The Bold Adventures of Poins Rogues Gallery.


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Human Rogue 1/Fighter 0

Background: Alan Hale - A nimble human boy that loves to hear the stories that occasionally work there way into the region. He is always trying to imitate the swordsmen that are included in all the stories. When ever an army passes through, Alan is there to watch them.

Alan is a farmer's son. One of many siblings. Alan was always daydreaming and would get his ears boxed for not paying attention. In fact he was paying attention to everything around him. Always thinking where he as a mighty swordsman would stand to do battle.

Appearance: Typical wide eyed teenager, ruddy of complexion but wide eyed.. Wearing typical farmer’s clothes.

Code:
Age: 16
Height: 6’5”
Weight: 220
Hair: Black
Eyes: Brown

Alignment: Chaotic Good
Deity: The Sovereign Host, lip-service only

Statistics:
STR: 12
DEX: 16
CON: 14
INT: 14
WIS: 12
CHA: 10

Hit Points: 8 (6+2)

Saving Throws: 
Fortitude: +3 (base +0, CON +2, +1 magic)
Reflex: +6 (base +2, DEX +3, +1 magic)
Will: +2 (base +0, WIS +1, +1 magic)

Armor Class: 16 (+10, +3 DEX+3 armor)
Base Attack Bonus: +0

Weapons/attacks:
+2 MW longsword 1d8+1 19–20/x2 
+1 halfspear 1d6+1 x2 20 ft. (melee)
+3 halfspear 1d6 x2 20 ft. (range)


Skills:
Balance +7 (4 ranks, +3 DEX)
Bluff +4 (4 ranks, +0 CHA)
Jump +6 (4 ranks, +2 STR)
Listen +5 (4 ranks,+1 WIS)
Move Silently +7 (4 ranks, +3 DEX)
Perform +4 (4 ranks, +0 CHA)
Search +3 (4 ranks, +2 INT)
Sense Motive +5 (4 ranks,+1 WIS)
Spot +5 (4 ranks,+1 WIS)
Sleight of Hand +7 (4 ranks, +3 DEX)
Tumble +7 (4 ranks, +3 DEX)

Feats:
Dodge, Mobility

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

Languages: Common, TBD

Equipment: 
0 Sunrods (1 gp)
Small steel mirror (10 gp)
Soap and washing cloths (5 sp)
Waterskin (1 gp)
studded leather armor
longsword (masterwork quality)
halfspear
+1 cloak of resistence


GP: 0[/COLOR]
 
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Weel, Human Cleric 1

Background: Weel has always been good with his hands. By the time he was ten, he was already fixing more of the slapdash furnishings in his home than his own father (which might have something to do with the muscle Weel had a tendency to naturally put on, such that by ten he was also just short of being able to heft his gangly father across a room). Weel understood the kinds of things a person could touch, and the ways a body could shape and bind those things to make a life easier. He figured he'd be a carpenter, maybe a blacksmith if he got really lucky. Certainly never a priest, with their big abstract gods in charge of big abstract ideas. Weel wasn't good with abstract, so he figured he'd leave that up to those who were.

Then he signed on with a local road project. He knew the land, understood weights and balances and levels. It was his sort of thing. And on his very first day, he met Trac Esroh, the Thraunusian priest helping head the project. And Esroh, in turn, introduced Weel to Thraunus.

Here was a god who understood *things*. Walls and roads and doors, wood and stone and metal. Thraunus was a god that dealt in matters that spoke to Weel; he valued the concrete over the abstract. Weel, enthralled, begged Esroh to take him under his wing, and the priest (perhaps weighing his wiry frame against the solid brick of a lad before him and not wanting to find out how well or poorly said young man / human wall might take disappointment) accepted.


