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Phaeton's Falcons


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Vyleya Argnon, Human Fighter 2

Name: Vyleya Argnon
Gender: Female
Race: Human
Class: Fighter/2
Alignment: LN
Patron Deity: Kossuth

Str 14 – (6 pts)
Dex 14 – (6 pts)
Con 14 -- (6 pts)
Int 14 -- (6 pts)
Wis 11 -- (3 pts)
Cha 10 -- (2 pts)

Hit Points: 22
AC 17, Touch 12, Flat 15
Init: +2
BAB: +2, Grapple: +4
Speed: 20’ (Base 30’, Current Load: 85.9/116lbs – Medium Load, Medium Armor)
Fort +5, Ref +2, Will +0

+6 Melee, Mwk. Halberd, 1d10+3, 20/x3, Type P/S
+4 Melee, Short sword, 1d6+2, 19-20/x2, Type P
+4 Melee/+4 Ranged, Light Hammer, 1d4+2, 20/x2, 20’r, Type B
+4 Ranged, Heavy Crossbow, 1d10, 19-20/x2, Type P

Size category: Medium, 5'2" tall, 119 lbs, 18 yrs old
Black, wavy shoulder length hair, Green eyes, Lightly tanned skin

Languages: Common, Dwarven, Elven

Skills:
+3 Appraise/+5 Relating to Craft, Blacksmith(cc) (2 Ranks +2 Int, +2 Relating to Craft, Blacksmith)
+7 Craft, Blacksmith (5 Ranks +2 Int)
+5 Handle Animal (5 Ranks)
+9 Ride (5 Ranks +2 Dex, +2 Syn)
+2 Listen (cc) (4 Ranks)
+2 Spot (cc) (4 Ranks)

Feats
-Combat Expertise (Ftr 1st)
-Improved Trip (Ftr 2nd)
-Weapon Focus: Halberd (1st)
-Power Attack (Racial Bonus Feat)

Human Traits:
-Base Land Speed 30’
-Bonus Feat and Skill Bonus (+4 at 1st level, +1 each additional level)

Background:
[sblock]Vyleya was born to Garius Argnon and Heilya Argnon in Cormyr. Garius is a blacksmith and her mother passed away during child birth. Her father raised her by himself. As soon as Vyleya was weaned from her nurse-maid she spent her days at the forge with her father, watching her father work. Her father made sure she was educated and Vyleya proved to be a bright girl but as he aged he needed help around the forge and Vyleya was eager enough to provide that help. The blacksmith’s girl developed a fascination for the weapons and armor and would ply her father’s customers with questions. Many took to demonstrating weapon-play for her and she absorbed these early demonstrations eagerly.

At the age of 12, her father died. The smithy was sold and Vyleya sent to work on her uncle’s farm in the country. Her nephews quickly found her to be strong and tough from her work in the city and she more than held her own in wrestling and horseplay. Two summers later, at 14, a sick wolf came upon the farm and, desperately hungry attacked one of her nephews. Vyleya came to his aid and, with a single swing of her scythe, brought the animal down. Her uncle was grateful and when she came of age and expressed an interest in formal martial training, he sent her back to the city to stay with his cousin Slyinder and paid for her training.

Vyleya spent the next two years training in a martial academy where she quickly came to favor pole-arms and the halberd in particular. She learned under a specialist there and became adept at the Spinning Halbred style. Her graduation found her flush with pride, but with little direction in life.

Phaeton Obarskyr was there to provide that direction. Vyleya’s path in life reached him through Slyinder. Vyleya was given the task of protecting a minor noble as he visited Vyleya’s hometown. It seemed a simple babysitting task to her, but it turned ugly one night when her charge, after enjoying a night of hard drinking was accosted by a small gang of thugs in an alleyway. Vyleya drove off the gang and brought the nobleman safely back home.

Not long after, Vyleya received a letter from Phaeton and Slyinder let her know she would be foolish to turn him down.[/sblock]

Personality:
[sblock]Vyleya is independent, but not overtly so. She tends to herself capably, without making much of a fuss over it. She takes criticism stoically, and praise bashfully. She strives to be dependable and reliable when working with a team, and tends to approach disagreement with questions rather than arguments. She is competitive and will gladly join in any contest to prove her strength and capability as a fighter.[/sblock]

Appearance:
[sblock]Vyleya has dark black hair and green eyes. She is not unattractive, but she dresses and acts in the style of a warrior, not a lady so it can be hard to notice. Her wavy black hair is usually tied back and tucked under her helmet so it cannot be grabbed in a fight and it is rare that she goes about without her arms and armor. When traveling she wears a thick cloak and baggy, traveling clothes. Her armor is always kept in excellent condition; she takes care to oil it so it doesn’t rust and she does her best to pound out any dings or dents from combat. She carries a blackened hammer and a sheathed sword at her belt as well as a well-crafted halberd, with an iron-shod butt. Her left hand has a scattering of small burns from wrist up to her fingers, an accident from her days at the forge.[/sblock]

