Malvoisin's War of the Burning Sky - Rogue's Gallery

Malvoisin

First Post
Party XP Log

**Ambushed by Black Horse bounty hunters at the Poison Apple Pub, the party defeated 4 Bounty Hunter Thugs, 2 Bounty Hunter Scouts, and 1 dog. 200 xp.

XP Total: 200
 
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Rystil Arden

First Post
IN PROGRESS

Code:
[B]Name:[/B] Phaedra Nossos
[B]Class:[/B] Beguiler
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] CN (with Good tendencies)
[B]Deity:[/B] None 

[B]Str:[/B] 10 +0 (2p.)     [B]Level:[/B] 1        [B]XP:[/B] 200/1000
[B]Dex:[/B] 14 +1 (6p.)     [B]BAB:[/B] +0        [B]HP:[/B] 7 (1d6+1)
[B]Con:[/B] 12 +1 (4p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 8 -1 (0p.)    [B]Init:[/B] +2        [B]Spell Save:[/B] +3 (+4 Enchantment)
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -2         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +2    +0    +0    +0    16
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 14

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

[B]Weapon                  Attack   Damage     Critical[/B]
Rapier                       +0      1d6       18-20/x2
Shortbow                     +2      1d6       20/x3

[B]Languages:[/B] Common, Elven, Orc, Dwarven

[B]Abilities:[/B] 
Human:
Bonus Feat, Bonus Skills

Beguiler:
Armoured Mage, Trapfinding

Spells: 0-5, 1-4
DCs: 0-13 / 14(Ench), 1-14 / 15(Ench) 
[B]Feats:[/B] Combat Expertise, Civic Minded, Spell Focus (Enchantment)

[B]Skill Points:[/B] 40       [B]Max Ranks:[/B] 4/2
[B]Skills                Ranks  Mod  Misc  Total[/B]
Appraise                        +3          +3
Balance                         +2          +2
Bluff                      4    +3          +7
Climb                                       +0
Concentration              4    +1          +5
Craft                           +3          +3
Diplomacy                  4    +3          +7
Disable Device             1    +3          +4
Disguise                   4    +3          +7 (+17 with Disguise Self) 
Escape Artist                   +2          +2
Forgery                         +3          +3
Gather Information              +3          +3
Heal                            -1          -1
Hide                       0    +2          +2
Intimidate                      +3    +4    +7
Jump                                        +0
Knowledge (arcana)         4    +3          +7
Knowledge (local)          4    +3          +7
Knowledge (nob and roy)    4    +3          +7
Listen                          -1          -1
Move Silently              0    +2          +2                  
Perform                         +3          +3
Ride                            +2          +2
Search                          +3          +3
Sense Motive               4    -1          +3
Spellcraft                 3    +3          +6
Spot                            -1          -1
Survival                        -1          -1
Swim                            +0          +0
Tumble                     4    +2          +6
Use Rope                        +2          +2


[B]Equipment:               Cost  Weight[/B]
Chain Shirt		100	25
Rapier                  20      2
Shortbow                30      2
Arrows (20)             1       3                 
		
Backpack		2	2
-Signet Ring            5   
-Sealing Wax            1
-Courtier's Outfit      30      6
-Assorted Jewelry       25
-Entertainer's Outfit   3       4
-Cleric's Vestments     5       6
-Scholar's Outfit       5       6
-Explorer's Outfit      10      8
-Bedroll		0.1	5
-Waterskin		1	4
-Flint and Steel	1		
[B]Total Weight:[/B]43lb      [B]Money:[/B] 10gp 9sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]             43   86    130

[B]Age:[/B] 22
[B]Height:[/B] 65 inches
[B]Weight:[/B] 115 pounds
[B]Eyes:[/B] Emerald Green
[B]Hair:[/B] Chestnut Brown
[B]Skin:[/B] Light Creme


Appearance: In her natural appearance, Phaedra is of average height, lithe and dextrous, with long tresses of chestnut-brown hair and striking green eyes that shine with cunning and intelligence. However, she is almost always in one guise or another, even if it is just a minor shift in the way she carries herself, moves, and holds her face, using slight cues to make herself into something else, along the spectrum from the nondescript drab brown-haired girl who is beneath attention to the exotic beauty who emphasises all her most alluring features. And of course, where moulding her natural looks fails to convey her disguise, her magic helps to fill in the gaps.

Background: Phaedra, or Fae as her friends call her, if she is willing to give them her real name at all, never speaks about her past--she doesn't want to let anyone that close to her. Instead, she covers her inner self with layers and layers of masks. In truth, her early life was quite atypical and traumatic--she was the daughter of an evil witch named Pasiphae, although like her daughter would eventually do, Pasiphae cloaked herself in false names and lies. Of course, anyone attempting to compare Fae to her mother earns Fae's strongest ire--likely leading to a lashing out of negative emotions that is the rare penetration of all her masks. Pasiphae was an abusive and cruel mother, always focused on magical ability and her fading beauty, and willing to dish out physical and emotional abuse to her daughter to make herself feel better. Pasiphae had grandiose schemes for eternal beauty, immortality, rulership of nations, and more, a true megalomaniac. Phaedra felt no remorse when her mother disappeared amongst the inquisitors of Ragesia. Presumably, Pasiphae was killed or incarcerated, but Phaedra couldn't help but feel a chill in her heart as if of recognition when she saw the masked visage of the Inquisition's new leader, Leska.

