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Pathfinder 1E [PF] Age of Woe RG

Mark Chance

Boingy! Boingy!
Dramatis Personae:
[sblock=The Westcrown Adventurer's Guild]
Marcus Dubois, human fighter 1
[IMaGer]http://i614.photobucket.com/albums/tt222/nrfc49/Council%20of%20Thieves/32_House-Jeggare-Noble.jpg[/IMaGer]

?, human witch 1

Merotabahn "Mero" Trabant, gnome sorcerer 1

Wi Yiun, human fighter 1

Xenon, xeph soulknife 1

Emraeal Tnúthánach gan Didean ('Slip'), elf ranger 1
[sblock=Carafir]
'Dog' stats, trained for GP 'Guard' (Attack, Defend, Down, Guard)

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

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Emraeal Tnúthánach gan Didean ('Slip')

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

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


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

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


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

                  Touch AC: 13              Flatfooted AC: 13


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


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


Languages: Common, Elven, Orc, Goblin


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

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

Feats:
    * Exotic Weapon Proficiency (Falcata)
    

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

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


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

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

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

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

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

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

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

  BAB: 01       CMB: 02     CMD: 15

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

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

My name is Slip, and Dospera is my home.

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

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


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

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

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

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

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

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

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

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

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

“Where and when? I'll be there.”

“We’re meeting at the . . .”[/sblock]

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

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

starting numbers:
str:10 Dex:15 con:12 Int:14 wis:08 Cha:13
6 point custom ization:
str:12 (2 points) Dex:16 (2 points) con:12 Int:14 wis:10 (2 points) Cha:13
Human Bonus: +2 to Str


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

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

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



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

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

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

            Touch AC: 13        Flatfooted AC: 13
*A/C improves when fighting with two weapons

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


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


Weapon        Attack  Dam   Crit      Rng  Type 
Rapier          +5    1d6+2 18-20/X2  ---   P
Dagger (Thrown) +4    1d4+2 20/X2     10'  p/s
Dagger (Melee)  +4    1d4+2 20/X2     ---  p/s
Short Bow       +4    1d6   20/X3     60 '  P

Full Round attack:
Rapier/Dagger [attack:+3/+2]  [Dam: d6+2/d4+1]

Languages: Common, 

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

Fighter traits:  bonus feat at level 1
 
[b]Feats:[/b]
[u]Human:[/u] 2 Weapon Fighting (base -2/-2 attack)
[u]Fighter 1:[/u] 2 weapon Defense (+1 Shield bonus)
[u]level 1:[/u] Weapon focus (Rapier)

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

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

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

Money
PP:   GP:  SP:   CP: 

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

total spent: 121 GP  (start 175)

*Cost of clothing is that of a cortier's outfit, 
to show the fine workmanship of the cloth and make. It is not as 
fancy or showy, just simply well made!

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

Feaat Ideas:
Deadly defense (comp scoundral)

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

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

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

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

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

[sblock=wish list] deadlY defense
You are at your most dangerous when forced to protect
yourself .
Benefit: When fighting defensively, you deal an extra
1d6 points of damage with any light weapon or with any
weapon to which the Weapon Finesse feat applies (such
as a rapier, spiked chain, or whip) .
This feat’s benefit applies only when you are unarmored
or wearing light armor and not using a shield .
Special: If you have the Combat Expertise feat, you also
gain the benefit of Deadly Defense when taking a penalty
of at least –2 on your attack roll from that feat .
A fighter can select Deadly Defense as one of his fighter
bonus feats (PH 38) .

Combat Expertise (Combat)
You can increase your defense at the expense of your
accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack
rolls and combat maneuver checks to gain a +1 dodge bonus
to your Armor Class. When your base attack bonus reaches
+4, and every +4 thereafter, the penalty increases by –1 and
the dodge bonus increases by +1. You can only choose to use
this feat when you declare that you are making an attack or a
full-attack action with a melee weapon. The effects of this
feat last until your next turn.

[/sblock]
 
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Xenon

not sure about starting gold

[sblock=Xenon]

Male Xeph Soulknife

Alignment: NG
Size: M
Type: Humanoid
Base Speed: 30ft
Space: 5ft
Reach: 5ft.

Str: 12 (+0) 3
Dex: 17 (+3)
Con: 14 (+2)
Int: 12 (+1) 2
Wis: 13 (+1)
Cha: 11 (+0) 1

XP: ?

HP: 13 [1d10 + 2 con + 1 fav class]
PP: 4

AC: 15 [10base + 3dex + 3 armor] / 13 / 13

Saves:
Fortitude: +4 (2base + 2con)
Reflex: +5 (2base + 3dexf)
Will: +1 (0base + 1wis)
+1 racial bonus on saving throws against powers, spells, and spell-like effects.