Weight Categories:
Light 0-58, Medium 59-116, Heavy 117-175

Items Worn:
-Mwk. Breastplate (350gp) – Worn, 30lbs
-Short Sword (10gp) – Sheathed at Belt, 2lbs
-Light Hammer (1gp) – Sheathed at Belt, 2lbs
-Heavy Crossbow (50gp) – Back, Right Shoulder, 8lbs
-20 Bolts (2gp) – Back, Left Shoulder, Quiver, 2lbs
-Backpack (2gp) – Back, 2lbs
-Belt Pouch (1gp) – Waist, Front, 0.5lbs
-Traveler’s Outfit – Worn
-Signal Whistle - Neck

Items in Belt Pouch:
-Chalk x3
-Potion of Enlarge Person x2 (100gp), 0.2lbs
-Potion of Cure Light Wounds x2 (100gp), 0.2lbs
-Whetstone, 1lb
-Leather ID Placard
-57gp, 1lbs

Backpack:
-Bedroll, 5lbs
-Candle x5
-Flint & Steel (1gp)
-Grappling Hook (1gp), 4lbs
-Inkpen
-Paper, Sheets x4
-Rations, 3 days, 3lbs
-Rope, Silk 50’ (10gp), 5lbs
-Sewing Needle
-Sunrod x2 (4gp), 2lbs
-Torch x2, 2lbs
-Waterskin (1gp), 4lbs
-Leather Folio (Maps)

Items Carried:
-Mwk. Halbred (310gp), 12lbs
 
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Livingston 'Half-Priest'
Male Halfling
Cleric 2; Divine Magician
Neutral
Kelemvor: Death Domain

Str 12 – (6 pts) -2 Racial
Dex 14 – (4 pts) +2 Racial
Con 9 -- (1 pts)
Int 10 -- (2 pts)
Wis 14 -- (6 pts)
Cha 16 -- (10 pts)

Hit Points 12 (8 + 6 – 2)
AC 19, Touch 13, Flat 17
Init +2
BAB +1, Grap -3
Speed 15 (base 20, Light Load, Medium Armor)
Fort +3, Ref +3, Will +6

+3 Melee, Morningstar, 1d6+1, 20/x2, Bludgeoning
+5 Ranged, Sling, 1d3, 20/x2, 50'r , Bludgeoning

Small 3'3" tall, 37 lbs, 40 yrs old
Black Hair, Brown Almond-shaped Eyes, Pale Complexion

Speaks Common, Halfling

+1 Concentration (2 Ranks - 1 CON)
+2 Spellcraft (2 Ranks + 0 INT)
+5 Knowledge Religion (5 Ranks + 0 INT)
+1 Knowledge Arcane (1 Rank + 0 INT)
+4 Listen (2 WIS + 2 Racial)
+2 Spot (2 WIS)
+6 Hide (2 DEX + 4 Small)

Feats
-Corpsecrafter: All created or raised undead get +4 STR enhancement and +2 hp per HD

Racename Traits
-Small Size
-+2 Climb, Jump, Move Silently
-+1 Saving Throws
-+2 Saving Throws versus Fear
-+1 Attack Rolls with thrown weapons and slings
-+2 Listen
-+4 Hide

Classname Abilities
-Rebuke Undead: 6 times/day, Turning check = 1d20+5, Turning damage = 2d6+4

Spells Prepared
0th- Light, Detect Magic, Resistance, Read Magic
1st- Summon Undead I, Chill Touch (from Divine Magician), Bless, Cause Fear (D)
Save DC: Base = 12

Warpony:
Medium Animal
HP: 18 (8+6+4), Init: +1, Speed: 30ft, AC: 19 (+5 Chain Mail Barding, +1 DEX, +2 Natural), Riding Saddle
Everything else as per MM.

Background
[sblock]This section is incomplete. The FR pantheon is unknown to me, and without a suitable deity, I am not ready to fabricate a story that could be completely countered by FR lore. Potential backstory would be that Livingston was an acolyte for his God but was so focused on only the death aspect of his church that he alienated himself, and due to his stubborn nature, continually butted-heads with his superiors, which garnered him the unfortunate nickname of Half-Priest (a mockery of not only his death-centered devotion, but his diminuative stature as well). When their church received the initial summons from Phaeton Obarskyr, it was decided that Livingston was ready to leave and serve his God outside of the walls, although they were very wary of the perception nonbelievers would receive upon this unorthodox representative of their faith. Upon his return after completing his first assignment, Livingston, full-knowing of the illwill on his departure, was quite surprised at the cordial, if not warm, welcoming he received. After the second letter arrived, there was no hesitation about his involvement in this secretive matter.[/sblock]

