[Out of the Frying Pan] Cast of Characters

el-remmen

Moderator Emeritus
It looks like my original Rogue's Gallery thread got pruned during my hiatus. . . . :(

So here I am again - the life of a story-hour writing is rife with pain, woe and anguish. . .

I am going to post as they were one level earlier during the time of the current telling of the tale (session #34); at least for most of them (Beorth and Martin remain a level behind). I don't have their 5th level stats any more - so after the current story arc I will be posting their 6th level stats (for those that went up in level).


The drawings in this thread are by Colleen Flanagan. Everyone say, "thank you, colleen." :D
 
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Beorth Sakamet

beorth.jpg


Beorth, Ghosthunter of Anubis - Human Paladin; medium sized humanoid (human); Paladin of Anubis 4;

HD: 4d10 +8; hps: 32; Init –2 (-2 Dex,); Speed 20 ft;

AC 13/14/13* (-2/-2/-2 Dex, +4/+5/+4 Scale mail, +1/+1/+1 armor focus);

Attack: BAB: +4; +7 (longsword) or +5/+1 (Quarterstaff); Dmg: 1d8+3 (longsword), 1d6+3/1d6+1 (quarterstaff)

Saves: Fort +9, Ref +2, Will +7; AL LG;

Ability Scores
Str 17, Dex 7, Con 14, Int 10, Wis 16, Cha 17.

Skills: Literacy (common) +4, Knowledge (Necrology) +6, Religion +2, Spot +6, Heal +9, Diplomacy +5, Listen +5, Search +1

Feats: Power Attack, Two-Weapon Fighting, Armor Focus (scale mail)

Special Abilities: Detect Evil, Divine Grace, Lay on Hands (12 point/day), Divine Health, Aura of Courage, Smite Evil, Turn Undead (6/day), Divine Vengeance (spend 1 turn attempt to add +2d6 sacred energy damage to undead for one blow).


Beorth was born in the infamous Black Islands Barony, but was raised by Monks of Anubis in Verdun after his parents were slain by undead – his sister (the only other familial survivor) became a monk. He always keeps his head shaved and is obsessed with death.

At this point, Beorth has no memory (cursed by pixies for killing one of their kind), and is in possession of a reputedly evil amulet that controls (or perhaps even creates) undead. He sought to destroy it, but now he seeks his memory first.
 
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Jana of Westron

jana.jpg


Jana - Human Female – Witch 4; medium sized humanoid (human);

HD: 4d4 + 11; hps: 19; Init +1 (+1 Dex,); Speed 30 ft;

AC 11/11/11 (+1/+1/+1 Dex);

Attack: BAB: +1 (melee), +2 (ranged); Dmg: 1d6 (club) or 1d8 (light crossbow)

Saves Fort +3, Ref +2, Will +6; AL CN

Ability Scores
Str 10, Dex 13, Con 15, Int 15, Wis 14, Cha 16 Com 14

Special Abilities: Spell-casting (Known Spells: Detect Poison, Read Magic, Daze, Light, Ray of Enfeeblement, Cause Fear, Blindness;

Spell Progression: (6/7/4)

Skills: Concentration +9, Heal +9, Alchemy +4, Handle Animal +4, Knowledge (Netherworld) +6, Profession (herbalist) +9, Ritual Ceremony* +10, Spellcraft +4, Pickpocket +5, Spot +3

Feats: Brew Potions **, Toughness, Well-Rounded (Pick Pocket), Combat Casting

Magical Items:

mantle.gif
Mantle of Presence
This midnight blue shawl of fine wool is of excellent quality, the inner lining having a handsome golden outline.

The precise origins of this item are unknown, though it is known that cloaks and mantle like it were first enchanted in the Spice & Thread Islands during the era of Agon’s Realm in the Third Age.

This item of great magic strengths the presence of a person, making them more persuasive, more intimidating or more likeable. However, the wearer also becomes more self-involved and unobservant.

