[Pathfinder] 'Down Camlin Way' Character Information & Gallery

Friadoc

Explorer
Welcome to the 'Down Camlin Way' campaign, which uses the Pathfinder Roleplaying Game and is set in the Varisia region of Golarion.

Starting location/Campaign's central point: Camlin Fell & Camlin Shore (they lie roughly halfway between Wartle and Whistledown on the northern back of the Yondabakari River).

Camlin Shore is a small outfitters and trading post that is actually on the shores of the Yondabakari River, while Camlin Fell is set back into a southern shoulder of the fey touched Sanos Forest. It is prosperous enough to support a modest population, yet small enough of an operation to be overlooked by its neighbors and other entanglements.

It's people are a mix of tradefolk and foresters, with trappers, guides, and others as common to their number as tinkerers, tailors, and smiths. Unlike many areas in Varisia, half-elves are not only common here but welcome, much to the chagrin of others in the region. The same can be said for many of the non-human races.

Character Generation:

Point-Buy - High Fantasy
Hit Points - Max Hit points per level
Starting Money - Max Starting Money

Basically, the rolling starts once we're gaming. ;)

Our Out-of-Character Discussions can be found, and made, here - OOC

The In Character thread can be found here.
 
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Leif

Adventurer
Tyyrh [pronounced "T(ch)ure"]
Elf Fighter 1
[Favored Class Bonus: 1st level:+1hp ]
XP: 400 (thru 100 RP bonus for all in IC post 241)
Traits:
-Warrior of Old [+2 init, +1 damage on crits (bonus is multiplied)]
-Deft Dodger [+1 Ref saves]

[sblock=Point buy]
S14 (5pts)
D15 (7pts) +2 racial = 17
C16 (10pts) -2 racial = 14
I8 (-2 pts) +2 racial = 10
W10 (0 pt)
C10 (0 pt)
[/sblock]
Tyyrh's final ability scores at L1:
S14 +2
D17 +3
C14 +2
I10 +0
W10 +0
C10 +0

Alignment: N/G

HP: 13/13
AC:20=10+1(feat)+3(dex)+6(chainmail)
FF AC: 16 ; T AC: 14
Move: 20ft
BAB: +1
CMB: +3
CMD: 17 [10+BAB+Str bon+Dex bon+Dodge feat bon]
Init: +5 [+3dex+2trait]

Feat(s)
-[L1]Weapon Focus (Elven curve blade--+5 att/1d10+3 dam)[+3str+1BAB+1feat]
Fighter Bonus Feat(s)
-[L1]Dodge (+1AC dodge bonus)

Skills (2 ranks/level)
-Climb 1rank+2str=+3
-Perception 1rank+2racial=+3

Saves:
Fort: +4; Ref: +4;Will: +0

[starting gold = 300gp]
[20gp left over]
Chainmail (150gp, +6AC+3dex+1feat) (AC:20) (move=20ft)
Elven curve blade (80gp; 1d10+3 dam; +5 att, 18-20 X2)
Longsword (15gp; 1d8+2 dam; +4 att, 19-20 X2)
Dagger (2gp; 1d4+2 dam; +3 att, 19-20 X2)
Short bow (30gp; 1d6 dam; +5 att, X3 )
Quiver of 40 arrows (2gp)
Backpack (2gp)
Belt Pouch (1gp)

pp
gp 20
sp
cp

[sblock=Tyyrh's story]
Tyyrh was born into a family of minor elven nobility in the Great Forest of Prendine. He has an older brother (Wyyng, pronounced "Ching") who is a half-elf wizard of great power (at least 4th or 5th level I figure), and Tyyrh has always been quite resentful of his half-breed brother and driven to prove the superiority of the pure-blooded elf. There was no way he could compete in arcane knowledge, so he went to the opposite extreme, and just learned to kick his big brother's a$$ at will. Wyyng got in tight with the 'bigwigs' of the local elf leadership despite being only half-elven, and made it very uncomfortable for Tyyrh to live and function there. Tyyrh, realizing that Wyyng had beaten him, swallowed his pride and left his home, hoping one day to return. Tyyrh wandered for awhile, and eventually made his way to Varisia and Camlin Shore. Now that he sees that Camlin shore is a haven for all Half-Elves, he questions the wisdom of coming here!

