The Thirteenth Moon Characters





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  1. #1
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    The Thirteenth Moon Characters

    This thread will be for PC character sheets as well as background on NPCs the heroes meet along their adventures. The first post will be updated from time to time with new allies and villains for handy reference.
    Dancing is forbidden!

 

  • #2
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    Waghalter (Lvl 7)



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    Brad Dent, male changeling fighter

    Brad Dent, male changeling fighter 1, N

    stats
    HD 1d10+2, hp 12

    move 30' (20' in armor), BAB +1, grapple +3, saves Fort +4, Reflex +2, Will +0 (+2 vs sleep or charm)

    AC 16 (+2 dex, +4 armor), touch 12, ff 14
    or without armor:
    AC 12 (+2 dex), touch 12, ff 10

    str 14/+2
    dex 14/+2
    con 10/+0
    int 13/+1
    wis 10/+0
    cha 12/+1

    att greatsword +3 melee (2d6+3)
    or shortbow +3 ranged (1d6, crit 20/×3, 60 ft. range inc)

    Feats: Combat Expertise, Improved Trip [b] (no AOO, +4 to trip; if trip opponent, get melee attack)

    changeling: Medium Humanoid (shapechanger)
    +2 racial bonus on saving throws against sleep and charm effects

    Minor Change Shape (su): Changlings have the supernatural ability to alter their appearance as though using the disguise self spell that affects their bodies but not their possessions as a full round action.

    Natural Linguist: Add Speak Language to your list of class skills for any class you adopt.

    Skills: +2 racial bonus on bluff, intimidate, and sense motive checks. +10 circumstance bonus on Disguise checks when using change shape ability.

    The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

    languages: Common, Gnome, Elven

    skills (ranks/total, - means not class skill): Bluff- 2/5, Climb 0/2, Diplomacy 0/1, Disguise- 0/1 (11 when using change shape ability), Gather Information- 0/1, Hide- 0/2, Intimidate 4/7, Listen- 0/0, Move Silently- 0/2, Sense Motive- 2/4, Spot- 0/0

    Equipment:
    Scale mail (+4 AC, armor check penalty –4, max dex +3, speed 20 ft., 30 lb.)
    Greatsword (2d6, crit 19–20/×2, 8 lb., two-handed, slashing)
    Shortbow (1d6, crit ×3, 60 ft., 2 lb., piercing)
    quiver, 20 arrows
    Backpack
    -waterskin
    -one day’s trail rations
    -bedroll
    -sack
    -flint and steel
    5 gp
    Description

    Brad is a Sharn native, who grew up surrounded by criminal elements. As a youth, he was a thug who helped in several robberies and shakedowns. However, he came to see this an an immature, foolish lifestyle, and vowed to become a law abiding citizen. This required an escape from his old identity, which he accomplished easily enough thanks to his changeling nature. He tells no one what his original name was. He currently works as a bouncer in a popular tavern, and sometimes acts as an informer for the city watch as he still blends in with criminals, but is seeking better work - perhaps as an inquisitive, someday.

    His preferred appearance is that of a tall, dark-haired human male. He uses this most of the time, but he also has developed a few other personas, such as a 'mean-looking' half-orc male called Bront (who sometimes is 'called in' to 'back him up'), and a short 'friendly looking' blond-haired human woman called Mindy.

  • #3
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    Waghalter (Lvl 7)

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    I Defended The Walls! I Defended The Walls!

    ø Ignore pneumatik

    Berrent, Human Rogue

    Berrent grew up with his family in Aundair in a life that was more sheltered than he realizes. His dad has a successful career in House Orien's lightning rail business. He had a career promised to him working for his dad, but he wants to prove he can take care of himself. With little more than the clothes on his back and the gold in his pocket he hopped a train to Sharn (free thanks to his dad's position, of course). Once there he made contact with House Orien (so they could send a message to his parents than he made it) and went into business as a problem solver.

    stats

    Berrent
    XP: 225

    Male Human Rogue 1
    Neutral Good

    Strength 10 (+0)
    Dexterity 14 (+2)
    Constitution 11 (+0)
    Intelligence 10 (+0)
    Wisdom 14 (+2)
    Charisma 14 (+2)
    Size: Medium
    Height: 5' 8"
    Weight: 165 lb
    Skin: Tan
    Eyes: Light Brown
    Hair: Dark Brown
    Total Hit Points: 6

    Speed: 30 feet

    Armor Class: 15 = 10 +3 [studded leather] +2 [dexterity]
    Touch AC: 12
    Flat-footed: 13
    Initiative modifier: +2 = +2 [dexterity]
    Fortitude save: +0 = 0 [base]
    Reflex save: +4 = 2 [base] +2 [dexterity]
    Will save: +2 = 0 [base] +2 [wisdom]
    Attack (missile): +2 = 0 [base] +2 [dexterity]

    Light load: 33 lb. or less
    Medium load: 34-66 lb.
    Heavy load: 67-100 lb.
    Lift over head: 100 lb.
    Lift off ground: 200 lb.
    Push or drag: 500 lb.


