RG - Carrion Crown AP (Savage Stampede)





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

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    RG - Carrion Crown AP (Savage Stampede)

    Players for the upcoming Carrion Crown AP.

    - Herobizkit - Deugar Inquistitor
    - Walking Dad - Dwarf Druid (arctic)
    - GandalfMithrandir - Human Fighter
    - Orius - Human Necromancer
    - rangerjohn - Half Elf Cleric
    - NPC - Human Paladin

    EDIT: Character gene

    Abilities: Use the Heroic method to generate scores that is roll 2d6 and add 6 to give you six numbers and assign. Spice: If you roll your stats in order and play with them as is (after race modification of course), you get a free +2/+2 FEAT.

    Going to change the way characters advance stats as they level up also. You will be givin points to respend on abilities, those based on what you start with. So that by the last module of the adventure path everyone should have stats at about the same point buy (thinking 30 points). Thus you will become heroic if you aren't to start. More on this later.

    Race: Core plus the following from Bestairy: Aasimar, Duergar, Hobgoblin, Tengu, and Tiefling

    Class: Core rulebook + APG only.

    SKills and Feats: Core and APG only.

    Traits: Pick one trait from the APG and one from the Player's Guide.

    Equipment: Average starting wealth. Spice: In your background have it so I can grant you a special item. This could be anything from a long lost lover's ring to the shield of your forefathers. I will be looking over backgrounds and grant items accordingly.

    Please use this character sheet format............................................ .......

    Characters Name

    Game Info

    Race:
    Class:
    Level: 1
    Alignment:
    Languages: Common
    Deity:

    Abilities

    STR:
    DEX:
    CON:
    INT:
    WIS:
    CHA:

    Combat

    HP: 00 = [1d?? + 0] + 0 (favored class bonus)
    AC: 00 = 10 + 0 (armor) + 0 (shield) + 0 (DEX),
    AC Touch: 00 = 10 + 0 (DEX)
    AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield)
    INIT: +0 = +0 (DEX)
    BAB: +0 = +0 (list class)
    CMB: +0 = +0 (STR) + 0 (BAB)
    CMD: 00 = 10 + 0 (STR) + 0 (DEX) + 0 (BAB)
    Fort: +0 = +0 (base) + 0 (stat)
    Reflex: +0 = +0 (base) + 0 (stat)
    Will: +0 = +0 (base) + 0 (stat)
    Speed:
    Damage Reduction:
    Spell Resistance:

    Weapon Stats

    EXAMPLE:
    Longsword(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2

    Racial Traits

    ...

    Class Features

    ...

    Feats & Traits

    ...

    Skills

    Skill Ranks:
    Max Ranks: 1 ACP:
    Skills:

    Equipment

    Code:
    Equipment                    Cost  Weight
    Treasure: gp, sp, cp Gems:
    Total weight carried:
    Maximum weight possible:

    Details

    Size:
    Gender:
    Age:
    Height:
    Weight:
    Hair Color:
    Eye Color:
    Skin Color:
    Apperance:
    Deamenaor:

    Background
    ...

    Adventure Log
    None yet

    Level Ups
    N/A only first level


    Just quote this post and get rid of everything between but the sblock stuff thanks (this makes for easy checking)

    HM

    Something new..............................................
    Harrow Deck

    Rolling up a Card

    1d6 - Suit
    1-Hammers[STR]
    2-Keys[DEX]
    3-Shields[CON]
    4-Books[INT]
    5-Stars[WIS]
    6-Crowns[CHA]

    1d10 - Alignment
    1-Lawful Good
    2-Neutral Good
    3-Chaotic Good
    4-Lawful Neutral
    5-Neutral
    6-Chaotic neutral
    7-Lawful Evil
    8-Neutral Evil
    9-Chaotic Evil
    0-Player's Choice

    Harrow Deck Tracking

    Code:
     Hammers[STR]       Keys[DEX]         Shields[CON]
      Lawful Good        Lawful Good       Lawful Good
      Neutral Good       Neutral Good      Neutral Good
      Chaotic Good       Chaotic Good      Chaotic Good
      Lawful Neutral     Lawful Nuetral    Lawful neutral
      Neutral            Neutral           Neutral
      Chaotic neutral    Chaotic neutral   Chaotic neutral
      Lawful Evil        Lawful Evil       Lawful Evil
      Neutral Evil       Neutral Evil      Neutral Evil
      Chaotic Evil       Chaotic Evil      Chaotic Evil
    
      Books[INT]         Stars[WIS]        Crowns[CHA]
      Lawful Good        Lawful Good       Lawful Good
      Neutral Good       Neutral Good      Neutral Good
      Chaotic Good       Chaotic Good      Chaotic Good
      Lawful Neutral     Lawful Nuetral    Lawful neutral
      Neutral            Neutral           Neutral
      Chaotic neutral    Chaotic neutral   Chaotic neutral
      Lawful Evil        Lawful Evil       Lawful Evil
      Neutral Evil       Neutral Evil      Neutral Evil
      Chaotic Evil       Chaotic Evil      Chaotic Evil



    LINKS:
    http://www.enworld.org/forum/playing...ampede-ic.html
    http://www.enworld.org/forum/talking...mpede-ooc.html
    Last edited by HolyMan; Wednesday, 17th August, 2011 at 04:29 PM.
    My UPDATED Signature is here

    And come join in the creation of a new living world here: Living Pathfinder

 

  • #2
    Who posted in the wrong RG? No, no, er, i'm just here to wish you all luck. That's it, perfectly plausible. *shifty eyes*
    Last edited by Aldern Foxglove; Wednesday, 1st December, 2010 at 02:36 PM.