Age: 19
Height: 6’
Weight: 210
Hair: Blond
Eyes: Green

Alignment: Lawful Neutral
Deity: Thraunus, the Aged, Maker of Ways and Walls

Stats (score, bonus)

Str 14, +2
Dex 10, +0
Con 14, +2
Int 14, +2
Wis 16, +3
Cha 10, +0

Hit Points: 10 (8+2)
XP: 450

Saving Throws:
Fortitude: +4 (base +2, CON +2,) (additional +4 when Endurance Feat applies)
Reflex: +0
Will: +5 (base +2, WIS +3)


Armor Class: 14 (base 10, +3 armor, +1 ring of protection)
Base Attack Bonus: +0

Weapons:
Quarterstaff: 1d6+2/1d6+2, x2 crit, bludgeoning
Masterwork (+1 on attack rolls) light mace: 1d6+2, x2 crit, bludgeoning


Skills (rank, +ability, + misc):

Climb +3 ( 2 ranks, +2 Str, -1 armor)
Concentration +6 (4 ranks, +2 Con)
Craft (construction) +6 (4 ranks, +2 Int)
Knowledge (architecture and engineering) +6 (4 ranks, +2 Int)
Knowledge (religion) +3 (1 rank, +2 Int)
Survival +6 (3 ranks, +3 Wis)
Listen +5 (0 ranks, +3 Wis, +2 Alertness Feat)
Spot +5 (0 ranks, +3 Wis, +2 Alertness Feat)


Feats:
Endurance, Alertness

Cleric Domains:
Travel (freedom of movement 1 round / level, Survival is a class skill)
Knowledge (Divination spells at +1 caster level, all Knowledge skills are class skills)

Spells per level:

0: 3
1: 2 (1, +1 Wisdom) +1 (domain)

Languages: Common, Nibelungen, Celestial

Armor: Studded Leather Armor (+3 AC, -1 check penalty)

Equipment:

chalk, 5 pcs
crowbar
hammer (the non-martial variety)
rope, hempen (50 ft.)
spade
artisan's tools (a "travel toolkit" with nails of varying sizes and other assorted small handyman items)
Holy Symbol: a long nail bent into a circle and strung on a leather strap around his neck.
Spell component pouch
4 day's trail rations
Traveler's outfit
backpack
waterskin
bedroll
flint and steel
3 sunrods
Ring of Protection +1
potion of Cure Light Wounds

--on horse--
Greatsword
Wand of Magic Missle

Funds: 22 gold, 1 silver

Assorted Color:

Weel has multitasked his quarterstaff, decorating its length with small horizontal lines. Yes, he's turned it into a measuring stick. Clearly he doesn't respect weapons enough, but he just thought, you know, it's really a waste of a perfectly straight tool if you only ever use it to bash creatures' heads in.

Weel's deity is an architect and builder. His spells, then, sound like various mathematical equations and formulae (the language of the architect).

Weel's mace was a gift of Phandros, caretaker of the Temple to Assorted Gods in Poins.

Weel's ring of protection and potion of CLW came from the corpse of a goblin mage

Temp Stats

Spells:

Level 0 (3):
Detect Magic, Mending, Create Water

Level 1 (1 +1 Wis, +1 Domain):
Bane, Entropic Shield
Domain Spell: Detect Secret Doors
 
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Name: Hemaor
Class: Fighter
Level: 1
Race: Nibelungen Hobyea
Alignment: Lawful Neutral
Deity: Ram-Hoth, Lord of the Mountains, King of Peaks
Age: 65
Height: 4'
Weight: 128

STR: 14 (6 pt)
DEX: 12 (6 pt)
CON: 16 (6 pt)
INT: 14 (6 pt)
WIS: 12 (4 pt)
CHA: 12 (4 pt)

AC: 18 (+1 Dex, +1 Natural, +4 Armor, +2 Shield)
Flat-footed: 17
Touch: 11

HP: 13
Init: +1
BAB: +1

Fort: +5
Ref: +1
Will: +1

Craft (Armorer): 2 ranks = 4 (or 6 with stone/metal)
Handle Animal: 4 ranks = 5
Intimidate: 4 ranks = 5
Perform (Sing): 1 rank cc = 2
Ride: 4 ranks = 5