    Region of Origin: Aundair

    Dragonmarked House: Orien [Mark of Passage] (Dimension Leap)

    Languages: Common

    Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
    Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
    Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
    Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

    Feats:
    Favored in House
    Least Dragonmark

    Action Points: 5 4

    Skills
    Bluff Cha 6 = +2 +4
    Diplomacy Cha 6 = +2 +4
    Gather Information Cha 6 = +2 +4
    Listen Wis 6 = +2 +4
    Knowledge (local) Int 4 = +0 +4
    Search Int 5 = +0 +5 (IC #110)
    Sense Motive Wis 7 = +2 +5 (IC #110)
    Spot Wis 6 = +2 +4
    Tumble Dex* 6 = +2 +4
    * = check penalty for wearing armor

    Human
    One extra skill point at each additional level (already included)

    Rogue
    Sneak Attack +1d6

    Berrent's Equipment:
    52 lb Weapons / Armor / Shield (from above)
    Arrows (quiver of 20) x3
    Backpack
    Crowbar
    Torches x10
    Thieves' tools
    Explorer's outfit
    Last edited by pneumatik; Monday, 29th October, 2012 at 05:15 PM.

  • #4

    Dorius Del Dalian

    Background
    Spoiler:
    Dorius Del Dalian was raised in the gnomish capital of Zilargo, the son of a printer working at Khorvaire's premier newspaper, the Korranberg Chronicle. Like all parents, his wanted a better life for their son, and so they arranged for Dorius to learn to read. He grew up running errands between the Chronicle offices and the print house, and now that he's come of age, he's decided he wants to see the world, and make a name for himself as a famous investigative reporter. After securing a contract to sell Exclusives to the Chronicle, Dorius hopped the lightning rail to Sharn, looking forward to starting the new year in a new city ripe with stories to be sensationalised…


    Physical Description
    Spoiler:
    Dorius is a well-dressed and meticulously groomed gnome, with the wide-eyed curiosity typical of a newcomer to Sharn. He has a wide face, dominated by a typically bulbous gnomish nose, large brown eyes and wide smile, all framed by neat, closely cropped dark hair and a fastidiously sculpted beard. He wears a loose white shirt open at the neck, gathered in by a white waistcoat, and brown trousers tucked into sturdy leather boots. He wears a suit of studded leather armour under his clothes, and a dagger is tucked into his boot. A leather satchel is slung tightly over his back, containing a bugle and a crossbow along with all his writing material, a heavy cloak and other adventuring gear. A simple sword hangs at his hip from a heavy belt.


    Stats
    Spoiler:

    Dorius Del Dalian
    Male Gnome Bard 1
    Chaotic Good

    Strength 7 (-2)
    Dexterity 14 (+2)
    Constitution 10 (+0)
    Intelligence 14 (+2)
    Wisdom 10 (+0)
    Charisma 16 (+3)

    Size: Small
    Height: 3' 2"
    Weight: 40 lb
    Skin: Tan
    Eyes: Blue
    Hair: Light Brown, Wavy. Average Beard

    Total Hit Points: 6
    Speed: 20 feet
    Armor Class: 16 = 10 +3 [studded] +2 [dexterity] +1 [small]
    Touch AC: 13
    Flat-footed: 14
    Initiative modifier: +2 = +2 [dexterity]
    Fortitude save: +0 = 0 [base]
    Reflex save: +4 = 2 [base] +2 [dexterity]
    Will save: +2 = 2 [base]
    Attack (handheld): -1 = 0 [base] -2 [strength] +1 [small]
    Attack (unarmed): -1 = 0 [base] -2 [strength] +1 [small]
    Attack (missile): +3 = 0 [base] +2 [dexterity] +1 [small]
    Grapple check: -6 = 0 [base] -2 [strength] -4 [small]
    Region of Origin: Zilargo
    Languages: Common Dwarven Elven Gnome
    Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]
    Light Crossbow [1d6, crit 19-20/x2, range inc 80 ft., 2 lb, piercing]]
    Longsword [1d6, crit 19-20/x2 2 lb, one-handed, slashing]
    Studded armor [light; +3 AC; max dex +5; check penalty -1; 10 lb.]

