Wildwood Red in Tooth and Claw [RG]

Kularian

First Post
This would be my color of choice, unless it has already been taken...

Code:
[B]Name: Victor von Blacke[/B] 
[B]Class:[/B] Ranger 1
[B]Race:[/B] Tiefling
[B]Size:[/B] Medium
[B]Gender:[/B] Male

[B]Str:[/B] 16 +3 (10p.)	[B]Level:[/B] 1	[B]XP[/B]: 0
[B]Dex:[/B] 20 +5 (16p.)	[B]BAB:[/B] +1		[B]HP:[/B] 12 (1d10+2)
[B]Con:[/B] 14 +2 ( 6p.)	[B]Grapple:[/B] +4	[B]Dmg Red:[/B] None
[B]Int:[/B] 12 +1 ( 2p.)	[B]Speed:[/B] 30'	[B]Spell Res:[/B] None
[B]Wis:[/B] 10 +0 ( 2p.)	[B]Init:[/B] +5	[B]Spell Save:[/B] None
[B]Cha:[/B] 10 -0 ( 0p.)	[B]ACP:[/B] -2		[B]Spell Fail:[/B] 20%
			[B]Craft Points:[/B] XXXX

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+1	+2	+7	+0	+0	+1	21
[B]Touch:[/B]	18	[B]Flatfooted:[/B] 13

[B]	Base	Mod	Misc	Total[/B]
[B]Fort:[/B]	2	+2		+4
[B]Ref:[/B]	2	+5		+7
[B]Will:[/B]	0	+0		+0
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical[/B]
Longsword		+4	1d8+3	19-20/x2
Spiked Large Shield	+4	1d6+1	   20/x2
Shortbow		+6	1d6	   20/x3
[B]Notes:[/B]

[B]Languages:[/B] Common, Infernal, Dover

[B]Abilities:[/B] Darkvision 60ft, Favored Enemy: Outsider[evil], 
Wild Empathy, Darkness 1/day

[B]Feats: [/B] Track, Dodge

[B]Skill Points:[/B] XX	[B]Max Ranks:[/B] X/X
[B]Skills		Ranks	Mod	Misc 	Total[/B]
Appraise	 0	 1	 0	 1
Balance		 0	 5	 0	 5
Bluff		 0	 2	 2	 4
Climb		 2	 3	 0	 5
Concentration	 0	 2	 0	 2
Craft (Bowyer)	 4	 1	 0	 5
Diplomacy	 0	 0	 0	 0
Disguise	 2	 0	 0	 2
Escape Artist	 2	 5	 0	 7
Forgery		 0	 1	 0	 1
Gather Info	 0	 0	 0	 0
Handle Animal	 0	 0	 0	 0
Heal		 0	 0	 0	 0
Hide		 2	 5	 2	 9
Intimidate	 0	 0	 0	 0
Jump		 0	 3	 0	 3
Knowledge(Planes)4	 1	 0	 5
Listen		 0	 0	 0	 0
Move Silently	 2	 5	 0	 7
Open Lock	 1	 5	 0	 6
Perform		 0	 0	 0	 0
Ride		 0	 5	 0	 5
Search		 0	 0	 0	 0
Sense Motive	 0	 0	 0	 0
Sleight of Hand	 1	 5	 0	 6
Speak Language	 2	 n/a	 0	 Infernal, Dover
Spot		 0	 0	 0	 0
Survival	 4	 0	 0	 4
Swim		 0	 3	 0	 3
Tumble	 	 1	 5	 0	 6
Use Rope	 1	 5	 0	 6


[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Longsword		  15gp	 4lb
Shortbow		3000gp   2lb
Arrows (20)		   1gp   3lb
Dagger			   2gp   1lb	
Padded Armor		   5gp	10lb
Spk Heavy Wooden Shield   17gp  15lb
Artisan's Tools		   2gp   5lb
Belt Pouch		   1gp  .5lb

[B]Total Weight:[/B] 40.5lb	[B]Money:[/B] 27gp Xsp Xcp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	76	153	230	460	1150

[B]Age:[/B] 19
[B]Height:[/B] 5' 11"
[B]Weight:[/B] 175 lbs
[B]Eyes:[/B] Red
[B]Hair:[/B] Black
[B]Skin:[/B] Fair, with red undertones

Background:
Victor has led a life full of unfortunate occurrences. It all began when he was born, which he believes to be unfortunate enough on its own. The Infernal heritage, which had remained hidden for a great deal of time, decided to show itself with his birth. The midwife nearly dropped the child when a pair of red eyes stared out at her. From that point onward, Victor and his family were shunned by the rest of the village. They tried to make do the best they could, but eventually, the pressure grew too great for Victor’s mother and she fled town, leaving him alone with his father.

At this point, the Infernal blood asserted a bit more presence in his form, and two horns protruded from his scalp. Desperately, he and his father tried to destroy them, but to no avail. Soon after, his father fell ill, and the young boy desperately tried to plead with the others in the village to help him, but none would risk helping the devil-child. Because of this, his father passed away, leaving the young boy all alone at the age of thirteen.

But despite all of the anger and resentment shown to him by the townspeople, he himself bore no disrespect toward them. It was the demons of his ancestry that had cursed him with this fate. Vowing to destroy them all, the young boy left his village, armed only with a stolen shortsword that he had ‘borrowed’ from the town blacksmith.

For years he wandered the countryside alone, defending himself against fierce beasts with nothing more than the determination to move forward. As he grew, he developed a talent for fighting, born from necessity. Also, when he needed food or other provisions, he learned what people did and did not believe, and grew accustomed to disguising himself in the cursed world, so as to not attract attention.

