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Miccah Stonebrother

Dwarf, 1st-Level Cleric of Heironeous
Medium Humanoid (Dwarf)
Hit Dice: 1d8+3 (11 hp)
Initiative: +0
Speed: 20 ft. in scale mail (4 squares); base speed 20 ft.
Armor Class: 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16
Base Attack/Grapple: +0/+2
Attack: Longsword +3 melee (1d8+2/19-20/x2) or Lt crossbow +0 ranged (1d8/19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dwarf traits
Special Qualities: Darkvision 60 ft., dwarf traits
Saves: Fort +5*, Ref +0*, Will +4*
Abilities: Str 14, Dex 10, Con 16, Int 12, Wis 14, Cha 10
Skills: Appraise +3, Craft (blacksmithing) +3, Craft (stonemasonry) +3, Listen +2, Spot +2, Knowledge Religion: +5, Concentration +7, Knowledge History +5
Languages: Common, Dwarf, Goblin
Domain 1: War Weapon proficiency and Weapon focus Longsword
Domain 2: Law Cast all Law Spells at +1 level.
Feats: Improved Turning
Alignment: Lawful Good

Dwarf Traits (Ex): Dwarves possess the following racial traits.
· +2 Constitution, –2 Charisma.
· Medium size.
· A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
· Darkvision out to 60 feet.
· Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
· Weapon Familiarity: Dwarves treat Dwarven waraxes and Dwarven urgroshes as martial weapons, rather than exotic weapons.
· Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
· +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
· +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
· +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).
· +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
· +2 racial bonus on Appraise checks that are related to stone or metal items.
· +2 racial bonus on Craft checks that are related to stone or metal.

Equipment:
Scale mail-50
heavy wood shield-3
Longsword-15
lt. Crossbow-35
backpack-2
waterskin-1
2 days rations-1
bedroll-5s
sack-1s
flint and steel-1
case with 10 bolts-1
wooden holy symbol of Heironeous-1
3 torches-3c
5 vials-5 (holy water)
1 scroll of CLW



Spells memorized:
Orisons (DC: 12): Mending, Light, and Detect Poison
Domain 1st Level (DC: 14): Protection from Chaos
1st Level (DC: 13): Sanctuary and Bless

MIccah is on the caravan being sent to his first temple for duty. He has a feeling that he will be taking a round about route to get there.
 

Aislin the Wrathborne

Human, 1st-Level Fighter

Hit Dice: 1d10+2 (12 hp)
Alignment: Chaotic Good
Initiative: +1
Speed: 30 ft. in
Armor Class: 17 (+4 chain shirt, +2 shield, +1 dex), touch 11, flat-footed 16
Base Attack/Grapple: +1/+4
Attack: Bastardsword +4 melee (1d10+3/19-20/x2)
Saves: Fort +4, Ref +1, Will +0
Abilities: Str 16, Dex 12, Con 15, Int 10, Wis 10, Cha 10
Skills: Climb +3, Intimidate +4, Jump +3, Ride +1, Spot +1, Swim +5, Use Rope +1
Languages: Common
Feats/Special Abilities: Power Attack, Cleave, Martial Weapon Prof., Armor Prof. (lt, med, hvy), Simple Weapon Prof., Exotic Weapon Prof., Shield Prof.

Equipment: bastard sword, dagger, chain shirt, heavy wooden shield, traveling clothes, belt pouch, chalk, iron pot, tankard, waterskin,torches, sewing needle, lamp, oil flask, rations, rope, empty flask, fishhook, flint and steel, candles, bedroll, backpack.

Background:
Aislin grew up in a rural village with her mother, Tressa, and her father, Brennan. Life was typical, her family worked the land, and she had a happy childhood. But when she was about 13, it was forever destroyed the day the border raiders came.

Most of the men in the village, including her father, were killed defending the village. Her mother and her were brutalized before the horde left the village in ruin. Her idyllic childhood ended that day.

The remaining villagers managed to pick up the pieces and put the village back together as best they could. For Aislin, though, it would never be better. Her mother became a shell of the woman she used to be, becoming ill, and eventually passing away.