Level 1 Feat: Mounted Combat
Fighter 1 Feat: Quick Draw

Languages: Common, Nibelungen, Giant, Goblin

Racial Traits:
[sblock]• -2 Dexterity, +2 Constitution
• Medium: As Medium creatures, Nibelungen have no special bonuses or penalties due to their size.
• Nibelungen base land speed is 20 feet. However, Nibelungen 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: Nibelungen 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 Nibelungen 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 Nibelungen who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Nibelungen can use the Search skill to find stonework traps as a rogue can. A Nibelungen can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Nibelungen may treat Nibelungen waraxes and Nibelungen urgroshes as martial weapons, rather than exotic weapons.
• Stability: A Nibelungen 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 giants.
• +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 Nibelungen. Bonus Languages: Giant, Gnome, Goblin, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass Nibelungen’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
• +1 Natural Armor bonus[/sblock]

Equipment:
Starting Gold (6d4x10 – rolled 16 = 160)
Scale Mail (cost 50, wt 30)
Heavy Wooden Shield (cost 7, wt 10)
Nibelungen Waraxe (cost 30, wt 8)
Javelin x5 (cost 3 ea, wt 2 ea)
Signal Whistle on twine necklace (cost 0.8)
Dagger x2 (cost 2 ea, wt 1 ea) in boots


Backpack (cost 2, wt 2*)
^Bedroll (cost 0.1, wt 5)
^Winter Blanket (cost 0.5, wt 3)
*Belt Pouch with Chalk x30 (cost 1.3, wt 0.5)
^Crowbar (cost 2, wt 5)
*Flint and Steel (cost 1)
^Clay Tankard (cost 0.02, wt 1)
*Belt Pouch with money (cost 1, wt 0.5)
^Trail Rations x10 (cost 5, wt 10)
*^Waterskin x2 (cost 2, wt 8)
^Hemp Rope: 50’ (cost 1, wt 10)
^Whetstone (cost 0.02, wt 1)
^Traveler’s Outfit (cost 1, wt 5)
*Empty Sack x2 (cost 0.2, wt 1)

Wolf-related equipment:
Military saddle (cost 20, wt 30)
Saddlebags (cost 4, weight 8^)

Total Spent: 144.44 gp
Total Encumberance on person: 70
Total weight on Wolf if mounted: 274.9

Riding Wolf
[sblock]Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite)
Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.[/sblock]

Background / History:
Hemaor has made a fine living as an exotic mercenary. Nibelungen Wolfriders are coveted for their bravery in battle and the effect they have on opposing troops. The combination of their war-songs and their slavering wolf mounts is quite a sight to see. Hemaor plays up this reputation by omission generally, letting people believe what they want to, and then capitalizing upon fears or inflated confidence. Hemaor recently arrived in the area, and thus hasn’t built up much of a reputation in the area surrounding Poins.

Hemaor is generally reserved, but will talk at length about things of interest, such as wolves, mercenary work, or fighting Giants. Hemaor also enjoys listening to local gossip for hours on end, even about mundane, everyday topics.


Experience Log:
150 XP from defeating two goblins.

Treasure Log:
20 GP from Greffa
 
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[sblock]Name: Caradoc Nuttall

Brief background: A student recently called back from Syra to work in his father's general store, Caradoc longs for the excitement of the big city and beyond.

Appearance: Caradoc conceals his rather slender, unimposing frame beneath clothes of a stylish cut that belies their sturdy simplicity, as well as a confident bearing and friendly smile.

