New Heroes Arise (Character Thread)

Jemal

Adventurer
OK folks (You know who you are) Post the completed characters for the game here, but MAKE SURE they're complete, NO edits allowed unless I ask you to.
 

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Hoegor :: Human Barbarian Level 2

Str: 14 (18*) Bonus +2 (+4*)
Dex: 14 Bonus +2
Con:14 (18*) Bonus +2 (+4*)
Int:14 Bonus +2
Wis:14 Bonus +2
Cha:16 Bonus +3

Saves:
:: Fort: +5 [Base 3, +2Con]
:: Ref: +2 [Base 0, +2 Dex]
:: Will: +2 [Base 0, +2 Wis]

Move
:: Light 40' (FastMove, Carry 58lbs)
:: Medium 30' (FastMove, Carry 116lbs, MaxDex +3, Check -3)
:: Heavy 20' (Carry 175lbs, MaxDex +1, Check -6)

Combat
:: Attacks 1
:: Melee +4 (+6*) [BAB +2, Str +2(+4*)]
:: Ranged +4 [BAB +2, Dex+2]
:: Initiative +6 [Dex +2, ImpInitiative +4]
:: Armour Class 16 (14*) [Base 10, Armour +3, Dex +2, Shield +1]
:: HP 25 (29*)

Weapons
:: Short Spear (Dam 1d8 +2 (+4*), Crit x3, Rng 20')
:: Short Sword (Dam 1d6 +2 (+4*), Crit 19/20 x2)
:: Daggar (Dam1d4 +2 (+4*), Crit 19/20 x2, Rng 10')
:: ShortCompBow (Dam 1d6, Crit x3, Rng 70')

Feats
:: Alert
:: CombatReflexes (add Attacks of Opportunity)
:: ImprovedInitiative
Class Feats
:: Rage* (1/day, +4 Str, +4 Con, +2 Moral, -2 AC, +2 HP/Lvl)
:: Fast Move (Mv +10ft with < Heavy armour or Load)
:: Uncanny Dodge (keep Dex bonus to AC)

Skills
Class
:: Climb: 4 [Base 2, Str +2]
:: Handle Animal: 6 [Base 3, Cha +3]
:: Intimidate: 7 [Base 4, Cha +3]
:: Listen: 8 [Base 4, Wis +2, Alertness +2]
:: Ride: 4 [Base 2, Dex +2]
:: WildernessLore: 4 [Base 2, Wis +2]
Cross-Class
:: Bluff: 5 [Base 2, Cha +3]
:: MoveSilently: 3 [Base 1, Dex +2]
:: GatherInfo: 4 [Base 1, Cha +3]
:: SenseMotive: 4 [Base 2, Wis +2]
:: Spot: 6 [Base 2, Wis +2, Alert+2]
:: Literacy - Common [2]

Equipment
Armour
:: Studded Leather (25lbs, AC +3, MaxDex +5, Check -1)
:: Small Shield (5lbs, AC +1, Check -1)
>>>> Total [30 lbs]
Weapons
:: Short Spear [5 lbs]
:: Short Sword [3 lbs]
:: Dagger x2 [2 lbs]
:: Composite Shortbow [2 lbs]
:: Arrows x20 [3 lbs]
>>>> Total [15 lbs]
Belt Pouch
:: Flint and Steel [n/a]
:: Sewing Needle [n/a]
:: AntiToxin [n/a]
:: Potion - CLW x2 [n/a]
Backpack [2 lbs]
:: Bedroll [5 lbs]
:: Blanket [3 lbs]
:: Lantern - Hooded [2 lbs]
:: Waterskin [4 lbs (full)]
:: ColdWeather Outfit [7 lbs]
:: Travel Outfit [5 lbs]
>>>> Total [28 lbs]

Storm - Dog, Mastiff, 18 months, female, 110 lbs
:: Pack Harness [4 lbs]
:: Rations - Travel x4 [4 lbs]
:: Waterskin - Small [2 lbs]
:: Rope 50' - Silk [5 lbs]
Teeth - Dog, Mastiff, 18 months, male, 130 lbs
:: Pack Harness [4 lbs]
:: Rations - Travel x3 [3 lbs]
:: Waterskin - Small [2 lbs]
:: Canvas 2 square yards [4 lbs]
:: Lamp Oil x2 [2 lbs]
GodsFoot - Warhorse - Light
:: Saddle Military [30 lbs]
:: Saddlebags [8 lbs (empty)]
>>>> Total [507 gp / n/a]
Note: Hoegar usually puts the some of the gear on the horse when he is riding. ie Canvas, Rope, Backpack, Bedroll and Blanket as well as the Spears and Shield.

