Propose your Mercenary! [Archive] - Wizards Community

Post/Author/DateTimePost
Caterane

11-26-05, 02:07 PM
Propose your Mercenary

http://caterane.de/CoCo/Struktur/Mercenaries.jpg

- For Mercenaries only -

This thread is the fuel for the Mercenary Roster because all available Mercenaries (or Mercs) are drawn from this thread. It's simple: you post your idea for a new mercenary here in this thread (by using the Standard Mercenary Sheet below). If your proposal actually makes it onto the Mercenary Roster, you gain two credits.

Guidelines to create a Mercenary:
You must use the Standard Mercenary Sheet below although slight modifications are acceptable. You might also have to add or substract things depending on the kind of mercenary you are posting.
Before you determine the ECL of your mercenary, check the Mercenary Roster if there isn't already a similar mercenary, or already enough mercenaries of that level. This will increase the chances that your build will be picked.
Exotic Mercenaries are not forbidden but will be kept at a minimum. Likewise, Mercenaries should be easy to handle so a phrenic ghost pixie has little chance to enter the Merc Roster.
Mercenaries must have a personality because this affects their behaviour in a fight. Unlike normal allies, mercs have their own head and might not always comply with the gladiator's plans. Keep the personality description brief and simple though.
As said, Mercs have their own head. That's why they do not fight for every gladiator. A noble Paladin might decline offers from non-good PCs while an arrogant wizard snorts at non-spellcasters ...and wants twice his fee from them. There is basically no limit to the requirements but don't exagerate please.
You also must include a little background story for the mercenary but refrain from writing a novel. On the other hand, two lines are not much either.
Starting Gold: Use Table 4-23 from DMG, p127. No item worth more than 50% of the Starting Gold, and no more expendables (including all items that can be used up, such as ammunition, poison, charged items, etc.) than 10% of the Starting Gold.
Mercenaries use 25 point-buy to determine ability scores.
Mercenary may only have class allies (except Planar Cohorts and Thralls).


The fees for Mercenaries are this. Please note that the Character still suffers XP and Gold penalties for bringing in an ally on top of that! Price to hire a Mercenary

ECL Price | ECL Price
1 100 | 10 1933
2 200 | 11 2500
3 300 | 12 3266
4 400 | 13 4333
5 533 | 14 5666
6 666 | 15 7333
7 866 | 16 9333
8 1133 | 17 12000
9 1500 | 18 15666
Mercenary Wealth

ECL Gold | ECL Gold
1 900 | 10 16000
2 2000 | 11 21000
3 2500 | 12 27000
4 3300 | 13 35000
5 4300 | 14 45000
6 5600 | 15 59000
7 7200 | 16 77000
8 9400 | 17 100000
9 12000 | 18 130000
Have Fun! :)
Pitlords

12-01-05, 01:20 PM
Standard Mercenary Sheet:
You have to comply with this sheet for what concerns all the informations; you may do any other changes, like adding colors, changing the font, and so on but you must keep the requested information. You will find several quotes throughout the sheet. These work like a guideline to the proper use of the Mercenary sheet and creation process.
Rightclick http://boards-mi.wizards.com/images/buttons/quote.gif below and open in a new window. Now switch back and forth between this sheet where you can read the guidelines and the new window with your Mercenary sheet where you will fill in all information as you go. Layout of your sheet:
Delete all that is not needed (eg. spells for a fighter) aswell as the quotes set around the whole text (because of hitting the 'quote' button). Text enclosed in (parenthesis) must be replaced with the appropriate content [example: "(gender+race)" => "male human"]; remove the parenthesis. Keep silvered text silvered as it improves the layout. Lines in Italics are optional and can be used or - if not used - deleted. Finally, please give him a first and a last name, or at least a good distinguishing nickname.

Mercenary Requirements
Cost to hire: x gold
Requirement: xxx

(Name of Mercenary)
(Gender+Race)
(Alignment)
(Classes and Levels)
Note that the silvered values are the points spent on abilities by using the 25 Point-buy system from the DMG, p169. If your ability score is different to what the points spent implies, you must write the reason behind it; see 'Charisma' below for an example.
STR...12 [+1]...(4 pts)
DEX...16 [+3]...(10 pts)
CON...10 [+0]...(2 pts)
INT....?? [+?]...(?? pts)
WIS...?? [+?]...(?? pts)
CHA...14 [+2]...(0 pts) [8, +2enhancement, +2racial]

Hit Points: ?? [?? HD]
AC ??, Touch ??, Flat ?? [+7 halfplate, +2 shield, etc...]
Initiative: +? [?dex, ?feat]
BAB/Grap: +?/+? [+?bab, +?str, +?feat...]
Speed ??

Saves:
Fort +?? [?class1 +?con +?enh...] [Conditional modifiers]
Refl +?? [?class1 +?class2 +?con +?enh...] [Evasion]
Will +?? [?class1 +?class3 +?con +?enh...] [+2 rage]
+2 racial vs. enchantment; immune to sleep; immune to disease; ...

Attacks:
(weaponname) +14 melee, 1d8+2 [19-20/x2]
(weaponname) +?? melee, 1d?+? [20/x?] [Other cond. modifiers]
(weaponname) +?? ranged, 1d?? [??/x?] [80' range]
[+1 racial vs. kobolds and goblinoids]

Feats: (featname), (featname), (featname), etc
Racial and Class Abilities: (Ability), (Ability), etc
Special Abilities: (Ability), (Ability), etc

Skills (?? Points Class A, ?? cl B, ?? cl C):
(Skillname) +?? [?? rnks, +?(ability) +...] [4ftr]
(Skillname) +?? [?? rnks, +?(ability) +? synergy] [2ftr]
(Skillname) +?? [?? rnks, +?(ability) +? tool] [4pal]
(Skillname) +?? [?? rnks, +?(ability)] +? competence[6ftr(cc)]
Languages: Common, etc [2ftr(cc)]

The following sections are for spellcasters and manifesters. Please keep in mind that you may only cast 1/3 of your spell-levels or use 1/3 of your powerpoint reserve in arena fights. For that reason, you must add your total spell levels (not counting cantrips) aswell as the number you may actually cast, which is 1/3 rounded up. Keep in mind that Mercs usually do not change their prepared spells.

Delete this section unless prepared caster.
Spells memorized: [DcX+lvl] [4/4/3]
0: x, x, x, x
1: x, x, x, x
2: x, x, x

Delete this section unless prepared caster
Spellbook:
0: (All cantrips minus spells from prohibited schools in case of specialist wizard)
1: (Spell1), (Spell2), (Spell3)

Delete this section unless spontaneous caster
Spells per Day: [DcX+lvl] [4/5/4] [Spell levels: ??; Cast: (1/3 of spell-levels)]
0: (Spell1), (Spell2), (Spell3), (Spell4)
1: (Spell1), etc...
2: (Spell1), etc...

Delete this section unless manifester
Powers Known: [DcX+lvl] [4/5/4] [Power Points: ??; Use: (1/3 of total PP)]
1: (Power1), (Power2), (Power3)
2: (Power1), etc...

The Mercenary may enter the arena with certain spells or abilities already in effect as long as the effect lasts for 16 hours or longer. Spells used as prebuffs do not count against his total spell-level limit (1/3) but must be [s]marked off in his Spell list by using the ]Strikethrough command or by silvering them out. Note that Mercenaries usually keep their pre-buffs during their carreer.

Buffs and Prefight actions:
- Extended Mage Armor [lasts 24 hours]
- Poisoned Sword with ...
- Summoned Holy Horse [lasts 20 hours]
- Inertial Armor [lasts 16 hours; used 1 PP]
- .... [(duration)]

Your Mercenary gets a certain amount of gold from which he buys his equipment. This amount is listed on DMG p127, Table 4-23. Use the ECL of the Mercenary. Mercs may never have a single item worth more than half their starting gold, and expendable items only up to 10% of their starting gold. Expendables or Items with multiple charges are always renewed after each fight. [u]Equipment [Weight] (Gold)
(Free weightless outfit)
(Armor) [??] (??)]
(Shield) [??] (??)]
(Weapon) [??] (??)]
(Weapon) [??] (??)]
Quiver with XY arrows [??] (??)]
Headband of... [??] (??)]
Ring of... [??] (??)]
Ring of... [??] (??)]
Boots of ... [??] (??)]
Other magic item [??] (??)]

Expendable Items: [CL] [Weight] (Gold)]
Potion of *** [(CL)] [??] (??)]
Potion of *** [(CL)] [??] (??)]
Scroll of *** [(CL)] [??] (??)]
Scroll of *** [(CL)] [??] (??)]
Stone of *** [(ML)] [??] (??)]
Tattoo of *** [(ML)] [??] (??)]

Miscellaneous Statistics:
Encumbance: 0-??? (light), ???-??? (medium), ???-??? (heavy)
Weight carried: ?? lb

Character Background:
Unlike for PCs, the background story and personality for Mercenaries are mandatory because their behaviour depends on it. You can come up with anything you like as long as it sounds reasonable. If you have a long background story, make a short summary here, and put the long version in sblocks below. The Personality refers to the Mercs behaviour in a fight and goes into the next section below. Also tell us where he comes from (see World of Gladius (http://boards1.wizards.com/showthread.php?t=580765))

Character Personality:
<describe personality in fights>

Finally, you may give the Mercenary special requirements that player characters need to fulfill to be able to hire the Mercenary. A Paladin Merc may only fight for good-aligned characters, an arrogant wizard might want double his fee from non-spellcasters, and dwarves might give dwarven PCs a discount. The requirements are completely up to you. Write the Requirements into the code block at the top.

Mercenary provided by (your username).
Pitlords

12-01-05, 01:23 PM
Getting a Mercenary Added to the Mercenary Roster

The process is simple.

Step 1: Person A proposes a mercenary and posts a correct sheet in the "Propose a Mercenary" thread.
Step 2: Person B (who is not Person A) reviews the mercenaries available and the mercenaries proposed and finds that a role is not covered that s/he would like to see covered. S/he asks for the mercenary that was proposed by Player A to be added to the Mercenary Roster.
Step 3: Elder A (TelinArtho at present) performs a thorough audit on the proposed mercenary. Assuming it passes the audit (with few, if any, changes), Elder A then reviews the role(s) of the character and researches whether they are already covered. Assuming they are not - the mercenary is added to the roster and is available as of the next pairings.

Simple process for a simple benefit.

In addition to proposing new mercenaries - it may be necessary to replace mercenaries that go unused or that are desired to be replaced. The process here is the same as the above, except that a proposed replacement also needs a proposed removal on the current roster.

As questions come up - I will use this post as a summary of those questions.
Pitlords

12-01-05, 01:24 PM
Mercenary Index, by ECL

ECL1

Barak Wolfskinner Human Barbarian 1 (ECL1): complete, approved.
Jazer Ik-Ahaman Human Druid 1 (ECL1): complete, approved.
Aramil Kobold-Slayer Elf Ranger 1 (ECL1): complete, <not approved>
Lawrence Gaius Human Paladin 1 (ECL1): complete, <not approved>
Orrid Nuts Halfling Rogue 1 (ECL1): complete, <not approved>
Gunnor Thwappen Forest Gnome Sorcerer 1 (ECL1): complete, <not approved>
Liel Turom Maenad Bard 1 (ECL1): complete, <not approved>
Evel Aol Human Cleric 1 (ECL1): complete, <not approved>
Angela Bairns Human Cleric 1 (ECL1): complete, <not approved>
Hunter Theor Human Rogue 1 (ECL1): complete, <not approved>
Zane Therapodulous Human Bard 1 (ECL1): complete, <not approved>


ECL2

Trillian Tallbow Elf Fighter 2 (ECL2): complete, approved.
Barsimmon Oridio Wood Elf Ranger 2 (ECL2): complete, <not approved>
Ohko Ono Maenad Barbarian 1/Druid 1 (ECL2): complete, <not approved>
Turen Gill Human Rogue 1/Fighter 1 (ECL2): complete, <not approved>
Bo Bert/Fo Bert Human Rogue 2 (ECL2 each): complete, <not approved>
Don Relik Human Cleric 2 (ECL2): complete, <not approved>
Private 618 Hobgoblin Fighter 1 (ECL2): complete, <not approved>


ECL3

Manard Greenfist Wood Elf Monk 3 (ECL3): complete, <not approved>
Yojimbo the Ronin Human Ex-monk 1/Fighter 2 (ECL3): complete, <not approved>
Grauerholz Forest Gnome Illusionist 3 (ECL3): complete, approved.
Sharellym Vlaln Drow Elf Cleric 1 (ECL3): complete, <not approved>
Kemman Tovaritsch Elan Transmuter 3 (ECL3): complete, <not approved>
Cliffbearer Half-Giant Ex-monk 1/Barbarian 1 (ECL3): complete, <not approved>
Belark Methren Duergar (psionic) Psychic Warrior 2 (ECL3): complete, <not approved>
Bedina Cassan Xeph Monk 3 (ECL3): complete, <not approved>
Bedina Cassan Xeph Ex-Barbarian 1/Fighter 2 (ECL3): complete, <not approved>
Hansel Human Ranger 2/Fighter 1 (ECL3): complete, <not approved>
Alden Fosyth Human Cleric 3 (ECL3): complete, <not approved>
Dizzy Pixarch Human Kineticist 3 (ECL3): complete, <not approved>


ECL4

Sparks Goblin Expert 4 (ECL4): <invalid>
Odruke Pureheart Human (Fallen) Paladin 4 (ECL4): complete, <not approved>
Shanarra Wood Elf Fighter 2/Bard 2 (ECL4): complete, <not approved>
Alex the Hunter Human Ranger 1/Fighter 2/Druid 1 (ECL4): complete, <not approved>
Hauber Bulwark Mountain Dwarf Cleric 4 (ECL4): complete, approved.
Alicia Human Wilder 4 (ECL4): complete, <not approved>


ECL5

Andarian Greenleaf Venerable Human Druid 5 (ECL5): <incomplete>
Kalor Middle-aged Sun Elf (not a valid race) Abjurer 5 (ECL5): <invalid>
Simaro Arnerl Gray Elf Transmuter 5 (ECL5): complete, approved.
Blaergh Ghoul (ECL5): complete, <not approved>


ECL6

Xander the Dauntless Half-Giant Psychic Warrior 5 (ECL6): complete, approved.
Ruffrrn Blink Dog (ECL6): complete, <not approved>
Johan the "Long Knife" Human Rogue 6 (ECL6): complete, <not approved>
Glittershell Dromite Cleric 4/Psychic Warrior 1 (ECL6): <incomplete>
Bravo, the Exaggerator Half-Orc Barbarian 1/Bard 5 (ECL6): complete, <not approved>


ECL7

Bobo the Brute Ogre Barbarian 1 (ECL7): complete, approved.
Hanna the Wise Centaur Druid 1 (ECL7): complete, <not approved>


ECL8

Calliandra "Cali" Talongate Human Abjurer (UA Variant) 8 (ECL8): complete, <not approved>
Szaal'zass the Shaman Lizardfolk Cleric 5 (ECL8): complete, <not approved>


ECL9

Destra Stormwind Human Druid 8/Barbarian 1 (ECL9): complete, <not approved>



<No Name> <incomplete>
<Nothing>
<Nothing>
<No Name> Gray Elf Wizard 1 (ECL1): <incomplete>
SoulLord

12-01-05, 02:02 PM
Barak
A Huge man dressed in furs Long red Hair flowing, with a Huge sword at his back “Feel the Bite of Cold Steel”
(Male+Human)
(Chaotic Good)
(Barbarian 1, ECL 1)

STR...18 [+4]...(16 pts) +4 Rage
DEX...10 [+0]...(2 pts)
CON...12 [+1]...(4 pts) +4 rage
INT....09 [-1]...(1 pts)
WIS...10 [+0]...(2 pts)
CHA...08 [-2]...(0 pts)

Hit Points: 13 [D12 HD] 15 rage
AC 15 [+0dex, +0size, +4armor, +1shield, +0feat...], Touch 10, Flat 15 [rage][Rage] -2 rage
Initiative: +0 [0 dex]
BAB/Grap: +1/+5 [+1bab, +4str] [rage]
Speed 40

Saves:
Fort +3 [2 barbarian +1con +0enh] [Conditional modifiers]
Refl +0 [0 barbarian +0 dex]
Will +0 [0 barbarian] [+2 rage]

Attacks:
(MW GreatAxe) +7 melee, 1d12+6 [20/x3] Raging +9 , 1d12+9 dmg

Feats:
weapon focus GreatAxe, +1 hit
Reckless Offense +2 hit -4 ac

Racial and Class Abilities:
Fast movement, Rage 3 rounds

Special Abilities:


Skills (17 Points Class Barbarian, 16, Human 1):
+4 (Listen) [4 rnks, +0(wis) ] [1brb]
+2 (Handle Animal) [4 rnks, -2(cha)] [1brb]
+4 (Survival) [4 rnks, +0(wis)] [1brb]
+5 (Climb) [1 rnks, +4(str)] [1brb]
+2 (Spot) [4 rnks, +0(wis)] [1brb(cc)]
Speaks Common
[1brb(cc)]

Equipment:
(Free weightless outfit)
(Chain Shirt) [25 lbs][100 gp]
(DarkWood Buckler) [5 lbs][215 gp]
(MW GreatAxe) [12 lbs][320 gp]
(Weapon) [?? lbs][?? gp]
Quiver with XY arrows [?? lbs][?? gp]

gold 735 gp used 165 remaining

[B]Expendable Items: [CL]
Potion of hide from animals [(CL)] [ lbs][50 gp]
Tanglefoot bag [(CL)] [4 lbs][50 gp]


Miscellaneous Statistics:
Encumbance: 0-100 (light), 101-200 (medium), 201-300 (heavy)
Weight carried: 41 lb

Character Background:
Barak lived in the northern mountains with his tribe of wolfskinners until a Wizard decided to build his tower near a river that the tribe used. The tribe was quick to blame the wizard for prey moving away and so they decided to kick him out, the tribe was nearly wiped in the battle as the wizard laughed hard on top of the tower barak one of the survivors decided that enough was enough he would go south to gladius and grow strong so he could eventually come back and make the wizard pay.

Mercenary Requirements:
Barak wont aid arcane casters, when facing one in battle he will charge as soon as possible trying to inflict as much damage as possible.

Mercenary provided by (SoulLord).
Macbrea

12-01-05, 03:03 PM
Jazer Ik-Ahaman
5'4" 108 lb Swarthy skinned half elf with black hair and goatee.
Male Half-Elf
Lawful Neutral
Druid 1 (ECL 1)

STR...13 [+1]...(5 pts)
DEX...14 [+2]...(6 pts)
CON...10 [+0]...(2 pts)
INT....14 [+2]...(4 pts)
WIS...14 [+2]...(6 pts)
CHA...10 [+0]...(2 pts)

Hit Points: 8 [1 HD]
AC 14 [+2 dex, +0 size, +2armor], Touch 12, Flat 12 [+2 Leather]
Initiative: +2 [+2 dex]
BAB/Grap: +0/+1 [+0 bab, +1 str]
Speed 20'

Saves:
Fort +2 [+2 Druid1 +0 con]
Refl +2 [+0 Druid1 +2 dex]
Will +4 [+2 Druid1 +2 wis]
+2 racial vs. enchantment; immune to sleep;

Attacks:
Masterwork Scimitar +3 melee, 1d6+1 [18-20/x2]
Walking: Masterwork Sling +4 ranged, 1d4+1 [20/x3] [50' range]
Double Move: Masterwork Sling +2 ranged, 1d4+1 [20/x3] [50' range]
Full Run: Masterwork Sling +0 ranged, 1d4+1 [20/x3] [50' range]

Feats:
Mounted Combat, Mounted archery

Racial and Class Abilities:
Lowlight vision
1 racial bonus on Listen, Search, and Spot checks
+2 racial bonus on Diplomacy and Gather Information checks
Elven Blood

Special Abilities:
None

Skills (24 Druid 1):
+6 Ride [4 rnk, +2 dex] [4drd]
+8 Craft(Weaponmaking) [4 rnks, +2 int,+2 tool] [4drd]
+4 Heal [4 rnks, +2Wis] [4drd]
+4 Handle Animal [4 rnks, +0 Chr] [4drd]
+7 Spot [4 rnks, +2Wis, +1 race] [4drd]
+7 Listen[4 rnks, +2Wis, +1 race] [4drd]

Speaks Common, Elven, and Undercommon [Base languages]

Spells per Day: [3/2] [Spell levels: 2; Cast: 1]
0: [Dc 12] Detect Magic, Flare, Virtue, Guidance
1: [Dc 13] Entangle, Cure Light Wounds


Buffs and Prefight actions:
- ....

Equipment: 900
Fancy Black Nobles clothing
Masterwork Dragonhide Leather Armor [15 lbs][310 gp]
Masterwork Scimitar [4 lbs][157 gp 5 sp crafted]
Masterwork Sling[0 lbs][150 gp crafted]
Sling Bullets (30) [15 lbs][3 sp]
Master Crafted Weaponsmith tools [1 lbs][55 gp]
Money: 205 gp 2sp

[B]Expendable Items:
Potion of Cure Light wounds (1) [CL 1] [1/10 lbs][50 gp]

Allies:
Salamon, Heavy horse [Companion]
(Hps 19; Move 50ft; 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12; Attack 2 hooves -1 melee (1d6+1*); Fort +5, Ref +4, Will +2;Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Listen +4, Spot +4; Endurance, Run, Low-light vision, scent; Tricks: Combat Riding package and Improved Attack)
- Military Saddle [30 lb][20 gp]
- Bit and Bridle [1 lb][2 gp]

Miscellaneous Statistics:
Encumbance: 0-50 (light), 51-100 (medium), 101-150 (heavy)
Weight carried: 35 1/10 lb
Mount carried: 174 1/10 lb

Character Background:
Jazer Ik-Ahaman was born to the far east. He dislikes chaotic creatures and will go after them before all others. He also doesn't care for religious zealots. He respect people with a good ride skill and prefers to work for them. His fighting style is to ride about on horseback and shoot arrows at his opponents. If he discovers his shots do nothing he will goto melee with his falchion.

Mercenary Requirements:
Non-chaotic (+10 dip)
No Clerics or Paladins (+8 dip)
Ride skill 4 ranks (+3 dip)

Mercenary provided by Macbrea.
Macbrea

12-01-05, 07:47 PM
Sparks
Ht: 3'4" Wt: 41lbs, Small bespeckled goblin wears a odd backpack and apron
Male Goblin
Chaotic Evil
Expert 4 (ECL 4, CR 2)

STR...10 [+0]...(4 pts) [12, -2racial]
DEX...18 [+4]...(8 pts) [15, +2racial, +1 level]
CON...10 [+0]...(2 pts)
INT....16 [+3]...(10 pts)
WIS...08 [-1]...(0 pts)
CHA...06 [-2]...(0 pts) [8, -2racial]

Hit Points: 16 [4 HD]
AC 19 [+4 dex, +1 size, +4 armor], Touch 15, Flat 15 [+4 studded leather]
Initiative: +4 [+4 dex]
BAB/Grap: +3/-1 [+3bab, +0str, -4 size]
Speed 20ft

Saves:
Fort +1 [+1 expert4 +0 con]
Refl +5 [+1 expert4 +4 dex]
Will +4 [+4 expert4 +0 wis]

Attacks:
Dagger, +3 melee, 1d3 [19-20/x2]
Bombs +7 ranged touch on square, 2d6 fire (5ft blast radius) [20/x2] [10' range]
- (Misses use devation rules, Move equivalent action to light, standard to throw, DC 15 reflex save)
Alchemist Fire +7 ranged touch on square, 1d6 fire (5ft blast radius, splash 1) [20/x2] [10' range]
- (Misses use devation rules, Already prepped, standard to throw, DC 15 reflex save)

Feats:
Skill focus (Craft[Alchemy]) and Stealthy

Racial and Class Abilities:
Darkvision 60ft, Small Size, +4 racial bonus Move Silent and Ride

Special Abilities:
None

Skills (63 Expert 4):
+12 Craft(Explosive Weapons)[7 rnks, +3 int, +2 Tools] [7 Exp]
+12 Craft(Armorsmithing)[7 rnks, +3 int, +2 tools] [7 Exp]
+15 Craft(Alchemy)[7 rnks, +3 int, +2 tools,+3 feat] [7 Exp]
+07 Spot[7 rnks, +0 wis] [7 Exp]
+07 Listen[7 rnks, +0 wis] [7 Exp]
+17 Hide[7 rnks, +4 dex, +4 Size, +2 steatlhy] [7 Exp]
+17 Move Silently[7 rnks, +4 dex, +4 Race, +2 steatlhy] [7 Exp]
+07 Concentration[7 rnks, +0 con] [7 Exp]
+11 Escape Artist[7 rnks, +4 dex] [7 Exp]
Speaks Common, Goblin, Orc, Draconic, and Giant [Base Languages]

Buffs and Prefight actions:
- All bombs fused
- All Alchemical items prepped

Equipment: 3300
Well worn craftsman clothing
Masterwork Dagger [1 lbs][1 gp]
Small Masterwork Studded Leather Armor +1[10 lbs][87 gp 5 sp crafted+1000 enchanting]
Boots of Landing [1 lbs][1000 gps]
Masterwork Alchemist Lab [1 lbs][500 gp]
Masterwork Bomb makers kit [1 lbs][55 gp]
Masterwork Armorers tools [1 lbs][55 gp]
Money: 276gp 5 sp

[B]Expendable Items:
Bombs (3) [3 lbs][75 gp crafted; Net 225 gp crafted]
Alchemist fire (13) [10 lbs][10 gp crafted;Net 100gp crafted]

Miscellaneous Statistics:
Encumbance: 0-243/4 (light),25 - 491/2 (medium), 493/4-75 (heavy)
Weight carried: 26 lb

Character Background:
Sparks knows how to make bombs and he isn't telling anyone else how he did it. Sparks' original name isn't known, but noone likes to get close enough to him to ask personal questions like that. It is rumored that before he came to gladius, he once burned his own wife and kids to death just to check out how the goblin body reacts to fire. In combat sparks is a sneaky fellow. He likes to get up close then toss one of his bombs on them. He fully understands the rules to gladius and is willing to die trying to help his master. Sparks only works for powerful sorcerors and mages, he feels that they all need a court alchemist and he is it. He has a bit of a cruel streak to him and will always go after the weak first.

Mercenary Requirements:
Non-good (+12 dip)
Pure wizards or Sorcorers only (+10 dip)
Half price to Pure Wizards
Half price to Pure Sorcerors

Mercenary provided by Macbrea.
lonewolf

12-01-05, 07:47 PM
BOBO
Me kill! Me eat!
Male Ogre
Chaotic Evil
Babarian 1 ECL7

STR...28 [+9]...(13 pts) [+1lvl, +10 racial][+4 while raging]
DEX...8 [-1]...(2 pts) [-2 racial]
CON...20 [+5]...(10 pts) [+4 racial][+4 while raging]
INT....4 [-3]...(0 pts) [-4 racial]
WIS...4 [-3]...(0 pts) [-4 racial]
CHA...4 [-3]...(0 pts) [-4 racial]

Hit Points: 53 [5 HD][63 while raging]
AC 20 [-1dex, -1size, +6armor, +5 natural, +1 deflection], Touch 9, Flat 20 [-2 during rage]
Initiative: -1
BAB/Grap: +4/+17 [+19 while raging]
Speed 40

Saves:
Fort +11 [4 ogre +2 babarian +5con] [+13 while raging]
Refl +0 [1 ogre +0 babarian -1Dex]
Will -2 [1 ogre +0 babarian -3Wis] [+0 while raging]


Attacks:
Falchion +13 melee, 2d6+14 [18-20/x2]
Spiked Gauntlet +13 melee, 1d6+9 [20/x2]
during rage:
Falchion +15 melee, 2d6+17 [18-20/x2]
Spiked Gauntlet +15 melee, 1d6+11 [20/x2]

Feats:
Power Attack
Diehard

Ogre Abilities:
+10 Strength, –2 Dexterity, +4 Constitution, –4 Intelligence, –4 Charisma.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
An ogre’s base land speed is 40 feet.
Darkvision out to 60 feet.
Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: An ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
Racial Feats: An ogre’s giant levels give it two feats.
Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
+5 natural armor bonus.

Babarian Abilities:
Rage1/day
Fast Movement +10ft

Skills (4 Points Ogre, 1 Point babarian):
+4 Spot [7 rnks, -3wis]
-2 Listen[1 rnk, -3wis]

Speaks Common and giant


Buffs and Prefight actions:
Eat something

Equipment:
Breastplate+1[60lb][1550gp]
Falchion +1[8 lbs][2375 gp]
MW Spiked Gauntlet[1 lb][305gp]
Ring of Protection +1[-lb][2000gp]
970gp left

[B]Expendable Items: [CL]
None


Character Background:
Me cannot remember past. Me fights in arena. Me always charges at enemy, rages and attacks until enemy is dead. Me eats everything he kills. (whenever Bobo kills someone he starts eating it, even if the fight isnt over yet. He stops fighting and eats as long as he isnt attacked or has finished eating(takes 3 rounds for each size category of the "food" above tiny)) Me only works for someone who lets him eat things he kills. (Allowing Bobo to eat his enemies gives a character the cruel description for Leadership)

Mercenary Requirements:
non-good, non-lawful only
You can hire Bobo at increased costs(+25%) and disallow him to eat enemies.

Mercenary provided by lonewolf.
Sunwolf

12-01-05, 11:06 PM
Trillian Tallbow
5'2", 115lb Elf with blond hair and green eyes.
Male Elf
True Neutral
Fighter2 (ECL 2)

STR...14 [+2]...(6 pts) [14 base]
DEX...18 [+4]...(10 pts) [16 base +2 race]
CON...12 [+0]...(6 pts) [14 base -2 race]
INT....10 [+0]...(2 pts) [10 base]
WIS...8 [-1]...(0 pts) [8 base]
CHA...9 [-1]...(1 pts) [9 base]

Hit Points: 17 (10 +5.5 + 2*1) [2 HD]
AC 19 [+4dex, +0size, +4armor, +1shield], Touch 14, Flat 15 [chain shirt, buckler]
Initiative: +4 [4dex]
BAB/Grap: +2/+4 [+2bab, +2str]
Speed 30

Saves:
Fort +4 [+3 Fighter +1 con]
Refl +4 [+0 Fighter +4 dex]
Will -1 [+0 Fighter -1 will]
+2 racial vs. enchantment; immune to sleep;

Attacks:
[MW]Longsword +5 melee, 1d8+2 [19-20/x2]
[MW]Armor spikes +5 melee, 1d6+2 [20/x2]
[MW]Mighty Composite Bow +7 ranged, 1d8+2 [20/x3] [110' increment][+1 to hit/+1 to damage w/in 30' (Point blank shot)]
Rapid shot [MW]Mighty Composite Bow +5/+5 ranged 1d8+2 [20/x3]

Feats:
Point Blank Shot [1st]
Rapid Shot [fighter 1]
Precise Shot [fighter 2]

Racial and Class Abilities:
+2 racial bonus on Listen, Search, and Spot checks
Low light vision

Skills (10 Fighter):
+1 Listen [0 rnks, -1 wis +2 race] [0ftr]
+1 Spot [0 rnks, -1 wis +2 race] [0ftr]
+7 Jump [5 rnks, +2 str] [5ftr]
+7 Tumble [2 rnks, +4dex +2 synergy(jump) -1ACP][4ftr(cc)]
+5 Ride [1 rnks, +4dex][1ftr]
Speaks Common, Elven [0ftr]


Buffs and Prefight actions:
None

Equipment:
Green Tunic and Pants (Explorer's Outfit)
[MW]Chain shirt[25 lbs][250 gp]
[MW]Armor spikes (on chain shirt) [10 lbs][350gp]
[MW]Buckler[5 lbs][165 gp]
[MW]Mighty +2 Composite Longbow [3 lbs][600 gp]
[MW]Longsword [3 lbs][315 gp]
Quiver with 60 arrows [9 lbs][3 gp]


[B]Expendable Items: [CL]
1x Oil of Magic Weapon [(CL1)] [.1 lbs][50 gp]
1x Sleep arrow DC11 [132gp]

Miscellaneous Statistics:
Encumbance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 55.2 lb
Money at home: 135gp

Character Background:
Trillian's village was destroyed by a marauding band of orcs and ogres. He holds a grudge
against those to races for that reason. He just doesn't like goblins. Trillian has seen how dangerous mages or clerics can be. While he will fight them, he wants to be compensated for the extra danger.

In battles, he starts as far forward as possible and tries to shoot as soon as possible.


Mercenary Requirements:
Will not work for orcs, half-orcs, goblins, or ogres
20% discount if paid to fight orcs, half-orcs, goblins, or ogres
20% additional charge to fight spellcasters or psions

Mercenary provided by Sunwolf.
lonewolf

12-02-05, 11:20 AM
Andarian Greenleaf
The Nature gives and the Nature takes.
Venerable female human
TN
Druid 5, ECL 5
Human shape:

STR...2 [-4]...(0 pts) [-6 age]
DEX...2 [-4]...(0 pts) [-6 age]
CON...6 [-2]...(4 pts) [-6 age]
INT....16 [+3]...(5 pts) [+3 age]
WIS...22 [+6]...(16 pts) [+3 age, +1 level]
CHA...11 [+0]...(0 pts) [+3 age]

Hit Points: 16 [5 HD]
AC 8 [-4dex, +2shield], Touch 6, Flat 8
Initiative: +0[-4 Dex, +4 Feat]
BAB/Grap: +3/-1
Speed 20 [base 30, -10 armor]

Saves:
Fort +2 [4 Druid -2con]
Refl -3 [1 Druid -4 dex]
Will +10 [4 Druid +6 Wis]
+4 bonus on saving throws against the spell-like abilities of fey.

Attacks:
none


Black Bear shape:

STR...19 [+4]...(0 pts)
DEX...13 [+1]...(0 pts)
CON...15 [+2]...(4 pts)
INT....16 [+3]...(5 pts) [+3 age]
WIS...22 [+6]...(16 pts) [+3 age, +1 level]
CHA...11 [+0]...(0 pts) [+3 age]

Hit Points: 26 [5 HD]
AC 13 [+1dex, +2 natural], Touch 11, Flat 12
Initiative: +5[+1 Dex, +4 Feat]
BAB/Grap: +3/+7
Speed 40 [base 40]

Saves:
Fort +6 [4 Druid +2con]
Refl +2 [1 Druid +1 dex]
Will +10 [4 Druid +6 Wis]
+4 bonus on saving throws against the spell-like abilities of fey.

Attacks:
2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2)


Eagle shape:

STR...10 [+0]...(0 pts) [-6 age]
DEX...15 [+2]...(0 pts) [-6 age]
CON...12 [+1]...(4 pts) [-6 age]
INT....16 [+3]...(5 pts) [+3 age]
WIS...22 [+6]...(16 pts) [+3 age, +1 level]
CHA...11 [+0]...(0 pts) [+3 age]

Hit Points: 16 [5 HD]
AC 14 [+2dex, +1size, +1 natural], Touch 13, Flat 12
Initiative: +5[+1 Dex, +4 Feat]
BAB/Grap: +3/-1
Speed 10land; 80 fly(average)

Saves:
Fort +5 [4 Druid +1con]
Refl +1 [1 Druid +2 dex]
Will +10 [4 Druid +6 Wis]
+4 bonus on saving throws against the spell-like abilities of fey.

