[Pathfinder] [DS] Dangerous Beginnings RG
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  1. #1

    [Pathfinder] [DS] Dangerous Beginnings RG

    Post your characters here.

    [Pathfinder] DarkSun: Dangerous Beginnings RG IC OCC
    Last edited by Walking Dad; Monday, 14th September, 2009 at 09:49 AM.

  2. #2

    Reena Half-elf Gladiator

    Female Half-Elf Gladiator 3
    Alignment: Chaotic Neutral

    Str: 16 (+3) 5 pts, +2 race
    Dex: 14 (+2) 5 pts
    Con: 14 (+2) 5 pts
    Int: 14 (+2) 5 pts
    Wis: 10 (+0) 0 pts
    Cha: 10 (+0) 0 pts

    Hit Points: 35 (12+7+7+6+3)
    AC: 12 Touch: 12, Flat: 10
    Init: +2

    BAB: +3
    CMB: +6 (+8*)
    CMD: 25 (27*)
    Speed: 30'
    * Grapple

    Fort +5 (+3 base, +2 Con)
    Ref +5 (+3 base, +2 Dex)
    Will +1 (+1 base, +0 Wis)
    * +2 bonus against illusion spells and effects.

    +6 Melee, Unarmed Strike, 1d3+3, x2, Bludgeon

    Acrobatics +8 (3 Ranks, +3 TCB, +2 Dex)
    Bluff: +6 (3 Ranks, +3 TCB, +0 Cha)
    Intimidate +6 (3 Ranks, +3 TCB, +0 Cha)
    Perception +8 (3 Ranks, +3 TCB, +0 Wis, +2 race)
    Perform +9 (3 Ranks, +3 TCB, +0 Cha, +3 skill focus)
    Sense Motive +6 (3 Ranks, +3 TCB, +0 Wis)

    Language: Common, Elven, Giant

    Defensive Combat Training (1st level)
    Exotic Weapon [Wrist Razor] (bonus 1st level)
    Skill Focus [Perform] (race bonus 1st level)
    Latent Power (campaign bonus 1st level)
    Improved Unarmed Strike (bonus 2nd level)
    Improved Grapple (3rd level)
    Improved Feint (bonus 3rd level)

    Class Abilities: Gladiatorial performance 3/day,
    mercy, exotic weapon, unarmed strike, arena guile,
    improved feint.

    Racial Abilities: Low-light vision, adaptability,
    elf blood, elven immunities, keen senses,
    multitalented (gladiator & fighter).

    PP: 2
    Power: Inertial Armor

    Background: Being born in the arena pits of Urik, Reena grew up eating and breathing the life of a gladiator. As she has honed her skills she has become somewhat of a crowd favorite. However, it was this same fame that caught the eye of a wealthy merchant from Tyr. He has booked passage on the caravan. He hopes to recoup his investment in the arena of Tyr.
    Last edited by Tailspinner; Tuesday, 15th September, 2009 at 06:55 PM.

  3. #3
    Defender (Lvl 8)

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    Charleston, WV
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    Kline Landfryd, mul psion (kineticist) 3

    HD 3d6+6, hp 20

    BAB +1; CMB +3

    saves Fort +3, Reflex +1, Will +5; move 30', AC 10 (14/15 with inertial armor; 18/19 w/IA + FS)

    attack unarmed strike +3 (1d3+2 nonlethal, 20/x2, draws AOO from armed foe)

    str 14 / +2 (2 pt, +2 race)
    dex 10 / +0 (0 pt)
    con 15 / +2 (3 pt, +2 race)
    int 16 / +3 (10 pt)
    wis 14 / +2 (5 pt)
    cha 8 / -1 (0 pt, -2 race)

    feats: Latent Power [B], overchannel [B], talented, expanded knowledge (entangling ectoplasm)

    skills (15 pts) (ranks/total): psicraft 3/9, autohypnosis 3/8, bluff 3/2, survival 3/5, perception 0/2, knowledge (psionics) 3/9

    concentration check (3 + ML + Con mod): +8

    languages: Common, Dwarven, Elven, Giant

    mul: +2 Constitution, +2 Strength, -2 Charisma: Combining the human height with the Dwarven musculature, muls end up stronger than either parent race, but their status as born-to-be slaves makes them insecure in their dealings with others.
    Medium: Muls are Medium creatures and have no bonuses or penalties due to their size.
    Darkvision: Muls can see in the dark up to 60 feet.
    Dwarven Blood: Muls count as both dwarfs and humans for any effect related to race.
    Extended Activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue
    Hardy: Muls need only half as much rest to fatigue and exhaustion.
    Ignore Pain: Muls have nonlethal Damage Resistance 1/-. They are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.

    Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

    The psionĺs class skills (and the key ability for each skill) are Concentration* (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int).

