Rogues Gallery: Shackled City Legacy PbP Game (Game Cancelled)

log in or register to remove this ad


Creator of The Untamed Wilds

Race: Elf
Alignment: True Neutral
HD: 3: Class: Rogue 2: Wizard 1: XP 3000
HP: 18 : Rogue = 6 + (L - 1)(d6+1)/2 = 9: Wizard = L(d6+1)/2 = 3: CON = 2HD = 6
[sblock=Racial Bonuses:]
Immune to Magical Sleep, +2 Save vs. Enchant, Low-Light Vision,
Martial Weapon Proficiency, +2 Listen, +2 Spot, +2 Search[/sblock]
Common, Elven, Draconic, Orc[/sblock]

[sblock=Rogue Abilities:]
+10+30Sneak Attack +1d6
[sblock=Wizard Abilities:]
000+2Summon Familiar
Scribe Scroll
Heirloom Scimitar +12315 gp410211d6+1

AC: 14: 10 + DEX(3) + Armor(1) + NA(0) + Def(0)
Bracers of Armor +11000 gpForearms+1 Armor Bonus
Light Grey Half-Sleeved TunicTorso
Dark Grey PantaloonsWaist-Legs
Potion Cure Light Wounds (6)300 gpbaldric

Spells per Day:

Skills: 54: Rogue = 4(8+INT) + (L-1)(8+INT) = 50: Wizard = L(2+INT) = 4
Craft ?INT(2)
Decipher Script42INT(2)
Disable Device53INT(2)
Escape Artist51DEX(4)
Gather Information22CHA(0)
Know Arcana42INT(2)
Move Silently73DEX(4)
Open Locks62DEX(4)
Sense Motive42WIS(2)
Slight of Hand51DEX(4)
Use Magic Device22CHA(0)
Use Rope51DEX(4)

EvasionSave for 0 instead of 1/2
Improved Initiative+4 Initiative
Martial Weapon Proficiencyscimitar
Simple Weapon Proficiencysling
Last edited:


the magical equivalent to the number zero
Brother Pi, NG male dwarf ninja 3

[sblock=Basic information]
STR 14 (+2)
DEX 17 (+3)
CON 14 (+2) (12 base +2 racial)
INT 12 (+1)
WIS 15 (+2)
CHA 12 (+1) (14 base - 2 racial)
[sblock=Stat rolls] rolling stats: 4D6.HIGH(3) = [5, 2, 6, 6] = 17
4D6.HIGH(3) = [5, 2, 1, 3] = 10
4D6.HIGH(3) = [3, 2, 6, 3] = 12
4D6.HIGH(3) = [6, 3, 2, 1] = 11
4D6.HIGH(3) = [5, 6, 4, 4] = 15
4D6.HIGH(3) = [4, 5, 1, 3] = 12
4D6.HIGH(3) = [5, 3, 1, 6] = 14
4D6.HIGH(3) = [1, 6, 3, 5] = 14
4D6.HIGH(3) = [2, 2, 5, 1] = 9
Fort: 3 (1 base + 2 CON)
Ref: 6 (3 base + 3 DEX)
Will: 5 (1 base + 2 WIS + 2 ki pool)

Base attack: +2
Melee attack:
- +1 shortsword +6 (1d6+3 piercing, 19-20/x2)
- masterwork dagger +6 (1d4+2 piercing/slashing, 19-20/x2)
Melee attack (two-weapon fighting):
- +1 shortsword +4 (1d6+3 piercing, 19-20/x2), and
- masterwork dagger +4 (1d4+1 piercing/slashing, 19-20/x2) or masterwork shuriken +4 (1d2+1 piercing, x2, range 10ft)
Ranged attack:
- masterwork hand crossbow +6 (1d4 piercing, 19-20/x2, range 30ft)
- masterwork dagger +6 (1d4+2 piercing/slashing, 19-20/x2, range 10ft)
- masterwork shuriken +6 (1d2+2 piercing, x2, range 10ft)

Initiative: +3
Hit dice: 3d6+6
HP: 20 [sblock=HP rolls] Max 1st level: 8
hp: 1D6+2 = [6]+2 = 8
1D6+2 = [2]+2 = 4
[/sblock]AC: 15 (10 + 3 Dex + 2 Wis)
Speed: 20
Languages known: Common (Harquel), Dwarven, Kanpurian

