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  1. #51
    Registered User
    Lama (Lvl 13)

    Rhun's Avatar

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    ř Ignore Rhun
    My communities:

    STILL SUBJECT TO CHANGE FOR THE NEXT FEW DAYS!!!


    Braxton Hague
    Neutral Good Human Rogue 4/Fighter 1
    XPs: 10000
    Experience Tracker

    10,000 - starting XPs (5th level)

    Age: 25
    Gender: Male
    Height: 6 ft. 2 in.
    Weight: 200 lb.
    Eyes: Green-Blue
    Hair: Strawberry Blonde
    Skin: Fair

    STR: 16 [+3]
    DEX: 16 [+3]
    CON: 14 [+2]
    INT: 12 [+1]
    WIS: 11 [+0]
    CHA: 12 [+1] (+1 level advancement)
    Secret 7th Roll

    An 11!
    http://invisiblecastle.com/roller/view/2232419/

    HP: TBD by DM
    Armor Class: 20 (10 base + 3 dex + 1 dodge feat + 4 armor + 2 shield)
    Damage Reduction: 2 (sturdy armor)
    Initiative: +8 (+3 dex, +4 feat, +1 equipment)
    BAB: +4
    - Melee Base: +7
    - Ranged Base: +7
    Attacks:
    --- Winter's Kiss: +9 (1d8+4/19-20)
    --- Longbow +9 (1d8+4/x3)

    Speed: 30’

    FORT: +5 (3 base + 2 con)
    REFL: +7 (4 base + 3 dex)
    WILL: +1 (1 base + 0 wis)

    Abilities:
    - Human Bonus Feat
    - Human Bonus Skill Points
    - Sneak Attack +2d6
    - Trapfinding
    - Evasion
    - Trap Sense (+1)
    - Uncanny Dodge
    - Fighter Bonus Feat


    Feats:
    1st Level
    - Improved Initiative
    - Dodge

    - [i]Combat Expertise/i]
    - Weapon Focus: Longsword[/size]

    Skills: 70 rogue + 4 fighter
    Balance +10 (5 ranks, +3 dex, "synergy")
    Bluff +6 (5 ranks, +1 cha)
    Climb +5 (2 ranks, +3 str)
    Diplomacy +9 (5 ranks, +1 cha, +2 "synergy," +1 equipment)
    Disable Device +10 (7 ranks, +1 int, +2 circumstance)
    Disguise +4 (1 rank, +1 cha, +2 "synergy")
    Jump +10 (5 ranks, +3 str, +2 "synergy")
    Knowledge, local +3 (2 ranks, +1 int)
    Listen +3 (3 ranks, +0 wis)
    Gather Information +4 (3 ranks, +1 cha)
    Hide +10 (5 ranks, +3 dex, +2 equipment)
    Intimidate +4 (1 rank, +1 cha, +2 "synergy")
    Move Silently +11 (6 ranks, +3 dex, +2 equipment)
    Open Locks +12 (7 ranks, +3 dex, +2 circumstance)
    Search +4 (3 ranks, +1 int)
    Sense Motive +2 (2 ranks, +0 wis)
    Sleight of Hand +7 (2 ranks, +3 dex, +2 "synergy")
    Spot +3 (3 ranks, +0 wis)
    Swim +5 (2 ranks, +3 str)
    Tumble +10 (5 ranks, +3 dex, +2 "synergy")


    Languages:
    - Common/Trade Tongue
    - Illum
    - Confederation


    Equipment:
    Armor & Shield
    - Chain shirt, masterpiece: Sturdy x3, mastercraft x2, balanced (1100sp, -0 ACP, DR2, +1 intiative, 25lb)
    - Heavy shield, darkwood (227sp, -0 ACP, 5lb)

    Melee weapons
    - Culthais: Longsword +1 (2315sp, 4lb)
    Culthais is a beautifully wrought blade, well forged and decorated with an ivory hilt. The blade shines with a pale blue-white light at Braxton's silent command.
    - 2 Daggers (4sp, 2lb)

    Ranged weapons
    - Composite longbow (STR rating: +3), masterwork: accurate x2, sharp (700sp, +2 attack, +1 damage)
    - 40 arrows

    Mundane equipment
    - Courtier’s Dress, fine: +1 diplomacy (80sp, n/a)
    - Miscellaneous Jewlery (50sp, 0lb)
    - Boots, excellent: +1 move silently, +1 to hide, 150gp)
    - Cloak, excellent: +1 move silently, +1 to hide, 150gp)
    - Backpack (2gp, 2lb)
    --- Bedroll (1sp, 5lb)
    --- Waterskin (1gp, 4lb)
    --- Trail rations, 3 days (15sp, 3lb)
    --- 2 Sacks (2sp, 1lb)
    - Beltpouch (1gp, 1/2lb)
    --- Flint & steel (1gp, 0lb)
    --- Thieves’ Tools, masterwork (100gp, 2lb)

    Weight Carried:
    Remaining money:


    Description
    Well-dressed, tall, and with a muscular build, Braxton looks the part of a young nobleman. His strawberry-blonde hair is nearly shoulder length, and a broad white smile is ever-present upon his face. His eyes are the color of the sea after a storm, and his handsome features make him quite popular with the ladies.

    Braxton is quite taken with dressing in fine clothing, and always tries to maintain a clean, immaculate appearance. His usual dress consists of fine wool pants tucked into lustrously polished leather boots, and a brightly colored silk shirt over which he wears a suede open coat with slashed sleeves. A wide and finely tooled belt finishes the ensemble, to which he straps his longblade and dagger. He wears a shirt of finely wrought chainmail under his clothing, and wears a few trinkets and baubles of gold and silver to help maintain the illusion of a young aristocrat.



    Background & Personality
    Young and dashing, Braxton is a man of great passion. He has a love of swordplay, adventure, pretty women, good food and strong drink. After all, variety is the spice of life, or so he will lead you to believe.

    Braxton grew up on the streets of the busy port town of Seaton, and early on took to hanging about the docks. With a keen interest in meeting people from the far corners of the world, Braxton would take to talking to strangers to learn what he might. Eloquent and likeable, it was an easy thing for him to get folk to open up and share their experiences. It was during this time in his life, though, that he fell in with a group of dockyard toughs. Young Braxton participated in many crimes...theft, smuggling, muggings...all for the sake of a few coins and the acceptance and security of the group. When he found out the group was engaged in the trading of human beings, though, it was more than Braxton's conscious could bear. After a confrontation with the gang's leader, Braxton was forced to flee Seaton.

