Plane of Abeo Rogue's Gallery


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Awakened

First Post
Tim the Enchanter
Voda Vosa's Character
Stats
[sblock]Tim the Enchanter
Name: Tim the Enchanter
Class: Sorcerer
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic neutral
Age: 58
Height: 5'11"
Weight: 132 lb.
Eyes: black
Hair: Grey
Skin: pale

Str: 5 -3 Level: 12 XP: 66000
Dex: 14 +2 BAB: +5/+1 HP: 9 + (1d8+1)*11
Con: 12 +1 Grapple: -3 Dmg Red: 0
Int: 12 +1 Speed: 30' Spell Res: 0
Wis: 10 +0 Init:+2 Spell Save: +3
Cha: 20 +5 ACP: -5 Spell Fail: 0%

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +0 +0 +2 +0 +0 +4 16
Touch: 12 Flatfooted: 14

Base Mod Misc Total
Fort: 4 +1 +2 +7
Ref: 4 +1 +5
Will: 8 +3 +11

Weapon Attack Damage Critical
Pending

Languages: Common

Abilities:
Summon Familiar (rat)
+2 save against paralisis and sleep (Feat)
+2 save against fire spells and abilities (Feat)

Feats:
Draconic Heritage (red dragon)
Draconic Power ( Fire)
Energy sbustitution (Fire)
Weapon focus (ranged spells)
Combat casting
Dodge


Skill Points:45 Max Ranks: 15/7
Skills Ranks Mod Misc Total
Concentration 10 +1 +11
Spellcraft 9 +1 +10
Bluff 7 +5 +12
Craft (Alchemy) 7 +1 +8
Knowledge (Arcane) 8 +1 +9
Profession (Alchemist) 4 +1 +5


Equipment: Cost Weight
Cloack of Charisma +2 4000gp
Magic eating robe +4 25000gp
Backpack 2gp

Money: 59000/ 88000

Weith: 93lb

Lgt Med Hvy
Max Weight: 1-16 17-33 34-50

Spell DC: 5 (Cha) + Spell Level + 1 ( if fire )

Known Spells:

Level 0:
Light
Daze
Dancing lights
Mage hand
Arcane Mark
Acid Splash
Message
Resistance
Flare
Fire splash (feat)

Level 1:
Burning Hands
Magic Missile
Fireburst
Familiar pocket
Shield

Level 2:
Scorching ray
Invisibility
Levitate
Melf's acid arrow
Mirror Image
Melf's Fire Arrow (feat)

Level 3:
Fireball
Lightning bolt
Heroism
Firebolt (feat)
Flame Arrow

Level 4:
Ice storm
Fire Storm (Feat)
Fire Shield
Stoneskin

Level 5:
Teleport
Arc of Lightning
Arc of Fire (Feat)

Level 6:
Desintegrate

Spell slots:
Lvl 1 = 8
Lvl 2, 3, 4 = 7
Lvl 5 = 1
Lvl 6 = 3
[/sblock]

Background and Description
[sblock]
Brief background: With a dragon relative, not to far in the family tree, Tim was a special kid. He liked to burn up things. And we are not talking of small things. Onces when he has twelve, the angry boy, burned his father library in the city of Silverymoon. The wizard was out of his mind, all his work was now a pile of ashes, and all thanks to that demon son of his.
So Tim was sent to live with his uncle Thomas in the outsides of the town of Lorem. Thomas was a timber man, and he and his two sons, supply wood to the town. All was fine until the now teenager Tim, started a huge fire in the woods. One could blame the dry weather, or the strong wind, that fuel the fire with oxygen, letting it burn miles and miles of forest. But uncle Thomas wasn't so naive.
That was the moment that Tim's adventures begun.
Much things happened since that times, far, obscured by the mist of time.
Tim became a known sorcerer, a powerful pyromancer, who controled the element of fire at his will, and incinerated his foolish enemies in a fire living hell.
But then again, much time has pass since that glory days, when adventure and treasure were all for Tim. Despiste his draconic ancestors, his human blood made his body weakened as the years pass. He turned into a lone man, to confident in his own power, to even listen what the others had to say.
Tim recluses himself into the Nazher (is this spelled correctly?) near his natal town. From there, he surprised the travelers, looking for some defiant and proud rival. Many fell, burned in the arcane fire, until in Silverymoon, a group of adventurers, a group of people just like he was may years before, gathered to drive the insane sorerer out of the mountains.
Tim showed himself to the group, when they were searching him in the tricky passages of the mountains cliffs. The battle was fierce, but at the end the young blood prevail, and Tim was lucky to scape alive with a final teleport spell.
As fast as he could he grab some of the gold and belongings, and flee his cave, for the adventures to loot. They have earned it anyway, he thought.
That was the day that Tim realized that his time in Faerum have come to and end. At his age, he wasn't even able to keep the youngster out of his cave.
Fearing his inminent death, Tims memory brought up an ancient fragment of his life: A day like any other, at his father library, Tim saw a dusty book in a hidden place of the bookshelves. It contains information about a plane, the plane of Abeo, a place where no one ages, where life stopped, and remained. Where wounds healed at an amazing speed. Luckly for todays Tim, he remembered exactly the passage in the book that explained how to get there.