Attacks:
2 talons +6, 1d4 20/x2 and bite +2, 1d4


Feats:
Spell Focus(conjuration)
Augmented Summoning
Improved Initiative
Natural Spell

Human Abilities:
bonus feat
bonus skillpoints

Druid Abilities:
Animal Companion
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Natures Lure
Wild Shape 1/day


Skills (64 Points Druid):
+6/+10 Concentration [8 rnks, -2/+2 Con]
+8 Diplomacy[8 rnks, +0 Cha]
+8 Handle Animal[8 rnks, +0 Cha]
+13 Knowledge(nature)[8 rnks, +3 Int, +2 Nature Sense]
+14 Listen[8 rnks, +6 Wis]
+11 Spellcraft[8 rnks, +3 Int]
+14 Spot[8 rnks, +6 Wis]
+16 Survival[8 rnks, +6 Wis, +2 Nature Sense]
Speaks Common, druidic, elven, Terran and Sylvan

Spells memorized: [5/5/4/2] [Spell levels: 21.5; Cast:8 (1/3 of spell-levels)]
0: [DC 16] 2xResistance, Light, Cure Minor Wounds, Guidance
1: [DC 17] Entangle, Faerie Fire, Obscuring Mist, Charm Animal, Produce Flame
2: [DC 18] Warp Wood, Barkskin, Bulls Strength, Flaming Sphere
3: [DC 19] Call Lightning, Poison

Buffs and Prefight actions:


Equipment:


Expendable Items: [CL]


Character Background:
Unlike for PCs, the background story and personality for Mercenaries are mandatory because their behaviour depends on it. You can come up with anything you like as long as it sounds reasonable. If you have a long background story, make a short summary here, and put the long version in sblocks below.

Mercenary Requirements:
<enter Requirements>

Mercenary provided by lonewolf[/QUOTE]
Iced

12-02-05, 05:22 PM
Xander the Dauntless
An enormous scarred giant with all the subtlety of a crashing Tempest
Male half-giant
Neutral
Psychic Warrior 5 (EL6)

STR...16 [+3]...(6 pts)
DEX...12 [+1]...(6 pts) [Base 14, -2 Racial]
CON...16 [+3]...(6 pts) [Base 14, +2 Racial]
INT....10 [+0]...(1 pts) [Base 9, +1 @4th]
WIS...14 [+2]...(6 pts) [Base 14]
CHA...08 [-1]...(0 pts) [Base 8]

Hit Points: 41 [5 HD]
AC 22 [+1 dex, +0 size, +9 armor, +2 shield], Touch 11, Flat 21
Initiative: +1 [1 dex, 0 feat]
BAB/Grap: +3/+14 [+3 bab, +3 str, +4 size, +4 Feat]
Speed 30' [base 30', +10 speed of thought, -10' heavy armor]

Saves:
Fort +7 [4 class1 +3 con]
Refl +2 [1 class1 +1 dex]
Will +3 [1 class1 +2 wis]
+2 on saves vs fire, immune to spells that affect only humanoids.

Attacks:
Large Adamantine Spiked Gauntlets +7 melee, 1d6+3 [20/x2]
[Ma] Large Alchemical Silver Spiked Gauntlets +7 melee, 1d6+2 [20/x2]
[Ma] Large Cold Iron Spiked Gauntlets +7 melee, 1d6+3 [20/x2]
[Ma] Large Mighty (+3) Composite Longbow +5 ranged, 1d8+3 [19-20/x2] [120' range]

Feats:
Speed of Thought1st, Improved Unarmed StrikePsy 1, Power AttackPsy 2, Imptoved Sunder3rd, Improved GrapplePsy 5

Racial and Class Abilities:
+2 Strength, +2 Constitution, -2 Dexterity
Giant Type
Powerful Build
Low-Light Vision
Fire Acclimated
Naturally Psionic (2pp)
LA +1
Psionic Manifesting
Proficient with all martial weapons, armors and shields (except tower shields)
Bonus Feats [3]
Stomp DC11 1/day

Skills (9 Points Psychic Warrior):
+6 Knowledge [Psionics] [6 rnks, +0 int] [6 Psy]
+5 Concentration [2 rnks, +0 int] [2 Psy]
+0 Knowledge [History] [1 rnk cc, +0 int] [1 Psy]
Speaks Common

Powers Known: [3/2] [Power Points: 14; Use: 5
1: [Dc 13] Expansion, Skate, Grip of Iron
2: [Dc 14] Detect Hostile Intent, Dissolving Weapon

Buffs and Prefight actions:
- Psionic Focus
- Dissolving Weapon on Spiked Gauntlets

Equipment:
Spent 5,599/5,600gp 1gp remaining
Dark Tunic
Full Plate [50 lbs][1,500 gp]
Heavy Wooden Shield [10 lbs][7 gp]
Large Adamantine Spiked Gauntlets [2 lbs][3,005 gp]
[Ma] Large Alchemical Silver Spiked Gauntlets [2 lbs][10 gp]
[Ma] Large Cold Iron Spiked Gauntlets [2 lbs][25 gp]
[Ma] Large Mighty (+3) Composite Longbow [2 lbs][600 gp]
Quiver with 40 arrows [6 lbs][2 gp]

[B]Expendable Items: [CL]
Potion of Invisibility [(CL3)] [1 lbs][300 gp]
Stone of VigorA [(ML3)] [- lbs][150 gp]

Miscellaneous Statistics:
Encumbance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Weight carried: 75 lb

Character Background:
Xander doesn't speak, he can understand common, but never says a word. This is due in part to the loss of much of his vocal capacity in a childhood brawl with his adopted brother - a full giant. Xander isn't afraid of opposition and will joyously charge into combat against any martial foe. Though he's not that bright, he knows the value of suprise and misdirection and will try to gain such advantages as often as possible. He distrusts spellcasters of all sorts and will avoid them if possible. The memory of his cruel sorceress mother has left a mark as deep as that of his brother.

Mercenary Requirements:
Base Power Rating over 700
Proficiency with all Martial Weapons or all monk weapons
50% Hiring cost if paired against a martial opponent with powerrating over 1200
150% hring cost if paired against a spellcaster of above 3rd level

Mercenary provided by Iced.
TheMagister

12-02-05, 06:08 PM
Odruke Pureheart
Male Human
Lawful Good
Paladin (Fallen) 4
Experience: 6000 Next: 10000

STR...15 [+2]...(8 pts)
DEX...10 [+0]...(2 pts)
CON...14 [+2]...(6 pts)
INT....10 [+0]...(2 pts)
WIS...11 [+0]...(3 pts)
CHA...12 [+1]...(4 pts)

Hit Points: 34 [12 + (5.5 + 2)3 HD]
AC 19 [+0 dex, +7 armor, +2 shield], Touch 10, Flat 21 [+7 halfplate, +2 shield]
Initiative: +0 [+0 dex]
BAB/Grap: +4/+6 [+4 bab, +2 str
Speed 20 ft.

Saves:
Fort +6 [+4 Paladin, +2 con]
Refl +1 [+1 Paladin, +0 dex]
Will +1 [+1 Paladin, +0 wis]

Attacks:
Lance +7 melee, 1d8+3 [20/x3]
Longsword +6 melee, 1d8+2 [19-20/x2]
[+1 when attacking from horseback, +2 when charging, x3 damage with lance when charging while mounted, x2 damage with melee weapon when charging while mounted]

Feats:
Mounted Combat (Human Bonus)
Ride-by-Attack (1st Level)
Spirited Charge (3rd Level)

Racial and Class Abilities:
Human Bonus Feat, Human Bonus Skill Points

Aura of Good (inactive), Detect Evil (inactive), smite evil 1/day (inactive), Divine Grace (inactive), Lay on Hands (inactive), Aura of Courage (inactive), Divine Health (inactive), Turn Undead (inactive)

Skills (21 Points [Paladin 4]):
+10 Handle Animal [7 rnks, +1 cha, +2 tool] [7 pal]
+03 Knowledge: (religion) [3 rnks, +0 int] [3 pal]
+00 Listen [0 rnks, +0 wis]
-07 Move Silently [0 rnks, +0 dex, -7 acp]
+09 Ride [7 rnks, +0 dex, +2 synergy: (handle animal)] [7 pal]
+02 Spot [2 CC rnks, +0 wis] [4 pal]
Speaks: common

Buffs and Prefight actions:
- spend 8 hours practicing with Gladiator's mount
- fit military saddle to Gladiator's mount

Equipment:
Heironeous' Tabard
Half Plate [50 lbs][600 gp]
Large Heavy Steel Shield [15 lbs][20 gp]
+1 Lance [10 lbs][2310 gp]
Longsword [4 lbs][15 gp]
Morningstar [6 lbs][8 gp]
Military Saddle (exotic) [40 lbs][60 gp]
Military Saddle (standard) [30 lbs][20 gp]

[B]Expendable Items: [CL]
Potion of Protection from Evil [(CL1)] [.1 lbs][50 gp]
Oil of Bless Weapon [(CL1)] [.1 lbs][100 gp]
Potion of Shield of Faith [(CL1)] [.1 lbs][50 gp]
Holy Water [1 lbs][25gp]
Masterwork Riding Crop (+2 to Handle Animal checks) [1 lbs][50 gp]

Miscellaneous Statistics:
Encumbance: 0-66 (light), 67-133 (medium), 134-200 (heavy)
Weight carried: 87.3 lb
Gold: 17 gp

Character Background:
Odruke has fallen out of favor with his lord, Holy Heironeous. He fights in the Arena to raise funds for a Temple of Heironeous; 4000 gold pieces is his goal. This is the atonement quest allotted to him by the Holy Captain of his home temple. After his goal has been reached, he will regain the favor of Heironeous (and all his divine abilities) and must continue to fight in Gladius until the new Temple is completed. This effectively places him in Gladius for about 30 years unless he can earn around 250,000 gold pieces sooner than that.

Odruke is a straightforward opponent, utilizing hard-charging, hit-and-run tactics from the back of a combat-trained mount. He is steadfast in battle, seeing his role as that of a protector rather than that of an aggressor. Odruke will keep his Gladiator nearby (say ~80 ft.) and charge any threat that prevents itself. He fancies delaying his turn until his Gladiator has decided what to do, feeling that he can make the most out of his actions after seeing the battlefield unfold.

Mercenary Requirements:
Gladiator must have an animal ally trained to carry a rider into combat available to be ridden by the Mercenary for the entire combat.
Gladiator must abide by the Paladin Code of Conduct for duration of the contract.

Mercenary provided by TheMagister.
Ribking

12-02-05, 06:17 PM
(Name of Mercenary)
Optional: Short character description, or favoured quote, or the like. Max. 3 lines. Picture desirable (please keep the image at a reasonable size)
(Gender+Race)
(Alignment)
(Classes and Levels, ECL)

STR...12 [+1]...(4 pts)
DEX...16 [+3]...(10 pts)
CON...10 [+0]...(2 pts)
INT....?? [+?]...(?? pts)
WIS...?? [+?]...(?? pts)
CHA...14 [+2]...(0 pts) [8, +2enhancement, +2racial]

Hit Points: ?? [?? HD]
AC ?? [+?dex, +?size, +?armor, +?shield, +?feat...], Touch ??, Flat ?? [Conditional modifiers like rage] [+7 halfplate, +2 shield, etc...]
Initiative: +? [?dex, ?feat]
BAB/Grap: +?/+? [+?bab, +?str, +?feat...] [Conditional modifiers like rage]
Speed ??

Saves:
Fort +?? [?class1 +?con +?enh...] [Conditional modifiers]
Refl +?? [?class1 +?class2 +?con +?enh...] [Evasion]
Will +?? [?class1 +?class3 +?con +?enh...] [+2 rage]
+2 racial vs. enchantment; immune to sleep; immune to disease; ...

Attacks:
(weaponname) +14 melee, 1d8+2 [19-20/x2]
(weaponname) +?? melee, 1d?+? [20/x?] [Other cond. modifiers]
(weaponname) +?? ranged, 1d?? [??/x?] [80' range]
[+1 racial vs. kobolds and goblinoids]

Feats:
(featname), (featname), (featname), etc

Racial and Class Abilities:
(Ability), (Ability), etc

Special Abilities:
(Ability), (Ability), etc

Skills (?? Points Class A, ?? cl B, ?? cl C):
+?? (Skillname) [?? rnks, +?(ability) +...] [4ftr]
+?? (Skillname) [?? rnks, +?(ability) +? synergy] [2ftr]
+?? (Skillname) [?? rnks, +?(ability) +? tool] [4pal]
+?? (Skillname) [?? rnks, +?(ability)] +? competence[6ftr(cc)]
Speaks (languagename), (languagename), and (languagename) [2ftr(cc)]




Spells memorized: [4/4/3] [Spell levels: ??; Cast: (1/3 of spell-levels)]
0: [DC ??] x, x, x, x
1: [DC ??] x, x, x, x
2: [DC ??] x, x, x


Spellbook:
0: (All cantrips minus spells from prohibited schools in case of specialist wizard)
1: (Spell1), (Spell2), (Spell3)


Spells per Day: [4/5/4] [Spell levels: ??; Cast: (1/3 of spell-levels)]
0: [Dc ??] (Spell1), (Spell2), (Spell3), (Spell4)
1: [Dc ??] (Spell1), etc...
2: [Dc ??] (Spell1), etc...


Powers Known: [4/5/4] [Power Points: ??; Use: (1/3 of total PP)]
1: [Dc ??] (Power1), (Power2), (Power3)
2: [Dc ??] (Power1), etc...



Buffs and Prefight actions:
- Extended Mage Armor [lasts 24 hours]
- Poisoned Sword with ...
- Summoned Holy Horse [lasts 20 hours]
- Inertial Armor [lasts 16 hours; used 1 PP]
- .... [(duration)]

[b][u]Equipment:
(Free weightless outfit)
(Armor) [?? lbs][?? gp]
(Shield) [?? lbs][?? gp]
(Weapon) [?? lbs][?? gp]
(Weapon) [?? lbs][?? gp]
Quiver with XY arrows [?? lbs][?? gp]
Headband of... [?? lbs][?? gp]
Ring of... [?? lbs][?? gp]
Ring of... [?? lbs][?? gp]
Boots of ... [?? lbs][?? gp]
Other magic item [?? lbs][?? gp]

Expendable Items: [CL]
Potion of *** [(CL)] [?? lbs][?? gp]
Potion of *** [(CL)] [?? lbs][?? gp]
Scroll of *** [(CL)] [?? lbs][?? gp]
Scroll of *** [(CL)] [?? lbs][?? gp]
Stone of *** [(ML)] [?? lbs][?? gp]
Tattoo of *** [(ML)] [?? lbs][?? gp]

Miscellaneous Statistics:
Encumbance: 0-??? (light), ???-??? (medium), ???-??? (heavy)
Weight carried: ?? lb

Character Background:
Unlike for PCs, the background story and personality for Mercenaries are mandatory because their behaviour depends on it. You can come up with anything you like as long as it sounds reasonable. If you have a long background story, make a short summary here, and put the long version in sblocks below.

Mercenary Requirements:
<enter Requirements>

Mercenary provided by Ribking.
Iced

12-02-05, 06:41 PM
Shanarra
Swift as a flying Dragon
Female Wood Elf
Chaotic Good
Fighter 2/ Bard 2

STR...16 [+1]...(06 pts)
DEX...18 [+4]...(10 pts) [Base 18, +2 Racial]
CON...10 [+0]...(03 pts) [Base 11, -2 Racial, +1 @4th]
INT....06 [-2]...(00 pts) [Base 08, -2 Racial]
WIS...08 [-1]...(00 pts)
CHA...14 [+2]...(06 pts)

Hit Points: 24.5 [3 HD]
AC 18 [+4 dex, +4 armor], Touch 15, Flat ??
Initiative: +4 [4 dex]
BAB/Grap: +3/+6 [+3 bab, +3 str]
Speed 30' [base 30']

Saves:
Fort +03 [3 Ftr +0 con]
Refl +07 [3 Bard +4 dex]
Will +02 [3 Bard -1 wis]
+2 racial vs. enchantment, immune to sleep spells and effects.

Attacks:
[Ma] Mighty (+3) Comp Longbow +9 ranged, 1d8+3 [19-20/x2] [120' range] [+1 to attack and damage within 30']
[Ma] Longsword +7 melee, 1d8+4 [19-20/x2] [Two Handed]
Rapid Shot: +7/+7 ranged, 1d8+3 [19-20/x2] [120' range] [+1 to attack and damage within 30']

Feats:
Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus [Longbow]

Racial and Class Abilities:
Bardic Music, Bardic Knowledge, Countersong, Arcane Spellcasting, Fascinate, Inspire Courage +1, Bonus Feats, Proficient With all simple and martial weapons, all types of armor, and all types of shields, +2 Strength, –2 Intelligence, +2 Dexterity, -2 Constitution, Immune to sleep, +2 vs enchantment, +2 listen, search, and spot checks.

Skills (5 Points Fighter, 8 Points Bard): 13 points
+07 Perform [3 rnks, +2 Cha, +2 Tool] [3 Bard]
+09 Ride [5 rnks, +4 Dex] [5ftr]
+03 Spellcraft [5 ranks, -2 Int] [5 Bard]
+01 Listen [0 rnks, -1 Wis, +2 Racial] [0pal]
+01 Spot [0 rnks, -1 Wis, +2 Racial] [0 Bard]
Speaks Common and Elven

Equipment:
Spent 1,952/3,300gp 1,348gp remaining
Elven foresters Gear
[Ma] Chain Shirt [25 lbs][250 gp]
[Ma] Buckler [5 lbs][165 gp]
[Ma] Mighty (+3) Composite Longbow [3 lbs][700 gp]
[Ma] Longsword [4 lbs][315 gp]
Quiver with 120 arrows [18 lbs][6 gp]
Quiver with 20 Adamantine arrows [3 lbs][61 gp]
Quiver with 20 Cold Iron arrows [3 lbs][2 gp]
Quiver with 20 Alchemical Silver arrows [3 lbs][3 gp]

[B]Expendable Items: [CL]
Oil of Magic Weapon [(CL1)] [-- lbs][50 gp]
Tatoo of Skate [(ML1)] [-- lbs][100 gp]
Potion of Cat's Grace [(CL3)] [-- lbs][300 gp]

Miscellaneous Statistics:
Encumbance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Weight carried: 64 lb

Character Background:
Shannara is an archer from the nearby forest. She enters Gladius in pursuit of the perfection with her chosen weapon -the longbow. She hopes one day to become as powerful as the fabled arcane archers of legend and will do almost anything to meet that goal. Shannara knows that mobility is as useful to a gladiator as a good set of armor. If she can gain any sort of speed advantage over the enemy she will use it. She likes horses and rides whenever possible, hoping to one day learn the art of mounted bowmanship. In a battle, she'll stay away from allies, moving alone from cover point to cover point searching for the perfect shot.

Mercenary Requirements:
-Gladiator must be proficient with the composite longbow

Mercenary provided by Iced.
Gonbow

12-03-05, 06:03 PM
Manard Greenfist
"Green belongs in plants, not in blood."
Male, Wood Elf
Lawful Good
Monk 3 (ECL 3)

STR...16 [+3]...(6 pts) [+2 Racial]
DEX...15 [+2]...(5 pts) [+2 Racial]
CON...10 [+0]...(4 pts) [-2 Racial]
INT...10 [+0]...(4 pts) [-2 Racial]
WIS...14 [+2]...(6 pts)
CHA... 8 [-1]...(0 pts)

Hit Points: 17 (8 Monk1, +4.5 x 2 Monk2-3) [3 HD]
AC 15 [+2 dex, +2 wisdom, +1 dodge], Touch 15, Flat 12
Initiative: +2 [+2 dex]
BAB/Grap: +2/+9 [+2 bab, +3 str, +4 Improved Grapple] [Conditional modifiers like rage]
Speed 40

Saves:
Fort +3 [+3 monk, +0 con]
Refl +5 [+3 monk, +2 dex] [Evasion]
Will +5 [+3 monk, +2 wisdom]
+2 racial vs. enchantment; +2 unnamed vs. enchament; +2 immune to sleep.

Attacks:
Longbow: +5 ranged, 1d8+3 [20/x2] [110' range]
Unarmed Strike: +5 melee, 1d6+3 [20/x2]
Unarmed Strike, flurry: +3/+3 melee, 1d6+3 [20/x2]

Feats:
Deflect Arrows [Monk 2] Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. You must have a hand free to use this feat.

Dodge [1st lvl] During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Improved Grapple [Monk 1] You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Improved Unarmed Strike [Monk 1]

Point Blank Shot [3rd lvl] You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Weapon Finesse [3rd lvl] May use dexterity bonus instead of strength bonus on attack rolls with light weapons.

Racial Abilities:
+2 Strength, +2 Dexterity, –2 Constitution, -2 Intelligence.

Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.

Elf base land speed is 30 feet.

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Favored Class: Ranger. A multiclass wood elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Class Abilities:
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. Ths bonus to AC applies even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full.

Bonus Feat (Improved Grapple): At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat.

Bonus Feat (Deflect Arrows): At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat.

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed (+10), as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Skills (24 Points Monk):
+ 8 Hide [6 rnks, +2 Dexterity] [6 mon]
+ 8 Listen [6 rnks, +2 Wisdom] [6 mon]
+ 8 Move Silently [6 rnks, +2 Dexterity] [6 mon]
+ 8 Spot [6 rnks, +2 Wisdom] [6 mon]
Speaks Common, Elven.

Buffs and Prefight actions:
- None

Equipment:
Traveler's Outfit [- lbs][- gp]
Masterwork Composite Longbow (+3) [3 lbs][700 gp]
Quiver with 40 arrows [6 lbs][2 gp]

[B]Expendable Items: [CL]
20 Arrows, cold-iron [3 lbs][2 gp]
10 Arrows, silver [1.5 lbs][20 gp 5 sp] [-1 damage, minimum of 1]
Oil of Magic Weapon [CL 1] [- lbs][50 gp] [+1 enhancement bonus to hit & dam for 1 min]
Oil of Silversheen [CL 5] [- lbs][250 gp] [Properties of alchemical silver on one weapon or 20 projectiles for 1 hour]
Potion of Cure Light Wounds (2) [CL 1] [- lbs][100 gp][Heals 1d8+1]
Potion of Invisibility [CL 3] [- lbs][300 gp] [Invisible for 3 mins or until drinker attacks]
Potion of Protection From Chaos [CL 1] [- lbs][50 gp] [As Pro evil, vrs chaotic creatures and non-lawful summons]
Potion of Protection From Evil [CL 1] [- lbs][50 gp] [+2 ac and saves vrs evil creatures, immune to enchantment (charm/compulsion), non-good summoned creatures cannot attack unless SR overcomes, for 1 min]
Tattoo of Biofeedback [ML 1] [- lbs][100 gp] [2/- Damage reduction for 1 minute]
Tattoo of Force Screen [ML 1] [- lbs][100 gp] [+4 shield bonus to ac for 1 min]
Tattoo of Skate [ML 1] [- lbs][100 gp] [+15 land speed for 1 min.]
Tattoo of Vigor [ML 1] [- lbs][100 gp] [+5 hp for 1 min][/color]

Miscellaneous Statistics:
Encumbance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Weight carried: 9 lbs
Earned gold: 2,500
Spent on current equipment: 1874.5
Spent on expended equipment: 0
Remaining: 575.5

Character Background:
Manard grew up in a small elven community in the far west; long years were filled with nothing save the exploration of self and nature for all the residents; most of whom are druids as was traditional.

Of course all good things must come to pass and Manard's simple life came to a fiery end in a massive invasion by a hobgoblin lead goblinoid army. Mighty though the elves of Greendale were, they were no match for the blood thirsty humanoids and what few managed to survived have spread to the four corners of the world; Manard came to Gladius.

Personality:
A determined individual, Manard prefers simple straight-forward plans of action after setting up a favorable situation.
When in the employ of another gladiator Manard does his best to win the battle while spending a small amount of money; never more than he is earning from wages and the battle award. PCs may pay for use of further expendables at a 1:1 ratio.

Mercenary Requirements:
Manard will only work with those that are good (Lawful Good, Neutral Good, Chaotic Good) and will not work with those of the Goblinoid subtype (Or who have allies of the Goblinoid subtype).
Will work at a 10% discount with Gladiators who have a level of Druid or who have the clerical domain of Nature.

Mercenary provided by Gonbow.
Maraxus

12-05-05, 03:19 PM
Mercenary Requirements
Cost to hire: 300 gold
Requirement: -33% cost in the next fight for a gladiator after loosing and Yojimbo surviving.


Yojimbo the Ronin
Banzai!!!
Male Human
True Lawful
Ex-Monk1, Fighter2 (ECL3)

STR...14 [+2]...(6 pts)
DEX...14 [+2]...(6 pts)
CON...13 [+1]...(5 pts)
INT....10 [+0]...(2 pts)
WIS...14 [+2]...(6 pts)
CHA...08 [-1]...(0 pts)

Hit Points: 22 [1d8+2d10+3]
AC 14 [+2dex, +0armor, +0shield, +2wis], Touch 14, Flat 12 [+4 Mage Armor, +4 Force screen]
OR AC 19 [+2dex, +5armor, +2shield], Touch 12, Flat 17 [+5 Breatplate, +2 heavy shield]
Initiative: +2 [+2dex]
BAB/Grap: +2/+8 [+2bab, +2str, +4feat]
Speed 30 (20 in breastplate)

Saves:
Fort +7 [+2monk +3fighter +1con +1enh]
Refl +5 [+2monk +2dex +1enh]
Will +5 [+2monk +2wis +1enh]

Attacks:
Ōdachi +6 melee, 2d6+3 [19-20/x2] [+2bab, +2str, +1feat, +1enh]
Tachi +5 melee, 1d8+2 [19-20/x2]
Yari +5 melee, 1d8+3 [20/x3] [reach 10ft.]
Devil Shōtō +4 melee, 1d6+1 [19-20/x2]
Demon Shōtō +4 melee, 1d6+2 [19-20/x2]
Unarmed Strike +4 or +2/+2 melee, 1d6+2 [20/x2]
[+2 Reckless Offense]

Feats:
Stand Still (Human Bonus)
Improved Grapple (Monk Bonus)
Reckless Offense (Level 1)
Weapon Focus (Greatsword) (Fighter1)
Power attack (Fighter2)
Improved Bull Rush (Level3)

Racial and Class Abilities:
+1 feat and skill point per level.

Skills (20 Points Monk, 6 Fighter):
+7 Hide [5 rnks, +2dex] [4monk, 1ftrCC]
+7 Move silently [5 rnks, +2dex] [4monk, 1ftrCC]
+6 Listen [4 rnks, +2wis] [4monk]
+6 Spot [4 rnks, +2wis] [4monk]
+7 Tumble [5 rnks, +2dex][4monk, 1ftrCC]
Speaks common


Equipment:
(Free weightless outfit)
Breastplate [30 lbs][200 gp]
Heavy steel shield [15 lbs][20 gp]
Tachi (MW Longsword) [4 lbs][315 gp]
Ōdachi (MW Greatsword) [8 lbs][350 gp]
Yari (MW Longspear) [9 lbs][305 gp]
Devil Shōtō (Silver Shortsword) [2 lbs][20 gp]
Demon Shōtō (Cold Iron Shortsword) [2 lbs][20 gp]
Cloak of resistance +1 [1 lbs][1000 gp]

[B]Expendable Items: [CL]
Potion of Mage armor [(CL1)] [0.1 lbs][50 gp]
Tattoo of Force screen [(ML1)] [100 gp]
Tattoo of Vigor [(ML1)] [100 gp]

Miscellaneous Statistics:
Encumbance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 70 lb (armored)
Weight carried: 40 lb (unarmored)

Character Background:
Yojimbo was born under the sign of the servant. His parents accepted the fate and gave him into a monastery, to learn the discipline and find a way to make the best of the birthsign.
Yojimbo proved to be strong, agile and healthy and spent more time practicing with the warriors then studying the different languages and learning the etiquettes.
But the way of the servant were easy. Yojimbo did a minimum and passed. His final test was to find a master. This task, his mentors thought, would make him fail, however he solved it in the best time ever: A firend of him, a young Samurai named Donaka was willing to accept him as a bodyguard.

Yojimbo and Donaka traveled 1 year. At that time a high landlord let an expedition to hunt down an evil dragon. The two adventurers requested to join the party but before that, Yojimbo needed the permission to wield a sword. The Daimyo daubed - it was possibly but uncommen, that men, that were born under another sign were made Samurai. But since he really saw the bodyguard's determination, he rose Yojimbo to a Samurai. However, should Yojimbo ever be without a Daimyo, the shame should be even greater.

They attacked the dragon and the beast was stronger than expected. Only 1 minute of fighting, and the Samurai (a total of 9) were either dying or fleeing. Yojimbo flew, too, and left the Daimyo dying in the dragons lair.
Later, another party of adventurers recovered some of the Daimyo's bones and he got resurrected.
After being a Samurai for just a day, Yojimbo was dishonored and sent into exile, for failing that horrible and surviving.

Yojimbo went to the far away city of Gladius. Dishonored as he was - before his master, his family, the whole world and before himself, he offers his service to anyone, who is willing to pay.

He still hopes to regain some kind of honor. And if not, he at least wants to minimize his shame.
Yojimbo will try to balance bewtween attacking the opponent and protecting the gladiator, but he does not care for his own safety at all. In fact, he has suicidal tendencies, had he died in the fight against the dragon, it would have been a honorful death.


Mercenary Personallity:

Yojimbo is a good tactician, he will try to use charge attacks, flanking and Reckless Offense, when attacking with his primary weapon, the Ōdachi.
To protect melee-weak gladiators, he will try to use bull rush and stand still, maybe in combination with the Yari. He will also set this weapon against mounted opponents.
Should his force screen run out, he might switch to Tachi and shield, if (and only if) the gladiator needs a meat-shield.
He usually avoids grapples, unless it looks like the last option or the opponent forces it on him.

When ordering Yojimbo, choose if you want him armored or unarmored.

Mercenary provided by Maraxus.
Vathelokai

12-05-05, 04:03 PM
Grauerholz
Old Male Forest Gnome
Neutral Good
Wizard(illusionist; barred necromancy, abjuration) 3, ECL 3
3' 4", 45 lbs.

STR... 3 [-4]...(0 pts)(-2 racial)(-3 age)
DEX... 5 [-3]...(0 pts)(-3 age)
CON... 7 [-2]...(0 pts)(+2 racial)(-3 age)
INT...20 [+5]...(16 pts)(+2 age)
WIS...15 [+2]...(5 pts)(+2 age)
CHA...14 [+2]...(4 pts)(+2 age)

Hit Points: 3 [3 HD]
AC 8 [-3dex, +1size], Touch 8, Flat 7
Initiative: -3 [-3dex]
BAB/Grap: +1/-5 [+1bab, -4str, -2 size]
Speed 20

Saves:
Fort -1 [+1wiz -2con]
Refl -1 [+1wiz -3dex]
Will +5 [+3wiz +2wis]
+2 racial vs. illusions

Attacks:
cane (club) -2 +1bab, -4str, +1size 1d4-4 [20/x2], 10 ft.
+1 racial to hit kobolds and goblinoids

Feats:
Spell focus; illusion
Greater spell focus; illusion
Scribe scroll

Racial and Class Abilities:
Small
Low light vision
+2 save vs. illusion
+1 DC of illusion spells
+1 to hit orcs, kobolds, lizardfolk, goblins, troglodytes, and bugbears
+4 dodge bonus to AC vs. giants
+2 listen
+2 craft: alchemy
+4 hide, +8 in wooded areas
pass with out trace 1 hour/lv., self only
Familiar (snake)

Special Abilities:
Cast arcane spells as wizard
Barred schools; necromancy, abjuration
Spell-like abilities 1/day each dancing lights [10 rounds] ghost sound [DC 12][1 round] prestidigitation [1 hour]

Skills (42 wizard)
+2 spot [0 rnks] [+2 wis][+2 familiar]
+4 listen [0 rnks] [+2 wis, +2race][+2 familiar]
+7 hide [3cc rnks] [6wiz, -3dex, +4race]
+3 move silent [3cc rnks] [6wiz, -3dex]

+4 concentrate [6 rnks] [6wiz, -2con]
+11 spellcraft [6 rnks] [6wiz, +5int]
+11 know: arcana [6 rnks] [6wiz, +5int]
+11 bluff [3cc rnks] [6wiz, +2chr, +3familiar]
+3 tumble [3cc rnks] [6wiz, -3dex]

Speaks gnome, elf, sylvan, forest animal, common, draconic, dwarf, giant, orc

Spells memorized: [4/5/3] [Spell levels: 11; Cast: 4+1(pearl)]
0: [DC 15] ghost sound, read magic, flare, message
1: [DC 16] color spray, silent image, silent image, grease, charm person
2: [DC 17] minor image, rope trick, hypnotic pattern
+3 to DC of illusions

Spellbook:
0: acid splash, det. poison, det. magic, read magic, daze, dancing lights, flare, light, ray of frost, ghost sound, mage hand, mending, message, open/close, arcane mark, prestidigitation
1: color spray, silent image, ventriloquism, expid. retreat, enlarge person, grease, obscuring mist, charm person, sleep, mage armor
2: invisibility, minor image, rope trick, hypnotic pattern

Buffs and Prefight actions:
Read magic on scroll
Choose to roll seperate initiative from familiar

Equipment:
cold weather outfit [0 lbs][0 gp]
club [1.5 lbs][0 gp]
spell component pouch [2 lbs][5 gp]
pearl of power 1st [1000 gp]
Spellbook [3 lbs][0 gp] 12 Free spells Rope trick (scribed to book) [300 gp] Hypnotic pattern (scribed to book) [300 gp]
645 gp

[B]Expendable Items: [CL]
scrollc #1: Invisibility (CL 3) [75 gp]
scrollc #1: Expid. retreat (CL 1) [12.5 gp]
scrollc #1: Mage armor (CL 1) [12.5 gp]
scrollc #1: Obscuring mist (CL 2) [25 gp]
scrollc #1: Enlarge person (CL 2) [25 gp]
potion prot. chaos (CL 1) [50 gp]
universal solvent [50 gp]


Miscellaneous Statistics:
Encumbance: 0-7.5 (light), 7.5-15 (medium), 15-22.5 (heavy)
Weight carried: 6.5+expendables lb

Familiar:
Tiny magical beast
Hit Dice: 3 (1 hp)
Initiative: +7
Speed: 15 ft., climb 15, swim 15
Armor Class: 19 (+2 size, +3 Dex +4 natural armor), touch 15, flat-footed 16
Base Attack/Grapple: +1/–10
Attack: Bite +6 melee (1 plus poison)
Full Attack: Bite +6 melee (1 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: poison
Special Qualities: Scent
Saves: Fort +2, Ref +5, Will +4 [use masters saves if better]
Abilities: Str 4, Dex 17, Con 11, Int 7, Wis 12, Cha 2
Feats: Improved initiative, Weapon FinesseB
Skills:
+6 spot [1 rnks] [1hd +1 wis, +4race]
+6 listen [1 rnks] [1hd +1 wis, +4race]
+21 hide [3cc rnks] [6wiz, +3dex, +4race, +8size]
+9 move silent [3cc rnks] [6wiz, +3dex]
+6 concentrate [6 rnks] [6wiz, +0con]
+4 spellcraft [6 rnks] [6wiz, -2int]
+4 know: arcana [6 rnks] [6wiz, -2int]
+1 bluff [3cc rnks] [6wiz, -5chr]
+9 tumble [3cc rnks] [6wiz, +3dex]
+17 balance [3cc rnks] [6wiz, +3dex, +8race]
+17 climb [3cc rnks] [6wiz, +3dex, +8race][Can take 10][use dex or strength]
+12 swim [1 rnks] [1hd +3dex, +8race][Can take 10]

Poison: Fort DC 10, 1d6 Con/1d6 Con

Scent: Within 30 feet, alerted to presence; move action to locate direction; pinpoint when within 5 feet

Familiar qualities
Alertness: Gives the feat to the master if within 5 feet.
Improved Evasion: Familiar takes no damage if it makes its reflex save.
Share spells: Spells with an area of 'personal' effect the familiar if the master shares the same space.
Empathic link: 1 mile.
Deliver touch spells: Can hold the charge of a touch spell. The familiar must be touching the mage when she casts the spell.

