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  1. #21
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    NPCs of Harkon Manor

    Vance Valorn

    The young dashing hero of Harkon Manor, Vance is tall and strong, bold and daring. He keeps his long brown hair tied in a warriors que and wears his dark brown beard cut short and thin. Bright blue eyes and a winning grin added to all this make the charming knight a natural leader. He is normally encountered in full armor and a white and green tabard with the Valorn family symbol on the chest. When encountered unarmored he wears simple clothes but of rich fabric and cut. (pictured below)


    Brend Servant of Devolin

    Brend is Vance Valorn's tutor and a holden of House Valorn. With shots of gray in is black hair and beard the warrior priest is starting to show signs of his age. Though when his strength and faith are needed on the battlefield he has never failed. Loyal, courageous, and virtous are a few words people hear to describe Brend. With dark eyes and a fatherly experssion on his face Brend is the wise council to help keep the adventuring seeking Vance in check. When not adventuring with Vance, and wearing heavy plate and mail, Brend wears a simple monks robe of brown wool.(pictured below)


    Vir Valorn

    Lord of Harkon Manor, Vir looks older than his years suggest. It is said that since taking over the lordship from his father Vir has aged five years for every one year that has pasted. He is quiet and reserved not known to outburst and he always listens to both sides of an issue before passing judgement. Walking with a cane and always wearing a heavy bearskin robe Vir is accompanied by a bodyguard and nurse at all times.(pictured with sister)


    Rizella Valorn

    Sister to Vir and Vance, Rizella has recently gone into a quiet disppear. She doesn't move from the chair that she sits in she hardly eats and sleeps in fits. The reason behind her dispear is that her son Tharivol has been takin to the elven forest to be held for the crimes of his father. The beautiful stick figure of a noble woman has very long dark hair and hazel eyes that are always sad as she sits by the window looking out across the waters towards the elven lands.(pictured with brother)


    Skazul

    An old friend (and possiblily an adventuring companion) of Harkon Valorn, Skazul is now the chief historian and local wizard. He spends all his time in the library where he eats, sleeps, and studies. He is prone to forgetfulness with outburst of clear thought but mainly he talks only to himself or to his raven familiar Chester. Always wearing his old robes, which are worn and wrinkled, the older man seems immune to the weather either hot or cold. His thin hair is grey and combed over his bald head. His beard is chalk white and crows feet surround his brown eyes. He walks with a slight hunch and nearly always has a book in hand or close by.(pictured)
    Attached Thumbnails Attached Thumbnails Knight_Sketch_by_YoshiyukiKatana.jpg   armored_knight.jpg   fig432.png   095554.jpg  
    Last edited by HolyMan; Thursday, 4th March, 2010 at 12:22 AM.
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  • #22

    Pious PC

    Pious, Fighter Lv.1


    Code:
    Name: Pious
    Class: Fighter 1
    Race: Human
    Size: M
    Gender: M
    Alignment: NG
    Deity: Cambi
    
    Str: 16 +3 (10p.)     Level: 1        XP: 0
    Dex: 10 +0 (02p.)     BAB: +1         HP: 13 (1d10+3)
    Con: 16 +3 (10p.)     Grapple: +4     Dmg Red: 0/0
    Int: 13 +1 (05p.)     Speed: 30      Spell Res: 0
    Wis: 14 +2 (06p.)     Init: +0        Spell Save: n/a
    Cha: 10 +0 (02p.)     ACP: -2         Spell Fail: n/a
    
                       Base  Armor Shld   Dex   DB   Nat  Misc  Total
    Armor:              10    +4    +0    +0    +0    +0    +0    14
    Touch: 10              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      2    +3          +5
    Ref:                       0    +0          +0
    Will:                      0    +2          +2
    
    Weapon                  Attack   Damage     Critical
    Halberd               +4     1d10+4      20/x3
    Short Bow             +1     1d6      20/x3    60'
    
    
    Languages: Common, Fanic,
    
    Feats:
    Improved Trip (*Bonus Feat)
    Combat Expertise  (*Level 1 Feat)
    Power Attack (*Human Feat)
    Animal Affinity  (*Campaign Feat)
    
    Class Features:
    -
    
    Skill Points: 24       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Ride*                       4    +0    +2    +6
    Handle*                     4    +0    +2    +6
    Craft* (carpenter)          4    +1          +5
    Jump*                       4    +3    -2    +5
    Swim*                       4    +3    -4    +3
    Climb*                      4    +3    -2    +5
    
    Equipment:               Cost  Weight
    Chainshirt              100gp   25lb
    Halberd                  10gp   12lb
    Short Bow                30gp    2lb
    Backpack                  2gp    2lb
    Bedroll                   1sp    5lb
    Waterskin                 1gp    4lb
    Beltpouch                 1gp    0lb
    x20 Arrows                1gp    3lb
    Travelers clothes
    
    
    Total Weight:53lb      Money: 4gp 9sp 0cp (Craft Check Included)
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               76   153   230   230   460
    
    Age: 27
    Height: 5'10"
    Weight: 190lb
    Eyes: brown
    Hair: brown
    Skin: white
    Background: Pious. The son of a carpenter, Pious was born very poor and had few opportunities as a child. When he was 10 years old his father gave him as a scribe to a local monastery in the hopes of a better, and more faithful, future for his son. In the monastery Pious learned to read and write as well as continuing his education into woodworking and began the care of horses, chickens, and dogs. Earning his keep from a young age and learning a boy's fondness for laboring animals as well. At the elder age of twenty one, the lifestyle of the monastery no longer held any magic for the young man and he left to join up with a passing Mercenary Legion. Aiming to test his mettle and make his fortune in the world. Far from the judgmental eyes of his robe-clad masters. However the violent and petty realities of such a bitter lifestyle did not sit well with the young man of the faithful upbringing. And at the small age of 27 years old, the warrior male looks for more honest opportunities to test his blade, and his luck, elsewhere.


    Appearance:
    Last edited by Deskjob; Wednesday, 13th June, 2012 at 01:55 AM. Reason: review update

  • #23
    Registered User
    Acolyte (Lvl 2)

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    Level Stuff for L2
    After attaining L2 the half and half thing stops and the new truth is L1 clr, L2 wiz so:

    L1 clr starting HP d8+2(+3 tough)=13
    Saves F/W +2
    BAB +0
    spells 0/1: 3,1(+1 wis)+1(dom)

    L2 wiz gain HP d4+2=6 + 13 = 19
    Saves W +2
    BAB+0
    Skills (8) +1 Con, DeSc, Know(a,h,tp,r), prof, spellcraft
    spellls 0/1: 3,1(+1 int)+1(spec)


    new spells
    L0
    Detect Poison, Dancing Lights, Flare, Light, Ghost Sound, Mage Hand, Mending, Arcane Mark
    L1
    Lesser Orb of Cold (Complete Arcane p116), Shocking Grasp, Tenser's floating disk



    Lurik, Clr/Wiz Lv.2(1/1)

    Appearance/Description: Lurik. You can tell right away that this guy doesn’t go out of his way to be friendly. Tall and thin, Lurik has a semi regal and unstoppable look to him, at least in that “Haughtier that thou” sort of way, with shoulder length hair, sideburns and a goatee, neatly trimmed and maintained. Mostly traveling in Scholar's/Spellcaster's robes in an assortment of dark blue hues he stays typically bareheaded but dons a wide brimmed hat of similar hue in rain or bright sun. For the most part Lurik views the world with a calm disinterest, except when there is something to learn or study that gains his interest, and he keeps his communications with companions to a minimum (maximum efficiency) but somehow manages to do so without appearing to overly lift himself above others. While Lurik does see himself as better than everyone he meets he has no desire nor need for anyone else to agree with him on that point.

    Largely self trained in matters arcane, martial, and spiritual, Lurik approaches all facets of his life as art forms. He begins each day with a meditative routine similar to Yoga and Tai Chi in which he practices his meager martial training, prays, and studies his spells. His skills as an archer are reminiscent of Zen archery, facing perpendicular to his target and drawing the bow with a sideways motion. The archery step is the final part of his meditation, wherein he draws the bow several times a fires mental arrows, perceiving perfection to allow for such in battle. After this he uses Prestidigitation to wash up. While his approach to his studies carries a strong Lawful scent, his views in the world are solidly neutral, going with whatever benefits him most.

    Code:
    Name: Lurik
    Class: Cleric 1 / Wizard 1
    Race: Human
    Size: M
    Gender: M
    Age: 24
    Height: 5’11”
    Weight: 165lb
    Eyes: Piercing Blue
    Hair: Brown
    Skin: Light Tan
    Alignment: N (with a bit of a Lawful streak)
    Deity: the fabric of the universe 
    
    Str: 10 +0 (2p.)      Level: 2           XP: 1370
    Dex: 13 +1 (5p.)      BAB: +0            HP: 19 (1d8+2+1d4+2+3)
    Con: 14 +2 (6p.)      Grapple: +0        Dmg Red: 0/0
    Int: 16 +3 (10p.)     Speed: 30          Spell Res: 0
    Wis: 16 +3 (10p.)     Init: +1           Spell Save: 13+Lvl
    Cha: 10 +0 (02p.)     ACP: 0             Spell Fail: 0%
    
              Base+Armor+Shld+Dex+DB+Nat+Misc=Total
    Armor:     10    +0   +0  +1  +0 +0  +0  =  11
    Touch: 11              Flatfooted: 10
    
             Base   Mod  Misc  Total
    Fort:     2     +2           +4
    Ref:      0     +1     +2*   +3
    Will:     4     +3           +7
    *familiar
    
    Weapon          Attack     Damage     Critical    Range
    Longbow           +1(+2)*    1d8        x3        100ft       
    Dagger            +0         1d4       19/x2
    Dagger(thrown)    +1(+2)*    1d4       19/x2      10ft
       *+1 within 30ft (PBS)
      
    Languages: Common, High Elven, Elven, Draconic.
    
