Malvoisin's Council of Thieves Rogues Gallery

Malvoisin

First Post
CouncilTitle.jpg

Cast of Characters

Mowgli as Emraeal Tnúthánach gan Didean aka 'Slip' - CG Female Elven Ranger
SelcSilverhand as Merotabahn "Mero" Trabant - N Male Gnome Sorcerer
CanadienneBacon as Lady Quinne Valanthe - CG Female Human Fighter
Mark Chance as Rolf - NG Male Half-Orc Cleric of Erastil
Scott DeWar as Marcus DuBois - N Male Human Fighter
Shayuri as Thorn - CG Female Human Rogue


[sblock=Westcrown]
Westcrownskyline.jpg


For eight centuries, Westcrown was a bastion of civilization and a symbol of national strength in Chelish eyes. As the city served as the center of Aroden’s faith, all Cheliax deemed the City of Nine Stars to be Aroden’s next home in the mortal world. Westcrown rivaled Absalom as a destination of pilgrimages during the Age of Enthronement. Yet, with Aroden’s unexpected death, the once shining City of Nine Stars became the City of Twilight as Chelish citizens lost hope. Decades of bloody strife followed, and the only direction out of the chaos seemed to be the orderly tenets of diabolism. A city that once symbolized a people’s power now projects a people’s disappointment and despair. Hope has dimmed in the city, and shadow beasts walk the streets instead of Aroden’s clergy. Westcrown remains influential in its mercantile and military might, but also humbled by its lost faith and tarnished reputation. One of the most varied and sophisticated cities of the Inner Sea, Westcrown is an enigma. By day, this city reminds many of any city or country they know, either because of the varied architecture or because people from all across Avistan and Garund now call Westcrown home. The many religious sites, whether active or debased, continue to draw the pious, the curious, and the devious. Even the ruins of the northern city draw interest among those looking for less-than-legal materials or rare treasures amid the dangerous rubble. But once the sun sets, only the foolish walk out of doors in Westcrown, for the shadow beasts prowl every darkened lane and waterway.

[sblock=Westcrown Glossary]
Natives of Westcrown—along with several other major Chelish cities—possess a wide vocabulary referring to titles, places, and specifics relating to their home.

Adel: A small, personal barge
Dottari: The Chelish city guard
Durotas: A captain of the city guard
Duxotar: The commander of the city guard
Haloran: A lantern-bearing staff
Pyrahje: Man-sized torches that light major areas of Westcrown by night
Parego: “Great region,” one of the three major districts of Westcrown
Rego: A region or neighborhood of Westcrown
Vaneo: A Chelish manor house
Vira: A Chelish estate
Wiscrani: A resident or something from Westcrown
[/sblock]
[sblock=At a Glance]
One’s location in Westcrown determines the size, height, and opulence of the surrounding buildings. Every building, however, begins with a stone foundation, most often the light stone quarried from the surrounding hills or along the Adivian River. The richer areas of town contain all-stone construction, if not rarer or more specialized materials. Most places add three or more levels made from wood, either light varieties of local trees or the dark barroak felled in the Barrowood and brought downriver. Buildings lean upon each other at the higher levels where necessary, with the sight of freestanding buildings usually denoting the money and influence of nobility. Streets and walkways in Westcrown almost undulate in places, evidence of the random nature of the building spaces. Stone paves every surface within the city walls, and while main avenues in richer areas have stone slabs, mirror-slick in the rain, cobblestones fill other areas. All runoff gets channeled to sewer grates or back toward the river, and keeping grates clear of blockages becomes an informal task for dottari during the rainy seasons. While there are hire-sweeps to tend to the streets and keep them clear of offal, few folks beyond the rich can afford them, and garbage piles up in the alleys of poorer sections of town until cleared by locals or benevolent priests. The city’s pride and arrogance has dimmed over the decades along with its lost influence as the failed “Home of Aroden.” As a result, many Wiscrani no longer take as much pride in keeping their neighborhoods clean or in the best repair. Structures exposed to the elements remain unmended, garbage chokes some alleys, and things change only by the influence of dottari spears or coins. While the faith of many people crumbled with Aroden, his priests and worshipers of his founders continue to watch out for Westcrown and its people, shoring up and repairing temples and common buildings alike. The city’s paregos, or “Great Sectors,” provide the broad breakdown of the city, while its eight subdivisions provide finer distinctions.[/sblock]
[sblock=City Geography]
Westcrownmap1.jpg

Map Key
1. Vizio's Tavern

The City of Twilight carves itself up into three distinct Paregos (“great regions”) used and understood by all the city’s residents: the Regicona (“the Floating Palace”), or Westcrown Island; the Spera (“Hope’s Altar”), the stilloccupied sections of the city; and the Dospera (“Despair’s Altar”), or the ruined northern regions of Westcrown. When locals provide directions in the city, though, they split it up into regos (regions or sectors). The five on the western shores are Rego Cader, Rego Crua, Rego Scripa, Rego Pena, and Rego Sacero. The three island sectors in the river are Rego Corna, Rego Laina, and Rego Aerum. Some folk add on two more sectors: Rego Funda (“Farm Sector”) encompasses the hills and dales between the city and the Adivian Bridge and includes the city’s farms and food supplies. The Pripatra (or Rego Patra to the sycophantic) generally covers all the manor houses and noble estates bordering the Dhaenflow.

[sblock=Parego Regicona]
Wiscrani call Westcrown Island Regicona. Encircling the 8 canalriddled islands are the Regiconan Walls, the Chained Arches spanning each of the canals piercing them. Most of the city’s population never sees inside the walls built by their efforts and coins, so rumors run rampant of what happens within the Regicona. All they and most city visitors see are the grandeur of the tallest buildings rising above the walls, like the former royal palaces and a grand opera house.

Each of the 8 islands of the Regicona holds no less than two major vaneos (manor houses) or full viras (estates) occupied by noble or inf luential Wiscrani families. Socially, if not legally, 10 noble families each lay claim to “rulership” of the island on which their vaneos lie, and their control can often subsume that of the Regidottari by bribes if not the blades of each family’s mercenary troops. Many families have lost inf luence and lives by assuming they had the Regidottari’s protection, only to find their protectors already bought by their enemies. The oldest adage taught to every child here is, “An island’s water can defend or detain—only trust the tides.”

While life on Westcrown’s shores has returned to one of prosperity through trade, the Regicona clings to the opulence of times past. Where modern-style buildings replaced uninhabitable ruins on the mainland city, much of the Regiconan architecture reflects older styles from the imperial glory days of both Cheliax and Taldor, with balustrade-lined tile roofs, needle-like towers for single archers or vocari (“voice guards”), and smooth polished archways. All paved with smooth stone, the roads are flanked by gutters along the edges of buildings, allowing water and waste to drain out from underfoot and into sewer grates or the canals.

Regiconan Walls
These massive defensive walls encircle the entirety of Westcrown Island, and are constantly
manned by the regidottari, with each tower or adjacent section of wall billeting at least a score of soldiers. Every tower acts as an armory and storehouse for food and supplies. In general, each island has a complement of 30 regidottari per tower.

