stealth

Jameson (and Helena) Gord

Name: Jameson Gord
Occupation: Assassin, courier, information extraction specialist, negotiator

Race:Half-Elf
Sex: Male
Age: 42 years
Height: 5 feet, 4 inches
Weight: 145 pounds
Hair: Light Blond
Eyes: Gray

Gnome Bard

I decided to start with a gnome for the bard class. Gnome is the only core race with the bard class as its favored class, so I thought it would be fitting.

Ilexor, Innkeeper at the Gentle Bramble Inn

Satyr rog 5: CR 9; Medium fey (spirit); Hit Dice 10d6+10; 44 hp; Init +7; Spd 30 ft.

Karen Stellsen

Female halfling rog 15: CR 15; Small humanoid (halfling); HD 15d6; 55 hp; Init +7; Spd 20 ft (4 squares); AC 23 (21 touch, 23 flat-footed); BAB/Grapple +11/+7; Atk +20 melee (1d4+1/18-20, +1 rapier) or +19 melee (1d4/19-20, cold iron dagger), or +19 melee (1d4-1/19-20, alchemical silver dagger), or +21 ranged (1d3+1, +1 sling), or +19 ranged (by spell), or +20 ranged (1d4/19-20, cold iron dagger), or +20 ranged (1d4-1/19-20, alchemical silver dagger); Full atk +20/+15/+10 melee (1d4+1/18-20, +1 rapier), or +19/+14/+9 melee (1d4/19-20, cold iron da

Jordinel "Goldenthumbs" Glimstickel

Chair of the Hollow Hill Miners' and Gem Traders' Cartel

Lillith Glavestriker (CR 2)

'Cutthroat Lil':

"I was born Lillith Glavestriker. Me mum, Lillian Windsong, died o'the pox when I was two. Don't know if that's true but that's what me brothers told me." The young woman pauses for a moment in the dim light, her eyes almost shining with emotion. "Ah, me dear brothers. Both o'em nearly six foot tall and broader than a barn, with sea green eyes and sunshine hair. Identical twins they is... though anyone what met 'em once could tell 'em apart. Garth had him a nasty huntin' accident involving a bow when he was a lad... wore a patch over 'is left eye ever since. Come to think of it... he ain't much liked huntin' ever since. Still they was both lookers. Us youngin's was lucky. Must'a got our looks from Mum."

"Our pa? Oh, aye we had one. Mathis Glavestriker, nasty scoundrel that he was. If he was breathin' he was drinkin'. An&' if he was drinkin' he was gamblin'. An' for shore, if he was gamblin' the old dawg was losin'. Jared and Garth was smart. Got outta pa's house quick as they could. Got work aboard a trade ship outta Freeport as deck hands. I last seen 'em when I was eight... or mebbe seven."

"Pa was a smith. Supposedly some kinda fancy-shmancy weapons master, though the last years I was with him, I didn't see him smith a damn thing, just swill rotgut and lose at cards. He lost the family business. Lost the horse and buggy. But before he lost the house... he lost his only daughter. Yessir, you heard right. The son-of-a-whore lost his nine year-old girl in a game of Pharaoh. Lucky fer me, the wench he was playin' wasn't into beddin' babies. She took me on as a kitchen girl on her boat and that's the last I saw of dear ol' pa."

"That wench turned out to be Captain Grace Meredith of the Bawdy Gale, a pirate ship that razed the Sea of Fire for years thereafter. Of course, all good things do come to an end and the captain lost her ship and crew to a nasty misunderstandin' concernin' a nobleman and some rather rare goods. Captain Meredith took the remains o'her fortune, which turned out to be the clothes on her back and one scrawny kitchen girl, and made a trade with a no-good slaver in a back alley of Freeport. I guess I was nearly twelve at the time."

"I was sold to some rich old noble in a big house and was tossed in the kitchen to turn spits and tend fires... something I was damned used to by then. I might have been content to be peaceable and make a go of the situation, had not the old bugger turned out to be a pedophile. He had his maid bathe me and dress me up in a frothy dress the color o'seafoam. I was suspicious from the get-go, but the table I sat at to eat had more food on it than I'd ever seen and I lost track of what the old man was saying or where his hands were - that is, 'til I found 'em up my skirt. So I did as Jared had showed me years ago and stuck my steak knife hilt-deep in the son-of-whore's throat. He didn't even make any noise, just gurgled a bit before tipping over out of his chair."

