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Old 12th March 2008, 10:59 AM   #1 (permalink)
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Romance of the River Kingdoms, Rogues Gallery

The offical character thread for Romance of the River Kingdoms

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Old 12th March 2008, 11:09 AM   #2 (permalink)
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Three Flowers

Code:
Name: Three Peach-Flowers In The Moonlight (Three Flowers)
Class: Paladin of Beauty 2
	Bloodline 1
Race: Human (Ashara) (Water Spirit Bloodline)
Size: Medium
Gender: Male
Age: 25
Height: 6'3"
Weight: 170
Eyes: Hazel
Hair: Black
Skin: Coffee

Str: 14 (+2)
Dex: 12 (+1)
Con: 14 (+2)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 14 (+2)

Level: 2/1      XP: 3000
BAB: 2          HP: 31
Grapple: 4      Dmg Red: None
Speed: 20       Spell Res: None
 Swim: 30       
Init: 1         
ACP: -7         


                   Base  Armor  Shld  Dex  Size   Nat  Misc  Total
Armor:              10     4      2    1                      17
Touch: 11              Flatfooted: 16 

                         Base   Mod  Misc  Total
Fort:                      3     2           5
Ref:                       2     1           3
Will:                      0     1           1

Weapon                  Attack   Damage     Critical
White Lotus (scimitar)    5       1d6+2     18-20/x2
	With Smite        7       1d6+4     18-20/x2


Languages: 


Abilities:
Aura of Style, Smite Foul 1/day, Detect Foul, Divine Grace, Lay on Hands
Swimspeed 30, 


Feats:
Weapon Focus (Scimitar), Quick Draw, Ancestral Relic (Scimitar),


Skills: Points:
Max Ranks: 6/3         Ranks  Mod  Misc  Total
Diplomacy                6     2           7
Craft (Calligraphy)      4     0           4
Perform (Poetry)         5     2           7
Ride                     3     1           4
Swim                     2     2           4


Equipment:         cost (Y)   Weight

scimitar             1500        4
Large wood shield     700       10
Chainshirt          10000       25
backpack              200        2
Traveller's outfit      F        5
courtier's outfit    3000        6
jewelry              5000        1
bedroll                10        5
signet ring           500        x
waterskin             100        4
scroll case           100      0.5
Trail rations x 4     200        4
Ink-vial              800        x
Ink-pen                10        x
paper x 5             200        x
Flint & Steel         100        x
candle x 5              5        x
Sealing Wax           100        1
Whetstone               2        1
Pouch                 100      0.5
Yens                21373        x      
-----------------------------------
                                69

Carrying capasity:
Light 0-58
Medium 59-116 (X)
Heavy 117-175
Stagger 350
Push/Drag 875
Background
A rich man had been blessed with a beautiful child. As perfect as "three peach flowers floating on a pond in the light of full moon" had the childs mother said. And everyone agreed. The word spread of this wonder and patrons of many merchant clans came to see their rival's beautiful child. Soon even the rulers of nearby cities had heard of the man and it brought him fame and with it even more wealth. The child grew and his beauty grew greater, but people soon forgot about him as people do.

One day a wise woman was travelling through the land and saw a child playing in a peach-garden. The beauty of the sight enamored the woman and she asked a nearby villager who was this child. She was told and though she soon resumed her journey she never forgot.

Years later a rich young man was practising his swordarm. Every slash perfected for elegance. Style was in his blood. Suddenly he was interrupted by clearing of throat. A messenger was standing behind him, and the man silently created a poem about his annoyance in his mind. But he took the letter with a smile and sent the messenger away. A day later he was already on his way, not knowing what to think about this mysterious letter.

Here's what I have in mind visually:
Image
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Old 12th March 2008, 11:27 AM   #3 (permalink)
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Walking Dad Goblin Sharpshooter (Lvl 2)
Growling Ape

Growling Ape

Name: Growling Ape / Shizaru, the 4th monkey
Quote: "Man's schemes are inferior to those made by heaven."
Race: Nai-nek-chai (Baboon)
Class: Druid 3
Class Variants: Spontanous Caster, swift hunter, martial

19 Health; 12 Grace rolled 6 for 3rd level
XPs: 3.000

Str: 12 (4 pt)
Dex: 14 (6 pt)
Con: 14 (6 pt)
Int: 10 (4 pt, -2 racial)
Wis: 16 (6 pt, +2 racial)
Cha: 10 (2pt)

Bodily able and wise but no very friendly demeanor

BAB: +2
AC: 15, Touch: 15, Flat Footed: 13
Fort: +5
Refl: +3
Will: +6
Move: 40'
Init: +2
Listen/Spot: +9
Loads: Light: 0-43 / Medium 44 - 86 / Heavy 87 - 130
Racial Traits

- +2 Wis, -2 Int. Nai-nek-chai are creatures of instinct, not intellect. Nai-nek-chai base speed is 30 feet.
- Medium: As medium-sized creatures (in their humanoid form) nai-nek-chai g
bonuses or penalties based upon their size. Shapechanger: All nai-nek-chai are Humanoid with the Shapechanger subtype. Animal Blood: Although Humanoid, nai-nek-chai are also considered to have the Animal Type for the purposes of spells and effects. For example, a nai-nek-chai could be affected by both a charm person and a charm animal spell.
- Low Light Vision.
- Animal Form: A nai-nek-chai may assume the shape of one species of Small or Tiny Animal. To do so is a standard action that does not provoke an attack of opportunity. A nai-nek-chai may assume animal form a number of times per day equal to 1 + his Constitution bonus. He may remain in this form indefinitely, and may return to human form in the same fashion (this does not count towards the number of changes per day).
Any armour or clothing worn at the time of transformation simply falls off. Magical worn items may remain, at the GM’s discretion. In animal form, the nai-nek-chai’s mental ability scores are unchanged. He keeps any skills that he has (although it may not be possible to use some in the new form). He gains a modifier to his physical ability scores depending upon the animal form taken (See Table: Animal Forms below). He may also gain any modes of locomotion that the new form has, and any racial skill bonuses. The change in size will affect armour class, attack rolls, Hide and grapple checks. In animal form a nai-nek-chai gains any extraordinary abilities of the animal form and any attack forms (and is automatically proficient in their use). Where the creature has a single attack form, the nai-nek chai applies 1.5x his Strength bonus to damage. Where an animal form has secondary attacks these are made at –5 to the attack roll and x1/2 Strength modifier to damage. A nai-nek-chai may learn the Multiattack feat to reduce this penalty and may also learn feats such as Weapon Focus and apply the effects to his natural attacks. A nai-nek-chai is also eligible to learn Improved Natural Attack, Ability Focus and other applicable ‘monster’ feats. Improved Natural Armour, if taken, applies only to the nai-nek-chai’s animal form.


