[RG] Return of the Runelords

Scotley

Hero
Teodor Kirila

Human Rogue, Unchained Level 2

Str: 13
Dex: 20
Con: 12
Int: 14
Wis: 12
Cha: 15
HP: 18 (favored class bonus level 1&2)
AC: 18 (19 two weapons) Touch: 15 FF: 13
BAB: +1 CMB: +2 CMD: 17
Fort: +1 Reflex: +8 Will: +1
Initiative: +7
Age: 21
Alignment: NG
Height: 5'11"
Weight: 160#

36 point buy, background skills, feats

Human Abilities
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (Dex)
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Rogue Abilities
Proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow as well as Light Armor.

Sneak Attack +1d6

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll.

Bonus Feat: Evasion

1st Rogue Talent
Canny Observer (Ex)


Benefit: When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Feats
Weapon Finesse--Short Sword (Class Bonus)
Two-Weapon Fighting (Human Bonus)
Two-Weapon Defense (1st Level)
Evasion (Class Bonus)

Traits

Time Lost: You’ve always felt separated from the era into which you were born. Perhaps you feel that you were born too late, and that you and your interests are better suited to a previous age. Maybe you have the conviction you were born too soon, and that your true destiny lies in some distant future. You might be suffering from missing time—whether a few hours, a few weeks, or even several months—for which you have no memories. You might instead receive brief visions of friends or enemies much older or younger than their actual age. You’ve long since grown used to this strange condition, but have not yet determined why you suffer from it. Your GM will be provided with additional information about this trait’s strange nature in the third adventure of Return of the Runelords.
You have a knack for knowing when to act a few instants in advance and gain a +2 trait bonus on Initiative checks.
Once per adventure as an immediate action, you may use your strange link to the flow of time to force the GM to reroll a single d20 roll. You must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll.

Seeker: You are always on the lookout for reward and danger.

Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.


Skills
8+1race+2Intx2nd level=22 and 2x2nd level=4 Background skills
Class Skills all with ranks add 3
Acrobatics (Dex+5) 2 ranks
Appraise (Int+2) (1 rank as background)
Bluff (Cha+2) 2 ranks
Climb (Str+1) 1 rank
Craft (traps) (Int+2) 1 rank
Diplomacy (Cha+2) 2 ranks
Disable Device (Dex+5) 2 rank
Disguise (Cha+2)
Escape Artist (Dex+5) 1 rank
Intimidate (Cha+2) 1 rank
Knowledge (dungeoneering) (Int+1) 1 rank
Knowledge (local) (Int+1) +1 rank
Linguistics (Int) (1 rank as background) Common, Varisian, Thessalonian, Goblin
Perception (Wis+1) 2ranks (+1 Trait Bonus) (+4 to find hidden objects or traps and overhear conversation--canny observer)
Perform (Cha+2)
Profession (Wis+1)
Sense Motive (Wis+1) 2 ranks
Sleight of Hand (Dex+5) 2 ranks (one is background)
Stealth (Dex+5)2 rank
Swim (Str+1) 1 rank
Use Magic Device (Cha+2)

Non-Class Skills
Heal (Wis+1)
Ride (Dex+5)
Survival (Wis+1)
Knowledge History (Int+2) (1 rank background)

Gear
Starting Cash 240 gp
Current funds 28 gp 11 sp 8 cp
Spent 36 gp of latest distribution on a new crossbow and bolts (3/3/202)

Explorer's Outfit
Studded Leather 25 gp 20 #

2 Short Swords (1 is cold iron) 30 gp 4 #
8 Daggers 16 gp 8 #
Sap 1 gp 2 #
Light mace (alchemical silver) 25 gp 4#
Light Crossbow /w 10 bolts 36 gp. 5#

Backpack common 2 gp 2#
Backpack MW (used) purchased for 5 gp in the market.
Bandolier 5 sp
Belt Pouch 1 gp .5#
Canteen 1 gp 1 #

MW Thieves’ Tools 100 gp 2#
Mess Kit 2 sp 1 #
Bedroll 1 sp 5#
Flint and Steel 1 gp
2 Torches 2 cp 2 #
4 Rations Trail 2 gp 4#

Appearance/Personality
Teodor Kirila is a lanky young man with the mixed heritage of Varisan history--his ancestry contains all the major human stock to have lived in the regions. His hair and eyes are dark and he has very little facial hair. His skin is naturally fair, but he has spent a good deal of his life on the road and has the tan to prove it. He's a naturally inquisitive boy with a tendency to ask so many questions he can be bothersome. He likes to take mechanical things apart and put them back together. He enjoys trying to pick locks for the sport of it.

He has long felt that he is a person out of his time. This has led him to study ruins and the traces of ancient Thessalonian peoples. He has even learned the language.

As the child of traveling merchants he has a keen eye for quality goods and it shows in the choice of his own gear.

