RG - Carrion Crown AP (The Deadwatchers)


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  1. #1
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    Magsman (Lvl 14)

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    RG - Carrion Crown AP (The Deadwatchers)

    Ok group here is your RG please post up some characters and the work on your backgrounds if you find time in your new OOC.

    Group:

    - Shayuri - Changeling Summoner
    - ghostcat - Dwarf Ranger
    - jackslate45 - Half Elf Rogue
    - Fangor the Fierce - Teifling Witch
    - 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 Bestiary: 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

    ___________________________________________
    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/talking...chers-ooc.html
    http://www.enworld.org/forum/playing...tchers-ic.html
    Last edited by HolyMan; Wednesday, 17th August, 2011 at 05:30 PM.
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  • #2
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    Thaumaturgist (Lvl 9)

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    OOC: Post Deleted
    Last edited by Aldern Foxglove; Tuesday, 22nd March, 2011 at 08:27 PM.

  • #3
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    Girri, Human Cleric of Pharasma

    Girri
    Code:
    Class:Cleric
    Race: Human
    Size: M
    Gender: Female
    Alignment: N
    Deity: Pharasma
    
    Str: 11 +0            
    Dex: 13 +1              
    Con: 8 -1          
    Int: 12 +1          
    Wis: 17 +3            
    Cha: 12 +1    
    
    Level: 1
    XP: 0
    Init: +1 (+1 Dex +0 Misc)
    BAB: +0
    Speed: 30'
    HP: 10 (8 + 1 (con) + 1(fc))
                       Base  Armor Shld   Dex   DB   Nat  Misc  Total
    Armor:              10    +3    +0    +4    +0    +0    +0    17
    Touch: 14              Flatfooted: 13
    CMB: 2
    CMD: 16
                             Base   Mod  Misc  Total
    Fort:                      0    +1    +0    +1
    Ref:                       2    +4    +0    +6
    Will:                      0    +0    +0    +0
    
    Weapon                  Attack   Damage     Critical
    Dagger                    +4      1d4+2     19-20/x2
    Dagger(R)                 +4      1d4+2     19-20/x2
    Scimitar                  +2      1d6+2     18-20/x2
    
    Languages: Common, Elven, ??, ??
    
    Racial Features:
    +2 any Ability Score (DEX)
    30' Speed Base
    Low Light Vision
    Ancestral Arms (Scimitar): Gain Martial Weapon Proficiency in Scimitar (Replaces Adaptability)
    Elf Blood: Count has both elf and human
    Elven Immunities: Immune Magic sleep and +2 race saving throws to Enchantment spells
    Keen Senses: +2 Perception
    Multitalented: Gain two favored classes (Rogue/Wizard)
    
    Traits:
    Reactionary: +2 Init bonus
    
    Class Features:
    Trapfinding: Gain +1 on Disable Device and Perception checks to find traps
    Sneak Attack (1d6)
    
    Feats:
    Weapon Finesse
    Martial Weapon Proficiency (Scimitar)
    Rogue Weapon Proficiency
    Armor Proficiency(Light)
    Alertness(GM Bonus Feat)
    
    ACP: -1 (Marked by *)
    Skill Points: 10       Max Ranks: 1
    Skills                   Ranks  Mod  Class  Feat  Other  Total
    Acrobatics*                1    +4    +3    +0    +0     +7
    Bluff                      1    +0    +3    +0    +0     +4
    Disable Device*            1    +4    +3    +0    +1     +8 (Trapfinding)
    Escape Artist*             1    +4    +3    +0    +0     +7
    Perception                 1    +0    +3    +2    +2     +8 (+1 w/ Traps)
    Perform(Dance)             1    +0    +3    +0    +0     +4
    Sense Motive               1    +0    +3    +2    +0     +6
    Sleight of Hand*           1    +4    +3    +0    +0     +7
    Stealth*                   1    +4    +3    +0    +0     +7
    Use Magic Device           1    +0    +3    +0    +0     +4
    
    
    
    Equipment:               Cost  Weight
    Scimitar                 15gp   04lb (Spice)
    Studded Leather          25gp   20lb 
    Dagger                   02gp   01lb (Hidden in Boot)
    Backpack                 02gp   02lb
    --Thieves' Tools         30gp   01lb
    --Filled Waterskin       01gp   04lb
    --Rations x4             02gp   04lb
    --Crowbar                02gp   05lb
    --Sunrod x2              04gp   02lb
    
    Total Weight:43lb      Money: 57gp 0sp 0cp  (TBD)  
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                 58   116   175  350   875


    Character generation die rolls
    Last edited by CanadienneBacon; Tuesday, 8th February, 2011 at 10:58 PM.
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  • #4
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    Elthos, Half Elf Rogue

    Elthos

    Game Info

    Race: Half-Elf
    Class: Rogue
    Level: 2
    Alignment: CG
    Languages: Common, Elven, Dwarven, Sylvan
    Deity:N/A
    Harrow Cards: The Betrayal (crowns,NE)

    Abilities

    Str: 14 +2
    Dex: 19 +4
    Con: 13 +1
    Int: 14 +2
    Wis: 10 +0
    Cha: 10 +0

