Pathfinder: Burnt Offerings [hewligan's game]

hewligan

First Post
Our True Heroes (we hope!)

  • Jokad The Reaver, Shoanti Human, Shadde Quah - Axe Clan Barbarian, Level 1. Frostrune
  • Danth Brinfield, favored of Sarenae, Human, Cleric, Level 1. Rhun
  • Mandraiv the hermit, free spirit of Desna, Human, Cleric, Level 1, 55 years old. Airwalkrr
  • Kael Saern, Human, Sorcerer, Level 1. Friadoc
  • Jovik, Human, Rogue, Level 1. Fenric
 
Last edited:

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Rhun

First Post
Danth Brinfield, favored of Sarenae

Danth Brinfield, favored of Sarenae

Danth is a handsome, slender young man some six feet in height, and weighing perhaps 12 stone. He has seen perhaps 20 21 winters. His body is muscular and athletic, and he walks easily under the weight of the banded mail armor he wears when expecting trouble. He has bright blue eyes set in a fine-featured face, and a shock of long, bright golden-red hair...unusual in one of Varisian heritage. Danth dresses in loose, comfortable travelling clothes, of fine make since his rise to head the Temple of Sarenae in Magnimar. His wooden shield bears a painting of Sarenae's symbol upon it, and a beautifully wrought scimitar named Crimson Dawn hangs at Danth's side.



As a follower of Sarena, Danth is a warm and compassionate fellow. He is often found sharing the doctrine with others, touching upon the finer points of compassion, redemption, and honesty. Still, he realizes that not all respond warmly in the face of compassion...in those situations, Danth is certainly capable of responding with force.

The young Danth hails from the city of Magnimar. As an orphan whose parents died of disease, Danth was lucky enough to find a place for himself within the church of Sarenae. Indeed, some believed him favored of the goddess, due to his unusual flame red hair. His potential was quickly recognized, and soon enough he found himself a place among the clerics of the church, slowly learning the ways of the Dawnflower.

Most recently, the High Priest of Sarenae approached the young cleric, and asked him to attend the dedication of a new church in the small town of Sandpoint. Danth accepted the assignment, looking forward to the chance to get out and see some of the world. His fairly short trip from Magnimar was uneventful, but his stay in Sandpoint was anything but uneventful.

The church dedication was raided by goblins, and Danth found himself joining forces with some others of like mind...they succeeded in driving off the goblins, and during the ensuing investigation, found a threat much greater. Through force of will, faith and strength of arm, the new companions ended the great threat against Sandpoint, and found themselves heroes, rewarded with the honor of being recognized as Wolves of Sandpoint.


Neutral Good Human Male
Cleric 6
XPs: 10,000

Stats
Str 14 (+2) (6 points)
Dex 12 (+1) (4 points)
Con 14 (+2) (6 points)
Int 10 (+0) (2 points)
Wis 17 (+3) (6 points, +3 level increases)
Cha 12 (+1) (4 points)

General
HP: 45 (8+25+12 CON)
AC: 20 (10 base + 6 armor + 2 shield + 1 dex +1 ring)
Initiative: +1
Move: 20' (30’ base)

Combat
BAB: +4
Melee: +6
Ranged: +5

Morningstar +6 (1d8+2/x2)
Scimitar, +1 flaming +7 (1d6+3/18-20 + 1d6 fire)


Saves:
Fort: +8 (5 base + 2 con + 1 resistance)
Ref: +7 (2 base + 1 dex + 3 feats + 1 resistance)
Wil: +9 (5 base + 3 wis + 1 resistance)


Skills:
- Concentration +9 (7 ranks, +2 con)
- Diplomacy +11 (8 ranks, +1 cha, +2 feat)
- Heal +8 (5 ranks, +3 wis)
- Knowledge (religion) +6 (6 ranks, +0 int)
- Spellcraft +1 (1 rank, +0 int)


Languages:
- Common
- Varissian


Feats:
- Lightning Reflexes
- Spell Focus: Conjuration
- City Born (Magnimar) - Free Varissian Feat
- Divine Vigor (Spend turn attempt to gain +12 temp hit points and +10' movement for 1 minute)
- Extra Turning


Class Features:
- Aura
- Spells
- Spontaneous casting ("cure" spells)
- Turn Undead (8/day (4 base + 4 feat, turn check 1d20+3, turn damage 2d6+6)
- Domains:
--- Healing (Healing spells are cast at +1 caster level)
--- Sun (Greater turning 1/day)


Racial Features:
- Bonus feat
- Bonus skill points


Spells per Day
- Level 0 (DC13): 5
- Level 1 (DC14): 4+1
- Level 2 (DC15): 4+1
- Level 3 (DC16): 3+1


Current Spells Readied
- Level 0: Detect Magic x2, Light, Guidance, Resistance
- Level 1: Command, Bless, Shield of Faith, Bless + (d) Cure Light Wounds
- Level 2: Cure Moderate Wounds, Deific Vengeance (CD), Remove Paralysis, Hold Person + (d) Heat Metal
- Level 3: Summon Monster III, Magic Circle vrs Evil, Dispel Magic + (d)Searing Light