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When worn the wearer gains a +2 enhancement bonus on all Charisma-based skill checks and a +1 on all DCs for all witch or bard spells cast. However, they also become more self-involved, suffering a –4 penalty to all spot, listen and search checks.

Lizard Familiar (diminutive animal): HD: 4; hps: 9; Init: +3; Spd: 20 ft (climb 20 ft); AC: 19 (+4 size, +3 dex, +2 nat), Attk: +8 (bite) Damage: 1 (bite)
SV: Fort +1 Ref: +4 Will: +5 – Str: 1 Dex: 17 Con: 10 Wis: 12 Int: 7 Cha: 2
Special Abilties: Improved Evasion, Share Spells, Empathic Link, Touch Spell Conduit
Skills: Balance +11, Climb: 12, Hide: +13, Listen: +4, Spot: +4
Feats: Weapon Finesse (bite)

* Ritual Ceremony is a skill unique to witches, which allows them to invoke a token and summon the being tied to it to teach them spells.
** Witches gain the brew potion feat for free at first level.

Little is known of Jana's life before she joined Crumb's Boys. It is known she was apparently the student and lover of Rindalith, a warlock of some power.
 
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Jeremy at 4th level

Jeremy Northrop

jeremy.jpg


Male Human Fighter; medium sized humanoid;

HD: 4d10; hps: 26; Init +3 (+3 Dex,); Speed 30 ft;
AC 19/17/15 (+3/+3/+3 Dex, +6/+4/+2 Chain Shirt);

Attack: BAB: +4; +5 (long sword) and +5 short sword +1 (“Right blade of Arofel”), or +7 (Light Crossbow); Dmg: 1d8+3 (long sword), 1d6+2 (short sword +1) or 1d8 (light crossbow).

Saves: Fort +4, Ref +4, Will +0; AL NG (w/N tendencies);

Ability Scores
Str 16, Dex 17, Con 10, Int 13, Wis 8*, Cha 10.

Skills: Climb +8, Hide +6, Jump +9, Move Silently +4, Ride: +5, Swim: +6, Literacy (common) +2, Spot +0, Speak Language (common) +2

Feats: Ambidexterity, Armor Focus (chain shirt)*, Well-Rounded (Hide)**, Two-Weapon Fighting, Dodge, Weapon Focus (longsword)

Magical Items

The Right Blade of Arofel

This fine short sword is made of true silver and sparkles as such. It is inscribed immediately above the hilt with elven runes. One of a pair of swords used by the elfin-hero Arofel during the Troll-Wars of the Second Age, it is said that this blade has more powers when used in conjunction with its sister-sword, the Left Blade of Arofel (which is a long sword). In addition, legend has it that in the “right hands” the sword has an additional power.


The Right Blade of Arofel is a short sword +2. It has an additional power that is not evident by common usage. When used in conjunction with the Left Blade of Arofel, the wielder is considered to have the Defense of the Dancing Blades feat.

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Jeremy Northrop is the son of a retired sea-captain granted a title by the local baron. He is from the Province of Seareach in the Kingdom of Neergaard, a feudal place of knights and cavaliers, of bandits and honor – where wizardry is hated and often feared.

Jeremy joined Crumb’s Boys upon the advice of his friend Malcolm MacDuligh (whom he had met while traveling in the Archduchy of Wallbrook). Unfortunately, Malcolm was killed by goblins early on in the journey through Derome-Delem.

Later, Jeremy was killed by a “garbage monster” (an otyugh) in the under-Chambers of Aze-Nuquerna (an elven enclave that had been taken over by Richard the Red). Four of his traveling companions resurrected him using The Urn of Osiris (exchanging promises to the god Osiris for their friend’s life).