    Combat

    HP: 18 = [2d08 + 2] + 2 (favored class bonus)
    AC: 17 = 10 + 3 (armor) + 0 (shield) + 4 (DEX),
    AC Touch: 14 = 10 + 4 (DEX)
    AC Flatfooted: 13 = 10 + 3 (armor) + 0 (shield)
    INIT: +6 = +4 (DEX) + 2 (TRAIT)
    BAB: +1 = +1 (Rogue)
    CMB: +3 = +2 (STR) + 1 (BAB)
    CMD: 17 = 10 + 2 (STR) + 4 (DEX) + 1 (BAB)
    Fort: +1 = +0 (base) + 1 (stat)
    Reflex: +7 = +3 (base) + 4 (stat)
    Will: +0 = +0 (base) + 0 (stat) (+2 vs Fear effects) (+2 vs Enchantment)
    Speed: 30'
    Damage Reduction:
    Spell Resistance:

    Weapon Stats

    Dagger(melee): +5 = +1 (BAB) + 4 (DEX) / DMG = 1d4+2(P/S), CRIT 19-20x2
    Dagger(range): +5 = +1 (BAB) + 4 (DEX) / DMG = 1d4+2(P/S), CRIT 19-20x2
    Scimitar(melee): +6 = +1 (BAB) + 4 (DEX) + 1 (MWK) / DMG = 1d6+4(S), CRIT 18-20x2

    Racial Traits

    +2 any Ability Score (DEX)
    30' Speed Base
    Low Light Vision
    Ancestral Arms (Scimitar): Gain Martial Weapon Proficiency in Scimitar (Replaces Adaptability)
    Elf Blood: Count has both elf and human
    Elven Immunities: Immune Magic sleep and +2 race saving throws to Enchantment spells
    Keen Senses: +2 Perception
    Multitalented: Gain two favored classes (Rogue/Wizard)

    Class Features

    Trapfinding: Gain +1 on Disable Device and Perception checks to find traps
    Sneak Attack (1d6)
    Rogue Talents: Combat Trick
    Evasion

    Feats & Traits

    Feats:
    Weapon Finesse @ Level 1
    Martial Weapon Proficiency (Scimitar): Half-Elf Bonus
    Rogue Weapon Proficiency
    Armor Proficiency(Light)
    Alertness(GM Bonus Feat)
    Dervish Dance (Combat Trick @ Level 2)

    Traits
    Reactionary: +2 Init trait bonus
    Making Good on Promises: +2 to saves against fear effects

    Skills

    Skill Ranks: 20
    Max Ranks: 1 ACP: -1(Marked by *)
    Skills:
    Acrobatics: +7 = +2 (rank) +4 (Dex) +3 (Class) - 1 (ACP)
    Bluff: +4 = +2 (rank) +0 (Cha) +3 (Class)
    Disable Device: +8 = +2 (rank) +4 (Dex) +3 (Class) - 1 (ACP) + 1(Trapfinding)
    Escape Artist: +7 = +2 (rank) +4 (Dex) +3 (Class) - 1 (ACP)
    Perception: +9 = +2 (rank) +0 (Wis) +3 (Class) + 2(Alertness) + 2 (Race)
    - Finding Traps: +10 = +9 (Perception) + 1 (Trapfinding)
    Perform(Dance): +5 = +2 (rank) +0 (Cha) +3 (Class)
    Sense Motive: +7 = +2 (rank) +0 (Wis) +3 (Class) + 2(Alertness)
    Sleight of Hand*: +8 = +2 (rank) +4 (Dex) +3 (Class) - 1 (ACP)
    Stealth: +8 = +2 (rank) +4 (Dex) +3 (Class) - 1 (ACP)
    Use Magic Device: +5 = +2 (rank) +0 (Cha) +3 (Class)

    Equipment

    Code:
    Equipment:               Cost  Weight
    MWK Scimitar             --gp   04lb (Spice)
    Flask of Holy Water
    Studded Leather          25gp   20lb
    Dagger                   02gp   01lb (Hidden in Boot)
    Backpack                 02gp   02lb
    --Thieves' Tools         30gp   01lb
    --Filled Waterskin       01gp   04lb
    --Rations x4             02gp   04lb
    --Crowbar                02gp   05lb
    --Sunrod x2              04gp   02lb
    --CLW potion
    --Lesser Restoration Potion
    --Haunt Siphon
    Treasure: 82gp 0sp 0cp Gems:
    Total weight carried: 43
    Maximum weight possible: 175
    Code:
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                 58   116   175  350   875

    Details

    Size: M
    Gender: Male
    Age: 19
    Height: 5'11"
    Weight: 122lb
    Eyes: blue
    Hair: long black
    Skin: light
    Apperance:
    Deamenaor:Very energetic, and outgoing. However, takes the fact that the Professor had put his name in the will is slightly concerning him.

    Background
    Cyrus Lot, renowed swordsmen, took in the young Elthos from the street when Elthos was young. Cyrus helped raised Elthos, and taught him much. However, when Elthos was 16, he got into a fight with a local thug. The thug brutalized the young Elthos until Professor Lorrimor saved Elthos's life. The professor said that he will call on Elthos one day, but Elthos had forgotten about that promise. 3 years had passed, and nothing of Lorrimor had been seen or heard. Then, the note that Lorrimor had named Elthos in his will came...