Money
:: PP 9 [ 5 BeltPouch, 2 each DogHarness]
:: GP 50 [ 20 BeltPouch, 15 each DogHarness]
:: SP 18 [ 18 BeltPouch]
:: CP 20 [ 20 Beltpouch]

Appearence
Hoegor is a little shorter and leaner than most Barbarians. He has a stern face, slightly craggy features set around a classic roman nose. But he easily breaks into a smile in conversation.

Hoegor continues to wear the traditional barbarian fur cloak. Underneath he wears a jacket and wool pants. His long hair is pulled back and tied with rag and plastered with white mud in the tradition of his people.

Everything he has has a slightly old, out of style look. His short sword and spear are much the same as his ancestors would have used when the Barbarians were ransacking the Old Empire. Most of his stuff is indeed old, handed down through his family, maintained and repaired, tried and tested.

If come across while travelling, Hoegor will as likely be found moving on foot, with his horse and dogs in tow.

Background
Hoegor father was a member of a Barbarian guard, and as soon as Hoegor was old enough he followed his father's footsteps. Not a particularly capable fighter, he relies on his wits and speed to prevent others from getting the jump on him in combat. These skills made him quite effective as a guard.

Hoegor developed a real respect for the loyal, gentle, massive Mastiffs that helped guard the castle and animals. He spent a considerable amount of time with the Kennel Master developing his skills at training dogs. He bought and trained two puppies of his own - Storm and Teeth. He often spent days roaming the hills and forests around the city when they got old enough.

Hoegor also got drawn into the politics of the city and he stumbled across a plot against his guard's patron, and while he was unable to prevent the assination of the patron, his knowledge enabled the guards to protect the family and ensure the son's succession.

In return Hoegor was offered many things, but he reqested to be given a year to travel the world. It was granted. Before leaving, Hoegor purchased an aging Warhorse, Godsfoot, from one of the Captains of the Cavalry. Godsfoot got his name from his ability to keep his feet and flatten foes in battle. Two days later, in the cold halflight of dawn, he slipped through the gates with his horse and two massive dogs, and was gone. That was a month ago.
 
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Haldamir
Half Elf
Monk Lv. 2 (1200 XP)
Lawful Neutral

Age: 25
Height: 5'8"
Weight: 150
Hair: Golden Brown
Eyes: Violet

Str 14
Dex 18
Con 12
Int 12
Wis 16
Cha 8

HP 16 (8+1 + 6+1)
AC 17 (10 +4 Dex, +0 Monk Bonus, +3 Wis)
Initiative +4 (Dex)

Fort +4 (+3 +1 Con)
Ref +7 (+3 +4 Dex)
Will +6 (+3 +3 Wis)

Max Carrying Capacity: 58 Light/116 Medium/175 Heavy
Speed: 30(x4)/20(x4)/20(x3)
Check Penalty: 0/-3/-6
Max Dex: NA/+3/+1

Base Attack Bonus: +1
Preferred Melee: Masterwork Kama +4 Slash 1d6+2 (x2 crit)
Alternate Melee: Unarmed Strike +3 Blud. 1d6+2 (x2 crit)
Preferred Ranged: Shuriken +5 Pier. 1 (3 Per attack)(x2 crit)

Special Qualities: Immunity to Sleep Spells, +2 racial bonus vs Enchantment, Low-Light Vision, +1 Racial Bonus to Listen, Search, Spot
Languages: Common, Elven

Feats:
Monk: Improved Unarmed Strike; Flurry of Blows; Stunning Attack; Evasion; Deflect Arrows
Regular: Dodge

Skills: 25 Ranks

Balance +6 (0 +4 Dex +2 Synergy-Tumble)
Climb +6 (4 +2 Str)
Hide +7 (3 +4 Dex)
Jump +9 (5 +2 Str +2 Synergy-Tumble)
Move Silently +7 (3 +4 Dex)
Swim +6/-3 (5 +2 Str -1/-10 Equipment)
Tumble +11 (5 +4 Dex +2 Synergy-Jump)


Equipment: (50 lb)

