Zherog
2005-05-20, 12:29 PM
The Laughing Hands of Olidammara
Some thieves' guilds are interested in acquiring wealth by any means; others take contract murder jobs; others run brothels and gambling establishments. The Laughing Hand of Olidammara is interested, in a round about way, in politics. Their agents come from a wide variety of backgrounds, and all work to influence the current political scene in the Free City of Dyvers - though not all the agents know that.
***
Rosa Folliot
Chaotic Neutral Female Halfling (small humanoid)
Rogue 3/Cleric of Olidammara 3/Divine Trickster (http://www.giantitp.com/Func0015.html) 9
Hit dice: 3d6 (rogue) + 3d8 (cleric) + 9d6 (Divine Trickster)
Initiative: +9 (+5 dex, +4 Improved initiative)
Speed: 20 feet (4 squares)
Armor Class: 26 (10 base, +1 size, +5 armor, +4 deflection, +1 insight, +5 dex); Touch AC 21; Flat Footed AC: 21 (see notes)
Base Attack/Grapple: +11/+11
Attack: small rapier +18 melee (1d4+1 +1d6 fire, 15-20/x2 +1d10 fire) or Masterwork Light Crossbow +18 ranged (1d6, 19-20/x2)
Full Attack: small rapier +18/+13/+8 melee (1d4+1 +1d6 fire, 15-20/x2 +1d10 fire) or small rapier +16/+11/+5 (1d6+1 +1d6 fire, 15-20/x2 +1d10 fire) plus small dagger +16 (1d3+1 +1 Con, 19-20/x2) or light crossbow +18 ranged (1d6, 19-20/x2)
Space/Reach: 5ft/5ft
Saves: fort +12, Ref +20, Will +20
Abilities: str 10, Dex 21, Con 10, Int 13, Wis 20, Cha 8
Skills: Balance +6, Bluff +17, Climb +2, Diplomacy +1, Disable Device +11, Disguise +11, Escape Artist +10, Heal +5, Hide +28, Intimidate +1, Jump +4, Knowledge (arcana) +3, Knowledge (religion) +5, Listen +15, Move Silently +20, Open Locks +20, Search +11, Sleight of Hand +6, Spot +13, Tumble +14
Feats: Two-Weapon Fighting, Weapon Finesse, Combat Expertise, Improved Feint, Improved Initiative, Combat Reflexes
Special Abilities: +6d6 Sneak Attack, Trapfinding, Evasion, Turn Undead, Trap Sense +1, Surprise for the Dead, Trap Guidance, Domain Flexibility, Hide in Plain Sight, Slippery Mind
Equipment: Cloak of Resistance +4 (16000); Periapt of Wisdom +4 (16,000); Vest of Escape (5200); Gloves of Dexterity +2 (4000); Ring of Protection +4 (32000); Ring of Chameleon Power (12700); Boots of Elvenkind (2500); Heward's Handy Haversack (2000); Dusty Rose Ioun Stone (5000); Pearl of Power 1st level (1000); Pearl of Power 2nd level (4000); +1 Moderate Fortification Glamered Mithral Chain Shirt (19800); +1 flaming burst Keen Ghost Touch small rapier (50320); +1 wounding small dagger (18302); Masterwork Light Crossbow (335); 20 bolts (2); 10,841 GP remaining for trinkets, potions, etc
Spells: Cleric Caster level 12; Domains: Luck and Trickery
Spells per day:
0: 6
1st: 6 + 1 domain
2nd: 5 + 1 domain
3rd: 5 + 1 domain
4th: 4 + 1 domain
5th: 4 + 1 domain
6th: 2 + 1 domain
Save DC: 15 plus spell level
Description: Rosa is a 23 year old female halfling, standing 2'10" tall and weighing 34 pounds. Her hair is long and brown, and is typically tied into two braids. Her eyes are a piercing grey. Rosa is a typical halfling, and blends easily into crowds. She has a sharp tongue, however, and it often gets her and her party members in trouble.
History: Rosa was born in the Free City of Dyvers; her mother died during child birth, and Rosa never knew her father. She was raised by her sister, Quina, and her sister's boyfriend. The two took the best care of Rosa as possible given the circumstances. However, it was hard for them to pass up the opportunity to use Rosa for their schemes of swindling people on the street. Rosa learned quickly, and regularly worked the crowds in the city, acquiring money by picking pockets, running scams, etc.
Shortly before her 20th birthday, Rosa came home from a day on the streets to find Quina and her boyfriend murdered. Rosa suspected a rival street gang was responsible, and quickly decided to pack a few items and leave. While wandering the streets, Rosa passed a bar that was being used as a Temple to Olidammara. The sound of the party drew her in, and she was immediately struck. She had found where she belonged.