    Adventure Log
    None yet

    Level Ups

    Level 2:
    HP: 8 (6 + 1 CON + 1 FC)
    BAB: 0 to +1
    Reflex: +2 to +3
    Skills: gain 10 ranks (+1 in Acrobatics, Bluff, Disable Device, Escape Artist, Perception,Perform(Dance), Sense Motive, Slight of Hand, Stealth, UMD)
    Class: Rogue Talents, Evasion


    Character Gen
    Last edited by jackslate45; Friday, 2nd September, 2011 at 12:45 AM. Reason: Level 2

  • #5
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    Piedra Odio - Dwarvan Ranger

    Piedra Odio

    Game Info

    Race: Dwarf
    Class: Ranger(1)
    Level: 1
    Experience: 0
    Hero Points:
    Alignment: Chaotic Good
    Languages: Common, Dwarven
    Deity:
    Harrow Cards: The Cyclone (hammers,NE)

    Abilities

    STR 17 (+3) [base 17]
    DEX 13 (+1) [base 13]
    CON 15 (+2) [base 13] +2 [dwarf]
    INT 10 (+0) [base 10]
    WIS 14 (+2) [base 12] +2 [dwarf]
    CHA 09 (-1) [base 11] -2 [dwarf]

    Combat

    HP: 13 = [1d10=10] + 2[CON] + 1[FC]
    AC: 13 = 10 + 2 [Armor] + 0 [shield] + 1 [DEX]
    Touch: 11 = 10 + 1 [DEX]
    Flatfooted: 12 = 10 + 2 [Armor] + 0 [shield]
    INIT: +1 = +1 [DEX]
    BAB: +1 = +1[Ranger(1)]
    CMB: +4 = +3 (STR) +1 (BAB)
    CMD: 15 = 10 +3 (STR) +1 (DEX) +1 (BAB)
    Fort: +4 = +2 [base] + 2 [CON]
    Reflex: +3 = +2 [base] + 1 [DEX]
    Will: +2 = +0 [base] + 2 [WIS]
    Speed: 20 ft.
    Damage Reduction:
    Spell Resistance: 0

    Weapon Stats

    Crossbow, Light +2 = +1 [BAB] +1 [DEX] / DMG = 1d8, 19-20x2, 80 ft. [Range]
    Dagger +4 = +1 [BAB] +3 [STR] +0 [feat] / DMG = 1d4+3, 19-20x2
    Dagger (Thrown) +2 = +1 [BAB] +1 [DEX] / DMG = 1d4+3, 19-20x2, 10 ft. [Range]
    Shortbow +2 = +1 [BAB] +1 [DEX] / DMG = 1d6, 20x3, 60 ft. [Range]
    Waraxe, Dwarven +4 = +1 [BAB] +3 [STR] +0 [feat] / DMG = 1d10+3, 20x3
    Waraxe, Dwarven (Two-handed) +4 = +1 [BAB] +3 [STR] +0 [feat] / DMG = 1d10+4, 20x3


    Racial Traits

    Darkvision
    Defensive Training
    Greed
    Hardy
    Hatred
    Stability
    Steady
    Stonecunning
    Weapon Familiarity

    Class Features

    Favored Enemy: Undead
    Track
    Wild Empathy

    Feats

    Class Feats:
    Armor Proficiency, Light
    Armor Proficiency, Medium
    Martial Weapon Proficiency
    Shield Proficiency
    Simple Weapon Proficiency

    Feats:
    First level: Power Attack
    Bonus (+2/+2): Self-Sufficient

    Traits

    Standard Trait: Courageous
    Campaign Trait: Teacher's Pet - Knowledge (Religion -undead)

    Skills

    Skill Points: 6
    Max Ranks: 1/1 ACP: +0
    Skills:
    Heal +8 = +1 [ranks] +2 [Wis] +3[Class Skill] +2[Self-Sufficient]
    Knowledge (Nature) +4 = +1 [ranks] +0 [Int] +3[Class Skill]
    Perception +6 = +1 [ranks] +2 [Wis] +3[Class Skill]
    - Notice unusual stonework) +8 = +2[Dwarf] +6[Perception]
    Ride +5 = +1 [ranks] +1 [Dex] +3[Class Skill] -0 [ACP]
    Stealth +5 = +1 [ranks] +1 [Dex] +3[Class Skill] -0 [ACP]
    Survival +8 = +1 [ranks] +2 [Wis] +3[Class Skill] +2[Self-Sufficient]
    - Follow or identify tracks +9 = +1[Ranger] +8[Survival]

