[Pathfinder] mazzoli's Kingmaker RG
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  1. #1
    Acolyte (Lvl 2)

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    Jan 2012
    Tulsa, OK
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    [Pathfinder] mazzoli's Kingmaker RG

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    Last edited by mazzoli; Friday, 13th July, 2012 at 02:13 PM.

  2. #2
    Acolyte (Lvl 2)

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    Jan 2012
    Tulsa, OK
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  3. #3
    Acolyte (Lvl 2)

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    Jan 2012
    Tulsa, OK
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    Reserved 2

  4. #4
    Jaux Rankor

    Game Info

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


    STR: 18 (10 PB, +2 Racial)
    DEX: 15 (7 PB)
    CON: 14 (5 PB)
    INT: 13 (3 PB)
    WIS: 12 (2 PB)
    CHA: 8 (-2 PB)


    HP: 13 = [1d10=10] + 2 (CON) + 1 (FC)
    AC: 17 = 10 + 5 (Scale Mail) + 2 (DEX)
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 15 = 10 + 5 (armor)
    INIT: +2 = + 2 (DEX)
    BAB: +1 = + 1 (Fighter)
    CMB: +5 = + 4 (STR) + 1 (BAB)
    CMD: 17 = 10 + 4 (STR) + 2 (DEX) + 1 (BAB)
    Fort: +2 = + 2 (Fighter) + 2 (CON)
    Reflex: +2 = + 0 (Fighter) + 2 (DEX)
    Will: +1 = + 0 (Fighter) + 1 (WILL) + 1 (Bastard)
    Speed: 20'/30'
    Damage Reduction: None
    Spell Resistance: None
    Spell Failure: N/A

    Weapon Stats

    Guisarme(Melee): +5 = +1 (BAB) + 4 (STR)/ DMG = 2d4+4(S), CRIT 20x3

    Guisarme(Trip): +5 = +1 (BAB) + 4 (STR)/Special: No AoO

    Heavy Flail(Melee): +5 = +1 (BAB) + 4 (STR)/ DMG = 1d10+4(S), CRIT 19-20x2

    Heavy Flail(Trip):
    +5 = +1 (BAB) + 4 (STR)/ Special: AoO

    Shortbow(Ranged): +2 = +1 (BAB) + 1 (DEX)/ DMG = 1d6(P), x3, Range: 60',
    Arrows: 20/20

    Racial Traits

    Ability Adjustments: +2 (Strength)
    Size: Medium
    Speed: 30'
    Favored Class: Fighter
    Bonus Feat: Receive a bonus feat at 1st level.
    Skilled: Receive an extra skill point at 1st level and each additional level.

    Class Features

    Armor/Weapon Proficiencies: Light, Medium, Heavy armor, and Shields (including Tower Shields). All Simple and Martial weapons.
    Bonus Feat: A fighter receives a bonus feat at 1st level and every other level.

    Feats & Traits

    Human- Combat Expertise: -1 on melee attack rolls and melee CMB for a +1 to AC.
    Bonus- Quick Draw: Draw a weapon as a free action.
    1st lvl- Imporved Trip: +2 on Trip CMB and CMD, no AoO.

    A) Bastard: +1 on Will saves, -1 vs Charisma based skills vs. Brevoy nobility
    B) Eyes and Ears of the City: +1 on Perception skill checks, Perception is a class skill.


    Skill Ranks: 4 = [2 (Fighter) + 1 (INT)] x 1 (LvL) + 1 (Skilled)
    Max Ranks: 1
    ACP: -4

    Total                      Stat   Rank  CS  Misc  ACP
    +0  =  Acrobatics           +1     +0   +0   +0   -4   DEX
    +0  =  Appraise             +1     +0   +0   +0        INT
    -1* =  Bluff                -1     +0   +0   +0        CHA
    +0  =  Climb                +4     +0   +0   +0   -4   STR
    +0  =  Craft:_____          +1     +0   +0   +0        INT
    -1* =  Diplomacy            -1     +0   +0   +0        CHA
    -1* =  Disguise             -1     +0   +0   +0        CHA
    -3  =  Escape Artist        +1     +0   +0   +0   -4   DEX
    -3  =  Fly                  +1     +0   +0   +0   -4   DEX
    +0  =  Handle Animal^       +0     +0   +0   +0        CHA
    +1  =  Heal                 +1     +0   +0   +0        WIS
    +3* =  Intimidate           -1     +1   +3   +0        CHA
    +1  =  Know:Dungeoneering^  +1     +0   +0   +0        INT
    +5  =  Know:Engineering^    +1     +1   +3   +0        INT
    +6  =  Perception           +1     +1   +3   +1~       WIS
    -1* =  Perform:_____        -1     +0   +0   +0        CHA
    +1  =  Profession^:_____    +1     +0   +0   +0        WIS
    -3  =  Ride                 +1     +0   +0   +0   -4   DEX
    +1  =  Sense Motive         +1     +0   +0   +0       WIS
    -3  =  Stealth              +1     +0   +0   +0   -4   DEX
    +1  =  Survival             +1     +0   +0   +0        WIS
    +4  =  Swim                 +4     +1   +3   +0   -4   STR
    ~Eyes and Ears of the City
    *-1 when dealing with Brevoy nobility


    Equipment                    Cost         Weight
    Scale Mail                 50    gp      30   lbs.
    Guisarme                    9    gp      12   lbs.
    Heavy Flail                15    gp      10   lbs.
    Shortbow                   30    gp       2   lbs.
    -Arrows (20)                1    gp       3   lbs.
    Backpack                    2    gp       2   lbs.
    -Bedroll                    0.1  gp       5   lbs.
    -Torch x3                   0.03 gp       3   lbs.
    -Hemp Rope (50')            1    gp      10   lbs.
    -Shovel                     0.02 gp       3   lbs.
    -Sledge                     1    gp      10   lbs.
    -String (50')               0.01 gp       0.5 lbs.
    -Iron Spike x4              0.2  gp       4   lbs.
    -Flint and Steel            1    gp       0   lbs.
    -Trail Rations x3           1.5  gp       3   lbs.
                      Total weight carried:  97.5 lbs.
    Treasure: 40 gp, 1 sp, 4 cp Gems:

    Carrying Capacity:
    Light- 100 lbs. or less
    Medium- 101 - 200 lbs.
    Heavy- 201 - 300 lbs.


