Thieves' World [d20] Jubal's Hawkmasks Rogue's Gallery

MummyKitty

First Post
This is the Rogue's Gallery thread for Mummy Kitty's Thieves' World adventure: Jubal's Hawkmasks.

Players, please post your characters here, even if they are not finished. You can keep some background elements secret, or add them with a Spoiler block. It would also be good to put your contacts here as well, though if they need to be statted out, I will do it.

Thanks! We'll start tomorrow!!
 

log in or register to remove this ad

Serin Dajeep

Code:
[B]Name:[/B] Serin Dajeep
[B]Class:[/B] Theif
[B]Race:[/B] Human Mrsevadan
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] N/A
[B]Deity:[/B] none

[B]Str:[/B] 10 +0 (2p.)     [B]Level:[/B] 6        [B]XP:[/B] 15000
[B]Dex:[/B] 16 +3 (8p.+1)   [B]BAB:[/B] +4         [B]HP:[/B] 29 [url="http://invisiblecastle.com/find.py?id=302345"](6d6+0)[/url] 
[B]Con:[/B] 10 +0 (2p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] N/A
[B]Int:[/B] 12 +1 (4p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] N/A
[B]Wis:[/B] 12 +1 (4p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] N/A
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] N/A

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B] Leather      10    +2    +0    +3    +0    +0    +1    16
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +0          +2
[B]Ref:[/B]                       5    +3          +8
[B]Will:[/B]                      2    +1          +3

[B]Weapon                  Attack   Damage     Critical[/B]
Masterwork Rapier         +8     1d6+0      18-20/×2
Shortbow                  +7     1d6+3      X3
Dagger                    +4     1d4+0      19-20/×2

[B]Languages:[/B] Mrsevadan, Sanctan

[B]Abilities:[/B] Sneak attack +3d6, Evasion, Trapfinding, Uncanny dodge, Trap sense +2

[B]Feats:[/B] Negotiator, Stealthy, Point Blank Shot ,Weapon Finesse: Rapier

[B]Cultural Feats/Traits:[/B] Persuasive / Brash

[B]Skill Points:[/B] 90       [B]Max Ranks:[/B] 9/9
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise         (int)          +1                 +1
Balance          (dex)          +3                 +3
Bluff            (cha)          +3        +2       +5
Climb            (str)          +0                 +0
Craft            (int)          +1                 +1
Diplomacy        (cha)     5    +3        +2       +10
Disable Device   (int)     9    +1                 +10
Disguise         (cha)          +3                 +3
Escape Artist    (dex)     4    +3                 +7
Forgery          (int)          +1                 +1
Gamble           (wis)          +1                 +1
Gather Info      (cha)     4    +3                 +7
Hide             (dex)     9    +3        +2       +14
Intimidate       (cha)          +3        +2       +5
Jump             (str)          +0                 +0
Knowledge        (int)          +1                 +1
Listen           (wis)     9    +1                 +10
Move Silently    (dex)     9    +3        +2       +14
Open Lock        (dex)     9    +3                 +12
Perform          (cha)          +3                 +3
Profession       (wis)          +1                 +1
Search           (int)     9    +1                 +10
Sense Motive     (wis)     4    +1        +2       +7
Sleight of Hand  (dex)     5    +3                 +8
Spot             (wis)     9    +1                 +10
Swim             (str)          +0                 +0
Tumble           (dex)          +3                 +3
Use Magic Device (cha)          +3                 +3
Use Rope         (dex)     5    +3                 +8


[B]Equipment:               Cost  Weight[/B]
Leather Armor            10sh   15lb
Rapier (MasterWork)     320sh    2lb
Short Bow                30sh    2lb
Arrows (20)               1sh    3lb
Dagger                    2sh    1lb
Thieves Tools            30sh    1lb
Backpack                  2sh    2lb
Ring of Protection +1     -      -


[B]Total Weight:[/B]26lb      [B]Money:[/B] 90sh

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               33     66   100   200   500

[B]Age:[/B] 20
[B]Height:[/B] 5'10"
[B]Weight:[/B] 160lbs
[B]Eyes:[/B] Black
[B]Hair:[/B] Black
[B]Skin:[/B] Tan
Appearance: A dashing young man, with an easy to like look about him, Serin sports black hair and eyes so dark they appear black in the center with whites barely visible. His hair is shoulder length and flowing easily, face is clean shaven. He wears leather armor and a nice blackish shirt to help hide in shadows. A dagger sheath from his belt, and a bow and a backpack on his back. A very nice Rapier at his side as the primary weapon for melee comes from an unknown origin, but looks something special.