    Equipment

    Code:
    Equipment                                Cost   Weight
    Backpack                                 2gp    2lbs
    - Blanket (Winter)                       5sp    3lbs
    - Bedroll                                1sp    5lbs
    - Tent                                   10gp   20lbs
    - Oil (1 Pint Flask)                     1sp    1lbs
    - Oil (1 Pint Flask)                     1sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Waterskin with Water                   1gp    4lbs
    - Waterskin with Water                   1gp    4lbs
    - Rope (Silk/50 ft.)                     10gp   5lbs
    Bolts, Crossbow (10)                     1gp    1lbs
    Crossbow, Light                          35gp   4lbs
    Dagger                                   2gp    1lbs
    Leather                                  10gp   15lbs
    Explorer's Outfit                        0cp    8lbs
    Pouch (Belt)                             1gp    0.5lbs
    - Chalk (1 Piece)                        1cp    0lbs
    - Chalk (1 Piece)                        1cp    0lbs
    - Fishhook                               1sp    0lbs
    - Flint and Steel                        1gp    0lbs
    - Whetstone                              2cp    1lbs
    - Healer's Kit                           50gp   1lb
    Waraxe, Dwarven                          <SIG>  8lbs
    Shortbow                                 -      2lbs
    Quiver (29 arrows)                       -      1.5lbs
    - Silver Arrows (brown fletched) [12]
    - White fletched arrows - magical (not ID'ed) [10]
    - Blue fletched arrows - magical (not ID'ed) [5]
    - Black fletched arrows - magical (not ID'ed) [2]
    Treasure: 45gp, 5sp, 6cp Gems:
    Total weight carried: 82.5 lbs. (Light)
    Light: 86, Medium: 173, Heavy: 260
    Maximum weight possible: 260

    Details

    Size: M
    Gender: Male
    Age: 54
    Height: 4' 1"
    Weight: 154 lbs.
    Hair Color: Black
    Eye Color: Brown
    Skin Color: Sun Tanned
    Apperance:
    Treasure Tracker
    Code:
                                                      GP  SP  CP
    Initial Funds                                     95   5   6
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Healer's Kit                                      50   0   0
    Entertainment                                      1   0   0
    ============================================================
    Current Funds                                     44   5   6
    Background
    Piedro's (born Sturm Cantero) father was a shift supervisor in the Mindspin copper mines. Almost from the moment his son was born, Piedra's father assumed that he would follow him into the mines.

    As a youth Sturm used to hang about with Dolgrin Stonebreaker, son of the tribe's war-leader Morgrym Stonebreaker. One day Strum and Dolgrim were exploring some disused caves when the ceiling suddenly collapsed, trapping Dolgrin. Disregarding the danger to his own life, should more of the ceiling collapse, Sturm worked feverishly to rescue the badly injured Dolgrim. Finally freeing him and carrying him back to his parents. Morgrym rewarded the young dwarf by giving him a waraxe and teaching him the dwarven techniques that allows it to be used one-handed.

    This incident had a profound effect on the young Sturm came to hate being underground and was always arguing with his father, who still assumed him son would join him in the mines. After one particularly acrimonious argument Sturm decides that enough is enough and he will leave the mines and his family.

    As it happens Professor Lorrimor just happens to be visiting the mines and Sturm asks him if he can accompany him to the nearest human town. The professor, always interested in unusual behaviour, is intrigue by a dwarf who hates been underground and agrees. Over the next few weeks the professor and the young dwarf spend their evening talking round the camp fire and the professor sees something in the young Piedro (as he now calls himself) and arranges for him to be trained by his personal scouts. Eventually the party arrives back in Ravengro, where the professor arranges for Piedro to complete his training with a party of undead hunters.
    Arrow Tracker
    Silver Arrows (brown fletched) (_) (_) (_) (_) (_) (_)
    White fletched arrows - magical (+1)) (_) (_) (_) (_) (_)
    Blue fletched arrows - magical (+1 ghost touch) (X) (_) (_)
    Black fletched arrows - magical (not ID'ed) (_)


    Character Generation Dice Rolls
    Last edited by ghostcat; Wednesday, 31st August, 2011 at 03:11 PM. Reason: Transfer half the arrows to Merik

  • #6
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    bah, wrong thread.
    Last edited by Orius; Tuesday, 21st December, 2010 at 09:10 AM.
    PbP info here: http://www.enworld.org/forum/5396456-post81.html

  • #7
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    Triessa Elrich

    Game Info

    Race: Changeling
    Class: Summoner
    Level: 2
    Alignment: Neutral
    Languages: Common
    Deity: undecided

    Abilities

    STR: 8 (-1)
    DEX: 14 (+2)
    CON: 10
    INT: 11
    WIS: 12 (+1)
    CHA: 14 (+2)

    Combat

    HP: 15 = [2d8= 14] + 0 [CON] + 1 (favored class bonus)
    AC: 13 = 10 + 1 ( natural armor) + 2 (DEX))
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 11 = 10 + 1 (natural armor)
    INIT: +4 = +2 (DEX), +2 (trait)
    BAB: +1 = +1 (Summoner)
    CMB: 0 = - 1 (STR) + 1 (BAB)
    CMD: 12 = 10 - 1 (STR) + 2 (DEX) + 1 (BAB)
    Fort: +0 = +0 (base) + 0 (CON)
    Reflex: +2 = +0 (base) + 2 (DEX)
    Will: +4 = +3 (base) + 1 (WILL)
    Speed: 30'
    Damage Reduction: na
    Spell Resistance: na

    Weapon Stats

    Light Crossbow: +3 = +1 (BAB) + 2 (DEX)/ DMG = 1d8(P), CRIT 19-20x2, RANGE: 80' SPECIAL: PBS +1 to hit and dmg within 30'

