Sewer Rats Rogue Gallery


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Har har, victims! I will show you who the victims are!

Chernguk

Race: Goblin
Class: Scout, 1, Dungeon Specialist variant
Class Feature: Move 10', add +1d6 damage.

Stats

DEX: 19 (+4)
INT: 16 (+3)
CON: 15 (+2)
WIS: 14 (+2)
STR: 12 (+1)
CHA: 11 (+0)

Combat Stats

BAB: 0 _______ FORT: +2________ REF: +6___________ WILL: +2
AC: 18 (Studded Leather)
HP: 10
Light Crossbow: +5 (past PB range) / +6 (Point Blank Shot). 1d6, 19-20/x2, 90 ft range
Throwing axe (x3): +5 (past PB range) / +6 (PBS). 1d4, 20 x2, 10 ft range

Feats
Level 1: Point Blank Shot
Trapfinding (Uses Search, PHBII errata)

Skills

Balance: 7
Climb: 7
Escape Artist: 7
Hide: 11
Knowledge Dungeoneering: 7
Listen: 6
Move Silently: 11
Search: 7
Sense motive: 6
Spot: 6
Tumble: 7

Equipment

Studded leather: 25
Light Crossbow: 35
Crossbow Bolts (50): 5
Throwing Axes (3): 24
Dagger (3): 3
Backpack: 2
Rations: 5
Metal Pot: 1
Flint and Steel: 1
Grappling Hook (2): 2
100' of Rope: 2
Waterskin: 1
Pouch Belt: 1
Waterproof Bolt Quiver: 5

Remaining currency: 8 gp

Character Background

Chernguk Skaltch

Chernguk was born in the warrens of the goblin slums, far removed from any dignity or righteous morality that otherwise contributed to the civilization. His mother was killed in a fight over some food to feed him, and he never knew his father. From a very young age, the streets were his only known home, but soon he found that the inherent discrimination afforded to his race, and the fact that he had to steal and beg in order to survive, living above-ground was a very dangerous proposition.

Therefore, Chernguk moved underground, where he was far more comfortable. He learned from the others that lived in the sewers how to survive, and how to carve out a profitable existence beneath the filth of the light-dwellers. He flitted from place to place, group to group, always tense and always distrusting, developing a love and a hatred for the underbelly which he called home. He first saw the freedom and the camaraderie afforded to the sewer rats when he was an adolescent, and skulked and followed behind a group of a particularly unfortunate group. They were all mortally wounded, but still managed to complete their mission. The fervor with which they approached life, and the fatalism that pervaded their mentality, was very appealing to Chernguk.

He pried what supplies he could from their heavily damaged bodies, and a few years later, dared to call himself a Sewer Rat to others. He excels in scouting ahead, his natural darkvision providing an uncanny ability that many fellow Rats find unnerving and envious. He wishes to survive, even though he has always lived on the cusp of death. He will do whatever he needs to do in order to: first survive, then accomplish his mission, then protect his companions.

He is relatively quiet, but once talking seems unable to stop. He is averse to most forms of light, even artificial light used by the other Rats, and vocally makes it clear that this is so. He understands that many of the other races less suited for underground living require such light, and begrudgingly agrees to it as long as he is not negatively affected.

He is incredibly skilled at scouting, sneaking, and scurrying into precarious or difficult positions that other rats would be incapable of reaching. He wishes to minimize damage, as he is a natural scavenger, so therefore prefers to use accurate and precise weapons such as daggers or crossbows. A single shot to a vital organ, and the entire corpse can be consumed for weeks on end.

Character Apperance

Chernguk descends from the a race of smaller subterranean goblinoids, and has lived almost the entirety of of his life underground. He has mottled, pale skin replete with violet varicose veins snaking up his limbs, neck, and top of his bald head. He wears little other than the leather plates, connected together roughly with bolts and studs, and his gear that covers his body in pouches and straps. Hanging beneath his right arm, attached to a sling, is a sleek crossbow and a peculiar looking sealed quiver. A tightly bound backpack has two other quivers strapped to the sides, and jingles slightly with grappling hooks and gear. He has bone knee pads that look to be the skull caps of some large sewer rodent, and several other bones and skulls adorn his wear. A thick wrapping serves as makeshift pants, and his long toes are wrapped in thin leather boots that allow his freedom of motion in each digit.

His thin lips conceal small, spiked, carnivorous teeth. They are murky gray and nearly translucent, constantly being wetted by his ever mobile tongue. His small nub of a nose has been rubbed down several times, and is scabbed and permanently scarred. He has large eyes that have a milky blue iris and massive, reflective pupils, which contract to tiny specks in the presence of light.
 
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Pickwick

[sblock=BACKGROUND]I can remember when I never saw the sun before. I lived in The Dank, a cave with two or three hundred goblins, each one crazier than the last and twice as stupid. Our chief, Rotten Tongue, was getting on in years and there were a few of us ready to stab him in the back for his job. After all, only the goblin on top ever got any real power down there. I figured I had a better shot at the Chief than Cross-eyes, some kind of wizard or something, or that really odd hobgoblin, Martuk. I don't know where he came from, but he beat up half our guards just to get in, and he could carry a lot more stuff than us.