- Two Weapon Fighting (level 1)
- Stealthy (bonus)
- Weapon Finesse (level 3)

- Balance +4 (1 rank)
- Bluff +7 (6 ranks)
- Climb +3 (1 rank)
- Craft (poisonmaking) +2 (1 rank)
- Disable Device +4 (1 rank, +2 tools)
- Disguise +7 (6 ranks)
- Hide +11 (6 ranks, +2 feat)
- Listen +3 (1 rank)
- Move Silently +11 (6 ranks, +2 feat)
- Open Lock +11 (6 ranks, +2 tools)
- Search +2 (1 rank)
- Spot +3 (1 rank)
- Tumble +8 (5 ranks)
[/sblock][sblock=Features and proficiencies]
Racial features (dwarf):
- Constitution +2, Charisma -2
- Medium, speed 20 feet, speed is not reduced by armor or encumbrance
- Darkvision 60ft
- Stonecunning: +2 Search on unusual stonework, make Search checks on stonework, disable stonework traps
- Stability: +4 on saves versus bullrushed or tripped when on the ground
- +2 on saves versus poison; +2 on saves versus spells and spell-like abilities
- Attack +1 versus orcs and goblinoids; AC +4 versus giants
- Appraise +2 on stone or metal items; Craft +2 on stonework or metalwork

Class features (ninja):
- Proficient with simple weapons, hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, siangham. Not proficient with armor or shields.
- AC bonus: Add Wisdom modifier to AC when unarmoured and unencumbered. Additional AC bonus starting at level 5.
- Ki power: Use 4/day (half class level + WIS) for ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk. Add +2 on Will saves if at least one ki use remaining.
- Sudden Strike +2d6: Deal extra damage when target is denied Dexterity bonus to AC. Ranged Sudden Strike within 30 feet. Does not work on creatures with concealment, without discernable anatomies, and with immunity to extra damage from critical hits. Cannot deal nonlethal damage.
- Trapfinding: Can use Search skill to locate traps with DC higher than 20, and can use Disable Device to bypass traps or disarm magic traps.
- Ghost step (invisible): Can spend one use of ki power to become invisible for 1 round, as a swift action, that does not provoke attacks of opportunity.
- Poison use: Never risks accidentally poisoning himself when applying poison to a weapon.
+1 shortsword (signature item; disguised as broom)
Masterwork shuriken x15
Masterwork dagger
Masterwork hand crossbow
Bolts x20
Drow poison x4
Candle x10
Fish hook
Flint and steel
Rations x10
Silk rope 100ft
Grappling hook
Masterwork thieves’ tools
162 gp, 6 sp, 8 cp
[/sblock][sblock=Appearance, personality and background]
Appearance[sblock=Portrait]Broeder%u00252BPi%u00252Bklein.png[/sblock]With his brown-grey beard and friendly amber eyes, Brother Pi looks like a typical dwarf. Apparently unarmed and dressed in simple working clothes, he is often seen sweeping the floors with his sturdy broom.

Calm, friendly and cheerful, Brother Pi has come a long way from the cruel and selfish dwarf he once was. Having found peace of mind, he is very tolerant of the flaws and struggles of those around him, seeking only to guide them towards their destiny.

Brother Pi himself will readily admit he is still very much a student, but gradually he is learning to take on the role of mentor, taking a backseat to events unfolding around him.

The dwarf once known as Pilatus Sigma Omega was a poor orphan boy growing up in the dirty gutters and dangerous alleyways of Fruen, capital of the Theocracy of Thallin. Although he never speaks of it, some know he was recruited by the Iron Order, one of the many thieves’ guilds, learning to stay out of the hands of the King’s ruthless soldiers, and was eventually assigned to steal a magical sword belonging to a reclusive man named Hassan living in the Jagged Peaks mountains.

The hermit was waiting for him, not at all surprised at the dwarf’s arrival. Hassan asked why Pi would take his ninja-to; whether it was the right thing to do. Having no real answer, the dwarf was quickly outwitted verbally. Enraged, he attacked with a crude club, trying to land a hit on the man who stepped just out of reach with every move. Trying several other moves, Pi was defeated each time by the superior warrior, who held his magical sword up in defense but did not move to strike for a very long time.

