[Rogue's Gallery] Paths of Legend: The Azgundi Tournaments

[sblock=Estelle]Estelle

Female Half-Vampire Rogue 1
Alignment: CN
ECL: 3

Abilities: (32)
STR - 12 (2 Points + 2 Racial)
DEX - 20 (16 Points + 2 Racial)
CON - 10 (2 Points)
INT - 14 (6 Points)
WIS - 8 (0 Points)
CHA - 16 (6 Points + 2 Racial)

HP: d6 = 6
Speed: 30ft
Initiative: +9
EXP: 2000/4000

AC: 17 (+5 Dex +2NA)

Saves:
Fort: 0
Reflex: 7
Will: -1

BAB/Ranged/Grapple: +1/+5/+1

Weapons:
Two Daggers Ranged +3/+3 1d4+1 19-20x2 10’ Range
Two Daggers Melee -1/-1 1d4+1 19-20x2
Slam +1 1d6+1 x2
One Dagger Ranged +5 1d4+1 19-20x2 10’ Range

If within 30':
Two Daggers Ranged +4/+4 1d4+2 19-20x2 10' Range
One Dagger Ranged +6 1d4+2 19-20x2 10' Range

Class Abilities:
Sneak Attack +1d6
Trapfinding

Racial Abilities:
+4 Skills at 1st Level
+1 Skill at each level
Extra Feat at 1st Level
Favored Class: Any
Slam Attack
Fast Healing 1: if between 1 & half HP
Energy Resistances: Cold 5, Electricity 5
Uncanny Dodge
Improved Initiative
DR 5/Silver or Magic
Special Attacks:
Charm Gaze (DC = 10 + (1/2 HD) + Cha Mod)

Skills:
Bluff – 9 (4 Ranks + 3 Cha + 2 Racial)
Disable Device – 8 (4 Ranks + 2 Int + 2 Mwk. Thieves’ Tools)
Escape Artist – 9 (4 Ranks + 5 Dex)
Gather Information – 7 (4 ranks + 3 Cha)
Hide – 11 (4 Ranks + 5 Dex + 2 Racial)
Knowledge Local – 6 (4 Ranks + 2 Int)
Listen – 1 (0 Ranks - 1 Wis + 2 Racial)
Move Silently – 11 (4 Ranks + 5 Dex + 2 Racial)
Open Lock – 11 (4 Ranks + 5 Dex + 2 Mwk. Thieves’ Tools)
Search – 6 (4 Ranks + 2 Int)
Sleight of Hand – 9 (4 Ranks + 5 Dex)
Spot – 1 (0 Ranks - 1 Wis + 2 Racial)
Tumble – 9 (4 Ranks + 5 Dex)

Feats:
Two Weapon Fighting
Point Blank Shot

Languages:
Common
Azgund
Tureni
Emiran

Equipment: Cost
Back:
Backpack 2gp

Belt:
Two daggers hooked in 4gp

In/On Backpack:
Bedroll 1sp
Flint and Steel 1gp
Waterskin 1gp
Soap 5sp
Masterwork Thieves’ Tools 100gp
Signal Whistle 8sp
Hooded Lantern 7gp
Oil Flasks 2sp
Trail Rations 2gp

Total Money: 0gp, 2sp

Physical Appearance:
Estelle is quite pale, due to her allergy to the sun. Her skin just does not react well, getting very red and blotchy if she is in direct sunlight for quite some time. She has very smooth, milky white skin otherwise, which accentuates the starkness of her eyes. Her chocolate brown wavy hair she keeps loose and free flowing down to the small of her back. She is quite short and lithe, with an enchanting smile punctuated by slightly pronounced canines.
Age: 16
Height: 5’2”
Weight: 104
Eyes: Blue-Grey
Hair: Dark Brown
Skin: Pale[/sblock]
 

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The following character is a super secret plot device. ;) That means that there is only one player who should be looking at it and that player knows who he is. ;) All others should really try to resist the urge to glance upon this infernal creation. :]

[sblock=Codename: Fade]For the mystery player, you will notice that this character is designed as a NPC. So, the elite array for ability scores (15, 14, 13, 12, 10, 8), average hit points per hit die except at 1st level and NPC wealth. That's because it is destined to become an antagonist and be defeated.