Weapons:
Staff -- +3 To Hit, 1d6 Damage (x2)
Sling -- +4 To Hit, 1d4 Damage ( x2)

Class Features:
AC Bonus
Fast Movement +0 ft. (enhancement)
Track Feat (Bonus)
Martial Arts Feats
Nature Sense
Wild Empathy (+2)
Woodland Stride
Trackless Step
Improved unarmored Movement
Spiritual Guide
This would be my conversion:
You are befriended by a spiritual guide that speaks to you and aids you as long as you remain in the wilderness.
Level: 1st.
Replaces: This benefit replaces the animal companion class feature.
Benefit: You gain a spiritual guide. As long as you remain in natural surroundings (including underground caverns), this guide is a constant companion. Once you enter any civilized area larger than a hamlet, however, your spiritual guide leaves your side, returning only when you return to the wilds.
Although it cannot protect you from harm, your spiritual guide can warn you of impending danger. As long as your spiritual guide is with you, you gain a divine bonus equal to one-quarter your druid level (rounded down) +1 on Handle Animal, Knowledge (nature), Listen, Search, Spot, and Survival checks. In addition, you can use commune with nature, as the spell, once per day (caster level equals your druid level).


Skills:
Concentration: +6 (4 ranks, +2 Con)
Knowledge (nature): +3 (1 ranks, +0 Int, +2 nature sense)
Listen: +8 (6 ranks, +3 Wis)
Spellcraft: +2 (2 ranks, +0 Int)
Spot: +8 (6 ranks, +3 Wis)
Survival: +8 (3 ranks, +3 Wis, +2 nature sense)
2 left

Languages:
Common, ?

Feats:
Bonus: Track
Bonus: Improved Unarmed Strike)
1. Medium Animal Form
3. Human Tongue

Spells
5/Day Level 0: Cure Minor Wounds, Detect Magic, Light, Purify Food and Drink, Read Magic
4/Day Level 1: Produce Lightning, Shillelagh, Summon Nature's Ally I.
3/Day Level 2: Summon Nature's Ally II

Baboon Traits

Str: 16 (4 pt, +4 animal)
Dex: 18 (6 pt, +4 animal)
Con: 16 (6 pt, +2 animal)
Int: 10 (4 pt, -2 racial)
Wis: 16 (6 pt, +2 racial)
Cha: 10 (2pt)

BAB: +2
AC: 17, Touch: 17, Flat Footed: 13
Fort: +6
Refl: +5
Will: +6
Move: 40', cimb 40'
Init: +4
Listen/Spot: +9
Loads: Light: 0-76 / Medium 77 - 153 / Heavy 154 - 230

Equipment:
Code:
Equipment:               Cost  Weight
Quarterstaff               -Y    4lb
Dagger                   200Y    1lb

Fish Hook                 10Y    -lb
Flint and Steel          100Y    -lb
Pouch, Belt (2)          200Y    1lb
Rations, Trail (4 days)  200Y    4lb
Sling & stones                     0Y   -lb
Scrolls x2 (CLW)        5000Y    -lb
Waterskin                100Y    4lb
Peasant's Outfit           -Y    -lb
2190Y

Image


Character Quirks
I hope you all are not easily annoyed by asian proverbs I will add the meaning.

Houserules
For hit points, I am using a variant from the Book of Experimental Might. You gain extra hit points at 1st level equal to your Constitution score +1. You also get any bonus hit points from your Constitution, plus maximum hit points for your character class type. Thus a rogue with Con 12 would have 13 (Con+1) +1 (Con bonus) +6 (rogue hit die) = 20 hit points. This makes low-level characters more robust without needing to start at 2nd or 3rd level. Hit points gained from Con (in any form) are known as ‘Health’ and those from class hit dice are known as ‘Grace’. There are no real mechanical differences between them, except that you lose Grace first.
Hit points from the class hit die are added to Grace
Hit points from Constitution bonus are added to Health

Taking a Breather
Breather moments give a PC a chance to gather himself—to mentally regroup,
collect his thoughts, catch his breath, and take stock of the situation. Characters
who use a standard action to take a breather can do one of the following:
• Heal up to their level in (Grace point) damage
• Gain a bonus to damage equal to +1 plus an additional +1 per four levels
on the following round
• Gain a bonus to one attack roll equal to +1 plus an additional +1 per four
levels on the following round
• Gain a +1 bonus to one spell save DC for a spell cast on the following round
• Gain a chance to make another saving throw to shake off an unwanted
condition with a duration measured in rounds (as opposed to minutes,
hours, days, etc. or one with a duration of Instantaneous or Permanent)

Because taking a breather is an action, conditions that prohibit actions—
such as being stunned or held—prevent a character from taking a breather.

A character can take a breather only once per encounter. A character cannot
take one outside of an encounter involving a round-by-round initiative count.

Standing up from prone does *not* provoke an AoO.

Scribe Scroll becomes Craft Spell-Completion Item. The end product is the same - an item that gives a single use of a spell, that can be used by anyone with that spell on his spell list. It may be a scroll - sutras and ofudas are fairly common, it may be a talisman or lucky charm. The exact form is up to you, depending on the character of your spellcaster.

Brew Potion becomes Craft Single Use Item. This is a single use magical item, usable by anybody. It may be a potion or oil, it may be a specially grown fruit, it may be a scroll, it may be a pebble inscribed with magical symbols. Most spells can be turned into single use items. Ranged attack spells are usually turned into 'detonations' that require a ranged touch attack to work. Some special cases may need review on an individual basis.

The Bonded Item feat may be taken by any character of 3rd level or above, provided that they have used the item in question through several dangerous situations (and it has made a difference). A bonded item gives a +1 enhancement bonus to its 'normal use'. Most common would be a weapon, gaining this bonus to attack. A suit of armour may also benefit but other items such as thieves tools, rope, artists brushes and so forth are all candidates. Once bonded, the wielder can also spend XP to add further enhancements to the bonded item. Thus a bonded sword can gain further bonuses or special abilities. Obviously this is easier to adjudicate for weapons and armour but imagination can be applied to other equipment.

This means that, for example, swords become legendary because of who wields them, not who made them.

Losing a bonded item may or may not be a real pain. They should be fixable, with maybe a monetary cost for the ceremonial materials. Still on the subject of swords, that gives you a quest to retrieve the Green Destiny sword, or to reforge the Sword That Was Broken etc.


You can 'weave together' three spell slots of a given level to create one of a higher level. Thus you can give up 3 0th level slots to cast another 1st level spell.

Conversely, you can 'unweave' a higher level spell slot to give two slots of the next level down. Thus you can give up one 2nd level slot to create two 1st level slots.

Weaving up can be done indefinitely. You can weave three 0th level spell slots, add that new 1st level spell slots to 2 existing 1st level spell slots, weave those three to give a new 2nd level, and so forth.

Weaving down can only be done for one level. The spell energy 'released' is weaker and less stable. Spell slots created by unweaving a higher level spell cannot be unwoven further.

0th level spells cannot be unwoven. 9th level spells cannot be woven. (Neither has anywhere to go!).

This gives greater flexibility to casters and makes them more useful for longer. It also adds a very fun element of resource management where a caster can 'throw his last bit on magical power' into one hopefully crucial spell, rather than being stuck with a bunch of 0th level resistance spells.


