This is Bazaar: Dungeon Aventure Path - Characters


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Marcus Snowshield

Marcus Snowshield

Human, 2nd-Level Diviner
Medium Humanoid (Human)
Hit Dice: 2d4+4 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex,), touch 12, flat-footed 10, Check Penalty: -0. Arcane Spell Fail: 0%
Base Attack/Grapple: +2/+2
Attack: Dagger +1 melee (1d4+1) or bolt +3 ranged (1d4)
Full Attack: Dagger +1 melee (1d4+1) or bolt +3 ranged (1d4)
Special Attacks: Spells
Special Qualities:
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 12, Dex 14, Con 14, Int 16, Wis 12, Chr 10
Skills: Craft (Alchemy): 6 (3+3), Concentration: 5 (3+2), Craft (Leatherworking) 5 (2+3), Knowledge (Arcana): 8 (5+3), Knowledge (Local) 5 (2+3), Knoweldge (Geography) 5 (2+3), Search 5 (2+3), Spellcraft: 11 (5+3+3), Decipher Script: 6 (4+2)
Feats: Scribe Scroll, Summon Familiar, Skill Focus (Spellcraft), Extend Spell
Equipment: Spellbook, Light Crossbow +18 bolts, Daggers x2, Backpack, Spell Component Pouch, 2 Ink vials, 10 sheets parchment, Inkpen, Waterskin, 1 wk trail rations, Bullseye Lantern, 2 pints oil, Clothes, 2 sunrods, 1 vial of acid, 1 vial of antitoxin, 5 tindertwigs, 1 flask of alchemist fire, 1 tanglefoot bag
Alignment: Lawful Neutral
Level Adjustment: +0


SPELLS : Wizard Class

Base Spells/Day 4 2 - - - - - - - -
Bonus Spells - 2 1 1 - - - - - -
Total Spells/Day 4 4 (1) (1) - - - - - -

Spells known:

0: All
1st: Mage Armor, Identify, Magic Missle, Comprehend Languages, Color Spray, Charm Person, Detect Secret Doors, Magic Weapon

Current Memorized

0: Acid Splash x 2, Detect Magic, Ray of Frost
1st: Detect Secret Doors*, Magic Missile x1, Mage Armor

(*=Bonus Spec Spell)

Prohibited School: Necromancy

Languages: Common, Draconic, Gnomish, Goblin

HISTORY

Marcus has lived in Cauldren all of his life, and for many years, it seemed he would follow in his uncle's footsteps and become a tanner and merchant. However, Marcus always seemed to be able to do much more than just labor, and when he was sixteen, his adopted parents enrolled him in the Academy Arcanus, and soon Marcus had found his true calling.

In the school of Divination, Marcus found his passion, and soon it became his primary school of focus, although he also proved himself to be a very competent man of science as well.

After six years of study, he graduated and left the academy, only to discover his aunt deathly ill. Staying with his uncle to help run the business while he took care of her, she finally passed two months back.

Now, torn between duty to his uncle and a desire to explore his art and the world around him, Marcus waits for the spark to ignite the flame.
 
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Poto Knezer

Poto Knezer

Male Gnome, 2nd-Level Druid
Small Humanoid (Gnome)
Hit Dice: 2d8+6 (19 hp)
Initiative: +2
Speed: 20 ft.
Armor Class: 17 (+1 size, +2 Dex, +2 leather armor, +2 heavy wooden shield), touch 15, flat-footed 15
Base Attack/Grapple: +1/ -2
Attack: +3 melee(1 str, 1 BAB, 1 size) +4 ranged(1 BAB, 2 Dex, 1 Size)
Full Attack: Club +3 melee (1d4)+1, x2, or ranged +4(1d4)+1,x2,10 feet or sling +4 ranged (1d3), x2
Special Attacks: spells
Special Qualities: Gnome: low light vision; +2 save vs. illusions, +1 DC to illusion spells, +4 AC vs. Giants, +2 listen & alchemy, spell-like abilities (1x/day: speak with burrowing mammels, dancing lights, ghost sounds, prestidigitaion. Druid: Nature Sense (+2 Animal Empathy & survival), Animal Companion (Jinx the Riding Dog-see below), Wild Empathy +4[+2 synergy due to handle animal, +2 level +0 chr], woodland stride
Saves: Fort +6, Ref +2, Will 6
Abilities: Str 12, Dex 14, Con 16, Int 10, Wis 16, Cha 10
Skills: Concentration 5(2), Handle Animal 7(5), Heal 8(5), listen 5(0), Ride 3(1), Spot 5(2), Survival 10(5)
Feats: Track
Alignment: Neutral good
Languages: Common, Gnome, Druidic