Character Background:
Unlike for PCs, the background story and personality for Mercenaries are mandatory because their behaviour depends on it. You can come up with anything you like as long as it sounds reasonable. If you have a long background story, make a short summary here, and put the long version in sblocks below.

Mercenary Requirements:
Something!
Charges extra for spells that break his invisibility.
Will run from melee combat.


Mercenary provided by Vathelokai.
Kaigan

12-07-05, 02:43 PM
Mercenary Requirements
Cost to hire:400 gold
Requirement: Some aspect of neutrality.
Double cost if fighting against humanoids with no animal companion of sorts.
Half cost if aiding to capture an animal or magical creature.

Alex the Hunter
(Male+Human)
(True Neutral)
(Ranger 1, Fighter 2, Druid 1)

STR...14 [+2]...(6 pts)
DEX...14 [+2]...(6 pts)
CON...11 [+0]...(3 pts)
INT....10 [+0]...(2 pts)
WIS...16 [+3]...(8 pts) [15, +1 4th Level]
CHA...08 [-1]...(0 pts)

Hit Points: 20 [4 HD; 2d8+2d10]
AC 12, Touch 12, Flat 10 [+0armor]
Initiative: +2 [2dex]
BAB/Grap: +3/+5 [+3bab, +2str]
Speed 30

Saves:
Fort +07 [2Rgr +3Fgt +2Drd +0con]
Refl +04 [2Rgr +2dex]
Will +05 [2Drd +3wis]

Attacks:
[Ma] Spear +6 melee, 1d8+3 [20/x2] Double Damage if set against charge.
[Ma] Scimitar +6 melee, 1d6+2 [18-20/2]
Net +5 ranged touch, 10' range, entangles
[Ma] Mighty Comp. Longbow (+2Str) +6 ranged, 1d8+2 [20/x3], 110 ft.
[+2 racial vs. animals]

Feats: Track(Rgr1), Dodge(Human), Sidestep Charge(Lvl 1), Exotic Weapon Prof (Net)(Fgt 1), Combat Reflexes(Fgt 2), Hold the Line(Lvl 3)
Racial and Class Abilities: Bonus Feats, Bonus Skill, Wild Empathy, Favored Enemy: Animals, Track, Spells, Animal Companion: Wolf, Nature Sense.
Special Abilities: Spells

Skills (24 Rgr, 4 Fgt, 4 Drd):
+06 Handle Animal [7 rnks, -1Cha] [4Rgr, 2Fgt, 1Drd] [+4 w/ Animal Companion]
+06 Hide [4 rnks, +2Dex] [4Rgr]
+04 Climb [2 rnks, +2Str] [2Fgt]
+07 Knowledge: Nature [5 rnks, +0Int, +2Nature Sense] [4Rgr, 1Drd]
+10 Listen [5 rnks, +3Wis +2 Racial] [4Rgr, 1Drd] [+2 vs. animals]
+06 Move Silently [4 rnks, +2Dex] [4Rgr]
+12 Survival [5 rnks, +3Wis, +2Synergy, +2Nature Sense] [4Rgr, 1Drd] [+2 vs. Animals]
Languages: Common

Spells per Day: [Dc 13+lvl] [3/1+1] [Spell levels: 2; Cast: 1SL (1/3 of spell-levels)]
0: Create Water, Detect Magic, Know Direction
1: Entangle, Hide From Animals

Buffs and Prefight actions:
- All Scrolls Deciphered.

Equipment 43 lbs, 2,283 gp]
Green Woodsman Outfit.
[Ma] Longspear [9 lbs, 305 gp]
[Ma] Scimitar [4 lbs, 315 gp]
Net x3 [18 lbs, 60 gp]
[Ma] Mighty Comp. Longbow (+2Str) [3 lbs, 600 gp]
Quiver with 60 arrows [9 lbs, 3 gp]
Cloak of Resistance +1 [1000 gp]

[B]Expendable Items: [CL] [925 gp]
Potion of Protection from Good [1] [50 gp]
Potion of Protection from Evil [1] [50 gp]
Potion of Protection from Law [1] [50 gp]
Potion of Protection from Chaos [1] [50 gp]
Potion of Mage Armor [1] [50 gp]
Scroll of Magic Fang [1] [25 gp]
Scroll of Longstrider [1] [25 gp]
Scroll of Calm Animal [1] [25 gp]
Scroll of Charm Animal [1] [25 gp]
Scroll of Hide from Animal [1] [25 gp]
Scroll of Detect Animals or Plants [1] [25 gp]
Scroll of Faerie Fire [1] [25 gp]
Scroll of Pass without Trace [1] [25 gp]
Scroll of Speak with Animals [1] [25 gp]
Scroll of Summon Nature's Ally I x4 [1] [100gp]
Scroll of Hold Animal [3] [150 gp]
Tattoo of Force Screen [1] [100 gp]
Tattoo of Synesthete [1] [100 gp]

Companion:
Shadow
Riding Dog
Medium Animal
True Neutral[/color]

Statistics:
STR 15 +2
DEX 15 +2
CON 15 +2
INT 02 -4
WIS 12 +1
CHA 06 -2

Hit Points: 13 (2 HD; 2d8+4)
Bab/Grpple: +1/+3 [+1Bab, +2Str, +0Size]
Movement: 40'
Initiative: +2 [+2Dex][/color]
Armor Class: 20 (touch 12, flat 18, both 10) [+2Dex, +4Natural, +4Armor]

Saves:]
Fort +5 [+3Ani, +2 Con]
Refl +5 [+3Ani, +2 Dex]
Will +1 [+0Ani, +1 Wis]

Tricks: Attack, Come, Defend, Down, Heel, Seek, Track
Special: Low-light vision, Scent, Link, Share Spells

Feats:
Alertness................ [1 HD]
Track....................

[b]Skills: 7 Total
Hide............. 01 [0 (rnk), +3 (Dex), -2 (ACP)]
Jump............. 06 [1 (rnk), +3 (Str), -2 (ACP), +4 (racial)]
Listen........... 05 [2 (rnk), +1 (Wis), +2 (feat)]
Move Silently.... 01 [0 (rnk), +3 (Dex), -2 (ACP)]
Spot............. 05 [2 (rnk), +1 (Wis), +2 (feat)]
Survival......... 01* [0 (rnk), +1 (Wis)]
*+4 to Survival when tracking by scent

Attacks: [+3Bab, +3Str]
Bite..:.....+3 melee, 1d6+3 (20x/x2)
Full Attack: 1 Bite attack.

Miscellaneous Statistics:[/u]
Carry Capacity: 0-100 (light), 101-200 (medium), 201-300 (heavy)
Firyl Equipment: 45 lbs

Miscellaneous Statistics:
Encumbance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 0 lb

Character Background:
Alex comes from a long line of hunters. Long has his families tracked the great beasts of the land. From lions and tigers, to bears and elephants, Alex has made a name in his family. Always looking for the greater hunt, he tracks down the obsure creatures, ones that the commoners deem magical. He hunts with great proficiency, sword or spear, bow or net, and has even been taught in the ways of the forest, including calling upon nature to aid him. In the wild he moves and slips through the shadows with ease. The animals have little time to react. Alex can track for days on end, his dog aiding him. While some scholars and wise men think of man as the greatest prey, Alex disagrees. One unique aspect however, is that Alex only reluctantly kills his prey.

Character Personality:
Alex is ruthless in combat. He prefers to send his dog out, letting him deal the damage and try to trip and confuse the prey. He then slips in and out of the shadow, using what spells he can to help him, whether it is to lie to the animal, or to hold it in place.
He then throws a net on the unsuspecting prey, and uses his spear from range.
If he has to, he will use his scimitar in closer combat, and his bow from range if he cannot reach it in melee.
He is silent in combat, only speaking commands to his dog, like the loner he is.



Mercenary provided by Kaigan.
NiQil

12-07-05, 04:27 PM
Mercenary Requirements
Cost to hire: 200 gold
Requirement: Requires employer have one aspect of neutrality in alignment. Will not fight against dwarves.

Barsimmon Oridio
Male Wood Elf
Neutral Good
Ranger 2


STR...14 [+2]...(04 pts) [12 Base + 2 Racial]
DEX...16 [+3]...(06 pts) [12 Base + 2 Racial]
CON...12 [+1]...(06 pts) [14 Base - 2 Racial]
INT...10 [+0]...(04 pts) [12 Base - 2 Racial]
WIS...13 [+1]...(05 pts)
CHA...08 [-1]...(00 pts)


Hit Points: 14 [2 HD]
AC 17, Touch 13, Flat 14 [+4 chainshirt]
Initiative: +3 [3 dex]
BAB/Grap: +2/+4 [+ 2 bab, + 2 str]
Speed 30 [base 30]


Saves:
Fort +04 [3 Rgr + 1 con]
Refl +06 [3 Rgr + 3 dex]
Will +01 [0 Rgr + 1 wis]
+2 racial vs. enchantment; immune to sleep


Attacks:
shortsword +5 melee, 1d6+2 [19-20/x2]
shortsword +3/3 melee, 1d6+2/1d6+1 [19-20/x2] [TWF]
shortbow +5 ranged, 1d6 [x3] [70' range]
[+2 damage vs. giants]


Feats: Weapon Finesse, Track
Racial and Class Abilities: Favored Enemy (giant), Wild Empathy, Combat Style (TWF)


Skills (30 Points Rgr):
Concentration +6 [5 rnks + 1 con] [5 Rgr]
Handle Animal +4 [5 rnks - 1 cha] [5 Rgr]
Hide +8 [5 rnks + 3 dex] [5 Rgr]
Listen +6 [5 rnks + 1 wis] [5 Rgr]
Move Silently +8 [5 rnks + 3 dex] [5 Rgr]
Spot +6 [5 rnks + 1 wis] [5 Rgr]
Languages: Common and Elven


Equipment [36] (1205)
Masterwork Chainshirt [25] (250)]
Masterwork Shortsword [2] (310)]
Masterwork Shortsword [2] (310)]
Masterwork Shortbow [2] (330)]
100 Arrows [15] (5)]


Miscellaneous Statistics:
Encumbance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 36 lb


Character Background:
Barsimmon is a young upstart ranger who is out to make a name for himself. He has abandoned his homeland to further this goal. Having been raised in a border village between the Elven and Dwarven nations, Barsimmon has grown to share the dwarven dislike of giants. He is an adept giant-slayer, having trained with the best the dwarven nation has to offer.


Character Personality:
Barsimmon is cocky and likes to taunt his enemies. He is a talker in combat, raining down insults as often as swordstrikes. He is equally adept with sword or bow, and has no preference as to which is used. If in battle with a giant, however, he will immediately try to engage it by whatever means necessary, regardless of any instructions given by his employer.


Mercenary provided by NiQil.
Snommelp

12-16-05, 12:46 AM
Mercenary Requirements
Cost to hire: 300 gold
Requirements:
-Will not work for elves
-Will not work for Good characters (5 diplomacy)
-Employer must pay for expendables used

Sharellym Vlaln
Female Drow Elf
Neutral Evil
Cleric of Lloth 1, ECL 3

STR...12 [+1]...(4 pts)
DEX...14 [+2]...(4 pts) [12+2 racial]
CON...11 [+0]...(5 pts) [13-2 racial]
INT... 12 [+1]...(2 pts) [10+2 racial]
WIS...16 [+3]...(10 pts)
CHA...10 [+0]...(0 pts) [8+2 racial]

Hit Points: 8 [1 HD]
AC 19, Touch 12, Flat 17 [+5 breastplate, +2 Shield]
Initiative: +2 [2dex]
BAB/Grap: +0/+1 [+0 bab, +1 str]
Speed 20

Saves:
Fort +2 [2 Clr +0 Con]
Refl +2 [0 Clr +2 Dex]
Will +5 [2 Clr +3 Wis]
+2 Will racial vs. spells and spell-like ablities; immune to sleep

Attacks:
Mace +2 Melee, 1d8+1 [x2]
Rapier +2 Melee, 1d6+1 [18-20/x2]
Silver Dagger +2 Melee +3 Ranged, 1d4 [19-20/x2] [10 ft. range]
Cold Iron Dagger +2 Melee +3 Ranged, 1d4+1 [19-20/x2] [10 ft. range]
Crossbow +3 Ranged, 1d4 [19-20/x2] [30 ft. range]
Smite 1/day: Additional +4 to attack, additional +1 damage

Feats: Dodge
Racial and Class Abilities: Darkvision 120, Spell Resistance 12, Spell-like Abilitites (1/day: Dancing Lights, Darkness, Fairy Fire), Light Blindness, Domains (Evil, Destruction), Spontaneous Inflict spells, Rebuke Undead 3/day


Skills (12 Points Cleric):
+4 Concentration (4 ranks +0 Con)
-3 Hide (0 ranks +2 Dex -5 Armor)
+7 ListenCC (4 ranks +3 Wis +2 Racial)
-3 Move Silently (0 ranks +2 Dex -5 Armor)
+5 Spellcraft (4 ranks +1 Int)
+7 SpotCC (4 ranks +3 Wis +2 Racial)
Languages: Common, Elven, Undercommon, Drow Sign Language


Spells memorized: [Dc13+lvl] [3/2+1] [Spell levels: 3; Cast:1 (1/3 of spell-levels)]
Casts Evil Spells at +1 Caster Level
0: Detect Magic, Guidance, Cure Minor Wounds
1: Cause Fear, Command, Protection From Good (D)

Buffs and Prefight actions:

Equipment [61.6 lbs] (2226 gp)
Cleric's Vestments [0 lbs] (0 gp)]
MW Breastplate [30 lbs] (350 gp)]
MW Heavy Steel Shield [15 lbs] (170 gp)]
MW Heavy Mace [8 lbs] (312 gp)]
MW Rapier [2 lbs] (320 gp)]
MW Silver Dagger [1 lb] (322 gp)]
MW Cold Iron Dagger [1 lb] (304 gp)]
MW Hand Crossbow [2 lbs] (400 gp)]
Quiver with 30 bolts [3 lbs] (4 gp)]
Silver Unholy Symbol [.5 lb] (1 gp)]
Scrollcase [1 lb] (25 gp)]
Parchment, 9 sheets [0 lbs] (1.8 gp)]
Ink (1 oz. vial x2) [0 lb] (16 gp)]
Inkpen x2 [0 lb] (.2 gp)]

[B]Expendable Items: [CL] [.1 lb] (250 gp)]
Drow Poison, 1 dose [.1 lb] (75 gp)]
Scroll, Sanctuary x2 [CL 1] [0 lb] (50 gp)]
Scroll, Doom x2 [CL 1] [0 lb] (50 gp)]
Scroll, Cure Light Wounds x2 [CL 1] [0 lb] (50 gp)]
Scroll, Summon Monster I [CL 1][0 lb] (25 gp)]

[u]Miscellaneous Statistics:
Encumbance: 0-43 (light), 44-86 (medium), 87-130 (heavy)
Weight carried: 61.7 lbs
24 gp left

Character Background:
Sharellym is on a fact-finding mission on behalf of her godess, Lloth. Her objective is to determine whether the city of Gladius could be a threat to her own drow community, and/or whether the citizens could be easily captured for the slave market. While she's here, though, who's to say she can't have a little fun in the arena?

Character Personality:
Sharellym is cautious, prefering to avoid melee combat while her foe is conscious. She always considers her own safety first. Sharellym is also frugal and will try not to use many expendables. When fighting against elves, however, Sharellym forgets caution and fights to the death.

Mercenary provided by Snommelp.
TheMagister

12-16-05, 05:02 AM
Mercenary Requirements
Cost to hire: 400 gold


Hauber Bulwark
Male Mountain Dwarf
Lawful Good
Cleric 4

STR...12 [+1]...(4 pts)
DEX...12 [+1]...(4 pts)
CON...18 [+4]...(10 pts) [+2 racial]
INT....10 [+0]...(2 pts)
WIS...14 [+2]...(5 pts + 1 level 4 increase)
CHA...06 [-2]...(0 pts) [-2 racial]

Hit Points: 37 [8 + (4.5*3) + 16]
AC 24, Touch 11, Flat 23 [+9 (+1 full plate), +4 [Ma] tower shield, +1 dex] [+4 dodge vs. giants]
Initiative: +1 [+1 dex, ?feat]
BAB/Grap: +3/+4 [+2 bab, +1 str]
Speed 20 ft [base 20']

Saves:
Fort +8 [+4 cleric, +4 con]
Refl +2 [+1 cleric +1 dex]
Will +6 [+4 cleric, +2 wis]
[+2 racial vs. spells], [+2 vs. poison]


Attacks:
[Ma] Warhammer +3 melee, 1d8+1 [20/x3]
[+1 racial vs. orcs and goblinoids]

Feats: Endurance, Diehard
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly 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. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +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.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

Class Abilities:
Turn Undead [1/day, 1d20-2, 2d6+2]


Skills [(2+0)*4] + (2*3) = 14 total skill points]
Concentration +9 [5 rnks, +4 con] [6clr]
Hide -13 [0 rnks, +1 dex, -14 ACP] [0clr]
Heal +8 [5 rnks, +1 wis +2 healer's kit] [5clr]
Listen +1 [0 rnks, +1 wis] [0clr]
Move Silently -13 [0 rnks, +1 dex, -14 ACP] [0clr]
Spellcraft +4 [4 rnks, +0 int] [4 clr]
Spot +1 [0 rnks, +1 wis] [0clr]
Languages: Common, Dwarven [free]

Domains:
Healing: casts healing spells at +1 caster level
Protection: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Spells memorized: [Dc12 + lvl] [5/4+1/3+1] [Spell levels: 13; Cast: 5 (1/3 of spell-levels)]
0: cure minor wounds x 3, resistance x 2
1: sanctuaryD, shield of faith, bless, protection from <alignment>, entropic shield
2: shield otherD, Owl's Wisdom (for those pesky Will saving throws), Bear's Endurance (for extra HPs), Remove Paralysis (for those pesky hold person spells that you failed the save on regardless)


Equipment [Weight] (Gold)
Dwarven Tabard of Moradin
[Ma] +1 Full Plate [50 lbs][2,650gp]
[Ma]Tower Shield [45 lbs][185gp]
[Ma] Warhammer [5 lbs][312gp]
Scroll of Cure Light Wounds (CL1) x 6 [150gp]

Miscellaneous Statistics:
Encumbance: 0-43 (light), 44-86 (medium), 87-130 (heavy)
Weight carried: 101 lb

Character Background:
Uncharacteristically gentle at heart, Hauber left the dwarven mines and its constant humanoid skirmishing for more peaceful environs when his best friend and battle-brother was slain before his eyes by an ogre. Tired and sickened by the killing, he left to wander the world in a search for peace. Delighted by the magical protection afforded by the Nimbus, Haubur stayed on as a gladiator-for-hire, specializing in magical defense and endurance. He enjoys the fighting, now, as he can assist a warrior and watch him die, only to see him returned to life by the magic.

Character Personality:
Hauber is a cheerful companion now, though he emits a certain sadness whenever a valiant gladiator takes a fatal wound, as though reliving a painful memory from his past.

Tactics:
-In a fight in which his gladiator will take large amounts of damage, Hauber starts a battle by casting Shield Other on his gladiator. He will then follow it up with a Sanctuary spell on himself. He then sits back and heals himself or his gladiator with his scrolls of cure light wounds. If his Sanctuary spell fails, he will use the Aid Another action to add +2 to his gladiator's AC every round.
-In a "save or die" type fight, Hauber will buff his gladiator with his Protective Ward ability, and then with Owl's Wisdom. This nets his gladiator a +6 bonus on Will saves. If necessary (and if there's time), he'll also cast Protection from <Alignment> on the gladiator for a longer lasting benefit. He will heal the gladiator as necessary with his wand and 0-level spells.


Mercenary provided by TheMagister.
MindWandererB

12-16-05, 05:27 AM
Mercenary Requirements
Cost to hire: 210-400 gold (200+1d20*10) (see background)
Requirement: Potentially anyone, but has 1/6 chance of rejecting an offer. (see background)

Kemman Tovaritsch
Male Elan
Neutral
Wizard (Transmuter) 3 [ECL 3]

STR...16 [+3]...(10 pts)
DEX...12 [+1]...(4 pts)
CON...14 [+2]...(6 pts)
INT....13 [+1]...(5 pts)
WIS...8 [-1]...(0 pts)
CHA...6 [-4]...(0 pts) [8, -2racial]

Hit Points: 15 [3 HD]
AC 12, Touch 11, Flat 11 [+1dex, +1 buckler] [+4 Mage Armor] [As Grick: AC 15/11/14 or 19/11/18 w/Mage Armor]
Initiative: +1 [1dex]
BAB/Grap: +1/+5 [+1bab, +4 str]
Speed 30' [As Grick: 30', climb 20']

Saves:
Fort +3 [1wiz +2con]
Refl +2 [1wiz +1dex]
Will +2 [3wiz -1wis]
[Spend 1 PP as immediate action to get +4 to all saves for 1 round]

Attacks:
Dagger +5 melee, +2 ranged, 1d4+3 [19-20/x2] [10' range]
Light CrossbowMa +3 ranged, 1d8 [19-20/x2] [80' range]
Grick tentacles +5/+5/+5/+5 melee, 1d4+3 [20/x2]
Grick bite +0 melee, 1d3+1 [20/x2]

Feats: Scribe Scroll, Combat Expertise, Improved Trip [As Grick: Track]
Racial and Class Abilities: Naturally Psionic, Resistance, Resilience, Repletion; Summon Familiar, Prohibited Schools: Evocation, Illusion

Skills (18 Points Wizard):
Concentration +8 [6 rnks, +2con] [6wiz]
Knowledge (Dungeoneering) +7 [6 rnks, +1int] [6wiz]
Spellcraft +7 [6 rnks, +1int] [6wiz]
Climb +11 [0 rnks, +3str, +8 racial] [As Grick, may always take 10]
Hide +1 [0 rnks, +1dex] [As Grick: +8 in natural rocky areas]
Languages: Common, Halfling



Spells memorized: [DC 11+lvl] [5/4/2] [Spell levels: 8; Cast: 3]
0: Mending, Acid Splash, Light, Resistance, Touch of Fatigue
1: Expeditious Retreat, Mage Armor, Shield, Ray of Enfeeblement
2: Alter Self, Protection from Arrows

Spellbook:
0: (All cantrips minus spells from Evocation and Illusion)
1: Expeditious Retreat, Grease, Mage Armor, Obscuring Mist, Shield, Ray of Enfeeblement
2: Alter Self, Protection from Arrows


Buffs and Prefight actions:
- None

Equipment [9.5 lbs] (2254 gp)
Artisan's Outfit [0] (0)
Mithral Buckler [2.5] (1015)
Dagger [1] (2)
Light CrossbowMa [4] (335)
Case with 20 bolts [2] (2)
Bag of Tricks, grey [3] [0] (900)

[B]Expendable Items: [4 lbs] (250 gp)
Tanglefoot bag [1] [4] (50)
Scroll of Ray of Frost x16 [1] [0] (200)

Miscellaneous Statistics:
Encumbance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Weight carried: 13.5 lb

Character Background:
Kemman is an enigmatic character, and few know of his past. What little of it he does share seems to vary with each telling. His agenda is entirely a mystery, and it is impossible to tell his motivations for fighting in the arena. It is also impossible to determine how he chooses his employers and how he decides whether to accept employment. When a player asks Pitlords to hire Kemman, Pitlords rolls 1d6, and on a 1, Kemman refuses to be hired by that character that week. If he does accept, his asking price is (200+(1d20*10)) gp. Players may attempt to hire Kemman only once per week, and he may accept ot reject a character and/or change his fees from week to week. His reasons are known only to him.

Character Personality:
Kemman begins a fight by buffing with either expeditious retreat (30 r.) or mage armor (1800 r.), depending on the opponent's AC and speed. He may also buff with resistance if he has nothing better to do. If the opponent flies, he will try a tanglefoot bag, and if that fails, cast protection from arrows and attack with crossbow and/or ray of frost from scroll. If the opponent does not fly or is grounded, he uses alter self to become a Grick and melees furiously with tentacles and bite, attempting to trip if success seems likely. Kemman is an agressive fighter and will pursue an enemy if at all possible. However, he is aware of his fragility and will stay close to his employer so that hopefully Kemman will not take the first attacks.



Mercenary provided by MindWandererB.
bluemage55

12-16-05, 05:35 AM
Mercenary Requirements
Cost to hire: 100 gold
Requirement: Will not fight for lawful or evil characters, or reptilian humanoids (Ex. kobolds).

Aramil Kobold-Slayer
A kobold? DIIIIIIEEEEEEEEE!!!!!
Male Elf
Chaotic Good
Ranger 1

STR...14 [+2] (6 pts)
DEX...17 [+3] (8 pts, +2 racial)
CON...10 [+0] (4 pts, -2 racial)
INT....10 [+1] (2 pts)
WIS...13 [+1] (5 pts)
CHA...8 [-0] (0 pts)

Hit Points: 8 [1d8 HD]
AC 18, Touch 13, Flat 15 [+4 chain shirt +1 buckler +3 Dex]
Initiative: +3 [+3 Dex]
BAB/Grap: +3/+3 [+1 Bab, +2 Str]
Speed 30ft.

Saves:
Fort +2 [+2 ranger +0 Con]
Ref +5 [+2 ranger +3 Dex]
Will +1 [+0 ranger +1 Wis]
+2 racial vs. enchantment; immune to sleep

Attacks:
Longsword +3 melee, 1d8 [19-20/x2]
Longbow +5 ranged, 1d8 [x3] [110' range]
[+2 favored enemy against reptilian humanoids)

Feats: Point Blank Shot, Track
Racial and Class Abilities: Immunity to magic sleep effects, +2 racial against enchantments; Weapon and Armor Proficiency: all simple and martial weapons, light armor, shields (except tower); Favored Enemy: Reptilian Humanoids; Wild Empathy +0

Skills (28 points Ranger):
Climb +6 [4 ranks, +2 Str] [4 Rgr]
Hide +7 [4 ranks, +3 Dex] [4 Rgr ]
Knowledge (nature) +4 [4 ranks, +0 Int] [4 Rgr]
Listen +5 [4 ranks, +1 Wis] [4 Rgr]
Move Silently +7 [4 ranks, +3 Dex] [4 Rgr]
Spot +5 [4 ranks, +1 Wis] [4 Rgr]
Survival +5 [4 ranks, +1 Wis] [4Rgr]
Languages: Common, etc [2ftr(cc)]

Equipment [33 lb.] (834gp)
Explorer’s Outfit [-] [-]
[Ma] Chain Shirt [25lb.] [250gp]
[Ma] Buckler [5lb.] [165gp]
[Ma] Longbow, Composite [COLOR=Silver][3 lb.] [400 gp]
Longsword [4 lb.] [15gp]
Dagger [1 lb.] [2gp]
Sunrod [1 lb.] [2gp]

[B]Expendable Items: [CL] [10 lb.] (56 gp)]
3 Quivers with 20 arrows each [9 lb.] [3gp]
Antitoxin [-] [50gp]
Acid [1 lb.] [10gp]
3 Bags of Caltrops [6 lb.] [3gp]

Miscellaneous Statistics:
Encumbrance: 0-58 lb. (light), 59 lb.-116lb. (medium), 117lb.-175lb. (heavy)
Weight carried: 53 lb

Character Background:
Theron was orphaned as a child when his village was destroyed by a massive tribe of kobolds. Theron had long held an affinity for the woodlands, and had spent the night sleeping deep within the nearby woods. When he returned the next morning, the tribe had swept through the elven village with brutal efficiency. Weeping upon his family’s mangled corpses, he swore to hunt down and destroy the evil creatures that had ruined his life, and to protect good folk everywhere from their evil, and took up the surname Kobold-Slayer. He took up his hunting bow and his father’s swords, and returned to grow up in the woods he loved. Soon enough, a few stragglers from the war band wandered his way. He killed them one by one, and none of them were ever aware of his presence. Today, Theron has come to realize that the arena of Gladius, with its strange resurrection magic, could be a way to greatly improve his abilities. Not yet strong enough to be a gladiator, he has joined the ranks of mercenaries, hoping to learn enough so that someday he might become a gladiator himself.

Character Personality:
Theron is aware that he lacks the training and speed signature of great elf warriors to stand toe-to-toe with most combatants, who tend to be stronger and tougher than he. As such, he prefers to use his bow from afar, raining down death from behind cover. He tries to remain hidden from view until he attacks, and then returns to hiding as quickly as possible. Theron will rarely obey any order he disagrees with, and will even distance himself from other teammates if he feels they jeopardize his stealth. If he finds a particularly effective sniping spot, he will often use a bag of caltrops to slow enemies down so that he may get that one last shot before abandoning that position. On the other hand, he will go to the rescue of beleaguered spellcasters, wading into melee with his longsword. When forced into melee, he fights opportunistically, always trying to flank, strike from higher ground, and employ hit and run tactics. He keeps a flask of acid handy for multiple opponents standing near each other, and anti-toxin available for poison (something he had seen his village effective employ against drow raiders and their crossbow poison). If he ever sees a kobold or other reptilian humanoid, he will immediately disregard all orders and focusing on killing that target, moving steathily into range for his favored enemy bonuses to kick in, and shoot/melee/grapple until they are dead.
Mercenary provided by bluemage55.
Snommelp

12-16-05, 09:35 PM
Mercenary Requirements
Cost to hire: 666 gold
Requirement:
-Will not work for chaotic or evil characters (+10 Diplomacy)
-Half price for Lawful Good characters

Ruffrrn
Female Blink Dog
Lawful Good
ECL 6, CR 2

STR...14 [+2]...(6 pts)
DEX...21 [+5]...(8 pts) [15+6 racial]
CON...14 [+2]...(6 pts)
INT....10 [+0]...(2 pts)
WIS...13 [+1]...(3 pts) [11+2 racial]
CHA...8 [-1]...(0 pts)

Hit Points: 34 [4 HD]
AC 24, Touch 16, Flat 19 [+4 Natural, +1 Deflection, +4 Armor]
Initiative: +5 [5 dex]
BAB/Grap: +4/+6 [+4 bab +2 str]
Speed 40

Saves:
Fort +6 [4 Magical Beast +2 Con]
Refl +9 [4 Magical Beast +5 Dex]
Will +2 [1 Magical Beast +1 Wis]

Attacks:
Bite +6 Melee, 1d6+2 [x2]

Feats: Dodge, Blind-Fight, TrackB
Racial and Class Abilities: Blink at will (CL 8), Darkvision 60, Dimension Door 1/round (CL 8), Low-light vision, Scent

Skills (14 Points Magical Beast):
+5 Hide (0 points +5 Dex)
+5 Listen (4 points +1 Wis)
+5 Move Silently (0 points +5 Dex)
+6 Spot (5 points +1 Wis)
+6 Survival (5 points +1 Wis)
Languages: Blink Dog

Equipment [20 lbs] (5200 gp)
+1 Studded Leather Armor [20 lbs] (1200 gp)
Ring of Protection +1 [0 lbs] (2000 gp)
Amulet of Natural Armor +1 [0 lbs] (2000 gp)
1200 gp

[B]Expendable Items: [CL] [0 lbs] (400 gp)]
Tattoo, Biofeedback [ML 1] [0 lbs] (100 gp)]
Tattoo, Force Screen x2 [ML 1] [0 lbs] (200 gp)]
Tattoo, Skate [ML 1] [0 lbs] (100 gp)]

Miscellaneous Statistics:
Encumbance: 0-87 (light), 88-174 (medium), 175-262.5 (heavy)
Weight carried: 20 lbs

Character Background:
Stolen as a pup, Ruffrrn was trained to be a guard among an entire pack of Blink Dogs. Because of her agility, Ruffrrn was often the scout for her pack. The cruelty of her masters was simply too much, though, and Ruffrrn escaped, fleeing to the nearby city of Gladius. Lost and alone, she has come to the arena to find friends and perhaps a new pack.

Character Personality:
Ruffrrn normally follows her scouting instincts and seeks out her foe as quickly as she can. Once the prey is found, she barks out to bring her pack and then engages her foe in melee combat, flanking whenever possible.

Mercenary provided by Snommelp.
MindWandererB

12-16-05, 10:25 PM
Mercenary Requirements
Cost to hire: 100 gold. Price drops to 80 gold if hired twice in a row, and his employer used at least two buffing spells or items on him the previous time.
Requirements:
Highest-level class must not be Fighter, Ranger, Paladin, Barbarian, Monk, Psychic Warrior, or Soulknife.
Will not aid anyone with the [failure] or [great renown] flags.
Will not aid an evil character.

