Four Lands - Gallery of Heros

Rhun

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


Braxton Hague
Neutral Good Human Rogue 4/Fighter 1
XPs: 10000
[sblock=Experience Tracker]
10,000 - starting XPs (5th level)[/sblock]
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)
[sblock=Secret 7th Roll]
An 11!
[/sblock]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

- 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.
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
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:
[b]Basic Information[/b]
[u]Character name:[/u] Oskaar of Greensfen   [u]ECL[/u]:3
[u]Class:[/u] Ranger 3      Alingment : Neutral Good
[u]Diety:[/u]The light  
[u]Race:[/u] Human  [u]Size:[/u] medium  [u]Gender:[/u] Male

[b]Appearence[/b]
[u]Age:[/u]   [u]Height:[/u] 5'8"   [u]Weight:[/u]
[u]Hair:[/u] brown   [u]Eyes:[/u] brown   [u]Skin:[/u] tanned
[u]Clothing/General looks[/u]: 

[b]Statistics[/b] (36 point buy)
[b][u]Str[/b][/u] 16 (+3) [10 points]
[b][u]Dex[/b][/u] 14 (+2) [6 points]
[b][u]Con[/b][/u] 12 (+1) [4 points]
[b][u]Int[/b][/u] 14 (+2) [6 points]
[b][u]Wis[/b][/u] 14 (+2) [6 points]
[b][u]Chr[/b][/u] 12 (+1) [4 points]

[b]Saves  Base Abil Misc Total[/b]   
[u]Fort[/u]     +3  +1    +0   +4
[u]Reflex[/u]   +3  +2    +0   +5
[u]Will[/u]     +1  +2    +0   +3


[u][b]Race features[/u][/b] :
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

[u][b]Class features[/u][/b]
lv1: Favored Enemy(Lychans- broad subject), 
     Track, 
     Wild Empathy
lv2: Combat style: Archer
lv3: Endurence

[u][b]Feats[/u][/b]
Human: Point blank shot
Lv1: Precise shot
Lv3: Weapon Focus (Long Bow, comp)

[b]Weapon          Att    Dam     Crit   Type[/b]
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


[b]Init: [/b]+2 [b]BAB:[/b] +3 [b]Grap:[/b] +6 [b]move: [/b]30
 *: +1 Inititive when using bow or long sword

[b]A/C Info               max[/b]
[b]Armour         bonus   dex   ACP   [/b] 
Studded Leather +3      +5    -0 *    
* mwk mastercrafted
[b]   Total: 15   FF: 13   Touch: 12 [/b]       

[b]Skills:[/b]
skill points: 
36 + 9 + 9

[b]Skill          Ranks  Abil  misc  Total[/b]
[u]Climb[/u]            +2    +3    +0   +5
[u]Concentration[/u]    +1    +1    +0   +2
[u]Craft[/u]:           +5    +2    +1   +8
     Bowyer/Fletcher
[u]Handle Animal +2    +1    +0   +3
[u]Heal[/u]             +2    +2    +0   +4
[u]Hide[/u]             +3    +2    +1   +6
[u]Jump[/u]             +3    +3    +0   +6
[u][b]Knowledge:[/b]
Dungeeoneering [/u]  +3    +2    +0   +5
[u]Geography[/u]        +3    +2    +0   +5
[u]Nature[/u]           +3    +2    +0   +5
[u]Listen[/u]           +4    +2    +0   +6
[u]Move silent[/u]      +3    +2    +1   +6
[u]Ride[/u]             +3    +2    +0   +5
[u]Search[/u]           +3    +2    +0   +5
[u]Spot[/u]             +3    +2    +0   +5
[u]Survival[/u]         +5    +2    +0   +7
[u]Swim[/u]             +3    +3    +0   +6
[u]Use rope[/u]         +3    +2    +0   +5

[b]Equipment:[/b] 

[b][u]Protection:[/b][/u]
Studded Leather,            25.0 Gp   20 Lb
   Mwk * (1)               300.0 Gp    ---

[b][u]Weapons[/b][/u]
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

[b][u]Other:[/b][/u]
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

[sblock=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

[/sblock]
(*(4)) complete Adventurer

[b]money[/b]
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

[b]special Notes:[/b]
* (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
 
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Neurotic

I plan on living forever. Or die trying.
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

[SIZE=1][B]Add +2 for major aura unless otherwise noted[/B][/SIZE]
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

[sblock=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
[/sblock]


[sblock=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
[/sblock]

[sblock=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



[sblock=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
[/sblock]
[/sblock]
 
Last edited:

Maidhc O Casain

Na Bith Mo Riocht Tá!
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:
    [U]Bard[/U]
    * Bardic Knowledge: +½ Lvl to KS Checks; Make KS Checks Untrained
    * Bardic Performance: 6 Rnds/Day
      * Countersong
      * Distraction
      * Fascinate
      * Inspire Courage (+1)
    * Cantrips/Spells

    [U]Rogue[/U]
    * Evasion (No Damage if Save vs. Save for ½ Damage)
    * Rogue Talent: Combat Trick (Two Weapon Fighting)
    * Sneak Attack: +1d6 Damage vs. Flanked/Flat-Footed
    * Trapfinding (+ 1/Lvl to Find/Disable Traps)

    [U]Sorcerer[/U]
    * 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:
    [I]Bard[/I]
    * 0 Level               * 1st Level
      * Daze                  * Hideous Laughter
      * Lullaby               * Hypnotism
      * Message
      * Read Magic

    [I]Sorcerer[/I]
    * 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

~~~~~~~

[sblock=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.
[/sblock]

~~~~~~~

[sblock=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.
[/sblock]

~~~~~~~

[sblock=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.
[/sblock]

~~~~~~~

[sblock=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:
    [I]Bard[/I]
    * 0 Level (Unlimited)   * 1st Level (2/2 per Day)
      * Daze                  * Hideous Laughter
      * Lullaby               * Hypnotism
      * Message
      * Read Magic

    [I]Sorcerer[/I]
    * 0 Level (Unlimited)   * 1st Level (5/5 per Day)
      * Detect Magic          * Pattern Recognition
      * Disrupt Undead        * Shield
      * Prestidigitation
      * Resistance
      * Touch of Fatigue
[/sblock]
 
Last edited:

grufflehead

First Post
Laughing Bert

EDIT: temporary fault
3O2uy
 
Last edited:

Leif

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

These are raw stats not adjusted for race or anything else:
Stat Roll
 
Last edited:

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