Equipment 32.25 lbs for light load; 31.5 lbs currently
Jinx can carry 100 lbs as light; Poto weighs 45 lbs
36 gp, 6 sp, 9 cp
Leather armor, large wooden shield, club, sling, 20 bullets, back pack, belt pouch, spell components, travelers outfit, fishhook, sack(empty), waterskin, 4 days trail rations, torch, flint & steel, pint of oil, dagger, 50 foot silk rope, 2 sunrods, vial of antitoxin, vial of alchemist fire, 5 tindertwigs, smokestick


Spells (4/3)
Level 0 (DC 13)Cure minor wounds, flare, detect magic, create water
Level 1 (DC 14)Shillelagh (+1 club (1d8)+1), cure light wounds (x2)

Background:
Poto stands 4 foot 1 inch tall, weight 45 pounds, has brown skin, grey eyes, & blond hair. He has a short beard, which he tries to keep neatly trimmed. He was raised in the hills near the city. He is wary of humans & civilization in general, but feels like the peoples of the forest must understand them better for their own survival. He has come to the city to learn & increase his power, so that he can better protect the wilderness.

Jinx
DOG, RIDING
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
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: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
Environment: Temperate plains
Challenge Rating: 1
Advancement: -
Level Adjustment: -
Jinx is a St. Bernard.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds.
Combat
If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Link, shared spells
Tricks: Attack (incl undead & aberations), defend, down, guard, Heel, Stay
 
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Griswald Rivenstone 2nd lvl Paladin (Heironeous)
Medium Humanoid (Dwarf)
Hit Dice: 2d10+6 (21 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 armour, +2 shield), touch 10, flat-footed 16
Base Attack/Grapple: +2/+4
Attack: waraxe +4 melee (1d10+2/x3) or shortbow +2 ranged (1d6/x3)
Full Attack: waraxe +4 melee (1d10+2/x3) or shortbow +2 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: smite evil 1/day
Special Qualities: dwarven traits, aura of good, detect evil, divine grace, lay on hands
Saves: Fort +7, Ref +1, Will +4
Abilities: Str 14, Dex 10, Con 16, Int 12, Wis 14, Cha 13
Skills: diplomacy (cha) +4/3, handle animal (cha) +3/2, heal (wis) +7/3, knowledge (religion) (int) +3/2, ride (dex) +3/3, sense motive +4/2
Feats: power attack
Environment: any
XP: 1437 / 3000
Weight: 293.5lb = 184(character) + 109.5(equipment)
Height: 4'5"

Languages:
Common, Dwarven, Terran

equipment -
dwarven waraxe
shortbow
20 arrows
scalemail
lrg steel sheild
backpack
bedroll
signet ring
whetstone
7 trail rations
ink & quill
scroll case
10 parchment
5 paper
healing kit (20/20)
2 explorer's outfits
cold weather outfit
flask of acid
34gp
2sp
8cp

history -
Griswald has golden blonde hair and ice blue eyes. Slightly uncommon among dwarves, yes, but he takes it as a sign to being a chosen of Heironeous to do his good will. He is of impressive build but lacks any real agility.

