Ethend Characters




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  1. #1
    Registered User
    Novice (Lvl 1)



    Join Date
    Jul 2002
    Location
    San Francisco, California, United States
    Posts
    5,055

    ø Ignore Ferrix

    Ethend Characters

    Post only your characters here.

    Nothing else, discussion is for the OOC thread.
    Lindy hopper, popper, dancer, philosopher, gamer, fledgling capoeirista, so on... so forth

    Quote Originally Posted by Wrahn
    You sir, have a talent for finding loopholes.
    The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.
    -Eco

    When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
    - J. Krishnamurti


    http://www.enworld.org/ennies/images...ini_banner.gif

 

  • #2
    Jerod
    Human Soulknife 7

    Age: 18
    Gender: Male
    Height: 5' 11"
    Weight: 170 lbs
    Eyes: Brown
    Hair: Brown
    Skin: White/Tan

    STR: 16 [+3] (10 points)
    DEX: 16 [+3] (8 points + 1 for 4th level)
    CON: 14 [+2] (6 points)
    INT: 10 [--] (2 points)
    WIS: 13 [+1] (5 points)
    CHA: 10 [--] (2 points)

    Wound Points: 14
    Vitality Dice: 7d8 + 14
    VP: 58
    Armor Class: 19 (10 base + 3 Dex + 3 Armor + 3 Defense Bonus)
    DR: 2/armor
    Initiative: +7
    BAB: +7/+2
    - Melee: +10/+5
    - Ranged: +10/+5

    Speed: 40' (as long as Focus is maintained, otherwise 30')

    FORT: +4 (2 Base + 2 Con)
    REFL: +8 (5 Base + 3 Dex)
    WILL: +6 (5 Base + 1 Wis)

    Abilities:
    +2 bonus on social related checks involving non-Mythar races
    4 ranks in a single Craft or Profession skill
    +2 racial bonus on that skill
    That skill always a class skill
    Bonus Feat
    4 extra skill points at 1st level, +1 skill point per additional level
    Favored Class: Any non-Oriental
    Mind blade
    Throw Mind blade
    Psychic Strike +2d8
    +1 mind blade
    Free Draw
    Shape mind blade
    Mind blade Enhancement +1


    Feats:
    1st Level
    - Power Attack
    Human Bonus
    - Cleave
    1st Soulknife
    - Weapon Focus (mind blade), Hidden Talent
    3rd Level
    - Improved Initiative
    6th Level
    - Up the Walls
    6th Soulknife
    - Speed of Thought


    Skills:
    Autohypnosis +13 (10 ranks, +1 Wis, +2 Syn)
    Balance +7 (2 ranks, +3 Dex, +2 Syn)
    Concentration +11 (9 ranks, +2 Con)
    Craft(Armorsmithing) +6 (4 ranks, +0 Int, +2 Racial)
    Jump +14 (5 ranks, +3 Str, +2 Syn, +4 Movement)
    Knowledge(Psionics) +5 (3 ranks, +0 Int, +2 Syn)
    Listen +6 (5 ranks, +1 Wis)
    Speak Language (1 rank)
    Spot +6 (5 ranks, +1 Wis)
    Tumble +15 (10 ranks, +3 Dex, +2 Syn)


    Languages:
    - Common, Gnome

    Psionics:
    Manifester Level: 1
    Save DC: 10 + 0 Cha + 1
    Powers Known – Power Points: 2pp
    1st level – Force Screen (+4 AC, 1min/lvl )


    Equipment:

    Melee weapons
    -Mind blade +12/+7 (1d10+5, 17-20/x2) Keen

    Ranged weapons
    -Mind blade +12 (1d10+5, 17-20/x2, 30 ft.) Keen

    Miscellaneous Magical or Psionic Items
    -Amulet of Body Adjustment & Purification (2 uses a day) (4800gp) This Amulet was a gift from Jerod's adoptive father, Seryl. It was his apprentice gift from his teacher, and his before him, and came with the gnomes when they came to this world. It appears to be made of small strands of semi-translucent, red and blue stone, twisted together in a way that confuses the eye. Along one side, carved into the stone are hierglyphs of some unknown and ancient language.

    -Deflecting Crystal Shard (as a mind blade gauntlet but only 2/day) (8800gp) (Races of Eberron) This seven inch shard of crystal has been a pet project of Seryl for years. The result of many failed experiments and partial successes, this shard was the first full success. Seryl, proud of both his adoptive son and psionic creation, felt that they should travel together.

    Potions or Psionic Tattoos
    Tattoo of Hustle x2 (Right Chest Under Arm)(600gp)
    Tattoo of Animal Affinity (Left Chest Under Arm) (Strength, Dexterity & Constitution) x2 (1800gp)


    Scrolls or Power Stones
    -Force Screen Power Stone x10 uses (250gp)

    Mundane equipment
    Explorer's Outfit (0gp, (8lb))
    Flint and Steel (2gp, -lb)
    Belt Pouch (1gp, 0.5lb)
    Everburning Torch (110 gp, -lb)
    -In the form of an crystal on a necklace, with a leather cover
    Backpack (2gp, 2lb)
    _Bedroll (1sp, 5lb)
    _5 Rations, trail (1sp, 5lb)
    ----Used: 0 days
    _10 candles (5cp, -lb)
    _Case, map or scroll (1gp, .5lb)
    _Chalk, 1pc (1cp, -lb)
    _Fishhook (1sp, -lb)
    _Grappling Hook (1gp, 4lb)
    _Rope, silk 50ft (10gp, 5lb)
    _Hammer (5sp, 2lb)
    _Ink, 1oz (8gp, -lb)
    _Inkpen (1sp, -lb)
    _Lantern, Bullseye (12gp, 3lb)
    _Mirror, Small Steel (10gp, .5lb)
    _Oil, 2x 1pint flask (2sp, 2lb)
    _Oil, 2x 1pint skin (2sp, 2lb)
    _Paper, 5x sheets (2gp, -lb)
    _Piton x8 (8sp, 4lb)
    _Pouch, belt (1gp, .5lb)
    _Sack x3 (3sp, 1.5lb)
    _Sealing Wax (1gp, 1lb)
    _Sewing Needle (5sp, -lb)
    _Soap (5sp, 1lb)
    _5 empty vials (5gp, .5lb)
    _Waterskin (1gp, 4lb)
    _Whetstone (2cp, 1lb)

    Armor
    - +1 Mithril Shirt (+3 AC, DR 2/armor, Max Dex 6, ACP -0) (2100gp, 10lb)

    Remain money: 479gp, 5sp, 2cp

    Weight Carried: 55lb with Backpack, 10.5lbs without
    __________Lgt Med Hvy Lift Push
    Max Weight: 76 153 230 460 1150



    Description
    Jerod looks average. Average height, average tan/white skin color, brown eyes that are neither dark nor light, no distinguishing features. In bright light, his hair appears almost blond, in low light almost black, but always brown.

    Personality
    Jerod seems like a friendly young man, however, he tends to be quiet and generally very reserved. He trusts very few people (his adoptive father and brother are the only 2 so far), but his loyalty is boundless once he trusts someone. He judges those he meets on actions rather than words. He is clearly unused to large numbers of people, and becomes nervous and a little jumpy in such situations.

    Background
    Jerod was 11 when it happened. He and his family lived in a small village on the edge of the Eastern Outlands. His father, the village smith, was showing him the finer points of shaping a plow when his mother ran in.
    "Its the Mythar! They've found us."

    Tears welled up in his mother's eyes. "Jerod," his father said "quick, get in the hole". Moving the massive anvil, his father pushed Jerod into the small space below it, and then replaced the anvil. In the small openings left, Jerod could see his father pull a long sword of some white, glittery (crystal) substance from his mother's hope chest. The next half hour was a blur of shouts, screams, fire and smoke. When he awoke it took him hours to finally shift the anvil enough to escape, and he wished he hadnt.

    The village was gone. Everything had been destroyed, and the people killed, but there was no sign of his parents. He searched for hours, but nothing was left, no parents, no food, nothing. Finally, he began to wander in search of help, dazed by his loss.

    1 month passes

    Seryl was weeding his little vegetable patch. "Ah, the celery looks crisp this year" he thought to himself, and then he noticed the growling. As he turned to look, he placed his hand behind his back, and focused his mind, summoning the searing blade that was his soulknife. Turning to the sound, it took him a long moment to realize what he was looking at. It was a human child, filthy and barely clothed, with a feral look on its face, staring at him and growling.

    "By my hairy Aunt Tudy", he thought, "where did that come from?" Allowing the blade to dissipate, Seryl, began to speak as he would speak to one of his burrowing mammal friends, in kind, soft tones. Plucking a few large ripe strawberries from his garden, he held them out to the child, continuing to speak in gentle words. He moved slowly toward the child, until he had halved the distance between them, and then waited for the child to respond. Slowly, with flashes of teeth and hesitant growls, the child moved towards Seryl, entranced by the sight of the berries. Finally coming within reach, the child snatched the berries from Seryl's hand. As the child consumed the fruit, Seryl backed up slowly to the garden, and gathered more food. In this way, he slowly led the child towards his home, and a full belly. As he watched, the child slurped down one last blackberry, and suddenly seemed to come into focus. Suddenly, his eyes began to well up, and he fell against the gnome, shaking with sobs. "Mommy...Daddy!" Seryl heard in his mind.

    In the days that followed, Seryl found that the child (who eventually revealed that his name was Jerod), was an amazingly quick study, learning Gnomish, his house rules, and how to garden within days. More than that, Jerod clearly had a powerful mental presense. His interest piqued, Seryl began to teach Jerod the basic Concentration and control techniques of a Soulknife, and the child absorbed them like a washcloth.

    Seryl had never yearned for family or students. In fact, he had chosen his home, outside the normal limits of the gnome settlement, because he preferred his solitude, and independence. But as he learned Jerod's story, and watched him soak up knowledge, he came to a decision. He would adopt the child, officially, and train him as a Soulknife. He knew that the village elders would object, but as the only Knife of this village, Seryl had certain leeway, and he knew he could get away with it. As it turned out, he was right, though the elders did pressure him to take another student, which he grudgingly accepted, though he only only pretended reticence. A partner was necessary to the training techniques, and so that day, Seryl took home with him, a new son, and two new students.

    For Jerod, the next few years seemed like the happiest, and most exhausting of his life. He mostly forgot his parents, except for the small spiral shaped amulet, they had given him. He quickly came to think of Andyl, the gnome student, as his brother, and he came to love Seryl, despite his rigorous training.

    As he approached his 17th birthday, Jerod began to have powerful dreams. At first he could not remember them, but as time progressed, they became stronger until he could barely sleep. They were dreams of his parents, calling to him. "Find us," they said "find who you are" over and over. Seryl, knew that these were not normal dreams. He knew that he had to let his son, seek out into the world, and find out who he was. So Jerod has gone out into the world, seeking for knowledge of his parents, knowing only that the Mythar sought them out.
    Last edited by RillianPA; Sunday, 18th September, 2005 at 07:21 PM.
    Only thing worse than a Welchin' Wizard is a trollkin.
    Some of you might be thinking "A trollkin!?!", but if you imagine a trollkin vampire Runelord of Vivamort, you'll know where I'm coming from.

  • #3

    Norna Fjorin: Human/Female (Scout 7)

    Norna Fjorin
    Human (Fyndorn) Scout 7

    Age: 17
    Gender: Female
    Height: 5’8”
    Weight: 129
    Eyes: Ice Blue
    Hair: Flaxen Blonde
    Skin: Pale

    STR: 11 [+0] (3 points)
    DEX: 15 [+2] (6 points, +1 4th lvl)
    CON: 14 [+2] (6 points)
    INT: 14 [+2] (6 points)
    WIS: 14 [+2] (6 points)
    CHA: 14 [+2] (6 points)


    Wound Points: 14
    Vitality Dice: 7d8 + 14
    VP: 58
    Armor Class: 18 (10 base +2 Dex +4 Class +2 Armor) [+2 Skirmish Bonus when Norna Moves 10 feet.]
    Class Defense Bonus: +4
    Damage Resistance: 2/Armor
    Initiative: +4 [Quick Reconnoiter]
    BAB: +5
    - Melee: +5
    - Ranged: +7

    Speed: 40’

    FORT: +5 (2 Base +2 Con, +1 Battle Fortitude)
    REF: +7 (5 Base +2 Dex)
    WILL: +4 (2 Base +2 Wis)

    Abilities:
    - Bonus Feat
    - 4 extra skill points at 1st level, +1 skill point per additional level
    - +2 racial bonus on survival checks
    - Survival always a class skill
    - Cold Resistance equal to their Constitution bonus (2)
    - Favored Class: Barbarian, Ranger, or Scout
    - Skirmish +2d6 (+2 AC)
    - Tracking
    - Battle Fortitude +1
    - Uncanny Dodge
    - Fast Movement 10 ft.
    - Trackless Step
    - Bonus Feat: Quick Reconnoiter
    - Evasion
    - Flawless Stride


    Feats:
    1st Level
    - Dodge
    Human Bonus
    - Mobility
    3rd level
    - Point Blank Shot
    Scout Bonus Feat (4th level)
    - Quick Reconnoiter
    6th Level
    - Spring Attack
    Scout Bonus Feat (8th level)
    - Swift Tracker