Level up log

2nd level power up

+1 bab
+1 to Fort & Will
4+Con HP
Woodland Stride
Skill Points (4+int mod)
+1 0 & 1 Spell Slot
+1 0 Spell known

+200gp
-1.500yen
(scroll of produce flame, 2x cure light wounds, potion of CLW)

3rd level power up

+1 bab
+1 to Reflex
+8 HP
Trackless Step
+10 ft unarmored speed bonus
Skill Points (4+int mod)
+3 2nd level Spell Slots (1 normal, 1 spontanous, one wis)
+1 2nd Spell known (SNA 2)
Human speech feat
Change known Goodberry to Produce Lightning
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Last edited by Walking Dad; 20th March 2009 at 04:26 PM.. Reason: added scrolls and potion.
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Old 12th March 2008, 07:50 PM   #4 (permalink)
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hafrogman Goblin Sharpshooter (Lvl 2)
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Dirt

Character
Code:
Name: Chen (Dirt)
Class: Monk 1
Race: Human (Nekuu)
Size: Medium (5'5", 176 lb)
Gender: Male

Str: 16 +3 (10p.)     Level: 1        XP: 0 / 1,000
Dex: 12 +1  (4p.)     BAB: +0         HP: 25 (14+1d8+2+1)
Con: 14 +2  (6p.)     Grapple: +7     
Int:  8 -1  (0p.)     Speed: 30' (run: 150')      
Wis: 14 +2  (6p.)     Init: +1        
Cha: 10 +0  (2p.)     


                      Base  Armor  Shield  Dex  Size  Misc
Armor: 13              10     +0     +0     +1   +0    +2 (wisdom)
Touch: 13
Flat:  12


                         Base   Mod  Misc  Total
Fort:                      2    +2          +4
Ref:                       2    +1          +3
Will:                      2    +2          +4


Weapon                  Attack   Damage     Critical
Quarterstaff              +3      1d6+4        20
Dagger                    +3      1d4+3      19-20
Unarmed Strike            +3      1d6+3        20
 - Flurry               +1/+1


Languages: Common


Abilities:
AC Bonus
Unarmed Strike
Flurry of Blows


Feats:
Run [Human]
Skill Focus: Sense Motive [1st]
Improved Unarmed Strike [Monk 1]
Improved Grapple [Monk 1]


Skill Points: 16       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Climb                      4    +3          +7
Jump                       4    +3   (+4)   +7 (+11 to running jumps)
Profession: Farmer         4    +2          +6
Sense Motive               4    +2    +3    +9


Equipment:               Cost  Weight
Quarterstaff               -Y    4lb
Dagger                   200Y    1lb

Fish Hook                 10Y    -lb
Flint and Steel          100Y    -lb
Pouch, Belt (2)          200Y    1lb
Rations, Trail (4 days)  200Y    4lb
Waterskin                100Y    4lb
Peasant's Outfit           -Y    -lb

Total Weight: 14 / 76 lb (light)        
Money: -- yen

Appearance

Description Pending. . .

Background
One day, a great lady was traveling through the countryside, when she came upon a crossroads. A young man sat in the crossroads, crying over his fate. A man of no possessions and no trade, he could not marry the woman he loved. He had nothing to offer her except the dirt beneath his feet.

Being a kind lady, she asked after his troubles.
Being a wise lady, she informed him that even dirt could have value.
Being a generous lady, she gave him a trade.

The great lady gifted the man with a small plot of land, so that he might be a farmer, and marry his love. In time the man and his love were wed, thanks to the great Vashti of Cormondal. And in more time, a son was born to them. They named him Dirt, so that they would never forget the lady's generosity and wisdom.

Years passed in happiness for the couple and their son. But eventually war, famine and drought came to their land. Livestock died, or were stolen. Crops withered. Disease and violence took the couple, and maybe in death they will be reunited.

...

One day, a messenger was traveling through the countryside, when he came upon a farmhouse. A young man sat in the house, silently facing his fate. A man of no possessions and no trade, he had nothing to his name other than the dirt that was his name. Filthy, tired, and covered in soot from his parents' funeral pyres, he contemplated the point of a dagger. The messenger delivered his letter, and a young man found enough will to rise to his feet and walk out the door. . .
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Old 12th March 2008, 08:30 PM   #5 (permalink)
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Shayuri Hobgoblin Soldier (Lvl 3)
Name: Annika
Race: Nai-Nek-Chai (Eagle)
Class: Sorceror 3

Description


Stats
Strength (STR) 8 (0)
Dexterity (DEX) 14 (6)
Constitution (CON) 14 (6)
Intelligence (INT) 10 (4)
Wisdom (WIS) 12 (2)
Charisma (CHA) 16 (10)

Alignment: Neutral
AC: 12
Hit Points: 26/26
Movement: 30' ground

Init: +2
Base Attack Bonus: +1
Melee Attack: +0
Ranged Attack: +3
Fort: +3
Reflex: +3
Will: +4

Race Abilities
+2 Wis, -2 Int
Low Light Vision
Shapechanger Subtype
Humanoid and Animal Types
Change Form: Eagle 3/day
Eagle Form: +4 Dex, +2 Con, Fly 80, +8 Spot, 2 claws & bite (all 1d4)

Class Abilities:
Familiar (Viper)
Spontaneous arcane casting
Spellweaving (3 slots to 1 lvl higher, 2 slots from 1 lvl higher)

Skills: 12
Bluff +8 (2 ranks + 3 cha + 3 familiar)
Concentration +7 (5 ranks + 2 con)
Spellcraft +4 (4 ranks + 0 int)
Knowledge: Arcana +1 (1 rank + 0 Int)

Feats
1 Eschew Materials
3 Fire Mage (gain fire themed spells each spell level)

Languages - Low Imperial

Spellcasting (Sorceror CL 2, DC 13+lvl)
0 - 6/6 - Ray of Fire, Detect Magic, Prestidigitation, Message, Light, Mending
1 - 5/5 - Firey Eyes, Magic Missile, Mage Armor, ?

Note - Ray of Fire is just a fire-substituted Ray of Frost.

Money - 20gp

Weapons -
None

Armour -
None

Gear -
Peasant Clothes
Small sack

Magic -
None


Background
Annika has come a long way since her nearly feral childhood, and the original Vashti had a lot to do with that. Though she is adapting slowly to civilization, and still distrusts human beings, she is growing more comfortable as she deals with them more.

Last edited by Shayuri; 25th August 2009 at 05:43 AM..
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Old 13th March 2008, 01:28 AM   #6 (permalink)
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Redclaw Goblin Sharpshooter (Lvl 2)
Code:
Name: Xielt
Class: Ranger 2
Race: Plains Tlaxu
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: 

Str: 14 +2 (6p.)      Level: 2        XP: 0
Dex: 15 +2 (8p.)      BAB: +2         HP: 24 (1d8+1+14+1)
Con: 14 +2 (6p.)      Grapple: +4     Dmg Red: XX/XXXX
Int: 10 +0 (2p.)      Speed: 30'      Spell Res: XX
Wis: 14 +2 (6p.)      Init: +3        Spell Save: +X
Cha: 8  -1 (0p.)      ACP: -2         Spell Fail: XX%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +4    +X    +2    +X    +X    +X    16   (+1 dodge)
Touch: 12              Flatfooted: 14  (Uncanny Dodge)

                         Base   Mod  Misc  Total
Fort:                      3    +2          +5
Ref:                       3    +2          +5       
Will:                      0    +2          +2