In Camlin Shore, Tyyrh met Ernesto de Palo Torres, with whom he instantly fell into a lively and passionate discussion/debate concerning their differing martial practices and styles. During their journey to Camlin Shore, the two of them developed a grudging admiration for each other in spite of their differences.
[/sblock]
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Ernesto de Palo Torres

Monk 1-human
Ernesto de Palo Torres <-- gives an open for a place to wander to

From the rolling hills of the southern wine country is a monistary within well guarded walls. They garden most of what they need, selling the rest to cover repairs and such. The vineyards are quite vast, for this is what they are truly known. What the not so commoners know is it is also the keepers of a vast library with not a few rumors of an arsenal of weapons and items of power.

It is from here the intrepid Ernesto has been raised-found as a child-an orphan in a dangerous world . . . . . Intrigue within mysteries; riddles coded into conundrums. State vs cathedral. Who knows why he has been sent out . . . . .

[quot=lief]There, in Camlin Shore, he met Ernesto de Palo Torres, with whom he instantly fell into a passionate discussion/debate concerning their differing martial practices and styles. The two of them developed a grudging admiration for each other in spite of their differences.[/quote]

during one of the many trips to town to sell wine in exchange for supplies, Ernesto met the aquaintenance of an elvin warrior named Tyyrh with whome he enguaged in open discorse as to the need for weapons or not. For now they agree to disagree . . .

Human Monk 1 20 pt buy

Code:
Name:    Ernesto de Palo Torres
Class:   Monk of the Four Winds 1
Race:    Human
Size:    Medium
Gender:  Male
Algn:    Lawful Good
Deity:

Languages: Common, Elvin, Dwarvin

str   12   +1   Level 1   XP:
dex   14   +2   HD 1d8 +2   HP 10
con   14   +2   BAB +0    CMB +1   CMD  15 (str +1; wis +2; dex +2)
int   14   +2   INIT +2   SPEED 30 ft
wis   14   +2   
cha   10   +0   

Human bonus: +2 str

[B]SAVING
[U]THROWS  base  abil  misc  total[/B][/U]
Fort    +2    +2    ---    +4
Ref     +2    +2    ---    +4
Will    +2    +2    ---    +4

[B][U]A/C    armor    dex   acp gnotes[/U][/B]
 15    ---      +2    -0  +1 dodge; +2 wisdom
Touch and flat footed are same

[B][U]offense   attack   damage    crit    range    type  gnotes[/U][/B]
open hand  +1      1d6+1    20/*2    ----      b
flurry     -1      1d6+1/   20/*2    ----      b
of blows           1d6+1
1/4 staff  +1      1d6+1    20/*2    ----      b
dagger     +1      1d4+1    20/*2    ----      p/s
xbow, lt   +2      1d8      20/*2    80 ft     p
dagger.    +2      1d4+1    20/*2    10 ft     p/s
 thrown

[U]Feats[/U]

[B][I][U]Combat Expertise[/U][/I][/B](human)take a –1 penalty on melee attack rolls and 
combat maneuver checks to gain a +1 dodge bonus to your Armor Class.
[B][I][U]Dodge[/U][/I][/B] (monk) +1 to A/C
[B][I][U]Improved Feint[/U][/I][/B] (level 1) make a Bluff check to feint in combat as a 
move action

[U]Traits[/U]

[B][I][U]Cliff jumper[/U][/I][/B]- as part of the monistar martial training, daring jumps 
are practiced.
Benefit: You gain a +1 trait bonus on Acrobatics and Climb checks, and on 
Reflex saves to avoid falling.

[B][I][U]Witty Repartee[/U][/I][/B]
Benefit: You gain a +1 trait bonus on Bluff checks and Bluff is a class 
skill for you.

[B][U]Skills                   ranks  class    abil  misc  total  gnotes[/U][/B]
Acrobatics (Dex),           1     +3      +2   +1    +7   trait +1
Bluff (cha)                 1     +3      +0   +1    +5   trait +1
Climb (Str),                1     +3      +1   +1    +6   trait +1
Craft (Int),                0     +3      +2   ---   +2
Escape Artist (Dex),        0     +3      +2   ---   +2
Knowledge (history) (Int),  1     +3      +2   ---   +6
Knowledge (religion) (Int), 0     +3      +2   ---   +2
Perception (Wis),           1     +3      +2   ---   +6
Ride (Dex),                 0     +3      +2   ---   +2
Sense Motive (Wis),         0     +3      +2   ---   +2
Stealth (Dex),              1     +3      +2   ---   +6
Swim (Str).                 0     +3      +1   ---   +1

skill points 4+2 (int)

