Dr. Si's Curse of the Crimson Throne - Beta Group RG


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Ambrus

Explorer
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Dj'hân
Spryte (Loresong) Faen Dragonfire Adept 5

CG Tiny fey (dragonblood)
Init +3; Senses Low-Light Vision, Perception +9
Languages Common, Halfling, Varisian, Sylvan
============================================
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 nat. arm., +2 size)
hp 60 (5d8 HD; 8,7,4,6,3 + 15 +17)
Fort +7, Ref +5, Will +4
+1 bonus on saving throws against paralysis and sleep
Immune Dragon fear
============================================
Spd 10 ft.; Fly 30 ft. (average)
Melee dagger +2 (1d2)
Ranged sling +7 (1d2)
Base Atk +2; CMB -2; CMD 11
Special Attacks breath weapon
(15-ft cone or 30-ft line of fire; 3d6 damage; Ref DC 17 half)
============================================
Abilities Str 6, Dex 16, Con 17, Int 14, Wis 10, Chr 15
SQ endure exposure (least inv.), draconic knowledge (least inv.),
frost breath (breath effect), slow breath (breath effect), scales +2, dragonkin
Feats Dragontouched, Entangling Exhalation, Metamorphosis, Ability Focus
Traits Unhappy Childhood (Tortured)
Skills Diplomacy +9, Fly +11, Knowledge (arcana) +12,
Knowledge (dungeoneering) +12, Knowledge (engineering) +8,
Knowledge (geography) +12, Knowledge (history) +12, Knowledge
(local) +16, Knowledge (nature) +12, Knowledge (nobility) +12,
Knowledge (planes) +12, Knowledge (psionics) +8, Knowledge
(religion) +12, Perception +9, Sense Motive +4, Spellcraft +12,
Stealth +16, Use Magic Device +10
Gear explorer's outfit, bell, 5 candles, chalk, charcoal, fishhook,
3 flasks (3 lb.), 15 flasks of alchemist's fire (15 lb.), 3 smokesticks,
tanglefoot bag, 20 tindertwigs, 3 flasks of holy water (3 lb.), flour (1 lb.),
manacles (2 lb.), ring of keys, sewing needle, 5 sheets of parchment,
scroll case (0.5 lb.), signal whistle, 50-ft. of silk rope (5 lb.), sun rod (1 lb),
5 med. trail rations (5 lb.), med. waterskin (4 lb), 5 med. cold iron longbow
arrows (0.75 lb.), 5 med. cold iron heavy crossbow bolts (0.5 lb.), 2 med.
cold iron daggers (2 lb.), Zalara's Harrow deck, Ioun stone (dull gray)
of continual flame, wand of acid splash (26 ch.), wand of cure
light wounds (27 ch.), Potion of cure serious wounds, handy liripoop of
holding (5 lb./120 lbs./12 cu. ft.)

============================================
Dj'hân's Treasure 55 platinum crowns, 9 gold sails, 9 silver shields,
8 copper pinch, miniature gold crown (350 gp)
Majenko's Treasure 0 platinum crowns, 507 gold sails, 8 silver shields,
12 copper pinch, bracers of armor +2
Experience 13,700
============================================
Height 16-in. Weight 11 lbs
[sblock=Appearance]Barely knee high to a human, Dj'hân appears as a young halfling boy, roughly ten or twelve years of age. The bedraggled guttersnipe has large blue expressive eyes and tousled russet hair, usually covered by a floppy red cap. Although smooth and unlined, his face is often smudged with dirt or grime. A soft rounded chin and small mouth that dimples at the corners completes the appearance of cherubic innocence. Dj'hân's clothes are somewhat mismatched and threadbare, though still serviceable. His oversized linen tunic is a dirty off-white, and his loose drably colored breeches are patched at the knees. In addition, the street urchin has a sturdy leather jerkin, light slippers, a cloth belt, fingerless woolen gloves and appears unarmed.[/sblock][sblock=Entangling Exhalation]
[BREATH]
You can use your breath weapon to create an entangling
mesh of energy.
Prerequisite: Dragonblood subtype, breath weapon.
Benefit: When you use your breath weapon, you
can choose to enmesh all creatures in its area instead of
producing its normal effect. Your breath weapon deals only
half its normal damage; however, any creature that fails its
save against your breath weapon becomes entangled and
takes an extra 1d6 damage, of the same energy type as
normally dealt by your breath weapon, each round at the
start of your turn. This effect lasts for 1d4 rounds.
If your breath weapon doesn't deal energy damage,
creatures damaged by the initial breath are still entangled
but don't take additional damage on later rounds.[/sblock][sblock=Dragonkin]Dragonkin (Ex): At 4th level, you gain a +4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype (see page 4). You are treated as a dragon for the purpose of determining whether frightful presence can affect you.[/sblock]
 
Last edited:

Neurotic

I plan on living forever. Or die trying.
Edmond Deathwish

Name: Edmond 'Deathwish' merCauthon
Race: Human
Player: Neurotic
Classes: Duskblade 7
Hit Points: 58

1st: 12(CON)+1(CON bonus)+8(class max) +1 (favored class)
Hit points for 2nd level (1d8+1=5) +1 (CON)
Hit points for 3rd level (1d8+2=3)
Hit points for 4th level (1d8+2=6)
Hit points for 5th level (1d8+2=5)
Hit points for 6th (1d8+2=10)
Hit points for 7th level (1d8+2=6)

Experience: 25245
-- level after defeat of Lamm
-- bonus 200 XP for bringing Verrik and others alive
-- bonus 200 XP for one-on-one combat on SpiderKing's ship
-- reward 265 XP for getting love letters of Chelaxian ambasador
-- reward 300 XP for getting Trinia Sabor to safety - 3rd LEVEL
-- reward 2960 XP for Dead Warrens see here - 4th LEVEL
-- reward 200 XP for saving Brianna
-- reward 300 XP for saving Trinnia
-- reward 1200 XP for shutting down Vendra's Lavender cure
-- reward 1200 XP for defeating vampire spawn in Racker's Alley of Old Korvosa
-- reward 2140 XP for freeing mamusia Lela from wererats
2250 XP for clearing out Carowyn Manor of the undead threat
-- reward 800 XP for defeating underwater hag and her sharks
-- reward 3200 XP after the fight with the cultists in the infirmary
-- reward 4040 XP for Fight with Rolth and the cultist in infirmary basement.
Reward 3900 XP for destroying demons and priestess of the cult in infirmary basement

Alignment: Chaotic Good
Speed: Walk 30 ft., 20ft in armor
Languages: Chelaxian (Common), Elven, Thassilonian(Old Tongue), Draconic, Celestial

Stat Score Mod Pts
STR 19 (+4) 10 (+2 racial+1@4th)
DEX 14 (+2) 5
CON 12 (+1) 2
INT 14 +2 (+3) 5 (+2 from headband)
WIS 10 (+0) 0
CHA 8 (-1) -2
--------------------------------------------------------------------------
Total 22-2

Total / Touch / Flat Footed
AC: 21/ 13 / 19
+8 (breastplate +2) +2 (DEX) +1 (ring)

Initiative: +2
BAB: +7
Melee to hit: +11, +12 with Deathwail
Ranged to hit: +9

Fortitude: +5 (base) +1 (con) +2 (cloak) = 8
Reflex: +2(base) +2 (dex) +1(trait)+2 (cloak) = 7
Will: +5(base) +0(wis) +2 (cloak) = 7


[sblock=Skills]
Code:
Skill (Attribute)         Rank              Attrib              Misc                Total
--------------------------------------------------------------------------
Climb (STR)                 0                    4                  -4(armor)         4 (0)
Craft (INT)                  0                    2                  0                      2
Escape Artist(cc)(DEX)  0                    2                -4(armor)                      2 (-2)
Linguistics                   4                   2                   3                      9
(Forgery, Decipher Script etc) (INT)          
Acrobatics(DEX)            2                   2                   -4                    4(0)
(Jump, Balance, Tumble) 
Knowledge(arcana) (INT) 7                   2                   3                      12
Knowledge(religion) (INT)1                   2                   3                      6
Knowledge(nature) (INT) 0                  2                   0                      2
Knowledge(local) (INT)    6                   2                   3                      11
Perception(cc)(WIS)        0                    0                   0                      0
Ride (DEX)                     0                   2                   0                       2
Sense Motive (WIS)         7                   0                   3                      10
Spellcraft (INT)               7                   2                   3                      12
Swimm (STR)                  1                   4                   -8(armor)          5 (-3)
[/sblock]


[sblock=Feats]
Human: Combat Expertise
1st: Improved Trip
Trait: Tortured child (+1 reflex save)
2nd: Combat Casting
3rd: Power Attack
5th: Fascinating illumination grants
hypnotic pattern on casting Dancing Lights
4th: Greater Trip
[/sblock]


[sblock=Special Abilities]
Armored mage - medium armor without arcane failure
Arcane Attunement - cast dancing lights, detect magic, flare, ghost sound, read magic for (3+INT = 6)/day
Arcane Channeling
Quick Cast 1/day - cast one spell as swift action
Spell power +2 - if Edmond injures someone, he gets +2 to pierce his resistance
Armored mage - proficiency with heavy shield

Harrow points 1
Dexterity Rerolls: Spend a Harrow Point to reroll any one
Initiative check, Reflex save, attack roll modified by Dexterity, or
Dexterity-based skill check. You must abide by the new result. You can spend another point to re-roll again.

Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge
bonus to your Armor Class for one encounter. You can use both points to add +2.

Speed Increase: Spend a Harrow Point to increase your
base speed by 10 feet for one encounter. You can only spend one point per encounter in this fashion.

[/sblock]

[sblock=Combat Stats]
Unarmed attack:
to hit: +11
damage: 1d3+4
critical: 20/x2

Guisarme (Deathwail)
to hit +12
damage 2d4 +6
critical 20/x3
Full Power attack: 2d4+12
[/sblock]

[sblock=Equipment]
Name Price QTY LBS
Guisarme 309 1 12
Breast plate 200 1 30
Chain shirt +1 0 1 25


Basic Adventuring gear

Silversheen (1 vial) - spent of wererats
Acid flask (1 vial)
Potion of cure moderate wounds (1 vial)
Potion of cure serious wounds

Silver dagger of unknown properties

Money left: ~15 gp
Money earned:
[sblock=Lamm]
Ivory scrimshaw kraken – 200 gp (sold)
Vial of Silversheen – 125 gp (sale price)
Garnet necklace – 100 gp (sold)
Edmond's signet ring – 2.5 gp (sale price) - NOT FOR SALE
3 flasks of acid – 15 gp (sale price) - 2 sold
TOTAL: 330
[/sblock]
[sblock=Verrik]
333.33gp
silver dagger - unknown properties, given to Kester
6 +1 arrows 38.15 gp (sold)
[/sblock]
[sblock=Chelaxian ambasador trouble]
Love letters of Chelaxian ambasador: 166,67gp
[/sblock]
[sblock=Trinia Sabor]
share of 1000
[/sblock]
[sblock=Dead Warrens]
Treasure totals post
spell component pouch (2.5 gp)
• full length mirror (no value given)
• research library (300 gp)
• 2 x vial of medium spider venom (75 gp) - one was given to Edmond by Manachan so only value of one is here
• small buckler (7.5 gp) - sold value added to total
• 755 gold sails
• 2 silver shields
• 7 copper pinch
Total = 1147.77

-300gp masterwork weapon
-200gp breast plate
+75gp sold studded leather
-500gp Brute Gauntlets
- 15gp buckler
--------------------------
Total: 207.77gp
[/sblock]

[sblock=Wererats]
3 smokesticks
a tanglefoot bag
20 tindertwigs
bent copper trumpet bearing city coat of arms, 120 gp
a set of masterwork carpenter's (artisan) tools

potion of heal serious wounds
+1 chain shirt - sold
Money?
[/sblock]

[sblock=Cultists]
Sell +1 chain shirt for 1125gp
Gain: 7332,25gp for total of 8457,25

Ring of protection +1 from Manachan for 2000gp
Headband of intellect +2
Breastplate +1
Cloak of resistance +2
Enchant Deathwail to +1 for 2000gp
Improve enchant armor +2 for 3000 gp

Gold remaining: 1457,25

[/sblock]

[sblock=SPENDING ON HOUSE]
INITIAL:
House renovation: 500 (until now) - 1100 more to go
Urchin upkeep: 300 (until now) - 100 more to go - this represents initial spending to get them clothed, fed etc...later it's only upkeep

50 from Manachan50 from Manachan - add 75 from venom he gave to Edmond on his 'tab' - Edmond gives those
100gp from Brindom - goes to finish up upkeep spending
----------------
AFTER DEAD WARRENS
House renovation: 750 - 850 more to go
Urchin upkeep: initial cost covered - upkeep per week?


Mer'Cauthon's orphanage
[/sblock]

TOTAL:
642 gold sails
42 silver shields
62 copper pinch

Total weight carried: ~50
Current load: None

Encumbrance
Light: 86
Medium: 173
Heavy: 260
[/sblock]

[sblock=Magic]
Spells known: 4/5
0th level
Acid Splash (std, close, no ST, 1d3),
Disrupt undead (std, close, no ST, 1d6),
Ray of frost (std, close, no ST, 1d3),
Touch of Fatigue (std, touch, F neg (DC 13), 1r/lvl, cannot run nor charge, takes a –2 penalty to STR and DEX)

1st level
Color Spray (std, 15' cone, Will neg (DC 14), Unconcious 2d4r; Blind 1d4r; Stunned 1r (2- HD; 3-4HD, 5+ HD progressively lesser effect)
True Strike (std, caster, +20 insight to hit, no miss chance),
Chill Touch (std, touch, 1touch/lvl, deals 1d6 points of NE damage.1 point of STR F denies (DC 14); undead no damage, panicked for 1d4+1/lvl rounds, Will denies (DC 14))
Shocking Grasp (std, touch, no ST, 1d6/lvl) - +3 to hit opponents in metal armor)
Resist Energy (std, touch, 10min/lvl, DR 10 vs. energy)

2nd level
Dimension hop (std, touch, instant, teleport 10', will negates (DC 15) )
Ghoul Touch (std, touch, 1d6+2 rnds; paralyze living humanoid, fort negates (DC 15)
Touch of Idiocy (std, touch, 10min/lvl, no ST)



DC 13 + spell level

Levels 0 / 1 / 2 / 3 / 4 / 5
--------------------------------------------------------------------------------
Spells per day: 6 / 6 / 5 / 0 / 0 / 0
Bonus spells : 0 / 1 / 1 / 0 / 0 / 0
------------------------------------------
Total: 6 / 7 / 6 / 0 / 0 / 0
[/sblock]


[sblock=Description]
------------------------ Description -----------------------
Height: 5' 7" Weight: 165 lbs. Gender: Male
Eyes: Blue
Hair: Long, blond, braided
Skin: Pale
Dominant Hand: Right
Quirks: feather allergy, melancholic
Speech style: sad, grave voice



Skinny, wiry man, wearing black studded armor and guissarme with black shaft and red blade. His blond hair is long tied in elaborate braid. Face is drawn with three red drops tattooed under left eye. The jaw is framed in thin beard.
[/sblock]

[sblock=History]

Edmond Deathwish was born into forgotten noble family turned merchants for money and then ruined by amoral competition using less then honorable methods. For as long as he can remember he was poor and perpetually on the verge of starving. Finally, they really started starving as his parents will to live broke and they stopped even trying. They lived off streets, begging (Edmond more then they) and picking up scraps. One night in the middle of the winter, Edmond woke up; unable to feel the warmth of his parents he slept between. He still felt the bodies, but no heat. Fearing the worst he threw blankets off and lighted a lantern. His parents stirred and then rose, eyes shining yellow in the light, faces contorting in parody of smile, sharp teeth visible with long tongue licking cracked lips. “Come, son, come to your mom.” one of new ghouls called.
Terrified beyond belief, Edmond bolted through the sewers that were his home for past several years and didn't stop until he was outside, shivering on the snow under clear winter sky. Finally, practically dead from fear, exhaustion and cold, he stumbled into Little Lamms orphanage. Only thing he retained was old signet ring of his family crest showing anchor balancing the scales.

It went well for some time, until Lamm learned that he was child of noble parents (even destitute). He tortured Edmond to tell him where is his family secret cache and to lead him down into the sewers to hidden treasures of lost civilizations Lamm believed Edmond knew because of his life under the city. That went on for several days until finally Lamm was convinced that Edmond knew nothing. By that time he was on the brink of death.

His will to live proved stronger then shock of loosing everything, his parents were burden for him as they didn't want to live anymore, but he sustained them out of love. Now that it was taken away in worse possible way, he took to helping others avoid same fate. He grew up strong, his intimate knowledge of sewers and less reputable parts of town helping ferret out any threat to poor that might have appeared.

In the orphanage he learned the value of group effort. He was never good with others, partially because he felt different, partly because he was strong AND smart, something both orphanage bullies and smart kids resented. Edmond used his strength to protect latter from former, but only rarely would he get the thanks he felt he deserved.

He grew up lonely and hurt, his frustration pent up and only rarely would he let it out in fighting bullies or occasional cruel citizen that hurt one of "his" mates. He learned how to read and write and would spend hours in public library (that is, when he wouldn’t prowl back streets searching for trouble). He would help in orphanage when he was there, but he preferred quiet solitude of library.

As he was nearing his 15th birthday on his way back to orphanage he spotted an older priest in a side ally surrounded with young thugs he knew from the streets, leader of which was Esteban ‘Backbreaker’ Soller. He challenged them with his usual club in hands, but was overwhelmed. As he was thrown down his frustration finally blew in display of magic and next kick that came his way was met with glowing hand touch that drained all strength from the kicker.

The hand immediately re-glowed and thugs soon found their courage shattered and ran. All except the one touched earlier. Edmond got up, more confused then hurt. He was helped by old priest he saved and on his urging waited for guards to arrive. Edmond’s hand stopped glowing after fight was finished and he felt suddenly exhausted. Old priest (holy brother Benjamin Flamebearer) explained the situation to the guards and lead Edmond to his temple.

Once there he explained now worried youngster that displays of magic in public are dangerous business and that he needs to be tested for heresy and possession. At this time, Edmond decided he had enough and tried to get away, but temple guards stopped him. Soon he was tested and it was concluded that his magic came naturally. Given his physique he would be more fit as a soldier, but as magic users need to be trained he was taken to a tutor instead. As they were kinder and offered more in ways of learning, Edmond remained within church and grew strong in the Light.