Age: 19
Gender: Male
Height: 5’9”
Weight: 110 pounds
Eyes: Blue
Hair: Red
Skin: Freckled

Class: Bard 1
Race: Human
Alignment: Neutral Good
Deity: Oghma

Ability Scores: Str: 10/Dex: 12/Con: 12/Int: 14/Wis: 14/Cha: 16
HP: 7 (max 1st +1)
AC: 14 (+1 Dex, +3 armor)
Init: +1 (+1 Dex)
BAB: +0
Saves: Fort: +1/Ref: +3/Will: +4
Speed: 20 (medium load)

Attacks: [Club] damage: 1d6, crit: x2, range: 10, bludgeoning
[Masterwork Longsword] attack bonus: +1, damage: 1d8, crit: 19-20/x2, slashing

Class Abilities:
Countersong
Fascinate
Inspire courage +1
Bardic knowledge

Spells Known:
0: Daze, Detect Magic, Prestidigitation, Message

Spell save DC mod: +3

Feats:
Negotiator
Skill focus (Diplomacy)

Skills: (Ability + Ranks + Misc.)
Appraise +6 (+2 Int, 4 ranks)
Bluff +7 (+3 Cha, 4 ranks)
Decipher script +6 (+2 Int, 4 ranks)
Diplomacy +12 (+3 Cha, 4 ranks, +5 (negotiator, skill focus))
Gather information +7 (+3 Cha, 4 ranks)
Knowledge (history) +6 (+2 Int, 4 ranks)
Listen +6 (+2 Wis, 4 ranks)
Perform (oratory) +7 (+3 Cha, 4 ranks)
Sense motive +8 (+2 Wis, 4 ranks, +2 (negotiator))

Languages:
Common, Elven, Nibelungen

Gear: (Total weight: 47.5)
Gold: 43gp 7sp 8cp
Traveler’s outfit
Club (a plain but fashionable walking cane)[0gp]
Backpack [2gp]
Bedroll [1sp]
Waterskin [1gp]
Paper x5 [2gp]
Ink (1 oz.) [8gp]
Inkpen [1sp]
Scroll case [1gp]
Hooded lantern [7gp]
Oil (1 pint) [1sp]
Trail rations x4 days [2gp]
Flint and steel [1gp]
Spell components pouch [5gp]
Masterwork longsword
Studded leather armor (+3 AC, -1 check penalty)
Potion of cure light wounds[/sblock]
 
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Name: Liev Sibin

Background: Liev is a wild child. Orphaned early, he took to the woods, intending to eke out an existence with the woodcraft he'd learned from his parents.

There Liev discovered two important things. First, travelers could be amazingly superstitious when they were off the trail and under the canopy. They jumped at little things, sometimes packing up and running off in the middle of the night rather than face whatever rustling and noises they encountered in the woods. In their hurry, they had a tendency to forget things, and Liev was only too happy to take care of such abandoned belongings.

One of those belongings was a book about magics, from which Liev learned the second important thing: he had an innate gift for the arcane. It was an odd thing at first, expressing itself as random displays of light or sound. But when he learned to control it, well ... let's just say the abilities went a nice way to helping him take advantage of that aforementioned superstition.

He's grown to be something of a local legend, a spook haunting the forest, responsible for unexpected bursts of cold or spontaneous combustion. And, as overfed merchants and self-important minor nobles run at the odd sights, Liev finds he's made a comfortable little niche living for himself.

Class: Sorcerer 1
Race: Human
Alignment: Chaotic Neutral

Appearance: While he has the typical Syran dark coloring, Liev didn't inherit the noteworthy height of his people. A life in the woods, though, has left him leanly muscled. Of course, that can wind up obscured by the poorly-sized clothing he wears (most often "donated" by frightened travelers in his wood). He keeps his hair relatively short to avoid catching on the branches and various snags in the forest, but he cuts it himself, resulting in a wild mess.

