pneumatik's WotBS 1 - The Scouring of Gate Pass - Rogue's Gallery

HolyMan

Thy wounds are healed!
Code:
[B]Name:[/B] Shaylir
[B]Class:[/B] Druid/Cleric
[B]Race:[/B] Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] The Green Man
 
[B]Str:[/B] 10 +0 (04p.)     [B]Level:[/B] 3/2      [B]XP:[/B] N/A
[B]Dex:[/B] 16 +3 (06p.)     [B]BAB:[/B] +3         [B]HP:[/B] 31 (5d8+5)-5/lvl
[B]Con:[/B] 12 +1 (04p.)     [B]Grapple:[/B] -1     [B]Dmg Red:[/B] none
[B]Int:[/B] 10 +0 (02p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] none
[B]Wis:[/B] 15 +2 (08p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] 12+spell lvl
[B]Cha:[/B] 13 +1 (04p.)     [B]ACP:[/B] +0         [B]Spell Fail:[/B] n/a
 
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +1    +3    +1                19
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 16
 
                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      6    +1  +1      +8
[B]Ref:[/B]                       1    +3  +1      +5
[B]Will:[/B]                      6    +2  +1      +9(+10)*
* +1 save vs. fear
 
[B]Weapon                  Attack   Damage  Critical  Range[/B]
Sling(mw)                   +7       1d2      x2       50'
Dagger(melee)               +4       1d3    19-20x2    ---
Dagger(thrown)              +8       1d3    19-20x2    10'  
 
[B]Languages:[/B] Common, Halfling, and Druidic
 
[B]Abilities:[/B] 
* Halfling racial bonuses (will list if you want)
* Animal Companion
* Nature Sense
* Wild Empathy: 1d20+3
* Woodland Stride
* Trackless Step
* Spellcasting: Both classes cast divine spells based on Shaylir's Wisdom
* Spontaneous Casting: Druid- lose a spell to cast any summon nature's
                                 ally spell of the same level or lower
                       Cleric- lose a non-domain spell to cast any "cure" 
                                spell of the same level or less
* Alignment Spells: May not cast any evil spells
* Bonus Language: Add Sylvan, Celestial, Abyssal, and Infernal to list of
 bonus languages, and get Druidic for free.
* Arua: None
* Domains: Animal and Healing- This is to relflect Shaylir's goal to help
 protect the small helpless creatures of nature.
* Turning Undead: Shaylir channels positive energy.
   - Times per day: 4
   - Range: 60' (special)
   - Turning Check: 1d20+1
   - Turning Damage: 2d6+2
 
[B]Feats:[/B] 
* Proficient with all armors and with shields (except tower)
* Proficient with all simple weapons and scimitar
* Vow of Healing
* Self Sufficient
 
[B]Skill Points:[/B] 22       [B]Max Ranks:[/B] 7/3.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Survival                   7    +2     +4    +11(+13)**
Heal                       7    +2     +2   +11
Knowledge(nature)          5    +0     +4    +9
Hide                       3    +3     +4   +10
Move Silently              0    +3     +2    +5
Climb                      0    +0     +2    +2
Jump                       0    +0     +2    +2
Listen                     0    +2     +2    +4
Spot                       1    +2     +0    +3
Swim                       1    +0     +0    +1

** synergy bonus, add when in above ground natural environments
 
[B]Equipment:               Cost    Weight[/B]
Traveler's outfit        free     0lb
Studded Leather +1    1,175gp    10lb
Shield,small wooden(mw) 153gp   2.5lb
Sling(mw)               300gp     0lb
Dagger                    2gp     1lb
Bedroll                   5sp  1.25lb
Backpack                  2gp    .5lb
-rations,trail(1day)      1gp   .25lb
-waterskin                1gp     1lb
-sunrods(2)               4gp     2lb
-whetstone                2cp     1lb
Belt Pouch                1gp  .125lb
-holly and mistletoe      ---     0lb
Spell Component Pouch     5gp     2lb
Holy Symbol,silver***    25gp     1lb
 
[B]Magical Items [/B]
Studded Leather +1
Pearl of Power(1st lvl)*** set in center of holy symbol
 
[B]Total Weight:[/B]22.875lb      [B]Money:[/B] 2,530gp 9sp 8cp
 
                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              24.50  49.50  75.00  150.00  375.00
 
[B]Age:[/B] 26
[B]Height:[/B] 2'5"
[B]Weight:[/B] 29lb
[B]Eyes:[/B] hazel
[B]Hair:[/B] reddish
[B]Skin:[/B] very tanned
Appearance: Shaylir is very small and thin, mostly from living in the wilds. She grew up among the animals of the
forest and has taken on some of their characteristics and mannerisms. She is usually slightly dirty, a little smelly, and
has wild short unkept hair.

