Aeson's Second Darkness Character Thread

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  1. #1
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    Minor Trickster (Lvl 4)

    Aeson's Avatar

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    Jan 2004
    Marietta, ga

    ø Ignore Aeson

    Aeson's Second Darkness Character Thread

    This will be a place for my players to post their characters and info about them.


  • #2
    Registered User
    Scout (Lvl 6)

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    Mar 2005

    ø Ignore ghostcat

    Chan Ti - Monk (2)

    23 year old Tian half elf male. Monk 2.
    Height 6'1"; Weight 140lbs; Eyes Brown; Hair Orange; Tall, Thin

    Str 13 (+1) (3 points)
    Dex 17 (+3) (7 points to 15, +2 Half Elf Bonus(+1) )
    Con 13 (+1) (3 points)
    Int 12 (+0) (2 points)
    Wis 16 (+2) (10 points)
    Cha 10 (+0) (0 points)

    AL LN
    Move 30 ft.
    Initiative +3 (+3 Dex)

    Armor Class 17 (+ 3 Dex, + 3 Monk Wisdom Bonus +1 Bracers)

    Hit points 11 (1st Level: [HD 8 + 1(con mod)], 2nd Level: [(1d8=1), + 1(Con mod)]
    BAB +1, melee +2, ranged +4
    CMB +1

    Fort +4 (base +3, mod +1)
    Reflex +6 (base +3, mod +3)
    Will +6 (base +3, mod +3)

    Languages Common, Tien
    Racial Traits
    Low-Light Vision,
    Keen Senses (+2 Perception sight/sound),
    Elven Immunities (immune to magic sleep, +2 against enchantment),
    Adaptability (Skill Focus as bonus feat),
    Elf Blood
    Favoured Class Monk.
    Background Traits
    Di-Chan initiate (+1 to Diplomacy),
    Looking For Work (+1 to Perception)
    Monk Abilities
    Flurry of Blows
    Stunning Fist
    Improved Unarmed Strike

    Skills 14 [(4 class 1st Level, 4 class 2nd level, 2 Int)=10, +2 favoured class (FC), +2 Traits)
    Acrobatics +8 (1 rank, +3 class, +3 dex, +1 FC)
    Climb +5 (1 rank, +3 class, +1 str)
    Diplomacy +5 (1 rank, +3 class, +1 trait)
    Escape Artist +7 (1 rank, 3 class, +3 dex)
    Intimidate +4 (1 rank, +3 class)
    Knowledge (History) +5 (+3 class, +1 int, +1 FC)
    Perception +11 (2 rank, +3 class, 1 trait, +3 wis, +2 Half Elf)
    Sense Motive +7 (1 rank, +3 rank, +3 wis)
    Stealth +11 (+2 rank, +3 class, +3 dex, +3 Skill focus)

    Two-Weapon Fighting (1st level)
    Deflect Arrows (Monk Bonus)
    Combat Reflexes (Monk Bonus)
    Focus (half elf bonus)

    Unarmed Strike +2 melee (1d6+1, x2)
    Nunchaku +2 melee (1d6+1, crit x2)
    Quarterstaff +1 melee (1d6+1/1d6+1, crit x2, double)
    Sai +2 melee (1d4+1, crit x2)
    Shuriken +4 ranged (1d2, 10ft, crit x2)

    Monk's Outfit
    Flint & Steel
    Hooded Lantern

    Magic Items
    Bracers of Armor (+1)

    Total weight 34
    Money 4gp, 9sp, 10cp

    Light Load < 50lbs
    Medium Load 51-100lbs
    Heavy Load 101-150lbs
    A tall skinny looking Half Elf wearing a dark gray monk's outfit. Ti has a round face, slopping brown eyes and a short wide nose. However, his most prominent feature is his hair, which is dark orange worn in a Mohecan cut.
    Ti does not know his parents. All he knows is that his mother sold him into the service of the Di-Chan order when he was a baby. From that day until his 23 year, Ti was cloistered in the Di-Chan monastery,
    perfecting his art and skills.

    To give the novice experience of the world outside of the monastery, they are taken to town near the monastery during the final year of their novitiate. There they are given a series of tests. These tests always take the same form, the novice has to follow someone for 24 hours and then use his diplomacy skills to determine what the target was doing.

    Ti was given three of these tests:

    In the first test, he fell for the charms of a pretty young whore and totally blow it.

    In the second test, Ti was introduced to drinking and gambling and woke up in the gutter broke and hung over. He latter found out that his hair colour had been permanently changed to orange.

    By the time of the third test, Ti had become a little more streetwise and managed to ignore the various temptations that where put in his path and completed his mission.

    Shortly after his third test, Ti was initiated in the Di-Chan order and was told to go out in to the world and perfect his art.

    Starting from his home on the Tian Xia continent, Ti has been making his way steadily west, Wherever possible he has been working as a caravan guard. However, things have been really peaceful on the trip and he only managed to recoup his expenses.