Age: 16
Gender: Male
Height: 5' 8"
Weight: 150
Hair: Brown
Eyes: Brown
Skin: Dusky

Ability Score, +bonus:
Str 10, +0
Dex 14, +2
Con 12, +1
Int 14, +2
Wis 12, +1
Cha 16, +3

Hit Points (current/total): 5/5 (max for level 1, +1 Con)
AC: 12 (+2 Dex)
Init: +2 (+2 Dex)
BAB: +0

Saves: Fort: +0 / Ref: +0 / Will: +2

Attacks:
Shortspear: 1d6 piercing, x2 crit, range increment 20 ft.
Light Crossbow: 1d8 piercing, 19-20/x2 crit, range inc. 80 ft.

Languages: Common, Goblin, Nibelung

Feats:
Silent Spell
Stealthy (+2 Move Silently, +2 Hide)

Skills (ranks, +ability, +misc):
--Class--
Bluff +7 (4 ranks, +3 Cha)
Spellcraft +6 (4 ranks, +2 Int)
Concentration +5 (4 ranks, +1 Con)
--Cross Class--
Move Silently +6 (2 ranks, +2 Dex, +2 Stealthy)
Hide +4 (0 ranks, +2 Dex, +2 Stealthy)
Survival +3 (2 ranks, +1 Wis)

Spells per day (used/available):

Cantrips: 0/5
1st level: 0/4 (3 +1 Cha)

Spells known:

Cantrips: Acid Splash, Flare, Ray of Frost, Read Magic

1st Level: Grease, Burning Hands

Equipment:

case with 9 crossbow bolts
backpack
bedroll
caltrops
fishhook
flint and steel
waterskin
spell component pouch
Explorer's outfit

12 gp, 8 sp

load: 31 lbs. (light load)
 
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Marcus

Code:
Name: Marcus

Class: Janissary 1
Race: Human (appears Syran with an Aguiran accent)
Size: Medium
Gender: Male
Alignment: Neutral Good
Patron Deity:

Str: 16 +3 (10p.) Level: 1     XP: 
Dex: 16 +3 (10p.) BAB: +1      HP: 9 (1d8 + 1)
Con: 12 +1 ( 4p.) Grapple:+4   Dmg Red: -
Int: 10 +0 ( 2p.) Speed: 40'   Spell Res: -
Wis: 14 +0 ( 6p.) Init: +3     Spell Save: -
Cha:  8 -1 ( 0p.) ACP:         Spell Fail: -

        Base  Armor  Shld  Dex  Size  Nat  Misc  Total
Armor:  10     +0     +0    +3   +0    +0   +2    15
Touch:  15  Flatfooted: 12

      Base Mod Misc Total
Fort: +0   +1  +0    +1
Ref:  +2   +3  +0    +5
Will: +0   +2  +0    +2

Weapons:     Attack  Damage  Critical  Range
Greataxe       +5    1d12+4     20/x3   N/A
Dagger         +4    1d4+3   19-20/x2   N/A
Sling          +4    1d4+3      20/x2   50ft


Languages: Common

Abilities: Bonus 1st Level feat, +1sp/level (+4 at 1st), Favored Class: Any,
Fast Movement, Evasion.

Feats: Weapon Proficiency: Janissary(Janissary), Weapon Focus: Greataxe(Janissary)

Power Attack(1st level), Cleave(Human Bonus)


Skill Points: 20    Max Ranks: 4/2
Skills          Stat Ranks Mod Misc Total
Balance         Dex   2    +3         +5
Hide            Dex   0    +3         +3
Listen          Wis   2    +2         +4
Jump            Str   4    +3         +7
Move Silently   Dex   0    +3         +3
Sense Motive    Wis   2    +2         +4
Spot            Wis   4    +2         +6
Tumble          Dex   4    +3         +7


Equipment:            Cost   Weight
Greataxe              20gp   12lb
Dagger                 2gp    1lb
Flint and Steel        1gp    -
Explorer's Outfit      -      -
Signet Coin(Axe)       5gp    -
Sling                  -      -
Sling stones x10       1sp    5lb
Sunrod x 3             6gp    3lb
Potions:
__Cure Lt Wnds x1      50gp   -
__Mage Armor   x1      50gp   -

