Ruik's Carrion Crown


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kinem

Adventurer
Rijel, elf magus

Rijel, male elf magus 1, NG

[sblock]HD 1d8+3, hp 11
move 30', BAB +0, CMD 19, CMB +5
saves Fort +4, Reflex +5, Will +2 (+4 vs. enchantment)

AC 18 (+5 dex, +3 armor), touch 15, ff 13

att longsword +4 melee (1d8+6, 19/x2) or one handed +4 melee (1d8+4, 19/x2)
att longbow +5 ranged (1d8+3, 20/x2, 110' range inc)

str 18/+4
dex 20/+5
con 14/+2
int 20/+5
wis 10/+0
cha 10/+0

elf: low-light vision, immune to magic sleep, +2 to save vs enchantment, +2 vs SR, +2 spellcraft to ID items, +2 perception

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

skills (ranks/tot; acp=0): climb 1/8, knowledge (arcana) 1/9, spellcraft 1/9 (11 to ID items), swim 1/8, use magic device 1/4; perception 1/3, stealth 1/6, survival 0/0

feats: Combat Casting
traits: Focused Mind (+2 concentration), Armor Expert (-1 to ACP)

Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane Pool (su): 6 points/day; can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. The bonus stacks with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex): To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spells: DC 15 + spell level; concentration +8 (+12 vs DC 15 + 2 x spell level to cast defensively)
spells/day: 3 0th, 3 1st

typical spells prepared:
0: detect magic, light, ghost sound
1: color spray, shield, grease

spells known / in spellbook:
0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark

1: chill touch, color spray, grease, magic missile, shocking grasp, shield, silent image, true strike

equipment: 500 gp; max loads: light 100 lbs, med 200 lbs, heavy 300 lbs
spellbook, 15 gp, 3 lbs
pouch, spell components (x2), 10 gp, 4 lbs

studded leather armor, (+3 AC, +5 max dex), 25 gp, 20 lbs
longsword, (1d8 S, 19-20/x2), 15 gp, 4 lbs
longbow (+3 str) (1d8 p, 20/x3, 110' range inc), 400 gp, 3 lbs
arrows (40), 2 gp, 6 lbs
arrows, durable (10), 10 gp, 1.5 lbs

backpack, 2 gp, 2 lbs
waterskin, 1 gp, 4 lbs
trail rations, 10 days, 5 gp, 10 lbs
bedroll, 0.1 gp, 5 lbs
arrow, grappling, 1 gp, 0.5 lbs

13 gp, 9 sp

a potion of CLW, a flask of holy water
12 silver arrows, 10 +1 arrows, 5 +1 Ghost touch arrows, 2 +1 undead bane arrows

description:

Rijel has spent a lot of time among humans, and has learned some of his magic from Professor Lorrimor. He doesn't talk much about himself, or in general. He spends a lot of his time practicing with weapons and spells. Despite this loner streak, he has always been willing to help out those in need. He hasn't seen his family in several years and is single, though he was once married to a human (Susan) and has no children.

He is 144 years old, 6' 4" tall, and 136 lbs.[/sblock]
 
Last edited:

Dharuhk Svahre

First Post
[sblock=Alfred the Articulate]
Race: Human, Height: 5', Wieght: 150 lb, Hair Color: Red, Eye Color: Green, Age 16
Alignment: Chaotic Good
Diety: None
Class: Phalanx Soldier (Fighter) 1

Str: 20
Dex: 14
Con: 10
Int: 12
Wis: 18
Cha: 18

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

HP: 10 (1d10)
AC: 22 = 10 Base + 6 Armor + 4 Shield + 2 Dex
Initiative: +2
Speed: 20ft
Languages: Common, Undercommon

Feats: Power Attack, Combat Reflexes, Weapon Focus (Bec De Corbin)

Skills: Diplomacy 1/+9, Survival 1/+8, Intimidate 1/+8, Perception 1/+5, Climb 1/+5
Character Traits: World Traveler (+1 Diplomacy, Diplomacy is a Class Skill), Rich Parents (900 starting gp)

Equipment:
Small Sized Bec De Corbin: 15
Masterworked Bec De Corbin: 315
Breastplate: 200
Armor Spikes: 50
Tower Shield: 30
Heavy Steel Shield: 20
Bullseye Lantern: 12
28 pints of oil: 2.8
10ft Ladder: .2
Backpack: 2
100ft Hemp Rope: 2
Grappling Hook: 1
250gp

Attacks:
Small Bec De Corbin + Tower Shield: +3 1d8+5 x3 Reach, Brace
Bec De Corbin: +8 1d10+7 Reach, Brace

Description: While still quite young, Alfred is very built for his age. The 16 year old boy is only 5" tall, but is 150 pounds of solid muscle. He has bright red hair, shining green eyes, and a cheerful disposition. He his almost a comical sight with the staggering amount of gear he has strapped to himself, walking around in breastplate while carrying 2 spears, a towershild, a large shield, and even a small ladder strapped to his back.

