The Speaker in Dreams RG


log in or register to remove this ad

This is an Alternate

Eolan, son of Beowyc
Male Human
Height: 6’3”
Weight: 185lbs
Hair: Light red, short
Eyes: Blue
Age: 22

Class: Rogue 2/ Swashbuckler 3
Alignment: CG
Region: The Sword Coast

Basic Statistics
Base Attributes
14 Str = 6
15 Dex = 8
14 Con = 6
14 Int = 6
8 Wis = 0
14 Cha = 6

Modified Attributes
14 Str
18 Dex (+1 for level 4, +2 gloves)
14 Con
14 Int
8 Wis
14 Cha

Class Abilities
Sneak Attack +1d6, Trapfinding
Evasion
Weapon Finesse
Grace +1
Insightful Strike

Feats
Dodge (level 1)
Mobility (level 1)
Quick Draw (level 3)
Spring Attack (level 6)

Equipment

Magic Items
Gloves of Dexterity +2 = 4000gp
Mithral Chain Shirt = 1100gp
+1 Shortsword = 2310gp
Cloak of Resistance +1 = 1000gp
4 potions of Cure Light Wounds = 200gp

Mundane Items
12 Daggers (for throwing) in a masterwork bandolier = 29gp (24 for the daggers, 5 for bandolier)
Mighty (+2) Composite Longbow = 300gp
Courtier’s Outfit with ‘appropriate jewelry’ = 50gp (50 for the jewelry, starting clothes free)
20 Arrows

Cash: 9 gp, 8sp, 20cp

Vital Stats

35 HP ((6+4+5+5+5)+10)
18 AC (10+4 dex +4 armor)

+9 to hit with Shortsword (+4 base, +4 ability, +1 magic), 1d6+5 damage (+2 str, +2 int, +1 magic)
+8 to hit with daggers (+4 base, +4 ability), 1d4+4 melee (+2 str, +2 int)/1d4+2 ranged (+2 str) damage
+8 to hit with Mty (+2) Comp. Longbow (+4 base, +4 ability), 1d8+2 damage

Saves
+6 Fort (+3 base, +1 magic)
+10 Ref (+4 base, +4 ability, +1 magic, +1 class)
+2 Will (+1 base, -1 ability, +1 magic)

Skills
+14 Balance (8 ranks, +4 ability, +2 synergy)
+10 Bluff (8 ranks, +2 ability)
+10 Climb (8 ranks, +2 ability)
+7 Gather Information (5 ranks, +2 ability)
+9 Hide (5 ranks, +4 ability)
+12 Jump (8 ranks, +2 ability, +2 synergy)
+4 Listen (5 ranks, -1 ability)
+9 Move Silently (5 ranks, +4 ability)
+11 Sleight of Hand (5 ranks, +4 ability, +2 synergy)
+4 Spot (5 ranks, -1 ability)
+5 Swim (3 ranks, +2 ability)
+14 Tumble (8 ranks, +4 ability, +2 synergy)
+12 Use Rope (8 ranks, +4 ability)

Description
Eolan is the youngest son of an accomplished warrior, and since an early age has used agility and smarts to succeed, though he is a bit impulsive at times. Not as burly as his father or brothers, Eolan is still rather tall and strong. His clean-shaven face is fine-featured, punctuated by keen, blue eyes, and topped by short, messy, red hair.

His voice is clear and smooth, and his speaking is characterized by a sharp, dry wit. Always friendly, helpful, and insightful, he's hard to dislike.
 

Tycher Ilmaterson

Tycher Ilmaterson

Human Fighter 5
Alignment:Neutral Good

Str: 16 +3 (8 pts +1 for level 4)
Dex: 12 +1 (4pts)
Con: 16 +3 (10 pts)
Int: 14 +2 (6pts)
Wis: 10 (2pts)
Chr: 10 (2pts)

Initiative: +1
BAB: +5/+8
Melee:+10 (+5BAB, +3Str, +1Magic, +1 Weapon Focus) dmg 1-10 + 6(+1Magic, +3Str, +2 Weapon Specialisation) Bastard Sword
Range:+6 (+5BAB, +1 Dex) dmg 1d8 +3 (+3Str)
AC: 21 (+7 Armor, +3 Shield, +1 Dex touch: 11 Flat Footed: 20)
Saves: Fort:+8 Ref:+3 Will:+4
Hit Points: 49