After several years in training with the clergy of Olidammara, her superior introduced her to a man named Fosin. Rosa's mentor told her Fosin would be finishing her training, and hugged her good-bye. Fosin explained that he ran a special guild associated with the Temple called Olidammara's Laughing Hand. He explained the guild (at least in part) to Rosa, and then asked if she would be interested in putting her unique talents to special use. She agreed.
Rosa has spent the past several years adventuring with her group members in the City and beyond. She's close to Imag, and has a grudging respect for William. She distrusts Charisse, and finds Duncan to be an odd sort. While Rosa will do an awful lot to help her teammates, her first priority is always to the guild.
Notes: Every morning after her prayers, Rosa immediately casts magic vestment on her armor, raising her AC to 28 (flat footed also increases to 23); in addition, she casts a greater magic weapon on both her rapier and her dagger, increasing the enhancement bonus on each from +1 to +3. These bonuses are not figured into her stats above.
***
William of Oreland
Neutral Good Male Human (medium humanoid)
Fighter 16
Hit dice: 16d10 + 64
Initiative: -1
Speed: 30 feet (6 squares, full plate); 40 feet (8 squares, base)
Armor Class: 30 (10 base, -1 Dex, +12 Armor, +5 shield, +4 Deflection); Touch 13; Flat Footed 30
Base Attack/Grapple: +16/+20
Attack: Longsword +27 melee (1d8+16 + 1d6 fire, 17-20/x2 +1d10) or Lance +24 melee (1d8+11, 20/x3) or Longbow +17 ranged (1d8+5, 20/X3)
Full Attack: Longsword +27/+22/+17/+12 melee (1d8+16 + 1d6 fire, 17-20/x2 +1d10) or Lance +24/+19/+14/+9 melee (1d8+11, 20/x3) or Longbow +17/+12/+7/+2 ranged (1d8+5, 20/X3)
Space/Reach: 5ft/5ft
Saves: fort +18, Ref +10, Will +10
Abilities: str 23, Dex 8, Con 18, Int 10, Wis 12, Cha 14
Skills: Climb -1, Diplomacy +11, Hide -11, Intimidate +5, Jump +2, Listen +8, Move Silently -11, Ride +11, Spot +13
Feats: Mounted Combat, Ride-by Attack (b), Weapon Focus (longsword) (b), Weapon Focus (longbow) (b), Point Blank Shot, Weapon Specialization (longsword) (b), Leadership, Power Attack (b), Greater Weapon Focus (Longsword) (b), Lightning Reflexes, Cleave (b), Spirited Charge, Greater Weapon Specialization (longsword) (b), Precise Shot (b), Alertness, Blind-fight (b)
Equipment: Eyes of the Eagle (2500); Cloak of Resistance +4 (16000); Amulet of Health +4 (16000); Ring of Protection +4 (32000); Ring of Sustenance (2200); Belt of Giant Strength +4 (16000); Boots of Striding and Springing (5500); +4 moderate fortification full plate (50650); +3 flaming burst keen longsword (72310); +1 Composite (+4) Longbow (2800); +2 Lance (8310); +3 animated heavy steel shield (25170); Quiver of Ehlonna (1800); 100 arrows (5); Bag of Holding Type III (7400); 1355 GP remaining
Description: William is a 25 year old human male. He stands roughly 5'8" and has very broad shoulders. He weighs 184 pounds. His complexion is tanned, matching his brown hair and eyes. William dresses in a field uniform of a Dyvers' field marshal, proudly displaying the Oreland Crest that was recently returned to nobility status.
History: William is the second son of a noble lord from the Free City of Dyvers. As such, he was destined never to rule but instead to serve his older sibling. While serving on a military detachment, William's ancestral home was beset by raiding orcs; unlike orc raids in the past, however, these orcs were organized, and worse yet aided by a green dragon.
An ambitious Noble Lord saw the fall of House Oreland as an opportunity, and striped William of his land and title. Incensed at the shame and disgrace this has brought to his family, William worked hard to restore his name.
He was contacted by The Laughing Hand a few months after his home fell. William served the Hand, offering battle guidance to those on his team. In time, William and the Hand worked together to restore his family's honor, granting William the use of the Oreland crest once again, as well as the title Minor Lord. In gratitude, William continues to serve within the Hand, offering his services as needed.
Notes: As William has an animated shield, he uses his longsword in two hands whenever feasible.
