HM's Carrion Crown AP - RG

perrinmiller

Adventurer
Firvinianna Laali - Campaign Notes

[sblock=Starting Ability Scores (raw)]
Str: 9
Dex: 14
Con: 12
Int: 12
Wis: 12
Cha: 12[/sblock]
 
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Satin Knights

First Post
Marshan and Toddy ~ Guardians of Erastil's flock ~ Cleric/Summoner and eidolon

Marshan ~ Summoner/Cleric of Erastil ~ Nature's Wrath
[sblock=second level]Half Elf ~ Male ~ Age 42 ~ Second level Gestalt
Perception: +4; Stealth: +2; Initiative: +2; Low Light vision; Move 30'; Light Armor
HP: 20 . (8+4 + 1 Con + 0 FC + 6 +1 Con + 0 FC) .
AC: 14 . Touch 12 . FF 12 . (2 Armor + 2 Dex) . . . Enlarged AC: 12
STR 14 . DEX 15 . CON 12 . INT 10 . WIS 13 . CHA 12
Fort +4. Reflex +2 . Will +4 (+2 vs Ench). . . BAB +1 . . CMB +3. CMD 15

Weapons: Melee +3 . Ranged +3
~Normal Lucerne Hammer +3, d12+3+1DF . . . 20/x2 B or P
Enlarged Lucerne Hammer +3, 3d6+4+1DF . . . 20/x2 B or P
~Normal Cestus . . . ....... +3, d4+1+1DF ... . . 19/x2 B or P
Enlarged Cestus . . . ....... +3, d6+1+1DF ... . . 19/x2 B or P
~Normal Dagger . . ........ +3, d4+1+1DF ... . . 19/x2 B or S
Long Bow . . . . . . . . .... . +3, d8 .. ... . ... . . . 20/x3 P . . . . 100 ft range

Skills: 2 Acrobatics, 1 Bluff, 2 Climb, 1 Diplomacy, 1 Disguise, 2 Escape Artist, 1 Heal, 1 Intimidate,
Skills..: 4 Kn Religion, 4 Kn Dungeon, 4 Perception, 2 Ride, 5 Sense Motive, 4 Spellcraft, 2 Stealth,
......... 1 Survival, 2 Swim

Feats: 1 Combat Reflexes; planned 3 Precise Strike; 5 Boon Companion; 7 Selective Channel
Traits: Dirty Fighter and Inspired by Greatness (Mage Armor +1 Caster lvl);
Languages: Common and Elvish

.Summoner Cantrips: Acid Splash, Mage Hand, Message, Open/Close, Detect Magic
. . . . . Cleric Orisons: Create Water, Light, Read Magic, Stabilize ........................... [locked]
. . . . . Detect Poison, Guidance, Mending, Purify Food/Drink, Resistance, Spark, Virtue
Summoner 1st Level: Mage Armor (3 hrs), Grease (DC 12), Shield ............... (3/Day)
. . . Cleric First Level: Enlarge Self(D), Protection f/ Evil, Divine Favor (+1 luck att/dam)
. . . Cleric First Level: Calm Animals(D), Ant Haul, Bane, Bless, Cause Fear, Command,
Comprehend Languages, Cure Light Wounds, Dancing Lantern, Death Watch, Detect Evil, Detect Undead,
Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone,
Magic Weapon,
Obscuring Mist, Remove Fear, Sanctuary, Shield of Faith