    9th level
    - Shot on the Run


    Skills:
    Balance +4 (0 Ranks, +2 Dex, +2 Synergy Tumble)
    Craft: Alchemy +12 (10 Ranks, +2 Int, +2 Masterwork tools )
    Diplomacy +4 (0 Ranks, +2 Cha, +2 Synergy Bonus Sense Motive)
    Escape Artist +12 (10 Ranks, +2 Dex, +2 Synergy User Rope [Checks Involving Ropes])
    Hide +12 (10 Ranks, +2 Dex)
    Jump +7 (5 Ranks, +0 Str, +2 Synergy Tumble)
    Listen +11 (10 Ranks, +1 Wis)
    Knowledge: Nature +7 (5 Ranks, +2 Int,)
    Move Silently +12 (10 Ranks, +2 Dex)
    Search +12 (10 Ranks, +2 Int)
    Sense Motive +12 (10 Ranks, +2 Wis)
    Spot +12 (10 Ranks, +2 Wis)
    Survival +14 (10 Ranks, +2 Wis, +2 Racial Bonus, +2 Synergy Search [Following Tracks], +2 Synergy Knowledge: Nature [Natural Environments Only])
    Tumble +14 (10 Ranks, +2 Dex, +2 Synergy Jump)
    Use Rope +2 (0 Ranks, +2 Dex, +2 Synergy Escape Artist [On Bindings Only])

    Italics not figured


    Languages:
    - Common
    - Human (?)
    - Bonus
    - Bonus


    Equipment:
    Melee Weapons
    -Hand Axe +6 (1d6+0, 18-20) Masterwork (306 gp, 2 lbs)
    -Throwing Axe +6 (1d6+0, 20) Masterwork (308 gp, 2 lbs)

    Ranged Weapons
    -Throwing Axe +8 (1d6+0, 20) Masterwork (N/A gp, N/A lbs)
    -Composite Shortbow +8 (1d6, 19-20, 70ft.) Masterwork (375 gp, 2 lbs)

    Armor
    -Mithral Chain Shirt (+2 AC, DR 2/Armor, Max Dex 6, ACP -0) Description (1100 gp, 12.5 lb)

    Miscellaneous Magical or Psionic Items
    -Name (gp, lb)

    Potions or Psionic Tattoos
    -Type (gp)

    Wands, Staffs or Dorjes
    -Type (XX/50chg) (gp, 1oz)

    Scrolls or Power Stones
    -Type (gp)

    Mundane equipment
    - Adventurer’s Outfit (gp, 8 lb)
    - Climber's Kit (80 gp, 5 lb)
    - Everburning Torch (110 gp, 1 lb)
    - Camouflage Kit (40 gp, 5 lb)
    - Triple Weapon Capsule Retainer: On Throwing Axe (450 gp, nil lbs)
    - Weapon Capsule Retainer: Hand Axe (100 gp, nil lbs)
    - Weapon Capsule Retainer: Punch Dagger (100 gp, nil lbs)
    - 4 Quickflame Alchemical Weapon Capsules (100 gp, nil lbs)
    - 4 Quickfrost Alchemical Weapon Capsules (100 gp, nil lbs)
    - 4 Quickspark Alchemical Weapon Capsules (100 gp, nil lbs)


    PC Crafted

    Weight Carried: 31.5 lb
    Remain money: 16 gp


    Description
    With flawless pale skin, the fairest of fair hair, and eyes so blue they appear to have been plucked and stolen from a mountain stream Norna is without a doubt am attractive young woman and some of the men of her tribe would argue that she is the most beautiful female in the tribe but this is really all for naught.

    Norna spends the majority of her time covered in grime, while her fair hair is dyed, in a multitude of natural colors, and her pale skin is painted, again in a multitude of natural colors, in an effort to camouflage herself in her favorite environment, her mountainous forested homeland. Like many of her tribesmen Norna’s lithe and firm body is adorn with numerous tribal tattoos.


    Personality
    With her easy grace, feisty attitude yet cold demeanor, Norna has always been a young woman of action instead of reaction. This behavior, along with her love of nature and the solitude that it brings with it, not to mention her gender as the womenfolk of her tribe do not hunt or call themselves warriors, has always left her as an outsider looking into her own tribe and only her father’s position as tribal chieftain, not to mention her uncanny woodsman skills, have allowed Norna to remain with her tribe and help her people through their day to day struggles. (Add her feelings about this)

    This all changed with the return of her brother, Kolbyr, whom was quickly labeled as “doom speaker” and was ostracized by his people and tribe but Norna followed out of fear and worry for her brother’s well-being.

    Though passionate and loyal to her brother Norna isn’t at all sure what to make of her brother’s stories, his injuries, or his desires to unify all of the tribes as it goes against everything their people believe in but then again so does so many of Norna’s actions and beliefs.

    Background
    Norna Fjorin was born the only daughter to Chieftain Berrand Fjorin and his wife Faria of the Danurii tribe. Norna barely knew her mother however, as she died during the birth of what would have been her younger brother Erik, who died a few days later of illness, almost three years later. By then her older brother Kolbyr was old enough to watch over Norna, who clung to him in the absence of her mother, and her father’s duty as the tribal chief.

    Norna followed her other brother, and became quite good at it. When he would go off to train with the other young men, she would sneak along and try to imitate him off to the side. She learned to track him, and honed her senses and knowledge of nature and stealth. Her brother would occasionally practice with her, and taught her some of the ways of the woods as well as weapons and archery.

    At the age of ten, her father passed on to her a necklace with a small medallion with the words “Follow your dreams” carved on the back that had once been her mothers. She treasured the medallion as a link to her mother, and headed its advice. She openly sought out training herself, which she was eventually granted due to her father’s status and her brother’s good words. Drawing on her learned skills from following her brother, she learned scouting, stealth, and tracking in the wilderness. She proved as skilled, if not more so than her brother in those areas, though she was not quite the warrior that he was.

    The elven druid Delynn came to her village for some time. Her brother became focused on her, striving to learn the ways of the woods from her teachings. Norna became slightly jealous, as Delynn took time away from her brother and her explorations and training. She began to explore herself, finding several hiding spots where she could spend time alone. However, without her brother around as much, she found that she was often scorned by the other children of the village as an oddball, not fitting in with the girls or the boys.

    Norna was heartbroken when Kolbyr told her he was traveling with Delynn, but she could not leave, for she was not old enough, and her training still had some time. She gave Kolbyr her blessings, and wished him good luck and safe travels. While he was gone, Norna would travel for days in the direction she knew Kolbyr had gone, in case she could spot him returning. She finished what training she could with the other warrior scouts, and held her own in competitions. Sad that her brother was not there to enjoy her success, she continued to scout for him.

    It was several months before she found Kolbyr, battered and barely keeping himself upright. He had several old wounds that had not yet fully healed, and he was unable to speak. After resting with him for a few days, she helped him return home. She was saddened to see that her brother had lost his ability to speak, and had to communicate with hand gestures or writing when available. Once he had recovered in the village somewhat, He began to communicate of horrible things and of uniting the tribes. While the other leaders showed him all due respect for the son of a chieftain, she heard others call him “doom speaker” and dismiss him behind his back. Respect of the tribe became less and less for him.

    After some time and many failed attempts to get the tribes to listen to him, Kolbyr gave up. He communicated to Norna of his intent to go find evidence of the strange and dangerous invader to prove to the tribes that he spoke the truth. Norna became determined to follow him, not wanting him to get injured or worse again. She followed him from afar for a few days before she joined him in his travels after she was sure it was too far for him to simply dismiss her and send her back. He seemed not very surprised; from either noticing her or just knowing her she was unsure. She has been traveling with him since, seeing a grim determination she had not known in him before.
    Last edited by Brother Shatterstone; Thursday, 1st September, 2005 at 02:18 AM.

  • #4
    Registered User
    Acolyte (Lvl 2)



    Join Date
    Jul 2003
    Location
    Redwood Falls, MN
    Posts
    2,137

    ø Ignore Dichotomy
    Delynn Alendon
    Elven Druid 7

    Age: 141
    Gender: Female
    Height: 4’11”
    Weight: 99 lbs
    Eyes: Light Blue
    Hair: Silver
    Skin: Fair

    STR: 08 [-1] (0 points)
    DEX: 13 [+1] (3 points +2 racial)
    CON: 10 [+0] (4 points –2 racial)
    INT: 14 [+2] (6 points)
    WIS: 21 [+5] (16 points +1 level bonus +2 enhancement)
    CHA: 12 [+1] (4 points)

    Wound Points: 10
    Vitality Dice: 7d8 + 0
    VP: 44
    Armor Class: 18 (10 base + 1 Dex + 3 Class Defense Bonus + 3 Armor + 2 Shield –1 max Dex for armor), touch 13, flat 18; DR 3/armor
    Initiative: +1
    BAB: +5
    - Melee: +4
    - Ranged: +6

    Speed: 20’ (30’ w/ Longstrider)

    FORT: +5 (5 Base + 0 Con)
    REFL: +3 (2 Base + 1 Dex)
    WILL: +10 (5 Base + 5 Wis)

    Abilities:
    - +2 racial bonus against telepathic and mind-affecting powers and effects
    - Weapon Proficiency: longbow, shortbow, composite versions, short spear, and kukri
    - +2 racial bonus on Spot and Listen
    - Fey: not affected by spells or powers that only target humanoids
    - +2 racial bonus on Survival; Survival always a class skill
    - Nature Sense (Ex): +2 bonus on Knowledge (nature) and Survival checks
    - Wild Empathy (Ex): As Diplomacy check for animals (or magical beasts at –4); +10 (level + Cha + Handle Animal synergy)
    - Woodland Stride (Ex): move through any nonmagical undergrowth at normal speed
    - Trackless Step (Ex): leaves no trail and cannot be tracked (unless desired)
    - Resist Nature’s Lure (Ex): +4 bonus on saves against spell-like abilities of fey
    - Wild Shape (Su): 3/day; small and medium animals; 7 hours each use


    Feats:
    1st Level
    - Spell Focus: Conjuration: +1 to DC for saves
    3rd Level
    - Augment Summoning: creatures conjured with any summon spell gain +4 enhancement bonus to Str and Con
    6th Level
    - Natural Spell: can use verbal, somatic, material, and focus components while wild shaped


    Skills:
    Concentration +10 (10 ranks, +0 Con)
    Handle Animal +11 (10 ranks, +1 Cha)
    Knowledge (nature) +16 (10 ranks, +2 Int, +2 Nature Sense, +2 synergy)
    Listen +17 (10 ranks, +5 Wis, +2 racial)
    Spot +17 (10 ranks, +5 Wis, +2 racial)
    Survival +21 (10 ranks, +5 Wis, +2 racial, +2 Nature Sense, +2 synergy)


    Languages:
    - Common, Draconic, Druidic, Elven, Sylvan

    Spellcasting:
    Caster Level: 7
    Save DC: 10 + 5 Wis + Level (+1 for conjuration)
    Spells Known or Available:
    Oth level(6/day) Guidance, Guidance, Purify Food & Drink, Create water, Detect Poison, Detect Magic
    1st level(5/day) Cure Light Wounds, Faerie Fire, Goodberry, Longstrider, Produce Flame
    2nd level(4/day) Barkskin, Briar Web, Embrace the Wild, Halo of Sand
    3rd level(3/day) Cure Moderate Wounds, Greater Magic Fang, Protection from Energy
    4th level(2/day) Cure Serious Wounds, Freedom of Movement


    Equipment:
    Melee weapons
    -Masterwork Club +5 (1d6-1, 20) (300 gp, 3 lb [carried by horse])
    -Masterwork Scimitar +5 (1d6-1, 18-20) (315 gp, 4 lb [carried by horse])
    -Cold Iron Kukri +4 (1d4-1, 18-20) (16 gp, 2 lb)
    -Elvencraft Masterwork Longbow +5 (1d6-1, 20) (975 gp, 3 lb)

    Ranged weapons
    -Elvencraft Masterwork Longbow +7 (1d8-1, 19-20, 100 ft.) (see above)

    Armor
    -+1 Beasthide Dragonhide Breastplate (+3 AC, DR 3/armor, Max Dex 3, ACP -3) This deep green armor looks worn from years of use; it was given as reward for aiding an elven hunting party destroy the green dragon that razed several small villages. (9,700 gp, 30 lb)
    -Darkwood Heavy Shield (+2 AC, -0 ACP) (257 gp, 5 lb)

    Miscellaneous Magical or Psionic Items
    -Charm of the Owl At first glance, this appears little more than a crude carving on a leather string. Upon closer inspection, the craftsmanship of this tiny owl figurine is amazing. It was a gift from the shamans of Fyndorn. (4,000 gp)
    -Pouch of Berries (800 gp)

    Potions or Psionic Tattoos
    -Mark of Vines This simple but elegant tattoo is a vine of green with small traces of red and wraps around the right wrist. It was given by the druidic leaders of Laerendhor to protect "a soul that they dare not lose now that it has emerged." (3,000 gp)

    Wands, Staffs or Dorjes
    -Type (XX/50chg) (gp, 1oz)

    Scrolls or Power Stones
    -Type (gp)