    Size: Medium
    Gender: Male
    Age: 27
    Height: 5'11"
    Weight: 187
    Hair Color:
    Eye Color:
    Skin Color:


    Adventure Notes
    None yet

    Level Ups

    Level 2
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Favored Class Bonus:
    Last edited by Disposable Hero; Saturday, 29th December, 2012 at 12:36 PM.

  5. #5

  6. #6
    Myrmidon (Lvl 10)

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    Apr 2003
    Columbus, Ohio
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    Human Cavalier 1, Lawful Good
    Description: Large and somewhat bumbling, Prince Liam is imposing, but a likeable and light-hearted chap. He is brash, boastful (per his monicker), engaging, racuous, and a little misogynistic. Prince Liam likes a party, especially if it is being thrown in his honor. He surrounds himself with friends and females (though he has few female friends...)
    Age: 20
    Height: 6'3"
    Weight: 230lbs (without armor & equipment)
    Eyes: Penetrating light blue
    Hair: Fluffy blond, shoulder-length
    Distinguishing Marks: None
    Ability Scores
    STR 16
    DEX 10
    CON 14
    INT 8
    WIS 12
    CHA 18

    AC 19 | FF 19 | Touch 10
    CMB +4 | CMD 11
    Initiative +0
    Base Attack Bonus +1
    Melee Attack - Masterwork Greatsword +6 attack, 2d6+3 damage, Crit 19-20/x2
    Melee Attack - Longsword +4 attack, 1d8+3 damage, Crit 19-20/x2
    Melee Attack - Lance +4 attack, 1d8+3 damage, Crit 20/x3, reach
    - A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.
    Ranged Attack - Heavy Crossbow +1 attack, 1d8 damage, Crit 19-20/x2, RI 120ft
    Saving Throws
    - Fort +4
    - Reflex +0
    - Will +1
    Hit Points 13

    Class Abilities
    Hit Dice d10
    Armor and Weapons Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
    Class Skills Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Perception, Profession, Ride, Sense Motive, Survival, and Swim
    Challenge: 1/day, he can challenge a foe to combat. As a swift action, he chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level (currently, +1). See Order of the Dragon, below.
    Mount: He gains the service of a loyal and trusty steed to carry him
    into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The mount is detailed below. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability. A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
    Order of the Dragon
    - Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
    - Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.
    - Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
    Tactician: He receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, 1/day, he can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds. Allies do not need to meet the prerequisites of these bonus feats.

    Armor Check Penalty -8
    Bluff [1] +8
    Diplomacy [1] +8
    Intimidate [1] +8
    Ride [1] +4*
    * He does not take an armor based penalty to ride checks made with his bonded mount.


    Human - Mounted Combat: Once per round when his mount is hit in combat, he may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if his Ride check result is greater than the opponent's attack roll.
    1st - Weapon Focus - Greatsword: He gains a +1 bonus on all attack rolls he makes using a greatsword.
    Teamwork - Shield Wall: Whenever he wields a shield and is adjacent to an ally wielding a shield who also has this feat, the AC bonus from his shield increases, depending on the shield wielded by his ally.
    •If the ally is wielding a buckler or a light shield, his shield bonus increases by +1.
    •If the ally is wielding a heavy shield or a tower shield, his shield bonus increases by +2.
    He keeps these bonuses even if the ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, he also benefits if an attack targeting him passes through the edge of the shield.

    Natural Born Leader: All cohorts, followers, or summoned creatures under his leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If he takes the Leadership feat, he gains a +1 trait bonus to his Leadership score.
    Rich Parents: His starting cash increases to 900 gp.

    Wealth: 6gp, 9sp
    Equipment [893gp, 1sp]
    - Magic Items: None
    - Consumables: 40x Crossbow Bolt [4gp], 4 doses of Bachelor's Snuff [4gp], 1lb Tobacco [1gp], 1lb Soap [1sp], 1lb Cinnamon [1gp], 1lb Pepper [2gp], 1lb Salt [5gp]
    - Mundane Items: Masterwork Greatsword [350gp], Longsword [15gp], Lance [10gp], Heavy Crossbow [50gp], Banded Mail [250gp], Heavy Steel Shield [20gp], Traveler's Outfit [free], Masterwork Backpack [50gp], Lyre [5gp], 2x Waterskin [2gp]
    - Mount: Palerier, Heavy warhorse [free, see above], Studded Leather Barding [100gp], Military Saddle [20gp], Saddlebags [4gp]

    Background in Brief
    Liam was born the first son of the King Parsan Chelias and his wife, Oriana. The small kingdom, also known as Chelias, was one of the most powerful and influential in the River Kingdoms. Liam was raised in the chivalric Taldan tradition. Once he had completed his knightly training, Liam was sent into the borderlands to defend the villages there and beat back the bandits. It soon became clear that Liam, while physically impressive and with an outstanding presence and braggadoccio personality, Liam was not the brightest of the young knights of Chelias. In fact, Liam was so foolhardy and brave that he often led himself and the warriors in his charge into danger, often with deadly results. King Parsan, unsure what to do with Liam, took the boy into the household to keep him safe while deciding what to do.

    When the regents of Brevoy began to offer charters to settle the Stolen Lands, King Parsan saw an opportunity to send Prince Liam away - far away - and possibly blaze a new trail to earn glory and honor for House Chelias. In the meantime, while Prince Liam is away in the Stolen Lands, Liam's younger brother, Dane, is being groomed to take the throne of Chelias when he becomes of age. Liam is blissfully unaware of these machinations and really believes that he will return to Chelias one day to claim the throne.

    But King Parsan did not send Liam to his death. Instead, the king hired some mercenaries and gathered some allies to help Prince Liam in his efforts to claim the charter in the Stolen Lands. The king, however, would privately admit that he would be pleased never to see his bumbling son ever again.
    Last edited by Insight; Monday, 2nd July, 2012 at 04:33 PM.