Skills:
Climb 5 (2 ranks + 3str)
Craft (Weaponsmithing) 8 (6 ranks +2 Int)
Craft (Armorsmithing) 8 (6 ranks +2 Int)
Handle Animal 5 (5 ranks)
Intimidate 7 (7 ranks)
Ride 10 (7 ranks +1 dex +2 Synergy bonus)
Knowledge (Religion) 3 (1 Rank +2 Int)

Language:
Common, Orcish, Undercommon

Feats:
Iron Will (Human Bonus)
Exotic Weapon Proficiency (Bastard Sword) (Level 1)
Weapon Focus (Bastard Sword) (Level 1 fighter)
Power attack (Fighter Level 2)
Combat Reflexes (Level 3)
Weapon Specialisation (Fighter Level 4)

Proficiencies:
All Martial Weapons, All Armor, All Shields, Bastard Sword

Weapons
Sword, bastard +1 2,335gp dmg 1d10+1 19–20/x2 6# Slashing
Composite Longbow (MTY+3) 400gp +1 to hit dmg 1d8 x3 3# Piercing
40 Arrows 2gp 6#
Armor
Banded mail +1 1,400gp +7 Max Dex +1 Armor Check –5 Move 20 ft. Weight 35#.
Steel Shield, Heavy +1 1,170gp +3 Armor Check -1 Weight 15#

Equipment:
Cloak of Resistance +1 1000gp 1#
Backpack 2gp 2#
Bedroll 1sp 5#
Silk Rope 50' 10gp 5#
5 Days Travel Rations 2gp 5sp 5#
Waterskin 1gp 4#
Flint and steel 1gp
Bullseye lantern 12gp 3#
3 vials oil 3sp 3#
Whetstone 1cp 1#
Heavy Warhorse 200gp
Military Saddle 20gp 30# (on horse)
Saddle Bags 4gp 8# (on horse)
2x Cure Serious Wounds 1500gp 2#
2x Cure Moderate Wounds 600gp 2#
4x Cure Light Wounds
Money: 140 gp 9cp

Note:One quiver of arrows is carried. The second quiver is strapped to the saddlebags, the bedroll is also strapped to the horse.
Total weight: 87# Medium Load

Description: Tycher is large – that is most people’s first impression on meeting him. He stands close to 7 feet tall and has massive shoulders. He has a beard, a large, unruly beard that flares out from his face making it, too appear large. His features are almost lost in the mass of hair, not helped by the fact that the hair on his head is no shorter, and only the front and sides tied back to keep out of his way when fighting. He tends to wear loose, light colored clothing, seemingly not noticing the many stains he accumulates along the ways (mainly blood – his and others!)

History: Tycher was born in Waterdeep. His size saw him picked out early by the one of the street gangs. It was not long before he was “muscle”, bullying people into paying up debts (real or imagined) and generally standing around looking menacing when required to do so. He probably would have had a short, brutal and less than illustrious life within the street gang if he hadn’t been sent to get extort money from the wrong shopkeeper. Unbeknownst to the gang the shopkeeper was a close friend of many people, powerful people. Tycher was easily handled and bundled off to a stretch of hard labor.

While serving his time, he met up with an old prisoner who claimed to be innocent of any wrongdoing (nobody in prison is guilty!). He had long since given up hope and had become a worshipper of Ilmater, seeing his daily grind in the prison as the suffering he was destined to have in this lifetime. Slowly Tycher came to find his teachings compelling and he too became a follower of the suffering God.