Arms, Armor and Equipment:
Banded Mail, masterwork (420gp, 35lb)
Breastplate (Sandpointe Armory) 30lb (sold, 1/2 value)
Scale mail - Left in Town 50gp 30lb (sold, 1/2 value)
Shield, heavy wooden 7gp 10lb
Ring of Protection +1
Cloak of Resistance +1
Crimson Dawn, +1 flaming scimitar ??gp 2lb
Morningstar 8gp 6lb
Spiked gauntlet 5gp 1lb
Sickle 6gp 2lb (sold, 1/2 value)
Crossbow, light 35gp 4lb
20 bolts 2gp 2lb
Holy symbol, wooden 1gp -
Traveler’s Clothing - Worn
Holy symbol, gold (magnificiently wrought, approximately 100gp)
Backpack 2gp 2lb
- Bedroll 1sp 5lb
- Lamp, common 1sp 1lb
- Oil, 6 pints 6sp 6lb (used)
- Oil, 3 4 pints 4sp 4lb
- Sacks, 2 2sp 1lb
- Waterskin 1gp 1lb
- Holy symbol 1gp -
- Everburning torch (from Thistletop)
Pouch, belt 1gp 0.5lb
- Chalk, 3 pieces 3cp -----
- Flint & steel 1gp -----
- 30pp, 276gp, 13sp, 17cp - 4.92lb
- Potion (message, CL3)


Encumberance: 73lb (Medium)

[sblock=Deific Vengeance]
Conjuration (Summoning)
Level: Cleric 2
Casting Time: 1 Standard Action
Range: Close (25' +5' per 2 levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

Spell inflicts 1d6 damage per two caster levels (max5d6), or 1d6 per caster level if the target is undead (max 10d6). The attack automatically hits. A successful will save reduces damage to half. [/sblock]

[sblock=Common Summons]
[sblock=Celestial Bison]Size/Type: Large Magical Beast
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+9)
Full Attack: Gore +8 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite Evil 1/day (+5 damage)
Special Qualities: Low-light vision, scent, darkvision 60', damage reduction 5/magic, resistance to acid, cold & electricity 5, spell resistance 10
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance[/sblock]
[/sblock]
 
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hewligan

First Post
Rhun said:
Danth Brinfield, favored of Sarenae

Quick review - looks perfect. Checked skill points, feats, saves, etc., and no obvious problems. His picture is a nice touch - snake hipped!

You do need to select your spells, although of course you can sacrifice them for "cure" spells, so i wouldn't waste any slots on cure.
 

frostrune

First Post
Jokad the Reaver

JOKAD

Appearance



Jokad is a towering lanky youth just starting to fill out his impressive frame. Swarthy skinned and blue eyed he keeps his head cleanly shaved in accord with the Shoanti traditions. Tattoed on his inner forearms are several vaguely animal shaped runes; one for each of the rites of manhood he passed to become a full fledged warrior of the Shadde Quah. As further evidence of his allegience he proudly bears the 'Brand of the Axe' on his upper right arm.

During his stay among the civilized lands he has adopted a more Varisian style of dress. His recent successful adventures has further fleshed out his wardrobe, making him look more the noble warrior than lawless savage. He now wears a fine silvered breastplate with a large wolf's head etched upon the breast and intricately carved wolf skull shoulder plates over a heavy burgundy tunic. Soft woolen breeks tuck neatly into his calf high soft soled boots. Gilded armbands encircle his mighty arms and heavy brass studded leather bracers lend strength to his wrists. He is seldom seen without his hard won magical sword belted at his waist.
Backstory

[sblock]Born into a nomadic clan of the Shadde Quah tribe he was forever pressing the elders of what lay beyond the next peak. When the rare trader came to camp, Jokad was drawn to the exotic stranger like a magnet and was mesmerized by the stories of glorious cities and wonderous magics. His parents tried to squash his 'foolish' dreams but the harder they pressed the more stubborn he became. His value to the Clan was great. He was growing into a powerful warrior and hunter. But he was not happy. He longed to explore and when that next trader arrived in late spring he left with him and has not looked back.

Jokad has spent the last few months with Durgam and his small trade expedition travelling the steppes, down the Storval Stair, along the Lampblack River to the lake towns of Wolf's Ear and Galduria before making an ill fated overland trek to Sandpoint.

About three days out of Sandpoint and deep into the wilds, Gorum's small band ran afoul of a hungry male owlbear. Jokad awoke to the terrified squeal of one of the pack animals being ripped asunder as the massive creature stormed into their camp. Gorum and his men were used to hard living and had seen their share of battles, but caught unawares they were at a severe disadvantage. Spears flew and bows twanged but two of the men were down within seconds. Gorum and Jokad squared off against the menacing beast and managed to give better than they got... for a time. A back hand swat launched Jokad into the trunk of a tree breaking ribs and stunning him for second. The grisled Gorum saved the young barbarian by drawing the beast fully toward him and paid for it dearly. Gorum took its eye but nearly lost his leg for the effort. The enraged beast blindly crashed off into the woods to lick its wounds but Gorum was nearly dead.

Recovering quickly Jokad staggered to his feet and help Gorum staunch the flow of blood. Hastily grabbing a few items from camp Jokad hoisted Gorum to his feet and together they stumbled off into the darkness before the owlbear or the numerous wolf packs came back for the kill.