    Dagger(melee): 0 = +1 (BAB) - 1 (STR)/ DMG = 1d4-1(PorS), CRIT 19-20x2

    Dagger(ranged): +3 = +1 (BAB) + 2 (DEX)/ DMG = 1d4-1(PorS), CRIT 19-20x2, RANGE: 10' SPECIAL: PBS +1 to hit and dmg within 30'

    Claw: 0 = +1 (BAB) - 1 (STR)/ DMG = 1d4(S), CRIT 20x2

    Racial Traits

    +2 to Charisma, +2 Wisdom, -2 Constitution
    Medium Size
    Darkvision 60'
    Natural attack: Claws (1d4)
    Natural Armor (+1)
    Hag Trait: Green Hag Allure (+2 Bluff against attracted characters)
    [/COLOR]Favored Class: Summoner

    Class Features

    - Spells: (CHA) arcane - spontaneous; no arcane spell failure when wearing light armor
    - Cantrips
    - Eidolon (See separate stat block): summons takes 1 minute, can be dismissed as a standard action, cannot be dispelled but can use banishment or dismissal against it, disappears immediately when summoner falls asleep or unconscious
    - Life Link
    - Bond Senses
    - Summon Monster I (SLA): 5/day, standard action - duration 1 minute per lvl

    Feats & Traits

    Prof with all simple weapons
    Armor Prof. (light)
    Point Blank Shot(lvl1)

    Traits:
    a) Chance Savior (+2 Initiative)
    b) Magical Talent
    Harrowing: Empty Throne (LG)

    Spells

    Spellcasting (Summoner CL2, DC 12+lvl)
    Slots: 1 - 3/3
    0 - Acid Splash, Mage Hand, Detect Magic, Light, Guidence
    1 - Shield, Grease (DC 13), Protection from Evil

    Skills

    Skill Ranks: 5 = [2 (class) + 0 (INT)] x 2 (LvL) + 1 (Favored Class)
    Max Ranks: 1 ACP: +0
    Skills:
    * = class skill
    ^ = trained only
    Code:
    Total                    Rank   CS   Misc  Misc  ACP  Ability
    +2=  Acrobatics           +0    +0    +0    +0   +0    +2 DEX
    +0=  Appraise             +0    +0    +0    +0   +0    +0 INT
    +2=  Bluff                +0    +0    +0    +0   +0    +2 CHA
    -1=  Climb                +0    +0    +0    +0   +0    -1 STR
    +6= *Craft:Drawing        +1    +3    +2    +0   +0    +0 INT
    +2=  Diplomacy            +0    +0    +0    +0   +0    +2 CHA
    na=  Disable Device^      +0    +0    +0    +0   +0    +2 DEX
    +2=  Disguise             +0    +0    +0    +0   +0    +2 CHA
    +2=  Escape Artist        +0    +0    +0    +0   +0    +2 DEX
    +2= *Fly                  +0    +0    +0    +0   +0    +2 DEX
    +6= *Handle Animal^       +1    +3    +0    +0   +0    +2 CHA
    +1=  Heal                 +0    +0    +0    +0   +0    +1 WIS
    +2=  Intimidate           +0    +0    +0    +0   +0    +2 CHA
    na= *Knowledge:Arcana^    +0    +0    +0    +0   +0    +0 INT
    na= *Knowledge:Dungeons^  +0    +0    +0    +0   +0    +0 INT
    na= *Knowledge:Engineer^  +0    +0    +0    +0   +0    +0 INT
    na= *Knowledge:Geography^ +0    +0    +0    +0   +0    +0 INT
    na= *Knowledge:History^   +0    +0    +0    +0   +0    +0 INT
    na= *Knowledge:Local^     +0    +0    +0    +0   +0    +0 INT
    na= *Knowledge:Nature^    +0    +0    +0    +0   +0    +0 INT
    na= *Knowledge:Nobility^  +0    +0    +0    +0   +0    +0 INT
    na= *Knowledge:Planes^    +0    +0    +0    +0   +0    +0 INT
    na= *Knowledge:Religion^  +0    +0    +0    +0   +0    +0 INT
    na= *Linguistics^         +0    +0    +0    +0   +0    +0 INT
    +1=  Perception           +0    +0    +0    +0   +0    +1 WIS
    +2=  Perform:             +0    +0    +0    +0   +0    +2 CHA
    na= *Profession:^         +0    +0    +0    +0   +0    +1 WIS
    +2= *Ride                 +0    +0    +0    +0   +0    +2 DEX
    +1=  Sense Motive         +0    +0    +0    +0   +0    +1 WIS
    +2=  Sleight of Hand^     +0    +0    +0    +0   +0    +2 DEX
    +5= *Spellcraft^          +2    +3    +0    +0   +0    +0 INT
    +2=  Stealth              +0    +0    +0    +0   +0    +2 DEX
    +1=  Survival             +0    +0    +0    +0   +0    +1 WIS
    -1=  Swim                 +0    +0    +0    +0   +0    -1 STR
    +6= *Use Magic Device^    +1    +3    +0    +0   +0    +2 CHA