For a year he studied magic under Sargath the Slow, an old sorcerer prone to long theoretical discussions. According to his tutor, he was hopeless as a sorcerer as he could not unlock any more spells that he tried to teach him. He was also constantly harassed by Lamm as "nobody leaves Lamms orphanage" and he avoided going out alone.

Luckily there was a knight supervising soldier training that had some experience with combat magic. He contacted his superior and Edmond was soon transferred to an outpost little out of the Korvosa. He was told that he will receive training in how to best use his magic in combination with melee combat. This training was done by elven sword master. After additional two years of martial training he was sent on a mission of escorting his prelate Julius Brightshield back into Korvosa. Now accomplished soldier, Edmond is eager to test his mettle against any and all opponents he might meet.

He also eagerly awaits new encounters with thugs of backstreets, quite sure that at least ‘The Backbreaker’ harbors a grudge and that Lamm will remember him and try to make him pay for his "desertion".

In the church he learned a lot about undead and knew exactly what befell his parents. They are probably destroyed by now, but he knows not for certain. All he knows is that he will do his utmost best to prevent that from happening to others. He will spend his money on poor, bring children to orphanage and kill undead on sight. For that purpose he always carries some holy water and things needed for last rites in addition to his usual guissarme. Also, he carries one or two sweets when child needs to be mollified enough to come with him. He learned a lot, but most of it is focused into killing things instead of spreading knowledge.

Edmond is very young man that has seen horrors fit for much older soldier. He is considerate and gentle only toward children and very old people. All others receive gruff front or outright violence depending on situation. Special hatred in his heart is reserved for undead although he didn’t have any encounters with them since his parents’ death. After being promoted to soldier of Light he tattooed three blood red tears under his left eye.

He is lean from his years of food deprivation, but strong. Hunger left him little bit on the ugly side as his shoulders are little bit stooped and his face drawn taut. He tries to mollify this with thin beard framing his face and long hair.
[/sblock]
 
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Valthosian

First Post
Thorson Berith

Name: Thorson Berith
Race: Half Orc
Class: Barbarian (Favored Class)
Level: 1
Alignment: Neutral
Deity: Gorum
HP: 32 (12 + 16 con + 3 from con mod + 1 favored class)
Enraged HP: 18
AC: 15 (4 from armor, 1 from dex), Touch: 11, FF: 14
Enraged AC: 13
BAB: 1
CMB: 5 (1 BAB + 4 Str)
Saves: Fort: +5 (2 from barbarian, 3 con) Will: -1, Reflex +1
Melee Attack: Greataxe +5 to hit, 1d12+8 (Crit 20 x 3)
Enraged Melee Attack: +7 to hit, 1d12+12 (Crit 20 x 3)
Ranged Attack: Throwing Axe(2) +2 to hit, 1d6 +4 (Crit 20 x 2)
Speed: 30 (30 base + 10 barbarian -10 Scale Armor)
Rage Points: 7 (4 + 3 con)
Initiative: +1 (1 dex)

Attributes (Cost/Base/Racial Modified/Modifier)
Str: 13/17/19/4
Dex: 5/13/13/1
Con: 7/16/16/3
Int: 0/8/8/-1
Wis: -4/7/9/-1
Cha: -1/8/8/-1

Skills: (RAW/Modified by armor)
Acrobatics 6/2 (5+ 1 dex - 4 armor penalty)
Intimidate 4 (5-1 cha)
Perception 4 (5 - 1 wis)

Feats:
Overhand Chop (Double strength bonus for 2 handed attacks rather than 1.5)

Equipment: (Starting Gold 105gp) 4 GP Remaining
Greataxe (-20)
Scale Mail (-50)
Throwing Axe x 2 (-16)
Adventuring Gear (-15)

[sblock=Background Story]Don’t run off with the Shaman’s daughter. This should be an axiom for the barbarian tribes of the Cinderlands, unfortunately, Thorson hadn’t been gifted with an overwhelming amount of self-preservation. His folly was compounded by the fact that the lady in question was underage, part of an arranged marriage, and the shaman in question was the real leader of the tribe, the chief was merely a pawn. Worst of all, Thorson wasn’t even a member of the tribe, he was a wandering nomad who’d been run out of his birthplace with the orcs for not being green enough, and a little too pretty. As a result he’d fought his way through the Cinderlands, building his reputation, skills, and pride.

It was pride and lust that drove him to seduce Kayla, but it was love that slowly emerged. When his welcome with the tribe began to fade and her father began to suspect, the two made off and experienced a harrowing journey on their way to Korvosa in their efforts to discover a life without quite so much superstition and constricting tradition.

Once in Korvosa, Thorson found that in order to provide for his woman he would have to find honest employment, keeping her off the street was important as her exotic beauty was often looked at and appraised. He knew what that might lead to if he and she both weren’t careful. Thorson started working as a bouncer down at an inn at the docks, but a frequent patron, a dwarven smith by the name of Rorthim witnessed his strength and straightforwardness, and since he was lacking competent employees, offered Thorson a job pumping the bellows and doing the heavy lifting down at the smithy. Thorson accepted the job and worked hard, appreciating the dwarf’s lack of prejudice and fairness. Their working relationship was good as Thorson finally found a superior that he could respect, one who even taught him a little bit more about the proper way to use an axe.

One evening Thorson got home very late after a rush order of wrought iron fencing materials had to be completed and found Kayla missing, there was evidence of a struggle and blood on the floor. He followed the trail out into the alleys of the ghetto in which they lived only to find her body several blocks away. There was further evidence of a fight and she was missing the one piece of jewelry that she wore, a single earring. Thorson flew into a rage and in his wake the city guard arrived and made his acquaintance. He wasn’t in the clink too long as Rorthim made his bail, but from then on, he was a darkened, brooding man, given to long intimidating stares and searching through various fence’s goods.

After more than a month of visiting pawn shops when he wasn’t working, he found the earring. Unable to match the price (500gp) he settled for the moment instead on finding out where it came from. The fence could only reply with “Gaedran Lamm.”

Now all he had to do was find the bastard, after that, hang him by his ankles from the smithy roof and find out how long he would last with all those pieces of hot, sharp, metal.[/sblock]
 

Oni

First Post
Lynn.jpg



[sblock=Lynn]

Lynn d'Arches
Exp: 2090/3300
Half-Elf Sorceress 2 (favored class) Bloodline: Arcane
Alignment: Chaotic Good Age: 21 Height: 5'4" Weight: 98lb.

Size- Medium
Speed- 30 ft.

Str: 8 (-1) (Light Load: 26 or lighter, Medium Load: 27-53, Heavy Load: 54-80)
Dex: 14 (+2)
Con: 12 (+1)
Int: 12 (+1)
Wis: 10 (+0)
Chr: 19 (+4)

Fort: +0+1=+1
Ref: +0+2=+2
Will: +3+0=+3

HP: 22

Init: +6

BAB: +1
Melee: +0
Ranged: +3

Dagger: 1d4-1(19-20x2) 10ft. Piercing or Slashing

Skills
Spellcraft: +2+3+1=+5
Bluff: +2+3+4+3+2=+14
Appraise: +1+3+1+3=+7
Diplomacy: +2+4=+6
Intimidate: +1+3+4=+8
Perception: +0 no ranks(+2 sight or sound)(+2 and +4 respectively when familiar is within arms reach)

Feats
Skill Focus: Bluff
Eschew Marterials
Improved Initiative

Abilities
Low-light Vision (see twice as far as humans in poor illumination)
Keen Senses (+2 bonus on sight and sound based perception checks and chances to find hidden doors by passing within 10 ft)
Elven Immunities (immunes to magic sleep and +2 to saving throws against enchantment spells or effects)
Elf Blood (I'm two great things in one....an elf and a human)

Languages - Common, Elven, Draconic

Save DC
0th: 14
1st: 15

Spells Per Day
1st: 5/5

Spells known
0th: Detect Magic, Dancing Lights, Prestidigitation, Ray of Frost, Mage Hand
1st: Charm Person, Colour Spray

Inventory
5pp 61gp(Gold Sails) 32sp(Silver Shields) 53 cp(Copper Pinch)
3x Gold Ingot (100gp ea.)
Wand of Magic Missle Level 1 22 charges
Dagger
Thunderstone
Silver Lover's Ring (150gp)
Adamantine Arrowhead (30gp)
Signet Ring
Scholar's Outfit
Belt Pouch
Small Steel Mirror
Signal Whistle
Backpack
Journal (half full of poor drawings and worse poetry)
Ink 1oz. vial
Inkpen

Familiar:
Raven (Speaks Common) Named Edward.

Edward
Raven
Tiny Magical Beast
Hit Dice: 2
HP: 11
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 15 (+2 size, +2 Dex, +1 Nat.), touch 14, flat-footed 13
Base Attack/Grapple: +1/–12
Attack: Claws +5 melee (1d2–5)
Full Attack: Claws +5 melee (1d2–5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, Alertness(for master), Improved Evasion, Share Spells, Empathic Link
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Skills: Perception +5 (+2 visual), Fly +5, Spellcraft +3, Bluff +3, Appraise +2, Diplomacy +0
Feats: Alertness, Weapon Finesse

Lynn paused to reflect a moment on the unusual life that had brought her to this point. If someone had told her a month ago she would be hunting down a crimelord she would have laughed in their face at such a flight of fancy, but here she was doing just that. That bastard Lamm would pay for what he had done to Brenner if she had anything to do with it.
She had met Brenner around a year ago, while attending an opening of an art exhibition. It had turned out that they had a lot more in common than she had ever had with anyone else, not that they really shared any kind of background, but rather a common distaste for the regimented and disciplined nature of their mother city, a kindred spirit he was.
Brenner had brought her into a new and exciting social circle, where the lines of class blurred, and her mixed blood was a virtue, not a sin. Here rebels and rowdies, academics and artists rubbed elbows, pontificating on revolutionairy ideas and the evils of the establishment over pints. Amoung these actors, writers, iconoclasts and rebel students she found a connection she never had before.