    Feats:
      Precise shot - racial bonus
      Point Blank Shot - level 1
      Practiced Spellcaster (Cleric) - level 3
     
      Magical Aptitude - homebrew bonus
      (Toughness) - homebrew exchange
      (Martial Weapon Prof (Longbow/composite)) - homebrew exchange
      (Armored Mage Light) - homebrew exchange
      (Dodge) - homebrew exchange
      
    
    Class Features:
    Cleric Aura (none)
    Spontaneous Casting (healing)
    Scribe Scroll
    
    
    Skill Points: 32       Max Ranks: 4/2
    Skills                     Ranks  Mod  Misc  Total
      Appraise                        +3    +0    +3
      Balance                         +1    +0    +1
      Bluff                           +0    +0    +0
      Climb                           +0    +0    +0
      Concentration*^            5    +2    +2    +9
      Decipher Script^           3    +3    +0    +6
      Diplomacy                       +0    +0    +0
      Disguise                        +0    +0    +0
      Escape Artist                   +1    +0    +1
      Gather Info                     +0    +0    +0
      Forgery                         +0    +0    +0
      Heal*                      2    +3    +0    +5
      Hide                            +1    +0    +1
      Intimidate                      +0    +0    +0
      Jump                            +0    +0    +0
      Know (arcana) *^           5    +3    +0    +8
      Know (history) *^          5    +3    +0    +8
      Know (the planes) *^       5    +3    +0    +8
      Know (religion) *^         5    +3    +0    +8
      Listen                          +3    +0    +3
      Move Silently                   +1    +0    +1
      Perform                         +0    +0    +0
      Profession (scribe)*^      5    +3    +0    +8
      Ride                            +1    +0    +1
      Search                          +3    +0    +3
      Sense Motive                    +3    +0    +3
      Spot                            +3    +0    +3
      Survival                        +3    +0    +3
      Swim                            +0    +0    +0
      Spellcraft*^               5    +3    +4    +12
      Tumble                          +1    +0    +1
      Use Rope                        +1    +0    +1
       
      *Cleric
      ^Wizard
       
      
    Equipment:             Cost   Weight
      Longbow              75gp    3lb
      Arrows(20)            1gp    3lb
      Dagger                2gp    1lb
      Spellbook            15gp    3lb
      Spell Comp pouch      5gp    2lb
      Holy Symbol (w)       5gp    --
      Backpack              2gp    2lb
      Bedroll               1sp    5lb
      Waterskin             1gp    4lb
      Beltpouch             1gp   .5lb
      Ink (1oz vial)        8gp    --
      Inkpen                1sp    --
      Scrollcase            1gp    .5lb
      Parchment(20sh)       4g    .5lb
      Whetstone             2cp    1lb
      Modified Scholars outfit
          Robe with belt, wide-brimmed hat, boots and cloak
    
    
      
    Total Weight: 25.5lb      
      Money: 13gp 7sp 8cp (125+9(prof check) start)  
    
    
                   Lgt    Med   Hvy  Lift  Push
    Max Weight:     33    66    100   100   200
     
     
    SPELLS:
    
    Condensed spells per day
    Cleric-
     0lvl: 3 1st lvl: 3
     Wizard-
     0lvl: 3 1st lvl: 3
    
      
    CLERIC
      Domains: Spell, Healing
      Domain Powers: 
           Spell -- +2 Concentration / Spellcraft  (FRCS pg64)
           Healing – You cast healing spells at +1 caster level
      Spells/Day: 
      0/  1  /  2  /  3  /  4  /  5  /  6  /  7  /  8  /  9
      3/ 2+1
    
      Turning Check: 1d20+0
      Turning Damage: 2d6+1
      Turns/day: 3
       
      WIZARD
      Specialist Evoker (give up enchantment/necromancy)
      Spells Known: 0=16  1=6
       L0
        Resistance
        Acid Splash
        Detect magic
        Read Magic
        Ray of Frost
        Message
        Open Close
        Prestidigitation
        Detect Poison
        Dancing Lights
        Flare
        Light
        Ghost Sound
        Mage Hand
        Mending
        Arcane Mark
       L1
        Burning Hands
        Mage Armor
        Magic Missile
        Lesser Orb of Cold (Complete Arcane p116)
        Shocking Grasp
        Tenser's floating disk
        
       
      Spell Books:
       
      Spells/Day:
       0/  1  /  2  /  3  /  4  /  5  /  6  /  7  /  8  /  9 
       3/ 2+1
       
      Caster Save DC 13 = 3 + Spell Lvl + Bonuses
    
    
    Background
    Background:
    Bearing the blood of nobility is as often a curse in this world as a blessing. To be a son and not firstborn is to achieve by birth a life of privilege without power other that the meager ability to take some measure of precedence to the lowborn parents. Even worse than the second or third son of a line, one could find themselves the last son of a second son in a family that breeds like peasants. Sixth son of the brother to the Lord, with no fewer than four cousins in line before him Lurik found himself at birth to be tenth in line of succession to any real power. Fortunately though, his father had done well in his young life, earning a high rank in the military and a sizable fortune through adventure and an impressive tournament record, wealth put to good use raising some of the finest horses to be found. Despite the large family, Lurik lived with his sisters and brothers in nearly the circumstance they’d have seen as children of the Lord, and with his elder brothers fulfilling the roles of Firstborn (rights to his father’s inheritance) and Soldier, it was more than acceptable for him to seek his own fortune.

    Never really “one of the boys” in terms of desires to romp about, fight, and compete, Lurik was a child of high intelligence who was also quick to pick up on the wiser words of the world. While maintaining a healthy vision of his physical form, enough so as to perform well within the average in the games of his peers, Lurik found his own joys in learning, the gaining of new insight, and vicarious living through the penned epics of adventurers long past. No other child could have asked more people to read to him, an irritant that lead his parents to hire a tutor for him at a very young age. Lurik picked up reading like a toddler picks up stick, and before long was writing as well and his tutors fought hard to keep up with his fast paced learning. It was in learning to write that Lurik discovered that his memory wasn’t just excellent, but when he wrote something down, his memory was perfect. This insight led the young man child to write everything he could on anything he could get his hands on; practice that enabled him to make a cute copper scribing for his father and citizens of the local area, and gave him a whole new realm of new possibilities.

    More than anything else, Lurik was fascinated by the mystical powers that seemed to hold together the universe. Trading his services for training, this fascination was fueled by studying at the feet of local priests and wizards alike. His services were especially useful to these groups as he could reproduce from memory spells and scripture after making only a single copy from the original source. In his research, Lurik came upon what he determined to be the Universal Constant, the thread of power behind all life and magic. His discovery remains a deeply held secret, despite him trying to share it with every caster he could tell, all of whom were so deeply bogged down in their own faiths or magical understandings as to deny his discovery as the ravings of a young lunatic. However, to Lurik the power and truth were undeniable allowing Lurik to cast spells arcane and divine from a single pure source. Lacking a deity defined holy symbol, Lurik uses a blank polished circle about 4" in diameter to represent the all-encompassing and undefinable nature of his Universal Constant. When he eventually obtains a silver holy symbol this will essentially be a round mirror. As part of his beliefs, Lurik views undead and any form of necromantic manipulation of life energies (he does not consider divine healing to fit this category) to be an affront to the Universe. Lurik refers to his deity using a variety of names including: The Universe, The Constant, The Fabric, and The Unifier.

    Somewhat secondary to his mystical studies, Lurik maintained a well regimented study of the martial arts, which for Lurik truly are an art rather than a tool or a weapon. Through research and a fair amount of training purchased by gold or service, Lurik created a daily meditation and exercise routine modeled after the sword dances, routines, and meditations of monks, clerics, fighters, and anyone else who had a patterned approach to their study of combat and physical excellence. Not blessed with great strength or dexterity, these exercises enhance more his mystical nature (involving his daily prayer for divine spells and memorization of arcane spells) than his martial, though they tough him up and give him the focus to make up for his lack of inherent ability in the field of archery. I social circumstances, Lurik learned to tolerate and be tolerated. Never the center of attention or even a big personality in groups, he participates without giving cause for dislike, maintaining a more or less professional reputation.

    On the homefront, Lurik maintains a cordial relationship with his immediate and extended family members but really doesn't fit in terribly well with any of them. His only significant relationships are with his mother Fay and eldest sister Teri who taught him much of what he knows of the healing arts. His mother having met his father during his tournament years, when she provided healing services to him, and his sister being her primary prodigy. Lurik has as yet had no serious relationship with a woman, largely too concerned with his studies to even take much interest in the opposite sex beyond medical research and the art of their form, however, in his early years of self wealth before he learned better control of his assets and body he did gain insight to that level of the human experience through purchased services. From time to time he still indulges in such physical release but forms no attachments in what he views as a perfectly acceptable practice.

    Reaching adulthood, Lurik’s opportunity to increase in knowledge and arcane talent plateaued due to the limited resources in his home town and bidding his farewells to his family, he took to the road. Carrying proof of his nobility, Lurik has moved from town to town, gaining access to lodging with noble kin and their libraries as he can, staying in inns and viewing other private libraries when he can't and plying his skills to pay is way through it all. He’s heard the tales and cries of war coming into the land, and has been considering putting his talents to the test in support of the defense of his country for some time. Now at Harkon manor, it seems the war has found him with an unusual and somewhat improbable group of adventurers in the service of the King.