As he grew in bravery, he began asking for any rumors of any devilish creatures. What rumors he found were normally just Lemures, devil servants, but once in awhile did he manage to find an Imp. Thus was his way of life, traveling about, hunting whatever devils he could find.

Money was scarce, and his travels were often filled with long periods of boredom. Normally, he practiced with his weapon, but he knew that only true combat could further temper his ability. So he set about picking up a trade of sorts. By appearing interested, he gained a bit of information about the process of making a bow, and decided to try it for himself. While his first few attempts were nothing short of embarrassing, he started to understand how it went, and eventually crafted the shortbow which he now uses.

One day, a rumor came to him about a powerful devil who resided in a long-forgotten keep. Not one to delay, the young Tiefling left as soon as he was able. The keep turned out to be nothing more than a ruined tower, but such a thing he could not pass up. Inside, he found a creature wreathed in chains, and immediately recognized it as a fairly powerful devil. Before he even had the chance to attack, though, a chain wrapped around his leg, hauling him up into the air. With the barest of efforts, it tossed him out of the tower, sending him sprawling upon the ground.

Getting to his feet, he was about to try again, when the cawing of a bird caught his ear. Confused, he turned to look as a black cloud of avian creatures descended upon him, the world becoming nothing besides loud cawing. Then there was silence. As Victor opened his eyes, he was slightly astounded to find himself in a forest of sorts. A large forest, for that matter. But where was he?

After stumbling around for what seemed like days, he happened upon a small village of dog-like humanoids. They helped him to recover, and Victor found himself slightly amused to find that he rather liked this place. He would not end his hunting of devils, but in this world, no one knew him, and seemed to accept him for what he was, not what his ancestry held. Perhaps he would like it here…
 

log in or register to remove this ad

Voidrazor

First Post
NR4ZN (Ennar Forzian)
Code:
[B]Name:[/B] NR4ZN (Ennar Forzian)
[B]Class:[/b] Armor Adept 
[B]Race:[/B] Warforged
[B]Size:[/B] large
[B]Gender:[/B] none

[B]Str:[/B] 22 +6 [18 base +4 Armor]	
[B]Dex:[/B] 14 +2 [14 base]	
[B]Con:[/B] 16 +3 [14 base +2 Racial]	
[B]Int:[/B] 12 +1 [12 base]	
[B]Wis:[/B] 06 -2 [08 base -2 Racial]		
[B]Cha:[/B] 06 -2 [08 base -2 Racial]			

[B]Level:[/B] 2	[B]XP[/B]: XXXX	
[B]BAB:[/B] +2		[B]HP:[/B] 21	
[B]Grapple:[/B] +12    [B]Dmg Red:[/B] 4/Adamantine (2 vs. fire,cold&acid)	
[B]Speed:[/B] 30'	[B]Spell Res:[/B] None
[B]Init:[/B] +2        [B]ACP:[/B] -4* not vs Balance, Climb, Jump, Ride

[B]		Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	        10     +5		+4	-1	+0		18
[B]Touch:[/B]	13	[B]Flatfooted:[/B] 14

[B]		Base	Mod	Misc	Total[/B]
[B]Fort:[/B]	        0	+3		+3
[B]Ref:[/B]	        3	+2		+5
[B]Will:[/B]	        0	-2      	-2
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical[/B]
Tree Trunk (L Warclub)	+7	2d8+9	x2
Large Javelin  		+3	1d8+9	x2
Large Spiked Chain	+7	2d6+9	x2
[B]Notes:[/B]NR4ZN doesn’t remember that it has a spiked chain. Its in a storage compartment somewhere

[B]Languages:[/B] Enochian, (reserved Dover)

[B]Abilities:[/B] 
Warforged
- Immune to poison, paralysis, sleep effects, disease, nausea, exhaustion, effects that caused the sickened condition, and energy drain
- Cannot heal naturally
- Half normal effect from healing effects
- Vulnerable to Heat metal, Chill Metal, Repel Metal or Stone, and Rusting Grasp
- Does not risk further injury by acting while disabled
- Does not eat sleep or breathe, but can benefit from consumable magic items


[B]Feats: [/B] [url=http://realmshelps.dandello.net/cgi-bin/feats.pl?Large_and_In_Charge,all]Large and in Charge[/url], EWP: Spiked Chain

[B]Skill Points:[/B] 20	[B]Max Ranks:[/B] 4/2
[B]Skills		Ranks	Mod	Misc 	Total[/B]
Jump    	4	+6		10*
Know:Geography  1       +1              2
Know:Local      3       +1              4
Know:Technology 2       +1              3
Listen  	5	-2		3
Repair:robotics	4	+1		5
Spot    	5	-2		3
[B]Notes:[/B]Knowledge: Trivia represents detailed fragments of information not relevant to Wildwood

Proficiencies:
Warclub, Javelin, Shields (not tower), Light Flail

[B]Equipment:		Cost	Weight[/B]
Large Greatclub		10gp	16lb
Large Spiked Chain      50gp	20lb
18 Large Javelins       36gp    72lb
Dagger                  4gp     2lbs

[B]Total Weight:[/B] 278lb	[B]Money:[/B]  0gp Xsp Xcp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	346	692	1040	1040	5200

[B]Age:[/B] 3yrs
[B]Height:[/B] 9'7"
[B]Weight:[/B] 820lbs
[B]Eyes:[/B] Dark Sensor Mesh
[B]Hair:[/B] None
[B]Skin:[/B] Painted White and Blue, scraped to bare metal in places

Appearance:
ms_duel_c.gif


Personality: NR4ZN is is obsequiously polite and chipper almost to the point of causing annoyance. Due to its damaged memory files, it is sometimes repetitive and gives the impression of being dull.

