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OOC: Temple of Elemental Evil: Dim_Darknight
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<blockquote data-quote="Old Fezziwig" data-source="post: 2687301" data-attributes="member: 59"><p><strong>Tem Rickar</strong>: Male Human Rog1/Ftr1; Size M; HD 1d6+2 plus 1d10+2; hp 16; Spd. 30 ft.; AC 16 (+4 Dex, +2 leather armor); BAB +1; +5 melee (punching dagger, 1d4/x3; rusty shortsword, 1d6-1/19-20/x2), +4 ranged (sling with stones, 1d3/x2/50 ft.), +5 ranged (dagger, 1d4/19-20/x2/10 ft.); SA See below; SQ See below; AL N; SV Fort +4 (+2 Con), Ref +6 (+4 Dex), Will +1 (+1 Wis); Str 10, Dex 18, Con 15, Int 16, Wis 12, Cha 14.</p><p></p><p><strong>Skills, Feats, Languages</strong>: Balance +8 (4 ranks, +4 Dex), Bluff +6 (4 ranks, +2 Cha), Climb +5 (5 ranks, +0 Str), Disable Device +7 (4 ranks, +3 Int), Hide +8 (4 ranks, +4 Dex), Jump +7 (5 ranks, +0 Str, +2 feat); Listen +7 (4 ranks, +1 Wis, +2 feat), Move Silently +8 (4 ranks, +4 Dex), Open Lock +8 (4 ranks, +4 Dex), Ride +7 (3 ranks, +4 Dex), Search +7 (4 ranks, +3 Int), Sleight of Hand +8 (4 ranks, +4 Dex), Spot +3 (+1 Wis, +2 feat), Tumble +12 (4 ranks, +4 Dex, +2 feat, +2 synergy/Jump); Acrobatic (+2 Jump, Tumble), Alertness (+2 Listen, Spot), Weapon Finesse.</p><p></p><p><strong>Racial Abilities, Class Abilities</strong>: Bonus feat at 1st, +4 skill points at 1st, +1 skill point/level after 1st, favored class: any; Sneak attack +1d6, trapfinding.</p><p></p><p><strong>Equipment</strong>: Leather armor (+2 AC, Max Dex +6, No Armor Check penalty), punching dagger, 2 daggers, rusty shortsword, sling (with pouch full of stones), backpack [bedroll, thieves' tools, strange parcel*, empty waterskin, poor quality dried meat].</p><p></p><p><strong>Background</strong>: Born to a Suelish prostitute in the City of Greyhawk and son to an unknown father, Tem Rickar was never destined for great things. Turned out of the house at night by his mother, he fell in quickly with scoundrels and thieves, running for a while under the direction of a Baklunish fence known only as Twist. The old fence found that Tem was rather good at picking pockets and eventually convinced the youth to not bother going home at all. So Tem ran with Twist's crew for a while, stealing handkerchiefs and snuff boxes, lifting food and wine, surviving well on the hard work of others. </p><p></p><p>And, as all things eventually do (or seem to when you're very poor and must steal to survive), things went badly rather quickly. While out on a job for Twist, Tem got in over his head and picked up a box that he didn't quite know what to do with. Made of dogwood, the box has no visible seams and no apparent latch. When he brought it back to Twist, the fence, suddenly disconcerted, sent the boy away (something about bad luck or some such). Since then, Tem has wandered the Tuflik, Fals, and Velverdyva Trade Route, encountering trouble just about everywhere he goes: running with a gang of weak-willed, imbecilic street thugs in Dyvers and narrowly avoiding the beaks, only to end up alone and penniless near Verbobonc and pounded to a pulp by a band of highwaymen. His wanderings have taken him near and far since, with little luck anywhere. Tem endures, but that's just about all.</p><p></p><p><strong>Description, Personality</strong>: Tem has always been small — both in height and breadth (5 ft. 5 in., 143 lbs). His narrow build and sleight frame make him look more than a little bit like a half-elf, and, for that matter, there very well may be some elf blood in his ancestry. Defensive of his possible mixed blood and uncomfortable in his lack of knowledge regarding it, Tem tends to make assertions that he can't back up, plans that he can't properly execute, and promises that he can't possibly keep. He tends to think on the grand scale and is woefully impractical, something he fully realizes. Part of this is attributable to his young age (17 years old), but mostly it's attributable to Tem being Tem — having never had anything and recently having had nothing but bad luck, he sees no reason that practicality should get in the way of his desires. Things can't get any worse.</p><p></p><p>* <em>I have no idea what's in the box. It's bad luck, possibly valuable, but whatever the case, Tem's looking to fence it somewhere out in this neck of the woods. I also am aware that I underspent by somewhere close to 150 gp, but the boy's supposed to be poor and hard up right now. It didn't seem right for him to be too elaborately equipped.</em></p></blockquote><p></p>