Together they stumbled into Sandpoint some 6 days later; dirty, hungry, and Gorum suffering from a fever from the infected wound. The local priest, tried to help Gorum but he was too far gone and slipped comfortably into death 2 days later. Jokad was now alone in a foreign land amongst strangers.

That was two weeks ago.

Jokad has remained in Sandpoint to repay his honor debt to the priest for his efforts. Not a craftsman by nature, Jokad has assisted Abstalar in getting the new church ready for its grand opening. He has generally kept a low profile about town but is growing more comfortable with the townsfolks' accepting manor. His debt is almost repaid and the young giant is unsure where his steps will lead next.[/sblock]


Race: Human
Gender: Shoanti Male
Class: Barbarian 5/ Ranger 2 (Shadde Quah - Axe Clan)
Age: 19
Height: 6' 5"
Weight: 220 lbs
Alignment: Neutral Good

Abilities:

Str: 18 +4 mod
Dex: 14 +2 mod
Con: 15 +2 mod
Int: 10
Wis: 10
Cha: 12 +1 mod


AC: 22 (10+ 8 armor + 2 shield +2 dex)

HP: 72 (5d12+2d10+14 CON+5 favored class)

Initiative: +2

Base Attack Bonus: +7/+2

Speed: 40 ft (30’ in armor)

Saving Throws:
FOR: 9 (7 base + 2 con)
REF: 6 (4 base + 2 dex)
WIL: 3 (1 base+ 0 wis + 2 iron will)

Attacking:
CMB: +11

CMD: +13

“Impaler of Thorns” +1 spear [special] melee (+12/+7 to hit, 2d6+5 dmg)
ranged (+10 to hit, 2d6+5 dmg)

Pulse of Despair (1/day wielder can invoke a Pulse of Despair – all creatures in a 30’ radius must make a WIL save DC 16 or be ‘shaken’ for 6 minutes, creature actually struck by the spear when the power is invoked must make a 2nd DC 16 WILL save or be nauseated for 1 rd)

“Whitefire” +1 Flaming Longsword (+12/+7 to hit, d8+5 + 1d6 fire dmg)

Battle Axe (+11/+6 to hit, d8+4 dmg)

MW Long Bow, Mty +3 (+10/+5 to hit, d8+3 dmg)

Skills: (only those with ranks or misc mods)

Intimidate: +13 (7 ranks + 3 trained + 1 CHA + 2 totem spirit)
Climb: +8 (4 ranks +3 trained + 4 STR - 3 armor check)
Acrobatics: +8 (6 ranks +3 trained + 2 DEX - 3 armor check)
Perception: +10 (7 ranks + 3 trained)
Survival: +10 (7 ranks + 3 trained)
Ride: +9 (4 ranks + 3 trained + 2 DEX)
Stealth: +7 (5 ranks + 3 trained +2 DEX - 3 armor check)


Class Features:
Rage (15 rds/ day)
Rage Powers: Intimidating Glare, Renewed Vigor
Fast Movement +10ft
Uncanny Dodge (retain DEX bonus to AC)
Improved Uncanny Dodge (Can’t be flanked)
Trap sense +1
Wild Empathy
Track +1
Favored Enemy +2 (Humanoid - giants)


Feats: (1 for 1st level, 1 for race, 1 regional bonus, 3rd, 5th, 7th)
Totem Spirit (Shadde-Quah) - Rage last 1 additional rd, +2 intimidate
Power Attack - 1st
Cleave - 1st human bonus
Iron Will - 3rd
Great Cleave - 5th
Quick Draw - RGR bonus
Vital Strike - 7th

Equipment:

Explorers outfit
+2 Breastplate Armor (wolf motif)
Heavy wooden shield
Impaler of Thorns (+1 spear of despair)
Whitefire (+1 flaming longsword)
battle axe*
throwing axe
*MW Composite Longbow (MTY +3)
(15) arrows

Backpack
bedroll
sack
waterskin
(2) sunrod
Badge and writ (Wolves of Sandpoint)

belt pouch
flint & steel
whetstone
(1) potions of speak with animal



Carrying Capacity:
Light Load: 86 lbs Weight carried: 75 lbs
Med Load: 173 lbs
Heavy Load: 260 lbs

Languages:
Common
Shoanti

Money:

138 gp, 13 sp

1000 gp in chest buried outside Sandpoint

XP: 21000/28000



MIST

Beautiful gray Korvosan trained warhorse with gentle eyes and a quick mind. He is fitted out in full, quality, military kit with sturdy saddle, bit & bridle, heavy blanket, and saddle bags. When travelling, Jokad’s bow, quiver, battle axe, shield, and most of his mundane gear hang from the saddle.