The young orphan displayed a raw magical power at an age that would have made her mother grudgingly proud, not that Phaedra cared. With her mother gone, she was able to use her natural talents for deception and making friends to forge a life of her own. Patterning her life the only way she knew how, she began to weave deceptions and false identities, exploiting openings she saw to profit and thrive. Settling upon Gate Pass as a base of operations, she got to know many of the local leaders, and she even performed several jobs for the Resistance. Ragesia, Shahalesti--it didn't matter to Phaedra. She manipulated small jobs to find profit, every once in a while helping people she came across who tugged at her heartstrings, but never ever admitting her compassion. Her mother had taught her that love and compasson were weak and stupid, and despite Fae's hatred for her mother, many of those lessons stuck so that it will be hard to shake off.

Still, Fae has grown fond of Gate Pass, and the growing Inquisition, particularly with Leska, who makes her uneasy, at the head, is galvanising her to action.
 
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Verbatim

Explorer
Markus Half-Hand

Markus Half-hand
Male Half-Orc Priest 1

Alignment: Chaotic Neutral
Patron Deity: Telchur

Height: 6’1''
Weight: 220lbs
Hair: Shaved
Eyes: Pale Blue
Age: 18

Str: 16 (14+2) (+3) (6 pts)
Dex: 12 (+1) (4 pts)
Con: 14 (+2) (6 pts)
Int: 10 (12-2) (+0)(4 pts)
Wis: 16 (+3) (10 pts)
Cha: 8 (10-2) (-1) (2 pts)

Class and Racial Abilities:
+2 Str, -2 Int, -2 Chr, Darkvision 60’, Orc Blood, Turn Undead, Spontaneous Healing, Chaotic Aura, Access to Cold and Strength Domain.


Hit Dice: 1d8+2
HP: 10
AC: 16 (+1 Dex, +4 Armor, +1 Shield)
ACP: -3
Init: +1 (+1 Dex)
Awareness checks: +3(0) Spot, +3(0) Listen
Speed: 30ft

Saves:
Fortitude +4 [+2 base, +2 Con]
Reflex +1 [+1 Dex]
Will +7 [+2 base, +3 Wis, +2 Feat]

BAB: +0
Melee Atk: +3 (1d6+3/20x2/p, Shortspear)
Ranged Atk: +1 (1d6+3/x3/100 ft./p, Javelin)

Skills:
Concentration +4 (2)
Heal +5 (2)
Knowledge (Religion) +2 (2)
Spellcraft +2 (2)

Feats:
Blade of the Resistance (Gate Pass Bonus Feat)
Iron Will (1st Level Feat)

Languages: Common, Orc

Spells Prepared
Save DC +3
0th – Guidance, Detect Magic, Create Water
1st – Command (DC 14), Magic Weapon, Enlarge Person (D)

Domain

Cold- Markus can turn or destroy fire creatures as a good cleric turns undead. He may use these abilities 3/day. This granted power is a supernatural ability. 1st lvl domain spell: Chill Touch.

Strength- Markus may perform a feat of strength as a supernatural ability. He gains an enhancement bonus to Strength equal to his cleric level. Activating the power is a free action, lasts 1 round, and he may use it 1/day. 1st lvl domain spell: Enlarge Person.

Equipment
Shortspear – 1gp (3lbs)
8 Javelins - 8 gp (16 lbs)
Chain Shirt – 100 gp (25 lbs)
Buckler – 15 gp (5lbs)
Silver Holy Symbol of Telchur- 25 gp (1 lbs)
Belt pouch - 1gp (1/2 lb)
Traveler’s outfit – free
Spell Pouch- 5gp (2lbs)
Backpack - 2gp (2 lbs)
~Cold Weather Outfit – 8gp (7 lbs)
~Bedroll - 5sp (5 lbs)
~Waterskin – 1gp (4 lbs)
~Two day’s worth of trail rations – 1gp (2 lbs)

Total weight carried: 69 lbs, light load.

Money
20gp

Appearance and Personality: While some half-orcs barely manage to only display a touch of their darker heritage, most seem to display more bestial traits than those of man. The being that would one day be named Markus falls into that category. Tall and broad of shoulder, chest, and arms, his strength and stamina were refined in the slave mines where he toiled for the elves, while his personality regressed to little more than a savage beast to survive the harsh conditions around him.

After his escape and training, as well as his naming, Markus slowly has allowed himself to adopt some semblance of civility. He still jumps at the slightest of noises, guards his meals with a hunched eating position, and has thrown more than one punch when startled out of his slumber.