  • #3

    Daros Randarov

    Daros Randarov

    Spoiler:



    Game Info

    Race: Human
    Class: Wizard (necromancer)
    Level: 1
    Alignment: Neutral
    Languages: Common, Draconic, Elven, Gnome, Infernal, Varisian
    Deity: Nethys

    Abilities

    STR: 12 +1
    DEX: 13 +1
    CON: 14 +2
    INT: 18 +4
    WIS: 13 +1
    CHA: 12 +1
    rolls

    Combat

    HP: 08 = [1d6 = 6] + 2 (CON) + 0 (favored class bonus)
    AC: 11 = 10 + 1 (DEX),
    AC Touch: 11 = 10 + 1 (DEX)
    AC Flatfooted: 10 = 10 + 0 (MISC)
    INIT: +1 = +1 (DEX)
    BAB: +0 = +0 (Wizard)
    CMB: +2 = +1 (STR) + 1 (BAB)
    CMD: 12 = 10 + 1 (STR) + 1 (DEX) + 0 (BAB)
    Fort: +2 = +0 (base) + 2 (CON)
    Reflex: +1 = +0 (base) + 1 (DEX)
    Will: +3 = +2 (base) + 1 (WIS)
    Speed: 30'
    ASF: 0%
    Damage Reduction: NA
    Spell Resistance: NA

    Weapon Stats

    Quarterstaff: +1 = +0 (BAB) + 1 (STR)/DMG = 1d6+1(B), CRIT:20x2
    Quarterstaff(FA): -3/-7 = +0 (BAB) + 1 (STR) - 4/8 (double weapon)/DMG = 1d6+1/1d6+0(B), CRIT:20x2
    Dagger(melee): +1 = +0 (BAB) + 1 (STR)/DMG = 1d4+1(P or S), CRIT:19-20x2
    Dagger(range): +1 = +0 (BAB) + 1 (DEX)/DMG = 1d4+1(P or S), CRIT:19-20x2, Range: 10'
    Lt. Crossbow: +1 = +0 (BAB) + 1 (DEX)/DMG = 1d8(P), CRIT:19-20x2, Range: 80'

    Racial Traits

    * +2 to one ability score - Int
    * Medium - (no bonuses or penalties based on size)
    * Normal speed - Base speed is 30 feet
    * Bonus feat - +1 feat at 1st lvl
    * Skilled - +1 skill rank at 1st level, and +1 skill rank whenever a level is gained
    * Languages - Common
    * Favored Class - Wizard

    Class Features

    Arcane Bond: Wand[/B]
    Arcane School: Necromancy - (Forbidden Schools Enchantment and Illusion)
    - Command Undead: 6/day (save DC 11) - channel energy 30' radius
    - Grave Touch: 6/day (no save) - Touch attack to make creature touch shaken for 1 round - already shaken creature becomes frightened for 1 round if HD is lower than Wizard lvl.
    Cantrips
    Bonus Feat: Scribe Scroll
    Spells: (INT) arcane - prepared
    Spellbook: Start with all cantrips and 3 + INT modifier 1st lvl spells; gain 2 spells per wizard lvl (of any level of spell he can currently cast)

    Feats & Traits

    - Prof. with club, dagger, heavy crossbow, light crossbow, and quarterstaff
    - Scribe Scroll (wizard)
    - Command Undead (wizard)
    - Spell Focus: Necromancy (human)
    - Greater Spell Focus: Necromancy

    Traits:
    Classically Schooled - +1 trait bonus to Spellcarft (becomes class skill if not already)
    Teacher's Pet - +2 bonus to Knowledge (religion)

    Skills

    Skill Ranks: 6 = 2 (Wizard) + 3 (INT) + 1 (human) x 1 + 0 (FC)
    Max Ranks: 1 ACP: -3

    Skills:
    Craft(alchemy): +8 = 1 (rank) + 3 (class skill) + 4 (INT)
    Knowledge(arcana): +8 = 1 (rank) + 3 (class skill) + 4 (INT)
    Knowledge(religion): +10 = 1 (rank) + 3 (class skill) + 4 (INT) +2 (trait)
    Knowledge(the planes): +8 = 1 (rank) + 3 (class skill) + 4 (INT)
    Linguistics: +8 = 1 (rank) + 3 (class skill) + 4 (INT)
    Perception: +2 = 1 (rank) + 1 (WIS)
    Spellcraft: +9 = 1 (rank) + 3 (class skill) + 4 (INT) + 1 (trait)


    Spells

    Spells Per Day:
    Cantrips - Choose 3 (unlimited casting)
    1st LvL - 3 = 1 (wizard) + 1 (ability) + 1 (necromancy only)

    Spellbook:
    Cantrips - All
    1st LvL - detect undead, identify, mage armor, magic missile, ray of enfeeblement, summon monster I


    Note: Enchantment and Illusion spells take up two slots when prepared.

    Equipment

    Code:
    Item                         Cost  Weight
    Travler's outfit             free    0lb
    Quarterstaff                  0gp    4lb                                  
    Light crossbow               35gp    4lb
    -20 bolts                     2gp    2lb
    Dagger                        2gp    1lb
    Spellbook                    free    3lb
    Spell component pouch         5gp    2lb
    Bedroll                       1sp    5lb
    rope(50', hemp)               1gp   10lb
    10' pole                      5cp    8lb
    Ink(1 vial)                   8gp    0lb
    Inkpen                        1sp    0lb
    Parchment, 5 sheets           1gp    0lb
    Waterskin                     1gp    4lb
    Rations, trail(5 days)      2.5gp    5lb
    Treasure: 12gp, 2sp, 5cp Gems:

    Total weight carried: 48lb - medium load
    Maximum weight possible:
    0-43 (light)
    44-86 (medium)
    87-130 (heavy)

    Details

    Size: M
    Gender: Male
    Age:
    Height:
    Weight:
    Hair Color:
    dark
    Eye Color: blue
    Skin Color: fair
    Apperance: Daros is of average height and build. He has fair skin, dark hair, blue eyes, and wears a short trimmed goatee.
    Deamenaor: He is amoral, caring only about gaining magical knowledge, hungering for the power it will give him.