Background: The NR series autonomous warzoders were originally designed by a vaguely humanoid but slow and feeble star-spanning race known as the Ottotowans. Although the AI programming for the series was considered promising, the design was abandoned in favor of more intuitive biological guardians. It was not until many years later that NR4ZN was fabricated as a science project of an Ottotowan teen. The project ran into a number of difficulties, and its creator, Bhveres Axiom Esarxix, used a bit of relatively simple magic as a stopgap. Soon after creation, the robot was left in a spare room, virtually forgotten. But when Bhveres took a position about a survey shiftship, the youth brought NR4ZN along as an extra scout. In time the survey ship came upon Wildwood, but the world's overlord did not take kindly to intruders. Great beasts met the scouts in the air as they descended. NR4ZN was badly damaged in the strange dogfight and crash-landed not far from the Dover village. After an unmeasured period half buried and deactivated,the ill-fated bot awoke and wandered confusedly into the village, many systems offline and a great deal of memory inaccessible.
 
Last edited:

Argent Silvermage

First Post
Athan Zee: Technologist 1

Name; ATHAN ZEE
Ottotowan Technologist 1;
Ottotowan Humanoid Draconic;
Alignment: Neutral Good
Init +2; Senses: Listen +0, Spot +0; Darkvision 60’
Languages: Common (Literate), Draconic (Literate), 1 skill point held over for Dover
----------------------------
AC 14, flatfooted 12, touch 12;
HP 7 (HD 1d6+1)
Fort +2, Ref +2, Will +2; notes
----------------------------
Spd 30';
Melee: Quarterstaff +2 (1d6+2/20/x2);
Ranged: Light Crossbow +2 (1d8/19-20/x2) Range 80’, 10 Bolts
Ranged: Pocket Ballista +2 (2d8/x1) Range 100', 1 activation point;
Attack Options:
Base Atk +0, Grapple +2;
----------------------------
Abilities: Str 15, Dex 15, Con 12, Int 20, Wis 10, Cha 15.
XP: x
Feats: Literate
Skills:
Appraise +8 (3 ranks, +5 Int)
Concentration +3 (2 ranks, +1 Con)
Craft (Trap Making) +7 (2 ranks, +5 Int)
Craft (Alchemy) +9 (4 ranks, +5 Int)
Craft (Technology) +9 (4 ranks, +5 Int)
Disable Device +9 (4 ranks, +5 Int)
Handle Animal +6 (4 ranks, +2 Cha)
Knowledge (Engineering) +9 (4 ranks, +5 Int)
Knowledge (Arcana) +9 (2 ranks, +5 Int, +2 Racial)
Knowledge (Planes) +9 (4 ranks, +5 Int)
Open Lock +6 (4 ranks, +2 Dex)
Search +9 (4 ranks, +5 Int)
Spellcraft +7 (2 ranks, +5 Int)
Balance +4 (+2 Dex, +2 Racial)
Forgery +7 (+5 Int, +2 Racial)

Class benefits: Expert
Craft Points: 100
Gadgets: 3 (Technologist’s Familiar, Pocket Ballista, Renechak’s Portable
Zoogrammaphone)
Activation Points: 10

Possessions:
Leather Armor (10gp, 15w)
Light crossbow (35gp, 4w)
10 bolts in case (1gp, 1w)
Quarterstaff (0gp, 4w)
Backpack (2gp, 2w)
Waterskin (1g, 2w)
2 days rations (1g, 2w)
Bedroll (1s 5w)
Sack (1s, 1w)
Flint and steel (1g, 0w)
Lock Picks (30g, 1w)
Mechanics Tool Kit (5g, 5w)
Traveler’s Outfit (0g, 4w)
Sunrods 3 (6g, 3w)

Money: 7gp, 8sp, 0cp.

Encumbrance: 49lbs; Load: Light: 66 /Medium: 133/Heavy: 200

Ottotowan Racial Traits
• Ottotowan are very intelligent—their intellect is, in fact, magically
Enhanced during their transformation, giving them a +2
Racial bonus to Intelligence. However, they are thinner and
Less sturdy than the humans they once were, imposing a
–2 racial penalty to Constitution.
• Medium: As Medium creatures, Ottotowan have no special
bonuses or penalties due to their size.
• Ottotowan base speed is 30 feet.
• Because they use their tails to help them keep their balance,
Ottotowan enjoy a +2 racial bonus to Balance checks.
• The Ottotowan affinity for symbols grants them a +2
bonus to Forgery and Knowledge (Arcana).
• Darkvision: Ottotowan can see in the dark up to 60 feet. This
Darkvision is black and white only, but otherwise it resembles
normal sight. Ottotowan can function just fine with no light at all.
• Natural Armor: Their scaly hides provide Ottotowan with a +1
natural armor bonus to Armor Class.
• Automatic Languages: Common and Draconic.
• Bonus Languages: Any.
• Ottotowan always gain Knowledge (Ottotowan ) as a class skill.

Description:
Athan Zee is a tall thin wiry Reptilian humanoid. He has dark purple scales down his back leading to very pale lavender on his belly. He has intense magenta eyes that burn with an inner light. He wears clothing only as a kindness to others and so he has somewhere to put his equipment.