Personality
[sblock]Very forthcoming, Livingston is not shy about his hobby. While understanding how others might view his dealings with death as unnatural and evil, Livingston feels quite the opposite. He views the art of manipulating the dead as part of the natural order of the world; everybody wants to be useful in life, why should that change in death? Coming off as a little crazed and obsessed at times, Livingston defends his actions as not truly dealing with death, but dealing with life. Despite all of the negative connotations following him around, Livingston is actually very kind-natured, if not a little self-serving at times, as well as being a bit stubborn. He is a very devoted follower of life and death, appeasing whichever god will grant him his abilities with great zeal, truly feeling blessed at being offered such a boon. Known only to him, Livingston’s ultimate goal is to harness the ability to manifest the memory of a person’s death into their rebirth. Oddly enough, amongst friends, Livingston goes by the name "Life."[/sblock]

Appearance
[sblock]Livingston is quite attractive. His features compliment each other very well: a chiseled jawline; high cheekbones; big, vibrant brown eyes. He keeps his hair well groomed into a loose dangle of black, pulled behind his ears, punctuated by an exaggerated widow’s peak.[/sblock]

Items Worn
-Blood Red Breastplate, doesn’t shine, seems to absorb light instead of reflect, no helmet
-Heavy Black cloak, frayed, hood generally pulled over the head
-Backpack underneath cloak, gives off the appearance of a hunched back
-Buckler, attached to the outside of his left forearm.

Items in Belt
-Gold Pouch: 26gp
-Component Pouch
-Scroll Case: 7 Scrolls of Cure Light Wounds
-Unholy Symbol
-Morningstar
-Sling

Items in Backpack/Sack
-Necessities (Bedroll, Blanket, etc)
-Lantern, Bullseye
-Shovel

Cost:
-Breastplate: 200gp; 15lbs
-Buckler: 15gp; 2.5lbs
-Component Pouch: 5gp; 2lbs
-Scroll Case: 1gp; 1lbs
-7 Scrolls of CLW: 175gp; included above
-Unholy Symbol: 1gp; n/a
-Morningstar: 8gp; 3lbs
-Sling, 10 bullets: <1gp; 2.5lbs
-Bullseye Lantern: 12gp; 3lbs
-Shovel: 2gp; 8lbs
-Upgrade from Pony to Warpony: 70gp
-Chainmail Barding: 300gp
-Riding Saddle: 10gp
Total Weight: 37lbs; Light Load Capacity: 43lbs
Total Gold Consumption: 799gp; Gold Left: 201gp
 
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Gurv Bhegen
Male Human
Ranger (Urban) 2
Lawful Neutral
Patron Deity (Waukeen)

Str 14 +2 (06 pts)
Dex 14 +2 (06 pts)
Con 12 +1 (04 pts)
Int 13 +1 (05 pts)
Wis 12 +1 (04 pts)
Cha 12 +1 (04 pts)

Hit Points 16
Action Points ??
AC 16, Touch 12, Flat 14
Init +6
BAB +2, Grap +4
Speed 30' (base 30', Light, Light)
Fort +4, Ref +5, Will +1

+5 Longsword (masterwork), 1d8+2, 19-20/x2, Slashing
+4 Shortsword, 1d6+2, 19-20/x2, Piercing
+3/+2 Longsword and Shortsword, 1d8+2/1d6+1, 19-20/x2, Slashing/Piercing
+4 Greatclub, 1d10+3, x2, Bludgeoning
+4 Dagger, thrown, 1d4+2, 19-20/x2, Piercing
+4 Comp. Longbow (Str: +2), 1d8+2, x3, 110'r, Piercing

Size category 6'1", 190 lb., 21 yrs old
Short brown hair; brown deep-set eyes, pale skin

Speaks common and orcish

+3 Climb (2 Ranks + 2 Str - 1 ACP)
+8 Gather Information (5 Ranks + 1 Cha + 2 Syn)
+6 Handle Animal (5 Ranks + 1 Cha)
+3 Heal (2 Ranks + 1 Wis)
+6 Hide (5 Ranks + 2 Dex - ACP)
+3 Jump (2 Ranks + 2 Str - ACP)
+6 Knowledge (local) (5 Ranks + 1 Int)
+4 Listen (3 Ranks + 1 Wis)
+5 Move Silently (4 Ranks + 2 Dex - 1 ACP)
+5 Ride (1 Ranks + 2 Dex + 2 Syn)
+3 Search (2 Ranks + 1 Int)
+5 Spot (4 Ranks + 1 Wis)


Feats
-Improved Initiative (+4 to initiative)
-Combat Expertise (Trade attack bonus for AC)
-Two Weapon Fighting (Reduce two-weapon fighting penalties reduced by 2)

Human Traits
-Extra Feat
-Additonal Skill Points

Ranger Abilities
-Favored Enemy (Human)
-Urban Track
-Wild Empathy (at 1/2 level)
-Two Weapon Combat Style

Spells Prepared
0th- Spell1, Spell2
1st- Spell1, Spell2 (D) if domain spell
2nd- Spell1, Spell2 (S) if specialization spell


Special
List any special abilities or miscellaneous information that doesn't fit anywhere else on this character sheet. You can include animal companion stats, familiar's benefits and stats, horse/steed statistics, etc.