Lawrence Gaius
Male Human
Lawful Neutral
Paladin 1; ECL 1

STR...14 [+2]...(6 pts)
DEX...16 [+3]...(10 pts)
CON...10 [+0]...(3 pts)
INT....10 [+0]...(2 pts)
WIS...11 [+0]...(2 pts)
CHA...10 [+0]...(2 pts)

Hit Points: 10 [1 HD]
AC 19, Touch 13, Flat 16 [+5 breastplate, +1 shield, +3 dex]
Initiative: +3 [3dex]
BAB/Grap: +1/+3 [+1bab, +2str]
Speed 20'

Saves:
Fort +2 [2pal +0con]
Refl +3 [0pal +3dex]
Will +0 [0pal +0wis]

Attacks:
Long SwordMa +4 melee, 1d8+2 [19-20/x2] [+2 when TWF]
Shield, Light Steel, Spiked +1 melee, 1d4+1 [20/x2] [when TWF]
Shortbow, Mighty Composite [+2] +4 ranged, 1d6+2 [20/x3] [70' range]

Feats: Two-Weapon Fighting, Improved Shield Bash
Racial and Class Abilities: Bonus feat, bonus skill points; Aura of Good, detect evil, smite evil 1/day (+0 hit/+1 dmg)

Skills (12 Points Warrior):
Handle Animal +1 [4 rnks, +0wis] [4pal]
Heal +4 [4 rnks, +0wis] [color=silver][4pal][/color
Ride +7 [4 rnks, +3dex] [4pal]
Language: Common


Buffs and Prefight actions:
- None

Equipment [Weight] (Gold)
Traveler's Outfit [0] (0)]
Breastplate [30] (200)]
Shield, light steel, spiked [20] (30)]
Long SwordMa [2] (10)]
Shortbow, Mighty Composite [+2] [2] (225)]
Quiver with 40 arrows [6] (2)]
Lance [10] (10)]

[U][B]Expendable Items: [CL] [Weight] (Gold)
Scroll of Cure Light Wounds x3 [1] [0] (75)
Acid [1] (10)

Miscellaneous Statistics:
Encumbance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 71 lb. Gold remaining: 34 gp

Character Background:
Lawrence Gaius dreams of being a legend among mercenaries, a paragon of battle. Although he is a long way from achieving his dreams, he will let nothing come between himself and the fame he believes he deserves. He will never accept employment from another martial character or a character with Great Renown because he does not want someone else to outshine his battle prowess, nor will he associate with Failures. Those close to him suspect he was beaten up a lot as a child, but he would never admit this.

Character Personality:
Lawrence will accept most orders unquestioningly, unless they are self-destructive, idiotic, or evil. Lawrence isn't terribly bright, so allowing him to improvise is not a good idea. His tactics tend to consist of wading right into battle and using two-weapon fighting. Considering himself invicible despite ample evidence to the contrary, he will attempt to hold opponents off to allow his ally to act freely. He has ranks in Ride and owns a lance but not a horse, so if an employer provides him with a mount he can fight that way. He will administer healing from his scroll to whoever needs it.

Mercenary provided by MindWandererB.
MindWandererB

12-17-05, 05:14 AM
Mercenary Requirements
Cost to hire: 250 gold, 200 for barbarians, druids, and maenads.
Requirement: Will not quest with anyone with the [Cohort Death] flag.

Ohko Ono
Female Maenad
Neutral
Barbarian 1, Druid 1 [ECL 2, CR 2]

STR...16 [+3]...(10 pts) [Rage: +4] [Outburst: +2]
DEX...12 [+1]...(4 pts)
CON...12 [+1]...(4 pts) [Rage: +4]
INT....10 [+0]...(2 pts) [Outburst: -2]
WIS...11 [+0]...(2 pts) [Outburst: -2]
CHA...10 [+0]...(3 pts)

Hit Points: 18 [2 HD] [12bbn +4.5drd +2con] [Rage: +4 HP]
AC 16, Touch 11, Flat 15 [+5 breastplate, +1dex] [w/shield: +2; fatigued: -1] [Rage: -2]
Initiative: +1 [1dex]
BAB/Grap: +1/+4 [+1bab, +3str] [Rage: Grap +2] [Outburst: Grap+1]
Speed: 30'

Saves:
Fort +5 [2bbn +2drd +1con] [Rage: +2]
Refl +1 [0bbn +0drd +1dex]
Will +2 [0bbn +2drd +0wis] [Rage: +2] [Outburst: -1]

Attacks:
Darkwood Lance +5 melee, 1d8+5 [20/x3] [Rage: +2 hit, +3 damage] [Outburst: +1 hit, +2 damage]
Falchion +4 melee, 2d4+5 [18-20/x2] [Rage: +2 hit, +3 damage] [Outburst: +1 hit, +2 damage]
Club +4 melee, +2 ranged, 1d6+3 [20/x2] [shillelagh, fatigued: +3/2d6+3]
Longbow, Mighty Composite [+3] +2 ranged, 1d8+3 [20/x3] [110' range]
Energy ray +2 ranged touch, 1d6-1 sonic [20/x2] [25' absolute range]

Feats: Psionic Weapon.
Racial and Class Abilities: Naturally Psionic, energy ray, Outburst; Fast Movement, Illiteracy, Rage 1/day; Animal Companion, Nature Sense, Wild Empathy, Spontaneous Casting

Skills (16 points Barbarian, 4 points Druid):
Concentration +3 [1 rnk, +1con] [2drd]
Handle Animal +7 [5 rnks, +0cha +2tool] [4bbn 1drd] [+4 animal companion]
Intimidate +4 [4 rnks, +0cha] [4bbn]
Listen +4 [4 rnks, +0wis] [4bbn] [Outburst: -1]
Ride +8 [5 rnks, +1dex +2 synergy] [4bbn 1drd] [+2 stay in saddle]
Knowledge (nature) +2 [0 rnks, +0int +2 druid]
Survival +2 [0 rnks, +0wis +2 druid] [Outburst: -1]
Wild Empathy +3 [1 lvl, +0cha +2 synergy] [+4 animal companion, -4 magical beasts]
Languages: Common, Maenad


Spells memorized: [DC 10+lvl] [3/1] [Spell levels: 1; Cast: 1]
0: Cure Minor Wounds, Resistance, Resistance
1: Longstrider

Buffs and Prefight actions:
- Gain Psionic Focus


Equipment [Weight] (Gold)
Traveler's Outfit [0] (0)
Dragonhide Breastplate [30] (700)
Heavy Shield [10] (7)
Darkwood Lance [5] (410)
Club [3] (0)
Falchion [8] (75)
Longbow, Mighty Composite [+3] [3] (400)
Quiver of 40 arrows [6] (2)
Animal Handling Whistle [0] (50)

[B]Expendable Items: [CL] [Weight] (Gold)]
Scroll of Cure Light Wounds x3 [0] (75)
Oil of Magic Weapon [1] [0] (50)
Scroll of Faerie Fire [1] [0] (25)
Scroll of Shillelagh [1] [0] (25)
Scroll of Entangle [1] [0] (25)

On mount: [Weight] (Gold)
Saddle, Military [30] (20)
Barding, Studded Leather [40] (100)

Miscellaneous Statistics:
Encumbance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Weight carried: 65 lb
Mount weight carried: 300 lb. [165 lb. Maenad + gear + saddle + barding]
Gold remaining: 36

Hit Points: 19; Hit Dice: 3
Speed: 50'
Armor Class: 16, touch 12, flat 13 [silver][-1 size, +3 dex, +1 natural, +3 barding]
BAB/Grapple: +2/+10
Attack: Bite +0 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-Light Vision, Scent
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Alertness, Endurance
Carrying Capacity: 300/600/900
Tricks: seek, Combat Riding package (attack, come, defend, down, guard, heel)

Character Background:
Ohko's coastal home, Crygentus, borders on a desert which has been slowly retreating. The increasing cold and humidity are threatening the local ecosystem, and the kelp beds and coral reefs teem with less and less life every year. Ohko fights in the arena to earn money to send back home, to be used for extra food and other vital supplies. Although Ohko feels on some level that she is abandoning her calling by fighting rather than tending to nature, she knows that the survival of her people is a need that must be met before anything else. She will, however, jump at any opportunity that looks like it might offer a more permament solution to her problem. Ohko grows increasingly desperate as time goes by without new hope, and she has become reckless in battle, sometimes not even caring whether she lives or dies.

Character Personality:
Ohko needs employment badly, so she will follow any and all commands to the best of her ability, hoping to satisfy her employer enough to be hired again in the future. In lieu of other commands, though, she tries to end a fight as quickly as possible. She begins mounted on her camel at the front center of the square, carrying her lance in two hands. If no enemy is in sight at the start of the fight, she will cast longstrider from memory, sharing it with her camel, and move if directed to. Next round, she will go in search of her enemy, striking with energy ray if they come into range after she moves, and readying energy ray to use if they come in range. If she begins her turn with a serious opponent in sight (not a familiar or other weak ally), she will Rage (6 r.), Outburst (4 r.), charge, and use Psionic Weapon (total: +10 to hit, damage=(1d8+10+2d6)x2). If the target survives, she will stay and fight with either lance or falchion (depending on opponent's tactics and position) until Outburst and Rage run out, then fall back and heal herself and her employer with scrolls, if necessary. If she seems close to victory, she will cast shillelagh on her club and fight with shillelagh and shield; if not, she will use charge-and-withdraw tactics, hoping to get lucky. She will regain psionic focus whenever there is no enemy in sight and no healing to be done. She will use her bow against flying opponents or ones with no ranged weapons and poor mobility, after her initial charge.

Mercenary provided by MindWandererB.
Ravashack

12-17-05, 08:48 AM
Mercenary Requirements
Cost to hire: 400 gold base cost.
800 gold if hired for more than two consecutive weeks in a row.

Requirements:
Must be good alignment.
Must defeat Alicia in an arena fight without any allies, companions,
minions or other such help (including using Summoned creatures and Astral
Constructs).

Alicia
Female Human
CG
Wilder 4

STR...8 [-1]...(0 pts)
DEX...8 [-1]...(0 pts)
CON...12 [+1]...(4 pts)
INT...10 [+0]...(2 pts)
WIS...14 [+2]...(6 pts)
CHA...18 [+4]...(13 pts) [+1 from level bonus]

Hit Points: 20.5 [4 HD]
AC 9, Touch 9, Flat 9 [etc...]
Initiative: +1 [?dex, ?feat]
BAB/Grap: +2/+2 [+3bab, -1 Str]
Speed 30

Saves:
Fort +2 [+1 Wilder, +1 Con]
Refl +1 [+1 Wilder]
Will +6 [+4 Wilder, +2 Wis]

Attacks:
None used.

Feats: Psionic Talent, Psionic Talent, Empower Power
Racial and Class Abilities:
Wild Surge +2 -- Can choose to increase the effective manifester level of a power up to the bonus amount with a risk of contracting Psychic Enervation. 5% chance per level increased.
Psychic Enervation -- If affected, lose a number of PP equal to Wilder level and become dazed till the end of next turn.
Elude Touch -- Add Charisma bonus to AC for Touch attacks. This may not raise her Touch AC above her normal AC.
Surging Euphoria +1 -- Gain a morale bonus on attack rolls, damage rolls, and saving throws for X rounds when Wild Surging a power, where X is the number of levels added by Wild Surge. This does not happen if the user suffers Psychic Enervation.


Special Abilities:

Skills (28 Points Wilder, 7 Points Human):
Concentration +8 [7 rnks, +1 Con] [7 Wilder]
Intimidate +11 [7 rnks, +4 Cha] [7 Wilder]
Bluff +11 [7 rnks, +4 Cha] [7 Wilder]
Spot +9 [7 rnks, +2 Wis][7 Wilder
Sense Motive +9 [7 rnks, +2 Wis][7 Human]

Languages: Common

Powers Known: [DC 14+lvl] [3] [Power Points: 30 (17+2+3+8 bonus PP); Use: 10]
1: Skate, Mind Thrust
2: Ego Whip



Buffs and Prefight actions:
Gain Psionic Focus
Keep Cognizance Crystal on person.
Charge up Cognizance Crystal during the week.

Equipment [Weight] (Gold)
Adventurer's Outfit
1 PP Cognizance Crystal [1 lb, 1000gp]


[B]Expendable Items: [CL] [Weight] (Gold)]
Tattoo of Inertial Armor [(ML 1)] [0 lb, 100gp]
Tattoo of Force Shield [(ML 1)][0 lb, 100gp]

Miscellaneous Statistics:
Encumbance: 0-??? (light), ???-??? (medium), ???-??? (heavy)
Weight carried: 1 lb

Character Background:
Her youngest memories being that of an orphanage, Alicia grew up not knowing much about herself. Her Wilder powers were discovered then when, while she was being picked on by some mean boys, she literally exploded with rage and sent one of them screaming into an unconscious state, crying about the pain in his head. Thankfully, the priests in charge of the orphanage were able to control her outburst, but ever since then she has always yearned to be free; if not physically free, then mentally free at the very least. Understanding how overuse of her powers would leave her a pariah, she was very quick to put her natural charm to use to ease the fears of the other children she liked while turning the tables back on those who picked on her before. She wasn't going to order the other children around, but one by one she made very clear to those she intimidated exactly what would happen if they continued to harass her.

Character Personality:
Alicia likes things being peaceful and quiet, so her first instinct in a fight is to attempt to Ego Whip her opponent into a drooling, catatonic state. The intensity of the assault combined with her emotional surges providing part of the mental fuel needed to empower her powers further has proven terrifyingly effective in stopping most people from bothering her. If it seems like she's not going to be able to whip enough of the charm out of her opponent however, she'll switch to rationed Surged Mind Thrusts, hoping that she doesn't drain herself trying to keep it under control. (Read: Mind Thrust with 1 PP Wild Surged for 2 levels with the Wild Surge bonus PP going into the augment)

Alicia disdains the use of physical weapons and armor, and automatically refuses any attempts to give her those for use.


Mercenary provided by Ravashack.
MindWandererB

12-17-05, 10:41 PM
Mercenary Requirements
Cost to hire: 100 gold flat fee, or 17% of profits, your choice.
Requirement: Employer must have an Intelligence between 11 and 17 inclusive.

Orrid Nuts
Male Halfling
Neutral
Level 1 rogue

STR...10 [+0]...(4 pts) [12, -2 racial]
DEX...18 [+4]...(10 pts) [16, +2 racial]
CON...10 [+0]...(2 pts)
INT....14 [+2]...(6 pts)
WIS...09 [-1]...(1 pts)
CHA...14 [+2]...(2 pts)

Hit Points: 6 [1 HD]
AC 18, Touch 15, Flat 13 [+3 studded, +4 dex, +1 size]
Initiative: +4 [4dex]
BAB/Grap: +0/-4 [+0bab, +0str, -4size]
Speed 20'

Saves:
Fort +1 [0rog +0con +1 racial]
Refl +7 [2rog +4dex +1 racial]
Will +0 [0rog -1wis +1 racial]
+2 racial vs. fear

Attacks:
DaggerMa +2 melee, +7 ranged, 1d3 [19-20/x2]
Daggers +1 melee, +6 ranged, 1d3 [19-20/x2] [-1/-1 or +4/+4 TWF]
SlingMa +7 ranged, 1d3 [20/x2] [50' range]
[+1d6 damage sneak attack]

Feats: Two-Weapon Fighting
Racial and Class Abilities: Small size; +2 to Climb, Jump, Move Silently, Listen, and Fear saves; +1 to all saves and to thrown weapon and sling attacks; Sneak Attack +1d6, trapfinding

Skills (40 Points Rogue):
Balance +8 [4 rnks, +4dex] [4rog]
Climb +6 [4 rnks, +0str, +2 racial] [4rog]
Escape Artist +8 [4 rnks, +4dex] [4rog]
Hide +12 [4 rnks, +4dex +4size] [4rog]
Listen +5 [4 rnks, -1wis +2racial] [4rog]
Move Silently +10 [4 rnks, +4dex +2racial] [4rog]
Search +6 [4 rnks, +2int] [4rog]
Spot +3 [4 rnks, -1wis] [4rog]
Tumble +8 [4 rnks, +4dex] [4rog]
Use Magic Device +4 [4 rnks, +0cha] [4rog]
Languages: Common, Halfling, Goblin, Orc


Buffs and Prefight actions:
- none

Equipment [Weight] (Gold)
Peasant's Outfit [0] (0)
Studded LeatherMa [10] (175)
Daggers x7 [7] (14)
DaggersMa [1] (302)
SlingMa [0] (300)
Pouch with 10 bullets [5] (0.1)

[B]Expendable Items: [CL] [Weight] (Gold)
Acid [1] (10)
Thunderstone [1] (30)
Oil of Magic Stone [1] [0] (50)

Miscellaneous Statistics:
Encumbance: 0-25 (light), 26-50 (medium), 51-75 (heavy)
Weight carried: 25 lb
Gold remaining: 18 gp, 9 sp

Character Background:
With an ascerbic wit and a nasty temper, Orrid is an unpleasant companion. He is, however, quite talented at what he does, well worth the hassle for characters who need a little stealth backup. Orrid is lazy but extraordinarily talented and nimble. Rumor has it that he was kicked out of his village when he rubbed to many people the wrong way, and has lived hand-to-mouth ever since. He'll do anything for a buck, but will always err on the side of caution. He has no respect for people of below-average intelligence and refuses to work for them, but he also won't work with a smart aleck (i.e. someone much smarter than he is).

Character Personality:
Orrid will take orders with a grain of salt, trusting to his own judgment most of the time. He will, however, work towards a coordinated strike, using his employer to flank or grapple so he can perform sneak attacks. He will seldom be the first to attack, remaining hidden and silent until battle has been joined. If given instructions that would make him bear the brunt of any attacks, he will pretend to accept them but then do his own thing. If attacked alone in melee, he is even capable of withdrawing and leading an opponent directly to his employer.

Mercenary provided by MindWandererB.
MindWandererB

12-18-05, 04:24 PM
Mercenary Requirements
Cost to hire: 100 gold
Requirement: Employer must speak Gnome, Elven, or Sylvan. Will not leave the Nexus.

Gunnor Thwappen
Male Forest Gnome
Chaotic Neutral
Level 1 Sorcerer [ECL 1]

STR...08 [-1]...(2 pts) [10, -2 racial] [Reduce Person: -2]
DEX...14 [+2]...(6 pts) [Reduce Person: +2]
CON...16 [+3]...(6 pts) [14, +2 racial]
INT...10 [+0]...(2 pts)
WIS...12 [+1]...(4 pts)
CHA...13 [+1]...(5 pts)

Hit Points: 10 [1 HD] [4sor +3con +3 toad]
AC 12, Touch 12, Flat 10 [+4 vs. giants, Mage Armor: +4, Reduce Person: +2] [+2dex]
Initiative: +2 [2dex]
BAB/Grap: +0/-5 [+0bab, -1str, -4 size] [Reduce Person: -5]
Speed 20'

Saves:
Fort +3 [0sor +3con]
Refl +2 [0sor +2dex]
Will +3 [2sor +1wis]
+2 racial vs. illusions.

Attacks:
Heavy Crossbow +4 ranged, 1d8 [19-20/x2] [120' range] [Reduce Person: +6, 1d6]
Longspear +1 melee, 1d6-1 [20/x3] [10' reach] [Reduce Person: +1, 1d4-2, 0' reach]
Spear +0 melee, +3 ranged, 1d6-1 [20/x3] [20' range] [Reduce Person: +0/+5, 1d4-2]
[+1 to hit goblinoids, orcs, & reptilian humanoids]

Feat: Rapid Reload
Racial and Class Abilities: Small size, low-light vision, weapon familiarity (hooked hammer), +2 to saves vs. illusions, +1 to DC of illusions, +1 to hit goblinoids, orcs, & reptilian humanoids, +4 dodge vs. giants, +2 to Listen & Craft(alchemy), +4 to Hide (+8 in woods), spell-like abilities (at will: pass without trace; 1/day: dancing lights, ghost sound, prestidigitation); Summon Familiar

Skills (8 Points Sorcerer):
+2 Balance [0 rnks, +2dex]
-1 Climb [0 rnks, -1str]
+7 Concentration [4 rnks, +3con] [4sor]
+10 Hide [0 rnks, +2dex, +4size, +4racial] [In woods: +4, Reduce Person: +5]
-1 Jump [0 rnks, -1str]
+4 Listen [0 rnks, +0wis, +2 racial, +2 familiar]
+2 Move Silently [0 rnks, +2dex]
+4 Spellcraft [4 rnks, +0int] [4sor]
+2 Spot [0rnks, +0wis, +2 familiar]
Speaks Gnome, Elven, Sylvan, and Forest Animal [not Common]


Spells per day: [5/4] [Spell levels: 4; Cast: 2] [Known: 4/2]
0: [DC 11] Acid Splash, Daze, Ray of Frost, Resistance
1: [DC 12] Mage Armor, Reduce Person

Buffs and Prefight actions:
- None


Equipment: [Weight] (Gold)
Traveler's Outfit [0 lbs][0 gp]
LongspearMa [4.5] (305)
Spear [3] (2)
Crossbow, HeavyMa [4] (350)
Case with 100 bolts [5] (10)
Spell component pouch [1] (5)

[B]Expendable Items: [CL] [Weight] (Gold)
Acid [1] (10)
Scroll of Magic Missile x3 [1] [0] (75)

Miscellaneous Statistics:
Encumbance: 0-20 (light), 21-40 (medium), 41-60 (heavy)
Weight carried: 17.5 lb
Gold remaining: 53

Hit Points: 5. Hit Dice: 1.
Speed: 5'
Armor Class: 15, Touch 15, Flat 14 [+4 sizem +1 dex]
BAB/Grap: +0/-17
Special qualities: Amphibious, low-light vision; Alertness, Improved Evasion, Share Spells, Empathic Link
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4
Skills: Hide +21, Listen +4, Spot +4; Concentration +4, Spellcraft -1
Feat: Alertness

Character Description:
Gunnor has a problem. Among the peace-loving forest gnomes, Gunnor has a thirst for violence. He doesn't really want to harm anybody, but he can't deny the thrill of adrenaline and the steely taste in his mouth when a foe cries out in pain. He just can't help himself. Gladius is the perfect place to sate his thirst for suffering, and he goes into each fight with a sad but surging heart.

Character Personality:
Gunnor will spend his two spells buffing either himself or his employer, but if he has no defenses, he'll be more cautious in battle, making sure he gets at least one good lick in before going down. His tactics are straightforward: blasts from his scroll, following with attack cantrips, and finally crossbow shots, if the scroll runs out or proves ineffective. He insists on doing at least some damage in each fight, and will refuse orders to withdraw if he hasn't dealt any damage yet and has the opportunity to do so. His toad is always kept securely in a pocket, but he shares buffs with it just in case.

Mercenary provided by MindWandererB.
Zevox

12-18-05, 10:12 PM
Mercenary Requirements
Cost to hire: 100 gold
Requirement: Employer must speak Maenad, Draconic, or Aquan [Diplomacy 5]
Will not work for Bards or gladiators with the [Great Reknown] tag [Diplomacy 8].
Special: Will work at 20% discount for other Maenads.

Liel Turom
Female Maenad
Chaotic Neutral
Bard 1, ECL 1

STR...11 [+0]...(3 pts) [+2 Outburst]
DEX...14 [+2]...(6 pts)
CON...12 [+1]...(4 pts)
INT....12 [+1]...(4 pts) [-2 Outburst]
WIS...8 [-1]...(0 pts) [-2 Outburst]
CHA...15 [+2]...(8 pts)

Hit Points: 7 [1 HD] [6+1con]
AC 15/16, Touch 12/13, Flat 13 [+3 MW Studded Leather, +2 dex] [+1 dodge vs. 1 opponent (Dodge feat)]
Initiative: +2 [2dex]
BAB/Grap: +0/+0 [+0bab, +0str] [+1 Grap Outburst]
Speed 30ft

Saves:
Fort +1 [0Bard +1con]
Refl +4 [2Bard +2dex]
Will +1 [2Bard -1wis] [-1 Outburst]

Attacks:
Masterwork Rapier +1 melee, 1d6 [18-20/x2] [+1 attack & damage Outburst]
[0bab, +0str, +1MW]
Shortbow +2 ranged, 1d6 [20/x3] [60' range]
[0bab, +2dex]
Dagger +0 melee, 1d4 [19-20/x2] [+1 attack&damage Outburst]
[0bab, +0str]
Dagger +2 ranged, 1d4 [19-20/x2] [10’ range]
[0bab, +2dex]

Feats: Dodge.
Racial and Class Abilities: Outburst 1/day (ex; -2int&wis, +2str, 1-4rnds); Bardic Knowledge; Naturally Psionic (2pp at 1st level); Proficient w/ all simple weapons, longsword, rapier, sap, shortsword, shortbow, whip, light armor, shields (except tower); No Spellcasting Failure in Light Armor (Bard spells only).
Special Abilities: Energy Ray 1/day (psi-like ability; ML1st, 1d6-1 sonic), Bardic Music (Countersong, Fascinate, Inspire Courage +1).

Skills (28 pnts Bard):
Bluff +6 [4rnks, +2cha] [4brd]
Escape Artist +4 [2 rnks, +2dex] [2brd]
Listen +3 [4 rnks, -1wis] [4brd] [-1 Outburst]
Perform (sing) +6 [4 rnks, +2cha] [4brd]
Sense Motive +3 [4rnks, -1wis] [4brd] [-1 Outburst]
Sleight of Hand +6 [4rnks, +2dex] [4brd]
Tumble +6 [4rnks, +2dex] [4brd]
Languages: Common, Maenad, Aquan, Draconic, Elven. [2brd]

Bard Spells per Day: [Dc12+lvl] [2] [Spell levels: 0; Cast: 0]
0: Daze, Flare, Dancing Lights, Prestidigitation.

Power Point Reserve: 2

[b][u]Buffs and Prefight actions:
- None

Equipment [35lbs] (597gp)
Entertainer's Outfit
Masterwork Studded Leather Armor [15lbs] (175gp)
Masterword Rapier [2lb] (320gp)
Shortbow [2lbs] (30gp)
Quiver with 20 arrows [6lb] (2gp)
10x Dagger [10lb] (20gp)

Expendable Items: [CL] [.1lbs] (87gp 5sp)]
Potion of Cure Light Wounds[CL1st] [.1lbs] (50gp)]
Scroll of Lights (Spells: 2xDaze, Flare) [CL1st] [0lbs] (37gp 5sp)

Miscellaneous Statistics:
Encumbance: 0-38 (light), 39-76 (medium), 77-115 (heavy)
Weight carried: 35.1 lb

Character Background:
Heralding from a small Maenad coastal village, Liel is an enigma even to many of her own kind. She loves to sing above all else, and also loves being the center of attention. She performs on the streets often, singing Maenad folksongs and one or two epics along with a few ballads and other songs in Aquan and Draconic, and advertises herself as a mercenary mainly due to her magical and psionic talents, love of attention, and want for money (she is frequently penniless, as she tends to spend quite a bit of money buying rounds of ale and bear for the patrons of the local bars). She considers herself quite worldly for a Maenad, and holds those unfamiliar with her people or the “high languages of the arts” (Maenad, Aquan, and Draconic, to hear her tell it) in some contempt. She has a soft spot for her own people, whom she considers somehow above most other races, however, and rarely treats them with anything but the utmost kindness (this is rumored to be because her songs were quite popular among the residents of he home village, making her one of the most popular people there). She hates associating with other Bards or famous people, as they tend to “hog the spotlight”.

Character Personality:
In combat, Liel always attempts to be the center of attention for the audience. Preferred tactics include using Flare and Daze on her opponent as soon as they are within range, circling her foe at 10’ throwing daggers while laughing loudly, and using her Bardic Music to fascinate her foe (usually followed immediately thereafter either by a dramatically thrown dagger at the fascinated foe or the use of her Energy Ray ability on her foe).

Her shortbow sees little use as she considers it too dull a weapon, but she will use it if instructed to by her employer or if facing a flying or levitating foe.

Liel always uses her Energy Ray ability in combat, either after fascinating a foe or as her employer battles him/her. She finds it gets her a lot of attention.

On occasions where she goes more than 4 rounds without spotting her foe, she will often cast Dancing Lights in the air above her, both to please the audience and to attract her foe’s attention (though she never does this more than once per battle).

In melee, she uses her Rapier and Outburst ability, feinting frequently for dramatic effect.

Mercenary provided by Zevox.
Zevox

12-19-05, 01:30 AM
Mercenary Requirements
Cost to hire: 100 gold
Requirements: Employer must have at least 2 ranks in any Knowledge skill. [Diplomacy 5]
Will not work for Barbarians, Orcs, Half-Orcs, or Gnolls. [Diplomacy 8].

Evel Aol
Male Human
Lawful Neutral
Cleric 1, ECL 1
Deity: Oghma (God of Knowledge)

STR...13 [+1]...(5 pts)
DEX...8 [-1]...(0 pts)
CON...12 [+1]...(4 pts)
INT....12 [+1]...(4 pts)
WIS...16 [+3]...(10 pts)
CHA...10 [+0]...(2 pts)

Hit Points: 9 [1 HD] [8+1con]
AC 17, Touch 9, Flat 17 [+6 Banded Mail, +2 Heavy Wooden Shield, -1dex]
Initiative: -1 [-1dex]
BAB/Grap: +0/+1 [+0bab, +1str]
Speed 20ft

Saves:
Fort +3 [2Clr +1con]
Refl -1 [0Clr -1dex]
Will +5 [2Clr +3wis]

Attacks:
Masterwork Light Mace +2 melee, 1d6+1 [20/x2]
[0bab, +1str, +1MW]

Feats: Improved Turning(B), Skill Focus (Heal)
Racial and Class Abilities: Bonus Feat (Human); +4 skills level 1; +1 skill every level; Knowledge Domain (Cast Divination Spells at CL+1, all Knowledge skills class skills); Travel Domain (Act as under Freedom of Movement spell 1rnd/cleric level, Survival class skill); Proficient w/ all simple weapons, all armor, shields (except tower).
Special Abilities: Turn Undead (as 2nd level Cleric), Spontaneously Casting (Cure).

Skills (16Cleric):
Concentration +5 [4 rnks, +1con] [4clr]
Heal +10 [4 rnks, +3wis, +3skill focus] [4clr]
Knowledge (Arcana) +3 [2 rnks, +1int] [2clr]
Knowledge (Nature) +3 [2 rnks, +1int] [2clr]
Knowledge (Religion) +5 [4rnks, +1int] [2clr]
Languages: Common, Draconic. [0clr(cc)]

Spells per Day: [Dc13+lvl] [Domain Spells] [3/2+1] [Spell levels: 3; Cast: 1]
0: Guidance, Guidance, Cure Minor Wounds, Resistance.
1: Deathwatch, Magic Weapon, Longstrider.

Buffs and Prefight actions:
-None.

Equipment [49lbs] (562gp)
Cleric's Vestments
Banded Mail [35lbs] (250gp)]
Heavy Wooden Shield [10lbs] (7gp)]
Masterwork Light Mace [4lbs] (305gp)]

[B]Expendable Items: [CL] [0lbs] (75gp)]
Scroll of Cure Light Wounds (2 castings) [CL1st] [0lbs] (50gp)]
Scroll of Summon Monster I (1 casting) [CL1st] [0lbs] (25gp)]

Miscellaneous Statistics:
Encumbance: 0-50 (light), 51-100 (medium), 101-150 (heavy)
Weight carried: 49 lbs

Character Background:
Evel, an initiate in the clergy of Oghma, fights in the arena solely to raise money for his temple. He is concerned with spreading knowledge to those without access to proper teaching, but is deathly afraid of most barbaric peoples, and therefore his zeal is wasted on those illiterate ones. Which is well enough, since he himself still has much to learn - though he can read well enough, he cannot yet even a pen a simple letter, much less a magic scroll. Still, he is wise beyond his eighteen years, and is capable of improvising well enough in mid-battle to earn a decent income for his temple as a mercenary, which ensures his continued training therein. His only requirement for those who employ him (aside from that he not be too afraid to approach them) is that they display some measure of knowledge in one field or another - he cares not which.

Character Personality:
In battle, Evel tends to support his employer as best as he is able. He casts whichever spells he is requested to (having informed his employer beforehand of what he has prepared and what they do), and follows behind his employer at a distance of 5'-15' wherever he/she goes unless told to do otherwise. He won't enter melee combat of his own initiative unless his employer is engaged with his target, in which case he moves around to flank them unless told to do otherwise by his employer. He rarely takes the initiative on his own, requiring orders from his employer to do anything except for when his employer falls unconscious of his wounds, in which case he immediately attempts to heal him, spontaneously casting Cure Light Wounds if he hasn't used up his spell or using his scroll if he has. He will not approach closer than 15' to a Barbarian opponent (even one with only 1 level of barbarian) or an Orc, Half-Orc, or Gnoll; being frightened of them and considering them unclean.

Mercenary provided by Zevox.
MindWandererB

12-19-05, 03:48 AM
Mercenary Requirements
Cost to hire: 250 gold, 200 for Small characters.
Requirement: Will not work for anyone taller than him (employer must be <= 6' tall)

Cliffbearer
Male Half-Giant
Neutral Good
Ex-Monk level 1, Barbarian level 1 [ECL 3]

STR...18 [+4]...(10 pts) [16, +2 racial] [+4 rage]
DEX...12 [+1]...(6 pts) [14, -2 racial]
CON...12 [+1]...(2 pts) [10, +2 racial] [+4 rage]
INT....09 [-1]...(1 pts)
WIS...14 [+2]...(6 pts)
CHA...08 [-1]...(0 pts)

Hit Points: 16 [1 HD] [+4 rage]
AC 13, Touch 13, Flat 12 [+1dex, +2mnk] [-2 rage]
Initiative: +1 [1dex]
BAB/Grap: +1/+13 [+1bab, +4str, +4feat, +4build] [+2 rage]
Speed 40'

Saves:
Fort +4 [2mnk +1con +1cloak]
Refl +4 [2mnk +1dex +1cloak]
Will +5 [2mnk +2wis +1cloak] [+2 rage]
+2 racial bonus vs. fire spells and effects.

Attacks:
Quarterstaff +5 melee, 1d8+6 [20/x2] [Rage: +2 hit, +3 dmg; Shillelagh: +1 hit, dmg base 3d6+1]
Quarterstaff (flurry) +3/+3 melee, 1d8+4 [20/x2] [Rage: +2 hit, +2 dmg]
Unarmed Strike +5 melee, 1d6+4 [20/x2] [Rage: +2 hit, +2 dmg]
Longbow, Mighty Composite +2 ranged, 2d6+4 [20/x3] [110' range]
Shuriken +2 ranged, 1d3+4 [20/x2] [10' range] [Rage: +2 dmg; flurry: +0/+0]
Stomp: Reflex negates [DC 10], prone+1d4 nonlethal [20' cone]

Feats: Psionic Shot, Improved Unarmed Strike, Improved Grapple
Racial and Class Abilities: Giant type, low-light vision, fire acclimated, powerful build, naturally psionic, stomp 1/day [ML 1]; flurry of blows, unarmed strike, AC bonus; fast movement, illiteracy, rage 1/day

Skills (12 Points Monk, 3 points Barbarian):
Concentration +6 [5 rnks, +1con] [4mnk, 1 bbnCC]
Listen +7 [5 rnks, +2wis] [4mnk, 1 bbn]
Spot +6 [4 rnks, +2wis] [4mnk]
Language: Common.