When at last he had had enough, Hassan deftly knocked out the would-be thief with a single blow with the handle of his ninja-to. When Pi woke up, he was unbound and unarmed, with Hassan out of sight. Confused, the dwarf wandered the mountains until he found the hermit warrior making tea for two.

For reasons beyond him, Pi found he was offered more than tea; freedom, shelter, compassion, possibly friendship.

Confused and angry, Pi turned and left for the city. However, nearing the city walls, doubt crept in. How would the guild react to his failure? Was that truly the life he wished to live, a scared little slave to greed, probably dead within a decade by the hands of the law or a rival?

For a week, Pi lingered outside the city, pondering, watching. One day, he made a decision, and returned to the mountains. Not showing any surprise, Hassan welcomed the dwarf’s return with an already prepared cup of tea.

As time went by, the two men found an easy rhythm in their daily activities; Pi made tea and swept the floors of whatever place they made camp, while Hassan cooked and practiced his martial skills. It was unclear to Pi when his actual training started, because it felt like he had been meditating and moving quietly for weeks before he was asked to practice these skills together.

As he committed himself to Master Hassan’s training, the dwarf adopted the moniker Brother Pi, focusing particularly on the arts of moving unnoticed. When Hassan’s allies of the Fallow’s Cross Adventurers visited, or whenever news from the city was needed, Brother Pi was there, unseen, unheard. When the old thieves’ guild sought out the dwarf for settling the score on not acquiring the magical ninja-to, Brother Pi found Iron Ian, the Order’s vindictive guild master, in his secret chambers and after several failed attempts at reconciliation, dragged the unconscious man to a known hideout of the powerful Assassins’ Guild, where the Iron Order had a considerable debt. The shattered thieves’ guild never bothered Brother Pi again.

After many years, Brother Pi instinctively knows that although he still has much to learn, Master Hassan is counting on him to eventually become a teacher and mentor to those around him. Adopting the guise of a simple cleaner, the former thief moved to Cauldron City, hoping to eventually make a pilgrimage to the lands of Kanpur where his master comes from. Brother Pi currently works in the Gateway Inn, sweeping the floors while looking for potential students to train and helping those in need in small ways.

Current HP: 20 (max 20)
Last edited:


Bravec Trask

Bravec Trask
Human Urban Druid 3
Align: NG (no specific deity)
Str: 15
Dex: 16 (14+2 race)
Con: 10
Int: 12
Wis: 13
Cha: 16
HP: 18=(8+8+2)
AC: 18 FF: 13 Touch: 14
Saves: Fort: +3 Ref: +4 Will: +4 (+2 in favored city)
Init: +3
BAB: +2

[sblock=Human Racial Features]
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.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.[/sblock]

[sblock=Urban Druid Class Features]
Weapons: club, crossbow (any), dagger, quarterstaff, rapier, sap, and short sword
Armor: padded, leather, and studded leather armor as well as bucklers
City Sense (Ex): An urban druid gains a +2 bonus on Gather Information and Knowledge (local) checks.
Favored City (Ex): At 1st level, an urban druid must select a favored city. This must be a settlement of
at least small town size (DUNGEON MASTER'S Guide, page 137) or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. As she gains levels, an urban druid may consider additional cities her favored cities. While within the city limits of one of her favored
cities, an urban druid gains a sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate
checks equal to her Wisdom modifier. In addition, she gains a +2 morale bonus on all Will saving throws.
Urban Companion (Ex): small animated object (wagon)
Crowdwalk (Ex): At 2nd level, an urban druid can move through crowds with ease, moving as if in an open space. If an urban druid attempts to move through a square occupied by a hostile creature (such as with a Tumble check or an overrun attempt), she gains a +4 bonus on any skill check, Strength check, or attack roll made to resolve the movement.
Alley Fighting (Ex): Urban druids are masters at fighting in cramped quarters, such as city alleyways or
narrow dungeon corridors. At 3rd-level, an urban druid's ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a Small or Medium humanoid), she gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a corner, the target does not gain the benefit of cover (unless the foe has total cover). The urban druid retains the benefits of cover against her enemy, unless she is fighting another urban druid or other creature with a similar power.
(Pending 4th) Disease Immunity (Ex): At 4th level, an urban druid becomes immune to all forms of disease, including supernatural diseases like mummy rot.
(Pending 5th) Urban Shape (Su):
(Pending 9th) Information Network (Ex):
Spell Casting (Cha based) [/sblock]

