Who's Who in "Out of the Frying Pan"

el-remmen

Moderator Emeritus
So I have decided to finally re-create the Rogue's Gallery thread for my "Out of the Frying Pan" campaign.

I will start with the original PCs, and then move on to some popular or interesting NPCs, but feel free to post requests for some.

WARNING: For those of you not done catching up with the reprise of Book I of the story hour some of these stat blocks will act as spoilers. Proceed at your own risk.

It is also important to note that that some things will appear different in these stat blocks. Along with a place for hit points there is "max negs" - which is the point at which a character dies (negative result of 10 + half max hps rounded down).

Armor Class comes in three numbers - which are the numbers against slashing/piercing/blunt weapons (always in that order).

Skill are listed with all current modifiers for stats and armor. Do note that in Aquerra everyone gains an additional 2 skill points at character creation and wizards, paladins, witches (i.e. sorcerers) and priests gain 3 skill points per level instead of 2.
 

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Jana

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Human Female – Witch 4; medium sized humanoid (human); HD: 4d4 + 11; hps: 19; Init +1 (+1 Dex,); Speed 30 ft;
AC 11/11/11 (+1/+1/+1 Dex); Attack: BAB: +1 (melee), +2 (ranged); Dmg: 1d6 (club) or 1d8 (light crossbow)
SV Fort +3, Ref +2, Will +6; AL CN - Str 10, Dex 13, Con 15, Int 15, Wis 14, Cha 16 Com 14
Special Abilities: Spell-casting (Known Spells: Detect Poison, Read Magic, Daze, Light, Ray of Enfeeblement, Cause Fear, Blindness; Spell Progression: 6/7/4)
Skills: Concentration +9, Heal +9, Alchemy +4, Handle Animal +4, Knowledge (Netherworld) +6, Profession (herbalist) +9, Ritual Ceremony* +10, Spellcraft +4, Pickpocket +5, Spot +3
Feats: Brew Potions **, Toughness, Well-Rounded (Pick Pocket), Combat Casting


Magical Items: Mantle of Presence: When worn the wearer gains a +2 enhancement bonus on all Charisma-based skill checks and a +1 on all DCs for all witch or bard spells cast. However, they also become more self-involved, suffering a –4 penalty to all spot, listen and search checks.

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Lizard Familiar (diminutive animal): HD: 4; hps: 9; Init: +3; Spd: 20 ft (climb 20 ft); AC: 19 (+4 size, +3 dex, +2 nat), Attk: +8 (bite) Damage: 1 (bite)
SV: Fort +1 Ref: +4 Will: +5 – Str: 1 Dex: 17 Con: 10 Wis: 12 Int: 7 Cha: 2
Special Abilties: Improved Evasion, Share Spells, Empathic Link, Touch Spell Conduit
Skills: Balance +11, Climb: 12, Hide: +13, Listen: +4, Spot: +4
Feats: Weapon Finesse (bite)

* Ritual Ceremony is a skill unique to witches, which allows them to invoke a token and summon the being tied to it to teach them spells.
** Witches gain the brew potion feat for free at first level.

Jana's past is shrouded in mystery. It is known that she grew up in the city of Westron on the western end of the Kingdom of Herman Land. She tends to be very quiet, but has a hard edge that seems to contradict her gentleness when it comes to applying her healing talents.
 
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Kazrack Delver

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Dwarven Fighter; medium sized humanoid (dwarf); Fighter 3 / Rune-thrower 2; HD: 3d10 + 2d8 + 15; hps: 45 (max negs: -32);
Init +1 (+1 Dex,); Speed 20 ft; AC 17/15/13* (+1/+1/+1 Dex, +6/+4/+2 Chain Shirt); Attack: BAB: +4; +9 (halberd), +8 heavy flail or +5 (Light Crossbow); Dmg: 1d10+6 (halberd), 1d8+6 (heavy flail) or 1d8 (light crossbow).
SV Fort +9, Ref +2, Will +6; AL LG; Str 18, Dex 12, Con 17, Int 14, Wis 15, Cha 12, Com 10 (12 to dwarves).

