A Keep On The Borderland OOC

Shayuri

First Post
Well done! I like it!

We can bring an interesting touch to the game too, by having the people native to this new area have different gods, different traditions. Then there'll be missionaries and evangelists coming down to convert the heathens...by hook or by crook, as need be...
 

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Dr Simon

Explorer
[MENTION=2710]jkason[/MENTION], sure, I think it could work.

[MENTION=93196]Axel[/MENTION], yes, welcome aboard.

[MENTION=4936]Shayuri[/MENTION], will do - I'll put details in the first post.
 

Shayuri

First Post
Yay! Thanks!

Are we using Traits?

And do we add our Con Modifier to our hit dice? Or is that replaced by adding our Con scores?
 
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Kaodi

Hero
Male Human Crusader
Str 16 Dex 10 Con 14 Int 10 Wis 15 Cha 13
Traits Birthmark, Reactionary
Skills Heal 2, Knowledge (Religion) 2, Spellcraft 2
Feats Heavy Armour Proficiency, Shield Focus, Weapon Focus (Bastard Sword)

Gear Masterwork Banded Mail (400), Masterwork Heavy Steel Shield (170), Masterwork Bastard Sword (335), Masterwork Backpack (50), 45 gp
 
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Axel

First Post
Character pencil sketch below. Better details to come once we have a Rogue's Gallery etc.

Sh'aah
Male Half-orc Ranger (favoured class)
Str 18 Dex 14 Con 15 Int 9 Wis 13 Cha 7
Traits Outcast, Highlander
Skills (incl. FC bonus for level 1 and 2) - ranks only. Climb +2, Handle Animal +2, Knowledge (Geography) +1, Knowledge (Nature) +2, Perception +1, Stealth +2, Survival +2

Feats
LvL 1 Deepsight (120' darkvision)
Ranger 2: Two weapon fighting

Favoured enemy: Fey

General background:

The nomadic Orcish tribes of the region have been in conflict with the Fey creatures for generations. Like most conflicts, the problem centers around food. The Orcs claim first priority to the best hunting grounds and use their numbers and sheer physical size to enforce their claims as widely as possible. The Fey counter with stealth, cunning and magic. The comparatively recent intrusion of human settlers and a new set of problems have done little to change things.

Sh'aah has been, and always will be, ugly, a bastard and an ugly bastard - generally in that order. The product of an unwilling coupling during an Orc raid on a human settlement, he was raised by his human family only as long as it took for him to learn to walk.

Forced to live on the margins of human society and fight tooth, tusk and nail for every scrap of comfort, he has learned to use his size to advantage over other humans. Survivial was tough, but Sh'aah was a fighter. Once he reached adolescence, Sh'aah took to wandering the untracked wild foothills - removing himself from the constant judgement of his racial forebears. He didn't realise how dangerous a place it was (and still is), and was nearly killed by a hunting pack of fey creatures that mistook him for an Orc tribal.

Left bleeding and unconscious, presumed dead, he was found by a group that called themselves the Wardens of the Midnight Sun. The Wardens were an old, loosely defined group, not aligned to either of the old factions and dedicated to preventing an all-out racial war. They realised that occasional conflicts kept the numbers down on both sides, which only benifited the region as a whole. Provided neither Fey nor Orcs ever unified under a single leader, the status quo could continue. Lethal action to remove potential leaders on both sides early was a necessary evil - to prevent the greater evil.

Sh'aa was raised by the Wardens, who taught him more in a few years of practical experience than he had ever learned fending for himself. He has not forgotten his treatment at the hands of the Fey, and is not shy of killing any that are unwary enough to cross his path. Sh'aa became a capable hunter, living on the margins of human society and spending long stretches of time alone in the wilderness or on "business trips" with the Wardens. He prefers to act at night - his Orcish heritage and long periods of time in solitude at night have finely honed his natural darkvision.

Keen to gain any form of the luxuries enjoyed by humans, or the reputation enjoyed by the Orcish tribes, Sh'aah leaped at the opportunity to become a guide and tracker for the newly arrived - and wealthy looking - humans.
 