Basics
Race: Doppelganger
Class: Doppelganger 4, Rogue 1, Assassin 1, LA 4
HD: 6
ECL: 10
Align: Neutral Evil
CR: 5

Ability Scores

10 Strength
16 Dexterity
12 Constitution
15 Intelligence
16 Wisdom
17 Charisma

Combat Stats

HP: 34.5 (ignore the .5)
Speed: 30
Initiative: +3 (+3 Dex)
BAB: +4
Grapple: +4
Melee Attack: Slam +7 (1d6 dmg, x2 crit, natural bludgeoning attack, natural form only)
Melee or Ranged Attack: MW Dagger +8 [+6 when fighting with 2 weapons] (1d4 dmg, 19-20/x2 crit, 10 ft. range increment, piercing or slashing)
Melee or Ranged Attack: Dagger +7 [+5 when fighting with 2 weapons] (1d4 dmg, 19-20/x2 crit, 10 ft. range increment, piercing or slashing)

AC: 21 (+4 armor, +4 natural armor, +3 Dex)
Touch AC: 13 (+3 Dex)
Flat-Footed AC: 18 (+4 armor, +4 natural armor)

Fort Save: +2 (+1 base, +1 Con)
Ref Save: +11 (+8 base, +3 Dex)
Will Save: +7 (+4 base, +3 Wis)

Skills

+16 Bluff (9 ranks, +3 Cha, +4 racial, +4 circumstance when using Detect Thoughts [not included in skill total])
+5 Diplomacy (0 ranks, +3 Cha, +2 synergy)
+5 Disable Device (0 ranks, +3 Dex, +2 MW thieves tools)
+16 Disguise (9 ranks, +3 Cha, +4 racial, +2 synergy [acting in character, not included in skill total], +10 circumstance when using Change Shape [not included in skill total], +4 circumstance when using Detect Thoughts [not included in skill total])
+11 Hide (3 ranks [cross-class], 5 ranks, +3 Dex)
+5 Intimidate (0 ranks, +3 Cha, +2 synergy)
+11 Move Silently (3 ranks [cross-class], 5 ranks, +3 Dex)
+5 Open Lock (0 ranks, +3 Dex, +2 MW thieves tools)
+5 Sleight of Hand (0 ranks, +3 Dex, +2 synergy)
+5 Tumble (2 ranks, +3 Dex)

Feats

Jack of All Trades (1st level) (use any skill untrained)
Weapon Finesse (3rd level)
Two-Weapon Fighting (6th level)

Class Features

Weapon and Armor Proficiencies: All Simple, Hand Crossbow, Rapier, Sap, Shortbow, Short Sword; Light Armor
Death Attack: study victim 3 rounds (must remain undetected by victim or not recognized as a threat) then make sneak attack, Fort save DC 13 (10 + assassin level + Int mod), on failed save victim is dead or paralyzed for 1d6+1 rounds (Fade's choice), attack must be made within 3 rounds of completing study.
Poison Use: No risk of accidentally poisoning self when using poison.
Sneak Attack +2d6
Trapfinding

Racial Traits

Darkvision 60'
+4 natural armor bonus
Detect Thoughts (Su): As the spell, always on, free action to suppress or resume, caster level 18, Will save DC 16 negates.
Change Shape (Su): Small or medium humanoid, loses slam attack in new form, unlimited duration, standard action.
Immune to sleep and charm effects.
Favored Class: Rogue

Spells

Spells per day: 1 1st level
Spells known - 1st level (save DC = 13): Sleep, True Strike

Languages

Common
Elven
Halfling
Azgundi (2 skill points)

Equipment

Ring of Mind Shielding (wearer is immune to detect thoughts, discern lies, and any attempt to magically discern alignment)
2 Masterwork Daggers
5 Daggers
Mithral Shirt
Masterwork Thieves' Tools
2 doses - Deathblade Poison (DMG pg 297)
10 does - Drow Sleep Poison (DMG pg 297)
10 does - Blue Whinnis Poison (DMG pg 297)
3 Elixirs of Love
2 Bags of Caltrops
Belt Pouch
Spell Component Pouch
24 GP
9 SP
Backpack
Bedroll
Flint/Steel
Grappling Hook
50' Silk Rope

Vitals

Age: Unknown
Height: 5'6 (in undisguised form)
Weight: 150 (in undisguised form)
Appearance: Fade can obviously appear to be whatever it wants. It currently looks like...
[sblock=Extra sblock, just in case]Estelle, as she appeared when she first entered the Necropolis. Fade studied her intently without her knowledge for several days, reading her thoughts and studying her mannerisms so that it could accurately impersonate her.[/sblock]

Roleplaying Notes

Fade's mission is to assassinate Lady Nineveh d'Anovia, which it accepted after becoming <insert mystery character here>. As to why it chose <mystery character>, it was intrigued by her and, not possessing an identity of its own, has chosen to become her, feeling that it can live her life better than she can. It doesn't truly understand concepts like friendship and love, however, though it can certainly fake them well enough.

It intends to use its Elixirs of Love to make one of Lady Nineveh's guards fall in love with her so it can get close to Nineveh at some point during the tournaments.