Equipment: 51.1 of 58#, Light encumbrance; Spent 189.17 gp of 190 gp; Pack 64.5#
Code:
                       Wt  Cost                       Wt Cost
Leather Armor          15   10   Backpack              2    2
Lucerne Hammer         12   15     3 wooden bowls      .3  .3  
Longbow                 3   75     2 wooden mugs       .2  .2          
 20 normal arrows       3    2     1 cooking kit       3    1
  8 blunt arrows        1    2     whetstone           1  .04
  4 large arrows        1    4     compass             1   10
Cestus                  1    5     drill               1   .5
Dagger                  1    2   Pack Saddle Bags     7.5   5 
Cold Iron Dagger        1    4     Tent               20   10
                                   50' Silk Rope       5   10
Explorer's Outfit       -          12 blunt arrows     2    *
2 Alchemical Kindness   -    2     16 large arrows     5    *
1 vial of ink, 3 quills -   8.3    2  Blankets         2   .2
5 sheets of parchment   -    1     6 pitons            3   .6
1 signal whistle        -    .8    Bit and Bridle      1    2
4 earplugs              -    .08   5 candles           -  .05
2 Wooden holy symbol    -    2     Waterskin of wine   4   .4
1 trail rations         1    .5    9 rations packed    9  4.5
Coins: 0 gp, 8 sp, 3 cp 1.1        2 empty sacks       1   .2
scroll case             0.5  1     bit and bridle      1    2
2 belt pouches          1    2     1 grappling hook    4    1
Racial Specials: Half Elven Abilities (+2 to one ability, DEX); Immune to Magic Sleep; Low-light Vision; +2 Saves vs. Enchantments; +2 Perception from Keen Senses; Domains: Feather and Growth; +1 Perception from Feather Domain; If can act in surprise round, +2 initiative from Feather Domain; Arcane Training: Summoner +1 CL scrolls + wands; Telepathic link with my eidolon; Simple weapons, light and medium armor; Ancestral Arms ~ Lucerne Hammer; Initial Point Build: S5, D3, C2, I0, W3, Ch2, +2Dex; Favored Class: Gestalt (0.50 evolutions);

Toddy ~ Quadruped Eidolon ~ Battle Llama ~ Pretends to be a pack mule a lot
Perception:
+4; Stealth: +6; Initiative: +2; Darkvision 60 ft; Move 40'
AC: 18/22 (12 Touch, 12 flat-footed) (2 Dex, 6 NA, usually 4 Mage Armor @3hrs)
HP: 13
. . . . Current AC: 18 . . . . . . Current HP: 13
Natural Weapons: Bite +4, d6+2 @10' reach; Claw +4, d4+2; Claw +4, d4+2
STR 15 . DEX 15 . CON 13 . INT 7 . WIS 10 . CHA 11
Fort +4. Reflex +5 . Will +0. . . BAB +2 . . CMB +4. CMD 16

Skills: Class Skills: 4 Bluff (0+1+3), -2 Craft (-2+0+*), - Fly (2+0+*), -2 Knowledge (planes) (-2+0+*),
Skills: Class Skills:. . . 5 Perception (0+2+3),
4 Sense Motive (0+1+3), 6 Stealth (2+1+3)
Chosen Skills: +15 Acrobatics (2+2+3+8), - Sleight of Hand (2+0+*), - Handle Animal (0+0+*), 4 Perform(Sing) (0+1+3)
Non-Class Skills: -2 Appraise (-2+0), +2 Climb (2+0), Diplomacy (0+0), 0 Disguise (0+0), 0 Heal (0+0),
Non-Class Skills:. . . . - Other Knowledges, 2 Ride (2+0), 0 Survival (0+0), 2 Swim (2+0)
Languages: Same as master ~ Common and Elvish
Feats: 1st Combat Reflexes, planned 3rd Precise Strike, 6th Skill Focus(Acrobatics)
Evolutions: legs(a), legs(a), bite(a), Skilled[Acrobatics](1), Claws(legs)(1), Reach(bite)(1), Imp Nat Amor(1)
[/sblock][sblock=Micro Stats]Marshan HP 20, AC 14, medium, Pos A1 C4E4s2c3 . . . . . Toddy HP 13, AC 18, medium, Pos A2[/sblock]
[sblock=Background]Marshan served in the Taldan Phalaxers for his military service as a good citizen should, but was not comfortable with the human ways of "everything I see is mine to do with as I please". Their disrespect of nature and balance left a bitter taste in his mouth. So, he quit the military as soon as he could, and started wandering the land to explore its wonders. It was during his military training days that he had run across the professor. He had taught him techniques in stretching defensive magics so that they last longer, while providing full effectiveness in the few critical moments they are needed. The professor was one of the few humans that understood balance, thereby earning Marshan's respect. When word of his passing came, he was saddened and has come to pay his respects. [/sblock][sblock=Second Level ~ Mini Stats]Marshan ~ Perception: +4; Stealth: +2; Initiative: +2; Low Light vision
AC: 14/12 (12 Touch, 12 Flat-footed) (2 Dex, 2 armor) AC: 14
HP: 20 Current HP: 20
CMB: 3 CMD: 15 Fort: +4 Reflex: +2 Will: +4; +2 vs. Enchantment