Background: Gurv was born as the son of a middle-class kennelmaster in Suzail, From an early age, Gurb shiwed a natural talent with the animals and their training. He, however, found himself much more interested in the workings of the labor guilds and organized crime in the marketplace than his father's business. All but abandoning his family work, Gurv started following around a local boss, Murl Billows. Billows, taking a liking to the young Gurv, shows him the ropes of underworld. Murl started showing Gurv the structure of this world, demonstrating its similarity to the government in matters of hierarchy and respect. This infrastructure and "honor amongst thieves" impresses Gurv and, with Murl's backing, he starts policing the underworld. Targeting thieves who refused to pay their dues and merchants who bucked the system by not making payments, Gurv works to establish a fair environment for business to take place. After about a year of this type of work, Gurv sees he is having an impact with the small time operators in the city. In his investigations, Gurv found that Murl Billows was cheating the local thieves guild. Disgusted with his benefactor's hypocrisy, Gurv breaks contact woth his adopted father, going off on his own. At this time, Gurv and his stablizing effect on the underworld became known by a minor Cormyr noble, who employed Gurv to escort him into the marketplace to oversee a summit between two warring gangs. Impressed by the young man, the noble promises to offer future work for Gurv.


Personality: Gurv is a serious young man with a relatively strong sense of ethics and personal honor. Despite working with thieves and criminals, he sees clear rules that create greater profits for everyone as long as no one gets greedy. With an almost arrogant sense of superiority, the young ranger often bites off more than he can chew, harassing bigger foes than he can realistically deal with. He is quickly learning some subtlety to match his zeal for his arbitrary sense of right and wrong. Despite this, Gurv is a likeable fellow, preferring to use kind words versus intimidation to do his work.


Appearance: Gurv is a tall, fit young man of medium frame. He wears his dull brown hair short and his face shaven, though often going several days between shaves. Gurv has dark brown, almost black, eyes under a deep brow. His nose is rather large a prominant. He wears common laborer clothing, undyed wool and cloth clothing, soft leather boots, and a warm but unremarkable cloak. The only thing outstanding about his appearance are the fine sword and armor he possesses. He attempts to hide these items; the armor worn under a tunic and the fine weapons in unremarkable scabbards.

Items Worn (Armor, Robe, Hat, etc.)
-Chain Shirt, Masterwork (250 gp, 25 lb.)
-Wool Trousers
-Hard Leather Boots
-Cotton Shirt
-Cotton Tabard
-Heavy Cloak
-Leather Belt
-Longsword, Masterwork (315 gp, 4 lb.)
-Shortsword (10 gp, 2 lb.)
-Composite Longbow, Str+2 (300 gp, 3 lb.)
-Quiver, 40 arrows (2 gp, 6 lb.)

Items in Belt Pouches
-Whetstone (2 cp, 1lb.)
-Flint and Steel (1 gp)
-Chalk (2) (2 cp)
-Oil Vials (2) (2 sp, 2 lb.)

Items in Backpack/Sack
-Lantern, Bullseye (12 gp, 3lb.)
-Rope, silk, 5' (10 gp, 5lb.)
-Potion of Cure Light Wounds (50 gp, .5 lb)

54.5 lbs. carried
63 gp
 

Roland Hawkling
Male Human
Cleric 2
Chaotic Good
Patron Deity: Tymora

Str 12 (4 pts)
Dex 12 (4 pts)
Con 10 (2 pts)
Int 12 (4 pts)
Wis 16 (10 pts)
Cha 13 (5 pts)

HP 14
AC 18, Touch 11, Flat 17
Init +1
BAB +1, Grap +2
Speed 20 (base 30, medium load, medium armor)
Fort +3, Ref +1, Will +6

+3 Melee, masterwork heavy mace, 1d8+1, 20/x2, bludgeoning
+2 Ranged, light crossbow, 1d8+1, 19-20/x2, 80'r, piercing

Medium, 5'4" tall, 115 lb., 21 years old
Unkempt red-brown hair, sky blue eyes, well-tanned but naturally light skin

Speaks Common and Orc

Skills
+6 Bluff (3+1+2)
+5 Concentration (5)
+5 Diplomacy (4+1)
+5 Knowledge (Religion) (4+1)
+3 Listen (0+3)
+5 Spellcraft (4+1)
+3 Spot (0+3)

Feats
Cosmopolitan -- +2 bonus to all Bluff checks, and it is always considered a class skill
Healer's Luck -- can spend luck reroll to reroll damage healed by spell; +1 luck reroll

Human Traits
Base speed 30'
Bonus feat
Bonus skill points

Cleric Abilities
All armor proficiency, shield proficiency
Simple weapon proficiency
Spellcasting
Domains:
- Luck -- Can reroll any roll once per day before seeing the results.
- Travel -- Can act as if affected by a freedom of movement spell for a number of rounds equal to character level; Survival is a class skill.
Aura of Chaos/Good -- Projects a moderate aura of chaos and good.
Spontaneous Healing -- Can drop any prepared spell to cast a cure spell of equal or lower level.
Turn Undead 4/day -- Able to channel divine power through his holy symbol to turn or destroy undead four times per day.