On Person:
Monk's Outfit (2 lb)-5 GP
Masterwork Kama (2 lb)-302 GP
Shuriken (10) in Belt Pouch (2 lb)-11 GP

Carried:
Backpack (2 lb)-2 GP
Waterskin (4 lb)-1 GP
Cold Weather Outfit (7 lb)-8 GP
Bedroll (5 lb)-1 sp
Trail Rations (x7) (7 lb)-3.5 GP
Flint/Steel-1 GP
Silk Rope (5 lb)-10 GP
Grappling Hook (4 lb)-1 GP
Climber’s Kit (5 lb)-80 GP
Torch (3) (3 lb)-3 CP
Potions--4 Cure Light Wounds, 1 Spider Climb, 1 Jump (1 lb)-300 GP total
Coins-15 PP, 25 GP, 3 SP, 7 CP (1 lb)

Description:
Tall, even as half-elves go, Haldamir shares in the graceful comportment of his elven progenitor, save only for the obvious power and muscle inherited from his human parent. The serious and forbidding manner of his gaze disturbs all who meet him for the first time; twin violet eyes pierce all they look upon, with an unearthly, even supernatural quality that seems to look through you, not at you. He very rarely shares his thoughts, and when he does they are often laced with disdain or cynicism. Nevertheless, he is a well-balanced combination of athleticism and stealth; he is an excellent infiltrator, capable of bypassing difficult physical barriers or sneaking unseen past unobservant foes--or both, if the situation calls for it.

Backstory:
One morning, over 20 years ago, the monks of the Order of the Antinomies near Hilgarn found a baby placed carefully near the doors of their monastery-not an entirely uncommon event, as many of their order found their way into the brotherhood in just this manner. Not that all became monks--most lived under the brotherhood's care until they came of age, leaving to become fighters and adventurers, or simply to live more liberally than the ascetics normally tolerated in their ranks; a small few remained and devoted themselves wholeheartedly to the pursuit of self-perfection. No one outside the order knows exactly what the "antinomies" are, although they would seem to refer to paradoxes in thought or substance that either enable or prevent the monk from ascending to higher order of being.

Only subjectively lawful, the monks see higher order in self-control, dismissing social and political order as fantasies that obscure the individual's ability to determine his own path to enlightenment. Even so, they generally observe the laws of the surrounding land, if only because as ascetics they very rarely desire other's possessions enough to steal them. They dislike "common thieves" for example, but only because they think the thief is demeaning him or herself by placing so much emphasis on material possessions rather than spirituality. While philosophically neutral, they tend towards good and try to alleviate suffering wherever they find it, but are cautious about the complacency that can result from the absence of suffering; such complacency can turn on itself, they warn, and bring even greater suffering for those who have lost the discipline to confront it.

Young Haldamir is a promising young monk in many ways, but Brother Genison has recently become concerned about his aloof and critical manner around others. Haldamir had always been shy, probably feeling something of an outsider due to his elven blood (they had given him that name to honor his heritage, though his true origins, other than his obvious gray elven lineage, are to this day unknown-though one might speculate on the shame that such a bastard half-human might bring to this or that noble family among that fanatically isolationist race of elves). Haldamir often remains hidden behind a stoic mask and hides his thoughts, but when he does speak he can be haughty and judgmental--as such, people outside the brotherhood are very often put off by his manner.

Genison, knowing that the young lad can never resolve the problem of the antinomies without overcoming this conceit--or perhaps it was more of a defense mechanism than real conceit--has decided to dispatch him from the monastery to pursue for a time the life of an adventurer. Egotism cannot masquerade as self-knowledge, he reasons, and in the isolation and safety of the monastery, the boy will never overcome this fault, being surrounded by the familiar faces of the brotherhood. Haldamir must learn to appreciate the insights and values of others before he can, paradoxically, appreciate himself and his path. So the young monk found himself one morning on the road to Hilgarn, where our story begins.
 