    Background

    Daros Randarov is the son of two wizards of the lower aristocracy of Caliphas. He inherited his parents' gift for magic, but never fully embraced the Ustalav virtues that meant a great deal to them. During his studies as a youth, he became more and more curious about the dark arts of necromancy and the role it played in the dark history of his nation. He came to believe that the undead threat might one day rise again and that only by learning about the nature of undeath and the undead would he be able to make a stand should the unliving come again. Upon discovering that their son was studying the arts of necromancy which they abhorred, his parents disinherited him. So firmly did he belief in the rightness of his studies that he did not feel any real shame over being cast out from his family, and he turned to various mentors to learn all he could about the undead. Petros Lorrimor was one such mentor. However, one lesson that Daros never learned was the he who fights monsters should take care not to become one in return, and his zeal for knowledge might yet tempt him into great darkness.

    Adventure Log
    None yet

    Level Ups
    N/A only first level
    Last edited by Orius; Tuesday, 9th August, 2011 at 05:16 AM.
    PbP info here: http://www.enworld.org/forum/5396456-post81.html

  • #4
    Hagnim of the Frozen Earth

    Game Info

    Race: Dwarf
    Class: Druid (arctic)
    Level: 1
    Experience: 0
    Alignment: TN
    Languages: Common, Dwarf, Druidic, Terran
    Deity: ? (which do we use?)

    Abilities

    STR: 13
    DEX: 17
    CON: 16
    INT: 13
    WIS: 19
    CHA: 8

    Combat

    HP: 12 = [8+ 3 (CON) + 1 (fav. class)
    AC: 19 = 10 + 4 (armor) + 2 (shield) + 3 (DEX)
    AC Touch: 13 = 10 + 3 (DEX)
    AC Flatfooted: 16 = 10 + 4 (armor) + 2 (shield)
    INIT: +3 = +3 (DEX)
    BAB: +0 = +0 (class/es)
    CMB: +1 = +1 (STR) + 0 (BAB)
    CMD: 14 = 10 + 0 (BAB) + 1 (STR) + 3 (DEX)
    Fort: +5 = +2 (base) + 3 (stat) + 0 (misc)
    Reflex: +3 = +0 (base) + 3 (stat) + 0 (misc)
    Will: +6 = +2 (base) + 4 (stat) + 0 (misc)
    Speed: 20'
    Damage Reduction: none
    Spell Resistance: none

    Weapon Stats

    Club (melee): +1 = +0 (BAB) +1 (Stat) (1d6+1)X2

    Racial Traits

    * +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
    * Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
    * Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    * Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
    * Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
    * Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
    * Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
    * Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    * Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    * Stonesinger: Some dwarves’ affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability.
    * Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
    * Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

    Class Features

    Feats

    Spell Focus (Conjuration) (1st level)

    Skills

    Skill Points: 5 = [4 + 1]
    Max Ranks: 1 ACP: -3
    Skill List:

    Heal: +8= +1 (ranks) + 4 (modifier) + 3 (class skill)
    Survival: +10= +1 (ranks) + 4 (modifier) + 3 (class skill) +2 (misc)
    Know (nature): +7= +1 (ranks) + 1 (modifier) + 3 (class skill) +2 (misc)
    Spell craft: +5= +1 (ranks) + 1 (modifier) + 3 (class skill)
    Perception: +8= +1 (ranks) + 4 (modifier) + 3 (class skill)


    Equipment

    Code:
    Item                      Cost   Weight
    Hide armor                15gp    25lb    
    heavy wooden shield        7gp    10lb
    club                       ---     3lb
    warhammer                 12gp     5lb
    scimitar                  15gp     4lb
    cold weather outfit        ---     0lb
    Backpack                   2gp     2lb
    Bedroll                  0.1gp     5lb
    blanket, winter          0.5gp     3lb
    Holly & Mistletoe          ---     0lb
    Waterskin                  1gp     4lb
    Treasure: 17gp, 4sp, 0cp
    Gems: none

    Carrying Capacity:
    Total weight carried: 61 lbs (medium)
    light: 00 - 50 lbs
    medium: 51 - 100 lbs
    heavy: 101 - 150 lbs

    Details

    Size: Medium
    Gender: Male
    Age: ?
    Height: ?'?"
    Weight: ? lbs
    Hair Color: White
    Eye Color: Blue
    Skin Color: Deep Tan
    Appearance: Hide clad wild dwarf
    Demeanor: grumpy, not talking much
    Background:
    Hagnim was born in a dwarf Hall in the north, but he expirienced an religious epiphany as he traveled outside during a snow storm. He should become a protector of this frost ridden land. The day, his hair turned snow-white.

    One fateful day, some (?) years ago, one day in the not so distant past, through a matter of pure chance, Hagnim were in a position to save Professor Lorrimor’s life and did so. The late scholar was attacked by winter wolf and with pure luck and offering some meat, the druid was able to calm them down. The Professor's gratitude was effusive, and he promised that he would never forget the dwarf who saved him.
    Hagnim is unsure of the nature of the summons in his will, but believe he may have listed him as a possible heir in thanks for saving him from an untimely demise.

    Adventure Log
    none yet

    Level Ups
    none


    Now my mini stat block:

    Mini Stat Block

    Hagnim

    HP: 12/12
    AC: 19, Touch 13, Flat Footed 16
    Initiative: +3
    CMB: +1
    CMD: 14
    Fort: +5
    Ref: +3
    Will +6
    Speed 20'

    Spells prepared:
    0 - Detect Magic, Guidance, Light
    1 - Endure Elements, Magic Stone - Obscuring Mist

    Ice Bolt: 7/7
    +3 ; 1d4(p) / 1d4(cold

    Club (melee): +1 = +0 (BAB) +1 (Stat) (1d6+1)X2

    Perception +8

    dies at -16



    Have to re-do equipment

    70 gp

    Hide armor 15gp
    heavy wooden shield 7gp
    club -
    warhammer 12gp
    scimitar 15gp


    clothing, cold weather outfit -
    Backpack 2gp
    Bedroll 0.1gp
    blanket, winter 0.5gp
    Holly & Mistletoe -
    Waterskin 1gp