Anyway, so I was out on patrol one time, and when I got back, I saw the Chief talking with some skinny black-skinned Elf-Lips. TALKING! Like they were bestest friends or something. I didn't know what they were saying, but next thing I knew, the Elf had some kind of skinny glowing sword in his hand and he stabbed ol' Rotten Tongue right in the face. Welp, he did the job for us Chiefs-to-be. Now that Rotten Tongue was out of the way, I did the only respectable Goblin thing TO do.

I ran like hell.

It must have been days before I found the City's sewers. Found 'em through some hole in the wall, probably dug up by some giant worm or owlbear or something. I wandered around eating rats and finding all sorts of interesting crap in the filthy water. Eventually, I came upon the strangest thing. A forge. Yup. There was some kind of house down there. Had all kinds of books in one room with a bed, another room with a forge and anvil. Figured this was as best a place as any to claim. The Dwarf that was living there didn't think so. He was just as crazy as the goblins, dribbling and drooling with no teeth and his breath always smelled like fungus. Welp, he didn't like my taking his house (which didn't make sense - if you leave your house, it's not yours anymore) and we had a go at it. We got tired after a bit, then he actually talked at me and said he'd let me live if I helped him.

Turned out old Fungus-Breath wasn't so bad. He showed me how the forge worked, sent me hunting for ore, even let me read his books. Said he was a Battlesmith of Onatar. I believed him. I figured Onatar must be some Dwarf god, but he said that Onatar has many forms, including a brass dragon. Welp, Dragons are the toughest things there are, so I became a priest of Onatar too.

Then one day, I'm out rooting for scraps when I sees this group of short people round the corner, point at me, then throw a net over my head. I'm dragged up to the surface where the light hurt my eyes so bad that I can't see right no more. They told me I was a trespasser and had to work as a Sewer Rat to pay my debt to society. I had no idea what that meant at the time, but now I kinda like it. I get paid regular, I got a new group to back me up when I go looking for stuff, and I even get my own room.

Sure do wonder what happened to ol' Fungus-Breath though.[/sblock]

APPEARANCE

GENERAL
Race: Goblin, Gender: Male, Classes: Cloistered Cleric (1st), Alignment: Neutral Good

Age: 12 , Height: 3" 6', Weight: 46 lbs., Hair: , Eyes:, Skin:

Before Mods: STR 17, DEX 13, CON 15, INT 18, WIS 13, CHA 15
After Mods: STR 15, DEX 15, CON 15, INT 18, WIS 13, CHA 13

AC & SAVES
HP: 8 (1d6+2)
AC: 17 (Studded Leather + Dex+ Size); Touch: 14, Flat Footed: 14
Fort: +4, Reflex: +2, Will: +3

COMBAT
Senses: Listen -3, Spot -3, Search +4
Initiative: -4

BAB +0; Melee +2, Range +2

Longspear (Melee/Reach/two hands): +2 (1d6+3, 20/x3)
Warhammer (Melee/two hands): +3 (1d6+3, 20/x3)
Sling (Ranged): +2 (1d3+2, x2; Range 50)

[sblock=Racial Traits]

  • -2 Strength, +2 Dexterity, -2 Charisma.
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • A goblin’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +4 racial bonus on Move Silently and Ride checks.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Favored Class: Rogue.
[/sblock]LANGUAGES: Common, Goblin, Draconic, Elven, Giant, Orc

FLAWS
Inattentive: -4 to Listen and Spot checks
Unreactive: -6 to initiative Checks

FEATS
Sacred Healing (PHB II p89): As a a swift action, you can expend a turn undead attempt to gain +5 to Heal checks and heal +2 HP per die on all Conjuration (healing) spells until the end of your turn.
Sacred Purification (PHB II p89): As a swift action, you can expend a turn undead attempt to create a 60' radius puls of positive energy which heals all living creatures 1d8+Cha (0) points of damage. All undead in this area of effect take the same amount of damage.
Extra Turning: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
Simple Weapon Proficiency, Light Armor Proficiency, Martial Weapon Proficiency (Warhammer; Metal domain), Weapon Focus (Warhammer; Metal domain)

SKILLS (Note: Artifice Domain gives +4 to all Craft checks)
Craft Alchemy, Armorsmith, Blacksmith, Gemcutting, Sculpting, Weaponsmith +10 [4 Int + 2 Rank + 4 Artifice domain; 12 ranks total]
Decipher Script +8 [4 Int + 4 Rank; 4 ranks total]
Know Arcana, Dungeoneering, Nature, Planes, Religion +8 [4 Int + 4 Rank; 20 ranks total
Spellcraft +8 [4 Int + 4 Ranks; 4 ranks total]

[sblock=The Math]Total Skill Points [6+4]x4 = 40
Total Used: [12 (craft) + 20 (knowledge) + 4 DS + 4 SC] = 40[/sblock]
ABILITIES
Turn Undead 7/day
Bardic Knowledge +1
Spells: (0) 3, (1) 2+1

[sblock=Domains]
Artifice (Eberron Campaign Setting p276): Gain +4 bonus on Craft checks. You cast conjuration (creation) spells at +1 caster level. Domain Spell: animate rope.