After joining with the Gate Pass resistance, those around the hulking priest have learned quickly to avoid him when his dark moods fall upon him, and to be ready for the unpleasant sensation of healing that Telchur’s blessings carry, as more than one have whispered that the healing felt far worse than the wound which caused the need.

He carries a simple spear etched with Telchur’s markings and has a steel buckler strapped onto his left arm, as his missing fingers would prevent the holding of a normal shield properly. Although he initially chafed under the steel shirt of chain he was given by the resistance, it has now become like a second skin to him. He removes it only when sleeping and bathing, but considers the latter a waste of time so it rarely happens more than thrice a month.

Background:

Cold and pain.

It seems that my first memories were always of one or the other and often both. At least before Telchur taught me to embrace the cold and find strength in the pain.

Issachar told me I was more beast than man, or orc, or both, when he found me in the snow. I do not doubt his words, as Issachar was many things, but never a liar. He carried the three scars to his grave from our first meeting and I do not know why he did not simply kill me that day. I would have killed him if our roles were to have been reversed.

He used pain to force me to become sane again. When I would snarl at him and seek to bite him when he brought my meals, he would invoke Telchur’s name and punish me for my actions. Slowly I learned that Issachar, through the strength of Telchur, was stronger than I was and to their strength I finally surrendered.

My hand was why he had spared me he once told another of our order when he thought I could not hear him. Or perhaps he knew all along I was merely faking slumber that night. Issachar was like that, saying something to someone when it was meant for another to overhear. I never understood why he was not more direct, but he never understood why I was so direct.

Naked and lost in the snow, I should have died within hours, but Telchur only demanded the sacrifice of three fingers from my left hand. My thumb and small finger remain, but the others were taken for his mark. For Issachar, it was half of his right foot, some have lost more, others less, but in the end Telchur always demands something from those he embraces, whether they request it or not.

When I was sane enough to speak, Issachar instructed me on how to call upon Telchur for the smallest portion of his power. When I failed to do it properly, he used the same painful motivation that restored my sanity to fuel my desire to do it properly. I learned not to ask questions quickly and it was not long before I had mastered the basic aspects of Telchur’s gifts. A day would come later that Issachar would have me strip down and cast me out of our cave and into the heart of a blizzard’s wrath with nothing but a flint knife to arm myself with. I would find him three days later and when I returned to the camp, he fed me bear stew and handed me the symbol of our order. I was now truly one of Telchur’s chosen.

There is a war coming and it threatens all of Telchur’s lands of the North. He does not care, nor do I, why this war is coming, but he does care that his lands must remain free and his. The day they killed the first of his Wardens, they began drawing down a storm upon them. Telchur’s priests are spread far apart in the North, but they are gathering now. With Issachar’s passing, I am to assist those in Gate Pass who seek to stop this war. For now, Telchur’s goals and theirs are the same. When they are no longer the same, we will part ways and the North will remain free. Should they run against Telchur’s will then the gathering brothers will gather against them, as surely as they gather against those who have drawn first blood.

Do they feel the chill touch of the grave in the wind yet? If not, they soon shall…
 