Current Weapons in Hand:
MW Lucerne Hammer +3, d12+3 @10' reach; Enlarged: MW Luc Hammer +3, 3d6+4 @15-20' reach
Cestus +3, d4+1 at 5' reach, offhand; When Enlarged: Cestus +3, d6+1 at 5-10' reach
Longbow +2, d8

Skills: +4 Perception, +1 Sense Motive, +2 Stealth; Combat Reflexes
Cantrips: Acid Splash, Mage Hand, Message, Open/Close, Detect Magic
.Orisons: Create Water, Light, Read Magic, Stabilize
Summoner 1st Level Spells: 2/2 remaining; Mage Armor, Grease, Shield
Cleric 1st Level Spells: 3; Enlarge Self*, Divine Favor, Protection from Evil, Hide from Undead
Domain Power: 4/4 remaining; Enlarge self as a swift action for 1 round
Summoner Monster I: 4/4 remaining; std action SLA summon, (2 min), Celestial dog, celestial eagle
Channel Energy: 4/4 remaining; 1d6 in a 30' burst, 4/day, DC 11, Not Selective; Does not provoke AoO

Toddy ~
Perception: +5; Stealth: +6; Initiative: +2; Darkvision 60 ft; Size: medium
AC: 18/22 (12 Touch, 12 flat-footed) (2 Dex, 6 NA, usually 4 Mage Armor) Current AC: 18
HP: 13 Current HP: 13
CMB: 4 CMD: 16 Fort: +4 Reflex: +5 Will: +0
Natural Weapons: Bite +4, d6+2 @10' reach; Claw +4, d4+2; Claw +4, d4+2
Skills: +15 Acrobatics, +5 Perception, +4 Sense Motive, +6 Stealth
Feats/Evolutions: Combat Reflexes
, Skilled[Acrobatics](1),Claws(legs)(1), Reach(bite)(1), Imp Nat Armor(1)[/sblock]
Marshan's character sheet at second level as a half-elf.
Marshan's character sheet at fifth level as a half-elf.
 
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Satin Knights

First Post
Marshan and Toddy ~ Guardians of Erastil's flock ~ Cleric/Summoner and eidolon

Character notes and loot here

Bordum [sblock=What is this?]Bordum is a quasit that got stuck in Toddy's dimension of non-dimensions when his master gated in and was subsequently killed. Toddy is tired of Bordum's incessant whining when he is home, so he will try to sell the quasit to anyone that *he* thinks may be able to retrieve it.[/sblock]

[sblock=House Rules] Scrolls are minimum caster level +1
Tarts are to be served breakfast, lunch and dinner. --Toddy[/sblock]

Design mistakes that need to be corrected
1) Toddy needs to take ranks in the Handle Animal skill
2) Marshan needs to take ranks in Handle Animal



Cut and Paste actions templates
[sblock=Cast Haste]Haste upon Toddy, Firvin, Gregori, Halal and Marshan
Haste=+1 Attacks, +1 AC, +1 Reflex, +30 Move, one extra physical attack

[/sblock][sblock=Micro Stats]Marshan HP 41, AC 19, med, Pos B6, C4E4s2s2c4c1c2. .Toddy HP 30, AC 23, med, Pos A5 . .Henry HP 37, AC 22, large, Pos B4-C5[/sblock]
[sblock=Initial Build]Initial Point Build: S5, D3, C2, I0, W3, Ch2, +2Dex; Favored Class: Gestalt (0.25 evolutions);[/sblock]
 
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HolyMan

Thy wounds are healed!
The Haunting of Harrowstone (Research)

[sblock=Harrowstone]
Knowledge (history) and Knowledge (local) can be used to research Harrowstone.