"Well, of course, I knew I was in deep then. I ran like hell for the door and never looked back. I stole me some clothes off a line in the slums and lived on the streets for weeks after that. I filched a knife and cut my hair short, then made my way back down towards the docks to see if I could hire on as a deck hand on a ship... maybe get outta Freeport a while. I worked that way for a few summers 'til the ship was boarded by pirates... Captain Gale Meredith to be exact."

"She killed most folks that she couldn't ransom, but I sweet talked her into lettin' me serve on her ship. Y'know... reminded her what a good kitchen girl I was when I was younger and assured her I was a damn good deck hand at age fifteen. Besides, I knew the old bitch was a softy for young gals, and there's worse folk to have to warm the covers with. But that was the beginin' of my career as a full blown pirate."

"What brings me here?" she asks looking out through the iron bars of her tiny, dark cell. "Well now, lad, that's a good question. We ahh... we had a bad go of things on this last run. We sailed into a bad bank o'fog and when we came out the other side, we was in the midst of damned war fleet. I don't know where in the nine hells they came from or where they were going, but we was surrounded and boarded by a damned general or some such fancy-pants military pig. Damn lousy way to end a career, gettin' hauled in by the whole damn Freeport navy."

"Anyway, if I'd still been a kitchen gal, maybe they'da just tossed me in a cell for a few years, but ahh... seein' as how I was on deck when we was boarded... an' seein' how I was brandishin' a cutlass an' givin' them military types a bloody welcome... well, 'tis to be the gallows for me, lad. Come sunup tomorrow, I'll have me pretty neck stretched alongside me captain and me mates."

The young, cold beauty grins and steps up to the bars, arching her back to stretch from sitting, her breasts pressing seductively against her gown for a moment. "Ah but what the hell. I've burned ships, skewered men, raided trader vessels and pillaged villages. And damn if it ain't a load of fun!"

"Aw, but don't look like that. I ain't all evil," she says with a lusty pout. "I raided for money and don't never kill for pleasure. And if I've burned ships at sea, 'twas only enemy ships. Well, you call 'em generals or constables, but I'm a pirate and to me they's the enemy. Most folks would call me a outlaw and I'll be proud to hear it. But I live by me own code and by some rights it's a more honest life than most."

She pauses for a moment to lean on the bars and sigh. Her head tilts to the side curiously as she eyes the handsome young guard that has pretended not to hear her while sneaking what he thought were unseen glances at her. She smiles a half smile and runs a finger slowly down the bodice of her dusty, blood-stained gown. "Look here, lad. A girl like me's due a last request, ain't she? I'll be off to the gallows in the mornin'. My last meal weren't fit for a half-starved bitch. But I got a request you might could help me out with."

She takes a step back and puts one small, booted foot up on the cot in her cell. Using both hands she slowly hikes her skirts up to her thigh as she glances over her shoulder at the young guard. "Just use them keys there on your belt and come on in this cell. We'd probably break this creeky old cot, but the straw's pretty-near fresh and a randy whore like me could use one last good ride before she's off to Hell."

She slides one hand under her skirt and her lusty eyes close halfway. She licks her lips and speaks in a husky voice. "What d'ya say there, lad... feel like a quick poke? I promise I don't bite," she says wearing a grin that bares her teeth. "Less'n ya like that way."

-----------------------

The Cock's Nest was the seediest pub in the nastiest slum of Freeport. Located on the corner of Bilge street and Longdagger Drive, it was close enough to the docks to smell of rotting fish but never close enough for a breeze to blow away the stench. Given the violent disposition of the locals towards the city watch, it was a rare and eerie sight to see a city guard stroll confidently into the Cock's Nest. Every eye in the tavern turned toward him and every voice stopped at once. Bar maids reached for clay mugs and hidden daggers beneath their skirts and men began to rise slowly out of the chairs as the sounds of blades leaving their sheaths rang softly throughout the room. Suddenly, the guard tipped his hat back and tossed it high in the air. Grinning from ear to ear with green eyes sparkling and long blond hair raining down her back stood the infamous 'Cutthroat Lil.' Curses and laughter filled the room as everyone realized the guard was not a guard at all, but one of the unfortunate lasses doomed to have their necks stretched that they had been drinking a toast to mere moments before.