Weapon                  Attack   Damage     Critical
Claw-Stick                +4     1d6+2      18-20-X2      (+1 damage vs unarmored)
Light-Claw                +4     1d4+2      18-20-X2      (+1 damage vs unarmored)
Shortbow                  +4     1d6        20x3

Languages: Common, Tlaxan

Abilities: Low-Light Vision, Favored Enemy () +2, Wild Empathy, TWF

Feats: Dodge, Track (bonus), Two-Weapon Fighting (bonus)


Skill Points: 56       Max Ranks: 8/4
Skills                   Ranks  Mod  Misc  Total
Knowledge (geography)      4    +0          +4
Knowledge (nature)         5    +0          +5
Listen                     4    +2    +2    +8
Search                     5    +0    +2    +7
Spot                       5    +2    +2    +9
Survival                   5    +2          +7   (+2 when tracking)
Swim                       2    +2    -2    +2


Equipment:               Cost  Weight
Claw-Stick                4gp  0.5lb
Light-Claw                2gp  0.2lb
Shortbow                 30gp    2lb
20 Arrows                 1gp    3lb
Chain Shirt             100gp   25lb
Backpack                  2gp    2lb
Map case                  1gp  0.5lb
Fishhook (2)              2sp   ---
Flint and Steel           1gp   ---
Mirror, small steel      10gp  0.5lb
Parchment (2 sheets)      4sp   ---
Pouch, belt               1gp  0.5lb
Silk Rope (50')          10gp    5lb
Signal Whistle            5sp   ---
Torch (5)                 5cp    5lb
Waterskin                 1gp    4lb

Total Weight:48.2lb      Money: 75gp 8sp 5cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:               58    116   175   XXX   XXX

Age: 18
Height: 5'11"
Weight: 186lb
Eyes: Green
Hair: Tawny
Skin: Brown

Last edited by Redclaw; 21st July 2008 at 05:02 PM..
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Old 17th March 2008, 04:24 PM   #7 (permalink)
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The Rolling Man Goblin Sharpshooter (Lvl 2)
Code:
Name:  Jar'Thol "The wanderer"
Class: Shaman 3 
Race: Salsham'ai (Treefolk)
Size: Small
Gender: Male
Quote: "You should come up here, the view is simply stunning!"

Str: 10 +0 ( 4p.)	Level: 3	XP: 3000
Dex: 16 +3 ( 6p.)	BAB: +2		Health: 13 
Con: 10 +0 ( 2p.)	Grapple: -2     Grace: 12 
Int: 14 +2 ( 6p.)	Speed: 20'
Wis: 16 +3 ( 6p.)	Init: +7
Cha: 12 +1 ( 4p.)	ACP: 0

	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
Armor:	10	+2	+0	+3	+1	+0	+0	16
Touch:	14	Flatfooted: 14

	Total	Base	Mod	Misc
Fort:	+1	+1	+0
Ref:	+4	+1	+3
Will:	+6	+3	+3

Weapon		Attack	Damage	Critical	Range
Club		+3	1d4	x2		------
Sling		+6	1d3	x2		50 ft

Languages: Themnassic, Shromic, Low Imperial, High Imperial

Abilities: 
Arboreal : +8 racial bonus to climb, can always take 10 on climbing checks,
climb is a class skill
Camouflage : +4 racial bonus to hide in woodland, +2 in surroundings with 
woodland tones
Prehensile feet
+2 racial bonus to Craft, Diplomacy and Knowledge (nature) checks
Travel domain power: For 3 round per day, Jar'Thol can act freely as if under
the effect of a freedom of movement spell
Animal Companion

Feats: Improved initiative, Imbued Healing (when casting conjuration (healing) spells, you
can also apply an additional carrier effect depending on the domains you have access to).

Domains: Spirits, Healing, Plant, Travel
Carrier effects (Imbued Healing) (last for 1 minute per healing spell level)
Healing: 1 temporary hit point per level or HD. These temporary hit points last for up to 1 hour.
Plant: Light fortification (25% chance to avoid extra damage from critical hits and sneak attacks).
Travel: +5-foot bonus to base land speed. 

Spells (Save DC 13 + spell level; 6/6):
0 - 6/6  Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, 
            Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, 
            Resistance, Virtue;
1st - 6/6  Cure Light Wounds, Detect Spirits, Entangle, Longstrider


Skill Points: 36	Max Ranks: 6/3
Skills			Total	Ranks	Mod 	Misc
Climb			+11	3	+0	+8
Concentration		+6	6	+0	0
Diplomacy		+7	4	+1	+2
Hide			+7(+11)	0	+3	+4 (+8 in woodlands)
Listen			+5	2	+3	0
Handle Animal		+2	1	+1	0
Knw (spirits)		+8	6	+2	0
Knw (geography)		+4	3	+2	0
Knw (nature)		+10	6	+2	+2
Spot			+6	3	+3	0
Survival		+5(+7) 2	+3	(+2)

Equipment (all small sized):		Cost	Weight
Club					--	1.5 lb
Leather armor				1000y	7.5 lb
Sling					--	--
18 sling bullets			20y	5 lb
Traveller's Outfit			--	--
Backpack				200y	0.5 lb
Belt pouch				100y	0.125 lb
Bedroll					10y	1.25 lb
Waterskin				100y	1 lb
Sunrod (x3)				600y	3 lb
Tindertwig (x5)				500y	--
Acid flask 				1000y	1 lb
Antitoxin
8 days of ration (on the boat)
also payed 800 y for the grandfather (8 days * 500 Y / 5 characters)

Total Weight: 21.9 lb	Money: 10670 yens

		Lgt	Med	Hvy	Lift	Push
Max Weight:	25	25-50	50-75	150	375
Appearance
Age: 19
Height: 2'9"
Weight: 47 lb
Eyes: Dark green
Hair: Black
Skin: Light Brown
Jar'thol is a slim Salsham'ai who wears simple brown leathers and a hooded cloak. A few swirling green patterns decorate his clothing and make him harder to spot in woodland areas. Like most of his people, Jar'thol wears his hair long and partly braided. He also almost never wear boots or shoes.

Background
Jar'thol grew up in Little Thalsa in the port city of Llaza. As a youngster, he always liked to go down to the dock area and to speak to the travelers about distant lands. The docks were a more dangerous area than the beloved treetop of Little Thalsa but all the wonderful stories made it worth it. Eventually, wanderlust took over and he started to travel the lands.

Like most of his people, his elders had taugh him the way of the spirits and how they influence the great and small events of everyone's lives. However, he never felt their presence as strongly as after he started his travels. Jar'thol always felt a conforting presence watching over him while he was on the road. One day, while visiting a small group of salsham'ai in a deep forest, he was invited to meet the matriach of the community. In a surprising turn of event, she told him that she felt a strong connection between him, the spirits and the Pas Aat. She would teach him about them if he stayed with this community for a while. Curiousity and a bit of mystic compulsion made him accept her offer. She was an old withered crone but her knowledge was vast. She told him much about nature, plants and the spirits of the woods. She also showed him how to call upon the spirit to help manipulate the Pas Aat. Eventually, she told him that he had learned all he could and that he should leave her to her rest. He never saw again the old wise woman but afterward, the spirits were always with him, protecting him and allowing him to help those in trouble.