DC 10 (50 XP): Harrowstone is a ruined prison-partially destroyed by a fire in 4661, the building has stood vacant ever since. The locals suspect that it's haunted, and don't enjoy speaking of the place.

DC 15 (100 XP): Harrowstone was built in 4594. Ravengro was founded at the same time as a place where guards and their families could live and that would produce food and other supplies used by the prison. The fire that killed all of the prisoners and most of the guards destroyed a large portion of the prison's underground eastern wing, but left most of the stone structure above relatively intact. The prison's warden perished in the fire, along with his wife, although no one knows why she was in the prison when the fire occurred. A statue commemorating the warden and the guards who lost their lives was built in the months after the tragedy-that statue still stands on the riverbank just outside of town.

DC 20 (200 XP): Most of the hardened criminals sent to Harrowstone spent only a few months imprisoned, for it was here that most of Ustalav's executions during that era were carried out. The fire that caused the tragedy was, in fact, a blessing in disguise, for the prisoners had rioted and gained control of the prison's dungeons immediately prior to the conflagration. It was only through the self sacrifice of Warden Hawkran and 23 of his guards that the prisoners were prevented from escaping-the guards gave their lives to save the town of Ravengro.

DC 25 (400 XP) At the time Harrowstone burned, five particularly notorious criminals had recently arrived at the prison. While the commonly held belief is that the tragic fire began accidentally after the riot began, in fact the prisoners had already seized control of the dungeon and had been in command of the lower level for several hours before the fire. Warden Hawkran triggered a deadfall to seal the rioting prisoners in the lower level, but in so doing trapped himself and nearly two dozen guards. The prisoners were in the process of escaping when the panicked guards accidentally started the fire in a desperate attempt to end the riot. [/sblock]
[sblock=The Whispering Way]
Knowledge (arcana) and Knowledge (religion) can be used to research the Whispering Way.

DC 10 (50 XP): The Whispering Way is a sinister organization of necromancers that has been active in the Inner Sea region for thousands of years.

DC 15 (100 XP): Agents of the Whispering Way often seek alliances with undead creatures, or are themselves undead. The Whispering Way’s most notorious member was Tar-Baphon, the Whispering Tyrant, although the society itself has existed much longer than even that mighty necromancer.

DC 20 (200 XP): The Whispering Way itself is a series of philosophies that can only be transferred via whispers—the philosophies are never written or spoken of loudly, making the exact goals and nature of the secretive philosophy difficult for outsiders to learn much about.

DC 25 (400 XP): Exact details on the society are difficult to discern, but chief among the Whispering Way’s goals are discovering formulae for creating liches and engineering the release of the Whispering Tyrant. Agents often travel to remote sites or areas plagued by notorious haunts or undead menaces to perform field research or even to capture unique monsters. Their symbol is a gagged skull, and those who learn too many of the Way’s secrets are often murdered, and their mouths mutilated to prevent their bodies from divulging secrets via speak with dead. [/sblock]
[sblock=The Five Prisoners]
Knowledge (history) and Knowledge (local) can be used to research The Five Prisoners.

DC 15 (100 XP) Originally, Harrowstone housed only local criminals, but as the prison's fame spread, other counties and distant lands began to paying to have more dangerous criminals housed within this prison's walls. At the time of the great Harrowstone Fire, the number of particularly violent and dangerous criminals imprisoned within the dungeons below was at an all-time high.

DC 20 Unknown...