On leaving prison he went to the first temple of Ilmater he could, swore to never return to his previous life and took the surname of Ilmaterson, and offered his services. Not being particularly suited to the life of a priest (or even having anything close to the necessary temperament) he was asked to be a protector of the temple. He agreed and received training and room and board. When the placid life began to irk him, remembering his oath, he took up the role of bringing hope to the masses and began the life of an adventurer
 
Last edited:

Greyore Silverson...........5th level Paladin of Moradin....Dwarf

Str: 16 +3 (8pts +1 for level 4)
Dex: 10 (2pts)
Con: 16 (14 before Racial) +3 (6pts)
Int: 10 (2pts)
Wis: 14 +2 (6pts)
Chr: 14 (16 before Racial) +2 (8pts)

BAB: +5
Melee:
Dwarven Waraxe: +9 1d10+4 x3
Warhammer : +8 1d8+3 x3
Range:+5

AC: 19 (touch: 10 Flat Footed:19)
Armour: Chain Mail +1 Heavy Steel Shield +1
Initiative: +4
Saves:
Fort:+9.....Ref:+3.....Will:+7
(+2 vs Magic and Poison)

Hit Points: 49

Skills:................Level...............Stat.........Total
Diplomacy...........+3..................+2...........+5
Know(Religion).....+7.................................+7
Sense Motive.......+3..................+2............+5
Craft(Smithing).....+3.................................+3

Language:
Dwarven, Commen

Feats:
Improved Initiative, Iron Will

Equipment:
Chain Mail +1 .....1300gp 40#
Steel Shield +1 (heavy) 1170gp 15#
Dwarven Waraxe +1...2330gp.....8#
Warhammer ....12gp....5#
Holy Symbol (Moradin) 25gp....1#
Backpack....2gp...2#
Bedroll.....1sp.....5#
Hempen Rope 50'....1gp.....10#
5 Days Travel Rations....2gp 5sp.....5#
Potions:
Cure Serious Wounds (x1) 750gp
Cure Moderate Wounds (x5) 1500gp
Wand:
Cure Light Wounds (50 charges) 750gp
Encumberance.....91# (medium enc)
Monies: 570 gp

Dwarven Racial
+2vs spells and poison
60' Darkvision
+4 vs trip and bull rush
+2 Appraisal Stone or Metal Items
Stonecunning +2 Search unusual stonework
Weapon Familiarity Dwarven waraxes and urgoshes are martial weapons
+1 racial bonus vs goblinoids and orcs
+4 dodge bonus vs giant type opponents
Land speed 20' medium or heavy armour or encumberance does not affect movement

Paladin:
Aura of Good, Detect Evil (at will), Smite Evil 2/day, Divine Grace, Lay on Hands(10/day), Aura of Courage, Divine Health, Turn Undead 5/day(lvl 2 Cleric), Special Mount (heavy Warhorse)

Background
Ever since he was a young dwarf Greyore was brought up in the following of the Great Smith. His parents were honored Priests, leading the ceremonies and attending the great fires used to craft all things metal in tribute to Moradin. Growing up in this household made for a very religious young dwarf who aspired like his brother to become a priest much like his parents. Unfourtunatly it was not to be. During the inital trials of priesthood his faith was found to be lacking...possibly due to his tendancy to solve problems with his fists not his mind. Due to this, Greyore turned to a more fitting way to show his devotion...The Stone Shields...A paladin order devoted to routing out those who would bring harm to the dwarven ways. His ways of action first questions later was tamed...slightly...and he was able to pass the trials of initiation and devotion to the Order.
Being an intiate he was sent out of the Spine of the World Mountains to seek out those who would bring harm to others.
Appearance
Greyore is typical of the mountain dwarves in appearance, 4'5" tall weighing 160#. Thick brown head adorns his head and his beard is bound with a thick metal ring 2/3 down his chest. He keeps his armour and equipment well maintained and proudly wears the Hammer of Moradin symbol about his neck.
His personality is friendly...for a dwarf, but there is a definite hint of fanatasism when discussing Moradin or those that would oppose his beliefs.
 