Backpack               2gp    2lb
_Bedroll               1sp    5lb
_5 Rations, trail     25sp    5lb
   -Used: 0 days
_10 candles            5cp    -
_Case, map or scroll   1gp   .5lb
_Chalk, 1pc            1cp    -
_Fishhook              1sp    -
_Rope, silk 50ft      10gp    5lb
_Ink, 1oz              8gp    -
_Inkpen                1sp    -
_Lantern, Bullseye    12gp    3lb
_Mirror, Small Steel  10gp   .5lb
_Oil, 2x 1pint flask   2sp    2lb
_Oil, 2x 1pint skin    2sp    2lb
_Paper, 5x sheets      2gp    -
_Pouch, belt           1gp   .5lb
_Sack x3               3sp  1.5lb
_Sealing Wax           1gp    1lb
_Sewing Needle         5sp    -
_Soap                  5sp    1lb
_Waterskin             1gp    4lb
_Whetstone             2cp    1lb
_Sling Stones x20      2sp   10lb

Total Weight: 64lb with Backpack, 21lb without     Money: 3gp 1sp 6cp

            Lgt  Med  Hvy  Lift  Push
Max Weight: 76   153  230  460   1150

Description:
Age: 19
Height: 6'08"
Weight: 220lb
Eyes: Black
Hair: Black
Skin: Tan

Personality:
Marcus is quiet and brooding. He is afraid no one likes him, and keeps everyone at a distance, at least until he starts to trust them.

Background:
Marcus and his father, Claudius lived in the small village of Treeline. Claudius, and his wife Polonia, had moved there when Marcus was only an infant, but Polonia died shortly after they arrived. Claudius worked as a lumberjack, supplying the village with wood for building and firewood. As he grew towards manhood, Marcus came to realize that his father was the largest man in the village, and shortly, realized also that he would soon grow to be as large as his father, maybe taller. As Marcus grew, so did the village, and so he joined his father as woodsman.

So things passed until Marcus' 15th year. One day, shortly after his 15th birthday, he and his father returned from thewoods to discover the village on fire. When they ran to explore, they found most of the men dead, and most of the womenand children missing. Under one of the bodies, they discovered one of Marcus' friends, Jontha, a smaller boy, unconcious. He told them of the raiders, how they attacked, and he was knocked out.

Claudius' face became infused with the red of a terrible anger. He marched quickly over to the burning house he and Marcus had shared, and began to chop at the supports, after a couple minutes of enraged strokes, he tossed his woodaxe aside, and launched himself physically at the side of the building. After a tense moment, the house gave a mighty groan, and collapsed to the side. Flinging some logs to the side, Claudius pulled a mighty greataxe from a hidden spot beneath the floor.

Turning to Marcus, he said "Take my axe." Getting the attention of both boys, he said "Do you have your slings...and plenty of bullets?" When they both nodded, he added "Very well, lets hunt." The next week was the most horrible and exhausting of Marcus' life. Up before dawn and moving until after dark, Claudius set a brutal pace. When they finally caught up to the slavers, the boys were given a crash course in guerilla warfare, as Claudius showed them how to pick off stragglers and scouts with their slings. Finally, the time came to finish it, and the 3 of them attacked the remaining slavers. Claudius led the brutal attack, Marcus joining in the hand to hand, and Jontha staying at the edges. They won, but Claudius suffered a fatal stomach wound. Before he died, Claudius gave Marcus his axe, and gold coin bearing the symbol of an axe. "Take this to the city of Graes, to the Order of the Axe. You werent meant to be a woodsman, and they will train you. Do this for me."

Once he joined the Order, Marcus was under the instruction of a mighty Ogre janissary named Krall, under whose harsh discipline and constant oaths to the Deirj he learnt his trade. Eventually, Marcus was deemed worthy, and given a task, which if completed, would gain him full membership in the Order, to join it in its struggle against its many enemies in Graes. He was sent to the city of Seilen to gain one of the Order's ancient trophies, the Axe of the Founder, which had been seized by the mysterious wizard Aert of the Silver Robes.