Description: Tim is a man of few words. With long thin grey beard, and his ragged tunic, whit goat horns in the hood, he reminds more to a crazy old man, than to the famus sorcerer he once was. For one that crosses words with him the first time, "The enchanter" as he calls himself -when he forgot he last name- may seem mysterious, and extravagant. His words may make no sense, and his exaggerations know no limits. A side from that, and his tendency to make anything he wishes, is not a really bad man. He use to mocks on people who don't follow his advise.
[/sblock]
 
Last edited:

Awakened

First Post
The Nameless Monk
Jemal's Character
Stats
[sblock=The Nameless Monk]
Nameless One
Human Ranger3/Monk2/Tatooed5/Horizon2
AL: LG HT: 5'10" WT: 180 Hair: Bald Eyes: Green Age: 65

STR: 18 (+4) [6 Points + 4 Enhancement]
DEX: 18 (+4) [6 Points + 4 Enhancement]
CON: 12 (+1) [4 Points]
INT: 12 (+1) [2 Points + 2 Age]
WIS: 24 (+7) [8 Points + 3 Level + 4 Enhancement + 2 Age]
CHA: 12 (+1) [2 Points + 2 Age]

HP: (12d8+12) AC: 31 (10 base + 4 Dex + 7 Wis + 1 Monk + 3 Armour + 2 Deflection + 2 Nat Armour + 2 Shield)
Touch AC: 24 Flat-Footed AC: 25
Saves: FORT: +14 (13 base + 1 con) REF: +14 (10 base + 4 dex) WILL: +15 (8 base + 7 wis)
Init: +4

Bab: 9 Melee: 16, Ranged: 13, Grapple: 17, Trip 4.
Attacks:
Unarmed : +16/11, damage: 1d8+4
Flurry: +14/14/9, damage: 1d8+4
Staff(2-handed): +18/13, damage 2d6+7
Staff(dual-wield) : +16/11, damage 2d6+5; +16, damage 2d6+3
Staff Flurry: +14/14/9, damage 2d6+5; +14, damage 2d6+3
DISARM: Staff +26, Unarmed + 16

Skills(Total/Ranks)[102 Points] :
Knowledge:Religion(+9/8), Knowledge:Geography(+9/8), Spot(+22/15), Listen(+22/15), Diplomacy(+21/15), Sense Motive(+18/11), Tumble(+9/5), Survival(+22/15) *10 points*

Feats: [6] Improved Two Weapon Fighting, Weapon Focus(staff), Expertise, Improved Disarm, Intuitive Attack(Wis to Attack), X

Class Features:
Ranger - Track, Wild Empathy, Combat Style(2-Weapon Fighting), Endurance
Monk - Flurry of Blows, Unarmed Strike, Evasion, Improved Grapple, Deflect Arrows, Unarmed damage(1d8), AC Bonus(+1), Speed (+20)
Tatooed - Crane(Immune nonmagical Diseases/Poisons/Magical Aging, Timeless body.); Ocean(No need to eat, sleep, or drink); White Mask(Immune to Detect thoughts, Detect Lies, Magical Alignment discernment, +10 Bluff)
Horizon Walker - Terrain Mastery (Underground-60'Darkvision; Desert-Immune Fatigue, Exhausted becomes Fatigue)

Languages: Common, Celestial

Equipment: 88,000
+1 Merciful (both ends) Staff (16,600)
Gloves of Dex + 4 (16,000)
Belt of Str + 4 (16,000)
Periapt of Wisdom + 4 (16,000)
Bracers of Armour + 3 (9,000)
Vest of Nat Armour + 1 (2,000)
Ring of Deflection + 2 (8,000)
Circlet of Diplomacy + 5 (2,500)

1,900 GP
[/sblock]
 
Last edited:

Awakened

First Post
Cray
Hellrazor's Character

Stats

[sblock]
Name: Cray
Race: human
Class:Ranger lvl 6
Prestige: Horizon Walker lvl 6
Alignment: CG

HP:84 AC:16
Fort: 12 Ref: 8 Will: 7

Size: Medium
Age: 65
Weight:220
height: 6'8"
Eyes: Brn
Hair: none

Lang:
Common, Elven

str19-16
dex15-12
con17-14
int8
wis14-16
cha12-14

Skills:
Hide20
Knowledge(nature)19
Knowledge(geography)18
Spot10
Swim19

Feats:
Track
Point Blank Shot
Many Shot
Rapid Shot
Endurance
Dodge
Precise Shot
Weapon Focus(longbow)
Improved Favored Enemy
Zen Archery