Last edited:

Alternate Character: Rhistel Laelithar

NAME: Rhistel Laelithar
RACE: Wood Elf (Cormanthor/Elven Court)
TYPE: Medium Humanoid
LEVEL: 5
CLASS: Ranger
ALIGNMENT: Chaotic Good
DEITY: Solonor Thelandira
XP: 10,250
NEXT: 15,000

STATS:

STR 16 (+3) [14 base, +2 racial]
DEX 19 (+4) [16 base, +2 racial, +1 level]
CON 12 (+1) [14 base, -2 racial]
INT 10 (+0) [12 base, -2 racial]
WIS 12 (+1) [12 base]
CHA 10 (+0) [10 base]

INIT: +4 (+4 Dex)
HD: 5d8+5
HP: 33
AC: 19 (+4 Dex, +4 Armor, +1 Buckler) [Touch 14, Flatfooted 15]
MOVE: 30

SAVES:
Fortitude +6 (+4 Ranger, +1 Con, +1 Resistance)
Reflex +9 (+4 Ranger, +4 Dex, +1 Resistance)
Willpower +3 (+1 Ranger, +1 Wis, +1 Resistance)
Modifiers:
+2 vs enchantment
Immunity to Sleep

ATTACK ROLLS:
BAB: +5
Melee: +8
Ranged: +9

WEAPONS:
+1 Composite [+3] Longbow: +10 (1d8+4)
Light Hammer: +8 (1d4+3)
Sap: +8 (1d6+3)

ARMOR
Mithral Chain Shirt
Masterwork Buckler

FEATS:
-[Ranger - Track]
-Point Blank Shot
-[Combat Style: Archery - Rapid Shot]
-[Ranger - Endurance]
-Precise Shot

RACIAL TRAITS:
*Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
*Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
*+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

CLASS FEATURES:
*Favored Enemy (Humanoids [Humans] +4, Aberrations +2) bonus to Bluff, Listen, Sense Motive, Spot, Survival, and weapon damage rolls
*Track
*Wild Empathy (+5)
*Combat Style (Archery)
*Endurance
*Animal Companion (Wolf - Luna)

OTHER CLASS FEATURES
Spells per Day: 1/0/0/0
DC 11+Spell Level, Cast as a 2nd Level Druid

Prepared:
1: Entangle (Wilderness) or Resist Elements (Urban)

SKILLS:
Balance +4
Climb +3
Concentration +9 [8 ranks, +1 Con]
Hide +12 [8 ranks, +4 Dex]
Jump +3
Listen +11 [8 ranks, +1 Wis, +2 Racial]
Move Silently +12 [8 ranks, +4 Dex]
Search +2
Spot +11 [8 ranks, +1 Wis, +2 Racial]
Survival +9 [8 ranks, +1 Wis]
Swim +3
Use Rope +4
[Wild Empathy +5]

LANGUAGES:
Chondathan, Espruar, Damarran

EQUIPMENT (30.6 lbs, 8,998.5 gp):
+1 composite [+3] longbow (2,700 gp)
efficient quiver (1,800 gp)
-50 adamantine arrows (62.5 gp)
-50 cold iron arrows (5 gp)
-50 alchemical silver arrows (4.5 gp)
-50 arrows (2.5 gp)
mithral shirt (1,100 gp)
cloak of resistance +1 (1,000 gp)
wand of cure light wounds
potion belt [Forgotten Realms Campaign Setting] (1 gp)
-potion of haste (750 gp)
-potion of cat's grace x2 (600 gp)
-antitoxin vial (50 gp)
masterwork buckler (165 gp)
belt pouch (1 gp)
-holly and mistletoe (0 gp)
-bowyer/fletcher tools (5 gp)
sap (1 gp)
light hammer (1 gp)
traveller's outfit (free)

Coins:
1 golden lions
5 silver falcons

Description and Background:
Standing barely 5'1" tall and weighing less than 120 lbs, Rhistel Laelithar is not the most imposing of elves. But he is a trained Ranger of Bristar who has been aiding the Deepingdale militia for near a decade now. While most of his time has been spent apprehending to combating outlaws, brigands, and the occasional Zhentarim agent, the recent clearing out of a nest of ettercaps and their drider master has left a particularly bad taste in his mouth for aberrations of nature.

While most of the Rangers of Bristar are Moon Elves, Rhistel is a more bronze skinned Wood Elf with coppery-red hair and dark green eyes. He travels with a lively brown wolf that he befriended and named Luna after the eventful night he met her. He wears the distinctive blue cloak of a Ranger and carries with him a stout Daleland's longbow, but other than that he generally lives off the land and travels pretty light. He is a fine shot and a strong ally in a fight.

While largely a native of the Dalelands, he is currently in the area visiting some old friends.