    Mundane equipment
    -Explorer’s Outfit (0 gp, 0 lb)
    -Arrows x 20 (1 gp, 3 lb [half carried by horse])
    -Arrows (silvered) x 10 (20.5 gp, 1.5 lb [half carried by horse])
    -Arrows (cold iron) x 10 (1 gp, 1.5 lb [half carried by horse)
    -Backpack (2 gp, 2 lb)
    -Bedroll (0.1 gp, 5 lb [carried by horse])
    -Blanket (0.5 gp, 3 lb [carried by horse])
    -Scroll case (1 gp, 0.5 lb)
    -Fishhook (0.1 gp, 0 lb)
    -Fishing Net (4 gp, 5 lb [carried by horse])
    -Flint and Steel (1 gp, 0 lb)
    -Hooded Lantern (7 gp, 2 lb [carried by horse])
    -Belt Pouch (1 gp, 0.5 lb)
    -Trail Rations, 4 days (2 gp, 4 lb [carried by horse])
    -Signal Whistle (0.8 gp, 0 lb)
    -Waterskin (1 gp, 4 lb [carried by horse])
    -Holly and Mistletoe x 2 (0 gp, 0 lb)
    -Spell Component Pouch x 2 (10 gp, 4 lb)
    -Cold Weather Outfit (8 gp, 7 lb [carried by horse])
    -Leather Barding (40 gp, 30 lb [carried by Sali])
    -Horse, light (75 gp)
    -Saddle, pack (5 gp, 15 lb [carried by horse])
    -Horse Feed, 7 days (0.35 gp, 70 lb [carried by horse])

    Weight Carried: 50 lb (loads 26/53/80)
    Remaining money: 55 gp, 6 sp, 5 cp


    Typical Wild Shape Forms
    Jaguar (Leopard stats)
    Medium Animal
    Hit Dice: 7d6+14 (58 vp; 15 wp)
    Initiative: +4
    Speed: 40’ (50’ w/ Longstrider), climb 20’
    Armor Class: 18 (+4 Dex, +1 natural, +3 Class Defense Bonus), touch 17, flat 14
    Base Attack/Grapple: +5/+8
    Attack: Bite +8 melee (1d6+3)
    Full Attack: Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved grab (bite), pounce, rake +8 (1d3+1)
    Saves: Fort +7, Ref +6, Will +10
    Abilities: Str 16, Dex 19, Con 15, Int 14, Wis 21, Cha 12
    Skills: Balance +12, Climb +11, Concentration +12, Handle Animal +11, Hide +8, Jump +11, Knowledge (nature) +16, Listen +17, Move Silently +8, Spot +17, Survival +21

    Bear, Black
    Medium Animal
    Hit Dice: 7d6+14 (58 vp; 15 wp)
    Initiative: +1
    Speed: 40’ (50’ w/ Longstrider)
    Armor Class: 16 (+1 Dex, +2 natural, +3 Class Defense Bonus), touch 14, flat 15 [w/Beasthide: 18, touch 13, flat 17; DR 3/armor]
    Base Attack/Grapple: +5/+9
    Attack: Claw +9 melee (1d4+4)
    Full Attack: 2 claws +9 melee (1d4+4) and bite +4 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Saves: Fort +7, Ref +3, Will +10
    Abilities: Str 19, Dex 13, Con 15, Int 14, Wis 21, Cha 12
    Skills: Concentration +12, Handle Animal +11, Knowledge (nature) +16, Listen +17, Spot +17, Survival +21, Swim +8 [+2 w/Beasthide]

    Boar
    Medium Animal
    Hit Dice: 7d6+21 (65 vp; 17 wp)
    Initiative: +0
    Speed: 40’ (50’ w/ Longstrider)
    Armor Class: 19 (+0 Dex, +6 natural, +3 Class Defense Bonus), touch 13, flat 19 [w/Beasthide: 22, touch 13, flat 22; DR 3/armor]
    Base Attack/Grapple: +5/+7
    Attack: Gore +7 melee (1d8+3)
    Full Attack: Gore +7 melee (1d8+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ferocity (fight w/o penalty while disabled or dying)
    Saves: Fort +8, Ref +2, Will +10
    Abilities: Str 15, Dex 10, Con 17, Int 14, Wis 21, Cha 12
    Skills: Concentration +13, Handle Animal +11, Knowledge (nature) +16, Listen +17, Spot +17, Survival +21

    Dire Hawk
    Medium Animal
    Hit Dice: 7d6+14 (58 vp; 15 wp)
    Initiative: +6
    Speed: 10', fly 80' (average)
    Armor Class: 22 (+6 Dex, +3 natural, +3 Class Defense Bonus), touch 19, flat 16
    Base Attack/Grapple: +5/+6
    Attack: Claw +6 melee (1d4+1)
    Full Attack: 2 claws +6 melee (1d4+1) and bite +1 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Saves: Fort +7, Ref +8, Will +10
    Abilities: Str 12, Dex 22, Con 15, Int 14, Wis 21, Cha 12
    Skills: Concentration +12, Handle Animal +11, Knowledge (nature) +16, Listen +17, Spot +17 (+25 in daylight), Survival +21

    Eagle
    Small Animal
    Hit Dice: 7d6+7 (51 vp; 12 wp)
    Initiative: +2
    Speed: 10’, fly 80’ (average)
    Armor Class: 17 (+1 size, +2 Dex, +1 natural, +3 Class Defense Bonus), touch 16, flat 15 [w/Beasthide: 18, touch 14, flat 16; DR 3/armor]
    Base Attack/Grapple: +5/+1
    Attack: Talon +6 melee (1d4)
    Full Attack: 2 talons +6 melee (1d4) and bite +1 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Saves: Fort +7, Ref +4, Will +10
    Abilities: Str 10, Dex 15, Con 12, Int 14, Wis 21, Cha 12
    Skills: Concentration +11, Handle Animal +11, Knowledge (nature) +16, Listen +17, Spot +25, Survival +21


    Animal Companion
    Sali, Bear, Brown
    Large Animal
    Hit Dice: 6d8+24 (62 vp; 19 wp)
    Initiative: +1
    Speed: 40’
    Armor Class: 16 (-1 size, +1 Dex, +1 Leather, +5 natural) touch 10, flat 15; DR 1/-
    Base Attack/Grapple: +4/+16
    Attack: Claw +11 melee (1d8+8)
    Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab (claw)
    Saves: Fort +9, Ref +6, Will +3
    Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
    Skills: Listen +4, Spot +7, Swim +12
    Feats: Endurance, Run, Track
    Tricks: Attack (humanoids), Attack (all), Defend, Down, Guard, Heel, Stay


    Description
    Delynn is slightly short and thin for an elf, but not much so. Her hair is long and unkempt, but it is a stunning silvery color. Her skin is quite fair, but not pale, and her eyes are light blue. Her attire is simple and functional, and while it is well-worn and probably not impeccably clean, it is cared for well. Delynn often has a far away look about her when alone or thinking. When talking with others her only expression is a soft smile. Only rarely now does she still look as she did as a child: content.

    Personality
    Delynn is usually very quiet and soft-spoken. While she is very friendly with people that she knows, and also with strangers if they speak with her, many people mistakenly think that she is completely self-absorbed and snobbish. In fact she is actually simply so introverted and so abstract that it merely looks like she is intentionally distant. Delynn is very kind to most people, but when she is angered, she acts very quickly to deal with the problem.

    Background
    Delynn was born to rather simple parents. They were not wise or important, but rather simple gardeners. But they enjoy life, and they love the land. All that they lacked were children to love.

    Delynn was not the first child born to her parents. The first child was a son, named Aravilar. Delynn’s parents were overjoyed at having a child, but their joy was dashed to pieces. Aravilar died within minutes of his birth. There was no cause determined.

    For years Delynn’s parents wept and mourned. They finally decided that only by trying again could they fill the void Aravilar left. Delynn was born, and she was physically healthy. As a baby Delynn was a blessing. Never did she cry or fuss. Rather, anyone that ever looked on her visage thought it was amazing to see a baby always so content. That look of contentment, however, was not what it appeared. As Delynn grew from an infant to a toddler, her expression never changed. She never showed fear, wonder, anxiety, or joy. She also never made noise. She never cooed or babbled. She did not play with toys. She didn’t run or jump. And when she grew older still, she never spoke. She was dumb.

    Delynn’s parents didn’t know what to think. Their child was dumb and mute. They did the only thing they could: they loved Delynn and gave her all they had to give. Delynn’s father would bring her out to garden with him. She would stand appearing content at his side, and he would hand her each vegetable as he picked them. He would put each in Delynn’s tiny hands, roll them around, and repeat the name of the vegetable. Delynn appeared to enjoy walking, and her mother would take long walks with her everyday. Delynn’s mother would tell Delynn stories and sing songs. She brought Delynn to see her friends, and they all treated Delynn as simply a silent partner in conversation. No one ignored her, but they never expected her to respond.

    As Delynn neared her first century of life, her parents began to give her more freedom. Delynn would walk by herself. She would often walk and sit in places where others would pass by. She silently watched. Only strangers ever gave it much notice. Those that knew her would say hello to her as they passed. Someone on an errand might even sit next to her for a time and talk to her, as people sometimes talk simply to talk. One day one of these visitors sat next to her and looked very grim. He was an older elf near the age of Delynn’s parents.

    “Hello, Delynn,” the elf softly said. He began to weep and sob. “I don’t know what to do. The tree limb broke, and now my wife is dead! She is dead!” he softly hissed. “I cannot… I cannot go on without her.” He stopped weeping and with a resigned tone repeated, “I cannot go on without her.”

    Very slowly, Delynn tilted her head to the side. Her blank look faded, and she turned to the older elf. “Don’t despair,” Delynn said in a light and clear voice. “Such thoughts should not be had among elvenkind. It hurts me. It hurts you. It hurts the circle. Your pain will not always consume you. It is like a fire in the forest. It leaves behind fresh soil for rebirth and new growth. Give your love to your children now. They will help you bear the fire and plant new seeds in your soul.”

    The elf stared at Delynn in wonder, and a small laugh escaped his lips. He smiled. Delynn smiled back. The elf nodded and ran in the direction of his home.

    Delynn traveled for a time. She met with Shamans and Druids to learn from them. They found her to have an incredibly keen mind and a vast desire to learn. Delynn remembers nothing of her earlier life. When she “awoke” she knew how to speak, she knew where places were, she knew peoples’ names. Some of the Shamans speculate that her spirit was growing up in the Spirit World, waiting for her body to be ready, but no one really knows.

    Delynn learned her craft as a Druid well. She spent some time caring for the wilds of Laerendhor and helping keep it safe from those that should not be in it. But she found that she was not content to remain at home. She spent a couple of years Fyndorn where she learned how to survive in the different climate and learned some from the barbarian shamans. There she met Kolbyr Fjorin, an adventurous young human that had even more affinity to the wild than most of the barbarians. His desire to travel may have even surpassed Delynn's. When he asked to accompany Delynn when she left, she was delighted to have someone else with her. She knew the two of them could share their coming experiences in the outside world.

    Delynn and Kolbyr then spent some time in Cihairdun, where Delynn tried to help some of the humans live the old way.

    Of course, Delynn had heard about the Mythar before she ever left Laerendhor. However, she always thought that they were simply another part of the natural world. Just as nature has beautiful flowers and sunshine it also has thorns and terrible storms. It was while Delynn was in Cihairdun that she came to understand just how terrible the Mythar truly are.

    Delynn and Kolbyr had spent about a month in a small village far from White Cliff. She had been helping the villagers plant fruitful gardens, helped them hunt game, and occasionally used her druidic magic to heal a wound. Life seemed good for these particular humans. They were able to thrive and mostly enjoy a simple life. Delynn thought that she had accomplished a great deal. And the particular Mythar in charge of the village apparently had little concern for the goings on. But apparently there were others that had more...

    The attack occurred while Delynn was gone a couple of days with a hunting party. When Delynn returned to the village, she found that someone higher in the Mythar ranks didn't like what she had been doing. The trouble was obvious; nearly half the village buildings had been burnt to the ground, and most of the gardens Delynn meticulously tended were destroyed.

    "Mistress Delynn," a young mother ran up to the party as they approached. "Mistress, it was awful! The Mythar thought you were rousing us to revolt. They came to get you. But we wouldn't tell, Mistress! Never would we tell!"

    "We sure didn't tell," the woman's husband interjected as he ran up. "And this is the price we paid for it. For you!" he venomously spat as he gestured at the burnt buildings. The wife looked about to defend Delynn, but the words died on her lips, and her eyes moved to a group of men at the edge of the village.

    It was then that Delynn noticed the group of villagers filling a large hole with dirt on the edge of the village. She knew what it was. Delynn also thought about Kolbyr. If the Mythar had come to the village looking for her, they certainly would have tried to get Kolbyr to talk. Delynn knew he would never tell. His soul was too noble. But they would have tried to make him talk. They would have done anything to make him talk. Delynn knew that he could not have lived. If he was alive, he would have met her with the husband and wife. A terrible rage began to take Delynn. She would destroy them. They couldn't do this to these peaceful people. The Mythar would pay!

    "No," Delynn mumbled to herself. She knew that would only make things worse for these people. Nothing she could do here would help them. She had to leave. She thought about Kolbyr. His tall stance, broken. His pale skin, burned. He was now feed for the maggots. Her rage vanished, and terrible sorrow flew into the emotional void left behind.

    "Take these," Delynn told the husband as tears welled up in her eyes. She handed the man a bag of seeds. "They won't harm you when I am gone." The husband and wife saw the sorrow plain on Delynn's face. Without another word, Delynn's form changed into that of a large cat, and she ran fast as the wind from the village.