    Feats:
    Investigate

    Action Points: 5 (this level)

    Skills
    Appraise Int 2 = +2
    Balance Dex* 2 = +2
    Bluff Cha 7 = +3 +4
    Climb Str* -2 = -2
    Concentration Con 2 = +0 +2
    Craft (Writing) Int 2 = +2
    Diplomacy Cha 7 = +3 +4
    Disguise Cha 3 = +3
    Escape Artist Dex* 2 = +2
    Forgery Int 2 = +2
    Gather Information Cha 6 = +3 +3
    Heal Wis 0 = +0
    Hide Dex* 10 = +2 +4 +4 [small]
    Intimidate Cha 3 = +3
    Jump Str* -8 = -2 -6 [speed 20]
    Listen Wis 2 = +0 +2 [gnome]
    Move Silently Dex* 6 = +2 +4
    Perform (Bugle) Cha 7 = +3 +4
    Ride Dex 2 = +2
    Search Int 3.5 = +2 +1.5
    Sense Motive Wis 4 = +0 +4
    Spot Wis 0 = +0
    Survival Wis 0 = +0
    Swim Str** -2 = -2
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor
    Zero-level Bard spells: 2 per day

    Gnome
    • +2 constitution / -2 strength (already included)

    • Small (combat bonuses, +4 to hide already included)

    • Low-light vision

    • +2 racial bonus on saves vs. illusions

    • +1 on DC of opponent's save vs. gnomish illusions

    • +1 racial bonus to hit kobolds and goblinoids

    • +4 dodge bonus on AC against giants

    • +2 bonus on listen checks (already included)

    • Speak with burrowing animals once per day

    • 1/day dancing lights, ghost sound, prestidigitation

    Bard
    • Bardic Knowledge

    • Bardic Music

    • Can know only limited numbers of spells

    • High charisma gains bonus spells daily

    HP: 6

    Dorius Del Dalian's Equipment:
    Weapons / Armor / Shield (from above)
    Crossbow bolts (quiver of 10) x1
    Backpack
    Bedroll
    Flint and steel
    Rations (1 day) x1
    Sacks x1
    Torches x3
    Waterskins x1
    Musical instrument (Bugle)
    Spell component pouch

  • #5
    Stats

    Alise Nita
    Female Human Psion (telepath) 1
    Neutral Good

    Size: Medium
    Age: 20
    Height: 5' 6"
    Weight: 135 lb
    Skin: Creamy White
    Eyes: Pale Green
    Hair: Shoulder Length Wavy Dark Brown

    Strength 10 (+0)
    Dexterity 12 (+1)
    Constitution 8 (-1)
    Intelligence 14 (+2)
    Wisdom 13 (+1)
    Charisma 15 (+2)

    Total Hit Points: 3

    Speed: 30 feet

    Armor Class: 13 = 10 + 2 [leather] +1 [dexterity]
    Touch AC: 11
    Flat-footed: 12
    Initiative modifier: +1 = +1 [dexterity]
    Fortitude save: -1 = 0 [base] -1 [constitution]
    Reflex save: +1 = 0 [base] +1 [dexterity]
    Will save: +3 = 2 [base] +1 [wisdom]
    Attack (melee): +0 = 0 [base] +0 [strength]
    Attack (ranged): +1 = 0 [base] +1 [dexterity]

    Light load: 33 lb. or less
    Medium load: 34-66 lb.
    Heavy load: 67-100 lb.
    Lift over head: 100 lb.
    Lift off ground: 200 lb.
    Push or drag: 500 lb.


    Region of Origin: Cyre

    Languages: Common, Goblin, Elven


    Light Crossbow [1d8, crit 19-20/x2, 4 lb., range inc. 80 ft., piercing]
    ShortSpear [1d6, range inc. 20 ft., 3 lb., piercing]
    Leather Armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

    Feats:
    Negotiator
    Psionic Talent [human bonus]
    Psycrystal Affinity [psion bonus]



    Action Points: 5

    Skills
    Bluff Cha 7 = 2 + 2 [cha] + 3 [psicrystal]
    Concentration Con 3 = 2 - 1 [con]
    Diplomacy Cha 6 = 2 + 2 [cha] + 2 [negotiator]
    Gather Information Cha 4 = 2 + 2 [cha]
    Knowledge (psionics) Int 4 = 2 + 2 [int]
    Sense Motive Wis 5 = 2 + 1 [wis] + 2 [negotiator]
    Psicraft Cha 4 = 2 + 2 [cha]


    Human
    One extra skill point at each additional level (already included)

    Psion
    Psionic Powers, Discipline (telepathy)