    Ti has recently arrived in Riddleport and has heard that the Gold Goblin's tournament is looking for security. So he has gone to apply for a job.
    The Di-Chan Order

    The Di-Chan order maintains a monastery in a hidden valley in the foothills. To the Novices, Initiates and the few outsiders that know about it, the Di-chan is just an order of monks dedicated to the perfection of the the marshal arts. While this is true as far as it goes, the order actually supports itself by acting as an information brokers. Its initiates roam the world and report back to the monastery. There, the information is collated and sold. Occasionally, one of the
    Initiates will receive orders either to go on a specific mission or to obtain a specific piece of information.

    Ti was ordered to report anything "interesting" back to the monastery. (A part of Ti's training involved learning how to recognise what was of interest to the order.)


    1. Traits:

    a) Looking For Work Campaign Trait. Nice fit to backgroud but does not explain how he knows the others.

    b) Di-Chan initiate Trait. This is a homebrew trait that adds 1 to the Diplomacy Skill and makes it a class skill. This seems to be in line with other traits.
    Last edited by ghostcat; Tuesday, 23rd February, 2010 at 08:31 PM. Reason: Add Bracers of Armor

  • #3
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    Cutpurse (Lvl 5)

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    Dec 2003

    ø Ignore Galeros
    Name: Claud

    Hair Color: Brown

    Eyes: Brown

    Skin: Slightly Tanned

    Height: 5, 10

    Weight: 185 pounds

    Age: 24

    Alignment: Neutral Good

    Deity: None

    Languages: Common (Taldane), Varisian, Shoanti, Polyglot

    2nd level Human Sorcerer, Air Elemental Bloodline

    HP: 11
    AC: 12

    Speed: 30 feet

    Initiative: +2

    Hit Die: d6

    Base Attack Bonus: +1

    Combat Maneuver Bonus=+0
    Combat Maneuver Defense=12

    Fort: +1
    Ref: +2
    Will: +4

    Str: 8 - 1
    Dex: 14 + 2
    Con: 12 + 1
    Int: 14 + 2
    Wis: 12 + 1
    Cha: 18 + 4 (16 base +2 for being Human)

    Appraise 2 Ranks+3 Class Skill modifier+Int modifier=+7
    Bluff 2 Ranks+3 Class Skill Bonus+Cha modifier=+9
    Fly 2 Ranks+3 Class Skill Bonus+Dex modifier=+6
    Knowledge (Arcana) 2 Ranks+3 Class Skill Bonus+Int modifier=+7
    Knowledge (The Planes) 2 Ranks+3 Class Skill Bonus+Int modifier=+7
    Spellcraft 2 Ranks+3 Class Skill Bonus+Int modifier=+7

    Spells are going to be:

    Detect Magic
    Read Magic
    Mage Hand

    1st Level
    Mage Armor
    Color Spray

    Eschew Materials (Sorcerer Bonus Feat)
    Spell Penetration
    Greater Spell Penetration

    Spells per day
    1st level-5

    Spell Saving Throws
    1st level-10+1+4=15

    Spell-Like Abilities
    Elemental Ray: 1d6+1 electricity damage, Ranged Touch Attack, Usable seven times per day.

    Bloodline Arcana
    Claud can change any spell that does energy damage to do electricity damage.

    Gold: 950
    30 Rations
    4 Flasks
    4 Bars of Soap
    20 sheets of parchment
    Quill Pen
    2 Ink Bottles
    Dagger-1d4,19-20/X2, Range-10 ft.(This is more for use as a knife than for fighting)
    Shortbow-1d6 X3 60 ft.
    Traveler’s Outfit
    Wand of Shocking Grasp (??? Charges)
    Scroll of Shrink Item

    Experience Points: 2,230

    Claud grew up in the mountaintop city of Jula in The Sodden Lands. Most people disliked the perpetually stormy weather due to the Eye of Abendego, but Claud always enjoyed it. He loved to stand out in the stormy weather and stare at the stormclouds. This always worried his parents, but they let him do so, as he had never been hurt while he was watching the storms. He has always felt an affinity for the Wind. He would always enjoy it outside when there was a strong breeze. He had dreams of living in a palace floating in the sky, but he thought these dreams were impossible as he had no magical talent, all he did was help out his parents with their General Store. He had friends who all became adventurers, all of them left the city of Jula to see the world, but Claud found himself left behind. He began to believe that there was nothing more for him but to end up running his parents store. He had even consulted with a Sorcerer who could assess if a person had an innate ability for magic, but the Sorcerer said Claud had no magic within him. Claud tried apprenticing under a local Wizard for a time, but found that he had no talent for Wizardry. He was discouraged, but he was not going to give up. So, in an almost childlike fashion, decided that he WAS going to gain some sort of magical talent no matter what. He spent much of his spare time for four years calmly meditating on the Wind and wishing fervently for some sort of magic. When it seemed impossible that anything was going to happen, and he was about to give up, he one day found that when he wanted to pick a mug of tea up, that it floated right into his hand. He was astonished at first, but he realized that all of his hard work had finally paid off. The Wind had finally "answered" him. He began to experiment a little more, and found that he could also make light, and tell if something was magical. He even found a way to protect himself with magical armor.