    Confident, yet careful, Braxton tries to avoid trouble when he can. He has trained his eyes and ears to spot trouble before it starts, and is a firm believer that discretion is the better part of valor. Talkative and pleasant, Braxton is a deal maker, and believes that if one takes the time, most situations can be solved through negotiation and quick thinking.

    Son of a warrior of fair skill and a mother who had too much beauty and too little talent. Braxton learned to handle a blade from the teaching's of his father. He learned his other skills...picking locks, sneaking about, and sleight of hand from the disreputable sorts that he found himself spending much of his early life associating with.
    Last edited by Rhun; Monday, 7th September, 2009 at 08:00 AM.
    - Rhun

    For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC

 

  • #52
    Registered User
    Grandfather of Assassins (Lvl 19)

    Scott DeWar's Avatar

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    OSRICEN PublishingPathfinderCircvs MaximvsGygax Memorial FundThe Perturbed Dragon

    ř Ignore Scott DeWar
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    work in progress:

    [stolen character sheet: ]


    Player: D. Johannes
    On line name: Scott DeWar
    Campain setting: The Four Lands - J. Alexander's homebrew
    The Four Lands
    Campain: Divine avengers IC thread OOC thread
    System: 3.5 D&D

    Code:
    Basic Information
    Character name: Oskaar of Greensfen   ECL:3
    Class: Ranger 3      Alingment : Neutral Good
    Diety:The light  
    Race: Human  Size: medium  Gender: Male
    
    Appearence
    Age:   Height: 5'8"   Weight:
    Hair: brown   Eyes: brown   Skin: tanned
    Clothing/General looks: 
    
    Statistics (36 point buy)
    Str 16 (+3) [10 points]
    Dex 14 (+2) [6 points]
    Con 12 (+1) [4 points]
    Int 14 (+2) [6 points]
    Wis 14 (+2) [6 points]
    Chr 12 (+1) [4 points]
    
    Saves  Base Abil Misc Total   
    Fort     +3  +1    +0   +4
    Reflex   +3  +2    +0   +5
    Will     +1  +2    +0   +3
    
    
    Race features :
    Human
    Medium creature
    movement: 30 feet
    +1 Feat at level 1
    +4 Skill Points, +1/ level after the first
    Auto Lang: Commen
    
    favored class: Ranger
    
    Class features
    lv1: Favored Enemy(Lychans- broad subject), 
         Track, 
         Wild Empathy
    lv2: Combat style: Archer
    lv3: Endurence
    
    Feats
    Human: Point blank shot
    Lv1: Precise shot
    Lv3: Weapon Focus (Long Bow, comp)
    
    Weapon          Att    Dam     Crit   Type
    Long bow, comp   +6    1d8+3   19-20/X3   P
    Long sword       +7    1d8+4   19-20/X2   S
    Light Mace       +6    1d6+3       X2     B
    Dagger           +6    1d4+3   19-20/X2   S/P
    
    
    Init: +2 BAB: +3 Grap: +6 move: 30
     *: +1 Inititive when using bow or long sword
    
    A/C Info               max
    Armour         bonus   dex   ACP    
    Studded Leather +3      +5    -0 *    
    * mwk mastercrafted
       Total: 15   FF: 13   Touch: 12        
    
    Skills:
    skill points: 
    36 + 9 + 9
    
    Skill          Ranks  Abil  misc  Total
    Climb            +2    +3    +0   +5
    Concentration    +1    +1    +0   +2
    Craft:           +5    +2    +1   +8
         Bowyer/Fletcher
    [u]Handle Animal +2    +1    +0   +3
    Heal             +2    +2    +0   +4
    Hide             +3    +2    +1   +6
    Jump             +3    +3    +0   +6
    Knowledge:
    Dungeeoneering   +3    +2    +0   +5
    Geography        +3    +2    +0   +5
    Nature           +3    +2    +0   +5
    Listen           +4    +2    +0   +6
    Move silent      +3    +2    +1   +6
    Ride             +3    +2    +0   +5
    Search           +3    +2    +0   +5
    Spot             +3    +2    +0   +5
    Survival         +5    +2    +0   +7
    Swim             +3    +3    +0   +6
    Use rope         +3    +2    +0   +5
    
    Equipment: 
    
    Protection:
    Studded Leather,            25.0 Gp   20 Lb
       Mwk * (1)               300.0 Gp    ---
    
    Weapons
    Long bow, comp,           100.0 Gp   3.0 Lb
       Mighty   (+3)          300.0 Gp    ---
       Mwk * (2)                150.0 Gp    ---
    Arrows, norm            1.0 Gp   3.0 Lb
    Arrows, mwk (sharp) x 40   102.0 Gp   3.0 Lb
    Arrows, mwk (Accurate) x 40 102.0 Gp   3.0 Lb
    L Sword,                  15.0 Gp   4.0 Lb
       Mwk * (3)              300.0 Gp    ---
    Light Mace                  5.0 Gp   4.0 Lb
    Dagger  X 2                 4.0 gp   2.0 Lb
    
    Other:
    Backpack                    2.0   2.0 Lb
    Bedroll                     0.1   5.0Lb
    Blanket, winter           0.5   3.0 Lb
    Flint and steels            1.0 Gp    ---
    Grapple hook            1.0 Gp   4.0 Lb
    Oil, flask X10            1.0 gp   10.0 lb
    Rope, silk 150 ft         30.0 Gp   15.0 Lb
    Hammer X2                   1.0 Gp   4.0 Lb
    Piton X 10                   1.0 Gp   5.0 Lb
    Belt Pouch X 2               2.0 Gp   1.0 Lb
    Water skin X 2                2.0 Gp   8.0 Lb
    Case, Map                   1.0 Gp   0.5 Lb
       Paper X 100          40.0 Gp   ---
       Ink                     8.0 Gp   ---
       Ink pen X3          0.3 Gp   ---
    Everburning tourch          110.0 Gp   1.0 Lb
    Sunrods X 10            20.0 Gp   10.0 Lb
    Artisan's tools, mwk   55.0 Gp   5.0 Lb
    Climber's Kit             80.0 Gp   5.0 Lb
    Explorer's outfit           ----    ---
    Rations X 14             7.0 Gp   14.0 Lb
    
