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Thread: Hell's Rebels (Character Sheets, Rebellion info, etc)

  1. #1
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    Default Hell's Rebels (Character Sheets, Rebellion info, etc)

    Jaem Sczalerin Male Tiefling Rogue 2
    CG Medium outsider (native); 5'8", 145 lbs., age 73
    Natural Born Leader, Historian of the Rebellion; Common, Infernal, Shadowtongue, Elven
    HP 9/16
    Non-Lethal Damage:
    AC 17, touch 14, flat-footed 13; Fort +2, Ref +7, Will +1
    Hero Points 1
    Str 12 (+1), Dex 19 (+4), Con 14 (+2), Int 15 (+2), Wis 13 (+1), Cha 18 (+4);
    darkvision 60 ft.; Perception +5
    Resist: Cold 5, Electricity 5, Fire 5
    spd 30 ft.; base atk +1; CMB +2; CMD 16
    Shortsword +5 (1d6+1, 19-20x2)


    Dalvin CastellatusMale Human Paladin 2
    LG Medium Humanoid (Human); 5'10", 153 lbs., age 26
    Fed up Citizen, Scholar of the Great Beyond; Common (Taldane), Infernal
    HP 9/20
    Non-Lethal Damage: 0
    AC 10, touch 10, flat-footed 9; Fort +9, Ref +5, Will +7
    Hero Points 2
    Str 16 (+3), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 9 (-1), Cha 18 (+4);
    Perception -1
    spd 30 ft.; base atk +2; CMB +4; CMD 13


    Prydewyld Lockridge (The Page of the Inheritor) Male Human Inquisitor 2
    LN Medium Humanoid (Human); 6'4", 220 lbs., age 25
    Fate's Favored, Pattern Seeker; Common, Infernal,
    HP 20/20
    Non-Lethal Damage: 0
    AC 18, touch 12, flat-footed 16; Fort +5, Ref +3, Will +7
    Hero Points 2
    Str 16 (+3), Dex 14 (+2), Con 15 (+2), Int 12 (+1), Wis 18 (+4), Cha 10 (+0);
    Perception +10
    spd 20 ft.; base atk +1; CMB +4; CMD 16
    Longsword+4 (1d8+3, 19-20x2)


    Voltarus Sarini Male Human Sorcerer (Infernal) 2
    CG Medium Humanoid (Human); 5'9", 175 lbs., age 21
    Child of Kintargo, Cosmopolitan; Common, Draconic, Elven, Halfling, Infernal, Shadowtongue, Tengu
    HP 16/16
    Non-Lethal Damage: 0
    AC 14, touch 13, flat-footed 11; Fort +3, Ref +4, Will +5
    Hero Points 1
    Str 12 (+1), Dex 16 (+3), Con 15 (+2), Int 18 (+4), Wis 13 (+1), Cha 19 (+4);
    Perception +1
    spd 30 ft.; base atk +1; CMB +2; CMD 15
    Light Crossbow+4 (1d8, 19-20x2)
    Last edited by jake; 11-28-2017 at 08:02 PM.
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    Characters:
    -Loren Soth (LG Male Human Fighter 7/Paladin 3; Dragons on the River of Time)
    -Kadrien Soth (Zabrak Soldier 5/Jedi 2; Star Wars-Dawn of Defiance)
    -Victaria Grey (NG Female Cleric of Irori 5; Rise of the Runelords)


  2. #2
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    The Silver Ravens

    Silver Ravens Rebellion Sheet


    Modifiers:
    • Laria Longroad: Laria’s work with the Bellflower Network has given her an excellent reputation among Kintargo’s downtrodden. As long as Laria remains an ally of the Silver Ravens, all Loyalty checks to take the Recruit Supporters action gain a +2 bonus.
    • Rexus Victocora: Although Rexus was never officially a part of the Sacred Order of Archivists, he learned a fair amount about how to lie low from his mother. As long as Rexus remains an ally of the Silver Ravens, the rebellion’s Notoriety score is reduced by 1 (to a minimum score of 1) at the start of every Upkeep phase.



    Loot:


    Level Tracker
    Founding the Silver Ravens: Jaem, Voltarus, and the Page reach level two. (In Hell's Bright Shadow- Page 25)
    Last edited by jake; 09-26-2017 at 10:29 PM.
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    Characters:
    -Loren Soth (LG Male Human Fighter 7/Paladin 3; Dragons on the River of Time)
    -Kadrien Soth (Zabrak Soldier 5/Jedi 2; Star Wars-Dawn of Defiance)
    -Victaria Grey (NG Female Cleric of Irori 5; Rise of the Runelords)


  3. #3
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    Jaem Sczalerin
    Male Tiefling Rogue 2
    CG Medium outsider (native)
    Age 73 Height 5'8" Weight 145 lbs. Eyes violet Hair dark brown
    Traits Natural Born Leader, Historian of the Rebellion
    Languages Common, Infernal, Shadowtongue, Elven