Backstory: Alfred was a very fortunate child. Born to rich parents, very strong for his age, and very bright and cheerful. His father had not been so lucky and had to eran his wealth and physique through hard labor all his life. Afraid that Alfred would become spoiled, he decided to send him off into the world at the tender age of 10, hiring a powerful bodyguard to tend for the young lad, a spear and shield wielder named Drake.

Alfred took up training with Drake and soon adopted his fighting style, carrying around child sized versions of his masters gear. For years Alfred and Drake wandered the lands, until Drake became deadly ill. Alfred took up his fallen mentor's arms, but was not yet quite strong enough to use them as he had. Determined to master the style, he uses both his child sized weapons, and his master's when he can. [/sblock]
 
Last edited:

jkason

First Post
Malounen Tiliney, human druid

[sblock]
Code:
Name: Malounen Tiliney     Age: 20
 Class: Druid (favored)  Archetype: Mehnir Savant, Terrain Domain
  Race: Human               Height: 6'0"                  
  Size: Medium              Weight: 200 lbs
Gender: Male                  Hair: Blonde
 Align: Neutral Good          Eyes: Blue
 Deity: None                  Skin: Tan

Str: 12 +1      Level: 01             XP: 350
Dex: 18 +4        BAB: +0             HP: 16/16 (1d8 +4 CON +1 FC +3 Feat)
Con: 18 +4        CMB: +1            CMD: 15
Int: 14 +2      Speed: 20'/30'   Dmg Red: 0/anything
Wis: 20 +5       Init: +4      Spell Res: None 
Cha: 10 +0        ACP: -2(-4) Spell Save: N/A
                                           ASF: 00

    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge  Misc
            18(20)  10    +4    (+2)    +4    +0    +0    +0    +0     +0

                  Touch AC: 14              Flatfooted AC: 14(16)

Armor values in parenthesis are when shield is equipped.

Saving Throw   Base    Mod   Misc   Special  Total  
Fort:            02    +4     +0               6
Ref:             00    +4     +0*              4
Will:            02    +5     +0               7

* Conditional: +1 reflex vs. falling


Weapon                  Attack    Damage      Critical     Special
Cold Iron Scimitar      +1        1d6+1        18-20/x2     Slashing
Cold Iron Shortspear    +1        1d6+1          x2         Piercing
CI Shortspear, thrown   +4        1d6+1          x2         Pierce, 
                                                            Range 20 ft.
Sling                   +4        1d4+1          x2         Bludg, 
                                                            Range 50 ft.
Stone Fist              +1        1d6+1          x2         Bludg, 
                                                            ignore hard < 8

Languages: Common, Undercommon, Sylvan

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

Class Abilities (Druid, Menhir Savant archetype):
    * Proficient: club, dagger, dart, quarterstaff, scimitar,
                  sickle, shortspear, sling, spear, 
                  natural attacks of wildshapes
    * Nature bond (Ex): domain (Mountain)
    * Spirit Sense (Sp): detect undead, fey, outsiders, astral, ethereal,
                         & incorporeal as detect undead spell
    * Spells: 
         Orisons: 3, DC 15/16
             1st: 1 + 2 (Wis) + 1 (domain), DC 16/17

Domain Abilities (Mountain)
    * Foothold (Su):
         --Standard action
         --10 ft square stone surface adjascent
         --Horizontal surfaces: difficult terrain, -2 Acro & CMD
         --Vertical surfaces: +10 Climb bonus
         --lasts 1 hour
         --Use 8 (3 + 5 Wis) times / day
    * Domain spells:
         1st: Stone Fist    

Traits: 
* Inspired by greatness: +1 caster level to one spell (Hydraulic Push)
* Cliff Jumper: +1 Acrobatics, Climb, and Reflex vs. falling

Feats:
Spell Focus (Conjuration) (1st): +1 DC conjuration spells
Toughness (Bonus human): +3 HP, +1 per HD above 3
 