    Special Items:
    Fareye oil X 5            125 Gp   ---- (spot +1; 1 minute) *(4)
    Nature's Draught X 3     150 Gp   ---- (handle animal/Wild Empathy; 12 hours) *(4)
    Camoflage Kit              40 Gp   5 Lb (+2 hide, 10 uses) *(4)
    "Itchy" the mule       8 Gp   ---
       Pack Saddle     5.0 GP   15.0 Lb
    
    
    what is on the pack saddle
    Pack Saddle 15.0 Lb Arrows 12.0 Lb NORM X10 MWK Accurate X 35 MWK Sharp X 35 Winter Blanket 3.0 Lb Grapple 4.0 Lb Oil X 9 9.0 Lb Rope, Silk 100' 10.0 Lb Hammer X 2 4.0 Lb Pitons X 10 5.0 Lb Water Skin 4.0 Lb Sunrods X8 8.0 Lb Artasan's tools 5.0 Lb Rations X 11 11.0 Lb
    (*(4)) complete Adventurer money spent so far: 2104.9 start: 2700 i.a.w. table 5-1 of d.m.g. Weight Allowence: 131.3 LB (67.5 lb on self, 77.0 Lb on Mule) light: 76 lbs medium: 77- 153 Lb heavy: 154- 230 Lb special Notes: * (1) Mstrcft: -1 ACP; well crafted- Move Silent (+1); well crafted- Hide (+1) * (2) Balenced (+1 Init), Deadly (X 2 crit threat) Mwk * (3) Balenced (+1 Init), Accurate(+1 att), Sharp(+1 Dam) X
    [/stolen character sheet]
    [sblock=class features]
    xxx
    [/sblock
    Last edited by Scott DeWar; Sunday, 18th October, 2009 at 03:36 AM.
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  • #53
    the peaceful
    Defender (Lvl 8)

    Neurotic's Avatar

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    ř Ignore Neurotic

    Marshal William ferret

    (for marshal's game)
    Code:
    Name:      William Ferret
    Race:       Human
    Player:     Neurotic
    Classes:   Marshal 5
    Hit Points: 8 + 5d8 + 5* (1(CON)+1(favored class))
    Experience: ??
    Alignment:  Lawful Neutral
    Speed:      Walk 30 ft.
    Languages:  Nortern Illum, Northern Gaulic
    
    ------------------------ Description -----------------------
    Height: 5' 10"          Weight: 170lbs.	Gender: Male	
    Eyes:   Brown		Hair: Brown	Skin: Tanned
    Quirks: Military demeanor
    Speech style: 
    Quotable: My word is my bond.
    Flaws: honorable (as represented by a trait)
    -------------------------------------------------------------
    
    Stat    Score   Mod
    STR      14      (+2)    5
    DEX      12      (+1)	 2
    CON      12      (+1)	 2
    INT      13      (+1)	 3
    WIS      10      (+0)	 0
    CHA      20      (+4)	13 +1@4th +2 racial
    ----------------------------
    Total:			23
    
    Skills: (4class +1human +1int) *5 = 30
    
    
    
    
    Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.
    
    -------------------------- Skills ---------------------------------------------
    Skill					Ranks	Class	Attrib	Misc	Total
    -------------------------------------------------------------------------------
    Acrobatics Dex 						1		 1
    Appraise Int						1		 1
    Bluff Cha 				5	3	5		12
    Climb Str				1		2		 3
    Craft Int					3	1		 4
    Diplomacy Cha 				4	3	4	1+1	11	Chivalric + Sword
    Disable Device Dex					1		 1
    Disguise Cha						5		 5
    Escape Artist Dex					1		 1
    Fly Dex							1		 1
    Handle Animal Cha			1	3	5		 9
    Heal Wis					*	0		 0
    Intimidate Cha				5	3	5	3+2	16	Skill Focus + Armor
    Knowledge (arcana) Int				*	1		 1
    Knowledge (dungeoneering) Int			*	1		 1
    Knowledge (engineering)  Int			*	1		 1
    Knowledge (geography) Int			*	1		 1
    Knowledge (history) Int				*	1	1	 1	Chivalric
    Knowledge (local) Int			1	3	1		 5
    Knowledge (nature) Int				*	1		 1
    Knowledge (nobility) Int		1	3	1		 5
    Knowledge (planes) Int				*	1		 1
    Knowledge (religion) Int			*	1		 1
    Linguistics Int					*	1		 1
    Perception Wis				2	3	0		 5
    Perform (Oratory) Cha			2	3	5		10 
    Profession Wis					*	0		 0
    Ride Dex				2	3	1		 6
    Sense Motive Wis			4	3	0		 7
    Sleight of Hand Dex					1		 1
    Spellcraft Int						1		 1
    Stealth Dex						1		 1
    Survival Wis				1	3	0		 4
    Swim Str				1	3	2		 6
    Use Magic Device Cha					5		 5
    
    				       30
    
    
    -------------------------- Feats ----------------------------
    All armor, all weapon proficiencies (except tower shield)
    
    Skill Focus (Intimidate) (Marshal) +3 to intimidate
    Weapon Focus (human)
    Power Attack (1st)
    Dazzling Display (3rd) - http://www.d20pfsrd.com/feats/dazzling-display-combat---final
    Alternate: Cleave (3rd) - if you disallow DD
    
    Resounding Blow (5th) - on crit Will DC 17 (10+1/2 lvl + CHA) or cower for 1 round - this is from Book of Exalted Deeds
    PF Alternate (if you dissalow RB): Step Up - if somebody makes 5' step to move away follow him immediately by sacrificing 5' move from my next round
    
    
    -------------------------- Traits ---------------------------
    Heirloom weapon (+1 trait bonus to hit with Call to Arms)
    Chivalrous (+1 trait bonus to diplomacy and history checks)
    
    -------------------------------------------------------------
    -------------------------- Auras ----------------------------
    Auras (6 minor/2 major)
    Determined Caster - +5 to overcome spell resistance
    Master of Opportunity - +5 to AC vs. AOO
    Over the top - +5 to damage when charging
    Motivate Dexterity - +5 to dex checks, dex skill checks and initiative (DEFAULT)
    Accurate Flaker - +5 to Attack Rolls when Flanking
    Motivate vigor - +5hp added to the amount cured by Cure and Heal spells
    
    Motivate Attack - +2 to melee attack rolls
    Resilient Troops - +2 to all saves (DEFAULT)
    
    
    