    Powers: 2/3pp
    Charm (psionic)
    Empathy
    Mindlink

    Psicrystal: Liar
    Alterness, Improved evasion, self-propultion, share powers, sighted, telepathic link

    Alise's Equipment:
    22 lb Weapons / Armor / Shield (from above)
    Backpack with waterskin
    one day’s trail rations
    bedroll
    sack
    flint and steel
    ten candles
    map case
    quiver with 20 bolts
    Traveler’s Outfit


    Background

    Dear Diary,
    Tonight is my first night in my own place. For the first time, I finally have the change to strike out and make a life for myself. Ok, sure, it’s only Dragoneyes, but it’s better than High Walls. My father doesn’t agree. He’d rather stay there in that prison. He tells me it’s not like that anymore but I remember. I’ll never feel safe there. Oh here? Yeah, it’s safe enough, I’m good at making friends and as long as I don’t get on anyone’s bad side it’ll be fine.

    Guess I should introduce myself. In case, we have another war and someone in a hundred years finds my diary under the ruins of Sharn. My name is Alise Nita. I was born and grew up in Cyre, now known as the Mournlands. I grew up during the war of course. Everyone did. Anyone alive who hasn’t known war is too young to talk about it.

    My family managed stay largely clear of the war largely. My father being a craftsman ran a business in Kalazart. Then one day, when I was about 12 or 13 years of age, my father got a bad feeling about our home. He couldn’t explain it, said he didn’t know, just said we needed to move to Sharn. Now, let me note my family has always had “the gift.” That’s what my grandmother called it when I was young. She said my father didn’t display much of it but I had more of it. I guess more on that later.

    Anyways, my father, he left his business behind and moved us to Sharn, in the middle of a war.
    We made it safely to Sharn but he never did find work. We survived for a year or so, till finally my mother couldn’t take it anymore. She left for Cyre. We never saw her again. I like to believe maybe she got out, some people did. Maybe she got swept up into the Karrnathi military. Or the tall bride of some halfling warlord in the Talenta plains. I guess it’s better than thinking about the alternative.

    Why didn’t I go? I guess I always could tell that he know what he was talking about. My “gift” has always been to read people and make friends easily. So I stayed with him. Of course the city guard didn’t share my trust, a foreigner without any explanation why he came to the city. So we wound up in the slums of High Walls. Guests, without permission to leave.

    Bless the Host, this diary entry turned out stunningly more sad than I had expected.
    So time to cheer it up, the war is over now, we are free to come and go as we please but my father stays there because of the friendships he has made. So here I am looking for work and out on my own.

    Oh and I’m going to the New Year’s celebration tonight! 998 is a new start. Here’s to a good one.

    ~Alise
    Last edited by DarwinofMind; Wednesday, 10th October, 2012 at 06:15 PM.

  • #6
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    Vigil, Templar (Cleric) of the Silver Flame

    Vigil

    HD 1d8+1, hp 9
    move 20', BAB +0, grapple +?, saves Fort +3, Reflex +0, Will +3

    AC 20 (+8 adamantine body, +2 large wooden shield), touch 10, ff 20
    str 12/+1
    dex 10/+0
    con 12/+1 (10+2)
    int 14/+2
    wis 12/+1 (14-2)
    cha 11/+1 (13-2)

    att morningstar (+1, 1d8)
    or light crossbow (+0, 1d8/19-20, 80')

    Feats: Adamantine Body (+8 AC, DR 2/Adamant, MDex +1, -5 ACP)

    Skills:
    6 - Craft (Calligraphy):
    6 - Knowledge (History)
    6 - Knowledge (Planes)
    6 - Knowledge (Religion)

    Domains: Exorcism, Protection
    Spells per Day: (0) 3, (1) 2+1

    Exorcism: turn possessing spirits as undead
    Protection: Grant +(level) resistance bonus to saves for 1 hour/day

    Domain spell: Protection From Evil (Exorcism) or Sanctuary (Protection)

    Equipment:
    Scale mail (not worn due to Adamantine Body)
    Heavy wooden shield (+2 AC, ACP -2, wt. 10 lbs.)
    Morningstar (1d8, 8 lb., piercing/blunt)
    Light crossbow (1d8, 19-20/x2, 80 ft., piercing)
    bolt case, 20 arrows
    Backpack
    -wooden holy symbol
    -waterskin
    -one day’s trail rations
    -bedroll
    -sack
    -flint and steel
    2 gp
    Last edited by Herobizkit; Tuesday, 21st August, 2012 at 10:20 PM.