    XP Awards
    Date - Amount - Reason
    5-13-10 - 255 - History
    5-15-10 - 110 - Rp
    5-31-10 - 365 - Rp
    6-16-10 - 155 - Rp
    6-30-10 - 160 - Rp
    7-15-10 - 40 - Rp
    7-31-10 - 115 - Rp
    8-15-10 - 170 - Rp



    Familiar

    Code:
    Name: Cogs
    Race: Weasel (Black Footed Ferret)
    Size: Tiny
    Gender: M
    Alignment: N 
     
    
    Str: 3  -4            
    Dex: 15 +2            BAB: +0            HP: 9  (19/2)
    Con: 10 +0            Grapple: -17       Dmg Red:  0/0
    Int:  6 -2            Speed: 20          Climb 20ft
    Wis: 12 +1            Init: +1          
    Cha:  5 -3            ACP: 0             
    
              Base+Armor+Shld+Dex+DB+Nat+Misc=Total
    Armor:     10    +0   +0  +2  +0 +1  +2  =  15
    Touch: 14              Flatfooted: 13
    
             Base   Mod  Misc  Total
    Fort:     2     +0           +2
    Ref:      2     +2           +4
    Will:     4     +1           +5
    
    Weapon          Attack     Damage     Critical
    Bite             +4         1d3-4        x3          
    
      
    Languages: 
    
    Feats:
      Weapon Finesse
      
    
    Special Attack:
      Attach
    
    
     Special:
      Alertness
      Improved Evasion
      Share Spells
      Empathic Link
    
    
    Skill Points: 5        Uses Master's Ranks When Better
    Skills                     Ranks  Mod  Misc  Total
     Master Ranks
      Concentration *^           5    +0    +0    +5
      Decipher Script^           3    -2    +0    +1
      Heal*                      2    +1    +0    +2
      Know (arcana) *^           5    -2    +0    +3
      Know (history) *^          5    -2    +0    +3
      Know (the planes) *^       5    -2    +0    +3
      Know (religion) *^         5    -2    +0    +3
      Profession (scribe)*^      5    -2    +0    +3
      Spellcraft*^               5    -2    +0    +3
    
    Animal Ranks
      Balance                    0    +2    +8    +10
      Climb                      0    +2    +8    +10   
      Hide                       1    +2    +8    +11
      Move Silently              4    +2    +2    +8
      Spot                       3    +1    +0    +3
    
    
      *Cleric
      ^Wizard
    
                   Lgt    Med   Hvy  Lift  Push
    Max Weight:    7.5    15   22.5  22.5    45
    Tiny Quadruped (x.75)

    Homebrew

    Traded All Cleric armor proficiencies (light,medium,heavy,shields) for
    Light - Armored Mage (light)*
    Medium - Martial Weapon Prof (Longbow/composite)
    Heavy - Toughness
    Shields - Dodge*
    *at second level

    Non-Core Write Outs

    Orb of cold, Lesser
    Conjuration (Creation) [cold]
    Level: Sor/Wiz 1
    Components: V,S
    Casting Time: 1 standard Action
    Range: Close (25ft + 5ft/level)
    Effect: One orb of cold
    Duration: Instantaneous
    Saving throw: None
    Spell Resistance: No

    An orb of Cold about 2 inches across shoots from your palm at its target, dealing 1d8 points of damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals additional 1d8 points of damage (max 5d8)


    Last edited by Gondsman; Wednesday, 18th August, 2010 at 10:56 PM.

  • #24

    Pious PC: Level Ups

    Reserved.
    Last edited by Deskjob; Monday, 28th May, 2012 at 10:12 PM.

  • #25
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

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    hagerstown md
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    Combatant stats

    Villiager:
    medium humaniod (human)
    Hit Dice: 1d4+3 (5 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
    Base Attack/Grapple: +0/+2
    Attack: +2 melee (1d6+2 simple weapon)
    Full Attack: +2 melee (1d6+2 simple weapon)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: none
    Special Qualities: none
    Saves: Fort +1, Ref +1, Will +2
    Abilities: Str 14, Dex 12, Con 13, Int 8, Wis 15, Cha 10
    Skills: Profession(any) +9, (second skill based off profession)
    Feats: Skill Focus (profession), Toughness
    Environment: any
    Organization: community 10-50
    Challenge Rating: 1/4
    Treasure: none
    Alignment: any
    Advancement: by class

    Men at Arms:
    medium humaniod (human)
    Hit Dice: 1d8+5 (9 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares)
    Armor Class: 17 (+4 scalemail, +2 heavy wooden shield, +1 Dex), touch 11, flat-footed 16
    Base Attack/Grapple: +1/+3
    Attack: +4 melee (1d8+2 martial weapon)
    Full Attack: +4 melee (1d8+2 martial weapon)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: none
    Special Qualities: none
    Saves: Fort +4, Ref +1, Will +1
    Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
    Skills: Profession(guard) +3, Handle Animal +5, Intimidate +3
    Feats: Toughness, Weapon Focus (varies for each)
    Environment: any
    Organization: group 10-50
    Challenge Rating: 1/2
    Treasure: none
    Alignment: any
    Advancement: by class

    Treylorian Soldier:
    medium humaniod (elf)
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+3 studded leather, +2 heavy steel shield, +3 Dex), touch 13, flat-footed 15
    Base Attack/Grapple: +1/+2
    Attack: short sword +4 melee (1d6+1, 19-20/x2)
    Full Attack: short sword +4 melee (1d6+1, 19-20/x2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: none
    Special Qualities: low light vision, immunity to magic sleep, +2 save vs enchantments
    Saves: Fort +3, Ref +3, Will +0(+2)
    Abilities: Str 12, Dex 17, Con 12, Int 13, Wis 10, Cha 8
    Skills: Survival +2, Climb +2, Swim -1,
    Feats: Weapon Finesse
    Environment: any battlefield
    Organization: war party 100-250
    Challenge Rating: 1/2
    Treasure: none
    Alignment: neutral
    Advancement: by class
    Last edited by HolyMan; Wednesday, 16th June, 2010 at 11:30 PM.
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  • #26
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    Scout (Lvl 6)

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    Malaroc (Mal)

    Malaroc
    Human
    22 Years Old
    5'10"
    181 lbs
    Sandy Brown Colored Hair
    Copper Eyes

    An average appearing human at a glance, Malaroc is anything but when the time comes. A good looking male, his features are strong and he keeps in good condition; being well toned and up for hard work when needed. He has a beard and long goatee, preferring to braid the goatee at times. He has mid length sandy brown hair usually tied back and copper eyes that glint in the sun. He often is able to fill in where needed, though his strength is best used in melee combat.

    Background
    A weaponsmith by trade and barely starting out, he longs for adventure and excitement. Having taken his training abroad, his life had taken a course for the more unusual and demanding when that fateful night came to pass.

    It was a cold night, the breath fogging up as the temperature dropped quickly. He had been traveling for a few days, intent on making it past this wooded area by going through it, rather than around, as others had warned him to. They talked of a beast in the woods, but he chalked it up to childish stories intended to keep the children at bay.

    As he made camp that night, the warmth of the fire lured him close, yet something else was out there as well. Hearing the rustling, he knew that the fire would keep most creatures at bay, save for the more daring and desperate. He could see the yellow eyes, almost matching his color, as they circled his camp. Wolves... he thought, as he prepared to defend the camp, should they become bold enough.

    The next few seconds were a blur, as they seemed to charge in from all directions. Kicking the firewood in all directions, he tried to scatter them, but there was something unnatural about them. They seemed to ignore the fire, coming at him still. He threw his javelins in all directions, following up with vicious strikes from his self-made morningstar, trying to route them.

    They were too much for him, as he felt the warmth of his blood seeping from the many wounds about him. Then, he felt it. It was a feeling of awe, somehow emanating from all around, as he figured this was preparation for death. Perhaps this was the instant before death, when a calmness takes over, preparing you for the journey across.

    Yet the wolves felt it too. They had a different effect, as they seemed to become afraid, fearful of something else. Just then, a large figure crashed down from the treeline, stomping a few of the wolves, knocking Mal down, his senses going slowly out. He remembers seeing the color of his blood; red. There was the glimmer of copper flashes, as the fire played tricks on his eyes. Then, there was green, as if the scene was being painted by a huge brush, the green water coloring everything. Then there was nothing, as he closed his eyes.

    The sound of breathing, heavy breathing, seemed to slowly bring him to his senses. Do dead people still breath? he asked himself, wondering if his life had afforded him a decent afterlife. His eyes opened, as he glanced around in the darkness, looking for the brightness that he had hoped to find himself in. Hearing the crunch of something breaking, he darted his head left, meeting the gaze of a huge copper eye gleaning back at him. A DRAGON

    Trying to jump up, he winces, as his injuries prevent him from doing so. A voice calls out, deep, yet feminine. "I am still hungry. The wolves were a delicacy, yet it would seem there is still you left to deal with. You have a choice."

    The dragon seemed to simply ignore Mal, feasting on yet another wolf, the crunching noise now identified as the sound of a large wolf being chewed; it's bones being smashed easily by the copper dragon. "And what is this choice..." he heard himself asking, resigned to his fate.

    "I have need of someone like you. I can cure you, but you will be indebted to me. I need someone of your capabilities; able to move about in human lands, meet with others, gather information and items. Purely of no evil intentions, as I have verified you are pure of heart. I would not allow evil to come to my lair, or at least leave alive."

    The wounds. They were fatal, as he could still feel his life slipping slowly. A choice, yet he knew it was not much of one. "I do not fear death. Yet I choose to live. I will do what you ask, if I may do so of my own free will. Should I find your intentions evil, then you can kill me for refusing any of your tasks."

    The dragon stopped eating at the words, cocking its head to the side when answered so bluntly. "I believe I have chosen wisely! You will be taught a few secrets as well, for your service. Should you choose to stay in my service, then your lessons will continue to allow you to grow in knowledge and power. Now, sleep. And when you awaken... you will be newly alive."

    Closing his eyes, Mal resigned his fate to the dragon. He would come to know her name as well as her mighty powers. The markings that he found on his body were done by her, perhaps as a warning to other dragons of his 'ownership' or 'leige', or simply as part of the ritual to heal him. He knew not what they were, but that they seemed to aid him with his newfound knowledge and power.

    And now, he travels the lands, some on his own account, yet at times for the will of the copper dragon. She had given him tools, knowledge, power, and he yearned for more.

    Since then, there has always been more to do, more to learn, and gifts from the dragon. His newest gift is that of a Dragon Gauntlet, and it still had much to teach Mal...