***
Duncan Stonehammer
Lawful Neutral Male Dwarf (medium Humanoid)
Ranger 16
Hit dice: 16d8 + 20
Initiative: -1
Speed: 20 feet (4 squares)
Armor Class: 32 (10 base, 0 dex, +8 armor, +5 shield, +4 natural armor, +5 deflection); Touch: 15; Flat Footed: 32
Base Attack/Grapple: +16/+23
Attack: Dwarven Waraxe +27 melee (1d10+10 +1d6 electricty, 20/x3 +2d8 sonic) or Heavy Crossbow +17 ranged (1d10+1, 19-20/x2)
Full Attack: Dwarven Waraxe +25/+20/+15/+10 melee (1d10+10 +1d6 electricty, 20/x3 +2d8 sonic) plus Heavy bashing Shield +22/+17/+12 (1d8+4, 20/x2) or Heavy Crossbow +17 (1d10+1, 19-20/x2)
Space/Reach: 5ft/5ft
Saves: fort +12, Ref +10, Will +7
Abilities: str 25, Dex 10, Con 14, Int 12, Wis 14, Cha 8
Skills: Climb +12, Handle Animal +4, Heal +5, Hide +24, Knowledge (dungeoneering) +6, Listen +21, Move Silently +24, Ride +7, Search +6, Spot +21, Swim +12, Survival +24, Use Rope +5
Feats: Track (b), Improved Shield Bash, Two-Weapon Fighting (b), Endurance (b), Skill Focus (Survival), Improved Two-Weapon Fighting (b), Diehard, Weapon Focus (Dwarven Waraxe), Greater Two-Weapon
Fighting (b), Rapid Reload, Power Attack
Special Abilities: Favored Enemy (Aberrations +4, Dragons +4, giants +2, Orcs +4); Wild Empathy; Animal Companion; Woodland Stride; Swift Tracker; Evasion; Camoflage
Equipment: Cloak of the Bat (26000); Amulet of Natural Armor +4 (32000); Gloves of Dexterity +2 (4000); Ring of Protection +5 (50000); Ring of Feather Fall (2200); Belt of Dwarven Strength (36000) (see notes); Boots of Elvenkind (2500); +4 Mithral Shirt (10100); +3 thundering, shocking orcbane dwarven waraxe (72330); +1 Heavy Crossbow (2350); +3 Mithral Heavy Shield of Bashing (16000); Heward's Handy Haversack (2000); Rope of Climbing (3000); 1520 GP remaining
Spells:
1st: 3
2nd: 3
3rd: 1
4th: 1
Save DC: 12 plus spell level
Description: Like most dwarves, Duncan is very stern looking. He stands 4'9" tall and weighs 160 pounds. His cold eyes are grey, and his shaggy hair is black as coal. His long beard is decorated with several intricate braid patterns. Duncan proudly sports numerous scars from previous encounters, seeing them as a badge of honor.
History: Two generations ago, Clan Stonehammer was content mining their claim in the Crystal Mist Mountains, when trouble with orcs arose. The orcs far outnumbered the defenders of the clan; the Thane of Clan Stonehammer swallowed his pride and put out a call for aid to the surface folks. That call went unanswered by all except one - the Temple of Olidammara.
The clerics of Olidammara (only two were sent to aid) set about using subterfuge to divide and conquer the orcs. Before long, the orc band was fighting amongst itself and lost interest in the holdings of the Clan.
The Thane realized he owed a great debt to the Temple of Olidammara. Clan Stonehammer always availed themselves of the surface folk associated with the Temple. When they called seeking the services of an experienced tracker, Duncan was sent to work off the debts of his clan.
Notes:Duncan's hatred of giants prevents him from using their racial name in his belt of strength.
Duncan has several racial abilities that apply in fixed circumstances
+2 racial bonus on Search checks to notice unusual stonework
+4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Against orcs, Duncan's waraxe is treated as a +5 weapon, and does an additional 2d6 damage.
***
Imag Ingen Fahagarthaich
Chaotic Neutral Female Halfling (small humanoid)
Rogue 3/Wizard 5/Arcane Trickster 8
Hit dice: 3d6 (rogue) + 5d4 (wizard) + 8d4 (arcane trickster) + 16
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 20 feet (4 squares)
Armor Class: 31 (10 base + 8 armor, +3 Natural Armor, +1 size, +4 Deflection, +5 dex); Touch: 20; Flat Footed: 26
Base Attack/Grapple: +8/+7
Attack: Dagger +15 melee (1d3, 19-20/x2) or Dagger +16 ranged (1d3, 19-20/x2) or Sling +16 ranged (1d3, 20/x2)
Full Attack: Dagger +15/+10 (1d3, 19-20/x2) or Dagger +16 ranged (1d3, 19-20/x2) or Sling +16 ranged (1d3, 20/x2)
Space/Reach: 5ft/5ft
Saves: fort +9, Ref +17, Will +14
Abilities: str 8, Dex 20, Con 13, Int 24, Wis 12, Cha 8
Skills: Bluff +8, Climb +2, Concentration +10, Decipher Script +15, Diplomacy +2, Disable Device +21, Escape Artist +19, Hide +24, Intimidate +2, Jump +2, Knowledge (arcana) +20, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (the planes) +10, Listen +18, Move Silently +30, Open Lock +24, Perform (wind instrument) +1, Search +20, Sleight of Hand +16, Spellcraft +22, Spot +16