    Equipment

    Code:
    Item                      Cost  Weight
    Peasants Outfit            0gp    0lb
    Dagger                     2gp    1lb
    Light crossbow            35gp    4lb
    -bolts(20)                 2gp    2lb
    MW Artisan Tools(spice)    0gp    5lb 
    - journal
    - quill (silvery metal)
    2 Belt Pouches             2gp    1lb
    Common Blanket             2sp    1lb
    Flint/Steel                1gp    0lb
    1oz Ink                    8gp    0lb
    3 quills                   3sp    0lb
    Component Pouch            5gp    2lb
    Waterskin                  1gp    4lb
    Money: 33gp, 5sp 0cp

    Total weight: 20lbs (light)

    Carry Capacity:
    00-26 light
    27-53 medium
    54-80 heavy

    Details

    Size: Medium
    Gender: Female
    Age: 18
    Height: 5' 7"
    Weight: 124lbs
    Hair Color: Silver-blonde
    Eye Color: Yellow and Blue
    Skin Color: Dusky tan
    Apperance:
    Deamenaor:

    Background
    Raised on a farm, taking care of cattle and sheep. Painted to pass the time. Lo and behold, the strange creatures she painted from her imagination started turning up in reality!

    Family shocked, etc etc...neighbors became fearful. Sensing a fragile situation, chose to leave and go into the world rather than invite trouble.

    Adventure Log
    None yet

    Level Ups
    +6 HP +1 favored class HP
    +2 skill points
    +1 1st level spell slot
    +1 cantrip known
    +1 1st level spell known
    Bond Senses Class Feature
    Eidolon levels to 2


    Eidolon

    Szare
    Medium Bipedal Outsider
    Hit Dice: 2d10+2 (19)
    Initiative: +1
    Speed: 40'
    Armor Class: 16 (10 + 2 armor +1 dex +1 dodge +2 natural)
    Base Attack/CMD +2/+4
    Attack: Bite +5 (1d6+3), 2 slam +5 (2d6+3)
    Special Attacks: Magic attacks
    Special Qualities: Evolutions, Link, Share Spells, Darkvision 60', Evasion
    Saves: Fort +4, Ref +1, Will +3
    Abilities: Str 17, Dex 13, Con 13, Int 7, Wis 10, Cha 11
    Skills: Intimidate +5, Perception +5, Stealth +6, Survival +5

    Feats: Dodge
    Languages: Common

    Evolutions (4)
    Limbs (Arms) 2, Free
    Limbs (Legs) 2, Free
    Slam 1 (replaces Claws)
    Bite 1
    Magic Attacks 1
    Improved Damage: Slam
    Last edited by Shayuri; Tuesday, 6th September, 2011 at 08:11 PM.

  • #8
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    [sblock=Bella]
    Game Info
    Race: Tiefling
    Class: Witch
    Level: 2
    Alignment: CN
    Languages: Common, Infernal, Draconic, Goblin, Abyssal, Gnome
    Deity/Patron: Elements
    Abilities
    STR: 8 (-1)
    DEX: 16 (+3) (+2 Racial)
    CON: 13 (+1)
    INT: 19 (+4) (+2 Racial)
    WIS: 11 (+0)
    CHA: 11 (+0) (-2 Racial)
    Combat
    HP: 14 = [2d6 + 2] + 2 (favored class bonus)
    AC: 13 = 10 + 0 (armor) + 0 (shield) + 3 (DEX),
    AC Touch: 13 = 10 + 3 (DEX)
    AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield)
    INIT: +7 = +3 (DEX) + 2 Familiar + 2 (trait)
    BAB: +1 = +1 (Witch)
    CMB: +0 = -1 (STR) + 1 (BAB)
    CMD: 13 = 10 - 1 (STR) + 3 (DEX) + 1 (BAB)
    Fort: +2 = +0 (base) + 1 (stat) + 1 (trait)
    Reflex: +3 = +0 (base) + 3 (stat)
    Will: +3 = +3 (base) + 0 (stat)
    Speed: 30
    Damage Reduction: 0
    Spell Resistance: 0
    Energy Resistance: Cold/Fire/Electricity/5
    Weapon Stats
    Dagger (melee): +0 = +1 (BAB) - 1 (STR) + 0 (feat)/ DMG = 1d4-1(P/S), CRIT 19-20x2
    Dagger (ranged): +4 = +1 (BAB) + 3 (DEX) + 0 (feat)/ DMG = 1d4-1(P/S), CRIT 19-20x2
    Light Crossbow (ranged): +4 = +1 (BAB) + 3 (DEX) + 0 (feat)/ DMG = 1d8(P), 80', CRIT 19-20x2