    As she ran, her sorrow subsided. Now she was resolute. She understood. The Mythar are not like a terrible storm that is a part of nature. A storm comes, ravages, and then vanishes. But the Mythar would never vanish. They are abominations. They pervert the way that humanoids are to live in the world. She knew that they must be stopped. She also knew that one druid would not have the ability to do it. Delynn knew that she had to find another way...
    Last edited by Dichotomy; Monday, 26th September, 2005 at 12:05 AM.

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    Tau Scrymgeour

    Tau Scrymgeour
    Elf Wilder 4/Ranger 3

    Age: 139
    Gender: Male
    Height: 4'9"
    Weight: 97lbs
    Eyes: grey
    Hair: brown
    Skin: pale

    STR: 16 [+3] (8 points +1 Level)
    DEX: 16 [+3] (6 points +2 Racial)
    CON: 10 [+0] (2 points)
    INT: 10 [+0] (4 points -2 Racial)
    WIS: 13 [+1] (5 points)
    CHA: 15 [+2] (8 points)

    Wound Points: 10
    Vitality Dice: 3d8 + 4d6
    VP: 37
    Armor Class: 20 (10 base +3 Dex +3 Class (4) +2 Armor +2 Shield) Touch 18, Flat 18
    Armor DR: 2/-
    Class Defense Bonus: +3 (4)
    Initiative: +3
    BAB: +6 (+9 Grapple)
    - Melee: +9
    - Ranged: +9

    Speed: 30’

    FORT: +4 (+4.833 Base +0 Con)
    REFL: +7 (+4.833 Base +3 Dex)
    WILL: +6 (+5 Base +1 Wis)

    Abilities:
    Elf Traits
    -+2 racial bonus against telepathic and mind-affecting powers and effects
    -Weapon Proficiency: Longbow, shortbow, composite versions, short spear, and kukri.
    -+2 racial bonus on Spot and Listen checks, no bonus on search checks or racial search ability
    -Fey: Elves are fey creatures and are thus not affected by spells or powers which normally only target humanoids.
    -+2 racial bonus on Survival
    -Survival always a class skill
    -Favored Class: Ranger

    Ranger Abilities
    -Favored Enemy: Mythar (+2)
    -Wild Empathy
    -Fast Movement

    Wilder Abilities
    -Wild Surge +2
    -Psychic Enervation
    -Elude Touch
    -Surging Euphoria +1


    Feats:
    -Psionic Weapon (level 1)
    -Track (ranger 1)
    -Throw Anything (level 3)
    -Greater Psionic Weapon (level 6)
    -Endurance (ranger 3)



    Skills:
    +10 Concentration [10 ranks(5W/5R), +0 Con]
    +3 Handle Animal [1 rank(R), +2 Cha]
    +3 Heal [2 ranks(R), +1 Wis]
    +1 Knowledge (psionics) [1 rank(W), +0 Int]
    +12 Listen [9 ranks(W), +1 Wis, +2 Racial]
    +6 Psicraft [4 ranks(W), +2 Cha]
    +12 Spot [9 ranks(W), +1 Wis, +2 Racial]
    +11 Survival [10 ranks(R), +1 Wis]


    Languages:
    - Common, Elven


    Psionics:[size=1]
    Manifester Level: 4
    Save DC: 10+2+PL
    Powers Known – Power Points: 20pp
    1st level – Offensive Precognition, Synesthete, Vigor
    Equipment:
    Melee weapons
    Deep Crystal Heavy Pick (deep pockets, 6wt, 1008gp) +10 melee (1d6+3, 18-20, piercing)
    Masterwork Silver Kukri (belt right, 2wt, 328gp) +10 melee (1d4+3, 18-20, slashing)

    Ranged weapons
    +1 Mighty (+3) Composite Longbow (left shoulder, 3wt, 2700gp) +10 ranged (1d8+4, 19-20, 110 ft., piercing)

    Quiver (right shoulder, -wt, -gp)
    Arrows, 20 (quiver, 3wt, 1gp)
    +1 Flaming Arrows, 5 (quiver, .75wt, 835gp)
    -These arrows have a dark orange shaft and raven feathers for fletching. The tips are some sort of dark steel which has a reddish sheen in the light. You felt the sting of these burning arrows when an enraged Huom warrior attacked the troupe out of spite when the performance mocked the ruling Mythar.

    Armor/Clothing
    Mithril Chain Shirt (worn, 10wt, 1100gp)
    Darkwood Heavy Shield (arm, 5wt, 257gp)
    Explorers Outfit (worn, 8wt, -gp)

    Deep Pockets (worn, 12wt, 1500gp)
    -This ragged looking long coat is made of a deep brown cotton which always seems to be falling apart but never getting there, even when torn it seems to knit itself back together slowly over time. On the inside of the coat are two large pockets which function like a bag of holding except that it only stores up to 12 pounds that would reasonably fit beneath a long coat. Most two-handed weapons do not fit, unless they can be coiled or folded somehow, but the coat can easily hold light or one-handed weapons or other items of comparable size. Since the coat was designed to hold weapons, it does not suffer the ill effects of puncturing that a bag of holding does.

    Other equipment
    Dorje of Knock (2 chg.) (deep pockets, -wt, 180gp)
    Dorje of Bolt (25 chg.) (deep pockets, -wt, 375gp)
    Power Stone of Cloud Mind (pouch, -wt, 150gp)
    Power Stone of Thought Shield (pouch, -wt, 150gp)
    Power Stone of Sense Link (2) (deep pockets, -wt, 50gp)
    Power Stone of Create Sound (2) (pouch, -wt, 50gp)
    Tattoo of Body Adjustment (left forearm, -wt, 300gp)

    Backpack (center back, 2wt, 2gp)
    Waterskin- water (backpack, 4wt, 1gp)
    Torches, 5 (backpack, 5wt, 5cp)
    Flint & Steel (backpack, -wt, 1gp)
    Winter Blanket (backpack, 3wt, 5sp)
    Hempen Rope, 50 ft. (backpack, 10wt, 1gp)

    Weight Carried: ?lb
    Remain money: 10gp, 4sp, 5cp


    Description His face is gaunt and his cheek bones are hard and angular. His brown hair is usually kept cropped short, but it is usually messy. He wears a long brown coat that is tattered and simple traveling clothes underneath. The most striking feature is the blindfold which usually covers his eyes while he is in public.

    Personality Tau is a very shy individual in the company of strangers. He usually wears a blindfold over his eyes, and passes himself off as a beggar. While not one to take pride in showing off, he has fallen in with a group of performers acting as one as well. Through the use of his psionic abilities, Tau has no disadvantage while blindfolded. He uses that ability to fire arrows or even throw his heavy pick at a target; usually he is quite accurate. Among his friends though, Tau relates easily and relaxes noticeably. He can be quite funny at times and is a fun person to hang around.

    Background Tau's life has been a hard one, not that that is unusual since the invasion of the Mythar. His parents were slaves to the Mythar and were worked to death soon after his birth. He grew up in the impoverished alleys of once great cities. From a young age he developed an ability to stay off of people's radar pretending to be a beggar or non-descript individual. Through the years his hatred of the Mythar grew and he became adept at hunting them through the cities and the wilderness as he moved from place to place to avoid suspicion.

    More recently he fell in with a group of performers who shared similar goals. His ability to function without sight quickly earned him a place among the group as the blind archer. The small peasant crowds that came to watch often watched in awe as he would heave his mighty pick at a target as a finale hitting the bull's eye from more than 20 paces away.

    Asterian ged'Irim
    Asterian ged'Irim
    Gnome Telepath 5/Quietus 2

    Age:45
    Gender:Male
    Height:3'2"
    Weight:87lbs
    Eyes:black
    Hair:thin, long, and dark brown
    Skin:very fair

    STR: 10 [+0] (4 points - 2 Racial)
    DEX: 12 [+1] (4 points)
    CON: 13 [+1] (5 points)
    INT: 19 [+4] (10 points + 2 Racial + 1 Level)
    WIS: 12 [+1] (4 points)
    CHA: 14 [+2] (6 points)

    Wound Points: 13
    Vitality Dice: 7d4 + 7
    VP: 29
    Armor Class: 15 (10 base + 1 Dex + 2 Class + 2 Armor)
    Class Defense Bonus: +2
    Initiative: +1
    BAB: +4
    - Melee: +4
    - Ranged: +5

    Speed: 20’

    FORT: +3 (2.33 Base + 1 Con)
    REFL: +5 (4.66 Base + 1 Dex)
    WILL: +6 (5.33 Base + 1 Wis)

    Abilities:
    - Small size
    - Naturally Psionic (2 bonus power point)
    - Knows the Far Hand psionic power and can manifest it with their power points, Int based.
    - Low-light vision
    - +2 racial bonus on Search
    - Able to manifest Psychoportation powers as if one manifester level higher.
    - +2 racial bonus on Psicraft and Use Psionic Device checks
    - Use Psionic Device always a class skill.
    - Psionics
    - Savage Mind Thrust (Su):
    When a quietus attacks a vulnerable creature with a mind thrust power, the mind thrust penetrates the creature’s mind, even if the creature succeeds at its saving throw. A victim is considered to be in a vulnerable position any time it is within 30 feet of the quietus.
    Normally, when the mind thrust power is used, a creature that makes a successful saving throw takes no damage whatsoever. However, the ability of the quietus is such that even creatures that succeed at a saving throw take some damage: 1d6 at 1st level, and +1d6 every three quietus levels thereafter. If the victim makes a saving throw against an augmented mind thrust, the extra power points spent only deal extra damage on a 1–per–1 basis (instead of adding extra d10 of damage, as would be the case normally). A quietus can make a savage mind thrust only against creatures that are normally vulnerable to mind-affecting powers.


    Feats:
    - Inquisitor, Burrowing Power (1st)
    - Psionic Endowment (3rd)
    - Psionic Meditation (5th)
    - Expanded Knowledge (clairvoyant sense) (6th)



    Skills:
    Concentration +10 (9 ranks, +1 Con)
    Knowledge (psionics) +13 (8 ranks, +4 Int)
    Bluff +10 (8 ranks, +2 Cha)
    Diplomacy +6 (4 ranks, +2 Cha)
    Sense Motive +10 (9 ranks, +1 Wis)
    Hide +10 (4cc/5 ranks, +1 Dex)
    Move Silently +10 (9 ranks, +1 Dex)
    Search +7 (1 ranks, +4 Int, +2 Racial)
    Psicraft +7 (1 ranks, +4 Int, +2 Racial)
    Use Psionic Device +6 (2 ranks, +2 Cha, +2 Racial)


    Languages:
    - Common, Gnome, Mythar?, Agorian, Undercommon


    Psionics:
    Manifester Level: 6
    Save DC: 10 + 4 Int + Power Level
    Powers Known – Power Points: 46pp
    1st level – Charm, psionic, Mindlink, Conceal Thoughts, Inertial Armor, Mind Thrust
    2nd level - Brain Lock, Suggestion, psionic, Clairvoyant Sense, Cloud Mind, Thought Shield
    3rd level - Crisis of Breath, Empathic Transfer, hostile, Ubiquitous Vision, Darkvision


    Equipment:
    Melee weapons
    - 3 masterwork silvered daggers +5 (1d4, 19-20) (322gp, 1lb ea)
    - 1 cld iron dagger +4 (1d4, 19-20) (4gp, 1lb)

    Ranged weapons
    - 3 masterwork silvered daggers +6 (1d4, 19-20, 10ft.) (322gp, 1lb ea)

    Armor
    - Glimmersteel mithril shirt (+2 AC, DR 2/armor, Max Dex 6, ACP -0) A glimmering mithril shirt of fine chain links worn under clothing. (1100gp, 10lb)
    - Patch darkwood buckler shield (+1AC, ACP -0) Small darkwood sphere with an evilly grinning face embosed on it. (205, 2.5lb)

    Mundane equipment
    - Adventurer’s Outfit (gp, 8lb)
    - Several well tailored outfits ranging from merchants to nobility (400gp, 40lbs <- not carried unless provided with something to carry them in)
    +1 Mythar-Bane Deep Crystal Dagger (9300)
    Permanent Tattoo of Detect Hostile Intent 1/day (1800gp)
    Tattoo of Strength of my Enemy (300gp)
    Tattoo of Animal Affinity (Intelligence) x2 (600gp)
    Dorje of Disable (750gp)
    Power Stone of Psychic Crush, Death Urge x2 (2725gp)
    Power Stone of Dissolving Weapon x2, Prevenom Weapon x2 (400gp)
    Power Stone of Body Adjustment x2 (750gp)


    Weight Carried: lb
    Remain money: 1807gp


    Description Asterian is a short skinny gnome. He looks much like a halfling, though his nose is a dead giveaway of his gnomish heritage. He dresses in only the most fine clothing, even his more sneaky outfits and travellers outfits are all tailor made. He sports a thin mustache that begins at the corners of his mouth and trails into two fine points inches from the side of his nose. He has dark thin hair that is usually carefully groomed and styled. His eyes are a strange black that sometimes make people uneasy. He has several intricate tattoos all over his body concealed by clothing.

    Personality Asterian is used to a pampered life, a clean life, and a well tailored life. So much so that he is constantly cleaning his hands and uses a perfumed cloth to keep strange smells from reaching his nose. He is compulsively clean to a fault. Having lived the high life he has a distinct taste for anything pleasurable. As an important assassin for the Mythar, he had anything he wanted and Asterian took that to heart. He is an epicurian, seeking pleasure in all its forms. One of the things he enjoys most is assaulting the minds of those he feels are weak (everyone). Asterian is not a nice person, he is not your typical rebel.