[sblock]Warhorse, Heavy
Size/Type:
Large Animal

Hit Dice:
4d8+12 (30 hp)

Initiative:
+1

Speed:
50 ft. (10 squares)
Armor Class:
14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13

Base Attack/Grapple:
+3/+11

Attack:
Hoof +6 melee (1d6+4)

Full Attack:
2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)

Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent

Saves:
Fort +7, Ref +5, Will +2

Abilities:
Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills:
Listen +5, Spot +4

Feats:
Endurance, Run

Environment:
Temperate plains
Organization:
Domesticated
Challenge Rating:
2
Advancement:

Level Adjustment:

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity
A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds. [/sblock]


3.5 version
[sblock]Race: Human
Gender: Shoanti Male
Class: Barbarian 4/ Ranger 2 (Shadde Quah - Axe Clan)
Age: 17
Height: 6' 5"
Weight: 220 lbs
Alignment: Neutral Good

Abilities:

Str: 18 +4 mod
Dex: 14 +2 mod
Con: 15 +2 mod
Int: 10
Wis: 10
Cha: 12 +1 mod


AC: 19 (10+ 5 armor + 2 shield +2 dex)

HP: 55 (4d12+2d8+8)

Initiative: +2

Base Attack Bonus: +6/+1

Speed: 30 ft

Saving Throws:
FOR: 9 (7 base + 2 con)
REF: 6 (4 base + 2 dex)
WIL: 3 (1 base+ 0 wis + 2 iron will)

Attacking:
Grapple: +10

+1 Flaming Longsword (+11/+6 to hit, d8+5 + 1d6 fire dmg)

Battle Axe (+10/+5 to hit, d8+4 dmg)

Unarmed (+10/+5 to hit, d6+4 dmg)

MW Long Bow, Mty +3 (+9/+4 to hit, d8+3 dmg)

Skills: (only those with ranks or misc mods)

Intimidate: +10 (7 ranks + 1 CHA + 2 totem spirit)
Climb: +6 (5 ranks + 4 STR - 3 armor check)
Jump: +6 (5 ranks + 4 STR - 3 armor check)
Listen: +9 (9 ranks)
Spot: +6 (6 ranks)
Survival: +9 (9 ranks)
Ride: +5 (3 ranks + 2 DEX)
Move Silently: +5 (6 ranks +2 DEX - 3 armor check)


Class Features:
Rage (2/day - 8 rounds)
Fast Movement +10ft
Uncanny Dodge (retain DEX bonus to AC)
Trap sense +1
Wild Empathy
Species Enemy (+2 vs giants)
Combat Style (2-weapon)

Feats: (1 for 1st level, 1 for race, 1 regional bonus, 3rd, 6th)
Totem Spirit (Shadde-Quah) - Rage last 1 additional rd, +2 intimidate
Power Attack
Cleave
Iron Will
Track
Improved Unarmed Strike

Equipment:

Explorers outfit
MW Breastplate Armor
Heavy wooden shield
Whitefire (+1 flaming longsword)
battle axe
throwing axe
MW Composite Longbow (MTY +3)
(15) arrows

Backpack
bedroll
sack
waterskin
(2) sunrod
Badge and writ (Wolves of Sandpoint)

belt pouch
flint & steel
whetstone
(1) potions of speak with animal



Carrying Capacity:
Light Load: 86 lbs Weight carried: 72 lbs
Med Load: 173 lbs
Heavy Load: 260 lbs

Languages:
Common
Shoanti

Money:

17 gp, 13 sp

XP: 15000/21000 [/sblock]
 
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hewligan

First Post
frostrune said:

Looks complete. Just do me a favour and put a few words beside each feat to list what it does (in technical terms). Saves me forgetting and looking up all the time.
 

airwalkrr

Adventurer
MANDRAIV
Old male human cleric 2
NG humanoid (human)
Age 55
Height 180 lbs.
Weight 5’ 11”
Init –1; Senses Listen +3, Spot +3
Languages Common, Goblin, Thassilonian, Varisian
AC 14, touch 9, flat-footed 14
hp 13 (1 HD)
Fort +3, Ref –1, Will +6
Speed 20 ft. in scale mail (4 squares), base movement 30 ft.
Melee morningstar +1 (1d8)
Base Atk +1; Grp +1
Special Actions turn undead 4/day
Combat Gear scroll of cure light wounds (CL 2nd)
Cleric Spells Prepared (CL 1st):
1st (3+1)—bless, bless, command (DC 15), longstrider
0 (4)—detect magic, guidance, mending, virtue
Deity: Desna. Domains: Luck (reroll d20 1/day), Travel (freedom of movement 2 rds./day; automatic when hindered)
Abilities Str 11 (+0), Dex 8 (-1), Con 10 (+0), Int 16 (+3), Wis 17 (+3), Cha 12 (+1)
Feats Skill Focus (Knowledge [history]), Spell Focus (enchantment), Varisian Tattoo (+1 caster level to enchantment; daze 1/day; DC 11)
Skills Concentration +5, Diplomacy +5, Heal +7, Knowledge (arcana) +5, Knowledge (history) +11, Knowledge (religion) +6, Knowledge (the planes) +6, Profession (fisherman) +5, Spellcraft +5
Possessions combat gear plus scale mail, light wooden shield, morningstar, backpack, belt pouch, bedroll, flint and steel, hemp rope 50 ft., sunrod, activated sunrod, trail rations (10 days), waterskin, silver holy symbol of Desna, 54 gp
XP 1,150

[sblock=Background]Mandraiv the wise, known to most folk in Sandpoint as Mandraiv the hermit, has lived a full life. He once spent a great deal of time traveling up and down the coast with a band of performers serving as their wiseman and seer when the need arose. However, his traveling days have come to an end. Though his heart still beats with wanderlust, his creaking old bones tell him perhaps it is time to retire. Were it not for a bit of rheumatism that causes him to move a little slowly, he would still be wandering the lands with his band. He has spent the last two years in Sandpoint living in a crudely built shanty just outside of town and making a quiet livelihood fishing. He occasionally hosts visits from Varisian relatives but mostly he lives secluded and alone. His wife died at the youthful age of 23 giving birth to their first son, who died of fever at age 2. He never remarried.