  7. #7
    Lama (Lvl 13)

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    Jan 2002
    Napanee, Ontario
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    Vesna "Pixie" Sirota

    Game Info

    Race: Human
    Class: Skirmisher Ranger 2
    Level: 2
    Alignment: Chaotic Neutral
    Languages: Common
    Deity: Calistria


    STR: 15
    DEX: 17
    CON: 14
    INT: 10
    WIS: 08
    CHA: 13


    HP: 24 = [2d10=18] + 4 (CON) + 0 (misc) + 2 (favored class)
    AC: 16 = 10 + 3 (armor) + 0 (shield) + 3 (DEX) + 0 (misc)
    AC Touch: 13 = 10 + 3 (DEX) + 0 (misc)
    AC Flatfooted: 13 = 10 + 3 (armor) + 0 (shield) + 0 (misc)
    INIT: +3 = +3 (DEX) + 0 (misc)
    BAB: +2 = +2 (Ranger)
    CMB: +4 = +2 (STR) + 2 (BAB)
    CMD: 17 = 10 + 2 (STR) + 3 (DEX) + 2 (BAB)
    Fort: +5 = +3 (base) + 2 (CON)
    Reflex: +6 = +3 (base) + 3 (DEX)
    Will: -1 = +0 (base) - 1 (WILL)
    Speed: 30 ft.
    Damage Reduction: None
    Spell Resistance: None
    Spell Failure: N/A

    Weapon Stats

    MW Handaxe (melee): +6 = +2 (BAB) + 2 (STR) + 1 (feat) +1 (misc)/ DMG = 1d6+2(S), CRIT x3
    Dagger (melee): +4 = +2 (BAB) + 2 (STR)/ DMG = 1d4+2(P or S), CRIT 19-20/x2
    Dagger (ranged): +5 = +2 (BAB) + 3 (DEX)/ DMG = 1d4+2(P or S), CRIT 19-20/x2
    Comp Longbow [+2] (ranged): +5 = +2 (BAB) + 3 (DEX)/ DMG = 1d8+2(P), CRIT 20/x3

    Racial Traits

    +2 DEX, Bonus Feat, Bonus Skill Point/Level

    Class Features

    Favoured Enemy (Human +2), Track, Wild Empathy +2, Archery Combat Style

    Feats & Traits

    Human Bonus- Weapon Focus (Handaxe)
    1st lvl- Two Weapon Fighting
    Ranger Bonus - Point Blank Shot

    a) Brigand
    b) Fast-Talker


    Skill Ranks: 14 = [6 (class) + 00 (INT)] x 02 (LvL) + 02 (misc) + 00 (Favored Class)
    Max Ranks: 01
    ACP: -1

    () = class skill
    ^ = trained only
    Total                      Stat   Rank  CS  Misc  ACP
    +02 =  Acrobatics          +03    +00   +0  +00   -1   DEX
    +00 =  Appraise            +00    +00   +0  +00        INT
    +07 =  Bluff               +01    +02   +3  +01        CHA
    +06 =  Climb               +02    +02   +3  +00   -1   STR
    +00 =  Craft:_____         +00    +00   +0  +00        INT
    +02 =  Diplomacy           +02    +00   +0  +00        CHA
    +na =  Disable Device^     +03    +00   +0  +00   -1   DEX
    +01 =  Disguise            +01    +00   +0  +00        CHA
    +02 =  Escape Artist       +03    +00   +0  +00   -1   DEX
    +02 =  Fly                 +03    +00   +0  +00   -1   DEX
    +na =  Handle Animal^      +02    +00   +0  +00        CHA
    -01 =  Heal                -01    +00   +0  +00        WIS
    +01 =  Intimidate          +01    +00   +0  +00        CHA
    +na =  Know:Arcana^        +00    +00   +0  +00        INT
    +na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
    +na =  Know:Engineering^   +00    +00   +0  +00        INT
    +05 =  Know:Geography^     +00    +02   +3  +00        INT
    +na =  Know:History^       +00    +00   +0  +00        INT
    +na =  Know:Local^         +00    +00   +0  +00        INT
    +05 =  Know:Nature^        +00    +02   +3  +00        INT
    +na =  Know:Nobility^      +00    +00   +0  +00        INT
    +na =  Know:Planes^        +00    +00   +0  +00        INT
    +na =  Know:Religion^      +00    +00   +0  +00        INT
    +na =  Linguistics^        +00    +00   +0  +00        INT
    +04 =  Perception          -01    +02   +3  +00        WIS
    +01 =  Perform:_____       +01    +00   +0  +00        CHA
    +na =  Profession^:_____   -01    +00   +0  +00        WIS
    +02 =  Ride                +03    +00   +0  +00   -1   DEX
    -01 =  Sense Motive        -01    +00   +0  +00        WIS
    +na =  Sleight of Hand^    +03    +00   +0  +00   -1   DEX
    +na =  Spellcraft^         +00    +00   +0  +00        INT
    +07 =  Stealth             +03    +02   +3  +00   -1   DEX
    +04 =  Survival            -01    +02   +3  +00        WIS
    +01 =  Swim                +02    +00   +0  +00   -1   STR
    +na =  Use Magic Device^   +01    +00   +0  +00        CHA


    Equipment                    Cost  Weight
    Folded Fairy Wings Tattoo   20 gp   -
    Explorer's Outfit	     -      - 	
    Studded Leather		     -     20 lbs.
    Kressle's MW Handaxes        -      6 lbs.
    4 Daggers		     -      4 lbs.
    Silver Fairy Amulet	    20 gp   -
    Masterwork Backpack	    50 gp   4 lbs.
    - Bedroll		     1 sp   5 lbs.
    - Winter Blanket	     5 sp   3 lbs.
    - Sack			     1 sp  .5 lbs.
    - Whetstone		     2 cp   1 lb.
    - 7 Days Rations	    35 sp 3.5 lbs.
    - Clay Mug		     2 cp   1 lb.
    - 3 Torches 	             3 cp   3 lbs.
    - Sewing Needle		     5 sp   -
    - 2 Pints of Oil	     2 sp   2 lbs.
    - Traveller's Outfit         1 gp   5 lbs.
    Belt Pouch		     1 gp  .5 lbs.
    - Pot of Cure Light Wounds  50 gp   -
    - Flint & Steel		     1 gp   -
    - 3 Pieces of Chalk	     3 cp   -
    Waterskin		     1 gp   4 lbs.
    Horse			     -      -
    Riding Saddle                -     25 lbs.
    Bit & Bridle                 -      1 lb. 
    Saddlebags                   -      8 lbs.
    - Happs' Comp Longbow [+2]   -      3 lbs.
    - Quiver w/20 Arrows         -      3 lbs.
    Total weight carried: 62.5 lbs.
    Treasure: 85 gp, 0 sp, 0 cp Gems:

    Carrying Capacity:
    light- 76
    medium- 153
    heavy- 230


    Size: Medium
    Gender: Female
    Age: 19
    Height: 5'7"
    Weight: 130 lbs.
    Hair Color: Blonde
    Eye Color: Green
    Skin Color: Lightly Tanned
    Appearance: Unkept
    Demeanor: Unhinged

    Long before she became the bandit known only as "Pixie", Vesna Sirota was the daughter of pioneers attempting to settle the dangerous and untamed wilds of the Stolen Lands. For many years the Sirota family struggled to get by. And they succeeded. Until one year there was a particularly harsh Winter, when Vesna was thirteen. Her parents had been out looking for an elk that had passed by their small farm, hoping to stock up on on good meat and garner a decent hide. But they were caught outside in a sudden snowstorm. Vesna never saw them again.

    Vesna's parents had not left her with nothing. There was enough food in the larter to last her until the snow melted, and they had taught her the basics of surviving in the wilderness. She stayed in the family cottage for two years by herself, not quite knowing what to do and were to go, other than survive. The loneliness of those two years is what made her a little wrong in the head, having no one to talk to but herself and the animals. And unlike in the stories her parents had told her as a child, these animals did not talk back.

    So it was in the Winter of her fifteenth year that things began to look grim. It was another long and cold season, and Vesna was not sure she would survive. She had gone nearly three days without food, huddled in her small cabin, when there was a great hammering on the door. Afraid, Vesna grabbed her trusted hunting knife, holding it out in front of her. And then the door burst open, in walked a bear of a man, grizzled and white haired, with a fresh kill over his shoulder. Wedging the door shut behind him as best he could, he gave Vesna a scolding for not letting him in sooner, asking if she meant to let him freeze to death. When he looked again and saw the knife held by a scared young girl, his expression softened though. He shared his food with Vesna, though he kept his distance that night.

    The man who had rescued Vesna from starvation had another name, but she would later come to think of him as "Old Frostmane" . And it was from him she acquired the name "Pixie". He would be her mentor for the next two years. Old Frostmane was something of a hunter, and something of a bandit as well, though he mostly robbed folks only who were too rich for their own good, or too soft to make it in the Stolen Lands, scaring them back to civilization. He was not much of a killer, though that is not to say their was no blood on his hands. But as with all (relatively) good things, Pixie's time with Old Frostmane came to an end one day when they accidentally stumbled upon a female bear and her cubs. Her mentor hollered at Pixie to run as he put himself in between her and the bear so that Pixie would have enough time to get away. And then she never saw him again. Pixie liked to think sometimes Old Frostmane was still out there, but in her heart she knew that he, like her parents, was gone.

    The next couple of months were lonely ones for Pixie, and she backslided into the bush madness she had slowly been crawling out of with the help of her mentor. But eventually she fell in with some other bandits prowling the Greenbelt, though these were inevitably of a more base kind than her old friend. And under their influence, she grew worse as well. During this time she saw the rise of the man known as the Stag Lord, even running for a time with his men, where she got to know many of those who would later become his favourites and lieutenants. Some of them seemed to live much grander lives than she, and Pixie started to imagine herself sometimes living in the ruined fort with the likes of Akiros Ismort, Falgrim Sneeg, and others. Though one, Dovan of Nisroch, seemed to take a bit of an unhealty interest in her. But her real hero was Kressle, the fierce bandit woman who scared the men so badly they never even so much as looked at her the wrong way. Pixie had learned to handle herself in her years in the Stolen Lands, but fast-talking never seemed quite so effective at keeping grasping hands away as cutting them off, the way Kressle did. Pixie even took up fighting with axe and dagger to emulate her hero.

    But once again all (deceptively) good things eventually come to an end. Pixie and a couple of fresh faces were in the North, stalking the South Rostland Road, when they were ambushed by some of the Swordlords' men who had gotten wise to the bandits pattern of attacks. Her comrades were killed, and Pixie was taken prisoner, dragged in chains back to Restov. The trial was short, and it seemed to Pixie that they were determined to seperate her head from her pretty little neck. But at the last minute word came from one of the Swordlords that there was to be a stay of execution; that there were big plans for her old haunt, the Greenbelt, and she just might prove to be of use. Pixie would be placed in the custody of a group of adventurers heading into the Greenbelt, and she would guide them in the hunt for the hunters of men.

    Adventure Notes
    None yet

    Level Ups

    Level 2
    Class: Ranger
    BAB: +1 to +2
    Fort: +2 to +3
    Ref: +2 to +3
    Will: +0 to +0
    Feat: Point Blank Shot
    Class Features: Archery Combat Style
    HP: +11 = (1d10 = 8) + 2 [CON] +1 [Favoured] + 13 (Old Total) = 24 (new total)
    Skill Ranks: +7 = +6 (Class) + 1 (misc) + 7 (Old Total) = 14 (new total)
    Skills: Bluff, Climb, K (Geography), K (Nature), Perception, Stealth, Survival
    Favored Class Bonus: +1 HP

    Last edited by Kaodi; Wednesday, 29th April, 2015 at 02:28 AM.

  8. #8
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Game Info

    Race: Half-Elf
    Class: Druid(Lion Shaman)
    Level: 1
    Alignment: Lawful Neutral
    Languages: Common, Elf, Sylvan, Celestial, Druidic
    Deity: Abadar


    STR: 10 +0 (00 pts)
    DEX: 15 +2 (07 pts)
    CON: 10 +0 (00 pts)
    INT: 14 +2 (05 pts)
    WIS: 16 +3 (05 pts) +2 racial adj.
    CHA: 13 +1 (03 pts)


    HP: 08 = [1d8=8] + 00 (CON) + 00 (favored class)
    AC: 15 = 10 + 2 (armor) + 1 (shield) + 2 (DEX)
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 13 = 10 + 2 (armor) + 1 (shield)
    INIT: +2 = +2 (DEX)
    BAB: +0 = +0 (Druid)
    CMB: +0 = +0 (STR) + 0 (BAB)
    CMD: 12 = 10 + 0 (STR) + 2 (DEX) + 0 (BAB)
    Fort: +2 = +2 (Druid) + 0 (CON)
    Reflex: +2 = +0 (Druid) + 2 (DEX)
    Will: +5 = +2 (Druid) + 3 (WIS)
    Speed: 30'
    Damage Reduction: None
    Spell Resistance: None
    Spell Failure: n/a

    Weapon Stats

    Attack: +11 = +0 (BAB) + 0 (STR) + 0 (MISC)
    Damage = 1d6+0(P) = + 0 (STR) + 0 (MISC); CRIT 20x2

    Attack: +2 = +0 (BAB) + 2 (DEX) + 0 (MISC)
    Damage = 1d6+0(P) = +0 (STR) + 0 (MISC); CRIT 20x2, Range: 20 ft.