    Name: Malaroc
    Sex: Male
    Race: Human
    Class: Copper Dragon Shaman 4 / Battle Sorcerer 1

    Attributes
    Code:
    Attributes
    Str: 12 (+1) (4POINTS)
    Dex: 20 (+5) (10POINTS) +4 Gloves
    Con: 18 (+4) (13POINTS)
    Int:  10 (+0) (2POINTS)
    Wis: 8 (-1) (0POINTS)
    Cha: 14 (+2) (6POINTS)
    
    HP: 56HP
    BAB: +3
    Initiative: +5
    Grapple: +3
    Speed: 30'
    
                Base  Armor Dodge   Dex   DB    Nat  Misc  Total
    Armor:       10    +3    +1     +5    +1    +0    +0    +20      (+1 Dodge)
    Touch: 17
    Flatfooted: 14
    ACP: 0
    
    Saves
              Base   Mod  Misc  Total
    Fort:      4    +4    +0    +8
    Ref:        1    +5    +0    +6
    Will:       6    +2    +0    +8
    
    Languages
      Common, Draconic


    Feats/Skills

    Feats
    Two Weapon Fighting (Reduced Penalties for fighting w/2 weapons)
    Dodge (+1 Dodge Bonus)
    Persuasive (+2 to Intimidate/Bluff)
    Force of Personality (Traded from Prof with Shields)
    Improved Toughness (Traded from Prof Medium Armor)
    Exotic Weapon Proficiency - Dragon Gauntlets (Traded from Summon Familiar)
    Light Armor Proficiency - No Arcane Penalty
    Combat Reflexes (Addition AoO's even while flat footed)
    Weapon Finesse (Traded from Martial Weapon Proficiency)

    Code:
    Skills:  (2Class Skill Points +2CampaignBonus +1 Human X4, =20, +5 Lvl2, +5 Lvl3, +5 Lvl4, +5 Lvl5)
    Skill Points:        Max Ranks: 8/4
    Skills        40           Ranks  Mod  Misc  Total
    
    Bluff                      8    +2    +5    +15
    Climb                      2    +1    +0    +3
    Craft (Weaponsmith)        4    +0    +0    +4
    Hide                       8    +3    +0    +11
    Intimidate                 8    +2    +2    +12
    Knowledge (Arcana)         8    +0    +0    +8
    Speak Lang cc              1    +0    +0    +1


    Dragon Shaman Abilities

    Class Abilities
    Proficiency - Simple Weapons & Light Armor
    Totem Dragon - Copper Dragon
    Skill Focus - Bluff (+3 to Bluff)
    Draconic Adaptation - Spider Climb at Will
    Draconic Resolve - Immune to Sleep, Paralysis, Frightful Presence of Dragons
    Breath Weapon - 30' Line of Acid, 2d6 dmg, DC 16 Reflex save for 1/2 dmg, 1d4 Rounds Recharge
    Draconic Aura +1 (All allies within 30' affected)
    Code:
         
    Energy        = +1 Increase DC of Breath Weapon
    Power         = +1 bonus to melee dmg
    Vigor         = Fast Healing 1 if under half of max HP
    Senses       = +1 to Spot/Listen/Initiative


    Battle Sorcerer Abilities

    Light Armor Proficiency - No Arcane Penalty
    Spells Known
    0-Level x3 = Mending, Dancing Lights, Message
    1-Level x1 = Sylindria's Shield
    Spells Per Day 4/2


    Combat
    Code:
    Attacks
       MW Elven Dagger    =  +9 to hit, 1d4+1dmg, 19-20/x2, P-S
       MW Javelin x2      =  +9 to hit, 1d6+1, x2, 30', P
       MW Dragon Gauntlet =  +9 to hit, 1d6+1dmg, 18-20/x2,/ P-B
       MW Dragon Gauntlet x2 =  +7/+7 to hit, 1d6+1dmg, 18-20/x2,/ P-B
    
    Combat:
    Melee +4
    2WpnFighting +2/+2
    WeaponFinesse Melee +8
    WpnFiness 2Wpn Fighting +6/+6 
    Ranged +8


    Equipment
    Code:
    Equipment: 13gp 1sp 3cp
    Item                         Cost(gp)      Weight (lbs)
    MW Studded Leather             25             20
    Backpack                        2              2
    Artisan Tools                   5              5
    MW Elven Dagger                 2              1
    MW Javelin x2                   2              4
    Belt Pouch                      1              .5
    Chalk x5 (colored)              .05            0 
    Signal Whistle                  .8             0
    Signet Ring                     5              0
    Flint & Steel                   1              0
    Waterskin                       1              4
    MWDragon Gauntlet x2           20              2
    
    Magic Items
    Gloves of Dexterity +4
    
    Current Total Weight = 38.5
    
    Light Load Max = 43 lbs
    Medium Load Max= 86 lbs
    Heavy Load Max = 130 lbs
    Lift off Ground = 260 lbs
    Overhead = 130 lbs
    Drag = 650 lbs




    Level Ups

    Level 2 Substitute - Battle Sorcerer 1
    +D8 HP = 1+4CON+1Tough=6 (23 Total)
    +2 Will
    Gain Proficiency with 1 single Martial Weapon (Light or OneHanded) = Weapon Finesse
    Light Armor Proficiency - No Arcane Failure in Light Armor
    Summon Familiar = Exotic Wpn Prof - Dragon Gauntlet (LightWpn, 1d6, 18-20/x2, B+P)
    Spells (KNOWN = 0-Level x3 = Mending, Dancing Lights, TBA, 1-Level x1 = Sylindrias Shield) 4/2 per day
    Skill Points 2class+2bonus+1human (5)
    Intimidate, Concentration, Craft, KnArc+5, Profession, Spellcraft

    Level 3 - Dragon Shaman 2:http://www.enworld.org/forum/5322732-post303.html
    +1 BAB
    +1 to both Fort and Will saves
    Skill Focus BLUFF +3
    +5 Skill Points (+2 intimidate, +1 KnArcana, +2 Bluff)
    1d10+2 HP = 4 HP (1d10+2=4) +2 CON+1 Tough = 7 (30 Total)
    Feat - Combat Reflexes

    Level 4 - Dragon Shaman 3: http://www.enworld.org/forum/5444471-post536.html
    +1BAB
    +1 Reflex Save
    +1 Stat (CON)
    Draconic Adaptation = Spider Climb at Will
    New Draconic Aura = Energy (+1 DC vs Breath)
    New Feat = Combat Reflexes
    5 Skill Points (+1 Intimidate, +1 KnArcana, +1 Bluff, +2 Hide)
    +11 HP +2CON +1 Tough = 14 (44 Total)

    Level 5 - Dragon Shaman 4: http://www.enworld.org/forum/talking...ml#post5562183
    +1BAB
    +1 FORT & WILL saves
    Draconic Resolve - Immune to Sleep, Paralysis, Frightful Presence of Dragons
    5 Skill Points (+1 Intimidate, +1 KnArcana, +1 Bluff, +2 Hide)
    Breath Weapon - Acid Line, 30', 2d6dmg, 1d4 rounds recharge - DC 16
    1d10+2HP = +9 +2CON +1 Tough (Link above to Roll) = 12 (56 Total)
    Last edited by Fangor the Fierce; Friday, 25th May, 2012 at 03:07 AM. Reason: Edited to Lvl 5 with updates

  • #27
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    Acolyte (Lvl 2)

    Scratched_back's Avatar

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    Code:
    Name: Elms
    Class: Ranger (modified)
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: C/G
    Deity: Agnostic, but serves the church.
    
    Str: 14 (+2)     Level: 1        XP: 875
    Dex: 16 (+3)     BAB: +1         HP: 10 (1d8+2)
    Con: 14 (+2)     Grapple: +3     Dmg Red: 0
    Int: 14 (+2)     Speed: 30'      Spell Res: 0
    Wis: 14 (+2)     Init: +3        Spell Save: 0
    Cha:  9 (-1)     ACP: 0          Spell Fail: 0
    
                       Base  Armor Shld   Dex   DB    Nat  Misc  Total
    Armor:              10    +2    +0    +3    +1    +0    +0    16
    Touch: 13              Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                      2    +2          +4
    Ref:                       2    +3          +5
    Will:                      0    +2          +2
    
    Weapon                  Attack   Damage     Critical  Range        Notes
    Bolas                     +4     1d4           x2      10'   Nonlethal, trip.
    Shortsword (single)       +5     1d6+2      19-20 (x2)
    
    Languages: Common, Reygurian (Reygur), Kurkish (Kurkland).
    
    Abilities: Favoured Enemy (Human), Track, Non-Lethal Damage.
    
    Feats: EWP: Bolas, Stealthy (+2 Hide & Move Sil.), WFo & WFi: Shortsword.
    
    Skill Points: 44       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Climb                      3    +2          +5
    Hide                       4    +3    +2    +9
    Intimidate (Str)           4    +2          +6
    Listen                     4    +2          +6
    Move Silently              4    +3    +2    +9
    Open Lock                  4    +3          +7
    Search                     3    +2          +5
    Sense Motive               4    +2          +6
    Spot                       4    +2          +6
    Survival                   4    +2          +6
    Use Rope                   4    +3    +2    +9
    Ride                       2    +5          +7
    
    Equipment:               Cost  Weight
    Leather Armour           10gp   15lb
    Bolas                     5gp    2lb
    Bolas                     5gp    2lb
    Shortsword               10gp    2lb
    Shortsword               10gp    2lb
    Silk Rope                10gp    5lb
    Grappling Hook            1gp    4lb
    Lockpicks                15gp  0.5lb
    Signal Whistle            8sp    n/a
    Flint & Steel             1gp    n/a
    
    Total Weight:32.5lb      Money: 7gp 2sp      Gems: 65gp
    
                              Lgt    Med     Hvy
    Max Weight:               58   59-116  117-175
    Age: 30
    Height: 6'1"
    Weight: 170lb
    Eyes: Grey
    Hair: Black, neck-length, messy.
    Skin: White, tanned, rough.

    Appearance: Standing at over six feet tall, Elms has an athletic figure and carries himself with the lithe confidence of a fighter. Almond-shaped grey eyes and thick black hair are spoiled by a lopsided smile, unusually prominent incisors, rough skin and a nose that looks to have been broken several times. Elms dresses in worn, dark studded leather and carries two shortswords. One in a hip scabbard, the other slung with the hilt cocked behind his left shoulder. Slung over his right shoulder and around his torso is a length of dark, silken rope. A bolas, his preferred (and only) ranged weapon hangs from his belt whilst a metal signal whistle, deliberately scuffed not to glint in the light, hangs from a leather chord around his neck.

    Background, NWS.
    Heavy raindrops hammered the man's face and a torrent of water from an overhead rooftop cascaded over him, some of the water was deflected by his heavy wax-treated cloak, but the downpour was growing in ferocity and his clothes were becoming heavy and beginning to stick to his skin. Elms didn't move. Like a grotesque cathedral gargoyle, he clung to his perch ten feet or so from the cobbled street below and waited, his only movement the rhythmic flipping of a silver coin dancing over the back of his fingers, back and forth repeatedly. With nothing to keep it occupied, his mind drifted back to the meeting with Bishop Olaif, earlier that day.

