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Lord Hereford ir’Lancan

The Last War was unkind to the minor nobles of Aundair’s ir’Lancan house. Their resources slowly disappeared to support the war effort and their patriarch’s love of strong drink. By the time the war was over, all but he and his son were no more. When Lord Berwick ir’Lancan passed away, his only remaining youngest son, the new Lord Hereford left the ir’Lancan holdings… both remaining acres… in the care of the trusted servants.

Hereford had spent the war doing what he did best. On her majesty’s secret service, stealing into enemy nations and the continent of Xendrik seeking artifacts to aid Aundair in the war. Tomb after tomb, from lost crypt to deep jungle to forgotten basements of royal palaces, time and again Hereford had cheated death by the skin of his teeth and recovered an endless number of priceless, but ultimately useless, objects.

Eventually, Hereford discovered that he was being used as a distraction. His exploits, constantly leaked to the press, were meant to divert attention from the real work his government was doing. When Cyre went up, he had a sneaking suspicion that it was his government’s fault. From then on, Hereford was no longer a servant of the queen in his heart. He began to tailor his exploits to do the most good for the most people, no matter what nation. And he vowed never to trust a government again.

With the war over, Hereford began raiding fabulous lost treasures, auctioning them off to worthy academic institutions, and giving a healthy share of the rest to charitable causes. After leaving Adventurers Inc. with an empty dungeon and copy of the Korranberg Chronicle explaining what he found, they finally made him an offer he couldn’t refuse. With full access to their resources, Hereford believes he can now do the greatest good for the greatest number, both financially and through the inspiration and example of his own growing legend.
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Hereford ir'Lancan, Male Human, Rog 6/ExE 2, Chaotic Good
Age: 30 Height: 5'10” Weight: 150lbs Eyes: Blue Hair: Black

STR 12+1
DEX 17+3
CON 12+1
INT 14+2
WIS 10
CHA 14+2

Fort +2
Ref +8
Will +2

HP 37 (6d6+2d8+8)
AP 14

Init +3
BAB +5
SPD 30'

AC 16
Touch AC 13
Flat-Footed 16

Racial Features
Bonus feat at 1st Level.
Bonus 4 skill points at 1st level, and a bonus 1 at every level thereafter.

Class Features
Sneak Attack +3d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge
Additional Action Points
Extreme Hustle

Attacks
+2 Rapier: +10, 1d6+2, 18-20/x2, Piercing 2lbs (8,320gp)
+1 Ghost Touch Silver Dagger: +9, 1d4+1, 19-20/x2, 10ft,
Piercing 1lbs (8,320gp)
+1 Hand Crossbow: +9, 1d4+1, 19-20/x2, 30ft, Piercing 2lbs (2,400gp)

Armour
Glamoured +2 Leather: +3AC, +6 max DEX Bonus, 0 penalty.
Appears as good-quality worn leather outfit, with spiffy fedora.

Feats
Action Boost
Education
Heroic Spirit
Weapon Finesse

Skills (Total/Check(ranks+ability+misc))
Appraise 7(5+2+-)
Balance 13/-(10+3+-)
Bluff 2(0+2+-)
Climb 11/-(10+1+-)
Concentration 1(0+1+-)
Craft 2(0+2+-)
Decipher Script 13(11+2+-)
Diplomacy 2(0+2+-)
Disguise 2(0+2+-)
Escape Artist 8/-(5+3+-)
Forgery 2(0+2+-)
Gather Information 2(0+2+-)
Handle Animal 2(0+2+-)
Heal 0(0+0+-)
Hide 3/-(0+3+-)
Intimidate 2(0+2+-)
Jump 13/-(10+3+-)
KS Arcana 4(2+2+-)
KS Dungeoneering 7(5+2+-)
KS Geography 2(2+2+-)
KS History 2(2+2+-)
KS Religion 2(2+2+-)
Listen 0(0+0+-)
Move Silently 3/-(0+3+-)
Perform 2(0+2+-)
Ride 3(0+3+-)
Search 12(10+2+-)
Sense Motive 0(0+0+-)
Speak Language 10(10+-+-)
Spot 10(10+0+-)
Survival 4(4+0+-)
Swim 8/-(5+3+-)
Use Magic Device 7(5+2+-)
Use Rope 8(5+3+-)

Equipment
Total: 40lbs (light)
Money: 2,531gp 6s

+2 Rapier (2lbs)
+1 Ghost Touch Silver Dagger (1lb)
+1 Hand Crossbow (2lbs)
20 Bolts (2lbs)
Glamoured +2 Leather Armour (15lbs)