    17.4 gp
    Attached Thumbnails Attached Thumbnails Hagnim.PNG  
    Last edited by Walking Dad; Tuesday, 5th April, 2011 at 09:49 PM.
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  • #5
    Joseph

    Game Info

    Race:Human
    Class: Fighter
    Level: 1
    Alignment: CN
    Languages: Common
    Deity: Gorum

    Abilities

    STR: 15
    DEX: 13
    CON: 13
    INT: 11
    WIS: 11
    CHA: 9

    Combat

    HP: 15 = [10+ 1 (CON) + 1 (fav. class) + 3 (toughness)
    AC: 17 = 10 + 6 (armor) + 0 (shield) + 1 (DEX)
    AC Touch: 11 = 10 + 1 (DEX)
    AC Flatfooted: 16 = 10 + 6 (armor) + 0 (shield)
    INIT: +3 = +1 (DEX) +2 (Trait)
    BAB: +1 = +1 (class/es)
    CMB: +3 = +2 (STR) + 1 (BAB)
    CMD: 14 = 10 + 1 (BAB) + 2 (STR) + 1 (DEX)
    Fort: +3 = +2 (base) + 1 (stat) + 0 (misc)
    Reflex: +1 = +0 (base) + 1 (stat) + 0 (misc)
    Will: +0* = +0 (base) + 0 (stat) + 0 (misc)
    *+2 to saves vs. Fear
    Speed: 20'
    Damage Reduction: none
    Spell Resistance: none

    Weapon Stats

    Greataxe (melee): +4 = +1 (BAB) +2 (Stat) +1 (feat) (1d12+3)X3

    Racial Traits

    * +2 bonus to any one ability
    * Size: Medium
    * Base speed: 30'
    * Free feat at 1st level
    * Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.

    Class Features

    Bonus Feat at 1st lvl (selected from those allowed to a fighter as a bonus feat)

    Feats

    Toughness (1st level)
    Quick Draw (Human)
    Weapon Focus (Greataxe) (Fighter level 1)
    Athletic (spice)

    Skills

    Skill Points: 1 = [2 – 1]
    Max Ranks: 1 ACP: -5
    Skill List:
    Survival: +4= +1 (ranks) + 0 (modifier) + 3 (class skill)
    Climb +4=+2 (Feat) +2 (ability)
    Swim +4=+2 (feat) +2 (ability)

    Equipment

    Code:
    Item                                  Cost     Weight
    Greataxe                            20 gp    12 lbs
    Chainmail                         150 gp     40 lbs
    Backpack                            2 gp     2 lbs
    2 days trail rations               1 gp     2 lbs
    waterskin                           1 gp     4 lbs
    Wood Holy Symbol (gorum) 1 gp     -

    After equipment list
    Treasure: 0 gp, 0 sp, 0 cp Gems: none
    Total weight carried: 60 lbs (light)
    Maximum weight possible: 66: light, 133: medium, 200: max

    Traits

    Courageous: Your childhood was brutal, yet you persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

    Chance Savior: Fate smiled on you and Professor
    Lorrimor one day in the not so distant past. Through a
    matter of pure chance, you were in a position to save the
    late scholar’s life and did so. His gratitude was effusive,
    and he promised that he would never forget you. You are
    unsure of the nature of the summons in his will, but
    believe he may have listed you as a possible heir in thanks
    for saving him from an untimely demise.
    Your ability to think quickly on your feet has stayed
    with you, and you quite often feel that you’re in the right
    place at the right time. You gain a +2 trait bonus on
    Initiative checks.


    Details

    Size: Medium
    Gender: Male
    Age: 30
    Height: 5'6"
    Weight: 140 lbs
    Hair Color: Brown/dirty blonde
    Eye Color: Green
    Skin Color: Deep Tan
    Appearance: Scruffy Woodsman Type
    Demeanor: withdrawn, then very outgoing, then withdrawn
    Background:
    Joseph was born a barbarian in the north, but then his family was killed by a wandering band of bandits, now he serves as an axe-for-hire.

    Adventure Log
    none yet

    Level Ups
    none


    Now my mini stat block:

    Mini Stat Block

    HP: 15/15
    AC: 17, Touch 11, Flat Footed 16
    Initiative: +3
    CMB: +3
    CMD: 14
    Fort: +3 (+8 when rolling to stabilize, +5 against Fear effects)
    Ref: +1 (+s against fear effects)
    Will +0 (+2 against fear effects)
    Speed 20'
    ACP -5

    Greataxe (melee): +4 = +1 (BAB) +2 (Stat) +1 (feat) (1d12+3)X3

    Perception +0

    dies at -13

    link to full sheet
    Last edited by GandalfMithrandir; Thursday, 10th March, 2011 at 09:53 PM.
    http://www.enworld.org/forum/5364494-post139.html XP list and level splits

  • #6
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    Daggal Harjyr

    Game Info

    Race: Duergar
    Class: Inquisitor
    Level: 1
    Alignment: Lawful Evil
    Languages: Common, Draconic, Dwarven, Undercommon
    Deity: Asmodeus
    Abilities

    STR: 16
    DEX: 12
    CON: 16
    INT: 13
    WIS: 16
    CHA: 14
    Combat

    HP: 12 = [1d8 + 3] + 1 (favored class bonus)
    AC: 19 = 10 + 6 (armor) + 2 (shield) + 1 (DEX),
    AC Touch: 11 = 10 + 1 (DEX)
    AC Flatfooted: 18 = 10 + 6 (armor) + 2 (shield)
    INIT: +1 = +1 (DEX)
    BAB: +0 = +0 (list class)
    CMB: +3 = +3 (STR) + 0 (BAB)
    CMD: 14 = 10 + 3 (STR) + 1 (DEX) + 0 (BAB)
    Fort: +5 = +2 (base) + 3 (stat)
    Reflex: +1 = +0 (base) + 1 (stat)
    Will: +5 = +2 (base) + 3 (stat)
    Speed: 20 (4 squares)
    Damage Reduction: nil
    Spell Resistance:nil, but +4 saves vs spells and effects
    Weapon Stats

    mw Heavy mace(melee): +4 = +0 (BAB) + 3 (STR) + 1 (mw)/ DMG = 1d8+3(B), CRIT x2
    Darts(Ranged): +1 = +0 (BAB) + 1 (DEX)/ DMG = 1d4+3(P), CRIT x2
    Racial Traits