    "So, Elmsy, I have another little task for you if you're feeling like stretching your legs tonight, ey?" Bishop Olaif winked at Elms theatrically, the gesture setting all three of the obese man's chins wobbling uncontrollably. Elms looked around the vast hall of the Grand Church of the Pentacle, "It's Elms." he said, distractedly. The place was indeed grand. Thick, plush red carpet was laid in the aisle, the pews were carved from flawless dark wood and the alter at the head of the room was sculpted of solid, glistening alabaster. "How can I serve this time... your eminence?" the last two words sliding slowly off his tongue as he turned back to face the Bishop once more. "Nothing too much, Elmsy, nothing too much." the Bishop said, stepping down from the dais and draping an arm up and around Elms, a heavily jewelled hand clutching his shoulder. Elms could smell ceremonial wine on the man's breath. "This is my last job... your grace, then you approve me, you know that. I've done everything you've asked of me.". Elms inwardly decided that if this fat fool decided to prolong his application to the Justicars one more time, he'd beat ten bottles of the red stuff from him personally. "And what do you think life in the Order of Justice will be like Elmsy? You'll still be working for me, for the Church!" Olaif chuckled "I'm going to introduce you to someone shortly. When he leaves us, I want you to follow him. Listen and learn. It's a political thing, Elmsy. You wouldn't understand." Olaif let go of Elms' shoulder, turned and took a few steps to a cubby in a side wall. There was a muted pop and the sound of liquid rapidly filling a glass. "Do not lay a finger on him, Elmsy. I just need to know where he goes tonight. Who he speaks to. I want you to be a second arse for the man - always right behind him - do not lay a finger on him!"

    Finally the door beneath Elms' hiding place opened, lantern light spilling into the otherwise grey and depressing night. From his position, Elms could smell rich pipe smoke, roasted meats and ale wafting from the doorway. Craning forward to peek through the opening, Elms saw his quarry tottering unsteadily toward the night air, the door was held open by a thick forearm adorned with a metal bracer. The fingers stopped dancing, the coin vanishing obediently into a pocket. Elms quietly raised himself to a full crouch, bouncing gingerly first on one leg and then the other, attempting to pump some life back into them after a long wait in an uncomfortable position. Where are you off to now, you slimy bastard?, Elms thought to himself.
    Almost soaked to the bone already, Elms shrugged the heavy waxed cloak from his shoulders and bundled into a crevice on the rooftop making a mental note to return for it later. It'd done him no good anyway being out in the rain this long. The rain was both a blessing and a curse for times like these. On one hand, people tended to ignore their surroundings, put their head down to try to stay dry. On the other hand, the rain would make footholds on walls and rooftops slippery and there typically weren't many people on the street to mingle with in case your target looked back. Elms would have to be careful. Peering back over the edge of the rooftop, his quarry was twenty yards or so away now, moving unsteadily, probably drunk, and accompanied by a larger, muscled man. Elms' noticed the metal bracers and another glint of metal peeping through a hole in the man's tunic, probably a chain shirt underneath. There was a long sword held in a scabbard in the man's belt also, his hand resting casually on the pommel. Elms instinctively touched his own sword belt for reassurance. After fifteen minutes or following his target, Elms was forced to relinquish his rooftop view and scramble quickly down to ground level. The direction they were heading was towards the poorer quarter of the town and the buildings were becoming less and less sturdy, the last thing Elms wanted was to fall straight through some thatching into a peasant's bathtub. As far as he could tell, his quarry was absolutely unaware that he was being followed.

    The rain finally began to subside as the pair rounded a corner into a long, poorly lit street. The usual lanterns that hung outside of town houses were noticeably absent, or had fallen into disrepair. Elms had suspected that this may be their destination for some time. "Whore alley." he said under his breath "I knew it.". As he watched, the two men approached a woman in a gaudy, revealing outfit, taking refuge under the over-hang of a doorway. Elms inched closer, careful to stay hidden within the shadows, trying to overhear what was being said. He looked up and down the street and could see nobody else around. "Ime munaa senkin huora!" the drunkard shouted at the woman, grabbing her dress and yanking her sharply towards him. "Coin, sire?" the young woman asked, desperately trying to pat away the man's groping hands. The man looked puzzled "Tule, huora. Miksi sinä odotat!" he screamed at her. Not speaking the language, the woman looked for a way to explain her want. Seeing a coin pouch tied to his belt, she reached for it to explain, but the man stepped back and slapped her hard across the face, spinning her back into the doorway with a stinging red cheek. "Vitun varas! Senkin huora varas!". Elms didn't speak the language, but he could see that this was getting out of control quickly. He had his orders from Olaif, but he wasn't going to sit by and watch a woman be beaten. Before Elms could make his mind up what to do, another girl ran into the street from a run-down house directly opposite "Maisy!" she screamed "Are you alright, gi-" her question was interrupted when the large man, stood with an amused look on his face, stopped her run with a hard punch square to her face. She stopped dead and crumpled to the floor, her head landing on the cobblestones with a sickening crack. "Toinen varas, herrani! Tämä haiseva kaupunki on täynnä heitä." he said to his drunken companion, who had turned to check the source of the commotion. "ENOUGH!" Elms yelled, stepping out of the shadows and tugging a bolas from his belt. Both men looked startled and turned to face him. "Tapa hänet." the drunken man said to the other, then turned back to the horrified woman in the doorway and began tugging once more at her clothes. The larger man, his metal bracers glinting in the dim lamplight, grinned a toothy smile and drew his sword, advancing on Elms slowly. "GO!" Elms shouted, pointing down the street away from the fallen women, "NOW!" he made a pushing motion with his hands attempting to cross the language barrier, but as the man showed no interest at all, he sighed and began spinning the bolas quickly in his right hand.

    The large man raised his sword high and rushed at the newcomer, attempting to cover the thirty feet between them quickly, but Elms had already released the spinning bolas and darted to one side. The three stone balls hurtled through the air and hit their mark, wrapping their thick twine tightly around the attacker's feet and binding them together. With a surprised grunt and a string of oaths in a foreign tongue the man toppled to the ground bashing his face off the cobbles, his longsword clattering to the ground beside him. Elms sprinted forward and the man raised his head just in time to see a heavy leather boot make contact with his face, a sickening crunch rang through the air as the man's nose exploded across his face. Not slowing for a moment, Elms ran onwards towards the second man, grabbing him by the shoulders and hurling him away from Maisy. Elms hadn't even considered that this drunken fool would be armed, he had assumed the other man acting as bodyguard would deal with any trouble, so when a small knife came arcing towards his face as he span the drunkard away from the girl it was reflexes alone that prevented his throat being slit - instead Elms felt the sting of the blade sweeping across his cheek and saw blood drip over his arm and shoulder. The man's knife hand was out wide, leaving him unprotected. Elms gritted his teeth and rammed his forehead into his opponent's face, hearing the familiar crunch of cartilage for the second time in as many minutes. The man shrieked in pain and dropped to his knees, his hands flying to his face to stem the blood pouring from his broken nose. Stepping back and drawing a shortsword from his hip scabbard, Elms saw the look in the downed man's eyes switch from pain to undisguised terror. Swinging the sword with a deft backhand stroke, Elms watched as the eyes screwed up in anticipation of the a fatal blow, but he turned his grip at the last second allowing the flat of the blade to clatter into the man's temple, knocking him out cold.

    "Maisy? Maisy, wasn't it?" Elms knelt down to the woman cowering in the doorway and offered her a hand. "It's safe now, don't be scared. They'll be still for... some time... check on your friend.". Maisy scampered past him and into the middle of the street where the second girl had been laid low. Maisy brushed the girl's hair from over her face, shook her gently by the shoulder and then screamed, staring at the thick, dark blood on her hand from the girl's head. Elms inspected the girl's wounds, held her eyes open with his thumb, straightened her out on the cobbles and said "Listen to me, she's alive, but she must get help soon. Where's the nearest watch house?" he stood, inspected the unconscious attackers and pulled a coin pouch from the belt of each. "It's over t'other side of that row of houses there sir, thank you sir... for your help sir..." she trailed off, looking down again at her friend. "The watch will be here shortly, make sure you tell them about the stout, blonde fellow that helped you here tonight. Pale white skin, not from around here.". Maisy looked at Elms, tall, thin and dark-haired with his ruddy, weathered skin, blood still glistening from the cut on his cheek. She frowned, looking puzzled, but then nodded. "Here." Elms said, tossing the two coin pouches to where she lay, cradling her friend's head in her lap. "Make sure somebody looks after her.". With that, he fished a silver signal whistle from beneath his shirt, it hung on a chord around his neck, and he gave three short, loud blasts. Within seconds similar whistling erupted from various directions, although even the closest sounded quite a distance. Elms cocked his head to one side, listening. "Three men are on their way. They'll look after you.". With that, he retrieved the bolas from its target, stepped delicately into the shadows and was gone. Gone to report back to Olaif, a task he was not looking forward to.

    "You did... WHAT!" Bishop Olaif screamed, his huge jowls trembling with anger and spittle flying from his mouth. "They would've raped the girls, eminence. Probably gone on to ki-"... "I COULDN'T GIVE A DEVIL'S COCK WHAT THEY WOULD'VE DONE, ELMS!" the Bishop stabbed his pudgy fingers into the taller man's chest to punctuate every word, growing purple in the face. "I told you specifically to watch and not to touch, did I not?”. Beginning to grow angry himself now, Elms closed his fists and tried to keep a level voice. “You did, eminence, but this pair of savages were beating women! I'm sure one of the girls had a broken jaw and probably a broken skull to match!”. “GUARDS!” the Bishop shouted “GUARDS! Hold him!”. Looking around in astonishment, Elms didn't even have time to draw a weapon before four guards appeared from behind a heavy curtain and tackled him to the ground. Once he was subdued, the Bishop leant down and addressed him “You've really dropped us in it here, Elmsy. He was an important man, your victim, and now he's an important and ugly man, with a grudge. He was supposed to be under our protection, part of a much bigger picture, but actually, we've kicked the hell out of him. I need to think.” the Bishops made a gesture to somebody that Elms couldn't see and a bag was thrust over his head. He was dragged into another room and strapped into some sort of chair. Constantly struggling and protesting, Elms felt restraints pin both arms and legs to the chair and heard the guards leave the room.

