• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

New Greyhawk -Return of the Slavelord's Rogue's Gallery

Karl Green

First Post
OK here is the NEW Greyhawk - Return of the Slavelords Rogue's Gallery

the OLD Rogues Gallery

CHARACTER CREATION
level 6
32 point buy Attributes
Hit Points Max at first level, then based on HD; D4=3, D6=4, D8=6, D10=8, D12=10
Starting Wealth - 13,000 gp
If you can craft/create/brew/scribe, you can take the discount of 40% off the item you can make (just a little bit of a balance as it will NOT be costing you any XP, so it will cost 60% whatever is listed in the DMG)
Standard Races from the Player's Handbook (I am not opposed to the Aasimar or the Tiefling. If you wish to try one of those ok with me, just so long as you are 'good'. I am a bit more iffy about the Plane-Touched as they seem a little more FR based but I am not 100% against them either)
Standard Classes from the Player's Handbook, Complete Warrior, Divine, Arcane, and Adventure (although I am very iffy about ANY of the Oriental type character). PrC from the DMG, CW, CD, CA, and CW are good
Character background give me the basics at least about your personality, history etc. If you want to know each other, that is cool. If not that is fine also, just put it in your background
Starting out to the southwest of Greyhawk, near the Bright Tower. Characters can come from anywhere in the known world, just include reason why you are here.
Would prefer "Good" character only... or at least have it in your background why you might help those who could not give you many if any 'worldly' rewards (money, magic, etc)
 

log in or register to remove this ad

Fiona

Fiona Wyldheart
Female High Elf, 6th-Level Druid
Medium Humanoid (Elf)

Hit Dice: 6d8 (38 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 armor), touch 13, flat-footed 12
Base Attack/Grapple: +4/+4
Attack: MW Composite Longbow +7 ranged (1d8/x3)
Full Attack: MW Composite Longbow +7 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Elf Traits, Nature Sense, Wild Empathy +10, Woodland Stride, Trackless Step, Resist Nature's Lure, Wildshape (2/day)
Saves: Fort +5, Ref +5, Will +9(+2 vs enchantments)
Abilities: Str 10, Dex 16, Con 10, Int 14, Wis 16(18), Cha 14
Skills: Concentration +9(9), Diplomacy +6(4), Handle Animal +11(9), Heal +5(1), Knowledge (nature) +13(5), Listen +15(9), Ride +5(0), Search +4(0), Spellcraft +5(3), Spot +15(9), Survival [aboveground] +11[13](5)
Feats: Spell Focus (conjuration), Augment Summoning, Natural Spell
Alignment: Neutral Good
Patron Deity: Ehlenestra (Ehlonna)

Fiona stands 5 feet 4 inches tall and weighs 96 pounds. She is 112 years old. Fiona has waist-long black hair and green eyes. Her slender figure is dressed in comfortable brown leather clothing.

Fiona speaks Common, Elven, Druidic, Sylvan and Orc.

Spells: As 6th-level druid
Druid Spells per Day (5/4/4/3; save DC 14 + spell level; +2 conjuration):
0 - Create Water, Detect Magic (2), Mending, Purify Food and Drink;
1st - Cure Light Wounds, Entangle, Produce Flame, Camouflage [CD];
2nd - Barkskin, Bull's Strength, Cat's Grace, Lesser Restoration;
3rd - Call Lightning, Nature's Favor [CD], Mass Lesser Vigor [CD].

Equipment: MW Composite Longbow, 20 Cold Iron Arrows, Dagger, Leather Armor, Traveler's Outfit, Shoulder Bag, Scroll Case, Belt Pouch, Waterskin, Spell Component Pouch, Holy Symbol of Ehlenestra, Holly and Mistletoe (2), Amulet of Wisdom +2, Bag of Tricks (tan), Pearl of Power (1st), Wand of Lesser Vigor (50 charges); 50 pp, 11 gp, 4 sp, 0 cp.

Kooga, ape companion: Large animal; HD 6d8+12; hp 50; Init +3; Spd 30 ft., climb 30 ft.; AC 17, touch 12, flat-footed 14; Base Atk +4; Grp +14; Atk/full Atk claw +9 melee (1d6+6)/2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3); Space/Reach 10 ft./10 ft.; SQ low-light vision, scent, link, share spells, evasion; AL N; SV Fort +7, Ref +8, Will +3; Str 22, Dex 16, Con 14, Int 2, Wis 12, Cha 7.
Skills and Feats: Climb +15(Take 10), Jump +8, Listen +6, Spot +6; Alertness, Improved Unarmed Strike, Improved Grapple.
Tricks: Attack, Attack All, Come, Defend, Down, Hold, Stay, Track.
Equipment: Carrying Harness; 20 Cold Iron Arrows, Bedroll, Winter Blanket.