Personality:
Strange and alone. Zee seems to have a good grasp on what is happening but his reactions are not what you would expect.
He is quiet most of the time but when he is talking magic or technology he’s hard to shut up.
 
Last edited:

Argent Silvermage

First Post
Xtra8 (Athan Zee's Technologist Familiar.

Technologist’s familiar
N Tiny construct
Init +2; Senses Spot –5, Listen –5, darkvision 60 feet, low-light
vision
Languages none; understands master
AC 14, touch 14, flat-footed 12; hardness 10
hp 7 (½ HD)
Immune construct traits
Fort +0, Ref +2, Will –5
Speed 60 feet (12 squares)
Melee slam +1 (1d3–1, ×2)
Space 2½ ft.; Reach 0 ft.
Base Atk +0; Grp –9
Abilities Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1
SQ construct traits

Xtra8 looks like a small disk ringed around the edge with 8 whip like legs ending in 2 "toed" feet. It has 8 small purple crystal "eyes" around the lip as well. It us usually inactive and used as a cloak pin on Zee's heavy cloak.
 

Statistics
[sblock]Name: Vikrek
Race: Elf
Class: Fighter
Level: 1
Gender: Male
Age: 137
Alignment: Neutral

Strength: 18 +4
Dexterity: 20 +5
Constitution: 14 +2
Intelligence: 10 +0
Wisdom: 10 +0
Charisma: 10 +0

AC: 19 (10, +5 Dex, +3 Studded Leather, +1 Buckler)
Hit Points: 12
Reserve Points: 12

Movement: 30ft
Initiative: +9
Base Attack Bonus: +1
Melee Attack: +5
Ranged Attack: +6
Base Fortitude: +2
Base Reflex: +0
Base Will: +0

Race Abilities:
Low-light Vision
Immunity to magic sleep effects and gain a +2 bonus to saves against enchantment spells and effects.

Languages: Elven and Dover

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

Skills:

Appraise: +0 (0 ranks)
Balance: +3 (0 ranks)
Bluff: +0 (0 ranks)
Climb: +2 (0 ranks)
Concentration: +2 (0 ranks)
Craft: +0 (0 ranks)
Diplomacy: +0 (0 ranks)
Disable Device: +0 (0 ranks)
Disguise: +0 (0 ranks)
Escape Artist: +3 (0 ranks)
Forgery: +0 (0 ranks)
Gather Information: +0 (0 ranks)
Heal: +0 (0 ranks)
Hide: +6 (3 ranks)
Intimidate: +0 (0 ranks)
Jump: +2 (0 ranks)
Listen: +0 (0 ranks)
Move Silently: +7 (4 ranks)
Perform: +0 (0 ranks)
Profession: +0 (0 ranks)
Ride: +5 (0 ranks)
Search: +0 (0 ranks)
Sense Motive: +0 (0 ranks)
Speak Language: (1 "rank": Dover)
Spot: +0 (0 ranks)
Survival: +0 (0 ranks
Swim: -4 (0 ranks)
Use Rope: +5 (0 ranks)

Feats:
Quick Draw
Improved Initiative

Money: 0 pp, 0 gp, 0 sp, 0 cp

Weapons: Scythe +4 (2d4+6)(x4)(10 lb), Warhammer +5 (1d8+4)(x3)(5 lb), Scimitar +5 (1d6+4)(18-20/x2)(4 lb), Spiked Gauntlet +5 (1d4+4)(x2)(1 lb)

Armor: Studded Leather +3 (Max Dex: +5, -1 Armor Check Penalty, Arcane Spell Failure: 15%, 20 lb), Buckler +1 (-1 on attack rolls with weapons using the arm the buckler is attached to, Arcane Spell Failure: 5%, 5 lb)

Gear: Explorer's Outfit (8 lb when not worn), Backpack (2 lb), Bedroll (5 lb), Sunrod (1 lb), Waterskin (4 lb), Trail Rations x4 (4 lb), Chunk of Meat x3 (1.5 lb), Belt Pouch (0.5 lb), Flint and Steel (not any noteworthy weight)

Magical Items: None.

Total Weight Carried: 63 lb

Light Load: 100 lb

Medium Load: 200 lb

Heavy Load: 300 lb

Lift Over Head: 300 lb

Lift Off Ground: 600 lb

Push or Drag: 1500 lb[/sblock]

Appearance
[sblock]Standing roughly five and a half feet tall, Vikrek has a typical elven soldier's build, fairly muscled but quick and nimble as well. A somewhat above average hardiness is also noticeable in him. His skin is nearly pale which is complimented by his rough, short hair that is jet black, though only to be at conflict with his hazel-coloured eyes, that when looked at, seem to force the image of him being loyal and ready to serve without question.[/sblock]

Personality
[sblock]Vikrek is quite stern in his attitude towards most things and even when he does care enough to relax, all but a few can see the difference. He just simply wishes to not show weakness to anyone, just as he was taught, not even to his closest allies. Such a mistake could easily ruin his status and reputation among elvenkind. At times, this is sometimes mistaken for paranoia. None who have acted upon this assumption have dared to repeat it.[/sblock]