    • +2 Constitution, +2 Wisdom, &#82114 Charisma: Duergar are hearty and observant, but also stubborn and belligerent.
    • Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    • Darkvision: Duergar can see in the dark up to 120 feet.
    • Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
    • Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
    • Spell-Like Abilities: Duergar can cast enlarge person and invisibility each once per day, using their character level as their caster level. Both of these spell-like abilities affect the duergar only.
    • Light Sensitivity: Duergar are dazzled as long as they remain in an area of bright light.
    • Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence can choose bonus languages from the following: Aklo, Draconic, Giant, Goblin, Orc, Terran.

    Class Features
    An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity (Mace). She is also proficient with light armor, medium armor, and shields (except tower shields).

    Domain, judgment 1/day, monster lore, orisons, stern gaze


    Orisons known: Brand, Create Water, Detect Magic, Guidance
    Level 1 known: Comprehend Languages, True Strike
    Spells/Day: 2

    Magic Domain:
    Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Feats and Traits

    Feats: Alertness (Spice feat), Steel Soul (+4 save to spells/effects)
    Traits: Rich Parents, Subject of Study (Undead)

    Skills

    Skill Ranks: 7
    Max Ranks: 1 ACP: -6 (armor+shield)
    Skills:
    *Know Arcana +5; +1 rank +3 class +1 INT
    *Know Dungeon +5; +1 rank +3 class +1 INT
    *Know Planes +5; +1 rank +3 class +1 INT
    *Know Religion +5; +1 rank +3 class +1 INT
    Perception +9; +1 rank +3 class +3 WIS +2 Alertness feat
    Sense Motive +10; +1 rank +3 class +3 WIS +2 Alertness feat +1 Stern Gaze class feature
    Survival +7; +1 rank +3 class +3 WIS

    *Knowledge skills get +3 when checking for abilities or weaknesses of creatures.
    Equipment

    Code:
    Equipment                    Cost  Weight
    mw heavy mace                 312     8
    Darts (10)                      5     5 (@ 0.5)
    spiked breastplate            250    40
    spiked hvy steel shield        30    20
    backpack                        2      2
    waterskin                        1      4
    flint and steel                  1      --
    holy symbol, silver     25     1
    rope, Spider's silk 50ft      100       4
    healer's kit                         50      1
    monk's outfit                  free      --
    Treasure: 124 gp, sp, cp Gems:
    Total weight carried: 85
    Maximum weight possible: 76/153/230
    Details

    Size: Medium
    Gender: Male
    Age: 66
    Height: 4' 4"
    Weight: 195 lbs.
    Hair Color: white beard, white hair
    Eye Color: black
    Skin Color: gray
    Apperance:
    Deamenaor:

    Background
    ...

    Adventure Log
    None yet

    Level Ups
    N/A only first level


    Last edited by Herobizkit; Wednesday, 15th June, 2011 at 01:07 AM.

  • #7
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    Zeldana

    Game Info

    Race:Half Elf
    Class:Cleric/Rogue
    Level: 1/0
    Alignment:N
    Languages: Common, Elven, Varasian
    Deity: Pharasma

    Abilities

    STR:12 +1
    DEX:12 +1
    CON:10 +2 race adj
    INT:13 +1
    WIS:17 +3
    CHA:16 +3

    Combat

    HP: 09 = [1d8 + 0] + 1 (favored class bonus)
    AC: 18 = 10 + 5 (armor) + 2 (shield) + 1 (DEX),
    AC Touch: 11 = 10 + 1 (DEX)
    AC Flatfooted: 17 = 10 + 5 (armor) + 2 (shield)
    INIT: +1 = +1 (DEX)
    BAB: +0 = +0 (Cleric)
    CMB: +1 = +1 (STR) + 0 (BAB)
    CMD: 12 = 10 + 1 (STR) + 1 (DEX) + 0 (BAB)
    Fort: +2 = +2 (base) + 0 (stat)
    Reflex: +1 = +0 (base) + 1 (stat)
    Will: +5 = +2 (base) + 3 (stat)
    Speed: 30 [20 in armor]
    Damage Reduction:
    Spell Resistance:

    Weapon Stats

    EXAMPLE:
    Morningstar(melee): +1 = +0 (BAB) + 1 (STR) + 0 (feat)/ DMG = 1d8+1(B/P), CRIT 20-20x2
    Dagger(melee): +1 = +0 (BAB) +1 (STR) +0 (feat)/ DMG = 1d4+1 (P/S)
    CRIT 19-20x2
    Dagger(range): +1 = +0 (BAB) +1 (DEX) +0 (feat)/ DMG = 1d4+1 (P/S) RI 10
    CRIT 19-20x2
    Light X-bow +1 = +0 (BAB) +1 (DEX) +0 (feat)/ DMG = 1d8 (P) RI 80 CRIT 19-20x2
    Icicle(range touch): +1= +0 (BAB) +1 (DEX) +0 (feat)/ DMG 1d6 (cold) Range 30'
    CRIT 20-20x2

    Racial Traits

    +2 CON
    Size: Medium
    Low Light Vision see twice as far as human in dim light
    Adaptablity bonus skill focus feat
    Elf Blood count as elf or human for any effect related to race
    Elven Immunities immune to magical sleep effect and +2 enchantment spells and effects
    Keen Senses +2 perception
    Multitalented choose to favored classes at first level

    Class Features

    Hit Die D8
    Starting Wealth 140 gp
    Class Skills: The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Skill Ranks Per Level: 2 + Int modifier.
    Weapon and Armor Proficiency

    Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
    Channel Positive Energy 6/day for 1d6 healing to living or 1d6 damage to undead
    Aura (Ex)

    A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

    Domains:
    Repose[Souls]:You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
    Granted Powers: Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
    Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—anti-life Shell, 7th—destruction, 8th—waves of exhaustion, 9th—trap the soul.