Traits: Anatomist, Armor Expert

Init: +3 [3dex]

Base attack bonus: +1

Attack:
Mindblade: +4 [1base + 3dex], 1d6+1 dmg, Threat 19-20/x2, throwing

Skills:
Skill points: 7

Acrobatics: +7 (1 ranks + 3 Dex + 3 class)
Autohypnosis: +5 (1 ranks + 1 Wis + 3 class)
Climb: +5 (1 ranks + 1 Str + 3 class)
Escape Artist: +7 (1 ranks + 3 Dex + + 3 class)
Intimidate: +4 (1 ranks + 0 Cha + 3 class)
Perception: +5 (1 ranks + 1 Wis + 3 class)
Stealth: +7 (1 ranks + 3 Dex + 3 class)

Feats:
Bonus - Psionic Talent, Wild Talent.
Bonus Lvl 1 Soulknife - Two-Weapon Fighting
1 Weapon Finesse

Languages:
Common
Xeph

Equipment:
Dagger [2gp]
Studded leather
Backpack [1gp]

Explorer's Outfit
Backpack (2lbs, 2gp), Bedroll (5lbs, 0.1gp), 10 candles (0.1gp),
flint and steel (1gp), 2 waterskin (2gp), 2 dagger (4 gp)
small steel mirror (0.5lbs, 10gp), Grappling Hook (4 lbs., 1gp)
100 Silk Rope (10 lbs., 20gp)

3gp 8sp


Proficiencies:
Simple Weapons
Mindblade
Light Armor
Shields

Class Features:
Form focus (Skirmisher)
mind blade
throw mind blade
Wild Talent

[sblock=Xeph Racial Abilities]
• +2 Dexterity, +2 Charisma, –2 Strength: Xephs are quick and outgoing, but not very strong.
• Medium: As Medium creatures, xephs have no special bonuses or penalties due to their size.
• Xeph base land speed is 30 feet.
• Darkvision out to 60 feet.
• +1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.
• Naturally Psionic: Xephs gain the Wild Talent feat as a bonus feat. If a xeph takes levels in a psionic class, he may replace the Wild Talent feat with Psionic Talent instead.
• Burst (Su): Three times per day, a xeph can put on a burst of speed to increase his speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
• Psionic Aptitude: When a xeph takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.[/sblock]

Psionic Races Alpha 2
Soulknife

[/sblock]
 
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Nydra - Witch(1)

Code:
[b]Name:[/b]   Nydra         		          [b]Age:[/b] 17
[b]Class:[/b]  Witch                          [b]Height:[/b] 5'6"
[b]Race:[/b]   Human                          [b]Weight:[/b] 140 lbs
[b]Size:[/b]   Medium                           [b]Hair:[/b] Brown
[b]Gender:[/b] Male                             [b]Eyes:[/b] Yellow
[b]Align:[/b]  Chaotic Good                     [b]Skin:[/b] Pale
[b]Deity:[/b]  None

[B]Str:[/B] 11 +0 (1 pts)   [B]Level:[/B] 01           [B]XP:[/B] 300/2000
[B]Dex:[/B] 14 +2 (0 pts)     [B]BAB:[/B] +0           [B]HP:[/B] 11 
[B]Con:[/B] 14 +2 (1 pts)     [B]CMB:[/B] +0          [B]ACP:[/B] +0
[B]Int:[/B] 18 +4 (2 pts)     [B]CMD:[/B] +12   [B]Spell Res:[/B] None
[B]Wis:[/B] 12 +1 (0 pts)   [B]Speed:[/B] 30'  [B]Spell Save:[/B] NA
[B]Cha:[/B] 10 +0 (2 pts)    [B]Init:[/B] +2   [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +0    +0    +1    13
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 10
 
                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +2    +0    +2
[B]Ref:[/B]                       0    +2    +0    +2
[B]Will:[/B]                      2    +1    +0    +3

[B]Weapon                  Attack   Damage     Critical Range[/B]
Crossbow, Light           +2     1d8        19-20/x2 80'
Dagger                    +0     1d4        19-20/x2
Dagger (Thrown)           +2     1d4        19-20/x2 10'
Quarterstaff              +0     1d6        20/x2

[b]Languages:[/b] Abyssal, Common, Dwarven, Elven, Infernal

[B]Human Traits:[/B]
    * +2 to One Ability Score (Int)
    * Bonus Feat at 1st level.
    * Skilled: An additional skill rank at each level

[B]Witch Abilities:[/B]
    * Proficiencies: Simple Weapons
		     No Armor or shield.
    * Spells
    * Cantrip
    * Hex
    * Witch's Familiar

[b]Known Spells{/b]
    [b]1st Level[/b]
    * Burning Hands
    * Cure Light Wounds
    * Charm Person
    * Mage Armour
    * Obscuring Mist
    * Sleep 
    * Summon Monster 1