    Background Asterian was an assassin for the Mythar. He worked to keep the populace under wraps, assassinating key members of the resistance with little or no trail of evidence (clairvoyance + burrowing mind thrust). Very recently he was blackmailed by the resistance to betray the Mythar. He is now on the run from the Mythar, thrown in with the resistance movement that he feels little sympathy for. Given time he may come around.

    He keeps his past to himself and does not open up to those around him. He has assumed a false persona of a Mythar hunter, hoping that those he is forced to work with will not find out about his past. One day that may be who he is, but everything weighs heavily on his mind as he tries to figure out how not to get caught by either party.
    Last edited by Erekose13; Tuesday, 11th July, 2006 at 11:51 PM.
    Erekose13
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    Gogmorthak d'Tharashk Orc Barbarian 6

  • #6
    Supressive Overlord
    Acolyte (Lvl 2)

    Bront's Avatar

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    ø Ignore Bront
    Kolbyr Fjorin
    Human(Fyndorn) Ranger 6/Beastmaster 1

    Age: 21
    Gender: Male
    Height: 6'1"
    Weight: 184
    Eyes: Blue
    Hair: Blonde
    Skin: Pale

    STR: 18 [+4] (13 points + 1 Level)
    DEX: 14 [+2] (6 points)
    CON: 14 [+2] (6 points)
    INT: 10 [+0] (2 points)
    WIS: 12 [+1] (4 points)
    CHA: 10 [+0] (2 points)

    Wound Points: 14
    Vitality Dice: 6d8 + 1d10 + 14
    VP: 59
    Armor Class: 21 (10 base + 4 Dex + 4 Defense Bonus + 3 Armor)
    Class Defense Bonus: +4
    Initiative: +4
    BAB: +7/2
    - Melee: +11/6
    - Ranged: +9/4

    Speed: 30’

    FORT: +9 (7 Base + 2 Con)
    REFL: +9 (7 Base + 2 Dex)
    WILL: +3 (2 Base + 1 Wis)

    Abilities:
    - Bonus Feat
    - 4 extra skill points at 1st level, +1 skill point per additional level
    - +2 racial bonus on survival checks
    - Survival always a class skill
    - Cold Resistance equal to their Constitution bonus (2)
    - Favored Class: Barbarian or Ranger
    - Favored Enemy: Animal +2
    - Favored Enemy: Mythar +4
    - Animal Companion: As Druid of Level 10 ( 3 Ranger + 3 feat + 4 Beastmaster)
    - Mute (Tongue Removed, Unable to speak normaly)
    - Wild Empathy (Noted in Skills)
    - Combat Style: Power (Cleave, Improved Sunder, Combat Brute)


    Feats:
    Mute Bonus
    - Natural Bond
    1st Level
    - Power Attack
    Human Bonus
    - Weapon Focus: Great Axe
    1st Ranger
    - Track
    2nd Ranger
    - Cleave
    3rd Level
    - Skill Focus: Handle Animal
    3rd Ranger
    - Endurance
    6th Level
    - Armor Compatibility (+2 to max Dex in Armor)
    6th Ranger
    - Improved Sunder


    Skills:
    Climb +9 (5 Ranks, +4 Str)
    Handle Animal +10 (10 Ranks, +0 Cha)
    Heal +8 (5 Ranks, +1 Wis, +2 Healers Kit)
    Hide +7 (5 Ranks, +2 Dex)
    Jump +9 (5 Ranks, +4 Str)
    Kn: Nature +10 (8 Ranks, +0 Int, +2 Synergy)
    Listen +6 (5 Ranks, +1 Wis)
    Move Silently +7 (5 Ranks, +2 Dex)
    Ride +4 (0 Ranks, +2 Dex, +2 Synergy)
    Search +5 (5 Ranks, +0 Int)
    Spot +6 (5 Ranks, +1 Wis)
    Survival +13(15) (10 Ranks, +1 Wis, +2 Racial, +2 Synergy in natural environments)
    Spot +6 (5 Ranks, +1 Wis)
    Wild Empathy +9 (7 Levels, +2 Synergy)


    Languages:
    - Common
    - Fyndorn


    Equipment:
    Melee weapons
    -Bullcleaver +1 Thundering Adamintine Greataxe, +14/9 (1d12+7,, +2 wound and 2d8 vitality and deafened permanently(DC 14 Fort Save) on crit 19-20) This dark hafted greataxe is scrolled with red runes along it's pitch black blade. It was a gift from a dwarven warrior named Kromgron (10700 gp, 12 lb)
    -Frostburn Masterwork Blue Ice Handaxe, +12/7 (1d6+5, 19-20) Twin to Norna's, it is a symbol of his heritage as a tribal leader. (806 gp, 1 lb)
    -Dagger +11/6 (1d4+4, 19-20) (2 x 2 gp, 1 lb)

    Ranged weapons
    -Thundercaster Darkwood Composite Longbow Mighty +4, +10/5 (1d8+4, 19-20, 120 ft.) Torn from the heart of a thunderstruck darkwood tree, the naturally blackened wood surges with power when drawn taught (960 gp, 1.5 lb)
    -Dagger +9/4 (1d4+4, 19-20, 10 ft.)

    Armor
    -White Ice Shirt +1 White Ice(As mithril) Shirt (+3 AC, 2/Armor, Max Dex +8, ACP 0) As stong as steal, this light chain shirt appears clear as ice (2100 gp, 12.5 lb)

    Miscellaneous Magical or Psionic Items
    -Brand of the Icewalker (casts Endure Elements on you at dawn each day) (2400gp)
    -Ring of Understanding (Pair) (Allows use of Missive between the two rings, 10 times per day each way)

    Potions or Psionic Tattoos
    -Tattoo of Animal Affinity (Strength, Dexterity & Constitution) x2 (1800gp)
    -Tattoo of Vigor (20hp) x2 (400gp)
    -Draught of Cure Moderate Wounds (300gp)

    Mundane equipment
    -Explorer’s Outfit (0 gp, (8)lb)
    -60 Arrows (3 gp, 6 lbs)
    -Backpack (2 gp, 2 lb)
    --Bedroll (0.2 gp, 5 lb)
    --2 Waterskins (2 gp, 8 lb)
    --3 Days Trail Ration (3 gp, 1.5 lb)
    --Everburning Torch (110 gp, 1 lb)
    --50' Rope (10 gp, 5 lb)
    --Wild Call Kit (50 gp, 1 lb)
    -Belt Pouch (1 gp, 0.5 lb)
    --Flint & Steal (1 gp)
    --10 Fishhooks (1 gp)
    --Whetstone (0.01 gp, 1 lb)

    Weight Carried: 64.0 lb
    Remain money: 237 gp, 7 sp, 9 cp


    Encumberance
    Capacity: 100, 200, 300
    Lift: 600
    Push/Drag: 1500


    Description
    Kolbyr is a tall but strong man, with long flowing blonde hair and piercing blue eyes that are a stark contrast to his pale skin. His face and body are scarred, though most have healed fairly well to make them not too obvious. He is large, but a bit gaunt, and still moves with grace. His quiet demeanor makes him look much less imposing than he might otherwise appear.

    Personality
    Kolbyr is a kind and gentile soul, who is driven by love for his people, his family, and a goal that feels like a weight on his shoulders. He has become somewhat timid and withdraw due to his inability speak, and only occasionally tries to communicate anything more than something simple to others. He is more content with animals than he is around other people in most cases. His inability to talk wears on him, and he mostly makes hand or body gestures and avoids making sounds other than animal calls (with the help of his kit) as much as possible. He feels a sense of duty towards others, and often feels himself as a protector of his family and friends.

    Background
    Kolbyr Fjorin was born the eldest son to Chieftain Berrand Fjorin and his wife Faria of the Danurii tribe. His younger sister, <name pending> was born a few years later. He was always close to his younger sister, feeling a sense of guardianship as well as to be a role-model to her, especially in the face of his mother’s death during the birth of his younger brother Erik, who died a few days later due to illness. He knew she looked up to him, and they were quite close.

    Kolbyr grew up a fine young warrior. He learned the ways of the wild, as well as the ways of combat. He learned how to care for animals, as well as how to put them down. His pure brawn allowed him to use the great axe with incredible effectiveness, though he did not shirk away from training with the bow either. Kolbyr was a warrior of nature, tried and true, and a credit to his tribe. He encouraged his sister to follow in his footsteps, or forge her own. She was a strong girl with a fighting spirit, and Kolbyr encouraged her to strive for greatness despite the tribes generally lesser view of woman warriors. She had developed skills that were all her own, and Kolbyr knew she would one day rival any man in ability. Both children made their parents very proud.

    Curious to explore, Delynn provided extreme interest to the young Kolbyr. The visiting elven druid came to learn of our ways and teach some of the ways of nature herself. Kolbyr tried to learn from her when he could, initially drawn to her strange exotic beauty, having never met an elf before. Kolbyr eventually left with her at the age of 20 to venture in Cihairdun, coming with as a protector and friend, and formed a fairly strong bond of friendship and respect with her. They traveled together for several months.

    One day in a small village where Delynn had been teaching the villagers how to live with nature, the Mythar arrived while she was off on a hunt with several of the other villagers. Kolbyr had stayed behind to help teach the villagers ways to better care for their animals. They rounded up the villages quickly, and Kolbyr as well. Noting he was different, they took him aside and tortured him to get him to speak of who was with him. He refused, not knowing that the villagers were suffering because of his stubbornness and resilience. He was drugged, cut, beaten, and tortured psionicly, but he refused to yield. Finally, they cut his tongue out and fed it too him, before leaving him to die of his wounds in a burning building. One villager drug him out of the building before it finished burning after the Mythar left.

    Near death and his body torn, Kolbyr had a long recovery ahead of him. The village helped him when they could, but kept him hidden, and some villager’s distaste for him was well known. Delynn, overwhelmed and not knowing Kolbyr was alive, moved on without him. When Kolbyr was able to move around well enough, he set back off to tell his tribe of the great danger of the Mythar, somehow. Traveling slow, and still weak, he was met by his little sister on the way back, who barely recognized him under the scars, and quite upset at his inability to speak.

    Kolbyr returned to his tribe with his sister, and spent some more time recovering there. While recovering, he tried to speak to his father and the other tribal chieftains that they must unite to face this oncoming threat. But being neither quick witted nor charming to begin with, stacked with his inability to speak, and his lack of evidence beyond his physical markings, he was brushed off as a doomsayer by all but his sister, who as a young woman, still had very little standing and respect amongst the chieftains herself. His sister clung to him more, having become a fierce warrior and scout herself, but he found more solace in nature with his animal friends as well. He learned ways to communicate with them, and found a new friend and companion in a large brown bear, which he named Fjord.

    Exhausting himself trying to convince the stubborn chieftains, he decided to leave. His sister stalked him, but he hadn’t noticed till it was too late to stop her, so he simply ignored her and continued on. However, she wouldn’t quit, and eventually confronted him, saying she was going with too whether he liked it or not. Unable to tell her or easily dissuade her, he journeyed on with her as a companion hoping to find evidence to take back to the chieftains, or at least help to stop the menace of the Mythar however he could. Perhaps if he could find Delynn again…

    Items he has aquired:
    Bullcleaver - This dark hafted greataxe is scrolled with red runes along it's pitch black blade. It was a gift from a dwarven warrior named Kromgron, whom he met while wandering the wilds of the north.

    Frostburn & Frostbite – These two matched handaxes made masterfully crafted of Blue Ice were handed down to him as symbol of his heritage as a tribal leader. He later gave Frostbite to Norna out of respect for her growing skill as a warrior and helping him in his time of need.

    Thundercaster - Torn from the heart of a thunderstruck darkwood tree, the naturally blackened wood surges with power when drawn taught. This bow was given to him by a wizened old elf who passed through his tribal village.

    Companion
    Fjord
    Large Animal(Brown Bear)
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (–1 size, +2 Dex, +7 natural, +1 Armor), touch 11, flat-footed 16
    Base Attack/Grapple: +6/+19
    Attack: Claw +14 melee (1d8+9)
    Full Attack: 2 claws +14 melee (1d8+9) and bite +9 melee (2d6+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab
    Special Qualities: Low-light vision, scent
    Saves: Fort +10, Ref +8, Will +3
    Abilities: Str 28, Dex 14, Con 19, Int 2, Wis 12, Cha 6
    Skills: Listen +4, Spot +7, Swim +13, Survival +3
    Feats: Endurance, Run, Track


    Special Abilities
    - Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
    - Skills: A brown bear has a +4 racial bonus on Swim checks.
    - Link(EX): +4 Circumstance bonus to Wild Empathy or Handle Animle Checks made on him. Handled as a free action, pushed as a move action
    - Share Spells(EX): N/A since unable to cast spells
    - Evasion: Ref saves for 1/2 dmg instead save for no dmg.