A few years later, Jar'thol was visiting yet another little colony of his own people, near the town of Cormondal. The treefolk had trouble with local farmers who had started to excessively hunt game, gather fruit and mushroom and cut lumber in their forest. This was caused by a flood that had destroyed most of the farmers' crop. Being familiar with human culture, he met the local Vashti and together they were able to come up with a peaceful trade and cooperation agreement between the two groups. Impressed with his talents, the Vashti invited him to stay in Cormondal and help her with her good works. He did so for a while before wanderlust took him again and he left to explore other regions. A few months later, a messenger carrying a letter found him as he was staying in a human inn. The content of the letter sadden him a bit but the curious Jar'thol once again took his pack and headed toward Cormondal.

Last edited by The Rolling Man; 5th March 2009 at 10:44 PM..
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Old 11th May 2009, 06:37 PM   #8 (permalink)
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Theroc Kobold Slinger (Lvl 1)
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Code:
Name: Shakou
Class: Rogue 3
Race: Nai Nek Chai
Size: Medium
Gender: Female

Human form

Str: 10 +0 (02p.)     Level: 3        XP: ????
Dex: 16 +3 (10p.)     BAB: +2         HP: 38 (23 Health, 15 Grace)
Con: 14 +2 (06p.)     Grapple: +2     Dmg Red: XX/XXXX
Int: 12 +1 (06p.)     Speed: 30'      Spell Res: XX
Wis: 10 +0 (00p.)     Init: +3        Spell Save: +X
Cha: 12 +1 (04p.)     ACP: -0         Spell Fail: XX%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +0    +0    +3    +0    +0    +0    13
Touch: 13              Flatfooted: 10

                         Base   Mod  Misc  Total
Fort:                      1    +2         =3
Ref:                       3    +3         =6
Will:                      1    +0         =1

Weapon                  Attack   Damage     Critical
shortswords(x2)           +2     1d6+0      19-20x2
MW Shortbow               +6     1d6+1      20-20x2


Languages: Low Imperial, High Imperial

Abilities:
Shapechanger Subtype
Animal Blood: Is affected by effects that target animals
Low Light Vision
Animal form
Sneak attack 2d6
Trapfinding
Evasion
Trapsense +1

Feats:
Medium Animal form
Animal Voice


Skill Points: 54       Max Ranks: 6/3
Skills                   Ranks  Mod  Misc  Total
Bluff                      6    +1    +0    =7
Disable Device             2    +1    +0    =3
Listen                     5    +0    +0    =5
Move Silently              6    +3    +0    =9
Hide                       6    +3    +0    =9
Spot                       5    +0    +0    =5
Use Magic Device           1    +1    +0    =3
Tumble                     5    +3    +2    =10
Jump                       5    +0    +2    =7
Perform(Dance)             3    +1    +0    =4
Climb                      2    +0    +0    =2
Swim                       5    +0    +0    =5
Gather Information         3    +1    +0    =4


Tiger form

Str: 16 +3 (02p.)     HP: 44 (29 Health, 15 Grace)      
Dex: 24 +7 (10p.)     BAB: +2         
Con: 18 +4 (06p.)     Grapple: +5     
Int: 12 +1 (06p.)     Speed: 30'(land) 20'(climb)    
Wis: 10 +0 (00p.)     Init: +7        
Cha: 12 +1 (04p.)     ACP: -0         

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +0    +0    +7    +0    +0    +0    17
Touch: 17              Flatfooted: 10

                         Base   Mod  Misc  Total
Fort:                      1    +4       =5
Ref:                       3    +7       =10
Will:                      1    +0       =1

Weapon                  Attack   Damage     Critical
Bite                      +5     1d6+3      20-20x2
Claw(x2)                  +5     1d3+3      20-20x2

Languages: Low Imperial, High Imperial

Abilities:
Shapechanger Subtype
Animal Blood: Is affected by effects that target animals
Can speak with Felines(or is it just Tigers/Leopards?)
Low Light Vision
Animal form
Sneak attack 2d6
Trapfinding
Evasion
Trapsense +1

Feats:
Medium Animal form
Animal Voice


Skill Points: 54       Max Ranks: 6/3
Skills                   Ranks  Mod  Misc  Total
Bluff                      6    +1    +0   =7
Disable Device             2    +1    +0   =3
Listen                     2    +0    +0   =2
Move Silently              6    +7    +8   =21
Hide                       6    +7    +8   =21
Spot                       3    +0    +0   =3
Use Magic Device           1    +1    +0   =3
Tumble                     5    +3    +2   =10
Jump                       5    +3   +10   =18
Perform(Dance)             1    +1    +0   =2
Balance                    0    +7    +8   =15
Climb                      2    +3    +8   =13
Swim                       5    +3    +0   =8
Gather Information         3    +1    +0   =4


Equipment:               Cost  Weight
Thieves Tools            30gp   01lb
Shortswords(x2)          20gp   04lb
MW Shortbow              30gp   02lb
Arrows(x40)              02gp   06lb
Backpack                 02gp   02lb
Rations(x5)              25sp   05lb
Waterskin(x2)            02gp   08lb
Yen                       -     02lb
                    
Total Weight:30lb      Money: 113gp 75sp XXcp

                           Lgt   Medium   Heavy  Lift  Push
Max Weight:               33lb   34-66   67-100   200   500

Age: 21
Height: 4'11"
Weight: 125lb
Eyes: Amber
Hair: Orange with black streaks
Skin: Pale




Appearance:

Shakou definitely was not a woman to make a small impression. With amber eyes and catlike pupils, her stare was quite unnerving to some, and when coupled with her wild hair made her quite a striking figure along. The tresses only fell to about her shoulder, but the pattern bore a striking resemblance to a tiger's coat.

Her posture was self-assured, almost bored for the most part, though her eyes often worked to take into account as much of her surroundings as she could, constantly looking for an advantageous position in any situation to ensure she comes out on top.

Her garb was somewhat unique, in that she wore a rather close fit, flexible outfit that hugged somewhat to her curvature. She also carried a spare outfit in her backpack, made of looser materials when she anticipated needed to fight seriously.

Facial image

(Courtesy of blogcatalog.com)

Outfit Image:

(Courtesy of http://jade.bioware.com/characters/images/)

Background:
Shakou can hardly remember the specifics of her early childhood, having lived as an orphan as long as she can remember. She managed to make her way in life through petty theft and cleverly scamming other children into doing things to either distract from her theft, or to pit others against themselves to avoid unwanted attention from either party.

She lived like this for several years, until she came across Gengoro, a Cleric of a mischievious Fox-God, who delighted in trickery. Sharing a similar trait, the ability to become an animal, Shakou and Gengoro struck up a trick to carry them through the rest of their lives. It was simple really. Shakou turned into her tigress form and terrorized the populace of a village, and Gengoro then 'frightened' her away from the village, saving them from 'certain' doom.

It went well for a number of years until recently they were found out but Cormondal authorities. It had seemed Shakou's story was drawing to a close, but the new Vashti stood in and offered to spare her and Gengoro's life if they would assist some group of adventurers in a task. Not thrilled at the prospect of working with strangers, but not really seeing another option, Shakou accepted... and that's where her story really begins...