Chain Arches
Towers flanking a canal also connect via the Chain Arches, massive stone arches containing the
winches for the chain gates. These massive curtains of barbed chains descend into the canal at times of unrest or emergency, or at the whims of the duxotar or Durotas Bolvona. Most often, they lower the chains only enough to display the latest traitors’ bodies impaled upon the barbs as warnings to others.

Canals
The condottari control the canals, where upon occasion they clash with nobles’ forces pursuing
vendettas. Like the regidottari, military troops in their reinforced adels and skiffs can be bought. Canal walls rise at least 10 feet above the waters of the canal, and the last flood to overflow the canals and engulf the Regicona happened more than 400 years ago. Seven-foot-wide stone roads line the canals at the water’s common level, forming foundations for 5-foot-square slab stairs that ascend to
street level. In drier seasons, these roads also serve as free market space for those rising early enough to set up here (though the areas submerge during spring and early summer floods). Adels pull up to stairposts near the walls and unload passengers onto the stairs or allow booms and pulleys to remove goods (or noble-laden divans). The only docks on the canals nestle beneath property lining the canals. Once a craft broaches an entry arch, landowners control all dock territory, not the condottari.

Canal Bridges
Drawbridges (one on each side) cross each canal at least once every 200 feet, and slaves winch
them up when necessary to allow the passage of any craft within a canal. Regidottari control the bridges, regardless of who owns the land on which the abutment rests, though many bribe them when they need to hamper foot pursuit or prevent someone’s escape from a particular isle. Regardless, all soldiers obey the River Edicts and move bridges if they are impediments to watercraft.

Rego Corna
“Crown Sector” encompasses the former stronghold of power in Cheliax—the Imperial Court of Cheliax and its attendant holdings and homes. Once the most desired land in the country, the islands of Impriax, Dlaratha, and Siraon recovered only some prestige in the past three decades.

Rego Laina
Triam and Islatra comprise the large central pair of islands in “Blade Sector.” These are the last of the original islands, and none today remember the origins of their names. The name of the sector stems from the many famous battles, smithies, and armories situated therein.

Rego Aerum
“Treasure Sector” is the home of true rarities for sale in Westcrown. The youngest territory in the city, the southern half of Westcrown Island only grew beyond mud flats in the past millennium. The three islands of Rego Aerum include Siar, Ghiam, and Karhal. The park at the south end of Karhal formed due to the mysterious inability of any building built there to be completed, due to a long history of strange accidents. The lands became a city park for the rich and idle in 4040 ar.
[/sblock]

[sblock=Parego Dospera]
The Parego Dospera (“Despair’s Altar”) refers to the abandoned ruins and downtrodden slums of the northern shores of Westcrown. The roads are often in disrepair, and running in the Dospera invites a twisted ankle or a broken leg, leaving one fair game to the many threats in its shadows. While the northern sector is entirely a ruin, only kept in vague control by the sureshots of the rundottari on the walls around it, the southern rego acts as the buffer zone between it and “civilized” Westcrown.

Rego Cader
“Dead Sector” refers to the northern ruins, though older Wiscrani can tell you this used to be Rego Plea (formerly home to house slaves, servants, and lesser trades) before Aroden’s Fall. Inside this sector are the “low trades” the nobles wished not to see, including many forges or smithies still useful, if not in good repair. The bulk of the abandoned or ruined buildings were once taverns, inns, rooming houses, and stables. Now, most are either squats and partial homes for barbaric humans, dens of thieves, or even the lairs of monsters from leucrotta to goblins and tieflings strong enough to survive. There may even be gargoyles still bound to guard areas that have long since fallen to ruin around their perches.

Rego Crua
“Blood Sector” once held all slave trade and a wide array of low-end or less-desirable businesses, from tanneries to slaughterhouses. As a result of the stench and filth, this sector also contained the northern slums of Westcrown, nestled up against the walls of Rego Cader (which sometimes makes them safer due to the near-constant presence of rundottari above them). The farther south one travels, the more buildings rise in height and cleanliness until you cross the eastern Pegasi Bridge into Parego Spera.
[/sblock]

[sblock=Parego Spera]
The Spera (“Hope’s Altar”) contains the still-thriving sections of the city, once looked down upon by the city’s elite and now recognized as its money-making lifeblood. The western city still holds many nobles, but unlike the Regicona, trade and coin rule here more than politics. The three sectors of the Spera are Rego Scripa (“Scribe Sector”), the commercial hub and mercantile class sector that was the site of the empire’s scribes and printers; Rego Pena (“Coin Sector”), the fine trades, high-quality goods, and “new money” class sector; and Rego Sacero (“Priest Sector”), the temple and “old money” sector.

Rego Scripa
“Scribe Sector” was once the center for the bureaucratic work of the Chelish empire, the area dominated by ink- and paper-makers, printers, binders, scribes, and messengers. Now, precious few such businesses remain beyond cartographers; trade warehouses and ship-related businesses (rope- and sail-makers, navigators, and shipwrights) now populate this sector.

Rego Pena
“Coin Sector” houses the more lucrative trades and many houses of dubious standing, politically or monetarily. This also acts as home to a rising class of rich merchants who, by choice or fate, lack the political clout or connections to gain noble status or the notice of the Imperial Court.

Rego Sacero
“Priest Sector” contains more shrines and ecclesiastical real estate (extant or ruined) than five other Chelish cities combined. For centuries, priests and nobles alike kept all land east of the Arodennama (on and beneath the Rise) vacant for Aroden’s personal gardens. That land became a flashpoint of land grabs and assassination among many nobles, officials, and priesthoods after the Last Azlanti’s death. By 4614, various faiths and houses had bought up much of the land.
[/sblock]
[/sblock]
[sblock=Westcrown by Night]
It all began in Rova of 4676 ar. What started as stories of strange creatures slinking through the shadows became a citywide panic as Wiscrani began disappearing off the darkened streets. Rumors spread quickly of a return of the White Plague or a resurrection of the infamous Council of Thieves, but these tales were soon replaced by reports of a shadowy calamity at Delvehaven, the local Pathfinder lodge, and sightings of dark and insubstantial beings hunting the streets. After months of ignoring or dismissing the problem, the government eventually launched a campaign to seek out and put an end to what they downplayed as an infestation of giant rats, goblins, and goblin dogs. Yet the dottari proved ill equipped for these midnight hunts, and the office of the mayor offered only empty promises. Growing fear and anger led to scapegoating and suspicions of insurrectionists from Nidal, which culminated in a mob’s daylight burning of twin Nidalese coasters. Finally, for the populace’s protection, a curfew was enacted throughout the city while a small army of dottari and experienced mercenaries were commissioned to deal with the shadowy curse that had afflicted the Wiscrani night. Numerous raids and hunts were conducted in the Dospera and ancient city sewers, only to result in the loss of many hunters with little apparent gain. Thus, the nightly curfew remained in effect for more than 30 years, with the unwary risking their very lives.

