter the cost…

Appearance: Somewhat tall for a canis, Hu’ka nonetheless has the same look as the rest of his kin. A small tapered snout, dark brown and inquisitive eyes, and a toothy smile mark him as an exceptionally refined and pure breed (But never try to pet him or call him ‘cute’). Hu’ka wears robes of fine make that are colored orange and red, with stylized flames at the wrists. The thick robes hide his crossbow, strapped to his side. When hard pressed, Hu’ka can wield a dagger in close combat – but his small frame makes this an option only if he is near death.

Personality: Though Hu’ka seems to talk quite a bit, he still manages to measure each word he says before he speaks. It is this thoughtful but continuous speech pattern that has made him an effective diplomat, as his voice tends to calm those around him with its deep tones. He sees himself as equal among humans and elves, and woe betide anyone who attempts to treat him as a dog (or worse, a goblin!).
 
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Sando Scrapfinder

Sando (Ignatious Gobknocker Bluttrafli) Scrapfinder
Gnome, 2nd-Level Rogue
Small Humanoid (Gnome)
Hit Dice: 2d6+4 (14 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, +2 Dex, +2 Leather Armor), touch 13, flat-footed 13
Base Attack/Grapple: +1/–3
Attack: Dagger +2 melee (1d3/19-20) or light crossbow +2 ranged (1d6/19–20)
Full Attack: Dagger +2 melee (1d3/19-20) or light crossbow +2 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +1d6
Special Qualities: Gnome traits
Saves: Fort +2, Ref +5, Will –1
Abilities: Str 10, Dex 15, Con 15, Int 14, Wis 8, Cha 10
Skills: Hide +11, Listen +7, Spot +4, Alchemy +6, Appraise +7, Decipher Script +7, Search +7, Move Silently +7, Open locks +7, Use Magic Device +5, Use Rope +7.
Feats: Weapon Finesse, Evasion, Trap finding
Alignment: Neutral Good
Advancement: As Rogue
Level Adjustment: +0

Gnome Traits (Ex): Gnomes possess the following racial traits.
— +2 Constitution, –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 gnome’s base land speed is 20 feet.
—Low-light vision.
—Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
— +2 racial bonus on saving throws against illusions.
—Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
— +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).
— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
— +2 racial bonus on Listen checks.
— +2 racial bonus on Craft (alchemy) checks.
Languages: Common, Gnome, Draconic, Goblin.
—Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
Equipment:
Leather armor [10g]
2 daggers [4g]
Backpack [2g]
Sling
Sling bullets 10 [1s]
Water skin [1g]
Silk rope [10g]
Thief’s tools [30g]
3 sun rods [6g]
10 tindertwigs [10g]
Spent: 73g 1s.
I’m not sure how much we have to spend.

Sando was born into the lap of opulence. He comes from a very well respected and wealthy family. No one suspects the Scrapfinder clan of being a thief’s guild. Oh sure there have been a few strange disappearances of the family members over the years but that is nothing new. Sando unlike the rest of the family is not wholly evil. In fact he is the white sheep of the family. He is unwilling to turn in his own mother and father and extended relatives (think My Big Fat Gnome Wedding with crossbows. )
Sando escaped the family lands and has used his training to make peoples lives better. All the time he is worried the family will catch him and drag him back kicking and screaming.
 
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Vorik, Male Human Wizard 1

Vorik, Male Human Wizard 1

Size: M
HD: 1d4+3 (+3 Con)
HP: 7
Init: +1 (+1 Dex)
Speed: 30'

AC: 13 (+1 Dex, Armored Robe)
(AC flat-footed: 12, AC touch: 11)

Base Attack: -1 melee; +1 ranged

Weapons:
Club, -1 melee, damage 1d6
Dagger, -1 melee, damage 1d4
Dagger, thrown +1 (ranged), damage 1d4, range 10'
Crossbow (Light), +1 ranged, damage 1d8, range 80’
AL: CG

Saves: Fort +3, Ref +1, Will +2

Attributes: 8 Str, 13 Dex, 14 (16 w Fam) Con, 15 Int, 10 Wis, 12 Cha

Skills: Alchemy (3) +5, Concentration (2) +5, Craft [Leatherworking] (1) +3, Knowledge (Arcana) (3) +5, Profession [Tanner] (1) +1, Scry (2) +4, Spellcraft (4) +6

Feats: Spell Casting Prodigy; Combat Casting (+4 to Concentration checks when casting defensively); Scribe Scroll

Languages: Common, Draconic, Elven

Equipment: Adventures's Kit (includes 25 ft. rope, 4 torches, flint and steel, tinderbox, small hammer, 10 iron spikes, bedroll, 2 small sacks, 1 week of rations, waterskin (full of water)), Club, Traveller's Outfit, 4 daggers, Crossbow (Light), Case with 20 Bolts, Armored Robe, Leather Boots, Traveling Spellbook.

Spellbook:
0th Level Spells (Cantrips): All
1st Level Spells: Acidic Curse, Comprehend Languages, Forcewave, Mage Armor, Shield, Sleep

Spells Memorized:
0th Level: (3) Acid Splash, Detect Magic, Light
1st Level: (2, 1+1 Int) Acidic Curse, Shield

Description:

6'1", 165 lbs, shoulder length black hair (stringy), light gray eyes. Stature – tall, lanky. Upon closer inspection, dark circles can be seen beneath his eyes. Acid blotched; his hands and arms define his daily toil.