Jeremy has also met Gunthar Northrop, a foul-mouth would-be dragon-hunter who leads another group of adventurers and claims to be the once illegitimate son (now recognized – since everyone at home thinks Jeremy is dead) of Jeremy’s father.
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* raised at 4th level
 
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Kazrack at 5th level

Kazrack Delver

kazrack.jpg


Dwarven Fighter; medium sized humanoid (dwarf); Fighter 3 / Rune-thrower 2;

HD: 3d10 + 2d8 + 15; hps: 45 (max negs: -32); Init +1 (+1 Dex,); Speed 20 ft;

AC 17/15/13 (+1/+1/+1 Dex, +6/+4/+2 Chain Shirt);

Attack: BAB: +4; +9 (halberd), +8 heavy flail or +5 (Light Crossbow); Dmg: 1d10+6 (halberd), 1d8+6 (heavy flail) or 1d8 (light crossbow).

Saves: Fort +9, Ref +2, Will +6; AL LG;

Ability Scores
Str 18, Dex 12, Con 17, Int 14, Wis 15, Cha 12.

Skills: Craft (armorsmith) +10, Craft (weaponsmith) +8, Craft (stone-working) +6, Craft (Gem-cutting) +6, Handle Animal +2, Knowledge (Dwarven History) +4, Religion +5, Literacy (Dwarven) +3, Jump (+4), Perform (chanting, oratory, singing, fiddle) +3, Search +3, Swim +2, Climb +2, Literacy (Ancient Dwarven Runes) +3, Scry +5, Concentration +4

Feats: Weapon Focus (Halberd), Improved Trip, Improved Disarm, Expertise

Special Abilities: Darkvision, +2 racial bonus on all saves vs. magical effects, +2 racial bonus on all saves vs. poison, Stone-cunning, +1 to racial bonus to attack orcs and goblinoids, +4 dodge bonus to AC vs. giants, +2 racial bonus to appraise stone or metal items or gems, +2 racial bonus to Craft skills related to working on metal or stone, Turn Undead (4/day), Rune-Throwing Scrye Ability, Cast Spells from Law Domain as if 2 levels higher, Divine Spell-casting (3/2+1), Domains: Law & Good

Magical Items:

Otto’s Dwarven Rune Stein
This squat heavy mug is made from a cobalt blue metal and carved with seven runes around the outside. The way the runes are spaced it looks like two runes are missing, but there is no sign of them being rubbed off – it simply looks as if they were never engraved onto the cup.

If the rune is intoned while a liquid is poured into the cup, drinking the entire liquid provides the benefit provided by the rune and then the rune disappears. The liquid remains magical for one minute. If a potion is poured into the stein this way, there is a level check against caster + spell level – the losing spell is made inert and either way the rune disappears. All durations are halved for non-dwarves. Once all the runes have faded the stein must be given as a selfless gift to another for them to reappear.

The runes represent the following words:

Sonn (Endurance) - 1d4+1 points of Con for 8 hours

Thord (Fortitude) - +1 morale bonus to attack rolls and fear saves, + 1d8 temporary hit points for 8 minutes.

Alagh (Heroism) - +2 competence bonus to attack rolls, saves and skill checks for 1 hour. (used)

Findar (Luck) - +1 luck bonus to all saves for 1 hour, plus during that hour may reroll any one roll, but must take the second result even if worse.

Ur-Tindel (Sturdiness) - +10 competence bonus to all balance checks, Reflex checks against knockdown and to all Strength checks to resist bull rush attacks.

Barak (Mettle) - +4 natural armor bonus to AC for one hour.

Samryn (Truth) - Zone of Truth centered on drinker for 8 minutes.




Kazrack is originally from Derome-Delem, of the Llurgh-Splendar-Tor stronghold in the northeast portion of the island. However, he has lived most of his life in a tight-knit dwarven community of craftsman in the City of Verdun. Learning the traditions and customs of his people from his father and his aunt and uncle – including the traditions of defense –though he chose to learn and master a highly un-dwarf-like weapon: the halberd. Level-headed, but extremely stubborn, and displaying just the slightest obvious influences of having grown up in a human city – Kazrack always felt special affinity to the ways of his people’s gods –as his father was a deacon and spiritual advisor in the community that had no priests.
 