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stonegod

Spawn of Khyber/LEB Judge
Coldan Ciandra (CR 1) (0 XP)
Male human knight 1
LG Medium humanoid
Init +0; Senses Listen +0, Spot +0
Languages Common
-----------------------------------------------------------------
AC 18, touch 10, flat-footed 18; +5 armor, +3 shield; Shield Specialization
hp 14 (1 HD)
Fort +2, Ref +0, Will +2
-----------------------------------------------------------------
Spd 20 ft. (30 ft. base)
Melee longsword +4 (1d8+3/19-20) or
Melee morningstar +4 (1d8+3) or
Melee dagger +4 (1d4+3/19-20) or
Ranged shortbow +1 (1d6/x3)
Base Atk +1; Grp +4
Special Actions knight's challenge 3/d (fighting challenge +1), leadership performance 2/d (courage +1)
-----------------------------------------------------------------
Abilities Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16
SQ knight's code
Feats Leadership Performance, Shield Specialization (heavy), Bearer of the Coal TongueB
Skills Diplomacy +4, Knowledge (nobility & royalty) +2, Perform (oratory) +7, Ride +4
Possessions longsword, morningstar, dagger, shortbow with 20 arrows; chainmail, heavy steel shield; backpack, bedroll, rope, waterskin, whetstone; 9 gp, 8 sp, 8 cp; 93 lbs (medium load)
Affiliations Gate Pass Military (Former Ragasian Military)
-----------------------------------------------------------------
Knight's Challenge Coldan uses the force of his fighting spirit to manipulate foes. Even if Coldan lacks a shared language with the foe, the challenge can be issues. The following challenges can be issued:
- Fighting Challenge +1 (Ex): As a swift action, Coldan can issue this challenge against a single opponent. If the opponent has a Int of 5 or more, a language of some sort, and a CR greater than or equal to Coldan's level, he gains a +1 morale bonus on Will saves and attack and damage rolls against the target. The ability lasts 8 rounds. If applied against a non-valid target, the ability is wasted. If the opponent drops Coldan to 0 or fewer hit points, Coldan losses 2 uses of his knight's challenge. If the duration expires, Coldan can choose another target only if the first is inactive.
Leadership Performance Coldan can inspire others to greatness.
- Courage +1 (Ex): By giving a rousing minute-long speech before combat, if combat begins within the next hour, all allies gain a +1 morale bonus on saving throws vs. charm and fear effects, and a +1 morale bonus on attack and damage rolls. This ability lasts for 5 rounds once combat is engaged.
Shield Specialization (heavy) +1 AC with heavy shields.
Bearer of the Coal Tongue Perform is a class skill. +1 leadership performance per day.
[sblock=Advancement]L1->Knight 1 HP 14 (1d12+2) SP: 12 (2x4+1x4)
Skills: Diplomacy +2cc, Knowledge (nobility & royalty) +2, Perform (oratory) +4, Ride +4
Abilities: Str 16 (10 pts), Dex 10 (2 pts), Con 14 (6 pts), Int 10 (2 pts), Wis 10 (2 pts), Cha 16 (10 pts)
Feats: Shield Specialization (heavy), Leadership Performance [human bonus], Bearer of the Coal Tongue [affiliation bonus]
Other: [/sblock][sblock=Tracking]Start:
  • XP
    • None
  • Gold
    • 9 gp, 8 sp, 8 cp: Start
  • Possessions
    • Staring Possessions: longsword, morningstar, dagger, shortbow with 20 arrows; chainmail, heavy steel shield; backpack, bedroll, rope, waterskin, whetstone;
[/sblock]Background
Morrus used to be a shining beacon of light and justice in the world. Or, that is what the people of Morrus would tell you. Her neighbors---they may have had a different story. But the story now is that of the Empire, and how they crushed her mighty armies with cunning and magic, destroying the Morrusian legacy and leaving it in shambles.

Though he conquered Morrus utterly, Emperor Coaltongue was no fool, and allowed the Morrus military to remain---if in a more controlled form. Thus, they knightly orders remained, if now headed by Ragasian loyalists. Thus, Coldan Ciandra was raised into this new Morrusian order, a proud but now tarnished position of Knight of Morrus.

Coldan was very loyal to the cause of Morrus, but more so to the ideal of knighthood. He was valiant on the battlefield, though inexperienced, and received training that may have one day lead him to command forces of Knights. He campaigned in many skirmishes for the Empire, earning a reputation as a strong-up and comer by the Empire's neighbors. A name to be wary of, for it might have been destined for greatness.

But, then there was the betrayal.

It is unclear exactly what happened. Some say there was a group of resistance fighters that forced Coldan into a compromising position, forcing him to betray his cause. Some say his Ragasian commanders gave him orders that he could not fulfill. Some say that he was a drunkard even then, and performed some action that couldn't be taken back. All that is known is that he betrayed and was betrayed by his former allies and rulers, was stripped of his honor and position, and forced into exile.

Unwanted by Ragasia, tainted by that association to its neighbors, stripped of purpose, a broken Coldan found himself in Gate Pass. Known to take up drink in his sullen moods, he wallowed in town for most of year, scraping by on what money he had hidden away during his years in Morrus. A few months ago, at the bottom of the bottle, he looked at himself in the mirror and was disgusted by what he saw. He vowed then and there to find a new purpose in his life, to find *something* to fill the void in his life.

Coldan now finds himself a member of the Gate Pass militia. Some of his natural talent still remains, and he still follows the Code, even if the Code will not have him. But do his superiors really trust him, or are they use using him for his Ragasian knowledge? Does he even care if he is being used since he is using them for his own sense of worth? These are the questions that plague him in the dark times at night when the call to drink is hardest. But somehow, he preservers.

Appearance and Personality
Coldan is a hale bulwark of a man, built like a brick-house oven. He has a haunted appearance about him, with bags under his eyes and constantly unattended hair and stubble. But those blue-grey eyes have a fierceness of purpose about them, and when he talks, his voice is strong and tends to bring the most out of people.

Coldan is a mess of contradictions. He is a man of honor and principles have have seen those principles betrayed and honor violated. He seeks the betterment of his fellows, but has had that trust betrayed many times. His recovering additions also plague him. He is a man that when he acts, he is decisive and bold, but getting him to act requires getting past the scabs of his defensiveness.

Thoughts on the other PCs
TBD

Role
Coldan is a melee role, aggro specifically. He's LG, but a sour form of it, and unhappy with his life. He'd take any chance to take a cause that feels right to him, just to fill that void in him. Right now, I see his as staying knight, but who knows?

Tactics
Get into the front of the fight and protect the weaker party members.
 