Ring of Sustenance (-)
Handy Haversack (5lbs)
Rope Of Climbing (3lbs)
Glyphbook (2lbs)
Portrait ID (-)
Travel Papers (-)
Journal (3lbs)
Vial of Ink x2 (-)
Ink Pen x2 (-)
Scroll Case x10 (5lbs)
 
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Something else for Viking Bastard. I don't suppose you'd consider house ruling a magic item for me? Specifically, Legbands of Speed (Horseshoes of Speed, fit up for my Dinosaur). I know, I know. I'm being a pain. :)
 
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Qaeau, Male Halfling, Fighter 8, Neutral Good
Age: 33 Height: 2'11” Weight: 28lbs Eyes: Bright Green Hair: Platinum

STR 16+3 Fort +8 HP 53 (8d10+8) AC 18
DEX 15+2 Ref +5 Init +2 Touch AC 15
CON 12+1 Will +4 BAB +8/+3 Flat-Footed 16
INT 13+1 Spd 25/30 unarmoured AP 9
WIS 12+1
CHA 10

Racial Features
*+2 Dexterity, –2 Strength.
*Small:+1 size bonus to Armor Class, +1 size bonus on ATK rolls, +4 size bonus on Hide
*Halfling base land speed is 20 feet.
*+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
*+1 racial bonus on all saving throws.
*+2 morale bonus on saving throws against fear: Stacks with the halfling’s +1 bonus on saving throws.
*+1 racial bonus on attack rolls with thrown weapons/slings.

Class Features
Bonus Feats: Bonus feat from Fighter list at 1st and every 2nd level afterward.

Attacks
Stormclaw (Shockburst Talenta Sharrash):+12/+7, 1d8+5 (+1d6 Shock), 19-20x4 (+1d10 Shock), Two-handed, Reach, Slashing 5lbs (8,318gp)

Brightfang (+1 Keen Talenta Tangat):+12/+7, 1d8+5, 15-20 x2, Two-handed, Slashing 4lbs (8,340gp)

Abberation Bane Talenta Boomerang:+13(+15 vs Abb.), 1d3+5(+2d6 vs Abb.), x2, 30ft, Bludgeoning .5lbs (2,315 gp)
Unarmed Strike:+12/+7, 1d2+3, x2, Subdual (Free ;))

Armour
Hunt Skins (+2 Hide of Silent Moves): +5 AC, +4 Max DEX, -2 Armour Check, 15ft Spd, 12.5 lbs Special: +5 to Move Silently checks (7,915gp)

Feats
Animal Affinity
Track
Combat Reflexes
(b)Mounted Combat
(b)Mounted Archery
(b)Trample
(b)Power Attack
(b)Cleave

Companions
Bloodwind (Clawfoot dinosaur)
Meduim Creature; HD 2d8+4, 13hp; Init +3; Speed 40'; AC 19, Tpuch 16 Flat-footed 16; Base Attack/Grapple +1/+4; Atk; Talons +4 melee(1d8+30)Full Atk: Talons +4 (1d8+4) and 2 foreclaws -1 (1d3+1) and bite -1 (1d6+1); Low light vision, scent; Fort +5 ref +6 Will +1; Str 17 Dex 17 Con 15 Int 2 Wis 12 Cha 10; Hide +12, Jump +20, Listen +10, Spot +10, Survival +10; Feat: Run

Carrying With Rider: 79.25 Without: 43 (light)
Heward's Handy Haver Sack (sewn into saddlebags) (5lbs)
Saddlebags (8lbs)
Riding Saddle (25lbs)
50' Hemp rope (10lbs) <in Haver Sack side pouch 2>
Bedroll (1.25lbs) <in Haver Sack side pouch 1>

Skills Total/Check(ranks+ability+misc)
Appraise 1(0+1+0)
Balance 3/1(0+3+0)
Bluff 0(0+0+0)
Climb 5/3(0+3+2/0)
Concentration 0(0+1+0)
Craft 1(0+1+0)
Diplomacy 0(0+0+0)
Disguise 0(0+0+0)
Escape Artist 3/1(0+3+0/-2)
Forgery 1(0+1+0)
Gather Information 0(0+0+0)
Handle Animal 8(6+0+2)
Heal 4(3+1+0)
Hide 7/5(0+3+4/2)
Intimidate 0(0+0+0)
Jump 10/8(0+3+2/0) +5 from Boots
Knowledge (Nature) 4(3+1+0)
Listen 3(0+1+2)
Move Silently 5/8(0+3+2/5)
Perform 0(0+0+0)
Ride 13(6+3+4)
Search 1(0+1+0)
Sense Motive 1(0+1+0)
Spot 0(0+0+0)
Survival 5(4+1+0)
Use Rope 3(0+3+0)