Background
[sblock]Growing up, learning all that he could to pass his trials as a true warrior fit to serve the elf kingdom, Vikrek has found out the hard way to prove his worth. His particular mentor was one of the harshest of all now-retired soldiers who took upon apprentices. Vikrek had to be as careful as he could as his mentor would do everything within reasonable (even sometimes a tad beyond) training boundaries to prepare Vikrek for the outside world. Most of this consisted of surprising Vikrek by attacking him when he was off-guard, taking advantage of even a half-second's worth of Vikrek losing concentration. This eventually led Vikrek to the logical conclusion that he would have to avoid his mentor and turn the table's on him, finally showing that he had true potential. Though it took 15 years of practice, he was able to accomplish what was now a simple task of eluding until counter-attacking. Upon his completion, Vikrek was finally taught for the remaining two years of his study in the art of how to fight appropriately, surprisingly to be found out as a far more easily learned skill, and wounded up being given the building blocks which would suitably start off his path to whatever goals he would learn to have in mind, truly earning his new title: fighter..............................[/sblock]
 

Shayuri

First Post
Name: Inamar
Race: Human
Class/Level: Warlock-Sorceror 2
Gender: Female
Exp

Desc
Inamar is an average, maybe a little on the short side, human female. She has a pretty smile, and striking violet-hued eyes, and a comely athletic figure. Her hair is brown, cut boyishly short, and rarely stays down or neat for any length of time, giving her a somewhat "wild" look. What most people notice though are the marks. Gliding over her skin (or IN her skin? UNDER her skin?) are strange runes and symbols, outlined in glowing blue lines. At first they could be tattoos, perhaps made to glow via alchemy or magic...but then they start to move again.

Strength (STR) 8
Dexterity (DEX) 16
Constitution (CON) 14
Intelligence (INT) 12
Wisdom (WIS) 10
Charisma (CHA) 16

Alignment: Neutral
AC: 13
Hit Points: 13/13
Movement: 30'

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

Race Abilities
Bonus Feat
Bonus skills

Class Abilities:
Eldritch Blast
Invocations
Detect Magic at will

Metamagic Specialist Sorceror
Spellcasting

Skills:
Bluff +5 (2 ranks + 3 Cha)
Disguise +5 (2 ranks + 3 Cha)
Escape Artist +5 (2 ranks + 3 Dex)
Gather Information +5 (2 ranks + 3 Cha)
Hide +5 (2 ranks + 3 Dex)
Move Silently +5 (2 ranks + 3 Dex)
Perform (sing or dance) +5 (2 ranks + 3 Cha)
Sense Motive +5 (5 ranks + 0 Wis)
Spellcraft +2 (1 ranks + 1 Int)

Feats
Point Blank Shot
Precise Shot
Arcane Mastery

Languages - Common, Dover

Spellcasting

Slots: 0 - 6/6, 1st - 5/5

Spells Known:
0 - Message, Light, Mage Hand, Prestidigitation, Read Magic
1 - Cure Light Wounds, Shield

Invocations
Least
- See the Unseen (See Invis/Darkvision 60', 24hrs)
- Magic Insight (ID magic items as full round action by touch)

Money -

Weapons -
Staff, -1 to hit, 1d6-1 dmg, 4lbs

Armour -
Traveller's Garb

Gear -
Backpack, 2gp, 2lbs
x2 Belt pouches, 2gp, 1lb
x2 Scroll cases, 2gp, 1lb
x2 Smokesticks, 1lb, 40gp
Waterskin, 1gp, 4lbs

Magic -

Background:
Inamar is the result of a magical experiment; an attempt to bestow immortal life via arcane transmutation of body and soul. She survived the process with some vestige of sanity and health intact, and in this was more fortunate than her predecessors in the rite. The process that changed her body...in theory...into a living magical vessel that would hold her soul for all time was extreme, opening up the connection that all living things have to magic like a floodgate, until Inamar's body reached 'equilibrium' with ambient magical energy. The idea was that it would remake her into a creature of pure magic, subsisting on magic, dependent only on magic. In this, it failed. Her body still had physical needs, as usual. But she could draw on that enhanced 'connection' to the arcane, not JUST to cast spells. On some level below the crude needs of the body, the experiment had worked after all...she and magic were one.

Originally a street waif, living by her wits and charm in a bustling port city, the experiment's effects on her went far past merely printing strange marks on her flesh and imbuing her with the raw essence of magic. The existential horror of being ripped from her body while it was modified, held in a crystal prison, then stuffed back in left her 'broken' on some level. To make matters worse, the wizard in question, to get rid of the evidence when investigators came knocking, hurled her along with all the materials and research, into the deep ethereal...to drift theoretically forever until retrieved. Fate had taken a cruel turn for Inamar, but it wasn't done with her just yet.

Drawn, perhaps, by her intense magical signature, a vast power reached out...scooping the hapless, shellshocked girl up and drawing her through the planes to its own world. It did this not out of pity or benelovence though. Its motives and hungers were alien to anything human...perhaps it was curious to see how such a creature would fare in the vast arena that it had shaped its world into. Perhaps it didn't have -thoughts- at all, but merely acted on eternal impulse, mindlessly gobbling up anything in its path. For whatever reason, Inamar awoke from the planar transit surrounded by lush foliage...and lurking dangers.

She awoke in the Wildwood.
 