Lynn had always been a lonely person, her mother had died during childbirth and had taken the name of Lynn's father with her to the grave. All she had to know either of them by was a locket that wouldn't open. It had been given to her mother by her elven lover and she had made it her dying wish that it be passed on to Lynn.
Lynn had always been lonely, but never unlucky. For many who had been brought into the world in her situation things could have been much worse, but she was not without compassionate relatives. Her mother had been a member of a minor noble family, the family d'Arches. Her Aunt Ophilia raised her along with her own children and she was never withheld any of the privileges that might belong to those more properly born to her
station. Despite all this, she never probably felt a part of the household, it was painfully obvious she was different from all the rest of her relatives. In society she was followed by a trail of gossip, in her wake a bevy of questions as to which of those randy elves might be responsible for this poor child.


Lynn looked down at the back of her hands and swore softly to herself. The Varisian blood that muddied the veins of the d'Arches family was plain to see in her dusky complexion and she knew her elven heritage wasn't any less obvious. And there was something else, maybe others couldn't see it, but she felt it in her bones and in her blood, some "other" thing. Just what was she? Lynn felt like a piece that didn't quite fit into the puzzle, and now the one person who had helped her forget that terrible thought needed her help.


Brenner had owed Lamm money. It had been a foolish thing to do, to take money from that evil man, but it had been done. Had she known, Lynn would have lent him the money herself. When Brenner couldn't pay back the loan, that's when it all started to go wrong. Insensed that the loan couldn't be repaid in full on demand, despite prior arrangements Lamm had sworn revenge. Three days later Brenner had been brutally pulled from his home by a group of Hellknights. An old man, a shop keeper, had been murdered and robbed and a witness had placed Brenner at the scene. The witness had been a man named Kleys, a mediocre painter and two-bit shiver addict. It was a ludicrous charge of course, Lynn had been with Brenner the evening in question, it simply wouldn't have been possible. She had
confronted Kleys, and with a little cleverness of the tongue he had spilt the dark of it.


Kleys never made it to court to recant, when he did turn up it was face down in the river. After that the case crumbled, but it was too late, Brenner had been ruined. The University had kicked the promising young writer out, and society now gladly closed its doors to him. Lynn's faith in him had never wavered, she felt him the closest thing to a brother she had ever had, but this was too much even for the forgiving d'Arches family. She had been told to leave until she became of a right mind of the situation and quite
herself of such riffraff and dragging the rest of her family through the mud with her.


Shaking her head, Lynn brought herself back to the task at hand. She would find Lamm and she would make him confess. After everything Brenner had done for her, she owed him this. With that thought she launched herself back into the still thick foot traffic and disappeared into the crowd and fading light.
[/sblock]
 
Last edited:

Maidhc O Casain

Na Bith Mo Riocht Tá!
Code:
  Name: Manachan Aingeali        Age: 17
 Class: Monk/Sorcerer         Height: 5'6" 
  Race: Aasimar               Weight: 150 lbs
  Size: Medium                  Hair: Gold
Gender: Male                    Eyes: Blue/Silver
 Align: Lawful Good             Skin: Gold Brown
 Deity: Irori

Str: 11  +0 (01 p)     Level: 02/05          XP: 10860
Dex: 14  +2 (05 p)       BAB: +3             HP: 50
Con: 12  +1 (02 p)       CMB: +3            CMD: 20
Int: 10  +0 (00 p)     Speed: 30'       Dmg Red: 0/anything
Wis: 18* +4 (05 p)      Init: +6      Spell Res: None 
Cha: 20* +5 (07 p)       ACP: -0     Spell Save: 15 + SL

    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge Misc
              21    10     +4    +0    +2   +0     +1    +0    +1    +3

                  Touch AC: 17              Flatfooted AC: 18

                Total  Base   Mod  Misc   Special
Fort:            05     4     +1          Resist (05) Electricity
Ref:             06     4     +2          Resist (10) Acid, Cold
Will:            11     7     +4          

Weapon                  Attack         Damage      Critical     Special
Bata (MW)               +6 (+4/+4)     1d06+2         20/x2     +3 CMB Disarms
Crossbow (Heavy)        +5             1d10+2      19-20/x2     
Dagger (MW, Silver)     +6             1d04+1      19-20/x2     (10' Range)
Empty Hand              +5 (+3/+3)     1d06+2         20/x2     
Heavenly Fire           +4             1d04+5         20/x2     Ranged Touch

Languages: Common, Celestial

Aasimar Traits:
    * +2 WIS/+2 CHA
    * Darkvision (60')
    * +2 Perception Checks
    * Corruption Resistance (1/Day, Character Level, 9 Hrs on Self)
    * Celestial Bloodline: +2 CHA for Spell Casting
    * Resistance (5): Acid, Cold, Electricity
    * Native Outsider
    * Favored Class: Monk

Background Trait:
    * Magical Knack (+2 Caster Lvl for Spells/Spell Like Abilities)

Monk Abilities:
    * Proficiencies: Club, Crossbow (Light & Heavy), Dagger, Handaxe, Javelin,
       Kama, Nunchaku, Quarterstaff, Sai, Shortspear, Short Sword, Shuriken,
       Siangham, Sling, Spear
    * AC Bonus (Wisdom Modifier) even if Flat Footed (Unless Bound/Immobile)
    * Improved Unarmed Strike
    * Flurry of Blows (Unarmed or w/ Special Monk Weapons)
    * Bonus Feats (Dodge, Improved Grapple)
    * Evasion (No Area Effect damage with successful Reflex Save)

Sorcerer Abilities:
    * Proficiencies: All Simple Weapons
    * Bonus Feat (Eschew Materials)
    * Bloodline Spells: Bless
    * Cantrips
    * Celestial Bloodline
      * Heavenly Fire (08/Day, Ranged Touch, 1d04+03 Damage)
      * Celestial Resistance (10, Acid/Cold)

Feats:
    * Dodge (Monk Bonus 01)
    * Improved Grapple (Monk Bonus 02)
    * Eschew Materials (Sorcerer Bonus)
    * Improved Initiative (1st Lvl)
    * Weapon Finesse (3rd Level)
    * Arcane Strike (5th Level)
    * Expanded Arcana (7th Level)

Skill Points: 23 (4/Lvl - Monk, 2/Lvl - Sorcerer, +5 FC)

Skills                Total   Rank     CS   Ability  Misc
Acrobatics              6      1       3       2     
Appraise                0      0       0       0     
Bluff                   9      1       3       5     
Climb                   0      0       0       0     
Craft (       )         0      0       0       0     
Diplomacy               7      0       0       5     +2
Disable Device                                 2     
Disguise                5      0       0       5     
Escape Artist           6      1       3       2     
Fly                     2      0       0       2     
Handle Animal                                  4     
Heal                    8      1       3       4     
Intimidate             10      2       3       5     
Knowledge (Arcana)      4      1       3       0     
Knowledge (Dngnrng)                            0     
Knowledge (Engnrng)                            0     
Knowledge (Geography)                          0     
Knowledge (History)     4      1       3       0     
Knowledge (Local)                              0     
Knowledge (Nature)                             0     
Knowledge (Nobility)                           0     
Knowledge (Planes)                             0     
Knowledge (Religion)                           0     
Linguistics                                    0     
Perception             16      7       3       4     +2
Perform (       )       5      0       0       5     
Profession                                     4     
Ride                    2      0       0       2     
Sense Motive           10      3       3       4     
Slight of Hand                                 2     
Spellcraft              4      1       3       0     
Stealth                 6      1       3       2     
Survival                4      0       0       4     
Swim                    0      0       0       0     
Use Magic Device       10      2       3       4     

     * Situational Bonus not included in Total

Money
PP: 00     GP: 1815   SP: 07     CP: 07

Equipment                        Cost     Weight
Monk's Outfit                                 lb
Headband of Mental Prowess     10000 gp    1  lb
  (WIS & CHA +2)
Bata (MW Nunchucks)              304 gp    4  lb
Dagger (MW, Silver)              322 gp    1  lb
Heavy Crossbow                    50 gp    8  lb
  (20 Quarrels)                    2 gp    2  lb
  (05 Silver Quarrels)            10 gp     ½ lb
Sack                               1 sp     ½ lb
  Metamagic Rod (Lesser Extend) 3000 gp
  Rations (8 Days)                 4 gp    8  lb
  Rope (50' Silk)                 10 gp    5  lb
  Grappling Hook                   1 gp    4  lb
  Smokesticks (4)                 80 gp    2  lb
  Thunderstones (3)               90 gp    3  lb