Feats: Improved Initiative, Scribe Scroll (b), Alertness (b), Weapon Finesse, Nimble Fingers, Craft Wand (b), Great Fortitude, Spell Penetration, Greater Spell Penetration
Special Abilities: Sneak Attack +6d6, Trapfinding, Evasion, Summon Familiar, Trap sense +1, Ranged Legerdemain 2/day, Impromptu Sneak Attack 2/day
Equipment: Headband of Intellect +4 (16000), Cloak of Displacement, minor (24000); Amulet of natural Armor +3 (18000); Vest of Escape (5200); Bracers of Armor +8 (64000); Gloves of Dexterity +4 (16000); Ring of Invisibility (20000); Ring of Protection +4 (32000); Boots of Elvenkind (2500); +1 Dagger (2301); +1 sling (2300); sling bullets (negligible cost); Portable hole (20000); Boccob's Blessed Book (12500); Stone of Good Luck (20000); 5199 GP remaining
Spells:
Caster Level: 13 (+2 to checks to overcome SR)
Save DC: 17 + spell level
Spells per Day:
0: 4
1st: 6
2nd: 6
3rd: 6
4th: 5
5th: 4
6th: 3
7th: 2
Imag's Spellbook:
0 level: all PHB 0 level spells are in Imag's spellbook
1st level: Charm Person, Enlarge Person, Feather Fall, Hypnotism, Identify, Mage Armor, magic Missle, Silent Image
2nd level: Melf's Acid Arrow, Rope Trick, Spider Climb, Tasha's Hideous Laughter
3rd level: Dispel magic, Lightning Bolt, Ray of Exhaustion, Vampiric Touch
4th level: Bestow Curse, Evard's Black Tentacles, Phantasmal killer, Stone Shape
5th level: Baleful Polymorph, Cone of Cold, Feeblemind, Teleport
6th level: Chain Lightning, Disintigrate, Greater Dispel magic, Mislead
7th level: Finger of Death, Project Image
Description: Imag is tall for a halfling, standing at 3'4"; she weighs a slight 38 pounds. Her hair is shocking red, and is wild and unkempt. Her eyes are a dull grey. Imag dresses nicely, but not extravagant.
While she's fluent in many languages, she opts to converse almost entirely in either common or halfling, resorting to her knowledge of three other languages only as a last resort.
Imag has a sharp tongue; she's quick to criticize, especially William. If something goes wrong for this band of adventurers, you can bet Imag will blame William - and let everybody know she does. Due to their past on the streets together, Imag has a soft spot for Rosa. She distrusts Charisse, and is generally indifferent to Samuel and Duncan - as long as they do their jobs, anyway.
History: like so many halflings in the Free City of Dyvers, Imag spent an inordinate amount of time on the streets. An orphan, she has no recollection of her parents, and instead was raised by the community on the streets. while her height was the subject of taunting and teasing from other halfling children, it served Imag well on the streets, allowing her to more easily pretend to be a human child rather than a full-grown halfling.
One day, Imag was especially hungry, having not eaten for three days. Her hunger made her sloppy, though, and when she went to pick the pocket of a human in the market, he caught her. Certain she was going to jail, Imag was surprised to learn the human was amused by her antics. He took her under his wing, and was pleased to learn Imag had a sharp and fertile mind.
Her master, Vestein, set about teaching her the ways of wizardry - especially how they could aid her life on the streets. Vestein also made Imag work around his tower, earning enough to pay off her debt to him. During their two years together, vestein transferred more than just arcane knowledge to Imag. He also instilled in her a sense of religion, and taught her to follow the ways of his patron - Olidammara.
When Imag's servitude to Vestein was complete, he introduced her to the guild leader for the Laughing Hand. It was then that she was reunited with Rosa - one of her only true friends from her days in the street gang. Now she works tirelessly for the Laughing Hands of Olidammara, constantly feeling she needs to prove she belongs.
Notes: Due to her cloak of Displacement, all attacks against Imag suffer a 20% miss chance.
Imag's spellbook presented here contains the minimum number of spells known - 6 at first level (3 plus 3 for her intelligence modifier at the time), and then 2 every other level.
***
Sassparilla
Neutral female cat (familiar) (tiny magical beast)
Hit dice: Same as Imag's; Hit points are 1/2 Imag's total
Special Abilities: Sassparilla gains a +3 natural armor bonus
her intelligence is 8
She grants Imag the Alertness feat as long as she is within 5' of her master (figured into Imag's stats above).
Sassparilla has Improved Evasion, and takes no damage on a successful reflex save, and only half damage on a failed save.