Jeremiah Tansden
Human Cleric level 2
Nuetral Good
Height: 5' 10"
Weight: 186
Age: 26
Eyes: Blue
Hair: Brown
Diety: Pelor

Stats:
STR: 12 (+1)
DEX: 10 (+0)
CON: 16 (+3)
INT: 12 (+1)
WIS: 18 (+4)
CHA: 12 (+1)

HP: 20
AC: 18
FORT: +7
REFL: +0
WILL: +6
INIT: +0

Concentration +7
Diplomacy +4
Heal +8
Knowledge (religion) +6
Listen +7
Spot +7

Feats:
Alertness
Extra Turning

Languages:
common
celestial

Domains:
Healing:
Cast healing spells at +1 level
Cure light wounds (1)
Sun:
Perform a greater turning 1 per day
endure elements (1)

Spells prepared:
0th level (5): Detect magic (2), Light (1), Mending (1), detect poison (1)
1st level (3+[1]): Comprehend language (1), bless (1), magic weapon (1), [Endure Elements (1)]

Attacks:
Morning star: +2
Damage: 1d8+1

Heavy Crossbow: +1
Damage: 1d10

Items:
Banded Mail
Backpack
Bedroll
Morningstar
Heavy crossbow
large steel shield
2 crossbow bolts
flint and steel
healer's kit
holly and mistletoe
Silver Holy Symbol
4 potions of cure light wounds
7 days of trail rations
50' of hemp rope
3 sunrods
2 tindertwigs
2 full waterskins

GP: 276
SP: 13
CP: 10


Background:
Jeremiah Tansden was born in the small town of Monalar about 3 miles north of Hilgarn. His mother and father are Ula and Daklo Tansden. Jeremiah's friend and family all call him Jeremy. At the young age of 16 Jeremy would go to town during the time he wasnt helping his father farm. While in town he would always visit the Temple of Pelor, to see the clerics and paladins of that order. The members of the temple befriended Jeremy and took them under his wing. They taught him the ways of Pelor and their order. Jeremy at the age of 19 became a cleric of Pelor. He bought a small house in Hilgarn and visits his mother and father at Monalar very often. He always goes up to his old town to help with the yearly harvest. Jeremy yearns to go on adventures and would take almost any offer of a trip, as long as it would somewhat benefit Pelor.
 

---------------------------------------------------------------------------
Name : Kordrim
Race : Half Elf
Class : Sorcerer
Alignment : Chaotic good
Level : Lvl 2
Experience : 1200
---------------------------------------------------------------------------
Age : 33
Height : 5'4"
Weight : 112lb
Eyes : Green
Hair : Light brown
---------------------------------------------------------------------------
STR : 12 +1
DEX : 12 +1
CON : 16 +3
INT : 14 +2
WIS : 14 +2
CHA : 16 +3
---------------------------------------------------------------------------
Hit die : d4
Hit points : 13
Speed : 20 (medium load)
ACP : -3 (medium load)
Armour class : 11
Initiative : +1
Fort Sv : 0+3 = +3
Ref Sv : 0+1 = +1
Will Sv : 3+2 = +5
Base Att : 1
Melee Att : 1+1= +2
Ranged Att : 1+1= +2
---------------------------------------------------------------------------
Skills - 2+2=4x4=16+4= 20pts max ranks= 5/2½
---------------------------------------------------------------------------
Alchemy (Int) : 0+1= +1
Concentration (Con) : 4+3= +7
Craft (Int) : 0+1= +1
Knowledge(arcana)(Int) : 4+2= +6
Proffesion (Wis) : 0+2= +2
Scry (Int) : 0+1= +1
Spellcraft (Int) : 4+2= +6
(x) Hide (Dex) : 0+1-10= -9
(x) Jump (Str) : 0+1-10= -9
(x) Listen (Wis) : 0+2+1= +3
(x) Search (Int) : 2+2+1= +5
(x) Spot (Wis) : 2+2+1= +5
(x) Swim (Str) : 0+1-10= -9
(x) Tumble (Dex) : 0+1-10= -9
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Feats
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Weapon proficiency (simple)
Toughness
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Spells - daily allowance = 6/5
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Lvl 0 = 5
----------
Detect magic (v,s)
Flare (v)
Light (v,m/df)
Mage hand (v,s)
Ray of frost (v,s)
----------
Lvl 1 = 2
----------
Colour spray (v,s,m)
Magic missile (v,s)
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Equipment (50lb) medium load
---------------------------------------------------------------------------
Weapons
-------
Short spear (AC hit +2, 1d8+1, crit x3, 20', 5lb, large, piercing) 2gp
Light crossbow (AC hit +2, 1d8, crit 19-20 x2, 80', 6ld, piercing) 35gp
Crossbow bolts x 5 (50, 5lb) 5gp
-----
Gear
-----
Backpack - 2gp
..Waterskin - 1gp
..Bedroll - 1sp
..Flint and steel - 1gp
..Trail rations x7 - 3gp 5sp
..Cold weather outfit - 8gp
Spell component pouch - 5gp
Cure light wounds x4 - 200gp
Scholars outfit - free
Money - 63pp 8gp 4sp
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Racial bonuses
---------------------------------------------------------------------------
Immune to sleep spells and similar effects
+2 bonus save against enchantment spells or effects
Low light vision
Elven blood allows use of racially specific items and powers
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Background
---------------------------------------------------------------------------
Kordrim is from a small forest to the east of Hilgarn. It is just a small comunity of elves that live there but the have gotten fed up of all the trouble that Kordrim's attitude has cost them and he has been banished from the group till he can prove himself a follower of the elven ways.
His father was one of the many men of Hilgarn that liked to dabble with elven women and he was the result of one of these encounters. As for his mother she has done everything she can to prepare Kordrim of what would be the reaction to his duel racial traits but in the end she too has begun to have douts about whether he can handle the strain.
Kordrims main aim in life is to prove that having a human father and elven mother is a good thing and not a defect as most of his encounters have proven.
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Character Name: Deirdre Silvereyes
Player Name: Thels
Dungeon Master: Jemal
Race&Gender: Human, Female
Class&Level: Paladin2
Alignment: Lawful Good
Deity: Heironeous
Size: Medium
Age: 21
Height: 5'6"
Weight: 140lb
Skin&Eyes: Fair, Silver
Hair: Long Black

