Streets of Seilen PCs

Mal Malenkirk

First Post
Mal Malenkirk

Human Fighter; level 5

Strength 16
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 8


Language: Syran, Nordveni, Sleurithian

HP 44 (using the Character generator average HP, otherwise it’s 20 + 4D10)

Skills; 40 points (Base of 2, +1 for being human, +2 for Intelligence = 5 ; 40 at level 5)

Climb 8 ranks, +3 ; +11
Appraise 1 ranks (cost 2 pts) +2 intelligence; +3
Craft (Weaponsmith)1 ranks, +2 intelligence ; +3
Handle animal 5 ranks, -1 charisma ; +4
Jump 8 ranks, +3 strength, +10 (magic item);+21
Ride 8 ranks, +3 dexterity, +2 synergy ; +13
Swim 8 ranks, +3 strength ; +11

40 skill points

Feats; 6

Weapon Focus and Weapon specialization (long sword)
Point Blank Shot and Rapid Shot
Quick draw
Iron Will

Gears (using character generator);

Self

Chain Shirt +1
Long sword +1
4 daggers
Large steel shield +1
Boots of striding and jumping
Cloak or Resistance +1
MW mighty composite longbow +2 STR
Backpack
Potion belt, masterwork
Bedroll
Whetstone
Crowbar
1 bottle of fine wine (Cider, actually)
40 arrows
Explorer’s outfit.
Waterskin
2 day ration

28 GP left

Background

Mal Malenkirk is the son of a rich merchant. He’s not a noble but he does come from a proud lineage. His grand father was a famed Nordveni raider that retired peacefully in Talossa for the love of a woman. His war stories marked the youth of Mal.

When he turned 17, his father sent him away to Brael and enrolled him in the best university. He sent him money on a regular basis for tuition and subsistence. But within 2 months Mal had dropped out of school and was using the money for drinking and wenching. Because he was regularly involved in tavern brawls, he also enrolled in a swordmanship school. The idea was to learn self-defense, but Mal discovered that the art of fighting is perhaps the only thing in this world for which he has real talent.

But all good things must come to an end and Mal's father eventually found out how he was using the money that was sent to him. Mal was disowned after a bitter quarrel with his family. Mal still speaks bitterly about this event and hasn't talked to his father since.

Next thing you know, Mal became a mercenary out of necessity. Fighting is basically the only skill he picked up so he had no choice. He is a very peculiar mercenary, though. He doesn't really like to risk his life, but he likes to starve even less. He is somewhat lazy and whiny. He doesn't like needless exertion - basically he only rouses himself for sword training and avoiding getting hurt.

As the son of a rich man, he is very attached to his material comfort. But as the son of a merchant, he hardly has a lot of class. He doesn't hide that his main objective is to become filthy rich and retire as soon as possible. But at the rate he spends what he earns, retirement might be farther away than he hopes.

He is Chaotic Neutral because he is remarkably amoral (not immoral!) and aggressively individualistic. He is quite a bit of an egomaniac. He does have a saving grace though; he is fanatically loyal to his friends. He rarely expresses it in speech but he always does in deeds.

Additional info:

Appearance: He's tall, thin and muscular. He's reasonably handsome, his low charisma is explained by other factors such as lack of empathy and an incredible talent for shoving hios foot in his mouth. He has a nasty scar that starts just under his left eye and runs down his chin. He offers a different account of how it happened every time he's asked about it. He has short-cropped brown hair and brown eyes. He often complains that the god could have been a little more original.

Faith: He addresses most of his prayers to Polychrome. Why? He's seen her icons and think that she's the most beautiful goddess! Also, he figures that since she's the messenger of the gods, she'll be able to redirect his prayers to the appropriate deity if necessary. Furthermore, Mal is rather easily distracted and somewhat loony, so he feels kinship with her. Finally, since there is no organized church of Polychrome, he has the perfect excuse to avoid attending mass.

Tastes: expensive and somewhat compulsive. He spends too much money on whims.

Family: He has a little sister, Dalia, that he loves more than his life. He hasn't seen her in a while and misses her. If she's ever in trouble, he'll do anything to help her out, no matter the nature of the trouble she's in. Father and Mother: he’s still angry at them, but if they were ever seriously threatened he'd stand by them without any hesitation. When everything has been said and done, he is still a Malenkirk.

Morals: It pretty much begins and end with loyalty; loyalty to family, friends and ancestors. But he rarely talks about such matters so he can often appear totally amoral. Aside from that, he’s closer to being Chaotic Good than Chaotic Evil. He never accepts to perform evil deeds for money, even though he’s a mercenary. He’s just not keen on risking his life and fortune to help total strangers without the promise of material rewards in return.
 