    1. Confirm Critical Hits
    2. Combat Manuver Bonus
    * 6. Caster Level checks
    * 8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks
    * 13. AC against Attacks of Opportunity
    * 18. Damage Rolls when Charging
    * 19. Attack Rolls when Flanking
    20. Damage Rolls when Flanking
    * 21. added to the amount cured by Cure and Heal spells
    24. AC when adjacent to an ally
    -------------------------------------------------------------
    
    
    -------------------- Special Abilities ---------------------
    Rally 1/day
    	* allow allies to re-roll a failed saving throw. Can spend an additional daily use of Rally ability and grant a bonus on the re-			roll equal to Charisma bonus (if any).
    	* spend 1 daily use of Rally ability to heal the allies. They re-gain a number of hit points equal to the Marshal's Charisma bonus 		multiplied by the target's hit dice.
    	* spend 1 daily use of Rally ability and grant the allies the immediate use of a move action. Marshal can spend 2 daily uses of 			Rally ability and grant allies the immediate use of a standard action. Marshal can spend 3 daily uses of Rally ability and 			grant allies the immediate use of a full-round action.
    	* spend 1 daily use of Rally ability and grant allies a bonus equal to Charisma bonus (if any) on all Attack Rolls, Damage Rolls, 			Skill Checks, Ability Checks, Saving Throws, and Caster Level Checks for 1 round.
    
    Improved Aid Another +3
    
    
    
       Total  / Touch / Flat Footed
    AC: 18		10	18
    w/ shield 20	10	20
    
     
    Initiative:   +1 (+6)
    BAB:          +3
    Melee to hit:  +9 (3 BAB, 2 STR, 1 enhancement, 1 trait, 2 quality)
    Ranged to hit: +5
    
    Add +2 for major aura unless otherwise noted
    Saves:
    Fort:   4+1 = 5
    Ref:	1+1 = 2
    Will:	4+0 = 4
     
    Unarmed attack:
    to hit:       +5
    damage:       1d3+2
    critical:     20/x2
     
    MW Morningstar
    to hit:		+6
    damage: 	1d8+2 (Bludgeon and Pierce)
    critical:	20/x2
    
    Call to Arms - +1 Falchion 375 (base) + 1000(masterpiece) + 2000 (enchantment) = 3375
    Masterpiece:
    Deadly - +1 to threat range (17-20)
    Accurate - doubled +2 to hit
    Sharp - doubled +2 to damage
    Decorative - +1 to diplomacy
    
    to hit: +9
    damage: 2d4+5 (Slash)
    critical: 17-20/x2
    
    
    Helm of Tactics		 2000gp (1 lb) - 3/day within 60' for 10 rounds +2dmg vs flanked opponents OR +1 to minor aura
    
    Armor of The Faithful General (+8AC ACP:5 35% (50 lbs))  1500 + 1000 = 2500
    Masterpiece:
    Fortified - doubled (20% fortification)
    Thick - tripled (DR 2 vs ranged and melee attacks)
    Threatening - +2 intimidate
    -------------------------------------------
     3375
     2500
     2000
    ----
     7875
    
    
    Signet ring (cold iron)   10
    MW Coldiron Morningstar  316  (6 lbs)
    Darkwood Shield, heavy wooden 107 gp	+2AC ACP:0 15% (10 lbs)
    
    Acid flask		 10	1
    Alchemy Fire		 20	1	
    Antitoxin		 50	
    Smokestick		 20	1/2
    Tanglefoot bag		 50	4
    Thunderstone		 30	1	
    Sunrod			  2x5	5x1
    -----------------------------------
    			623 gp
    
    Explorer's outfit: 10 (8lbs)
    Heavy warhorse 400
    Chain Shirt Barding 400 (+4 AC 100lbs,  ACP: -2, normal speed)
    ------------------------------------
    			810 gp
    
    Caltrops x2 2gp 4lbs
    MAsterwork Manacles x2 100gp 4lbs (DC 35 escape artist or Strength check DC 28)
    Nobles outfit: 75gp 10 lbs
    -------------------------------------
    			177
    
    Total:
    7875
     623
     810
     177
    -----
    9560
    
    
    Remaining: 1190
    
    10 500 total in PF
    
    
    History
    William was in the army as long as he can remember. His father was successful general leading armies of the Light, cleaning and reclaiming northern reaches of the Valley. After several successful campaigns he became too powerful for some nobles and through subtle machinations in the Valley, George Ferret was declared persona non grata. Undettered, he made his home in Northlands, living with his wife and her relatives. Soon, his talent was recognized and he once again started leading soldiers, this time units of The Brotherhood. He earned small keep for his victories and was content. It lasted until one early spring he started campaign on the eastern border when horde of humanoids descended upon Ferret Keep and slaughtered everyone inside, including his wife. His son, William was traveling with him for some time as aide de camp, liutenant in Brotherhood, learning his craft from the best. Where his father was loud and boisterous, leading by tactical knowledge and physical might, William was quieter, leading by example and diplomacy. He was never one for cavalry charges, but he lead his unit dependably. George Ferret was broken upon hearing the news of his wife's death. This second crumbling of his life was too much and he lead his army north on vengeance rampage. They traveled fast and light, slaughtering everything they encountered. Until, one day, they crashed into tribal war of orcs. Which prompty turned upon humans in their lands. George made valiant stand, but the outcome was preordained. Finally, the peril removed cloud of wrath and he ordered the troops to fall back as fast as they can. The put William in charge, gave him sword, helm and exchanged armor with him. He then asked for volonteers and charged one last time into the mass of orcs. William wanted to stay, but his orders were clear. Save as many as you can. Get back into Northlands. Thus, he turned and retreated fighting the orcs whole the way to the border. He never fails to feel the pride of seeing black and green flag charging toward the Horde and loss of his mother. But his burning desire to make a name for himself leads him to take risky missions in small teams. Thus, when the opportunity to kill more humanoids and reclaim more land, he eagerly took his orders and went to meet his new freelance companions. OOC: I'm thinking he'd be representative of the Brotherhood in the party

    Marshal Redux (FROM PF PRE-RELEASE FORUM)


    BAB: +3/4
    Good Saves: Fortitude and Will
    Hit Dice: 1d8

    Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.

    Skill Ranks Per Level: 4 + Int modifier.

    Marshals are proficient in all Simple and Martial Weapons, all Armors (Light, Medium, and Heavy Armor), and Shields (but not Tower Shields).