Metal (Spell Compendium p276): You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for either the light hammer or the warhammer (your choice). Domain Spell: magic weapon.

Knowledge (bonus from ACF): Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level. Domain Spell: detect secret doors.[/sblock]Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.

EQUIPMENT
Studded leather armor 25 10.0
Daggers, 2 4 1.0
Longspear 5 4.5
warhammer 12 2.5
sling w/20 bullets 2 s 5.0
backpack 2 0.5
bedroll 1 s 1.25
belt pouch, 2 2 0.25
10 pcs. of chalk 10 c -
crowbar 2 5
flint and steel 1 -
holy symbol, wooden 1 -
ration, trail, 10 days 5 2.5
rope, silk, 50 feet 10 5
sacks, 4 4 s 0.5
sunrod, 2 4 2
waterskin 1 1
------------------------------------------------------------
Totals 74 g 8 s 10 c 41 lbs

Carrying Capacity: L 49.5 M 99.75 H 150 OH 150 OG 300 P/D 750

Money: (Starting Gold: 130) 54 g 2 s 90 c

EXPERIENCE POINTS: 0
 
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Code:
[B]Name:[/B] Alvin (Hardnose) Fleetfoot
[B]Class:[/B] Paladin(1)
[B]Race:[/B] Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] 
 
[B]Str:[/B] 10 +0      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 19 +4      [B]BAB:[/B] +1         [B]HP:[/B] 11 (1d10)+1
[B]Con:[/B] 13 +1      [B]Grapple:[/B] -3     [B]Dmg Red:[/B] 
[B]Int:[/B] 11 +0      [B]Speed:[/B] 20'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 14 +2      [B]Init:[/B] +4        [B]Spell Save:[/B] +X
[B]Cha:[/B] 14 +2      [B]ACP:[/B] -1         [B]Spell Fail:[/B] 15%
 
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +0    +4    +1    +0    +0    18
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 14
 
                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1    +1    +4
[B]Ref:[/B]                       0    +4    +1    +5
[B]Will:[/B]                      0    +2    +1    +3
  
[B]Weapon                  Attack   Damage     Critical[/B]
Dagger (Punching) (Small) +6     1d3        20/x3
Dart (Small)              +7     1d3        20/x2 20'
Sling (Small)             +7     1d3        20/x2 50'
Sword (Short) (Small)     +6     1d4        19-20/x2
 
[b]Languages:[/b] Common, Halfling
 
[b]Racial Traits[/b]
+2 morale bonus on saving throws against fear

[b]Class Features[/b]
Aura of Good
Detect Evil
Smite Evil

[b]Feats[/b]
Weapon Finesse
------------------------------------
Armor Proficiency (Heavy)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Martial Weapon Proficiency
Shield Proficiency
Simple Weapon Proficiency
------------------------------------

[B]Skill Points:[/B] 8       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Heal                       4    +2    +0    +6
Sense Motive               4    +2    +0    +6
 
[b]Equipment                                Cost   Weight[/b]
Backpack (Small)                         2gp    0.5lbs
- Dart (Small)                           5sp    1lbs
- Dart (Small)                           5sp    1lbs
- Dart (Small)                           5sp    1lbs
- Dart (Small)                           5sp    1lbs
- Sunrod                                 2gp    1lbs
- Sunrod                                 2gp    1lbs
- Sunrod                                 2gp    1lbs
- Sunrod                                 2gp    1lbs
- Sunrod                                 2gp    1lbs
- Sunrod                                 2gp    1lbs
- Alchemist's Fire (Flask)               20gp   1lbs
- Rope (Silk/50 Ft.)                     10gp   1lbs
- Rope (Hempen/50 Ft.)                   1gp    10lbs
Bolts (Crossbow/10) (Small)              1gp    0.5lbs
Crossbow (Light) (Small)                 35gp   2lbs
Dagger (Punching) (Small)                2gp    0.5lbs
Outfit (Explorer's/Small)                0cp    2lbs
Pouch (Belt) (Small)                     1gp    0.12lbs
- Chalk (1 piece)                        1cp    0.5lbs
- Chalk (1 piece)                        1cp    0.5lbs
- Flint and Steel                        1gp    0.5lbs
- Bullets (Sling/10) (Small)             1sp    0lbs
Studded Leather (Small)                  25gp   10lbs
Sling (Small)                            0cp    0lbs
Sword (Short) (Small)                    10gp   1lbs
 
[B]Total Weight:[/B]35.62 lbs.      [B]Money:[/B] 107gp, 8sp, 8cp Gems:
 
                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                25    50    75
 
[B]Age:[/B] 26
[B]Height:[/B] 3' 1"
[B]Weight:[/B] 35 lbs.lb
[B]Eyes:[/B] 
[B]Hair:[/B] 
[B]Skin:[/B]
Appearance: Hardnose is of average height and weight, with short black hair and black eyes. His face is normally drawn up into a frown, although he has been known to smile but only if relaxing with friend. In actual fact, he has been know to smile at other times but people who see it don't tend to live to tell the tale.