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Kaiambus Arkhendeire
Human Ranger/Sorcerer (2/3), CG,
Age 21, 5'10, 175 lb., Green Eyes, Dk. Blnd Hair

S 12, D 16, C 12, I 12, W 13, Ch 14
HP (30), AC 16 (+2 Leather, +3 Dex, +1 Ring)
BAB +3, Melee +4, Ranged +6, Init. +3
Fort +5, Ref +4, Will +4
Move 20', Spell Failure 10%

Skills: Animal Empathy +7, Climb +4, Concentration +4, Handle Animal +5, Hide +7, Knowledge (Arcana) +6, Move Silently +9 (Cat +2), Search +4, Spellcraft +5, Spot +6 (Alertness +2), Wilderness Lore +4

Feats: Weapon Focus: Longbow (1st), Point Blank Shot (1st/Bonus), Precise Shot (3rd), Alertness (Cat Familiar), Two Weapon Fighting (Ranger/Virtual), Ambidexterity (Ranger/Virtual), Track (Ranger)

Favored Enemy: Undead

Languages: Syran, Rus

Equipment (using 9000 base gp): MW Longbow, MW Longsword, +1 Dagger, MW Leather Armor, Ring of Protection +1, Potion: Cat's Grace (4), Potion: Cure Light Wounds (4), Potion: Alter Self (2), Scroll: Knock (2), Scroll: Blur, Scroll: Mirror Image, Scroll: Prot. from Arrows, Caltrops, Backpack, Bedroll, Scroll Case, Belt Potch, Whetstone, Healer's Kit, Explorer's Outfit (Brown/Green), Scholar's Outfit (Black/Grey) [Total Weight Carried: 63 lbs.; GP Left: 708)

Spells: 5/3 known, 6/4 per day, +2 DC modifier to Saves
0 — Daze, Detect Magic, Ghost Sound, Mage Hand, Read Magic
1 — Change Self, Magic Missile, Silent Image

Kazanaus: Cat Familiar, Tiny Magical Beast, HD 3, Hp (15); Init. +2; Spd 30'; AC 16 (+1 Level 3 Master); Attk +4/+4/+1 (claws x2 d2-4, bite d3-4); SQ Improved Evasion, Share Spells, Touch, Empathic Link; AL CG; Fort +2 Ref +4 Will +3; S 3, D 15, C 10, I 7, W 12, Ch 7; Balance +10, Climb +5, Hide +17 (+8 in tall grass, heavy brush), Listen +4, Move Silently +9, Spot +4; Weapon Finesse (Claws, Bite)


Background: Born to an extremely capable stable master in a small village on the outskirts of Urek Mersa, Kaiambus learned from an early age how to handle horses, although he never showed much aptitude for riding. As he grew older, he began to suspect that something was fundamentally wrong with the way his father handled his clients and horses — the local petty nobles of the land would bully his father into releasing his finest horses into their service for little or no compensation. His father would then charge travellers, townsfolk, merchants, and foreigners outrageous fees for nags and lame horses. If the client could not pay, his father would extend an obscenely generous line of credit, often more than the person would be able to pay back. When the time came for Kaiambus the Elder to be paid, he'd have deliquent clients brought before the petty nobles for failure to honor a contract.

Upon achieving the age of 19, Kaiambus left home and wandered, spending time in the woods, practicing his marksmanship and his swordplay. Angered at his father, he took the family cat with him (he figured a couple of mice in the stables should make his father batty after a few weeks — spite is a wonderful thing...). After living in the woods for about 1 year, he set off for Seilen in order to receive more training in swordplay and archery. Instead he ended up doing some covert work for one of the minor guilds in Seilen's Merchant Emporium, mostly doing messenger work, but occassionally performing "hits" on people who had crossed his guildmaster. On one of these missions, his sorcerous powers manifested themselves, and he bartered for his release from work with the guild in order to learn how to harness them better. He hasn't officially gotten leave yet, but has been allowed to do less work with the understanding that he may be called back to do jobs at any time.

Kaiambus detests his father and steadfastly refuses to talk of his mother or her relationship with his father, but doesn't necessarily bear her any love either. He's not so fond of his work for the guild either, and is very ashamed of his involvement in any assassinations and murders; somehow, he hopes, that he won't be called back and that the guildmaster will forget about him, but he realizes that his magical abilities may make him more interesting to them than he wants to be. His relationship with the family cat, Kazanaus, is more or less good, although Kaiambus is unsure whether he chose to take the cat or whether the cat chose to go with him. Kazanaus refuses to share how the decision was made, although he is more than willing to offer commentary and opinions on just about everything else.
 

Vargo Sentilospar, Cleric of Astra.

Male Gnomari Cleric 5; CR 5; Medium Humanoid (Gnomari); HD 5d8_5; hp 29; Init +2; Spd 20 ft.; AC 20; Atk +4 melee (1d8+1, morningstar +1), +6 ranged (1d10, masterwork heavy crossbow); AL LN; SV Fort +6; Ref +4; Will +9; Str 10, Dex 14, Con 12, Int 14, Wis 18, Cha 14; Height, Weight

Gnomari Cleric; level 5
Chosen domains: Knowledge, Travel

Strength 8 (2 CP)
Dexterity 14 (4 CP)
Constitution 12 (6 CP)
Intelligence 16 (6 CP)
Wisdom 18 (8 CP, +1 at Level 4)
Charisma 14 (6 CP)

(32 CP total)

HP 29 (Max for 1st level, 1/2 max for every level after first)