Today, with the dying of every day’s light, businesses hurriedly close and respectable homes light lanterns outside their doors. Members of the dotarri light pyrahjes, man-sized torches, throughout the Parego Regicona and in the major plazas of the Parego Spera, patrolling between such islands of light in groups of seven. Taverns, festhalls, and similar establishments maintain sleeping rolls for those who stay after dark, collecting a customary 2 sp fee for boarders soon after twilight. Those forced onto the street after dark typically carry halorans, 7-foot-tall hooked staves hung with bright lanterns, made publicly available along the city’s most traveled avenues. Despite the city’s adaptation to the nightly scourge, specifics of what the creatures are, where they came from, and their intentions remain the stuff of rumors, with every Wiscrani having his own wildly varying theory. Most residents have accepted and adapted to the deadly curfew, which is frequently broken in the Spera and even more often on Westcrown Island, where few attacks take place. Dottari who catch residents out after curfew can enforce up to a 5 gp fine, but more commonly hurry such scofflaws along their way. Weekly, though, new tales arise of deadly attacks on curfew breakers, assuring that the nightly ban is widely maintained. Several times a year the lord mayor makes a show of decrying the plague of mysterious hunters stalking the city’s streets, promising renewed efforts to put an end to the menace, but little has changed in the three decades since the creatures’ mysterious appearance.
[/sblock]
[/sblock]
[sblock=Important NPCs]

[sblock=Janiven]
Janiven.jpg

Tall and lean, Janiven is an attractive dark-haired woman who downplays her beauty with rough clothing and a no-nonsense attitude. She has invited the PCs to a secret meeting at Vizio's Tavern to discuss organizing for the betterment of all the citizens of Westcrown.
[/sblock]
[/sblock]

Maps/Handouts
 
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Malvoisin

First Post
Quick Reference PC Stat Blocks

SLIP CG Female Elf Ranger 1
INIT +3; Perception +5 (+7 Sight/Sound based); Low Light Vision; Keen Senses
DEFENSE---------------
AC 16/touch 13/flat-footed 13 (+3 armor, +3 dex)
HP 10
FORT +2, REF +5, WILL +1
Defensive Abilities: Elven Immunities
OFFENSE---------------
Speed 30 ft./x4
Melee (Two-weapon Primary) Scimitar +0 1d6+1 18-20/x2
Melee (Two-weapon Secondary) Short Sword +0 1d6 19-20/x2
Ranged Throwing Axe +4 1d6+1 20/x2
STATISTICS------------
STR 13, DEX 16, CON 10, INT 14, WIS 13, CHA 10
BAB +1, CMB +2
Selected Skills Stealth +6
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Emraeal Tnúthánach gan Didean ('Slip')

Name Pronunciation: EHM-rayal (t)new-HAN-uch gun did-ANN

IC Posting Conventions:
"Color & Quotes" = Speech
Color & Italics = Thoughts


Slip%20%26%20Carafir.jpg


Code:
  Name: Emraeal Tnúthánach gan Didean ('Slip')         Age: 25
 Class: Ranger                                      Height: 5'2"
  Race: Elf                                         Weight: 90 lbs
  Size: Medium                                        Hair: Black
Gender: Female                                        Eyes: Violet
 Align: Chaotic Good                                  Skin: Light Brown
 Deity: Desna

Str: 13 +1 (03p.)     Level:  01             XP:  300/2000
Dex: 16 +3 (05p.)       BAB: +01             HP:  10
Con: 10 +0 (02p.)       CMB: +02            ACP: -01
Int: 14 +2 (02p.)       CMD: +15        Dmg Red:  0/anything
Wis: 13 +1 (03p.)     Speed:  30'     Spell Res:  None
Cha: 10 +0 (00p.)      Init: +03     Spell Save:  NA


    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Misc
              16    10     +3    +0    +3   +0     +0    +0    +0

                  Touch AC: 13              Flatfooted AC: 13


                Total  Base   Mod  Misc   Special
Fort:             2     2     +0          Immune to Magic Sleep Effects
Ref:              5     2     +3          +2 Saves vs. Enchantments
Will:             1     0     +1     


Weapon                  Attack    Damage      Critical     Special
Falcata                 +0        1d8+1       19-20/x3     +1 D when Flanking
Kukri                   +0        1d4         18-20/x2     +1 D when Flanking
Axe (Throwing)          +2 (+4)   1d6+1          20/x2     Range: 10'
Dagger (Thrown)         +2 (+4)   1d4+1          20/x2     Range: 10'


Languages: Common, Elven, Orc, Goblin


Elf Traits:
    * +2 DEX, +2 INT, -2 CON
    * Low Light Vision (See 2x Human in Poor Illumination)
    * Keen Senses (+2 Perception, 'Passive' Secret Door Detection)
    * Elven Immunities (Immune to Magic Sleep Effects,
	+2 Saves vs. Enchantment Spells/Effects)
    * Elven Magic (+2 CL vs. SR Checks, +2 Spellcraft: ID Magic Properties)
    * Elven Weapon Proficiencies
    * Favored Class (Ranger)

Ranger Abilities:
    * Proficiencies: Simple & Martial Weapons
	Light & Medium Armor/Shields except Tower Shield
    * Favored Enemy: Evil Outsiders (+2 TH/D, Bluff, Knowledge, Perception,
        Sense Motive, Survival Checks)
    * Tracking (+½ Lvl to Survival Checks for Tracking (Min 01)
    * Wild Empathy (Improve Starting Attitude of Animals one Category)
    
Character Traits:
    * Dirty Fighter (+1 Damage when Flanking, multiplied for Crit)
    * Conspiracy Hunter (+1 KS: Local checks, KS: Local is Class Skill)    

Feats:
    * Exotic Weapon Proficiency (Falcata)
    

Skill Points: 09 (6/Lvl + 2/Lvl INT + 1/Lvl FC)

Skills                Total   Rank     CS   Ability  Misc
Acrobatics              2                      3     -1  
Appraise                2                      2     
Bluff                   0                      0     
Climb                   4       1       3      1     -1  
Craft                   2                      2      
Diplomacy               0                      0     
Disguise                0                      0     
Escape Artist           2                      3     -1  
Handle Animal           4       1       3      0     
Heal                    1                      1     
Intimidate              4       1       3      0     
Knowledge (Dngnrng)     6       1       3      2     
Knowledge (Local)       7       1       3      2      1
Perception              7       1       3      1      2
Perform                 0                      0     
Ride                    2                      3     -1  
Sense Motive            2       1              1     
Stealth                 6       1       3      3     -1
survival                5       1       3      1     
Swim                    0                      1     -1


Money
PP: 00     GP: 64      SP: 29     CP: 00

Equipment                      Cost    Weight
Explorer's Outfit                       8 lb
Studded Leather Armor            25gp  20 lb
Falcata                          16gp   4 lb
Kukri                             8gp   2 lb
Throwing Axe (2)                 16gp   4 lb
Dagger (2)                        4gp   2 lb
Rope (Silk, 50')                 10gp   5 lb
Grappling Hook                    1gp   4 lb
Potions (CLW x3)
Beltpouch (2)                     2gp   1 lb
  Flint & Steel                   1gp   
  Parchment (5 Sheets)            1gp   
  Charcoal (10 Sticks)            1sp  

Carafir (Guard Dog - See SBlock) 25gp
  
                        Total Weight:  50 lb

            Light  Medium   Heavy    Over Head  Lift    Push
Max Weight: 0-50   51-100   101-150  0-150      0-300   0-750