[sblock=Background]
Alvin Fleetfoot wanted to be a Paladin of Yondalla since he was a child. Sadly Yondella's church in the city is fairly small and has no facilities for training paladins. However Yondalla saw something in the young halfling and come to a deal with Heironeous to get his church to train Alvin. Cuthbert, Heironeous' high priest for the city, is a raciest. In his view the inferior races are welcome to worship his god but they have no place in the church's clergy. Unfortunately for Cuthbert, Heironeous wants what Yondalla is offering and has no patience for a reticent cleric. So Cuthbert has no choice but to arrange for Alvin's training.

Time passes and despite Cuthbert throwing numerous obstacles in his path, Alvin becomes a paladin. Hardnose isn't like a normal paladin. Normal paladins see the goodness in everybody. If they think there is even a remote chance of converting evil to good, they will take it. Hardnose sees everything in black and white. The law is the law and must be obeyed, well at least Hardnose's interpretation of the law. Likewise evil is evil and must be destroyed. Hardnose sees himself as judge, jury and executioner.

Alvin is in a very peculiar position. While he is a paladin of Yodalla, technically he is a member of the Church of Heironeous. Yondalla appears to approve of Hardnose's methods, well at least she has not stripped him of his powers, and Heironeous is still enjoying Yondalla's favours and keeping silent on the issue. Cuthbert sees Hardnose's behaviour and his god's silence as a godsend. When, despite numerous warning and direct orders, Hardnose still carries on as he always has; Cuthbert takes his chance. Consequently Hardnose is excommunicated by the Church of Heironeous.

While Hardnose couldn't give two hoots for the church of Heironeous, the hierarchy of the church has a lot of power and influence. Once they put out the word that Hardnose is an untouchable, he finds doors that were previously open start to close to him. While he is welcome in the church of Yondalla. They have very little power and influence and absolutely no use for a paladin. Eventually he has no other option than to join the sewer rats.[/sblock]
 
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Code:
[B]Name:[/B]Fergus  Kurkaz
[B]Class:[/B] Ranger
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] 
 
[B]Str:[/B] 18 +4      [B]Level:[/B] 1        [B]XP:[/B] 650
[B]Dex:[/B] 16 +3      [B]BAB:[/B] +1         [B]HP:[/B] 11 (1d8)+3
[B]Con:[/B] 17 +3      [B]Grapple:[/B] +5     [B]Dmg Red:[/B] 
[B]Int:[/B] 16 +3      [B]Speed:[/B] 20'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 13 +1      [B]Init:[/B] +3        [B]Spell Save:[/B] +X
[B]Cha:[/B] 11 +0      [B]ACP:[/B] -2       [B]Spell Fail:[/B] 15%
 
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +3    +0    +0    +0    17
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 14
 
                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +3    +0    +5
[B]Ref:[/B]                       0    +3    +0    +3
[B]Will:[/B]                      0    +1    +0    +1
  
[B]Weapon                  Attack   Damage     Critical[/B]
Greataxe                       +5     1d12+6        20/x3
Hand axe                       +5    1d6+4          20/x3
Shortbow                      +4     1d6             20/x3

 
[b]Languages:[/b] Common, Dwarf, Gnome, Giant, Undercommon
 
[sblock=Racial Traits]
    +2 Constitution, -2 Charisma.
    Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
    Dwarf 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 (unlike other creatures, whose speed is reduced in such situations).
    Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
    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.
    Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
    Stability: A dwarf gains 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.
    +2 racial bonus on saving throws against spells and spell-like effects.
    +1 racial bonus on attack rolls against orcs and goblinoids.
    +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    +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.
    Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
    Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
[/sblock]



[b]Class Features[/b]
Favored Environment (Underground): +2 bonus on Hide, Kn (Underground), Listen, Move Silently, Spot, and Survival 
Wild Empathy

[b]Feats[/b]
Track
Power Attack
------------------------------------
Armor Proficiency (Light)
Armor Proficiency (Medium)
Martial Weapon Proficiency
Shield Proficiency
Simple Weapon Proficiency
------------------------------------

[B]Skill Points:[/B] 36       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                        1      +4   -2     +3
Craft (Blacksmith)       3     +3    +2     +8
Craft: Stonemason      3     +3    +2    +8
Hide                         4     +3    -2     +6 (+8 Underground)
Kn (Dungeonerring)     4     +3    0     +7 (+9 Underground)
Kn (Nature)               3     +3    0     +6
Listen                      4     +1    0     +5 (+7 Underground)
Move Silently           3     +3    -2     +4 (+6 Underground)
Search                     3   +3    0     +6 
Spot                         3   +1  0    +4 (+6 Underground)
Survival                    4   +1  0    +5 (+7 Underground)
Swim                        1   +4  -2    +3

[b]Equipment                                Cost   Weight[/b]
Chainshirt                                    100 gp
Greataxe                                      20 gp
Handaxe                                        6 gp
Shortbow                                     30 gp
Arrows 20                                      1 gp
Backpack                                       2 gp

[B]Total Weight:[/B]      [B]Money:[/B] 201 gp
 
                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]             
 