Background: Born in the Welkwood, in the Faerie Kingdom of Celene, Fiona had lived isolated from the human lands for decades. As one of only a few high elves living among the wood elves, Fiona had always felt a strong connection to nature and to Ehlenestra, the goddess of the woodlands, who is known by man as Ehlonna of the Forests. She had only little contact with the noble gray elves, the young elf had dedicated her life towards living in harmony with the woods and protecting them from those who do not. Always at her side was her trusted companion Midnight, a wolf with fur as dark as the night. To explore the far-reaching woodlands and to spread the goodness of Ehlenestra, Fiona traveled into the Gnarley Forest and beyond. When she crossed the borders of Celene, the elf learned about the suffering, the humans had to endure in and after the wars and she decided to stay and help them ease their pain. But Fiona had to learn what pain and loss is herself. Not seldom did the druid had to fight against orcs and other evil beings. In one such battle, Midnight was slain, and Fiona would have died as well, if not another animal had come for her rescue. The large ape gave the orcs a short shrift and quickly finished them off, but became wounded himself in the process. Thankful, Fiona used her magic to tend to his wounds, and Kooga became her new companion. She buried Midnight on a clearing near an ancient oak tree to let his spirit pass on into another world. A few months passed, before Fiona and Kooga came to Beltander, where they lived near a small group of werebears, who shared many of her views and experiences and who appreciated her knowledge of nature magic. The reclusive beings never completely accepted her amongst themselves, however. Some years passed, but the war reached even this peaceful community and Rulf Silverclaw, the leader of the werebears, decided to assist the humans in their battle against the spiteful orcs, and he asked Fiona to accompany them, which the elven druid gladly did, with Kooga never far, of course. Together they traveled to the Bright Tower to join up with the human forces stationed there...
 
Last edited:

Verrick Ardmore Human Rogue/Wizard

Verrick Ardmore

Male Human
Rogue 2/Wizard 4 18,650 exp.
Alignment: Neutral Good
Height: 6'
Weight: 150 lbs
Hair: Brown (Graying slightly) Wavy
Eyes: Brown
Age: 32
Patron Deity: Fharlanghn

Str: 13 (+1) [5 points]
Dex: 16 (+3) [8 points] [+1 4th level]
Con: 12 (+1) [4 points]
Int: 16 (+3) [10 points]
Wis: 9 (+0) [1 points]
Cha: 12 (+1) [4 points]

Class and Racial Abilities:
Sneak Attack, Trapfinding, Evasion, Bonus Feat and skill points (Human), Familiar, Scribe Scroll

Hit Dice: 2d6+2 (12) and 4d4+4 (16)
HP: 28
AC: 18 (+3 Dex, +3 Armor, +2 ring) or 19 (+1 Two-Weap. Def.)
Flat Footed 15,
Touch 15 or 16 (+1 2-Weap.)
Init: +3 [+3 Dex]
Speed: 30ft
Armor Check Penalty: 0
Arcane Spell Failure: 10%

Saves:
Fortitude +2 [+1 base, +1 Con]
Reflex +7 [+4 base, +3 Dex]
Will +4 [+4 base, +0 Wis.]

BAB: +3
Melee Attack: +4 or +2/+2
+1 Flaming Rapier +5 (+3), 1d6+2 Dmg, + 1d6 fire 18-20/x2
MW Dagger +5 (+3), 1d4 Dmg. 19-20/x2
Sap +4 1d6 non-lethal
Dagger +4 (+2), 1d4 Dmg. 19-20/x2
Quarter Staff +4 (+2/+2) 1d6+1/1d6 20/x2

Ranged Attack: +6
MMW Shortbow +7 (+5/+5), [+8 (+6/+6) if w/in 30ft], 1d6+1 Dmg, x3 range 60’
Dagger Thrown +6 1d4+1 19-20/x2