    Attack: +0 = +0 (BAB) + 0 (STR) + 0 (MISC)
    Damage: 1d4+0(SorP) = +0 (STR) + 0 (MISC); CRIT 19-20x2

    Attack: +2 = +0 (BAB) + 2 (DEX) + 0 (MISC)
    Damage = 1d4+0(P) = +0 (STR); CRIT 19-20x2, Range: 10 ft.

    Racial Traits

    +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

    Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

    Normal Speed: Half-elves have a base speed of 30 feet.

    Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).

    Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

    Elf Blood: Half-elves count as both elves and humans for any effect related to race.

    Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

    Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

    Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

    Favored Classes: Druid and Summoner

    Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Class Features

    Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

    Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Druids are proficient with shields (except tower shields) but must use only wooden ones.

    A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

    Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

    To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

    Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

    A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
    Spontaneous Casting

    A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

    Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

    Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

    Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

    A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

    Druidic has its own alphabet.

    Nature Bond: At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

    The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

    Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

    A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.

    Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

    Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

    A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.

    Feats & Traits

    Bonus: Skill Focus - Stealth
    1st Level: Sharp Senses

    a) Child of the Temple (faith): + 1 trait bonuis to Know(nobility) and Know(religion). Know(religion) becomes a class skill.
    b) Highlander (regional): You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.


    Skill Ranks: 07 = [4 (Fighter) + 02 (INT)] x 01 (LvL) + 01 (favored class bonus)
    Max Ranks: 1
    ACP: -0

    () = class skill
    ^ = trained only
    Total                       Stat Rank CS Misc ACP
    +02 = Acrobatics            +02  +00  +0 +00  -0 DEX
    +02 = Appraise              +02  +00  +0 +00     INT
    +01 = Bluff                 +01  +00  +0 +00     CHA
    +00 = Climb()               +00  +00  +0 +00  -0 STR
    +00 = Craft():leatherwork   +02  +00  +0 -02     INT
    +01 = Diplomacy             +01  +00  +0 +00     CHA
    +01 = Disguise              +01  +00  +0 +00     CHA
    +02 = Escape Artist         +02  +00  +0 +00  -0 DEX
    +02 = Fly()                 +02  +00  +0 +00  -0 DEX
    +05 = Handle Animal()^      +01  +01  +3 +00     CHA
    +07 = Heal                  +03  +01  +3 +00     WIS
    +01 = Intimidate            +01  +00  +0 +00     CHA
    +na = Know:Arcana^          +02  +00  +0 +00     INT
    +na = Know:Duneroneering^   +02  +00  +0 +00     INT
    +na = Know:Engineering^     +02  +00  +0 +00     INT
    +na = Know:Geography()^     +02  +00  +0 +00     INT
    +na = Know:History^         +02  +00  +0 +00     INT
    +na = Know:Local^           +02  +00  +0 +00     INT
    +08 = Know:Nature()^        +02  +01  +3 +02     INT
    +04 = Know:Nobility^        +02  +01  +0 +01     INT
    +na = Know:Planes^          +02  +00  +0 +00     INT
    +07 = Know:Religion^        +02  +01  +3 +01     INT
    +na = Linguistics^          +02  +00  +0 +00     INT
    +11 = Perception()          +03  +01  +3 +04     WIS
    +01 = Perform:              +01  +00  +0 +00     CHA
    +na = Profession()^:        +03  +00  +0 +00     WIS
    +02 = Ride()                +02  +00  +0 +00  -0 DEX
    +03 = Sense Motive          +03  +00  +0 +00     WIS
    +na = Spellcraft()^         +02  +00  +0 +00     INT
    +09 = Stealth()             +02  +01  +3 +03  -0 DEX
    +05 = Survival()            +03  +00  +0 +02     WIS
    +00 = Swim()                +00  +00  +0 +00  -0 STR
    +na = Use Magic Device^     +01  +00  +0 +00     CHA


    Divine, Prepared, Wisdom
    Spell DC = 13 +
    Concentration: +4
    Domain: Martyr (nobility subdomain)
    Power: Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

    1st—divine favor, 2nd—shield other, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

    Spells per Day:
    0- light, guidance, know direction
    1- calm animals, cure light wounds, d- divine favor


    Equipment                         Cost     Weight
    leather armor                     10gp      15lbs
    shield, light wooden               3gp       5lbs
    shortspear                         1gp       3lbs
    dagger                             2gp       1lb
    Signet rings(pair)                50gp       -lb
    -to use later as spell component
    Backpack                           2gp       2lbs
    -waterskin                         1gp       4lbs
    -candles(6)                      .06gp       -lb
    -healer's kit(10/10)              50gp       1lb
    -sack(empty)                     .01gp      .5lb
    Holy symbol, wooden                1gp       -lb     
    Belt Pouch                         1gp      .5lb
    -flint and steel                   1gp       -lb
    -holly and mistletoe               0gp       -lb
    -holy water (1vial)               25gp       1lb
    Traveler's Outfit                  0gp       -lb
                        Total weight carried:   33lbs
    GP: 2
    SP: 8
    CP: 4
    Gems: none

    Carrying Capacity:
    light: 000-033 lbs
    medium: 034-066 lbs
    heavy: 067-100 lbs


    Size: Medium
    Gender: Male
    Age: 19
    Height: 5-8"
    Weight: 135 lbs
    Hair Color: Light Brown
    Eye Color: Light blue
    Skin Color: Lightly tanned

    Adventure Notes
    None yet

    Level Ups

    Level ??
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Favored Class Bonus:
    Attached Files Attached Files  
    Last edited by HolyMan; Thursday, 5th July, 2012 at 02:23 AM.