[sblock=Carafir]
'Dog' stats, trained for GP 'Guard' (Attack, Defend, Down, Guard)

Carafir is Slip's best friend and constant companion. The Ranger rescued the dog as a very young pup. Carafir is now a year old and about half grown, and the two have been learning to work and fight together.
[/sblock]

[sblock=Stat Block]
Code:
   HP: 10/10     AC: 16   AC(T): 13   AC(FF): 13
 Init: +03    ST(F):+02   ST(R):+05    ST(W):+01

  BAB: 01       CMB: 02     CMD: 15

Weapon                  Attack    Damage      Critical     Special
Falcata                 +2        1d8+1       19-20/x3     +1 D when Flanking
Kukri                   +2        1d4         18-20/x2     +1 D when Flanking
Axe (Throwing)          +2 (+4)   1d6+1          20/x2     Range: 10'
Dagger (Thrown)         +2 (+4)   1d4+1          20/x2     Range: 10'
[/sblock]

[sblock=Background]The Parego Dospera is hard. Brutally hard. Despair’s Altar took everything meaningful from my life, left me alone and helpless. But if you can make it, if you can survive and come out the other side, there’s hope here as well. There’s a toughness, a determination in the dregs who live here, that’s worth fighting for.

My name is Slip, and Dospera is my home.

I roam the rubble strewn alleys and ruined buildings, hunting the hunters of the youth of my home. I teach the kids how to protect themselves, how to survive and maybe make it out. But all the time I’m looking for my real prey – the bastards that took my life from me. A devil spawn killed my parents when I was just a little, and left me alone. I don’t remember much about them now; I don’t know why they were here or what they were doing. I’ve been advised to let it go, for my own good. I’ve been told that it was random, that it meant nothing. But I know better. There’s some guiding force behind the evil of this city, I know it. Not the devil worshippers, those effete snobs on the island. Something behind the scenes. They sent the Tiefling; my parents were a threat to them, so they got snuffed. I know this. I’ll find them.