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

Fortitude Save: +7 (+3 Base, +0 Con, +4 Divine Grace)
Reflex Save: +5 (+0 Base, +1 Dex, +4 Divine Grace)
Will Save: +6 (+0 Base, +2 Wis, +4 Divine Grace)

Melee Attack: +5 (+2 Base, +3 Str)
Ranged Attack: +3 (+2 Base, +1 Dex)
Initiative: +1 (+1 Dex)

Max Weight: 76 (Light), 153 (Medium), 230 (Heavy), 230 (Over head), 460 (Off ground), 1150 (Push or drag)
Movement Speed: 30/x4, 20/x4, 20/3x

Armor Class: 19 (+6 Armor, +2 Shield, +1 Dex)
Hit Points: 17 (of 17)
Experience: 1200 (need 3000)

Languages: 1
Common

Skills: 15 (3/level)
Handle Animal +9 (+5 Ranks, +4 Cha), Horse, Dog, Pony, Donkey, Cattle
Ride +8 (+5 Ranks, +1 Dex, +2 Synergy), +2 to stay in the saddle
Knw Religion +2 (+2 Ranks, +0 Int)
Heal +5 (+3 Ranks, +2 Wis)

Class Features:
Weapon Proficiency: All Simple
Weapon Proficiency: All Martial
Armor Proficiency: All
Shield Proficiency
Detect Evil
Divine Grace
Lay on Hands
Divine Health
Aura of Courage
Smite Evil

Feats:
Weapon Proficiency: Bastard Sword
Mounted Combat

Weapons:
Bastard Sword, To Hit +5, Dmg 1d10+3, Crit 19-20/x2, Medium, Slashing, 10lb

Armor:
Banded Mail, Armor +6, Max Dex +1, Check -6, Heavy, 35lb
Large Steel Shield, Armor +2, Check -2, 15lb

Other Equipment:
Explorer's Outfit
Cold Weather's Outfit, 7lb
Skyblue Cloak, 3lb
Silver Holy Symbol
Silver Jewelry
Horse and Equipment (See below)

Backpack, 2lb
Healer's Kit, 1lb
Potion of Cure Light Wounds
Whetstone, 1lb
Flint and Steel
Torch, 1lb, x7
Hemp Rope, 10lb
Bedroll, 5lb
Winter Blanket, 3lb
Sack, 1/2lb, x2

Total Weight: 85 lb
Money: 0pp, 9gp, 9sp, 9cp
__________________________________________________
Character Name: Dana
Race&Gender: Heavy Warhorse, Female
Class&Level: Horse4
Alignment: Neutral
Size: Large
Age: 3
Height: 5'0" (Back), 6'6" (Head)
Weight: 1432lb
Hair&Eyes: Brown, Brown

Strength: 18 (+4)
Dexterity: 13 (+1)
Constitution: 17 (+3)
Intelligence: 2 (-4)
Wisdom: 13 (+1)
Charisma: 6 (-2)