    LEVEL ABILITY
    1. 1 Minor Aura, Skill Focus
    2. 1 Major Aura, Major Aura +1
    3. Rally 1/day
    4. Improved Aid Another +3
    5. Major Aura +2


    6. Rally 2/day
    7. 2 Minor Auras
    8. Improved Aid Another +4
    9. Rally 3/day
    10. Major Aura +3
    11. 2 Major Auras
    12. Rally 4/day, Improved Aid Another +5
    13. 3 Minor Auras
    14. Widen Aura
    15. Major Aura +4, Rally 5/day
    16. Improved Aid Another +6
    17. Free Aura
    18. Rally 6/day
    19. 4 Minor Auras
    20. 3 Major Auras, Major Aura +5, Improved Aid Another +7

    Minor Aura (Su). The Marshal projects an aura that affects all allies within 60 feet. Her allies add her Charisma bonus (if any) to the rolls influenced by the aura the Marshall is projecting. At 1st level, the Marshal knows 2 Minor Auras, and she learns 1 additional Minor Aura every time she gains a class level in Marshal. Projecting or changing an aura is a Swift Action.

    At 1st level, a Marshal can only project 1 Minor Aura at a time. At 7th level, she can project 2 Minor Auras at the same time; at 13th level she can project 3 Minor Auras; and at 19th level, she can project 4 Minor Auras.

    Skill Focus. At 1st level, the Marshal gains Skill Focus in any one class skill of her choice as a bonus feat.

    Major Aura (Su). Beginning at 2nd level, the Marshal learns to project a Major Aura. The bonus from her Major Aura is +1 at 2nd level. It increases to +2 at 5th level, and by +1 for every 5 additional levels thereafter (+3 at 10th, +4 at 15th, +5 at 20th). She can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Marshals know a number of Major Auras equal to 1/2 their class level.

    At 11th level, the Marshal can project 2 Major Auras at once. At 20th level, she can project 3 Major Auras at once.

    Rally (Ex). Beginning at 3rd level, the Marshal can Rally her allies as an immediate action. She can Rally her allies once per day at 3rd level. At 6th level, and every 3 levels thereafter, she gains an additional daily use of her Rally ability. She can use her rally ability for one of the following effects.

    She can allow her allies to re-roll a failed saving throw. She can spend an additional daily use of her Rally ability and grant a bonus on the re-roll equal to her Charisma bonus (if any).

    She can spend 1 daily use of her Rally ability to heal her allies. They re-gain a number of hit points equal to the Marshal's Charisma bonus multiplied by the target's hit dice.

    She can spend 1 daily use of her Rally ability and grant her allies the immediate use of a move action. She can spend 2 daily uses of her Rally ability and grant her allies the immediate use of a standard action. She can spend 3 daily uses of her Rally ability and grant her allies the immediate use of a full-round action.

    She can spend 1 daily use of her Rally ability and grant her allies a bonus equal to her Charisma bonus (if any) on all Attack Rolls, Damage Rolls, Skill Checks, Ability Checks, Saving Throws, and Caster Level Checks for 1 round.

    Improved Aid Another (Ex). At 4th level, the Marshal learns to improve the support she grants her allies in combat. Beginning at 4th level, when using the Aid Another action, the Marshal provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 8th level and by +1 every 4 levels thereafter (+5 at 12th, +6 at 16th, +7 at 20th).

    Widen Aura (Su). Beginning at 14th level, the Marshal can double the range of one of her auras (major or Minor) by choosing to project it twice at the same time. She can triple the range of one of her auras by choosing to project it three times at the same time.

    Free Auras (Su). Beginning at 17th level, The Marshal can change or initiate new auras as a free action instead of a swift action. This allows her to change or initiate more than one aura in a single round.

    Minor Auras. Allies of the Marshal add her Charisma bonus to rolls of the following:
    1. Confirm Critical Hits
    2. Combat Manuver Bonus
    3. Fortitude Saves
    4. Reflex Saves
    5. Will Saves
    6. Caster Level checks
    7. Strength checks and Strength-based skill checks
    8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks
    9. Constitution checks and Constitution-based skill checks
    10. Intelligence checks and Intelligence-based skill checks
    11. Wisdom checks and Wisdom-based skill checks
    12. Charisma checks and Charisma-based skill checks
    13. AC against Attacks of Opportunity
    14. Attack Rolls for Attacks of Opportunity
    15. Damage Rolls for Attacks of Opportunity
    16. AC against a Charging opponent
    17. Attack Rolls when Charging
    18. Damage Rolls when Charging
    19. Attack Rolls when Flanking
    20. Damage Rolls when Flanking
    21. added to the amount cured by Cure and Heal spells
    22. applied as Damage Reduction vs. non-lethal damage
    23. x5 in feet added to speed when withdrawing from combat
    24. AC when adjacent to an ally

    Major Auras

    1. DR 1/- per plus
    2. Damage rolls
    3. Melee attack rolls
    4. Ranged attack rolls
    5. AC
    6. All Saving Throws
    7. Multiplied by 5 feet and added to Speed
    8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic)
    9. Energy Shield 2 (acid, cold, electricity, fire, or sonic)
    10. Fast Healing (upto a maximum of one half the ally's maximum hitpoints.
    11. Spell Resistance 5 + 5 per plus of the Major Aura.
    12. Spell DCs


    Original 3.5 version

    Name: William Ferret
    Race: Human
    Player: Neurotic
    Classes: Marshal 7
    Hit Points: 8 + 6d8 + 7* 1(CON)
    Experience: ??
    Alignment: Lawful Neutral
    Speed: Walk 30 ft.
    Languages: Nortern Illum, Northern Gaulic

    ------------------------ Description -----------------------
    Height: 5' 10" Weight: 170lbs. Gender: Male
    Eyes: Brown Hair: Brown Skin: Tanned
    Quirks: Military demeanor
    Speech style:
    Quotable: My word is my bond.
    Flaws: honorable
    -------------------------------------------------------------

    Stat Score Mod
    STR 14 (+2) 6
    DEX 12 (+1) 4
    CON 12 (+1) 4
    INT 11 (+0) 3
    WIS 10 (+0) 2
    CHA 18 (+4) 13 +1@4th
    ----------------------------
    Total: 32