Buffs and Prefight actions:
- Gain Psionic Focus (unlimited or until discharged)

Equipment [Weight] (Gold)
Monk's Outfit [0] (0)
Large Quarterstaff [8] (0)
Large Longbow, Mighty Composite [+4] [8] (600)
Quiver with 40 Large cold iron arrows [12] (8)
Pouch with 40 Large silver shuriken [8] (160)
Pouch with 40 Large shuriken [8] (8)
Cloak of Resistance +1 [2] (1000)

[B]Expendable Items: [CL] [Weight] (Gold)
Oil of Shillelagh [1] [0] (50)
Potion of Mage Armor [1] [0] (50)
Potion of Shield of Faith [1] [0] (50)
Potion of Magic Weapon [1] [0] (50)

Miscellaneous Statistics:
Encumbance: 0-100 (light), 101-200 (medium), 201-300 (heavy)
Weight carried: 46 lb
Remaining gold: 32 gp

Character Background:
Cliffbearer was the shortest half-giant among his tribe, and he could never shake off the ridicule he suffered. He even tried to apprentice himself to monks to learn how to fight effectively despite his smaller size, but his patience eventually ran thin with the training and he was never able to shake off the reputation of being nothing more than a scrappy little runt. He set off on his own, and when he discovered Gladius, he learned that he was not as little as he thought he was, and enjoyed great success in the arena. He has since adopted the raging style of some of the other combatants he has observed, and has become a potent warrior, although he still has a bit of an inferiority complex.

Character Personality:
Cliffbearer (or "Cliff") works enthusiastically with employers, especially "little guys." He will follow orders obediently unless they conflict with his alignment. He prefers wrestling if given a choice, but will fight with bow or staff if directed to do so. Against enemies larger than himself (including other half-giants or enlarged enemies], he refuses to grapple and opts for archery or the shillelagh. He will share potions with his employer if directed to, but if not, he will begin a fight with mage armor, shield of faith, and either nothing else if he plans to wrestle, shillelagh if the quarterstaff is indicated, or magic weapon if he'll be using archery. He is enthusiastic but none too bright, so he prefers straightforward tactics if left to his own devices, and has trouble remembering complex contingencies.

Mercenary provided by MindWandererB.
SoulLord

02-09-06, 03:19 PM
Mercenary Requirements
Cost to hire: 533 gold
Requirement: DC 20 wont work for those with orc blood

Kalor
(Female+Sun elf) (middle age) (looks young though)
(NG)
(Wizard 5) Abjuration specialist


STR...07 [-2]...(0 pts) [ -1 middle age]
DEX...10 [+0]...(3 pts) [ -1 middle age]
CON...12 [+1]...(5 pts) [-1 middle age]
INT....24 [+7]...(16 pts)[+2 elf +1 middle age +1 4th lvl +2 headband]
WIS...10 [+0]...(1 pts)[ +1 middle age]
CHA...09 [-1]...(0 pts) [+1 middle age]]

Hit Points:19 =5+3.5+3.5+3.5+3.5 [5HD]
AC 10, Touch 10, Flat 10 []
Initiative: +4 [0dex, 0feat]
BAB/Grap: +2/+0 [+2bab, -2str]
Speed 30

Saves:
Fort +2 [1 wiz]
Refl +3 [1 wiz] [+2 combat reflexes]
Will +4 [4 wiz]
+2 racial vs. enchantment; immune to sleep;

Attacks:

Feats:
Improved Initiative
Craft Wondrows Item
lighting reflexes


Skills (56 Points 28+7+7+7+7):54 used
(Knowledage Arcana +8 [1 rnks, +7(int) ] [1wiz]
(Knowledage Dungeon) +8 [1 rnks, +7(int) ] [1wiz]
(Knowledage Local) +8 [1 rnks, +7(int) ] [1wiz]
(Knowledage Nature) +8 [1 rnks, +7(int) ] [1wiz]
(Knowledage Religion) +8 [1 rnks, +7(int) ] [1wiz]
(Knowledage Undead) +8 [1 rnks, +7(int) ] [1wiz]
(spot) +4 [4 rnks, +0(wis)][8wiz]
(listen) +4 [4 rnks, +0(wis)][8wiz]
(concentration) +9 [8 rnks, +1(con)][8wiz]
(spellcraft) +9 [8 rnks, +1(con)][8wiz]
(Hide) +4 [4 rnks, +0(dex)][8wiz]
(move silently) +4 [4 rnks, +0(dex)][8wiz]

Languages: Common,dwarven, elven,gnomish,halfling,Draconic,(1)Orc,( 1)Goblin

forbidden schools necromancy,evocation
Spells memorized: [DcX+lvl] [4/4/3] [Spell levels: 10;
4,3,2,1 << wiz 5
4,4,3,2 << specialist
4,6,5,4 << int 24
6+10+12=28/3=10

Cast: (1/3 of spell-levels)]
0: detect Magic x 4
1: shield,enlarge person, magic weapon
2: invisibility, glitterdust, mirror image,alter self
3: Dispel Magic x 3 , Arcane sight

Spellbook:
0: (All cantrips minus spells from prohibited schools in case of specialist wizard)
1: 1 shield, 2 enlarge person,3 magic weapon,4 protection from evil,5 protection from chaos, 6 protection from law, 7 grease, 8 obscuring mist 9 sleep 10 silent image
2: 1 invisibility,2 glitterdust, 3 mirror image, 4alter self
3: 1 Dispel Magic, 2 Arcane Sight


Buffs and Prefight actions:


Equipment [Weight] (Gold)
self-crafted
Headband of Intellect +2 2,000 gp
Spell component pouch x2 (5)

[B]Expendable Items: [CL] [Weight] (Gold)]
Scroll of Dispel Magic x2 [(CL5)] [375 gp]
potion of pass without trace 50gp

Miscellaneous Statistics:
Encumbance: 0-23 (light), 24-46 (medium), 47-70 (heavy)
Weight carried: 10 lb

Character Background:
Kanadaria was brought from the elven lands to pay off a family debt and raise enough money to build a dowry so good, that she'll have her pick of pretenders to her hand many fans of the arena angry at flying, invisible ,running opponents arranged for her to be added to the mercenary roster in hopes of being able to see more of a match.

Character Personality:
Kandaria will begin by casting invisibility & arcane sight this let's her view all magic auras with a sucessful spellcraft check, she then follows his employeer once her foe is detected she will use a targeted dispel magic on him followed up by counterspells using dispel Magic.

Hopefully this will be enough advantage for her employer to finish his foe.

Mercenary provided by SoulLord.
Zevox

02-09-06, 06:45 PM
Mercenary Requirements
Cost to hire: 300 gold
Requirement: Will not work for Chaotic characters [Diplomacy 6]

Belark Methren
Male Duergar (Psionic)
Medium Humanoid (Dwarf, Psionic)
Lawful Evil
Psychic Warrior 2/LA +1 [ECL 3]

STR...16 [+3]...(10 pts)
DEX...12 [+1]...(4 pts)
CON...16 [+3]...(6 pts) [14, +2racial]
INT....8 [-1]...(0 pts)
WIS...13 [+1]...(5 pts)
CHA...4 [-3]...(0 pts) [8, -4racial]

Hit Points: 18 [2 HD] [8PWar + 4.5PWar + (3*2)con]
AC 15 (1dex, +4armor), Touch 11, Flat 14 [+4 Spiked Mithral Chain Shirt] [+4 dodge vs giant-type, -2 Expanded]
Initiative: +1 [1dex]
BAB/Grap: +1/+8 [+1bab, +3str, +4feat] [+5 (4size +1str) Expansion, +4 Grip of Iron]
Speed 30ft [+15ft Skate]

Saves:
Fort +6 [3PWar +3con]
Refl +1 [0PWar +1dex]
Will +1 [0Pwar +1wis]
+2 racial vs spells and spell-like effects; Immune Paralysis, Phantasms, and Posion

Attacks:
Normal
Masterwork Scythe +5 melee, 2d4+4 [20/x4]
[1bab, +3str, +1MW]
Armor Spikes +4 melee, 1d6+3 [20/x2]
[1bab, +3str]
Masterwork Composite Longbow (str+3) +3 ranged, 1d8+3 [20/x3] [110' range]
[1bab, +1dex, +1MW]

Expanded
Masterwork Scythe +5 melee, 2d4+6 [20/x4]
[1bab, +4str, +1MW, -1size]
Armor Spikes +4 melee, 1d6+4 [20/x2]
[1bab, +4str, -1size]
Masterwork Composite Longbow (str+3) +1 ranged, 1d8+3 [20/x3] [110' range]
[1bab, +0dex, +1MW, -1size]

Feats: Improved Unarmed Strike, Improved Grapple, Speed of Thought
Racial and Class Abilities: Darkvision 120ft; Stability; Stonecutting; Naturally Psionic; Light Sensitivity; Immune Paralysis, Phantasms, and Posion; Bonus Feat (PWar1); Bonus Feat (PWar2)
Special Abilities: Psi-like Abilities (1/day - Expansion, Invisibility [ML 3rd])

Skills (5PWar):
Hide +1 [0rnks, +1dex]
Listen +2 [0rnks, +1wis, +1racial]
Move Silently +7 [2.5rnks, +1dex +4racial] [5PWarCC]
Spot +2 [0rnks, +1wis, +1racial]
Languages: Common, Dwarven, Undercommon.

Powers Known: [DC11+lvl] [2] [Power Points: 5; Use: 2]
1: Grip of Iron, Skate.

Buffs and Prefight actions:
Apply Medium Spider Venom to armor spikes.

Equipment [29 lbs] (2,170 gp)
Spiked Mithral Chain Shirt [10 lbs] (1,150 gp)]
Masterwork Scythe [10 lbs] (318 gp)]
Masterwork Composite Longbow (str+3) [3 lbs] (700 gp)]
Quiver with 40 arrows [6 lbs] (2 gp)]

[B]Expendable Items: [CL] [4 lbs] (250 gp)]
Tanglefoot Bag [4 lbs][50 gp]
Powerstone of VigorA [ML 2nd] [0 lbs][50 gp]
Medium Spider Vemon [0 lbs][150 gp]

Miscellaneous Statistics:
Encumbance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Expanded: 0-100 (light), 101-200 (medium), 201-300 (heavy)
Weight carried: 33 lb

Character Background:
Raised in a typical Duergar community in the Underdark, Belark loves combat, and he loves fighting dirty. Even some of his own kind cannot stand him, for he is obsessed with fighting, especially wrestling, and loves using poisons to weaken his foes so that they have no chance of overpowering him in close. He fights in a very methodical fassion, but this is because he has found it to be an effective fassion to fight in. He left his home community a few years back when he heard from some returning traders of the great arena in the surface city of Gladius, and he immediately signed up when he arrived. The only thing that keeps him from being a gladiator rather than a mercenary is his other great obsession: his greed. He likes having a solid base fee for his income, plus gaining a chunk of his employer's gains, rather than being totally reliant on victory to gain a satisfactory amount of money. He has few requirements for his employers, but he will not abide those who do not understand his preference for methodical combat.

Character Personality:
In fights, Belark fights dirty. No matter what his instructions from his employer are, he always begins by going invisible. His favored practice afterwards is to use his various means of increasing his grappling ability (Expansion, Grip of Iron, Vigor) and then to seek out his foe and grapple him into oblivion, using the posion he always coats his armor spikes with to weaken them and make the grapple even easier for him. Against particularly agile opponents he uses his tanglefoot bag before grappling to put them at a disadvantage. Against a speedy foe he uses his Skate power to catch them.

At his employer's request he will (albeit grudgingly) apply his poison to his scythe or an arrow instead, and he will eschew most of his conventional strategies if his employer is adamant (in this case he still always starts invisible and uses Grip of Iron during a dull moment in case an opportunity to grapple arises). If a good opportunity to grapple is given to him he will always take it unless his employer has ordered him to throw his tanglefoot bag or deliver his poison via his scythe or bow (and even so he will still switch to grappling once the bag is used or the poison has been delivered and a good opportunity arises).

Like most of his race he hates giants, but in his case this is manifested in a great competitiveness towards them. Whenever he sees a giant-type foe, he always uses his strategy of Invisibility => Expansion => Vigor => Grip of Iron => Grapple, regardless of his employer's orders, due to his eagerness to prove that he is a better wrestler than the larger giants. If he knows in advance that he is fighting a giant, he will also always apply his poison to his armor spikes, regardless of orders to the contrary.

Mercenary provided by Zevox.
malakaiunseen

02-10-06, 04:46 AM
Cost to hire: 666 gold
Mercenary Requirements:
Johan does not enjoy working with good characters(10 Intimidate), and if he does, charges an extra 250gp(13 Diplomacy)(or 15 Bluff to ignore both.)
He doesn't particularly enjoy working with lawfull characters either, but will for an extra 100gp(10 Diplomacy.)
He prefers to fight alongside other melee characters(-2to other DCs if melee.)
He enjoys fighting with evil characters. He charges only his base cost to these characters, and offers a 10% discount to anyone evil with a sneak attack.


Johan the "Long Knife"
Male Human
CN
Rogue6
http://www.cache.daz3d.com/galleries/artwork/5/1489T.jpg
STR...12 [+1]...(4 pts)
DEX...18 [+4]...(13 pts) (+1 lvl4)
CON...12 [+1]...(4 pts)
INT.... 8 [-1]...(0 pts)
WIS...10 [+0]...(2 pts)
CHA...10 [+0]...(2 pts)

Hit Points: 29(.5) [6HD: 6 + (5*3.5) + (6*1con)]
AC: 21(22), Touch 14(15), Flat 17 [+4 dex, +5 armour, +2 shield, (+1 dodge)]
Initiative: +4 [+4dex]
BAB/Grap: +4/+5 [+4bab, +1str]
Speed: 30ft

Saves:
Fort: +3 [+2rog6, +1con]
Ref: +9 [+5rog6, +4dex] [Evasion]
Will: +2 [+2rog6]

Attacks:
+1 Shortsword +10 melee: 1d6+2(+3d6 sneak attack) [19-20/x2]
Full Attack:
+1 Shortsword (On-hand): +8 melee, 1d6+2(+3d6 sneak attack) [19-20/x2]
MW Shortsword (Off-hand): +7 melee, 1d6(+3d6 sneak attack) [19-20/x2]
Ranged
MW Mighty(+1str)Composite Shortbow: +9 ranged, 1d6+1 [x3] [70' range]
Dagger(x2): +8 ranged, 1d4+1 [19-20/x2] [10' range]

Feats: Dodge(Human), Weapon Finesse(lvl1), Weapon Focus: Shortsword(lvl3), Two Weapon Fighting(lvl6)
Racial and Class Abilities: Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge, Sneak Attack +3d6

Skills 72points rogue6(incl. 9 human):
Appraise +4 [5 rnks, -1int] [5rog]
Bluff +9 [9 rnks] [9rog]
Diplomacy +9 [5 rnks, +4 synergy(bluff, sense motive)] [5rog]
Escape Artist +9 [5 rnks, +4dex][5rog]
Hide +13 [9 rnks, +4dex] [9rog]
Listen +9 [9 rnks] [9rog]
Move Slently +13 [9 rnks, +4dex] [9rog]
Spot +9 [9 rnks] [9rog]
Sense Motive +5 [5 rnks, ] [5rog]
Sleight of Hand +13 [7 rnks, +4dex, +2 synergy(bluff)] [7rog]
Languages: Common


Equipment: [Weight](Gold5600 - 5565=35gp remaining)
(Free weightless outfit)
+1 Chain Shirt [25lbs] (1100gp)]
+1 Buckler [5] (1015gp)]
+1 Shortsword [2lbs] (2310gp)]
MW Shortsword [2lbs] (310gp)]
MW Mighty(+1str) Composite Shortbow [2lbs] (475gp)]
Dagger(x2)[2lbs] (4gp)]

Expendable Items: [CL] [Weight] (Gold)]
Potion of Invisiblity[CL3] (300gp)
Quiver with 20 arrows [3lbs] (1gp)
Potion of Cure Light Wounds[CL1] (50gp)

Miscellaneous Statistics:
Encumbance: 0-43 (light), 44-86 (medium), 87-130 (heavy)
Weight carried: 41 lbs (light load)

Character Background:
Johan was borne in Gladius, the unfortunate son of a sailor and a barwench, who died giving birth to him. Growing up on the streets, he survived his youth by slitting purse strings of the wealthier passers by, and then dissapearing to the shadows. He eventually drew the attention of the local thieves guild, and Johan grudgingly joined their ranks. Despite his rough upbringing and less than impressive intellect, "the Long Knife" as he became known, is capable of sympathy and does not consider himself very well cut out for the nastier jobs that his bosses have him carry out. However, as his combat skills have improved, Johan has relished the advantage he finds over swordsmen of less skill and he has decided to try his luck as a merc in the ring.

Character Personality:
-When fighting with or against casters or ranged combatants, Johan will either skulk off to a side, and move into a position from which he will be able to strike from behind once the opponent is engaged, or, use his bow.
-When fighting with other melee character however, Johan is quite confident, and will usually throw insults at his opposition. He will stay fairly close to his ally and try to flank once engaged.
-He will drink his potion of CLW when he drops to or below 20hp.
-His potion of invisibility he uses as a fallback option. If he has already taken his CLW and gets dropped to or below 8hp he will gulp his potion of invis. and will only rejoin the fight if the odds are strongly in his favor.
-If at all possible, Johan will avoid fighting animals or undead and choose another target if there is one.

Mercenary provided by malakaiunseen.
MindWandererB

02-14-06, 01:55 AM
Mercenary Requirements
Cost to hire: 533 gold, or 400 gold to anyone with the [Failure] tag.
Requirement: Will not work for anyone with the [Great Renown] tag (Diplomacy 10).

Simaro Arnerl
Male Gray Elf (Medium Humanoid (elf))
Lawful Neutral
Wizard (Transmuter) 5 (Prohibited: Necromancy, Enchantment)

STR...6 [-2]...(0 pts) [-2 Racial]
DEX...16 [+3]...(6 pts) [+2 Racial]
CON...10 [+0]...(4 pts) [-2 Racial]
INT....20 [+5]...(13 pts) [+2 Racial, +1 lvl 4]
WIS...10 [+0]...(2 pts)
CHA...8 [-1]...(0 pts)

Hit Points: 17 [5 HD] [4+2.5*4+3]
AC 14, Touch 14, Flat 10 [+3dex, +1deflection] [+4 Mage Armor]
Initiative: +3 [3dex]
BAB/Grap: +2/+0 [+2bab, -2str]
Speed 30

Saves:
Fort +2 [1wiz +0con +1resistance]
Refl +5 [1wiz +3dex +1resistance]
Will +5 [4wiz +0wis +1resistance]
+2 racial vs. enchantment; immune to magical sleep

Attacks: [+2bab, +3dex]
Rapier +5 melee, 1d6-2 [18-20/x2]
Dagger +5 melee/ranged, 1d4-2 [19-20/x2] [10' range]
LongbowMa +6 ranged, 1d8-2 [20/x3] [100' range]
Touch attack +5 melee/ranged

Feats: Scribe Scroll, Toughness, Weapon Finesse, Craft Wand
Racial and Class Abilities: Low-light vision, Immune to sleep effects, +2 vs. enchantments, Elf weapon proficiencies, +2 Listen/Spot/Search; Summon Familiar

Skills (50 Points Wizard):
Concentration +8 [8 rnks, +0con] [8wiz]
Escape Artistcc +7 [4 rnks, +3dex] [8wizcc]
Hidecc +3 [0 rnks, +3 dex]
Knowledge (arcana) +13 [8 rnks, +5int] [8wiz]
Listencc +9 [4 rnks, +0wis, +2racial, +3 familiar] [8wizcc] [+2 when familiar is adjacent]
Move Silentlycc +3 [0 rnks, +3 dex]
Spellcraft +15 [8 rnks, +5int, +2synergy] [8wiz] [+2 Transmutation]
Spotcc +6 [4 rnks, +0wis, +2racial] [8wizcc] [+2 when familiar is adjacent]
Tumblecc +4 [1 rnks, +3dex] [2wizcc]
Languages: Common, Elven, Draconic, Gnome, Gnoll, Orc.


Spells memorized: [Dc15+lvl] [4/5/3/2 +1T/lvl] [Spell levels: 23; Cast: 8]
0: Flare, Light, MendingT, Prestidigitation, Resistance
1: Enlarge PersonT, Reduce PersonT, JumpT, Shocking Grasp, Shocking Grasp, Shield
2: Invisibility, Resist Energy, Spider ClimbT, Glitterdust
3: Dispel Magic, Flame ArrowT, FlyT

Spellbook:
0: (All cantrips minus spells from Necromancy and Enchantment)
1: Enlarge Person, Reduce Person, Magic Missile, Mage Armor, Jump, Shocking Grasp, Shield, Protection from Evil, Protection from Good
2: Invisibility, Resist Energy, Spider Climb, Glitterdust
3: Dispel Magic, Fly, Flame Arrow [250 gp]

Buffs and Prefight actions:
Identify scrolls

Equipment [Weight] (Gold)
Scholar's Outfit [0] (0)
Rapier [2] (20)
Dagger [1] (2)
LongbowMa [3] (375)
Quiver with 40 Cold Iron arrows [6] (4)
Quiver with 20 Silver arrows [3] (41)
Cloak of Resistance +1 [1] (1000)
Ring of Protection +1 [0] (2000)
Spell Component Pouch [2] (5)
Spellbook [3] (15) [at home]

[B]Expendable Items: [CL] [Weight] (Gold)
Wand of Magic Missile [1] [0] (375C)
Scroll of Mage Armor x2 [1] [0] (25C)
Scroll of Protection from Evil [1] [0] (12.5C)
Scroll of Protection from Good [1] [0] (12.5C)

Miscellaneous Statistics:
Encumbance: 0-20 (light), 21-40 (medium), 41-60 (heavy)
Other expenses: 250 gp spells (3rd x1), 100 gp familiar
Weight carried: 18 lb

Hit Points: 8. Hit Dice: 5.
Initiative: +2
Speed: 5 ft., fly 40 ft. (good)
Armor Class: 19, touch 16, flat 17 [+4 size, +2 dex, +3 natural]
BAB/Grapple: +2/-15 [+2bab, -5str, -12 size]
Attack: Touch +1 melee (0)
Space/Reach: 1 ft. / 0 ft.
Special Qualities: Blindsense 20 ft., low-light vision; Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 4
Skills: Hide +14, Listen +12, Move Silently +6, Spot +12
Feat: Alertness

Character Background:
Simaro was a small and weakly child, and despite the egalitarian nature of elven upbringing, he frequently found himself bullied and oppressed by other children. His talent for magic slowly turned the tables on his rivals, and he eventually set out to support underdogs everywhere. He tries to make every fight as fair as possible, although he will of course have a bias toward his own employer.

Character Personality:
Simaro's main objective is to nullify his opponent's advantages. Jump, Spider Climb, and Fly are used on his employer to eliminate an opponent's advantage of mobility, Resist Energy to protect against applicable spells, Enlarge Person to even odds in melee, Reduce Person to create parity in ranged combat and stealth, Protection from Evil/Good to cancel out summons, Glitterdust and Invisibility against an opponent's invisibility, and Dispel Magic for anything else. He prefers not to use spells to increase advantages that his employer already has--for instance, if his employer is a halfling rogue going up against a barbarian, Simaro will prefer to use his wand of Magic Missile to even out the gladiators' hit points rather than using Reduce Person, Invisibility, and Spider Climb to increase the rogue's strengths further. A Diplomacy check (DC 20) is required to get him to follow different tactics. He will rarely use spells to buff himself (except for Mage Armor, which he usually uses), but if he has nothing better to do he will take up a safe vantage point with Spider Climb, Fly, or Jump, protect himself with Shield, and fire away with Magic Missiles or Flame Arrow-enhanced bow shots.

Mercenary provided by MindWandererB.
TelinArtho

05-31-06, 12:56 PM
Mercenary Requirements
Cost to hire: 200 gold
Requirement: non-lawful
Will not work for members of TLT (Diplomacy 5)
Gives preference to members of the EHTC

Turen Gill
Human male
Neutral Evil
Rogue 1/Fighter 1 (ECL2)

STR...12 [+1]...(4 pts)
DEX...16 [+3]...(10 pts)
CON...12 [+1]...(4 pts)
INT...13 [+1]...(5 pts)
WIS...8 [-1]...(0 pts)
CHA...10 [--]...(2 pts)

Hit Points: 13 [2 HD]
AC 16, Touch 13, Flat 13 [+3 dex, +3 armor]
Initiative: +3 [3dex]
BAB/Grap: +1/+2 [+1bab, +1str]
Speed 30

Saves:
Fort +3 [+2 fighter, +1 str]
Refl +5 [+2 rogue, +3 dex]
Will -1 [-1 wis]

Attacks:
[Ma] Rapier +5 melee (+1 bab, +3 dex, +1 enh) 1d6+1 dmg, 18-20/x2
[Ma] Light Crossbow +5 ranged (+1 bab, +3 dex, +1 enh) 1d8 dmg, 19-20/x2, 80ft range increment
3 Daggers +4 melee/ranged (+1 bab, +3 dex) 1d4+1 dmg, 20/x2, 10ft range increment

[+1d6 Sneak Attack]

Feats: Expertise (1st), Improved Trip (human), Weapon Finesse (fighter1)
Racial and Class Abilities: Bonus feat, bonus skill points; Sneak Attack +1d6, Trapfinding
Special Abilities: Sneak Attack +1d6

Skills (40 rogue, 4 fighter):
+4 Bluff [4 rogue] (4 ranks)
+7 Disable Device [4 rogue, +3 dex] (4 ranks)
+7 Escape Artist [4 rogue, +3 dex] (4 ranks)
+4 Handle Animal [4 fighter] (4 ranks)
+7 Hide [4 rogue, +3 dex] (4 ranks)
+3 Listen [4 rogue, -1 wis] (4 ranks)
+7 Move Silently [4 rogue, +3 dex] (4 ranks)
+7 Open Locks [4 rogue, +3 dex] (4 ranks)
+5 Search [4 rogue, +1 int] (4 ranks)
+3 Sense Motive [4 rogue, -1 wis] (4 ranks)
+3 Spot [4 rogue, -1 wis] (4 ranks)

Languages: Common, Elven

Buffs and Prefight actions:

Equipment [Weight] (Gold)
(Free weightless outfit)
[Ma] Studded Leather Armor [20lbs] (175gp)
[Ma] Rapier [2] (320gp)
[Ma] Light Crossbow [4] (335gp)
3 Daggers [3] (6gp)
Gray Bag of Tricks [0] [900gp]

[B]Expendable Items: [CL] [Weight] (Gold)]
20 Crossbow bolts [2] (2gp)
2 Tanglefoot bags [8] (100gp)
Potion of Cure Light Wounds [0.1] (50gp)
122gp left

Miscellaneous Statistics:
Encumbance: 0-43 (light), 44-86 (medium), 87-130 (heavy)
Weight carried: 39.1 lb

Character Background:
Turen is the essential in low cost - high efficiency back-up. Ruthless and cruel at times, Turen has already made a name for himself as a hired sword and is known for his dirty fighting (stabbing people in the back). Although he has never been known to go back on his word, his word is only as good as the money paid to him.

Turen hails from within Gladius, a street-brat from Valhamya in the north-east corner of the city. An urchin as a child, he eventually wormed his way in with some unsavory types who taught him what little tricks he knows.

Character Personality:
Turen does not like one-on-one confrontation. He'd much rather get in from behind and flank the opponents. If he's ever asked to lead the way - he's more likely to hide off in the shadows and wait for an opportunity to come in from behind, than blaze the trail for his employer.

Turen's own personality is grating and harsh - and as such - he's not well liked among civilized people. Those of good alignment would cringe to be in his company and a paladin would have nothing to do with a man of his rapport.

Turen, as an opportunist, is more likely to take on the weakest or most distracted foe first - if given the option. If he is forced into a one-on-one confrontation, but an escape is possible - he'll likely go for the escape to try to set up a better opportunity.

If an escape route is not evident, Turen will try to hinder his foe as best he can with his tanglefoot bags, or by tripping.

Mercenary provided by TelinArtho.
MindWandererB

05-31-06, 05:14 PM
Mercenary Requirements
Cost to hire: 300 gold
Requirement: Costs 250 to Lawful characters; Will not work for members of the PSI or EHTC guilds (Diplomacy or Bluff 9).

Bedina Cassan
Female Xeph (Medium Humanoid (Xeph, Psionic))
Lawful Neutral
Monk 3

STR...10 [+0]...(4 pts) [12, -2 racial]
DEX...18 [+4]...(10 pts) [16, +2 racial]
CON...10 [+0]...(2 pts)
INT....11 [+0]...(3 pts)
WIS...14 [+2]...(6 pts)
CHA...08 [-1]...(0 pts)

Hit Points: 17 [3 HD]
AC 16, Touch 16, Flat 12 [10 base, +4dex, +2wis] [+4 Mage Armor]
Initiative: +4 [4dex]
BAB/Grap: +2/+2 [+2bab, +0str]
Speed 50'

[b]Saves:
Fort +4 [3monk +0con +1res]
Refl +8 [3monk +4dex +1res] [Evasion]
Will +6 [3monk +2wis +1res]
+1 vs. powers and spells; +2 vs. enchantment

Attacks:
Unarmed Strike +6 or +4/+4melee, 1d6 [20/x2] [Stunning Fist: DC 13, 3/day]
Cold Iron Kama +7 or +5/+5 melee, 1d6 [20/x2] [Trip: +2]
Alchemical Silver Sai +7 or +5/+5 melee or ranged, 1d4-1 [20/x2] [Disarm: +7 or +5/+5]
Light Crossbow +7 ranged, 1d8 [19-20/x2] [80' range] [Silver bolts: 1d8-1]
Shuriken +6 or +4/+4 ranged, 1d2 [20/x2] [10' range] [Silver: 1d2-1]

Feats: Speed of Thought, Weapon Finesse, Improved Unarmed Strike, Stunning Fist, Deflect Arrows
Racial and Class Abilities: 60' Darkvision, Naturally Psionic, Burst; Flurry of Blows, Evasion, Still Mind.

Skills (24 Points Monk):
Balance +6 [0 rnks, +4dex +2synergy]
Climb +6 [6 rnks, +0str] [6mnk]
Hide +4 [0 rnks, +4dex]
Jump +8 [6 rnks, +0str, +2 synergy] [6mnk]
Listen +8 [6 rnks, +2wis] [6mnk]
Move Silently +4 [0 rnks, +4dex]
Spot +2 [0 rnks, +2wis]
Tumble +12 [6 rnks, +4dex, +2 synergy] [6mnk]
Languages: Common, Xeph

Buffs and Prefight actions:
- Gain Psionic Focus

Equipment [Weight] (Gold)
Traveler's Outfit [0] (0)]
Cold Iron KamaMa [2] (304)]
Alchemical Silver SaiMa [1] (321)]
Light CrossbowMa [4] (335)]
Case with 30 cold iron bolts [3] (6)]
Case with 30 alchemical silver bolts [3] (63)]
Pouch with 15 cold iron shuriken [1.5] (6)]
Pouch with 10 alchemical silver shuriken [1] (22)]
Cloak of Resistance +1 [1] (1000)]
Tanglefoot Bag x3 [12] (150)]

[B]Expendable Items: [CL] [Weight] (Gold)]
Potion of Jump [1] [.1] (50)]
Potion of Mage Armor [1] [.1] (50)]
Tattoo of Skate [1] [0] (100)]
Oil of Magic Weapon [1] [.1] (50)]

Miscellaneous Statistics:
Encumbance: 0-33 (light), 34-66 (medium), 67-100 (heavy)
Weight carried: 28.8 lb

Character Background:
Bedina comes from the small Xeph city of Cassan in the Kiari desert. At the time, crime was rampant; Bedina had many friends and relatives who were victims of extortionists and other organized criminals. To strike against this menace, Bedina trained at the Gold Sun monastery, where she improved her skills at catching and subduing foes. When she returned to Cassan, she quickly helped the local authorities in almost completely eliminating crime. It was a great challenge, however, and she nearly lost her life on multiple occasions. To hone her skills to perfection, Bedina has come to Gladius, where she hires herself out as a bounty hunter and mercenary, but only for a cause she believes is just.

Character Personality:
After protecting herself with Mage Armor, Bedina uses her expendables and her Burst ability to quickly catch up to foes. She then uses Stunning Fist and tanglefoot bags to try to keep them there while her employer catches up. She knows she's not particularly strong or durable, so if Stunning Fist fails or expires, she will fight defensively using Tumble, and try to trip or disarm her foe while holding out for help. She uses attacks of opportunity to trip a foe that tries to escape.


Mercenary provided by MindWandererB.
MindWandererB

05-31-06, 06:03 PM
Mercenary Requirements
Cost to hire: 300 gold
Requirement: Costs 250 to Lawful characters; Will not work for members of the PSI or EHTC guilds (Diplomacy or Bluff 9).

Bedina Cassan
Female Xeph (Medium Humanoid (Xeph, Psionic))
Lawful Neutral
Ex-Barbarian 1/Fighter 2

STR...10 [+0]...(4 pts) [12, -2 racial]
DEX...18 [+4]...(10 pts) [16, +2 racial]
CON...10 [+0]...(2 pts)
INT....14 [+2]...(6 pts)
WIS...10 [+0]...(2 pts)
CHA...09 [-1]...(1 pts)

Hit Points: 23 [3 HD]
AC 18, Touch 14, Flat 14 [10 base, +4dex, +4armor]
Initiative: +4 [4dex]
BAB/Grap: +3/+3 [+3bab, +0str]
Speed 40'

[b]Saves:
Fort +4 [2bbn +2ftr +0con +1res]
Refl +8 [0bbn +0ftr +4dex +1res] [Evasion]
Will +6 [0bbn +0ftr +0wis +1res]
+1 vs. powers and spells; +2 vs. enchantment

Attacks:
Cold Iron Spiked Chain +8 melee, 2d4 [20/x2] [10' reach] [+12 Trip, +14 Disarm]
Silver Rapier +8 melee, 1d6-1 [18-20/x2]
Longbow +8 ranged, 1d8 [20/x3] [100' range] [Silver arrows: 1d8-1]

Feats: Exotic Weapon Proficiency (Spiked Chain), Weapon Finesse, Combat Expertise, Improved Trip
Racial and Class Abilities: 60' Darkvision, Naturally Psionic, Burst; Fast Movement.

Skills (24 Points Barbarian, 8 points Fighter):
Climb +6 [6 rnks, +0str] [4bbn, 2ftr]
Hide +4 [0 rnks, +4dex]
Jump +8 [6 rnks, +0str] [4bbn, 2ftr]
Listen +4 [4 rnks, +0wis] [4bbn]
Move Silently +4 [0 rnks, +4dex]
Spot +3 [3 rnks, +0wis] [4bbnCC, 2ftrCC]
Swim [4 rnks, +0str] [4bbn, 2ftr]
TumbleCC +6 [2 rnks, +4dex] [4bbnCC]
Languages: Common, Xeph, Halfling, Goblin.