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Martin at 4th level

Martin the Green

Human Male – Illusionist 4; medium sized humanoid (human);


HD: 4d4 + 8 (+8 from ring); hps: 26 (max. negs: -23); Init +1 (+1 Dex,); Speed 30 ft;
AC 11/11/11 (+1/+1/+1 Dex);

Attack: BAB: +1 (melee), +3 (ranged); Dmg: 1d6-1 (quarterstaff) or 1d4-1 (dagger)

Saves Fort +5, Ref +2, Will +6; AL LG - Str 8, Dex 12, Con 14 (18 w/ring), Int 16, Wis 14, Cha 13 Com 11

Special Abilities: Spell-casting (Spell Progression: 4/3/2), Banned School: Evocation

Skills: Alchemy +4, Concentration +6, Craft (wood-working) +4, Diplomacy +8, Knowledge (arcane) +8, Knowledge (nature) +7, Knowledge (goblinlore) +5, Knowledge (4th Age History) +5, Profession (farmer) +3, Spellcraft +10, Literacy (common) +3

Feats: Academy Alumnus*, Well-Rounded (Diplomacy), Spell-Focus (illusion) Scribe Scroll

Known Spells:
0th - Read Magic, Detect Magic, Mage Hand, Daze, Mending, Prestidigitation, Wizard Mark

1st - Shield, Comprehend Languages, Sleep, Change Self, Color Spray, Silent Image, Disappear, Ventriloquism

2nd - Protection from Arrows, Blur, Minor Image.

Magical Items:

Bag of Tricks
Martin knows little of this red leather bag, except that he is able to pull animals out at random and command them to do his will. So far he has pull out a boar, a wolf, and a badger, He has also seen a bear that was pulled from it before.. He is unaware of any limit of how much it can be used, so uses it sparingly.


Lacan’s Demise
The ring is a simple thin gold band, with a finely cut rectangular green stone. This ring’s immediate benefit is a +4 enhancement bonus to a wearer’s Constitution score. Once worn for one full week the ring continually removes the need and desire for any nourishment. The wearer need not drink or eat, ever and only requires 2 hours of sleep each night (it being equal to 8 full hours). If removed any hit points gained are lost and, it must be worn again for another week for the sustaining enchantment to come into effect again.
While under the effects of the sustenance enchantment the wearer gains no pleasure from eating, or drinking and feels no physical desire.

Thomas - Squirrel Familiar (diminutive animal): HD: 3; hps: 7; Init: +3; Spd: 10 ft (climb 15 ft); AC: 19 (+4 size, +3 dex, +2 nat), Attk: None
SV: Fort +1 Ref: +4 Will: +4 – Str: 2 Dex: 16 Con: 11 Wis: 12 Int: 7 Cha: 4
Special Abilties: Scent, Improved Evasion, Share Spells, Empathic Link, Touch Spell Conduit
Skills: : Climb +15, Hide +22, Move Silently +11, Listen +9.
Feats: None

Martin is originally from a small town in northwestern Thricia. He grew up on a farm and became an apprentice to a Watch-Mage from a larger town when he was 11 years old and began at the academy when he was 13. He graduated in the year 563 H.E.
 
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Fallen By the Wayside

Malcolm Mac Duligh

Human Male – Bard 1; medium sized humanoid (human); HD: 1d6 +5; hps: 11; Init +1 (+1 Dex,); Speed 30 ft;

AC 15/14/14 (+1/+1/+1 Dex, +4/+3/+3 studded leather armor); Attack: BAB: +0 (melee), +1 (ranged); Dmg: 1d10+4 (bastard sword) or 1d6+4 (club)

Saves: Fort +2, Ref +3, Will +2; AL CN

Ability Scores
Str 17, Dex 13, Con 14, Int 14, Wis 10, Cha 15

Special Abilities: Spell-Casting (Spells Known: Flare, Read magic, Light, Dancing Lights; Progression: 2 0-level spells ), Bardic Knowledge, Inspire Courage, Countersong, Fascinate.