Inside his shanty within a battered old chest lies his armor and morningstar. He once wore them for protection whenever his old traveling band went down dangerous roads, but he rarely needed it. He has kept it because a part of him still hopes it might someday be put to good use. As a priest of Desna, he was taught to use them in defense of liberty, but he was never given the opportunity to serve such a pious duty. Even now he wonders if there might still be hope.

His body is tattooed in the traditional Varisian fashion and he takes his culture very seriously. He makes daily prayers to Desna in the traditional fashion and recognizes many spirits in the land that serve a variety of purposes. Perhaps the most interesting thing about him is his love of old tales and legends. He has traveled Varisia for many decades and has picked up history lessons in every place he has visited. He is only too happy to regale a visitor with fantastic stories of heroes and magic in times long past. He is good-natured, if not a bit piteous for his now-sedentary life when he clearly wishes he was still traveling with his troupe. His one wish is that before he dies, he might have an opportunity to serve some great deed for the Song of Spheres so that his own story might one day be worth telling.[/sblock]

I elaborated upon the adventurer's kit. It is just an assortment of mundane items from the PH that every adventurer should have that costs exactly 15 gp. It is listed in the PH2. I did it as a space-saver, but I detailed the items in full now.
 
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airwalkrr

Adventurer
Oh and to answer your question about the ability scores, I used the old age bonuses/penalties on top of 28 point buy. He has a -3 to all physical scores and +2 to all mental scores. I wanted him to learned and wise but relatively feeble, considering he was in great shape when he was younger (a bit more like Danth).
 

Friadoc

Explorer
Kael Saern

Code:
Pathfinder Version
[B]Name:[/B] Kael Saern
[B]Class:[/B] Sorcerer (Favored Class)
[B]Race:[/B] Human (Varisian)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Desna

[B]Str:[/B] 10 +0 (02p.)     [B]Level:[/B] 7         [B]XP:[/B] 
[B]Dex:[/B] 14 +2 (06p.)     [B]BAB:[/B] 3          [B]HP:[/B] 42 (8+30+4)
[B]Con:[/B] 12 +1 (04p.)     [B]CMB:[/B] 3           [B]Dmg Red:[/B] 
[B]Int:[/B] 12 +1 (04p.)     [B]CMD:[/B] 15            [B]Speed:[/B] 30'       
[B]Wis:[/B] 12 +1 (04p.)     [B]Init:[/B] +6         [B]Spell Save[/B] +3
[B]Cha:[/B] 17 +3 (10p.)     [B]ACP:[/B]          [B]Spell Fail:[/B] 

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +0    +0    +0   12 
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1   +     +3
[B]Ref:[/B]                       2    +2   +     +4
[B]Will:[/B]                      5    +1   +     +6

[B]Weapon                  Attack   Damage     Critical   Range    [/B]
Sling                       +5       1d4        x2         50 ft.
Dagger                     +3/+5     1d4        19-20x2    10 ft.
Quarterstaff                +3       1d6        x2

[B]Languages:[/B] 
Common, Varisian, Shoanti
[B]Abilities:[/B]
 Arcane Spell Casting (Spontaneous)
Bloodline (Arcane)
Cantrips
Eschew Materials
[B]Feats:[/B]
 Alertness (via Familiar bond)
Brew Potion, Combat Casting
Spell Focus (Transmutation)
Varisian Tattoo (Transmutation: Mage Hand)
Improved Initiative (bloodline feat)
Weapon Focus: Ray

[B]Skill Points:[/B] 77       [B]Max Ranks:[/B] 7
[B]Skills                   Ranks  Mod  Misc  Class  Total[/B]
Appraise                   1      +1          +3    +5
Bluff                      1      +3          +3    +7
Craft (Alchemy)            2      +1          +3    +6
Fly                        0      +0                +0
Knowledge (arcana)         7      +1          +3    +11
Perception                 5      +1                +6
Profession                 0      +1                +1
Sleight of Hand            2      +2                +4
Spellcraft                 7      +1          +3    +11
Stealth                    5      +2                +7
Use Magic Device           1      +3          +3    +7

[B]Bloodline (Arcane)[/B]: 
Bloodline Arcana
Bloodline Power (Arcane Bond: Familiar)
Metamagic Adept
[B]Spells[/B]:
[I]0-level - At Will - DC 13[/I]: 
Acid Splash
Arcane Mark
Detect Magic
Light, Mending
Message
Ray of Frost
[I]1-level - 7 per day - DC 14[/I]: 
Feather Fall
Identify (Bloodline Bonus)
Mage Armor
Magic Missle
Shield
Ray of Enfeeblement
[I]2-level - 7 per day - DC 15[/I]: 
Darkvision
Invisibility (Bloodline Bonus)
Scorching Ray
Web
[I]3-level - 5 per day - DC 16[/I]: 
Fireball
Invisibility Sphere
Dispel Magic (Bloodline)    
[B]Magic Items[/B]:
 Wand of Shocking Grasp
Wand of produce flame (34 charges)
Wand of silent image (5 charges),
Wand of magic missiles (38 charges, CL 1st)
Scroll of sleep
Scroll of comprehend languages, 
Scroll of mirror image
Scroll of see invisibility
Scroll of whispering wind 