    Water[Ice]:You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

    Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold 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. 6/day

    Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.

    Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—Freezing Sphere, 8th—horrid wilting, 9th—Polar Ray.
    Spells:
    0:3 Detect Magic, Guidance, Light
    1:Bless, Divine Favor + Obscuring Mist

    Feats & Traits

    Combat Expertise
    Skill Focus Disable Device
    Vagabond Child Disable Device always class skill +1 trait bonus
    On the Payroll +150 starting wealth

    Skills

    Skill Ranks:3
    Max Ranks: 1 ACP: -6
    Skills:
    Disable Device +5 1 rank +1 DEX +3 CS+1 Trait+3 feat +2 MW tools-6 ACP
    Or +8 with guidance
    Perception +5 +3 Wis +2 Keen Senses
    Knowledge, Relegion +5 1 rank +1 int +3 CS
    Sense Motive +7 1 rank +3 Wis +3 CS

    Equipment

    Code:
    Equipment                     Cost  Weight
    Morningstar                    8gp   6lbs
    Dagger                         2gp   1lb
    Light X-bow                   35gp   4lbs
    bolts, 20                      2gp   2lbs                          
    Scale Mail                    50gp  30lbs
    Heavy Wooden Shield            7gp  10lbs
    Backpack                       2gp   2lbs
    Bedroll                        1sp   5lbs
    Waterskin                      1gp   4lbs
    Flint and Steel                1gp   ---
    Holy Symbol, Silver           25gp   1lb
    Explorer's Outfit             free   0lb
    MW Thieves' Tools            100gp   1lb
    Rations, Trail(5 days)        25sp   5lbs
    Magic: Potions one each of clw, lesser restoration, and
    Spirit Planchette

    Aura moderate divination; CL 9th
    Slot none; Price 4,000 gp (brass planchette),
    10,000 gp (cold iron planchette), 18,000 gp
    (silver planchette); Weight 5 lbs.
    ___________________________________________
    Description__________________________________
    A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.

    To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).

    Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.

    Spirit Planchettes
    Code:
    Planchette Questions Will Confusion True Lie
    Type per Use save DC Duration Answer___
    Brass 1 11 1 round 01–60 61–100
    Cold Iron 3 15 2 rounds 01–75 76–100
    Silver 5 19 3 rounds 01–90 91–100
    Treasure: 54gp,4 sp, cp Gems:
    Total weight carried: 76lbs (medium load)
    Maximum weight possible: 43lbs light, 86lbs medium, 130lbs heavy

    Details

    Size:Medium
    Gender:Female
    Age: 24
    Height: 5' 4"
    Weight: 120 lbs
    Hair Color: Black
    Eye Color: Green
    Skin Color: Olive
    Apperance:
    Deamenaor:

    Background

    Abandoned on the streets of Riddleport at an early age, Zeldana learned to fend for herself. Often going hungry until taken in by the church of Pharasma.
    Since then she has been trying to live down her past. Which is hard, people just seem to be interested in her for her shady skills. One person she has worked with more than once in the past was Dr. Lorrimor. They travelled together on many expeditions, he once gifted her with an object they found on one of his digs. She still carries it to this day in memory of one of her few friends.

    Adventure Log
    None yet

    Level Ups
    N/A only first level
    Last edited by rangerjohn; Friday, 22nd July, 2011 at 02:17 AM.
    rangerjohn

  • #8
    Todarg

    Game Info

    Race:Hobgoblin
    Class:Sorcerer
    Level: 1/0
    Alignment:N
    Languages: Common, Goblin, Dwarven
    Deity: Magic!

    Abilities

    STR:12 +1
    DEX:14 +2 race adj
    CON:16 +3 race adj
    INT:12 +1
    WIS:11 +0
    CHA:18 +4

    Combat

    HP: 10 = [1d6 + 3] + 1 (favored class bonus)
    AC: 12 = 10 + 0 (armor) + 0 (shield) + 2 (DEX),
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield)
    INIT: +2 = +2 (DEX)
    BAB: +0 = +0 (Sorcerer)
    CMB: +1 = +1 (STR) + 0 (BAB)
    CMD: 13 = 10 + 1 (STR) + 2 (DEX) + 0 (BAB)
    Fort: +3 = +0 (base) + 3 (stat)
    Reflex: +3 = +0 (base) + 2 (stat)
    Will: +2 = +2 (base) + 0 (stat)
    Speed: 30
    Damage Reduction:
    Spell Resistance:

    Weapon Stats


    Shortspear(melee): +1 = +0 (BAB) + 1 (STR) + 0 (feat)/ DMG = 1d6+1(P), CRIT 20-20x2
    Crossbow (light): +2= +0 (BAB) + 2 (DEX) + 0 (feat) = 1d8(P), CRIT 19-20x2



    Racial Traits

    * +2 Dexterity, +2 Constitution: Hobgoblins are fast and hearty.
    * Darkvision: Hobgoblins can see in the dark up to 60 feet.
    * Sneaky: Hobgoblins gain a +4 racial bonus on Stealth checks.
    * Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, Orc.l

    Class Features

    Hit Die: d6

    Starting Wealth: 2d6 × 10 gp (average 70 gp)

    Class Skills: The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Ranks per Level: 2 + Int modifier.
    Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

    Bloodline - There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

    Class Skill: Knowledge (dungeoneering).

    Bonus Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th).

    Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).

    Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

    Bloodline Powers: Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.

    Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

    Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

    Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

    Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/&#8212.

    Eschew Materials

    A sorcerer gains Eschew Materials as a bonus feat at 1st level.

    Cantrips

    Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under &#8220Spells Known.&#8221 These spells are cast like any other spell, but they do not consume any slots and may be used again.