                           Total Weight:  36½ lb

            Light  Medium   Heavy    Over Head  Lift    Push
Max Weight: 0-38   38-76    77-115   0-115      0-230   231-575

~~~~~~~
[sblock=Background/Appearance]Silken hair the color of spun gold; eyes the dark blue of deep ocean but shot through with silver; skin the hue of milk with just a hint of chocolate. Manachan was a sensation among his much darker Varisian clan – plainly proof that their kapenia showed true and that their line was descended from divinity.

The Aingeali clan claims descent in direct line from Irori himself, though the claim has been disputed by many. The birth of Manachan, with his very unusual coloring, has been taken as proof by his parents and others of the clan. In many ways, the young man had a charmed childhood.

However, the pressure on him to live up to his ancestor’s divine example has been tremendous, and has led to great internal conflict between the wild ways of his nationality and the discipline espoused by his perfect ancestry. In an effort to resolve this conflict, Manachan left his clan at the age of 13 to enter a small monastery devoted to Irori. He has spent the last four years there, training relentlessly and learning that the path to perfection requires, for him at least, a balance between freedom and discipline, and carefully maintained contradiction between his clan’s nature and his ancestor’s teachings. Adding to his difficulties, about a year after entering the monastery his sorcerous abilities manifested. The instinctual nature of his magic disrupted even further the strict discipline required by the teachings of the monks.

Now 17 and finished with his studies at the monastery, Manachan has found that balance and been released into the world to continue his struggles toward perfection. A confident, outgoing young man with an easy humor and tremendous ability, he has found it fairly easy thus far to make his way.

Now at loose ends and with no instruction other than to find his own way to pursue his perfection, Manachan resolved to return to Korvosa – he had met a young scholar (Edmond) there on one of his errands for the monastery and they had struck a fast friendship. He was fascinated with the life of the sprawling city and decided that learning more of it would provide him some valuable lessons for his path.

Manachan dresses in dark, smoky oranges and forest greens, typically wearing a narrow kilt like wrap from the waist down and either going bare chested or donning a simple tunic – depending on weather and social requirements of his current location. He keeps his hair tied in a ponytail. Other than eyebrows his body is completely lacking secondary hair. He wears his bata strapped to his back, along with his crossbow. All of his other belongings he carries in a sack – to be dropped at a moment’s notice in case of a need to defend himself.[/sblock]
02ENWorld.png
 
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HolyMan

Thy wounds are healed!
Brindom Towar

[sblock=Character Sheet]
[sblock=Game Info]
Race: Human
Class: Cleric
Level: 5
Experience: 13,550
Alignment: Neutral Good
Languages: Common
Deity: Erastil[/sblock]
[sblock=Abilities]
STR: 10
DEX: 16
CON: 13
INT: 10
WIS: 16
CHA: 14[/sblock]
[sblock=Combat]
Code:
    HP: 54 = [13+ 4d8(29)] + 5 [CON] + 5 [feat] + 2 [FC]
    AC: 21 = 10 + 6 [armor] + 2 [shield] + 3 [DEX]
 AC FF: 18 = 10 + 6 [armor] + 2 [shield]
 Touch: 13 = 10 + 3 [DEX]
  INIT: +3 = +3 [DEX]
   BAB: +3 = +3 [Cleric]
   CMB: +3 = +0 [STR] + 3 [BAB]
   CMD: 16 = +0 [STR] + 3 [BAB] + 3 [DEX] + 10
  Fort: +5 = +4 [base] + 1 [CON]
Reflex: +4 = +1 [base] + 3 [DEX]
  Will: +7 = +4 [base] + 3 [WIS]
 Speed: 20'
   ASF: na
    DR: na
    SR: na
[/sblock]
[sblock=Weapon Stats]
Longbow(range): +8 = +3 [BAB] + 3 [DEX] + 1 [feat] + 1 [item]/ DMG = 1d8(P), CRIT:20x3, RANGE: 100', SPECIAL: mw arrows, weapon focus, PBS +1 to hit and dmg within 30'
Short sword(melee): +3 = +3 [BAB] + 0 [STR]/ DMG = 1d6(P), CRIT 19-20x2
Dagger(melee): +3 = +3 [BAB] + 0 [STR]/ DMG = 1d4(P or S), CRIT 19-20x2
Dagger(range): +6 = +3 [BAB] + 3 [DEX]/ DMG = 1d4(P or S), CRIT 19-20x2, RANGE: 10', SPECIAL: PBS + 1 to hit and dmg within 30'
[/sblock]
[sblock=Racial Traits]
Favored Class: Cleric
+2 to One Ability Score (DEX): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]
[sblock=Class Features]
Aura (Ex): Good
Spells: Wisdom based, divine - prepared
Channel Energy (Su): positive energy 3d6; 5/day, DC 14 to harm undead, 30' radius centered on the cleric
Domains: Community and Good
- Calming Touch (Sp): 5/day - Touch creature as a standard action to heal it of 1d6+5 (+1 per lvl) points of non-lethal dmg. Also removes the fatigued, shaken, and sickened conditions.
- Touch of Good (Sp): 5/day - Touch a creature as a standard action granting them a +2 sacred bonus (+ 1/2 cleric lvl) on attack rolls, skill checks, ability checks and saving throws for one round.
Orisons: May prepare a set number of 0-lvl spells per day. These are cast like regular spells but are not expended upon casting.
Spontaneous Casting: May swap any prepared spell out for a "cure" spell of the same lvl or lower.
Alignment Spells: May not cast spells of opposed alignment. (i.e. may not cast evil spells)
Bonus Languages: May add Celestial, Infernal, and Abyssal to list of bonus languages to chose from.[/sblock]
[sblock=Feats & Traits]
Selective Channeling(LvL5)
Weapon Focus-longbow(LvL3)
Toughness(LvL1)
Point Blank Shot(human bonus)
Prof. with all Simple Weapons(cleric)
Prof. with all armors and shields(except tower shields)(cleric)
Martial Weapon Prof.(longbow)(Deities favored weapon)
Martial Weapon Prof.(short sword)(??)

Trait:
Unhappy Childhood(religion) +2 to Concentration checks[/sblock]
[sblock=Skills]
Skill Points: 18 = [2 (cleric) + 1 (human)] x 5 + 3 [Favored Class]
Max Ranks: 5 ACP: -6

Skill List:
Acrobatics -3 = +0 [ranks] +3 [DEX] +0 [misc] -6 [ACP]
Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Bluff +2 = +0 [ranks] +2 [CHA] +0 [misc]
Climb -6 = +0 [ranks] +0 [STR] +0 [misc] - 6 [ACP]
Craft(fletcher) +4 = +1 [ranks] +3 [class skill] +0 [INT] +0 [misc]
Diplomacy +7 = +2 [ranks] +3 [class skill] +2 [CHA] +0 [misc]
Disable Device na = +0 [ranks] +3 [DEX] +0 [misc] -6 [ACP]
Disguise +2 = +0 [ranks] +2 [CHA] +0 [misc]
Escape Artist -3 = +0 [ranks] +3 [DEX] +0 [misc] -6 [ACP]
Fly -3 = +0 [ranks] +3 [DEX] +0 [misc] - 6 [ACP]
Handle Animal na = +0 [ranks] +2 [CHA] +0 [misc]
Heal +11 = +5 [ranks] +3 [class skill] +3 [WIS] +0 [misc]
Intimidate +2 = +0 [ranks] +2 [CHA] +0 [misc]
Knowledge (Arcana) na = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Dngnrng) +2 = +2 [ranks] +0 [INT] +0 [misc]
Knowledge (Engnrng) na = +0 [ranks] +0 [INT] +0 [misc]
Knowledge (Geography) na = +0 [ranks] +0 [INT] +0 [misc]
Knowledge (History) +4 = +1 [ranks] +3 [class skill] +0 [INT] +0 [misc]
Knowledge (Local) na = +0 [ranks] +0 [INT] +0 [misc]
Knowledge (Nature) na = +0 [ranks] +0 [INT] +0 [misc]
Knowledge (Nobility) na = +0 [ranks] +0 [INT] +0 [misc]
Knowledge (Planes) na = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Religion) +5 = +2 [ranks] +3 [class skill] +0 [INT] +0 [misc]
Linguistics na = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Perception +4 = +1 [ranks] +3 [WIS] +0 [misc]
Perform +2 = +0 [ranks] +2 [CHA] +0 [misc]
Profession na = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
Ride -6 = +0 [ranks] +3 [DEX] +0 [misc] - 6 [ACP]
Sense Motive +9 = +3 [ranks] +3 [class skill] +3 [WIS] +0 [misc]
Sleight of Hand na = +0 [ranks] +3 [DEX] +0 [misc] -6 [ACP]
Spellcraft +4 = +1 [ranks] +3 [class skill] +0 [INT] +0 [misc]
Stealth -3 = +0 [ranks] +3 [DEX] +0 [misc] -6 [ACP]
Survival +3 = +0 [ranks]+3 [WIS] +0 [misc]
Swim -6 = +0 [ranks] +0 [STR] +0 [misc] -6 [ACP]
Use Magic Device na = +0 [ranks]+0 [CHA] +0 [misc] [/sblock]
[sblock=Spells]
Orisons: 4
LvL 1: 3 + 1
LvL 2: 2 + 1
LvL 3: 1 + 1

Spell DCs = 10 + ? [spell lvl] + 3 [WIS][/sblock]
[sblock=Equipment]
Code:
Equipment:               Cost  Weight
Taveler's Outfit            0gp     0lb
Breatplate                200gp    30lb
Shield,heavy steel         20gp    15lb
Longbow                    75gp     3lb
Quiver                      1gp     3lb
  -arrows(20),masterwork  120gp     ---
Short Sword                10gp     2lb
Dagger                      2gp     1lb
Holy Symbol,silver         25gp     1lb
Spell component pouch       5gp     2lb
Backpack                    2gp     2lb
  -waterskin                1gp     4lb