Skill Points: 07, max ranks 1
             
Skills                 Rank    CS   Ability   ACP   Misc  Total
Acrobatics              1      0       4      -2           +3
Climb                   1      3       1      -2           +3 (+5 w/ kit)
Handle Animal           1      3       0                   +4
Knowledge
   Geography            1      3       2                   +6
   Nature               1      3       2                   +6
Perception              1      3       5                   +9
Survival                1      3       5                   +9

Additional -2 ACP with shield equipped


[b]Equipment                      Cost     Weight[/b]

MW Hide Armor                  165 gp   25 lb
Heavy Wood Shield                7 gp   10 lb
Cold Iron Scimitar              30 gp    4 lb
Cold Iron Shortspear             2 gp    3 lb
Sling                            0 gp    0 lb
Silver Sling bullets (10)      2.1 gp    5 lb
Spell Component Pouch            5 gp    2 lb
   [i]Holly & Mistletoe[/i]             0 gp    0 lb
Belt Pouch                       1 gp  0.5 lb
   [i]Ioun Torch[/i]                   75 gp    0 lb 
Backpack                         2 gp    2 lb
   [i]Waterskin[/i]                     1 gp    4 lb
   [i]Trail rations x2[/i]              1 gp    2 lb
   [i]Waterproof bag[/i]              0.5 gp  0.5 lb
       [i]Scrolls CLW (4)[/i]         100 gp    0 lb
   [i]Climber's Kit[/i]                80 gp    5 lb
Traveler's Outfit                0 gp    0 lb
       

Money:

2 pp 8 gp 4 sp

                         Total Weight on person:  63 lb

            Light  Medium   Heavy    
Max Weight: 0-43   44-86   87-130

[sblock=Background]Mal always heard the call of the Hungry Mountains, but it wasn't until hearing the professor speak about the relatively new magical theory of ley lines that he really understood his connections to the land. Within its peaks and valleys, magic pooled and shifted in ways unique to the area (at least in the young man's limited experience). He's dedicated his relatively short adult life to trying to map not only the mountains, but the lines that run, twist, split, and converge within the range, hoping to have even a fraction of the impact his idol has had.[/sblock][sblock=Notable NPCs]Professor Petros Lorrimar: Recently deceased
Kendra Lorrimar: The professor's daughter.
Vashian Hearthmount: Ravengro Councilman
Gharen Muricar: Ravengro Councilman
Zokar Elkarid: Tavernkeeper
Pevrin Elkarid: Zokar's 13 year old son
Jominda Fallenbridge:Apothacary, good friend to the professor.[/sblock][/sblock]
 
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BBs

First Post
[sblock=Xilena Teara]Name: Xilena Teara
Gender: Female
Race: Catfolk
Size: Medium
Age: 18
Class: Level 1 Sorcerer(Crossblooded Archetype, Favoured)
Alignment: Chaotic Good
Diety: Desna
Height: 5'6"
Weight: 160 lbs
Hair: Red with black streaks
Skin: Red fur with black stripes
Eyes: Yellow cat eyes

Str: 18/4
Dex: 18/4(+2 from Racials)
Con: 18/4
Int: 10/0
Wis: 8/-1(-2 from Racials)
Cha: 20/5(+2 from Racials)

HD: 1d6+4(+1 from favoured class) HP: 11
DR: 0 Resistances: 0
Speed: 30 ft.(+10 to charge, run, withdraw)
Initiative: +4
AC: 14, Touch: 14, Flat-footed: 10
Base Attack Bonus: 0, CMB: 4, CMD: 18

Fort: +4(+4 from Con Mod)
Ref: +4(+4 from Dex Mod)
Will: +0(+2 from Base, -1 from Wis Mod, +1 from Indomitable Faith, -2 from Crossblooded)

Skills:

Trained:

Knowledge(Arcana): +4
Spellcraft: +4

Untrained:

Appraise: +0
Bluff: +5
Fly: +4
Intimidate: +5
Linguistic: +0
Sense Motive: -1
Survival: +2
Diplomacy: +5
Escape Artist: +4
Perception: +1
Acrobatics: +4
Climb: +4
Disguise: +5
Heal: +1
Ride: +4
Stealth: +6
Swim: +4

Weapons:

2 Claws +4 attack, 1d4+4x2, Usable as a free action for a number of rounds per day equal to 8

Items:

Scholar's Outfit

Money:

500 Gold

Feats:

Eschew Materials(Bonus Sorcerer Feat)
Cosmopolitan (Abyssal, Draconic, Linguistic, Sense Motive)