    The true test of his abilities came when he had to fend off a thief from his parents store, the thief broke in late at night and was attempting to make off with some goods when Claud heard the noise the thief was making(Claud and his parents lived in some rooms above their store). Claud went downstairs and say the thief, he at first tried to fling a hammer at the thief with some of his magic, but he missed. The thief noticed this action and pulled a knife on Claud, panicking, Claud found himself holding out his hand to fend off the thief, and suddenly a bolt of lightning shot from his hands, injuring the thief and surprising Claud. It took a while for Claud to get used to that fact that he could now use his abilities to harm others. Good fortune came his way when a young son of one of his parent's friends agreed to help with the store, this left Claud with the ability to go out and see the world like he had always wanted to. The first destination he had in mind was Varisia, as he had heard that it was a fairly beautiful region that was not too dangerous. His parents worried about him, but now that he had the ability to defend himself with his magic, they felt they could trust him to take care of himself. But they did make him practice with a shortbow just in case his powers ever failed him. He eventually finds his way to the city of Riddleport, where he notices that darkness in the sky, called the “Blot”. He is unsure of what to do at first, and finds a tavern called the Golden Goblin to stay at for a while.
    Last edited by Galeros; Tuesday, 23rd March, 2010 at 07:24 PM.

  • #4
    Registered User
    Scout (Lvl 6)

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    Jan 2005
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    ø Ignore Blackrat
    Female Human barbarian 1 / cleric 1
    TN medium humanoid (human)
    Init: +2; Senses: Perception +7,
    Languages: Common, Shoanti, Varisian

    AC: 18,: touch: 12,: flat-footed: 16
    hp: 24 (2 HD)
    Fort: +7, Ref: +2, Will: +5

    Speed: 30 ft. (6squares)
    -MW Greatsword (two handed) +5 (2d6+3/19-20) (+2 against undead)
    -Dagger +3 (1d4+2/19-20)
    -Composite Longbow +3 (1d8/x3)
    -Shoanti Bola -1 (1d4)
    Base Atk +1; Combat Manuever Bonus +3
    Atk Options: Rage (7 rounds/day),
    Special Actions: Channel Positive Energy (DC 11, 1d6, 4/day), Gentle Rest (6/day), Lore Keeper (19),

    Abilities: Str 15, Dex 15, Con 16, Int 12, Wis 17, Cha 12

    Special Qualities: Fast Movement, Orisons, Rage, Spontaneous Casting.
    Domains: Repose, Knowledge.
    Traits: Researching the Blot (Identify magic items with spellcraft), Sacred Touch (Stabilise with touch).

    Feats: Armor Proficiency (Light, Medium), (Weapon Proficiency Simple, Martial), Shield Proficiency, Totem Spirit (Skull Clan), Weapon Focus Greatsword

    Skills: Acrobatics +6 (+3), Climb +6 (+3), Heal +9, Intimidate +5, Knowledge Religion +5, Perception +7, Ride +6 (+3), Sense Motive +7, Spellcraft +5, Survival +7

    0th DC 13: detect magic, light, purify food and drink
    1st DC 14: bless, magic weapon, comprehend languages*

    Possessions: MW Breastplate, Dagger, MW Greatsword, Holy Symbol (silver), Explorer's Outfit, Caltrops, Backpack [Bedroll; Scrollcase; Flint and Steel; Rations (Trail/Per Day) (x3); Waterskin (Filled)], Composite Longbow, Arrows 20, Shoanti Bola, Barbarian Chew x5.


    The skullwardens were those who performed the burial rituals and watched over the tribal burial grounds. Lately the bones had become unusually restless and this was upsetting the organisation. Something was disturbing the dead and the dark clouds gathering in the horizon bore the mark of doom. A young warrior and skullwarden, Lyra Wailwind was tasked with travelling to the city of Riddleport, to investigate and to seek guidance from the temple of Pharasma (Maybe the more formal kin of faith had some insight). The druids living closer to the city seemed agitated too and so she started by asking their help. She was directed to a half-orc who had been sent forward with the same mission and should arrive in a tavern called Gold Goblin soon. So Lyra took a room and waited...