Spells Prepared
0th- Detect Magic, Light, Read Magic, Resistance
1st- Bless, Inflict Light Wounds, Longstrider (D), Sanctuary

Background
[sblock]Roland was born to a poor blacksmith and his equally poor wife, who died giving birth to Roland, in the Dock Ward of Waterdeep. Roland's father, Danail, wasn't much of a parent; he was kind to his son, but spent most of his time working or trying to sell his wares--mostly unsuccessfully. Roland therefore spent a majority of his time with other children in the Ward, playing games of chance to pass the time. When Roland was thirteen, and out one day, his father was killed in an accident: a fire that destroyed his home, leaving Roland with no family, no skills--for he had not even taught his son his craft--and no residence.

Roland was only really good at one thing--the games he and his friends played--and when left with nothing else, he turned to it for support. Roland began associating himself with the common gambling circles in the Ward, playing the dice and card games he had been practicing with his friends for years, but now for money. A lot of money. He was good, and he soon earned enough to begin renting a small room at a small inn at the Docks. For years, he earned silver and gold pieces solely through wagering and games; he bet on races, fights, almost anything somebody else would agree to put money on; when somebody challenged him to a game of chance, he instantly accepted.

His luck did not last forever, however. He took up drinking seriously when he was eighteen, and it quickly became his second addiction after gambling. In addition to spending quite a lot of his time hammered or hungover, Roland became overconfident, began making mistakes, and wound up in a difficult situation--in serious debt to a notoriously nasty loan shark, a dwarf named Rekk Irontooth. Roland's desperation to earn enough money to pay off his debt made him all the more careless, reckless, and alcohol-dependent; more money was lost, more debts went unpaid, and more not-very-nice people with not-very-nice employees were made angry. This situation culminated in his attempted murder; two burly half-orcs accosted him on the street, shoved him into an alley, and stabbed him a few times in the guts.

You may have noticed that Roland is not a zombie or vampire, however, so clearly this incident did not kill him. A passerby who had witnessed the attack rushed to his aid after the assailants fled. That passerby, a halfling man named Milo, was a priest--of Tymora, the goddess of luck. After being revived by Milo, Roland got to thinking. He knew odds pretty well, having spent all of his teenage years as a gambler, and he knew the odds of a wandering priest (of Lady Luck, no less) coming upon him just in time to save him from death were astronomical. Roland had never been a particularly religious young man, but the experience opened his eyes; he quickly decided that, despite the portfolio of the patron this cleric served, his meeting with Milo was not mere chance--it was fate. Roland decided to accompany Milo when he left Waterdeep the next day for two reasons. First of all, he had quickly begun to develop a healthy admiration and respect for the goddess that had apparently governed his life for the past six years and had saved him from death. And second of all...he was still wanted by the loan sharks of Waterdeep's slums.

So Roland traveled with Milo for several months, and his respect for Tymora began to grow into worship. Roland tried his best to clean up his act--he stopped drinking, and attempted (usually though not always with success) to refrain from excessive gambling. Shortly after Roland turned twenty, he expressed desire to join the ranks of Tymora's priests, and Milo took him to Cormyr, where Milo was based. There, Roland was ordained as a priest of Tymora, and for a year now he has served the church and the Smiling Lady faithfully. Most recently, he was instructed to perform a task for a Cormyr nobleman, which he completed successfully. And now, it seems, that noble will become his third master, after his patron and his church: Phaeton Obarskyr.[/sblock]

Personality
[sblock]Roland has matured greatly over the past two years, becoming calmer (at least outwardly), wiser, more studious, and more charitable. Despite this, however, his old self still occasionally rises to the surface. He is frequently bold to a degree that some would call reckless, others courageous. He knows the odds of succeeding in any given situation fairly well, but tends to take risks even when the odds are against him--though now those risks tend to be in defense or aid of others, not risks involving gold pieces. He has managed to, for the most part, defeat his alcoholism, though he still struggles to resist temptation at times; however, he still jumps at the chance to make a wager on something, and revels in the games of chance that both kept him alive and nearly resulted, in an indirect way, in his death. He doesn't entirely realize that this too is a sort of addiction; he just attributes his little obsession with gambling as an old habit that is taking some time to go away.[/sblock]