Background: New to Sanctuary, from Mrsevadan, Serin Dajeep has travelled to this new town in search of a little bit of "work", and possibly some comaradery. His hometown was nice, but he wasn't feeling very welcome among the citizens, due to his shady past and profession. Apparently stealing from folks gets them worked up a bit, enough so they torched his house and forced him to move on. He has a likeable persona, easy to get along with. That is a good quality for a thief to posess, making marks easier and bigger. But stealing from the mayor can get you in hot water, or hot coals in this case. So here he is, just hanging out at the local bars, talking to people, carefully introducing himself as a traveller looking for a little work to pass the time.

Contacts:
He has an "unknown yet" Information Contact in Sanctuary (which is who he is going to look for to find his work he traveled to Sanctuary for) and an Influence contact from Mrsevaden, which is who said to contact the guy in Sanc. You can make up the names of those people if you want.

TW_Serin.jpg
 
Last edited:

Carlo di'Vodacce

Culture: Caronne
Background: Courtier
Rogue[3], Fighter[2], Gladiator[1]
BAB: 5
Hit Points: 47
Armor Class: 15(base armor),21(with Dex)(+1 for Dodge)

STR 12
DEX 16(+2)
CON 14
INT 14
WIS 10
CHA 12

Saves
FORT 8
REF 9
WILL 1 (-2 vs. magic)

Skills[ranks][total modifier including ranks, attribute bonus, synergy, feats, etc...]
Appraise[3][5]
Balance[4][10]
Bluff[9][14]
Climb[4][5]
Diplomacy[2][5]
Gambling[3][5]
Gather Information[5][8]
Intimidate[5][10]
Jump[5][8]
Knowledge, Local[5][7]
Listen[5][5]
Perform, Dance[2][3]
Search[3][5]
Sense Motive[9][11]
Sleight of Hand[1][7]
Spot[5][5]
Tumble[7][13]
Extra Languages(cc)[4][2 extra languages]
Total[81]

Languages
Carronese (S/W)
Trade Tongue (S)
Ilsigi (S/W)
Sanctan (S)

Feats
Persuasive (Cultural)
Combat Expertise
Improved Feint
Weapon Finesse
Weapon Focus, Rapier
Dodge

Weapons
Rapier +1 (+11 to hit) (1d6+2 damage) 18-20, x2 Beautiful workmanship, named Sangre [1 slot]
Dagger (+9 to hit) (1d4+1 damage) 19-20, x2 Beautiful workmanship, not masterwork

Armor&Shield
Mithral Chain Shirt (+4 armor bonus)[1 slot]
Buckler (+1 shield bonus)

Other Equipment
Expensive clothes, jewelry
Guantes de Maestra Villanova [1 slot]
--Benefit: +2 Gloves of Dexterity
--Penalty: -2 Will saves vs. Magic
--Roleplaying:
--Challengers are often looking to prove themselves against the reputation of a Villanova swordsman
--Carlo is not aware of the magic or the history of the item

Cultural and Background Features
Bonus Cultural Feat: Persuasive
Languages: Caronnese, Trade Tongue
Caronnese Merchant ability (+2 to all buy/sell transactions)
Courtier Background (+2 Bluff, +2 Sense Motive, +2 to Diplomacy when dealing with the upper class)

Contacts
--Merian, Info, A prostitute with whom Carlo has an on-again-off-again love/hate relationship. He helps her out when she needs protection and she helps him out in a variety of ways.
--Armande, Skill, A talented healer/herbalist from Caronne with whom Carlo has a comfortable business relationship.

Carleone “Carlo” di’Vodacce was born to a wealthy merchant family in Caronne with Machiavellian influences on all sides. Grave misfortune befell his family and he now finds himself in Sanctuary, fighting to make a name for himself.

Like many of his countrymen, Carlo is tall and slender with thick dark hair and dark eyes. Carlo is rakishly handsome, well spoken, and stylishly dressed. But few mistake his appearance and manner with inexperience. It is clear that this bravo can take care of himself. He has a reputation both with the ladies and with his blade. He does not look for trouble but trouble is never far away and he is quick to challenge the slightest offence.

Dueling is a popular pastime in Caronne and as a young man Carlo trained with fencing masters at the infamous Villanova school. (The following text on the Villanova style is "borrowed and adapted" from 7th Sea by AEG).