Last edited:

chakken98

First Post
Name: Thelso
Class and Level Cleric 1
Race: Dover
Alignment: Neutral
Deity: Kerala
Domains: Healing, War
Sex: Male
Height: 6'1"
Weight: 142lbs

(40 points)
Str: 10 (+0) - 2 points
Dex: 18 (+4) - 10 points
Con: 16 (+3) - 10 points
Int: 10 (+0) - 4 points
Wis: 18 (+4) - 10 points
Cha: 10 (+0) - 2 points
Racial Bonus: +2 Dex, +2 Wis, -2 Int

Racial Abilities:
Scent, Speak Canine, +4 listen racial bonus, Two Weapon Fighting as Bonus Feat, Natural Weapon (Bite)
Level Equiv - +1

Cleric Class Abilities:
Aura
Turn/Rebuke Undead
Spells

Domain Powers;
Healing Domain: You cast healing spells at +1 caster level
War Domain: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

House Rules
Spontaneous divine caster variant

Hit Dice: d8
HP: 11
AC: 17 (+3 armor; +0 shield; +4 Dex) 14 Touch, 13 Flat-footed
Init: +4 (+4 Dex)
Speed: 30ft

Saves:
Fortitude +5 [+2 base, +3 Con]
Reflex +4 [+0 base, +4 Dex]
Will +8 [+2 base, +4 Wis, +2 Feat]

BAB/Grapple: +0
Melee Atk: Spear, +1 BAB, dmg 1d8 +0, critical x3, 20ft, piercing (2gp)
Melee Atk: Bite, +0 BAB, dmg 1d6 +0, piercing
Ranged Atk: Crossbow, Light; +4 BAB, dmg 1d8, critical 19-20 x2, 80 ft range, piercing, (35 gp)

Class Skills: 2+ 0 (Int) x4 = 8 (all class skills)

3 Concentration (3 ranks; +0 Int)
5 Heal (1 ranks; +4 Wis)
4 Hide (0 ranks; +4 Dex)
2 Knowledge (Religion) (2 ranks; +0 Int)
8 Listen (0 ranks; +4 Wis; +4 racial)
4 Move Silently (0 ranks; +4 Dex)
4 Profession (0 ranks; +4 Wis)
4 Sense Motive (0 ranks; +4 Wis)
2 Spellcraft (2 ranks; 0 Int)
4 Spot (0 ranks; +4 Wis)

Feats: (1)
Iron Will
Two Weapon Fighting – Racial Bonus
Weapon Focus (Spear) –Domain Bonus

Languages: Dover

Equipment:
Studded Leather Armor 25gp
Back Pack 2gp
Bedroll 1sp
Crossbow bolts (20) 2gp
Flint & Steel 1gp
Belt Pouch 1gp
Torch 1cp
Waterskin 1gp
Whetstone 2cp
Cleric’s Vestments 5gp