    Equipment
    Armor
    -Leather Barding (+1 AC, 1/Armor, Max Dex +, ACP 0) (40 gp, 30 lb)

  • #7
    I aim to misbehave
    Acolyte (Lvl 2)

    Keia's Avatar

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    Posts
    8,630

    ø Ignore Keia
    Nassitch
    Male Kobold [7] Ranger 2 / Psion (Egoist) 5 [Type: Humanoid]

    Experience: now 21,000 was 13,750 [12,500 starting, 1,250 (post 1983768)]
    Alignment: n/a
    Height: 4' 1''
    Weight: 118lbs
    Hair: Russet Brown
    Eyes: Brown
    Age: 19
    Taint: 0

    Str: 10 (+0) [6 points, -4 racial]
    Dex: 16 (+3) [6 points, +2 racial]
    Con: 12 (+1) [4 points]
    Int: 16 (+3) [8 points, +1 level]
    Wis: 14 (+2) [6 points]
    Cha: 11 (+1) [3 points]

    Class and Racial Abilities:
    -4 Str, +2 Dex, Low-light vision, Darkvision 120’, Light sensitivity, Small size, Base speed 30 ft., Scent, +4 bonus when tracking by scent, +2 racial bonus on Survival and Search checks, +1 racial bonus on Fortitude saves, Survival and Search are always class skills, Favored Class: Ranger. Favored Enemy: Humanoid - Mythar, Track bonus feat, Wild Empathy, Combat Style: Rapid Shot.

    Hit Dice: 9 + 1d8 + 5d4 + 4
    Vitality: 34
    Wound Points: 12
    AC: 21 (10 Base +3 Dex, +2 armor, +1 shield, +1 size, +4 class)
    Damage Reduction: 2 (Chain shirt)
    Init: +3 (+3 Dex)
    Speed: 30ft

    Saves:
    Fort +6 [+4.66 base, +1 Con, +1 Racial]
    Refl +7 [+4.66 base, +3 Dex]
    Will +7 [+5.17 base, +2 Wis]

    Save Conditionals: none.

    BAB: +4.5
    MW Cold Iron Rapier +4 melee (1d4, 18-20, piercing)
    +1 Composite Shortbow +7 ranged (1d4+1, 19-20, 70 ft., piercing)

    Attack Conditionals: +1 hit and damage within 30’, +2 damage vs. Mythar, +2d6 with psionic shot, no penalty for firing into melee, two shots at -2 (rapid shot).

    Skill Summary
    +8 Concentration [7 ranks, +1 Con]
    +5 Handle Animal [5 ranks, +0 Cha]
    +10 Heal [8 ranks, +2 Wis]
    +11 Hide [4 ranks, +3 Dex, +4 Size]
    +5 Knowledge (geography) [2 ranks, +3 Int]
    +4 Knowledge (history) [1 ranks, +3 Int]
    +4 Knowledge (local) [1 ranks, +3 Int]
    +5 Knowledge (nature) [2 ranks, +3 Int]
    +5 Knowledge (psionics) [2 ranks, +3 Int]
    +5 Listen [3 ranks, +2 Wis]
    +8 Move Silently [5 ranks, +3 Dex]
    +11 Psicraft [4 ranks, +3 Int]
    +10 Search [5 ranks, +3 Int, +2 Race]
    +7 Spot [5 ranks, +2 Wis]
    +14 Survival [10 ranks, +2 Wis, +2 Race]


    Feats:
    Point blank shot (1st level)
    Track (Ranger Bonus feat)
    Rapid Shot (Ranger combat style)
    Psionic shot [Psionic](1st – psion)
    Precise shot(3rd level)
    Expanded knowledge (Meta-physical Weapon)(6th level)
    Expanded knowledge (Energy Missile)(5th psion)


    Languages: Common, Dwarven, Draconic, Elven, Kobold,

    Powers Known
    Save DC +3
    1st - Bolt, Conceal thoughts, Energy Ray, Inertial armor, Metaphysical Weapon (feat), Thicken skin
    2nd - Animal Affinity, Biofeedback, Chameleon, Energy Missile (feat), Psionic tongues,
    3rd - Hustle, Body adjustment.
    4th - .
    5th - .
    6th - .
    7th - .


    Power Points [Uses] Available
    Total Power Points: 32 per day

    Equipment:
    Melee weapons
    - - MW Cold Iron Rapier +4 (1d4+0, 18-20) Masterwork (belt-left, 340 gp, 1 lb)

    Ranged weapons
    - - Composite Shortbow +1 +7 or +5/+5 (1d4+1, 19-20, 70 ft., piercing) This composite shortbow is crafted of an ashen wood as pale as snow, it is carved around the grip with what appears to be an ice dragon. You recovered it from the burnt wreckage of a dwarven caravan which had been attacked by Mythar (left shoulder, 2,375 gp, 1 lb)
    - - +1 Flaming Arrows, Qty = 5 These arrows have a dark orange shaft and raven feathers for fletching. The tips are some sort of dark steel which has a reddish sheen in the light. You felt the sting of these burning arrows when an enraged Huom warrior attacked the troupe out of spite when the performance mocked the ruling Mythar. (quiver, .375wt, 835gp)

    Armor
    -Mithral Chain Shirt (+2 AC, 2/Armor, Max Dex +8, ACP 0) Mithril (1100 gp, 5 lb)
    -MW Buckler (+1 AC)Masterwork (165gp, wt. 2.5 lb)

    Miscellaneous Magical or Psionic Items
    - - Wilding Cloak (constant Endure Elements, wild shape into a small or medium animal 1/week for up to 5 hours) This heavy cloak of green wool was given to you by an elven ranger who sought shelter at your troupes campfire one evening. Although he never gave his name he seemed only wholly at ease in your presence alone. In the morning he was gone (worn, -wt, 2500gp)

    Potions or Psionic Tattoos
    --Tattoo of Offensive Prescience (1) (right upper arm, -wt, 50gp)
    --Tattoo of Claws of the Beast (1) (right hand, -wt, 50gp)
    --Tattoo of Expansion (1) (chest, -wt, 50gp)

    Wands, Staffs or Dorjes
    -Type (XX/50chg) (gp, 1oz)

    Scrolls or Power Stones
    - Power Stone of Body Adjustment (1) (belt pouch, -wt, 375gp)
    - Power Stones of Empathic Transfer (1) (belt pouch, -wt, 150gp)
    - Power Stone of Energy Adaptation, Specified (1) (belt pouch, -wt, 150gp)

    Mundane equipment
    Explorer’s oufit – ranger style, (0gp, wt 2)
    Belt pouch (belt right, .125wt, 1gp)
    Waterskin 1gp
    Quiver with 60 arrows[/b], (3 gps, wt 9)
    Backpack (center back, .5wt, 2gp)
    - Bedroll (below backpack, 1.25wt, 1sp)
    - Trail Rations- 4 days (backpack, 1wt, 2gp)
    - Healers Kits, 2 (backpack, 1wt, 100gp)
    - Flasks of Acid, 5 (backpack, 2.5wt, 50gp)
    - Alchemists Fire, 3 (backpack, 1.5wt, 60gp)
    - Bottles of Wine, 3 (backpack, 4.5wt, 30gp)
    - Silk Rope, 50 ft. (backpack, 5wt, 10gp)
    - Paper, 10 sheets (backpack, -wt, 4gp)
    - Ink, 2 vials (backpack, -wt, 16gp)
    - Ink pen (backpack, -wt, 1gp)
    - Cold Weather Outfit (backpack, 1.75wt, 8gp)

    Special
    Kimble – equivalent of a riding dog (150gp worth)

    Money
    Coins- 11gp, 9sp, 0cp (pouch, ??wt)
    Amethyst- 200gp (pouch, -wt)


    Permanent Effects: none.

    Appearance: Nassitch is an everyday kobold, small of stature (at least to other races), agile, and quick. Dressed in browns and greens, Nassitch looks the part of a ranger, with a short bow slung over one shoulder. A heavy green cloak covers the rest of his russet brown fur.

    Personality and Background: Nassitch is a good tracker and scout, and is much stronger than most kobolds. However, he is a coward at heart – and is not too proud to admit it. For years he had been pushed around and abused – not because he was a kobold, but just because of his very nature.

    In fact, his most prized possession, a mithral chain shirt, was given to him when a stranger defended him and chased off the attackers. The stranger took the young Nassitch home and tended his wounds, and gave him a gift of the armor. Apparently, it was meant for the strangers son, but he was killed as a bystander in a Mythar conflict years before. The stranger told him that it would keep him safe, so long as he remembered where it came from and why.

    Luckily, an opportunity came up where Nassitch could leave town and he did, catching on with a touring troupe. Nassitch was an assistant to one of the animal handlers and guard, scout, and part-time medic for the group.

    In combat, Nassitch stays well back from the conflict, pecking away with his shortbow. If challenged, he is much more likely to flee than to stand.

    During his travels with the troupe, Nassitch acquired a medium-sized guard dog (a sherpard if possible) and has spent some time training him. Before long the two were best friends and Nassitch has named the dog Kimble. No one knows what the dog has named Nassitch.
    Last edited by Keia; Wednesday, 31st August, 2005 at 10:02 PM.

  • #8
    Registered User
    Novice (Lvl 1)

    Lazlow's Avatar

    Join Date
    Sep 2004
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    At home
    Posts
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    ø Ignore Lazlow
    Osric Mor
    Male Human Fighter 7
    Experience: 21,000
    Taint: 0

    Str 18 -- (13 pts, +1 lvl)
    Dex 14 -- (6 pts)
    Con 14 -- (6 pts)
    Int 10 -- (2 pts)
    Wis 10 -- (2 pts)
    Cha 12 -- (4 pts)

    Vitality Points 69 (7d10+14)
    Wound Points 14
    AC 17 [+3 armor, +2 class, +2 dex], Touch 14, Flat 15
    Def Bonus +2 (+0 base, +2 level)
    DR 2/-
    Init +2
    BAB +7/+2, Grap +11
    Speed 30 (base 30, load 0/33, light)
    Fort +7 [+5 base, +2 Con]
    Refl +4 [+2 base, +2 Dex]
    Will +2 [+2 base, +0 Wis]

    +1 Falchion +13/+8 melee (2d4+9, 18-20, slashing)
    MW Mighty (+4) Comp. Longbow +10/+5 ranged (1d8+4, 19-20, 110 ft., piercing)

    Medium humanoid, 6'4" tall, 250 wt, 22 yrs old
    Red hair, green eyes, ruddy skin

    Speaks common

    Skills (34 skill points)
    +6 Climb [3 ranks, +4 Str, -1 armor]
    +8 Craft (Blacksmith) [6 ranks (racial bonus of 4 ranks), +2 racial bonus]
    +6 Handle Animal [5 ranks, +1 Cha]
    +11 Intimidate [10 ranks, +1 Cha]
    +6 Jump [3 ranks, +4 Str, -1 armor]
    +9 Ride [5 ranks, +2 Dex, +2 synergy bonus w/Handle Animal]
    +4 Swim [2 ranks, +4 Str, -2 armor]

    Feats
    -Weapon Focus: Falchion (level 1)
    -Dodge (human bonus)
    -Mobility (fighter 1)
    -Improved Initiative (fighter 2)
    -Combat Reflexes (level 3)
    -Weapon Specialization: Falchion (fighter 4)
    -Spring Attack (fighter 6)
    -Power Critical (level 6)

    Human Traits
    -Bonus feat at 1st level
    -+4 sp at 1st level, +1 sp per additional level
    -4 ranks in a Craft or Profession skill of choice which is always a class skill
    -+2 racial bonus to that skill
    -+2 to social-related checks with non-Mythar

    Fighter Abilities
    -Bonus Feats (1st, 2nd, 4th, 6th)

    Equipment

    Special Items:

    Mithril Breastplate (worn, 15wt, 4200gp)
    -This fine breastplate you recovered from the ruins of a dwarven caravan that had been attacked by Mythar. It was sized for a large human, which was surprising at the time until you found a large man butchered alongside the dwarves in the carnage.

    +1 Falchion (baldric, 8wt, 2450gp)
    -This exceptionally sharp steel falchion was a gift to you from the performing troupe, come to find out it had been a gift to them from someone else for services rendered, and it just seems to be handed on down the line.