Class Abilitites

Favored Enemy:
Undead 1st lvl
Outsiders(evil) 5th lvl

Terrain Mastery:
Forest
Underground
Mountains
Desert
Plains
Aligned

Class features:
Wild Empathy
--------------------------------
Weapons
+3 Seeking, Darkwood Composite longbow(+2 str) damage:1d8+5 crit:20x3 range:110ft (33200 gp)-Wounding Arrows(100) 2300gp

+2 longsword damage:1d8 crit:19-20x2 (8630 gp)

Armor:
+2 Improved Shadow Studded Leather ac bonus+5 MaxDex+5 checkpenalty-1 speed30ft (19400 gp)

Items:
Quiver of Ehlonna

Gold:
22670
[/sblock]

Background and Description
[sblock]
Born in the eastern land of Rashemen. Cray is a powerful Ranger, but his temper is short in the face of evil, and most notably his mental faculties are somewhat questionable due to his having sustained one too many blows to the head in the course of his adventures. After the death of his best friend and animal companion, Puck, Cray decided to retire from the hero life styleand with the sizable ammount of gold he's collected, decided to go to Abeo to live peacefully(as he can)[/sblock]
 
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Awakened

First Post
Roy Jarend
(Darimaus' Character)
Stats
[sblock]
Roy Jarend
Race - Human
Hieght - 5' 7''
Age - 54
Eyes - Red
Hair - Brown
Skin - White
Wieght - 152 lbs

2 Fighter, 2 Paladin, 1 Cleric, 3 Chameleon

Str: 10 (13 Base - 3 Age)
Dex: 10 (13 Base - 3 Age)
Con: 10 (13 Base - 3 Age)
Int: 14 (12 Base + 2 Age)
Wis: 13 (11 Base + 2 Age)
Cha: 20 (14 Base + 2 Level + 2 Age + 2 Enhancement)

BAB: +6
Fort: +12 = 7 Base + 0 Con + 5 Cha
Ref: +6 = 1 Base + 0 Dex + 5 Cha
Will: +9 = 3 Base + 1 Wis + 5 Cha
Speed: 30 ft
Initiative: +0
AC: 14 = 10 + 4 Armor
HP: 10+3d10+4d8 + 0

Feats: Able Learner, Divine Might, Two Weapon Fighting, Rapid Shot*, Quick Draw, Point Blank Shot, Eschew Materials
* = Bonus Chameleon Feat

Skills: (61)
Bluff: +16 = 11 Ranks + 5 Cha
Sense Motive: +12 = 11 Ranks + 1 Wis
Disguise: +16 = 11 Ranks + 5 Cha
Forgery: +7 = 5 Ranks + 2 Int
Tumble: +5 = 5 Ranks + 0 Dex
Decipher Script: +2 = 1 Rank + 1 Int
Disable Device: +2 = 1 Rank + 1 Int
Handle Animal: +6 = 1 Rank + 5 Cha
Open Lock: +1 = 1 Rank + 0 Dex
Slieght of Hand: +1 = 1 Rank + 0 Dex
Spellcraft: +3 = 1 Rank + 2 Int
Use Magic Device: +6 = 1 Rank + 5 Cha
Knowledge x10 (1 Rank in Every Skill): +2 = 1 Rank + 1 Int
Craft: Disguises: +2 = 1 Rank + 1 Int

Abilities: Domains (Unchosen), Aptitude Focus 1/day, Bonus Feat, Mimic Class Feature 1/day, Turn Undead, Auro of Good, Detect Evil, Smite Evil 1/day, Divine Grace, Lay on Hands

Arcane Spells Prepared:
0: Detect Magic x2, Light x2
1: Improvisation x3, Shield
2: Fire Shuriken x3
3: Fire Shuriken

Equipment:
Boots of Speed (12,000)
Mithril Armor, Glamored (3,800)
Ring of Sustenance (2,500)
Hewards Handy Haversack (2,000)
Cloak of Cha +2 (4,000)
"walking stick" (quarterstaff) (0)
gp (2,700)

[/sblock]


Background and Description
[sblock]
Roy Jarend

Roy was taken from his home when he was but a child. Showing great potential early on, he was trained in secret to become a master infiltrater. Capable of assuming any role on society, Roy was a very dangerous and very valuable resource. However, Roy had a pure heart, and didn't like the idea of being used in such a manner. So he broke out and eluded his captors for years, using his abilities to help people on his travels. In the end, he decided he was too old for running, and decided to head to Abeo and hide from his pursuers in rest and relaxation. [/sblock]
 


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