1st Level: Weapon Focus (Rapier)
Human Bonus: Point Blank Shot
Campaign Bonus (no fighter, item creation or metamagic) Investigator +2 sense motive and search
3rd Level: Dodge

Class Skills:
*Bluff 5 (Cha+3)
Concentration (Con)
Craft (Int+1)
*Diplomacy 5 (Cha+3) +4 syn
*Gather Information 5 (Cha+3)+2 City Sense
*Intimidate 1 (Cha+3) +2syn
Knowledge 1 (architecture and engineering) (Int+1)
Knowledge 1 (history) (Int+1)
Knowledge 5 (local) (Int+1)+2 City Sense
Perform (Oratory) 1 (Cha+3)
Profession (Wis+1)
Sense Motive 5 (Wis+1) +2 feat
Speak Language—Common, Dwarven
Spellcraft 3 (Int+1)
Survival 1 (Wis+1)

Cross Class:
Appraise (Int+1)
Balance (Dex+3)
Climb (Str+2)
Disguise (Cha+3)+2 syn
Escape Artist (Dex+3)
Heal (Wis+1)
Hide (Dex+3)
Intimidate (Cha+3)
Jump (Str+2)
Listen (Wis+1)
Move Silently (Dex+3)
Ride (Dex+3)
Search (Int+1) +2 feat
Spot 1 (Wis+1)
Swim (Str+2)
Use Rope (Dex+3)

*=+1 when in favored city

Spells DC Level +3
4 orisons cure minor wounds, light, detect magic x2
3 1st Charm Person, Cure Light Wounds, Scatter Spray
2 2nd Bull’s Strength, Spider Climb





Gear: Base 2700 gp +1000 gp toward signature item.
Explorer’s Outfit
MW Buckler 165 gp
MW Studded Leather 175 gp
+1 rapier illuminating (signature item named) 2820 gp
Dagger x2 4 gp
Cold Iron Dagger 4 gp
Sap 1 gp
MW Crossbow, Bladed 450 gp
Quiver 20 bolts (3 alchemical silver, 3 cold iron) 8 gp
Standard Adventurer’s Kit 15 gp (Backpack, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50’), Sunrods (2), Trail Rations (10 days), Waterskin)
Spell Component Pouch 5 gp
Potion of cure light wounds 50 gp
1 gp 19 sp 10 cp

Animated Wagon (Squeaks)
Size/Type: Small Construct
Hit Dice: 1d10+10 (25 hp)
Initiative: +1
Speed: 70’ Swim 35’
AC16, Touch: 12, FF: 15
Base attack/Grapple: +0/-4
Attack/Full Attack: Slam +1 Melee (1d4)
Abilities: Str 11, Dex 13, Con 0, Int 0, Wis 1, Cha 1
Alignment: Neutral
Special Qualities: Low Light Vision, Dark Vision 60’,
Contstruct Traits:
No Constitution score.
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected.
Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not eat, sleep, or breathe.
Last edited:


[sblock=Dorin CG ♂ Human Duskblade 3]

Size: Medium
Height: 5' 9"
Weight: 250 lb
Skin: Tan
Eyes: Light Brown
Hair: Black Straight; Light Beard

[sblock=Ability Scores]
Strength 18 (+4)
Dexterity 15 (+2)
Constitution 17 (+3)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 14 (+2)

Total Hit Points: 25 [11,8,3]
Speed: 30 feet
Armor Class: 17 = 10 +5 [+1 chain shirt] +2 [dexterity]
Touch AC: 12 Flat-footed: 15
Initiative modifier: -4 = +2 [dexterity] -6 [unreactive]
Fortitude save: +6 = 3 [base] +3 [constitution]
Reflex save: +3 = 1 [base] +2 [dexterity]
Will save: +5 = 3 [base] +2 [wisdom]
Attack (unarmed): +7 = 3 [base] +4 [strength]
Attack (missile): +5 = 3 [base] +2 [dexterity]
Grapple check: +7 = 3 [base] +4 [strength]