In the mean time, I’ll content myself with hunting their errand boys, and doing what I can to give a little back to this town that gave me my life.


~~~~~~~~~~~~~~~

“You want to do what? And you want me to help? Are you crazy? And what do you know about me anyway?”

“Slip, we’ve been keeping an eye on you. You came to our . . . attention . . . when one of your younglings came to a friend of mine for help with a, um, personal problem. She told us about all the things you do for the street kids up here. We’d like to see you - to help you - do more.”

“Look, lady, much as I appreciate your help back there – you really saved my arse from the shadows – I don’t need any more trouble than I’ve got. There’s more than I can do already, without taking on another lost cause.”

“That’s what I’m trying to tell you. You’re doing all you can by yourself. We want to organize something bigger, a movement that supports each other, that can really make a difference around here. Think what you could do for your kids with a team of twenty or thirty . . . And I can offer you something else as well.”

“OK, you got my attention; I’m listening.”

“When we heard about what you’re doing up here, we started asking around. I know about your parents. I may have a solid piece of information about their killers – the real ones, the one’s behind the killing, as well as the Tiefling that wielded the blade.”

“Lady, you better not be playing me. If you are, I swear by all that’s holy I’ll . . .”

“I’m not . . . I’m not! We think there’s a noble family behind your parents’ deaths, an old one. We can’t do anything right now except try to find out more, but if you’ll meet with my friends, if you’ll work with us, you’d have our help for your cause as well when the time is right.”

“Where and when? I'll be there.”

“We’re meeting at the . . .”[/sblock]

[sblock=Appearance/Personality]
Slip is a very small specimen of her race - malnourishment took its toll early, and she never fully recovered. Her hair is raven black, her skin a rich creamy brown. Her violet eyes drink in the light. She dresses in mottled black and gray leathers.

She radiates a subtle air of menace as well - a survival trait on the streets where she was raised. She can come across as gruff, but in fact she has somehow survived her brutal childhood with her soul intact and with a strong determination to 'do what is right' - even when what is right flies in the face of Westcrown's rigid laws.
[/sblock]
 
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SelcSilverhand

First Post
Mero

Image from Pozas
[SBLOCK]
nebin.jpg

[/SBLOCK]


Code:
[B]Name:Merotabahn "Mero" Trabant[/B] 
[B]Class: Sorcerer[/B] 
[B]Race: Gnome[/B] 
[B]Size: Small[/B] 
[B]Gender: Male[/B] 
[B]Alignment: Neutral[/B] 
[B]Deity: Shelyn[/B] 

[B]Str:[/B]  9 -1 (01p.)     [B]Level:[/B] 1        
[B]Dex:[/B] 14 +2 (05p.)     [B]BAB:[/B] +0         [B]HP:[/B] 8 (1d6+2)
[B]Con:[/B] 14 +2 (02p.)     [B]CMB:[/B] -2 [B]CMD[/B] +10
[B]Int:[/B] 12 +0 (02p.)     [B]Speed:[/B] 20'      
[B]Wis:[/B] 10 +0 (00p.)     [B]Init:[/B] +2        
[B]Cha:[/B] 16 +3 (05p.)              

[B]Stat Increases by Level[/B]
4th - 
8th - 
12th - 
16th - 

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +1    +0    +0    13
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 11

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +2    +0    +2
[B]Ref:[/B]                       0    +2    +0    +2
[B]Will:[/B]                      2    +0    +0    +2


[B]Weapon                  Attack   Damage     Critical[/B]
Club                       +0     1d4-1       20x2
Ranged Touch               +3                 20x2
Blowgun                    +3     1           20x2


[B]Languages:[/B] 
Common(Chelaxian), Gnomish, Sylvan, Draconic


[B]Abilities:[/B] 
Race : Ability
Gnome : +2 Cha, +2 Con, -2 Str
Gnome : Favored Class (Sorcerer): +1 skill point per level
Gnome : Keen Senses: Gnomes receive a +2 racial bonus on Perception
Gnome : Illusion Resistance: Gnomes receive a +2 racial bonus to Will Saves vs illusion.
Gnome : Gnome Magic: If a Gnome casts an Illusion spell, the DC to resist that spell receives a +1 racial bonus. 
        Gnomes with Charisma scores of 11+ can cast dancing lights/ghost sound(DC14)/prestidigitation/speak with animals 1/day each. 
        DC13 on Gnome Magic spells.
Gnome : +1 on Attacks, AC. +1 vs reptiles and goblinoids. +4 AC vs Giants
Gnome : +2 on Craft Skill (Bartending)

[B]Sorcerer[/B]
Eschew Materials : No material components for spells except those greater than 1gp.
Bloodline : Fey Arcana - +2 to DC of Compulsion Spells.
Bloodline : Laughing Touch - Melee touch attack causes target to lose its action this round. 

[B]Traits[/B]
Gifted Adept : Charm Person is cast at +1 Caster Level
Conspiracy Hunter : +1 trait bonus to Diplomacy, class skill. 

[B]Feats:[/B] 
Feat - Location - Description
Level 1 - Spell Focus (Enchantment)

[B]Ideas for Future Feats[/B]
Level 3 - G. Spell Focus (Enchantment)
Level 5 - Spell Focus (Illusion)
Level 7 - Metamagic Heighten Spell
Sorc  7 - Dodge
Level 9 - Mobility
Level 11 - Spring Attack
Level 13 - Great Fortitude
Sorc  13 - Improved Initiative
Level 15 - G. Spell Focus (Illusion) 
Level 17 - Metamagic Maximize
Level 19 - Metamagic Quicken

[B]Spells[/B]

0st Level / DC13 4 Day : Disrupt Undead, Mage Hand, Detect Magic, Acid Splash
1st Level / DC14 3 Day : Charm Person(DC15, CL2), Color Spray(DC15), (Entangle at 3rd level)


[B]Ideas for Future Spells[/B]
2nd Level / DC15 1 Day : Touch of Idiocy, Gust of Wind, (Hideous Laughter 5th)
3rd Level / DC16 1 Day : Suggestion, Slow, (Deep Slumber 7th)
4th Level / DC17 1 Day : Charm Monster, Bestow Curse, (Poison 9th)
5th Level / DC18 1 Day : Dominate Person, Mind Fog, (Treestride 11th)
6th Level / DC19 1 Day : Mass Suggestion, Freezing Sphere, (Mislead 13th)
7th Level / DC20 1 Day : Insanity, Mass Hold Person, (Phase Door 15th)
8th Level / DC21 1 Day : Mass Charm Monster, Greater Shout, (Irresistable dance 17th)
9th Level / DC22 1 Day : Dominate Monster, Weird, (Shapechange 19th)


[B]Skill Points:[/B] 03        [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Acrobatics                  0    +0     +0   +0
Appraise                    0    +0     +0   +0
Bluff                       1    +3     +3   +7
Climb                       0    +0     +0   +0
Craft                       0    +0     +0   +0
Diplomacy                   0    +3     +1   +4
Disable Device              0    +0     +0   +0
Disguise                    0    +0     +0   +0
Escape Artist               0    +0     +0   +0
Fly                         0    +0     +0   +0
Handle Animal               0    +0     +0   +0
Heal                        0    +0     +0   +0
Intimidate                  0    +0     +0   +0
Knowledge (arcana)          1    +1     +3   +5
Knowledge (dungeoneering)   0    +0     +0   +0
Knowledge (engineering)     0    +0     +0   +0
Knowledge (geography)       0    +0     +0   +0
Knowledge (history)         0    +0     +0   +0
Knowledge (local)           0    +0     +0   +0
Knowledge (nature)          0    +0     +0   +0
Knowledge (nobility)        0    +0     +0   +0
Knowledge (planes)          0    +0     +0   +0
Knowledge (religion)        0    +0     +0   +0
Linguistics                 0    +0     +0   +0
Perception                  0    +0     +0   +0
Perform                     0    +0     +0   +0
Profession (Bartender)      0    +0     +3   +0
Ride                        0    +0     +0   +0
Sense Motive                0    +0     +0   +0
Sleight of Hand             0    +0     +0   +0
Spellcraft                  1    +1     +3   +5
Stealth                     0    +2     +4   +6
Survival                    0    +0     +0   +0
Swim                        0    +0     +0   +0
Use Magic Device            0    +0     +0   +0


[B]Equipment:               Cost  Weight[/B]
Club                           --   1.50lb
Blowgun                        2gp     2lb
20darts                        1gp
Bedroll                        1sp  1.25lb
Entertainers Outfit	       3gp     2lb
Cure Light Wounds Potion x3

[B]Total Weight:[/B]00.0lb      [B]Money:[/B] 63gp 1sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              30.00  31-60  61-90  90   450

[B]Age:[/B] 40
[B]Height:[/B] 3'00"
[B]Weight:[/B] 50lb
[B]Eyes:Red[/B] 
[B]Hair:Green[/B] 
[B]Skin:White[/B]

Appearence
[SBLOCK]
Mero stands at a respectable 3' tall. His skin is a pale white that contrasts starkly with his bright green hair and beard. From his time exploring Cheliax, his eyes have turned a reddish tint as he is influenced by the life around him. He wears simple cut cotton clothes dyed in obnoxiously bright reds and yellows. When traveling he wears a massive floppy hat almost the size of an umbrella. He disdains walking, and longs for the day when he can afford a riding animal or, in his dreams, a flying carpet.