    Tattoo of Animal Affinity (Strength) (right inside forearm, -wt, 300gp)

    Tattoo of Vigor (2) (left inside forearm, -wt, 100gp)

    Tattoo of My Light (2) (left bicep, -wt, 100gp)

    Items Worn:

    Explorers Outfit (worn, 8wt, -gp)
    Baldric, with falchion (center back, 1wt, -gp)
    Belt Pouch (belt, 3wt, 1gp)
    Flask (pocket, -wt, 3cp)
    Flint & steel (pocket, -wt, 1gp)
    Potion of Cure Light Wounds (pocket, -wt, 100gp)
    Signal whistle (pocket, -wt, 8sp)
    Quiver, with arrows (right back, -wt, -gp)
    Breastplate (see above)
    Masterwork Mighty Composite Longbow +4 (left back, 3wt, 800gp)

    Items in Backpack:

    Map case (.5wt, 1gp)
    Chalk, 5pcs (-wt, 5cp)
    Climber’s Kit (5wt, 80gp)
    Grappling Hook (4wt, 1gp)
    Rope, silk, 50’ (6wt, 10gp)
    Oil, lamp (1wt, 1sp)
    Pitons, 10 (.5wt, 5gp)
    Sack (.5wt, 1sp)

    Items on horse/mule/cart:

    Cart (200wt, 15gp)
    Bedroll (5wt, 1sp)
    Bit/bridle (horse, 1wt, 2gp)
    Bit/bridle (mule, 1wt, 2gp)
    Winter blanket (3wt, 5sp)
    Block & tackle (5wt, 5gp)
    Cold weather outfit (7wt, 8gp)
    Crowbar (5wt, 2gp)
    Back pack (see above for contents, 2wt, 2gp)
    Canvas, 10 sq.yds (10wt, 1gp)
    Feed (30 day’s worth, 300wt, 1.5gp)
    hammer (2wt, 5 sp)
    Ladder, 10' (20wt, 5cp)
    Lamp, 2 (2wt, 2sp)
    Bull's eye lantern (3wt, 12gp)
    Lamp oil, 9pts (9wt, 9sp)
    Miner's pick (10wt, 3gp)
    Clay pitcher (5wt, 2cp)
    Clay mug (1wt, 2cp)
    Pole, 10' (5wt, 2sp)
    Iron pot (10wt, 5sp)
    Portable ram (20wt, 10gp)
    Trail rations, 5 day’s worth (5wt, 2.5gp)
    Rope, hemp, 3 50’ lengths (30wt, 3gp)
    Sacks, 2 (.5wt, 2sp)
    Pack saddle (mule, 15wt, 5gp)
    Military saddle (horse, 30wt, 20gp)
    Saddlebags (horse, 8wt, 4gp)
    Sewing needle, 2 (-wt, 1gp)
    Sledge (10wt, 1gp)
    Soap (1wt, 5gp)
    Shovel (8wt, 2gp)
    Tent (20wt, 10gp)
    Torches, 5 (5wt, 5cp)
    Waterskins, 3 (12wt, 3gp)
    Whetstones, 2 (2wt, 4cp)
    MW Lance (10wt, 310gp)
    Arrows, 40 (quiver, 2wt, 6gp)
    Mule ( wt, 8gp)
    Heavy warhorse ( wt, 400gp)

    Coins- 19gp, 6sp, 4cp (pouch, ??wt)

    Personality
    Osric is a warm, friendly sort to those few people he counts as friends, but is quiet among strangers. And while he is slow to judge those he does not know, once he deems someone a threat to the well being of the group, he quickly becomes mistrustful and even outright threatening. Like Kromgron, he enjoys entertaining children and in fact seems to be most comfortable around them; he often breaks out of the stoic, intimidating façade he adopts while guarding during performances in order to give a quick smile and a wink to any little ones passing by. While not a regular performer, he has been known to perform the occasional feat of strength during rehearsals or under-attended afternoon matinees. He especially enjoys lifting two (or more!) children off the ground as they hang onto either end of a sturdy iron bar. His size, striking red hair, and lack of social experience have caused him to become extremely self-conscious and nervous around women, sometimes even around the female members of the troupe.

    Appearance
    Osric is a large young man, 6’4” tall, about 250lbs, an imposing figure with a barrel chest, large hands, and broad shoulders. He doesn’t have the chiseled performer’s physique, but rather the large, muscular build of one used to heavy labor. Bright green eyes are set beneath a brow that seems a bit heavy for someone only 22 years old, and he keeps his shock of long, somewhat unruly red hair tied back in a pony tail with a couple of small, tight braids dangling around his left ear. He is usually dressed in simple worker’s clothes, his pockets full of tools as he inspects and maintains the sets, wagons, and carts. When guarding or traveling, he dons his mithril breastplate and proudly displays his falchion for all to see (especially any potential troublemakers).


    Background
    This simple man led a simple life – until he joined Uiim's troupe all those years ago. Born into a tradesman’s family, Osric apprenticed to his father as a blacksmith for many years before he set out on his own. After a couple of years of wandering from odd job to odd job, he attended a performance of the troupe and agreed to come on board as some hired muscle, building sets and repairing wagons, and standing guard during performances. But those days seem to be so distant now, with the resistance seemingly in full swing...

  • #9
    Registered User
    Minor Trickster (Lvl 4)



    Join Date
    Jan 2002
    Location
    Canberra, Australia
    Posts
    4,552

    ø Ignore Legildur
    Baereaus, Gnome Psion 7
    Baereaus 'Slope Eye' Ningel
    Gnome Psion (kineticist) 7

    Age: 44
    Gender: male
    Height: 3'6"
    Weight: 42lbs
    Eyes: pale blue
    Hair: light brown
    Skin: tanned deep brown

    STR: 10 [+0] (4 points -2 racial)
    DEX: 14 [+2] (6 points)
    CON: 16 [+3] (8 points +1 level 4 bonus)
    INT: 20 [+4] (10 points +2 racial +2 enhancement)
    WIS: 13 [+1] (5 points)
    CHA: 8 [-1] (0 points)

    Wound Points: 16
    Vitality Dice: 7d4 + 21
    VP: 43
    Armor Class: 17 (10 base + 2 Dex + 2 Class + 2 Armor + 1 size)
    Class Defense Bonus: +2
    Initiative: +2
    BAB: +3
    - Melee: +4
    - Ranged: +6

    Speed: 20ft

    FORT: +5 (2 Base + 3 Con)
    REFL: +4 (2 Base + 2 Dex)
    WILL: +6 (5 Base + 1 Wis)

    Abilities:
    - Naturally Psionic (2 bonus power point)
    - Knows the Burst or Far Hand psionic power and can manifest it with their power points, Int based.
    - Low-light vision
    - +2 racial bonus on Search
    - Able to manifest Psychoportation powers as if one manifester level higher
    - +2 racial bonus on Psicraft and Use Psionic Device checks
    - Use Psionic Device always a class skill
    - Favored Class: Psion (Nomad) or Soulknife


    Feats:
    1st Level
    - Overchannel (Psionic)
    - Talented (Psionic)
    3rd Level
    - Expanded Knowledge (astral construct) (Psionic)
    5th Level
    - Psionic Meditation (Psionic)
    6th Level
    - Boost Construct (Psionic)


    Skills:
    Autohypnosis (Wis) +13^ (10 ranks, +1 Wis, +2 Concentration synergy)
    Concentration (Con) +13^ (10 ranks, +3 Con)
    Disable Device (Dex) +7 (5 ranks, +2 Dex)
    Hide* (Dex) +6 (0 ranks, +2 Dex, +4 size)
    Knowledge (psionics) (Int) +17 (10 ranks, +5 Int, +2 Autohypnosis synergy)
    Knowledge (history) (Int) +8 (3 ranks, +5 Int)
    Knowledge (the planes) (Int) +7 (2 ranks, +5 Int)
    Psicraft (Int) +19 (10 ranks, +5 Int, +2 Knowledge (psionics) synergy, +2 racial)
    Psicraft (psychokenisis or power stones) +21
    Search* (Int) +7 (0 ranks, +5 Int, +2 racial)
    Use Device (Cha) +11 (10 ranks, -1 Cha, +2 racial)
    Use Device (power stones) +13

    * Cross Class skill
    ^ Result varies based on Amulet of Ningel


    Languages:
    - Common
    - Gnome
    - Draconic
    - Dwarven
    - Elven
    - Giant


    Psionics:
    Manifester Level: 7th (8th for Psychoportation*)
    Save DC: 14 + Power's Level
    Powers Known – Power Points: 70 (46 base + 17 bonus + 5 node + 2 racial)
    1st level (7) – Astral Construct, Burst*, Crystal Shard, Detect Psionics, Entangling Ectoplasm, Force Screen, and Vigor
    2nd level (4) – Cloud Mind, Energy Missile, Psionic Tongues, and Sustenance
    3rd level (3) – Dispel Psionics, Energy Bolt, Energy Wall, and Touchsight
    4th level (2) – Energy Ball, and Psionic Dimension Door*


    Equipment:
    Melee weapons
    -Nodeshard +5 (1d3, 19-20/x2) Deep Crystal Dagger (2002gp, 0.5lb)
    (+2d6 damage if psionically charged with 2 power points as a free action)

    Ranged weapons
    -Light Crossbow +7 (1d6, 19-20, 80ft.) Masterwork (335gp, 2lb)

    Armor
    -Mithral Shirt (+2 AC, DR 2/armor, Max Dex 6, ACP 0) (1100gp, 5lb)

    Miscellaneous Magical or Psionic Items
    -Bands of the Electric Arc (6300gp, 0lb)

    Potions or Psionic Tattoos
    -Type (gp)

    Wands, Staffs or Dorjes
    -Type (XX/50chg) (gp, 1oz)

    Scrolls or Power Stones
    -Type (gp)

    Mundane equipment
    -Adventurer’s Outfit (10gp, 2lb)
    -Backpack (2gp, 0.5lb)
    -Bedroll (0.1gp, 1lb)
    -Flint & steel (1gp, 0lb)
    -Pouch, belt (1gp, 0lb)
    -Spyglass (1000gp, 1lb)
    -Alchemist's fire, flask (20gp, 1lb)
    -Antitoxin, vial (50gp, 0lb)
    -Everburning torch (110gp, 1lb)
    -Sunrod (2gp, 1lb)
    -Tindertwig (1gp, 0lb)
    -Jade rods, 3 (300gp, 0lb)

    Weight Carried: 15lb Light (<25lb=light, 25-49lb=medium, 50-75lb=heavy)
    Remain money: 65.9gp


    Description
    Tall and wiry (even by gnomish standards), Baereaus' exposed deep brown skin is well tanned from his life on the road. His light brown hair hangs loosely to his shoulders. But perhaps his most striking physical element is that his pale blue eyes, which seemingly stare into the distance, are not level on his face, with his left eye sitting obviously lower (not by much, but it doesn't take much with things to do with the face) than his right. Wearing simple clothes and light boots, Baereaus' possessions are few - a backpack carrying some basic items, and a light crossbow as his main weapon with a dagger tucked into his belt.

    Personality
    Baereaus usually keeps a low profile and says little. He does, however, speak with surety on subjects on which he thinks he is knowledgeable. This can be antagonistic to some people because of a degree of arrogance. He can also become frustrated with those that dither on issues he thinks are obvious - well, at least to someone of his intellect. Generally, Baereaus speaks little of his background or history, wary of revealing his real purpose to the wrong people. He constantly seeks to improve his skills and to test them in new ways as preparation for a time when he will be called to return. Until then, Baereaus only seeks to gain personal power and mastery.

    Background
    Baereaus' grandfather, Vanskor Ningel, was heavily involved in the resistance to the Mythar invasion because of his strong psionic talent. Originally having been brought to Ethend by the Mythar, he escaped to the east once their plans were made plain. With the success of the invasion, however, Vanskor was forced underground. Life continued with some degree of (paranoid) normality, including the birth of Baereaus' father, Urdeaus Ningel. Baereaus was born and raised in almost in hiding and is now part of a secretly trained cabal ready to strike against the Mythar when the time comes. The secrecy being necessary to avoid any pre-emptive strikes by teh Mytharians. However, the need for secrecy has meant that they cannot gather forever for training, and each of the cabal has been sent into the world to hone and practise their skills in a harsher setting. Only those that return when summoned will be used against the Mythar. Baereaus' ideals and singlemindedness are, however, leading him astray, with him making his way to Cihairdun to find a small way to employ his skills to strike against the Mythar.

    Special Equipment
    Psionic Node
    Before setting out on your venture from your home, your father brought you to a massive cave glittering with veins of crystal, deep crystal and other shimmering veins you had never seen. Within the center of the cave rose a column of deep crystal extending up from the floor and into the ceiling. He advised that you place your hands upon it and release your will into it. You did as he asked and a surge of psionic power flowed into you, expanding the daily limits of your power.
    Effect: A psionic node expands your power point reserve by 5. For all intensive purposes your power point reserve is 5 higher. It refills normally. The effect lasts for one full year (starting from the beginning of the game).
    Cost: 4500gp

    Bands of the Electric Arc
    Given to you in your youth to protect yourself if you were found by Mythar, these thick electrum-wrapped steel bands double as decent brass-knuckles as you've found out.
    Activation: To activate the bands, you give a mental command while simultaneously bringing both worn bands together so they touch (as a standard action). The bands can be activated three times per day.
    Effect: When activated, the bands project a 15-foot cone-shaped burst of electricity that deals 4d4 damage to anything caught in the area. A DC 16 reflex saving throw reduces the damage by half.
    Cost: 6,300gp

    Nodeshard
    Taken from the Psionic Node you were brought to before you left, this splinter of deep crystal is about the length of a dagger. It looks as if it might shatter at any moment due to the spidering cracks running through it, but it is as strong as any other blade you've found. One end is wrapped in leather to protect your hand, as you've found it a peculiarly effective weapon when you charge it with psionic energy.
    Effect: Masterwork Deep Crystal Dagger
    Cost: 2002gp

    Amulet of Ningel
    Passed down from Vanskor Ningel to your father and now to you, this deep crystal amulet is a focusing device for your mind. You have not unlocked all of the powers you know lie within, but you are certain that in time you will. When delving into its power, you can hear the occasional whispers of the minds of your forebearers who lived for so long with it upon their breast. You've tried to take it off before, but somehow you seem to either forget half way through removing it, or you seem to put it down and then find yourself wearing it a moment later.
    Activation: Various abilities of the Amulet of Ningel are activated supposedly by channeling one's psionic focus into it, others are found only while focusing inwards, and still others remain constantly in effect.
    Effect: Constant +2 enhancement bonus to Intelligence, 33% chance to provide a +1d6 bonus, 33% chance to apply no bonus or penalty, 33% chance to provide -1d6 penalty to Autohypnosis and Concentration checks as the whispers of your ancestors may distract or focus you.
    Cost: Unknown.