[B]Familiar[/B]: 
Name: Mal Type: Dog Hit Dice (Hit Points): 1d8+2 (10 hp)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 15, flat-footed 15
Attack(s): Bite +2 melee (1d4+1) Full Attack: Bite +2 melee (1d4+1)
Abilities: Str 13, Dex 17, Con 15, Int 9, Wis 12, Cha 6
Saving Throws: Fort +4, Ref +5, Will +1
Skills: Jump +7, Listen +5, Spot +5, Survival +1 Speed: 40 ft.
SQ: Empathic Link, improved evasion, low-light vision, scent, shared spells, can speak with master, speak with animals of its kind   

Equipment on Self: Cost Weight
Explorer's Outfit N/A N/A
Pouch, belt 1gp .5lb
Scarf, pocketed 8gp 2lb
Scarf, reinforced 10gp 2lb
Backpack 2gp 2lb
Dagger 2gp 1lb
Quarterstaff - 4lb
Sling - 0lb
-Bullet (20) 2sp 10lb
Case, scroll or map 1gp .5lb
Waterskin 1gp 4lb
Total Weight:25b Money: 98gp 13sp 7cp

Lgt Med Hvy Lift Push
Max Weight: 0-33 34-66 67-100 200 500

Equipment on Cart: Cost Weight
Cart 15gp 200lb
Bedroll 1sp 5lb
Blanket, winter 5sp 3lb
Scholar's Outfit 5gp 6lb
Canvas, 10 sq.ft. 1gp 10lb
Chalk, 10 10cp -
Chest 2gp 25lb
Firewood (1 day) 1cp 20lb
Flask, Oil 1sp 1lb
Lamp, Common 1sp 1lb
Grappling Hook 1gp 4lb
Rope, Hemp 100 ft. 2gp 20lb
Ink, 1 vial 8gp -
Inkpen 1sp -
Parchment, 20 Sheets 2gp -
Rations, Trail(4 days) 2gp 4lb
Sacks, empty, 3 3sp 1.5lb
Soap, 1lb 5sp 1lb
Tent 10gp 20lb
Torch, 10 1sp 10lb
Whetstone 2cp 1lb
Total Weight:332.5lb (132.5 w/o Cart)

[B]Age:[/B] 18
[B]Height:[/B] 5'11"
[B]Weight:[/B] 172 lbs
[B]Eyes:[/B] Amber
[B]Hair:[/B] Dark Auburn
[B]Skin:[/B] Olive
[sblock=3.5 version]Name: Kael Saern
Class: Sorcerer
Race: Human (Varisian)
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Desna

Str: 10 +0 (02p.) Level: 6 XP: 15,000
Dex: 14 +2 (06p.) BAB: +3 HP: 25 (+5, +4, +4, +4, +4, +4)
Con: 12 +1 (04p.) Grapple: +1 Dmg Red:
Int: 12 +1 (04p.) Speed: 30' Spell Res:
Wis: 12 +1 (02p.) Init: +2 Spell Save: +3
Cha: 17 +3 (10p.) ACP: -X Spell Fail: 00%

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +0 +0 +2 +0 +0 +0 12
Touch: 12 Flatfooted: 10

Base Mod Misc Total
Fort: +2 +1 +3
Ref: +2 +2 +4
Will: +5 +1 +6

Weapon Attack Damage Critical Range
Sling +4 1d4 x2 50 ft.
Dagger +2/+4 1d4 19-20x2 10 ft.
Quarterstaff +2 1d6 x2

Familiar:
Name: Mal Type: Dog Hit Dice (Hit Points): 1d8+2 (10 hp)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 15, flat-footed 15
Attack(s): Bite +2 melee (1d4+1) Full Attack: Bite +2 melee (1d4+1)
Abilities: Str 13, Dex 17, Con 15, Int 8, Wis 12, Cha 6
Saving Throws: Fort +4, Ref +5, Will +1
Skills: Jump +7, Listen +5, Spot +5, Survival +1 Speed: 40 ft.
SQ: Empathic Link, improved evasion, low-light vision, scent, shared spells, can speak with master



Languages: Common, Varisian, and Shoanti

Abilities: Arcane Spell Casting, Summon Familiar

Feats:
Alertness (via Familiar bond)
Brew Potion
Combat Casting
Scribe Scroll
Spell Focus (Transmutation)
Varisian Tattoo (Transmutation: Mage Hand)

Skill Points: 16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Bluff 1 +3 +4
Concentration 5 +1 +6
Craft (Alchemy) 2 +1 +3
Hide (cc) 2 +2 +4
Knowledge (arcana) 4 +1 +5
Listen 2 +0 +5 +7
Move Silently (cc) 2 +2 +4
Sleight of Hand (cc) 1 +2 +3
Search (cc) 1 +1 +2
Spellcraft 5 +1 +6
Spot 2 +0 +2 +4