[B]Age:[/B] 
[B]Height:[/B]
[B]Weight:[/B] 
[B]Eyes:[/B] 
[B]Hair:[/B] 
[B]Skin:[/B]
Appearance: Fergus is a squat, solid dwarf, powerfully built.
Background: Fergus was born to wander tunnels it seems. He had a knack for it. He make his way through the darkest tunnels and learned all the tricks that lie unseen in the blackness. It was well that he did for one year he was selected by lottery as the clan's representative to the Sewer Rats. he received further training to help him make his way in the Sewers. Were he not designated for the Rats, Fergus would have made an excellent Tunnel Scout or Defender. But with his destiny set, he received extra training in those skills the Rats needed, stone and metal repair especially. You see it was Fergus' clan that had dug the Blackshafts long ago. The clan had an honor debt to fulfill for that error and they sent young dwarfs to serve the City to help combat the evils that the Blackshafts have unleashed. So Fergus is honor and duty bound to serve in the Sewer Rats. That makes him a bit of an oddity as he sees this position as an honor, the opportunity to restore his clan's honor. Which makes people think he is crazy and belongs with the Rats anyway.
 
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Kobold Rogue

Name: Needles
Sex: Male
Race: Kobold
Class: Rogue Variant
XP: 675/1000

Black scaled and red eyed, a kobold watches from the shadows. Standing only 2 feet tall, and only 35 pounds while sopping wet, Needles does not let that stop him from anything. His eagerness to use his rapier to put holes in those he doesn't like has earned him the name of Needles. Sometimes he's elegant with the work he does. At other times, it's more of the workings of a madman. He doesn't care.

Carrying a pack of bullets for his sling, along with his favored rapier, Needles is now intent on using his skills to earn some money. Sewer Rat work seems to have called for him, and he's happy to answer. As long as he doesn't have to work with gnomes, of course.

Wearing a ragged but effective studded leather armor underneath his black hooded cloak, he looks a little on the crazy side. Ok, a LOT on the crazy side once you talk to him. With a pair of 'borrowed' thieves tools, he's set on using them and his luck to earn some coin. If he has to kill a few things to do so, then so be it.

[sblock=Attributes]
Code:
Attributes (17, 17, 15, 13, 13, 12)
Str:  9 (-1) (-4 Racial)
Dex: 19 (+4) (+2 Racial)
Con: 15 (+2) (-2 Racial)
Int: 15 (+2) 
Wis: 13 (+1) 
Cha: 12 (+1) 

HP: 8
BAB: +0
Initiative: +4
Grapple: -5
Speed: 30'

            Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:       10    +3    +0    +4    +1    +1    +0    +19      
Touch: 15
Flatfooted: 15
ACP: -1

Saves
          Base   Mod  Misc  Total
Fort:       0    +2    +0    +2
Ref:        2    +4    +0    +6
Will:       0    +1    +0    +1

Languages
  Draconic, Common, Undercommon
[/sblock][sblock=Feats/Skills]Feats
Tactile Trapsmith (Use DEX modifier for Search and Disable instead of INT modifier)
Dodge (Choose one opponent to gain +1 Dodge bonus to AC)
Code:
Skills:  (8 Class +2 INT X4=40)
Skill Points:        Max Ranks: 4/2
Skills        40         Ranks  Mod  Misc  Total

Balance                    4    +4    -1    +7
Disable Device             4    +4    +0    +8
Hide                       4    +4    +3    +11
Listen                     4    +1    +0    +5
Move Silently              4    +4    -1    +7
Open Lock                  4    +4    +0    +8
Search                     4    +4    +2    +10
Spot                       4    +1    +0    +5
Swim                       4    +2    -2    +4 
Tumble                     4    +4    -1    +7
[/sblock][sblock=Racial Abilities]-4 STR, +2 DEX, -2 CON
Small Size - +1 AC, +1 bonus to all attacks, +4 Hide, -4 Grapple, lifting/carrying = 3/4 of Medium characters
30' speed
Darkvision 60'
+2 Craft Trapmaking, Profession Miner and Search
+1 Natural Armor
Special Quality - Light Sensitivity (Dazzled in bright sunlight or within radius of daylight spell)
Automatice Language - Draconic[/sblock][sblock=Rogue Variant Abilities]Proficiency - All Simple Weapons plus Sap, Rapier, Hand Crossbow, Shortbow and Short Sword. Proficient with Light Armor but not shields.
Rogue Variant - Lose Sneak Attack to gain Bonus Feats as Fighter
Trapfinding - Search skill to locate traps[/sblock][sblock=Combat]
Code:
Attacks
   Rapier        =  +0 to hit, 1d4-1dmg, 18-20/x2, P
   Sling         =  +5 to hit, 1d3-1dmg, x2, 50', B
   Dagger Melee  =  +0 to hit, 1d3-1dmg, 19-20/x2, P or S
   Dagger Ranged =  +5 to hit, 1d3-1dmg, 19-20/x2, 10', P or S

Combat:
Melee +
Ranged +
[/sblock][sblock=Equipment]
Code:
Equipment: 57gp 9sp 5cp
Item                         Cost(gp)      Weight (lbs)
Studded Leather                25             10
MW Backpack                    50              1*
Cold Iron Dagger                4               .5
Rapier                         20              1
Sling                           0              0
Bullets x20                      .2            2.5
Belt Pouch                      1               .125
Chalk x5 (colored)               .05           0
Rations x2                      1               .5
Signal Whistle                   .8            0
Flint & Steel                   1              0
Waterskin                       1              1
MW Thieves Tools              100              2
Small Steel Mirror             10               .5
Caltrops x2 Bags                2              4
Springloaded Wrist Sheath x2   10               .5