    Skills: 5*4+5*6 = 50
    -------------------------- Skills --------------------------
    Skill Total Rnk Stat Msc
    Bluff 12 8.0 4 0
    Climb 3 1.0 2 0
    Diplomacy 19 6.0 4 9 (from Bluff, Sense Motive

    and Nobility, skill focus)
    Handle Animal 9 5.0 4 0
    Intimidate 11 8.0 1 2 (from Bluff)
    Knowledge(Nobility) 5 5.0 0 0
    Listen 1 1.0 0 0
    Perform (Oratory) 5 1.0 4 0
    Ride 4 1.0 1 2 (from Handle Animal)
    Sense Motive 7 7.0 0 0
    Spot 1 1.0 0 0
    Survival 2 1.0 0 0
    Swim 3 1.0 2 0
    -------------------------------------------------------------
    46
    Never outnumbered (Intimidate 8) 2 (skill trick) - demoralize all opponents within 10'
    Timely Misdirection (Bluff 8) 2 (skill trick) - feint (Bluff) to avoid AOO from the opponent

    -- ToDo:
    Group Fake-out (Bluff 8)
    Social Recovery (Bluff 8)
    Dismount Attack (Ride 5)
    -------------------------- Feats ----------------------------
    All armor, all weapon proficiencies (except tower shield)
    Skill Focus (Diplomacy) (Marshal) +3 to diplomacy
    Protection Devotion (human) - 1/day provide +3 sacred AC bonus for 1 minute

    Power Attack 1st
    Weapon Focus 3rd
    Resounding Blow 6th


    Cleave and Combat Reflexes for tactical soldier if allowed


    --Item Familiar if fllaws allowed
    -------------------------------------------------------------
    -------------------------- Auras ----------------------------
    Auras (4 minor/2 major)
    Determined Caster - +4 to overcome spell resistance
    Master of Opportunity - +4 to AC vs. AOO
    Over the top - +4 to damage when charging
    Motivate Dexterity - +4 to dex checks, dex skill checks and initiative

    Motivate Attack - +2 to all attack rolls
    Resilient Troops - +2 to all saves
    -------------------------------------------------------------


    -------------------- Special Abilities ---------------------
    Grant Move 1/day - as standard action grant move action to companions within 30'

    Total / Touch / Flat Footed
    AC: 18 10 18
    w/ shield 20 10 20

    Initiative: +1 (+5 with aura)
    BAB: +5
    Melee to hit: +7
    Ranged to hit: +5

    Add +2 for major aura unless otherwise noted
    Fortitude: +6 = +5 +1(CON)
    Reflex: +4 = +2 +0(DEX)
    Will: +6 = +5 +0(WIS)

    Unarmed attack:
    to hit: +7
    damage: 1d3+2
    critical: 20/x2

    MW Morningstar
    to hit: +8
    damage: 1d8+2 (Bludgeon and Pierce)
    critical: 20/x2

    +1 Keen Falchion of Resounding (Sudden stunning)
    Lethal Deadly Masterpiece (adds 150 gp to cost)
    to hit: +9
    damage: 2d4+3 (Slash)
    critical: 14-20/x2 (+2 to confirm)
    Full Power Attack 2d4+13

    Helm of Tactics 2000 (1 lb) - 3/day within 60' for 10 rounds +2dmg vs flanked opponents OR +1 to minor aura
    Horn of Resilience 5000 - 2/day within 30' for 5 rounds gain DR 5/- OR +1 to major aura
    Falchion +3 11525 (8 lbs)
    --------------------------------
    18525

    Signet ring (cold iron) 10
    MW Coldiron Morningstar 316 (6 lbs)
    Masterpiece Full plate 2500 +8AC ACP:5 35% (50 lbs)
    triple thick (DR 2/-), light (-10% weight), double fortified (20%)
    Darkwood Shield, heavy wooden 107 gp +2AC ACP:0 15% (10 lbs)

    Acid Flask 30
    Alchemical Fire 20
    Antitoxin 50
    Tanglefoot bag 50 4
    Thunderstone 30 1
    Sunrod 2x5 5x1
    -----------------------------------
    3016 gp

    Explorer's outfit: 10 (8lbs)
    Heavy warhorse 400
    Chain Shirt Barding 400 (+4 AC 100lbs ACP: -2 normal speed
    ------------------------------------
    3826 gp



    History

    William was in the army as long as he can remember. His father was successful general leading armies of the Light, cleaning and reclaiming northern reaches of the Valley. After several successful campaigns he became too powerful for some nobles and through subtle machinations in the Valley, George Ferret was declared persona non grata.

    Undettered, he made his home in Northlands, living with his wife and her relatives. Soon, his talent was recognized and he once again started leading soldiers, this time units of The Brotherhood. He earned small keep for his victories and was content.

    It lasted until one early spring he started campaign on the eastern border when horde of humanoids descended upon Ferret Keep and slaughtered everyone inside, including his wife. His son, William was traveling with him for some time as aide de camp, liutenant in Brotherhood, learning his craft from the best.

    Where his father was loud and boisterous, leading by tactical knowledge and physical might, William was quieter, leading by example and diplomacy. He was never one for cavalry charges, but he lead his unit dependably.

    George Ferret was broken upon hearing the news of his wife's death. This second crumbling of his life was too much and he lead his army north on vengeance rampage. They traveled fast and light, slaughtering everything they encountered. Until, one day, they crashed into tribal war of orcs. Which prompty turned upon humans in their lands. George made valiant stand, but the outcome was preordained. Finally, the peril removed cloud of wrath and he ordered the troops to fall back as fast as they can. The put William in charge, gave him horn, helm and exchanged armor with him. He then asked for volonteers and charged one last time into the mass of orcs.

    William wanted to stay, but his orders were clear. Save as many as you can. Get back into Northlands. Thus, he turned and retreated fighting orcs whole the way to the border. He never fails to feel the pride of seeing black and green flag charging toward the Horde and loss of his mother. But his burning desire to make a name for himself leads him to take risky missions in small teams.

    Thus, when the opportunity to kill more humanoids and reclaim more land, he eagerly took his orders and went to meet his new freelance companions.

    OOC: I'm thinking he'd be representative of the Brotherhood in the party

    Last edited by Neurotic; Friday, 2nd July, 2010 at 12:31 PM.

