View Full Version : [Party] The Laughing Hand of Olidammara

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
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

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.


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

2005-05-20, 12:29 PM
The Laughing Hands of Olidammara (continued)

Neutral Good Female human (medium humanoid)
Bard 14
Hit dice: 12d6 (bard) + 2d10 (fighter) + 14
Initiative: +6 (+2 dex, +4 Improved Initiative)
Speed: 30 feet (6 squares)
Armor Class: 22 (10 base, +2 Dex, +8 Armor, +2 Deflection); Touch: 14; Flat Footed: 20
Base Attack/Grapple: +11/+11
Attack: Whip +15 melee (1d3+1, 20/x2) or Rapier +15 melee (1d6+2, 15-20/x2 + 1d8 )
Full Attack: Whip +15/+10/+5 (1d3+1, 20/x2) or Rapier +15/+10/+5 melee (1d6+2, 15-20/x2 + 1d8 )
Space/Reach: 5ft/5ft
Saves: fort +8, Ref +10, Will +7
Abilities: str 10, Dex 15, Con 12, Int 14, Wis 8, Cha 23
Skills: Balance +9, Bluff +19, Diplomacy +23, Disguise +14, Gather Information +14, Hide +10, Intimidate +16, Jump +7, Knowledge (arcana) +8, Knowledge (history) +7, Knowledge (the planes) +7, Listen +4, Move Silently +15, Perform (sing) +14, Perform (string instrument) +29, Sense Motive +9, Sleight of Hand +4, Spellcraft +14, Tumble +16
Feats: Combat Expertise, Improved Disarm (b), Weapon Finesse (b), Improved Initiative, Weapon Focus (Whip) (b), Improved Trip, Combat Reflexes, Skill Focus (perform (string instrument))
Special Abilities: Bardic Music (12/day), Bardic Knowledge (+16)
Equipment: Circlet of Persuasion (4500); Cloak of Charisma +4 (16000); Amulet of Proof Against Detection and Location (35000); Gloves of Dexerity +2 (4000); Ring of Mind Shielding (8000); Ring of Protection +2 (8000); Boots of Elvenkind (2500); +4 Mithral Shirt (17100); +1 Whip (2301); +2 Thundering Keen Rapier (32320); Masterwork Lute (100); Bag of Holding Type II (5000); Lyre of Building (13000); 2179 GP remaining
Spells Known:
0: 6 Daze, Detect Magic, Ghost Sound, Mage Hand, Read Magic, Summon Instrument
1st: 4 Alarm, Charm Person, Hideous Laughter, Silent Image
2nd: 4 Blindness/Deafness, Glitterdust, Hold Person, Sound Burst
3rd: 4 Charm Monster, Dispel Magic, Good Hope, Tiny Hut
4th: 3 Dominate Person, Modify Memory, Rainbow Pattern

Spells Per Day:
0: 3
1st: 5
2nd: 5
3rd: 4
4th: 3

Description: Charisse's natural appearance is that of a slight woman. She stands 5'2" tall and weighs 130 pounds. She has dirty blonde hair and blue eyes. However, due to paranoia Charisse rarely appears in public as herself, instead opting to appear as a half-elven woman most of the time. In this guise, she stands slightly taller, at about 5'6" and appears proportionately heavier, weighing about 150 pounds or so. Her hair is chestnut brown, and her eyes are purple.

History: When she was an infant, Charisse was kidnapped from her noble home, forever taken away from her family. She was taken and raised by a cult dedicated to Scahrossar, an evil deity who enjoys the infliction of pain on others. This is the environment in which Charisse was raised.

She was an able learner, and quickly learned to utilize the whip - Scahrossar's favored weapon. Charisse enjoyed the sound of the cracking whip, the look of terror in her enemies eyes when she unfurled it, the way she could manipulate those around her with it. The whip isn't always practical, though, and so Charisse also learned to use other weapons, settling on the rapier as her preferred choice in close combat.

While she was on an assignment to aid some orcs who had just raided a human keep, she was captured by William, Rosa, and the other members of the Laughing Hand cell. Charisse quickly realized she was outnumbered
and outclassed, and surrendered.