Luna
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 +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, link, share spells, bonus trick
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track [Bonus], Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4–6 HD (Large)
Level Adjustment: —
Wolves are pack hunters known for their persistence and cunning.

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.

Bonus Trick: Guard
 

Daku
Male Human
Height: 5'6"
Weight: 135lbs
Hair: Black, long
Eyes: Brown
Age: 20

Class: Spirit Shaman 5
Alignment: NG
Region: The Hordelands (Tuigan tribes)
Diety: Akadi (Crow totem)

Basic Statistics
Base Attributes
12 Str = 4
14 Dex = 6
10 Con = 2
14 Int = 6
15 Wis = 8
14 Cha = 6

Modified Attributes
12 Str
14 Dex
10 Con
14 Int
16 Wis (+1 4th level)
14 Cha

Languages: Tuigan, common, Damaran, Mulhorandi

Class Abilities
Spirit Guide: Crow (intelligence, resourcefulness)
Wild Empathy
Chastise Spirits
Detect Spirits
Blessings of the Spirits (active)
Follow the Guide

Spells:
level known /day bonus save dc
0 3 6 - 12
1 3 6 1 13
2 1 4 1 14
3 1 2 1 15

Spells retrieved:
level 0: create water, light, detect magic
level 1: shillelagh, produce flame, lesser vigor (complete divine)
level 2: wood shape
level 3: cure moderate wounds

Feats
Spell focus (conjuration) human bonus
Augment Summoning 1st level
Spontaneous Summoning 3rd level (from complete divine)

Equipment


Magic Items:
+1 studded leather armor
2x potion cure moderate wounds
wand cure light wounds (50 charges)
Hewards handy haversack
everburning torch
scrolls: cure moderate wounds x4
lesser restoration x4
neutralize poison x1
magic stone x4
speak with animals x2
cats grace x2
bulls strength x2

Mundane Items:
oak holy symbol
holly and mistletoe
belt pouch x2
50 sling stones
flint & steel
10 fish hooks
fishing line (50 ft)
bedroll
winter blanket
1lb soap
masterwork woodcarvers tools
trail rations x10
silk rope 50'
tent
waterskin x2
travelers outfit
explorers outfit (original equiptment)
light warhorse
bit & bridle
military saddle
saddlebags
5 days horse feed
block of exotic hardwood (teak)

Cash:
0pp 16gp 11sp 10cp

Vital Stats

28 HP (8+5+5+5+5)
16 AC (+3 armor, +2 dex, +1 magic armor enhancement)
13 touch AC
14 flat footed AC

Weapons:
Quarter Staff (masterwork) +5 (+3 bab, +1 MW, +1 str) damage: 1d6+1
Sling (masterwork) +6 (+3 bab, +1 MW, +2 dex) damage: 1d4+1
dagger +4 (+3 bab, +1 str) damage: 1d4+1

Saves
+4 Fort (+4 base)
+3 Ref (+1 base, +2 ability)
+7 Will (+4 base, +3 ability)

Skills:
+8 concentration (8 ranks)
+8 craft (woodcarving) (6 ranks, 2 int)
+8 handle animal (6 ranks, 2 cha)
+4 knowledge geography (2 ranks, 2 int)
+4 knowledge history (2 ranks, 2 int)
+4 knowledge local (the north) (2 ranks, 2 int)
+10 knowledge nature (8 ranks, 2 int)
+7 listen (4 ranks, 3 wis)
+10 ride (horse) (6 ranks, 2 dex, 2 synergy)
+7 spot (4 ranks, 3 wis)
+11 survival (8 ranks, 3 wis)

Description:
Daku is a short man with shoulder length black hair tied back in a ponytail.
He has brown eyes, a yellowish bronze complexion, and broad flat facial features. He favors earth tones for his clothing, mainly various shades of browns and greys with an occasional drab green mixed in. His only adornment is in the form of various pieces of jewelry, all carved from wood, most depicting various animals. Crows are an obvious favorite, with horses
running a close second. His staff is carved meticulously with crows, plants, and animals of the Endless Waste. That and his dagger are the only apparent weapons he carries.