    Str 12, Dex 19, Con 14, Int 15, Wis 13, Cha 18

    Speed 30 ft.
    Initiative +4; Senses Darkvision 60 ft; Perception +5
    AC 17 touch 14, Ff 13
    hp 16; current hp 16
    Base Attack +1
    CMB +2 (+1 base attack, +1 Str)
    CMD 16 (10, +1 base attack, +1 Str, +4 Dex)

    Saving Throws
    +2 Fort (+0 base, +2 Con)
    +7 Ref (+3 base, +4 Dex)
    +1 Will (+0 base, +1 Wis)

    Feats
    Two-Weapon Fighting
    Quick Draw (RT)
    Weapon Finesse
    All simple weapon proficiencies, plus the hand crossbow, rapier, sap, shortbow and short sword.
    Light armor proficiency

    Special Qualities
    Favored Class: Rogue (+1 HP)
    Evasion
    Sneak Attack (1D6)
    Spell-like Ability: Darkness 1/day (CL=class level)
    Resist: Cold 5, Electricity 5, Fire 5
    Prehensile Tail: Retrieve small stowed objects as a Swift action
    Trapfinding: 1/2 (+1) to Perception and Disable Device concerning traps
    Rogue Talent: Combat Trick

    Skills
    +9 Acrobatics (2 rank, +4 Dex, +3 class)
    +11 Bluff (2 rank, +4 Cha, +3 class, +2 racial)
    +9 Diplomacy (2 rank, +4 Cha, +3 class)
    +9 Disable Device (2 rank, +4 Dex, +3 class) (+9 for Traps)
    +9 Escape Artist (2 rank, +4 Dex, +3 class)
    +7 Knowledge (local) (2 rank, +2 Int, +3 class)
    +6 Perception (2 rank, +1 Wis, +3 class) (+6 for Traps)
    +6 Sense Motive (2 rank, +1 Wis, +3 class)
    +17 Stealth (2 rank, +4 Dex, +3 class, +2 racial, +1 trait, +5 cloak)
    +9 Use Magic Device (2 rank, +4 Cha, +3 class)

    Attacks
    Shortsword(s): +5, 1d6+1(19-20x2)
    w/TWF: +3/+3, 1d6+1(19-20x2)
    Dagger: +5, 1d4+1(19-20x2) - 10 ft thrown
    Mwk Silver Dagger +6, 1d4+1(19-20x2) - 10 ft thrown
    Mwk Comp. +1 Shortbow: +6, 1d6+1(19-20x2) - 60 ft. ranged

    Possessions (Item, Cost & Weight, Location on Person)
    Traveler's Outfit (0 gp, NA, worn)
    +1 Leather Armor (25gp, 15 lbs, worn)
    Cloak of Elvenkind (2,500 gp, 1 lb. worn)
    2 Short Swords (20 gp, 4 lbs, on belt)
    Dagger (2 gp, 1 lbs, in boot)
    Mwk Silver Dagger (322 gp, 2 lbs. in boot)
    Mwk Comp. +1 Short Bow w/ 20 arrows (31 gp, 5 lbs, on back)
    Belt Pouch (1 gp, 1/2 lb, on belt)
    Backpack (2 gp, 2 lbs.)
    -Thieves tools (30 gp, 2 lbs, in pack)
    -1 Acid Flask (10 gp, 1 lbs, in pack)
    Signet Ring (Silver Raven) (5 gp, NA, around neck)
    Daredevil Boots (1,400 gp, 1 lb, worn on feet)

    Boon: A few days ago, you enter your shabby apartment in Hell’s Nursery to find a small crystal bottle sitting on your bed. A note beside it reads: “I have seen great things await you. Accept this gift, and remember me when the time comes. – The Rose of Kintargo” . This potion bottle holds a potion of Cure Light Wounds. This potion bottle refills itself after an 8 hour rest. At 4th level, it holds a potion of Cure Moderate Wounds, at 7th level it holds a potion of Cure Serious Wounds, and at 10th level it holds a potion of Cure Critical Wounds.

    Daredevil Boots (+5 Acrobatics bonus - 0/10 rnds per day)

    Money
    1 pp, 1 gp, 5 sp (in belt pouch)

    Carrying Capacity
    Light Load: 43 lbs. or less Medium Load: 44-86 lbs. Heavy Load: 87-130 lbs.
    Weight Carried: 35 lbs.
    Max Dex: +5; Check Penalty: -1; Run: x4

    Conditions: None.

    Description:
    Jaem Sczalerin isn't especially tall, or heavily muscled. He bears the signs of an unfortunate birth. His skin has the slightest tint of red. He has odd, violet eyes, which gleam in the greasy lamplight. Most profoundly of all, a pair of short, curved horns jutting from either temple. His long brown hair is kept mostly tied back. His dress is practical for life in the city of Kintargo. His armor and weapons are plain and functional, left from his years of conscripted service to the House of Thrune. A beaten leather pack often hangs from one shoulder, filled with only his absolute needs.