Lil sidled along the bar, receiving a congratulatory word and pat on the back from various patrons as she went. A private word with the barkeep afforded her passage behind the bar and entrance to the back room. Lil hated this room. She'd done some nasty business from time to time and most of it had come from orders she'd received in this room. The man sitting behind a beer-stained desk swilling rotgut out of chipped mug like a man dying of thirst was Royson, a fat little toad of a man with more connections in the muck of Freeport than any thief or murder had a right to have - and her ticket to freedom.

Lil had good street smarts. She knew that eventually she was going to get pinched and someone, be it an angry ship captain or the city watch, was going to come looking for her. She also knew the value of a favor, so a year ago when she'd been in port, some bad trouble went down involving a young guard at the Cock's Nest. Knowing that her profession would keep her away from interested ears, Royson selected Lil, asking her to deal with the two witnesses. Once the dirty deed was done, Royson had asked her what she wanted in return. With a sly smile, Lil said... "just keep me in mind should I ever need a favor." Greedy pig that he was, he agreed... hell, the kind of life she lead, Lil might not return to port to cash in, in which case there would be no coin out of his purse.

"Lil, my dove, you're alive!" he said, throwing his arms dramatically up in the air. "We heard you were in the dungeon waitin' for a lovely hemp necklace to wear at sun-up, but I see you're as resourceful as ever."

"Don't 'dove' me, Royson you smelly ol' whore's git," she said with a grin. Royson stank, but loved to flirt. "I'm in a pinch and need to call in a favor."

Royson nodded, no longer smiling. His face was suddenly all business. "There's limits on my favors, girl, but I pay my debts in my own way. What do you need Lil?"

"Clothes, weapons, armor and a way out of town," she said, ticking items off on her fingers as she went. Lil paused and slowly a smile crept across her face, growing until it almost split her head in two. Her eyes sparkled with an obviously devious idea. "And a fiddle..."

Lillith 'Lil' Glavestriker
Female human rog 2:
Medium humanoid (human); CR 2; HD 2d6; 12 hp; Init +3; Spd 30 ft. (6 squares); AC 15 (Dex +3, Armor +2), 13 touch, 12 flat-footed; BAB/Grapple +1/+1; Atk +1 melee (1d6/19-20x2 cutlass (short sword) ) or +1 melee (1d4/19-20x2 dagger) or +4 ranged (1d4/19-20x2 dagger) or +4 ranged (1d4 dart); SA sneak attack +1d6; SQ evasion, trapfinding; AL CN; SV Fort +1, Ref +6, Will +1; Str 10, Dex 16, Con 12, Int 10, Wis 12, Cha 14.
Skills and Feats: Appraise +1, Balance +4, Bluff +3, Climb +1, Decipher Script +1, Diplomacy +3, Disable Device +1, Disguise +3, Escape Artist +4, Gather Information +3, Intimidate +3, Listen +5, Move Silently +7, Open Lock +7, Perform (fiddle) +3, Profession (sailor) +3, Profession (cook) +2, Sense Motive +2, Sleight of Hand +4, Speak Language (Common, Elven, Orc), Spot +5, Swim +4, Tumble +4, Use Magic Device +3, Use Rope +7; Dodge, Mobility.
Evasion (Ex): Any time Lil makes a successful Reflex saving throw against a damage-dealing effect that normally deals half damage on a successful save, she takes no damage instead.
Sneak Attack: Lil adds 5d6 damage to any successful attack made while her target is denied his dexterity bonus to AC or is flanked by her.
Trapfinding: Lil can use the Search skill to locate traps with a DC higher than 20. Additionally, she may also use the Disable Device skill to disarm magical traps. If Lil beats a trap's DC by 10 or more can bypass the trap without disarming it.
Possessions: Artisan outfit, backpack, bedroll, beltpouch (x3), cutlass (x2), dagger, dart (x4), fiddle, hooded lantern, leather armor, mug, oil flask (x9), scroll case, tindertwig, theives' tools, trail rations (x6), waterskin, whetstone, 520gp, 164sp, 4cp