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Shayuri

First Post
Name: Aridha
Race: Human
Class/Level: Scout 1
Gender: Female
Exp: 0/1000

Desc: Aridha's looks display nothing of her ferocity. She is small and slim, with a somewhat plain but pretty face. Her hair is mousy brown, cut short and unevenly...with her dagger by the look of it. Her eyes are large and dark, most often narrowed in irritation or suspicion. She wears simple garb; a brown wraparound skirt with tattered hem made from supple leather, and a loose white sleeveless blouse over a lightly padded, cured leather cuirass that covers from her collarbone down just past her ribs.

Strength (STR) 14 6
Dexterity (DEX) 16 10
Constitution (CON) 14 6
Intelligence (INT) 12 4
Wisdom (WIS) 14 6
Charisma (CHA) 8 0

Alignment: Neutral
AC: 15 (10 + 3 Dex + 2 armor)
Hit Points: 10/10
Movement: 30'

Init: +3
Base Attack Bonus: +0
Melee Attack: +2
Ranged Attack: +3
Fort: +2
Reflex: +5
Will: +2

Race Abilities
Bonus Feat
Bonus Skill points

Class Abilities:
TrapFinding
Skirmish (1d6)

Skills: 40
Climb (Str) +4 (2 ranks + 2 Str)
Craft: Traps (Int) +3 (2 ranks + 1 Int)
Disable Device (Int) +5 (4 ranks + 1 Int)
Hide (Dex) +7 (4 ranks + 3 Dex)
Jump (str) +4 (2 ranks + 2 Str)
Knowledge: Nature (Int) +2 (1 rank + 1 Int)
Listen (Wis) +6 (4 ranks + 2 Wis)
Move Silently (Dex) +7 (4 ranks + 3 Dex)
Search (Int) +5 (4 ranks + 1 Int)
Spot (Wis) +6 (4 ranks + 2 Wis)
Survival (Wis) +6 (4 ranks + 2 Wis)
Swim (Str) +3 (1 rank + 2 Str)
Tumble (Dex) +7 (4 ranks + 3 Dex)

Feats
Dodge
Mobility

Languages - Common, Sylvan

Money - 19gp 9sp

Weapons -
Dagger, +2 to hit, 1d4+2, 1lb, 1gp

Armour -
Leather Armor, +2 AC, 15lbs, 10gp

Gear -
Backpack, 2gp, 2lbs
Bedroll, 1sp, 5lbs
Flint and Steel, 1gp, -
50' Silk Rope, 10gp, 5lbs
Waterskin, 1gp, 4lbs
Masterwork Thief Tools, 100g, 1lb

Magic -
Potion of Cure Light Wounds, 50gp, 1lb

Background:
Aridha was until recently the ward of Argos Herot, a druid that lived in the wilderness outside Gate's Pass in the forested mountain foothills. Argos was known to the townsfolk, occasionally trading herbal concoctions and spells there, and sometimes showing up to lodge official protests when this hunter or that trapper got overzealous. He offered no explanation when he first appeared with a little girl in tow, other than she was his responsibility and ward. Most assumed, smirking in the process, that her mother had left her with him. Some knew Argos better than that, but none were close enough to the isolated old man to find out the truth.

Even the girl herself does not remember her life before waking up in Argos' hut. She has a vague notion of being very sick, and him tending her back to health...but she was so young at the time that she cannot be sure. Aridha does know that Argos was a father to her in all but blood. He taught her to respect the wilds and to know its ways. He taught her to hunt...not just how to kill prey, but to gauge how much -should- be killed. Early on, Aridha found herself at odds more than often with people from Gate's Pass. She taught herself to find the traps of hunters and trappers, and how to dismantle them. She became adept at sabotaging logging equipment as well. Though Argos sympathized with Aridha, he warned her too against going too far. Gate's Pass was also part of nature, whether they knew it or not, and played its own role. Aridha grudgingly accepted this, though kept policing them.

When the scouts for the Regesian army first appeared in the wilderness around Gate's Pass, Argos sent Aridha to the town to warn them. The wily druid knew two things. That these few scouts heralded something far, far worse...and that Aridha would never leave her woods if she knew the true danger that was coming. By the time Aridha had brought Argos' message to the powers of Gate's Pass...it was clear that the army had arrived. Plumes of smoke from campfires. Trees falling to build stockades and siege weapons. Aridha had to be forcibly restrained to keep her from running back at first. The fate of Argos was unknown, though some careful observations and scouting suggested that -something- had caused fires and animal attacks amidst enemy encampments for a time...but that such activity had stopped not long ago.

Now, feeling claustrophobic in the city walls and eager for any chance at avenging the man she'd come to know as her father, Aridha is willing to pounce on any excuse to leave the city walls, no matter how dangerous it may be.
 