    Bio:
    Jaem's mother was a victim of the appetites of the Court of Coin, the loose alliance of Kintargo's noble houses. Her torture at the hands of a summoned devil was a mere evening's entertainment. Her torture as a result of her cursed issue was the rest of her natural life. Jeliss Sczalerin, ejected from her home gave birth in a hostel, and then fled to the only place that would be safe for her son: The Devil's Nursery, a slum in the Red Roof District, peopled overwhelmingly by Tiefling castoffs. Jaem did his best to stay far from notice, and take care of them both, but the day came for him, as it did for so many of his like. A dottari patrol sweeping through the Devil's Nursery captured him off of the street, conscripting him into Cheliaxian service as a member of the Infernal Auxillary. This was an official title for a proud regiment of Tieflings who were typically used to scout and skirmish on the march, to carry water and serve in the camp, and die in the vanguard in battle. Jaem survived, and rose through the Tiefling ranks to become a junior officer of sorts. He served eight years, and was released early for valor, carrying pocket money, his weapons, and armor with him. He returned to the Devil's Nursery, serving as a hired bravo for coin, and stealing when work was light.

    Jaem outlived his mother, staying in the same one-room shack in the Devil's Nursery they had fled to long ago. Disenfranchised by the ruling class his entire life, he longed for a way to strike back at the humans who'd mistreated him. He'd heard tales of a movement called the Silver Ravens that rose in defiance of Kintargo's government, and were put down two years before he was born. Jaem was hungry for information and relics of the rebellious movement, managing to procure a ring from a junk shop that carried their symbol. What time that wasn't spent surviving was used hunting leads, tracking down anyone out of the past that knew anything about the movement. He thought his search a fruitless hope for a better life, until he'd struck pay dirt. One of the informants that he'd paid off had sent him a cryptic message to be in Aria Park, and look for a man in one glove...
    Last edited by SuperBall; 09-23-2017 at 10:32 PM.
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  4. #4
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    Aphra Pesara, Fed-Up Citizen female human Fighter [Vengeful Hunter] 1

    CG Medium Humanoid (human)

    http://
    screenshot software

    Str 14 Dex 19 Con 16 Int 14 Wis 15 Cha 16

    Ex-Asmodean: members of Aphra’s family were once worshipers of Asmodeus. Her family was asked to give up something dear as a sacrifice - in Aphra’s case, she herself. Seeing that in truth Asmodeus does not care for his followers, Aphra managed to escape, leaving the church, as did her family. As a result, her entire family was executed. Ever since, she has vowed to someday get revenge on the church. Aphra gains a +1 trait bonus on attack rolls and weapon damage rolls against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.

    Convincing Liar: Aphra has spent her life perfecting the art of half-truths in order to do what she's needed to do. She gains a +1 trait bonus on Bluff and Intimidate checks and one of these skills (Bluff) is a class skill for you.

    Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. Aphra gains a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in Urban and Underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This human racial trait replaces Skilled.

    Vengeful Fighter: A vengeful hunter gains Diplomacy, Knowledge (local), and Perception as class skills and loses Knowledge (dungeoneering) and Knowledge (engineering) as class skills.

    Favored Class: Fighter

    Languages Common, Infernal, Halfling

    Age 18 Height 5'7" Weight 155 lbs. Hair brown Eyes brown

    Feats
    Iron Will
    Exotic Weapon Proficiency (elven curve blade)
    Weapon Finesse

    Skills
    +8 Bluff [1, +3 cha, +1 trait, +3 trained]
    +1 Climb [0, +2 str, -1 ACP]
    +3 Disguise [0, +3 cha] plus +2 w/ Disguise Kit
    +8 Intimidate [1, +3 cha, +1 trait, +3 trained]
    +7 Knowledge (local) [1, +2 int, +3 trained]
    +6 Perception [1, +2 wis, +3 trained]
    +5 Stealth [0, +4 dex, +2 heart of the slums, -1 ACP]
    +6 Survival [0, +2 wis, +4 racial (in Urban & Underground settings)]

    Attacks
    +5 elven curve blade (two-handed) 1d10+3 18-20/x2 slashing [plus +1 trait to attack & damage vs agents of House of Thrune, worshipers of Asmodeus, and most (but not all) devils] W 7

    HP 14/14
    AC 17 [+4 dex, +3 studded leather armor]
    +5 Fort [+2 b, +3 c] may roll twice vs disease and keep better result
    +4 Ref [+0 b, +4 d]
    +4 Will [+0 b, +2 w, +2 iron will]
    ba +1 CMB +3 (+5 to disarm, sunder, trip) CMD 17 (19 to sunder elven curve blade) Speed 30 Init +4

    Armor studded leather armor ACP -1 Max Dex +5 W 20 lbs.