Background:
Daku had an average childhood for a member of his tribe. The only thing that set him apart was the fact that he swore that a spirit crow would talk to him. After consultation with the tribes shaman, Daku was taken as his apprentice. After Daku came of age, and was judged to have the skills needed to take care of himself, he was sent out to travel and learn of the world and its people. Once he has learned enough he is expected to return to his tribe and assume his role as a Shaman.
 
Last edited:

Alexi

Alexi
Female Calìshìte (Human) Diviner 5th Level (XP 10,000)
CG - Patron Deity Mystra

medium-sized, 5'4", 109 lb., 22 yrs old
brunette hair, brown eyes, dusky brown skin

STR 8 -1
DEX 14 +2
CON 14 +2
INT 18(20) +4(+5)
WIS 9 -1
CHA 14 +2

AC 12 (16 with Mage Armor)
Hit Points 26
Initiative +2

Fortitude +3
Reflex +3
Will +3

Feats: Scribe Scroll, Bloodline of Fire, Spell Focus: Evocation, Empower Spell, Craft Wondrous Item, Alertness [familiar].

Skills: Appraise +8(0), Concentration +10(8), Knowledge (arcana) +10(5), Knowledge (local - Calimshan) +6(1), Knowledge (nature) +6(1), Knowledge (religion) +6(1), Knowledge (the planes) +7(2), Listen +5(4cc), Perform (dance) +6(4cc), Spellcraft +13(8), Spot +5(4cc). Speaks Common, Alzhedo, Draconic, Ignan and Infernal.

Specialized School: Divination
Prohibited School: Enchantment

Spells per Day: (4+1/5+1/3+1/2+1)

Prepared Spells:
0th - Resistance, Detect Magic, Light, Prestidigitation, Detect Magic (S);
1st - 1 slot free, Shield, Mage Armor, Magic Missile, Ray of Enfeeblement, Detect Secret Doors (S);
2nd - 1 slot free, Scorching Ray (2), See Invisibility (S);
3rd - Fireball, Gaseous Form, Arcane Sight (S).

Spellbook:
0th - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation;
1st - Endure Elements, Protection from Evil, Shield, Mage Armor, Mount, Unseen Servant, Comprehend Languages, Detect Secret Doors, Identify, Magic Missile, Disguise Self, Ray of Enfeeblement;
2nd - Resist Energy, Glitterdust, Web, Locate Object, See Invisibility, Scorching Ray, Invisibility, Command Undead, False Life, Alter Self, Fox's Cunning, Knock;
3rd - Arcane Sight, Fireball, Major Image, Gaseous Form.

Magical Equipment: Headband of Intellect +2, Heward's Handy Haversack, Belt of Disguise, Wand of Magic Missile (1st) #20, Scroll of Protection from Evil, Scroll of Mount, Scroll of Unseen Servant (2), Scroll of Comprehend Languages, Scroll of Detect Secret Doors, Scroll of Alter Self, Scroll of Knock.

Mundane Equipment: Traveller's Outfit, Entertainer's Outfit, Courtier's Outfit, Jewelry (60 gp), Bedroll, Winter Blanket, Scroll Case (2), Ink, Inkpen, Paper (10 sheets), Belt Pouch, Sack (3), Waterskin, Everburning Pebble, Tindertwigs (10), Silver Holy Symbol of Mystra, Spell Component Pouch (2), Spellbook, 10 gp.

Blackwing, Raven familiar
S1 D15 C10 I8 W14 C6
HP 13 AC 17
Fortitude +2, Reflex +4, Will +6
Listen +6, Spot +6
Darkvision 60', Low-Light Vision
Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master
grants Alertness, grants +3 on Appraise checks, speaks Common

Appearance: Alexi is a young and pretty Calìshìte woman. She is rather small, slender and willowy with dusky brown skin. Her slightly curled brunette hair is worn long and open and her beautiful eyes are of a sparkling brown color. She is wearing loose-fitting, airy, dark brown pants, sandals and a small green gold-lined vest, with a rather revealing decolette, showing off her slim waist and bare midriff. Around her hips, she wears a broad leather belt with a large golden buckle. Alexi also wears a beautifully crafted golden headband, as well as some other golden jewelry, bracelets, an anklet, rings and earrings. During travel, she is wrapped up in a wide green-grey hooded cloak and also wears soft leather boots instead of her sandals.