Spells per Day Spells Known Spell Save: +3
0-level 6 7 13
1st-level 6 4 14
2nd-level 6 2 15
3rd-level 4 1 16

Spells

0-level

Acid Splash, Arcane Mark, Detect Magic, Light, Mending, Message, Ray of Frost

1st-level

Feather Fall, Identify, Mage Armor, Magic Missle

2nd-level

Invisibility, Scorching Ray

3rd-level
Fireball
Foci and Material Components
Short length of copper wire, several (Message)

Magic Items:
Wand of Shocking Grasp
Wand of produce flame (34 charges)
wand of silent image (5 charges)
Wand of magic missiles (38 charges, CL 1st)
Scroll of sleep
Scroll of comprehend languages
Scroll of mirror image
Scroll of see invisibility
Scroll of whispering wind
Pathfinder journal

Equipment on Self: Cost Weight
Explorer's Outfit N/A N/A
Pouch, belt 1gp .5lb
Scarf, pocketed 8gp 2lb
Scarf, reinforced 10gp 2lb
Backpack 2gp 2lb
Dagger 2gp 1lb
Quarterstaff - 4lb
Sling - 0lb
-Bullet (20) 2sp 10lb
Case, scroll or map 1gp .5lb
Waterskin 1gp 4lb
Total Weight:25b Money: 98gp 13sp 7cp

Lgt Med Hvy Lift Push
Max Weight: 0-33 34-66 67-100 200 500

Equipment on Cart: Cost Weight
Cart 15gp 200lb
Bedroll 1sp 5lb
Blanket, winter 5sp 3lb
Scholar's Outfit 5gp 6lb
Canvas, 10 sq.ft. 1gp 10lb
Chalk, 10 10cp -
Chest 2gp 25lb
Firewood (1 day) 1cp 20lb
Flask, Oil 1sp 1lb
Lamp, Common 1sp 1lb
Grappling Hook 1gp 4lb
Rope, Hemp 100 ft. 2gp 20lb
Ink, 1 vial 8gp -
Inkpen 1sp -
Parchment, 20 Sheets 2gp -
Rations, Trail(4 days) 2gp 4lb
Sacks, empty, 3 3sp 1.5lb
Soap, 1lb 5sp 1lb
Tent 10gp 20lb
Torch, 10 1sp 10lb
Whetstone 2cp 1lb
Total Weight:332.5lb (132.5 w/o Cart)

Age: 17
Height: 5'11"
Weight: 172lb
Eyes: Amber
Hair: Dark Auburn
Skin: Olive

2nd-level Increases


BAB +1
HP +4
Will +1
Wis +1
0-level spell Acid Splash added
Craft (alchemy) +1
Search +1

3rd-level Increases

Fort +1
Ref +1
HP +4
An additional 1st-level spell per day
An additional 1st-level known spell - Alarm was selected
FEAT - Brew Potion
Spent 3 SP on the following:
+1 Spot
+1 Listen
+1 Spellcraft


Increases to Mal
+1 Natural Armor
+1 to Int score
Can now deliver touch spells

4th Level adjustments for Kael and Mal.

BAB +1
Will +1
Wis +1
HP +4
+1 1st level spell per day
+3 2nd level spells per day (gains access to 2nd level spells)
+1 0-level spell known
+1 2nd level spell known
+3 Skill Points (+1 to knowledge arcana, spellcraft, and spot)

Spells added:

0-level - Light
2nd level - Scorching Ray

Exchange 1st level Alarm for 1st Level Identify, per allowance of 4th level.

5th Level adjustments for Kael and Mal.

HP +4
+1 2nd level spell per day
+1 1st level spell known
+1 2nd level spell known
+3 Skill Points (+1 to hide, listen, move solently)

1st-level spell addition:
Mage Armor

2nd-level spell addition:
Invisibility

Spells added:

Adjustments to Mal
+3 Natural Armor Total
Int is 8
Can now Speak with Master

6th level adjustments for Kael and Mal

HP +4
BAB +1
Fort +1
Ref +1
Will +1
+3 Skill Points (+3 concentration)
+1 feat (Combat Casting)
+1 Charisma

Spells per Day
+1 2nd
+4 3rd

Known Spells
+1 0-level (Arcane Mark)
+1 3rd-level (Fireball)
[/sblock]
[sblock=Kael's Appearance]

Kael Saern has a pleasant look about him, which may be due to his catlike amber eyes, dusky varisian complextion, or easy smile that is usually upon his face that is framed by dark auburn locks that hanf loosely about his neck and shoulders. Of average height and build, Kael looks like a young varisian male recently caught by wanderlust, a fact emphisised by his first adult beard; a trimmed mustache and goatee add to his smile with the same golden-red hue that is upon his head. Varisian tattoos are displayed on various places on the young man's body, often peaking out on his neck and wrists from beneath clothing, as well as a prominent one on his right hand.