    Secondary Weapons
    club M +3 1d6+3 bludgeoning x2 R +5 1d6+2 bludgeoning x2 RI 10 W 3
    dagger M +5 1d6+2 piercing or slashing 19-20/x2 R +5 1d4+2 piercing or slashing 19-20/x2 RI 10 W 1
    gauntlet [unarmed attack, cannot be disarmed] M +3 1d3+2 bludgeoning x2 W 1

    4 gp
    9 sp

    Carrying Capacity str 14 (15): 58
    carrying: 52 lbs.

    Clothing and Containers
    Traveler's Outfit [white shirt with brown vest, sturdy belt, breeches, and ample cloak and hood] 5 lbs.
    Boots, Fire Resistant [these heavy leather boots contain a layer of brick dust that protects your feet from heat. You gain fire resistance 2 against fire attacks directed at or under your feet, such as walking across hot coals. Repeat or prolonged exposure to fire damage eventually burns the outer leather of the boots, ruining them (typically after about 1d10+20 rounds of exposure) 2 lbs.
    Gauntlet [see weapons above]
    Backpack, Masterwork [when wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.] 4 lbs.
    Bag, Waterproof 1/2 lb.
    Sack 1/2 lbs.
    Canteen 1 lb.

    Adventuring Gear
    Rope, Silk (50') [4 hit points and can be broken with a DC 24 Strength check] 5 lbs.
    Sunrods (1) 1 lb. each

    Locks, Keys, Tools, Kits
    Flint and Steel
    Goggles, Smoked [You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).]
    Hook, Grappling [Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.] 4 lbs.
    Sewing Needle

    Alchemical Creations
    Repellent, Vermin (2) [This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.]
    Antitoxin [If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour] 1 lb.
    Musk, Harpy (2) [The reek of this doubtful cure-all proves useful at scaring off goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any goblin who enters the area must make a DC 14 Will save or be shaken for 1 minute.
    Troll Oil [This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round] 1 lb.

    Bio
    Aphra Pesara was born in the heart of the slums of the city. When she was old enough to speak, she began saying the prayers to Asmodeus with her family, as she was good and did what she was told, so young and fully impressionable. Little did she know the strange words were the Infernal tongue. She said the prayers passed down from her parents, as their parents had passed them down before them, for generations past.

    When Aphra was a young maiden she was taught one of her own ancestor’s tales, who’d had a close friendship in an elf who’s life he’d saved. A man of poverty, he was gifted an elven curve blade, as he and the elf had become friends for the remainder of her great grandfather’s life. Whether the long-lived elf still lives is unknown to Aphra, yet she’d learned that as her father had no sons, she had been named after the elf, Aphras.

    Knowing this, and as a rebellious young maiden in the dangerous slums, she became fascinated by the family heirloom that hung over the crude hearth of her family’s dwelling. A cunning and convincing liar, at the age she could manage to lift the sword with both hands she began secretly removing it from its perch and practicing with it. Eventually caught by her Uncle Gorbis, instead of being chastised by him she was yet further taught in secret, as Gorbis had once served briefly in the city guard as a younger man. Gorbis was kind, and of all of her family, it was Uncle Gorbis that Aphra suspected did not hold true devotion in his heart when speaking the prayers to Asmodeus, as she.

    The day came a week ago when clerics of Asmodeus came to the dwelling in the slums of the Pesara family. That day they demanded a particular sacrifice from the family in the form of the unmarried young maiden Aphra herself. That had come to take her away. Even her family could not bear this, and as they were being executed for their disobedience before Aphra’s very eyes, slaughtered, she ran for her life and escaped.

    Aphra did what she had to do. The church of Asmodeus did not practice as they preached, and the House of Thrune had been squeezing the city into unbearable oppression, especially in the slums. Through half-truths and clever lies she navigated covertly until she risked returning to the scene of her family’s execution. With vengeance in her heart, she drew down the elven sword from its hanging place as she stood over the rotting corpse of her beloved Uncle Gorbis. She stole what little wealth her family possessed from it’s hiding place, knowing that some in the Pesara family were still unaccounted for and might still be alive. She deftly used the gold coins in the marketplace to prepare herself, including a visit to her halfling friend Boggy who ran a ramshackle alchemy shop. With the desire for revenge burning in her, Aphra set out to claim it, by herself if she had to - a fed-up citizen on the warpath with nothing left to lose.


    Hero Points 1

    Opening Intimidate When you guys get the rebellion up and running you will start with an extra 1d6 +1 supporters:(3) +1= 4 supporters.

    Rumor: "The Red Jills are getting murderous, I tells you," the man said. The other man laughed at his friend. "Those dirty devils scare you, eh? I've never met a tiefling that could take on a real man." The first man blanched. "I'm telling you that boss of theirs has gone some sort of crazy. It ain't safe for nobody." The Red Jills, a tiefling gang, are becoming more aggressive and dangerous in the Redroof and Temple Hill neighborhoods. Their leader is apparently crazy.