DC 25 Unknown... Special 5 separate checks.[/sblock]
 
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HolyMan

Thy wounds are healed!
Dungeon Tracker: Harrowstone Prison

[sblock=Outer Grounds]
R1: Courtyard Tower Doors - broken and unlockable description current location
R2: Observation Towers
a - empty
b - rat attack (tower empty)
R3: Warden's House - description
R4:
R5: The Whispering Runes -description
R6:
R7:
R8:
R9:
R10: Murky Pond - explored outer western and southern edges so far description [/sblock]

Normally I wouldn't put every area in the sblock only up to the one you have explored. Just happened this time the pond is the last listed for the grounds.
 

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Qik

First Post
Loh Janna (Summoner//Lore Warden) and Kee Lah-Lah-Lah (Eidolon)

[sblock=Loh's Picture]
loh-janna-e1338057410666.jpg
[/sblock][sblock=Kee's Picture]
kee-lah-lah-lah-e1338057458941.jpg
[/sblock][sblock=Loh's Sheet]Loh Janna

Chaotic Good Half-elf Summoner//Lore Warden 2
Languages: Common, Elven, Sylvan

Str 17 (7) +2 racial
Dex 14 (5)
Con 10 (0)
Int 13 (3)
Wis 8 (-2)
Cha 12 (2)

HP 22
AC 17 Touch 13 Flat-footed 14 (+4 Armor, +2 Dex, +1 Dodge)
Fort +3 Ref +2 Will +4 (+6 vs enchantments)
BAB +2 CMB +5 (+7 Trip) CMD 17 (19 vs Trip)

Melee:
- Horsechopper +5, 1d10+4, x3, P/S/Reach/Trip
- Heavy Flail +5, 1d10+4, 19-20/x2, B/Disarm/Trip
- Armor Spikes +5, 1d6+3, x2, P
- Dagger +5, 1d4+3, 19-20/x2, P/S
- Cestus +5, 1d4+3, 19-20/x2, B/P

Range:
- Longbow +4, 1d8, x3, P, 100 ft
- Dagger +4, 1d4+3, 19-20/x2, P/S, 10 ft

Racial Abilities:
- Low-light vision
- Keen Senses (+2 Perception)
- Dual-Minded (+2 Will saves)
- Elven Immunities (Immune to Sleep, +2 vs enchantments)

Feats:
- Dodge (level 1)
- Mobility (fighter 1)
- Improved Trip (fighter 2)
- Combat Expertise (fighter 2 bonus)
- Improved Dirty Trick (level 3)
- Spring Attack (fighter 4)
- Whirlwind Attack (level 5)


Traits:
- Ease of Faith (Diplomacy +1 and CS)
- Teacher's Pet (+2 Knowledge (Religion))

Skills:
- Acrobatics +0 (2 Dex - 2 ACP)
- Appraise +1 (1 Int)
- Bluff +1 (1 Cha)
- Climb +5 (1 rank +3 Str + 3 CS - 2 ACP)
- Diplomacy +6 (1 rank + 1 Cha + 3 CS + 1 Ease of Faith)
- Disguise +1 (1 Cha)
- Escape Artist +0 (2 Dex - 2 ACP)
- Heal -1 (-1 Wis)
- Intimidate +5 (1 rank + 1 Cha +3 CS)
- Knowledge (Arcana) +6 (2 ranks + 1 Int + 3 CS)
- Knowledge (Local) +5 (1 rank + 1 Int + 3 CS)
- Knowledge (Nature) +5 (1 rank + 1 Int + 3 CS)
- Knowledge (Planes) +5 (1 rank +1 Int + 3 CS)
- Knowledge (Religion) +8 (2 ranks + 1 Int + 3 CS + 2 Teacher's Pet)
- Perception +1 (-1 Wis + 2 Keen Senses)
- Ride +0 (2 Dex - 2 ACP)
- Sense Motive -1 (-1 Wis)
- Stealth +0 (2 Dex - 2 ACP)
- Survival -1 (-1 Wis)
- Swim +1 (3 Str - 2 ACP)

Summoner Spells:
- 0 (infinite): Acid Splash, Detect Magic, Light, Guidance, Message
- 1 (3/day): Mage Armor, Lesser Rejuvinate Eidolon, Shield