Skills:
Rogue: 8x4+8(+5 Human)(+15 Int.)=60
Wizard: 2+2+2+2 (+4 Human)(+12 Int.)=24
Appraise r +3 [0 ranks, +3 Int.]
Balance r +6 [1 ranks, +3 Dex., +2 Syn.]
Bluff r +6 [5 ranks, +1 Cha.]
Climb r +3 [2 ranks, +1 Str.]
Concentration w +7 [6 ranks, +1 Con.]
Craft r w Alchemy +5 [2 ranks, +3 Int.]
Decipher Script w +4 [1 rank, +3 Int.]
Diplomacy r +6 [1 rank, +1 Cha., +4 Syn.]
Disable Device r +8 [5 ranks, +3 Int., +2 MW tools]
Disguise r +4 [1 ranks, +1 Cha, +2 Syn.]
Escape Artist r +3 [0 ranks, +3 Dex.]
Forgery r +3 [0 ranks, +3 Int.]
Gather Information r +4 [3 ranks, +1 Cha.]
Hide r +9 [5 ranks, +4 Dex.]
Intimidate r +4 [1 rank, +1 Cha., +2 Syn.]
Jump r +2 [1 rank, +1 Str., +2 Syn.]
Knowledge Arcana w +8 [5 ranks, +3 Int.]
Knowledge Local r w +8 [5 ranks, +3 Int.] Greyhawk
Listen r +2 (+4 /w familiar) [2 ranks, +0 Wis.]
Move Silently r +8 [5 ranks, +3 Dex.]
Open Lock r +8 [5 ranks, +3 Dex., +2 MW tools]
Ride cc +3 [0 ranks, +3 Dex.]
Search r +8 [5 ranks, +3 Int.]
Sense Motive r +5 [5 ranks, +0 Wis.]
Sleight of Hand r +6 [1 ranks, +3 Dex., +2 Syn.]
Spellcraft w +10 [5 ranks, +3 Int., +2 Syn.]
Spot r +5 (+7 /w familiar and +10 daylight & /w familiar) [5 ranks, +0 Wis., Familiar Bonuses]
Swim r +2 [1 ranks, +1 Str.]
Tumble r +8 [5 ranks, +3 Dex.]
Use Magic Device r +2 [1 ranks, +1 Cha.]
Use Rope r +4 [1 ranks, +3 Dex.]

Feats:
Two Weapon Fighting, Two Weapon Defense, Point Blank Shot, Rapid Shot, Alertness (when in 5’ of familiar), Scribe Scroll

Languages
Common, Draconic, Elven, Dwarven

Equipment:
2 Potions Cure Light Wounds (200gp), Masterwork Thief’s Tools (100gp), Masterwork Elven Leaf weave Studded Leather Armor (925gp), +1 Rapier Flaming (8,000gp), Mighty (+1 Str. Adj.) Masterwork Shortbow (430gp), Masterwork Dagger (302gp), 20 Arrows (1gp), 3 Daggers (6gp), Disguise Kit (50gp), Backpack (2gp), Belt Pouch x2 (2gp), Bedroll (1sp), Silk Rope (10gp), Grappling Hook (1gp), Flint and Steel (1sp), 2 Weeks Rations (6gp), 5 Sunrods (6gp), 1 Map Case (1g), 2 Weeks Feed for War horse (7sp), Light War Horse /w full tack (150gp+16gp), Spellbook, Case /w 14 sheets paper, 3 vials of ink (black, red, blue), and 6 quills (28gp), Explorer’s Outfit (10gp), Traveler’s Outfit (1gp), Courtiers Outfit (30gp), Wand of Burning Hands (lvl2) 50 charges (1500gp), Tindertwigs x10 (6gp), Alchemist’s fire x5 (60gp), Acid x2 (12gp), Spell scrolls cat’s grace (90gp), Invisibility (90gp), Expeditious retreat (15gp), Shield (15gp), Fireballx2 (750), Holy symbol of Fharlanghn (wooden) (1sp), Small tent (10gp), Winter Blanket (1sp), Waterskin x2 (2gp) (one filled with common wine 2sp), Flask of Brandy (1gp) Cash: 58 gp, 17 sp, 7 cp and 8 gems (10gp each). Ruby ring of protection +2.

Spells per day:

4/4/3

Typical Spells Memorized on an adventure:

0 Detect magic, Light, Ray of Frost
1st Shield, Magic Missilex2, Feather Fall
2nd Acid Arrow, Scorching Ray, Cat’s Grace

Typical Spells Memorized in a social setting:

0 Detect Magic, Mage Hand, Prestidigitation
1st Magic Missile, Mage Armor, Shield, Comprehend Languages
2nd Detect Thoughts, Scorching Ray, Cat's Grace

Spells in Spell Book:

0 Level
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Read Magic: Read scrolls and spellbooks.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Prestidigitation: Performs minor tricks.