    Group: "The Chelish Citizen's Group", red bandanas
    Safehouse: small bookstore, "Crissali's Fine Tomes"
    Secret Organization: Rexus parents were part of a secret organization known as the "Sacred Order of the Archivists."
    Letter: Do not believe the government’s claims that Lord-Mayor Bainilus abandoned us! Darker things are afoot, and I fear that all who work against Thrune may find themselves in danger in the days ahead. The Silver Ravens maintained numerous hideouts within Kintargo’s walls during the civil war. I have located one such site—the chambers below a building known today as the Fair Fortune Livery. Search below the livery. There, if my research is correct, you will find something to teach you more of the Silver Ravens."

    Last edited by Bong Bellowsmoke; 05-09-2017 at 12:44 AM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  5. #5
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    Prydewyld Lockridge (The Page of the Inheritor)

    Male Human Inquisitor 2
    LN Medium Human
    Age 25 Height 6'4" Weight 220 lbs. Eyes brown Hair dark brown
    Traits Heart of the Streets, Pattern Seeker, Fate's Favored
    Languages Common, Infernal
    Hero Point: 2

    Str 16, Dex 14, Con 15, Int 12, Wis 18, Cha 10

    Speed 20 ft. (w/ armor)
    Initiative +6; Senses Perception +9
    AC 18 touch 12, FF 16 HP 20; current hp 20
    Base Attack +1
    CMB +4 (+1 base attack, +3 Str)
    CMD 16 (10, +1 base attack, +3 Str, +2 Dex)

    Saving Throws
    +5 Fort (+3 base, +2 Con)
    +3 Ref (+0 base, +2 Dex, +1 racial)
    +7 Will (+3 base, +4 Wis)

    Feats
    Antagonize
    Intimidating Prowess
    All simple weapon proficiencies, plus the hand crossbow, rapier, sap, shortbow, short sword, and longsword (diety).
    Light and medium armor proficiency, all shields but tower

    Special Qualities
    Favored Class: Inquisitor (+1 HP)
    Human:
    • +2 racial bonus
    • bonus feat at 1st level
    • +1 skill rank at each level

    Inquisition or Domain: Conversion Inquisition
    Judgement 1/day
    Monster Lore
    Orisons
    Stern Gaze
    Spells
    Cunning Initiative
    Detect Alignment: At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
    Track

    Skills 6+1+1
    +13 Intimidate (2 rank, +7 Wis/Str, +3 class; +1 misc)
    +3 Knowledge (local) (2 rank, +1 Int, +0 class; +0 misc)
    +6 Knowledge (religion) (2 rank, +1 Int, +3 class; +0 misc)
    +6 Knowledge (planes) (1 rank, +1 Int, +3 class; +0 misc)
    +10 Perception (2 rank, +4 Wis, +3 class; +1 misc/trait)
    +9 Profession (Gambler) (2 rank, +4 Wis, +3 class; +0 misc)
    +10 Sense Motive (2 rank, +4 Wis, +3 class; +1 misc)
    +6 Spellcraft (2 rank, +1 Int, +3 class; +0 misc)
    +1 Stealth (0 rank, +2 Dex, +3 class; +0 misc, -4 armor)

    Attacks
    Longsword: +4, 1d8+4 (19-20x2)
    Spear (brace): +4, 1d8+4 (20x3)
    thrown: +0, 1d8+0 (20x3)

    Spells
    Spell ListSpell Chart
    Level 0: unlimited
    Brand
    Detect Magic
    Guidance
    Light
    Level 1: 4 per day
    Divine Favor
    Expeditious Retreat
    Cause Fear


    Possessions (Item, Cost & Weight, Location on Person)
    Traveler's Outfit (0 gp, NA, worn)
    Breastplate(200 gp, 30 lbs, worn)
    Longsword (15 gp, 4 lbs, on belt)
    Belt Pouch (1 gp, 1/2 lb, on belt)
    Backpack (2 gp, 2 lbs.)
    Spear (2 gp, 6 lbs.)
    Holy Symbol (1 gp. NA, worn)

    Money
    1 pp, 9 gp (in belt pouch)

    Carrying Capacity
    Light Load: 43 lbs. or less Medium Load: 44-86 lbs. Heavy Load: 87-130 lbs.
    Weight Carried: 42.5 lbs.
    Max Dex: +3; Check Penalty: -4; Run: x4

    Conditions: None.

    Description: Brown, curly hair neatly trimmed short to reveal a hardened and beard-stubbled face. Lidded dark brown eyes, set within their sockets, seem to scan tirelessly all that surrounds him, taking in everything and letting nothing escape. A small scar splits the lower left corner of his mouth.

    The is the face of Prydewyld Lockridge, a true believer. He stands rigidly among others, despite his bulky yet disciplined frame, seeming almost soldier at attention except for his head, always shifting, always searching.