The sinister Villanova family in Caronne has long used political machinations to enforce their will, but they are also deadly swordsmen. The Villanova school developed as a way to quickly return blows, as well as incorporating all number of dirty tricks into its fighting style. It is whispered that all graduates must swear fealty to the Villanova family.

The greatest strength of the Villanova school is its ability to turn opponents' attacks back on themselves. It uses a move called a stop-thrust, which slides the blade up the foes' to deal devastating damage. It also makes extensive use of feints and other deceptive moves, allowing the swordsman to conceal his true intent from his foe.

[Note: The rules used to reflect this fighting style are included in his skills, feats, and class features. No special rules are used]

The intrigues of his upbringing prepared him well for life in Sanctuary. Carlo quickly became familiar with the ways of the city while also learning to respect its dangers. But even a man with skills can get lost in Sanctuary and Carlo is still working to establish a name for himself. He has worked as a bodyguard, hired blade, thug, and has even appeared in some of the illegal fighting clubs that can be found around town. Lately he came to the attention of Jubal and was invited to join the Hawkwings.

Guantes de Maestra Villanova

His gloves (Guantes de Maestra Villanova) are a symbol of his status in the Villanova school. The gloves are black and decorated along the back with silver in a distinctive pattern. The gloves are made of an unusual material that feels similar to soft leather, but the gloves are surprisingly durable and tenaciously resist scuffs and tears. Talented graduates of the school are given the coveted gloves as a testament to their skills and to demonstrate affiliation with the Villanova family. Many pairs of these gloves exist and their wearers have earned the respect of swordsmen throughout the empires. It is rumored that the gloves are enchanted and impart some of the speed that is the hallmark of the Villanova swordsman. The reputation of the gloves serve as a warning, not only as to the ability of the wearer, but also to possible retribution from other graduates of the Villanova school if not the Villanova family itself. But in the back alleys of Sanctuary the gloves more often than not serve as a magnet, drawing challengers of all sorts to test the famed skill of the Villanova duelist. To win the gloves in a fair duel would be an accomplishment to which many would aspire.

Very few outside the senior members of the Villanova family know the true history of the gloves. Years ago Caronne was brutally occupied by the Wizards of Enlibar. The wizards have long since left Caronne, but at that time the Villanova family provided protection and security services to the wizards that had enslaved their people. The gloves were given to members of the family and their trusted retainers as a badge of authority in recognition of their services. The magical gloves enhance the dexterity of the wearer, making them a valuable asset indeed, but one with a dark secret. The wizards were ever suspicious of their bodyguards (as well they should have been) and to help ensure their control, they embedded an additional feature into the gloves that made the wearer more susceptible to their mind-controlling magic. Those few who do know these secrets are generally motivated to keep the secrets well hidden.
 
Last edited:

Kahlahd em Barih

Kahlahd em Barih
[sblock]
Nomad (of unknown ethnic origin, from plains north of Sanctuary)
Fighter 4 / Sorcerer 2

Strength: 12
Dexterity: 16
Constitution: 15
IQ: 14 (key spellcasting attribute)
Wisdom: 12
Charisma: 8

Hit Points: 49

Class Skills:
Ride 4
Handle Animal 2
Intimidate 9
Jump 2
Bluff 5
Concentration 5
Craft 5
Knowledge (Arcana) 5
Profession 5
Spellcraft 5
Climb 4
Hide 9 (Nomad background class skill)
Move silently 9 (Nomad background class skill)

Non-Class Skills:
Search 2
Spot 1

Feats
Combat Reflexes
Mounted Combat
Deceitful
Weapon Finesse
Weapon Focus (Scimitar)
Stealthy
Weapon Specialization (Scimitar)
Combat Casting
Endurance

Spells:
Base Spellcasting +1
Known Spells: Burning Hands, Flare, Dancing Lights
Familiar Spells: Faerie Fire, Produce Flame, Endure Elements

Nomad Background Trait: Traverse Difficult Terrain
Ethnic Background Trait: +1 on Ride and Survival checks

Languages: Rankene, Sanctan, Trade Tongue

Background:
He learned some magic ways from his father, shaman of his nomadic tribe, who was a specialist in fire magic. He joined a group of bandits at an early age, and worked his way to becoming their leader, but his career of robbing caravans came to a close when he and his gang were defeated by a group of religious pilgrims, who killed his comrades and left him for dead. He survived and made his way to Sanctuary...

Due to his near-death encounter with the religious pilgrims, he has a total disdain for religion and hostility toward priests and their followers. He particularly reviles powerful religious figures, such as Molin Torcholder.
[/sblock]
 

Remove ads

Top