1st Level
Alarm: Wards an area for 2 hours/level.
Protection from Chaos/Evil/ Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
Unseen Servant: Invisible force obeys your commands.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Identify M: Determines properties of magic item.
Burning Hands: 1d4/level fire damage (max 5d4).
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.

2nd Level
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Detect Thoughts: Allows “listening” to surface thoughts.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Continual Flame M: Makes a permanent, heatless torch.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Knock: Opens locked or magically sealed door.


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

Appearance:
Verrick is man of average build and looks. He is of Flan and Oerdian decent. He has a weather-beaten face and tanned skin from many years of traveling. He is clean-shaven and wears his hair short. He is generally unremarkable in a crowd. He normally wears stout boots and a large brimmed hat. He favors comfortable, but durable clothes in neutral tones. He typically wears a leather vest with many pockets for spell components and other odds and ends over a long sleeved shirt and slightly baggy pants. When he is expecting trouble he wears a suit of strange studded leather in fall colors.

Personality:
Verrick is a friendly soft-spoken man. While not a Cleric he is a religious man and devoted follower of Fharlanghn. He is slow to anger, but once his ire is roused his rage is fierce. He enjoys meeting new people and seeing new places. He likes to try exotic food and drink when he travels. He tends to be a peacemaker among his friends and tries to get along with everyone. If he does find someone he can’t be a friend with he generally moves on to somewhere new. He has acquaintances all over the flanaess, but he rarely stays in one place long enough to make really close friends.

Background:
Verrick grew up on the roads. His parents were in the business of hauling goods. He spent much of his early life riding in the back of a wagon reading books. His parents were only modestly successful and never provided much of a home for young Verrick. He was fascinated by the cities they passed through, but never stayed at. At 13 he left his parents for the bright lights of Leukish. He soon found that cities weren’t the magical places he had imagined. He found life was hard on the streets and nothing like the tales he had been reading. He struggled to survive and had to resort to the life of a Rogue to survive. He eventually went to sea on the Nyr Dyv as a deck hand again in hopes of finding the romance and excitement of the stories he read as a child. He soon became disenchanted and headed north toward the shield lands to join the army and fight Iuz at 16. Fortunately, he met a young wizard who was going the other way and recognized in Verrick the potential of magic. He took young Verrick into apprenticeship and began to teach him the arts of magic. Verrick was an apt pupil and soon mastered the basics of Wizardry. After the initial excitement wore off he discovered that magic was mostly about studying old dusty books and practice. After a couple of years of study with the Wizard in Keoland he decided it was time to move on again. He traveled making a living selling spells and looking for the home he never had. While he had some “adventures”, he never seemed to find a home or the excitement he craved. He spent nearly a year working for a Wizard in exchange for the magical Rapier he carries in hopes that such a flashy blade would lead him to adventure. He spent time among the Elves of Celene and the Dwarves of the mountains, but he never found a home. One day when Verrick was in his mid-twenties he met an old man on the road. They were traveling the same way and began to talk. Verrick found himself talking of his life and his disappointments. The old man who was a priest of Fharlanghn told him that he had a home all along. That the road and all the vast places of the flanaess were his home. As they talked Verrick realized that he had been so worried about the destination he had never enjoyed the journey. He spent some time in the company of the old priest and re-evaluated his life. Now Verrick still wanders the roads of land, but he does it with new eyes. Every day is an adventure and he wanders the roads partaking of all that the world has to offer.
In recent years Verrick has been spending his time close to Greyhawk. During the wars he saw some fighting, but rarely stayed with any one unit or group. His magical skills grew and the old skills he learned on the street were enhanced. He often gave his protection to groups of refugees he encounter on the road. Frequently he aided them in their journey to safety and defended them from harm. Since the end of the war those bandits who pray upon travelers and refugees have most often the focus of Verrick’s ire. Verrick has gained some small notoriety on the roads around Greyhawk he is always a welcome site to local traders and travelers. They know his family was in trade and they see him as one of their own.

Animals/Familiars:

”Rauxy” Hawk Familiar Tiny Animal
Hit Dice: 6 (14 hp) Character level hd with ½ wizard’s hp
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Base Attack/Grapple: +3/–10
Attack: Talons +6 melee (1d4–2) Wizard’s BAB +3 dex.
Full Attack: Talons +6 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +7, Will +6 Wizard base with hawk stats.
Abilities: Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6
Skills: Listen +2, Spot +14 Also as wizard modified by hawk stats.
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 1/3
Advancement: As familiar
Special: Alertness, improved evasion, share spells, empathic link, deliver touch spells

These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Combat
Hawks combine both talons into a single attack.
Skills: Hawks have a +8 racial bonus on Spot checks.