His attempt did not go well.
 

Finished.

Izara (fem)
Human (Kuldeshian) Jannissary 1

Str: 16/+3 (10p)
Dex: 14/+2 (6p)
Con: 14/+2 (6p)
Int: 10/+0 (2p)
Wis: 14/+2 (6p)
Cha: 10/+0 (2p)

Init: +2
Move: 40 ft
Height: 6'2
Weight: 140lb
Bab/grapple: +1/+4
Attack: +5, 2d6+6 19-20x2 (Greatsword)
Longbow, composite: +3, 1d8 x3, 110 ft.

Feats:
Evasion
Weapon Focus (greatsword)
Power Attack
Cleave

Class Skills: sp: 16
Hide (Dex)...............5 (3+2)
Intimidate (Cha).......3 (3+0)
Listen (Wis).............5 (3+2)
Move Silently (Dex)...5 (3+2)
Spot (Wis)...............6 (4+2)

Class Features

Weapon and Armor Proficiency: A Janissary is proficient with the Greatsword (their weapon of choice), the quarterstaff, the dagger, the punching dagger, the club, the sling, the dart and the shruiken.
A Janissary is not proficient in wearing armor or shields, but is highly trained in dodging blows, developing a "sixth sense" that lets them avoid even unanticipated attacks. A Janissary adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. The Wisdom and AC bonuses represent a preternatural awareness of danger, and a Janissary does not lose either, even in situation where she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Janissaries do lose these AC bonuses when immobilized.)
A Janissary's abilities require freedom of movement. When wearing armor, a Janissary loses her AC bonus for Wisdom, AC bonus for class and level, special abilities, virtual feats, and enhanced movement. In addition, wearing armor heavier than leather imposes penalties on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Fast Movement: A Janissary adds +10 feet to their movement when she is unarmored, and reasonably unencumbered.

Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Janissary takes no damage with a successful saving throw. A Janissary can only evade when wearing no armor and being reasonably unencumbered. It is an extraordinary ability.

Weapon Focus: As a result of her training, a Janissary recieves a bonus virtual feat of Weapon Focus in the Greatsword. This is recieved only when the Janissary is unarmored, and reasonably unencumbered. At 7th level, this becomes equivalent to Greater Weapon Focus.

Equipment:

Equipment: Cost Weight
Greatsword 50 gp 8 lb.
Longbow, composite 100 gp 3 lb.
Arrows (40) 2 gp 6 lb.
Dagger 2gp 1lb
Flint and Steel 1gp -
Explorer's Outfit - -
Sunrod x 3 6gp 3lb

Backpack 2gp 2lb
_Bedroll 1sp 5lb
_5 Rations, trail 25sp 5lb
-Used: 0 days
_10 candles 5cp -
_Case, map or scroll 1gp .5lb
_Chalk, 1pc 1cp -
_Fishhook 1sp -
_Rope, silk 50ft 10gp 5lb
_Ink, 1oz 8gp -
_Inkpen 1sp -
_Lantern, Bullseye 12gp 3lb
_Mirror, Small Steel 10gp .5lb
_Oil, 2x 1pint flask 2sp 2lb
_Oil, 2x 1pint skin 2sp 2lb
_Paper, 5x sheets 2gp -
_Pouch, belt 1gp .5lb
_Sack x3 3sp 1.5lb
_Sealing Wax 1gp 1lb
_Sewing Needle 5sp -
_Soap 5sp 1lb
_Waterskin 1gp 4lb
_Whetstone 2cp 1lb

Total Weight: 55 lb with Backpack, 21 lb without Money: 0

Background

Orphaned by war, raised to kill.

Personality

A pragmatic murderer.
 
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