[QUOTE="Old Fezziwig, post: 2687301, member: 59"] [b]Tem Rickar[/b]: Male Human Rog1/Ftr1; Size M; HD 1d6+2 plus 1d10+2; hp 16; Spd. 30 ft.; AC 16 (+4 Dex, +2 leather armor); BAB +1; +5 melee (punching dagger, 1d4/x3; rusty shortsword, 1d6-1/19-20/x2), +4 ranged (sling with stones, 1d3/x2/50 ft.), +5 ranged (dagger, 1d4/19-20/x2/10 ft.); SA See below; SQ See below; AL N; SV Fort +4 (+2 Con), Ref +6 (+4 Dex), Will +1 (+1 Wis); Str 10, Dex 18, Con 15, Int 16, Wis 12, Cha 14. [b]Skills, Feats, Languages[/b]: Balance +8 (4 ranks, +4 Dex), Bluff +6 (4 ranks, +2 Cha), Climb +5 (5 ranks, +0 Str), Disable Device +7 (4 ranks, +3 Int), Hide +8 (4 ranks, +4 Dex), Jump +7 (5 ranks, +0 Str, +2 feat); Listen +7 (4 ranks, +1 Wis, +2 feat), Move Silently +8 (4 ranks, +4 Dex), Open Lock +8 (4 ranks, +4 Dex), Ride +7 (3 ranks, +4 Dex), Search +7 (4 ranks, +3 Int), Sleight of Hand +8 (4 ranks, +4 Dex), Spot +3 (+1 Wis, +2 feat), Tumble +12 (4 ranks, +4 Dex, +2 feat, +2 synergy/Jump); Acrobatic (+2 Jump, Tumble), Alertness (+2 Listen, Spot), Weapon Finesse. [b]Racial Abilities, Class Abilities[/b]: Bonus feat at 1st, +4 skill points at 1st, +1 skill point/level after 1st, favored class: any; Sneak attack +1d6, trapfinding. [b]Equipment[/b]: Leather armor (+2 AC, Max Dex +6, No Armor Check penalty), punching dagger, 2 daggers, rusty shortsword, sling (with pouch full of stones), backpack [bedroll, thieves' tools, strange parcel*, empty waterskin, poor quality dried meat]. [b]Background[/b]: Born to a Suelish prostitute in the City of Greyhawk and son to an unknown father, Tem Rickar was never destined for great things. Turned out of the house at night by his mother, he fell in quickly with scoundrels and thieves, running for a while under the direction of a Baklunish fence known only as Twist. The old fence found that Tem was rather good at picking pockets and eventually convinced the youth to not bother going home at all. So Tem ran with Twist's crew for a while, stealing handkerchiefs and snuff boxes, lifting food and wine, surviving well on the hard work of others. And, as all things eventually do (or seem to when you're very poor and must steal to survive), things went badly rather quickly. While out on a job for Twist, Tem got in over his head and picked up a box that he didn't quite know what to do with. Made of dogwood, the box has no visible seams and no apparent latch. When he brought it back to Twist, the fence, suddenly disconcerted, sent the boy away (something about bad luck or some such). Since then, Tem has wandered the Tuflik, Fals, and Velverdyva Trade Route, encountering trouble just about everywhere he goes: running with a gang of weak-willed, imbecilic street thugs in Dyvers and narrowly avoiding the beaks, only to end up alone and penniless near Verbobonc and pounded to a pulp by a band of highwaymen. His wanderings have taken him near and far since, with little luck anywhere. Tem endures, but that's just about all. [b]Description, Personality[/b]: Tem has always been small — both in height and breadth (5 ft. 5 in., 143 lbs). His narrow build and sleight frame make him look more than a little bit like a half-elf, and, for that matter, there very well may be some elf blood in his ancestry. Defensive of his possible mixed blood and uncomfortable in his lack of knowledge regarding it, Tem tends to make assertions that he can't back up, plans that he can't properly execute, and promises that he can't possibly keep. He tends to think on the grand scale and is woefully impractical, something he fully realizes. Part of this is attributable to his young age (17 years old), but mostly it's attributable to Tem being Tem — having never had anything and recently having had nothing but bad luck, he sees no reason that practicality should get in the way of his desires. Things can't get any worse. * [i]I have no idea what's in the box. It's bad luck, possibly valuable, but whatever the case, Tem's looking to fence it somewhere out in this neck of the woods. I also am aware that I underspent by somewhere close to 150 gp, but the boy's supposed to be poor and hard up right now. It didn't seem right for him to be too elaborately equipped.[/i] [/QUOTE]
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