[/SBLOCK]


Backstory
[SBLOCK]
Mero grew up in the Shay Citadels of Irrere with an idyllic life. His days were carefree and spent either in his fathers shop or working for his mother. His father was a alchemist, part-time brewer, and professional prankster. His mother owned a tavern called the Feast Hall. His father could create the most fantastic potions and even finer drinks from the strangest substances. Sometimes his father would try to get Mero to drink his newest concoction that would "put hair on your chest and a spring in your step". Mero wised up after one potion actually DID put hair on his chest, like an animal, earning him more than a few nicknames. His mother was a kind woman and a splendid cook who greeted everyone with a smile and a fresh loaf of bread. She could cook up a feast quicker than you could finish your first pint and her health was toasted often in the halls. Mero kept himself busy cleaning up dishes and pans, as well as swiping abandoned mugs of liquor. While both of these daily tasks were pleasent, his greatest joy was his frequent trips to visit his grandmother who was always eager to teach him the ways of magic. His studies were painfully frustrating. He lacked the discipline of mind to become a real wizard. Despite her best efforts, he was never able to master more than the most basic of magics. Despite his lack of progress, she continued teaching him in hopes he would someday master the arcane. Age took her life far too soon and while he tried to continue his studies, he found he lacked the motivation.
Not long after losing his grandmother, his parents left for another town to visit a fair. They never arrived at the town and no remains were ever found. Their fate is still a mystery to him, driving him to renew his studies in order to find more powerful magics so that one day he can create a divination that will reveal the truth. In the meantime he continued to run his mother's tavern, making a good living selling the finest alcoholic drinks for miles around.
One day, Mero passed a mirror and was startled to see that his visage had changed significantly. His normally vibrant hair and skin had begun to fade abruptly. The Bleaching, an affliction that catches up with all gnomes had finally come upon him. Once immortal fey, the gnome race had become weakened by the transition from the First World into the Material. Without a constant influx of new experiences the gnomes lose their vitality, minds, and eventually their lives. Knowing that his only hope was to reinvigorate his life, he decided to radically change his lifestyle. He sold his tavern and traveled to every city in the region seeking new experiances.
He has finally reached Westcrown, the bleaching halted for now. This town had sunk into decadence. there was danger, mystery, and exotic sights to be found throughout the city. The perfect place to keep his needs in check.



Do you want to know the truth? Such a common phrase, uttered by every person who ever held a conspiracy theory. It was almost a cliche. And what is truth really? Just another persons viewpoint, hell, not even the gods knew the truth some of the time. Yet there is still a subtle weight to the words. It makes the listener wonder, for a moment, if maybe this person knows something he doesn't.

When the woman on the street walked up to him and opened the conversation with that phrase, he nearly wrote her off as another crazie. You get them sometimes, in this part of town. He seemed to attract them the most, perhaps his short stature made him seem less intimidating and easily approached. While she spoke he mused in the back of his mind that perhaps he should start wearing blacks and reds with threatening symbols to deter these types. A nice human skull affixed to his walking stick might do it. As she talked however it became obvious that she wasn't your average mental case. She was passionate, organized, logical, and most importantly, honest. It's true that the city had been declining for some time, he had lived long enough to see that, and perhaps a large part of it could be blamed on the open acceptance and worship of Devils. A small rebellious group couldn't topple a government, but opening the eyes of the populace and changing their minds about how things should be just might work. And he was very, very good at changing minds.
[/SBLOCK]
 
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Lady Quinne Valanthe[imagel]http://img4.imageshack.us/img4/9108/lipx.jpg[/imagel]






















[sblock=Background] "Fight fire with fire." That's what my father's brother H'Emerte always said. Strange, that I'd hold to his words even after he abandoned us. Crazy Uncle H'Emerte, we called him growing up, my three elder brothers and I. H'Emerte was always the uncle to make you laugh, play a wilding lyric on the viole, the sort to declare the Republic in need of poet warriors, lovers, and the light of what he called "Philos." In the middling years when men take a wife, inherit the family estate, and settle down to raise a brood, Uncle H'Emerte became the black sheep of Family Valanthe by declaring himself unfit after the hour of grandmatron's death; at just the very time you'd expect the eldest Valanthe boy to assume the family seat of power and honor, H'Emerte turned tail and ran with his young lover, a boy of 13.

The stain of H'Emerte's association cost Valanthe, me likely least. I lost my knighthood. All those years with my nose buried in history books, learning the geneology of kings, the root of power, the right of politics--wasted. Years of drudging my and my elder brothers' livery from Arms Master Holden's quarters to the training field out back the manse--lost. Riding horseback all hours of the day 'til my womanly flower became so shriveled and useless, my thighs stripped of softness, my hips re-fashioned for fighting rather than child bearing--all for naught. I might as well have stayed to play at sewing with mother, rather than waste those years chasing the pursuits of men.

When H'Emerte's boy lover came to beg safe passage from the city for himself and my uncle, I let them through the gate I commanded, despite orders otherwise. Even having to bear H'Emerte's stain of dishonor upon the family, I might have kept my standing in the Order had I turned my uncle from the gate and arrested him for the treason with which the Magistrates had already charged him. Looking at my uncle in the eyes, however, I knew there was no hope to be scrapped for House Valanthe--we'd been sold to dishonor long ago by our own craven desires and weakness.

Truth be told, H'Emerte's disgrace saved me. No longer a knight of Westcrown, yet still a Wiscrani in the finest fashion--a derelect, drunk on new wine and self-loathing--I was freed to wallow in my own humanity. You don't know the truth of your soul 'til you've lost everything and had to scrabble to reform both self and home. Day to day, I cast my luck and life where I will.

Curse H'Emerte. Curse Valanthe. Curse Westcrown. I'll find my own way now. Yes, Janivan's offer to regain my honor, my knighthood, the grace and good will of my family appeals, but so does coin to clink in my pocket and food on my plate. One battle at a time, as they say. Today's battle is the meeting at Vizio's, at 4 pm...here's hoping Janivan's not stingy with the ale, for I'm thirsty.
[/sblock]

Code:
Name: Quinne         Age: 24
Class: Fighter                                      Height: 5'9"
Race: Chelaxian                                     Weight:  140lbs
Size: Medium                                        Hair: Black
Gender: Female                                      Eyes: Dark Brown
Align: Chaotic Good                                 Skin: Pale
Deity: None

Str: 16 +3 (05p.)     Level:  01             XP:  0
Dex: 14 +2 (05p.)       BAB: +01             HP:  12 (10 for Fighter, +1 for Con, +1 for Favored Class)
Con: 12 +1 (02p.)       CMB: +04            ACP: -02
Int: 13 +1 (03p.)       CMD: +16        Dmg Red:  None
Wis: 10 +0 (00p.)     Speed:  30'     Spell Res:  None
Cha: 10 +0 (00p.)      Init: +03     Spell Save:  NA


    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Misc
              16    10     +4    +0    +2   +0     +0    +0    +0

                  Touch AC: 12              Flatfooted AC: 14


                Total  Base   Mod  Misc   Special
Fort:             3     2     +1          
Ref:              2     0     +2          
Will:             0     0     +0     


Weapon                  Attack    Damage      Critical     Special