    Lyra is a young human with impressive looks. Standing nearly 7 feet tall she towers over the men of civilised folk but she is nonetheless a beautiful woman. She wears practical clothing made of furs and leather from the mountains, as well as an armor etched with scarabs and roses, the symbols of Pharasma's favor. As a Skullwarden she is a faitful of Pharasma and knows the proper rituals of both burial and birth. Her hatred for undead is unparalled and she will not hesitate to go after them with blade and spell.
    Back to PBP:
    After Earth, OOC, RG

  • #5



    Half-Orc (Chelish heritage).
    30 ft. base move, Darkvision, Weapon Familiarity, Orc Ferocity, Orc Blood
    Favored Class: Druid
    AL: TN

    Druid 2
    XP 230
    Hit points 21 (2HD 8 (rolled 7) + 3 (2Con mod))
    BAB +1, melee +4, ranged +3
    Fort +6
    Reflex +3
    Will +7
    CMB +4
    Initiative +4
    Traits: Into Enemy Territory (+1 to Reflex), Reactionary (+2 to Initiative)

    AC: 17 - Flatfooted: 14 - Touch 13

    Skills (8 class + 2 fav class)
    Heal +8
    Fly +6
    Know (nature) +4
    Know (geography) +4
    Perception (2) +9
    Spellcraft +4
    Survival (2) +9
    Swim +7

    Naturebond: Air Domain
    Lightning Arc: As a standard action, 30 feet. 1d6+1 7/day.

    1st level Dodge

    Spells prepared
    o - Detect Magic, Guidance, Resistance, Purify Food & Drink
    1 - Cure Light Wounds, Longstrider, Shillelagh - Obscuring Mist

    Equipment (1000 gp): (incomplete)

    MW Hide Shirt 240 gp (ACP -2)
    Shield, Heavy darkwood 207 gp (ACP -)

    Club -
    Scimitar (cold-iron) 30
    Sling –
    20 bullets 0,2

    Dagger 2gp
    Holly and Mistletoe -
    Spell Component's Pouch 5 gp
    Backpack 2 gp
    Bedroll 0.1 gp



    Rorgar has lived his early life as a little dog biter in the seedier parts of Riddleport. His first memory is of himself avoiding to become pigmeat beyond the waves. As an orphan who didn't know if all this was a terrible accident or if his own parents tried to hush him, Rorgar had a difficult early life.
    His life changed after trying to pick-pocket an elderly man he thought to be just another soggy plum. The man revealed himself to be a druid and he saw potential in Rorgar. Thinking that better than ending in an earth bath, he followed him. There, he grew strong and wise.
    This sect venerates more primal powers an less nature gods like Gozreh. They think they are charged to protect the material realm from otherworldly, unnatural forces (including celestials!).
    After the shadow in the sky has become visible from all around Riddleport, the druid elders have performed some auguries, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. Rorgar has avoided the sleazy, dirty town for most of his 'new' life, traveling there only when accompanying his now deceased mentor, and although he doesn’t relish the prospect of going there now, he has little other choice. The signs point to a "Golden Goblin".
    Last edited by Walking Dad; Friday, 22nd January, 2010 at 09:57 AM.

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!


    Invisible Castle
    Pathfinder SRD (Pathfinder_OGC)

    My Houserules

    I am SpiderClan

  • #6
    Registered User
    Myrmidon (Lvl 10)