Imag may opt to share any spells with her familiar, even if the spell normally is Personal only
Imag and Sassparilla share an empathic link to a distance of one mile
Imag may use Sassparilla to deliver touch attacks
imag and Sassparilla may speak with one another, as though Imag were under the effects of a speak with animals spell
For Sassparilla's other basic stats, see Monster Manual, page XX
Some thieves' guilds are interested in acquiring wealth by any means; others take contract murder jobs; others run brothels and gambling establishments. The Laughing Hand of Olidammara is interested, in a round about way, in politics. Their agents come from a wide variety of backgrounds, and all work to influence the current political scene in the Free City of Dyvers - though not all the agents know that.
***
Rosa Folliot
Chaotic Neutral Female Halfling (small humanoid)
Rogue 3/Cleric of Olidammara 3/Divine Trickster (http://www.giantitp.com/Func0015.html) 9
Hit dice: 3d6 (rogue) + 3d8 (cleric) + 9d6 (Divine Trickster)
Initiative: +9 (+5 dex, +4 Improved initiative)
Speed: 20 feet (4 squares)
Armor Class: 26 (10 base, +1 size, +5 armor, +4 deflection, +1 insight, +5 dex); Touch AC 21; Flat Footed AC: 21 (see notes)
Base Attack/Grapple: +11/+11
Attack: small rapier +18 melee (1d4+1 +1d6 fire, 15-20/x2 +1d10 fire) or Masterwork Light Crossbow +18 ranged (1d6, 19-20/x2)
Full Attack: small rapier +18/+13/+8 melee (1d4+1 +1d6 fire, 15-20/x2 +1d10 fire) or small rapier +16/+11/+5 (1d6+1 +1d6 fire, 15-20/x2 +1d10 fire) plus small dagger +16 (1d3+1 +1 Con, 19-20/x2) or light crossbow +18 ranged (1d6, 19-20/x2)
Space/Reach: 5ft/5ft
Saves: fort +12, Ref +20, Will +20
Abilities: str 10, Dex 21, Con 10, Int 13, Wis 20, Cha 8
Skills: Balance +6, Bluff +17, Climb +2, Diplomacy +1, Disable Device +11, Disguise +11, Escape Artist +10, Heal +5, Hide +28, Intimidate +1, Jump +4, Knowledge (arcana) +3, Knowledge (religion) +5, Listen +15, Move Silently +20, Open Locks +20, Search +11, Sleight of Hand +6, Spot +13, Tumble +14
Feats: Two-Weapon Fighting, Weapon Finesse, Combat Expertise, Improved Feint, Improved Initiative, Combat Reflexes
Special Abilities: +6d6 Sneak Attack, Trapfinding, Evasion, Turn Undead, Trap Sense +1, Surprise for the Dead, Trap Guidance, Domain Flexibility, Hide in Plain Sight, Slippery Mind
Equipment: Cloak of Resistance +4 (16000); Periapt of Wisdom +4 (16,000); Vest of Escape (5200); Gloves of Dexterity +2 (4000); Ring of Protection +4 (32000); Ring of Chameleon Power (12700); Boots of Elvenkind (2500); Heward's Handy Haversack (2000); Dusty Rose Ioun Stone (5000); Pearl of Power 1st level (1000); Pearl of Power 2nd level (4000); +1 Moderate Fortification Glamered Mithral Chain Shirt (19800); +1 flaming burst Keen Ghost Touch small rapier (50320); +1 wounding small dagger (18302); Masterwork Light Crossbow (335); 20 bolts (2); 10,841 GP remaining for trinkets, potions, etc
Spells: Cleric Caster level 12; Domains: Luck and Trickery
Spells per day:
0: 6
1st: 6 + 1 domain
2nd: 5 + 1 domain
3rd: 5 + 1 domain
4th: 4 + 1 domain
5th: 4 + 1 domain
6th: 2 + 1 domain
Save DC: 15 plus spell level
Description: Rosa is a 23 year old female halfling, standing 2'10" tall and weighing 34 pounds. Her hair is long and brown, and is typically tied into two braids. Her eyes are a piercing grey. Rosa is a typical halfling, and blends easily into crowds. She has a sharp tongue, however, and it often gets her and her party members in trouble.
History: Rosa was born in the Free City of Dyvers; her mother died during child birth, and Rosa never knew her father. She was raised by her sister, Quina, and her sister's boyfriend. The two took the best care of Rosa as possible given the circumstances. However, it was hard for them to pass up the opportunity to use Rosa for their schemes of swindling people on the street. Rosa learned quickly, and regularly worked the crowds in the city, acquiring money by picking pockets, running scams, etc.
Shortly before her 20th birthday, Rosa came home from a day on the streets to find Quina and her boyfriend murdered. Rosa suspected a rival street gang was responsible, and quickly decided to pack a few items and leave. While wandering the streets, Rosa passed a bar that was being used as a Temple to Olidammara. The sound of the party drew her in, and she was immediately struck. She had found where she belonged.