    Feats & Traits

    Persuasive

    Traits:
    Adopted (Halfling) - Well-Informed (Diplomacy as a class skill)
    Desperate Focus - +2 on Concentration

    Skills

    Skill Ranks:3
    Max Ranks: 1 ACP: -0
    Skills:
    Intimidate +10 1 rank +4 CHA +3 CS+2 feat
    Diplomacy +11 1 rank +4 CHA+3 CS+1 Trait+2 feat
    Bluff +8 1 rank +4 CHA+3 CS


    Spells

    Spells/day:
    1st - 4/day

    Spells Known:
    0-level - Prestidigitation, Detect Magic, Spark, Ghost Sound
    1st-level - Mage Armor, Grease,

    Equipment

    Code:
    Equipment                     Cost  Weight
    Crossbow - 35gp
    bolts(10) - 1gp
    Shortspear - 1gp
    Backpack - 2gp
    bedroll - 5sp
    waterskin - 1gp
    rations(2 days) - 1gp
    sunrods(2) - 4gp
    scroll case - 1gp
    
    23.5gp
    Treasure: 54gp,4 sp, cp Gems:
    Total weight carried: 71lbs (medium load)
    Maximum weight possible: 43lbs light, 86lbs medium, 130lbs heavy

    Details

    Size:Medium
    Gender:Male
    Age: 32
    Height: 6' 4"
    Weight: 180 lbs
    Hair Color: Brown
    Eye Color: Brown
    Skin Color: Brown
    Apperance:
    Deamenaor:

    Background

    TBD

    Adventure Log
    None yet

    Level Ups
    N/A only first level
    Last edited by renau1g; Thursday, 7th April, 2011 at 09:35 PM.

  • #9
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Join Date
    Jun 2009
    Location
    hagerstown md
    Posts
    12,363

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    Locations

    Ravengro
    Town Hall

    In classic small-town style, the people of Ravengro use this all-purpose facility for virtually everything, including council meetings, wedding receptions, and, when it rains, even the annual cook-off. Town council meetings are generally scheduled on the first Oathday of the month, and often last well into the night.

    purple dot

    Temple of Pharasma

    This temple is devoted to Pharasma, the Lady of Graves. Ravengro’s only religious structure, the temple is also the town’s most elaborate building. Its eastern facade displays an intricate stained-glass mural depicting a stern Pharasma judging Count Andachi, one of Tamrivena’s most infamous previous rulers. Vauran Grimburrow is officially in charge of the temple, but the day-to-day tending of the flock and maintenance of the temple and the Restlands are largely seen to by a dozen acolytes.

    yellow dot

    The Unfurling Scroll

    When their parents can afford to spare them from the farms, a few “lucky” children are sent to study under Alendru Ghoroven, a retired wizard-turned-teacher. Alendru teaches reading, history, and math, as well as beginning magical theory. He seeks to elevate “the commoners,” though few of his pupils enjoy the strictness of his classes.In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.

    orange dot

    The Lorrimor House

    This modest home was, until recently, the home of Professor Petros Lorrimor and his daughter Kendra. With the professor’s recent death, Kendra has been left the house as her inheritance—whether or not she chooses to stay in Ravengro is an unanswered question.

    blue dot

    The Laughing Demon

    Zokar Elkarid holds the philosophy that the best way to meet the horrors of the world is with a jest, for if one can laugh at the worst life has to offer, there remains little to fear. His warm and friendly tavern does its best to live up to this admirable philosophy, down to the menu. Zokar takes pains to come up with humorous names for his drinks and meals, with offerings like vampire steaks (cuts of beef skewered on thick wooden spikes), wolf balls (lamb meatballs served on plates painted to look like the face of the full moon), corpse chowder (a thick stew with red broth and chunks of meat), and liquid ghosts (a sweet pale ale that glows faintly with a greenish tint). Zokar and his regulars enjoy telling visitors tall tales about what's really in the food served here.

    red dot
    Attached Thumbnails Attached Thumbnails Ravengro-SS.jpg  
    Last edited by HolyMan; Thursday, 28th April, 2011 at 07:58 AM.
    My UPDATED Signature is here

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  • #10
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    NPCs

    Kendra Lorrimor

    Kendra Lorrimor
    CR 1 XP 400
    Female human diviner 2
    NG Medium humanoid (human)
    Init +1; Senses Perception +1
    DEFENSE
    AC 10, touch 10, flat-footed 10
    hp 11 (2d6+2)
    Fort +1, Ref +0, Will +4
    OFFENSE
    Speed 30 ft.
    Melee dagger +0 (1d4–1/19–20)
    Ranged light crossbow +1 (1d8/19–20)
    Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
    6/day--diviner’s fortune (+1)
    Diviner Spells Prepared (CL 2nd; concentration +5)
    1st--comprehend languages, identify, mage armor
    0 (at will)--acid splash, detect magic, disrupt undead, read magic

    Opposition Schools Evocation, Illusion

    TACTICS
    During Combat Kendra prefers to use her diviner’s fortune on her allies or employ the aid another action. When applicable, she keeps her wits about her and uses her Knowledge skills to try to determine her opponents’ strengths and weaknesses, communicating this information to her allies. If needed, she uses her bonded amulet to spontaneously cast protection from evil, true strike, sleep, feather fall, or the other spells in her spellbook.
    Morale Kendra flees from a battle if she’s on her own and is brought below 5 hit points, but if she’s with allies, she fights to the death to protect them.
    STATISTICS
    Str 8, Dex 10, Con 12, Int 16, Wis 13, Cha 15
    Base Atk +0; CMB +1; CMD 10
    Feats Improved Iron Will, Iron Will, Scribe Scroll
    Skills Craft (alchemy) +8, Diplomacy +4, Knowledge (arcana) +8, Knowledge (history) +8, Linguistics +8, Spellcraft +8, Use Magic Device +4
    Languages Aklo, Ancient Osiriani, Azlanti, Common, Celestial, Draconic, Varisian
    SQ arcane bond (amulet), forewarned
    Combat Gear potion of cure light wounds, scroll of protection from evil, silversheen, alchemist’s fire, 3 alchemical silver bolts, antitoxin, 3 cold iron bolts, holy water, smokestick; Other Gear light crossbow with 10 bolts, dagger, journal, magnifying glass, scroll case, spellbook (contains all prepared spells plus feather fall, protection from evil, sleep, and true strike), sun rod, 23 gp