Gear:
- Traveler's Outfit
- Spiked Chain Shirt (150 gp, 35 lbs)
- Cestus (5 gp, 1 lb)
- Horsechopper (10 gp, 12 lbs)
- Heavy Flail (15 gp, 10 lbs)
- Longbow (75 gp, 3 lbs)
--- Arrows (20) (1 gp, 3 lbs)
- Spring-loaded Wrist Sheath (5 gp, 1 lb)
--- Dagger (2 gp, 1 lb)
- Spell Components Pouch (5 gp, 2 lbs)
- Waterskin (1 gp, 4 lbs)
- Backpack (2 gp, 2 lbs)
--- Trail Rations (2) (1 gp, 2 lbs)
--- Tindertwig (1 gp, -)
--- Fishhook (.1 gp, -)
--- String (50 ft) (.01 gp, .5 lbs)
--- Ink (8 gp, -)
--- Inkpen (.1 sp, -)
--- Paper (2) (.8 sp, -)
--- Travel Flute (5 gp, 1 lb)
--- Eating Utensils (.5 gp, 1 lb)

Total Weight: 78.5 lbs

Carrying Capacity:
- Light: 0-86
- Medium: 87-173
- Heavy: 174-260

Finances: 26.79 gp[/sblock][sblock=Kee's Sheet]Kee Lah-Lah-Lah

Bipedal Eidolon 2

Str 19
Dex 13
Con 13
Int 7
Wis 10
Cha 11

HP 13
AC 17 Touch 11 Flat-footed 16 (+6 natural armor, +1 Dex)
Fort +4 Ref +1 Will +3
BAB +2 CMB +6 CMD 17

- Lucerne Hammer +6, 1d12+6, x2, B/P/Reach/Brace
- 2 Claws +6, 1d4+4, x2, B/S

Evolutions (4 pts): limbs (legs) (free), limbs (arms) (free), claws (free), Ability Increase (Str) (2), Improved Natural Armor (1), Skilled (Perception)

Feats:
- Martial Weapon Proficiency (Lucerne Hammer)

Skills:
**Extra Class Skills: Acrobatics, Disguise, Heal, Survival
- Acrobatics +6 (2 ranks + 1 Dex + 3 CS)
- Bluff +4 (1 rank + 0 Cha + 3 CS)
- Disguise +4 (1 rank + 0 Cha + 3 CS)
- Perception +13 (2 ranks +0 Wis +3 CS + 8 Skilled Evolution)
- Survival +5 (2 ranks + 0 Wis + 3 CS)


Gear:
- Tunic
- Pocketed Headwrap (8 gp, .5 lbs)
- Lucerne Hammer (15 gp, 12 lbs)
- Backpack (2 gp, 2 lbs)
--- Small Tent (10 gp, 20 lbs)
--- Winter Blanket (.5 gp, 3 lbs)
--- Bedroll (.1 gp, 5 lbs)
--- Board Game (.1 gp, 2 lbs)

Carrying Capacity:
- Light: 0-116
- Medium: 117-233
- Heavy: 234-350[/sblock][sblock=Background]As a free spirit born in Cheliax, Loh entered life on a collision course with the world around her. This only grew worse as she got older.

Loh's mother, a human, was a priestess of Calistria, and part of a small underground force which resisted the iron-fisted Chelaxian government. Her father, an elf, was the founder of this small group, and was taken away by the Hellknights for sowing societal dissension when Loh was a young child. After that, Loh's mother, in a manner true to her faith, turned all her energies towards extracting revenge on behalf of her husband, whom she presumed to have been killed. As a result, the activities of the resistance group over which she had assumed leadership grew ever-more violent, and both Loh and her mother turned to life underground.

Not surprisingly, Loh's childhood was thus a lonely one. Since her and her mother were always on the run, hiding in basements, attics, and even the sewers on occasion, she rarely had the opportunity to interact with others her age. This had two effects on her: one, she grew to be outgoing and friendly, owing to the need to capitalize on any potential social interaction that did arise, and two, she developed an imaginary friend, Kee Lah-Lah-Lah. Or at least, Loh thought she was imaginary.