Background:

Quite recently, Vorik began to come to the realization that his developing life circumstances would gradually change to the unrecognizable. Born to the son of a leather tanner, Vorik has yet to meet his mother, his father’s fleeting true love.
At an early age, Vorik’s aptitude and interest with the mystic arts, books, scrolls, texts, was unnerving and odd to most of the village, including his father.

Vorik currently works at the family tanning and leatherwork business, learning the skills of the trade from top to bottom. One of the duties he has excelled at is the application of chemicals and acids to clean the skins once delivered to the shop. The development of different and more corrosive fluids has not only peaked Vorik’s interest into this discipline but has also increased the quality and popularity of the items and armors developed at the shop.

A passing elven adventurer recognized the light behind his bright gray eyes. While shopping for leather wares, the elven master asked permission to speak with Vorik. This new mentor has commenced to foster Vorik’s arcane abilities on a sporadic, yet steady basis.

During many late nights of work and study, Vorik’s internal ruminations unearthed an audience, although an unusual one. A striped black toad wandered into the shop from a nearby lake, and has since been a constant companion.

Personality:

Solitary and pensive, Vorik prefers study and the company of individuals with his unique interests of the multiverse. Inquisitive and mature beyond his 20 years, Vorik is willing to let destiny and inner strength guide him. An empty spot in his sole is a constant reminder of his unknown mother.
 


Character Name: Cassandra Moonshadow
Player Name: Thels
Dungeon Master: Kajamba Lion
Race&Gender: Human Female
Class&Level: Psychic Warrior
Alignment: Lawful Good
Deity: Heironeous
Size: Medium
Age: 22
Height: 5'8"
Weight: 190lb
Skin&Eyes: Tanned, Green
Hair: Long Black

Strength: 15 (+2)
Dexterity: 14 (+2)
Constitution: 10 ( 0)
Intelligence: 13 (+1)
Wisdom: 12 (+1)
Charisma: 8 (-1)

Fortitude Save: +3 (+3 Base, +0 Con)
Reflex Save: +2 (+0 Base, +2 Dex)
Will Save: +1 (+0 Base, +1 Wis)

Melee Attack: +3 (+1 Base, +2 Str)
Ranged Attack: +3 (+1 Base, +2 Dex)
Initiative: +2 (+2 Dex)

Max Weight: 66 (Light), 133 (Medium), 200 (Heavy)
200 (Over head), 400 (Off ground), 1000 (Push or drag)
Movement Speed: 30/x4, 20/x4, 20/x3

Armor Class: 17 (+5 Armor, +2 Dex)
Hit Points: 14 (of 14)
Experience: 1000 (need 3000)

Languages: 2 (1 Racial, +1 Int)
Common
Goblin

Skills: 30 (6/level)
Autohypnosis +6 (+5 Ranks, +1 Wis)
Balance +9 (+5 Ranks, +2 Dex, +2 Synergy)
Concentration +5 (+5 Ranks, +0 Con)
Jump +9 (+5 Ranks, +2 Str, +2 Synergy)
Stabilize Self +5 (+5 Ranks, +0 Con)
Tumble +9 (+5 Ranks, +2 Dex, +2 Synergy)

Class Abilities:
Armor Proficiency: All
Shield Proficiency: Basic
Weapon Proficiency: All Simple and Martial

Feats:
Combat Reflexes
Power Attack
Stand Still
Weapon Proficiency: Spiked Chain

Powers Known: 3
0th Burst, Catfall, Far Punch

Weapons:
Masterwork Spiked Chain (To Hit +4, Dmg 2d4+3, Crit 20/x2, Towhanded, Mediumsized, Piercing, Reach, 10lb, 325gp)
Composite Longbow (To Hit +3, Dmg 1d8, Crit 20/x3, Ranged, Mediumsized, Piercing, 110', 3lb, 100gp)

Armor:
Masterwork Breastplate (Armor +5, Max Dex +3, Check -3, Medium, 30lb, 350gp)

Other Equipment:
Explorer's Outfit (Free)
60 Arrows (9lb, 3gp)
Belt Pouch (0.5lb, 1gp)
Backpack (2lb, 2gp)
-Cold Weather Outfit (7lb, 8gp)
-Bedroll (5lb, 1sp)
-Winter Blanket (3lb, 5sp)
-Water Skin (4lb, 1gp)
-Tent (20lb, 10gp)
-Silk Rope 50' (5lb, 10gp)
-Whetstone (1lb, 2cp)
-Crowbar (5lb, 2gp)
-Flint and Steel (0lb, 1gp)
-Tindertwig (0lb, 1gp)
-5 Torches (5lb, 5cp)
-5 Sunrods (5lb, 10gp)
-5 Trail Rations (5lb, 2gp 5sp)
-5 Sacks (2.5lb, 5sp)

Total Weight: 122lb
Money: 0pp, 72gp, 21sp, 23cp

Appearance: Cassandra Moonshadow is a large woman with long rugged black hair and a muscled body. Her eyes are deep in her face, usually falling into shadows. She's not really ugly, but her size and muscles make her far from attractive. Her voice is a little too low for a woman. Cassandra is always down to business in her conversations, not interested in petty talk. Her heart's in the right place though, and she's willing to come to aid, might someone need it.
 
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