24 gp - 9 sp - 7 cp

~~~~~
Spells Known (4; 2+2)
Spells per Day (3; 2)
DC: 10 + spell level + Wis

0 lvl Spells Known DC 14 Spells Day 3
Resistance
Light
Guidance
Read Magic

1st lvl Spells DC 15 Spells Day 3
Cure Light Wounds (Domain)
Magic Weapon (Domain)
Shield of Faith
Bless

Appearance: Thelso is an average looking dover (Sheppard); black fur covers his body with a slight touch of gray here and there, that blend with his eyes of bluish gray. He stands taller then most at 6’1. He is not the bulkiest of the dover or the strongest by far, but what he lacks in strength he makes up in agility as a tone lean individual. He typically wears his Clerical vestments proudly with the symbol of Kerala around his neck. He normal carries only his spear as both a weapon and staff of his deity.
Personality: Thelso is a kind individual with a knack for healing those that should require aid; he never oversteps those that might rule over him. Nor does he show anger or hate to those that might not under stand his ways. Wise beyond his years he shows great talent in the divine arts and it understanding. When required to aid in the hunt he is a most trusted companion, aiding in both ranged combat and healing arts he will do whatever it takes to make the hunt successful. Giving his all to his King and Queen and to his Goddess. He also has a strong love for song, when he hears a tune of music he tends to stop and appreciate such beauty and the person behind it as well.
Background: Growing up in the Wildwood was not the most difficult of tasks for Thelso. As his family and race are a well organized in his community. He was brought of from a pup to be a Follower of Kerala, as he showed a kind spirit in aiding the tiny animals when he was younger, but a strong heart when forced into a conflict by never standing down. He would aid in the hunt many times gaining the respect of his people, by not only showing courage and continued faith in the sight of danger. But aiding those that had fallen to injuries during these times. At the moment Thelso aid’s his race in the devoted temple of Kerala, waiting the moment when his Queen might require his skills once more
 
Last edited:

Drowned Hero

First Post
Rooth Shifter Ranger

Rooth


Representing Drowned Hero

Female Shifter (Beasthide) Ranger 2
Neutral

Strength 17 (+3) = 17
Dexterity 14 (+3) +2 dex = 16
Constitution 17 (+3) = 17
Intelligence 14 (+2) -2 int = 12
Wisdom 14 (+2) = 14
Charisma 12 (+0) -2 cha = 10

Size: Medium
Height: 5' 0"
Weight: 140 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black; Curly

Total Hit Points: 10+6+6 (+3con x2) =22
Speed: 30 feet
Armor Class: 20 = 10 + 3 [studded] +2
[heavy wooden] +6 [dexterity] (downgraded t0 5)AC Shifted : 21 = 10 + 2 [heavy wooden]
+6 [dexterity] (downgraded t0 5)+ [+2 con +4 AC when Shifting]

Touch AC: 13
Flat-footed: 15

Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +6 = 3 [base] +3 [constitution]
Reflex save: +6 = 3 [base] +3 [dexterity]
Will save: +2 = 0 [base] +2 [wisdom]
Attack (handheld): +5 = 2 [base] +3 [strength]
Attack (unarmed): +5 = 2 [base] +3 [strength]
Attack (missile): +5 = 2 [base] +3 [dexterity]
Grapple check: +5 = 2 [base] +3 [strength]

Languages: Common Sylvan Goblin Dover

Spear [1d8, crit x3, range incr 20 ft., 6lb., two-handed, piercing]
Flail MW [+1 Attack - 1d8, crit x2, 5 lb., one-handed, bludgeoning]
Longsword MW [+1 Attack - 1d8, crit 19-20/x2 4 lb, one-handed, slashing]
Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
Studded armor [light; +3 AC; max dex +5;check penalty -1; 20 lb.]
Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.]

Feats:

Shifter defense [DR2\silver while shifting lvl 1
Beasthide Elite [nat armor is +4] included
Track [free to rangers]
Two-Weapon Fighting [ranger two-weapon track]

Traits:
Code:
Shifting (Su): Once per day, a shifter can enter a state where he can change into a lycanthropic state. 
Adding a +2 bonus to one of the charcters physical ability scores. (str, dex or con).
Shifting is a free actionand last for a number of rounds equal to 3+ the shifters con modifier
(If a shifter trait or other effect increases the characters Con modifier, use the newly improved modifier). 
Every shifter feat a character takes increases the duraion of shifting by 1 round. 
For every two shifter feats a character takes, the number of times per day she can tap into de ability increases by one.
So inevery two feat shifter feat a shifter can use the ability two times per day and each use
of the ability last the number of round equal to 5 (instead of 3) + the shifter's Con modifier.

Skills
Code:
Appraise 	Int 	2 =+2		
Balance 	Dex* 	7 =+3+2+2 [shifter]
Bluff 	        Cha    -1 =-1		
Climb 	        Str*   10 =+3+5+2 [shifter]
Concentration 	Con 	2 =+2
Diplomacy 	Cha    -1 =-1
Disguise 	Cha    -1 =-1		
Escape Artist 	Dex* 	3 =+3		
Forgery 	Int 	2 =+2
Gather Info	Cha    -1 =-1		
Handle Animal 	Cha 	1 =-1+2 	
Heal 	        Wis 	2 =+2		
Hide     	Dex* 	8 =+3+5 	
Intimidate 	Cha    -1 =-1		
Jump 	        Str* 	7 =+3+2+2 [shifter]
Listen   	Wis 	4 =+2+2 	
Move Silently 	Dex* 	8 =+3+5 	
Ride 	        Dex 	5 =+3+2 	
Search 	        Int 	7 =+2+5 	
Sense Motive 	Wis 	2 =+2		
Spot 	        Wis 	7 =+2+5 	
Survival 	Wis 	2 =+2		
Swim 	        Str** 	5 =+3+2 	
Tumble 	        Dex* 	4 =+3+1 	
Use Rope 	Dex 	3 =+3		
1 skillpoont reserved to language dover
* = check penalty for wearing armor
Search >=5 ranks gives +2 on survival checks while tracking.

Shifter

* Eberron character race.
* +2 dexterity, -2 intelligence, -2

charisma (already included)
* Low-light vision
* +2 on balance, climb, and jump

Ranger

* Favored enemies
* Track as bonus feat (already

included)
* Combat Style
* Endurance
* Wild empathy (roll level + charisma bonus)

Favored Enemies:

* Humanoids (goblinoid) +2
This ranger chose the two-weapon combat track.
Code:
      Arrows (quiver of 20) x2 2g
      Backpack 2g
      Bedroll  1s
      Blanket, winter x1 5s
      Firewood (1 day) x10 1s 
      Flint and steel 1g
      Grappling hook 1g
      Lantern (hooded) 7g
      Oil flasks x10 1g
      Rations (1 day) x4 2g
      Rope (50', silk) x2 20
      Signal whistle 8s
      Torches x10 1g
      *     
      -Potions-
      
      -Weapons-
      Longsword MW 315 gp
      Flail MW 308 gp
      Spear 2 gp
      Longbow Composite 100 gp
      -Armor-
      Studded leather 25 gp 
      Heavy Wooden Shield 7gp
      Total = 807g
      Left --- 93g

Background

Code:
Rooth has never seen a city from the inside, her tribe preferred to use 
another 3 days in the wild to walk past them trying to never see the smoke of the 
chimneys or the birds that flew over the city's garbage areas. Curious? yes indeed 
but caution and the few encounters with town people where never of the good sort. 
They flee from their tribe calling them monsters and bloodsuckers. What in the 
childhood was ok as she never could think of strapping her body with hard leather 
and boots, learn how to 'behave' and manage wealth. She was happy with soil 
under her feet, wind and rain in the hair and something to hunt.

Reaching adulthood was the big change as the curiosity about the cities and people 
grew. She started to visit small villages to trade her bows and arrows with rabbit 
skins and bird feathers. Her tribe saw her more then a eccentric soul a curious 
one and allowed her to leave them in seek of knowledge to their tribe, not only 
material knowledge but also the way of gods and nature. The deal was to return 
to the tribe every three years so she could pass on the knowledge she learned 
on her expedition and be part of the rituals that would take her closer to her 
animal side and the ways of the Shifter.

Rooth has a kind soul even her frightening outside would tell otherwise, she has temper in all matters that has with patronizing her, the tribe or more important Nature. She takes care of those that take care of her and has a strong sense of loyalty to person, a group or a 
cause.Her inner self seeks something she still dont fully comprehend, but she may 
instinctive believe that her lyncanthropic heritage has something to do with it.
 
Last edited:

Brazeku

First Post
Here is the right place to post this, I hope.

[sblock=Gravan]Name: Gravan
Class and Level: Gestalt Druid/Monk (Undying Way) 2
Race: Human
Alignment: Good
Deity: Emmantiensien
Domains: Plant
Sex: Male
Height: 5’ 8’’
Weight: 140lbs

(32 points)
Str: 10 (+0) - 2 points
Dex: 14 (+2) - 6 points
Con: 14 (+2) - 6 points
Int: 10 (+0) - 2 points
Wis: 18 (+4) - 16 points
Cha: 8 (+0) - 0 points
Racial Bonus: none

Racial Abilities:
Bonus feat, bonus skill points
Level Equiv - NA

Druid Class Abilities:
-Nature Sense (+2 knowledge: nature and survival)
-Wild Empathy (Druid level plus charisma modifier to attempt to influence animals as per diplomacy, -4 on magical beasts)
-Woodland stride (move through natural undergrowth at full speed)
Spells
-Shifter variant. Change form as a swift action.
-Predator Form: 1d6 bite, +4 STR, +4 natural AC, 50 movement

Monk Class Abilities:
-Improved unarmed strike as bonus feat
-Toughness as bonus feat
-Endurance as bonus feat
-AC bonus (wisdom modifier +1/5 levels)
-Flurry of blows
-Evasion
-Unarmed strike (1d6)

Domain Powers:
Plant Domain: domain power removed

House Rules
Spontaneous divine caster variant

Hit Dice: d8
HP: 20
AC: 23 (+4 armor; +0 shield; +2 Dex, +3 Ref, +4 wisdom) 19 Touch, 18 Flat-footed
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +5 [+3 base, +2 Con]
Reflex +5 [+3 base, +2 Dex]
Will +7 [+3 base, +4 Wis]

BAB/Grapple: +1/+1
Melee Atk: Punch +1 (1d6)
Melee Atk: flurry -1/-1 punches (1d6 each)
Ranged Atk: none

Class Skills: ((4+1) (human) x4) +5 (lvl up) = 25 (all class skills)

4 balance (0 ranks, +2 dex, +2 synergy)
7 Concentration (3 ranks; +2 con, +2 undying way)
1 diplomacy (0 ranks, -1 cha, +2 sacred vow, additional +2 versus good creatures)
8 Heal (4 ranks; +4 Wis)
9 Knowledge (Nature) (5 ranks; +0 Int, +2 synergy, +2 class)
4 listen (0 ranks, +4 wisdom)
4 sense motive (0 ranks, +4 wisdom, additional +2 versus good creatures)
1 Speak Language: Dover
6 Spot (2 ranks, +4 wisdom)
13 survival (5 ranks, +4 wisdom, +2 synergy, +2 class)
7 tumble (5 ranks, +2 dexterity)


Feats: (6 total: 2 level, 1 human, 3 monk (Undying Way))
-Sacred Vow
-Improved unarmed strike
-Toughness
-Endurance
-Vow of Poverty (+4 AC, bonus exalted feats: 1)
-Augment healing (+2 per spell level to hit points regained from healing spells)
-Nimbus of Light (shed greenish heavenly light at will, 5 foot bright illumination, 10 foot shadowy)

Languages: Common, Dover, Druidic

Equipment
-Simple monk’s clothing
-Small sack
-hand shovel
-Waterskin
-Traveling cloak
-Long stem pipe and around 50 varieties of pipe weed
-various teas
-a tiny earthenware kettle
-walking stick with a gourd hanging from it