“Fharley” Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

Tan horse with white socks. He is outfitted with a brown leather riding saddle, a bit and bridle, and a pair of saddlebags. He knows the following tricks: Attack, Defend, Guard, Down, Come, and Stay.
 
Last edited:

Name: Norbac Odrog
Race: Half-orc
Class/level: Cleric 6
Sex: Male
Alingment: CG
Deity: Trithereon

Stats:
Str......16 (18 with gauntlets)
Dex......14
Con......14
Int......10
Wis......17 (16+ level 4 bonus point)
Cha......6

AC: 19=10+7(armor)+2(dex)
HP: 56=(8+6x5)+12(Con)+6(Improved toughness)
BAB +4, grapple +8
Initiative +2
Attacks:
+1 Longspear +10 (1d8+7, crit x3. Reach)
MW Morningstar +9 (1d8+4, or 1d8+6 two handed)
Heavy crossbow +6 (1d10)
Dagger +8 melee, +6 ranged (1d4+4)

Saves:
Fort +8=5+2(con)+1 magic
Reflex +4=1+2(dex)+1 magic
Will +9=5+3(wis)+1 magic

Feats:
L1-------------Weapon focus longspear
L3-------------Improved toughness
L6-------------Craft magic arms and armor

Skills:
Concentration +11=9 ranks+2(con)
Heal 8=5 ranks+3(wis)
Survival (c/c): 5=2 ranks+3(wis)

Languages: Common, orc.

Class and race abilities:
Darkvision 60 ft, cast spontaneous Cure spells, Turn undead 1/day.

Domains: Strenght and Protection.
Commonly prepared spells: 5, 4+1, 4+1, 3+1
Orisons: Create water, purify food and drink, resistance, detect magic, read magic.
1st level: Bless, Divine Favor, Shield of Faith, Obscuring Mist. D: Enlarge Person
2nd level: Resist Energy, Sound burst, Lesser restoration, Shatter D: Bull´s Strenght
3rd level: Dispel magic, Prayer, Invisibility Purge D: Magic Vestment.

Equipment (starting with 13000 gp)

+2 breastplate 2750
+1 longspear 1505
MW morningstar 308
Heavy crossbow 50
10 crossbow bolts 1
Dagger 2
Cloak of resistance +1 1000
Gauntlets of ogre power 4000
Phylactery of faithfulness 1000
Traveller´s outfit
Backpack (flint and steel, blanket, waterskin)

Scrolls of: Divine power 700, Remove curse 375, Stone shape 375.
Wand of CLW 750

1000 gp.
 

Braggi Grundersson

Braggi Grundersson

Fighter
Level: 6
Alignment: Lawful Good
Race: Dwarf
Deity: (Not familiar with Greyhawk Deities)

Age: 50 Gender: Male Height: 4’ 1” Weight: 164 lbs. Hair: Blonde Eyes: Blue

Str: 18 [+4] (8 points; 15 +1 level +2 Gauntlets)
Dex: 14 [+2] (6 points)
Con: 18 [+4] (10 points; 16 +2 dwarf)
Int: 10 [+0] (2 points)
Wis: 10 [+0] (2 points)
Cha: 10 [+0] (4 points)


Hit Points: 74

Initiative: +6

Fort: +9
Ref: +4
Will: +2

Armor Class: 10 + 5 +2 +1 = 18 (With Shield = 20)

Speed: Walk 20ft, / Hustle 20ft + Action or 40ft. / Run: 80ft

Base Attack: +6/+1
Melee/Grapple: Dwarven Waraxe To Hit: +12/+7 Dmg: 1d10+6/1d10+6 Crit: x3
Ranged:

Skills: Fighter
Craft: Armor (Int): 3+0+2=5
Craft: Stonework (Int): 3+0+2=5
Climb (Str): 3+4=7
Swim (Str): 3+4=7
Ride (Dex): 3+2=5
Jump (Str): 3+4=7


Feats:
Weapon Specialization: Dwarven Waraxe
Weapon Focus: Dwarven Waraxe
Power Attack
Cleave
Great Cleave
Endurance
Improved Initiative