Roleplaying with Lil:
Lil is tall for a girl and skinny for her height, though she always describes herself using the terms 'willowy' or 'lithe.' She appears younger than her actual age of eighteen years, but her eyes can sometimes sparkle with a coldness that offers a taste of the hard life she's lived. She's quick on her feet and not the least bit shy. "I've never met a stranger" is a saying she's fond of. She carries a fiddle and is a fair hand at sea chanties and jogs, though she's no master musician. What she lacks in pure talent, she more than makes up for in bawdy language and lusty enthusiasm.

When met, she'll most likely be playing for her supper in the common room of some tavern or bar. She might instead be camping along the roadside (and subsequently starving), as she usually doesn't have any money and very little experience providing for herself outside the familiar city. She'll introduce herself as Lillith Fairesong to most, and will never use her real name. She's had a few bad encounters with animals and lone bandits since being chased out of the city and would certainly welcome a few traveling companions if they looked like they could hold their own in a fight - or had any money.

Kurain Sandwalker (CR 8)

Kurain Sandwalker
Female elf rogue 4/fighter 2/ranger 2:
CR 8; Medium humanoid (elf); Hit Dice 4d6 + 2d8 + 2d10; 37 hp; Init +3; Spd 40 ft. (8 squares); AC 16 (+3 Dex, +3 armor), 13 touch, 13 flat-footed; BAB/Grapple +7/+9; Atk +12 melee (1d4+3/x3, +1 punch dagger) or +10 ranged (1d6+2/x3, composite shortbow); Full atk +12/+7 melee (1d4+3/x3, +1 punch dagger) or +10/+5 melee (1d4+3/x3 +1 punch dagger) and +10 melee (1d4+2/x2 +1 punch dagger) or +10/+5 ranged (1d6+2/x3, composite shortbow); SA sneak attack +2d6; SQ +2 racial bonus on saves vs. enchantment spells and magical effects, evasion, immunity to sleep spells and magical effects, low-light vision, trap sense +1, trapfinding, uncanny dodge; AL CN; SV Fort +7, Reflex +10, Will +3; Str 14, Dex 16, Con 10, Int 13, Wis 14, Cha 8.
Skills and Feats: Bluff +4, Climb +6, Disable Device +4, Gather Information +2, Handle Animal +0, Heal +3, Hide +10, Jump +13, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +6, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +7, Tumble +5; Combat Reflexes, Quickdraw, Track, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (punch dagger).
Combat Style (Ex): Kurain Sandwalker has selected two-weapon combat. She gains the Two-Weapon Fighting feat.
Favored Enemy (Ex): Kurain Sandwalker gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. She gets the same bonus on weapon damage rolls against giants.
Skills: Kurain Sandwalker gains a +2 racial bonus on Listen, Search and Spot checks. This is reflected in the stat block above.
Wild Empathy (Ex): Kurain Sandwalker can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. She rolls 1d20+2, or 1d20-2 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Languages: Common, elven, giant
Possessions: +1 punch dagger (x2), masterwork studded leather, arrows (x17), backpack, bedroll, boots of striding and springing, composite shortbow (+2 Str bonus), explorer's outfit, flint and steel, potion of cure light wounds (x2), waterskin (x2), whetstone, winter blanket.

Physical Description:
Kurain Sandwalker is from a desert people, and it shows. Her skin is very dark and her eyes are narrow to the point of being squinty. She is very lean and is lacking in the plumpness most other people that didn't grow up in the desert tend to have. Her black hair is worn long and is generally tied into a topknot. Most people who study her get the impression of a tiger that could pounce at any moment.

Personality:
Kurain Sandwalker is a quiet person. She enjoys life and has no problem getting on with other people, but she never uses four words when two will do. This puts some people off, but it suits her companions, Vladimir Pedriski and Hagred Stonebite just fine. Some people have claimed to see a sadness hidden behind her eyes, and some who know her passingly have surmised that she might carry some guilt over not being there to help defend the caravan she was guarding when it was attacked and decimated by ogres. If this is true, then she has certainly turned that guilt outward and used it to fuel her rage against ogres everywhere.