Fade doesn't know the identity of its current employer and doesn't care. It intends to complete the job and take the promised money to one of the pirate havens in the Djihon Islands, settling into semi-retirement as <mystery character>.[/sblock]
 
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Posting this character in preparation for a bit of a surprise coming up. Note that this character is a "transfer student" from a tabletop campaign and is thus slightly higher level. She'll balance out quickly, however. ;)

The monster progression Pryzm utilizes is attached for reference.

[sblock=Pryzm]Race: Crystal Dragon
Class/Level: Crystal Dragon 4 (2 HD, LA +2)
Experience Points: 8,000
Alignment: Chaotic Neutral

Ability Scores

12 Strength
13 Dexterity
12 Constitution
15 Intelligence
08 Wisdom
17 Charisma

Combat Stats

HP: 20.5
Speed: 40, Swim 40, Fly 50 (Average), Burrow 5
Initiative: +1
BAB: +2
Grapple: -1
Melee Attack: Bite +4 (+2 bab, +1 Str, +1 size), 1d6+1 damage, x2 crit
Melee Attack: 2 Claws -1 (+2 bab, +1 Str, +1 size, -5 secondary attack), 1d4 damage, x2 crit

AC: 14 (+1 Dex, +1 size, +2 Natural Armor)
Touch AC: 12
Flat-Footed AC: 13

Fort Save: +4 (+3 base, +1 Con)
Ref Save: +4 (+3 base, +1 Dex)
Will Save: +2 (+3 base, -1 Wis)

Skills

+10 Diplomacy (5 ranks, +3 Cha, +2 synergy)
+6 Escape Artist (5 ranks, +1 Dex)
+5 Hide (+1 Dex, +4 size)
+10 Jump (5 ranks, +1 Str, +4 speed)
+4 Listen (5 ranks, -1 Wis)
+7 Search (5 ranks, +2 Int)
+4 Sense Motive (5 ranks, -1 Wis)
+4 Spot (5 ranks, -1 Wis)
+1 Survival (2.5 ranks [cc], -1 Wis, +2 synergy when following tracks)
+9 Swim (+1 Str, +8 racial)
+1 Use Rope (+1 Dex, +2 synergy for checks involving binding)

Feats

Level 1: Track

Class Features

Racial Traits

Size: Small
Dragon Type
Darkvision 120'
Low-light Vision (x4)
Normal Vision (x2)
Immune to Sleep and Paralysis
Favored Class: Psion (Telepath)
Air Subtype
Fire Resistance 5

Languages

Draconic
Common
Elven

Equipment

Carrying Harness (functions like a backpack)
823 gold pieces
13 silver pieces
14 copper pieces
2 gems (100 gp each)
1 gem (50 gp)

Vitals

Age: 1 (hatched in spring of 1151)
Height: about 2 1/2 feet long
Weight: about 60 lbs
Appearance: A small crystal dragon with reflective scales and clear, shimmery blue, highly inquisitive eyes.

Background

Pryzm is an enigma in that she is immune to the Dragon Plague and no one knows why. Her mother attempted to get Pryzm's egg somewhere safe but died en route, crashing through the roof of a tavern. Pryzm hatched prematurely shortly there-after, coming into the care of a group of adventurers. The group sought to unravel the secrets surrounding Pryzm's existence and undertook a long trek to the Awakened Lands.

Pryzm learned much during the journey but is still very much a curious and mischievous child, blissfully ignorant of the horrors the world holds.[/sblock]
 

Attachments


This character is a NPC associated with Pryzm, specifically her long-suffering and infinitely patient bodyguard.

[sblock=Odon]Race: Half-Giant
Class/Level: Psychic Warrior 1 (LA +1)
Experience Points: 2,000
Alignment: Lawful Neutral

Ability Scores

18 Strength
10 Dexterity
16 Constitution
10 Intelligence
15 Wisdom
10 Charisma

Combat Stats

HP: 15
Speed: 30
Initiative: +0
BAB: +0
Grapple: +8 (+4 Str, +4 size)
Melee Attack: Large Crystal Greatsword +5 (+4 Str, +1 MW), 3d6+6, 19-20/x2 crit)
Ranged Attack: Large Javelin +0, 1d8+4, x2 crit, 30 ft. range increment

AC: 15 (+5 armor)
Touch AC: 10
Flat-Footed AC: 15

Fort Save: +3 (+2 base, +1 Con)
Ref Save: +0 (+0 base, +0 Dex)
Will Save: +2 (+0 base, +2 Wis)

Skills

+1 Climb (+4 Str, -3 armor penalty, +2 circumstance with Climber's Kit [not included in total])
+6 Autohypnosis (4 ranks, +2 Wis)
+7 Concentration (4 ranks, +3 Con)
+0 Use Rope (+0 Dex, +2 circumstance with Silk Rope [not included in total])