Buffs and Prefight actions:
- Gain Psionic Focus

Equipment [Weight] (Gold)
Traveler's Outfit [0] (0)]
Mithral Chain Shirt [10] (1100)]
Cold Iron Spiked ChainMa [10] (350)]
Alchemical Silver RapierMa [2] (340)]
LongbowMa [3] (375)]
Quiver with 20 cold iron arrows [3] (2)]
Quiver with 20 alchemical silver arrows [3] (41)]

[B]Expendable Items: [CL] [Weight] (Gold)]
Potion of Jump [1] [.1] (50)]
Potion of Protection from Evil [1] [.1] (50)]
Tattoo of Skate [1] [0] (100)]
Oil of Magic Weapon [1] [.1] (50)]

Miscellaneous Statistics:
Encumbance: 0-33 (light), 34-66 (medium), 67-100 (heavy)
Weight carried: 31.3 lb

Character Background:
Bedina comes from the small Xeph city of Cassan in the Kiari desert. At the time, crime was rampant; Bedina had many friends and relatives who were victims of extortionists and other organized criminals. Bedina began her career in catching and subduing foes out of sheer passion, channeling her rage and indignation into a destructive force against the criminal element. After several near-death experiences, she realized that fury would only take her so far, and she began a more dispassionate, strategic style of combat. To hone her skills to perfection, Bedina has come to Gladius, where she hires herself out as a bounty hunter and mercenary, but only for a cause she believes is just.

Character Personality:
Bedina uses her expendables and her Burst ability to quickly catch up to foes. She then uses Improved Trip to try to keep them there while her employer catches up. She knows she's not particularly strong or durable, so her opponent turns out to be too much for her, she will fight defensively using Combat Expertise, and try to trip and/or disarm her foe while holding out for help. She uses attacks of opportunity to trip a foe that tries to escape. When her employer arrives, she uses Improved Trip and disarm attempts to neutralize her foe, usually delaying until after her opponent's action so that she can set herself up to provide her employer with a flanking bonus.


Mercenary provided by MindWandererB.
Ariel23

06-01-06, 02:58 AM
Mercenary Requirements
Cost to Hire: 300 gold
May not have Animal allies [Diplomacy 10]

Hansel
Male Human
Neutral Evil
Ranger 2 / Fighter 1

http://www.geocities.com/jeremycalton/Hansel.jpg

STR...14 [+2]...(6 pts)
DEX...14 [+2]...(6 pts)
CON...10 [+0]...(2 pts)
INT....13 [+1]...(5 pts)
WIS...14 [+2]...(6 pts)
CHA...8 [-1]...(0 pts)

Hit Points: 18 [3 HD] [8 +4.5 +5.5]
AC 16, Touch 12, Flat 14 [+4 chain, +2 dex]
Initiative: +2
BAB/Grap: +3/+5
Speed 30 ft

Saves:
Fort +5 [3ranger, 2ftr]
Refl +5 [3ranger, 2dex]
Will +2 [2wis]

Attacks: [+2 damage vs Animals]
[Ma] Sickle ....................... +6 melee, 1d6+1 [20/x2] [+3 bab, +2 str, +1 mwk]
[Ma] Flail .......................... +6 melee, 1d8+2 [20/x2] [Disarm +12] [+6 melee, +2 flail, +4 feat]
Bolas ............................... +5 ranged touch, 1d6+2 non-lethal [20/x2] [10 ft]
[Ma] Mighty (+2) Longbow .. +6 ranged, 1d8+2 [20/x3] [110 ft]
Two-Weapon Fighting
[Ma] Sickle ....................... +4 melee, 1d6+1 [20/x2]
[Ma] Flail ......................... +4 melee, 1d8+2 [20/x2] [Disarm +10]

Feats: EWP (Bola), Combat Expertise, TrackB, Improved DisarmB, Improved Trip, Two-Weapon FightingB
Racial and Class Abilities: Favored Enemy (Animals), Wild Empathy

Skills (40 Rgr, 4 Ftr):
Climb ............................... +2 [1 rnk, +2str, -1 ACP] [1ftr]
Heal ............................... +8 [6 rnks, +2wis] [6rgr] [Detect condition of 3 HD creatures]
Hide ............................... +1 [+2dex -1 ACP]
Knowledge (dungeoneering).. +6 [5 rnks, +1int] [5rgr]
Knowledge (nature) ........... +7 [6 rnks, +1int] [6rgr]
Knowledge (geography) ...... +2 [1 rnks, +1int] [1rgr]
Jump ............................... +2 [1 rnk, +2str, -1 ACP] [1ftr]
Listen .............................. +8 [6 rnks, +2wis] [6rgr] [+2 vs animals]
Move Silently .................... +5 [4rnks, +2dex -1 ACP] [4rgr]
Sense Motive .................... +2 [+2wis] [+2 vs animals]
Spot ............................... +8 [6 rnks, +2wis] [6rgr] [+2 vs animals]
Survival ........................... +8 [6 rnks, +2wis] [6rgr] [+2 vs animals]
Swim .............................. +2 [2 rnks, +2str, -2 ACP] [2ftr]
Languages: Common, Sylvan

Equipment [Weight] (Gold)
Soiled hunter's garb [--] (--)
[Ma] Chain Shirt [25 lbs] (250 gp)
[Ma] Flail [5 lbs] (308 gp)
Flail [5 lbs] (8 gp)
[Ma] Sickle [2 lbs] (306 gp)
Silver Sickle [2 lbs] (26 gp) [-1 damage]
Bolas x5 [10 lbs] (25 gp)
[Ma] Mighty (+2) Composite Longbow [3 lbs] (600 gp)
Quiver with 20 arrows [3 lbs] (1 gp)
10 cold iron arrows [1.5 lbs] (1 gp)
8 silver arrows [1.2 lbs] (16.4 gp)
Wand of CLW [CL 1] [--] (750 gp) [50 charges]
Purse with 108.6 gp

Expendable Items: [CL] [Weight] (Gold)]
Potion of Hide from Animals [CL 1] [0.1 lbs] (50 gp)
Potion of Protection from Good [CL 1] [0.1 lbs] (50 gp)

Miscellaneous Statistics:
Encumbance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 57.9 lbs

Character Background:
Hansel has divulged little of his own past, but others say that he was a cruel and wicked child. He loved to torture small animals and pull the wings off little birds. He delighted in their cries and their suffering. As an adult, his cruelties spread to his own kind; once his secret was discovered, he became an outcast. He disappeared into the High Forest, supporting himself as a hunter...for a time. Years later, Hansel emerged from the wood, desperate to satiate his proclivity for pain. In his search for creatures which would be more prone to crying, screaming, and begging for mercy, he found the ideal location in Gladius. He soon became a good fighter, but his instincts for a slow kill kept him from winning in the Coliseum. Hansel now hires himself as a sellsword, earning a living through inflicting pain and fear.

Character Personality:
Hansel prefers to melee so that he can see the terror in his opponent's eyes. He likes to toy with enemies that are weaker than him, but he is a coward at heart: if given a choice, he will attack an animal or defenseless target first. Against a dangerous opponent, he will use Combat Expertise and trip with both weapons in melee, or use bolas, until the opponent is prone.
Hansel's preferred method of attack is to try to trip with a bola at close range (30' or less), then move to base the prone opponent while drawing his sickle. Once in melee, he will continue to trip with his sickle and disarm with his flail before attacking to kill.
Hansel's bow is primarily for hunting, but he will not hesitate to use it in the arena if circumstances warrant. He will never use his wand to heal an ally unless it is the only way to avoid losing the fight. Hansel would be more inclined to heal an ally who has already healed or significantly buffed him.

Although Hansel "loves" animals, gladiators with an Animal ally may not hire Hansel without permanently losing the ally (regardless of whether the ally accompanies them into the arena that week). It takes a very persuasive person to assure that he will not torture their animals while their back is turned.
Needless to say, Paladins who wish to retain class features may not hire Hansel.


Mercenary proposed by Ariel23
Book5

08-12-06, 12:09 AM
Mercenary Requirements
Cost to hire: 200 / 400 gold
Requirement: Special. See Personality.

Bo Bert and/or Fo Bert
(Male Humans)
(Nuetral Evil)
(Rouge 2, ECL2)

STR...12 [+1]...(4 pts)
DEX...18 [+4]...(16 pts)
CON...12 [+1]...(4 pts)
INT....6 [-3]...(-2 pts)
WIS...12 [+1]...(4 pts)
CHA...18 [+4]...(10 pts) [16, +2enhancement]

Hit Points: 11 (6+1+3.5+1=11.5) [2 HD]
AC 18, Touch 14, Flat 14 [+4 Chain Shirt, +4 Dex]
Initiative: +4 [+4 dex]
BAB/Grap: +2/+3 [+2 bab, +1 str]
Speed 30

Saves:
Fort +1 [0class1 +1con]
Refl +7 [3class1 +4dex] [Evasion]
Will +1 [0class1 +1wis]

Attacks:
Dagger +2 melee, +5 ranged, 1d4+1 [19-20/x2]Sometimes Poisoned
Lethal Strike +2 melee, 1d3+1 [20/x2]
[+1 racial vs. kobolds and goblinoids]

[b]Feats:
Improved Unarmed Strike [human] [i]Unarmed is lethal and threatens.
Blindfight [1st lvl] Not flatfooted when blind, reduced movement penalties, reroll miss.

Racial and Class Abilities:
Flexible Mind: 1 extra bonus feat at 1st level.
Quick Learner: 4 extra skill points at 1st level and 1 extra skill point at each additional level.
Fate's Favorite: Choose any class as favored class.

Special Abilities:
Sneak Attack: +1d6 melee damage vs Flatfooted, helpless, or flanked opponent.
Trapfinding: Use search to find traps DC20+ and disarm magical traps.
Evasion: Take no damage instead of half damage when reflex saving a spell.

Skills (26 Points Total= Rouge, 26): 26 Skill points.
-01 Appraise [2 rnks, -3 Int] [2Rouge]
+08 Bluff [4 rnks, +4 Cha] [4Rouge]
+08 Hide [4 rnks, +4 Dex] [4Rouge]
+06 Intimidate [2 rnks, +4 Cha] [4Rouge]
+06 Move Silent [2 rnks, +4 Dex][2Rouge]
+06 Open Lock [2 rnks, +4 Dex][2Rouge]
-01 Search [2 rnks, -3 Int][2Rouge]
+06 Tumble [2 rnks, +4 Dex][2Rouge]
+10 Use Rope [4 rnks, +4 Dex +2MW rope][4Rouge]
Speaks Common[0]


Equipment:
2x MW Punch Daggers 604g 1lbs
10 Throwing daggers 20g 5lbs

2x MW Chain Shirts (500g) 25lbs
2x MW Thieves Tools (100g) 2lbs
2x 10lb Hempen Ropes (2g) 10lbs
2x Entertainers outfits (0g) 0lbs
2x Giant Wasp Poison (DC18 1d6/1d6) - (420g) 0.2lbs
*Special 2x +2 cha rings 4000 each (8000?!?) - these are cursed!* ;) Worn.
- The rings trigger an additional Will DC 18 Command Effect Triggered by any Charm.
- The effect lasts for 1 minute.
- Beating the Will Save negates the +2 Enhancement to Charisma
- leaving the rings MW Jewelry ~ 500 gp for faint enchantment.

Buffs and Prefight actions:
Poison Daggers
Thievery vs the opponent of the character that hires them.

Miscellaneous Statistics:
Encumbance: 0-43 (light), 44-86 (medium), 87-130 (heavy)
Weight carried: 43.1 lb

Character Background:
Fo and Bo were born and raised in the city of gladius. They joined the highwaymen right as soon as they could. Twins of course - the two occasionally employ the services of disguise artists for their schemes and can usually be found walking the streets conning the tourists.

Character Personality:
Bo and Fo don't like to fight fair. They prefer to stick somebody with their punch daggers.. preferably with poison. They are also burglars, and general thugs for hire. To hire the Fobert or Bobert you must wear expensive clothing (royal robes or jewelry) for no reason.
Vathelokai

08-28-06, 06:22 AM
Calliandra "Cali" Talongate

Price to Hire: 1133gp
Works with TAO guildmembers for 1000 gp.
Will not work for enemies of TAO [Diplomacy 20]
Will not work again for employers she has turned on (see personality) [Diplomacy 10]

Gender and Race: Female Human
Size and Type: Medium Humanoid (spellcaster)
Height and Weight: 5'9" 160 lbs.
Age: 27
Alignment: Lawful Neutral
ECL: 8 (Wizard (Abjurer {UA variant}) 8)
Experience: N/A

Guild: TAO (NPC)

Attributes
STR 10 (+0) [02 pts] [10 Base]
DEX 14 (+2) [06 pts] [14 Base]
CON 10 (+0) [02 pts] [10 Base]
INT 18 (+3) [08 pts] [15 Base, +1 Advancement, +2 Enhancement]
WIS 10 (+0) [02 pts] [10 Base]
CHA 14 (+2) [05 pts] [13 Base, +1 Advancement]

Miscellaneous Statistics
Hit Points: 21 [8 HD] [4 (Wizard) + (2.5 (Wizard) x 7)) + (0 Con)]
Armor Class (Normal): 12 [+4 Mage Armor] [10 Base, +2 Dex]
Armor Class (Touch): 12 [10 Base, +2 Dex]
Armor Class (Flat-Footed): 10 [+4 Mage Armor] [10 Base]
Initiative: +2 [+2 Dex]
Base Attack Bonus: +4 [+4 (Wizard)]
Grapple: +4 [+4 BAB]
Speed (Land): 30 ft [30 Base]
Weight Carried: 7.4 lbs, light encumbrance
[0-33 (Light), 34-66 (Medium), 37-100 (Heavy)]
Damage Reduction: 10/magic vs arrows [Protection from Arrows Spell]

Saves
Fortitude: +3 [+0 Con, +2 (Wizard), +1 Resistance]
Reflex: +5 [+2 Dex, +2 (Wizard), +1 Resistance]
Will: +7 [+0 Wis, +6 (Wizard), +1 Resistance]

Melee Attacks
Touch +4, 0d0, (20/x2), Special [+0 Str, +4 BAB]
Ceremonial Silver Dagger +3, 1d4, (19-20/x2), Slashing/Piercing [Silver] [+0 Str, +4 BAB]

Ranged Attacks
Ranged Touch +6, 0d0, (20/x2), Range ??? ft, Special [+2 Dex, +4 BAB]
Ceremonial Silver Dagger +6, 1d4, (19-20/x2), Range 10 ft., Slashing/Piercing [Silver] [+2 Dex, +4 BAB]

Special Abilities
Spontaneous spell: Dispel Magic
Spontaneous Dispelling (Ex): At 5th level, an abjurer using this variant gains the ability to spontaneously cast the spell dispel magic. This ability is similar to the cleric's ability to spontaneously cast cure spells, with a few exceptions. The abjurer can "lose" four or more levels of prepared spells to cast dispel magic. The prepared spells can be of any level or combination of levels as long as the total spell levels add up to four or more (0-level spells don't count). For example, an abjurer using this variant could lose two 2nd-level spells or one 1st-level spell and one 3rd-level spell to cast dispel magic. At 11th level, an abjurer can "lose" seven or more levels of prepared spells to spontaneously cast greater dispel magic. An abjurer using this variant can use it in conjunction with a readied action to use dispel magic or greater dispel magic as a counterspell.

An abjurer using this variant does not gain additional spells per day for being a specialist wizard.
Arcane Spells Readied
Cantrips [DC 14] Read Magic, Flare, Resistance, Resistance
Level 1 [DC 15] shield, subdual shocking grasp, subdual shocking grasp, protection from good, protection from evil
Level 2 [DC 16] resist energy, alter self, web, subdual flaming sphere
Level 3 [DC 17] magic circle vs. good, magic circle vs. evil, subdual fireball, wind wall
Level 4 [DC 18] stoneskin, greater invisibility, resiliant sphere

Spell Levels Available Per Fight: 14 (4 Cantrips)
[40 Total Spell Levels / 3, rounded up]
Total Spell Levels: 40 [(5 x 1st), (4 x 2nd), (4 x 3rd), (3 x 4th)]
Arcane Spell Failure: 0% [0 Armor, 0 Shield]
Specialist School: Abjuration
Banned Schools: Enchant, Necromancy
Caster Level: 8 [+2 vs spell resistance]

Feats
Extend Spellhuman [Double durration of spell; +1 spell lv.]
Spell PenetrationLvl 1 [+2 to CL checks vs. Spell Resistance]
Scribe ScrollWizard 1 [Craft scrolls for 12.5 x CL x SL]
Craft Wonderous ItemLvl 3 [Craft items from the wonderous list at 1/2 price]
Subdual SpellWizard 5 [Change elemental spell damage to non-lethal; +0 spell lv.]
Improved FamiliarLvl 6

Skills
Total Skill Points: 60 [44 (Wizard), 5 (int advancement), +11 human]
Languages: Common, Draconic, Elven [+1 Racial, +2 Int]
Armor Check Penalty: +0 [0 Armor]

Spot: +0 [+2 Familiar Alertness] [+0 Wis]
Listen: +0 [+2 Familiar Alertness] [+0 Wis]
Hide: +2 [+2 Dex]
Move Silently: +2 [+2 Dex]

Concentration: +11 [+0 Con, 11 Ranks (11 (Wizard))]
Decipher Script: +5 [+4 Int, 1 Ranks (1 (Wizard))]
Ride +6 [+2 Dex, 4cc Ranks (8 (Wizard))]
Knowledge (Arcana): +15 [+4 Int, 11 Ranks (11 (Wizard))]
Knowledge (Dungeoneering): +5 [+4 Int, 1 Ranks (1 (Wizard))]
Knowledge (Local): +5 [+4 Int, 5 Ranks (1 (Wizard))]
Knowledge (Religion): +5 [+4 Int, 1 Ranks (1 (Wizard))]
Knowledge (The Planes): +5 [+4 Int, 1 Ranks (1 (Wizard))]
Knowledge (Nature): +5 [+4 Int, 1 Ranks (1 (Wizard))]
Profession (Teacher): +11 [+0 Wis, 11 Ranks (11 (Wizard))]
Psicraft: +5 [+4 Int, 1cc Ranks (2 (Wizard))]
Spellcraft: +17 [+2 Abjurations] [-5 Necromancy, Enchantment] [+4 Int, 11 Ranks (11 (Wizard)), +2 Synergy (Know: Arcana)]

Prefight Actions
This is the default: Can be altered for the person she is protecting
Cast mount, protection from arrows, and mage armor from scroll of prebuffing.
Have hireling put military saddle and horseshoes of speed on mount. Ride mount.
Draw scroll of Buffing.

Equipment Worn and Carried
Wizard Dress [0 lbs] [0 gp]
Spell component pouch [2 lbs] [5 gp]
Headband of Intellect +2C [.1 lbs] [2000 gp]
Cloak of Resistance +1C [.1 lbs] [500 gp]
Pearl of Power Lv. 1C [.1 lbs] [500 gp]
Pearl of Power Lv. 2C [.1 lbs] [2000 gp]
250 gp worth of diamond dust [.1 lbs] [250 gp]
Horseshoes of SpeedC [on mount][.1 lbs] [1500 gp]
Military Saddle [on mount][30 lbs] [20 gp]
Ceremonial Silver Dagger [1 lbs] [22 gp]
Masterwork Manacles [2 lbs] [50 gp]
Average Lock [1 lbs] [40 gp]

Expendable Items
Max total 940 gp

1 Thunderstone [1 lbs] [30 gp]

Scroll of Pre-Buffing: mount [CL 4]C [50 gp], mage armor [CL 7]C [87.5 gp], prot arrows [CL 7]C [175 gp]

Scroll of Buffing: alter self (troglodyte) [CL 5]C [125 gp], alter self (troglodyte) [CL 5]C [125 gp], Expiditious Retreat [CL 2]C [25 gp], Shield [CL 2]C [25 gp], Fox's Cunning [CL 3]C [75 gp], Web [CL 3]C [75 gp],

Scroll of see invisibility [CL 3] [150 gp]

Equipment at Home
Trained Hireling [.5 gp] [to tend to the horse durring prebuffing]
17 gold coins [All the rescources of TAO available at home]

Allies

Horse, Light
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 70 ft.
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof –2 melee (1d4+1*)
Full Attack: 2 hooves –2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4 [Armor Check Penalty -2 (encumberance)]
Feats: Endurance, Run

A light horse cannot fight while carrying a rider.

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds. This horse has been outfitted with a military saddle and horseshoes of speed (which fall to the ground at the end of the horse's summoning durration).

Currently carrying 197.4 lbs (Cali and her gear). This lowers his speed to 70, and gives an armor check penalty of -2 (included in stat block).

*A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage.
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.


ICE MEPHIT
Small Outsider [Familiar] (Air, Cold, Extraplanar)
Hit Dice: 8 (10 hp) [Same HD as master; HP 1/2 masters total]
Initiative: +7 [+3 Dex, +4 Feat]
Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class: 22 (+1 size, +3 Dex, +8 natural), touch 14, flat-footed 19
Base Attack/Grapple: +4/+0 [+4 BAB, +0 Str., -4 Size]
Attack: Bow [see equipment], or Claw +5 melee (1d3 plus 1d4 cold) [+4 BAB, +0 Str., +1 Size]
Full Attack: 2 claws +5 melee (1d3 plus 1d4 cold each)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Familiar Qualities, Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire
Saves: Fort +3, Ref +6 (improved evasion), Will +6
Abilities: Str 10, Dex 17, Con 10, Int 9, Wis 11, Cha 15
Feats: Dodge, Improved Initiative
Weight Carried: 0 lbs, light encumbrance
[0-33 (Light), 34-66 (Medium), 67-100 (Heavy)]

[b][u]Skills
Spot: +6 [+0 Wis, 6 Ranks (6 Race)]
Listen: +6 [+0 Wis, 6 Ranks (6 Race)]
Hide: +13 [+3 Dex, 6 Ranks (6 Race), +4 Size]
Move Silently: +9 [+3 Dex, 6 Ranks (6 Race)]

Bluff +8 [+2 Chr, 6 Ranks (6 Race)]
Escape Artist +9 [+3 Dex, 6 Ranks (6 Race)]
Diplomacy +4 [+2 Chr, +2 Synergy (Bluff)]
Disguise +2 [+2 Synergy (Bluff)][+2 Charisma]
Concentration: +11 [+0 Con, 11 Ranks (11 (Wizard))]
Decipher Script: +0 [-1 Int, 1 Ranks (1 (Wizard))]
Ride +7 [+3 Dex, 4cc Ranks (8 (Wizard))]
Knowledge (Arcana): +10 [-1 Int, 11 Ranks (11 (Wizard))]
Knowledge (Dungeoneering): +0 [-1 Int, 1 Ranks (1 (Wizard))]
Knowledge (Local): +0 [-1 Int, 5 Ranks (1 (Wizard))]
Knowledge (Religion): +0 [-1 Int, 1 Ranks (1 (Wizard))]
Knowledge (The Planes): +0 [-1 Int, 1 Ranks (1 (Wizard))]
Knowledge (Nature): +0 [-1 Int, 1 Ranks (1 (Wizard))]
Profession (Teacher): +11 [+0 Wis, 11 Ranks (11 (Wizard))]
Psicraft: +0 [-1 Int, 1cc Ranks (2 (Wizard))]
Spellcraft: +12 [-1 Int, 11 Ranks (11 (Wizard)), +2 Synergy (Know: Arcana)]

Special Abilities
A mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. A mephit can use its breath weapon once every 1d4 rounds as a standard action.

Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 10 + chr. mod. + spell level). The save DC is Charisma-based.

1/hour - magic missile [CL 3] [Range 130 ft., 2 x 1d4+1 force damage]

1/day - chill metal DC 14 [CL 6] [Range 40 ft., 3 creatures within 30 ft. or 150 lbs. of metal; see spell description]Spell-Like Abilities

Usually, a spell-like ability works just like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described.

A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

Fast Healing (Ex): An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F. or below.

Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.Summon (Sp): A creature with the summon ability can summon specific other creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature that has just been summoned cannot use its own summon ability for 1 hour. Most creatures with the ability to summon do not use it lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives. An appropriate spell level is given for each summoning ability for purposes of Concentration checks and attempts to dispel the summoned creature. No experience points are awarded for summoned monsters.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Equipment
[MW] Small composite (+0 str) longbow +8, 1d6, (20/x3), Range 110 ft, Piercing, 1.5 lbs, 400 gp [+3 Dex, +4 BAB, +1 Size]
80 arrows, 6 lbs, 3 gp.

Description
Ice mephits come from the Elemental Plane of Air.

Ice mephits have a cold, aloof demeanor. Each one is about 4 feet tall and weighs about 30 pounds.

Ice mephits speak Common and Auran.

Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

Outsiders are proficient with all simple and martial weapons.


Non-Combat Abilities


Bonus Skills [1 bonus skill point at each lv.]
Bonus Feat [1 bonus feat at 1st lv]


Miscellaneous Information

Summon Familiar [100 gp]

Cantrips: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance [free from start, prohibited schools spells removed]
Level 1: protection from good, protection from evil, shield, shocking grasp, mage armor, mount, expiditious retreat [5 from start, 2 from leveling]
Level 2: prot. arrows, resist energy, alter self, fox's cunning, web, flaming sphere [4 from leveling, 2 purchased (600 gp)]
Level 3: dispel magic, magic circle good, fireball, wind wall, daylight [4 from leveling, 1 purchased (450 gp)]
Level 4: lesser globe of invulner, stoneskin, greater invis, resiliant sphere [4 from leveling]

Total Pages Available: 100
Total Pages Used: 79
[(16 Cantrips), (8 x 1), (12 x 2), (5 x 3), (4 x 4)]

Character Background:
Born and raised in Gladius, Cali knows the city better than most. Her family still lives in the upper Merx district. Cali always found growing up around the nimbus to be disturbing. She heard many horror stories from aquaintinces about being killed and resurrected. When she was 17, Cali was killed by a local street gang and later ressurected. The incident traumatized her, and she spent the next couple years comming to terms with it.

Cali went to TAO university where she was a mediorcre student. She had been teaching for a couple years when Angosh took over the city, and the university was turned into a wizards prison. She survived the demon gulag, and helped many others through it. Cali returned to teaching abjurations. Last year when the unviersity was over run with devils, she was one of the few who did not flee or become taken by the devils. Seeing a lack of leadership, she stepped in to organize most of the remaining staff. She helped find and protect a temporary HQ, and organized classes for what students wished to continue. Now that the campus has been reclaimed, Cali remains the head teacher, and one of the most influential members of the Order.

Character Personality:
Cali hates violence and seeks to end it quickly, usually by making it impossible to perpetrate. Her prefered method is to make herself or her companions impenitrable with spells like stoneskin, windwall and magic circles. If forced into a confrontation she will try to outmanuver the opponent with speed enhancements while she disables them with subdual spells and webs. In either event, unused spell levels will go toward spontaneous dispel (to remove buffs or to counterspell). If the situation is very dire she will use a resiliant sphere, either to trap her foes while she flees, or to protect herself (and/or friends) while her familiar goes for help. Cali is willing to discuss strategy with her employer, and is even willing to share her scrolls.

Her dislike of violence extends to her friends as well. Cali will immediately turn on an employer who chooses to CDG a foe who is already disabled, or an employer who is otherwise needlessly violent.* Although she is not perticularly sneaky, she has been know to cast subdual shocking grasps while out of earshot and then shake someones hand. Cali will never prepare a damaging spell unless it is changed to subdual damage. If Cali ends up fighting against a member of her own guild, she will oppose both combatants, trying to stop either side from damaging each other.

Although ingeniously evil characters will uncover other methods of torture, the following list are good guidelines of what Cali considers 'needless' violence. When in doubt, PM an Elder

CDG against disabled characters.
Killing allies who are not attacking or helping the PC to attack the character (Allies acting as scouts are considered to be helping the fight).
Using dominate or control person to force a character to commit suicide. Powers like death urge also qualify. Using spells like suggestion to cause a character to do something suicidal (like setting off a trap) also qualifiy.
Attacking someone with a special ability that turns them into undead.
Setting people on fire (or similar) for multiple rounds.
Using a continuously damaging effect (such as heat metal or matter adjitation), hiding, and watching them suffer until dead (although using said effect, then continuing to press the fight would not count).
Casting deathknell (or similar) on your own allies.
Casting contagion (since it could potentionally start an epidemic plague).
Using the poisons ungol dust or burnt othur fumes (unhealable stat damage).



* * *




LANTERN ARCHON
Small Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 8 (10 hp) [+(1d8+3) aid] [Same HD as master; HP 1/2 masters total]
Initiative: +4 [+0 Dex, +4 Feat]
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 19 (+1 size, +8 natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/–5 [+4 BAB, -5 str, -4 size]
Attack: Light ray +5 [+1 aid] ranged touch (1d6) [+4 BAB, +0 Dex, +1 size]
Full Attack: 2 light rays +5 ranged touch (1d6) [+4 BAB, +0 Dex, +1 size]
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Familiar Quallities, Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., low light vision, immunity to electricity and petrification, magic circle against evil, teleport, tongues
Saves: Fort +2 (+6 against poison), Ref +2 (improved evasion), Will +5 [+1 vs. fear; aid]
Abilities: Str 1, Dex 11, Con 10, Int 9, Wis 11, Cha 10
Feats: Improved Initiative
Weight Carried: 0 lbs, light encumbrance
[0-3 (Light), 4-6 (Medium), 7-10 (Heavy)]

[u]Skills
Spot: +4 [+0 Wis, 4 Ranks (4 (Race))]
Listen: +4 [+0 Wis, 4 Ranks (4 (Race))]
Hide: +4 [+0 Dex, +4 Size]
Move Silently: +0 [+0 Dex]

Diplomacy +4 [+0 Chr, 4 Ranks (4 (Race))]
Sense Motive +4 [+0 Wis, 4 Ranks (4 (Race))]

Concentration: +11 [+0 Con, 11 Ranks (11 (Wizard))]
Decipher Script: +0 [-1 Int, 1 Ranks (1 (Wizard))]
Ride +4 [+0 Dex, 4cc Ranks (8 (Wizard))]
Knowledge (Arcana): +10 [-1 Int, 11 Ranks (11 (Wizard))]
Knowledge (Dungeoneering): +0 [-1 Int, 1 Ranks (1 (Wizard))]
Knowledge (Local): +0 [-1 Int, 5 Ranks (1 (Wizard))]
Knowledge (Religion): +0 [-1 Int, 1 Ranks (1 (Wizard))]
Knowledge (The Planes): +3 [-1 Int, 4 Ranks (4 (Race))]
Knowledge (Nature): +0 [-1 Int, 1 Ranks (1 (Wizard))]
Profession (Teacher): +11 [+0 Wis, 11 Ranks (11 (Wizard))]
Psicraft: +0 [-1 Int, 1cc Ranks (2 (Wizard))]
Spellcraft: +12 [-1 Int, 11 Ranks (11 (Wizard)), +2 Synergy (Know: Arcana)]

Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.

Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

A Lantern Archon under the effect of alter self looses it's light ray, racial save bonus against poison, low light vision and darkvision but retains all other abilities (including its crappy 1 strength).

Special Abilities
Aura of Menace (Su): Will DC 12 negates.

Light Ray (Ex): A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.

Spell-Like Abilities: At will aid [CL 3] [3 Minutes: +1 morale bonus on attack rolls and saves against fear effects, plus 1d8+3 temporary hit points]
detect evil [CL 3] [Concentration; 60 ft cone: see spell description]
continual flame [CL 3] [Create permenant heatless torch light]

Spell-Like Abilities

Usually, a spell-like ability works just like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described.

A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
Archons speak Celestial, Infernal, and Draconic, but can speak with almost any creature because of their tongues ability.

Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
DocNessuno

08-28-06, 09:04 AM
Mercenary Requirements
Cost to hire: 850 gold (650 if ranger or druid)
Will not work for evil characters [6 ranks]
Will not work for someone using or carrying a whip [99 ranks]
Only ranger or druids can ride her [6 ranks]
Only nonevil character can ride her [12 ranks]

Hanna the wise
Female Centaur
Neutral Good
Monstrous humanoid 4, Druid 1 - ECL 7

STR...22 [+6]...(6 pts) [14, +8 racial]
DEX...16 [+3]...(4 pts) [12, +4 racial]
CON...16 [+3]...(4 pts) [12, +4 racial]
INT....10[+0]...(4 pts) [12, -2 racial]WIS...16 [+3]...(5 pts) [13, +1 level, +2 racial]
CHA...10 [+0]...(2 pts)

Hit Points: 41 [5 HD]
AC 20, Touch 13, Flat 17 [+5 Armor, -1 Size, +3 Dex, +3 Natural]
Initiative: +3 [+3 dex]
BAB/Grap: +4/+14 [+4 Bab, +6 Str, +4 size]
Speed 80 ft
Space 10 ft

Saves:
Fort +6 [+1 Racial HD, +2 Druid, +3 con]
Refl +7 [+4 Racial HD, +3 dex]
Will +9 [+4 Racial HD, +2 Druid, +3 wis]


Attacks:
Spear +10 melee, 2d6+9 [20x3] [+1 Hit/Dmg with magical spear]
Spear +7 ranged, 2d6+9, 20 ft [20x3] [+1 Hit/Dmg with magical spear]

Feats: Weapon focus (spear), Power attack, Improved Overrun

Racial and Class Abilities: Darkvision 60 ft, Animal companion, nature sense, wild empathy(1d20+1)

Skills (14 Racial HD, 4 Druid):
Spot +9 [6 rnks, +3 Wis] [6 Racial HD]
Listen +9 [6 rnks, +3 Wis] [6 Racial HD]
Hide -2 [0 rnks, +3 Dex, -1 ACP, -4 size]
Move silently +2 [0 rnks, +3 Dex, -1 ACP]
Concentration +6 [3 rnks, +3 Con] [3 Druid]
Knowledge (nature) +3 [1 rnks, +2 Nature sense] [1 Druid]
Languages: Sylvan, Elven, Common, [2 Racial HD(cc)]

Spells memorized: [Dc13+lvl] [3/2] [Spell levels: 2; Cast: 1 (1/3 of spell-levels)]
0: Detect poison, Guidance, Guidance, Resistance
1: Calm animals, Cure light wounds
CL 1

Buffs and Prefight actions:
None

Equipment [Gold, Weight]
Druid outfit
Mw Dragonhide chain shirt +1 [1400 gp, 50 lb]
14 Spears [38 gp, 168 lb]
Mw Spear +1 [2302 gp, 12 lb]
Wand of cure light wounds (50, Cl 1)[750 gp, 1 lb]
Horseshoes of speed [3000 gp, 12 lb]

[B]Expendable Items: [CL] [Weight] (Gold)]
2 Potion of protection from evil [1] 100 gp, 2 lb]
2 Scrolls of faerie fire [1] [50 gp]
2 Scrolls of charm animal [1] [50 gp]
2 Scrolls of entangle [1] [50 gp]
2 Scrolls of longstrider [1] [50 gp]
2 Scrolls of produce flame [1] [50 gp]

Miscellaneous Statistics:
Encumbance: 0-519 (light), 520-1038 (medium), 1039-1560 (heavy)
Weight carried: 245 lb

Character Background:
Hanna comes from the high forest, near the great ruins of Vesta Cu's sanctuary. Early in her childhood, during a long hunting trip with some members of the tribe, she came across a solitary elven druid, near the village of Nar-Koth, and a friendship began. Growing up she returned many times to visit him, but one horrible day all she found was Honeymoon, the druid bear companion, badly wounded, standing by a pool of blood near the druid's shelter. Her friend corpse was lying in the cold ground, soaked with his own blood, the scars of a whip all over his body. The only trace about the author of that orrible crime was a little parchment, grasped by the druid in his last moments.
"Come to the Coliseum, Fight for Money and Glory!"
"I will find him", Tha't all she tought about as she stepped foward, as in trance, to Gladius.