IC rolls:
Roll Lookup

HP calculation:6HD(+2CON)+3HD(+2CON)+6HD(+2CON)+14CON score=35
Health: 20
Grace: 15
+1 Health per level
Health:23
Grace 15
Total HP: 38
__________________


Source Materials I am able to access:


Accessible at almost any time:
http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic

These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.

I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
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Old 19th May 2009, 01:53 PM   #9 (permalink)
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Neurotic Goblin Sharpshooter (Lvl 2)
Mystal Mar..........................Male Salsham'ai

Strength............10-2 (-1)...........Character Level: 3 /Swordsage 3, XP: 3000
Dexterity...........16+2 (+4)...........Small Size, Speed 20 ft.
Constitution......12 (+1)............Initiative: +9, BAB: +2, Grapple: +1
Intelligence.......12 (+1)............Melee: +2 (+6 Finesse), Ranged: +6
Wisdom...........15+2 (+3)............Total HP: ?
Charisma..........8 (-1)...............Fortitude: +1+1, Reflex: +3+4, Will: +3+3

WIS +1 at 4th level
AC: 10 + 4(DEX) + 3(WIS) +1(small) + armor = 18 + armor = 23

HEALTH: 18; GRACE: 20


Racial:
-2 STR; +2 DEX; +2 WIS
small, base speed 20'; climb speed 10'
+4 size bonus to sneak checks
+8 racial bonus to climb
+4 racial to hide in woodlands (+2 if woodland tones only)
prehensile feet (at -4 penalty)
+2 racial bonus to checks to prevent fall
+2 racial bonus to Craft, Diplomacy and Knowledge (nature)
Automatic Languages: Themnassic and Common (Low Imperial);

Alignment: Chaotic Good, Age 30, Height 2'10'', Weight 30 lbs.
White Skin, Pink Eyes, Long White Hair (albino)

Languages: Susaran (Themnassic), Low Imperial, High Imperial

Proficiencies: All simple weapons, martial melee weapons and light armors.

Feats:
1st: Focused Attack
1st: Weapon focus (rapier)
3rd: Improved Initiative
--6th: Adaptive Style



Skills:
Appraise +1 (0 ranks, +1 Int),
Balance +7 (1 ranks, +4 Dex, +2 synergy),
Climb +8 (1 ranks, -1 Str, +8 racial),
Concentration +8 (5 ranks, +2 Con),
Heal +3 (0 ranks +3 Wis),
Hide +10 (2 ranks, +4 Dex, +4 small size, racial +2/+4 in woodlands),
Intimidate (0 ranks -1 Str),
Jump +6 (5 ranks, -1 Str, +2 synergy),
Knowledge (history) +2 (1 rank, +1 Int),
Knowledge (local) +2 (1 rank, +1 Int),
Listen +7 (4 ranks, +3 Wis),
Martial Lore +2/+4 (1 rank, +1 Int, +2 Diamond Mind/Shadow Hand),
Move Silently +13 (5 ranks, +4 Dex, +4 small),
Profession (Bounty Hunter) +2 (1 rank, +1 Int) - just for story sake
Ride +5 (1 rank +4 Dex)
Sense Motive +5 (2 ranks, +3 Wis),
Spot +7 (4 ranks +3 Wis),
Swim +0 (1 rank, -1 Str),
Tumble +12 (6 ranks, +4 Dex, +2 synergy),

Skill trick: Extreme leap (2 points) - after jump of at least 10' move additional 10'
-----------------------------------------
42 skill points




AC Bonus: Adds Wisdom bonus to Armor Class (inlcuding touch attacks) except when immobilized. - as monk

Discipline Focus: Weapon Focus in all Diamond Mind weapons,
+2 on Martial Lore checks related to the Diamond Mind or Shadow Hand disciplines,
Quick to Act: +1 Initiative.


Swordsage Maneuvers: Initiator level 3, knows 2 stances and 8 other maneuvers, can ready 5 maneuvers.
Stances: Flame's blessing (desert wind 1), Island of Blades (shadow hand 1)
1st-Level Maneuvers:
--Clinging Shadow Strike (strike, shadow hand, DC 14),
Shadow blade technique
Counter Charge (counter, setting sun),
Sapphire Nightmare Blade (strike, diamond mind),
Stone Bones (strike, stone dragon).

2nd-Level Maneuvers:
--Baffling Defense (counter, settings sun)
Fire reposte(counter, desert wind 2)
Clever Positioning (strike, setting sun)
Cloak of Deception (boost, shadow hand)
Shadow Jaunt (other, shadow hand)
--Drain Vitality (strike, shadow hand)


3rd-Level Maneuvers:
--Shadow Hand Garrote (strike)
--Mind Over Body (counter)

Active Stance: Flame's blessing

Readied Maneuvers:
Shadow Jaunt
Shadow Strike Technique
Fire reposte
Counter charge
Stone bones
--Mind over body


Possessions:
Masterwork Rapier (320gp, 2lbs, 1d4 pierce, 18-20/x2 critical)
Silver Dagger (2 gp, 1/2 lb., 1d3 piercing or slashing, 19-20/x2 critical, 10 ft. increment),
Shortbow (30 gp, 1 lb., 1d4 piercing, 20/x3 critical, 60 ft. increment), 20 Arrows (1 gp, 1-1/2 lbs.),
Studded Leather armor(25 gp, 5 lbs., +3 AC, +5 maximum Dexterity bonus to AC, -1 armor check penalty, 15% arcane spell failure),
--Gloves of Dexterity +2 (4,000 gp, +2 Dexterity enhancement),
--Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws),
--Handy Haversack(2,000 gp, 5 lbs)
backpack currently holds coins, poison flask, map case, bedroll, tools, survival kit, rations, and waterskins), chalk, flint, steel, and tindertwig

1 Potion of Cure Light Wounds (50 gp, heals 1d8+1 hit points),
2 sunrods (from Vashti)
1 poultice of healing (from Vashti)
1 Acid Flask (1 lbs., 10 gp, 1d6 acid damage on a direct hit and 1 acid splash damage within 5 feet, actually green globes filled with acid),
Traveler's Outfit (1 gp, 1-1/4 lbs., worn outfit doesn't count towards his encumbrance),

Map Case (1 gp, 1/2 lb., holds map),
Bedroll (1 sp, 1-1/4 lbs.),
Wooden Holy Symbol of ?? (1 gp),
Chalk (1 cp),
Flint & Steel (1 gp),
Tindertwig (1 gp),
4 Trail Rations (2 gp, 1 lb.),
2 Waterskins (4 gp, 4 lbs.).
Caltrops (1gp, 1lb.)
1 oil skin (1sp, 1lb.)
--------------------------------
Remaning 10gp 7sp 9cp = 1790 yen

Light Load: 24-1/4 lbs. max..Medium Load: 48-1/2 lbs. max..Heavy Load: 75 lbs. max
Lift High: 75 lbs. max.....Lift Off Ground: 150 lbs. max....Push/Drag: 450 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.