After several years in training with the clergy of Olidammara, her superior introduced her to a man named Fosin. Rosa's mentor told her Fosin would be finishing her training, and hugged her good-bye. Fosin explained that he ran a special guild associated with the Temple called Olidammara's Laughing Hand. He explained the guild (at least in part) to Rosa, and then asked if she would be interested in putting her unique talents to special use. She agreed.
Rosa has spent the past several years adventuring with her group members in the City and beyond. She's close to Imag, and has a grudging respect for William. She distrusts Charisse, and finds Duncan to be an odd sort. While Rosa will do an awful lot to help her teammates, her first priority is always to the guild.
Notes: Every morning after her prayers, Rosa immediately casts magic vestment on her armor, raising her AC to 28 (flat footed also increases to 23); in addition, she casts a greater magic weapon on both her rapier and her dagger, increasing the enhancement bonus on each from +1 to +3. These bonuses are not figured into her stats above.
***
William of Oreland
Neutral Good Male Human (medium humanoid)
Fighter 16
Hit dice: 16d10 + 64
Initiative: -1
Speed: 30 feet (6 squares, full plate); 40 feet (8 squares, base)
Armor Class: 30 (10 base, -1 Dex, +12 Armor, +5 shield, +4 Deflection); Touch 13; Flat Footed 30
Base Attack/Grapple: +16/+20
Attack: Longsword +27 melee (1d8+16 + 1d6 fire, 17-20/x2 +1d10) or Lance +24 melee (1d8+11, 20/x3) or Longbow +17 ranged (1d8+5, 20/X3)
Full Attack: Longsword +27/+22/+17/+12 melee (1d8+16 + 1d6 fire, 17-20/x2 +1d10) or Lance +24/+19/+14/+9 melee (1d8+11, 20/x3) or Longbow +17/+12/+7/+2 ranged (1d8+5, 20/X3)
Space/Reach: 5ft/5ft
Saves: fort +18, Ref +10, Will +10
Abilities: str 23, Dex 8, Con 18, Int 10, Wis 12, Cha 14
Skills: Climb -1, Diplomacy +11, Hide -11, Intimidate +5, Jump +2, Listen +8, Move Silently -11, Ride +11, Spot +13
Feats: Mounted Combat, Ride-by Attack (b), Weapon Focus (longsword) (b), Weapon Focus (longbow) (b), Point Blank Shot, Weapon Specialization (longsword) (b), Leadership, Power Attack (b), Greater Weapon Focus (Longsword) (b), Lightning Reflexes, Cleave (b), Spirited Charge, Greater Weapon Specialization (longsword) (b), Precise Shot (b), Alertness, Blind-fight (b)
Equipment: Eyes of the Eagle (2500); Cloak of Resistance +4 (16000); Amulet of Health +4 (16000); Ring of Protection +4 (32000); Ring of Sustenance (2200); Belt of Giant Strength +4 (16000); Boots of Striding and Springing (5500); +4 moderate fortification full plate (50650); +3 flaming burst keen longsword (72310); +1 Composite (+4) Longbow (2800); +2 Lance (8310); +3 animated heavy steel shield (25170); Quiver of Ehlonna (1800); 100 arrows (5); Bag of Holding Type III (7400); 1355 GP remaining
Description: William is a 25 year old human male. He stands roughly 5'8" and has very broad shoulders. He weighs 184 pounds. His complexion is tanned, matching his brown hair and eyes. William dresses in a field uniform of a Dyvers' field marshal, proudly displaying the Oreland Crest that was recently returned to nobility status.
History: William is the second son of a noble lord from the Free City of Dyvers. As such, he was destined never to rule but instead to serve his older sibling. While serving on a military detachment, William's ancestral home was beset by raiding orcs; unlike orc raids in the past, however, these orcs were organized, and worse yet aided by a green dragon.
An ambitious Noble Lord saw the fall of House Oreland as an opportunity, and striped William of his land and title. Incensed at the shame and disgrace this has brought to his family, William worked hard to restore his name.
He was contacted by The Laughing Hand a few months after his home fell. William served the Hand, offering battle guidance to those on his team. In time, William and the Hand worked together to restore his family's honor, granting William the use of the Oreland crest once again, as well as the title Minor Lord. In gratitude, William continues to serve within the Hand, offering his services as needed.
Notes: As William has an animated shield, he uses his longsword in two hands whenever feasible.