Languages: Common and Dwarven

Combat Load:
Gauntlets of Ogre Strength (Hands)
Adamantine Dwarven Waraxe (+1 non-magic) (Right Hand)
Breastplate (Masterwork) (Body)
Mithril Heavy Shield (Left Arm)
Bracers of Armor +1 (Arms)
Short Sword (Belt)
2 Potions (Cure Serious Wounds) (Belt Pouch)
Backpack (Back)
2 Oils of Magic Weapon (Belt Pouch)
Bedroll (On BP)
Spyglass (in BP)
Waterskin (on Belt)
Bullseye Lantern (Tied to BP)
Sack (in BP)
Oil Flask, 1 pint (in BP)
Rope, Hemp 50'(in BP)
Grappling Hook (in BP)
Iron Pot (in BP)
Crowbar (in BP)
Belt Pouch (on Belt)

Travelling Equipment:
Pony, War
Bit and Bridle
Military Saddle
Saddlebags
Tent
Hammer
3 Scroll Cases
Sealing wax
Sledge
Artisan Tools, Masterwork


Clothing:
Artisans
Cold Weather
Traveler

Money:
GP: 47
SP: 3
 

Code:
Name:  Kimble Hopkins
Class: Rogue - 4/Ranger - 2
Race:  Halfling
Size:  Small
Gender:  Male
Alignment:  Neutral Good
Deity:  Yondalla

Str: 12 +1     Level: 6        XP: 15,000
Dex: 20 +5     BAB: +5         HP: 30 (4d6+0, 2d8+0)
Con: 10        Grapple: +2     Dmg Red: -/-
Int: 14 +2     Speed: 20'      Spell Res: -
Wis: 14 +2     Init: +5        Spell Save: - 
Cha: 12 +1     ACP: 0          Spell Fail: 10%


                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:             10     +4     +0   +5    +1    +0    +0     20
Touch: 16              Flatfooted: 15

[b]Saves:[/b]
                         Base   Mod    Misc    Total
Fort:                      4     +0     +1      +5
Ref:                       7     +5     +1      +12
Will:                      1     +2     +1      +4

+1 Save vs. Fear

[b]Armor                  Bonus   Dex   ACP  Weight  Cost[/b]
Mithril Shirt           +5      +6    0    10lb   1100gp

[b]Weapon                  Attack   Damage     Critical   Range     Weight  Cost[/b]
+1 Rapier                 +12      1d4+2     18-20/x2    NA       1lb     2320gp  (single handed)
+1 Rapier                 +10      1d4+2     18-20/x2    NA       1lb     2320gp  (dual weapon)
MW Throwing Axe           +10      1d4         x2        10’      1lb     308gp  (off-hand)
MW Throwing Axe           +13      1d4+1       x2        10’      1lb     308gp  (ranged)
Sling (MW Bullets)        +13      1d3+1       x2        50'      0lb     0gp  (ranged)


[b]Languages:[/b]  Halfling, Common, Elven, Orcish

[b]Racial Abilities:[/b]  +1 to armor and attack (size),  +1 to thrown weapons or slings,  

[b]Class Abilities:[/b]  Sneak attack +2d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge, 1st Favored Enemy: Giant, Track, Wild Empathy, Combat Style (Archery)

[b]Feats:[/b]  1st - Two Weapon Fighting, 3rd - Weapon Finesse, Ranger fighting style – Rapid Shot, 6th – Point Blank Shot 

Skill Points: -  86     Max Ranks: 9
[b]Skills                  Abil  Ranks  Mod  Misc  Total[/b]
Balance                 Dex     1     +5   +2     +8
Bluff                   Cha     4     +1    0     +5
Climb (both)            Str     4     +1   +2     +7
Diplomacy               Cha     4     +1    0     +5
Disable Device          Int     6     +2   +2     +10
Escape Artist           Dex     4     +5    0     +9
Gather Information      Cha     4     +1    0     +5
Handle Animal (rang)    Cha     2     +1    0     +3
Hide (both)             Dex     6     +5   +4     +15
Jump (both)             Str     5     +1   +4     +10
Knowledge (local)       Int     2     +2    0     +4
Knowledge (nature)      Int     2     +2    0     +4
Listen (both)           Wis     6     +2   +2     +10
Move Silent (both)      Dex     6     +5   +2     +13
Open Lock               Dex     6     +5   +2     +13
Search (both)           Int     6     +2    0     +8
Sense Motive            Wis     2     +2    0     +4
Sleight of Hand         Dex     4     +5    0     +9
Spot (both)             Wis     6     +2    0     +8
Survival (rang)         Wis     2     +2    0     +4
Tumble                  Dex     5     +5   +2     +12
Use Rope (both)         Dex     1     +5    0     +6