  -sack(empty)              1sp    .5lb
Belt Pouch                  1gp    .5lb
  -flint&steel              1gp     ---
  -potions(2)(clw:1d8+1)  100gp    .5lb
  -key to chest             ---     ---
Scroll Cases(2)             2gp     1lb
  -scrolls(2)(cmw:2d8+3)  300gp     ---
Money: 58gp(650gp in room) 5sp 15cp

Total Weight: 65.5lbs(medium)
Max Weight: 0-33light, 34-66medium,67-100heavy[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 21
Height: 6'-00"
Weight: 175lb
Hair Color: brown
Eye Color: brown
Skin Color: light
Appearance: Brindom is an average Chelish adult, of average build and hair/eye color. He has no remarkable marks or destictions which he is just fine with as this may lead to people of the guard not remembering him.
Deamenaor: Quiet and a follower Brindom wants to one day be a leader of men, but for now knows he has a lot to learn.[/sblock]
[sblock=Background] Born the son of a Korvosan Guard, Brindom's mother died at child birth and his father died years later out on a patrol. Raised and trained to become a guard, Brindom's hopes were dashed the moment he met Gaedren Lamm. While still young Brindom would run the streets when givin the chance with the "Little Lamms" though he did not know who they were. He spent time talking to Gaedren telling him all about his life at the barracks. Till his father caught him talking to Lamm and put an end to it. A few months later Brindom's father died and the guard took Brindom in as their own. He again encounter Gaedren a few years later and struck up what he thought was a true friend, but one day a patrol was ambushed and after capturing a few of the thugs it was found out someone was leaking informtion about the Korvosan Guard to the underbelly of the city. Captain Pike's investigation turned up Brindom as the turncoat. Since he was not old enough to be a guard yet their was nothing they could do to Brindom official, but turn him out. Angry Brindom went to confront Gaedren, but that was a terrible mistake and the young man bearly made it out alive. His pendant givin to him by his father was broken much like Brindom's spirit, he lay in an alley wanting to die. It was an old priest that found Brindom near death and took him up, and back to the temple to teach him about community, family, and helping others. [/sblock]
[sblock=Advancement]
Started LVL 2
LVL 3
LVL 4
LVL 5
[/sblock]
[sblock=Notes]
Additional loot that needs added later:
Brindom
• Girrigz's +1 silver rapier
• Potion of cure serious wounds
5 silver longbow arrows (from Dj’hân)
silver dagger (from Dj’hân)
470 gold sails
5 silver shields
5 copper pinch[/sblock][/sblock]

Brindom's Room
 
Last edited:

Axel

First Post
[sblock=Mhairi]
[sblock=Game Info]
Race: Half-elf
Class: Rogue
Level: 7
Experience: 26,140
+13,000 : character creation @ level 5
+800 : defeat of underwater hag and retrieval of two boxes
+3,200 : warehouse mega-battle
+4,040 : defeating Rolth et al
+5,100 : defeating Andaisin (twice)
Alignment: True Neutral
Languages: Common, Elven, Halfing, Celestial (Linguistics)
Deity: Calistria[/sblock]
[sblock=Abilities]
STR: 10 (+0)
DEX: 20 (+5) (+2 item enhancement)
CON: 10 (+0)
INT: 13 (+1)
WIS: 10 (+0)
CHA: 16 (+3)

+1 stat bonus @ level 4: Charisma[/sblock]
[sblock=Combat]
HP: 19/53 = 10 (Con) + 8 (level 1) + 30 (6d8) + 5 (favoured class)
3 points non-lethal damage
AC: 20(19) = 10 + 5 (armor) + 0 (shield) + 5 (DEX) -1 (Dex poison)
AC Touch: 14 = 10 + 4 (DEX)
AC Flatfooted: 14 = 10 + 4 (armor)
INIT: +5 = +5 (DEX)
BAB: +5 = +5 (Rogue 7)
CMB: +5 = +0 (STR) +5 (BAB)
CMD: 19 = 10 + 0 (STR) + 4 (DEX) +5 (BAB)
Fort: +2 = +2 (base) + 0 (CON)
Reflex: +10(+9) = +5 (base) + 5 (DEX) (-1 (Dex poison)
Will: +2 = +2 (base) + 0 (WIS)
Special: +2 save vs enchantment spells and effects, Trap sense +2
Speed: 35'
Damage Reduction: none
Spell Resistance: none[/sblock]
[sblock=Weapon Stats]
Melee:
Rapier+1, bane vs Humans: +11 (+9)(+12 / +8))= +5 (BAB) + 5 (DEX-Finesse) + 1(Ench) (-2 (TWF)) (-1 Dex poison)/ DMG = 1d6+1 (P), CRIT 18-20x2
Starknife: +10 (+8)(+9 / +7)= +5 (BAB) + 5 (DEX-Finesse) (-2 (TWF))/ DMG = 1d4(P), CRIT x3
Silver dagger: +10 (+8)(+9 / +7= +5 (BAB) + 5 (DEX-Finesse) (-2 (TWF))/ DMG = 1f4-1 (P/s), CRIT 19-20x2

Ranged:
Hand crossbow: +9(+8) = +4 (BAB) + 4 (DEX) +1 (MWK)/ DMG = 1d4(P), CRIT 19-20x2, range 30'
Starknife: +8 (+7)= +4 (BAB) +4 (DEX) / DMG = 1d4(P), CRIT x3, range 20'
[/sblock]

[sblock=Racial Traits]
+2 to 1 ability score (Dex), included above
Medium creature
30' movement
Skill focus bonus feat
Low-life...errr...low light vision
Common and elven languages
Count as both elves and humans for race related effects.
+2 racial bonus to Perception checks
Immune to magic sleep effects, +2 racial save bonus vs enchantment spells and effects[/sblock]

[sblock=Class Features]
Light armour proficiency
Simple weapon proficiency, plus rapier, shortbow, shortsword, hand crossbow and sap proficiency
Trapfinding
Sneak Attack +4d6
Evasion
Trap Sense +2
Uncanny Dodge
Rogue Talent (Finesse Rogue) - Gain Weapon Finesse
Rogue Talent (Fast Stealth) - Move full speed when using stealth w/ no
penalty
Rogue Talent (Minor Magic) - Cast Message 3/day as a spell like ability
[/sblock]
[sblock=Skills, Feats & Traits]
Feats:
Racial - Skill Focus (Stealth)
+3 to stealth skill (+6 if reach 10 ranks)

1st lvl - Fleet
+5' to base speed

3rd lvl - Martial Weapon Proficiency
Proficient with starknife

5th lvl - Two weapon fighting
Reduce penalties for 2-weapon fighting.

Rogue talent - Weapon finesse

7th lvl - Combat expertise
Voluntarily reduce attack bonus by 2 for +2 dodge bonus to AC

Traits:
a) Charming
+1 trait bonus when using Bluff or Diplomacy on a character that is (or could be) sexually attacted.
+1 trait bonus to save DC of language-dependent spells cast on such
characters

Skill List:
+2 bonus to bluff and diplomacy within Korvosa
Code:
Acrobatics           +15 = +7 [ranks] +3 [class skill] +5 [DEX] +0 [misc] -0 [ACP]
Appraise              +7 = +3 [ranks] +3 [class skill] +1 [INT] +0 [misc]
Bluff                 +11(12*) = +5 [ranks] +3 [class skill] +3 [CHA] +1* [trait]
Climb                +12 = +7 [ranks] +3 [class skill] +0 [STR] +0 [misc] -0 [ACP]
Craft                 +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Diplomacy             +8(9*) = +2 [ranks] +3 [class skill] +3 [CHA] +1* [trait]
Disable Device       +17 = +7 [ranks] +3 [class skill] +5 [DEX] +2 [MWK Tools] +2 [trapfinding] -0 [ACP]
Disguise              +8 = +2 [ranks] +3 [class skill] +3 [CHA] +0 [misc]
Escape Artist        +12 = +4 [ranks] +3 [class skill] +5 [DEX] +0 [misc] -0 [ACP]
Fly                   +5 = +0 [ranks] +0 [class skill] +5 [DEX] +0 [misc] -0 [ACP]
Handle Animal         +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Heal                  +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
Intimidate            +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc] -0 [ACP]
Knowledge (Arcana)    +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Dngnrng)   +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Engnrng)   +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Geography) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (History)   +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Local)     +7 = +3 [ranks] +3 [class skill] +1 [INT] +0 [misc]
Knowledge (Nature)    +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Nobility)  +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Planes)    +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Religion)  +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Linguistics           +5 = +1 [ranks] +3 [class skill] +1 [INT] +0 [misc]
Perception            +10(12*) = +5 [ranks] +3 [class skill] +0 [WIS] +2 [racial] +2* [trapfinding]
Perform (dance)       +7 = +1 [ranks] +3 [class skill] +3 [CHA] +0 [misc]
Profession (courtesan)+5 = +2 [ranks] +3 [class skill] +0 [WIS] +0 [misc]
Ride                  +5 = +0 [ranks] +0 [class skill] +5 [DEX] +0 [misc] -0 [ACP]
Sense Motive          +6 = +3 [ranks] +3 [class skill] +0 [WIS] +0 [misc]
Sleight of Hand      +11 = +3 [ranks] +3 [class skill] +5 [DEX] +0 [misc] -0 [ACP]
Spellcraft            +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Stealth              +18 = +7 [ranks] +3 [class skill] +5 [DEX] +3 [skill focus] -0 [ACP]
Survival              +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
Swim                  +6 = +3 [ranks] +3 [class skill] +0 [STR] +0 [misc] -0 [ACP]
Use Magic Device      +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