Skills: Craft (armorsmith) +10, Craft (weaponsmith) +8, Craft (stone-working) +6, Craft (Gem-cutting) +6, Handle Animal +2, Knowledge (Dwarven History) +4, Religion +5, Literacy (Dwarven) +3, Jump (+4), Perform (chanting, oratory, singing, fiddle) +3, Search +3, Swim +2, Climb +2, Literacy (Ancient Dwarven Runes) +3, Scry +5, Concentration +4

Feats: Weapon Focus (Halberd), Improved Trip, Improved Disarm, Expertise

Special Abilities: Darkvision, +2 racial bonus on all saves vs. magical effects, +2 racial bonus on all saves vs. poison, Stone-cunning, +1 to racial bonus to attack orcs and goblinoids, +4 dodge bonus to AC vs. giants, +2 racial bonus to appraise stone or metal items or gems, +2 racial bonus to Craft skills related to working on metal or stone, Turn Undead (4/day), Rune-Throwing Scrye Ability, Cast Spells from Law Domain as if 2 levels higher, Divine Spell-casting (3/2+1), Domains: Law & Good

Magical Items: Dwarven Rune Stein - This stone mug is covered in ancient dwarven runes. If a specific rune is intoned while a liquid is poured into the cup, drinking the entire liquid provides the benefit provided by the rune and then the rune disappears. The liquid remains magical for one minute.

Kazrack is originally from Derome-Delem, of the Llurgh-Splendar-Tor stronghold in the northeast portion of the island. However, he has lived most of his life in a tight-knit dwarven community of craftsman in the City of Verdun. Learning the traditions and customs of his people from his father and his aunt and uncle – including the traditions of defense –though he chose to learn and master a highly un-dwarf-like weapon: the halberd. Level-headed, but extremely stubborn, and displaying just the slightest obvious influences of having grown up in a human city – Kazrack always felt special affinity to the ways of his people’s gods –as his father was a deacon and spiritual advisor in the community that had no priests.
 
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Beorth Sakamet

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Human Paladin; medium sized humanoid (human); Paladin of Anubis 4; HD: 4d10 +8; hps: 32; Init –2 (-2 Dex,); Speed 20 ft;
AC 13/14/13* (-2/-2/-2 Dex, +4/+5/+4 Scale mail, +1/+1/+1 armor focus); Attack: BAB: +4; +7 (longsword) or +5/+1 (Quarterstaff); Dmg: 1d8+3 (longsword), 1d6+3/1d6+1 (quarterstaff)
SV Fort +9, Ref +2, Will +7; AL LG; Str 17, Dex 7, Con 14, Int 10, Wis 16, Cha 17, Com 12

Skills: Literacy (common) +4, Knowledge (Necrology) +6, Religion +2, Spot +6, Heal +9, Diplomacy +5, Listen +5, Search +1

Feats: Power Attack, Two-Weapon Fighting, Armor Focus (scale mail)

Special Abilities: Detect Evil, Divine Grace, Lay on Hands (12 point/day), Divine Health, Aura of Courage, Smite Evil, Turn Undead (6/day), Divine Vengeance (spend 1 turn attempt to add +2d6 sacred energy damage to undead for one blow).


Beorth was born in the infamous Black Islands Barony, but was raised by Monks of Anubis in Verdun after his parents were slain by undead – his sister (the only other familial survivor) became a monk. He always keeps his head shaved and is obsessed with death.
 
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Jeremy Northrop

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Human Fighter; medium sized humanoid; HD: 4d10; hps: 26; Init +3 (+3 Dex,); Speed 30 ft;
AC 20/18/16 (+3/+3/+3 Dex, +6/+4/+2 Chain Shirt, +1/+1/+1 competence); Attack: BAB: +4; +5 (long sword) and +5 short sword +1 (“Right blade of Arofel”), or +7 (Light Crossbow); Dmg: 1d8+3 (long sword), 1d6+2 (short sword +1) or 1d8 (light crossbow).
SV Fort +4, Ref +4, Will +0; AL NG (w/N tendencies); Str 16, Dex 17, Con 10, Int 13, Wis 8, Cha 10, Com 14

Skills: Climb +8, Hide +6, Jump +9, Move Silently +4, Ride: +5, Swim: +6, Literacy (common) +2, Spot +0, Speak Language (common) +2

Feats: Ambidexterity, Armor Focus (chain shirt)*, Well-Rounded (Hide)**, Two-Weapon Fighting, Dodge, Weapon Focus (longsword)

Magical Items: The Right Blade of Arofel, +1 short sword, grants the "Defense of the Dancing Blades" feat when used in pair with "the Left Blade of Arofel".