  • #54
    Na Bith Mo Riocht Tá! COPPER SUBSCRIBER
    Lama (Lvl 13)

    Mowgli's Avatar

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    ř Ignore Mowgli
    My communities:

    Katherine Brightlaw (PF: The Marshalls)


    IC Posting Conventions:
    "Color & Quotes" = Speech
    Color & Italics = Thoughts


    Code:
      Name: Katherine Brightlaw                     Age: 24
     Class: Bard 01/Rogue 02/Sorcerer 02         Height: 5'1" 
      Race: Human                                Weight: 100 lbs
      Size: Medium                                 Hair: Black
    Gender: Female                                 Eyes: Jade
     Align: Neutral Good                           Skin: Olive Brown
     Deity: The Light
    
    
    Str: 10 +0 (00 p)     Level: 05                   XP: 10000
    Dex: 15 +2 (03 p)*      BAB: +2                   HP: 41
    Con: 13 +1 (03 p)       CMB: +2                  CMD: 14
    Int: 16 +3 (07 p)*    Speed: 30'             Dmg Red: 0/anything
    Wis: 14 +2 (05 p)      Init: +6            Spell Res: None 
    Cha: 15 +2 (07 p)       ACP: -0           Spell Save: NA
                                                     ASF: 15%
    
    * Dex: +2 (Human), Int: +1 (4th Level)
    
    
        AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge  Misc
                  21    10    +9     +0    +2    +0    +0    +0    +0     +0
    
                      Touch AC: 12              Flatfooted AC: 19
    
    
    Saving Throw   Total  Base   Mod  Misc   Special
    Fort:            01     0     +1          
    Ref:             07     5     +2          
    Will:            07     5     +2          
    
    
    Weapon              Attack   Damage   Critical   Special
    Knight              +4       1d6+2    19-20/x2   Inf Mod Wnds on Nat 20
    Knave               +4       1d6+2    19-20/x2   Sever Limb   on Nat 20
    Dagger              +4       1d4      19-20/x2  
    Javelin (Thrown)    +0 (4)   1d4         20/x2
    Shortbow (Comp MW)  +5       1d6         20/x3
    
    
    Languages: Aram, Common, Confederation, Dashai, Dashai (Imperial),
               Gaullic (Northern), Gaullic (Southern), Illum, Old Tongue
    
    
    Racial Traits:
        * +2 Ability Score: Dexterity
        * Bonus Feat: Improved Initiative
        * Skilled: +1 Skill Rank/Level
        * Languages: Any Language other than 'Secret' available as Background
    
    
    Character Traits:
        * Magical Knack (Bard): Bard Caster Level is +2
        * Magical Knack (Sorc): Sorcerer Caster Level is +2
    
    
    Class Abilities:
        Bard
        * Bardic Knowledge: +˝ Lvl to KS Checks; Make KS Checks Untrained
        * Bardic Performance: 6 Rnds/Day
          * Countersong
          * Distraction
          * Fascinate
          * Inspire Courage (+1)
        * Cantrips/Spells
    
        Rogue
        * Evasion (No Damage if Save vs. Save for ˝ Damage)
        * Rogue Talent: Combat Trick (Two Weapon Fighting)
        * Sneak Attack: +1d6 Damage vs. Flanked/Flat-Footed
        * Trapfinding (+ 1/Lvl to Find/Disable Traps)
    
        Sorcerer
        * Bloodline Power (Celestial)
          * Heal is Class Skill
          * Summoned Creatures gain DR 1/Evil
          * Heavenly Fire: 1d4+1 Damage (Evil)/Healing (Good) 5x/Day
                           30' Ranged Touch Attack
                           Healing Effective 1/Day/Beneficiary
        * Bonus Feat: Eschew Materials
        * Cantrips/Spellcasting
    
    
    Feats:
        * Improved Initiative (Human Bonus)
        * Skill Focus: Diplomacy (Lvl 01)
        * Weapon Finesse (Level 03)
        * Two Weapon Fighting (Rogue Trick)
        * Eschew Materials (Sorcerer Bonus)
        * Precise Strike (Level 05)
    
    
    Spellbooks:
        Bard
        * 0 Level               * 1st Level
          * Daze                  * Hideous Laughter
          * Lullaby               * Hypnotism
          * Message
          * Read Magic
    
        Sorcerer
        * 0 Level               * 1st Level
          * Detect Magic          * Pattern Recognition
          * Disrupt Undead        * Shield
          * Prestidigitation
          * Resistance
          * Touch of Fatigue
    
    
    Skill Points: 47 (6/8/2 + INT Mod/Lvl; 1 Pt FC)
    
    Skills                    Total   Rank     CS   Ability  ACP  Misc
    Acrobatics                  6      1       3       2      0   
    Appraise                    7      1       3       3      0   
    Bluff                       6      1       3       2      0   
    Climb                       4      1       3       0      0   
    Craft (       )             3      0       0       3      0   
    Diplomacy                  12      4       3       2      0   +3 (SF)
    Disable Device              7      1       3       2      0   +1 (CB)
    Disguise                    6      1       3       2      0   
    Escape Artist               6      1       3       2      0   
    Fly                         6      1       3       2      0   
    Handle Animal               3      1       0       2      0   
    Heal                        6      1       3       2      0   
    Intimidate                  6      1       3       2      0   
    Knowledge (Arcana)          8      1       3       3      0   +1 (CB)
    Knowledge (Dngnrng)         8      1       3       3      0   +1 (CB)
    Knowledge (Engnrng)         8      1       3       3      0   +1 (CB)
    Knowledge (Geography)       8      1       3       3      0   +1 (CB)
    Knowledge (History)         8      1       3       3      0   +1 (CB)
    Knowledge (Local)           8      1       3       3      0   +1 (CB)
    Knowledge (Nature)          8      1       3       3      0   +1 (CB)
    Knowledge (Nobility)        8      1       3       3      0   +1 (CB)
    Knowledge (Planes)          8      1       3       3      0   +1 (CB)
    Knowledge (Religion)        8      1       3       3      0   +1 (CB)
    Linguistics                11      5       3       3      0   
    Perception                  8      3       3       2      0   
    Perform (Acting )           6      1       3       2      0   
    Perform (Oratory)           6      1       3       2      0   
    Perform (Singing)           6      1       3       2      0   
    Profession (Courier/Envoy)  6      1       3       2      0   
    Ride                        3      1       0       2      0   
    Sense Motive                8      3       3       2      0   
    Slight of Hand              6      1       3       2      0   
    Spellcraft                  7      1       3       3      0   
    Stealth                     6      1       3       2      0   
    Survival                    3      1       0       2      0   
    Swim                        4      1       3       0      0   
    Use Magic Device            6      1       3       2      0   
    