    Aerodus Tauranor

    Game Info

    Race: Human
    Class: Paladin
    Level: 1
    Alignment: Lawful Good
    Languages: Common
    Deity: Iomedae

    Abilities

    STR: 16
    DEX: 15 (+2 racial)
    CON: 16
    INT: 9
    WIS: 11
    CHA: 17

    Combat

    HP: 17 = [1d10 + 3] + 1 (Paladin) + 3 (feat)
    AC: 19 = 10 + 5 (armor) + 2 (shield) + 2 (DEX),
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 17 = 10 + 5 (armor) + 2 (shield)
    INIT: +2 = +2 (DEX)
    BAB: +1 = +1 (Paladin)
    CMB: +4 = +3 (STR) + 1 (BAB)
    CMD: 16 = 10 + 3 (STR) + 2 (DEX) + 1 (BAB)
    Fort: +5 = +2 (base) + 3 (stat)
    Reflex: +2 = +0 (base) + 2 (stat)
    Will: +2 = +2 (base) +0 (stat)
    Speed: 30' (20')
    Damage Reduction: 00
    Spell Resistance: 00

    Weapon Stats

    Veneratio Virtus(melee): +4 = +1 (BAB) + 3 (Str) + 0 (feat)/ DMG = 1d10+3(S), CRIT 19-20x2
    Longbow(ranged): +3 = +1 (BAB) + 2 (Str) +0 (feat)/ DMG = 1d8(P), x3

    Racial Traits

    Bonus Feat: Gain one extra feat at 1st level.
    Skilled: Gain an additonal skill point at 1st level and every additional level.

    Class Features

    Aura of Good: Aura equal to paladin level.
    Detect Evil: At will, the paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60' and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on on an object or individual, the paladin does not detect evil in any other object or individual within range.
    Smite Evil: Once per day, as a swift action, the paladin chooses one target within sight to smite. If the target is evil, the paladin adds their Charisma bonus (if any) to their attack rolls and adds their paladin level to all damage rolls made against the target of the smite. If the target of the smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automaticall bypass any DR the creature might possess.
    In addition, while smite evil is in effect, the paladin gais a deflection bonus equal to her Charisma modifier (if any) to their AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
    The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains their uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 3-11, to a maximum of seven times per day at 19th level.

    Feats & Traits

    Exotic Weapon Proficiency (Bastard Sword) (Bonus): Gain proficiency with bastard swords.
    Toughness (1st): Gain 3 additional hit points and 1 additional hit point at every level beyond the 3rd.
    Eyes and Ears of the City: +1 on Perception checks and Perception is a class skill.
    Subject of Study: Undead, gain a +1 weapon damage bonus against undead.

    Skills

    Skill Ranks: 2
    Max Ranks: 1 ACP: -6
    Skills:
    Acrobatics - 4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
    Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Bluff +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Climb -3 = +0 [ranks] +0 [class skill] +3 [STR] +0 [misc] -6 [ACP]
    Craft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Diplomacy +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Disable Device +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Disguise +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Escape Artist -4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
    Fly -4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
    Handle Animal +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Heal +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Intimidate +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Knowledge (Arcana) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Dngnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Engnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Geography) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (History) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Local) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Nature) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Nobility) -1 = +0 [ranks] +0 [class skill] -1 [INT] +0 [misc]
    Knowledge (Planes) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Religion) +3 = +1 [ranks] +3 [class skill] -1 [INT] +0 [misc]
    Linguistics +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Perception +3 = +1 [ranks] +0 [class skill] +1 [WIS] +1 [misc]
    Perform +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Profession +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Ride -4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
    Sense Motive +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Sleight of Hand -4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
    Spellcraft -1 = +0 [ranks] +0 [class skill] -1 [INT] +0 [misc]
    Stealth -4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
    Survival +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Swim -3 = +0 [ranks] +0 [class skill] +3 [STR] +0 [misc] -6 [ACP]
    Use Magic Device +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]

    Equipment

    Code:
    Item                         Cost     Weight
    Scale Mail                   50gp     30 lbs. 
    Shield, Heavy Wooden          7gp     10 lbs.
    Bastard Sword(spice)         00gp      6 lbs.
    Longbow                      75gp      3 lbs.
      Arrows (20)                 1gp      3 lbs.
    Holy Symbol, silver          25gp      1 lbs.
    Backpack                      2gp      2 lbs.
       Bedroll                    1sp      5 lbs.
       Flint and Steel            1gp       ---
       Torch x3                   3cp      3 lbs.
       Whetstone                  2cp      1 lbs.
       Waterskin                  1gp      4 lbs.
    Treasure: 12gp, 8sp, 5cp Gems: none
    Total weight carried: 68 lbs.
    Maximum weight possible: Light (76), Medium (77-153) Heavy (154-230)

    Details

    Size: Medium
    Gender: Male
    Age: 22
    Height: 5'10"
    Weight: 187
    Hair Color: Black
    Eye Color: Green
    Skin Color: Pale
    Apperance: Clean and well groomed.
    Deamenaor: Calm even under pressure, but takes up arms as soon as he feels it is needed.

    Background
    Aerodus was born and raised in Cheliax mainly by his mother. His father left to remove some undead from the lands of Ustalav, a problem he has attended to several times before, but never returned. His mother lives in an estate just outside the main city where she tends a memorial for his father. upon his departure his mother passed onto him his fathers sword, Veneratio Virtus.

    Adventure Log
    None yet

    Level Ups
    N/A only first level
    Last edited by HolyMan; Thursday, 30th June, 2011 at 12:22 AM.
    My UPDATED Signature is here

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