Fortitude Save: +7 (+4 Base, +3 Con)
Reflex Save: +5 (+4 Base, +1 Dex)
Will Save: +2 (+1 Base, +1 Wis)

Attacks: Hooves +6, Hooves +6, Bite +1
Damage: Hooves 1d6+4, Hooves 1d6+4, Bite 1d4+2

Max Weight: 300 (Light), 600 (Medium), 900 (Heavy), 4500 (Push or drag)
Movement Speed: 50

Armor Class: 14 (-1 Size, +1 Dex, +4 Natural)
Hit Points: 30 (of 30)

Equipment:
Military Saddle, 30 lb
Bit and Bridle, 1 lb
Saddle Bags, 8 lb
Horse Food, 10 lb, x7
Waterskin, 4 lb, x7
Trail Ration, 1 lb, x7
Torch, 1 lb, x7
Sack, 1/2lb, x2

Total Weight: 152 lb
Money: 0pp, 0gp, 0sp, 0cp

Languages:
None

Skills:
Listen +7 (+6 Ranks, +1 Wis)
Spot +7 (+6 Ranks, +1 Wis)

Abilities:
Scent
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency

Tricks:
Attack
Attack Unnatural
Come
Down
Heel
Stay
__________________________________________________
When Bevier Woolsborth was born, he looked just like any other human baby, except for one anomaly, his eyes were colored silver. When he was a young boy, a priest passed through the village. He noticed Bevier's eyes and was intrigued by them. Inquiring the local townfolk, he learned that Bevier was a honest, goodworking boy, but happened to have a lot of siblings, which made his parents have a hard time keeping enough food on the table. The priest made an agreement with Bevier's father that he would take Bevier along to his temple and take good care of him. In exchange, he would leave the family a certain amount of gold, so they could take care of the other children. Bevier never saw his family again.

Bevier grew up to be a respectful cleric of Heironeous. At young age he believed he received his divine powers from his special eyes. The other priests managed to convince him into believing this was not the case and that his powers came from Heironeous directly. However, he still believed his eyes to be special, and in honor of them, he changed his name to Bevier Silvereyes. He married to one of the women attending the temple, called Sylvia Oakland. A year later, they got a daughter, who surprisingly had the same silvercolored eyes as her father. A few months later, Bevier left the town to attend for a quest, but did not return.

Deirdre's youth had a lot of involvement from the Heironeous temple, as the priests saw it as their duty to assist the assumed widow in raising the little girl. Deirdre followed this with great interest, curious about the life her father, whom she never actually knew. While growing older, she showed to become a woman of great physical and mental strength, as well as a will to follow the same path her father followed those years ago. The priests told her she should seek training at the temple once she was old enough. At the temple, Deirdre received lessons in various skills, including combat and divine powers. Devoting all her time to the temple, her trainings payed off.

Inhereting her father's loan, Deirdre bought a young horse called Dana, which she raised and cherised while it grew out to be a fine horse and a friend she could take with her wherever she went. Now, with her trainings complete, Deirdre wants to set out and use her skills to help those who are in need of it. She hopes to someday find out what happened to her father, though it does not have her priority.
__________________________________________________
Deirdre is a woman of striking beauty, possessing a wellformed body, a cute round face and long black hair hanging on her back down to her waist. She has a fair skin void of any marks, but the most surprising detail is probably her eyes with the pupils surrounded by silver irisses. Deirdre is usually dressed in clothes that are designed towards comfort, but tries her best to look good in them, with the help of a skyblue cloak. A silver chain showing a hand holding a lightning bolt hangs around her neck. Silver earrings decorate her ears and a bracelet and 2 silver rings cover her wrist and fingers.

Deirdre usually carries a smile upon her face and talks in a charming way, unless something is at hand, in which case she doesn't wait to step right into action and tries to dissolve the situation as best as she can. Deirdre is not pleased by males trying to make obvious advances towards her. She feels bonding as something special and would only bond to a man in such way if she really knew he had the best of interests and would be able to commit from then on. Needless to say, it would take someone quite a while to get there.
 