         * Situational Bonus not included in Total
    
    
    Money
    PP: 00     GP: 150    SP: 00     CP: 00
    
    
    Equipment                      Cost        Weight
    Explorer's Outfit                          
    Slabhra Dragan                             05  lb
     (Chain Shirt)
    Holy Symbol (Silver)             25 gp     01  lb
    Signet Ring (Brightlaw)          05 gp     
    Knight (Short Sword)                       02  lb
    Knave  (Short Sword)                       02  lb
    Dagger (02)                      04 gp     02  lb
    Efficient Quiver               1800 gp     02  lb
      Shortbow (MW Composite)       375 gp   
        Arrows (60)                  03 gp      
      Javelins (05)                  05 gp   
    Handy Haversack                2000 gp     05  lb
      Cold Weather Outfit            08 gp   
      Entertainer's Outfit           03 gp   
      Nobles Outfit                  75 gp   
      Scholar's Outfit               05 gp   
      Bedroll                        01 sp   
      Winter Blanket                 05 sp   
      Climber's Kit                  80 gp   
      Disguise Kit                   50 gp   
      Thieves' Tools (MW)           100 gp     
      Everburning Torch             110 gp     
      Rope (100' Silk)               20 gp     
      Grappling Hook                 01 gp     
      Flint & Steel                  00 gp     
      Inkpin (02)                    02 sp     
      Ink (Black, 01 Vial)           08 gp     
      Mirror (Small Steel)           10 gp
      Soap (1 lb)                    05 sp
    
                                Total Weight:  19  lb
    
                Light  Medium   Heavy    
    Max Weight: 0-50   51-100   101-150
    ~~~~~~~

    Custom Magic

    Slabhra Dragan
    This extremely light chain shirt is made of a marvelously strong, light metal of unknown orgin. The links are primarily a dull gray color, but there are seven areas on the shirt where glossy black links replace the gray; the patterns of these black links are runes of unknown origin. One of the runes imparts an additional +3 enhancement bonus to the protective value of the shirt; the effects of the other six are not known at this time.

    Slabhra Dragan is thin and supple enough to be worn and completely concealed under normal clothing.

    Knight & Knave
    Knight and Knave are a pair of shortswords forged in antiquity by a master Mage-Smith. Knight is primarily a slashing weapon, forged in the fashion of a short Falcata. On a natural 20 Knight severs an appendage from its foe (1d6: 1-2 Head, 3-4 Arm, 5-6 Leg). Knave is a slender thrusting weapon, an oversize filleting knive. On a natural 20 Knave inflicts a Cause Moderate Wounds spell along with any other damage from its attack.

    These weapons are heirlooms of the Brightlaw family, passed on to the Brightlaw child in each generation who will carry on the family's long tradition of roaming field work.


    ~~~~~~~

    Coimhe (KEE-vuh)

    While Katherine believes that Coimhe is the descendent of her Great-Uncle Nicodemus' prized warsteed, the truth is far more strange. The magnificent animal is actually a Nightmare, found as a colt by Nico on one of the many adventures and trained to his hand. As a result of her training, Coimhe's alignment is True Neutral.

    Caoimhe's adventuring and superb training have added a level of Fighter to her abilities, and she has gained the feats and abilities of such. She fights well with her trained partner, doing an additional 1d6 of damage to any attacks made while flanking an opponent with Katherine. Nico outfitted Caoimhe with a set of Elven Chain barding for better protection.

    Caoimhe has learned to disguise her demonic heritage through a combination of skill and magic - to the rest of the world she appears as nothing more than a magnificent coal black, superbly trained equine.


    ~~~~~~~

    Background/Appearance/Personality

    Background
    Born to privilege, the daughter of an extraordinarily wealthy banking family, Katherine benefitted from the finest education in all areas. When she reached an age where her father deemed it appropriate, she left the house to make her way in the world, to further her academic studies with the lessons the world could teach. Armed with her Great Uncle Nicodemus’ marvelous armor and swords and with the gift of a superbly trained mare descended from that same enigmatic ancestor’s famous steed, she took employ as a courier and envoy at large.

    For three years she’s been roaming to all corners of the land of the Valley of the Light and every country surrounding it, learning the languages and customs of the various people and rubbing shoulders with the common folk and the nobility alike.

    Appearance
    She is slightly but athletically built, with jet black hair and large, invitingly warm jade green eyes. Full red lips, a small, straight nose and delicate bone structure complete her exotic good looks. She moves with a sultry grace, natural inclination enhanced by years of dance training. Her voice is dulcet, smooth velvet over smokey whiskey.


    ~~~~~~~

    Stat Block
    Code:
       HP: 41/41       AC: 21      AC(T): 12  AC(FF): 19   Init: +06
      BAB: 02     CMB/CMD: 02/14     ACP: 00     ASF: 15%  Spot: +08
    
    
    Saving Throw   Total  Base   Mod  Misc   Special
    Fort:            01     0     +1          
    Ref:             07     5     +2          
    Will:            07     5     +2          
    
    
    Weapon              Attack   Damage   Critical   Special
    Knight              +4       1d6+2    19-20/x2   Inf Mod Wnds on Nat 20
    Knave               +4       1d6+2    19-20/x2   Sever Limb   on Nat 20
    Dagger              +4       1d4      19-20/x2   
    Javelin (Thrown)    +0 (+4)  1d4         20/x2   
    Shortbow (Comp MW)  +5       1d6         20/x3   
    
    
    Spellbooks:
        Bard
        * 0 Level (Unlimited)   * 1st Level (2/2 per Day)
          * Daze                  * Hideous Laughter
          * Lullaby               * Hypnotism
          * Message
          * Read Magic
    
        Sorcerer
        * 0 Level (Unlimited)   * 1st Level (5/5 per Day)
          * Detect Magic          * Pattern Recognition
          * Disrupt Undead        * Shield
          * Prestidigitation
          * Resistance
          * Touch of Fatigue
    Last edited by Mowgli; Saturday, 3rd July, 2010 at 04:48 PM.
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



    Legacy of Fire
    OOC IC

  • #55

    Laughing Bert

    EDIT: temporary fault
    Last edited by grufflehead; Friday, 13th August, 2010 at 08:40 PM.

  • #56
    Community Supporter COPPER SUBSCRIBER
    Magsman (Lvl 14)

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    OSRICI Defended The Walls!Gygax Memorial Fund

    ř Ignore Leif
    My communities:

    Stexird Kranhauser, Dwarf Ranger for "The Dark is Rising"

    These are raw stats not adjusted for race or anything else:
    Stat Roll
    Last edited by Leif; Tuesday, 24th May, 2011 at 11:09 PM.

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