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Erekose13

Explorer
Taren Darkfyre;
human shadowcaster 1; Ari's fixes
medium humaniod (human);
Alignment: CN
Init +2; Senses Listen +1, Spot +5;
Languages: Common, Orcish, Draconic, Giant.
----------------------------
AC 12, flatfooted 10, touch 12;
HP 7 (HD 1d6+1)
Fort +3, Ref +2, Will +3
----------------------------
Spd 30';
Melee: dagger -1 (1d4-1/19-20/x2);
Ranged: heavy crossbow +2 (1d10/19-20/x2) Range 120', 20 bolts;
Ranged: arrow of dusk +2 touch (2d4 nonlethal/20/X3) range 110', 6/day;
Base Atk +0, Grapple -1;
----------------------------
Spells: 3/1 per day each. 0/1 bonus mysteries.
Apprentice Mysteries - arcane spells, DC 15 Spot check
- Path - Shadow Vision
-- 1st
--- Bend Perception (1 min/lvl, see from a point 25' away)
Fundamentals - supernatural, no AoO, no SR
-- 0th
--- Arrow of Dusk x2 (ranged touch, 2d4 nonlethal, x3 crit, 110', no save, no SR)
--- Low-light Vision (1o min/lvl, low-light vision)
----------------------------
Abilities: Str 8, Dex 14, Con 12, Int 16, Wis 12, Cha 15.
XP: 200
Feats: Enlarge Mystery (1/day, x2 range), Empower Mystery (1/day, 1.5x damage, full round), Blade of Resistance (Sense Motive as Class skill, +2 dmg vs. one opponent)
Skills: Hide +6 [4+2 Dex], Knowledge (arcana) +7 [4+3 Int], Knowledge (the planes) +4 [1+3 Int], Listen +1 [0+1 Wis], Move Silently +6 [4+2 Dex], Profession (barister) +2 [1+1 Wis], Sense Motive +3 [2+1 Wis], Spellcraft +7 [4+3 Int], Spot +5 [4+1 Wis]
Possessions: heavy crossbow (50), 20 bolts (2), dagger (2), backpack (2), spell component pouch (5), bedroll (0.1), common outfit (0), winter blanket (0.5), flint and steel (1), waterskin (1), potion of cure light wounds (50).
Money: 6gp, 4sp
----------------------------

Description: Taren is a non-descript fellow of average height and build. Eyes tend to slide over and past him which is a positive quality for a renegade like Taren. He has sallow dark brown eyes that have a tired look about them almost always. He typically wears little facial hair though has taken to growing a small wiry mustache since his departure from his homeland. He is well spoken though he has a slight lisp. He tends to adjust his speach patterns based on the people he is talking to. Among the Ragelians he was at his lowest, adding orcish slang in places. He dresses in simple commoner's clothing, having doffed his minor noble clothing long long ago. He is somewhere in his mid thirties.

Personality: As a renegade and revolutionary from Morrus, Taren hates the Ragelian's with a passion. He despises every last one of them for ruining his family and destroying the city that he loved. He has used his naturaly sly nature and talent for things arcane to slide into another world, a darker, more sinister world. The world of the Shadow has corrupted him even further, causing his hate to grow and fester. As a charismatic and well spoken individual he finds it easy to ingratiate himself and make himself well liked. But every waking thought is devoted to finding a way to hurt Ragesia.

History: Taren is a renegade from Ragesia, specifically Morrus. The Darkfyre's stood proudly against Emperor Coaltongue as his troups readied for the attack on Morrus, but fell with the rest of the defenders when the Emperor appeared behind their massive defenses in a pillar of flame. Taren has grown up knowing the oppression of the Ragesian's his whole life. He has been integrating himself in Morrus for quite some time among the forces of Ragesia, running errands, helping out. All to get closer to someone in real power, while at the same time helping spread propaganda, causing minor inconveniences and the like for the same Tyrants he pretends to help.

As a renegade Taren fell in with some interesting arcane casters who were hiding in the Morrus underground for fear of the Inquisition. Taren reported to them the positions and numbers of Inquisition and helped the Arcane Underground as he learned from them too. Then Leska came with a whole cadre of high Inquisitors. Knowing that his luck had run out Taren fled to the one place he thought safe, the fabled mage's haven, Gate Pass.
 
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Rhun

First Post
Xander Marsh

Background
Xander's family lived on the northern border between the Empire and Shahalesti, on the outskirts of an area of cold bogs and fens. Life was hard for the Marsh family, as they had come to be known after generations, but they always seemed to get by, eeking out an existence in a place that humans were not meant to dwell. His older brothers taught him how to fight...not formally, but enough to hold his own in a scrap. He chopped wood, performed his chores and while not luxurious, his life was pleasant enough.

At least, until goblins and trolls began to move into the area. The creatures raided the Marsh family homestead, slaughtering livestock and destroying the property. Xander, his brothers, and their father tried to fight, to give his mother and sisters time to flee. But they were easily overpowered by the foul humanoids. Xander fled, after watching his father and siblings get chopped to pieces. Xander too would have perished, as the golbins fired a volley of arrows toward him...but in that moment of dispair, having no other recourse, he focused his thoughts and "willed" the arrows to stop. Somehow, Xander had summoned a disk of sheer force to ward off the enemy attacks, and in doing so managed to escape alive.