***
Duncan Stonehammer
Lawful Neutral Male Dwarf (medium Humanoid)
Ranger 16
Hit dice: 16d8 + 20
Initiative: -1
Speed: 20 feet (4 squares)
Armor Class: 32 (10 base, 0 dex, +8 armor, +5 shield, +4 natural armor, +5 deflection); Touch: 15; Flat Footed: 32
Base Attack/Grapple: +16/+23
Attack: Dwarven Waraxe +27 melee (1d10+10 +1d6 electricty, 20/x3 +2d8 sonic) or Heavy Crossbow +17 ranged (1d10+1, 19-20/x2)
Full Attack: Dwarven Waraxe +25/+20/+15/+10 melee (1d10+10 +1d6 electricty, 20/x3 +2d8 sonic) plus Heavy bashing Shield +22/+17/+12 (1d8+4, 20/x2) or Heavy Crossbow +17 (1d10+1, 19-20/x2)
Space/Reach: 5ft/5ft
Saves: fort +12, Ref +10, Will +7
Abilities: str 25, Dex 10, Con 14, Int 12, Wis 14, Cha 8
Skills: Climb +12, Handle Animal +4, Heal +5, Hide +24, Knowledge (dungeoneering) +6, Listen +21, Move Silently +24, Ride +7, Search +6, Spot +21, Swim +12, Survival +24, Use Rope +5
Feats: Track (b), Improved Shield Bash, Two-Weapon Fighting (b), Endurance (b), Skill Focus (Survival), Improved Two-Weapon Fighting (b), Diehard, Weapon Focus (Dwarven Waraxe), Greater Two-Weapon
Fighting (b), Rapid Reload, Power Attack
Special Abilities: Favored Enemy (Aberrations +4, Dragons +4, giants +2, Orcs +4); Wild Empathy; Animal Companion; Woodland Stride; Swift Tracker; Evasion; Camoflage
Equipment: Cloak of the Bat (26000); Amulet of Natural Armor +4 (32000); Gloves of Dexterity +2 (4000); Ring of Protection +5 (50000); Ring of Feather Fall (2200); Belt of Dwarven Strength (36000) (see notes); Boots of Elvenkind (2500); +4 Mithral Shirt (10100); +3 thundering, shocking orcbane dwarven waraxe (72330); +1 Heavy Crossbow (2350); +3 Mithral Heavy Shield of Bashing (16000); Heward's Handy Haversack (2000); Rope of Climbing (3000); 1520 GP remaining
Spells:
1st: 3
2nd: 3
3rd: 1
4th: 1
Save DC: 12 plus spell level
Description: Like most dwarves, Duncan is very stern looking. He stands 4'9" tall and weighs 160 pounds. His cold eyes are grey, and his shaggy hair is black as coal. His long beard is decorated with several intricate braid patterns. Duncan proudly sports numerous scars from previous encounters, seeing them as a badge of honor.
History: Two generations ago, Clan Stonehammer was content mining their claim in the Crystal Mist Mountains, when trouble with orcs arose. The orcs far outnumbered the defenders of the clan; the Thane of Clan Stonehammer swallowed his pride and put out a call for aid to the surface folks. That call went unanswered by all except one - the Temple of Olidammara.
The clerics of Olidammara (only two were sent to aid) set about using subterfuge to divide and conquer the orcs. Before long, the orc band was fighting amongst itself and lost interest in the holdings of the Clan.
The Thane realized he owed a great debt to the Temple of Olidammara. Clan Stonehammer always availed themselves of the surface folk associated with the Temple. When they called seeking the services of an experienced tracker, Duncan was sent to work off the debts of his clan.
Notes:Duncan's hatred of giants prevents him from using their racial name in his belt of strength.
Duncan has several racial abilities that apply in fixed circumstances
+2 racial bonus on Search checks to notice unusual stonework
+4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Against orcs, Duncan's waraxe is treated as a +5 weapon, and does an additional 2d6 damage.
***
Imag Ingen Fahagarthaich
Chaotic Neutral Female Halfling (small humanoid)
Rogue 3/Wizard 5/Arcane Trickster 8
Hit dice: 3d6 (rogue) + 5d4 (wizard) + 8d4 (arcane trickster) + 16
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 20 feet (4 squares)
Armor Class: 31 (10 base + 8 armor, +3 Natural Armor, +1 size, +4 Deflection, +5 dex); Touch: 20; Flat Footed: 26
Base Attack/Grapple: +8/+7
Attack: Dagger +15 melee (1d3, 19-20/x2) or Dagger +16 ranged (1d3, 19-20/x2) or Sling +16 ranged (1d3, 20/x2)
Full Attack: Dagger +15/+10 (1d3, 19-20/x2) or Dagger +16 ranged (1d3, 19-20/x2) or Sling +16 ranged (1d3, 20/x2)
Space/Reach: 5ft/5ft
Saves: fort +9, Ref +17, Will +14
Abilities: str 8, Dex 20, Con 13, Int 24, Wis 12, Cha 8
Skills: Bluff +8, Climb +2, Concentration +10, Decipher Script +15, Diplomacy +2, Disable Device +21, Escape Artist +19, Hide +24, Intimidate +2, Jump +2, Knowledge (arcana) +20, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (the planes) +10, Listen +18, Move Silently +30, Open Lock +24, Perform (wind instrument) +1, Search +20, Sleight of Hand +16, Spellcraft +22, Spot +16
Feats: Improved Initiative, Scribe Scroll (b), Alertness (b), Weapon Finesse, Nimble Fingers, Craft Wand (b), Great Fortitude, Spell Penetration, Greater Spell Penetration