Background: Alexi has spent most of her childhood in Calimport, studying traditional wizardry and learning the fine art of dance from her mother, who was a jhasina, serving a wealthy nobleman. Like many of the Calìshìte, Alexi showed a certain talent for the arcane, a direct result of the genie blood running through the veins of her ancestors. This also left her with a fiery temper. She has always lived a somewhat extravagant life, beyond what her fairly low class dictated, quickly spending her hard-earned coins on fashionate clothing and magic. She never really grew accustomed to the strict class distinctions within the Calìshìte society and even after reaching majority, while she certainly had some candidates, she refused to marry one of them. Her personal freedom was always more important to her, than society rules, or even family tradition. Alexi was a rebel. It was only a matter of time, that she started to travel the countryside, putting her arcane skills to good use and earning some money on the way. After some months, she even left Calimshan and travelled far into the north to find adventure and wealth, or at least a place where she could live unrestrained by strict social regulations as they exist in Calimshan.
 

Jamas
Male Elven Rogue 5th Level (XP 10,250)
Neutral

Medium-sized
5'5"
136 lb.
153 yrs old
blonde hair, green eyes, white skin

Str: 16 +3 (8 pts., Level 4 pt.)
Dex: 19 +4 (8 pts., Elven +2, Gloves of Dex +2)
Con: 12 +1 (6 pts., Elven -2)
Int: 14 +2 (6 pts.)
Wis: 8 -1
Chr: 12 +1 (4 pts.)

AC 17 (leather armor +3, Dex +4)
HP: 27
Initiative +4

Melee: +6
Missile: +8 or +6/+6
Point Blank Shot: +9 or +7/+7
Damage: 1d8+3 (longsword) or 1d8 +4 (mighty composite shortbow) or 1d4+3 (dagger)

Fortitude +2
Reflex +8
Will +0

Feats:
Point Blank Shot
Rapid Shot

Skills:
Hide +12
Move Silently +12
Spot +9
Search +12
Disable Device +10 (+12 w/MW tools)
Listen +9
Use Magic Device +9
Open Lock +12 (+14 w/MW tools)
Sleight of Hand +12
Bluff +14

Rogue Abilities:
Trapfinding
Sneak Attack +3d6
Evasion
Uncanny Dodge
Trap Sense +1

Magical Equipment:
Gloves of Dexterity +2
Mighty Composite Longbow +1 (Str+3)
Leather Armor +1

Mundane Equipment:
Longsword
Masterwork Thieves Tools
Bedroll
Winter Blanket
Quiver w/40 arrows
3 Daggers
Cloak
Waterskin
1 Week Rations
Backpack
Sap

Personality:

Jamas has had a compulsive urge to steal his entire life. Over the years has has been able to control this somewhat, but has not managed to eliminate it. He is distrusful of other people, having been forced to flee so many places. He is quiet, and usually keeps to himself. Jamas is wary of other thieves, and tends to avoid them if possible.

History:

Jamas was born in a small wood elf village in Cormanthor. His father died fighting orcs, before he was born, and his mother passed away giving birth to him. He was raised by the village as a whole.
Jamas was troublesome youth, always getting into mischief. He had no respect for other people's belongings, and often took items that were not his. The villagers tried to correct his behavior, but Jamas could not seem to grasp that stealing was wrong. When he was old enough to take care of himself, the villagers told him that he must leave, as he could not seem to curb his larcenous behavior.
Jamas headed west towards the Sword Coast, with the eventual goal of Waterdeep. Once there, he fell in with a group of thieves, and spent several years learning the trade. His group was destroyed however, when they infringed on the territory of a local thieves guild. Jamas was the only one to escape. He fled Waterdeep. Wandering from city to city, Jamas stayed one step ahead of the law and other thieves. He never seemed to know when to stop, always pulling one job to many, and having to flee for his life.
It has been 50 years since Jamas fled Waterdeep, and he has finally returned to the area, reasoning that there would be no thieves guild members left who would remember him. Still he has been hesitent to enter Waterdeep, and seeing the fair at Greyford, Jamas thought that this might be a place he could find some easy marks.
 
Last edited:

Remove ads

Top