Greatsword               +4        2d6+4       19-20/x2     
Spiked Chain             +4        2d4+4       20/x2       Reach weapon, can be used vs. adjacent foes


Languages: Common, Chelish 

    
Character Traits:
    * Westcrown Firebrand:  +1 to Initiative, +1 to attack in a surprise round
    * Scholar of the Great Beyond: Knowledge (history) is always a class skill, +1 to history checks    

Feats:
    * Combat Expertise
    * Improved Trip
    * Exotic Weapon Profiency (spiked chain)
    

Skill Points: 4 (2 for Fighter, 1 for Int, 1 for Human)

Skills                Total   Rank     CS   Ability  Misc

Climb                   7       1       3      3             
Knowledge (Dungeon)     5       1       3      1
Knowledge (History)     6       1       3      1      1
Perception              0                                     
Ride                    6       1       3      2                    

ACP (chain shirt): -2 to Climb, Ride while wearing armor       


Money
PP: 00     GP: 00      SP: 00     CP: 00

Equipment                      Cost    Weight
Explorer's Outfit                        8 lb
Chain shirt                   100gp     25 lb
Greatsword                     50gp      8 lb
Spiked chain                   25gp     10 lb
(3) Potions of cure light
   
                        Total Weight:  51 lb

            Light  Medium   Heavy    Over Head  Lift    Push
Max Weight: 0-76   77-153   154-230  0-230      0-460   0-1150
 
Last edited:

Mark Chance

Boingy! Boingy!
Rolf

Rolf's is a sort of intinerant healer and preacher, a bit like St. Francis, but not opposed to cracking a skull with whatever hefty implement happens to be at hand. He was raised by humans in a subsistence-level agricultural community, but his wanderings have progressively brought him closer and closer to where the game starts.

[sblock=A Conversation on a Blood Sector Street]
"Urchins in the streets getting out of hand," said one dottari, a slender man with a pinched, unpleasant face.

"Thieves," agreed another, scratching his ample backside. "All thieves."

"All of them?" asked Rolf as he leaned against the tannery's wall.

Both guards looked at Rolf with undisguised annoyance. "What?" said pinch face.

"Are all of them thieves? All the urchins?" Rolf said stepping forward.

"Damn right," said ample backside.

"Why?"

"Why what?"

"Why," said Rolf, "are they all thieves?"

"How the hell should I know?" said pinch face.

"They're just bad," said ample backside. "The lower classes are a blight."

"Blights are caused by unhealthy conditions," Rolf said. "If all of these thieves part of the blight, the cause of their thievery must be some unhealthy condition."

Both guards considered this.

Ample backside nodded. "Yeah. That makes sense, I guess."

"It's like a person who is sick," Rolf said. "Something in their body -- something that polices the streets of the body, so to speak -- fails to work, letting sickness flourish. If one sees Westcrown as a sick body, it stands to reason that the body's defensive system, so to speak, has failed."

Pinch face nodded this time. "Hmm. You're pretty smart for a half-orc."

"Thank you. Say, who's responsible for policing the streets?" Rolf said with a grin.

"The dottari are...."

The gradual light of realization dawned in pinch face's and ample bottom's eyes.

"Just what are you implying, half-orc?" said pinch face.

Rolf shook his head and raised his hands. "Oh, nothing, I assure you. Nothing at all."

The guards grumbled and walked on. Ample backside shouldered his way past Rolf, pushing him back into the tannery's wall.

Across the alley, alert eyes and ears took in the exchange between Rolf and the guards.

He might do. Janiven will want to meet this one.
[/sblock]

leaving.asp

[sblock=Rolf]
NG male half-orc cleric of Erastil; Level 1
Favored Class cleric; XP 300
-----
Init +1; Senses darkvision 60 ft.; Perception +2
-----
Defense
AC 17, touch 10, flat-footed 17 (+0 Dex, +5 armor, +2 shield)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +4
Defensive Abilities orc ferocity
-----
Offense
Speed 20 ft. (30 ft. unarmored)
Melee crowbar +2 (1d8+2/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks +1 attack rolls in a surprise round, channel energy 1d6, wooden fist
-----
Spells Prepared (3/2+1 per day; DC 12 + spell level)
1st Level:
0 Level:
Domains: Community, Plant
-----
Statistics
Str 14, Dex 11, Con 12, Int 12, Wis 15, Cha 12
Base Atk +0; CMB +2; CMD 12
Feats Catch Off-Guard
Skills (Ranks) Heal +6 (1), Intimidate +3 (0), Knowledge (religion) +5 (1), Spellcraft +5 (1), Survival +7 (1); Armor Check Penalty -5
Languages Common, Goblin, Orc
-----
Traits
Poverty-Stricken: You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.

Westcrown Firebrand: You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.
-----
Racial Traits & Class Features
Aura: Has a particularly powerful aura corresponding to his deity's alignment.

Calming Touch (Sp): 5/day - Standard action to heal touched creature of 1d6+1 points of nonlethal damage. Touch also removes fatigued, shaken, and sickened conditions.

Channel Energy: 4/day - Channeling energy causes a burst that all affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points. A Will save (DC 11) halves damage inflicted.

Intimidating: +2 racial bonus on Intimidate skill checks.

Longbow Proficiency: Proficient with longbow as it is Erastil's favored weapon.

Orc Blood: Count as both human and orc for any effect related to race.

Orc Ferocity: 1/day - When brought to below 0 hp but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hp, he immediately falls unconscious and begins dying.

Spontaneous Casting: Channel stored spell energy into healing spells that he did not prepare ahead of time, excluding orisons and domain spells.

Weapon Familiarity: Proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Wooden Fist (Su): 5 rounds/day - Free action to turn hands as hard as wood covered in tiny thorns. Unarmed strikes do not provoke AoO and deal 1d6+3 points of piercing damage.
-----
Stuff
Equipment: scale mail, heavy wooden shield, two belt pouches (on belt), backpack, bedroll (in backpack), crowbar (attached to backpack), waterskin (attached to backpack), healer's kit (slung across torso), wooden holy symbol (around neck), spell component pouch (on belt), common lute (attached to backpack), homespun robe (over armor), rope belt
Magic: cure light wounds potions (x3)
Monies: 14 gp, 8 sp
Baggage: 53 lb.
[/sblock]
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Marcus Dubois

32_House-Jeggare-Noble.jpg


notes:
Blood line: Taldan father, chelish mother
Father: minor noble

Code:
  Name: Marcus Dubois   Age: 17,000 Years old
 Class: Fighter         Height: 35' 6"
  Race: eradusian           Weight:  19,000 lbs
  Size: Medium          Hair: orange and black flames
  Gender: Male            Eyes:blood red pinpoints
 Align: neutral         Skin: dark red with black bat 
                           wings and spiraled horns
 Deity: self

[work in progress]
(neutral good) Human Fighter 1



Code:
  Name: Marcus Dubois   Age: 17 Years old
 Class: Fighter         Height: 5' 6"
  Race: human           Weight:  190 lbs
  Size: Medium          Hair: black 
Gender: Male            Eyes: dark brown
 Align: neutral         Skin: pale
 favored class: Fighter

Str: 10 +0 (0p.)     Level:  01   XP:  300/2000
Dex: 16 +3 (5p.)     BAB: +1      HP:(1d10+1) 11/11
Con: 12 +1 (2p.)     CMB: +1      ACP: -1
Int: 14 +2 (5p.)     CMD: 14      Dmg Red:  0/anything
Wis: 10 +0 (0p.)     Speed: 30'   Spell Res:  None
Cha: 13 +1 (3p.)     Init: +5     Spell Save:  NA


   AC:  Base  Armor  Dex  Misc
          16   +3    +3    +x

            Touch AC: 13        Flatfooted AC: 13

Studded Leather: bonus: +3  Max dex: +5  Acp: -1  


               Total  Base   Mod  Misc   Special
Fort:            +3     2    +1          
Ref:             +3     0    +3         
Will:            +0     0    +0     


Weapon        Attack  Dam   Crit      Rng  Type 
Rapier          +5    1d6   18-20/X2  ---   P
Dagger (Thrown) +4    1d4   20/X2     10'  p/s
Dagger (Melee)  +4    1d4   20/X2     ---  p/s
Short Bow       +4    1d6   20/X3     60 '  P

Languages: Common, 

Human traits:+2 to dex; med size; 30' base speed; 
+1 feat @ lv 1; +1 skill rank / lv; Language: commen

Fighter traits:  bpnus feat at level 1
 
[b]Feats:[/b]
[u]Human:[/u] Weapon Finesse (add dex mod to att 
instead of str mod
[u]Fighter:[/u] Combat Expertise (trade bab for ac bonus)
[u]level 1:[/u] Weapon focus (Rapier)

[b][u]Traits:[/b][/u]
Conspicy hunter (campain trait) +1 Knowledge:
     local/class skill
Reactionary +2 to inititive (baasic combat trait)

