Toasterferret's Council of Thieves

toasterferret

Explorer
Opening this thread as an easy reference for my upcoming Council of Thieves game.

Players please use this space to make a character sheet, or to link a sheet online.
 

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Leonixx Lightfeather
Gnomish Deep Earth Sorceror 1
CG

stats:
str 5
dex 14
con 16
int 12
wis 12
cha 18

HP: 9, AC: 13
BAB+0, Initiative+6
Saves: Fort+3, Reflex+2, Will+3

Racial Traits:
20ft speed
Low-light vision
Keen senses(+2 smell/touch perception)
Academician(+2 to knowledge(dungeoneering))
Illusion resistance(+2 save vs Illusion spells)
Gnome Magic(+1 dc to illusion spells, 1/day dancing lights, ghost sound, prestidigitation, speak with animals)
weapon familiarity('gnome' weapons considered martial)
Eternal Hope(+2 save vs fear/despair, after nat 1 on d20 roll may reroll 1/day)

Class features: Deep Earth Bloodline
When you and target are both underground, spell save dc increased by 1
Tremor: 3+cha mod times per day(7), may attempt to trip a foe within 30 ft, using class level and cha mod instead of strength and BAB)

Skills:
UMD +4+4
Bluff +4+4+1
Kn(Arcane) +4+2
Kn(Dungeoneering)+4+2+2
Spellcraft +4+2

Feats: Eschew Materials, Improved Initiative

Traits: Charming, Fast-Talker

spells:
0: Detect Magic
Mage Hand
Daze
Flare
1: Grease
Color Spray

Items:
Backpack
10 trail rations
2 tanglefoot bags
50ft rope
2 waterskins
bedroll
8g, 17s, 8c
 
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James' Character

Human Mobile Fighter 1

Stats:
str 14
dex 20
con 10
int 13
wis 9
cha 7

HP: 10
AC: 16 (10 + 1 armor + 5 dex)
BAB: 1
Init: 7 (5 dex + 2 trait)

Saves:
Fort: 2 (2 class)
Reflex: 5 (5 dex + 0 class)
Will: -1 (-1 cha + 0 class)

Skills:
Acrobatics 6 (1 rank + 5 dex)
Climb 6 (1 rank + 2 str + 3 class)
Ride 9 (1 rank + 5 dex + 3 class)
Survival 5 (1 rank + 3 class -1 wis)
Craft (Weaponsmithing) 5 (1 rank + 1 int + 3 class)

Feats:
Exotic Weapon Prof. (Spiked Chain)
Weapon Finesse
Agile Maneuvers

Items: 58-116-175 (carrying caps) Current: 46lbf
GP: 84.2 spent from start

Spiked Chain 25gp - 10 lbf
Quilted Cloth Armor 100gp - 15 lbf
20 darts @ 5sp/.5lbf each - 10 gp - 10 lbf

1 waterskin 1gp - 4 lbf
1 bedroll 1sp - 5 lbf
3 caltrops @ 1gp/2lbf each -3 gp - 6 lbf
1 weapon cord - 1sp - n/a lbf

1 Artisan's Tools (Masterwork) 55gp - 5lbf (Not on person)

Attacks:
Spiked Chain 1d20 + 5 dex + 1 BAB (2d4+3 Damage)
Darts 1d20+ 5 dex + 1 BAB (1d4+2 Damage)


Traits:
Diabolist Raised --> +1 bonus on Bluff, Diplomacy, Intimidate, and
Sense Motive checks made against Westcrown’s nobility,
and a +1 bonus on all saving throws made against mindaffecting
attacks from devils.

Reactionary: You gain a +2 trait bonus on Initiative checks.

Languages:
Common
Infernal

BIO:


Vigil is a talented man, nimble and quick. In fact, his natural affinity for quick, fluid
movement is what first drove him to pick up a chain in the first place. Unfortunately, he is
one of the few who sees the beauty in the weapon, as most assosiate the spiked chain with
Zon-Kuthon, the God of Pain and Torture. As such, Vigil is used to being pre-judged by most,
and has learned to keep his weapon under wraps, at least whilst in public.

Child of your average Westcrown merchant, Vigil lived a more-or-less comfortable life for a
Westcrani boy. He trained with a friend of his father's, a local weaponsmith, for a number
of years, learning how to craft, and wield, the various tools of war. When all was said and
done, his favorite weapon, both to build and to carry, was the spiked chain.

While few weapons could match it's dancing grace, and few could match it's destructive power,
even fewer could do both at once and Vigil soon enough became enamored with the weapon. He
would spend hours honing his skills after-hours, swinging his favorite chain in methodical
circles, slashes, and other patterns.