  9. #9
    Rhote Prinez the Discarded

    Basic Information

    Race: Tiefling (Infernal)
    Class: Wizard Fire Elementalist (Water Opposed)
    Level: 2
    Experience: ?
    Alignment: Lawful Neutral
    Languages: Common, Infernal, Abyssal, Draconic, Ignan, Undercommon
    Deity: Atheist


    Base Abilities
    STR: 10 +0 (00 pts)
    INT: 18 +4 (10 pts) +2 racial
    WIS: 12 +1 (2 pts)
    DEX: 16 +3 (5 pts) +2 racial
    CON: 12 +1 (2 pts)
    CHA: 9 -1 (1 pt) -2 racial
    Vision: Darkvision (60 ft)
    Speed: 30' base
    Type: Humanoid

    Combat Statistics

    HP: 12 = [2d6 + CON (01)]
    AC: 13 = [10 + DEX (3) + Armor (0)]
    AC Touch: 13 = [10 + DEX (3)]
    AC Flatfooted: 10 = [10 + Armor (0)]
    INIT: +3 = [DEX (3) + Misc (0)]
    BAB: +1
    CMB: +1 = [BAB (1) + STR (0)]
    CMD: 14 = [10 + BAB (1) + STR (00) + DEX (3)]
    Fortitude: +1 = [Wizard (0) + CON (1)]
    Reflex: +3 = [Wizard (0) + DEX (3)]
    Will: +4 = [Wizard (3) + WIS (1)]
    Speed: 30'
    Damage Reduction: Cold, Electricity Resistance at 5, and Fire Resistance at 10.
    Spell Resistance: 0
    Spell Failure: 0
    Weapon Statistics
    Quarterstaff: Attack: +0 = [BAB (0) + Str (0)]
    - Damage: 1d6, Crit: x2, Special: B
    Sling: Attack: +3 = [BAB (0) + Dex (3)]
    - Damage: 1d4, Crit: x2, Range: 50 ft, Special: B
    Fire Jet: Ranged Touch Attack: +3 = [BAB (0) + Dex (3)]
    - Damage: 1d6+1 Fire, DC: 15 Reflex Save for half, Failed Save results in 1d6 points of fire damage a round until extinguished by making a full round action and DC 15 Reflex Save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. Can use this ability a 7 times a day.

    Racial Features

    Ability Adjustments: +2 Dexterity, +2 Intelligence, –2 Charisma. Tieflings are quick in body and mind, but are inherently strange.
    Size: Medium
    Speed: 30'
    Senses: Darkvision (60 feet.)
    Racial Skill Bonuses: +2 racial bonus on Bluff and Stealth checks.
    Spell-Like Abilities: Darkness 1/day (caster level equals the tiefling's class level.)
    Resistance(s): Cold, Electricity, and Fire resistance 5.
    Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
    Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

    Class Features:

    Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
    Spell Casting: Arcane, intelligence-based caster
    Arcane Bond: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
    Raven Familiar (name of Eyres)
    CR 1/6; XP 65; N Tiny animal; Init +2; Senses low-light vision; Perception +6; DEFENSE AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 3; Fort +1, Ref +4, Will +3
    OFFENSE: Speed 10 ft., fly 40 ft. (average); Melee bite +4 (1d3–4)
    Space 2-1/2 ft.; Reach 0 ft.
    STATISTICS: Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
    Base Atk +3; CMB +0; CMD 6
    Feats Skill Focus (Perception), Weapon Finesse
    Skills Fly +6, Perception +6
    The master of a raven familiar gains a +3 bonus on Appraise checks.
    +1 natural armor, 6 Intelligence, Alertness, improved evasion, share spells, empathic link
    ECOLOGY: The raven is an omnivorous scavenger that eats carrion, insects, food waste, berries, and even small animals.
    Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
    Scribe Scroll
    At 1st level, a wizard gains Scribe Scroll as a bonus feat.
    Bonus Feats
    At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
    A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
    A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.
    Arcane Spells and Armor
    Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
    If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
    Fire Elementalist
    The fire elementalist sees a world around him that is made to burn, and he can bring that fire to consume his foes. He has also learned that fire can purify and protect, if properly controlled.
    Fire Supremacy (Su)
    You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.
    Fire Jet (Su)
    As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
    Dancing Flame (Su)
    At 8th level, as a standard action, you can sculpt fire to suit your desires. With one use of this ability you can move any nonmagical fire up to 30 feet. Alternatively you can use this ability to alter any fire spell that you cast with a duration of instantaneous by removing any number of squares from its area of affect. If the fire spell has a duration, you can use this ability to reposition the spell, within its original range (treat this as if you had just cast the spell, even though the duration is unchanged). You cannot use this ability on a fire spell that you did not cast. If you move a nonmagical flame, it must have a new source of fuel. If it does not, it is extinguished in one round. You can use this ability a number of times per day equal to 1/2 your wizard level.
    Fire Elementalist Spells (Add 1 a day from list per spell level known)
    0th—spark; 1st—burning hands, dancing lantern; 2nd—burning gaze, elemental speech, elemental touch, fire breath, flaming sphere, pyrotechnics, resist energy, scorching ray, summon monster II; 3rd—campfire wall, draconic reservoir, elemental aura, fireball, flame arrow, protection from energy; 4th—detonate, dragon's breath, elemental body I, fire shield, fire trap, firefall, summon monster IV, wall of fire; 5th—elemental body III, fire snake, geyser, planar adaptation, planar binding, lesser, summon monster V; 6th—contagious flame, elemental body III, planar binding, sirocco, summon monster VI; 7th—delayed blast fireball, elemental body IV, firebrand, planar adaptation, mass, summon monster VII; 8th—incendiary cloud, planar binding, greater, summon monster VIII, wall of lava; 9th—fiery body, gate, meteor swarm
    Water Elementalist Spells (Opposed school. Need 2 slots to memorize)
    0th—ray of frost; 1st—hydraulic push, obscuring mist, touch of the sea; 2nd—accelerate poison, elemental speech, elemental touch, fog cloud, resist energy, slipstream, summon monster II; 3rd—aqueous orb, draconic reservoir, elemental aura, hydraulic torrent, protection from energy, sleet storm, water breathing; 4th—detonate, dragon's breath, elemental body I, ice storm, solid fog, summon monster IV, wall of ice; 5th—cloudkill, cone of cold, elemental body III, geyser, planar adaptation, planar binding, lesser, summon monster V; 6th—elemental body III, fluid form, freezing sphere, planar binding, summon monster VI; 7th—control weather, elemental body IV, planar adaptation, mass, summon monster VII, vortex; 8th—horrid wilting, planar binding, greater, polar ray, seamantle, summon monster VIII; 9th—gate, tsunami, world wave