Current Total Weight = 23.625
*MW Backpack adds +1 Strength Score for Carrying Capacity

Light Load Max = 22.5 lbs - *24.75
Medium Load Max= 45 lbs - *49.5
Heavy Load Max = 67.5 lbs - *74.25
Lift off Ground = 135 lbs
Overhead = 67.5 lbs
Drag = 337.5 lbs
[/sblock]
 
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Code:
Name:           Gunzuul Farreach
Class:          Psion (Kineticist) 1
Race:           Dwarf
Size:           Medium
Gender:         Male
Alignment:      Chaotic Good
Deity:          Boccob the Uncaring

Str: 17  +3     Level:  1      XP:          300
Dex: 13  +1     BAB:    +0     HP:          7/7
Con: 16  +3     Grapple:+3     Dmg Red:     nil
Int: 16  +3     Speed:  20'    Power Res:   nil
Wis: 12  +1     Init:   +1     Power Save:  13 + power level
Cha: 09  -1     ACP:    +0     

         Base   Armor   Shld   Dex   Size   Nat   Misc   Total
Armor:   10     +0      +0     +1    +0     +0    +0     11
Touch:   11     Flatfooted:    10

Saves:   Base   Mod     Misc   Total
Fort:    +0     +3      +0     +3
Ref:     +0     +1      +0     +1
Will:    +2     +1      +0     +3

Weapon          Attack  Damage       Critical
Crossbow, heavy +1      1d10         19-20/x2
Shortspear      +3      1d6+3        x2

Languages:      Common
                Draconic
                Dwarven
                Gnome
                Goblin

Abilities:      Favored class: Fighter
                Manifest powers

Feats:          Mind Over Body (character level 1)
                Body Fuel (psion level 1)

Skill Points: 20        Max Ranks: 4/2.0
Skills                  Ranks   Mod  Misc  Total  Attribute  Notes
Autohypnosis            +4      +1   +0    +5     Wis
Climb*                  +2.0    +3   -3    +2     Str        Medium encumbrance
Concentration           +4      +3   +0    +7     Con        
Knowledge(Arch & Eng)   +4      +3   +0    +7     Int
Psicraft                +4      +3   +0    +7     Int

*Note: for Scenario 2, light load means no encumbrance, so Climb skill is +5

Equipment:                           Cost      Weight
Ale (5 gallons – in keg)             1.00 gp  40 lb
Backpack                             2.00 gp   2 lb
Bolts, crossbow, 50                  5.00 gp   5 lb
Crossbow, heavy                     50.00 gp   8 lb
Explorer’s outfit                    -         -
Flint & steel                        1.00 gp   -
Keg (capacity 5 gallons)             2.00 gp  20 lb
Rations, trail (per day) (x5)        2.50 gp   5 lb
Rope, hemp (50 ft)                   1.00 gp  10 lb
Shortspear                           1.00 gp   3 lb
Tankard, stone                       0.50 gp   2 lb
                                    ========   ====
                                    66.00 gp  95 lb

Equipment list for Scenario #2:                Weight
Armor, leather                                15 lb
Backpack                                       2 lb
Explorer’s outfit                              -
Flint & steel                                  -
Rations, trail (per day)                       1 lb
Rope, hemp (50 ft) (x2)                       20 lb
Shortspear                                     3 lb
                                               ====
                                              41 lb

Total weight (Scenario #2): 41 lb (light)

Money: 73gp 0sp 20cp (in belt pouch)

Total Weight:   95 lb (medium load)

                Light   Med    Heavy       Lift  Push
Max Weight:     0-86    87-173 173-260     520   1300

PP per day:     3

Powers known:   3
Level 1:        [url=http://www.d20srd.org/srd/psionic/powers/controlObject.htm]Control Object[/url]
                [url=http://www.d20srd.org/srd/psionic/powers/energyRay.htm]Energy Ray[/url]
                [url=http://www.d20srd.org/srd/psionic/powers/forceScreen.htm]Force Screen[/url]

Age: 55
Height: 4'5"
Weight: 186lb
Eyes: blue
Hair: red
Skin: dark
[sblock=Game awards]Scenario #1 300 xp, 100 gp[/sblock][sblock=Purchases]Funeral expenses (Tania), 25 gp
Drinks, 2 rounds, 4 gp 8 sp
Armor, leather, 10 gp
Rope, hemp, 50 ft, 1 gp[/sblock]
Appearance: Gunzuul Farreach is … untidy. Actually, he’s usually filthy but that’s to be expected in a Sewer Rat. Still he’s pretty grotty, even by the Rats’ standards. His long hair and beard are ginger but you can’t often see the natural colour. His clothes are soiled, his hands encrusted with filth, he has a continual head cold. That may be a blessing, actually, because it means his sense of smell is dulled.

Despite this, his pale blue eyes are cold and his gaze is keen.

He wears nondescript clothes, carries a large crossbow and a vast quiver of bolts, and lugs a keg of ale around on his back.