His tale starts as a wee lad, before he was of age to get any funny ideas about his hair his father would take him on the road when he went about making contracts for selling metals and such mined and processed by his boss' company. This he enjoyed, particularly when his father let him ride one of the stout bred ponies that pulled their wagon along, giving him a small amount of training on how to ride animals. His mother had long ago
passed away when duergar had raided their small mining town, no doubt she took half a dozen with her for she was a warrior before she became a mother and always had something of weapon-like qualities within reach, Griswald was obviously from his mother's side mostly. His father on the other hand was a suave businessman among dwarves and was prided on his well groomed appearance and articulate tongue, Griswald inherited a
little of that as well. During his travels with his father though he saw many interesting things, one thing which took his interest was the teachings of the god, Hieroneous. Crushing evil and doing good seemed to be a very tempting offer indeed and he asked his father's permission to do so, reasoning that his appearance (something that neither mother nor father could have handed down to him) was his call to become a paladin.

His father did not give an answer right away, and it would take many months more before Griswald would hear an answer. During the time he waited Griwald took up the waraxe and trained himself in its use, studied the beliefs of Hieroneous and learnt how to tend wounds. Before his father gave his answer though their caravan was assaulted by bandits, they struck quick and hard and Griswald was at odds trying to fight them off with the few dwarves that travelled with them. His father recited an inspirational poem to give heart to the defenders and there seemed hope, but a well placed arrow caught him mid sentence and he fell heavily from the wagon. Griswald finished reciting the poem, and though it didn't have the same effect as his father reciting it they fought off the invaders. Griswald was convinced they were ex-military with their fighting prowess.

Griswald rushed to his father's side and gave what aid he could but there was nothing he could do to fix the mortal wound. Before he passed away his father gave him consent to become a paladin, and that to die in battle was truly honourable and he had no regrets. He wished his son well before closing his eyes for the last time. With only one of the three ponies left and only half the number of dwarves remaining, they slowly trekked their way home, forced to walk while the single pony wagon carried their fallen. After returning home and burying his father next to his mother he took his inheritance and left to become a paladin.
 

Ian McLaren

Human1st level Bard, 1st level Fighter
Medium Humanoid (Human)
Hit Dice: (1d6)+(1d10)+4 = 17
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 armour, +1 shield, +1 Dex), touch 11, flat-footed 15
Base Attack/Grapple: +1/+4
Attack: bastard sword +3 (1d10+2/x2) or shortbow +2 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Qualities: bardic music, inspire courage +1, fascinate
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 14, Dex 12, Con 14, Int 14, Wis 12, Cha 14
Skills: bluff 4 (+6), diplomacy 4 (+6), gather info 4 (+6), intimidate 2 (+4), listen 4 (+5), perform 5 (+7), sense motive 3 (+4), swim 2 (+4)
Feats: power attack, exotic weapon: bastard sword, imp. bull rush
Environment: any
XP: 1437 / 3000
Weight: 210 lbs.
Height: 6'2"

Languages:
common, elven, sylvan

spells per day: 2 / - / -

spells known: dancing lights, flare, prestidigitation, light


equipment -
bastard sword
buckler
short bow
20 arrows
uilleann pipes
backpack
bedroll
winter blanket
flint and steel
whetstone
waterskin
10 torches
3 days rations
9 gp
3 sp
7 cp

Background:

Ian is from a Highland clan of warrior/farmers. The local government invaded his land and crushed the ruling power of his people. He moved to the city (Cauldron) to find work, since his homeland is in severe economic depression.

His main goals are to eventually restore his family to prominence, either by restoring their ruling power or buying his way into the current power strucure. Obviously, either of these paths require fame and money.
 