[U]equipment[/U]  60 gp + monks robe
[U][B]ITEM                 COST   WEIGHT gnoats[/B][/U]
Monk's robe           ---     ---   wearing
1/4 staff             ---     4.0
Dagger  x3            6.0     3.0
Crossbow, lite       35.0     4.0
   Bolts * 10         1.0     1.0     tracker: 00000 0000


[U]Monk features: Monk of the Four Winds[/U]

[B]Unarmed Strike:[/B] At 1st level, a monk gains Improved Unarmed Strike 
as a bonus feat. 
[B]Bonus Feat:[/B] At 1st level, 2nd level, and every 4 levels thereafter, a 
monk may select a bonus feat.
[B]Elemental Fist (Su)[/B]: +1d6 elemental damage. replaces stunning fist

[U]Human traits and features[/U]
alt skilled for favored class bonus to recieve [ Monk: Add +1/4 to the
monk’s ki pool.]
 
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Shayuri

First Post
Work in progress

Talashia
Human Air Element Sorceror 1

Str 8 -2
Dex 14 5
Con 12 2
Int 12 2
Wis 13 3
Cha 18 10 (+2 human racial bonus)

HP: 7/7
AC: 12
Ref +2, Fort +1, Will +3

Race Abilities
Bonus Feat
Bonus skill point
...that's all.

Class Abilities
Eschew Materials
Air Elemental Bloodline
- Arcana: Can change the energy damage type and descriptor of a spell to lightning whenever cast.
- Spells:
- Feats:
- Powers:
* - Elemental Blast (Sp) (+3 to hit (rng tch), 1d6+1 lightning dmg, 30' rngm 7/day)

Traits
Charming (+1 Bluff/Diplomacy/DC for language-dependent spells when used against compatible foes)
Theoretical Magician (+2 to spellcraft)

Feats
h Skill Focus: Knowledge (Arcana)
1 Point Blank Shot

Skills 4
Knowledge (Arcana) 1, +7
Bluff 1, +8 (+1 vs compatible)
Intimidate 1, +8
Spellcraft 1, +6

Spellcasting (Sorceror CL 1, DC 14+lvl)
0 Mage Hand, Message, Detect Magic, Acid splash
1 Shield, Protection from Evil
 

industrygothica

Adventurer
Name: Jorgan DeLansing
Class: Oracle 1
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Mystery: Life
Languages: Common, Goblin
Age: 19
Height: 5'11"
Weight: 165lb
Eyes: Brown
Hair: Brown

[sblock=Statistics]
Code:
[B]Str:[/B] 12 +1 ( 2p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B]  8 -1 (-2p.)     [B]BAB:[/B] +0         [B]HP:[/B] 10 (1d8+1)
[B]Con:[/B] 13 +1 ( 3p.)     [B]CMB/D:[/B] +1/+1    [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 12 +1 ( 2p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 14 +2 ( 5p.)     [B]Init:[/B] -1        [B]Spell Save:[/B] +X
[B]Cha:[/B] 18 +4 (10p.)     [B]ACP:[/B] -5         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B] 17           10    +5    +2    -1    +0    +0    +1    XX
[B]Touch:[/B]  10              [B]Flatfooted:[/B] 17

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +1    +0    +1
[B]Ref:[/B]                       0    -1    +0    -1
[B]Will:[/B]                      2    +2    +0    +2

[B]Weapon                  Attack   Damage     Critical[/B]
Morningstar               +1     1d8+1        x2
[/sblock]
[sblock=Class Abilities]
  1. Mystery: Life
    • Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
    • Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).
  2. Revelations:
    • Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of
      damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
  3. Oracle's Curse (Lame): One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
    • At 5th level, you are immune to the fatigued condition (but not exhaustion).
    • At 10th level, your speed is never reduced by armor.
    • At 15th level, you are immune to the exhausted condition.
[/sblock]
[sblock=Skills and Feats]
Feats:
  1. Selective Channeling (Human bonus feat):When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
  2. Dodge (1st level): +1 dodge bonus to AC
Skills
  • Handle Animal +9
  • Heal +8
  • Knowledge (History) +5
  • Knowledge (Nature) +5
  • Sense Motive +8
  • Survival +8
[/sblock]
[sblock=Equipment & Money Log]
Code:
[B]Equipment:                  Cost  Weight[/B]
Morningstar                   8gp  6lb
Scale Mail                   50gp 30lb
Shield, Light steel           9gp  6lb