William treated her fairly - better than her mothers and sisters in the cult had ever treated her. Slowly, through many conversations with William, Charisse came to learn a different, better way to treat people. She broke down and cried in his arms, despondent over the things she had done. William comforted her as best he could, and continued to gently guide her towards the path of Good.

Before long, Charisse accepted Olidammara as her patron; this brought about new problems, however. One just doesn't get up and leave the Cult of Scahrossar. Charisse feared for her life, certain the cult would come after her - either to reclaim her, or to kill her. This paranoia fuels her desire to remain disguised and undetected by all to this day - even though the cult of Scahrossar has been all but eliminated from the Free City of Dyvers.

Notes: Bardic Musics available:
Inspire Courage +2
Inspire Competence
Inspire Greatness
Song of Freedom

Charisse enjoys controlling a battle field with her whip, tripping and disarming foes as the opportunity presents itself; if threaten, she'll perform the tactics with her rapier.

Whip: +21 (+11 BAB, +2 Dex, +1 Enhancement bonus, +1 weapon focus, +4 2-handed, +2 equipment bonus)
Rapier: +19 (+11 BAB, +2 Dex, +2 Enhancement bonus, +4 2-handed)

Whip: +19 (+11 BAB, +2 Dex, +1 Enhancement bonus, +1 Weapon Focus, +4 2-handed)


Samuel Retanin
Neutral Good Male Human (medium humanoid) (cohort of William of Oreland)
Rogue 6/Fighter 2/Duelist 6
Hit dice: 6d6 (rogue) + 2d10 (fighter) + 6d10 (duelist) + XX
Initiative: +11 (+5 Dex, +4 Improved Initiative, +2 Improved Reaction
Speed: 40 feet (6 squares)
Armor Class: 27 (10 base, +5 Dex, +3 Int, +3 natural Armor, +5 Armor, +1 Deflection); Touch: 19; Flat Footed: 27
Base Attack/Grapple: +12/+12
Attack: Shortsword +20 melee (1d6+2 + 1d6 cold + 1d6 precision +1 con, 19-20/x2 or Shortbow +18 ranged (1d6, 20/x3)
Full Attack: Shortsword +20/+15/+10 melee ((1d6+2 + 1d6 cold + 1d6 precision +1 con, 19-20/x2 or Shortbow +18/+13/+8 ranged (1d6, 20/x3)
Space/Reach: 5ft/5ft
Saves: fort +8, Ref +17, Will +5
Abilities: str 10, Dex 20, Con 13, Int 16, Wis 12, Cha 10
Skills: Balance +12, Bluff +10, Climb +2, Diplomacy +12, Disable Device +15, Escape Artist +11, Forgery +8, Gather Information +2, Hide +27, Intimidate +7, Jump +12, Knowledge (local) +13, Listen +13, Move Silently +17, Open Lock +21, Perform (Dance) +3, Search +14, Sleight of Hand +7, Spot +18, Tumble +19
Feats: Dodge, Mobility (b), Weapon Finesse, Weapon Focus (short sword), Improved Initiative (b), Spring Attack (b), Combat Expertise, Whirlwind Attack
Special Abilities: Sneak Attack +3d6, Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge, Canny Defense, Improved Reaction +2, Enhanced Mobility, Grace, Precise Strike +1d6, Acrobatic Charge
Equipment: Headband of intellect +2 (4000); Eyes of the Eagle (2500); Cloak of Charisma (4000); Amulet of Natural Armor (18000); Vest of Escape (5200); Bracers of Armor +5 (25000); Gloves of Dexterity +4 (16000); Ring of Chameleon Power (12700); Ring of Protection +1 (2000); Boots of Striding and Springing (5500); +2 frost wounding short sword (50310); Heward's handy Haversack (2000); Masterwork Thieves' Tools (100); Masterwork Shortbow (330); 20 arrows (1); 2359 GP left

Description: Sam is tall and wiry, standing 5'11" tall, but only weighing 160 pounds. He learned at an early age that he was never going to be stronger than other men, and so taught himself to take advantage of both his quick reflexes and sharp mind. Sam is handsome, with a tanned complexion from spending so much time outdoors, blonde hair and blue eyes. He fancies himself to be a lady's man, but in fact is notorious for saying the wrong thing at exactly the wrong time.