Equipment Total: 26.25lbs (light) 1,296g 9s
Stormclaw (5lbs)
Brightfang (4lbs)
Abberation Bane Talenta Boomerang (.5lbs)
Hunt Skins (12.5lbs)

Boot of Striding and Springing (1lbs) (5,500gp)
Backpack (.5 lbs)
Traveler's outfit (1.25lbs)
Flint + Steel (-)
Belt pouch (.5lbs)
Everburning torch (1lb)

Personality: Qaeau is a fairly withdrawn sort. He puts on very little show for others. He always speaks his mind, and has little reason to lie so hardly ever does, when he does choose to speak that is. He prefers the silence of native plains to the loud, crowded confines of the city. He is mildly uncomfortable in large crowds and will seek an exit to that situation. All in all, he is a quiet person. He tends to deal with problems in a direct manner, and has little issue with exerting force where other venues would provide a solution. Violence is not his first answer, but it's definitely among his top four. Many years on the hunt have jaded him, so that his is fazed by little. Others may see him as stiff or reclusive in his personal relationships, but this is not so. He does however tend to keep most people at somewhat of a distance, and has little experience in expressing his emotions to others. Part of this is due to the fact that he blames himself for the destruction of his tribe. This also relates to his having trouble when being relied upon. He believes that he could fail, like he failed his tribe several years ago. Despite this (or maybe in part due to), overall what you see really is what you get with Qaeau.

Background: Qaeau began his life in one of the nomadic tribes that wander his native plain-lands, albeit a small one of four or five families. He had a good, simple life, and was trained in the ways of his people. He showed excellent skill as a hunter, and was soon awarded a good position in the tribe's small hierarchy due to this. When his coming of age came, he skillfully won his life-bonded and companion-mount, Bloodwind. Together they spent long on the plains, just the two of them, bringing down larger and more dangerous prey as the years went on. Soon came the time for a new lath to be chosen, and because of his strength and prowess, Qaeau was the natural choice. His tribe traveled the borderlands, growing strong, and became known for their defense of the region during the Last War in several key engagements opposing both Karrnathi and Cyrean troops. When the destruction of Cyre occurred and the peace accords were signed, Qaeau was present for the tribal councils. With the war over, his tribe now took upon themselves the duty of patrolling the borders of the newly formed Mournlands from abberant incursions, which had become alarmingly common. During this time, he had chosen a betrothed and the time for the close of their courtship and the begging of their marriage was at hand. There was a large feast planned for the night of the ceremony, and Qaeau and three of his lieutenants went on a hunt for the necessary fare. They were to meet their tribe at a predetermined point in three days time. The hunt was successful, as were they all, and carrying their spoils the hunters found the area they were to meet. However the tribe had not yet arrived. This was disturbing, as the tribe was never late in it's plans for moving. Knowing the course the tribe was to take, they traveled along it backwards, seeking their fate. Unfortunately, they found it. They found the remains of the encampment at the point they were to rest on the second night for the day's travel ahead. They knew this point to be dangerously close to the border Mists, and the tribe knew to take care. Sadly, their guard had not been enough. The entire tribe, it's encampment, their stable of dinosaur companions, everything was destroyed. Distraught, the hunters sorted out what they could in the scene of carnage. It seems a pack of large beasts had stolen into the camp at night, and started to wreak havoc. The hunters were left with a clear trail, and a grim purpose. They tracked the beasts into the Mists, and the outlying Mournlands. After three straight days of tracking, they came upon their prey. The battle was fierce, but the hunters rage would not be sated until every one of them had been destroyed. Wounded and tired, the four men left the area and returned to the ruins of their camp. They took their belongings, buried their kinsman, and went on separate paths. They each took a blood oath to destroy an abberation of the Mournlands they came upon. When Qaeau left, he brought nothing with him. For him, his old life was daed. All he had left was the Hunt. He wandered the plains, with only Bloodwind for companionship. He brought down many foes and soon, found himself at the edges of his lands. Forging onward, he passed though Karrnath, looking for more challenging prey. That was three years ago. He wandered the country, hunting as far south as Droam, and north to the Demon Wastes and Shadow Marches. As he traveled, he saw the old kingdom he had heard tales of was indeed broken. People were in need. Threatened by monsters, beasts, and in some cases even worse, he decided to begin helping them. His name spread before him in the more isolated areas as one who specialized in destroying troublesome beasts. He began to make a living off what he was doing, as people he helped gave him rewards. This meant little to him. He had heard of a rather nasty creature that had taken hold near a settlement on the edge of the Eldeen Reaches through word of mouth. He set off and tracked it down to it's lair, entering and slaying it. When he was finished, he set upon by an armed group headed for beast. After they questioned him about as to whether he knew it's whereabouts, he showed them it's teeth. They spoke for awhile, and he found out that they were a team of hunters sent for it. Their leader asked him to travel and hunt under their banner, Adventurers inc. He told them he'd consider it, and they lefty. After a days rest and thought, he tracked the group, and gave them his answer. It had been long since he had hunted with others. Maybe it was time again. He agreed, and joined Adventurers Inc.
 