Character Personality:
Fast and deadly, this is a good description of Hanna in combat, reliying of her natural strenght, she prefers to engage in melee fight, starting with a deadly overrun, throwing spears only when the opponent is out of reach. Angainst spellcaster she can even engage in a grapple, but this is rare. She use her druidic powers as a backup, mainly to heal herself and her allies, but she don't mind using some of her expendable items if the fight seems hard. She don't bring her animal companion (a Wolf) to the fight since he's still too inexperienced and she wouldn't risk his life.
If possible she will not attack animals, especially other animal compainions, trying to ignore them or usig calm animal / charm animal.
If she likes her master enough (see requirements) she can even let him ride her in combat.
If she ever sees someone carriing or using a whip, she will dedicate all of her effort to eliminate him, regardless of anything else.



Mercenary provided by DocNessuno.
Vathelokai

08-29-06, 07:20 AM
oops
Vathelokai

08-29-06, 07:49 AM
Freaky double posts...grrrrr
Vathelokai

10-02-06, 05:27 AM
Still needs equipment, background and personality



Glittershell
Gender and Race: Female Dromite
Size and Type: Small Humanoid [psionic]
Height and Weight: 2' 8", 28 lbs.
Age: Young [no modifier]
Alignment: Neutral Good
ECL: 6 [1 Race, 4 Cleric, 1 Psiwarrior]
Experience: N/A

Attributes
STR 10 (+0) [4 pts] [12 Base, -2 Racial]
DEX 10 (+0) [2 pts] [10 Base]
CON 10 (+0) [2 pts] [10 Base]
INT 10 (+0) [2 pts] [10? Base]
WIS 14 (+2) [10 pts] [16 Base, -2 Racial]
CHA 16 (+3) [5 pts] [13 Base, +2 Racial, +1 Advancement]

Miscellaneous Statistics
Hit Points: 26
[5 HD] [8 (cleric) + (4.5 (cleric) x 3) + (4.5 (psiwarrior) x 1) + (5 HD x 0 Con)]
Armor Class (Normal): ??
[10 Base, 0 Dex, ? Armor, ? Shield, +1 Size, +3 Natural]
Armor Class (Touch): ??
[10 Base, 0 Dex, +1 Size]
Armor Class (Flat-Footed): ??
[10 Base, ? Armor, ? Shield, +1 Size, +3 Natural]
Initiative: +0
[0 Dex]
Base Attack Bonus: +3
[+3 (Cleric), +0 (psiwarrior)]
Grapple: -1
[+3 BAB, +0 Str, -4 Size]
Speed (Land): 20 ft
[20 Base]
Weight Carried: ??.?? lbs, ????? encumbrance
[0-?? (Light), ??-?? (Medium), ??-?? (Heavy)]

Saves
Fortitude: +6
[+0 Con, +4 (Cleric), +2 (Psiwarrior)]
Reflex: +1
[+0 Dex, +1 (Cleric), +0 (Psiwarrior)]
Will: +6
[+2 Wis, +4 (Cleric), +0 (Psiwarrior)]

Melee Attacks
(weaponname) +??, ?d?+?, (??-20/x?), (damage type) (Conditional Modifier)
[+0 Str, +3 BAB, +1 Size]

Ranged Attacks
(weaponname) +??, ?d?+?, (??-20/x?), Range ??? ft, (damage type) (Conditional Modifier)
[+0 Dex, +3 BAB, +1 Size]

Special Attacks & Abilities
Small Size
Scent 60 ft.
Psi-Like Energy Ray: Electricity 1/day [1d6 dmg.; 25 ft. range; ranged touch; +3 to hit metal armor; +2 vs. SR checks; ML 1; Auditory Display; Save - no; SR - yes]
Electric Resistance 5
Spontaneous Heal Spells
Turn/Destroy Undead
Greater Turning 1/day

Divine Spells Readied
Orisons [DC 12] Read Magic, Resistance, Resistance, Guidance, Guidance
Level 1 [DC 13] Bless, Detect Undead, Shield of Faith, Hide from Undead, Disrupt UndeadD
Level 2 [DC 14] Concecrate, Lesser Restoration, Spiritual Weapon, Heat MetalD

Spell Levels Available Per Fight: 5 (5 Orisons)
[13 Total Spell Levels / 3, rounded up]
Total Spell Levels: 13
[(5 x 1), (4 x 2)]
Caster Level: 4

Powers Known
Level 1 [DC 12] Forcescreen [Personal; +4 shield bonus; force effect; 1 min/ML; Auditory Display]

Power Points Available Per Fight: 1
[2 Total Power Points / 3, rounded up]
Total Power Points: 2
[(0 Psi Warrior 1), (1 Wisdom), (1 Race)]
Manifester Level: 1

Feats
Extra TurningLvl 1 [4 extra turn attempts per day]
Improved TurningLvl 3 [+1 Cleric Lv on Turn Checks]
Ghost AttackPsiwarrior 1 [Roll twice for incorporeal miss chance while psionicly focused]
BlindfightRacial 1 [Reroll miss chance and other benifits]
Greater TurningSun Domain [1/day, when making a turn check, any monster that would be turned is destroyed instead]
Superior TurningGlory Domain [+2 to turn checks and +1d6 to turning damage]

Turning Undead
Turn Check: +6 [+3 Concecration]
[+3 Chr, +2 Domain, +1 Feat]
Turn Damage: 3d6+7
[2d6, +4 CL, +3 Chr, +1d6 Feat]
Turn attempts per Fight: 4
[(3, +3 Chr, +4 Feat) / 3 round up]

Roll Max HD of Undead
0 or lower Cleric’s level – 4
1–3 Cleric’s level – 3
4–6 Cleric’s level – 2
7–9 Cleric’s level – 1
10–12 Cleric’s level
13–15 Cleric’s level + 1
16–18 Cleric’s level + 2
19–21 Cleric’s level + 3
22 or higher Cleric’s level + 4


Skills
Total Skill Points: 16
[14 (Cleric), 2 (Psi Warrior)]
Languages: Common
[1 Racial]
Armor Check Penalty: -?
[? Armor]

Spot: +4
[+2 Wis, 0 Ranks, +2 Race]
Listen: +2
[+2 Wis, 0 Ranks]
Move Silently: +0
[+0 Dex, 0 Ranks, -? ACP]
Hide: +4
[+0 Dex, 0 Ranks, +4 Size, -? ACP]

Balance: +0
[+0 Dex, 0 Ranks, -? ACP]
Climb: +0
[+0 Str, 0 Ranks, -? ACP]
Jump: +0
[+0 Str, 0 Ranks, -? ACP]
Swim: +0
[+0 Str, 0 Ranks, -? ACP]

Concentration: +8
[+0 Con, 8 Ranks (6 (Cleric), 2 (Psi Warrior))]
Knowledge (Religion): +5
[+0 Int, 5 Ranks (5 (Cleric))]
Spellcraft: +1
[+0 Int, 1 Ranks (1 (Cleric))]
Diplomacy: +5
[+3 Chr, 2 Ranks (2 (Cleric))]

Prefight Actions
xxxxx

Equipment Worn and Carried
Basic Outfit
[0 lbs] [0 gp]
(Misc. Item)
[?? lbs][?? gp]
(Qty) Item
[0.15 lb each = ?? lbs] [0.05 gp each = ?? gp]

Expendable Items
Max total : 560 gp

(Qty) Potion of (Name) [CL ?]
[0.1 lb each = ?? lbs][?? gp each = ?? gp]
(Qty) Powerstone of (Name) [ML ?]
[0.0 lb each = 0 lbs][?? gp each = ?? gp]

Equipment at Home
5600 gp to spend (max item price 2800)


Dromite (Glimmer Caste)
Glimmer Caste: Glimmers are the air influenced caste of Dromites. They are constantly on the move and questing.
+2 Charisma, -2 Strength, -2 Wisdom.
Small size: 3 ft. tall, 30 lbs., +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters.
Dromite base land speed is 20 feet.
+3 natural armor bonus.
Naturally Psionic: Dromites gain 1 bonus power point at 1st level.
Special Attacks: 1/day energy ray (elecrtic)
Special Qualities (see above): Resistance to elec 5 , scent.
Racial Skills: Dromites have a +2 racial bonus on Spot checks due to their compound eyes.
Racial Feats: Dromites gain Blind-fight as a bonus feat.
Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.
Favored Class: Wilder.
Level Adjustment: +1.



Miscellaneous Information

Possible purchase list

1 pp cog. crystal 1000gp
+1 cloak resistance 1000gp
dorje ML1 750gp
dorje ML2 1500gp
CLW wand 750gp
+1 weapon 2000gp+
+1 armor/shield 1000gp+
brooch of shielding 1500gp
pearl of power 1st 1000gp

NPC Spellcasting 70 gp each (CL7, spell lv 1) - mage armor, delay poison
NPC Spellcasting 10 gp (CL1, Spell lv 1) - endure elements, undetect alignment
NPC Spellcasting 140 gp (CL7, Spell lv 2) - darkvision, prot. arrows
NPC Spellcasting 210 gp (CL7, Spell lv 3) - greater magic weapon, magic vestament
TelinArtho

03-09-07, 02:32 PM
Mercenary Requirements
Cost to hire: 100 gold
Requirement: non-good (Diplomacy 8)
Will not work for members of CEF (Diplomacy 10)
Works for half-price for followers of Denth

Angela Bairns
Human female
Height 5'5", Weight 120lbs
Neutral Evil
Cleric of Denth 1 (ECL1)

STR...14 [+2]...(6 pts)
DEX...10 [+0]...(2 pts)
CON...14 [+2]...(6 pts)
INT...13 [+1]...(5 pts)
WIS...14 [+2]...(6 pts)
CHA...8 [-1]...(0 pts)

Hit Points: 10 [1 HD]
AC 18, Touch 10, Flat 18 [+6 armor, +2 shield]
Initiative: +0 [0dex]
BAB/Grap: +0/+2 [+0bab, +2str]
Speed 20

Saves:
Fort +4 [+2 cleric, +2 con]
Refl +0 [+0 dex]
Will +4 [+2 cleric, +2 wis]

Attacks:
[Ma] Flail +4 melee (+0 bab, +2 str, +1 feat, +1 enh) 1d8+2 dmg, x2 [+2 to disarm checks] [trip weapon]
Heavy Crossbow +0 ranged (+0 bab, +0 dex) 1d10 dmg, 19-20/x2, 120ft range increment

Feats: Spell Focus (Conjuration) (1st), Augmented Summoning (human), Martial Weapon Proficiency (Flail), Weapon Focus (Flail)
Racial and Class Abilities: Bonus feat, bonus skill points; Spells, Domains (Evil (+1 CL for Evil spells), War (bonus proficiency and focus)), Rebuke Undead (2/day), Spontaneous Inflict Spells, Aura of Evil

Skills (16 cleric):
-9 Balance [-9 ACP]
-7 Climb [+2 str, -9 ACP]
+6 Concentration [4 cleric, +2 con] (4 ranks)
-9 Hide [-9 ACP]
-13 Jump [+2 str, -6 speed, -9 ACP]
+5 Knowledge (Religion) [4 cleric, +1 int] (4 ranks)
+4 Knowledge (The Planes) [3 cleric, +1 int] (3 ranks)
+2 Listen [+2 wis]
-9 Move Silently [-9 ACP]
+2 Spellcraft [1 cleric, +1 int] (1 rank)
+4 Spot [4 clericCC, +2 wis] (2 ranks)

Languages: Common, Infernal

Spells memorized: [3/2+1] [Spell levels: 3; Cast: 1] [CL1] [* Conjuration Spell (+1 DC)] [~Evil Spell (+1 CL)]
0: [DC 12] Detect Magic, Guidance, Resistance
1: [DC 13] Prot. from Good~ (domain), Doom, Summon Monster I*~

Buffs and Prefight actions:

Equipment [Weight] (Gold)
(Free weightless outfit)
Splint Mail Armor [45lbs] [200gp]
Heavy Wooden Shield [10lbs] [7gp]
[Ma] Flail [5] (308gp)
Heavy Crossbow [8lbs] (50gp)
2x Wooden Unholy Symbol [2gp]

[B]Expendable Items: [CL] [Weight] (Gold)]
20 Crossbow bolts [2] (2gp)
2 Unholy Water [2] [50gp]
3x Scroll of Summon Monster I (CL1) [75gp]
206gp left

Miscellaneous Statistics:
Encumbance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 72 lb

Character Background:
A young acolyte of the Church of Denth, Angela has come into the center of Gladius seeking to further the teachings of Denth. Although young and inexperienced, her mastery of summoning spells is apparent already. She is still learning and while proficient in the use of her armor, still feels uncomfortable in it - as it is heavy and bulky.

Character Personality:
Angela will not fight against a fellow Denthian. If they are somehow paired up against each other, her focus will not turn towards the other Denthian. If the other Denthian is of higher level, she will in fact take orders from the Denthian instead of the person who hired her. She gives preference to using her summoning magic rather than her protection or doom spells, but will defer to the experience of those around her if pressed. Angela can only summon neutral and evil creatures, and gives preference to evil ones since they make her spell more powerful.

Mercenary provided by TelinArtho.
TelinArtho

03-09-07, 03:55 PM
Mercenary Requirements
Cost to hire: 200 gold
Requirement: non-good (Diplomacy 8)
Will not work for members of CEF (Diplomacy 10)
Works for half-price for followers of Denth

Don Relik
Human male
Height 6'2", Weight 200lbs
Neutral Evil
Cleric of Denth 2 (ECL2)

STR...10 [+0]...(2 pts)
DEX...10 [+0]...(2 pts)
CON...14 [+2]...(6 pts)
INT...10 [+0]...(2 pts)
WIS...16 [+3]...(10 pts)
CHA...11 [+0]...(3 pts)

Hit Points: 16.5 [2 HD]
AC 19, Touch 10, Flat 19 [+7 armor, +2 shield]
Initiative: +0 [0dex]
BAB/Grap: +1/+1 [+1bab, +0str]
Speed 20

Saves:
Fort +5 [+3 cleric, +2 con]
Refl +0 [+0 dex]
Will +6 [+3 cleric, +3 wis]

Attacks:
[Ma] Flail +3 melee (+1 bab, +0 str, +1 feat, +1 enh) 1d8 dmg, x2 [+2 to disarm checks] [trip weapon]
[Ma] Heavy Crossbow +2 ranged (+1 bab, +0 dex, +1 enh) 1d10 dmg, 19-20/x2, 120ft range increment

Feats: Spell Focus (Conjuration) (1st), Augmented Summoning (human), Martial Weapon Proficiency (Flail), Weapon Focus (Flail)
Racial and Class Abilities: Bonus feat, bonus skill points; Spells, Domains (Evil (+1 CL for Evil spells), War (bonus proficiency and focus)), Rebuke Undead (3/day), Spontaneous Inflict Spells, Aura of Evil

Skills (15 cleric):
-9 Balance [-9 ACP]
-9 Climb [-9 ACP]
+7 Concentration [4 cleric, +2 con] (4 ranks)
-9 Hide [-9 ACP]
-15 Jump [-6 speed, -9 ACP]
+4 Knowledge (Religion) [4 cleric] (4 ranks)
+4 Knowledge (The Planes) [4 cleric] (4 ranks)
+3 Listen [+3 wis]
-9 Move Silently [-9 ACP]
+1 Spellcraft [1 cleric] (1 rank)
+3 Spot [+3 wis]

Languages: Common, Abyssal [2 clericCC]

Spells memorized: [4/3+1] [Spell levels: 4; Cast: 2] [CL2] [* Conjuration Spell (+1 DC)] [~Evil Spell (+1 CL)]
0: [DC 13] Detect Magic, Guidance, Resistance, Cure Minor Wounds
1: [DC 14] Prot. from Good~ (domain), Doom, Summon Monster I*~ (x2)

Buffs and Prefight actions:

Equipment [Weight] (Gold)
(Free weightless outfit)
Half-Plate Armor [50lbs] [600gp]
Heavy Wooden Shield [10lbs] [7gp]
[Ma] Flail [5] (308gp)
[Ma] Heavy Crossbow [8lbs] (350gp)
2x Silver Unholy Symbol [2lbs] [50gp]

[B]Expendable Items: [CL] [Weight] (Gold)]
20 Crossbow bolts [2] (2gp)
Scroll of Summon Monster I (CL2) [50gp]
Scroll of Summon Monster II (CL3) [150gp]
483gp left

Miscellaneous Statistics:
Encumbance: 0-33 (light), 34-66 (medium), 67-100 (heavy)
Weight carried: 79 lb

Character Background:
A devout, yet inexperienced, follower of Denth, Don Relik is ready to make a name for himself as a hired hand. Haughty and arrogant, he still bears a natural charm and with that a certain amount of self-assurance. His confidence in his own casting abilities can certainly be his downfall though.

Character Personality:
Don Relik is not well controlled. Although he takes some tactical advice from his employer, he is more likely to try to further Denth's purpose, especially if by doing so, he is keeping within the "word" rather than the intention of his employer. That said, he is steady in combat and produces his summoned creatures with speed and reliability.

He cannot summon good-aligned creatures and favors evil creatures over neutral ones since they are more potent by his hand. He does not desire melee combat however, and will only resort to it if pressed.

Mercenary provided by TelinArtho.
TelinArtho

03-09-07, 04:39 PM
Mercenary Requirements
Cost to hire: 300 gold
Requirement:
Works for 33% discount for followers of Denth

Alden Fosyth
Human male
Height 5'10", Weight 192lbs
Neutral
Cleric of Denth 3 (ECL3)

STR...13 [+1]...(5 pts)
DEX...10 [+0]...(2 pts)
CON...10 [+0]...(2 pts)
INT...10 [+0]...(2 pts)
WIS...16 [+3]...(10 pts)
CHA...12 [+1]...(4 pts)

Hit Points: 17 [3 HD]
AC 19, Touch 10, Flat 19 [+7 armor, +2 shield]
Initiative: +0 [0dex]
BAB/Grap: +2/+3 [+2bab, +1str]
Speed 20

Saves:
Fort +4 [+3 cleric, +0 con, +1 resistance]
Refl +2 [+1 cleric, +0 dex, +1 resistance]
Will +7 [+3 cleric, +3 wis, +1 resistance]

Attacks:
[Ma] Flail +5 melee (+2 bab, +1 str, +1 feat, +1 enh) 1d8+1 dmg, x2 [+2 to disarm checks] [trip weapon]
Heavy Crossbow +2 ranged (+2 bab, +0 dex) 1d10 dmg, 19-20/x2, 120ft range increment

Feats: Spell Focus (Conjuration) (1st), Augmented Summoning (human), Martial Weapon Proficiency (Flail), Weapon Focus (Flail), Power Attack (3rd)
Racial and Class Abilities: Bonus feat, bonus skill points; Spells, Domains (Strength (+3 enh to str for 1 round), War (bonus proficiency and focus)), Turn Undead (4/day), Spontaneous Cure Spells

Skills (18 cleric):
-9 Balance [-9 ACP]
-8 Climb [+1 str, -9 ACP]
+4 Concentration [4 cleric] (4 ranks)
-9 Hide [-9 ACP]
-14 Jump [+1 str, -6 speed, -9 ACP]
+4 Knowledge (Religion) [4 cleric] (4 ranks)
+4 Knowledge (The Planes) [4 cleric] (4 ranks)
+3 Listen [+3 wis]
-9 Move Silently [-9 ACP]
+2 Spellcraft [2 cleric] (2 ranks)
+3 Spot [+3 wis]

Languages: Common, Abyssal, Infernal [4 clericCC]

Spells memorized: [4/3+1/2+1] [Spell levels: 10; Cast: 4] [CL3] [* Conjuration Spell (+1 DC)]
0: [DC 13] Detect Magic, Guidance, Resistance, Cure Minor Wounds
1: [DC 14] Enlarge Person (domain), Sanctuary, Summon Monster I* (x2)
2: [DC 15] Spiritual Weapon (domain), Bull's Strength, Summon Monster II*

Buffs and Prefight actions:

Equipment [Weight] (Gold)
(Free weightless outfit)
Half-Plate Armor [50lbs] [600gp]
Heavy Wooden Shield [10lbs] [7gp]
[Ma] Flail [5] (308gp)
Heavy Crossbow [8lbs] (50gp)
Cloak of Resistance +1 [1000gp]
2x Wooden Unholy Symbol [2gp]

[B]Expendable Items: [CL] [Weight] (Gold)]
20 Crossbow bolts [2] (2gp)
10 Cold Iron Crossbow bolts [1] [2gp]
10 Silver Crossbow bolts [1] [21gp]
2x Scroll of Summon Monster I (CL2) [100gp]
Scroll of Summon Monster II (CL3) [150gp]
258gp left

Miscellaneous Statistics:
Encumbance: 0-33 (light), 34-66 (medium), 67-100 (heavy)
Weight carried: 81 lb

Character Background:
One of the more experienced priests within Gladius, Alden is not an uncommon presence at most public functions. A well-trained speaker with the backing of his church behind him, Alden is frequently the forefront of public relations. His skill in summoning is not uncommon among Denthians, but he embraces many of the summons that are otherwise ignored in the darker sides of the church.

Character Personality:
Alden is well-liked among spectators because of his versatility in his summons - utilizing the full spectrum of his spells. He listens well to direction from his employer and does his best to engage opponents according to his employer's terms rather than forcing his own agenda.

Alden donates the spoils of his mercenary duties directly to the church and has funded many operations to expand the church in Denth's name. Alden is not opposed to working with anyone who will give him time to speak according to his passions.

Mercenary provided by TelinArtho.
Tellish_of_Ket

03-09-07, 06:26 PM
Mercenary Requirements
Cost to hire: 666 gold
Requirement: Must not have any ranks in Perform...Bravo absolutely MUST be the best. :)
You MUST tell him he is the best Bard you've ever heard [Bluff DC 8]
Opponent may chose to pay double his cost so he DOESN'T fight for you. He says he just "slept in", and doesn't offer a refund.


Bravo, the Exaggerator
Male, Half-Orc
Neutral Evil
Barbarian 1/Bard 5

STR...18 [+4]...(8 pts) +2 race, +1 lvl
DEX...10 [+0]...(2 pts)
CON...10 [+0]...(1 pts), +1 item
INT...13 [+1]...(8 pts), -2 race
WIS...08 [-1]...(0 pts)
CHA...12 [+1]...(6 pts), -2 Race

Hit Points: 29 (29.5) [6 HD]
AC 12, Touch 10, Flat 12 [+2 leather]
Initiative: +0 [+0 dex]
BAB/Grap: +4/+8 [+4bab, +4str]
Speed 40

Saves:
Fort +3 [+2 Barb, +1 Bard, +0 con] [Conditional modifiers]
Refl +4 [+0 Barb, +4 Bard, +0 dex] [Evasion]
Will +3 [+0 Barb, +4 Bard, -1 wis] [+2 rage]


Attacks:
Spiked Chain +9 melee, 2d4+6 [19-20/x2]
Heavy Xbow +4 ranged, 1d10 [19-20/x2] [120' range]
Javelin +4 ranged, 1d6+4 [20/x2] [30' range]


Feats: Ewp: Spiked Chain(1), Combat Expertise(3), Improved Trip(6)
Racial and Class Abilities: Rage, bardic music, inspire courage +1, fascinate, countersong
Special Abilities: spontaneous casting, inspire competence


Skills (20 Points Barb, 35 Points Bard):
Spellcraft +11 [8 rnks, +1 Int, +2 Syn(know arcana)] [8 Bard]
Know:Arcana +9 [8 rnks, +1 Int] [8 Bard
Perform +12 [9 rnks, +1 Cha +2 tool] [7 Bard, 4 Barb]
Craft:weapons +10 [7 rnks, +1 Int, +2 Tools[4 Barb, 3 Bard]
Craft:armour +10 [7 rnks, +1 Int, +2 Tools[4 Barb, 3 Bard]
Craft:alchemy +10 [7 rnks, +1 Int, +2 Tools[4 Barb, 3 Bard]
Craft:bow +10 [7 rnks, +1 Int, +2 Tools[4 Barb, 3 Bard]
Languages: Common, Orcish, Draconic



Spells per Day: [Dc11+lvl] [3/4/1] [Spell levels: 6; Cast: 2 (1/3 of spell-levels)]
0: lullaby, magehand, resistance, read magic, summon instrument, detect magic
1: CLW, expeditious retreat, tasha's, grease
2: bull's strength, heroism, silence



Buffs and Prefight actions:
-


Equipment [Weight] (Gold)
(Free weightless outfit)
mithril chain [10] (550gp)]crafted
mw, cold iron spiked chain [10] (175gp)]crafted
mw, silver spiked chain [10] (253gp)]crafted
mw, heavy crossbow [8] (175gp)]crafted
Quiver with 20 cold iron bolts [1] (1gp)]crafted
Quiver with 5 adamantine bolts [.25] (150gp)]crafted
Quiver with 5 silver bolts [.25] (5gp)]crafted
Amulet of Health +1 [0] (1000gp)]
pear of power 1st [0] (1000gp)]
wand of cure light wounds [0] (750gp)]
alchemist fire (x5) [5] (50gp)]crafted
smokesticks (x5) [5] (50gp)]crafted
mw, musical instruments [3] (100gp)]
4 sets of mw tools for craft skills (665gp)
196gp left over

[B]Expendable Items: [CL] [Weight] (Gold)]
scroll of invisibility [0] (150gp)]
scroll of magic weapon [0] (25gp)]
scroll of fly [0] (375gp)]
scroll of silence [0] (150gp)]


Miscellaneous Statistics:
Encumbance: 0-100 (light), 101-200 (medium), 201-300 (heavy)
Weight carried: 42.5 lb

Character Background:
Bravo grew up as a normal barbaric half-orc wandering the plains of the Paynim. As he matured, he realized he had a gift for the gab. He was constantly ridiculed for this and sought ways to compensate. Bravo was always a jealous individual and sought to silence the critics. He hates being made fun of, and can/will probably kill anyone who dares to say he's a horrible bard. Bravo has worked too hard and too long, suffered WAY too much ridicule for anyone to say otherwise. His fuse is short, but his memory is long. He remembers being lied to very often as a child growing up and used by his peers only to be dumped later when they had no use for him. Sometimes, some of the other for battle savy combatants would pretend to be his friend, only to turn on him, and then laugh about it later. This irks Bravo intensly and it is the core of his psychological foundations. Bravo always felt different from everyone else, and though it's not his real name, whenever people here him perform they always say, "Bravo. Bravo." So he gave himself that nickname. If they were being coy and insincere, he would kill them. Easy as that. One thing that is striking is his obvious draconic heritage. He left the plains of the Paynim to come to Gladius to earn some money so he can continue his journey to the Crystalmist Mountains where it is rumoured one of his original desendants live. [ie. next level he would take Dragon Disciple if he were ever to level](see World of Gladius (http://boards1.wizards.com/showthread.php?t=580765))

Character Personality:
Bravo loves to inspire...himself. Despite his great strength, he hates grappling, and will NEVER grapple an opponent. It's simply too brutish for him.
Bravo knows how to use his superior speed to overwelm opponents. If it's one thing he's used to, its running.
Typical Attitude:
Rd 1 - expeditious retreat
Rd 2 - inspire while he chases down opponent to trip and lay the smackdown.
{he doesn't worry if other allies are in range when he starts. He figures that's their job, not his.}

If Bravo know he has a lot of time:
Rd 1 - expeditious retreat
Rd 2 - recall lost SL with PoP
Rd 3 - Bull's strength, or Heroism

If Bravo knows he's facing a spellcaster (even if it's a Cohort), he will make the caster his first priority:
Rd 1 - invis (unless the gladiator that hired him informs him their opponents can see through it)
Rd 2 - fly
Rd 3 - heroism
Rd 4 - silence (scroll)



Mercenary provided by ToK.
sonofzeal

03-11-07, 07:58 PM
Mercenary Requirements
Cost to hire: 200 gold
Will not work for elves (Diplomacy 10)
Will not work for non-lawful characters (Diplomacy 5)
33% discount for members of traditionally "savage" races
- orcs, half-orcs, goblinoids, kobolds, etc


Private 618
Male Hobgoblin
LE
Fighter 1, LA 1 = ECL 2

STR...16 [+3]...(10 pts)
DEX...16 [+3]...(6 pts) [14, +2 racial]
CON...16 [+3]...(6 pts) [14, +2 racial]
INT....11 [+1]...(3 pts)
WIS...8 [-1]...(0 pts)
CHA...8 [-1]...(0 pts)

Hit Points: 13 [10 Fighter, 3*1 HD]
AC 17, Touch 13, Flat 14 [+4 chain shirt, +3 dex]
Initiative: +3 [3 dex]
BAB/Grap: +1/+7 [+1 bab, +3 str, +4 feat]
Speed: 30

Saves:
Fort +6 [2 fighter, +3 con, +1 enh]
Refl +4 [3 dex, +1 enh]
Will +0 [-1 wis, +1 enh]


Attacks:
Shortsword +4 melee, 1d6+3 [19-20/x2]
Composite Longbow +5 ranged, 1d8+3 [20-20/x3], 110 ft.


Feats: Improved Unarmed Strike (lvl 1), Improved Grapple (fighter 1)


Skills (8 Points Fighter 1):
Balance +2 [+3 dex, -1 acp]
Climb +2 [+3 str, -1 acp]
Hide +4 [2 ranks, +3 dex, -1 acp] [2ftr(cc)]
Jump +2 [+3 str, -1 acp]
Listen -1 [-1 wis]
Move Silently +8 [2 ranks, +3 dex, +4 racial, -1 acp] [2ftr(cc)]
Spot -1 [-1 wis]
Languages: Common, Goblin



Buffs and Prefight actions:
None


Equipment [52] (1982)
(Free weightless outfit)
Masterwork Chain Shirt[25] (250)]
Heavy Steel Shield [15] (20)]
Masterwork Composite Longbow {str+3} [3] (700)]
Shortsword [2] (10)]
Quiver with 40 arrows [6] (2)]
Cloak of Resistance +1 [1] (1000)]


[B]Expendable Items:
None

Miscellaneous Statistics:
Encumbance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Weight carried: 52 lb

Character Background:
Private 618 served in the Hobgoblin Armed Forces from a young age. He showed good aptitude, and his early carreer was successful, but his unit was not and was eventually disbanded and all its members put on reserve. He now works in the arena to stay in practice, until such time as his race has need of him again.

Character Personality:
Private 618 is a switch-hitter, equally versed in several styles of combat. Against weaker opponents he will grapple and attempt to pin so that an ally can finish them off, and against stronger opponents he will attempt to engage at range. In both cases, he uses his natural instinct for stealth to gain an edge. His tactical insight is solid, if unimaginative, and he follows orders to the letter.


Mercenary provided by sonofzeal.
Zevox

03-13-07, 01:32 AM
Mercenary Requirements
Cost to hire: 1300 gold
Requirement: Will not work for non-evil Druids or Rangers [Diplomacy 11]
Requirement: Will never work for members of The Living Tree.
Special: Evil Druids, Rangers, and Barbarians get a discount in % equal to 2*their number of levels int those classes.
Special: Works for free when fighting a member of The Living Tree.

Destra Stormwind
Female Human
Neutral Evil
Druid 8/Barbarian 1 [ECL 9]

STR...14 [+2]...(6 pts)
DEX...10 [+0]...(2 pts)
CON...12 [+1]...(4 pts)
INT....11 [+0]...(3 pts)
WIS...20 [+5]...(10 pts) [16, +2level, +2enhancement]
CHA...8 [-1]...(0 pts)

Hit Points: 55 [9 HD] [+18 rage]
AC 16 [+0dex, +5armor, +1shield], Touch 10, Flat 16 [+5armor Dragonhide Breastplate (+1), +1shield Wooden Shield]
Initiative: +0 [0dex]
BAB/Grap: +7/+9 [+7bab, +2str]
Speed 30

Saves:
Fort +9 [6Drd, +2Bar, +1con] [+2 rage]
Refl +2 [2Drd, +0Bar, +0dex]
Will +11 [6Drd, +0Bar, +5wis] [+2 rage]

Attacks:
MW Shortspear +10/+5 melee, 1d6+2 [20/x2]
[+7/+2bab, +2str, +1MW]
MW Longspear +10/+5 melee, 1d8+3 [20/x3] [10' reach]
[+7/+2bab, +2str, +1MW]
MW Composite Longbow (str+2) +8/+3 ranged, 1d8+2 [20/x3] [110' range]
[+7/+2bab, +0dex, +1MW]
Thunderclap (Produce Flame) +9/+4 melee touch, 1d6+5 sonic (fire) [20/x2]
[+7/+2bab, +2str]
Thunderclap (Produce Flame) +7/+2 ranged touch, 1d6+5 sonic (fire) [20/x2]
[+7/+2bab, +0dex]

Modifiers: +2 attack/damage melee Rage or Bull's Strength (+3 damage longspear).

Feats: Spell Focus (Evocation), Greater Spell Focus (Evocation), Extend Spell, Natural Spell, Energy Substitution (Sonic).
Racial and Class Abilities: Trackless Step, Nature Sense, Animal Companion, Woodland Stride, Resist Nature's Lure, Fast Movement.
Special Abilities: Wild Shape (Large) 3/day, Rage 1/day, Wild Empathy.

Skills (55Drd, 5Bar):
-3 Balance [0rnks, +0dex, -3armor]
-1 Climb [0rnks, +2str, -3armor]
+13 Concentration [12rnks, +1con] [11Drd, 2BarCC]
+13 Handle Animal [12rnks, -1cha, +2circumstance] [11Drd, 1Bar] [+4 w/ Carcaruva]
-3 Hide [0rnks, +0dex, -3armor]
-1 Jump [0rnks, +2str, -3armor]
+5 Knowledge (Arcana) [5rnks, +0int] [10Drd]
+3 Knowledge (Natue) [1rnk, +0int, +2nature sense] [1 Drd]
+5 Listen [0rnks, +5wis]
-3 Move Silently [0rnks, +0dex, -3armor]
+11 Spellcraft [11rnks, +0int] [11Drd]
+22 Spot [12rnks, +5wis, +5competance] [11Drd, 2BarCC]
Languages: Common, Druidic.