Sam's hands are severely deformed, cracked and pitted from time spent as a statue exposed to the weather. He always wears gloves to prevent others from seeing the damage to his hands. In addition, the pinky finger on his left hand is missing; his gloves have a false finger to
help him hide this fact from others.

History: Samuel is the first son of House Retanin in the Free City of Dyvers. He was born to lead, and like most teens he rebelled against his parents' wishes. Sam was sent to a military training academy, with the hopes it'd teach him a bit of responsibility.

Sam, however, remained a free spirit even in school. He met his best friend, William of Oreland, there. The two made an odd pairing, but became inseparable. The commanders at the academy quickly realized this, and tried to make the best of the situation.

During one excercise, the students at the academy were used to hunt down a band of orcs that were terrorizing neighboring farmlands. The recruits were split into pairs and instructed that if they found the orcs they were to report back to base command. William and Sam dutifully searched through their area. Before long, they saw two orcs in a clearing, with an old woman. Sam was intent on following orders, and turned to report back to base. William, however, was certain this was a golden opportunity to show what they could do. He convinced Sam the old woman posed no real threat, and that with the element of surprise they should be able to take the orcs quickly. Sam reluctantly agreed, and the two charged into the camp.

Unfortunately, they made too much noise in their preparations, and the old woman heard their approach. She turned, to reveal that she wasn't human - but instead a medusa. She fixed her gaze upon Sam and he instantly was turned to stone. William was shocked and terrified, and fled into the woods. He returned to the command center, and reluctantly told his commanders what had happened.

The soldiers were sent in, and they routed the orc band; in the commotion of the battle, however, the statue that was Sam was shattered into a dozens of pieces. Distraught and what he had caused, William picked up a piece of the broken statue - the left pinky - and from that day on has always kept it with him as a reminder of the consequences of not following orders.

Several years later, a gnome came across the broken statue of Sam in the woods and delighted in the puzzle it presented. He carefully, over the course of several weeks, assembled the puzzle. The gnome soon realized the detail was too exact to be a statue, and he deduced it was a person under the effects of a stone to flesh spell. The gnome became even more diligent in his task, but was unable to find the statue's left pinky. Undaunted, the gnome cast a break enchantment spell, and restored Sam to life.

Sam returned home, to find a younger sibling had taken his mantle as heir to the family. Not wishing to cause problems, he set out on a life of adventure, leaving his young brother to the job of ruling the noble house. Sam soon found himself in the employ of the Laughing Hand, finding he could still be a major player in the politics of the city, albeit from the shadows.

William continued to believe he had killed his best friend, until one day their paths crossed within the walls of the Temple of Olidammara. The two have been nearly inseparable once again since that time.

Notes: Sam does not begrudge William for his accident; he has long gotten over it. Sam has never shown William his missing finger, and William has never shown Sam the piece he carries with him - ashamed of the actions he set in motion that almost destroyed his best friend.

2005-05-30, 11:46 AM
So... the above group is a party I DM just about once a week. I've changed them all to be SRD compatible, and I've also advanced them much further along in their careers than where they are now. I figured I would use this post to talk a bit about the group as they are in real life. This post is not a part of my entry - only the above two are.

General Stuff

The group right now are all below 10th level. William, Imag, and Duncan are all 9th level. Rosa died and was raised once, so she's still a level behind at 8th level. As mentioned in his entry, Samuel is William's cohort; he's currently level 7. Charisse is an NPC that usually follows the group around. Her "history" is fairly accurate - William did indeed spare her life and "convert" her to the ways of "good" by using the rules in Book of Exalted Deeds for converting somebody from evil to good. Charisse is currently sixth level, but really close to hitting 7th.

I've been (slowly) writing the exploits of the group as a story that's available over on the Nifty Message Board (http://azure.bbboy.net/niftymessageboard-viewthread?forum=8&thread=115) if anybody is interested in reading it.


The biggest difference is Rosa's prestige class. I used Rich's Divine Trickster for the sack of the contest, but in realiity Rosa is using a home brewed prestige class. I left her one level behind the other PC's, though in actuality by that level she probably would have caught up.


In real game play, William is a Marshal - a rather interesting class from the Miniature's Handbook. I needed to do a lot of work to rearrange stuff - in Fighter form he gained a lot of feats, but lost a lot of skills. I used a selection of cross class skills, just to give a bit of the same "feel' to the character.