[sblock=Background]
Running among the trees Shaylir dodges around trunks and skips over roots. But do to her small size she has no fear of low hanging limbs. "Come on Fritz, come on!" dhe calls to the fox bounding up behind her. Of all the animals Fritz is Shaylir's truest friend.

Breaking branches and the rustle of leaves tell of the pursuers still right behind her. They will never tire, they will never give up, she thinks breathing hard. But we need to rest. A large tree with an even larger root provides a chance to hide, and Shaylir and Fritz duck under it's cover and watch back the way they had come.

It was the eyes she saw first in the darkness of the treeline, nothing could hide that awful red glow. They casted about the red light showing on tree and rock. "Looking for us," she whispers to Fritz. Shaylir could tell they were gaining and it was only a matter of time before the skeletons found her. She felt at the dagger and sling at her belt, both nearly useless against the walking dead.

They won't ever stop and any animals they come across looking from me will be hurt. She starts running again, a plan forming as she goes. Looking back at the wrong time Shaylir misses the little root that trips her and sends her tumbling down a small hill. Fliping end over end she hits her head on a rock during the tumble and drifts off into unconsiousness...

... The sun in her eyes wakes the young halfling girl. Shading her eyes she looks up through the green leaves of the trees around her. They are huge majestic trees surrounding a glade of perfect green grass. Every small animal of the forest moves about the glade and among the trees. Turning Shaylir sees the man in her dreams, The Green Man. At his feet is a suit of armor and a holy symbol. He gestures for her to take them and she timidly reaches out to recieve the gifts.

When she touches the items a sharp pain echoes through her head. She lifts a hand to her brow and finds a little blood at her temple. Standing up from where she landed adter tripping she sees that the glade and the Green Man are gone. But the holy symbol sits around her neck and the armor is drapped over her shoulders. With a new sense of knowledge Shaylir starts running again but this time towards the undead, towards the monsters she is now equipped to fight. [/sblock]


[sblock=Vow of Healing]
Vow of Healing [General]​

You have pledged yourself to heal all those in need, friend or foe. For this sacrifice, you are blessed with greater healing power.​

Prerequisite: Heal 4 ranks, ability to cast cure spells or otherwise magically heal.
Benefit: Once per level per day, as a free action you can release a 10-ft. radius emanation of positive energy. Every living creature in the area immediately heals 1 point of damage, while undead creatures take 1 point of damage. Additionally, you gain one bonus spell slot of your highest spell level, which can only be used for a spell of the healing subschool.​

You cannot refuse to heal any injured living creature who asks you for healing, though you are not obligated to provide more than 1 point of healing, and you are not required to heal enemies unless they surrender and you are reasonably sure they cannot betray you. You cannot perform a coup de grace on a living creature, nor can you target damage against a​

dying living foe (you may deal damage to them with area attacks, though you must make a best effort to avoid doing so). If you violate this oath, you lose the benefit of this feat for 24 hours. Repeated or flagrant transgressions can result in permanent loss of this benefit until you receive an atonement spell.
[/sblock]

[sblock=Stand the Heat]

Stand the Heat
Abjuration
Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The touched creature and all equipment it carries suffer no harm from being in even extreme heat. It can exist comfortably in temperatures as high as 500 degrees Fahrenheit. This protection is sufficient to endure the oven-like heat of a forest fire, though neither the creature nor its equipment is protected against fire damage.


If the affected creature catches fire, it can put itself out automatically by spending a move action.

Material Component: Ten gold coins which have sat in a fire for at least one hour.

[/sblock]

[sblock=Fritz]
Small Animal
Hit Dice: 3d8+6= 18
Initiative: +3
Speed: 40'
Armor Class: 18 (+1 size, +4 DEX, +3 natural). touch: 15, Flat-footed: 13
BAB/Grapple: +2/-1
Attack: Bite +7 melee (1d4+2)
Full Attack: Bite +7 melee (1d4+2)
Space/Reach: 5' x 5'
Special Attacks: ---
Special Qualities: low-light vision, scent, link, share spells, evasion, bonus tricks(2)= track, heel
Saves: Fort +5, Reflex +7, Will +1
Abilities: Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5,Spot +5, Survival +1*
Feats: Alertness, Track, Weapon Finese

Skills: Fritz has a +4 racial bonus to Jump checks(added in already).
* Fritz has a +4 racial bonus to Survival checks when tracking by scent. [/sblock]

[sblock=Level Ups]
LvL 4
LvL 5[/sblock]

[sblock=Notes]
Dream post
[/sblock]
 