    Scribe Scroll (Class Bonus Feat)
    Still Spell


    Theoretical Magician: +2 trait bonus to Spellcraft
    Desperate Focus: +2 trait bonus to Concentration


    Skill Points: 10 = [Base (2) + INT (4)/Level; FC (0), Misc (0)]

    Acrobatics: +3 (Stat +3 , Rank, Misc, CS)
    Appraise: +12 (Stat +4 , Rank +2, Misc +3 (familiar), CS +3)
    Bluff: +1 (Stat -1 , Rank, Misc +2 (race), CS)
    Climb: 0 (Stat , Rank, Misc, CS)
    Craft (Jewelry): +8 (Stat +4 , Rank +1, Misc, CS +3)
    Diplomacy: -1 (Stat -1 , Rank, Misc, CS)
    Disable Device: N/A (Stat +3 , Rank, Misc , CS)
    Disguise: -1 (Stat -1 , Rank, Misc, CS)
    Escape Artist: +3 (Stat +3 , Rank, Misc, CS)
    Fly: +3 (Stat +3 , Rank, Misc, CS)
    Handle Animal: N/A : (Stat -1 , Rank, Misc, CS)
    Heal: +1 (Stat +1 , Rank, Misc, CS)
    Intimidate: -1 (Stat -1 , Rank, Misc, CS)
    Knowledge (Arcana): +9 (Stat +4 , Rank +2, Misc, CS +3)
    Knowledge (Dngnrng): N/A (Stat +4 , Rank, Misc, CS)
    Knowledge (Engnrng): N/A (Stat +4 , Rank, Misc, CS)
    Knowledge (Geography): N/A (Stat +4 , Rank, Misc, CS)
    Knowledge (History): +8 (Stat +4 , Rank +1, Misc, CS +3)
    Knowledge (Local): N/A (Stat +4 , Rank, Misc, CS)
    Knowledge (Nature): N/A (Stat +4 , Rank, Misc, CS)
    Knowledge (Nobility): N/A (Stat +4 , Rank, Misc, CS)
    Knowledge (Planes): +8 (Stat +4 , Rank +1, Misc, CS +3)
    Knowledge (Religion): N/A (Stat +4 , Rank, Misc, CS)
    Linguistics: +8 (Stat +4 , Rank +1, Misc, CS +3)
    Perception: +1 (Stat +1 , Rank, Misc, CS)
    Perform: : -1 (Stat -1 , Rank, Misc, CS)
    Profession: N/A (Stat +1 , Rank, Misc, CS)
    Ride: +3 (Stat +3 , Rank, Misc, CS)
    Sense Motive: +1 (Stat +1 , Rank, Misc, CS)
    Sleight of Hand: N/A (Stat +3 , Rank, Misc, CS)
    Spellcraft: +11 (Stat +4 , Rank +2, Misc +2 (trait), CS +3)
    Stealth: +5 (Stat +3 , Rank , Misc +2 (race), CS)
    Survival: : +1 (Stat +1 , Rank, Misc, CS)
    Swim: 0 (Stat, Rank, Misc, CS)
    Use Magic Device: N/A (Stat -1 , Rank, Misc, CS)


    Cantrips: All Except Ray of Frost
    Level 1: Enlarge Person, Shield, Identify, Burning Hands, Sleep
    Cantrips: Spark, Resistance (used), Detect Magic x2, Read Magic
    Level 1: Enlarge Person, Burning Hands x2 (used 1)
    Concentration: +7


    Spellbook (0 gp, 1 lb)
    Simple Homespun Cotton Outfit (0 gp, 0 lbs)
    Quarterstaff (0 gp, 4 lbs)
    Sling (0 gp, 0 lbs)
    - 20x Bullets (0.2 gp, 10 lbs)
    Waterskin (1 gp, 4 lbs)
    Backpack (2 gp, 2 lbs)
    Bedroll (0.1 gp, 5 lbs)
    6x Trail Rations (3 gp, 6 lbs)
    Flint and Steel (1 gp, 0 lbs)
    2x Smokesticks (40 gp, 1 lbs)
    22 gp 4 sp

    Total Weight: 33 lbs

    ----------------Light Medium Heavy
    Max Weight: 0-33 34-66 67-100


    Size: Medium
    Gender: Male
    Age: 19
    Height: 6'1'', 6'3" at top of 2-inch horns. 3.5-foot long tail.
    Weight: 165 lbs
    Hair Color: Black
    Eye Color: Penetrating light blue
    Skin Color: Dusky


    Rhote is the illegitimate son of King Parsan Chelias and a lilin devil named Ashkere, though none besides them know the circumstances of their liaison, and of this, they do not speak. When Rhote was ten years old, his mother delivered him into the arms of his father to continue his courtly training. He was never acknowledged as the king's son, nor was the nature of his strange mother revealed. But his features spoke too much, though mostly for the ill. Rhote had trouble adjusting to the court, as he could not understand why the administrators treated their subjects with such a lenient hand. His angry demeanor and the hostile court resulted in Rhote developing a cynical, anti-social set of behaviors. Except for a handful of notable examples, Rhote kept to himself and his court studies.

    He tried to connect with his father, but the king held his distance because of the scandal Rhote had caused and the resulting strife in Queen Oriana's chambers. Still, Rhote had to admit that his father provided more for him than was reasonably accepted under the circumstances, such as setting him up with a jeweler to teach him a trade in case life at the court became too untenable. He also came to admire the older man's touch in regards to administering the kingdom of Chelias; sometimes with a firm fist and other times with a velvet glove. He has learned to respect his father's wisdom.

    Growing up, he found common ground with the quiet manipulator, Prince Dane. With Rhote coming from his mother's court, he found comfort in Prince Dane's manipulations to maneuver to the throne. But later, Rhote became accostomed to being on the butt end of Dane's schemes if it resulted in Dane advancing his personal cause. A rift began to grow between the two.