Skills: Bluff +4, Climb +6, Concentration +4, Diplomacy +3, Gather Info +4, Hide +3, Listen +2, Move Silently +2, Perform +9, Swim +3, Wilderness Lore +4, Knowledge (Local History; Dubh Moors) +5, Knowledge (geography) +4, Profession (hunter) +3

Feats: Skill Focus (Perform), Toughness

Malcolm Mac Duligh was from the Dubh Moors, a swampy highland in the northwestern portion of the Archduchy of Wallbrook. His people still live as the people of these islands did hundreds of years ago, being nomadic and not recognizing the authority of the King of Herman Land. Malcolm was forced to flee from his homeland when he killed someone who raped his cousin without having proof that it happened. He traveled to Verdun to find his friend Jeremy Northrop, whom he had met a year or so earlier when he had traveled through the Dubh Moors.

Malcolm was killed outside of the town of Cutter Jack’s by goblins of the Na-Sor tribe.

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Reserved Chance of Bes
 
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Ratchis (at 5th level)

Ratchis of Nephthys

ratchis.jpg


Half-orc Male – Ranger 1 / Friar of Nephthys 4; medium sized humanoid;

HD: 1d10 + 4d8 +5; hps: 35; Init +3 (+3 Dex,); Speed 30 ft;

AC 19/17/15 (+3/+3/+3 Dex, +6/+4/+2 chain shirt);

Attack: BAB: +4, +8 Masterwork Warhammer; or +7 heavy crossbow; Damage: 1d8+7 (warhammer - +1 to knockdown roll) or 1d10 (heavy crossbow)

Saves: Fort +7, Ref +4, Will +5; AL CG - Str 18, Dex 17, Con 13, Int 13, Wis 14, Cha 8

Special Abilities: Divine Spell-Casting, Immune to Charm, Protection from Mind-Influence (all within 10’ of Friars of Nephthys (including the priest himself) gain a +2 resistance bonus to all mind-effecting spells, Turn Undead (2/day), Darkvision

Skills: Climb +7, Concentration +4, Heal +8, Hide +4, Move Silently +5, Swin +5, Wilderness Lore +8, Craft (leather working) +2, Craft (furrier) +2, Profession (Hunter) +5, Profession (tanner) +3, Knowledge (nature) +2, Religion +7, Animal Empathy +1, Handle Animal +0

Feats: Tracking, Toughness, Ambidexterity*, Two-Weapon Fighting*, Outdoorsman (+2 competence bonus to wilderness lore and handle animal)

Magical Items: Boots of Uller – These boots allow the wearer to move at his normal movement rate atop snow without leaving any tracks, and to gain a +10 competence bonus to balance checks when traveling across ice at half speed. In addition, the character is considered to be under the effects of an endure elements (cold) spell while the boots are on.

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Little has been revealed about Ratchis’ orcish origins. It has only recently been revealed that he was once a slave. It is no doubt the fervor with which he worships his goddess, and puts her will before his own in all things.

Physical Description: (an excerpt from the “Out of the Frying Pan” story hour)
The scar that Jeremy had noted before ran from above Ratchis’ eye down his cheek and over his eye; when he blinked they could see that the scratch was on his eyelid as well. Despite his broad shoulders, his head seemed disproportionately large. He had a large protruding jaw, with teeth that peeked out in a pronounced underbite from behind his swollen lower lip. Ratchis’ complexion was mottled, with lighter yellow splotches of skin color on his face chest, but darker on the neck and sides of his head his flat broad nose and cheeks was a wash in a myriad of freckles. His eyes, were brown with hints of red flecks, set into narrow slits beneath his nearly ridged brow; his hair was shoulder length nappy bunches of fiery copper, dulled by dirt and grime, tied back. About Ratchis’ neck was the dark shadow of an indigo tattoo, which looked like it probably reached beneath his clothing.
 



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