Combat:
Kurain Sandwalker is the scout of her group. She spends as much time away from her friends on her own as she does with them. Her task is usually to locate an infestation of ogres or signs of their passing and report her findings back to the group so they can coordinate an attack. If she's caught alone, she's likely to run from a group of ogres, but if a single ogre or a small group of lesser opponents attacks her, she becomes a whirling dervish of bladed punches. With the group, she's likely to start off using her shortbow from a hidden position to gain sneak attack damage, but once her position is discovered, she wades into battle with stunning speed and ferocity. She will usually attempt to flank her opponents and make full attacks on them to maximize the damage her sneak attacks can deal.

Khana de Alin (CR 13)

Khana de Alin
Female human monk 3/ fighter 4/rogue 3/assassin3:
CR 13; Medium humanoid (human); Hit Dice 3d8 + 4d10 + 6d6; 60 hp; Init +9; Spd 40 ft. (8 squares); AC 28 (+6 Dex, +2 Wis, +5 armor, +2 deflection, +2 natural, +1 monk), 21 touch, 28 flat-footed; BAB/Grapple +10/+11; Atk +17 melee (1d4+2/15-20x2, +1 kukri of speed) or +16 melee (1d8+1 unarmed) or +18 ranged (1d2+3, masterwork shuriken); Full atk +17/+17/+12 melee (1d4+2/15-20x2, +1 kukri of speed) or +16/+11 melee (1d8+1 unarmed) or +18/+13 ranged (1d2+3, masterwork shuriken) or +14/+14/+9 melee (1d8+1 unarmed) or +16/+16/+11 ranged (1d2+3, masterwork shuriken); SA death attack (DC15), flurry of blows, sneak attack +4d6, spells; SQ evasion, poison use, save against poison +1, still mind, trap sense +1, trapfinding, uncanny dodge; AL NE; SV Fort +9, Reflex +16, Will +8; Str 12, Dex 21, Con 10, Int 16, Wis 14, Cha 10.
Skills and Feats: Balance +13, Bluff +2, Climb +11, Disable Device +9, Disguise +6, Escape Artist +8, Gather Information +6, Handle Animal +3, Hide +24, Intimidate +7, Jump +13, Listen +8, Move Silently +24, Open Lock +14, Sense Motive +5, Spot +9, Swim +6, Tumble +10, Use Magic Device +9, Use Rope +11; Combat Reflexes, Dodge, Improved Critical (kukri), Improved Initiative, Improved Unarmed Strike, Mobility, Quick Draw, Stealthy, Stunning Fist, Weapon Finesse, Weapon Focus (shuriken), Weapon Specialization (shuriken).
Assassin Spells Known: (4/3; Save DC 13 + spell level ) 1st-disguise self, feather fall, obscuring mist, true strike; 2nd-alter self, invisibility, spider climb.
Languages: Common, elven, undercommon
Possessions: amulet of natural armor +2, bracers of armor +5, boots of elvenkind, cloak of elvenkind, drow poison (x5; DC 13 unconscious for 2d4 hours), +1 kukri of speed, explorer's outfit, gloves of dexterity +2, monk's belt, potion of cure serious wounds (x2), potion of gaseous form, ring of jumping, ring of protection +2, spell component pouch, shuriken (masterwork) (x20), tanglefoot bag (x2), thieves' tools (masterwork), thunderstone, chest containing coins (5000gp, 5000sp)*
*Khana never carries this chest around. It is extremely well hidden in her home (DC 30 search).

Physical Description:
At 5'1 and 148 lbs, Khana de Alin is a short slip of a girl. She could easily be considered attractive, but once up close, the hardness in her eyes turns away many prospective men and women. Her dark brown hair is cut short to keep it out of her eyes. She doesn't wear any facial jewelry, knowing that it would just get in her way. It's rare for anyone to see her without a shirt on, but those who do immediately notice a beautifully-done tattoo of a striking cobra just above her navel.

Personality:
Khana de Alin is a hunter for hire, pure and simple. She doesn't care the least little bit for anyone except herself and she never lets anything stand between her and a mark. Once on a job, she finishes it, lest her reputation (one of the few things she does care about) be tarnished. In short, she's the perfect assassin.