His skill came to be recognized by his immediate neighbors, and Vigil started demonstrating
his talents less in private and more in public.

One day, while swirling and swinging in the center of a small crowd, Vigil noticed two
approaching Hellknights, arguing with each other and staring at him. As they got closer he
overheard them- one was convinced that he had the superior skill with the chain. Before he
knew it, the Hellknight standing across from him holding a chain. And only a few seconds
later, he was staring up at Vigil from his back on the ground.

That move cost Vigil dearly. He was arrested- for something, and his parents were arrested-
for something else; both erroneous charges stemmed from the embarrassment the
overconfident Hellknight had suffered at Vigil's hands. Vigil would go on to escape from the
prison holding him, more thanks to luck and a drunk watchman than any measure of stealth or
skill, but he never saw his parents again.

Upon returning home, if you could call it that anymore, Vigil found little. The house he
shared with his parents had long since been looted, either by the Hellknights following his
arrest, or by unsavory locals during the week he'd been in jail. Regardless, there was
little left. Taking the looter-undiscovered nestegg his father had been hiding under the
floorboards, Vigil sold the house and never looked back.

He used the money he 'inherited' to purchase the necessary tools, equipment and materials to
support himself as a weaponsmith. He obviously still harbors a deep dislike for Hellknights,
even these three years later, as he never saw his parents again. He considers himself orphaned, and
makes his living making and repairing weapons out of his small workshop.
 
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Matron Maurea

Human Cleric Lvl 1 Alignment: Lawful Good Deity: Sarenrae

Str 12
Dex 10
Con 10
Int 13
Wis 18
Cha 14

HP 8, AC 17 Scale 5 + Heavy Steel Shield 2
BAB 0, Init +1

Saves:
Fort 2, Ref 0, Will 6

Skills:
Diplomacy +6
Heal +8
Know. Religion +5
Sense Motive +8
Spellcraft +5

Feats:
Improved Channel
Turn Undead

Traits:
Sacred Touch - Stabilize dying creature as a standard action by touching it.
Sacred Conduit - +1 to DC for channel energy

Class Features:
Aura
Channel Energy
Domains; Glory and Healing (Restoration SubDomain)


Spells/ day: 3 0-level, 3 1st-level
Spells Known (subject to change daily)

0th
Detect Magic
Read Magic
Light
1st
Bless
Magic Weapon
Domain Shield of Faith

Equipment:
Scimitar, Light Crossbow
Backpack, Scale Mail, Heavy Steel Shield
Bedroll, Waterskin
Candles x10, Chalk
Flint and Steel, Whetstone
Oil , Hooded lantern
Holy symbol, Rations
 
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Pete's Character

Name: Noa Bradthorn.

Human Rogue 1 (Will be multiclassing Bbn)
AL: LN

Stats:
Str 13
Dex 16
Con 15
Int 12
Wis 9
Cha 11

HP: 13 (8 Class +2 Con +3 Toughness)
AC: 17 (10 +3 armor +1 shield +3 Dex)
BAB: +0
Init: +4 (3 dex +1 trait)

Saves:
Fort: +2 (2 Con + 0 class)
Reflex: +5 (3 Dex + 2 class)
Will: -1 (-1 Wis + 0 class)

Skills:
Acrobatics +7 (1 rank + 3 Dex +3 trained)
Bluff +4 (1 rank +3 trained)
Climb +5 (1 rank +1 Str +3 trained)
Disable Device +7 (1 Rank +3 Dex +3 trained)
Escape Artist +7 (1 rank +3 Dex +3 trained)
Intimidate +4 (1 Rank +3 trained)
Knowledge (Local) +5 (1 rank +1 Int +3 trained)
Perception +4 (1 rank -1 Wis +1 trait +3 trained)
Sleight of Hand +7 (1 rank +3 Dex +3 trained)
Stealth +7 (1 rank +3 Dex +3 trained)

Feats:
Catch Off-Guard
Toughness

Traits:
Conspiracy Hunter
Westcrown Firebrand

Money: 1 Pp 18 Gp, 12 Sp, 18 Cp

Items:
Short Sword, 6 Daggers, Backpack, Studded Leather Armor, Steel Buckler
Silk Rope (50 ft), Whetstone, Wineskin, Sewing Needles and thread, flint and steel, Thieves' Tools, and a small wooden holy symbol.

Attacks:
Short Sword (+1 to hit, 1d6+1 dmg)
Daggers (6) (+1/+3 to hit, 1d4+1 dmg)
(*Also note, NO penalty for improvised melee weapons*)
(**+1 to all attacks during a surprise round**)
 
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