    Join Date
    Feb 2002

    ø Ignore jkason
    Name: Nakeb Gutterik 
    Class: Ranger
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: Erastil
    Str: 15  +2       Level: 2        XP: 1630/3300
    Dex: 16  +3       BAB: +2         HP: 21/24 (2d10+6) roll lookup
    Con: 17  +3       CMB: +4         ACP: -4 
    Int: 10  +0       CMD: 17*        Spell Res: -
    Wis: 16  +3       Speed: 20'      Spell Save: -
    Cha: 11  +0       Init: +5**      Spell Fail: -
    * +4 vs. bull rush / trip
    ** +2 Reactionary trait
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +6    +0    +3    +0    +0    +0   19
    Touch: 13              Flatfooted: 16
    Conditional: +4 vs. giant subtype
                             Base   Mod  Misc  Total
    Fort:                      3    +3         +6
    Ref:                       3    +3         +6
    Will:                      0    +3    +1*  +4
    * +1 Into Enemy Territory trait
    Conditional: +2 vs poison, spells, and SLA
    Weapon                  Attack   Damage    Critical
    Heavy pick................+4.....1d6+2.........x4
    Heavy pick (2 hands)......+4.....1d6+3.........x4
    Comp. lngbow Str +2.......+5.....1d8+2.........x3, range 110 ft *
    * Conditional: +1 attack / damage within 30' (Point Blank Shot)
    Conditional: +1 attack vs. orc or goblinoid
    Favored Enemy: +2 attack / damage vs. Drow
    * +2 CON, +2 WIS, -2 CHA
    * Speed 20', unaffected by armor / encumberance
    * Darkvision 60'
    * +4 dodge AC vs. giant subtype
    * +1 attack vs. orc or goblinoid
    * +2 saves vs. poison, spells, and SLA
    * +4 CMD vs. bull rush or trip
    * +2 Perception for unusual stonework, traps/doors in stone walls/ floors
    * Proficiency: battleaxe, heavy picks, warhammers
    * Familiarity: all 'dwarven' weapons are martial
    * Orc Ferocity (1/day: fight 1 round past 0 HP)
    * Bonus language choices:
        Giant, Gnome, Goblin, Orc, Terran , Undercommon
    * Choose favored class (Ranger, +1 SP) 
    * Simple and Martial weapon proficiency
    * Light and medium armor proficiency
    * Shield proficiency (non-tower)
    * Favored Enemy: Drow
         +2  Bluff, Know, Perception, Sense Motive, Survival
         +2 Attack and Damage 
         Know checks untrained vs. favored enemy
    * Add 1/2 level to Survival checks for tracking
    * Wild Empathy: +2 (+0 CHA, level 2 Ranger)
    * Combat Style: ranged
         Not available in heavy armor
    Into Enemy Territory (+1 Will save)
    Armor Expert (-1 ACP)
    Point Blank Shot (1st level)
    Precise Shot (Fighting Style 2nd)
    Skill Points: 14      Max Ranks: 2
    Skills                   Ranks  Mod  Class  Misc  Total
    --Class (+3 bonus)--
    Know (add +1 vs. )
    Perception.................2....+3....+3..........+8 (+10 stone & vs. Drow)
    Survival...................2....+3....+3..........+8 (+9 track)
         vs. Drow..............2....+3....+3....+2**..+10 (+11 track) 
    Bluff......................0....+0................+0 (+2 vs. Drow)
    Sense Motive...............0....+3................+3 (+5 vs. Drow)
    * +2 Climber's kit
    ** +2 favored enemy bonus
    ~ -4 ACP
    Equipment:               Cost  Weight
    --Worn / Carried--
    Heavy pick................8gp....5lb
    Comp. lngbow +2 Str.....300gp....3lb
    Arrows (20)...............1gp....--
    Explorer's outfit..........--....--
    Belt pouch................1gp....1/2lb
    Signal whistle............8sp....--
    --In Backpack--
    Potion CLW x4...........200gp....--
    Chalk x5..................5cp....--
    Flint & Steel.............1gp....--
    Parchment x5..............1gp....--
    Rations x6................3gp....6lb
    Climber's kit............80gp....5lb
    Total Weight:63.5lbs      Money: 10pp 90gp 5cp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                66   133   200   400   1000
    Age: 55
    Height: 4'
    Weight: 175lb
    Eyes: Blue
    Hair: Blonde
    Skin: Tan
    While broad-shouldered and bulky with muscle by human standards, Nakeb is actually lanky for a dwarf. He keeps his beard trimmed relatively short, though both that an his hair are always fairly disheveled. He keeps his clothes in good repair, but the realities of spelunking mean he's always a little dirty despite his best efforts.

    Nakeb came from a long line of miners in Janderhoff, and assumed he'd be just another one. But the fact was, he spent more time exploring already-dug tunnels than helping mine new ones. Eventually he realized it wasn't making tunnels he loved, but exploring them. He set off on his own then, heart set on finding the secrets there were to be found in nature's mines.

    His travels soon took him to the Calphiak Mountains, with treks into Riddleport for supplies and as a kind of "home base." Between the dangers of the caves and those of the city, Nakeb quickly learned how to take care of himself, choosing to focus his attention on his bow-work, to cut off trouble before it actually reached him.

    But now he's noticed The Blot, and has decided to venture once again from the caves to the city, hoping to find some new information...