Zarin Sundragon

Male Sun Elf 1st-Level Wizard
Medium Humanoid (Elf)
Hit Dice: 2d4+2 (9 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +3/+3
Attack: Longsword +4 melee (1d8+2, 19-20/x2) or longbow +4 ranged (1d8+2, x3, 100'r)
Full Attack: same
Special Attacks: Spells
Special Qualities: Low-Light Vision, Immunity to magic sleep/+2 SV vs. Enchantments, +2 bonus to Listen, Search, & Spot checks, Automatic Secret Door check within 5 feet
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 12, Int 18 (20), Wis 10, Cha 10
Skills: Alchemy +7, Appraise +5, Concentration +5, Escape Artist +4, Knowledge (Arcana) +8, Knowledge (History) +5, Listen +2, Ride +4, Search +6, Spellcraft +8, Spot +2 (+5 in daylight), Tumble +4
Feats: Scribe Scroll, Alertness (familiar), Spellcasting Prodigy
Alignment: Chaotic Good
Level Adjustment: +0

Encumbrance 58 lbs for light, 52 currently
3pp, 11gp, 1sp, 9cp
Traveler's Outfit, longsword (masterwork), Belt Pouch, Spell Component Pouch, Scroll Case, Longbow (mighty composite +2), Quiver (40 arrows), Backpack, Bedroll, Waterskin, Trail Rations, Soap, Spellbook, Paper (20 sheets), Chalk, Ink , Inkpen, Acid, Alchemist's fire, Antitoxin x3, Healing Salve x15, Thunderstone, Tindertwigs x10, Scentbreaker, Smokestick, Sunrod x3, Suregrip

Scrolls: Shield x2, Comprehend Languages x2, True Strike x2, Magic Missile x2, Spider Climb

Prohibited School: Conjuration

Spells Prepared (4, 2+2+1)
0th- Resistance, Detect Magic x2, Prestidigitation
1st- Shield, Color Spray, Magic Missile (s), Burning Hands, Expeditious Retreat

Spellbook
0th - Resistance, Detect Poison, Daze, Dancing Lights, Flare, Light, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic
1st - Protection from Evil, Shield, Comprehend Languages, Identify, Color Spray, Magic Missile, True Strike, Burning Hands,

Expeditious Retreat, Spider Climb

Languages: Common, Elven, Draconic, Gnomish, Dwarven, Orc

Sunfire, Light Warhorse
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (dex)
Speed: 60 ft. (12 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Attack: 2 hooves +4 (1d4+3), bite -1 (1d3+1)
Special Qualities: Scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +7, Spot +7
Alignment: Neutral

Encumbrance: 140, 277 riding with full equip, 189 dropping rear saddlebags (Light 0-230, Medium 231-460, Heavy 461-690)
Military Saddle, Saddlebags (front), Portable Writing Desk, Reading Lamp, Oil x33 flasks, Flint & Steel, Saddlebags (rear), Trail Rations x6, Waterskin x6, Alchemist's Lab, Alchemy Supplies (100gp), Sunrod x10

Cloudseeker, Hawk familiar
Tiny Magical Beast
Hit Dice: 2 (4 hp)
Initiative: +3 (dex)
Speed 10, fly 60 (average)
Armor Class: 18 (+2 size, +3 Dex, +2+1 natural), touch 15, flat-footed 15
Attack: Claws +5 (1d4-2)
Special Qualities: Grant Alertness, improved evasion, share spells, empathic link
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
Skills: Listen +6, Spot +6 (+8 in daylight)
Feats: weapon finesse (claw)
Alignment: Chaotic Good

Background:

Zarin grew in an elven community east of Cauldron. The village elders recognized him as a spellcasting prodigy, and it was decided that he be trained as a wizard. But he enjoyed exploring more than anything. When he finished his training, he chose to become an adventurer. His family, nay the entire village, who had contributed to his training, were not pleased with his choice. But, knowing that adventuring is the best way to gain experience (as well as the best way to die), they reluctantly sent him on his way. Zarin left his family to travel to Cauldron, his heart filled with hope, his future uncertain.

Appearance:

Zarin is five foot tall, average height for an elf. He's built thin but wiry, and wears his silver hair in a long braid. Hidden behind his playful green elven eyes is a piercing intelligence.
 
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