Background: “Why am I a Sewer Rat? Why not? The job stinks, the pay’s lousy, and look at the scum I work in … and with. So? I do what I want and to hell with anybody who tries to tell me differently. Look, this lot are the lowest of the low … and that has its own appeal. I mean, when you’re on the bottom rung you take care of each other, because nobody else is going to. These blokes might not lay down their lives for me but they’ll bleed with me, and they have done – many a time. And I’d do the same for them. That’s what you do.”

“Not that I’d tell them that, though. And you can keep your mouth shut as well.”

“I owed a friend, a good friend, so I came down to find her when she went missing. As it turned out she died, and I nearly died, until some of these bastards came along and saved me. So I figured I’d hang around for a while. I’m still here.”

“I’m what you’d call a jack-of-all-trades. Well, we all have to be, down below. I can climb. I’m strong enough to pull some of the little fellas out of a hole, if they get stuck. Mind you, if they were to listen to me, they wouldn’t get stuck in the first place. I know enough about building to be able to tell if a piece of stonework’s dodgy, or where to lay a charge if you want to bring down a wall. And I can take care of myself, too. Anybody – or anything – that has a swipe at me, is in for a nasty surprise. I’ll fry ‘em as soon as look at ‘em. And if that doesn’t work, well, I’ll fill ‘em full of holes.”

“Now, are you finished? Because I’ve got some serious drinking to do. Cheers!”
 
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[sblock=Rork Brokenarrow]
[sblock=Game Info]
Race: Dwarf
Class: Scout
Level: 1
Alignment: Chaotic Good
Languages: Common and Dwarven
Deity: None[/sblock]
[sblock=Abilities]
STR: 14
DEX: 16
CON: 12 (+2 racial)
INT: 13
WIS: 15
CHA: 11 (-2 racial)[/sblock]
[sblock=Combat]
HP: 10 = [1d8=08] + 2 (CON) + 0 (misc)
AC: 16 = 10 + 3 (Studded Leather) + 3 (DEX)
AC Touch: 13 = 10 + 3 (DEX)
AC Flatfooted: 00 = 10 + 0 (Studded Leather)
INIT: +3 = +3 (DEX)
BAB: +0 = +0 (Scout)
Fort: +2 = +0 (Scout) + 2 (CON)
Reflex: +5 = +2 (Scout) + 3 (DEX)
Will: +1 = +0 (Scout) + 1 (WILL)
Speed: 20'
Damage Reduction:
Spell Resistance:
Spell Failure: 15%[/sblock]
[sblock=Weapon Stats]
Dwarven Waraxe(melee): +2 = +0 (BAB) + 2 (STR)/ DMG = 1d10+2(S), CRIT x3

Dagger(melee): +2 = +0 (BAB) + 2 (STR)/ DMG = 1d4+2(S), CRIT 19-20x2, Range 10 ft.

Shortbow(ranged): +3 = +0 (BAB) + 3 (DEX)/ DMG = 1d8(P), CRIT x3, Range 60 ft., Arrows: 40[/sblock]
[sblock=Racial Traits]
+2 Constitution, –2 Charisma.

Humanoid (Dwarf).

Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size.

Hill dwarf base land speed is 20 feet. However, hill dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Hill dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hill dwarves can function just fine with no light at all.

Stonecunning: This ability grants a hill 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 hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Stability: A hill dwarf gains 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.

+2 racial bonus on saving throws against spells and spell-like effects.

+1 racial bonus on attack rolls against orcs and goblinoids.

+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

+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.

Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.[/sblock]
[sblock=Class Features]
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.

Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.[/sblock]
[sblock=Feats]
Flaw 1-Precise Shot: Fire ranged weapons into melee without penalty.
Flaw 2-Dodge: +1 vs. selected target.
1st lvl-Point Blank Shot: +1 to attack and damage rolls on targets within 30'.[/sblock]
[sblock=Comfort Object]
You have developed a dependency for an object, environment, or person and you have difficulty sleeping without it.
Prerequisite: You must have endured a sleepless night without your Comfort Object.
Drawback: Any time you try to sleep without your Comfort Object, you must make a Will save (DC 10 + half your ECL) or be fatigued the next day due to a restless night. This fatigue stacks and may result in exhaustion if combined with another fatigue factor.
Benefit: Bonus Feat
Special: The Comfort Object should be something that CAN (and will) be taken away (Otherwise it's not a flaw).
Roleplaying Ideas: The Comfort Object can be anything you can justify including but not limited to, a doll, lucky underpants, a lover, the sleeping bag your grandma made you just before she died, etc. The Comfort Object could also be an enviornmental condition such as only being able to sleep in a fancy inn.[/sblock]
[sblock=Binge Drinker] Is that ale?! Oh, well, okay, just one....
Drawback: When your character is around and aware of alcohol your character must roll a will save (DC 16) to not drink. If you fail your will save, your character must drink one serving of alcohol. You may roll another will save to stop with an increased DC of +3 per serving of alcohol drank (stopping after your first serving has a DC 19, second serving has a DC of 22, so on).
Benefit: Bonus Feat
Special: Favoured Drink Variant: Select one type of alcohol as favoured. The initial DC is 19 for that drink. All other types of alcohol have DC 13. The DC to stop increases normally per drink.[/sblock]
[sblock=Skills]
Skill Ranks: 36 = [8 (Scout) + 01 (INT)] x 01 (LvL)
Max Ranks: 04
ACP: -1