Character Name: Jillian Tealeaf
Race: Halfling
Class: Rogue
Alignment: Chaotic Good

Gender: Female
Age: 22
Height: 2’8”
Weight: 27#
Skin: Fair
Eyes: Blue
Hair: Black

Character Level: 2
EXP Points Gained: 1200
EXP Needed For Next Level: 3000

Known Languages: Common, Halfling, Gnome, Goblin, Orc

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Strength: 10 (+0)
Dexterity: 20 (+5)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 10 (+0)

-------------------------------------------------------

Armor Class: 19
Flatfooted Armor Class: 14
Touch Armor Class: 16

-------------------------------------------------------

Hit Points: 14

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Save vs. Fortitude: +3
Save vs. Reflex: +9
Save vs. Will: +1
Special Save Notes: +2 save vs. fear

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Initiative Modifier: +9
Base Attack Bonus: +1
Melee Attack Bonus: +2
Ranged Attack Bonus: +7
Thrown Attack Bonus: +8

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Weapons:
Masterwork Short Sword (Small, 1d6, 19-20/x2, Piercing)
+3 Attack Bonus
Masterwork Dagger (Tiny, 1d4, 19-20/x2, 10ft, Piercing)
+3 (+9 if thrown) Attack Bonus
Dart (Small, 1d4, x2, 20ft, Piercing)
+8 Attack Bonus

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Skills:
Appraise/3 (Int)
Balance/10 (Dex) ** 5 ranks
Bluff/1 (Cha) ** 1 rank
Climb/7 (Str) ** 5 ranks
Concentration/2 (Con)
Craft/3 (Int)
Decipher Script/4 (Int) ** 1 rank
Disable Device/8 (Int) ** 5 ranks
Escape Artist/9 (Dex) ** 4 ranks
Forgery/3 (Int)
Hide/14 (Dex) ** 5 ranks
Jump/6 (Str) ** 4 ranks
Listen/6 (Wis) ** 4 ranks
Move Silently/12 (Dex) ** 5 ranks
Open Lock/10 (Dex) ** 5 ranks
Read Lips/4 (Int) ** 1 rank
Ride/5 (Dex)
Search/7 (Int) ** 4 ranks
Spot/4 (Wis) ** 4 ranks
Swim/0 (Str)
Tumble/6 (Dex) ** 1 rank
Use Rope/6 (Dex) ** 1 rank

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Feat: Improved Initiative

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Equipment & Gear:
Masterwork Short Sword (310 gp, 3#)
Masterwork Dagger (301 gp, 1#)
10 Darts (5 gp, 5#)
Masterwork Studded Leather (175 gp, 10#)
Backpack (2 gp, 0.5#)
Traveler's outfit (1 gp, 2.5#)
Masterwork Thieves’ Tools (100 gp, 2#)
Trail Rations [6 days] (3 gp, 6#)
Total (897 gp, 30#)

Treasure: 3 gp

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Base Speed: 20ft
Normal Speed: 15ft

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Character History:
Jillian is the only child of halfling merchants in a large city. A nobleman’s carriage ran down her mother when she was only three. Her father never fully recovered from the ordeal and, since his wife was the true merchant, he decided to return to his first love, thievery. He reared Jillian to be a good second story woman. But she still had her mother’s sense of fairness. After her father was killed by the same nobleman’s carriage that killed her mother, Jillian decided her life’s work. She would take from the more fortunate and give to the less fortunate. She goes from town to town taking from the rich and giving to the poor. Of course no business can run without funds, so she keeps some for herself. She has found that she cannot stay in one place for more then a few months. The locals start catching on after that. She has just arrived in Hilgarn and is eager to get to work.
 

Code:
[B]Name:[/B] Cel
[B]Class:[/B] Sorcerer 2
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] None

[B]Str:[/B] 8 -1 (0 p.)     [B]Level:[/B] 2        [B]XP:[/B] 1200
[B]Dex:[/B] 16 +3 (10 p.)     [B]BAB:[/B] +1         [B]HP:[/B] 13 (2d4+6)
[B]Con:[/B] 16 +3 (10 p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 (4 p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 8 -1 (0 p.)     [B]Init:[/B] +7        [B]Spell Save:[/B] +4
[B]Cha:[/B] 18 +4 (16 p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0     +0    +3    +0    +0    +0    13
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +3          +3
[B]Ref:[/B]                       0    +3          +3
[B]Will:[/B]                     +3    -1          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Dagger                     +0     1d4-1     19-20/x2
Alchemist's Fire        +4 touch 1d6 fire     20