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Walking Dad

First Post
Character pencil sketch below. Better details to come once we have a Rogue's Gallery etc.

Aldron
Male Half-Elf Summoner (Master Summoner) (favored class/ bonus to evolution pool)

Str 12 (2)
Dex 14 (5)
Con 14 (5)
Int 13 (3)
Wis 10 (0)
Cha 14 (5) 16 with racial bonus

Traits Desperate Focus, Elven Reflexes
Skills (Ranks only): Know (planes) 1, Know (arcane) 1, Ride 1, Spellcraft 1, Use Magic Device 1, Linguistics 1

Feats
Adaptability: Skill Focus (planes)
LvL 1: Extra Evolution
Master Summoner 2: Augment Summoning
(Lev 3: Superior Summoning)


Eidolon:
Quadruped
Evolutions (4):
Claws x2 (2)
Scent (1)
Pounce (1)

Spells Known:
0 (5): Acid Splash, Detect Magic, Guidance, Light, Message
1 (3): Shield, Mount, Ray of Sickening



[sblock=General background]

[/sblock]
 
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Shayuri

First Post
Still working on inventory.

Arcata Dulat
Human Sorceror 2

Str 8 (-2)
Dex 12 (2)
Con 13 (3)
Int 12 (2)
Wis 12 (2)
Cha 19 (13)

BAB +1
HP: 24/24
AC: 11 (10 + 1 dex)
Init: +5 (+1 Dex, +4 familiar)
Fort: +1, Ref +1, Will +4

Human Race Traits
+2 to any one attribute
Skilled
Extra Feat
Favored Class: Sorceror

Sorceror Features
Cantrips
Eschew Materials
Bloodline Arcana: +1 DC when using a spell who's level is raised 1 or more by metamagic.
Bloodline Traits (Arcane):
- Arcane Bond: Familiar

Traits
- Princess (+1 diplomacy, diplomacy is class skill)
- Focused Mind (+2 concentration)

Feats
b Point Blank Shot
1 Disruptive Spell

Skills 5
Bluff +8 (1 rank + 4 cha + 3 class)
Diplomacy +9 (1 rank + 4 cha + 3 class + 1 trait)
Knowledge: Arcana +5 (1 rank + 1 int + 3 class)
Knowledge: Nobility +5 (1 rank + 1 int + 3 class)
Spellcraft +5 (1 rank + 1 int + 3 class)

Spellcasting (Sorceror CL 2, Base DC 14)
Slots: 1 - 5/5
0 - Detect Magic, Electric Jolt, Dancing Lights, Mage Hand, Prestidigitation
1 - Magic Missile, Shield

Equipment
Money: 65 gp

Weapon
MW lgt crossbow, +3 to hit, 1d8 dmg, 80', 335gp

Armor
None

Gear
Wayfinder (light at will, +2 survival to avoid getting lost, slots 1 ioun stone), 500gp
Potion: Cure Light Wounds x2


Familiar
-----------
Scamp
Compsagnothus
N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 12
Fort +4, Ref +4, Will +3

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +2 (1d3–1 plus poison DC12 Str 1d2/4rnds, 1 save)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Skills Perception +4, Swim +7

SPECIAL ABILITIESPoison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
 
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jkason

First Post
Code:
Name: Bastian Sangue     Age: 18
 Class: Cavalier (favored)  Archetypes: Beast Rider, Standard-Bearer
  Race: Human               Height: 6'2"                  
  Size: Medium              Weight: 220 lbs
Gender: Male                  Hair: Brown
 Align: Lawful Neutral        Eyes: Brown
 Deity: None                  Skin: Tan

Str: 18 +4 (10 p)     Level: 02             XP: xxx
Dex: 13 +1 (03 p)       BAB: +2             HP: XX (2d10+2 + 12 CON +2 FC)
Con: 12 +1 (02 p)       CMB: +6            CMD: 17
Int: 10 +0 (00 p)     Speed: 20'/30'   Dmg Red: 0/anything
Wis: 10 +0 (00 p)      Init: +1      Spell Res: None 
Cha: 14 +0 (05 p)       ACP:        Spell Save: N/A
                                           ASF: 00