    Last edited by jkason; Friday, 22nd January, 2010 at 02:15 PM. Reason: XP update

  • #7
    Name: Remili Tessaro
    Class: Rogue
    Race: Human
    Size: Medium
    Gender: Male
    Deity: None
    Str: 12 +1 (02p.)     Level: 2        XP: 1,000
    Dex: 18 +4 (10p.)     BAB: +1         HP: 14 (2d8+2)
    Con: 13 +1 (03p.)     CMB: +2         Dmg Red:none
    Int: 14 +2 (05p.)     CMD: +6         Spell Res: XX
    Wis: 12 +1 (02p.)     Speed: 30'      Spell Save: +X
    Cha: 13 +1 (03p.)     Init: +6        ACP: -2 
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +X    +4    +0    +X    +X    18
    Touch: 14              Flatfooted: 14
                             Base   Mod  Misc  Total
    Fort:                      0    +1          +1
    Ref:                       3    +4          +7
    Will:                      0    +1          +1
    Weapon                  Attack   Damage     Critical
    MW Rapier                 +6     1d6+1      18-20x2
    Shortsword                +5     1d6+1      19-20x2
    Shortbow                  +5     1d6+0      20-20x3
    XXXX                      +X     XdXX+X     XX-XXxX
    Languages: Common, Elven, Sylvan
    Sneak Attack +1d6
    Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps
    and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
    Evasion: A rogue can avoid even magical and unusual attacks with great agility.  If she makes a successful
    Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
    Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
    Rogue Talent: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. 
    Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels
    of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
    Rogue Talent Chosen: Trap Spotter 
    Weapon Finesse
    Combat Expertise
    Dirty Fighter
    Skill Points: 24       Max Ranks: 2
    Skills                   Ranks  Mod  Misc  Total
    Acrobatics                 2    +4    +3     +9
    Appraise                   1    +2    +3     +6
    Bluff                      2    +1    +3     +6
    Climb                      2    +1    +1     +4
    Diplomacy                  2    +1    +3     +6
    Disable Device             2    +4    +3     +9
    Disguise                   1    +1    +3     +5
    Escape Artist              1    +4    +3     +8
    Sleight of Hand            2    +4    +3     +9
    Stealth                    2    +4    +3     +9
    Perception                 2    +1    +3     +6
    Perform: Dance             1    +1    +3     +5
    Use Magic Device           1    +1    +3     +5 
    Sense Motive               2    +1    +3     +6
    Intimidate                 1    +1    +3     +5
    Equipment:               Cost  Weight
    Chain Shirt             100gp   25lb
    Masterwork Rapier       320gp   02lb
    Shortsword               10gp   02lb
    Shortbow                 75gp   02lb
    ArrowsX20                 1gp   03lb
    MW Thieves Tools        100gp   02lb
    Backpack                  2gp   02lb
    Potion of CLW(x2)       100gp   --lb
    Total Weight:38lb      Money:15pp 140gp 30sp XXcp
                               Light   Medium   Heavy  Lift  Push
    Max Weight:               43   44-86   87-130   260   650
    Age: 24
    Height: 5'10"
    Weight: 140lb
    Eyes: Hazel
    Hair: Black
    Skin: Darkly Tanned
    Appearance: Remili was a handsome man, with an 'average' build, his muscle not particularly pronounced under his dark skin, a bright smile often found across the man's face. His hazel eyes often glimmered intensely as he sized up a scenario. His dress, would lead one to believe the man was very close to nobility, a claim which Remili would have no objection to himself, though he had very little ties to the nobility.

    Background: TBA
    Last edited by Theroc; Wednesday, 4th November, 2009 at 09:33 PM. Reason: Adding traits

    Source Materials I am able to access:

    Accessible at almost any time:
    Complete Arcane
    Complete Scoundrel
    Complete Mage
    Complete Divine
    Libre Mortis
    Heroes of Horror
    Drow of the Underdark
    Monster Manual 3.5E
    Monster Manual 2
    Psionics Handbook
    Expanded Psionics Handbook
    Spell Compendium
    Tome of Magic

    These I can access rarely:
    Complete Adventurer
    Complete Warrior
    Complete Psionic
    Races of Stone
    Complete Champion
    A few assorted Monstrous Manuals... I can't recall which ones.

    I MAY be able to access the Forgotten Realms and Eberron Campaign settings.

  • #8
    Na Bith Mo Riocht Tá! COPPER SUBSCRIBER
    Lama (Lvl 13)

    Mowgli's Avatar

    Join Date
    Mar 2005
    Jonesboro, AR

    ø Ignore Mowgli

    Astrid Banaisteoir

    Name Pronunciation: AS-trid buh-NIS-tor

    IC Posting Conventions:
    "Color & Quotes" = Speech
    Color & Italics = Thoughts

    Astrid’s mother is an elder of the Banaisteoiri, a very old, wealthy Sczarni family with two main branches – those that settle in Varisia’s cities and towns specialize in protection rackets, and those that wander the land are some of the countries foremost grifters. Astrid comes from the wandering branch. Her father is an Elven adventurer seduced by her mother, an unfortunate collateral victim of an elaborate con. Astrid has never met her father; according to Giofóga (her mother), Astrid’s father is not even aware that he left her with child.

    Her childhood was difficult; growing up in a culture that places such importance on family and having an absentee father of a different race made her an object of scorn and left her with many questions. It also left her with a keen awareness of the consequences of her family's profession, and a determination to make the world a better place. She’s well versed in the use of personal manipulation, and not averse to using her talents in the area – she just tries to ensure that her use of those talents is for upright purpose.

    When she reached her majority, she sought and received her mother’s blessing to leave the Banaisteoiri family business and strike out on her own. Her departure from the family was amicable, and her mother bequeathed her a small allowance and a very nice pair of matched swords – a family heirloom over 200 years old. With her new weapons and her kapenia, Astrid left the family caravan and began a life a adventure.

    Physically, Astrid inherited her mother’s dark Varisian coloring and beauty and her father’s Elven grace. She is slightly but athletically built, with jet black hair and large, invitingly warm dark brown eyes. Full red lips, a small, straight nose and delicate bone structure complete her exotic good looks. She moves with a sultry grace, natural inclination enhanced by years of dance training. Her voice is dulcet, smooth velvet over smokey whiskey.