Jeremy Northrop is the son of a retired sea-captain granted a title by the local baron. He is from the Kingdom of Neergaard, a feudal place of knights and cavalier, of bandits and honor – where wizardry is hated and often feared.
 
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Ratchis of Nephthys

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Half-orc Male – Ranger 1 / Friar of Nephthys 4; medium sized humanoid; HD: 1d10 + 4d8 +5; hps: 35; Init +3 (+3 Dex,); Speed 30 ft; AC 19/17/15 (+3/+3/+3 Dex, +6/+4/+2 chain shirt); Attack: BAB: +4, +8 Masterwork Warhammer; or +7 heavy crossbow; Damage: 1d8+7 (warhammer - +1 to knockdown roll) or 1d10 (heavy crossbow)
SV Fort +7, Ref +4, Will +5; AL CG - Str 18, Dex 17, Con 13, Int 13, Wis 14, Cha 8, Com: 7

Special Abilities: Divine Spell-Casting, Immune to Charm, Protection from Mind-Influence (all within 10’ of Friars of Nephthys (including the priest himself) gain a +2 resistance bonus to all mind-effecting spells, Turn Undead (2/day), Darkvision

Skills: Climb +7, Concentration +4, Heal +8, Hide +4, Move Silently +5, Swin +5, Wilderness Lore +8, Craft (leather working) +2, Craft (furrier) +2, Profession (Hunter) +5, Profession (tanner) +3, Knowledge (nature) +2, Religion +7, Animal Empathy +1, Handle Animal +0

Feats: Tracking, Toughness, Ambidexterity*, Two-Weapon Fighting*, Outdoorsman (+2 competence bonus to wilderness lore and handle animal)

Magical Items: Boots of Uller – These boots allow the wearer to move at his normal movement rate atop snow without leaving any tracks, and to gain a +10 competence bonus to balance checks when traveling across ice at half speed. In addition, the character is considered to be under the effects of an endure elements (cold) spell while the boots are on.

Little has been revealed about Ratchis’ orcish origins. It has only recently been revealed that he was once a slave. It is no doubt the fervor with which he worships his goddess, and puts her will before his own in all things.
 
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Martin the Green

Human Male – Illusionist 4; medium sized humanoid (human); HD: 4d4 + 8 (+8 from ring); hps: 26 (max. negs: -23); Init +1 (+1 Dex,); Speed 30 ft; AC 11/11/11 (+1/+1/+1 Dex); Attack: BAB: +1 (melee), +3 (ranged); Dmg: 1d6-1 (quarterstaff) or 1d4-1 (dagger)
SV Fort +5, Ref +2, Will +6; AL LG - Str 8, Dex 12, Con 14 (18 w/ring), Int 16, Wis 14, Cha 13 Com 11
Special Abilities: Spell-casting (Spell Progression: 4/3/2), Banned School: Evocation
Skills: Alchemy +4, Concentration +6, Craft (wood-working) +4, Diplomacy +8, Knowledge (arcane) +8, Knowledge (nature) +7, Knowledge (goblinlore) +5, Knowledge (4th Age History) +5, Profession (farmer) +3, Spellcraft +10, Literacy (common) +3
Feats: Academy Alumnus*, Well-Rounded (Diplomacy), Spell-Focus (illusion) Scribe Scroll

Magical Items: Bag of Tricks, Lacan’s Demise (acts as a ring of sustenance, +4 enhancement bonus to CON).

Thomas - Squirrel Familiar (diminutive animal): HD: 3; hps: 7; Init: +3; Spd: 10 ft (climb 15 ft); AC: 19 (+4 size, +3 dex, +2 nat), Attk: None
SV: Fort +1 Ref: +4 Will: +4 – Str: 2 Dex: 16 Con: 11 Wis: 12 Int: 7 Cha: 4
Special Abilties: Scent, Improved Evasion, Share Spells, Empathic Link, Touch Spell Conduit
Skills: : Climb +15, Hide +22, Move Silently +11, Listen +9.
Feats: None

Martin is originally from a small town in northwestern Thricia. He grew up on a farm and became an apprentice to a Watch-Mage from a larger town when he was 11 years old and began at the academy when he was 13. He graduated in the year 563 H.E.
 