Feats

Level 1: Psionic Body
Level 1 PsyWar Bonus: Psionic Weapon

Class Features

Psionics

Power Points: 3
Powers Known: 1
Max Level: 1

Expansion

Racial Traits

Size: Medium
Giant Type
Low-light Vision
+2 save vs fire spells and effects
Powerful Build: Treated as Large for special modifiers and can use weapons designed for Large creatures.
Naturally Psionic: +2 power points
Stomp 1/day: Manifester level - 1, Save DC based on Cha
Favored Class: Psychic Warrior

Languages

Common

Equipment

Large Crystal Greatsword
5 Large Javelins
Crystal Breastplate
Backpack
Bedroll
Blanket, Winter
Flint/Steel
Grappling Hook
Pouch, Belt (contains money)
10 Rations
Rope, Silk (50 feet)
Sack
Waterskin
Climber's Kit
38 gold pieces
3 silver pieces

Vitals

Age: 36
Height: 7'6
Weight: 304
Appearance: Odon has fiery red hair and a sparse, short beard. He has green eyes that possess keen insight. Odon dresses simply, preferring simple, practical clothing and gear.

Background

Odon was one of the original half-giants created during the Psionic Awakening. He only vaguely remembers the two lives he possessed prior to the joining and prefers it that way. He leads a simple life of service to the Elan council now, performing as they bid with no complaints or questions.[/sblock]
 
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And the noble paladin returns.

Glad to be back :D
[sblock=William]
William Windwalker,
Human Paladin 2/Rogue 1

STR 16 (+3)
DEX 12 (+1)
CON 10 (+0)
INT 12 (+1)
WIS 12 (+1)
CHA 15 (+2)

HP: 21 (2d10+1d6) Speed: 30. Initiative: +1
AC: 17 (10 base + 4 armour + 2 Shield + 1 dex)
Saves: Fort: +2(2 Base + 0 Con) Ref: +1(0 base +1 Dex) Will: +1(0 base +1
Wis)
BAB: 2 Melee: 5 Ranged: 3 Grapple: 5 Trip: 3

Attacks:
Bastard Sword(1-handed): +7, 1d10+3 damage (19-20/x2)

Skills(Total/Ranks)[30 skill points]: Know:Religion(+6/5), Diplomacy(+9/5),
Heal(+6/5), Sense Motive(+6/5), Hide(+6/5), Move Silent(+6/5)

Feats[2]: Exotic Weapon Prof(Bastard Sword), Weapon Focus(Bastard Sword)

Class Features: Aura of Good, Detect Evil, Smite Evil 1/day (+2 atk, +3
damage)

Racial Features: Bonus Feat, Bonus Skill points

Languages:
Azgundi, Common, Orcish

Equipment:
MW Bastard Sword (305 gp)
MW Chain Shirt (100 gp)
Hvy Wood Shield (7 gp)
8 GP

Background

Sir William Windwalker is destined to become a special knight, trained in
the ways of the shadow. The Knights of Shadow are an order of holy men who
dedicate their lives to keeping Good people as
seperated from the true darkness of the world as possible. They do this by
placing their own souls and bodies between the innocents and the evil. As
the Shadow stands between light and darkness, so do the
Knights of Shadow.

William has dedicated his life to the eradication of "Evil" after witnessing
many atrocities of war. He has natural Military talents and great Dedication
to become a powerful foe to the enemy... Unknown to him,
he is being watched by the Knights, and someday soon will be enlisted into
the secretive Knights of Shadow.

Personality

Sir Windwalker (William to his peers) is steadfastly dedicated to Good,
whether it be through Acts of kindness, Eradication of Evil, or whatever. He
is a firm believer in 'doing the right thing', even when it's
not always the smart thing. (Though that does not, as some have wrongly
guessed, stem from a lack of intelligence, merely a belief that if it's the
right thing to do, it's probably worth it).

William is not your standard 'stick up the rear' Holy Warrior, and is
dedicated to the Spirit of law and Goodness rather than the specific
innuendo's of it. As a Shadow Knight, he believes in the greater good,
though not to the point of overwriting individual freedoms. There is a very
fine line that must be walked between doing what you think is right for
everyone, and taking away their freedom to decide that
themselves.

The Knights of Shadow believe that by placing themselves closer to the
darkness, they keep everyone else safer, and they do the things that the
really good people shouldn't have to. Sometimes, if the knight is
not pure enough, this can lead to a degradation of character, and some
knights have been known to cross too far into the shadows, loosing
themselves. It's tough to maintain your righteousness when you're
constantly in contact with such vileness, but William's true heart will
shine through.
[/sblock]
 

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