Rogues Gallery for Vigwyn's 'A New Beginning...'


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Quests, Chapters, and Loot list.


Quests:
Help destroy Crow.


Treasure:
White pearl (100 gp)


XP each:
900 (3/18/08 -- encounters in bookshop and Drunk Charlie's house)
 
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[sblock=Gallo Alcarin]
Code:
Gestalt rogue/sorcerer 5
AC: 14 (touch: 14, flat-footed: 10)
hp [COLOR=Red]18[/COLOR]/20
XP: 900

Str	10
Dex	18
Con	10
Int	12
Wis	10
Cha	14

Initiative: +4
Speed: 30 ft.

BAB: +3
....short sword +7 (1d6 19-20/x2)
....+1 longbow +8 (1d8 x3)
....quarterstaff +3 (1d6)

Saves: Fort +1, Ref +8, Will +4

Skills:.................Ranks...Mod...Misc...Total

Balance...................0......4.....2......+6
Bluff.....................8......2.....3......+13
Diplomacy.................0......2.....2......+4
Disable Device............8......1.....2......+11
Disguise..................0......2.....2......+4
Intimidate................0......2.....2......+4
Jump......................0......0.....2......+2
Knowledge (arcana)........6......1.....-......+7
Listen (Wis)..............8......0.....4......+12
Move Silently.............8......4.....-......+12
Open Lock.................2......4.....2......+8
Search....................8......1.....2......+11
Spellcraft................8......1.....2......+11
Spot......................8......0.....4......+12
Tumble....................8......4.....-......+12

Feats: Alertness, Spell Penetration; Weapon Finesse

Special Abilities:

* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

* Rogue Abilities: Sneak Attack +3d6, Trapfinding, Evasion, Trap sense +1, Uncanny dodge

* Sorcerer Abilities: Summon familiar, spells

Spells known (6/4/2)
level 0 - Dancing Lights, Detect Magic, Ghost Sound, Read Magic, Ray of Frost, Touch of Fatigue
level 1 - Mage Armor, Magic Missile, Ray of Enfeeblement, Shield
level 2 - Knock, Scorching Ray

Spells per day (6/7/5)

Equipment
-Longbow +1 2375
-Arrows (60) 3
-Short Sword 10
-Quarterstaff
Handy Haversack-2000
Ring of Feather Falling-2200
Potions of [I]Cure Light Wounds[/I] (4)-200
Efficient Quiver-1800
Wand of Charm Person-750
Scroll ([I]Summon Monster II[/I])-150
Scroll ([I]Pyrotechnics[/I])-150
Everburning torch-110
M/W Thieves' tools-100
Spell component pouch-5
Bedroll-1sp
Scroll case-1
Flint & steel-1

Coin:154gp, 9sp

Weight: 9 lb.
Encumbrance: 33, 66, 100

-----------------------
Familiar: Glitter (tiny viper): AC 20; 10 hp; bite +6 (1 plus poison)
Special: 
-Master gains a +3 bonus on Bluff checks
-Alertness
-Improved evasion
-Share spells
-Empathic link
-Deliver touch spells
-Speak with master
[/sblock]
 
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Edgar Almondar
Male Human - Druid/Fighter 5
CN Medium Humanoid (human)
Senses: Listen +10, Spot +10
Init: +3 (Dex)
Languages: Common, Druidic

AC: 16, touch 16, flat-footed 13; (+3 Dex, +3 class)
Hit Points: 37 HD: 6d10
Fort +4, Ref +4, Will +6; +4 bonus against spells and spell-like abilities of fey

Speed: 40 ft. (8 squares)
Melee: +1 rapier +9 (1d6+3); +1 rapier +7 (1d6+3) and +1 shortsword +7 (1d6+2)
Ranged: +1 longbow +9 (1d8+3); +1 longbow +7/+7 (1d8+3)
Base Atk: +5 Grapple: +7
Atk Options: Favored Enemy (Dwarves +2/Magical Beasts +4), Point Blank Shot, Precise Shot
Special Actions: Animal empathy, spellcasting
Combat Feats: Rapid Shot, Two-Weapon Fighting

Druid Spells Prepared (CL 5)
3rd (DC 15) — Cure Moderate Wounds
2nd (DC 14) — Bear's Endurance, Cat's Grace, Lesser Restoration
1st (DC 13) — Cure Light Wounds, Hide from Animals, Longstrider, Pass without Trace
0th (DC 12) — Cure Minor Wounds, Detect Poison, Know Direction, Light, Read Magic

Str 14, Dex 17, Con 10, Int 10, Wis 14, Cha 10
Special Qualities: Animal empathy, nature sense, resist nature's lure, trackless step
Feats: Endurance (b1), Point Blank Shot (h1), Precise Shot (f1), Rapid Shot (f2), Track (d1), Two-Weapon Fighting (b3), Weapon Finesse (f4)
Skills: Hide +11 [8 ranks], Knowledge (nature) +2 [- ranks], Listen +10 [8 ranks], Move Silently +11 [8 ranks], Spot +10 [8 ranks], Survival +12 [8 ranks]
Possessions: arrows (60), backpack, explorer's outfit, holly and mistletoe, spell component pouch, ; composite [+2 str] longbow +1, efficient quiver, rapier +1, shortsword +1, wand of cure light wounds (50)

Coins: 21 pp

[sblock=Animal Companion]Gilgrom
N Light Horse Animal Companion
Large Animal
Hit Dice: 5d8+10 (30 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+9
Attack: Hoof -1 melee (1d4+1*)
Full Attack: 2 hooves –1 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Evasion, link, low-light vision, scent, share spells, tricks
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +7
Feats: Alertness, Endurance, Run

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.
Tricks: This horse knows attack, come, defend, down, guard, heel, stay, and work
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.[/sblock]
 

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