Appearance
[sblock]Roland inherited many of the common family traits that resulted in the nickname of "Hawkling" for some ancestor or another; the nickname (and the physical characteristics) stuck, and it eventually became the family's surname. Roland, like many of his family members, is relatively short and skinny, with a clearly pointed nose, angular chin, and gaunt-looking face. He was born extremely pale, but through his traveling has earned himself a healthy tan. Though he takes care to shave regularly, he has allowed his hair to grow somewhat wild; he keeps his naturally curly locks somewhat long, and hasn't bothered to brush them for quite a while. (This may be because the last time he attempted to do so his hair apparently overpowered the comb and broke it.)[/sblock]

Items Worn
-Chainmail (150 gp, 40 lb.)
-Heavy Steel Shield (20 gp, 15 lb.)
-Holy Symbol (25 gp, 1 lb.)
-Backpack (2 gp, 2 lb.)
-Traveler's Outfit and Hat

Items on Belt
-Mwk. Heavy Mace (312 gp, 8 lb.)
-Holy Water x2 (25 gp, 1 lb. each)
-Scroll Case (1 gp, .5 lb.)
--Scroll of Protection From Evil (25 gp, .1 lb.)
--Scroll of Remove Fear (25 gp, .1 lb.)
--Scroll of Sanctuary (25 gp, .1 lb.)

Items in Backpack
-Bedroll (5 lb.)
-Rations, 3 days (1.5, 3 lb.)
-Light Crossbow (35 gp, 4 lb.)
-20 Bolts (2 gp, 2 lb.)
-Everburning Torch (110 gp, 1 lb.)
-Potion of Cure Light Wounds x2 (50 gp, .1 lb. each)

Money: 116 gp, 5 sp
Weight Carried: 84 lb.
Weight Categories: 0-43 / 44-86 / 87-130
 
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Icklebad Moffet - Gnome Rogue

OK I'll get things started. This guy is specializing in Alchemy. I allowed the additional Alchemical mixtures from Dragon Compendium, and Complete Scoundrel could make an appearence on an "as presented " basis.

Icklebad Moffet
Male Gnome
Rogue 2
NG
Karl Glittergold

STR 10 (4)
DEX 16 (10)
CON 12 (2)
INT 14 (6)
WIS 11 (3)
CHA 12 (4)

HP 13
AP ?
AC 18/ 14/ 15
Init +3
BAB +1; Grap -3
Speed 20 / Light load / Light Armor
Fort +1, Ref +6, Wil +0

Melee: Rapier 1d4, 18-20 x2; 1H Piercing (+2 H)
Melee: Quarterstaff 1d4; x2; Dbl. Bludgeoning (+2 H)
Melee: Dagger 1d3, 19-20 x2; Lifht P/S (+2 H)
Missile: Dagger 1d3, 19-20 x2; 10' range; Piercing (+5 H)
Missile: Light Crossbow 1d6; 19-20 x2; 80' range Piercing (+5 H)

Small Creature, 3'3", 42 lbs, 44 years old
Thick Straight black hair, Big dark green eyes, pale smooth skin

Speaks Common; Gnome; Giant; and Orc

Skills
Appraise +5 (2/2) [Ranks, Ability, Special]
Balance +5 (0/3/2)
Bluff +3 (2/1)
Climb +3 (3/0)
Concentration +1 (0/1)
Craft:Alchemy +9 (5/2/2)
Diplomacy +1 (0/1)
Disable Device +7 (5/2)
Escape Artist +3 (0/3)
Forgery +4 (2/2)
Gather Information +3 (2/1)
Heal +0
Hide +8 (2/3/4)
Intimidate +1 (0/1)
Jump -2 (2/0/-4)
Listen +6 (4/0/2)
Move Silent +7 (4/3)
Open Lock +8 (5/3)
Ride +3 (0/3)
Search +6 (4/2)
Sense Motive +0
Spot +3 (3/0)
Survival +0
Swim -4 (0/0/-4)
Tumble +8 (5/3)
Use Rope +3 (0/3)

Feats
Point Blank Shot (+1 to Hit and damage with ranged attack within 30')

Gnome Traits-2 STR, +2 CON
Base land speed of 20'
Low light vision
+1 modifier to DC of all Illusion spells cast
+1 To attack vs. Kobalds and goblinoids
+2 Save vs. Illusions
+4 Dodge bonus to AC vs. Giants
Dancing Lights, Ghost Sound, Prestidigitaion, Speak with Animals (Burrowing) 1/per day
+2 racial bonus on Craft (Alchemy) and listen checks
Favored Class (Bard)

Class Abilities
Proficient in Light Armor
Proficient with simple weapons, and thief weapons
Evasion - Sucessful Reflex save results in no damage instead of half
Sneak attack - +1d6 damage when opponent is denied DEX AC bonus
Trapfinding - Can find traps with DC of 20 or higher