    Ranged +4
    Melee +0
    Racial Traits
    +2 Intelligence, +2 Dexterity, -2 Charisma
    Darkvision 60'
    +2 Bluff, +2 Stealth
    Darkness 1/day at Class Level
    Resistance Fire/Cold/Electricity 5
    Speak Common & Infernal
    Class Features
    Proficient with all Simple Weapons
    Hex - Standard Action, DC 10+1/2 Class Level+INT Modifier (15)
    Cantrips
    Witch's Familiar - Greensting Scorpion (Ven)
    Ven
    Abilities
    STR: 3 (-4)
    DEX: 16 (+3)
    CON: 10 (+0)
    INT: 6 (-2)
    WIS: 10 (+0)
    CHA: 2 (-4)
    Combat
    HP: 7 = (2HD 1/2 Master HP)
    AC: 21 = 10 + 6 (natural armor) + 2 (size) + 3 (DEX),
    AC Touch: 15 = 10 + 3 (DEX) + 2 (size)
    AC Flatfooted: 18 = 10 + 6 (natural armor) + 2 (size)
    INIT: +3 = +3 (DEX)
    BAB: +1 = +1 (Master)
    CMB: +2 = +3 (DEX) + 1 (BAB) - 2 (size)
    CMD: +8 (+20 vs Trip) = 10 - 4 (STR) + 3 (DEX) + 1 (BAB) - 2 (size)
    Fort: +3 = +3 (base) + 0 (stat)
    Reflex: +3 = +0 (base) + 3 (stat)
    Will: +3/+4 vs Ench = +3 (base) + 0 (stat)
    Speed: 30 (Drag max 112.5 lbs)
    Damage Reduction: 0
    Spell Resistance: 0
    Weapon Stats
    2 Claws(melee): +6 = +1 (BAB) + 3 (DEX) + 2 (size)/ DMG = 1d2-4 plus GRAB(S), CRIT 20x2
    Sting(melee): +6 = +1 (BAB) + 3 (DEX) + 2 (size)/ DMG = 1d2-4 plus POISON(S), CRIT 20x2
    Racial Traits
    Darkvision 60'
    Tremorsense 60'
    +4 Climb, +4 Perception, +4 Stealth
    Sting - Injury, DC12 Save, 1/round for 6 rounds, 1d2 Strength dmg, cure 1 save, CON based, includes +2 Racial Bonus
    Constrict - 1d2-4 dmg
    Familiar Features
    Magical Beast
    Natural Armor +1
    Alertness - Master gains Alertness if within arm's reach (+2 Perception/Sense Motive)
    Improved Evasion - Reflex saves for half dmg can negate dmg if passed, or 1/2 dmg if failed
    Share Spells - Spells with (You) as target can be cast on Familiar
    Empathic Link - Telepathic communication with Master if within 1 mile
    Skills
    Class Skills: Acrobatics (Dex), Climb (Str), Fly (Dex), Intimidate (Cha), Perception (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str)
    Code:
    Skill                       Total  Ranks  Stat  CS  Misc  ACP
    Stealth                      +15    +0     +3    0  +12*  +0
    Perception                    +8    +1     +0   +3   +4   +0
    Climb                         +4    +1     -4   +3   +4   +0
    Knowledge Arcana              +0    +2     -2   +0   +0   +0
    Knowledge Nature              +0    +2     -2   +0   +0   +0
    Knowledge History             +0    +2     -2   +0   +0   +0
    Knowledge Planes              +0    +2     -2   +0   +0   +0
    Profession (Fortune-Teller)   +1    +2     +0   +0   +0   +0
    Spellcraft                    +0    +2     -2   +0   +0   +0
    
    * +8 size, +4 racial
    Hexes
    Ward (Su)
    A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw . A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

    Evil Eye (Su)
    The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

    Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin.
    Feats & Traits
    Extra Hex - Evil Eye (1st Lvl Feat)
    Resilient - +1 to Fort Save (PG Trait)
    Chance Savior - +2 Initiative (APG Trait)
    Alertness - +2 to Perception/Sense Motive if within arm's reach of Familiar (Familiar Feat)
    Harrowed
    Harrowed - If Deck is with Character, you get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit.
    Skills
    Skill Ranks: 12
    Max Ranks: 2
    ACP: 0
    Class Skills: Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)
    Code:
    Skill                       Total Ranks Stat Class Misc
    Knowledge Arcana              +9   +2    +4   +3    +0
    Knowledge Nature              +9   +2    +4   +3    +0
    Knowledge History             +9   +2    +4   +3    +0
    Knowledge Planes              +9   +2    +4   +3    +0
    Profession (Fortune-Teller)   +7   +2    +0   +3    +2
    Spellcraft                    +9   +2    +4   +3    +0
    Equipment
    Code:
    Equipment                     Cost  Weight
    Tattoo                         2sp    0 lbs
    Explorer's Outfit (free)       0gp    0 lbs
    
    Belt Pouch                     1gp   .5 lbs
    Spell Component Pouch          5gp    2 lbs
    MW Fortune Teller's Deck       0gp    1 lbs
    
    Cold Iron Dagger               4gp    1 lbs
    Dagger                         2gp    1 lbs
    Light Crossbow                35gp    4 lbs
    Bolts x9                      1gp    1 lbs
    
    MW Backpack                   50gp    4 lbs
    Candles x10                    1sp    0 lbs
    Canvas                         1sp    1 lbs
    Chalk x10                      1sp    0 lbs
    Fishhook x4                    4sp    0 lbs
    Sewing Needle x2               1gp    0 lbs
    Waterskin                      1gp    4 lbs
    String 50'                     1cp   .5 lbs
    Twine 50'                      1cp   .5 lbs
    Whetstone                      2cp    1 lbs
    Cauldron                       1gp    5 lbs
    Treasure: 2 Sunrods
    1 Flask Holy Water
    1 Haunt Syphon
    1 Potion CLW (1d8+1)
    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 sance. 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
    __________________________________________________ ___________
    Construction__________________________________________________
    Requirements Craft Wondrous Item, contact other plane, speak
    with dead; Cost 2,000 gp (brass spirit planchette), 5,000 gp
    (cold iron spirit planchette), 9,000 gp (silver spirit planchette