    In addition, a psion gains access to additional class skills based on his discipline: Kineticist (Psychokinesis)
    Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha).

    powers (5+1 1st, 2 2nd): 2+11+4 = 17 pp / day, DC 13 + power level (+ special), man lev 3
    1st: attraction(a), inertial armor(a), mind thrust(a), vigor(a), control object (kin), force screen (a, latent), entangling ectoplasm (a, 40', exp know)
    2nd: energy missile (a, kin), cloud mind

    typical combat power uses:
    inertial armor: 3 hr, 1 or 3 pp, +4 armor AC (+5 if spend 3 pp)
    force screen: 3 min, 1 pp, +4 shield AC
    vigor: 3 min, 1-3 pp, +5 temp hp (+5 per pp, max 15, or 20 w/OC)
    mind thrust: 40', 1-3 pp, 1d10/pp (3d10, or 4d10 w/OC), Will neg DC 14 (15 if 3-4 d10)
    energy missile: 130', 3 pp, up to 5 targets within 15' circle, 3d6 (4d6 and +1 DC w/OC), DC 15 half (Reflex or Fort)
    - cold: +1/die, Fort half
    - elec: +2 to DC, +2 to overcome SR
    - fire: +1/die
    - sonic: -1/die, ignores object hardness


    Kline has served as a slave for almost all of his life, in and around Urik. His surly attitude makes him an unpopular servant despite his obvious strength and intelligence. He escaped on a few occasions - once as a youth, but he was soon recaptured.

    He served a number of employers, but was usually sold to another fairly quickly. He was not beaten to death only because there was no shortage of those willing to buy a strong mul. He served for a while as a farm laborer.

    Eventually was sold to a human merchant named Bolush. He learned to please this master by showing the ability to do sums quickly and honestly. Bolush could be cruel but he was more interested in making money than in abusing his slaves, and wanted to take advantage of Kline's knack for evaluating deals. With a little help from his _attaction_ power, Kline helped his master strike good deals, and convinced him to allow his servants a few hours of 'down time' every day in exchange for better motivation.

    Kline had found that he had psionic talents and honed his abilities in secret during the 'down time', using his master's library to good effect and sparring with some of the other slaves.

    Seeing his opportunity, he escaped again. But perhaps foolishly, he came back to try to rescue others and was recaptured.

    In truth, he dreams of carving out an empire of his own some day. He made allies among the other slaves, and those were the ones he tried to rescue; compassion is not unknown to him but it was not his immediate agenda. Power first; only when he has it could he allow himself to pursue other ends, he figures. He could have escaped much sooner, but his setup with the merchant was convenient while he read what he could and honed his power.

    It was a long time before Kline was recaptured, and it became obvious that the mul had slain several bounty hunters who had vanished. Bolush wanted no more of the unruly slave and had him sold without even risking another personal meeting with Kline. Seeing his own foolishness, Bolush resolved to never again risk giving a slave any kindness.

    Kline was told he would go to the gladiator pits of Draj, but for unknown reasons, the mysterious buyer put him on the slave transport to Tyr instead. Supposedly he'll be put to work with the others but Kline figures that perhaps a lucrative market exists for gladiators there too. Once again, he waits for an opportunity to escape ...

    Physically, he appears to be a typical mul, with a bald head, bulging musculature, and black eyes that can look either dull and dumb, or sharp and insightful, depending on what role he is playing.

  4. #4
    The 8th Evil Sage
    Waghalter (Lvl 7)

    pneumatik's Avatar

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    Jul 2004
    The summit of Hatheg-Kla
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    I Defended The Walls!I Defended The Walls!

    ° Block pneumatik

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    Tiklan, Human Ranger

    Ranger 3
    STR 14 +2 (5 pts)
    DEX 18 +4 (10 pts, +2 racial)
    CON 14 +2 (5 Pts)
    INT 10 +0 (0 pts)
    WIS 12 +1 (2 pts)
    CHR 8 -1 (-2 pts)

    HP: 31
    AC: 14 (+4 Dex)

    Base attack bonus: +3
    Melee attack: +5
    Ranged attack: +7

    Unarmed strike +5 melee 1d3+2 bludgeoning, 20/x2 crit
    Longbow +7 ranged 1d8+2 piercing, 20/x3 crit

    Fort +5
    Ref +7
    Will +2

    Climb +8 (3rnk), Heal +7 (3rnk), Knowledge (geography) +6 (3rnk), Knowledge (nature) 6 (3rnk), Perception +7 (3rnk), Stealth +10 (3rnk), Survival +7 (3rnk)

    PP: 4
    Power: Call Weaponry

    Favored Class: Ranger

    Psionic Talent (Human)
    Point-Blank Shot
    Rapid Shot (Ranger)
    Weapon Focus (Longbow)


    The way Tiklan saw it, it was all about resources. There were some resources you needed to survive, like water, shade, and food. Water was most important, because enough water could make up for no shade. Once you had water and shade you could go looking for food. Athas didn't have enough water, shade, or food, so you had to use your other resources wisely to get them, and to get protection against everyone and everything that wanted to take them from you.

    Tiklan wasn't born with much in the way of his own resources. Born and raised in Tyr, his parents were caught in a press-gang raid when Tiklan was 14. Tiklan escaped only by fleeing in to the desert alone.