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Fallen by the Wayside

Malcolm Mac Duligh

Human Male – Bard 1; medium sized humanoid (human); HD: 1d6 +5; hps: 11; Init +1 (+1 Dex,); Speed 30 ft; AC 15/14/14 (+1/+1/+1 Dex, +4/+3/+3 studded leather armor); Attack: BAB: +0 (melee), +1 (ranged); Dmg: 1d10+4 (bastard sword) or 1d6+4 (club)
SV Fort +2, Ref +3, Will +2; AL CN - Str 17, Dex 13, Con 14, Int 14, Wis 10, Cha 15

Special Abilities: Spell-Casting (Spells Known: Flare, Read magic, Light, Dancing Lights; Progression: 2 0-level spells ), Bardic Knowledge, Inspire Courage, Countersong, Fascinate.

Skills: Bluff +4, Climb +6, Concentration +4, Diplomacy +3, Gather Info +4, Hide +3, Listen +2, Move Silently +2, Perform +9, Swim +3, Wilderness Lore +4, Knowledge (Local History; Dubh Moors) +5, Knowledge (geography) +4, Profession (hunter) +3

Feats: Skill Focus (Perform), Toughness

Malcolm Mac Duligh was from the Dubh Moors, a swampy highland in the northwestern portion of the Archduchy of Wallbrook. His people still live as the people of these islands did hundreds of years ago, being nomadic and not recognizing the authority of the King of Herman Land. Malcolm was forced to flee from his homeland when he killed someone who raped his cousin without having proof that it happened. He traveled to Verdun to find his friend Jeremy Northrop, whom he had met a year or so earlier when he had traveled through the Dubh Moors.

Malcolm was killed outside of the town of Cutter Jack’s by goblins of the Na-Sor tribe.
 


NPC

Tirhas Tesfey
Female High Elf – Fighter 2 / Wizard 2; medium sized humanoid (elf); HD: 2d10 + 2d4 + 4; hps: 26; Init +3 (+3 Dex); Speed 30 ft; AC 13/13/13 (+3/+3/+3 Dex); Attack: BAB: +3 +3 (melee), + 6 (ranged), +5 (masterwork short sword); Dmg: 1d6+2 (masterwork short sword)
SV Fort +4, Ref +3, Will +4; AL NG - Str 13, Dex 17, Con 13, Int 16, Wis 12, Cha 13

Special Abilities: Low-light Vision, Immune to Sleep spells, +2 racial bonus to enchantment spells and effects, Spell-casting (Prog: 4/3)

Skills: Hide +5, Knowledge (Arcana) +4, Knowledge (Elven History) +4, Ride +4, Perform (Dance, Sing) +6, Spellcraft +5, Tumble +7, Listen +3, Search +4, Spot +3, Literacy (elven) +4, Speak Language (common) +4

Feats: Bladesong *, Weapon Focus (short sword), Well-Rounded (Tumbling).


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* Blade-Song is a feat unique to Aquerra.

Tirhas Tesfey is a lithe elven woman on a pilgrimage to Derome-Delem from her homeland (and that of all elves) Tempestas. Dedicated to protecting elvenkind wherever they may be and to seek out the foes of her people, she is shy of humans and other races, preferring to avoid them. She is always accompanied by Janx, the blink dog - whom she loves and trusts as no one else.


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Janx
Male Blink Dog – medium-sized animal; HD: 4d10; hps: 30; Init +3 (+3 Dex); Speed 40 ft; AC 16 (+3 Dex, +3 natural); Attack: +4 (bite); Dmg: 1d6 (bite)
SV Fort +4, Ref +7, Will +4; AL LG - Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11

SQ: Scent, Dimension Door (as a free action (up to 720 ft.)), Blink (50% miss chance; ½ damage from area spells).

Skills: Hide +8, Listen +8, Sense Motive +5, Spot +8.

Feats: Iron Will

Janx is a particularly large albino blink dog, that is often mistaken for a white wolf. He is normally kind and inquisitive, but distrustful of anyone other than elves and little folk. Normal dogs become skittish around blink dogs and often bolt if they smell them.
 

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