Special Abilities:

Catfolk;
+2 Dex, -2 Wis, +2 Cha
Scent
Cat`s Luck: Can roll a reflex saving roll twice, and take the better roll, must decide before roll/1 per day
Sprinter: +10 foot speed when using charge, run, or withdraw actions
Natural Hunter: +2 to Perception, Stealth, and Survival

Character Traits;
Indomitable Faith: +1 on Will saves
Poverty-Stricken: +1 on Survival, Survival is a class skill

Sorcerer Crossblooded;
Drawbacks: -1 for every spell known at each sorcerer level including cantrips, -2 on Will Saves
Cantrips
Bloodline Power(Crossblooded - Abyssal, Draconic - Red)
Abyssal Class Skill: Knowledge (Planes)
Draconic Class Skill: Perception
Abyssal Bloodline Arcana: Creatures summoned through the summoning subschool gain DR/good equal to 1/2 sorcerer level (Minimum 1.) Does not stack with other DR the creature might have.
Draconic Bloodline Arcana: +1 point of damage per die rolled on fire spells
1st level; Draconic Bloodline Power: Dragon Claws: Can grow claws as a free action that deal 1d4 damage and can be used for a number of rounds per day equal to 3 + Charisma Modifier

Spells:

Spells per day

Concentration = + 5 + caster level

1st = 5

Spells Known/Save DC

0 Level Spells/DC 15: Acid Splash, Detect Magic, Prestidigitation

1st Level Spells/DC 16: Burning Hands 1d4+1

Languages: Abyssal, Catfolk, Common, Draconic

Experience: 200

Background:

Xilena always felt she was different. The dragon blood in her was discovered when she was a very young age. When her people found out it was that of red dragon's blood, she went on trial. Her elders could sense something else was within her, and when they found out what it was, they banished her. Refusing to tell what that mysterious power she had within her was, she had no choice but to steal whatever she could get her hands on. She could only steal two language books before she was forced to live in the woods. Destined to die, all that kept her alive was a dream of a beautiful elven woman with butterfly wings. The woman told her to never give up, and to stay alive. That dream came true when Professor Lorrimor found her one day, and took her under his wing. Unfortunately her apprenticeship only lasted a few mere days before his passing.[/sblock]
 
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saphyre_wolf

First Post
Zatira Kafka

[sblock]
Name: Zatira Kafka
Race: Catfolk
Gender: Female
Size: Medium
Age: 20
Class: Level 1 Rogue (favoured class)
Alignment: Neutral Good
Diety: olidammara
Height: 5'0"
Weight: 100 lbs
fur: black looks like a black panther
Eyes: amber

Str: 18-4
Dex: 20-5 (+2 racial)
Con: 16-3
Int: 16-3
Wis: 12-1 (-2 racial)
Cha: 12-1 (+2 racial)

HD: 1d8+5 (+1 from favoured class) HP: 13
DR: 0 Resistances: 0
Speed: 30 ft
Initiative: +5
AC: 18, Touch: 15, Flat-footed: 13
Base Attack Bonus: 0, CMB: 4, CMD: 19

Fort: 3
Ref: 7
Will: 1

Skills: acrobatics 7, knowledge (local) 5, perception 7, sleight of hand 9, stealth 11, disguise 5, disable devise 9, sense motive 5, bluff 5, escape artist 9, use magic device 5

Weapons: Spiked chain - +5 - 2d4+5 - 19-20x2 reach +1 masterwork

Armour: masterwork studded leather +3

Items: Covered wagon with 2 light horses (the wagon has a medium size chest with a simple lock on it. The chest has the desguise kit and money are stored there as well as other valuable items), a belt pouch with a masterwork thieves tool kit in it, gold colored signet ring on tail, and 40ft hempen rope the last ten feet split in two used to tie horses when not hitched to wagon

Money: 13

Feats: exotic weapon pro (spiked chain)

Special Abilities:

Catfolk;
+2 Dex, -2 Wis, +2 Cha
Low-Light Vision
Cat`s Luck: Can roll a reflex saving roll twice, and take the better roll, must decide before roll/1 per day
Sprinter: +10 foot speed when using charge, run, or withdraw actions
Natural Hunter: +2 to Perception, Stealth, and Survival

Rogue;
Sneak attack +1d6, trapfinding

Character Traits: Canter, rich parents

Languages: catfolk, common, sylvan, elven, draconic

Experience:

Background: Zatira grew up in a small town with her parents. Her father was the mayor of the town, so they weren't exactly poor. She grew up with everything she ever wanted but always thought there was something missing. One day when she was a young cub she was out playing with her less fortune inclined friends, when she saw a tail ring that she really wanted but her mother would not buy it for her. So she waited till no one was looking and took it. It was exhilarating. Ever since she took that ring she has stolen things that she wanted and has taken things for her friends when they needed money or other things.