    This rift resulted in Rhote becoming closer to Prince Liam as they grew into adulthood and when Rhote accompanied him on Liam's campaigns to further Rhote's courtly studies on war. Liam was everything that Rhote had been taught to despise. He mixed with the commoners as if he were one of them, fought on the front lines with his men, suffered with them in the same conditions, and largely avoided the machinations of the court which antagonized the nobility to no end. But these methods that had no right to work, did work. The people loved him and Rhote could see that Liam could hold the kingdom together with his good nature and sense of justice alone. And Liam treated Rhote as a kinsman and brother. Since becoming close to Liam, Rhote has done what he could to keep the hero out of trouble, whether backing him up with magic on the battlefield, or in trying (to no avail) to defend him against Dane's courtly intrigues.

    When rumors swirled that King Parsan was thinking of sending Liam to settle the Stolen Lands, Rhote smelled his brother Dane behind the plot. He confronted the prince in private and demanded that he back off of Liam, but Dane feigned ignorance behind a sly smile. A week later Prince Liam received the news officially at court and became jubilant at such a chance of honor and glory. Rhote worried that his elder brother was walking into a trap and volunteered to accompany him. The court was further pleased with this surprising turn of events. Rhote was able to do more than just volunteer, however. Using some of the jewelry he made during his apprenticeship, he was able to grease the right palms to ensure that Prince Liam would be accompanied by competent adventurers famous (and infamous) for their courage and unique set of skills. Rhote was further pleased to here that the king decided to also unload another suspected bastard son into the group, the shamanic half-elf Brondellon of the Golushkin Mountain Temple. Rhote only met Bron a few times in the last few years, but had a deep affinity for the man as he found him to be quite intelligent and sharing a similar background, though to Rhote Bron's near religious faith in nature made him almost as naive as Prince Liam.

    As a frowning Rhote walked out of the courtyard in the shadow of his giant brother on the way to meet up with the rest, he took a moment to glance up at the smirking Prince Dane. Rhote erased the smirk with a rude gesture and promised that one way or another, he would see a king's crown settled on the head of the brother he came to love.
    Last edited by Deuce Traveler; Monday, 18th May, 2015 at 04:08 PM.

  10. #10
    Grandmaster of Flowers (Lvl 18)

    Join Date
    Jun 2002
    Minnapolis, MN
    Read 0 Reviews
    I Defended The Walls!

    ø Block Shayuri

    ø Friend+
    Kyria Estanes
    Neutral Human Slayer 2


    Kyria is the illegitimate daughter of Lord Guyton Estanes, a man with the unenviable reputation of having poisoned the fortunes of a once great House and sent it spiraling into insignificance. She spent her early life eking out an existence in the slums, before finding out who her father was. Though the guards wouldn't let her into the keep, she managed to slip in regardless and in presenting herself to the Lord, found that he'd never known about her. His wife had carefully and firmly ensured that he never found out.

    Though custom and politics demanded otherwise, discovering he had a daughter breathed life back into the despairing hulk that had been Guyton Estanes. Of course, seeing the effect Kyria had on him only made Lady Estanes more determined to be rid of her. She succeeded with a quiet arrangement that saw Kyria shipped off to the Prince's household to wait on the heir as a servant...though it was made clear to her that her real task was to reign him in and keep him from being too big an embarrassment. Simultaneously, her stepmother and father both stressed how vital it was to the House that she comport herself well and stay with the Prince no matter what. One day he would succeed, after all, and he would remember who his friends were.

    Unfortunately for all their ambitions, the Prince proved to be enough of a liability that he was finally set off to some remote plot of land to claim it in the name of the Crown. In theory a prestigious assignment, but in reality it was just a ploy to remove him and everyone around him from public view, and to ensure nothing he did would ever matter in the larger picture.

    Str 12 +1 2
    Dex 18 +4 10 +2
    Con 12 +1 2
    Int 12 +1 2
    Wis 12 +1 2
    Cha 12 +1 2

    BAB 2
    HP 17
    Init +6

    AC 16 (10 + 4 dex + 2 armor)
    Fort +4
    Ref +7
    Will +1

    Bonus Feat
    Bonus skill
    Favored Class: Slayer

    Proficiencies: Simple and Martial, light and medium armor, non-tower shields
    - Studied Target (study enemy as mv action, +1 atk, dmg, bluff/know/perc/sense motive/survival vs target, +1 slayer DCs)
    - Track (+1/2 lvls in Slayer to Survival to follow tracks)
    - Sneak attack 1d6
    Slayer Talents
    - Trapfinding (Gain Disable Device as class skill, gain Trapfinding and Trap Sense rogue abilities)

    Reactionary (+2 initiative)
    Bastard (+1 sense motive)

    1 Point Blank Shot
    B Weapon Finesse

    Skills 18
    Acrobatics (Dex) +9 (2 + 4 dex + 3 class)
    Bluff (Cha) +5 (1 + 1 cha + 3 class)
    Climb (Str) +5 (1 + 1 str + 3 class)
    Disable Device (Dex) +10 (2 + 4 dex + 3 class + 1 feature)
    Disguise (Cha) +6 (2 + 1 cha + 3 class)
    Intimidate (Cha) +5 (1 + 1 cha + 3 class)
    Knowledge (local) (Int) +5 (1 + 1 int + 3 class)
    Knowledge (geography) (Int) +5 (1 + Int + 3 class)
    Perception (Wis) +6 (2 + 1 wis + 3 class), +1 vs traps
    Sense Motive (Wis) +7 (2 + 1 wis + 3 class + 1 trait)
    Stealth (Dex) +9 (2 + 4 dex + 3 class)
    Survival (Wis) +5 (1 + 1 wis + 3 class)

    Cash: 77gp

    Shortbow, +6, 1d6, 50', 20x2, 2lbs, 30gp
    - Arrows (10), 1lb, 1gp
    Rapier, +6, 1d6+1, 18-20x2, 2lbs, 20gp
    Dagger, +6, 1d4+1, 19-20x2, 1lb, 2gp

    Leather, +2 AC, 0 ACP, 6 maxdex, 15lbs, 10gp

    Last edited by Shayuri; Tuesday, 23rd June, 2015 at 09:00 PM.

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