[/sblock]
[sblock=Equipment]
Code:
Equipment                 Cost    Weight
Mithril Chain Shirt+1      1100 gp  12.5 lbs
Rapier+1 bane vs humans         320 gp     2 lbs
Starknife(x2)                 48 gp     6 lbs
Masterwork Hand crossbow  400 gp     2 lbs
- 10 bolts                  1 gp     1 lbs
Traveller's Outfit          Free  0 while worn
Backpack                    2 gp     2 lbs
- Candle (x3)               3 cp     0 lbs
- Sunrod (x3)               6 gp     3 lbs
- Smokestick (x3)               20 gp   1.5 lbs
- Tindertwig 1 gp  0 lbs
- Thunderstone 30 gp 1 lbs
- Sack (x2)                 2 sp     1 lbs
- Silk Rope (50')  10 gp  5 lbs
- Mwk thieves tools       100 gp     2 lbs
- Universal solvent 50 gp 0 lbs
- Belt of incredible dexterity +2 4000 gp 0 lbs
Treasure: 274 gp, sp, cp Gems:
Total weight carried: 36 lbs (light encumberance)
Maximum weight possible: 100 lbs[/sblock]

Owns a small apartment in Old Korvosa, near the Old Docks (nom. value 2000 gp).

[sblock=Details]
Size: Medium
Gender: Female
Age: 20
Height: 5'4"
Weight: 98 lbs
Hair Color: Light brown
Eye Color: Hazel
Skin Color: Pale and creamy
Appearance: Mhairi is slender and graceful, as befits her elven parentage. Her waist is tiny, with a flat stomach and long, graceful legs. Her body shape and flawless skin combine to give her a very attractive appearance. Mhairi's long brown hair frames a gently curved, oval shaped face when it is untied. Frequently, though she wears her hair tied back into a long ponytail to keep it out of the way while on a job.

Her eyes appear to change colour depending upon the lighting, her choice of clothing and where an observer is standing. Sometimes they appear green, sometimes brown and sometimes grey. When she smiles, her eyes don't often smile with her.

Deamenaor: Mhairi is well aware of her physical assets, and talents, and uses them to best advantage. She can spot interest in her from across the room, and isn't picky about exploiting it. Her demeanour will match expectations, being shy and coy when it suits her advantage. She will not hesitate to be forward or assertive if required.
[/sblock]

[sblock=Background]
My name is Mhairi, and I'll do anything for money. It must be because I grew up without it. Isn't that supposed to be why we are who we are? Because of our parents and childhood? My mother's human name was Madeleine. She was a slave-concubine. A spoil of war from a conflict so long ago that nobody remembers it anymore. One of the curses of being an elf I suppose.

My mother taught me a lot. The old elven language, for one. My first
profession, for seconds. She never taught me the name of my father. My introduction to womanhood was not as gentle as girls dream it should be. One day, you're a child with cleaning jobs. The next, you know more about men and women than most people learn in a lifetime. Still, I was always a little brat of a child. Or woman. The line aint always clear. Anyway, I was always in trouble for something. I suppose because I was good at my job and wasn't picky about having male or female clients that I was kept around.

One day I pushed too far, and was sent to a trade caravan's owner as
punishment for me, and a favour for my owner. As it turned out, he liked boys more than girls, and gave me to his guards as a favour to them. It was one of the more...unpleasant experiences I have had. Still, I outlasted them all that night and got my revenge as they slept. They're all dead now. No witnesses. Its better that way. Plus I escaped, into the bargain.

Have you ever been adrift in the world with money, no job and no home? The world is a big and cruel place, as I found out. I ran for a long time. Ended up in a big city and fell in with a rough lot. First, just for myobvious skills. Later, I think, they realised what else I could do. Given my size and elven blood I was a brilliant burglar. I can get into smaller spaces than any human thug, and get in and out of a place before an owner even knows I'm there.

That lasted a few years. I was happy. Couldn't tell you the name of the place and won't tell you the name of the people. I wound up as the gang leader's girlfriend, and everything was just perfect. One day I was spotted while on the job. I stood out like a sailor's organ in that place, so one look was all it took to end the happiest years of my life.

I jumped on a ship the next night. Didn't know where it was going, or care that much. After an exchange of services with the captain, here I stand.
[/sblock] [/sblock]
 
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Kaodi

Hero
[sblock=Crazy Ignatius]
[sblock=Game Info]
Race: Ifrit
Class: Oracle
Level: 7
Alignment: Lawful Good
Languages: Celestial, Common, Ignan
Deity: Sarenrae[/sblock]
[sblock=Abilities]
STR: 13
DEX: 12
CON: 10
INT: 10
WIS: 08
CHA: 21[/sblock]
[sblock=Combat]
HP: 55 = [7d8=38] + 0 (CON) + 10 (misc) + 7 (favored class)
AC: 21 = 10 + 7 (armor) + 2 (shield) + 1 (DEX) + 1 (misc)
AC Touch: 12 = 10 + 1 (DEX) + 1 (misc)
AC Flatfooted: 20 = 10 + 7 (armor) + 2 (shield) + 1 (misc)
INIT: +1 = +1 (DEX) + 0 (misc)
BAB: +5 = +5 (Oracle)
CMB: +6 = +1 (STR) + 5 (BAB)
CMD: 18 = 10 + 1 (STR) + 1 (DEX) + 5 (BAB) + 1 (misc)
Fort: +2 = +2 (base) + 0 (CON)
Reflex: +3 = +2 (base) + 1 (DEX)
Will: +4 = +5 (base) - 1 (WILL)
Speed: 40 ft.
Resistances: Fire 10[/sblock]
[sblock=Weapon Stats]
Unarmed Strike (melee): +6 = +5 (BAB) +1 (STR)/ DMG = 1d3+1 (B)
+1 Morning Star (melee): +7 = +5 (BAB) + 1 (STR) + 1 (misc)/ DMG = 1d8+2 (B or P)
MW Light Crossbow (ranged): +7 = +5 (BAB) +1 (Dex) +1 (misc)/ DMG = 1d8 (P), CRIT 19-20x2, Range 80 ft.
[/sblock]
[sblock=Racial Traits]
+2 Dex, +2 Cha, -2 Wis
Darkvision 60 ft.
Burning Hands 1/day (DC 16) (CL 5th)
Fire Resistance 5
Elemental Affinity[/sblock]
[sblock=Class Features]
Proficiency with Simple Weapons, Light Armour, Medium Armour, and Non-Tower Shields
Mystery (Flame)
Oracle's Curse (Tongues: Ignan and Celestial)
Revelations (Cinder Dance, Molten Skin, Touch of Flame, Wings of Flame)
Orisons[/sblock]
[sblock=Feats & Traits]
1st lvl- Combat Casting
3rd lvl- Uncanny Concentration
5th lvl- Extra Revelation (Molten Skin)
7th lvl- Hover
Cinder Dance- Nimble Moves

Traits:
a) Strength of the Sun[/sblock]
[sblock=Skills]
Skill Ranks: 28 = [04 (class) + 00 (INT)] x 07 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 07
ACP: -1

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+00 =  Acrobatics          +01    +00   +0  +00   -1   DEX
+00 =  Appraise            +00    +00   +0  +00        INT
+05 =  Bluff               +05    +00   +0  +00        CHA
+00 =  Climb               +01    +00   +0  +00   -1   STR
+00 =  Craft:_____         +00    +00   +0  +00        INT
+15 =  Diplomacy           +05    +07   +3  +00        CHA
+na =  Disable Device^     +01    +00   +0  +00   -1   DEX
+05 =  Disguise            +05    +00   +0  +00        CHA
+00 =  Escape Artist       +01    +00   +0  +00   -1   DEX
+00 =  Fly                 +01    +00   +0  +00   -1   DEX
+na =  Handle Animal^      +05    +00   +0  +00        CHA
+06 =  Heal                -01    +04   +3  +00        WIS
+05 =  Intimidate          +05    +00   +0  +00        CHA
+na =  Know:Arcana^        +00    +00   +0  +00        INT
+na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
+na =  Know:Engineering^   +00    +00   +0  +00        INT
+na =  Know:Geography^     +00    +00   +0  +00        INT
+na =  Know:History^       +00    +00   +0  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+na =  Know:Nature^        +00    +00   +0  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+05 =  Know:Planes^        +00    +02   +3  +00        INT
+09 =  Know:Religion^      +00    +06   +3  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
-01 =  Perception          -01    +00   +0  +00        WIS
+05 =  Perform:_____       +05    +00   +0  +00        CHA
+03 =  Profession^:Farmer  -01    +01   +3  +00        WIS
+00 =  Ride                +01    +00   +0  +00   -1   DEX
+03 =  Sense Motive        -01    +01   +3  +00        WIS
+na =  Sleight of Hand^    +01    +00   +0  +00   -1   DEX
+10 =  Spellcraft^         +00    +07   +3  +00        INT
+00 =  Stealth             +01    +00   +0  +00   -1   DEX
-01 =  Survival            -01    +00   +0  +00        WIS
+00 =  Swim                +01    +00   +0  +00   -1   STR
+na =  Use Magic Device^   +05    +00   +0  +00        CHA
[/sblock]
[sblock=Spellcasting]
Caster Level 6, Concentration +12, DC 16 + Spell Level