    Bio: Page, It is time. You have been waiting patiently for our permission to act and the time has come. In the Lady's light you will set the groundwork for the coming storm. We have watched you closely since you first sought us out and your faith is rewarded. Rarely do we entrust a native son with this kind of responsibility. Indeed, if it were not for your parents, you might not have been given the chance. On this note, one day all will be revealed. We trust that you will take all needed steps and will leave the local details to you. May the Inheritor bless your actions. Until our next missive, Your Brothers.

    Postscript: A word of caution and advice. We are concerned by your sometimes overly abrasiveness behavior. Seek out allies and alliances and use the to your advantage. Use them to forward the goal and bend them to your will. Help them achieve their aims if doing so will move ours forward. Take whatever actions you deem needed and wise. Yours is a holy calling and what some would consider minor offenses will be overlooked and forgiven.
    Last edited by elder; 11-16-2017 at 06:12 AM.
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  6. #6
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    Voltarus Sarini



    Male Human Sorcerer (Infernal Bloodline) 2
    CG Medium Humanoid (Human)
    Age 21 Height 5'9 Weight 175
    Traits Child of Kintargo You had the fortune (or perhaps the misfortune, depending on your viewpoint) to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
    Cosmopolitan Your exposure to many people and tongues has given you a particular facility for speech. You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you.
    Languages Common, Draconic, Elven, Halfling, Infernal, Shadowtongue, Tengu
    XP ?

    Str 12 +1
    Dex 16 +3
    Con 15 +2
    Int 18 +4
    Wis 13 +1
    Cha 19 +4

    Speed 30', Initiative +3
    Hit Die 2d6+4, Hit Points 16
    AC 14 (10+3+1 bracers), Touch 13, Flat-footed 11
    Base attack +1
    Melee +2
    Ranged +4
    CMB +2
    CMD 15 (10+1 base attack+1 Str+3 Dex)

    Saving Throws
    Fortitude +3 (+0 base, +2 Con+1 cloak)
    Reflex +4 (+0 base, +3 Dex+1 cloak)
    Will+5 (+3 base, +1 Wis+1 cloak)

    Feats
    1st Expanded Arcana
    Human Noble scion (+2 Knowledge (nobility), Sarini: Your family has long been open about its allegiance to House Thrune, something that has always ashamed or scandalized you. Although you are no longer welcome at home, you still have memories of lessons in diabolism, and gain a +1 trait bonus on all Knowledge (planes) checks made to know information about Hell or devils. Knowledge (planes) is always a class skill for you.)
    Bonus Eschew materials

    Racial/Class Abilities
    Ability modifier Humans gain +2 to ability of your choice, +2 Cha
    Favored class Sorcerer (+2 skill point)
    Bonus Feat Humans gain 1 extra feat at 1st level
    Silver tongued Humans are often adept at subtle manipulations and even putting sworn foes at ease. Humans with this trait gain a +2 Diplomacy and Bluff checks. In addition, when they use diplomacy to shift a creature's attitude, they can shift up to three steps rather than two. This racial trait replaces skilled.
    Bloodline Infernal
    Class skill Diplomacy
    Bonus spells
    Bonus feats
    Bloodline arcana Whenever you cast a spell of the charm subschool, increase the DC +2
    Bloodline Powers Corrupting Touch (Sp) At 1st level you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil as if they were an evil outsider. Multiple touches do not stack but they do add to the duration. You can use this ability 3+Cha modifier (7/day)

    Skills
    Bluff +11 (2 rank, +4 Cha, +3 class skill, +2 racial)
    Diplomacy +11 (2 rank, +4 Cha, +3 class skill, +2 racial)
    Knowledge (arcana) +9 (2 rank, +4 Int, +3 Class skill)
    Knowledge (nobility) +12 (2 rank, +4 Int, +3 class skill, +1 trait, +2 feat)
    Knowledge (planes) +9 (2 rank, +4 Int, +3 class skill) (+10 when pertaining to hell or devils)
    Linguistics +10 (2 rank, +4 Int, +3 class skill, +1 trait)
    Spellcraft +9 (2 rank, +4 Int, +3 class skill)

    Spells DC= 10+Cha modifier+spell level (+2 to charm subschool)
    0 DC 14- Acid splash, Daze, Detect magic, Light, Mage hand
    1st (5/day)(4) DC15- Cause fear, Charm person (DC 17), Disguise self

    Hero Points 2

    Weapons
    Light crossbow +4 1d8 19-20 x2
    Dagger +2 1d4+1 19-20 x2
    Signet ring (1/day fires a bolt of fire, ice, electricity or acid) +4 1d6+1 x2

    Equipment
    Nobles outfit (Black and gold, red cape)
    Signet ring
    Forger's Kit (200 gp, his single nonmagical 200 gp item, 6 lbs.) (+2 to Linguistics checks when making forgeries)
    Light crossbow (35gp, 4 lbs.)
    20 bolts (2 gp, 2 lbs.)
    Dagger (1 gp, 1 lb.)
    1 Cure light wounds potion (50 gp, -)
    Backpack (2 gp, 2 lbs.)
    Grooming Kit (1 gp, 2 lbs.)
    Bracers of Armor +1 (1lb.)
    Cloak of protection +1

    Treasure
    329 gp

    Description
    Voltarus is neatly groomed with black hair cut short and neatly trimmed beard. He has both ears pierced with small gold hooped earrings. He has a bad habit of mouthing off, something that has gotten him into trouble more than once... something his family doesn't appreciate. He likes the finer things but is trying to appreciate the lesser things as well, another thing his family frowns upon.