    Using what limited resources he had - a ready weapon and some education on surviving in the wild - he survived long enough to find and join a slave tribe. That lasted until the tribe's resources ran low and they kicked Tiklan out. They gave a lot of justification, but ultimately it was because Tiklan hadn't been a slave. From there he made it to Urik, where his skill with a bow earned him a job with a merchant house as a caravan guard. That job lasted until the house made a few bad trades and had to let Tiklan go. He wasn't part of the family, you see.

    With no friends and in an unfamiliar city-state, Tiklan did his best to survive on his own. He was sick of failing to fit-in. To survive on your own anywhere on Athas requires one to be extraordinary. Tiklan didn't last a year before he was enslaved, set up by people who were upset he wouldn't work with them (or so he said). Now he does his best to make friends and get along with the other slaves. And he waits for a chance to escape.

  5. #5
    Magsman (Lvl 14)

    Andor's Avatar

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    Jan 2002
    Enterprise, fl, 32725
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    Gilliam was a warrior in the Green Manticore tribe in the Ringing Mountains. His tribe had captured a small scouting party of elves which has strayed into their territory and were saving the survivors for a ritual feast. Tulava, one of the elves, managed to seduce Gilliam and convinced her to allow her to escape. He escorted her back to her people, who promptly captured and beat him, before selling him to slavers. Betrayed, humilliated and disgraced he hasn't even had the will to starve himself as captured halflings usually do.

    Name: Gilliam
    Race: Halfling
    Class: Soulknife
    Level: 3
    Exp: 5001 (?)
    Alignment: Neutral

    Str: 13 +1
    Dex: 16 +3
    Con: 14 +2
    Int: 10 +0
    Wis: 15 +2
    Chr: 10 +1

    HP: 28
    PP: 4

    Fort: 1 + 2 + 1 = 4
    Ref: 3 + 3 + 1 = 7
    Will: 3 + 2 + 1 = 6

    AC: 10 + (4 Inertial armour) + 3 (dex) + 1 (small) + 1 (dodge) = 15 (19)
    Speed: 20'
    Init: +3

    Latent Power (Inertial Armour)
    Latent Power (Entangling Ectoplasm)
    Weapon Focus (Mindblade)
    Psionic Weapon

    Acrobatics 6 + 3 (dex) + 2 (racial) = 11 (-4 for jumping)
    Autohypnosis 6 + 2 (wis) + 2 (synergy) = 10
    Perception 6 + 2 (wis) + 2 (racial) = 10
    Stealth 6 + 3 (dex) + 4 (size) = 13


    Birthday Suit
    Manacles (No key)
    Epic Tan

    -Soulknife Att +5 Damage 1d4+1 (19-20)

    -Soulknife Att +7 Damage 1d4+1 (19-20) Increment 30'

    -Psychic Strike +1d8 Damage Ranged or melee Move action to recharge
    -Psionic Weapon +2d6 Damage Melee only, costs Psionic Focus

  6. #6
    Guide (Lvl 11)

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    Jan 2002
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    Raggi, Half-Giant Druid

    Half-Giant Druid 3

    Str 15
    Dex 10
    Con 16
    Int 10
    Wis 16
    Cha 10

    Giant Subtype
    Low Light Vision
    Powerful Build (Counts as size large when beneficial)
    Fire Acclimated (+2 on fire saves)
    Naturally Psionic

    Nature Bond: Fire Domain
    Wild Empathy +3
    Woodland Stride
    Trackless Step

    Knowledge Geography +3
    Knowledge Nature +5
    Perception +6
    Survival +8

    Feats: Latent Psionics (Expansion) (B), Great Fortitude, Toughness,

    Psionic Power Points: 4

    hp = 8 +3 +3 + 5 + 3 + 5 + 3 = 30
    AC 10

    F +8, R +1, W +6 (+2 vs. fire)

    Healing surges 9/day - 6 hp each

    Initiative +0

    BAB +2

    melee attack +4
    ranged attack +2

    0 Create Water, Flare, Guidance, Virtue,
    1 Burning Hands(D), Charm Animal, Cure Light Wounds, Endure Elements,
    2 Fog(Dust) Cloud, Hold Animal, Produce Flame(D),

    Spontaneous Rejuvenation – As a Standard Action, you may sacrifice a prepared spell to grant yourself and all allies within 30’ “Fast Healing X” for 3 rounds, where X is the level of spell you sacrificed.

    Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

    Raggi feels endowed with a double purpose. He wanders the desert nurturing and healing where he can. However when he sees a sickness upon the Land he feels the heat of the desert boil forth from within him to be unleashed in cleansing fire. According to his druidic beliefs defilers and undead both need to be scoured from the land.

    Wandering alone he was an easy tempting target for the slaving party that ambushed him. Half-Giants are after all, valuable slave commodities.

    AC 10 (T10, FF10), HP 30/30, Ini+0 F +8, R+1, W+6 (+2 vs. fire)
    0 Create Water, Flare, Guidance, Virtue,
    1 Burning Hands(D), Charm Animal, Cure Light Wounds, Endure Elements,
    2 Fog(Dust) Cloud, Hold Animal, Produce Flame(D),
    Last edited by Voadam; Tuesday, 13th October, 2009 at 05:26 PM.

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