Languages: Abyssal, Common, Draconic, Goblin

Falchion [2d4+6, crit 18-20/x2, 8 lb, two-handed, slashing]

Heavy Flail [1d10+6, crit 19-20/x2, 10 lb., two-handed, bludgeoning]

Composite Longbow +4 [1d8+4, crit x3, range incr. 110 ft., 3 lb, piercing]

+1 Spiked Chain [2d4+7, crit x2, 10 lb., two-handed, piercing]

+1 Chain shirt [light; +5 AC; max dex +4; check penalty -1; 25 lb.]

Unreactive [Flaw]
[sblock=Knowledge Devotion] [From Flaw] = receive insight bonus on attack and damage rolls against that creature type for the remainder of the combat based on knowledge roll total:
15 or below +1
16—25 +2
26—30 +3
31—35 +4
36 or higher +5
Blind-fight [Human]
Power Attack [Level 1]
Combat Casting [free to duskblades at level 2]
Exotic Weapon Proficiency Weapon: Chain, Spiked [DM Generosity]
Cleave [Level 3]

Appraise Int 3 =+3
Balance Dex* 2 =+2
Bluff Cha 2 =+2
Climb Str* 5 =+4+1
Concentration Con 5 =+3+2
Craft Int 3 =+3
Decipher Script Int 4 =+3+1
Diplomacy Cha 2 =+2
Disguise Cha 2 =+2
Escape Artist Dex* 2 =+2
Forgery Int 3 =+3
Gather Information Cha 2 =+2
Heal Wis 2 =+2
Hide Dex* 2 =+2
Intimidate Cha 2 =+2
Jump Str* 5 =+4+1
Knowledge (arcana) Int 9 =+3+6/+5[Knowledge, Monster]
Knowledge (architecture) Int 4 =+3+1
Knowledge (dungeoneering) Int 4 =+3+1/+5[Knowledge, Monster]
Knowledge (geography) Int 4 =+3+1
Knowledge (history) Int 4 =+3+1
Knowledge (local) Int 4 =+3+1
Knowledge (nature) Int 9 =+3+6/+5[Knowledge, Monster]
Knowledge (nobility) Int 4 =+3+1
Knowledge (religion) Int 9 =+3+6/+5[Knowledge, Monster]
Knowledge (planes) Int 4 =+3+1/+5[Knowledge, Monster]
Listen Wis 2 =+2
Move Silently Dex* 2 =+2
Perform Cha 2 =+2
Ride Dex 3 =+2+1
Search Int 3 =+3
Sense Motive Wis 3 =+2+1
Spellcraft Int 6 =+3+1/+2 [Knowledge, arcane]
Spot Wis 2 =+2
Survival Wis 2 =+2
Swim Str** 5 =+4+1
Use Rope Dex 2 =+2

* = check penalty for wearing armor
Know Nature >=5 ranks gives +2 on survival checks above ground.
Collector of Stories >= Gain +5 bonus on Knowledge checks to identify monsters

Spell DC 13+Spell Level

Zero-level Duskblade spells: 5 known 5 per day:
Detect Magic
Read Magic
Dancing Lights
Ghost Sounds
Touch of Fatigue

First-level Duskblade spells: 4 known 5 (4+1) per day:
Chill Touch
Resist Energy
Shocking Grasp
Ray of Enfeeblement


Total 118 lb

56 lb Weapons / Armor (from above)
20 lb Tent
10 lb Rations (1 day) x10
8 lb Water-skins x2
6 lb Arrows (quiver of 20) x2
5 lb Bedroll
5 lb Rope (50', silk)
2 lb Backpack
2 lb Lantern (hooded)
3 lb Oil flasks x3
1 lb Whetstone
Flint and steel
Ink vial
Ink pen
Signal whistle
[sblock=Carrying Capacity]
Light load: 100 lb. or less Medium load: 101-200 lb. Heavy load: 201-300 lb.
Lift over head: 300 lb. Lift off ground: 600 lb. Push or drag: 1500 lb.
Last edited:

Remove ads


Remove ads

Upcoming Releases