    Hours passed. The bag was finally removed from Elms' head, the room was dim and all he could make out was the face of Bishop Olaif nearby and a brazier of smouldering coals with a couple of pokers propped against it. Totally unsure of what was happening, Elms decided to keep quiet and see what the obese priest had to say. “You've made things very uncomfortable for the Church, Elmsy. Worse, you've made things very uncomfortable for me. I'll be polishing that bastard's shoes for a month now, figuratively speaking of course.”. Elms showed no reaction, the Bishop continued “You're a good worker for us Elmsy. I know what you want, you know what I want, it works well... usually. I was this close” the Bishop held up two fat and heavily jewelled fingers “to putting you forward for recruitment into the Order, but now look.” the fat man sighed and stoked the coals with one of the pokers, leaving it to rest there. “Believe it or not, I like you. Of all the useless bastards I've had dealings with, you're the one that's given me the least aggravation, until now... but I have a solution." The coals received another stoking. “One last job for us Elmsy, for me. It'll get you out of the city whilst this foreign dog is going berserk and turning the place upside down looking for you, and if you do it right, you're in. The Order of Justice will welcome you into it's ranks on my recommendation and you can charge around righting as many wrong as you see fit, fully funded and approved by us,” he swept his hand around dramatically “The Grand Church of the Pentacle. I know it's what you want. Do we have a deal, Elmsy? I sincerely hope we do.”

    Elms grunted, for the first time realising in his groggy head that he had been gagged. There must've been something soaked into that bag, he must've passed out. “Unngghf.”. “A deal Elmsy? A deal? We have a deal? Just nod!”. Elms nodded, the Bishop slapped his thighs in delight and hauled his huge bulk to his feet, turning to stoke the coals once more. The next think Elms felt was a searing pain in his right hand, the smell of burning flesh instantly apparent in his nostrils. He tried to scream but the gag muffled the sound, restraints in the chair stopped his struggling dead. Then there was a relief, liquid was being poured over the back of his burnt hand, it begin to sting, but it was cool, relief enough for now. “Dedecus vernula peto redemptio, Elmsy. That's what is says.” the Bishop chuckled, unstrapping the restraint holding Elms' right hand in place and stepping backward briskly. “Dedecus vernula peto redemptio... The shamed servant seeks redemption. Read your scriptures, it's very apt.”. Elms stared in disbelief at the circular brand with its winding script, raw in the back of his right hand, about the size of a large coin. “It's a favour, believe it or not Elmsy. It will identify you to other agents of our Church, the Order, or anyone sympathetic to our cause. You're not the first. If and when you redeem yourself, we shall add this..." the Bishop stooped and retrieved a second brand, holding it up for observation, the metal cold and dull. This brand was a larger circle with a hollow middle, it looked as if it would fit perfectly around the first brand. “Haud diutius famulus, is animus ingredior in lux lucis.” Olaif recited “'No longer a servant, this soul walks in the light'. Now whilst I have your attention, pin back those ears and listen to what we need you to do...”

    Changes from Ranger template

    REMOVED:
    Skill - Handle Animal
    Skill - Knowledge: Nature.
    Ability - Wild Empathy

    ADDED:
    Skill - Sense Motive
    Skill - Open Lock.
    Ability - 'Bring them in alive!' (Gain EWP: Bolas, Intimidate (Str),
    at 3rd lvl non-lethal dmg becomes -2 to hit, at 6th it yields no penalty).
    Last edited by Scratched_back; Friday, 17th September, 2010 at 09:30 AM. Reason: Updating XP.

  • #28
    Registered User
    Acolyte (Lvl 2)

    Sugar_Silk's Avatar

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    Name: Darling
    Gender: Female
    Age: 24
    Height: 5'11"
    Weight: 135lbs
    Hair Color: Red
    Eye Color: Copper
    Skin: Milky Peach


    Appearance:
    Darling draws attention wherever she goes. She is slim and shapely and tends to under dress for most occasions, making her instantly popular with men. Her comeliness and poise capture the heart, and her beguiling, playful eyes keep everyone guessing. Her striking red hair falls in great curls to her shoulders, and is held out of her eyes by a gemmed leather band. Forgoing the cumbersome gear and armor of a soldier, she wears a simple cotton dress that fits her rather immodestly, keeps a deadly garter of shurikens strapped to her left thigh, and always wears a strange collar that seems to be more than ornamental, preferring not to talk about it. She also has a small tattoo on her left wrist of a red lotus flower and a single character in a foreign script.

    Character:
    Code:
    Name: Darling
    Class: Bard (modified)
    Race: Human
    Size: Medium
    Gender: Female
    Alignment: C/N
    Deity: 
     
    Str:  8 (-1)     Level: 2        XP: 2,910
    Dex: 14 (+2)     BAB: +1    HP: 7 
    Con: 10 (+0)     Grapple: +0     Dmg Red: 0
    Int: 14 (+2)     Speed: 30'      Spell Res: 0%
    Wis: 13 (+1)     Init: +2        Spell Save: 14 + spell lvl
    Cha: 18 (+4)     ACP: 0          Spell Fail: 0%
     
                       Base  Armor Shld   Dex   DB    Nat  Misc  Total
    Armor:              10    +0    +0    +2    +0    +0    +0    12
    Touch: 12              Flatfooted: 10
     
                             Base   Mod  Misc  Total
    Fort:                      0    +0          +0
    Ref:                       3    +2          +5
    Will:                      3    +1          +4
     
    Weapon                  Attack   Damage     Critical  Range        Notes
    Shuriken                  +5         1             x2      10'        point blank
    Shuriken (RF)            +3/+3       1             x2      10'        point blank
     
    Languages: Common, Celestial, Elven
     
    Abilities: Bardic Knowledge, Bardic Music, Fascinate, Countersong, Inspire Courage +1.
     
    Feats: EWP:(Shuriken), Wep Focus:(Shuriken), Point Blank Shot, Rapid Shot, Negotiator.
     
    Skill Points: 55      Max Ranks: 5/2.5
    Skills                   Ranks  Mod  Misc  Total
    Bluff                      5    +4          +9
    Concentration              4    +0          +4
    Decipher Script            1    +2          +3
    Diplomacy                  5    +4     +8   +17
    Gather Information         4    +4          +8
    Knowledge (History)        5    +2          +7
    Knowledge (Nobility)       5    +2          +7
    Perform (Sing)             4    +4          +8
    Profession (Courtesan)     4    +1          +5
    Sense Motive               5    +1    +2    +8
    Sleight of Hand            4    +2          +6
    Tumble                     5    +2          +7
    Use Magic Device           4    +4          +8
     
     
    Equipment:               Cost  Weight
    Gemmed Headband          30gp    1lb
    Fur Lined Hood           10gp    2lbs
    Fashionable Backpack      5gp    2lbs
    Short Cotton Dress        2gp    1lb
    Fine High Boots           2gp    1lb
    Thigh Belt                1gp   .5lb
    2x Small Pouch     (ea.)  1gp   .5lb    
    15x Shuriken              3gp    1.5lb 
    Vial of Perfume           7gp   .5lb
    Small Steel Mirror       10gp   .5lb
    Flask of Fine Liquor      2gp    1lb
    Pair of Handcuffs        15gp    2lbs
    Whip                      1gp    2lbs
    Bar of Fine Soap          1gp    1lb
    Silk Chemise               6gp    --
    Silk Stockings             3gp    --
    Lora's Parchment
    
    Total Weight: 23lbs     Money: 10gp 0sp 0cp  Gems: 
     
                              Lgt    Med     Hvy
    Max Weight:               26    27-53   54-80

    Spells:
    Level 0 (3/day)
    ---------------
    Dancing Lights
    Detect Magic
    Prestidigitation
    Message
    Lullaby


    Level 1 (1/day)
    ---------------
    Charm Person
    Hypnotism


    Background:
    Darling grew up at the "Red Lotus", an infamous tea house and brothel owned by 'Lady Love'. All manner of underworld activity was overseen and coordinated there by Lady Love. From gambling and girls, to smuggling and slaving, she had her hands in anything that made coin. Darling's father had been a greedy card player who'd had a streak of particularly bad luck. Lady Love recognized potential in the man's 8 year old daughter, and loathed to spill blood when more profitable arrangements could be made. She offered to forgive him his debt and allow him to leave the city, but in exchange, Darling would belong to her.

    Life was much better for Darling after that. With 3 meals a day, and a warm bed of furs to sleep on, Darling would have done anything for Lady Love. At first it was simple chores, or serving tea and food, but Darling quickly showed a talent for singing that could truly earn her keep. By the age of 17, darling was well known for her sweet voice and was looked upon by most at the Red Lotus as the daughter they never had. Others, though, noticed that she was growing more vivacious by the day. Lady Love was beginning to receive higher and higher offers for the pleasure of Darling's company, so she began to train her as a Courtesan. Darling's father figure at the Red Lotus, an ex-thief turned bartender named Garreth, did not approve. Dreading the idea of some twisted drunk hurting his defenseless nightingale, Garreth bought Darling a fine set of throwing knives for her birthday and began teaching her to use them in the courtyard just at the entrance to the 'guest rooms' where the other girls were plying their trade. Darling liked spending time with Garreth and took to the knives like a duck to water. It eased the old man's mind to know anyone who'd seen her throwing would think twice before raising a hand to her.

    By age 24, Darling was Lady Love's left hand. She served as an Envoy, bloodlessly settling disputes, smoothing out misunderstandings, or rewarding a job well done. Working with the Red Lotus had it's perks, and Darling was as perky as they came. Her influence served to build Lady Love's empire ten-fold... but new groups were sprouting up all around and conflicts were becoming more frequent. The main source of income for these upstart syndicates was the sale of an illegal root powder. "Shudder" as it was known, was easily produced and highly addictive so profits for these groups was astronomical. Unfortunately, shudder also eroded the mind, making the users violent and unstable. Most of those who sold it, also used it, and there was no reasoning with a shudder addict. These new gangs suddenly had the money and power but none of the wisdom that Lady Love had collected as she clawed her way out of the gutter so long ago. Then, the King called the lands to arms. In a single night, Darling lost everything. As every able-bodied man of any worth prepared to march out of the city, The shudder gangs saw their opportunity to make a wild grab for Lady Love's empire.