    Psionic Powers
    1st-Level Powers
    Astral Construct: Summon construct, MT 1rd, Range 40ft, 7 rds, 1 PP or augment +2pp/+1 construct level.
    Burst: +10ft enhancement to speed, MT swift, Range Pers, 1 rd, 1 PP.
    Crystal Shard: 1d6 piercing damage as ranged touch attack, MT standard, Range 40ft ray, ST/PR No/No, 1 PP or augment +1pp/+1d6 dmg.
    Detect Psionics: detect psionic auras, MT standard, Range 60ft cone, Concentration max 7 mins, ST/PR No/No, 1 PP.
    Entangling Ectoplasm: entangle medium or smaller creature with ranged touch atk, MT standard, Range 40ft, 5 rds, ST/PR No/No, 1 PP or augment +2pp/+1 tgt size category.
    Force Screen: creates shield of force (+4 shield bonus to AC), MT standard, Range personal, 7 mins, 1 PP or augment +4pp/+1 AC.
    Vigor: gain 5 temp hps, MT standard, Range personal, 7 mins, 1 PP or augment +1pp/+5 temp hps.
    2nd-Level Powers
    Cloud Mind: become undetectable to subject, MT standard, Range 40ft one creature, 7 mins, ST/PR Will neg/Yes, 3 PP.
    Energy Missile: 3d6 energy damage to up to 5 creatures/objects within 15ft, MT standard, Range 170ft, ST/PR Ref or Fort half/Yes, 3 PP or augment +1pp/+1d6 damage & +1 DC.
    Psionic Tongues: As the tongues spell, MT standard, Range personal, 70 mins, 3 PP.
    Sustenance: go without food & water for one day, MT standard, Range personal, 3 PP.
    3rd-Level Powers
    Dispel Psionics: MT standard, Range 170ft one manifester/creature/object or 20ft radius burst, instantaneous or 1d4 rds, ST/PR No/No, 5 PP or augment +1pp/+2 dispel check.
    Energy Bolt: 5d6 energy bolt in 120ft line, MT standard, ST/PR Ref or Fort half/Yes, 5 PP or augment +1pp/+1d6 damage/+0.5 DC.
    Energy Wall: create wall of energy 140ft long or ring of energy 15ft radius, MT standard, Range 170ft, ST/PR Ref or Fort half/No, 5 PP.
    Touchsight: ignore invisibility, darkness, and concealment, to line of effect of 60ft, MT standard, Range personal, 7 mins, 5 PP or augment +2pp/+10ft field.
    4th-Level Powers
    Energy Ball: 7d6 damage energy ball in 20ft radius spread, MT standard, Range 680ft, ST/PR Ref or Fort half/Yes, 7 PP or augment +1pp/+1d6 damage/+0.5 DC.
    Psionic Dimension Door: as dimension door spell plus two medium creatures, MT standard, Range 720ft, ST/PR No/No, 7 PP or augment +6pp/as move action.
    Last edited by Legildur; Friday, 7th July, 2006 at 02:59 PM.
    Games and Caden
    Kurt the Purger (Human Clr5) in Rhun's ALPHA ToEE RG OOC

    Caden - Halfling Artful Dodger Rogue 5
    Str 10, Con 12, Dex 18, Int 9, Wis 14, Cha 18
    AC 20, Fort 14, Ref 19, Will 17
    HPS 41/44, Bloodied 22, Surge 12 (67/day)
    Speed 6, Init 6
    Acrobatics 13, Athletics 7, Bluff 11, Perception 9, Stealth 11, Thievery 15
    Passive Insight 14, Passive Perception 19
    Deft Strike, Sly Flourish
    Second Wind, Second Chance, 2 APs, Positioning Strike, Bait & Switch, Tumble
    Blinding Barrage, Downward Spiral, Cloak of Resistance

    Gnarul - Human Earthstrength Warden 1
    Str 18, Con 16, Dex 12, Int 8, Wis 12, Cha 10
    AC 18, Fort 16, Ref 14, Will 13
    HPS 31/33, Bloodied 16, Surge 8 (1012/day)
    Speed 6, Init 1
    Athletics 6, Endurance 5, Nature 6, Perception 6
    Passive Insight 11, Passive Perception 16
    Immediate Actions: Warden's Fury (Interrupt), Warden's Grasp (Reaction)
    Weight of Earth, Strength of Stone, Thorn Strike
    Second Wind, Action Point, Earth Spikes
    Form of Winter's Herald + Attack

  • #10
    Sun Ao-Li
    Human Ninja 7

    Age: 24
    Gender: Male
    Height:5'10"
    Weight:210
    Eyes: Heavy hazel
    Hair: Dark brown
    Skin: Russet-brown

    STR: 14 [+2] (6 points)
    DEX: 15 [+2] (8 points)
    CON: 14 [+2] (6 points)
    INT: 12 [+1] (3+1 points)
    WIS: 15 [+2] (8 points)
    CHA: 10 [+0] (2 points)

    Wound Points: 14
    Vitality Dice: 7d6 + 14
    VP: 51
    Armor Class: 10 (10 base + 2 Dex + 3 Class + 3 Armor)
    Class Defense Bonus: +3
    Initiative: +2
    BAB: +5
    - Melee: +7
    - Ranged: +7

    Speed: 30’

    FORT: +4 (2 Base + 2 Con)
    REFL: +7 (5 Base + 2 Dex)
    WILL: +4 (2 Base + 2 Wis)

    Abilities:
    - Ki Power 6/day
    - AC Bonus: Wis bonus +1
    - Sudden Strike +4d6
    - Ghost Step (invisible)
    - Poison Use
    - Great Leap
    - Acrobatics +2
    - Speed Climb
    - Ghost Strike


    Feats:
    1st Level
    - Dodge: +1 AC against designated attacker
    Human Bonus
    - Point Blank Shot: +1 ranged ATB within 30'
    3rd Level
    - Mobility: +4 AC vs. movement AoOs
    6th Level
    - Spring Attack: Move before and after melee attack, no AoO from target


    Skills:
    Balance +19 (10 ranks, +2 Att +2 syn +5 ins)
    Bluff +6 (6 ranks, +0 Att)
    Disable Device +6 (5 ranks, +1 Att)
    Hide +12 (10 ranks, +2 Att)
    Jump +16 (10 ranks, +2 Att +2 misc +2 syn)
    Listen +10 (8 ranks, +2 Att)
    Move Silently +12 (10 ranks, +2 Att)
    Ride +7 (5 ranks, +2 Att)
    Search +7 (6 ranks, +1 Att)
    Slight of Hand +9 (5 ranks, +2 Att +2 syn)
    Tumble +11 (5 ranks, +2 Att +2 Misc +2 syn)


    Languages:
    -Common
    -Zodaku
    -Agorian


    Equipment:
    Melee weapons
    -Shortspear +7(8 thrown) (1d6+2(3 both hands), 20, 20') (1gp, 3lb)
    -Sabaki +8 (1d6+2, 19-20,) (?gp, 2lb)
    -Sai +7(8 thrown) (1d4+2, 20, 10ft.) +4 disarm (1gp, 1lb)

    Ranged weapons
    -Dazing Shuriken (x5) +8 (1d3+2, 20, 10ft.) (1500gp, .5lb) DC 15 Fort check or Dazed for 1d4 rnds

    Mundane equipment
    -Monk’s Outfit (-gp, 8lb)
    -Masterwork Thieve's Tools (100gp, 2lbs)
    -Caltrops (1gp 2lbs)
    -Tindertwig x5 (5gp, -)
    -Incense (Common) x5 (1sp, -)
    -Silversheen (250gp, -)
    -Backpack (2gp, 2lbs)
    --Silk rope 50'(10gp, 5lbs)
    --Grappling Hook (1gp, 4lbs)
    -Bandoleer (5sp .5lb)
    --Acid Flask x2 (20gp, 2lbs)
    --Alchemist's Fire x2 (40gp, 2lbs)
    --Holy Water (25gp, 1lb)
    --Tanglefoot Bag (50gp, 4lb)
    --Oil x2 (2sp, 2lbs)

    Wonderous Items
    -Sandles of Harmonious Balance (6500gp)
    -Censer of Insight (360gp)
    -Scroll of Blessings (2700gp)
    --Animate Wood (CL 3)
    --Feather Fall (CL 3)
    --Bless (CL 3)
    --Smoke Ladder (CL 3)
    --Wall of Gloom (CL 3)
    --Warp Wood (CL 3)
    --Arcane Lock (CL 3)
    --Hold Person (CL 3)
    --Obscuring Mist (CL 3)
    --Glyph of Warding (CL 5)


    Poison
    -Large scorpion venom x2 (400gp, .5lbs)
    -Drow poison x3 (225gp,1.5lbs)
    -Giant Wasp venom x2 (420gp, 1lbs)
    -Ungol Dust (1000gp, .5lb)

    Weight Carried: 36.5lbs (light)
    Remain money: 244gp 7sp, 20ve, 1sh


    Description
    Sun Ao-Li at full height stands 5"10' but has a tendency to slouch almost imperceptibly, making him seem much smaller. He carries himself with a fluid grace, and his light frame belies his 210 lbs. Dressed in a blend of muted browns, greens and greys, his loose shirt is held around his waist with several sashes (a keen eye may notice several bulges in the waist sash). Loose pants are also held with these sashes, two more wrap his ankles concealing the hems. On his feet, a pair of sturdy sandles with criss-crossed black leather thongs wound around his ankles. Around his neck is a loosely tied scarf. His head is shaven clean, and the only hair on his face is a neatly maintained patch on his broad chin. His lusterless hazel eyes are slightly sunken, and appear to look through you more than at you.

    His only visible weapons are a shortsword in a fine sheath on his back, hilt pointing tword the ground and off to his right hip. He carries a shortspear with a matte black haft, and a sai tucked into the sash around his waist on his left hip.

    Personality
    Ao-Li's most prised possesion is his honour. Without that he is nothing. His weapons and those of any other have no actual worth without strong honor behind the arm that moves them. very unmaterialistic, the only object he cares for would be his father's sword, passed to him and crafted by Gassan Sadakatsu.

    He belives that a weapon should never be sheathed without having had blood on it, so to be drawn it must be used. He views combat as an art, the actual motions meaning nothing, more of a contest of wills.

    Very introspective, he believes his mind is a tool, and like his sword, not to be presented without being used. He has an almost annoying quality of using proverbs instead of direct speech.

    He is honourable, trustworthy, and never lies. His word is strong as steel. If he gives it, it will not be broken.

    Combat Preferances
    *Coming soon

    Background
    Ao-Li was born into Sun villiage, in the Miao province, his fate decided at birth. His father had been a Master at the Sun Ninja school, one of the Miao clans best and rennouned for the athletic ability of it's students. Despite the healers best efforts his mother died in childbirth, marking Ao-Li as unlucky. He entered training at the earliest age possible and despite his "unluck" quickly established himself as one of the best. When came of age he executed (literally) his first few missions for the Miao with great skill and success. His future was bright and there were rumors he would be brought to the Imperial capitol to serve the Empire directly.

    Several weeks after his 17th birthday, his father woke him in the night, in full battle dress.

    "I leave now son, the empire requires my service. I am unsure if I will return."

    Stunned, the boy asked where his father was going.

    "I cannot tell you, as you well know. Continue your training, make your Emperor, and your father proud. Tell no one of my coming to you."

    Looking down for a moment, he said, "I will father. I will make our name great and our honour greater." When he looked up, his father was gone, into the night.

    Troubled, yet determined, Ao-Li continued and excelled even greater.

    At 22 he had already become an instructor at the school after several missions of high importance. His father had not yet returned.

    On a night with no moon, Ao-Li was meditating in the lotus garden. His mind had reached a quiet contemplation, as undisturbed as the rippless pond around him. Unbidden, came to him the words of his father on that night six years ago. "..make your Emperor and your father proud," followed with an image of his father, fighting furiously against many, shadowy foes. Once his mind quieted again, his tranquility was shattered with a powerful vision.

    ...a floating city, deepest black against a stormy sky with many towers rising...
    ...a pair of humans, skin and hair fair their resmblance too close to be anything but siblings...
    ...what could only be a Mythar, sickly yellow skin drawn taught over a thin skeleton, it's ridged back turned to him. The Seer's head whips around and Ao-Li knew it was looking at him...
    ...and the last image, his town, his school, the entire Empire perhaps, in flames, destroyed, huom marching through the streets of the Capitol...

    When Ao-Li regained himself, he was prone, fallen out of his meditation stance. Those images seemed branded into his mind. He immediatly went to the Grandmaster, a sort of surrogate father after his had vanished.

    "A powerful vision, that of one's father. And the rest you tell me... strange. You swear this is true?"
    "On my honour Grandmaster."
    "Then there is no question. Follow this vision. Find your father, he will have the answers you seek. A warning: A vision of this... nature has powerful Ki behind it. Walk gently."
    "Yes, Grandmaster."
    "Now go, wait not for the dawn."

    And with that, Ao-Li equipped himself and left, unaware of the assasins already mobilized against him. By Imperial decree, any speaking or acting against the Mythar were to be executed, immediatly.

    Two of the schols Ninja caught him in a clearing he paused in momentarily. The ensuing battle proved to be Ao-Li's victory, but he was wounded. Realizing his mistake, and what this meant, he was even more determined to find the truth, and his father. It has been two years since he left his home unable to return, and still he brings Honour and Strength to his name, and his Emperor.
    Last edited by Sorrow The Man Bear; Friday, 7th July, 2006 at 09:12 AM.
    The Now Deceased Lehko in, Orcs Fall, Everyone Dies or, the Sunless Citadel.

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