Khana is willing to hire herself out to anyone that can pay her high price. She has never turned down a job where the coin was good and she has never turned on an employer that didn't turn on her first. Whether the job is murdering a lone merchant that has been causing trouble for someone or taking out an entire nest of bandits that hijacked the wrong person's goods, she considers herself up to the job, and is willing to go as far as necessary to get the job done.

Khana does not suffer fools. If someone tries to hire her, but insults her with their price offer, she has little trouble making an example of them. She also does not suffer those that assume they can lay a hand upon her without her consent. When she walks through the streets, people that know who she is go out of their way to keep from getting into hers - including most guardsmen Even those that don't know her are oftentimes compelled to leave her path by the hard look on her face.

Combat:
Khana de Alin's business is killing, and she is exceptionally good at her job. She does a great deal of research and reconnaissance regarding any mark she plans to move against. She tries to learn any weaknesses someone has to ensure she has the edge if face-to-face combat should break out.

Against a single target, she will remain hidden and study the target until she can bring her death attack ability to bear. Once she feels confident, she will make a death attack with her kukri, hoping to end things quickly. If the target manages to survive, Khana's high initiative usually ensures that she can finish her surprised opponent off with sneak attacks before being endangered herself.

Against multiple foes, Khana prefers to attack from range with her shuriken when possible. Against targets she judges to be weak, she will usually launch a shuriken coated in drow poison at as many of them as she can, hoping to disable them so she can coup de gras them later. If one target seems to be stronger than the rest, she may target more than one shuriken at him. If facing off against more than one obvious spellcaster, Khana announces her presence with a bang by tossing a thunderstone and then charging in (sometimes dropping from the ceiling, thanks to her spider climb spell) and cutting them to ribbons before they can get any of their spells off.

Using Khana de Alin:
There are two obvious uses for Khana de Alin in the average game. The first is that the PCs are new in town and don't know anything about her. They are put onto the trail of a murderer that eventually leads them to her. The second use is that the PCs have upset the wrong person or people, and they've been targeted for assassination. Khana is not likely to given them any time to prepare and should strike when they're most vulnerable, which may be the death of some or all of the party.

Leleaux Dugget (CR 3)

Leleaux Dugget
Female dwarven ranger 2/rogue 1
: CR 3; Medium humanoid (dwarf); Hit Dice 2d8+1d6+6 20 hp; Init +7; Spd 20 ft. (4 squares); AC 17 (+3 Dex, +4 armor), 13 touch, 14 flat-footed; BAB/Grapple +2/+3; Atk +6 melee (1d4+1/x4, light pick) or +5 ranged (1d8/19-20x2, light crossbow); Full atk +4 melee (1d4+1/x4, light pick) and +4 melee (1d4+1/x4, light pick); SA sneak attack +1d6, SQ darkvision 60ft, dwarf traits, trapfinding; AL N; SV Fort +5, Reflex +8, Will +0; Str 13, Dex 17, Con 15, Int 11, Wis 10, Cha 10.
Skills and Feats: Balance +7, Decipher Script +4, Disable Device +4, Heal +2, Hide +2, Knowledge (dungeoneering) +3, Listen +1, Move Silently +4, Open Lock +7, Search +4, Spot +4, Tumble +7, Use Magic Device +4, Use Rope +5; Improved Initiative, Two-Weapon Fighting, Weapon Finesse.
Combat Style (Ex): Leleaux Dugget has selected two-weapon combat. She gains the Two-Weapon Fighting feat.
Favored Enemy (Ex): Leleaux Dugget gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against aberrations. He gets the same bonus on weapon damage rolls against aberrations.
Languages:
Common, Dwarven
Possessions*: Backpack, belt pouch (x4), bolts (x30), explorer's outfit, light crossbow, light pick (x2), mithril shirt, sunrod, thieves tools (masterwork; x2), trail rations (x3). (33 lbs carried)
*most of Leleaux's possessions are carried by her cousin, Chain Delver.

Description:
Height: 4'2
Weight: 145 lbs
Age: 72
Eyes: Brown
Hair: Brown hair cut short to avoid getting snagged.
Skin: Pale for a dwarf, due to so much time underground.