This is the only PC with no conversions - just extra levels. In the game, Duncan is a dwarven ranger who uses a dwarven waraxe and a shield bash, and who is extremely adept at following tracks.


Don't ask me how to pronounce her last name - I've been Dm'ing this game for well over a year now and I have no damn clue. ;D Imag had a few changes mechanically. Most notably, in the real campaign she's also in a homebrewed prestige class - though it's similar to the Arcane Trickster. In fact, Arcane Trickster was where my design started, I just made it more in line with the sort of character the player had in mind.

Her spellbook, too, was an interesting thing to figure out. On one hand, she currently only has access to 3rd level and lower spells. On the other, though, she has a lot of spells in her spellbook - thanks to capturing an enemy's book and making the majority of her Spellcraft checks to decipher them. In the end, though, I think the selections I made give a good overall indication of Imag's current book - a good mix of firepower and utility.


This is William's cohort in game play, too. In the games, Sam is a Swashbuckler - a rather interesting new base class from Complete Warrior. Fighter/rogue/duelist was a rather complex way to represent the character - but I think that got about as close as I could.


This NPC is a bard with two levels of fighter in the game as well. She was originally tossed in as an afterthought NPC - put in to partly frustrate the party with her disarming tactics, and partly to amuse them with her masochistic tendencies - she loves pain.

As mentioned in her entry, she used to worship Scahrossar - a deity you can find in the Book of Vile Darkness. To sum up Scahrossar, though - she's really into inflicting pain.

The battle where Charisse was introduced went extremely well for the PC's overall (though that's the battle where Rosa died, actually). Charisse decided quickly that she had no loyalty to the orcs she was with, and surrendered. As DM, I fully expected the PC's to turn her over to either the authorities in the city, or to their guild master. I wasn't at all prepared for when William's player announced to me that he wanted to "convert" Charisse using the rules in the Book of Exalted Deeds. It seemed fun, though, so I went along with it. it's been a wonderful addition to our campaign thus far.

The Laughing Hand

This guild is a ton of fun for me as a DM. I've tossed some odd jobs at the PCs so far, and luckily they've taken the bait every time. The group has a few benefits from being in the guild - such as access to a library that grants a small bonus to Knowledge checks when it's availalbe, access to spells for Imag, a "fence" for items they've acquired, and so on.


I hope you've enjoyed reading a bit about the group as they actually exist. Converting them was harder than I expected, but it made for a useful excercise anyway. ;)

2005-05-31, 01:28 AM
OK - the Laughing Hand is ready for review... off to post to the Contest thread. I hope everybody enjoys them. :)

2005-06-11, 09:00 AM
While the contest is over, I'm still interested in feedback (both good and bad), if anybody has some.

2005-06-11, 12:21 PM
I liked it, especially with the tag team Divine/Arcane Tricksters.

On another note... update the story writeups on that other board!* They're amusing.


2005-06-11, 10:18 PM
I liked it, especially with the tag team Divine/Arcane Tricksters.

It's definitely interesting to work with as a DM. They're currently both just hitting their prestige class, so up until now they've been a bit underpowered, and I've had to compensate for that as a DM.

On another note... update the story writeups on that other board!* They're amusing.


Sounds like my players. ;) I've been working on the next chapter (slowly) over the past week or so.

2005-06-12, 03:25 PM
Oh, I should look at that again, I never follow anything over there. Although I was like...wait, I know these people, when I started reading this.

2005-06-12, 08:24 PM
I'm honestly humbled that you recognized the characters based upon the development I had given them in the story thread up until that point.

2005-06-27, 04:38 PM
Dragonmuncher and Allara may be interested in knowing that a new chapter to the story over on the Nifty board was posted last night. :)

Hope you enjoy. If you have any feedback, feel free to post it there. Guests are permitted to post on Nifty, or (of course) you could register.

Work has started on the next chapter. Hopefully within a week - but I'm terribly lazy, so we'll see. ;D

2005-06-27, 10:56 PM
Off I go to read it!

2005-07-06, 03:22 PM
For those following along at home, Chapter 11 of the story has been posted. Chapter 12 is expected by the end of this month.