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s@squ@tch

First Post
Code:
[B]Name:[/B] 
[B]Class:[/B] Fighter 2 / Rogue 3	[b]Starting Level[/b]: 5
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] N
[B]Deity:[/B] n/a

[B]Str:[/B] 15 +2 (08p.)	[B]Level:[/B] 5	[B]XP[/B]: 10000
[B]Dex:[/B] 17 +3 (10p.)	[B]BAB:[/B] +4		[B]HP:[/B] 36/36
[B]Con:[/B] 14 +2 (06p.)	[B]Grapple:[/B] +6	
[B]Int:[/B] 12 +1 (04p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b] Dex +1
[B]Wis:[/B] 08 -1 (00p.)	[B]Init:[/B] +7	[B]Spell Save:[/B] n/a
[B]Cha:[/B] 08 -1 (00p.)	[B]ACP:[/B] -0		[B]Spell Fail:[/B] X%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+5	+0	+3	+0	+1	+2	21
[B]Touch:[/B]	15	[B]Flatfooted:[/B] 18

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None
[b]BAB:[/b] +4

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+6	+4	+2	--
[B]Ref:[/B]	+6	+3	+3	--
[B]Will:[/B]	+0	+1	-1	--
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Longsword +1 (SH)       +7   	1d8+3	19-20/x2		
Longsword +1 (DH) 	+5	1d8+3	19-20/x2	
MW Shortsword (DH)	+5	1d6+1	19-20/x2	
Silvered Dagger		+7	1d4+2	x2		10ft

[B]Languages:[/B] Common

[B]Abilities:[/B] 
[I]Sneak Attack +2d6
Trapsense +1
Trapfinding
Evasion[/I]
Proficient with all weapons and armor


[B]Feats: [/B]
1st: (Bonus) Thieves' Guild Sympathizer 
1st: Improved Initiative
1st: (Human Bonus): Combat Reflexes
2nd: (Fighter Bonus) : Two Weapon Fighting
3rd: (Fighter Bonus): Two Weapon Defense
3rd: Dodge




Total Skill points: 68

[B]Skills                   Ranks  Mod  Misc  Total[/B]
Spot                       6    -1          +5
Listen                     6    -1          +5
Tumble                     7    +3          +10
Hide                       7    +3          +10
Move Silently              7    +3          +10
Climb       		   4	+2          +6
Open Lock                  7    +3   +2     +12
Disable Device             7    +1   +2     +10
Use Magic Device           6    -1          +5
Search                     7    +1          +8
Jump                       4    +2          +6




[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Longsword  +1       	2315gp	4lbs
MW Shortsword      	310gp	2lbs
Silvered Dagger      	22gp	1lbs
Mithril Shirt +1	2100gp	10lbs
Ring o' Protection  +1	2000gp	--lbs
Amulet o' Natural Armor +1 2000gp	--lbs
Backpack 		2gp	2lb
Winter Blanket		.5gp	3lb
2 pieces of Chalk	0.1gp	--lb
Flint and Steel		1gp	--lb
Belt Pouch		1gp	.5lb
50' Silk Rope		10gp	5lb
MW Thieves Tools		100gp	2lb


[B]Total Weight:[/B] 29.5	[B]Money:[/B] 139 gp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	66	133	200	400	1000

[B]Age:[/B] 24
[B]Height:[/B] 5'10" 
[B]Weight:[/B] 165 lbs
[B]Eyes:[/B] Brown
[B]Hair:[/B] Brown
[B]Skin:[/B] Tan



[sblock=Background]
Nick doesn't know where he came from. He's been on the streets from since he could remember. His parents died before he ever knew them and left him with an uncaring aunt. Once he could survive on his own, he was living on the streets.

He had been in the Thieves' Guild for ever, it seemed. From before he was 6 year old, he gravitated to it. He was quite good with his hands and could get into houses through the smallest of windows, which earned his keep in the guild. He took in everything he could learn from the guild like a sponge -- quickly rising through the petty ranks as he grew older.

Everything was going great for Nick -- he had respect, a roof over his head, and a steady supply of pocket money, plus, he was REALLY good at this whole thieves guild thing. He knew his way around a blade, or two, and was used successfully in heists where some swordplay might get involved.

But, then the assassination happened. Things went sideways and blew up. The guild was put on lockdown and Nick realized that his long term safety was not in Gate Pass any longer. He had to get out. He had to get away, start afresh, somewhere stable.

Realizing that his skills weren't of much use in the wild, he travelled to what seemed logical to him at the time -- Seaquen. Perhaps there he could start anew and start fattening his belt pouch once more.
[/sblock]
 
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