Most dwarves would consider Leleaux to be pretty, but only in a tomboy sort of way. Her hair is kept short and she wears the clothes of a man most of the time. If not for the lack of a beard, she might be able to pass for a man.

Personality:
Leleaux Dugget is personable enough. Like many adventurers, she is more practical than anything else. When she and her cousin Chain Delver enter civilization, she takes care of selling off their findings and making certain they have a safe place to sleep and stash their gear. She doesn't have the same attitude of dismissal bordering on dislike for most people that Chain does, so by mutual agreement, she handles most in-town interaction.

Leleaux explores mostly for the sake of exploration. She enjoys the feeling of setting foot in a place that no dwarf has ever seen before. She loves knowing that she’s helped rid the world of foul aberrations and mapped another area of the world where others can come. Most of all, she wants others to know that she discovered this place and made it safe for them. When such an area is discovered, Leleaux will usually carve her name into the wall in a conspicuous place for posterity.

Combat:

Leleaux works best when she can surprise her opponent or catch him off-guard. If possible, she'll set up an ambush and jump out at an opponent as he passes by. More often, she tries to set up a flanking situation with her cousin Chain. His long reach keeps opponents occupied and gives her more opportunities to flank an opponent and make good use of her sneak attack ability.

Barth Ewell, Purveyor of Fine and Not-So-Fine Horses and Mules, Veterinarian, and Farrier

Halfling male exp 3/rng 2: CR 4; Small humanoid (halfling); Hit Dice 2d8+2 plus 3d6+3; 24 hp; Init +5; Spd 20 ft. (4 squares); AC 16 (16 touch, 11 flat-footed); BAB/Grapple +4/+1; Atk +3 melee (1d2+1 nonlethal, whip), or +6 melee (1d3+1/18-20, cold iron kukri) or +10 ranged (1d4+1/x3, mighty composite shortbow [+1 Str]); Full atk +3 melee (1d2+1 nonlethal, whip), or +6 melee (1d3+1/18-20, cold iron kukri) or +10 ranged (1d4+1/x3, mighty composite shortbow [+1 Str]); SQ +2 morale bonus to saves vs. fear, +1 racial bonus to attack rolls with thrown weapons and slings, +1 racial bonus on all saves, +2 racial bonus Climb, Jump, Listen, and Move Silently checks, combat style, favored enemy (human) +2, wild empathy +3; AL NG; SV Fort +6, Ref +10, Will +6; Str 13, Dex 20, Con 12, Int 12, Wis 15, Cha 13; Weight 35 lbs., Height 3 ft., 1 in.
Skills and Feats: Appraise +7, Craft (leatherworking) +7, Diplomacy +4, Gather Inromation +2, Handle Animal +12, Heal +10, Hide +12, Listen +7, Move Silently +9, Sense Motive +4, Ride +11, Speak Language (Common, Halfling, Elven), Spot +5, Survival +4, Use Rope +11; Rapid Shot, Self-Sufficient, Skill Focus (Handle Animal), Track.
Combat Style (Ex): Barth has selected archery. He gains the Rapid Shot feat.
Favored Enemy (Ex): Barth gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. He gets the same bonus on weapon damage rolls against humans.
Wild Empathy (Ex): Barth can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. He rolls 1d20+3, or 1d20-1 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Possessions: horseshoes of speed, pony, masterwork military saddle, masterwork whip, cold iron kukri, mighty composite shortbow [+1 Str], 20 arrows.

Barth Ewell settled in Keriel's turn about twenty years ago, by his own count, and set up shop as a farrier, horse doctor, and horse trader soon afterwards, enjoying a brisk business almost from the outset because of his rapidly-garnered reputation as businessman of unusual skill and honesty, who has forgotten more than most individuals ever learn about the care of equines.

Everyone who knows Barth seems to like him, for reasons ranging from his gruff kindness, to his willingness to share juicy tidbits of gossip about his customers, most of whom are merchants or barge captains in need of his services. He's also uncommonly perceptive, which has stood him in good stead recently because of Nerraella Tinnilstrathor's attempts to become friendly with him as a means of turning his knowledge of caravan and shipping movements to the advantage of the Black Purse. While Ewell is unaware of Nerraella's true motives, he smells something fishy and doesn't trust her.

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