    Darling was returning from a guardhouse where a wagon full of smuggled goods needed to be overlooked in the morning. The guard she had been sent to 'convince' had been fresh from the academy and couldn't have been more than 18 years old. He'd barely seen a woman for the last 2 years, and Darling had barely begun to whisper in his ear before the boy had been 'convinced'. She was amused with herself as she rounded the corner onto the street leading to the Red Lotus. There, where the familiar old tea house had been, was a pillar of flame. No one was left. No shadows moving in the blazing light, no noise save that of the fire hungrily consuming Darling's entire world. There had been a huge fight, but there had been too many shudder fueled zealots for the Lotus to deal with. They had barricaded themselves in. The gang had probably forgot why they'd come by that time, and full of drugs and adrenaline, had set the tea house ablaze with everyone Darling knew inside. Them and the very loot they'd come to plunder. She stood there, dazed, watching the fire until it dwindled down to a smoking heap. As the sun slowly began to rise, she walked through the courtyard and saw corpses littering the garden, the little fish pond red with the blood of at least 5 dead raiders.

    As she turned back east to leave this killing ground she thought to herself "What now?"

    Set against the dawn, a group of young men geared up for war were heading out to answer the King's call. All good and lawful folks were marching off to war, leaving the city to these animals. Just inside the wall, another body lay sprawled across a small traveler's shrine. Darling could tell from his ludicrous bone armor (mostly dog bones) that this was the leader of the gang. He had often come into the Lotus, flashing his coin and his Shudder around and trying to recruit new members. His face was completely smashed in. Her heart still ached, but this man's gruesome corpse seemed somehow like an offering. Vengeance, neatly wrapped and left just for her. She stared at the corpse for a long moment.

    "The God of Roads, huh?" she whispered to herself.

    She looked out toward the rising sun again and felt strangely free. Free to follow the road before her. She offered a thanks to the god of luck and travel, and then started off slowly in the direction the draftees had been headed.

    Modifications:
    Dropped:
    -Armor proficiency (light)
    -Shield proficiency
    -Simple weapon proficiency
    Gained:
    -Early +1 BAB (will not gain at level 2)
    -Exotic weapon proficiency (Shuriken)
    -Weapon Focus (Shuriken)






    Character Progression
    Last edited by Sugar_Silk; Friday, 18th May, 2012 at 06:35 AM. Reason: Level 2!!

  • #29
    Registered User
    Minor Trickster (Lvl 4)

    Lughart's Avatar

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    Cedric Chindler
    Code:
    Class: Transmuter
    Race: Human
    Size: M
    Gender: Male
    Alignment: CN
    Deity: none
    
    Str: 10 +0 (02p.)     Level: 2        XP: 1020
    Dex: 16 +3 (10p.)     BAB: +1         HP: 9 (2d4+2)
    Con: 12 +1 (04p.)     Grapple: +0     Dmg Red: 0/0
    Int: 18 +4 (16p.)     Speed: 30'      Spell Res: 0
    Wis:  8 -1 (00p.)     Init: +3        Spell Save: 14 + spell level 
    Cha: 11 +0 (03p.)     ACP: -0         Spell Fail: 0%
    
                       Base  Armor Shld   Dex   DB   Nat  Misc  Total
    Armor:              10    +0    +0    +3    +0    +0    +0    13
    Touch: 13              Flatfooted: 10
    
                             Base   Mod  Misc  Total
    Fort:                      0    +1    +2    +3
    Ref:                       0    +3          +3
    Will:                      3    -1          +2
    
    Weapon                  Attack   Damage     Critical
    Dagger                    +1      1d4       19-20/x2
    Light crossbow            +4      1d8          x3
    
    
    Languages: Common, Elf, Draconic, Halfling, Goblin
    
    Feats: Dilligent, Scribe Scroll, Great Fortitude, Extend spell
    
    Skill Points: 45       Max Ranks: 5/2.5
    Skills                   Ranks  Mod  Misc  Total
    Appraise                   4    +4  +2/+5*  +13
    Concentration              5    +1          +6
    Craft(alchemy)             2    +4          +6
    Proffession(Accountant)    4    -1          +3
    Knowledge(Arcana)          5    +4          +9
    Knowledge(Arch. & Eng.)    3    +4          +7
    Knowledge(Local)           2    +4          +6
    Knowledge(Nob. & Roy.)     2    +4          +6
    Knowledge(History)         4    +4          +8
    Knowledge(Religion)        3    +4          +7
    Knowledge(Geography)       2    +4          +6
    Descipher Script           2    +4    +2    +8
    Spellcraft                 5    +4          +9
    Ride(cc)                   1    +3          +4
    Spot(cc)                   0    -1    +2*   +1
    Listen(cc)                 0    -1    +2*   +1
    
    *Bonus granted by raven familiar
    
    Equipment:               Cost  Weight
    Dagger                    
    2gp    1lb
    Light crossbow           35gp    4lb
    10 bolts                  1gp    1lb
    Explorers outfit           -      -
    Spell component pouch     5gp    2lb 
    Backpack                  2gp    2lb
    - spellbook                -     3lb
    - bedroll                 1sp    5lb
    - blanket (winter)        5sp    3lb
    - ink                     8gp     -
    - inkpen                  1sp     -
    - lamp, common            1sp    1lb
    - oil, 1 pint             1sp    1lb
    - waterskin               1gp    4lb
    Case, map or scroll       1gp    2lb
    - parchment, 3 sheets     6sp     -
    
    Total Weight:26lb      Money: 18gp 5sp 0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                 33    66   100   200   500
    
    Age: 24
    Height: 6'4"
    Weight: 122lb
    Eyes: grey
    Hair: red
    Skin: Pale
    
    Spellbook: (Necromancy & Illusion prohibited)
    
    Level 0
    - All
    
    Level 1
    - Magic Missle
    - Mage armor
    - Alarm
    - Feather fall
    - Magic weapon
    - Expeditious retreat
    - Reduce person
    - Animate rope
    - Burning hands
    
    Level:              0   1   2   3   4   5   6   7   8   9
    Spells Per Day:     4  3+1  -   -   -   -   -   -   -   -
    Familiar
    Code:
    Name: Far
    Race: Raven
    Size: Tiny
    Gender: Male
    Alignment: True Neutral
    Deity: 
     
    Str: 01 -5 (XXp.)     Level: 0        XP: 0
    Dex: 15 +2 (XXp.)     BAB: +1         HP: 4 
    Con: 10 +0 (XXp.)     Grapple: -11    Dmg Red: 
    Int: 06 -2 (XXp.)     Speed: 10', 40'(average) Spell Res: 0
    Wis: 14 +2 (XXp.)     Init: +2        Spell Save: +X
    Cha: 06 -2 (XXp.)     ACP: +0         Spell Fail: 0%
     
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0    +2    +2    +1    +0    15
    Touch: 14              Flatfooted: 13
     
                             Base   Mod  Misc  Total
    Fort:                      2    +0    +0    +2
    Ref:                       2    +2    +0    +4
    Will:                      3    +2    +0    +5
      
    Weapon                  Attack   Damage     Critical
    Claws                     +5     1d2-5         x2
    
    Abilities: Empathic Link, Improved Evasion, Low light vision, Share Spells
     
    Feats:  Weapon Finesse
    
    Languages: Common
    
    Skill Points: 4       Max Ranks: 0/0
    Skills                   Ranks  Mod  Misc  Total
    Listen                     1    +2          +3
    Spot                       3    +2          +5
    Appraise                   4*   -2          +2
    Concentration              5*   +0          +5
    Craft(alchemy)             2*   -2          +0
    Proffession(Accountant)    4*   +2          +6
    Knowledge(Arcana)          5*   -2          +3
    Knowledge(Arch. & Eng.)    3*   -2          +1
    Knowledge(Local)           2*   -2          +0
    Knowledge(Nob. & Roy.)     2*   -2          +0
    Knowledge(History)         4*   -2          +2
    Knowledge(Religion)        3*   -2          +1
    Knowledge(Geography)       2*   -2          +0
    Descipher Script           2*   -2          +0
    Spellcraft                 5*   -2          +3
    Ride(cc)                   1*   +2          +3
    
    *Uses masters ranks or its own, whichever is highest
    Description
    Appearance: Cedric is a tall and skinny man with a pale, unhealthy complexion and wild red hair. He wears a patchy red overcoat which looks like it was once very expensive, and a hat stolen from a farmers scarecrow. His hat is a constant battlefield between him trying to keep it on straight and his black raven trying to perch itself on it.

    Background: Cedric was born into a relatively rich family, and has mostly led a pampered life. He was recognized for his intellect at an early age, and given an expensive education. Graduating from the university at the age of fifteen, he soon got a job as bookkeeper for the Dwight brothers, an upstart merchant cartel. As he could handle the job easily, it gave him plenty of free time, and over the following years he buried himself in study.

    Through his connection to the Dwight brothers, Cedric ensured rights of trade to Juriah the Blind Seer, a wizard blacklisted by most other merchants. As payment Juriah tutored him in the arcane arts. Cedric was a natural, but now work, study and magical training was beginning to catch up with him. To cope with the stress and loss of sleep he begun abusing several stimulants and narcotics. He developed some rather agressive drug habits, but was eventually forced to quit under pain of termination by his employers.

    It was around this time Cedric and the Dwight brothers understood exactly why Juriah, their partner in the arcane, had been blacklisted by almost everyone else in the market. One of his mystical contraptions, an amulet granting its wearer perpetual youth, had malfunctioned and turned its wearer into an undead. An investigation into the Seers merchandise turned up several other items with catastrophic errors wotked into them. The scandal left the Dwight brothers bankrupt, and Cedric out of a job.