At 15, Aislin had become an angry youth, hating the fact that she couldn’t defend herself or family. With nothing to keep her there anymore, she left her village and old life behind, vowing that she would one day learn to fight. Never again would the past be repeated, she vowed.

She managed to make it to the city and find a job and lodging. By night, she waits tables at a respectable inn, the Golden Griffin. It is run by a bear of a man named Callon Tierney. He is tough but has a big heart. He took Aislin in, giving her a job and a place to stay. She also found a school for training in the fighting arts. So during the day she trained.

Now 18, she has taken a job guarding a caravan. When she gets back to the city, she still stays with Callon and his family and waits tables in the Golden Griffin between caravan jobs.

Aislin is a lot like Callon, tough but fair. She can dish out the hurt but take her lumps too. She does have a fiery temper, though, which sometimes gets her into trouble. She’s working on that.
 
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Ravenspur; Gnome Sor1: Size S; HD 1d4+2; hp 6; Init +1; Spd 15 ft (base 20 ft); AC 13, touch 12, FF 12; Atk: -1 melee (1d2 - 1, Unarmed), +2 ranged (1d4, Sling), +2 (1d4 - 1/crit 19-20, Dagger); SA +1 to attacks vs kobolds and goblinoids; SQ Low-light vision, +4 dodge vs giants, Speak with Animals, +2 saves vs illusion, spell-like abilities; SV Fort +2, Ref +1, Will +2; AL NG; Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 16.

Languages spoken: Common and Gnome

Skills and Feats: Bluff +7, Concentration +6, Knowledge (Arcana) +6, Spellcraft +6; Simple Weapon Proficiency, Spell Focus.

Sor Spells Per Day: 5/4.

Spells Known: Daze, Disrupt undead, Hypnotism, Ray of frost, Read magic, Sleep.

Possessions: 35 gp, Coins, Backpack, 5 Candle, Potion of cure light wounds, Waterskin, 2 Trail rations (per day), 2 Inkpen, Ink (1 oz. vial), 5 Paper (sheet), Flint and steel, Bedroll, Silk rope (50 ft.), Sling, Dagger, Padded Armor.
 
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Absinthe
Female medium humanoid (Elf)
Rog 1
Hit Dice: 1 (5 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 16 (+4 dex, +2 leather armor)
Base Attack/Grapple: +0/+2
Attack: Rapier +2 (1d6+2)
Full Attack: Rapier +2 (1d6+2)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak attack +1d6
Special Qualities: Elven traits
Saves: Fort -1 Reflex +6, Will 0
Abilities: Str 14, Dex 18, Con 8, Int 14, Wis 10, Cha 10
Skills: Bluff +4, Disable Device +8, Hide +10, Listen +6, Move silently +10, Open Lock +10, Search +8, Sense Motive +4, Sleight of Hand +8, Tumble +8
Feats: Stealthy
Treasure: Leather armor, rapier, light crossbow, masterwork thief's tools.
Alignment: CG
 
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Adson;
Human Mnk1: CR 1; ECL 1; Size M; HD 1d8; hp 8; Init +3; Spd 30 ft; AC 15, touch 15, FF 12; Atk: +1 melee (1d6 + 1, Unarmed), +1 melee (1d6 + 1, Quarterstaff), +4 (1d2 + 2, Shuriken), +4 (1d4 + 2/crit 19-20, Dagger), +4 ranged (1d8 + 1/crit x3, Longbow); SV Fort +2, Ref +5, Will +4; AL LN; Str 12, Dex 16, Con 10, Int 10, Wis 15, Cha 10.
Languages spoken: Common
Skills and Feats: Balance +5, Escape Artist +6, Hide +4, Jump +2, Listen +6, Move Silently +4, Sense Motive +3, Spot +6, Tumble +6; Blind-Fight, Improved Unarmed Strike, Point Blank Shot, Precise Shot.
Possessions: 9 gp, Coins, 2 Dagger, Monk's outfit, 2 Common meal (per day), 5 Shuriken (spiked or star), Quarterstaff, Longbow.

Description: Blonde, Blue-eyed, and enigmatic, Adson's most identifying traits are his long hair and the black blindfold he wears constantly. It doesn't seem to handicap him at all, as he still fights and fires his bow with with ease. He also bears no marks or symbols of any Diety.
 

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