Skills:
Code:
[FONT=Courier New][COLOR=white]Total                  Stat   Rank   Misc   ACP[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+06 =  Balance         +03    +04    +00    -01   DEX[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+04 =  Climb           +02    +03    +00    -01   STR[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+01 =  Craft:          +01    +00    +02#         INT[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+02 =  Disable Device  +03    +00    +00    -01   DEX[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+02 =  Escape Artist   +03    +00    +00    -01   DEX[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+06 =  Hide            +03    +04    +00    -01   DEX[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+01 =  Jump            +02    +00    +00    -01   STR[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+01 =  Know: Dungeon   +01    +00    +00          INT[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+01 =  Know: Geography +01    +00    +00          INT[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+01 =  Know: Nature    +01    +00    +00          INT[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+06 =  Listen          +02    +04    +00          WIS[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+07 =  Move Silently   +03    +04    +00    -01   DEX[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+02 =  Ride            +03    +00    +00    -01   DEX[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+05 =  Search          +01    +04    +02*         INT[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+02 =  Sense Motive    +02    +00    +00          WIS[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+06 =  Spot            +02    +04    +00          WIS[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+01 =  Swim            +02    +00    +00    -01   STR[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+06 =  Tumble          +03    +04    +00    -01   DEX[/COLOR][/FONT]
[FONT=Courier New][COLOR=white]+02 =  Use Rope        +03    +00    +00    -01   DEX[/COLOR][/FONT]
 
[FONT=Courier New]*Stonecunning[/FONT]
[FONT=Courier New]# +2 Craft (Metal)[/FONT]
[FONT=Courier New]^ +2 Appraise (Metal and Stone)[/FONT]
[/sblock]
[sblock=Spellcasting]
...[/sblock]
[sblock=Equipment]
Code:
[SIZE=2][SIZE=2][SIZE=2]Equipment               Cost     Weight[/SIZE]
[SIZE=2]Studded Leather         25 gp    20 lbs.[/SIZE]
[SIZE=2]Shortbow                60 gp    02 lbs.[/SIZE]
[SIZE=2]-Arrows (40)            02 gp    06 lbs.[/SIZE]
[SIZE=2]Dwarven Waraxe          30 gp    08 lbs.[/SIZE]
[SIZE=2]Backpack                02 gp    02 lbs.[/SIZE]
[SIZE=2]-Bedroll                01 sp    05 lbs.[/SIZE]
[SIZE=2]-Rope (10 ft, hemp)     01 gp    10 lbs.[/SIZE]
[SIZE=2]-Sack (2, empty)        02 sp    01 lb.[/SIZE]
[SIZE=2]-Trail Rations (2 days) 10 sp    02 lbs.[/SIZE]
[SIZE=2]-Waterskin (full)       01 gp    04 lbs.[/SIZE]
[SIZE=2]-Crowbar                02 gp    05 lbs.[/SIZE]
[SIZE=2]Belt Pouch              01 gp    .5 lbs.[/SIZE]
[SIZE=2]-Flint and Steel        01 gp    .5 lbs.[/SIZE]
[SIZE=2]-Glow Chalk (1 piece)   25 gp    00 lbs.[/SIZE]
[/SIZE][/SIZE]
 
 
[SIZE=2][SIZE=2][SIZE=2]Total weight carried: 68 lbs.[/SIZE]
 
[/SIZE][/SIZE]
Treasure: 2 gp,20 sp,5 cp Gems:

Carrying Capacity:
light- 58 lbs.
medium- 59-116 lbs.
heavy- 117-175 lbs.[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age:
Height: 4'2"
Weight: 147
Hair Color: Dirty Blonde
Eye Color: Green
Skin Color: Pale
Appearance: His hair and beard are kept long and often get tangled together and after inspection it would seem the only thing he took care of was (comfort object here). It has an almost unnatural shine to it.
Demeanor: He is rude most of the time, but has his moments of being...nice.[/sblock]
[sblock=Background]Rork was born to be a Sewer Rat, his mother and father were. Hell he was even born in the underground passages that riddle the countryside, a fact that he is proud of. Rork uses his knowledge and abilites to recover objects that have been long lost or to help clear areas for new construction.

Like his father and his father's father, Rork has a drinking problem...well HAD a drinking problem so he thinks. He wants to be the first Brokenarrow in his line to STOP consuming ale, but the deck is stacked against him. Since birth Rork has had ale with every meal, even as a baby, and he's a dwarf. What dwarf dosen't consume ale? He fights the urge to drink and the results varie.

Rork usually carries an anti-personal greande everywhere he goes, especially when he goes into the underground, and gets very nervous when he dosen't have one opn his person. His father was eaten alive by a den of trolls one day and refuses to go anywhere without the grenade. He's afraid that he to, like his father, will be eaten alive and if that fear becomes reality he can at least kill himself quickly by detonationg the grenade.[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock][/sblock]
 
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