Description: Pure black small and sleek she wears a cloak to cover herself and has the hood up almost all the time when she is in public to hide her face. Her eyes are a beautiful sapphire blue eyes. She wears a gold ring on her tail. She wears a studded black leather shirt with leather pants and mid calf length worn brown boots. She has 2 earings in her right ear and 1 in the other. She has long hair with a few small braids.
[/sblock]
 
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The Joker

First Post
wanna turn up the heat?

[sblock=kyrus silvers]
Name: Evocation Admixture Apprentice Grade 7: Kyrus Octavious Silvers
Gender: Male
Race: human
Size: Medium
Age: 21
Class: Level 1 Wizard (wizard as favored)
Alignment: Lawful neutral
Deity: Infernos
Height: 5'10"
Weight: 190 lbs
Hair: Short styled bleach blond hair with a single braid, bound with a small silver ring.
Skin: Olive
Eyes: Disturbingly deep violet

Str: 11/0
Dex: 16/3
Con: 13/1
Int: 20/5
Wis: 16/3
Cha: 16/3

HD: 1d6+1
HP: 7
DR: 0 Resistances: 0
Speed: 30 ft.
Initiative: + 3
AC: 13, Touch: 13, Flat-footed: 10
Base Attack Bonus: 0,
CMB: 3,
CMD: 13
Fort: 0+1= 1
Ref: 0+3= 3
Will: 2+3= 5

Skills:
Ranks per lvl: 2 + int (5) +1 for fav class +1 human= 9

Craft (alchemy) 1+3+5= 9
Diplomacy 1+3+3+1= 8
Knowledge (arcane) 1+3+5= 9
Knowledge (religion) 1+3+5= 9
Knowledge (nature) 1+3+5= 9
Knowledge (planes) 1+3+5= 9
Knowledge (history) 1+3+5= 9
Linguist 1+3+5= 9
Spellcraft 1+3+5= 9

Weapons:
attack damage crit
dagger 0 1d4 19-20/x2
Quarterstaff 0 1d6/1d6 x2

Items:
Typically worn:
Tattoo x4 8gp 0lb
Spell component pouch 5gp 2lb
Traveling spellbook 10 gp 1lb
Water skin 1gp 4lb
Scholar's Outfit 5gp 6lb

Belt pouch 1gp 1/2lb
Inside:
Flint and steel 1gp

Belt pouch 1gp 1/2lb
Inside:
Oil 1sp 1lb

Belt pouch 1gp 1/2lb
Empty
Belt pouch 1gp 1/2lb
Empty
Belt pouch 1gp 1/2lb
Empty
Total weight: 16 1/2lbs

Chest (huge) 25gp 250lb
Inside:
Masterwork backpack 50gp 4lb
Inside/ on:
Hemp rope (50 foot) 1gp 10lb
Spade 2gp 8lb
String (50ft) 1cp 1/2lb
Torch x10 1sp 10lb
Hooded lantern 7gp 2lb
Crowbar 2gp 5lb
Grappling hook 1gp 4lb
Soap 5sp 1lb
Total weight: 44 1/2lbs

Chest (steel, small with superior lock) 152 gp 25lbs
Inside:
Spellbook: Unnamed journal 265 g
Spellbook: Defensive primer 160 gp
My Grimoire (spellbook with simple lock) 35g 5lb
Spare money
Total weight: 30lbs

Chest (medium) 5gp 50lb
Inside:
Portable alchemist lab 75g 20lb
Hour glass (1 minute) 20g 1/2lb
Scroll case x20 20gp 10lb
Potion vial x20 20gp
Oil x9 9sp 9lb
Candle x10 1sp
Ink 1 ounce 8gp
Ink pen x5 5sp
Sheet of parchment x20 4gp
Sealing wax x5 5gp 5lb
Abacus 2gp 2lb
Chalkboard 1gp 2lbs
Chalk x10 1sp
total weight: 98lbs

Total weight for huge chest:
423lbs with backpack inside
379lbs without.