[B]Total Weight:[/B]42lb      [B]Money:[/B] 143gp --sp --cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43   86   130   260   650
[/sblock]
[sblock=Spells]

Level 0 (4)
· Guidance
· Light
· Stabilize
· Virtue

Level 1 (2, 4 per day)
· Bless
· Doom

Cure Spells
· Cure Light Wounds
[/sblock]
[sBlock=Appearance]
It's been thirteen years since the tragedy that took everything from Jorgan. The death of his parents and loss of his love have left their mark on young man whose deep brown eyes emit a constant sadness. The lines in his prematurely aged face tell of a life wrought with despair and hardship. His left leg was crushed when a building fell on him, leaving him with a severe limp and an even greater determination.
[/sBlock]
[sBlock=Background]
As a child, young Jorgan DeLansing dreamed of being the Hero of the Realm, though his realm was nothing but an unmapped village perched upon a cliff in the Malgorian Mountains overlooking Ember Lake. A Tanner’s son, he’d spend his days in the lowland clearings hacking away at the overgrown grass with his wooden sword, felling goblin after imaginary goblin. “For Tamryn!” he’d scream as his deadly blade cleaved his unseen foe clean through. Tamryn, however, was anything but imaginary.

She was the daughter of a huntsman, and six years older than Jorgan’s seven. To her, he thought, he was as invisible as the goblins hanging from the end of his sword, but he swore he’d have her one day.

The screams awakened him from his reverie, and his deep brown eyes shot up the hill with fear and wonder. He scurried quickly up the faint path leading back to the village and ducked into the thick brush for a better look. The goblins weren’t make-believe, and neither was the sorcerer turning the buildings to cinders. And then he saw her.

She fought hard, kicking and clawing at the oversized goblinoid dragging her by her raven hair, but it was too powerful. Gnarled teeth flashed from under the putrid flesh upturned into a sadistic grin that said the goblin would have his way. But Tamryn fought. She brought her small bare foot down on the thing’s ingrown toes and it erupted into a furious howl. She turned then, spat in the things face, and bolted free from its grasp.

Right into the waiting arms of another.

The new goblin was less inclined with satisfying carnal urges, and raised a crude dagger to finish her off.

Jorgan unconsciously shot from the brush screaming. He reached for her, and as the goblin’s dagger came in for its death blow, the village tavern exploded behind him. The goblin was thrown back, and instead of the dagger opening the girls throat, she had only a nasty gash on her otherwise pristine face.

Jorgan found himself buried under the debris, his left leg burning with pain. The goblins hadn’t seen him, but as the sorcerer approached the girl and carried led her away, he swore that her eyes met his just before he lost consciousness.
[/sBlock]
[sblock=Leveling Information]
Level 1
  • Extra skill point (human)
  • Favored Class Point to HP (HP total: 10)
  • Feat: Selective Channeling
  • Feat: Dodge
[/sblock]
 
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Friadoc

Explorer
As I've been giving this some thought, and folks seem to be accepting of a sandbox style campaign, I think I'm going to go full outward growing sandbox. Basically, we'll grow the location as needed, find details as needed, and go from ther.

Cool?

Once characters are made, and folks feel ready and intertwined, we'll launch. Events will following along a gradient, small to large, with there being an underlying plot that shall be discovered in time.
 


jkason

First Post
Gileysefed Lan, gnome oracle

Code:
Name: Gileysefed Lan     Age: 44
 Class: Oracle (favored)  Archetype: None
  Race: Gnome               Height: 3'2"                  
  Size: Small              Weight: 37 lbs
Gender: Male                  Hair: Green
 Align: Chaotic Good          Eyes: Lavender
 Deity: Gozreh                Skin: Pale green

Str: 12 +1 (05 p)     Level: 01             XP: 400
Dex: 14 +2 (05 p)       BAB: +0             HP: 10 (1d8 + 2 Con)
Con: 14 +2 (02 p)       CMB: +0            CMD: 12
Int: 10 +0 (00 p)     Speed: 15'/20'       Dmg Red: 0/anything
Wis: 08 -1 (-2 p)      Init: +2      Spell Res: None 
Cha: 18 +4 (10 p)       ACP: -5      Spell Save: N/A
                                           ASF: 00