    Bio
    Voltarus was born into the Sarini family under auspicious events. His father Adolfus, a proud worshiper of Asmodeus, had his wife Teresa give birth while conducting a ritual to summon a devil. She was to give birth in the summoning circle and the devil would take the baby as tribute and serve the Sarini family. When the ritual was complete and the baby was delivered Teresa knew she couldn't give her baby to the foul brimstone smelling creature that stood before her. In a twist of events, Teresa offered herself instead a deal the devil readily accepted. Through the ritual Voltarus' blood was tainted by the pit, his blood ran afoul with infernal desires. Adolfus tried to stop Teresa but the pact had been sealed and the devil disappeared with Teresa leaving the baby and Adolfus alone in the cellar of their mansion.

    As Voltarus grew, his father was hard on him. Never truly forgiving Voltarus for his mother's "death" he made the boy study constantly about hell and it's denizens and rulers as well as most literature from around the lands. One of his favorites was the opus The Six Trials of Larazod, an opera written by his great, great uncle. Most members of the Sarini family found the studies interesting but Voltarus found them perverse. He knew it would help him living in Kintargo and while under the Thrune rule but he hated it still... it made his blood boil. One day he found his father's diary and read a few passages. The ones he read were of the day of his birth, from that moment on he hated his father and vowed to find a way to find his mother if she was still alive.

    Voltarus rarely left the manor but when he did he heard the whispers about his family, people calling them the "Fools of Thrune" or the "Lapdogs of Hell". People snickered at his family and how they bowed to every whim the Thrune's threw at them. He hated their rule and more so hated his family for following like court jesters. He knew he had to stand up against their tyranny and had to find like minded people that could help... but who and how? Perhaps at the public protest he heard that was going on in Aria park... yeah there he could be heard and if not find those that will be heard.
    Last edited by Spasseltock Nimblefingers; 10-06-2017 at 10:31 AM.
    Spasseltock Nimblefingers kender CN (with good tendencies) Rogue/13, Handler/ 8
    Shayle Wist'lya Bothan Noble 3/Scoundrel 1/Scout 3/Infiltrator 2 Star Wars: Dawn of Defiance
    Evelyn Morningory Aasimar Warpriest of Sarenrae 2 Wrath of the Righteous
    Virgil Halard Human Ranger 4/Fighter 2/Rogue 2/Knight of the Lily 1 Hourglass in the Sky

  7. #7
    Join Date
    May 2008
    Location
    A rock
    Posts
    65

    Default

    https://drive.google.com/open?id=0B9...1RnWTNKbTN0d3c

    Dalvin Castellatus
    Male Human Paladin 2
    LG Humanoid (human)
    Age: 26 | Height: 5’10” | Weight: 153 | Eyes: Green | Hair: Black
    Deity: Iomedae | Homeland: Cheliax (Kintargo)
    Traits: Fed up Citizen (+1 saves vs mind affecting effects, +1 disguise & class skill, does not detect as good until level 5), Scholar of the Great Beyond (+1 knowledge planes, +1 knowledge history and one [planes] is a class skill)
    Languages: Common (Taldane), Infernal

    STR: 16 | DEX: 13 | CON: 14 | INT: 10 | WIS: 9 | CHA: 18

    Speed: 20 ft (4 squares) | Initiative: +1,
    AC: 21 (touch: 12 | Flat-footed: 19)
    HP: 20 total | current: 20
    BAB: +2 | CMB: +5 | CMD: 16
    Attacks:Longsword (atk+5, dmg 1d8+3)
    Hero Points: 2

    Conditions and Magical Effects
    None

    Saving Throws
    Fort: +9
    Ref: +5
    Will: +6 (+7 vs mind affecting)

    Feats
    Power Attack: -1 attack, +2 damage (+3 when two handing)
    Dodge: +1 dodge bonus to AC

    Special Abilities

    Class
    Aura of good (masked by trait)
    Detect Evil
    Smite Evil 1/day [0/1]
    Divine Grace
    Lay on Hands 5/day [0/5]

    Other
    Favored Class Bonus: +2 skill ranks (total)
    Human Bonus Feat
    Skilled: +1 skill rank / level