    22 at the time, disgraced and blacklisted just like his Mentor, Cedric spent several months looking for an alternative means of income. Still, his main regret was not losing his job, but his access to magical tutelage. He started petitioning local wizards for apprenticeship without luck, and started researching possible new mentors further from home. The following years consisted mostly of travel to remote locations, desperate attempts to gain the accept of renowned mages, and a slow and steady decline of his health and quality of life.
    Last edited by Lughart; Saturday, 18th December, 2010 at 12:38 AM. Reason: Adding XP and revising layout

  • #30
    Registered User
    Thaumaturgist (Lvl 9)

    Aldern Foxglove's Avatar

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    Aver (Averillian) Quintharian

    Code:
    Name: Aver Quintharian
    Class: Rogue 1/ Elf Wizard 1
    Race: Noble Elf (Grey Elf)
    Size: M
    Gender: Male
    Alignment: CN
    Deity: none
    XP: 3005
    
    Str:  9 -1 (03p.)     Level: 2        XP: 3005
    Dex: 18 +4 (10p.)     BAB: +1         HP: 14 (1d6+2d4+3)
    Con: 12 +1 (06p.)     Grapple: 0     Dmg Red: 0/0
    Int: 20 +5 (16p.)     Speed: 40'      Spell Res: 0
    Wis:  8 -1 (00p.)     Init: +4        Spell Save: 15 + spell level 
    Cha:  8 -1 (00p.)     ACP: -0         Spell Fail: 0%
    
                       Base  Armor Shld   Dex   DB   Nat  Misc  Total
    Armor:              10    +0    +0    +4    +0    +0    +0    14
    Touch: 14              Flatfooted: 10
    
                             Base   Mod  Misc  Total
    Fort:                      0    +1    +2    +3
    Ref:                       2    +4          +6
    Will:                      3    -1          +2
    
    Weapon                  Attack   Damage     Critical
    Dagger                      +0    1d4-1     19-20/x2
    Short Bow                   +5      1d6           x3
    
    
    Languages: Common, Elven, Draconic, Giant, Gnoll, Sylvan, Undercommon
    
    Feats: Stealthy (Free), Point Blank Shot (1st), Scribe Scroll (Wizard 1), 
    Precise Shot (for Light Armor prof.),Practiced Spellcaster (for Rogue profs.)
    
    Class Abilities: Sneak Attack 1d6, Trapfinding, Summon Familiar, 
    Generalist Wizardry
    
    Racial Abilities: 
    Immunity to magic sleep effects, and a +2 racial saving throw bonus 
    against enchantment spells or effects.
    Low-Light Vision:  An elf can see twice as far as a human in starlight, 
    moonlight,  torchlight, and similar conditions of poor illumination. He retains 
    the ability to distinguish color and detail under these conditions.
    
    Proficiencies: Club, dagger, heavy crossbow, light crossbow, and quarterstaff. 
    Martial Weapon Proficiency feats for the longsword, rapier, longbow 
    (including composite longbow), and shortbow (including composite shortbow). 
    
    
    Class Skills:
    
    The rogue&#8217s class skills (and the key ability for each skill) are Appraise (Int), 
    Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), 
    Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), 
    Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), 
    Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), 
    Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), 
    Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), 
    Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
    
    The elf wizard&#8217s class skills (and the key ability for each skill) are 
    Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), 
    Escape Artist (Dex), Hide (Dex), Knowledge (Arcana) (Int), 
    Knowledge (History) (Int), Knowledge (Local) (Int), 
    Knowledge (Nobility and Royalty) (Int), Move Silently (Dex), 
    Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis)and 
    Spellcraft (Int).
    
    Skill Points: 69       Max Ranks: 5/2.5
    Skills                   Ranks  Mod  Misc  Total
    Appraise                   0    +5           +5
    Balance                    4    +4           +8
    Bluff                      4    -1           +3
    Climb                      0    -1           -1
    Concentration              5    +1           +6
    Craft (trap making)        4    +5           +9
    Decipher Script            0    +5           +5
    Diplomacy                  0    -1           -1
    Disable Device             6    +5           +11
    Disguise                   0    -1           -1
    Escape Artist              0    +4           +4
    Forgery                    4    +5           +9
    Gather Information         0    -1           -1
    Hide                       4    +4     +2*  +10
    Intimidate                 0    -1           -1
    Jump                       0    -1     +5**  +4
    Knowledge(Arcana)          0    +5           +5
    Knowledge(Arch. & Eng.)    0    +5           +5
    Knowledge(Local)           0    +5           +5
    Knowledge(Nob. & Roy.)     0    +5           +5
    Knowledge(History)         0    +5           +5
    Knowledge(Religion)        0    +5           +5
    Knowledge(Geography)       0    +5           +5
    Listen                     4    -1     +4*   +7
    Move Silently              4    +4     +2*  +10
    Open Lock                  6    +4           +10
    Search                     6    +5     +2*  +13
    Sense motive               4    -1           +3
    Sleight of Hand            4    +4           +8
    Spellcraft                 5    +5           +10
    Spot                       6    -1     +4*   +9
    Swim                       0    -1           -1
    Tumble                     4    +4           +8
    Use Magic Device           4    -1           +3
    
    *Bonus granted by stealthy feat and/or racial bonus.
    **Boots of Springing and Striding.
    
    
    Equipment:               Cost  Weight
    
    Backpack                  2gp    2lb
    - Shortbow        30gp   2lb
    - Arrows (10)    1gp  1lb
    - Artisan's Tools 5gp 5lb
    - Thieves Tools    30gp 1lb
    - spellbook                -     3lb
    - trail rations           5sp   1lb
    Courtiers Outfit         30gp -
    Explorer's Outfit        -   8lb
    Boots of Springing and Striding 1lb
    Unidentified Rod
    
    Total Weight:24lb      Money:  37gp 9sp 0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                 30    60   90    180   450
    
    Age: 67
    Height: 6'1"
    Weight: 146lb
    Eyes: Green
    Hair: Dirty Blond
    Skin: Pale
    
    Spellbook: 
    
    Level 0
    - All
    
    1st: Shield, Orb of Acid Lesser, Orb of Fire Lesser, Mage  Armor, Color Spray, Silent Image, Ray of Enfeeblement, Sniper's Shot,  Light of Lunia.
    
    Level:             0   1   2   3   4   5   6   7   8   9
    Spells Per Day:    4   5   -  -   -   -   -   -   -   -   -
    
    
    Familiar
    Name: Furkiss
    Class: Familiar
    Race: Rat
    Size: Tiny
    Gender: Male
    Alignment: Chaotic Neutral
    Deity: Cheddar
     
    Str: 01 -5 (XXp.)     Level: 0        XP: 0
    Dex: 15 +2 (XXp.)     BAB: +0         HP: 7 
    Con: 10 +0 (XXp.)     Grapple: -12    Dmg Red: 
    Int: 06 -2 (XXp.)     Speed: 10', 40'(average) Spell Res: 0
    Wis: 12 +1 (XXp.)     Init: +2        Spell Save: +X
    Cha: 02 -4 (XXp.)     ACP: +0         Spell Fail: 0%
     
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0    +2    +2    +1    +0    15
    Touch: 14              Flatfooted: 13
     
                             Base   Mod  Misc  Total
    Fort:                      2    +0    +0    +2
    Ref:                       2    +2    +0    +4
    Will:                      2    +1    +0    +3
      
    Weapon                  Attack   Damage     Critical
    Bite                      +4     1d3-4         x2
    
    Abilities: Empathic Link, Improved Evasion, Low light vision, Share Spells
     
    Feats:  Stealthy, Weapon Finesse
    
    
    Skill Points: 4       Max Ranks: 0/0
    Skills                   Ranks  Mod  Misc  Total
    Appraise                   0    -2           -2
    Balance                    4    +2     +8   +14
    Bluff                      4    -4           +0
    Climb                      0    +2     +8    -1
    Concentration              5     0           +5
    Craft (trap making)        4    -2           +2
    Decipher Script            0    -2           -2
    Diplomacy                  0    -2           -2
    Disable Device             6    -2           +4
    Disguise                   0    -4           -4
    Escape Artist              0    +2           +2
    Forgery                    4    -2           +2
    Gather Information         0    -4           -4
    Hide                       5    +2    +12   +17
    Intimidate                 0    -4           -4
    Jump                       0    -4           -4
    Knowledge(Arcana)          0    -2           -2
    Knowledge(Arch. & Eng.)    0    -2           -2
    Knowledge(Local)           0    -2           -2
    Knowledge(Nob. & Roy.)     0    -2           -2
    Knowledge(History)         0    -2           -2
    Knowledge(Religion)        0    -2           -2
    Knowledge(Geography)       0    -2           -2
    Listen                     4    +1           +5
    Move Silently              4    +2     +6   +12
    Open Lock                  6    +2           +8
    Search                     6    -2           +4
    Sense motive               4    +1           +5
    Sleight of Hand            4    +4           +8
    Spellcraft                 4    -2           +2
    Spot                       6    +1           +7
    Swim                       0    +2     +8   +10
    Tumble                     4    +2           +6
    Use Magic Device           4    -4           +0
    
    
    *Uses masters ranks or its own, whichever is highest
    2nd Level
    Generalist (Wiz sub level RoW 157)
    HP 1d4+1 4
    Gain first level spellcasting.
    Gain 4 1st level Spell Slots - 1 base, +2 Bonus, +1 Elf Generalist.
    Gain 9 1st level Spells in Spellbook , 1 from Elf Generalist.
    Spells Selected: Shield, Orb of Acid Lesser, Orb of Fire Lesser, Mage Armor, Color Spray, Silent Image, Ray of Enfeeblement, Sniper's Shot, Light of Lunia.
    Gain Scribe Scroll swap for Point Blank Shot.
    Gain Summon Familiar Swap for Precise Shot.
    Gain 9 skill points (2 base +2 House Rule +5 INT): Concentration 4 ranks, Search 1 rank - class skill thanks to Elf Generalist - Spellcraft 4 ranks.
    Furkiss's HP increase to 6.


    3rd level

    Wizard 2nd
    HP 1d4+1 3
    Caster level rises to 3 (thanks to Practiced Spellcaster)
    Gain 1 Oth level Spell Slot and 1 1st level Spell Slot
    Gain 3 1st level Spells in Spellbook , 1 from Elf Generalist.
    Spells Selected: Nerveskitter, Golem Strike, and Magic Missile.
    Gain 9 skill points (2 base +2 House Rule +5 INT): Concentration 1 rank, Disable Device 2 ranks, Open Lock 2 ranks, Search 1 rank, Spellcraft 1 rank, Spot 2 ranks.
    Furkiss's HP increase to 7.


    Elf Generalist




    Non Core Spells


    Last edited by Aldern Foxglove; Friday, 1st April, 2011 at 11:13 PM.

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