    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge  Misc
              18    10    +4     +1    +2    +1    +0    +0    +0     +0

                  Touch AC: 13              Flatfooted AC: 16

Saving Throw   Base    Mod   Misc   Special  Total  
Fort:            00    +2     +0               2
Ref:             00    +2     +0               2
Will:            02    -1     +0       +1*     2

* Animal Friend (only within 30' of tiny or larger animal)
Conditional: +2 vs. fear / despair effects
Conditional: +2 vs. illusion spells / effects

Weapon                  Attack    Damage      Critical     Special
Morningstar               +1        1d6+1      20/x2   
Dagger                    +1        1d3+1      19-20/x2
Dagger (thrown)           +2        1d3+1      19-20/x2  Range 10 ft.
Crossbow                  +2        1d6        19-20/x2  Range 80 ft. 

* Mounted: +1 attack, high ground vs. small or smaller while mounted
     
Languages: Common, Gnome, Sylvan, Draconic, Giant

Racial Abilities:
    * +2 Con, +2 Cha, -2 Str
    * Small (+1 AC, +1 attack, -1 CMB & CMD, +4 Stealth)
    * Low-Light Vision
    * Keen Senses: +2 Perception
    * Eternal Hope (Replaces Defensive Training & Hatred): 
             +2 save vs. fear and despair
             1/day reroll a 1 on a d20
    * Gnome Magic: +1 DC illusion, SLAs 1/day
         Dancing Lights
         Ghost Sound
         Prestidigitation
         Speak w/ animals
    * Illusion Resist: +2 vs illusion
    * Academician: +2 Know (Planes) (replaces Obsessive)
    * "Gnome" wepons count as martial
    * Language base: Common, Gnome, Sylvan 
    * Bonus languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc

Class Abilities (Oracle):
    * Proficient all simple weapons
    * Proficient light & medium armor, non-tower shields
    * Spells (spontaneous caster)
    * Add all Cure Spells to spells known
    * Mystery (Nature):
         Add Climb, Fly, Know (nature), Ride, Survival, 
             and Swim to class list
         Bonus Spells
    * Revelation (1st): Bonded Mount
         Wolf, functions as druid animal companion
         oracle level = effective druid level
         Int of 6
    * Curse (Haunted):
         Standard action to retrieve any stored item
             (does not include spell components)
         Add Mage Hand and Ghost Sounds to spells known
         Favored Class bonus: 
              +1/2 level for determining curse abilities (x1)

Spells Known:

Orisons (DC 14): Create Water, Detect Magic, Mending, Read Magic, Mage Hand (curse), Ghost Sounds (curse)
1st level (DC 15, 4x/day): Bane, Cause Fear, Cure Light Wounds

Traits:
* Animal Friend (Racial): +1 Will saves within 30' of tiny or larger animal, 
                                 Handle Animal class skill
* Etymologist (Social): 
       +1 trait to Linguistics, 
       +1 bonus language, 
       Ling class skill 

Feats:
Skill Focus (Know Nature) (1st): +3 to skill, +6 at 10 ranks
(future) Eldritch Heritage (Verdant) (3rd)
 
Skill Points: 04, max ranks 1
             
Skills                 Rank    CS   Ability   ACP   Misc  Total
Diplomacy               1      3       4                   +8
Handle Animal           0      0       4             +4~   +8 (Bonded Mount only)
Knowledge     
   Nature               1      3       0             +3*   +7
   Planes               1      3       0             +2**  +6
Linguistics             1      3       0             +1^   +5
Perception              0      0       -1            +2#   +1

* Skill Focus
** Academician
^ Etymologist
~ Link (Bonded Mount)
# Keen Senses

-------------------------------------

Equipment                      Cost     Weight
Hide armor                      15 gp   12.5  lb
Light wooden shield              3 gp    2.5  lb
Morningstar                      8 gp    3    lb
Spring loaded wrist sheath       5 gp    0.25 lb
        Dagger                   2 gp    0.5  lb
Light crossbow                  35 gp	 2    lb
crossbow bolts (10)              1 gp    0.5  lb
Explorer's Outfit                0 gp    0    lb
Belt pouch                       1 gp    0.5  lb
Wooden holy symbol               1 gp    0    lb
Spell Component Pouch            5 gp	 2    lb
Backpack                         2 gp	 0.5  lb
        Tanglefoot bag	        50 gp    4    lb
        Signal Whistle         0.8 gp	 0    lb
        Alchemist's Fire        20 gp    1    lb
        Flint and Steel          1 gp    0    lb
        Ink (1oz vial)           8 gp    0    lb
        Inkpen                 0.1 gp    0    lb
        Chalk x5              0.05 gp    0    lb
        Fishhook                 1 gp    0    lb
        Sewing needle          0.5 gp    0    lb