[b]Equipment:                            Cost     Weight[/b]
*Bedroll                              1sp       1.25lb
*Blanket, winter                      5sp       1.5lb
*Block and Tackle                     5gp       5lb
Case, map                             1gp       .5lb
Explorer's Outfit                     10gp      4lb
*Everburning Torch                    110gp     1lb
*Flint & Steel                        1gp       0lb
Pouch, belt                           1gp       .25lb
*Rations, trail x10                   5gp       2.5lb
*Rope, silk 50' x2                    20gp      10lb
Sling                                 0gp       0lb
*Sling Bullets x30                    3sp       15lb
*Thieves Tools (MW)                   100gp     2lb
*Thunderstone x3                      90gp      3lb
*Waterskin x2                         2gp       4lb
*Whetstone                            2cp       1lb



[b]Magic:                                Cost     Weight[/b]
+1 Rapier                            2320gp     1lb
Mithril shirt                        1100gp     10lb
MW Throwing Axe                      308gp      1lb
Gloves of dex                        4000gp     neg
*Potion of Invisibility              300gp      1/10lb
*Potion of Cure Lite                 50gp       1/10lb
*Potion of Shield of Faith           50gp       1/10lb
*Potion of Pass w/o Trace            50gp       1/10lb
*Potion of Magic Stone               50gp       1/10lb
*Potion of Magic Weapon              50gp       1/10lb
*20x MW Sling Bullets                120.2gp    5lb
Handy Haversack                      2000gp     5lb
Halfling's Exit  (1 bullet)          247gp      0lb

*Denotes carried in Haversack

Total Weight of all items:  76.1 lb
Total Effective Weight: 24.25 lb               Money:  8 GP     8 SP     8 CP

                             Lgt      Med     Hvy    Lift    Push
Max Weight:                32.25lb  64.5lb  97.5lb  195lb   487.5lb

Age: 28 years
Height: 3'2"
Weight: 36lbs
Eyes: Green
Hair: Brown, down to in between shoulder blades
Skin: Dark Tan, apparent that he spends time outdoors

History:
forthcoming
 
Last edited:

Code:
[FONT=Courier New]Name: Malachite Shalesen

Class: Scout 2 / Fighter 2 / Barbarian 2
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Patron Deity: Blerred

Str: 19 +4 (10p.) (+1 4th lvl, +2 Gauntlets)
Dex: 16 +3 (10p.) 
Con: 14 +2 ( 6p.) 
Int: 10 +0 ( 2p.) 
Wis: 10 +0 ( 2p.) 
Cha: 10 +0 ( 2p.) 

Level:  6    XP: ??   
BAB:    +5   HP: 62 (8 + 6x1 + 8x2 + 10x2 + 12)
Grapple:+8   Dmg Red: -
Speed:  40'  Spell Res: -
Init:   +4   Spell Save: -
ACP:    0    Spell Fail: -

        Base  Armor  Shld  Dex  Size  Nat  Misc  Total
Armor:  10     +5     +0    +3   +0    +0   +0    18
Touch:  13  Flatfooted: 15

      Base Mod Misc Total
Fort: +6   +2  +1    +9
Ref:  +3   +3  +0    +6
Will: +0   +0  +2    +2

Weapons:         Attack  Damage  Critical  Range
Thumper          +10     2d6+7      20/x3   N/A
MW Slvr Dagger   +10     1d4+4   19-20/x2   N/A
Javelin          +8      1d6+4   19-20/x2   30ft
MW Sling         +9      1d4+4      20/x2   50ft

Languages: Common

Abilities: 
Human: Bonus 1st Level feat, +1sp/level (+4 at 1st), Favored Class: Any
Trapfinding, Skirmish (+1d6), Battle Fortitude +1, Uncanny Dodge, 
Improved Uncanny Dodge, Rage 1/day, Fast movement(+10')

Feats: 
Weapon: Simple & Martial(Fighter), Scout weapons(Scout), 
Armor: All(Fighter), All Shields(Fighter)
1st: Power Attack, Cleave(Human)
2nd: Dodge(Fighter)
3rd: Track
4th: Mobility(Fighter)
6th: Iron Will


Skill Points: 61    Max Ranks: 9/4.5
Skills          Stat Ranks Mod Misc Total    Notes
Balance         Dex   0    +3   +2    +5     Tumble Synergy
Craft(Weapon)   Int   8    +0   +2    +10       
Hide            Dex   4    +3         +7       
Listen          Wis   5    +0         +5       
Jump            Str   5    +4   +6    +15     Tumble Synergy, Movement bonus
Move Silently   Dex   4    +3         +7       
Sense Motive    Wis   7    +0         +7       
Search          Int   5    +0         +5       
Spot            Int   7    +0         +7       
Survival	Wis   7    +0         +7     Search Synergy when Tracking
Tumble          Dex   9    +3   +2    +14    Jump Synergy 