Equipment:
Carried/Worn:
- MW Chain Shirt (12.5)* [250]
- Acid (flask)x2 (2)* [20]
- Alchemist Fire (Flask) x2 (2)* [40]
- Antitoxin (vial) x2* [100]
- Backpack (1)* [2]
- Bedroll (2.5)**
- Crossbow bolts x20 (1)** [2]
- Caltrops (1)*
- Crossbow, light (2)** [35]
- Dagger (0.5) [2]
- Everburning torch (0.5)* [110]
- Flint & Steel
- magnifying glass [100]
- Money (1)
- Pouch, Belt x2 (0.5)
- Quarterstaff (2)
- Rapier (1)* [20]
- Rations, Trail, x4 (2/8)*
- Rope, silk 50' (2.5)* [10]
- Tanglefoot bag, x2 (4/8)* [100]
- MW Thieves Tools (1) [100]
- Thunderstone, x2 (2)* [60]
- Waterskin (2)
- Riding Pony [Free]
- Bit & Bridal [2]
- Riding Saddle [10]
- Saddlebags [4]

Total [967] gp spent

* Only carried when actively adventuring... going into a dungeon etc. Remainder of the time this is carried by Cletus. Usually one of each alchemy item is carried at this time, unless it is known something will be needed. Only (1) Trail rations pack carried at a time
**This is kept stored on the Pony unless need dictates

Normal load - 9lbs + clothing (Light)
Adventuring load - 36.5 lbs (Medium) [Note: Bedroll is tied quick release to backpack.
Full load - 47.5 lbs (Medium)

Has non descript riding pony named Cletus. Usually leads him as he prefers to walk down closer to the ground where he can see everything.

Icklebad (Ickle for short) always liked fixing, things and mixing things together. The number of times he evacuated the house with the fumes of a noxious mixture, or "modified" the family farm implements to work better were countless. And he had a real knack for that sort of thing.
His parents hoped he would grow up to be an honest craftsman, or apothecary, but no Ickle had other ideas. Sitting in a shop all day was just boring. He had an adventuresome spirit that could not be contained. He started to hang around with the "wrong crowd" and picked up some skills he probably shoudn't have as an honest Gnome merchant.
Finally his wits at an end his father Peekshoodle Moffet decided to take matters into his own hand. He would teach his wanderlusting son a lesson. Using contacts within the Apothecary guild he arranged for young Ickle to be assigned to run some errands for Phaeton Obarskyr, a member of the royal family. To his fathers surprise and his great delight he excelled at this assignment. Now its off to Arabel for the next exciting chapter.

Ickie is usually whistling, chattering or somehow making noise when he's not trying to be silent on purpose. He is prone to fits of ill temper however, and can be a real grouch when these spells hit.

He tries to dress very non descriptly so as to not draw attention to himself, or be noticed.

He normally only dones his fine chain shirt when expecting danger, and usually gets by with earthtone pants shirt, and hooded cloak. In his belt pouchs he carries his thieves tools, flint and steel, magnifying glass, caltrops, and a thunderstone. In a sack in his backpack he carries his various alchemical components, waterskin, and everburning torch. The remainder of his gear is usually stored on his pony. He only wears his rapier when in dangerous areas, and usually is armed with his Quarterstaff, and dagger. The crossbow stays on the pony till needed. When he gears up for an adventure, he usually complains till someone else carries some of his heavier gear, and dons his chain shirt, helmet, and rapier.

Alternate Character: Human Bard, and seeker of knowledge and adventure.
 

Name Deric Moonbeam
Gender Male Human
Class Wizard Lvl 2
Alignment Neutral
Patron Deity Mystra

Str 8 (-1) - (0 pts)
Dex 14 (+2) - (6 pts)
Con 14 (+2) - (6 pts)
Int 17 (+3) - (13 pts)
Wis 10 (+0) - (2 pts)
Cha 10 (+0) - (2 pts)

Hit Points 11
AC 12, Touch 12, Flat 10
Init +2
BAB +1, Grap +0
Speed 30' (base 30, Light, Nekkid)
Fort +2, Ref +2, Will +3
Experience; 1100

+0 Melee, Quarterstaff, 1d6-1, 20/x2, Bludgeoning
+0 Melee, Dagger 1d4-1, 20/x2, Piercing
+3 Ranged, Light Crossbow, 1d8, 19-20/x2, 80'r , Piercing

Size 5'10" tall, 154 wt, 25 yrs old
Short Black Hair with a silver stripe on the left hand side of his head, Piercing Light Blue Eyes, Pale smooth skin