    2gp, 9sp, 6cp Gems:
    Total weight carried: 26.5 lbs
    Light Load: 26 lbs / 30 lbs (MW Backpack)
    Medium Load: 53 lbs / 60 lbs (MW Backpack)
    Maximum weight possible: 80 lbs / 90 lbs (MW Backpack)
    Details
    Size: Medium
    Gender: Female
    Age: 17
    Height: 5'7"
    Weight: 130
    Hair Color: Red
    Eye Color: Green
    Skin Color: Slightly Tan
    Appearance: From afar, Bella is like most young women; growing into her body. She is small, but not frail. Short hair, big green eyes, and tanned skin from the sun, she could easily be mistaken for normal. That is, until you near her. From her hairline, two short horns sprout out, alerting all of her true heritage. She dresses in a backless tunic, dark green to match her dyed leather skirt. Along side her, you notice a scorpion the size of a house cat, obviously they are together.
    Demeanor: Quick to anger, yet playfully tricky, this girl has fire in her eyes. Mischievous at times, but not one to be mistaken for delicate, Bella holds her own when the need arises. She enjoys banter, and coming up with weird treats for dinner.
    Background
    Born on the day of a solar eclipse, Bella's life was always one of light and shadows. Her father was never known to her, and her mother never spoke of him. They lived on the outskirts of a small village, shunned from most of the villagers. Not knowing any better, Bella was unaware of her heritage. She was the offspring of a Succubus and a human man. Her mother, whom she grew up knowing, was simply the woman that took her in, when her father was too ashamed to care for her.

    The woman was simple, and had a knack for fortune-telling. Bella learned all she could from her mother, as well as things that were not so easily explained. Realizing that the girl had potential, her mother then taught her the darker arts that were hidden from Bella for so long.

    As she grew, she also was given books and accounts of arcane arts, nature and plants, the history of their region, and even a few books on the different planes of existence. Her mother had clientele that paid for her services by any means available. Bella too was learning the art of fortune-telling, and was adept at reading the old and worn wooden cards her mother favored.

    One day, while out foraging for ingredients for her mother, Bella came across an over sized scorpion, green and stealthy. She stared, wondering just what this creature was, as it slowly turned, facing her. For a moment, she could sense something within the creature, and it must have as well, for it lowered its claws, and scurried straight to Bella's side.

    From then on, her pet Ven and her were inseparable. Her powers manifested early, as she was able to light fires without flint and steel. Later, she learned to detect which plants were poisonous, as her mother watched in awe. Ven was the source of her powers, it would seem, as he enabled her to tap into some unknown force to bring out her magical abilities.

    On the eve of her 16th birthday, her mother handed her a small box with arcane writings on it. The only explanation was that this was the only thing that was given to her mother to hand to Bella should she live to the age of 16. Inside, she found a set of the most beautiful fortune-telling cards she could imagine. The ivory plaques were strong, and yet the carved images were delicately engraved and colored with paint. Highlights of silver traced the outlines of the cards, with small gems on a few of the key cards.

    It was time for her to set out on her own, as she prepared for the next year, learning and honing her fortune-telling skills. Knowing that there could only be one in this village, she packed her meager belongings, bid farewell to her mother, and began the trek to a larger town to find her way in this world.
    Adventure Log
    None yet
    Level Ups
    Level 2
    +1BAB
    +1 Will Save
    Gain 1 Hex
    Feral Speech
    Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin.)
    Gain +1 Cantrip use per day
    Gain +1 First Level Spell use per day
    Learn 2 New Level 2 Spells (Identify, Remove Sickness)
    Gain 6 Skill Points (+1 Rank in each current Skill)
    Gain 5HP (D6=6)-2 +1CON HP
    Gain Harrowed feat if Deck item is with character

    Ven updates:
    Gain 1 Skill Point - +1 Perception
    +1 Will Save
    +1 Fort save
    Learned 2 Spells above
    Learned Shocking Grasp from Element Patron
    Last edited by Fangor the Fierce; Sunday, 4th September, 2011 at 08:12 AM. Reason: Added Silver Planchette

  • #9
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    Gallant (Lvl 3)

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    Can anyone provide me links to the traits for the Core and APG? I have found them on d20pfsrd.com, but i do not see any listed from the APG, only from the character web trait enhancement (which i think are the core traids)?

    bahhh... i should probably just buckle down and buy the books alreayd instead of being a mooch.

    Guess i will roll up and see what i come up with....


    edit: i was confused on what a +2/+2 feat was. I will probably reassign these and pass on the feat.
    Last edited by Cyansylph; Friday, 4th March, 2011 at 05:20 PM.

  • #10
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    Gallant (Lvl 3)

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    @HolyMan, are races from the carrion crown player's guide allowed?

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