Thus escaping his fate, Xander managed to lead his mother and sisters out of danger. Still, they found little welcome in Shahalesti, where the elves have little regard for the humans that dwell there. The remnants of the Marsh family continued on, with nothing to their names, eventually settling for a meager life in Gate Pass.

Appearance
Standing 6 feet in height, with broad shoulders and corded muscles, Xander has all the looks of a warrior. Curly raven black hair surrounds his rugged face, and his iron grey eyes make his squared features look as if they were hewn from stone. He is often unshaven, and dresses simply in warm clothing of leather and wool. He body is criss-crossed with scars from his youth, though most are easily hidden by his clothing. Although no more than twenty one or twenty two years old, his looks several years older.

Personality
Xander is a sarcastic, often pessimistic man. He can be aggressive and hot-tempered, and is generally difficult to get along with. Sometimes he'll argue with others just for the sake of arguing. He is quite the mercenary in his outlook, taking a "what's in it for me?" approach to most situations. It is obvious that something haunts the man, but he refuses to talk about his past and the loss of his family. Despite all that has happened, and his generally poor demeaner, Xander has a deep sense of family, and will do whatever necessary to protect his remaining loved ones. He is prone to heavy drinking, and frequents many of the low-end taverns within Gate Pass.


Xander Marsh
Neutral Human Male Psychic Warrior 1
XPs: 200

STR 16 +3 (10 points)
DEX 12 +1 (4 points)
CON 14 +2 (6 points)
INT 10 +0 (2 points)
WIS 16 +3 (10 points)
CHA 08 -1 (0 points)

Initiative +1
HP 16 (8 + 2 Con + 6 feats)

BAB +0
-Melee +3
--Greatsword +3 (2d6+4/19-20)
--Dagger +3 (1d4+3/19-20)
--Club +3 (1d6+3 or 1d6+4/20)
-Ranged +1
--Javelin +1 (1d6+3/20)

AC 15 (+4 armor + 1 dex)
-Flat-footed 14
-Touch 11

Saves
Fort +4 (+2 base + 2 Con)
Reflex +1 (+0 base + 1 dex)
Will +3 (+0 base + 3 wis)

Skills
Concentration +6 (4 ranks + 2 Con)
Autohypnosis +7 (4 ranks + 3 wis)
Climb +4 (1 ranks + 3 str)
Jump +3 (0 ranks + 3 str)
Ride +3 (2 ranks + 1 dex)
Search +1 (1 ranks + 0 int)
Swim +3 (0 ranks + 3 str)


Feats
Psionic Weapon (Expend focus to deal +2d6 dmg)
Up the Walls
Psionic Body


Racial Abilities
+1 starting feat
+1 skill point per level


Languages
Common

Psionics
-Power Points 1 (0 base + 1 wis)
1st level powers: Force Screen


Armor
Chain Shirt

Weapons
Greatsword
Dagger
Club
3 javelins

Equipment
Backpack
--Trail rations, 3 days
--50’ rope (hempen)
--Bedroll
--Blanket
--Sack
--6 torches
Waterskin
Beltpouch
--Flint & Steel
--3gp, 7sp, 11cp
 
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DEFCON 1

Legend
Supporter
Code:
[B]Name:[/B]       [COLOR=Plum]Portnoy Frumb[/COLOR]
[B]Class:[/B]      Cleric
[B]Race:[/B]       Gnome
[B]Size:[/B]       Small
[B]Gender:[/B]     Male
[B]Alignment:[/B]  Chaotic Good     

[B]Str:[/B] 10 +0  (4p.)     [B]Level:[/B]    1     [B]XP:[/B] 0
[B]Dex:[/B] 14 +2  (6p.)     [B]BAB:[/B]     +0     [B]HP:[/B] 12 (1d8+4)
[B]Con:[/B] 18 +4 (10p.)     [B]Grapple:[/B] +4
[B]Int:[/B] 12 +1  (4p.)     [B]Speed:[/B]   20'
[B]Wis:[/B] 14 +2  (6p.)     [B]Init:[/B]    +2
[B]Cha:[/B] 10 +0  (2p.)