Spells memorized: [DC 15+lvl] [6/6/4/4/3] [Spell levels: 38; Cast: 13]
0: Guidance, Guidance, Resistance, Mending, Flare (DC 17), Detect Magic.
1: Thunderclap, Thunderclap, Entangle, Faerie Fire, Magic Fang, Obscuring Mist.
2: Cacophonous Orb (DC 19), Extended Produce Flame, Warp Wood, Hold Animal.
3: Call Thunder (DC 20), Call Lightning (DC 20), Poison, Protection from Energy.
4: Air Walk, Flame Strike (DC 21), Dispel Magic.
Thunderclap = Sonic Produce Flame
Cacophonous Orb = Sonic Flaming Sphere
Call Thunder = Sonic Call Lightning
Buffs and Prefight actions:
Brings Carcaruva (Class Ally)

Equipment [57 lbs][10,766 gp]
11 gp
MW Shortspear [3 lbs][301 gp]
MW Longspear [9 lbs][305 gp]
MW Composite Longbow [3 lbs][600 gp]
Quiver with 40 arrows [6 lbs][2 gp]
+1 Dragonhide Breastplate [30 lbs][1,700 gp]
MW Light Wooden Shield [5 lbs][303 gp]
Periapt of Wisdom +2 [0 lbs][4,000 gp]
Eyes of the Eagle [0 lbs][2,500 gp]
Pearl of Power I [0 lbs][1,000 gp]
Masterwork Whistle [1 lb][50 gp]
Burned Pinecone [0 lbs][0 gp][Divine Focus, as Holly & Mistletoe]
Spell Component Pouch [2 lbs][5 gp]

Expendable Items: [CL] [0 lbs][1,225 gp]
Scroll of Freedom of Movement [CL 7] [0 lbs][700 gp]
Scroll of Bull's Strength [CL 3] [0 lbs][150 gp]
Scroll of Wind Wall [CL 5] [0 lbs][375 gp]

Miscellaneous Statistics:
Encumbance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 59 lb


[b]Carcaruva, "Fang of Fire"
Female Dire Wolf (Large Animal)
True Neutral

Str 25 [+7], Dex 15 [+2], Con 17 [+3], Int 2 [-4], Wis 12 [+1], Cha 10 [+0]

Hit Points: 45 hp [6 HD] [(4.5*6)Anim + (3*6)con]
AC 14 [+2dex, +3natural, -1size], Touch 11, Flat 12
Initiative +2 [+2dex]
BAB/Grap: +4/+15 [+4bab, +7str, +4size]
Space/Reach: 10ft/5ft
Speed 50ft [Base 50ft]

Saves:
Fort +8 [5Wolf + 3con]
Refl +7 [5Wolf + 2dex]
Will +6 [5Wolf + 1wis]

Attacks:
Bite +11 melee, 1d8+10+Trip
[+4bab, +7 str, +1focus, -1size]

Feats:
Track
Weapon Focus (Bite) [1 HD]
Alertness [3 HD]
Run [6 HD]

[b]Special Abilities:
Low-light Vision
Scent
Trip (modifier +11) (Trip attempt as free action on successful bite, no touch attack or AoO, no return attempt on failure.)
Link
Share Spells

Tricks (Max: 6+1=7):
Carcaruva: Air Walk, Attack, Heel, Seek, Defend, Down, Guard.

Skills: (9 Wolf)
+2 Balance [0rnks, +2dex]
+7 Climb [0rnks, +7str]
+0 Hide [0rnks, +2dex, +2racial, -4size]
+15 Jump [0rnks, +7str, +8speed]
+7 Listen [2rnks, +1wis, +2racial, +2alertness] [2Wolf]
+4 Move Silently [0rnks, +2dex, +2racial]
+7 Spot [2rnks, +1wis, +2racial, +2 altertness] [2Wolf]
+2 Survival [1rnks, +1wis] [1Wolf] [+4 racial when tracking by scent]

Miscellaneous Statistics:
Encumbance: 0-798 lbs (light), 799-1599 lbs (medium), 1600-2400 lbs (heavy)
Weight carried: 0 lbs

Character Background:
One of the few worshippers of Talos the Stormlord in Gladius, Destra’s love of destruction is unsurpassed by any but that of her deity himself. Though not as random and uncontrolled as he, she nonetheless revels in her work – taking great pleasure in burning down forests, leveling buildings, sacrificing sentient beings to her lord on his holy days, and other acts of calculated slaughter and devastation. To her such acts are perfectly natural, and indeed are the ultimate goal of all nature (for what is ultimately to come of the world if not simply to end?), and thus she has taken the path of the Druid to harmonize her soul with this ultimate goal of nature. She came to the city of Gladius to develop her powers in the arena that she might better serve her lord, and intends to leave the city in ashes in tribute to the Stormlord when she has grown great enough. She has particular contempt for those who would protect the weak, such as Paladins or goodly Ranger, Druids, and Clerics, and sees most other Druids and Rangers as either heretics or misguided fools. She has some respect for Barbarians, whose battle lust and rages she understands, and empathizes with destructive Druids, Rangers, Wizards, Sorcerers, and Psions. Ultimately though, she only truly respects power, and power used to destroy in particular.

After failing as an arena combatant in her own right and having the territory she had taken for herself outside the city fall into the hands of The Living Tree, she was left with the options of leaving outright or staying as a mercenary. Given her unwillingness to abandon her vow to leave the city in ashes when she left, she chose the latter. She is very particular as to her partners, rarely working with Druids or Rangers whose beliefs clash with her own and never with any members of The Living Tree, although she will work with other goodly beings, albeit grudgingly, as she knows she would lose too much work by refusing all of them outright.

Character Personality:
In battle, Destra is ruthlessly offensive. She casts no more than 4 non-damaging spells per fight (including those on her scrolls), and her strategies number only two. Against spellcasters or manifesters she strengthens herself with her Bull's Strength scroll and uses protection from energy to ward off her foe's favored energy type, then wild shapes into a Dire Wolf, casts Poison and holds it with her bite weapon, and moves to melee and rages, delivering the poison with her first successful attack. Against warriors, she prefers to use Entangle when possible, her Wind Wall scroll to protect herself from arrows, and then lob damaging spells at her foe; though against poor archers she instead wild shapes into a fast flying form and blasts her foe from the sky. She uses Air Walk against flying foes she wants to melee, or on her animal companion against flying foes she doesn't want to melee. Beyond these general tactics though, she will typically take orders from her partner, with the one provision that she will never drop one of her offensive spells to summon allies.

Mercenary provided by Zevox.
Abyssal Stalker

03-20-07, 03:17 PM
Mercenary Requirements
Cost to hire: 1133 gold
Requirement: Will not fight for members of TLT
Double Cost for characters with the ability to Turn Undead
-50% discount for characters with the ability to Rebuke Undead or Spell Focus (necromancy)
-25% discount when fighting a member of TLT


Szaal'zass the Shaman
Middle-aged Female Lizardfolk
Neutral Evil
ECL 8 (5 Cleric (Death and Earth), 2 Humanoid)

STR...9 [-1]...(0 pts) [8, +2 race, -1 age]
DEX...13 [+1]...(6 pts) [14, -1 age]
CON...14 [+2]...(5 pts) [13, +2 race, -1 age]
INT....12 [+1]...(5 pts) [13, -2 race, +1 age]
WIS...16 [+3]...(8 pts) [15, +1 age]
CHA...10 [+0]...(1 pts) [9, +1 age]

Hit Points: 49 [7 HD]
AC 22, Touch 11, Flat 21 [+5 natural, +4 armor, +2 shield, +1 dex]
Initiative: +1 [+1 dex]
BAB/Grap: +4/+3 [+4 bab, -1 str]
Speed 20

Saves:
Fort +7 [+0 humanoid, +4 cleric, +2con, +1 equipment] [Conditional modifiers]
Refl +6 [+3 humanoid, +1 cleric, +1 dex, +1 equipment]
Will +8 [+0 humanoid, +4 cleric, +3 wis, +1 equipment]

Attacks:
Claw +6 melee 1d4-1 [20/x2]
Full attack 2 claws +6 melee 1d4-1 and bite +1 melee 1d4-1 [20/x2]
Melee touch spell +6 melee
Ranged touch spell +6 ranged

Feats: Deflect Arrows, Weapon Finesse, Spell Focus (necromancy)
Racial and Class Abilities: Death Touch +5 melee (5d6 damage), Hold Breath, Rebuke Undead, Spontaneous Casting of Inflict Spells

Skills (15 points humanoid, 15 points cleric):
Balance +8 [5 rnks, +2 dex, +4 racial, -3 ACP] [5 hmd]
Concentration +9 [7 rnks, +2 con] [7 clr]
Jump +6 [6 rnks, -1 str, +4 racial, -3 ACP] [6 hmd]
Knowledge (nature) +4 [3 rnks, +1 int] [3 clr]
Knowledge (religion) +5 [4 rnks, +1 int] [4 clr]
Listen +2 [+2 wis]
Move Silently -1 [+2 dex, -3 ACP]
Spot +1 [+1 int]
Swim +4 [4 rnks, -1 str, +4 racial, -3 ACP] [4 hmd]
Languages: Common, Draconic, Orc


Spells memorized: [5/4+1/3+1/2+1] [Spell levels: 22; Cast: (1/3 of spell-levels)]
0: Detect Magic, Guidance, Light, Resistance, Resistance
1: Cause Fear, Doom, Obscuring Mist, Sanctuary, Shield of Faith
2: Soften Earth and Stone, Bull's Strength, Resist Energy, Spiritual Weapon
3: Animate Dead, Bestow Curse, Dispel Magic

Buffs and Prefight actions:
- none

Equipment , 9400gp
(Free weightless outfit)
+1 Hide Armor [25 lbs] (1165 gp)]
+1 Light Wooden Shield [5 lbs] (1157 gp)]
Cloak of Resistance +1 [1 lbs] (1000 gp)]
Gloves of Dexterity +2 [1 lbs] (4000 gp)]
Pearl of Power (1st level) [0 lbs] (1000 gp)]
Wooden Unholy Symbol [0 lbs] (1 gp)]

[B]Expendable Items: [CL] [Weight] (Gold)]
Potion of Magic Fang [CL 1] [0.1 lbs] (50 gp)]
Potion of Protection from Arrows [CL 3] [0.1 lbs] (300 gp)]
Potion of Invisibility [CL 3] [0.1 lbs] (300 gp)]
Scroll of Soften Earth and Stone [CL3] [0 lbs] (150 gp)]

Miscellaneous Statistics:
Encumbance: 0-30 (light), 31-60 (medium), 61-90 (heavy)
Weight carried: 32.2 lbs

Character Background:
Szaal'zass is a shaman of the lizardfolk that has settled to Luna March, also known as the Swampers. She is a respected, but also feared member of her society. Lizardfolk shamans usually live in lonely huts near the actual village. Szaal'zass was plotting the next move of the Swampers, when she was attacked by the members of TLT. Now she is seeking revenge for TLT and also trying to find corpses of powerful creatures to animate.


Character Personality:
Szaal'zass will mainly focus in buffing the character she is helping and also preparing herself for combat. She will cast sanctuary or use a potion of invisibility to get the time needed for buffing. Then she will use expendables as needed and buff the character she is helping with spells like Bull's Strength. After she is finished with buffing, she will prepare a touch spell and join the combat. If needed, Szaal will use Soften Earth and Stone to hamper the opponent's movement. After the opponent is wounded, Szaal will attack with Death Touch.



Mercenary provided by Abyssal Stalker.
TelinArtho

03-27-07, 01:53 PM
Mercenary Requirements
Cost to hire: 75 gold +scrolls used
Requirement: Employer must pay to replace scrolls used by Hunter. Employer may craft the scrolls to reduce the cost.

Hunter Theor
Human male
Height 5', Weight 124lbs
Neutral
Rogue 1 (ECL1)

STR...12 [+1]...(4 pts)
DEX...16 [+3]...(10 pts)
CON...10 [+0]...(2 pts)
INT...13 [+1]...(5 pts)
WIS...8 [-1]...(0 pts)
CHA...12 [+1]...(4 pts)

Hit Points: 6 [1 HD]
AC 16, Touch 13, Flat 13 [+3 dex, +3 armor]
Initiative: +3 [3dex]
BAB/Grap: +0/+1 [+0bab, +1str]
Speed 30

Saves:
Fort +0 [+0 con]
Refl +5 [+2 rogue, +3 dex]
Will -1 [-1 wis]

Attacks:
[Ma] Rapier +2 melee (+0 bab, +1 str, +1 enh) 1d6+1 dmg, 18-20/x2
Mighty (+1 Str) Composite Short Bow +3 ranged (+0 bab, +3 dex) 1d6+1 dmg, 20/x3, 70ft range increment

Feats: Combat Expertise (1st), Improved Feint (human)
Racial and Class Abilities: Bonus feat, bonus skill points; Sneak Attack (+1d6), Trapfinding

Skills (40 rogue):
+7 Balance [4 rogue, +3 dex] (4 ranks)
+5 Bluff [4 rogue, +1 cha] (4 ranks)
+1 Climb [+1 str]
+7 Hide [4 rogue, +3 dex] (4 ranks)
+5 Jump [4 rogue, +1 str] (4 ranks)
+3 Listen [4 rogue, -1 wis] (4 ranks)
+7 Move Silently [4 rogue, +3 dex] (4 ranks)
+3 Sense Motive [4 rogue, -1 wis] (4 ranks)
+3 Spot [4 rogue, -1 wis] (4 ranks)
+7 Tumble [4 rogue, +3 dex] (4 ranks)
+5 Use Magic Device [4 rogue, +1 cha] (4 ranks)

Languages: Common, Elven

Buffs and Prefight actions:

Equipment [Weight] (Gold)
(Free weightless outfit)
[Ma] Studded Leather Armor [20lbs] [175gp] [15% Arcane spell failure]
Mighty (+1 str) Composite Short Bow [2lbs] [150gp]
[Ma] Rapier [2lbs] [320gp]

[B]Expendable Items: [CL] [Weight] (Gold)]
20 arrows [3lbs] [1gp]
20 cold iron arrows [3lbs] [2gp]
Arcane Scroll of Shield (CL1) [25gp]
Arcane Scroll of Expeditious Retreat (CL1) [25gp]
Arcane Scroll of Ray of Enfeeblement (CL1) [25gp]
Divine Scroll of Resistance (CL1) [12gp, 5sp]
164gp, 5sp left

Miscellaneous Statistics:
Encumbance: 0-43 (light), 44-86 (medium), 87-130 (heavy)
Weight carried: 30 lb

Character Background:
Born into the poor section of Gladius, Hunter made a name for himself at a young age as a runner for the Gladiatorial arenas by spreading the word of the next matches and even distributing the results of finished matches. As he grew older, he worked as a sparring partner with some of the less-skilled combatants and as such has picked up a few useful skills - though mostly skills that are common for "dirty" fighting. For what its worth, Hunter is polite and well-spoken. He is eager to show his employer his skills and will do what he can to help ensure victory.

Character Personality:
Hunter is a well-spoken individual and listens to direction well from his employer. He is most commonly used as a flanker in order to make the best use of his abilities, but he is confident enough to stand toe-to-toe with most combatants - especially if he is able to use his buffing scrolls. He makes use of the items he has available, but only on the condition that his employer pays to replace the scrolls he uses.

Mercenary provided by TelinArtho.
UserNamer

03-31-07, 01:07 PM
Mercenary Requirements
Cost to hire: x gold
Requirement: xxx

(Name of Mercenary)
Male Gray Elf
True Neutral
Wiz1, ECL 1 [+0LA]

STR...05 [-3]...(0 pts) [-2 race] [-1 age]
DEX...14 [+2]...(5 pts) [+2 race] [-1 age]
CON...10 [+0]...(5 pts) [-2 race] [-1 age]
INT....20 [+5]...(13 pts) [+2 race] [+1 age]
WIS...10 [+0]...(1 pts) [+1 age]
CHA...10 [+0]...(1 pts) [+1 age]

Hit Points: 4 [1 HD]
AC 12, Touch 12, Flat 10 [+2 dex]
Initiative: +2 [+2dex]
BAB/Grap: +0/-3 [+0bab, -3str]
Speed 30ft

Saves:
Fort +0 [+0wiz, +0con]
Refl +2 [+0wiz, +2dex]
Will +2 [+2wiz, +0wis] [+2 vs. enchantments]

Attacks:
[mwk] Light Crossbow +3 melee, 1d8 [19-20/x2]

Feats: Scribe Scroll, Spell Focus(Illusions)

Racial and Class Abilities:
Low-light vision, +2 vs. enchantments, immune to sleep, +2 on spot, listen and search, sense secret doors, bonus feats, summon familiar(owl), specialization school(enchantments), prohibited schools(illusions/evocation)

Skills (32wiz):
Balance +2 [0 rnks, +2dex]
Move Silently +2 [0 rnks, +2dex]
Hide +2 [0 rnks, +2dex]
Climb -3 [0 rnks, -3str]
Swim -3 [0 rnks, -3str]
Jump -3 [0 rnks, -3str]
Listen +2 [0 rnks, +0wis, +2race]
Spot +2 [0 rnks, +0wis, +2race]
Search +7 [0 rnks, +5int, +2race]
Knowledge(nature) +9 [4 rnks, +5int] [4wiz]
Knowledge(arcana) +9 [4 rnks, +5int] [4wiz]
Knowledge(royalty) +9 [4 rnks, +5int] [4wiz]
Knowledge(local) +9 [4 rnks, +5int] [4wiz]
Knowledge(history) +9 [4 rnks, +5int] [4wiz]
Spellcraft +9 [4 rnks, +5int] [4wiz] [+2 enchantments]
Concentration +4 [4 rnks, +0con] [4wiz]

Spells: [DcX+lvl] [4/4] [Spell levels: 4; Cast: 2]
0: Acid Splash, Touch of Fatigue, Detect Magic, Ghost Sound [DC 16]
1: Color Spray [DC 17], Color Spray [DC 17], Color Spray [DC 17], Ray of Enfeeblement

Spellbook:
0: All, except illusions and evocations
1: Color Spray, Ray of Enfeeblement, Mount, Mage Armor, Shield, Expeditious Retreat, Reduce Person, Cause Fear

Buffs and Prefight actions:
- Bring Owl familiar [CR0]

Equipment [Weight] (Gold)
(Free weightless outfit)
[mwk] Light Crossbow [4lb] (335)]
Quiver with 20 Bolts [2lb] (2)]
Alchemist's Fire [10lb] (200)] [10x]

[B]Expendable Items: [CL] [Weight] (Gold)]
Scroll of Mage Armor [1] [0] (12,5)]
Scroll of Shield [1] [0] (12,5)]
Scroll of Ray of Enfeeblement [1] [0] (12,5)]
Scroll of Ray of Enfeeblement [1] [0] (12,5)]
Scroll of Expeditious Retreat [1] [0] (12,5)]
Scroll of Reduce Person [1] [0] (12,5)]
Scroll of Mount [1] [0] (12,5)]

Miscellaneous Statistics:
Encumbance: 0-16 (light), 17-33 (medium), 34-50 (heavy)
Weight carried: 16 lb (light load)

Character Background:
Unlike for PCs, the background story and personality for Mercenaries are mandatory because their behaviour depends on it. You can come up with anything you like as long as it sounds reasonable. If you have a long background story, make a short summary here, and put the long version in sblocks below. The Personality refers to the Mercs behaviour in a fight and goes into the next section below. Also tell us where he comes from (see World of Gladius (http://boards1.wizards.com/showthread.php?t=580765))

Character Personality:
<describe personality in fights>



Mercenary provided by (your username).[/QUOTE]
TelinArtho

09-11-07, 04:29 PM
Mercenary Requirements
Cost to hire: 533 gold
Requirement: Non-Good
Prefers Evil Clerics (or Neutral Clerics that can rebuke) and Necromancers

Blaergh
Ghoul male, Medium Undead
Chaotic Evil
Ghoul 2 (ECL5)

STR 16 [+3] (6 pts) [14, +2 race]
DEX 18 [+4] (6 pts) [14, +4 race]
CON -- [--] (0 pts)
INT 13 [+1] (3 pts) [11, +2 race]
WIS 12 [+1] (0 pts) [8, +4 race]
CHA 18 [+4] (10 pts) [16, +2 race]

Hit Points: 18 [2d12 HD]
AC 21, Touch 15, Flat 17 [+4 dex, +2 nat, +4 armor, +1 deflection]
Initiative: +4 [4dex]
BAB/Grap: +1/+4 [+1bab, +3str]
Speed 30

Saves:
Fort -- (not subject to fortitude saves)
Refl +4 [+4 dex]
Will +4 [+3 Ghoul, +1 Wis]

Attacks:
Bite +4 melee, 1d6+3 dmg plus paralysis and disease, x2 crit (+1 bab, +3 str)
2 Claws +2 melee, 1d3+2 dmg plus paralysis, x2 crit (+1 bab, +3 str, -2 secondary attack)

[Ma] Light Crossbow +6 ranged, 1d8, 19-20/x2 crit, 80ft range increment (+1 bab, +4 dex, +1 enh)

[Paralysis DC15 for claw or bite]

Feats: Multiattack (1st)
Racial and Class Abilities: Ghoul Fever (disease, bite; Fortitude DC15, Charisma-based), Paralysis (claw or bite; Fortitude DC15 or be paralyzed for 1d4+1 rounds. Elves are immune. Charisma-based), Darkvision 60ft, Turn Resistance +2, Undead Traits

Skills (25 Points Ghoul)
+9 Balance [5 ghoul, +4 dex] (5 ranks)
+3 Climb [+3 str]
+9 Hide [5 ghoul, +4 dex] (5 ranks)
+8 Jump [5 ghoul, +3 str] (5 ranks)
+1 Listen [+1 wis]
+9 Move Silently [5 ghoul, +4 dex] (5 ranks)
+6 Spot [5 ghoul, +1 wis] (5 ranks)

Speaks Common, Elf
Speak Language [1 +1 int] [2 total languages]

Buffs and Prefight actions:
2 crossbow bolts poisoned with Drow Poison
Coat mouth (bite attack) with Giant Wasp Poison

Equipment [Weight] (Gold)
(Free weightless outfit)
Mithril Chain Shirt [10] (1100gp)
[Ma] Light Crossbow [4] (335gp)
Ring of Protection +1 [0] (2000gp)

[B]Expendable Items: [CL] [Weight] (Gold)]
40 Crossbow bolts [4] (4gp)
20 Cold Iron bolts [2] (4gp)
20 Silver bolts [2] (42gp)[/COLOR}
2 Doses of Drow Poison [COLOR=Silver][0.2] (150gp) [Injury DC13, Unconsciousness for 1 minute, Unconsciousness for 2d4 hours]
1 Dose of Giant Wasp Poison [0.1] (210gp) [Injury DC18, 1d6 dex, 1d6 dex]
456gp left

Miscellaneous Statistics:
Encumbance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Weight carried: 22.3 lbs

Character Background:
Once a thief from the region of East Habari, the-one-formerly-known-as Keltas fell victim to the power of a troupe of ghouls. He returned to life as an undead and sought out much of the comforts of his former life.

Unfortunately, as a ghoul - comforts were not easy to be had.

Blaergh (as he now calls himself) has resigned himself to a life of aide to clerics and necromancers mostly, seeking to earn enough as a mercenary in order ot at least live in a meager home, away from persecution of his un-deathly ways.

Character Personality:
Blaergh is a fierce in-fighter and seeks to be in the chaos of melee combat. He'll open up a foray with shots from his crossbow - mostly to see if the poison he brings with him is enough to bring down the opponent(s). From there - he will try to close to melee.

If he is able - he will spend every effort to paralyze or bring down his opponent with poison or raw damage. If his employer is engaged in melee as well - he will seek to flank.

If his employer is a cleric able to bolster undead - he will ask for such a blessing at the combat's first start.

If the opponent is faster by means of a horse or other mount, Blaergh will try to use the poison in order to bring down the speed of the opponent by taking the mount out of the picture.

Mercenary provided by TelinArtho.
TelinArtho

09-12-07, 05:17 PM
Mercenary Requirements
Cost to hire: 100 gold
Requirement: none

Zane Therapodulous
Human male
Chaotic Neutral
Bard 1 (ECL1)

STR...10 [+0]...(2 pts)
DEX...16 [+3]...(10 pts)
CON...14 [+2]...(6 pts)
INT...10 [+0]...(2 pts)
WIS...8 [-1]...(0 pts)
CHA...13 [+1]...(5 pts)

Hit Points: 8 [1d6 HD]
AC 16, Touch 13, Flat 13 [+3 dex, +3 armor] [+1 dodge vs 1 opponent]
Initiative: +3 [3dex]
BAB/Grap: +0/+0 [+0bab, +0str]
Speed 30

Saves:
Fort +2 [+2 con]
Refl +5 [+2 bard, +3 dex]
Will +1 [+2 bard, -1 wis]

Attacks:
Rapier +0 melee, 1d6 dmg, 18-20/x2 crit [+0 bab, +0 str]
Dagger +0 melee or +3 ranged, 1d4 dmg, 19-20/x2 crit, 10ft range increment [+0 bab, +0 str/+3 dex]
[Ma] Composite Short Bow +4 ranged, 1d6 dmg, 20/x3 crit, 70ft range increment [+0 bab, +3 dex, +1 enh]

[+1 to hit and dmg on ranged attacks of 30ft or less]

Feats: Dodge (1st), Point Blank Shot (human)
Racial and Class Abilities: Bonus feat, bonus skill points; Bardic Music (1/day: Countersong, Fascinate or Inspire Courage +1), Bardic Knowledge (+1), Spells, Able to cast in light armor w/out ASF
Special Abilities: Bardic Music (1/day)

Skills (28 bard):
+7 Escape Artist [4 bard, +3 dex] (4 ranks)
+7 Hide [4 rogue, +3 dex] (4 ranks)
+4 Knowledge (Local) [4 bard, +0 int] (4 ranks)
+3 Listen [4 bard, -1 wis] (4 ranks)
+3 Move Silently [+3 dex]
+5 Perform (Singing) [4 bard, +1 cha] (4 ranks)
+3 Spot [4 bard, -1 wis] (4 ranks)
+7 Tumble [4 bard, +3 dex] (4 ranks)

Languages: Common

Bard Spells per day: [2] [Spell levels: 0; Cast: 0] (all 0-level spells)

Bard Spells Known: [4]
0: [DC 11] Daze, Read Magic, Light, Ghost Sound

Buffs and Prefight actions:

Equipment [Weight] (Gold)
(Free weightless outfit)
[Ma] Studded Leather [20] (175gp)
Rapier [2] (20gp)
[Ma] Composite Short Bow [2] (375gp)
Silver Dagger [1] (22gp)
Cold Iron Dagger [1] (4gp)

[B]Expendable Items: [CL] [Weight] (Gold)]
40 Arrows [6] (2gp)
2 Scrolls of Sleep (CL1) [0] (50gp)
2 Scrolls of Resistance (CL1) [0] (25gp)
Scroll of Mending (CL1) [0] (12gp, 5sp)
214gp, 5sp left

Miscellaneous Statistics:
Encumbance: 0-33 (light), 34-66 (medium), 67-100 (heavy)
Weight carried: 32 lb

Character Background:
A native Gladiosan, Zane has made his living mostly through the tales he weaves of the local gladiators. That said - lately he's been looking for some more hands-on experience and hopes he can provide aid to an employer in whatever way he can.

Zane is the proud father of two young children who enjoy his daily stories. Although his former wife left them some months ago, he is determined to keep the standard of his life as high as he can make it - especially for his kids.

Character Personality:
Zane is very accommodating and while he would prefer to stay at a range and lend his support via song and arrow, will engage in whatever way his employer deems necessary. If forced to melee, he will try to distract his opponent with a flare spell (in order to help himself survive...).

Zane certainly prefers to stay at range and will sing about the deeds of his employer throughout the fight. He will use his scrolls of Resistance on himself and his employer if needed, and the scroll of mending is specifically kept for his own bow should it be sundered.

Zane will use Bard-spell scrolls that are given to him if desired as well (he will use Read Magic as a prebuff to decipher scrolls given to him).

Mercenary provided by TelinArtho.
hogarth

09-22-07, 09:41 AM
Mercenary Requirements
Cost to hire: 300 gold
Will not work for lawful characters [Diplomacy 5]
Works for half price for characters with the [Psionic] subtype

Dizzy Pixarch
Human female
Chaotic Neutral
Kineticist 3 (ECL3)

STR...14 [+2]...(6 pts)
DEX...14 [+2]...(6 pts)
CON...14 [+2]...(6 pts)
INT...14 [+2]...(6 pts)
WIS...8 [-1]...(0 pts)
CHA...9 [-1]...(1 pts)

Hit Points: 15 [4+2d4+6 HD]
AC 15, Touch 13, Flat 12 [+2 dex, +3 armor]
Initiative: +2 [2 dex]
BAB/Grap: +1/+3 [+1 bab, +2 str]
Speed 30

Saves:
Fort +3 [+1 psion, +2 con]
Refl +3 [+1 psion, +2 dex]
Will +2 [+3 psion, -1 wis]

Attacks:
Quarterstaff +3 melee, 1d6+3 dmg, x2 crit [+1 bab, +2 str]
Light crossbow +4 ranged, 1d8 dmg, 19-20/x2 crit, 80ft range increment [+1 bab, +2 dex, +1 enh]

Feats: Body Fuel (1st), Psionic Talent (+2) (human), Imprint Stone (psion 1), Psionic Talent (+3) (3rd)
Racial and Class Abilities: Bonus feat, bonus skill points

Skills (30 psion):
+7 Autohypnosis [6 psion, -1 wis, +2 synergy (Concentration)] (6 ranks)
+2 Balance [+2 dex]
+2 Climb [+2 str]
+8 Concentration [6 psion, +2 con] (6 ranks)
+2 Hide [+2 dex]
+2 Jump [+2 str]
+5 Knowledge (Arcana) [3 psion, +2 int] (3 ranks)
+5 Knowledge (Nature) [3 psion, +2 int] (3 ranks)
+10 Knowledge (Psionics) [6 psion, +2 int, +2 synergy (Autohypnosis)]
-1 Listen [-1 wis]
+2 Move Silently [+2 dex]
-1 Spot [-1 wis]
+10 Psicraft [6 psion, +2 int, +2 synergy (Knowledge: Psionics)] (6 ranks)

Languages: Common, Elven, Ignan

Power points per day: 19 (11 + 3 int + 5 feat)
Power points per fight: 7 (19/3, rounded up)
Psion Powers Known:
1st (DC 13) - Vigor, Force Screen, Entangling Ectoplasm, Defensive Precognition, Control Object
2nd (DC 14) - Energy Missile, Ego Whip

Buffs and Prefight actions:
Address all stones

Equipment [Weight] (Gold)
(Free weightless outfit)
[Ma] Studded Leather [20] (175gp)
Quarterstaff [4] (0gp)
[Ma] Light crossbow [4] (335gp)
1 pp cognizance crystal [1] (1000 gp)
Boots of stomping [1] (600 gp)
Suit of Large scale mail [60] (100 gp)

[B]Expendable Items: [CL] [Weight] (Gold)]
20 Bolts [2] (2gp)
10 Silver Bolts [1] (21gp)
2 Power Stones of Vigor (ML2, crafted) [0] (50 gp)
2 Power Stones of Energy Missile (ML3, crafted) [0] (150 gp)
1 Sunrod [1 lb] (2 gp)
1 Smokestick [.5 lb] (20 gp)
45 gp left

Miscellaneous Statistics:
Encumbance: 58 (light), 116 (medium), 175 (heavy)
Weight carried: 94.5 lb, 34.5 lb without Large scale mail

Character Background:
Dizzy was raised by a family of peasants east of Gladius. Once she discovered her powerful psionic abilities, she gladly ran away from home and has never looked back since. Now all she looks for is power, money and adventure.

Character Personality:
Dizzy delights in using her psionic powers, usually to the exclusion of all else. Her usual tactic is to use Energy Missile to blast away at any enemies, and then use Body Fuel to recover power points to keep blasting away. Versus a particularly weak personality, she uses Ego Whip instead. As she uses Body Fuel, she appears to become older and older until she finally looks like a withered old crone on the verge of death.

She carries around a suit of scale armor sized for a frost giant. She usually drops it before fighting; occasionally she uses her psionic powers to animate it, using it for cover or as a primitive servant.

Mercenary provided by hogarth.
CrazyArtificer

01-04-08, 11:21 AM
Mercenary Requirements
Cost to hire: 100 gold
Requirement: You can't hire Borak if you are an elf. Orcs (and half-orcs) get 20% off.

Borak Skullcrasher
Male Orc
CE
Barbarian 1

STR...22 [+6]...(16 pts) [18, +4 racial]
DEX...13 [+1]...(5 pts)
CON...12 [+1]...(4 pts)
INT....6 [-2]...(0 pts) [8, -2 racial]
WIS...6 [-2]...(0 pts) [8, -2 racial]
CHA...6 [-2]...(0 pts) [8, -2 racial]

Hit Points: 16 [1 HD]
AC 16, Touch 11, Flat 15 [+5 breastplate, +1 dex]+2 with shield, -2 when raging
Initiative: +1 [+1dex
BAB/Grap: +1/+7 [+1bab, +6str
Speed 30

Saves:
Fort +3 [+2 bbr +1 con]
Refl +1 [+0 bbr +1 Dex]
Will -2 [+0 bbr -2 Wis ]

Attacks:
FalchionMW +8 melee, 2d4+9 [18-20/x2]+10 when raging, 2d4+12 damage, +1 from Magic Weapon if used
Alchemical silver Longsword +7 melee, 1d8+5 [19-20/x2] +9 when raging, 1d8+7 damage
Javelin +2 ranged, 1d6+6 [20/x2] [20' range]


Feats: Thoughness
Racial and Class Abilities: Darkvision out to 60 feet.
Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Illiteracy, Fast Movement (Ex), Rage (Ex)

Skills (8 Points Barbarian 1):
Listen +2 [4 rnks, -2 Wis] [4 bbr]
Climb +7 [1 rnk, +6 Str] [1 bbr]
Jump +8 [2 rnk, +6 Str] [2 bbr]
Swim +7 [1 rnk, +6 Str] [1 bbr]
Languages: Common, Orc

Buffs and Prefight actions:
-Use Magic Weapon potion on the Falchion.

Equipment [Weight] (Gold)
(Free weightless outfit)
Breastplate [30] (200)]
Heavy steel shield [20] (15)]
Masterwork Falchion [8] (375)]
Cold-Iron Falchion [8] (150)]
Alchemical Silver Longsword[4] (105)]
Dagger[1] (2)]
3 Javelins [6] (3)]

[B]Expendable Items: [CL] [Weight] (Gold)]
Magic Weapon Potion [50 gp]

Miscellaneous Statistics:
Encumbance: 0-173 (light), 174-346 (medium), 347-520 (heavy)
Weight carried: 77 lb


Character Background:
Borak Skullcrasher is a member of the Broken Axe orc tribe living in the High Forest, north of Gladius.
He gained quite some respect amongst his tribe after surviving the Rogalith massacre and his recent defeat of a patrol of 2 elven rangers.
Borak loves to fight, and he came to Gladius because he knows here he can find a big weapon. He really likes the idea of kicking some elven ass and then come back to the forest with a nice set of weaponry and armory, ready to get vengeance for the Rogalith massacre.
He's willing to work with other orcs (or half-orcs) at a reduced price (80 gp)

Character Personality:
Borak has a simple way of fighting. Run, throw javelin, and smash.
You can explain him what to do, but he'll likely have an hard time figuring it, unless it's something simple and shorter than 10 words.
Complex tactics aren't for Borak.
Waiting is something else Borak can't do. Expect him to wait a few seconds, but then he would just run towards the enemy, falchion in his hands.




Mercenary provided by CrazyArtificer