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Here's what I have. He's still missing mundane equipment, and the background isn't done yet. But here's what I have.

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Tsal (Guransk)

ROGUE 5th Level / SOULKNIFE 3rd Level
EXP: 28,000
Changeling Male
ALN: Chaotic Neutral
Hair: Black
Eyes: Black
Height: 6' 0"
Weight: 180 lbs
Age: 20
Deity: None
Type: Humanoid (Shapechanger)

Points Used:

STR: 12 (+1)
DEX: 20 (+5) [bonus attribute at level 4th and 8th; gloves of DEX]
CON: 12 (+1)
INT: 14 (+2)
WIS: 12 (+1)
CHA: 14 (+2)

Hit Points: 48 (6 [max 1st] +17.5 [average levels 1-5] + 16.5 [average levels 6-8] + 8 [con bonus])
Action Points: 9
Armor Class: 19 [base 10 +4 armor +5 DEX] flat-footed 19, touch 15

Saving Throw Bonus:
Fortitude: +4 [+3 base +1 con]
Reflexes: +14 [+9 base +5 dex]
Willpower: +6 [+5 base +1 wis]

Initiative: +5
Base Attack Bonus: +8/+3

Mind Blade (Melee) Attack +13; Full Attack +12/+5 (1d6+1, crit 19-20/x2)
Mind Blade (Ranged) Attack +13; Full Attack +12/+5 (1d6+1, crit 19-20/x2)

Skills [40 +10 +10 +10 +10 +6 +6 +6 = 98]:
Appraise +4 [+2 ranks +2 int]
Balance +9 [+4 ranks +5 dex]
Bluff +9 [+6 ranks +1 cha +2 race]
Climb +5 [+4 ranks +1 str]
Concentration +7 [+6 ranks +1 con]
Diplomacy +6 [+5 ranks +1 cha]
Disable Device +6 [+4 ranks +2 int]
Disguise +5 [+4 ranks +1 cha]
Escape Artist +9 [+4 ranks +5 dex]
Forgery +6 [+4 ranks +2 int]
Hide +11 [+6 ranks +5 dex]
Intimidate +5 [+2 ranks +1 cha +2 race]
Jump +5 [+4 ranks +1 str]
Knowledge (Local) +6 [+4 ranks +2 int]
Listen +5 [+4 ranks +1 wis]
Move Silently +11 [+6 ranks +5 dex]
Open Lock +9 [+4 ranks +5 dex]
Search +5 [+4 ranks +1 wis]
Sense Motive +7 [+4 ranks +1 wis +2 race]
Sleight of Hand +9 [+4 ranks +5 dex]
Speak Language +3 [+1 rank +2 int]
Spot +5 [+4 ranks +1 wis]
Tumble +9 [+4 ranks +5 dex]
Use Rope +9 [+4 ranks +5 dex]

Languages:
Common, Elven, Dwarven, Gnome

Race: Changeling
+2 racial bonus to Bluff, Intimidate, and Sense Motive
Natural Linguist
Minor Change Shape (Su)
+2 racial bonus to saves against sleep and charm effects

Class: Rogue
Sneak Attack: +3d6
Trap Finding
Evasion
Trap Sense: +1
Uncanny Dodge

Class: Soulknife
Mind Blade
Weapon Focus (Mind Blade)
Wild Talent
Throw Mind Blade
Psychic Strike: +1d8

Feats [3]:
Weapon Finesse (mind blade)
Deadly Precision
Point Blank Shot

Equipment:
Glamered Shadow Leather Armor +2 [10,610gp]
Boots of Elvenkind [2,500gp]
Gloves of Dexterity +2 [4,000gp]
Cloak of Charisma +2 [4,000gp]
2 Psionic Tattoos of Touchsight 1500
1 Psionic Tattoo of Body Equilibrium 300
2 Potions of Bull's Strength 600
2 Potions of Cat's Grace 600
1 Potion of Undetectable Alignment 300
1 Potion of Spider Climb 300
1 Potion of Nondetection 750
2 Potions of Invisibility 600
 



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