Appearance:

The mystics backpack does not look especially full, and only one small but wide pouch adorns the back of his belt.
He wears some nice, tanned-leather gloves, well-worn black leather foot-gloves, plain brown trousers, and a dark green shirt that's covers his armor.

His hair is white and long, face half hidden in deep hood, rosy eyes watching with intensity world around.

Personality and Background:
Mystal Mar is born in the tribe of Susar, who live in the cloud forest upland regions where the braashak climbs the mountain borders with Denra-Lyr. The Susar are sometimes called Cloud or Mountain salsham'ai. They are similar to their lowland cousins except that they do not revere Themnass and Shroma but have a closer association with the smaller spirits. Mist spirits are very popular, coming at dawn to bring fertility to their mountain home. The Susar have also taken up the practice of terrace farming on the mountain slopes above the borders of the braashak. They have their own dialect, Susaran, related to Themnassic but distinct enough to cause misunderstanding. Nevertheless, relationships between Thalsan and Susar salsham'ai are cordial and fairly open."

Mystal grew up as part of small semi-nomadic community in far north of cloud forests on the mountains. He was marked from birth by his unusual skin by superstitious folk of his tribe. His parents however tried to instill into him peace of mind and strength of will to recognize such reactions as simple fear of unknown and to control his grief over this treatment. They tried to show him that by helping community he helps himself to survive regardless of the treatment he receives.

(He was later informed that was probably because his parents were traveling through mistmoor and were touched by mistwraiths.)

After some time he was apprenticed to tribe shaman, learning basics of spirit language and some focusing techniques that were supposed to aid him in meditation and communication with spirits. Problem with young Mystal however was that he lacked patience common to his people. He was more willing to take risks and experience spirit world directly then to patiently learn from his tutor until he is ready. After many exasperated tries, Deep Root gave up on young albino.

When a mystic warrior from the mountain visited the community for a week, the young Mystal , outcast because of his 'mist blessing' and later disgrace as lost shamanic student, took an interest in the man's stories and unusual tricks,
bugging him for a few days until the older man, Orlane, allowed Mystal to prove his worth as a student.
Mystal passed Orlane's tests of agility, cleverness, prudence, and basic swordsmanship, so the teenaged albino was accepted as an apprentice.
He followed the swordsman Orlane for several years, adopting part of his mentor's philosophy and discipline for himself, but preferring to continue pursuit of bright gold and rare treasures.

In time this lead to Orlane dismissing Shaddar as a student and he has wandered alone for many years since.

Mystal struggles to maintain the warrior's discipline that his mentor taught him, so he's usually honorable and reliable, though occasionally acting purely out of self-interest. He keeps to his word, but prefers not to promise anything in the first place. Greedy and proud of his talents, Mystal is always looking to acquire treasure and glory for himself, though he's willing to share some of it, thanks to the influence of his original community.

Because of this jadednesss he is seen as strange by his own race and those familiar with gentle ways of his people. Somewhat of his naivette stemming from living his early life high in the mountains isolated from the rest of the world still remains and he is amiable to new friendships altough rarely those result in deep bond.

Mystal is used to cooperating with other folks and prefers to work alongside other people who have skills that complement his own, but doesn't forge many long-term bonds. He doesn't concern himself much with the welfare of others, but will fight for them if he's getting paid for it and on rare occasions might even do so without payment.

Mystal likes to explore and wander from place to place, seeking new opportunities and only staying in one place for a few months at a time, as he figures that people who stay still never get to have any real fun or make any significant discoveries.

He's always searching for chances to advance himself.

Current life:
A bounty-hunter and explorer of ruins, Mystal has spent the past several years wandering the land in search of riches, fame, and secret lore.
Primarily motivated by greed and pride, Mystal has braved dangerous caves and catacombs on his own and alongside various temporary allies.
So far he's only managed to plunder a few minor magic items and a handful of old coins, and a little bit of old lore on new human and tlaxi fighting techniques,
to supplement what he learned from mountain swordsage in his youth.

His occasional partnerships with other adventurers have been brief, and only motivated by a mutal need for aid to obtain treasure from dangerous places.
Mystal desires personal power and glory, but struggles to reconcile those selfish goals with the more-communal greater good that his elders and parents had once tried to teach him.

For now, glory and wealth remain his immediate goals, along with the pursuit of secrets and special techniques to better achieve those goals.

Attacks:
Rapier +8 (+2 BAB +4 DEX +1 weapon focus +1 MW weapon); 1d4 -1 piercing; 18-20/x2
Silver Dagger +2 (+7 ranged) (1d3-2 dmg) 19-20/x2
Shortbow +6 ranged for 1d4 damage (60 ft. increment, 600 max) 20/x3
Unarmed strike +2 melee for 1d3-1 nonlethal damage (provokes AoO)

Last edited by Neurotic; 16th July 2009 at 12:35 PM..
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Old 20th August 2009, 03:16 PM   #10 (permalink)
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silveryfox Kobold Slinger (Lvl 1)
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Winter


Hi! I'm a pale Bard who likes to read, carry heavy books
and heal the sick!

I type in
blue.

Winter

Background

My first memory is of the frozen peaks, the gigantic mountains of the north. It’s of the cold winds and misty valleys, and like the mist the memories are fleeting and filled with uncertainty.

When I opened my eyes the sun shone through the puffy clouds and right into my eyes. It hurt. The people who had found me though, they thought I was dying from a cold. My pale, cold skin and dizziness made them rush to the Vashtis for learned help.

The following days saw the smiling face of the old Vashti in my room several times. The kind woman nursed me back to health with a few meals and one or two kind words. I didn’t have a cold, I was simply cold.

They called me Winter.

The Vashti thought I must have bumped my head or something, my memories were blurry. I started a new life at their monastery. Reading and contemplation stood in focus. I had an affinity for languages and studied those along with the craft of healing. My nimble fingers and quick mind made me a fast student. At first I was shy and uncertain; the books became my sole companions.

I found my purpose in traveling the countryside and helping the helpless. A curiosity awakened within me and I began to overcome my shyness. The nights went by with the soft tune of my flute. The peculiar rapier that had been found nearby me were probably not enough to discourage any bandits I encountered, but I had learned to say what people wanted to hear. That doesn’t mean I never got robbed, actually I had to go hungry for a lot of the time. Most villagers were happy to help me out though and I helped them in turn.

When the letter of the Vashtis passing got to me, I felt all alone again. Uncertain and unfamiliar I traveled back to pay my respects.


Description

Winter is a young man with pale complexion and icy blue eyes. He is thin and somewhat frail. His hair is almost silvery. He is only slightly above 5ft and could easily be taken for a teenager.

He is most often seen with wide beige robes over his shadowy armor, he has a sack slung over his shoulders with nightly necessities. Covered with simple silk scarves is his rapier. The rapier is set with silver and inlaid with pale pink gems.



Character Stats

Human (Thell) Bard 1/ Mystic(Cloistered Cleric) 2

Feats
[H]: Nymph's Kiss
[1]: Winter’s Heart1
[3]: Divine Inspiration
[X]: Healing Devotion (Free, giving up the domain)
[X]: Knowledge Devotion (Free, giving up the domain)
[X]: Improved Initiative (Granted Power of the Time domain)

([6]: Sacred Healing)
([9]: Touch of Healing)
1: A feat I made myself, listed hereunder.