      Name: Astrid Banaisteoir      Age: 21
     Class: Bard/Rogue           Height: 5'2" 
      Race: Half-Elf             Weight: 103 lbs
      Size: Medium                 Hair: Dark Brown
    Gender: Female                 Eyes: Dark Brown
     Align: Chaotic Good           Skin: Golden Brown
     Deity: Cayden Cailean
    Str: 12 +1 (02 p)     Level: 01/01            XP: 2000
    Dex: 15 +2 (07 p)       BAB: +0               HP: 18
    Con: 12 +1 (02 p)       CMB: +1              CMD: 13
    Int: 15 +2 (07 p)     Speed: 30'         Dmg Red: 0/anything
    Wis: 12 +1 (02 p)      Init: +2        Spell Res: None 
    Cha: 16 +3 (05 p)       ACP: -0       Spell Save: 13 + Spell Level
        AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge  Misc
                  16    10    +4     +0    +2    +0    +0    +0    +0     +0
                      Touch AC: 12              Flatfooted AC: 14
    Saving Throw   Total  Base   Mod  Misc   Special
    Fort:            01     0     +1          
    Ref:             06     4     +2          
    Will:            03     2     +1         +2 vs. Enchantment, Immune Sleep 
    Weapon                  Attack    Damage      Critical     Special
    Longsword  (MW)         +0        1d8+1       19-20/x2     +2 TH used Singly
    Shortsword (MW)         +0        1d6+0       19-20/x2     +2 TH/+1 Damage
                                                                  used Singly
    Dagger (Thrown)         +2        1d4+1       19-20/x2     Range: 10'
    Languages: Common, Shaonti, Varisian, Elven
    Racial Traits:
      * Ability Modifier: +2 Charisma
      * Elven Sight:      Low-Light Vision
      * Adaptability:     Skill Focus - Perform (Act)
      * Elven Immunity:   Immune to Sleep Effects, +2 Saves vs. Enchantment
      * Keen Senses:      +2 Perception
      * Multi-Talented:   2 Favored Classes (Bard, Rogue)
    Character Traits:
      * Looking for Work: +1 to Perform (Dancing) Skill Checks
      * Rich Parents:     Starting Gold increases to 900 GP
    Class Abilities:
      * Bardic Knowledge:  +½ Lvl to KS Checks, Use KS untrained
      * Bardic Performance:
         Countersong     - Perform (Sing) Check in place of Save vs. Sonic
         Distraction     - Perform (Act) Check in place of Save vs. Illusion
         Fascinate       - One Creature, Will Save DC 14
         Inspire Courage - +1 Saves vs. Charm & Fear, +1 TH & Damage
      * Cantrips/Spells:   Spell Use in Light Armor w/ No Penalty
      * Sneak Attack:      +1d6
      * Evasion:           Save vs. Area is for All or No Damage
      * Two Weapon Fighting (Lvl 01)
      * 0 Level              * 1st Level (2/Day)
        * Detect Magic         * Cure Light Wounds
        * Lullaby              * Grease
        * Prestidigitation
        * Resistance
    Skill Points: 20 (8/6 + 2/Lvl; 2 Pt FC/GM Bonus)
    Skills                Total   Rank     CS   Ability  ACP  Misc
    Acrobatics              2      0       0       2      0   
    Appraise                2      0       0       2      0   
    Bluff                   3      0       0       3      0   
    Climb                   5      1       3       1      0   
    Craft (       )         2      0       0       2      0   
    Diplomacy               3      0       0       3      0   
    Disable Device          7      2       3       2      0   
    Disguise                3      0       0       3      0   
    Escape Artist           2      0       0       2      0   
    Fly                     2      0       0       2      0   
    Handle Animal                  0       0       3      0   
    Heal                    1      0       0       1      0   
    Intimidate              3      0       0       3      0   
    Knowledge (Arcana)      3      0       0       2      0   1
    Knowledge (Dngnrng)     7      1       3       2      0   1
    Knowledge (Engnrng)     3      0       0       2      0   1
    Knowledge (Geography)   3      0       0       2      0   1
    Knowledge (History)     3      0       0       2      0   1
    Knowledge (Local)       7      1       3       2      0   1
    Knowledge (Nature)      3      0       0       2      0   1
    Knowledge (Nobility)    7      1       3       2      0   1
    Knowledge (Planes)      3      0       0       2      0   1
    Knowledge (Religion)    3      0       0       2      0   1
    Linguistics                    0       0       2      0   
    Perception              8      2       3       1      0   2
    Perform (Acting )      11      2       3       3      0   2
    Perform (Oratory)       8      2       3       3      0   
    Perform (Singing)       8      2       3       3      0   
    Perform (Dancing)       9      2       3       3      0   1
    Profession                     0       0       1      0   
    Ride                    2      0       0       3      0   
    Sense Motive            1      0       0       1      0   
    Slight of Hand          6      1       3       2      0   
    Spellcraft                     0       0       2      0   
    Stealth                 7      2       3       2      0   
    Survival                1      0       0       1      0   
    Swim                    1      0       0       1      0   
    Use Magic Device        7      1       3       3      0   
         * Situational Bonus not included in Total
    PP: 00     GP: 14    SP: 04     CP: 00
    Equipment                      Cost     Weight
    Explorer's Outfit
    Mithril Shirt                 1100 gp   10  lb
    Longsword  (MW)                315 gp   04  lb
    Shortsword (MW)                310 gp   02  lb
    Daggers (3)                     06 gp   03  lb
    Spell Component Pouch           05 gp   02  lb
    Beltpouch                       01 gp     ½ lb
    Backpack                        02 gp   18  lb
     Thieves' Tools                 30 gp  (01  lb)
     Bedroll                        01 sp  (05  lb)
     Soap                           05 sp  (01  lb)
     Rope (Silk, 10')               10 gp  (05  lb)
     Waterskin                      01 gp  (04  lb)
                             Total Weight:  39½ lb
                Light  Medium   Heavy    
    Max Weight: 0-43   44-86    87-130
    HP (2nd Level) (1d8=8)