He is dressed like an explorer in clothes that are more road worn than you would think about such a young man. The tones are virbant, yet earthy in a mix of browns, greens, and yellows found in nature. His leather boots are a reddish-brown with a brass ring on either side of the ankle that offset the more yellow-brown of his leather breeches. Tucked into the breeches is a green shirt with a pocketed brown leather vest worn over it. About his waist is a dark brown leather belt pouch, with a simple varisian sash worn just above it. Over all of this is a leather long coat that gathers just above his ankles and has another varisian scarf about his neck, worn close if needed.[/sblock]
[sblock=Mal's Appearance] I'm using the real world Akita Inu as a reference for Mal.

Mal stands at just over two feet at the shoulder with a coarse, straight coat of red fawn with a dark muzzle and ears. The vest-like pattern of hair along his torso is mostly red with black stripes through it. His tail curls tightly and is mostly white in color with a red tuft of hair accenting its tip. An uncanny intelligence can be seen in Mal's eyes, which seems unusual until someone learns that he is Kael's familiar.

Mal is never away from Kael's side, unless commanded and even then it takes some doing as the canine is fiercely loyal to his partner.[/sblock]
[sblock=Background]

Born under a full moon, colored crimson, it was known that Kael had the blood about him, which when you add to it his smoldering locks and eyes was almost a guarentee that the young varisian child would grow to be a sorcerer. This fact was more of a guarentee when his parents, Jal and Wren were taken into account; both were adventerous spirits that many swore would never have children due to their wanderlust and not a lack of trying.

Yet, when Wren found herself with child there was no regret for either parent, as they knew their child, boy or girl, would be special and either a successor for the father or mother. Although Kael learned much from both parents, he took more after his mother's mystical ways than his father's skill with hand and shadow. Fortunately, his sister Tauni was born a year later and took quite tightly to the shadows and deft handed skills that Jal taught and loved.

Once the children were old enough, which their parents felt was 12 for Tauni and 13 for Kael, they began to take them exploring old ruins, wilderness, and other places of adventurer. Although many might see this as child endangerment, the family never went anywhere truly dangerous, or at least anywhere they could not escape from rather quickly, and the children enjoyed their learning experiences.

It was during this time that Kael picked up a knack for alchemy, it was mainly out of curiosity and need than any natural ability, but the young man found selling thunderstones and tanglefoot bags a rather unique way of picking up a few coins in the cities and townships they visited.

A year ago Kael decided it was time to see the path on his own and although his parents worried, they knew their son would be alright, plus Wren surprised everyone when she found herself with child rather late in life; Jal said, though, that it wasn't for a lack of trying. It was a year or more prior to this that Kael bonded with Mal, a varisian hound, that came to him when he cast the spell seeking a familiar. The pup was feeding from his mother, not yet weened, when he broke away from the litter and ran across the came until he found Kael.

Over the course of the next year Kael, Mal, and his cart, pulled by a horse named Sarle, travelled with several varisian caravans in the area north of the Yondabakari River and between Ember Lake and the Varisian Gulf, including stopping over in Sandpoint a time or two. Kael, though, was feeling a pull toward the farther north and he was planning to split from the current caravan he was travelling and join another heading for Ravenmoor and beyond.

However, the best laid plans of mice and men often go astray and have led Kael to the town of Sandpoint, where he recently found himself stranded when his cart was rendered horseless one night. Although the screams awoke young Kael, it was not in time to save his faithful horse, who had stretched her tether outside of the camp for a particular desireable patch of grass.[/sblock]
 
Last edited:

hewligan

First Post
Airwalkrr:

I would appreciate if you could update your character sheet with a couple of things to simplify it for me later:
1) Can you select your spells please
2) Please put your ability modifiers in brackets after each one

Other than that, he checks out well. I like the balance of skills and feats - fits the character well. He probably shouldn't go running into combat, but he will be useful.

Also, I will treat him as a local, so some local knowledge is available to him that I will reveal as and when useful.

Friadoc:

Kael's character sheet is very well laid out and looks perfect. Just one thing: Your cart and equipment is now stored somewhere for a few coppers a night. That is fine, but there is no way that you can carry all that kit with you when we go adventuring, so I am going to assume that when walking about, you don't have the following with you:

firewood, cart, canvas, chest, 100ft of rope, your tent, and all 10 of your torches

If you do plan on carrying any of these items around with you when adventuring on short trips around and out of town let me know. If/when you have to travel further afield, we can discuss buying a mule or horse to drag your cart.
 

hewligan

First Post
Okay, we are getting there, and quite quickly too. We are still waiting for Jovik (Fenris's rogue), but that is not a problem, and I am sure he will post shortly.

My plan is to post a general background post here on Sunday, with info on Sandpoint (cribbed from the Player's guide, so common knowledge and most of you will have read it already), as well as a short lead in for each of you. Then either on Sunday or Monday I will establish the IC thread and a new OOC thread to support the game and make the first post (already largely written) to get the game rolling.

The first scene in the adventure does not require all of the party to be present right at the off, so if our little rogue is not finalised by then we can still start the game and then pull him in as soon as he is ready.

Lastly for today, I am UK based, and I believe most of you are US based, so that means I am between 5 and 7 hours ahead of you in time. This will work quite well as most days I will post during your working day and then wake up to your responses. Of course, it does mean that contacting me at short notice may be a little tricky at times.
 

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