Special Abilities: Sneak Attack +6d6, Trapfinding, Evasion, Summon Familiar, Trap sense +1, Ranged Legerdemain 2/day, Impromptu Sneak Attack 2/day
Equipment: Headband of Intellect +4 (16000), Cloak of Displacement, minor (24000); Amulet of natural Armor +3 (18000); Vest of Escape (5200); Bracers of Armor +8 (64000); Gloves of Dexterity +4 (16000); Ring of Invisibility (20000); Ring of Protection +4 (32000); Boots of Elvenkind (2500); +1 Dagger (2301); +1 sling (2300); sling bullets (negligible cost); Portable hole (20000); Boccob's Blessed Book (12500); Stone of Good Luck (20000); 5199 GP remaining
Spells:
Caster Level: 13 (+2 to checks to overcome SR)
Save DC: 17 + spell level
Spells per Day:
0: 4
1st: 6
2nd: 6
3rd: 6
4th: 5
5th: 4
6th: 3
7th: 2
Imag's Spellbook:
0 level: all PHB 0 level spells are in Imag's spellbook
1st level: Charm Person, Enlarge Person, Feather Fall, Hypnotism, Identify, Mage Armor, magic Missle, Silent Image
2nd level: Melf's Acid Arrow, Rope Trick, Spider Climb, Tasha's Hideous Laughter
3rd level: Dispel magic, Lightning Bolt, Ray of Exhaustion, Vampiric Touch
4th level: Bestow Curse, Evard's Black Tentacles, Phantasmal killer, Stone Shape
5th level: Baleful Polymorph, Cone of Cold, Feeblemind, Teleport
6th level: Chain Lightning, Disintigrate, Greater Dispel magic, Mislead
7th level: Finger of Death, Project Image
Description: Imag is tall for a halfling, standing at 3'4"; she weighs a slight 38 pounds. Her hair is shocking red, and is wild and unkempt. Her eyes are a dull grey. Imag dresses nicely, but not extravagant.
While she's fluent in many languages, she opts to converse almost entirely in either common or halfling, resorting to her knowledge of three other languages only as a last resort.
Imag has a sharp tongue; she's quick to criticize, especially William. If something goes wrong for this band of adventurers, you can bet Imag will blame William - and let everybody know she does. Due to their past on the streets together, Imag has a soft spot for Rosa. She distrusts Charisse, and is generally indifferent to Samuel and Duncan - as long as they do their jobs, anyway.
History: like so many halflings in the Free City of Dyvers, Imag spent an inordinate amount of time on the streets. An orphan, she has no recollection of her parents, and instead was raised by the community on the streets. while her height was the subject of taunting and teasing from other halfling children, it served Imag well on the streets, allowing her to more easily pretend to be a human child rather than a full-grown halfling.
One day, Imag was especially hungry, having not eaten for three days. Her hunger made her sloppy, though, and when she went to pick the pocket of a human in the market, he caught her. Certain she was going to jail, Imag was surprised to learn the human was amused by her antics. He took her under his wing, and was pleased to learn Imag had a sharp and fertile mind.
Her master, Vestein, set about teaching her the ways of wizardry - especially how they could aid her life on the streets. Vestein also made Imag work around his tower, earning enough to pay off her debt to him. During their two years together, vestein transferred more than just arcane knowledge to Imag. He also instilled in her a sense of religion, and taught her to follow the ways of his patron - Olidammara.
When Imag's servitude to Vestein was complete, he introduced her to the guild leader for the Laughing Hand. It was then that she was reunited with Rosa - one of her only true friends from her days in the street gang. Now she works tirelessly for the Laughing Hands of Olidammara, constantly feeling she needs to prove she belongs.
Notes: Due to her cloak of Displacement, all attacks against Imag suffer a 20% miss chance.
Imag's spellbook presented here contains the minimum number of spells known - 6 at first level (3 plus 3 for her intelligence modifier at the time), and then 2 every other level.
***
Sassparilla
Neutral female cat (familiar) (tiny magical beast)
Hit dice: Same as Imag's; Hit points are 1/2 Imag's total
Special Abilities: Sassparilla gains a +3 natural armor bonus
her intelligence is 8
She grants Imag the Alertness feat as long as she is within 5' of her master (figured into Imag's stats above).
Sassparilla has Improved Evasion, and takes no damage on a successful reflex save, and only half damage on a failed save.
Imag may opt to share any spells with her familiar, even if the spell normally is Personal only
Imag and Sassparilla share an empathic link to a distance of one mile
Imag may use Sassparilla to deliver touch attacks
imag and Sassparilla may speak with one another, as though Imag were under the effects of a speak with animals spell
For Sassparilla's other basic stats, see Monster Manual, page XX