~~~~~
Spells Known (5/2)
0: create water, cure minor wounds, detect magic, light, mending
1st: cure light wounds (1d8+4), entangle (DC 15), goodberry (2d4 berries)
Spells per Day (4/4)
DC: 10 + spell level + Wis

Appearance and Impressions

Gravan is nothing much to look at: he’s short, plain, and unassuming. With cropped black hair and deep-set eyes ensconced in rings like a raccoon, he always seems either distracted or tired. Despite being a young man of only 20 years, Gravan takes everything entirely too seriously – nearly any event is a cause of undue stress for him, with the most minor incidents serving as continual fuel for his anxiety. He finds refuge in exotic teas, a long-stem pipe, and gardening. Gardening, in particular, is a hobby that he is extremely skilled at. In truth, Gravan is better at dealing with plants than he is with people, a fact that he is acutely aware of any time he’s forced into a social situation.

Despite his good intentions, Gravan is profoundly socially clumsy – so clumsy that it’s almost endearing. The ‘almost’ part is important. He’ll look at his feet, cut conversations short, make obvious excuses to get out of engagements, or work his way out of the room in as graceful a fashion as possible (read: not very).

Gravan holds a deep admiration for people who he sees as courageous, and tries to emulate them. Especially in battle. His grim resolve in the face of death is so contrary to his regular way of acting that it’s startling to see. He is extremely perceptive and actually quite competent in combat, all things considered.

Gravan, if he feels threatened, will assume his predator form in combat. Although basically bipedal, it has a long, twining tail and hanging front arms, and carries itself similarly to a raptor. The form's skin resembles smooth, polished wooden armor in rich browns. When wearing this shape, Gravan's face remains almost human, but with a jagged slash for a mouth and glowing green eyes. His hair is replaced with a crest of large plates like the scales of a pinecone, each the size of a man's hand.

History

Gravan has spent most of his life in a deep forest monastery. Since about the age of six, when it was realized that he ‘wasn’t getting on well’ with the other kids, his parents decided maybe a life of introspection would be better for him. As it turned out, it was. Gravan took to the forest and stewardship of the local garden like a fish to water. Since then, Gravan has regularly associated with a group of forest druids, and his remarkable gift with plants has earned him a few interesting friends.[/sblock]
 
Last edited:

Remove ads

Top