[B]Languages:[/B] Common, Ignan

[B]Abilities:[/B] Summon Familiar, Spells

[B]Feats:[/B] Improved Initiative, Empower Spell

[B]Skill Points:[/B] 20       [B]Max Ranks:[/B] 2.5/5
[B]Skills                                         Ranks  Mod  Misc  Total[/B]
Bluff (cc)                                        1    +4          +5
Concentraion                                      5    +3          +8
Knowledge, Arcana                                 5    +1          +6
Knowledge, Planes (cc)                            2    +1          +3
Knowldedge, Architecture and Engineering (cc)     2    +1          +3
[B]Equipment:                  Cost  Weight[/B]
Mule                        8gp
Horse, Light                75gp
Familiar (Raven)            100gp
(On person)
Alchemist's Fire (2)        40gp   2.6lb
Backpack                    2gp   2lb
Flint and Steel             1gp   0lb
Pint of Oil (2)             2sp   2lb
Rolling papers              2gp   0lb
Signet Ring                 25gp   0lb
Tobacco                     1gp   2lb
Traveller's outfit          0gp   5lb
Waterskin                   1gp   4lb
Tindertwig (10)             10gp   0lb
Scroll, Detect Secret Doors 25gp   0lb
Scroll, Jump                25gp   0lb
Scroll, Mage Armor (5)      125gp   0lb
Scroll, Shield (2)          50gp   0lb
Scroll, Spider Climb        25gp   0lb
(On mule)
Bit and bridle              2gp   0lb
Riding Saddle               10gp   0lbs
Saddlebags                  4gp    8lbs
Cold weather outfit         8gp   7lb
Courtier's outfit (2)       60gp  12lb
8 day's feed                4sp    80 lbs
Noble's outfit              75gp 10 lbs
(On horse)
Riding Saddle               10gp   0lbs
Saddlebags                  4gp    8lbs
Bit and bridle              2gp   0lb
8 pints oil                 8sp  8lbs
Assorted Jewelry            200gp 0lbs
[B]Total Weight:[/B]19.6 lb (on person) [B]Money:[/B] 24gp 6sp 0cp

                           [B]Lgt     Med     Hvy      Lift  Push[/B]
[B]Max Weight:[/B]         up to 26 lbs   27-53   54-80    80    200

[B]Age:[/B] 22
[B]Height:[/B] 6'0"
[B]Weight:[/B] 140lb
[B]Eyes:[/B] Dark Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Naturally pale, lightly tanned
Spells per day: 6/5
Spells Known: (5/2) 0-Light, Jet of Flame, Mage Hand, Meding, Prestidigitation 1st- Burning Hands, Change Self

Appearance: Cel is pale, tall, and whip-thin, with short black hair and blue eyes with just a little of the madman’s gleam. He tends to wear a long leather coat and smoke tobacco rolled up in thin papers, a foreign style he acquired somewhere. Soot marks are a common addition to his wardrobe.

Backround:Cel likes fire. A lot. Unfortunately, pyromania is not an acceptable hobby amongst young nobles, so he’s learned to control it… to a degree.

Celeren of Wrensport is the second son of urban nobles; his father is dead and his domineering mother runs their household- himself, an older brother and a younger sister- with an iron fist. No one in his immediate family shares his magical talents (his sister is still young, however), although his grandfather was a sorcerer of some note; it appears to have skipped a generation.

Cel knew from a young age what his role as a second son was- an endless stream of receptions and parties, followed by a politically advantageous arranged marriage, and then more parties. Suffice it to say, he wasn’t looking forward to it. Although around puberty his newly manifested powers gave him some hope of escape, he quickly realized that it would only make him more valuable to his mother. He’s done his best to keep them hidden.

His extreme boredom and his magical ability to hide his identity led him to associate with a lower-class crowd. Standard teenager boredom- relieving turned into crime, attracting the attention of the city’s Rogue’s guild. There, Cel found a new outlet- professional arson. He became quite talented at the placement of fire to efficiently destroy buildings.

Perhaps burning the Ducal Stable was a bit much, or maybe it was unrelated to him, but he found out through his mother that the Rogues guild had gotten too onerous and was going to be purged by the City Watch. Thinking quickly, he got drunk at the next party he was forced to attend and made enough of an ass of himself that his mother decided an extended vacation was in order. He needed a change anyway.

Personality: Cel is smoothed and refined; you’d never know that he takes great delight in watching things burn. He’s not a bad guy, deep down- pragmatic, to be sure, and a little self-centered, but his heart’s in the right place.

As an additional note, Cel has aquired the cervice of a lackey (untrained laborer, 2 silver pieces/day)
 
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