Skill Points: 2(Base)+2(Int)+1(Race)+1 
(fav class)/ level = 6

Skills                Rank CS Abl Misc Total
Craft* (Int)           1   3   2    0  +6
(Paper making)
Handle Animal* (Cha)   1   3   1    0  +5
Knowledge  *(Int)      1   3   2    0  +6
(Engeneeering)
Knowledge *(Int)       1   3   2    1  +7
(Local)
Profession* (Wis)      1   3   0    0  +4
(Scrivner)
Ride* (Dex)            1   3   3   -1  +6
(Cs= class skill and gets a +3 bonus)

Money
PP: 3  GP:35  SP: 9  CP: 10

Equipment                 Cost    Weight
Well Made Attire         30 Gp*
Studded Leather Armor    25 Gp    20 lb
Dagger                    2 Gp     1 lb
Rapier                    2 Gp     2 Lb
Short Bow                30 Gp     2 Lb
Arrows (20)               1 Gp     3 Lb
Back pack                 2 Gp     2 Lb  At home
wine, bottle(fine)       10 Gp     1.5 Lb  At home
Rope (Silk, 50')         10 Gp     5 lb at home
Beltpouch (2)             2 Gp     1 lb
  Flint & Steel           1 Gp   
sunrods (3 )              6 Gp     3 Lb  
     Total Weight:  40.5  lb ; carrieing : 32.0 Lb

*Cost of clothing is that of a cortier's outfit, 
to show the fine workmanship of the cloth and make.

            Lgt  Med   Hvy    Lift    Push
Max Weight: 33    66  100  300  500
x
x

Feaat Ideas:
Deadly defense (comp scoundral)

[sblock=History/background]It is hard to be the son of a minor noble. It is even harder to be a bastard child. What is harder still is being a bastard child of a minor noble. There is no one to claim you and care for you or to learn a trade from. There is always the fact that the children of the actual wife if the noble might come hunting you down to make sure you dont try to bid for the faimly seat of leadership. You are stuck fatherless and without a heritage.

His mother is a beatuiful woman, the daughter of a minor successful merchant and she was able to aquire a few skills for him, things like an apprinticeship in the scrivner's office and a place in a local fencing school. It is here that destiny found him. He learned to deal with bullies, as the other students woud tease him about being a normal, a human. Even more so was the fact that he was teased amoung the humans as a bastard. When competitions were displayed, only his mother showed usually. Very rarely would his his grandparents show up, though they were always impressed with his skills when they did
.
It is here that he learned resolve. It is here that he learned to fight with intellegence and skill, not brute strength. But destiny was not finished with him with just yet. His mother told him from his young years who his faather was and why he could not see him. But armed with the knowledge of who his father was he tried his best to live a good standard... a flawed gentleman. It was with this forknown knowledge with destiny that he was asked to scribe copies of a document that had his father's name on it that destiny called loudest. it was just a minor document, but it was a sign of who he was. it was a letter of greeting to a small insignifcant meeting between potential business associates, but it was also a chance to actually see who his father was and what he did.

The document was scribed in excellent penmenship and he asked to deliver them in person. he hoped to be able to see his father... hope. upon completion of the task and permission granted to hand carry them back to the home, it was here he was to learn who his extended family was. The wife of the man opened the door. he was granted entrence, though she looked at him strangely, like she recognized him from someshere. he waas led to the office, and it was here that it was confirmed. ti was looking at himself, but older. He and his father were the spitting immage of each other. they stared at each other for many secoinds. finaly his father asked for the document and he told him in a hushe voice that he should go. he was also promised to be seen again. soon. since the man knew where he worked, he knew where to find him.

He hurried back to the office, face flushed with the effort. The day had no other duties, so he hurried home, to strap on his weapons and hurry to sword practice. He looked like his father, so he needed to bring pride to the family name. What did his father do? Are there siblings? What do they look like? Will they be hostile? These questions ran like a regulare drone in his still and practiced mind. It will be done with in the law. But he might need some help knowing what the way was.He was always told his father was a good man. so he will try to be a good man.

As he is usually without the aim a father would nomally give, he seemsed to find more then a few seedey persons, though that has been a great help unto it self. He has learned much of the city and the ways behind the unbending law.
[/sblock]
[/work in progress]
 
Last edited:

Shayuri

First Post
Thorn
Chaotic Good
Female Chelaxian Human Rogue 1

[sblock=Description]Thorn is smallish, but lithe and quick. She has fine black hair that stands out like bristles on a brush, no matter how much she combs it. Her skin is unhealthily pale. She dresses in tight black leathers that emphasize her considerable physical charms, taking the disdain of her social betters as a badge of honor. Thorn is quick to anger, and while equally quick to smile...her smiles are almost always sarcastic or cynical.
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[sblock=Stats]Str 10 (0pts) 0
Dex 17 (7 pts) +3
Con 12 (2pts) +1
Int 13 (3pts) +1
Wis 10 (0pts)
Cha 13 (3pts) +1

Hit Points: 10 (8 + 1 con + 1 favored)
AC 16 (10 + 3 Dex + 1 dodge + 2 armor)
Touch: 14 ; Flatfooted: 12
BAB +0
Melee: +3
Range: +3
Initiative: +3

Fort +1
Ref +5
Will +0

Race Traits
+2 Any attribute (Dex)
Bonus Skill points
Bonus feat

Class Traits
Sneak Attack 1d6
Trapfinding (+1/2 lvl to detect/disarm traps) +1

Feats
Weapon Finesse
Dodge

Traits
Charming (+1 Bluff or Diplomacy to people attracted to her)
Infernal Bastard (+2 save vs Fire, Cold, Electricity; 1 Cantrip as at-will Sp)

Skills (10)
Acrobatics +7
Bluff +5
Disable Device +7
Disguise +5
Knowledge: Local +5
Perception +4
Perform +5
Sense Motive +4
Sleight of Hand +7
Stealth +7

Languages: Common, Infernal

Equipment
Money: 37gp

Weapon:
Rapier, +3 to hit, 1d6 x2 18-20, 20gp, 2lbs
Dagger, +3 to hit, 1d4 x2 19-20, 1gp, 1lb
Light Crossbow, +3 to hit, 1d8 x2 19-20, 35gp, 4lbs

Armor:
Leather Armor, +2 AC, 10gp, 15lbs

Gear:
Backpack, 2gp, 2lbs
Flint/Steel, 1gp
Small Steel Mirror, 10gp, .5lb
2 belt pouches, 2gp, 1lb
Thieves Tools, 30gp
Waterskin, 1gp, 4lbsp[/sblock]

[sblock=Background]Thorn's life began with the furtive delivery of a baby into the hands of a convent orphanage. A squalling tiefling baby with unknown parents delivered into the hands of the temple. Perhaps they hoped the nuns would destroy the abomination. They did not, however.

Even so, Thorn's life was hard growing up. The sisters did not trust her, and blamed her for most bad things that happened. Punishments were severe, because she was predisposed to evil...born in sin, and therefore five times as needy for discipline. The other kids quickly caught onto this different treatment, and similarly ostracized her.

Thorn took to sneaking out of the orphanage by night and creeping through the city streets. She met other denizens of the night streets in her forays, and found them more accepting of her, if no more kindhearted. Among those she encountered was an aged beggar named Old Squint, who was all but blind. Thorn took to enjoy his tales of being a master thief...though they were too fantastic to be believed. She brought him pilfered food and coins at times, and in return he taught her the tricks of the trade.

It was outside the convent that Thorn learned the truth of tieflings...where they came from, and what it meant. All the anger and bitterness of an abandoned child, who seeks a name to pin her hardships on, came welling up. Thorn promised herself that one day she would find out who her parents were...and make them pay for sentencing her to the suffering she'd endured.

In the meantime though, it was business as usual, and it was booming. Thorn was carefully, quietly developing a reputation as a 'go-getter' in the shadowy side of things. She also let it be known that she was after information...information that her only lead on was the matriarch of the orphanage, whom she'd already tried, unsuccessfully, to get answers from. Perhaps then it was only a matter of time before one of the city's underground powerbrokers paid Thorn a visit, with an offer for quid pro quo. Aid in exchange for aid.

Skeptical, but intrigued, Thorn agreed to meet and hear more.[/sblock]
 
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