Spells per Day 0 - at will, 1 - 8, 2 - 7, 3 - 5
Spells Known
3 - Cure Serious Wounds, Dispel Magic, Fireball, Remove Disease
2 - Admonishing Ray, Cure Moderate Wounds, Hold Person, Lesser Restoration, Resist Energy
1 - Bane, Bless, Burning Hands, Cure Light Wounds, Embrace Destiny, Sanctuary, Touch of Truthtelling
0 - Detect Magic, Guidance, Light, Purify Food & Drink, Spark, Stability, Virtue[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  	Weight
+1 Mithral Agile Breastplate 5400 gp	15  lb.
Sact +1 Light Steel Shield   1259 gp	6   lb.
Consecrated +1 Morningstar   2458 gp	6   lb.
Alchemical Silver Dagger     22   gp    1   lb.
MW Light Crossbow	     335  gp	4   lb.
10 Bolts		     1    gp	1   lb.
Ring of Protection +1	     2000 gp    0   lb.
Muleback Cords		     1000 gp    .25 lb.
Cold Weather Outfit          0    gp    7   lb.
Handy Haversack		     2000 gp    5   lb.
- Clamor Box		     2000 gp    2   lb.
- Wand of Cure Light (11)    180  gp    0   lb.
- Cold Weather Outfit        8    gp    7   lb.
- Bedroll		     1    sp    5   lb.
- Waterproof Bag  	     5    sp    .5  lb.
- Winter Blanket 	     5    sp    3   lb.
- Bucket		     5    sp    2   lb.
- Caltrops		     1    gp    2   lb.
- 4 sq. yard Canvas 	     4    sp    4   lb.
- Scroll Case                1	  gp    1   lb.
- 10 ft. Chain	             30   gp    2   lb.
- Crowbar 		     2    gp    5   lb.
- Drill			     5    sp    1   lb.
- Skyrocket Firework         50   gp    1   lb.
- 20 Days Rations	     10   gp    20  lb.
- Grappling Hook	     1    gp    4   lb.
- Hammer		     5    sp    2   lb.
- Hammock		     1    sp    3   lb.
- Cooking Kit		     1    gp    2   lb.
- Miner's Pick		     3    gp    10  lb.
- 50 ft. Silk Rope	     10   gp    5   lb.
- 6 Sacks		     6    sp    3   lb.
- Saw			     4    cp    2   lb.	
- Shovel		     2    cp    3   lb.
- 50 ft. Twine		     1    cp    .5  lb.
- Waterskin		     1    gp    4   lb.
- Whetstone		     2    cp    1   lb.
- Healer's Kit		     50   gp    1   lb.
- Surgeon's Tools	     20   gp    5   lb.
- Wand of Remove Disease (?) -    	0   lb.
- Wand of Remove Disease (5) -		0   lb.
- Wand of Cure Serious (37)  -		0   lb.
- Onyx Symbol of Urgathoa    -          1   lb.
- Cloak of Resistance +1     -		1   lb.
- Flask of Curses	     -	        2   lb.
- 6 Unguent of Timelessness  -          0   lb.
Plaguebearer Mask	     -          2   lb.   					 	 			
				


Total weight carried: 47.25, Handy Haversack: 112
Treasure: 150 pp, 171 gp, 1 sp, 6 cp Gems:

Carrying Capacity:
light- 153
medium- 306
heavy- 460[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 34
Height: 6'2"
Weight: 210 lb.
Hair Color: Fiery Orange
Eye Color: Ruby Red
Skin Color: Heavily Tanned
Appearance: Tall and imposing, Ignatius hair wavers as if it were truly flame. Two small, stubby and mottled red horns jut out of his brow, and his ears are noticeably pointed. His face is rounded, with a strong chin.
Demeanor: Ignatius is at most times friendly and warm, but when his passion is around he can become quite intense.[/sblock]
[sblock=Background]Family lore says that hundreds or perhaps thousands of years ago, a distant ancestor caught the eye of an Efreet Malik who then transported her off to his palace in the legendary City of Brass. The result of their union, a half-blooded child, was eventually exiled from the palace after failing to live up to the father's expectations and returned to Golarion.This story is remembered only by a few, yet when Ignatius was born it became important once again, as Ignatius was obviously touched by the planes: an Ifrit.

Unfortunately for Ignatius, he seemed doomed to relive the story of his ancient forebear. His father, who was not the one from which his Efreeti heritage sprung, was never very happy with his son. And Ignatius was not able to help much, as he mixed a lack of common sense with a commanding personality that often led his father feeling undermined in the eyes of friends and neighbours. So eventually Ignatius was forced to leave home, despite the protestations of his mother.

The young man wandered for several years, popular, if mistrusted, wherever he went. Whenever it the weather was cloudy, and especially when it rained, he would become very depressed, as it seemed the warmth of the Sun was the only companionship that helped. As the years dragged on and he reached adulthood, Ignatius became obsessed with the Sun, that distant flame which shone upon the world. And then one day, something happened.

Ignatius had been walking down the road one afternoon, lost in thought, when suddenly he noticed the light was growing dimmer. Looking up, he noticed a black cloud of smoke rising into the air in the distance. Rushing towards the source, Ignatius came upon a burning farmhouse. Outside there was a man trying to beat down the flames with a heavy blanket, crying out that his wife and children were still inside. Ignatius rushed into the house. Due to his heritage, he could not be burned easily, though his blood offered no resistance to collapsing beams. In one of the bedrooms he found the farmer's wife nearly unconscious, shielding two children with her body. Using all his strenght he pulled the woman to her feet and grabbed the two children, and they fled the house.

Once they were safely out the reach of the flames, the woman collapsed on the ground. She and the children were seemingly near death. Ignatius looked up at the flames licking the house, and for a moment though back to how his heritage had broken up his family. Was fire meant only to destroy? These people would likely die from it. But then a single ray of the Sun broke through the smoke and shone down on Ignatius, and in his heart he felt a warmth unlike any he had felt before. Instinctually he reached out to the woman, and he saw his hand was shining with a golden light which suffused her body as he touched her. She began to cough and started moving. He touched the children, and the same thing happened. The Sun. It was fire, but it was life too. The farmer came rushing over, having given up trying to fight the flames engulfing his house. He said it was a miracle, and Ignatius believed him.

In the years afterward, Ignatius stayed with the family for a while to help them rebuild and take care of the crops. He then took up wandering again, though now with a purpose. The power of fire suffused him, the power of the goddess Sarenrae. And he used it both to help the common folk and, when necessary, to clease the wicked. In his travels, he also came across others not unlike himself from whom he learned about the nature of their special sort of heritage.

A few years ago then, Ignatius came across a Varisian clan who boasted a special child of their own. His name was Manachan, and he was distraught by the conflict between people and his heritage. Though not particularly known for deep insight, Ignatius did his best to relate what he had learned to the boy, a celestially blooded aasimar. Not long after their meeting, Manachan set out to study at a monastery, and Ignatius hoped the boy would find solace there.

Lately Ignatius has been exploring the city of Korvosa, contacting old friends, healing the unwell and aiding in the countering and apprehending of a local gang of arsonists. In his heart he feels that a new path for him is soon to be illuminated. [/sblock]
[sblock=Adventure Notes]XP 13000 (Base) + 800 (Sunken Ship) + 3200 (Warehouse Battle) + 4040 (Rolth & Allies) + 5100 (Andaisin & Minions)[/sblock]
[sblock=Level Ups]
Level 6
Class: Oracle
BAB: +3 to +4
Fort: +1 to +2
Ref: +1 to +2
Will: +3 to +4
Feat:
Class Features: Mystery Spell (Fireball)
Spell Slots: +1 2nd, +4 3rd
Spells Known: Purify Food & Drink, Remove Disease
HP: +6 = (1d8 = 5) + 0 [CON] + 1 (favoured) + 41 (Old Total) = 47 (new total)
Skill Ranks: +4 = +4 (Class) + 0 (misc) + 20 (Old Total) = 24 (new total)
Skills: Diplomacy, Heal, Sense Motive, Spellcraft
Favored Class Bonus: +1 Hit Point

Level 7
Class: Oracle
BAB: +4 to +5
Feat: Craft Wondrous Item
Class Features: Revelation (Wings of Fire)
Spell Slots: +1 2nd, +1 3rd
Spells Known: Touch of Truthtelling, Admonishing Ray, Dispel Magic
HP: +8 = (1d8 = 7) + 0 [CON] + 1 (favoured) + 47 (Old Total) = 55 (new total)
Skill Ranks: +4 = +4 (Class) +0 (misc) + 24 (Old Total) = 28 (new total)
Skills: Diplomacy, Knowledge (Planes), Knowledge (Religion), Spellcraft
Favoured Class Bonus: +1 Hit Point[/sblock] [/sblock]
 
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