Special abilities:
Immunity to magical sleep
+2 saving throw v.s. Enchantment magics
Low light vision
+2 to listen, search, and spot checks
Automatic search check if passes within 5' of a secret or concealed door
Arcane Lore (+2 to Alchemy, Knowledge: Arcana, Spellcraft)

Skills: 40 points

Concentration 8 ranks +1 (Con) = +9
Diplomacy 4 ranks +2 (Cha) = +6
Heal 4 ranks +4 (Wis) +4 (MW Healers kit) = +12
Knowledge (Religion) 4 ranks +3 (Int) = +7
Knowledge (Planes) 6 ranks +3 (Int) = +9
Scry 8 ranks + 3 (Int) = +11
Spellcraft 6 ranks + 2 (Int) + 2 (Racial) = +11

Feats:
Combat Casting (+4 to defensive casting concentration roll)
Extend Spell

Cleric spells per day:
Cantrips: 5
Level 1: 4+1
Level 2: 3+1
Level 3: 2+1

Equipment:
Breastplate +1
Morningstar +1 (Name: Justice)
Small Steel Shield +1 (engraved image of a blindfolded man with a lantern)
Masterwork Heavy Crossbow
30 bolts
Dagger
Wand of Cure Light Wounds (50 charges) - you can never have too much healing!
Cloak of resistance +1
Goggles of Minute Seeing
6 continual flame marbles (@50 gp each!) in belt pouch
Backpack
5 bells (for setting up alarms)
2 pouches of caltrops
Flint and steel
Masterwork Healer's kit
Hooded lantern (which usually has 1 continual flame marble placed within)
Masterwork Manacles
150' silk rope
Grappling hook
Waterskin
Silver holy symbol
5 flasks acid
10 candles
Scroll case
10 pieces chalk
Ink (1oz)
Inkpen
Small steel mirror
10 sheets paper
Collapsible 3 part 10' pole (1 round to assemble)
1 lb soap
Tent

Cleric's vestments
Cold weather outfit
Courtier's outfit
50gp of jewelry to match Courtier's outfit

Light warhorse (Name: Truth)
Studded leather barding
Military saddle

Mule (Name: Honesty)
Pack saddle

69gp remaining

History:

Vargo is a stern, honest, and curious Gnomari. A strange combination, but it works. He doesn't talk about his past before joining the faith of Astra, other than to say "It was before I came to Know the path to Knowing, and thus is unKnowable." (Translation: I'm handing a cheque to the D.M. that reads "MESS WITH MY LIFE, PLEASE! I ENJOY PAIN!") Indominable of will, unshakeable of faith, he is dedicated towards the expansion of knowledge of the world, of uncovering what he refers to as "That which is Hidden from Knowledge."

And yes, you hear Capitals when he talks.

Vargo seems unconcerned with the needs of specific individuals, and is more concerned with maintaining the overall continuity of society and it's structures, than the value of any one individual life. This includes his own. He never lies, but has been noticed twisting the truth like an especially fine weave, having no qualms about ommitting details if it furthers his needs. His word is is solemn bond, and while rarely given, once it is given it is an unbreakable pact to him.

He finds especially despicable the cults of Redos, and has sworn himself to their destruction whenever possible. He refers to Redosians as "Those who would cause all to become unKnown..." He seems to know more about them than the average person does, but once again is unforthcoming about where he learned about them.
 

Yunalesca

Yunalesca “Whisper of the Rose”
Druid 5
CR: 5
Race: Human
Alignment: Neutral Good
STR 10
DEX 12
CON 14
INT 10
WIS 16
CHA 16
Hit Dice: 5d8+10
Hit Points: 35
Speed: 30 feet
Initiative: +1
Armor Class: 16
Base Attack Bonus: +3
Saving Throws: FORT +4; REF +1; WILL +4
Attack: +4 to attack with Scimitar +1 (1d6+1/18-20 x2)
Special Qualities: Nature Sense, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape 1/day (small and medium sized creatures), Spell Strength DC 14+Spell Level
Skills: Spellcraft (3) +3, Concentration (8) +10, Wilderness Lore (8) +11, Knowledge-Nature (4) +4, Intuit Direction (2) +5, Heal (4) +7, Handle Animal (5) +10, Diplomacy (1) +4, Animal Empathy (5) +8
Languages: Common, Druidic
Feats: Spellcasting Prodigy, Empower Spell, Augment Summoning
Equipment: Ring of Protection +1, +1 Studded Leather, Scimitar +1, Travel Gear, 5 Potions of Cure Moderate Wounds, 800 GP
Animal Companions: Tiger and Two Wolves
Spells: 0th (5)- Know Direction, Read Magic, Detect Magic x2, Light; 1st (4)- Entangle, Cure Light Wounds x2, Faerie Fire; 2nd (3)- Barkskin, Charm Person, Flaming Sphere; 3rd (2)- Summon Nature’s Ally III, Spike Growth
Description: Yunalesca is a traveler of sorts and enjoys to see the natural world as much as she enjoys a good party. She has traveled with the Caravan to come enjoy the festivities and perhaps find a bit of adventure. She enjoys to see what is over the next hill, and always look forward never getting too complacent…
 

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