[B]Hexes[/B]
    * Evil Eye

[b]Familiar[/b]
    * Toad (gain 3 hit points)

[B]Character Traits:[/B]
    * Reactionary (+2 bonus on Initiative check)
    * Shadow Child (Doesn't suffer the standard 20% miss chance on
		    attack rolls for being in the poorly lit area)
[B]Feats:[/B]
    * Combat Casting (+4 bonus on concentration checks made to cast a spell)
    * Dodge (+1 dodge bonus to AC)

[B]Skill Points:[/B] 07 (2/Lvl + 4/Lvl INT + 1/Lvl Human)
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Acrobatics                 0    +2    +0    +2
Appraise                   0    +4    +0    +4
Bluff                      0    +0    +0    +0
Climb                      0    +0    +0    +0
Craft (Untrained)          0    +4    +0    +4
Diplomacy                  0    +0    +0    +0
Disguise                   0    +0    +0    +0
Escape Artist              0    +2    +0    +2
Fly                        0    +2    +0    +2
Heal                       1    +1    +0    +2
Intimidate                 1    +0    +0    +1
Knowledge (arcana) 	   1    +4    +0    +5
Knowledge (History) 	   1    +4    +0    +5
Knowledge (Planes) 	   1    +4    +0    +5
Perception                 0    +1    +0    +1
Perform (Untrained)        0    +0    +0    +0
Ride                       0    +2    +0    +2
Sense Motive               0    +1    +0    +1
Stealth                    0    +2    +0    +2
Survival                   0    +1    +0    +1
Swim                       0    +0    +0    +0
Spellcraft		   1    +4    +0    +5
Use Magic Device 	   1    +0    +0    +1

Money
PP: 00     GP: 15      SP: 14     CP: 8

[B]Equipment:               Cost  Weight[/B]
Bolts, Crossbow (10)     1gp    1 Ibs
Crossbow, Light          35gp   4 Ibs
Dagger                   2gp    1 Ibs
Traveler's Outfit        0cp    5 Ibs
Pouch (Belt)             1gp    0.5 Ibs
* Chalk (1 Piece)        1cp    0 Ibs
* Chalk (1 Piece)        1cp    0 Ibs
* Flint and Steel        1gp    0 Ibs
* Sunrod                 2gp    1 Ibs
* Sunrod                 2gp    1 Ibs
* Sunrod                 2gp    1 Ils
Pouch (Belt)             1gp    0.5 Ibs
* Familiar
Quarterstaff             0cp    4 Ibs
Spell Component Pouch    5gp    2 Ibs

                        Total Weight:  17 lbs

            Light  Medium   Heavy    Over Head  Lift    Push
Max Weight: 0-38   39-76    76-115   0-115      0-230   0-575

[sblock=Memorised Spells]Cantrips:
* Daze
* Detect Magic
* Stabilise

1st Level:
* Burning Hands
* Mage Armour
[/sblock]
[sblock=Description]Nydra is a short, wiry human male. He has shoulder length brown hair and rather cold yellow eyes.[/sblock]
[sblock=Background]Born the youngest of 5 boys to Jaleta Barson, Nydra's childhood was not pleasant. Every pay day Jaleta's husband, a dock labourer named Arlad, came home drunk and beat his wife and children. Unlike his brothers, who are big, strong and stupid like their father, Nydra is small and highly intelligent. Although he never said so, Arlad does not believe that Nydra is his child and so, after his mother, Nydra was usually the target of his drunken rages.

As soon has he was old enough to look after himself, Nydra ran away from home and took to the streets of Westcrown. Nydra is not his birth name. However, he wants nothing to do with his previous family and has adopted a new name to symbolise his rebirth.

Nydra would probably either have become yet another thief or dead from the shadowy curse, if not for a lucky encounter with his benefactor. Exactly who or rather what his benefactor is, Nydra doesn't know. In fact his memory of the whole encounter is very hazy.

What he does remember is that it was a damp, foggy night and he had just settled down under a deserted pier, shivering with cold and trying to get to sleep. As if from nowhere a tall, well dress, man appeared in front of him. "Farlad Barson. I have need of an agent in this area. I believe that with training you will do nicely" Nydra does not remember his reply, just that it was almost incoherent such was his state of disorientation. In fact he only vaguely remembers the rest of the conversation. What he does remember is being given a pouch full of coins and been told to find some decent cloths and proper accommodation. "In due course one will be sent to you who will aid your training." Returning home a few days later he found his teacher, in a form of a toad. Nydra decided to call him Arlad after his father.

Nydra has never seen his benefactor since. However, he occasionally receives instructions/orders in his dreams. His latest task is to go to attend a secret meeting in Vizio's Tavern

[sblock=DM]Feel free to use Nydra's benefactor as your NPC.[/sblock]
[/sblock]
 

Into the Woods

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