Saddlebags (on wolf)             4 gp    8    lb
        Trail Rations x2         1 gp    0.5  lb
        Sunrod                   2 gp    1    lb
        Waterskin                1 gp    1    lb
        Bedroll                0.1 gp    1.25 lb
        Blanket, common        0.2 gp    0.25 lb
        Cooking kit              1 gp    2    lb
        Rope, hemp (50 ft)       1 gp   10    lb
        Scroll Case              1 gp    0.5  lb
             Parchment x5        1 gp    0    lb
        Soap                  0.01 gp    0.5  lb

Money:

8 gp 2sp 4cp

                         Total Weight on person:  29.25 lb

            Light  Medium   Heavy    
Max Weight: 0-32    33-64   65-97

[sblock=Background]When the human Lans lost their only infant to illness, they prayed that their now-barren home might somehow be blessed with a child resilient enough to survive the rigors of the world. They prayed to their gods, but it was fey spirits lurking in their home who heard and answered. The couple soon found a new baby in their infant's crib: a tiny gnome.

So happy were they to have another child, they chose to ignore the odd chaos which seemed to always surrounded the baby. Certainly it was a tad unsettling the way the wind seemed to whisper with an actual voice on occasion, or in fact that the wind seemed to gust when no windows were opened. But the Lans were so very grateful to have a hale and hearty son with such a sunny disposition that they ignored it.

When Giley's natural tendency to bring home strays resulted in a large, red-haired wolf at their door, the Lans were a little more leery, but despite his intimidating look, Golfinwerg seemed to want nothing more than Gileysefed's safety and happiness, so they didn't really object.

The townsfolk, too, learned to overlook Giley's natural disasters, and the wolf was always so ... well, well-behaved. It is now a common sight to see the bright-eyed Giley riding Golfinwerg about town as if on a sightseeing tour.[/sblock]

[sblock=Bonded Mount]
Code:
[B]Name:[/B] Golfinwerg
[B]Class:[/B] Bonded Mount
[B]Race:[/B] Animal
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral

[B]Str:[/B] 13 +1           [B]Level:[/B] 1        
[B]Dex:[/B] 15 +2           [B]BAB:[/B] +1         [B]HP:[/B] 20 (2d8+4)
[B]Con:[/B] 15 +2           [B]CMB:[/B] +2         [B]Dmg Red:[/B]
[B]Int:[/B] 6  -2           [b]CMD:[/b] 15         [B]Spell Res:[/B] 0
[B]Wis:[/B] 12 +1           [B]Speed:[/B] 50'
[B]Cha:[/B] 6  -2           [B]Init:[/B] +2        

Weight w/ saddlebags: 25
Weight w/ bags & Giley: 49.5

Carry: 75 light  150 med 225 heavy

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    0    +2    +1*   15
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 12

* Dodge

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +2    +0    +5
[B]Ref:[/B]                       3    +2    +0    +5
[B]Will:[/B]                      0    +1    +0    +1

[B]Weapon                  Attack   Damage     Critical[/B]
Bite                      +2     1d6+1*     20/x2

* Trip attempt on a hit

[b]Languages[/b] Common

[b]Special Qualities[/b] Low-light vision, scent

[b]Animal Companion Features[/b]
* Link
* Share Spells
* Class skills: Acrobatics (Dex), Climb (Str), Perception (Wis), Stealth (Dex), Swim (Str)
* Bonus Tricks (1): Track
* Feats: 1
* Skills: 2
* Tricks: All? (Int 6 x 3 tricks per point Int)

[b]Feats[/b]
Dodge (1st)

[B]Skill Points:[/B] 4       [B]Max Ranks:[/B] 1
Linguistics                1    -2    +0            -1
Perception                 1    +1    +3            +5
[/sblock]

[sblock=Notable NPCs]Tomlin Broadpad Halfling mayor of Camlin[/sblock]
 
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