Abilities
Strength 08
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 14
Charisma 15

Domains
Healing, Time and Knowledge

Time Domain
Granted Power:
Free Improved Initiative feat
1: True Strike
2: Gentle repose
3: Haste
4: Freedom of movement
5: Permanency

Class Features
Bardic Music:
3/day
Turn Attempts:
5/day (3+CHA)
[+2 to Turn checks for Knowledge (Religion)>5]
Lore:
+7
[+3 Level, +2 Int Mod, +2 Knowledge (History) Ranks >5]
Countersong (Su):
Counter magical effects based on sound.Each round, can take a Perform check to affect all creatures within 30ft that are affected by a sonic or language-dependent magical attack to use the Perform check result instead of its saving throw. If any within 30ft is already under the effects of a magical attack they gain a new save, but have to use the Perform check result. This song can be sued for 10 rounds.
Fascinate (Sp):
Any creature paying attention to the bard within 90ft can be affected if they see the bard. Danger prevents the fascination from working. The number of maximum targets are equal to 1+(level/3).The Perform skill check sets the DC of the affected creatures Will save. Succeeding means that the creature is immune for 24 hours. If the save fails, the creature sits quietly and listens without taking any other actions for 1r/level, assuming the Bard continues to play. A fascinated creature takes a -4 penalty on Listen and Spot checks. A threat against the target requires the bard to make another Perform check against the targets new save. An obvious threat breaks the effect. Fascinate is an enchantment (compulsion) mind-affecting ability.
Inspire Courage (Su):
To be affected, you must hear the bard play and effect will last for so long+5 rounds thereafter. An affected ally receives +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire Courage is a mind-affecting ability.
Inspire Competence (Su):
Target must be an ally within 30ft; the target and the bard must see and hear each other. The ally gets a +2 competence bonus on a skill check for as long as the Bard plays for a maximum of 2 minutes. Inspire Competence is a mind-affecting ability.


Saves Total Base Ability Misc.
Fortitude +4 3 1
Reflex +4 2 2
Will +7 2 5

HP: 27

AC: 16, touch: 12, flat-footed 14
[+2dex+4armor]

Skills (60) Modifier Ability Ranks Misc.

Speak Language 6
Heal +10 2 6 2

Concentration +6 6
Perform (flute) +12 2 6 4
Knowledge (Religion) +8 2 6
Knowledge (Arcana) +8 2 6
Knowledge (Local) +8 2 6
Knowledge (History) +8 2 6

Knowledge (Nature) +8 2 6
Diplomacy +12 2 6 4

Hide +3 2 1
Move Silently +3 2 1

Profession (weaving) +4 2 2


Equipment

Equipment Price Weight
MW Silver Flute 10000Y 3lb
MW Diplomacy Tool (
Stylish Scarf) 5000Y 1lb
MW Rapier (Road to the Dawn) 30200Y 2lb
Darkweave Twisted Silk 50000Y15lb
MW Dastanas 17500Y 5lb
Spell Component Pouch 500Y 2lb
Bedroll 10Y 5lb
Mirror, small steel 1000Y 1/2lb
Pouch, belt 100Y 1/2lb
Pouch, belt 100Y 1/2lb
Sack 10Y 1/2lb
Waterskin 100Y 4lb
Vial (empty) 100Y 1/10lb
Vial (empty) 100Y 1/10lb
Scroll case 100Y 1lb
Silk rope (50ft) 1000gp 5lb
Silent shoes 1000gp 1lb
Monk’s outfit 500Y 2lb
Traveler’s outfit 100Y 5lb
Healer's Kit 5000Y 1lb
Bell 100Y -
Flint and steel 100Y -
Ink 800Y -
Inkpen 10Y -
Sewing needle 50Y -
Candles (10) 10Y -
Parchemnt (10) 20Y -

Total 104410Y 41.2lb

Equipment and Feats from non SRD-sources

Dastana (Armsp15)
This pair of metal bracers can be worn in addition to some of the other types of armor to provide an additional armor bonus that stacks with both the foundation armor and any shield worn. You can wear Dastana with padded, leather or chain shirt armor. You need the Armor Proficiency (light) feat to wear Dastana without penalty.

Armor Maximum Check Arcane
Bonus Dexterity Penalty Spell Failure Weight
+1 -1 5% 5lbs

[25gp]

Silent Shoes
(Arms p24)
These are soft, padded shoes that absorb sound effectively. Despite the padding, the soles are made from tough, stretchy leather that hold up to abuse. They grant +1 circumstance bonus to Move Silently checks.
[10gp]

Darkweave
(Eb p121)
Dark cloth that magically includes strands of shadow.
Clothes made with Darkweave grant a +1 Circumstance bonus on Hide checks.
[+100gp]

Twisted Silk (DR348 p87)
Rare and valuable, twisted silk armor uses silk wound around strands of mithral to generate protection with very little weight. It superficially resembles a very well made form of padded armor but offers much greater defense. The silk keeps it silent and the twisted strands are surprisingly durable.
Armor Maximum Check Arcane
Bonus Dexterity Penalty Spell Failure Weight
+3 +7 0 5% 15lbs
[400gp]


NYMPH’S KISS [EXALTED]
You can channel positive energy to grant nearby living creatures the ability to recover from their wounds quickly.
Benefit: Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.

SACRED HEALING [DIVINE]
You can channel positive energy to grant nearby living creatures the ability to recover from their wounds quickly.
Prerequisite: Heal 8 ranks, ability to turn undead
Benefit: You can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60ft-burst. The fast healing lasts for a number of rounds equal to 1 + your Cha mofidier.

DIVINE INSPIRATION [GENERAL]
Prerequisite: Ability to Turn Undead, Bardic Music class ability
Benefit: Your Bard and Cleric levels stack to determine what Bardic Music abilities are available to you. Perform is also always a Class skill for you.

WINTER’S HEART [HERITAGE]
You are born with the touch of cold, spirits of winter in your lineage coming to the surface.
Benefit: You receive a+1 racial bonus to Fortitude saves, Cold Resistance 1 and +4 bonus to Fortitude saves to avoid damage from cold weather.
Special: Can only be chosen by 1st level characters.

HEALING DEVOTION [DOMAIN]
You can heal damage faster than normal.
Benefit: Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute.
You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed).
Special: As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.

KNOWLEDGE DEVOTION [DOMAIN]
You can use your knowledge to exploit your foes' weaknesses and overcome their strengths.
Prerequisite: Knowledge (any) 5 ranks.
Benefit: Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill.

You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table.


Check Bonus
Result
Bonus Granted
<15
+1
16-25
+2
26-30
+3
31-35
+4

TOUCH OF HEALING [RESERVE]
You can channel divine energy into healing with a touch.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.


Last edited by silveryfox; 20th August 2009 at 04:32 PM..
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Old 20th August 2009, 06:06 PM   #11 (permalink)
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Posts: 873
kitsune9 Hobgoblin Soldier (Lvl 3)
Quote:
Originally Posted by Blackrat View Post
Name: Three Peach-Flowers In The Moonlight (Three Flowers)
That is a really cool name for a character. Mind if a take a five-finger discount on the name?
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