Although she was a child, Loh's mother and her colleague's in the resistance taught her how to defend herself, using her mind as much as her muscle. Loh learned these lessons well.

After years of avoiding the Chelaxian authorities, Loh and her mother were caught. They were both to be executed publicly for treason, to be made an example of. But on the day that was to happen, something miraculous occurred. And Loh learned that there was more to her imaginary playmate than she would have ever thought.

When the guard came to take Loh from her cell - only a single guard, and one who was relatively unwatchful, because who needed to be on guard when handling a child? - Kee appeared to Loh. Or at least, Loh thought it was to herself alone. But it wasn't: Kee was there for all to see, and she managed to kill the guard with surprising ease, and help Loh escape, killing others on the way. Together, the pair managed to flee Cheliax, and took their life on the run on the road. Embarrassed by the escape of a child, members of the Hellknights pursued Loh and Kee, which they presumably continue to do so to this day (although it has been several years since they've last been seen - even so, Loh remains cautious and careful).

Traveling northward, Loh eventually heard of Professor Lorrimor and his unconventional areas of expertise. Always curious as to the true nature of Kee's origins, something which Kee seemed to know nothing about, Loh sought out the professor to see if he could shed light on the matter. While in the end, Prof. Lorrimor could tell her little about the nature of their connection, the two fast became friends, and managed to stay in touch despite Loh's well-developed habit of always keeping on the move. When she learned of the Professor's passing, Loh took it upon herself to travel to Ravengro to learn what she could of his unexpected death.[/sblock][sblock=Demeanor]One would never be able to deduce the tragic nature of Loh's background from how she carries herself: she is funny, friendly, and optimistic. This is not to say that she is incapable of anger - in fact, she fully inherited her mother's capacity for vengeance and retribution - but rather that her default is to be upbeat and to try and get along with others. Years of traveling have firmly entrenched the notion that strangers react better to a kind word than a stoic one.

Loh's eidolon, Kee, is certainly less diplomatic. She's protective of Loh, and has a general penchant towards pandemonium. Still, she will always default to Loh's opinion on a matter.[/sblock][sblock=Appearance] Loh is a little over 5 feet tall, and tan-skinned. Her clothes are worn and well-traveled, and their looseness conceals a surprisingly well-muscled physique, honed from years of exhaustive travel, hunting, and the like. She wears a hood in places where her half-elven heritage might not be well-received.

Kee possesses two pairs of wings, one on her back and the other, oddly enough, on her head. Both of these are small, though, with the pair on her back easily concealable under her tunic and backpack, and the pair on her head hide-able with a hood or head wrap. When concealed as such, she appears to be normal-looking enough, although both her looks and actions often suggest something is not quite right. Loh is continually trying to develop Kee's ability to blend in. [/sblock]
 
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Qik

First Post
Loh Janna (Summoner//Lore Warden) and Kee Lah-Lah-Lah (Eidolon)

[sblock=Starting Stats]Str 15 (7)
Dex 14 (5)
Con 10 (0)
Int 13 (3)
Wis 8 (-2)
Cha 12 (2)[/sblock]
---------------------------
---------------------------
loh-janna-smaller.jpg
kee-lah-lah-lah-smaller.jpg

Loh Janna & Kee Lah-Lah-Lah
[sblock=Mini Stats]Loh
HP 22/22
AC 17 Touch 13 Flat-footed 14
Fort +3 Ref +2 Will +4 (+6 vs enchantments)
CMB +5 (+7 Trip) CMD 17 (19 vs Trip)

Perception +1

Horsechopper +5, 1d10+4, x3, P/S/Reach/Trip

Kee
HP 13/13
AC 17 Touch 11 Flat-footed 16
Fort +4 Ref +1 Will +3
CMB +6 CMD 17

Perception +13

Lucerne Hammer +6, 1d12+6, x2, B/P/Reach/Brace[/sblock]

 
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