    Stat Block
       HP: 18/18     AC: 16  AC(T): 12  AC(FF): 14  Init: +02
    Saving Throw   Total  Base   Mod  Misc   Special
    Fort:            01     0     +1          
    Ref:             06     4     +2          
    Will:            03     2     +1         +2 vs. Enchantment, Immune Sleep 
      BAB: 00       CMB:+01     CMD: 03
    Weapon                  Attack    Damage      Critical     Special
    Longsword  (MW)         +0        1d8+1       19-20/x2     +2 TH used Singly
    Shortsword (MW)         +0        1d6+0       19-20/x2     +2 TH/+1 Damage
                                                                  used Singly
    Dagger (Thrown)         +2        1d4+1       19-20/x2     Range: 10'
      * 0 Level              * 1st Level (2/Day)
        * Detect Magic         * Cure Light Wounds
        * Lullaby              * Grease
        * Prestidigitation
        * Resistance
    Last edited by Mowgli; Tuesday, 23rd March, 2010 at 12:53 PM.
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken

    Legacy of Fire
    OOC IC

  • #9
    Community Supporter COPPER SUBSCRIBER
    Lama (Lvl 13)

    Leif's Avatar

    Join Date
    Jan 2007
    Jonesboro, AR, USA
    Blog Entries
    OSRIC I Defended The Walls! Gygax Memorial Fund

    ø Ignore Leif

    Quenilias Sorfenais

    Quenilias Sorfenais "Kwen-ill-ee-as Sor-fen-ay"
    Elf Cleric2 
    Deity: Cayden Cailean (proficient with rapier)
    Domains:  Strength [Strength Surge sp], Travel [Agile Feet sp]
    Alignment:  N/G
    S 14 +2
    D 16 +3
    C 10 +0
    I 13 +1 (languages:  Elven, Common, Abyssal)
    W 16 +3
    C 12 +1
    HP: 14 Quenilias's hp at second level (8+1d8=14)
    Saves:  F:+3+0=+3 R:+0+3=+3 W:+3+3=+6
    *Powerful Aura of Good*
    *Channel Energy (Postive): heals 1d6 to all living creatures in 30' radius, and damages undead the same amount*
    Extra Chaneling -- 6 times/day = 3 +1(cha) +2(feat) 
    Heal 2 +3 =+5
    Knowledge (Planes) 2 +1 =+3
    Perform (Pipe) 2 +1 =+3
    Starting Wealth, 2nd level = 1,000gp
    Breast Plate (+6 AC) (200gp)
    Light Wooden Shield (3gp)
    Rapier (1d8+2str) (20gp)
    Spare Rapier (20gp)
    Potions - Cure Light Wounds (CL2, 100GP EA) x3
    Scroll -Hide From Undead (CL2, 50gp) x4
    Scroll -Shield of Faith (CL1 25gp) x4
    Scroll -Cure Light Wounds (CL1 25gp) x3
    Silver Holy Symbol of Caiden Cailean (25gp)
    Small Steel Mirror (10gp)
    Cleric's Vestments (5gp)
    Pipe, musical, common (5gp)
    Pouch (1gp)
    Scroll cases x5 (3gp)
    43gp left
    Spells Prepared:
    Orisons(4 prep'd, but not expended when cast): Stabilize, Purify Food & Drink, Light, Guidance 
    First Level (3) Magic Weapon, Protection from Evil, Summon Monster I
    1st Domain (1) Enlarge Person (+2 str, -2 dex, -1 t/h & AC, larger weapons do more damage)
    [all done]
    Last edited by Leif; Wednesday, 21st April, 2010 at 01:58 PM.

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