    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge  Misc
              10    10    +0     +0    +1    +0    +0    +0    +0     +0

                  Touch AC: 11              Flatfooted AC: 10

Conditional: -2 Ac non-challenge attacks during challenge
Conditional: +1 Dodge AC vs. challenge target

Saving Throw   Base    Mod   Misc   Special  Total  
Fort:            03    +1     +0               3
Ref:             00    +1     +0               1
Will:            00    +0     +0      +1*      1

* Carefully Hidden trait
Conditional: +2 saves vs. divination effects

   

Weapon                  Attack    Damage      Critical     Special
Melee                   +6        1dx+x        XX/x2     
Range                   +3        1dx+x        XX/x3        Range xx ft.

* Challenge: +level (2) damage vs. target
* Precise Strike: +1d6 damage when flanking with ally using same feat
* Banner?     

Languages: Common

Racial Traits:
    * +2 any ability (INT)
    * Bonus Feat
    * Bonus Skill point each level
    * All bonus languages available

Class Abilities:
    * Proficient all simple and martial weapons
    * Proficient light & medium armor
    * Challenge 1/day: -2 AC vs. non-target, + level (2) damage on a hit
    * Banner: +2 save vs. fear, +1 attack on charge for all allies in 60 ft when visible
    * Order:  Order of the Lion (loyalty: house dulat)
        +1 dodge AC vs. challenge target
        Add Know (local), Know (nobility) to class list
        Know (nobility) checks untrained
        +1/2 cavalier level to trained Know (nobility) checks for sovereign
    * Lion's Call: 
        Standard action
        + cha mod (2) save vs. fear
        +1 attack for allies in 60'
        Immediate saves for allies under frightened or panicked spell effects 
        Lasts level (2) rounds
    * Tactician 1/day
            gain teamwork feat, grant to allies as standard action (3 + 1/2 level rounds)

Traits: 
* Carefully Hidden (race): +1 Will, +2 vs divination effects
* Anatomist: +1 Trait bonus to confirm crits

Feats:
Heavy armor proficiency (Bonus Human)
Power Attack (1st)
Precise Strike (Tactician)
 
Skill Points: 08, max ranks 2
             
SSkills                 Rank    CS   Ability   ACP   Misc  Total
Bluff                   2      3       2                   +7
Handle Animal           2      3       2                   +7
Intimidate              1      3       2                   +6
Ride                    2      3       1       0           +6
Sense Motive            1      3       0                   +4


Money
1000 gp

Equipment                      Cost     Weight
--Worn / Carried--
xxxxxxxxxxxxxxxxxxxxx           xx gp   xx  lb


--In Backpack--
xxxxxxxxxxxxxxxxxxx             xx gp   xx  lb


                         Total Weight:  xx lb

            Light  Medium   Heavy    
Max Weight: 0-100  101-200  201-300

Background: For more generations than they can count, Sangues have stood guardian to the safety of The House of Dulat. Bastian grew up regaled with the tales of noble ancestors who sacrificed their lives for Dulat honor. His father, Leonine, had been the head of the house guard, personal bodyguard of Lord Dulat. One day, he was told, if he worked hard enough, Bastian might find similar glory for himself, protecting the heirs to the family title.

He began his training as a squire as soon as he could. Bastian worked hard and showed promise, but before he could pass the final test and receive his commission and his mount, Dulat's enemies struck. With what little warning he had before the raid of the manor, Bastian's father ordered him to do what none of the stories of Sangue's past ever called for: flee. The young man objected, ready to fight alongside his father to the end, but Leonine charged his son with the safety of the only absent Dulat heir, Arcata. As much shame as Bastian felt for sneaking away from the battle before it had begun, he knew he could not forsake his duty.

It has been a much harder life since then, as Bastian learned that subterfuge was just as necessary as strength of arms in the protection of his charge. But the House of Dulat must endure, and as the last living Sangue, Bastian was prepared to do what he must to fulfill his duty.
 
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