                      [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 18              10     +4     +1     +2   +1    --
[B]Touch:[/B] 13
[B]Flat:[/B]  16

                      [B]Base  Mod  Misc[/B]
[B]Fort:[/B]  +6              +2    +4   --
[B]Ref:[/B]   +2              +0    +2   --
[B]Will:[/B]  +4              +2    +2   --

[B]Weapon:               Attack  Damage  Critical[/B]
Sickle                  +1     1d4       20
Sling                   +3     1d3       20

[B]Languages:[/B] Common, Gnome, Dwarf

[B]Abilities:[/B]
+4 to Hide checks (Gnome)
+2 to Listen checks (Gnome)
+2 to Alchemy checks (Gnome)
+4 to AC vs Giants (Gnome)
+2 to Save vs Illusions (Gnome)
+1 to Hit vs Golbinoids (Gnome)
Lowlight Vision 30' (Gnome)
Weapon Familiarity (Gnome)
Speak With Animals 1/day (Gnome)
Dancing Lights, Ghost Sound, Prestid 1/day (Gnome)
Turn Undead (Cleric)
Spontaneous Casting (Cleric)
Re-roll 1/day (Domain)
Bluff, Disguise, Hide are Class Skills (Domain)

[B]Feats:[/B]
Combat Casting

[B]Skill Points:[/B] 12     [B]Max Ranks:[/B] 4/2

[B]Skills:               Ranks  Mod  Misc[/B]
Alchemy +7              4     +1   +2
Concentration +10       2     +4   +4
Heal +6                 4     +2   --
Hide +8                 2     +2   +4
Listen +4               0     +2   +2
Spot +2                 0     +2   --

[B]Spells:  3/2+1  Domains: Luck/Trickery[/B]
0th DC 12 - Guidance x2, Mending
1st DC 13 - Bless x2, Entropic Shield*
* Domain Spell

[B]Equipment:                Cost  Weight[/B]
Alchemist's Fire (2)      40gp     2lb
Backpack                   2gp     2lb
Bedroll                    1sp     5lb
Belt Pouches (2)           2gp     1lb
Holy Symbol               25gp     1lb
Rations (4 days)           2gp     4lb
Scroll Case                1gp     1lb
Sunrod (3)                 6gp     1lb
Waterskin                  1gp     4lb
Whetstone                  2cp     1lb

Sickle                     6gp     2lb
Sling                       --     0lb
Bullets (40)               4sp    20lb
Chain Shirt              100gp    25lb               
Shield, Sm Metal           9gp     6lb

                  Total  194.52

[B]Total Weight:[/B] 75lb
[B]Money:[/B] 5gp 4sp 8cp

Appearance:
Portnoy is quite a bit overweight for your average gnome. His gut hangs over his belt, and he tends to scuff his feet along the road when he walks. His hair and beard are orange and unkempt, his eyes are watery and unfocused, and his face is a perpetual ruddy color. He wears the multi-colored robes of his temple, although there are obvious stains on them from spilled food and drink and always look as though they been slept in. His overall appearance is one of general shabbiness.

History:
"Thish Festival of Dreamsh is going to be AWESHOME! Yeah! *hic* I'm shure of it! Shakur hash done everything right to prepare for thish. He'sh the head priesht, you know. He leads ush. I work for him. *hic* We worship Westral you know... the god of revelry. And Father Briggsh had made shure that hish duties as Mashter of Ceremonies of thish year's New Year'sh festival are *hic* are *hic* are...

are...

um...

Wha wash I saying? Don't remember. Anyway... my name ish Portnoy Frumb. I'm a religiosh man myshelf. Or... should I shay religioush gnome. I'ma gnome. Portnoy. Frumb. Gnome. I worship Westral... I... REVEL in Westral! Ha! Ha ha! You get it?!? I REVEL in Westral... caush Westrel ish the god of REVELRY! Ha ha ha! I like to revel. Reveling ish good. Eshpecially when you have a full bottle of Daer Molignar '53. Like I do. I actually have two. Bottlesh. Two bottlesh. One for each hand. One for each mouth. No. Wait... thatsh not right... I don't have two mouth. One mouth, but I can drink from both bottlesh at the same time! Caush I worship Westral! Yeah! Wooooooo!

*glug* *glug* *glug* *glug*

Okay. I hear Father Shakur Briggsh calling for ol' Frumb! The New Year ish here shortly! And we have to prepare for the parade! The Parade of Dreamsh! I'm a parade you know! No. Wait... I mean I'm IN the parade. Our temple to Westral ish leading the parade caush Shakur ish Mashter... so I'm in the--

**KRRAK-KAK-KABOOM!**

AHHHHHH!! Wha wash that?!? Wha wash that?!? Oh sheesh! Oh shoosh! WESTRAL! OH WESTRAL! Wha... that wash from outshide! Lemme go outshide... shee whatsh going on.

Uh oh. The buildingsh are on fire. Thatsh not good. Not good at all. I wonder if I should help...

"Help! Help me! I'm trapped!"

Whazzat? Whosh trapped?

"We don't have time for these distractions, we cannot save everyone along our path. We have a job to do."

"I agree in principle. I won't stop anyone who wants to try in practise though--the rescuer will either be quick, or both will be dead anyway."

"We don't have too. I already told you I'd meet you all. If you have to leave, go. But I can't let this stand."

Hey yoosh! Whash goin on? You need shome help? My name is Portnoy Frumb... I'm a priesht of Westral... god of revelry. You look like you need shome revelry. You all look depreshed."
 
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