Equipment:           Value   Weight
Thumper: Large Adamantine Warhammer +1
                    5024gp   20lb
Dagger,MW silvered   322gp    1lb
Mithril Chain Shirt +1
                    2100gp   10lb
Gauntlets of Ogre Power
                    4000gp    4lb
Flint and Steel        1gp    -
Explorer's Outfit      -      -
Sling, MW            300gp    -
Sling stones, 
--Cold Iron x10        2sp    5lb
Javelin x 2            2gp    4lb
Potions:
--Cure Lt Wnds x2    100gp    -
--Shield of Faith x4 200gp    -

Handy Haversack     2000gp    5lb
_Artisans Tools (Smithing), MW
                      55gp    5lb
_Bedroll               1sp    5lb
_5 Rations, trail     25sp    5lb
   -Used: 0 days
_10 candles            5cp    -
_Case, map or scroll   1gp   .5lb
_Chalk, 1pc            1cp    -
_Fishhook              1sp    -
_Rope, silk 50ft      10gp    5lb
_Ink, 1oz              8gp    -
_Inkpen                1sp    -
_Lantern, Bullseye    12gp    3lb
_Mirror, Small Steel  10gp   .5lb
_Oil, 2x 1pint flask   2sp    2lb
_Oil, 2x 1pint skin    2sp    2lb
_Paper, 5x sheets      2gp    -
_Pouch, belt           1gp   .5lb
_Sack x3               3sp  1.5lb
_Sealing Wax           1gp    1lb
_Sewing Needle         5sp    -
_Soap                  5sp    1lb
_Waterskin             1gp    4lb
_Whetstone             2cp    1lb
Sling stones, 
--Cold Iron x20        4sp   10lb
--Silverd x20        4.2gp   10lb
--Adamantine x20   120.2gp   10lb

Light Warhorse       150gp
_Military Saddle      20gp
_Javelin               1gp    2lb

Total Weight: 49lb with Backpack     Money: 49gp 4sp 2cp

            Lgt  Med  Hvy  Lift  Push
Max Weight: 116  233  350  700   1750
[/FONT]

Description:
Age: 22
Height: 6'02"
Weight: 200lb
Eyes: Steel Grey
Hair: Red
Skin: Tan

Background:
Malachite Shalesen is the son of a miner, grandson of a smith, and scion of miner and smith ancestors for generations. His parents were the leaders of a small mining community in the mountains near the city of Thunderstrike, in the Principality of Ulek. His family has always revered Blerred and Ulaa, and Mal is no different. Mal was apprenticed to his grandfather, who lived in Thunderstrike, as soon as he was old enough to lift the smith's hammer. However, it was the more war-like aspects of Blerred that really fascinated him. Especially he was entranced by the legend and stories of Blerred's great warhammer, Fury, the inspiration for the mighty Hammer of Thunderbolts. One holiday, When Mal returned to his parent's village, he found no one living and the village burned to the ground. Overwhelmed, he decided to turn from the life of a smith, and start working to protect people from the constant raids and depredations of the last few years.

As Mal began his adventuring career, a faction of the church of Blerred, focusing on Blerred's duties as husband and protector of Ulaa, formed a military order, the Order of the Hammer Strike, whose purpose is to counteract this turmoil and the damage it is doing to mining communities. Mal became a lay member of this order, and has traveled all over central Flanaess moving from small community to small community, preventing raids, hunting raiders, bandits and slavers, and making a name both for himself and for the Order of the Hammer Strike.

Recently, Malachite heard rumors of orc activity in the Gnarly Forest, and went there to investigate. He arrived in the village of Three Oaks, just in time to hear that a well known party of adventurers had discovered an Orc army and rushed off to Bright Tower to put together a defense. Thinking that they could use every hand they can get, Mal has rushed to their aid. As he approached the tower, he found it surrounded by the Orc army. Unable to enter, he has scouted the perimeter, looking for Gnarley Forest Rangers or others planning to harass the army.

Personality & description:
Mal is a large, weather beaten, and imposing man. Most of the time he carries his hammer, Thumper, in his hands, ready for combat. His gear is well worn, but in excellent condition, and clearly he dresses for comfort and action, not for appearance. Most of his clothing is in dark greens and browns.

Despite his appearance, Mal tends to be friendly and straighforward. Only when he faces murderers and slavers does his personality cool to match his cold exterior.
 
Last edited:

Into the Woods

Remove ads

Top