Speaks Common, Draconic, Abyssal, Elvish

[sblock=Skills]
30 total skill points (24/6)
+8 Appraise (5 Ranks + 3 Int)
+7 Concentration (5 Ranks + 2 Con)
+10 Knowledge (Arcana) (5 Ranks + 3 Int +2 CW)
+8 Knowledge (The Planes) (5 Ranks + 3 Int)
+10 Spellcraft (5 Ranks + 3 Int, +2 synergy (Knowledge arcana))
+5 Search (5 ccRanks + 3 Int)
+2 Balance (+2 dex)
+0 Bluff
-1 Climb
+2 Escape Artist (+2 dex)
+0 Disguise
+3 Forgery (+3 Int)
+0 Gather Information
+0 Heal
+2 Hide
+0 Intimidate
-1 Jump
+0 Listen
+2 Move Silently (+2 Dex)
+2 Ride (+2 dex)
+0 Sense Motive
+0 Spot
+0 Survival
-1 Swim
[/sblock]

[sblock=Feats]
- Collegiate Wizard (racial bonus feat) - +2 bonus on Knowledge Arcana checks. At 1st level gain 6 1st lvl spells, each level after, gain 4 new spells.
- Scribe Scroll
- Call Familiar
- Spellcasting Prodigy - For purposes of determining bonus spells, add +2 to Intelligence.
[/sblock]
[sblock=Racial Traits]
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
[/sblock]
Wizard Abilities
-Evocation Specialist
- Prohibited Schools - Enchantment, Necromancy

Spells Prepared
0th- 4 - Arcane Mark, Silent Portal (X) , Light, Mage Hand
1st- 3+1 - Color Spray (X), Mage Armor (X) , Enlarge Person, Magic Missile (S)

(X) = Used for the day
(S) = Evocation Bonus Spell

[sblock=Spellbook]
0th- All cantrips
1st- Color Spray, Mage Armor, Magic Missile, Identify, Grease, Enlarge Person, Protection from Evil, Shield, Shocking Grasp, Tenser's Floating Disc, Disguise Self, Erase, Burning Hands, Magic Weapon.
[/sblock]


[sblock=Special]

No Familiar called yet.
[/sblock]

[sblock=Background]
Deric is the youngest in the line of Moonbeam's. Once a generation, one sibling is born with the trademark white line in their hair - reminiscent of a moonbeam. Empirical evidence suggests that it fortells of their involvement in arcana -- as every last ancestor who possessed it became a mage. His closest friend, his sister Jayna, is a fledgling sorceress, whereas the rest of his siblings (2 sisters, 1 brother) have all pursued more mundane occupations and pursuits. His parents own a medium sized inn, called Selune's Tear. He helped out at the Inn while attending the University. While at the university, he was particularly interested in the studying of the planes and all things magic, so much so that he regularly skipped the physical combat training classes -- his sister can beat him in arm-wrestling. Not that he cares, as one day he knows will use his mind to beat her, if needed. He hopes to one day surpass his Great Uncle Merrick's legend as an Archmage.
[/sblock]
[sblock=Personality]
Deric is honest and a straight shooter, not one to beat around the bush -- he calls a spade a spade. This has often gotten him in trouble. His youngest sister is currently not speaking to him, due to his last comment on the amount of make-up she was wearing regarding ladies of the evening. His interests often take him into the library to research things. He is not exactly an outdoorsman, his natural habitat would be an easy chair, an old tome, and a glass of red wine.
[/sblock]
[sblock=Appearance]
Deric is of medium build, fairly non-descript in physique. His main distinguishing mark would be the moonbeam shaped silver swath of hair on the left side of his head. The rest of his hair is jet black. His piercing light blue eyes betray the immense intelligence hiding behind them.
[/sblock]


Items Worn: (Weight/Cost in gp)

Silk Dark Gray Tunic (total for clothing: 5/6)
Cotton Silver Trousers
Black Leather Belt
Black Leather Boots

When travelling:
A Black Cloak with a Crescent Logo Emblazoned on the back.
Black leather gloves

Items in Belt Pouches
Spell Component Pouch (2/5)
2 Pearls (100 gp each) (-/200)
17 gp (2/17)

Items on Luna, Light Riding Horse:
Riding Sadle (10 / 25)
Bit and Bridle (1/ 2)
Saddlebags: (8/ 4)
- 5 Days Trail Rations (5/ 2)
- 3 Sunrods (3/ 6)
- Bedroll (5/-)
- Bottle of Red Wine (3/1)
- Scroll case (0.5/1)
- 3 flasks (5/1)



Items in Backpack/Sack

Quarterstaff (strapped on back, or on Luna)
(4/--)
Dagger (1/2)
Spellbook (3/ 15)
2 Sunrods (2/ 4)
Scrolls:
Magic Missile X2 (-/50)
Feather Fall (-/25)
Grease (-/25)
Mage Armor (-/25)
Shield (-/25)
Unseen Servant (-/25)
Flaming Sphere (-/150)
Invisibility (-/150)
Potions:
Cure Light Wounds X4 (-/200)

Items Carried

Light Crossbow (4/35)
Quiver w/40 bolts (4/4)

Total: 26 lbs on person, (40+26+154=) 220 lbs on Luna
 
Last edited:

Into the Woods

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