Background/History
Teodor is the son of traveling merchants and has seen much of the region from the seat of a wagon. His sense of self as someone out of time has left him looking for something new. He dreams of a life as an adventurer exploring ancient ruins and perhaps finding out why he feels the pull of another time. He has come to Roderick's cove in search of lost ruins. He had a tip that Audrahni might know something and has been flirting with her trying to learn what she knows.
Teodor.jpg
 
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Deuce Traveler

Adventurer
Character Name: Michael Tell

1079438-keldorn.jpg


2nd Level Fighter
Favored Class: Fighter (+1 to HPs/level)
Alignment: Neutral Good
Race: Human (+2 to Strength, 1 extra feat, 1 bonus skill point at first than additional/level)
Class: Fighter (Two-Handed Fighter)
Deity: Desna

Size: Medium
Gender: Male
Age: 34
Height: 5’10
Weight: 190
Hair: Brown
Eyes: Brown
Homeland: Roderick Cove

(1 token, 36 point buy, 17pts to strength, 17pts to Constitution, 2pts to dexterity)
Strength: 20 (+5)
Intelligence: 10
Wisdom: 10
Dexterity: 12 (+1)
Constitution: (+4) 18
Charisma: 10

Hit Points: 28 of 28 (10 max 1st level, 3/4 max following levels, +4 Con +1 FC each level)
Armor Class: 18
-Flat Footed: 17
-Touch: 12
CMD: 10+BAB (2)+Str bonus (5)+Dex bonus (1)=18
Initiative: +7 (+1 Dex, +4 feat, +2 trait)
Movement: 20ft

Fortitude: +7 (3 from class, 4 from Con) [+8 when near Teall]
Reflex: +1 (1 from Dex) [+2 when near Teall]
Will: +0 [+1 when near Teall]

Attacks:
- Melee (Masterwork Greatsword)
– Attack: +9 (2 from BAB, 5 from Str bonus, 1 from Weapon Focus feat, 1 from Masterwork)
-Ranged (Shortbow)
--Attack: +3 (2 from BAB, 1 from Dex bonus)
Weapons:
  • Masterwork Greatsword (35gp [traded in older Greatsword for it], 8 pnds) 2d6 damage+7, 19-20/x2 critical, Slashing
  • Shortbow (30gp, 2 pnds) 1d6 damage, x3 critical, piercing
  • 20 common arrows (1gp 3 pnds)

Armor:
- Banded Mail (250 gp, weight 35 pnds), +7 AC, +1 max dex bonus, -6 armor check, 35% arcane fail)
Equipment: 9 gp
Feats (1 token for other books): (1 human, 1 new character, 1 class bonus)
  • Improved Initiative (+4 to initiative)
  • Weapon Focus, Greatsword (+1 to attack)
  • Power Attack
  • Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.
  • Cleave (2nd Level)
Traits:
  • Close Allies (when near Teall): Whenever you are adjacent to your close ally, you gain a +1 trait bonus on all saving throws. Once per adventure as an immediate action, you may grant your close ally a bonus equal to the result of 1d6 to a single d20 roll. You must have line of sight to your ally to use this ability. You may choose to grant this bonus after your ally has rolled, but must do so before the result of the roll is known.
  • Reactionary: +2 to Initiative

Skills: 6 pnts (4 from class, 2 from human bonus) [1 token, he can choose from other books in future]
  • Swim +7 (2 pts, 5 from Str)
  • Climb +7 (2pts, 5 from Str)
  • Intimidate +2 (2 pts)

Description: Michael was the youngest child from a family of farmers along the Varisian coast, but he grew up the strongest and most adventurous. Upon adulthood, the bright-eyed youth left for the city of Magnimar with dreams of making his mark on the world. A couple of years later, a battle-scarred Michael showed up in Roderick Cove, with worn armor and a chipped longsword as his sole possessions. Bitter and silent and taking up work as a laborer for the various taverns and brewmasters, spending the money he earned on a simple flat to stay and alcohol. The physical wounds eventually healed, but the emotional ones were deeper. Every so often, veterans would come to visit him, and during those rare and increasingly sporadic visits, the people of Roderick Cove would notice Michael’s dark demeanor would brighten as he and his visitor would drink late into night and share old stories. From these rare moments, small snippets would fuel rumors that went around town. Michael had become trained by a famous swordsman. Michael was once a member of the Magnimar guard. No, he was a caravan guard. He was in a war. He was a protector of the powerful. He made enemies of the powerful. He failed a woman of virtue. He saved her, but was greatly wounded. He failed to save her, and was banished. The truth behind the rumors are unknown, and Michael won’t talk about his time in Magnimar, even when deep in drink.

However, recently he’s had a new visitor. A niece named Teall, who lost her parents in some sort of accident. Michael often backslides, but he has made a point to reduce his drinking and clean up his act so he can buy her a decent bed and clothes. He has taken to exercise again, and though a shell of his former self, the townsfolk cannot help but notice he walks with more purpose and holds his head a bit higher.

He and his niece just survived an excursion into an old domicile. She decided to take a break soon after, while he continued onwards...
 
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