    Skills: 2+ 1 from human + 1 from favored class/level (at least that’s where the first two bonuses went)
    Armor Check Penalty: -6 (applied to all DEX & STR skills)
    Diplomacy: +8
    Disguise: +8
    (Kn) History: +2
    (Kn) Nobility: +4
    (Kn)Planes:+5
    (Kn) Religion: +4
    Linguistics: +1
    Sense Motive: +3


    Gear and Encumbrance:
    Light load: ≤76 lbs Lift over head: 230
    Medium load: 77-153 Lift off ground: 460
    Heavy load: 154-230 Drag or push: 1150

    Equipped (not in containers):
    Banded Mail.......................35 lbs
    Longsword..........................4 lbs
    Heavy wooden shield..........10 lbs
    Dagger................................1 lb
    Holy Symbol, wooden............- lbs
    Common Backpack...............2 lbs
    Belt Pouch x2 ......................1 lb (total)
    Waterskin (filled)..................4 lbs
    Prisoner effects bag..............2 lbs

    Stowed (in containers):
    Linen prisoner's outfit...........2 lbs
    Shackles.............................2 lbs
    Bedroll................................5 lbs
    Explorer’s Outfit...................8 lbs
    Rope 50ft hemp..................10 lbs
    Signal Whistle.......................- lbs
    Pitons x5...........................2.5 lbs(total)
    String 50 ft........................0.5 lbs
    Sunrod x2............................2 lbs (total)
    Hammer...............................2 lbs
    Chalk x10.............................- lbs (total)
    Caltrops...............................2 lbs
    Flint and steel....................... - lbs
    “The Acts of Iomedae”..........1.5 lbs
    Oil Flask...............................1 lb
    Soap.................................0.5 lbs

    4 gp, 4 sp, 8 cp | 98 lbs

    Bio:
    Kainen Castellatus has always placed structure and regulation paramount both in his own life and in the life of his son, Dalvin. He reasoned that you could only begin to improve yourself if you kept strict hold over all aspects of your life and, furthermore, that the highest ambition of every man should be to behave in full accordance with the law. Though not a religious man, he held the concept of order and the legal code in such high regard that it could almost be described as a type of zealotry.

    Dalvin, for his part, never quite held the same fervor toward rules that his father so proudly exhibited. That isn’t to say that he disregarded the laws, rather that he was always vaguely unsettled by his father’s insistence on placing them at the forefront of all things. In the mind of Kainen Castellatus, the people should be kept in line by the law and not necessarily protected by it. It was primarily this dim view of society, while not uncommon in Cheliax, left a nagging unease in Dalvin. It came into sharp focus ten years ago when Alros Alcisteel, a local priest of Iomedae, came to call upon Kainen for the legal advice upon which Kainen had built his reputation and livelihood. The conflicting views of the two men led to a heated debate and soon all thought of counsel was abandoned as their ideological differences came to dominate the conversation. The two men sat opposite each other, Alros in the traditional white and gold of his church and Kainen clad in a formal green outfit, neither one willing to concede to the other. Dalvin, reading in the next room, listened intently to the dispute. As he sat, he found himself more and more moved by the arguments of the priest; so much so, in fact, that he resolved to follow him and ask more about his view of the law and its application. He gathered his personal belongings, made sure no one saw him, and left the house.

    When he caught up with the man in the white and gold, he found him to be the sort of listener that his father never was. Where Kainen’s most common response to his questions would generally be “It is not your place to question, but to obey” the chance to talk with someone who not only listened but, in many cases agreed with what he had to say was an incredibly satisfying experience. In particular, the idea that the law should protect and support the innocent was especially gratifying to hear affirmed in the voice of a stranger. After walking and talking all the way to the temple district the priest, perhaps sensing some potential within him (or perhaps he just wanted someone to talk to), extended an invitation to stay with him and hear all that Iomedae had to say on the subject of justice. It wasn’t long after that that Dalvin moved in with his new mentor and began his long road in the service of The Inheritor.

    For a while he maintained some limited contact with his father, writing letters and visiting on occasion. He rarely received any sort of reply to the letters and the in-person visits became increasingly uncomfortable to the point of hostility. This all culminated in a vicious fight between father and son seven years ago after which neither party has attempted any communication with the other. While learning from Alros, he found himself progressively more drawn to discussion of the laws of other planes. These places where the laws of society and the laws of reality were one and the same held a sort of alien fascination for him and he could often be found with some treatise on extra-planar law tucked in his pack.

    Recent events in the city have greatly distressed this ardent servant of Iomedae. There was a time when he was content to live and let live in as far as imperial presence in Kintargo was concerned. That time however, ended when Thrune decided to take a more active role in Kintargo’s place within the empire. The enforcement of petty, vindictive laws; the imprisonment of good, upstanding people; and the crackdown on the worship of what seems to be any deity other than Asmodeus have all pushed Dalvin too far. Order must be maintained, but not at the expense of what is right: the time for action is now.
    Last edited by Stultus Magus; 12-07-2017 at 12:06 AM.
    "In the beginning there was nothing, and it exploded."
    --Terry Pratchett

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