Money:
5 Gold 13 silver 9 copper

Feats:
Extra attributes
Extra cantrips

Special Abilities:

Racial:
bonus feat
Skilled

wizard:
Arcane bond (ring)
Arcane school (evocation: focused arcane school: admixture school)
Opposed schools: necromancy, enchantment.
Cantrips
scribe scroll

Evocation:
Intense spells: +1/2 (minimum +1) wiz level to dam for evocation spells.
Versatile evocation: swap energy types. 8/day

Character Traits;
Magical talent: Ray of frost 1/day
Rich parents: 900 starting gold.
Charming: Good looking, +1 to diplomacy to everyone who might find me attractive.
World traveled: +1 to diplomacy and diplomacy is now a class skill.


Spells:

Spells per day

0 Level Spells/DC 15:
Mage hand,
Ray of frost,
open/close,
Detect Magic,
Prestidigitation

1st Level Spells/DC 16:
Mage armor,
Burning hands
Ear-piercing scream.

Languages: common, Elvin, dwarvin, Ignan, draconic, undercommon, sylvan

Experience:

Background:
Born during a solar eclipse, Kyrus is the son of a pair of wealthy and powerful, yet retired adventurers. Cindy and Merrick silvers, Kyrus was named as such in honor of one of there fallen comrades a talented half-elf ranger. the son of two arcane users (Cindy gallous, was known as “cinders” was a powerful pyromancer, and Merrick silvers was a brilliant universalist, who always had an answer) Kyrus was raised as if distend to be a spell caster. At a young age he was tested to see if he possessed the spark of the sorcerer. Although he did not, he possessed a brilliant mind, and his parent used there riches to send him to the rare and esteemed admixture school of evocation, where he spent his next few years.

During his school years, he became enthralled with fire (it was during this time he began to worship the deity infernos, the god of the everflame.) and showed an almost obsessive need to know spells, blowing almost all his money on rare and ancient tomes of magic as well as spending countless hours in the library.

By the time he had learned his art and was ready to step out into the world, his parents had passed and he was alone. In the first year he took to being a wanderer, using what was left of his fortune and his natural good looks to get by, but one old wizard saw how he was living and gave him a few pointers: becoming a traveling salesman. Selling scrolls, spells as well as his skills as an alchemist, Kyrus lived his new life to the fullest which in turn allowed him to accept his parents death. After a few years as such, Kyrus received a letter saying the kindly old man who changed his life had passed.
[/sblock]
 
Last edited:

Jemal

Adventurer
Gor
Half-Orc Cleric 1 of Iori
AL: NG HT: 6'2" WT: 200 Hair: Bald Eyes: Brown

STR: 20 (+5) [18 points +2 Orc]
DEX: 14 (+2) [14 points ]
CON: 12 (+1) [12 points]
INT: 12 (+1) [12 points]
WIS: 18 (+4) [18 points]
CHA: 16 (+3) [16 points]

HP: 9 (1d8+1) AC: 20 (10 base +2 Dex +6 Armour +2 Shield)
Saves: FORT: +4 (2 base +1 con +1 Luck) REF: +3 (0 base +2 dex +1 Luck) WILL: +7 (2 base +4 wis +1 Luck)
Init: +2
Speed: 20

Bab: 0
CMB: (+5) CMD: 17 (10 base +5 str +2 dex)
Attacks:
Great
Flail: +5, 1d8+5

Skills(Total/Ranks):[4/lvl] Diplomacy(+8/1), Heal(+9/1), Knowledge: Religion(+5/1), Sense Motive(+8/1), Intimidate(+5), Perception(+4)

Feats: [1] Improved Grapple

Class Features:
Domains (Healing, Memory), Spellcasting, Channel Energy 1d6(6/day, DC14), Aura of Good
Darkvision(60), Chain Fighter, Intimidating, Orc Blood, Sacred Tattoo.
Rebuke Death(7/day, heal 1d4+1 to dieing creature)
Recall(7/day grant Knowledge reroll with +4 insight bonus)

Traits: Caretaker(+1 Heal), Ease of Faith(+1 Diplomacy)
Languages: Common, Orc, Celestial

Spells:
Cantrips - Mending, Detect Magic, Create Water
1st lvl(2+D) - Bless, Summon Monster 1 (Domain: Cure Light)

Equipment:
Breast Plate(200), Heavy Steel Shield(20)
Silver Holy Symbol (25)
Holy Water
Scroll of Protection from Evil

*Bag of Adventuring Supplies: 100 gp
Silver Holy Symbol: 5 gp
Pouch with 100 gp
 

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