  • #7
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    Grandfather of Assassins (Lvl 19)

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    Sources:
    Player's Handbook, Dungeon Master's Guide, Eberron Campaign Setting, Sharn: City of Towers

    Flavor:
    Has fey blood rather then dragon blood for source of power-no change to class, just a cover story.
    born in sharn, lived there all her life

    future plans:
    create magical carvings of ivory and whale bone of monsters to cast summon monster spells from.
    possible effects: augment summoning or increased level of caster or just cast X times per day ????

    NG female human sorceress 1

    Nadia Stratanoffski, the Witch

    Code:
    Name:    Nadia Stratanoffski, the Witch
    Class:   sorceress 1
    Race:    Human
    Size:    Medium
    Gender:  Female
    Algn:    Neutral Good
    Deity:   The seely court-The summer sideh-plane: Dal Quor the dreamlands
    Abil  adj  
    Str 8  -1 Level: 1       XP:
    Dex 12 +1 BAB: +0        HP: 3/3
    Con 9  -1 Grapple: -1    Dmg Red: -
    Int 10 +0 Speed: 30'
    Wis 10 +0 Init:  +1 (dex: +1)
    Cha 18 +4 caster level check (d 20 ) +5
    
    
    Senses:
    initiative +1; Search +0; Spot +0
    
    Defense
    A/C 11 (15 with mage armor spell) [dex +1]
    touch 11 (15 with mage armor spell)
    flat foot 10
    
                 Base  Mod   Misc Total
    Fort:         +0    -1    +0    -1
    Ref:          +0    +1    +0    +1
    Will:         +2    +4    +0    +6
    
    
    Offense
    
    BAB +0
    Dagger, melee att-1; dam 1d4-1; crit 19-20/X2; rng  10 feet; type s/p
    Dagger thrown att+1; dam 1d4-1; crit 19-20/X2; rng  10 feet; type s/p
    
    Feats
    Skill focus- craft [carving/scrimshaw]  [General]  [Human] srd
    +3 to one skill
    Education (Morgrave University) [general] Char lv 1 Ebberon campaign setting  pg 52
    All  Knowledge skills are class  skills for  you. You get a +1 bonus on all checks 
    with any two Knowledge skills of your choice [arcane and local].
    
    future:
    
    Legendary  Artesan [general] campaign setting pdf pg 56
     Spell focus [general] srd
    Augment Summoning [General] Char lv 1 srd
    Force of personality - comp advent. pg 109
     add cha mod to will save instead of wisdom
    Sudden silent [meta-magic] comp arcane pg 83
     Cast spells without verbal components without special preparation 1/day
    Energy Substitution [meta] comp arcane
    Energy Admixture [meta] comp arcane
    
    
    Skills
    skill points: 8
    Skill          Ranks  abil  misc  total notes
    Bluff (Cha)      1    +4     --   +5
    Concentrat (Con) 0    -1     --   -1
    Craft (Int)      2    +0     +3   +5 carving {scrimshaw} SKILL FOCUS
    Knowledge
    -(arcane) (Int)  2    +0     +1   +3
    -(local) (Int)   2   +0     +1   +3
    Spellcraft (Int) 1    +0     --   +1
    
    
    
    Spells
    Known
    level  0  1  2  3
    #      4  2
    
    cast per day
    Level  0  1  2  3  4  5  6  7  8  9
    base   5  3
    bonus  -- 1
    total  5  4  
    
    save dc: 14 + spell level
    
    0 level spells 00000
    detect magic
    prestidigitation
    acid splash
    resistance
    
    1st level spells 0000
    magic missile
    mage armor
    
    equipment
    rent: poor flat  4 gp/ month
    Backpack
    spell component pouch
    belt pouch
    bedroll
    flint/steel
    hemp rope, 50 feet
    sunrods x 2
    trail rations x 10
    waterskin
    Scrimshaw project

    Chess piece: Fey creature
    King:
    Queen:
    Bishop:
    Knight: Centaur w/ 2 handed sword
    Rook:
    Pawn:



    Children can be cruel, especially if the target of their cruelty is weak. Nadia is weak and has had that target on her all her life. Her parents prayed to the gods that she be gifted, while they taught her to be good-tried their best. The even used every bit of coin and influence to get her in an academy. She prove either stubborn or just not that intelligent. Probably both. Now it is time to let this bird out of the nest and see if what she has been taught has stuck. Gods know what that gift might be.

    What she did not tell them was that she had done things. To other kids, during her teen years. They, the other kids in the academy, thought her haunted, a witch, cursed. The last one she wasn't so sure it was wrong. One time, in frustration and fury she flung some sort of arcane power at a kid for being a bully- turned his skin green and his hair orange. Only lasted for about an hour, but the other kid will remember that for life.

    While this family lives in the Karrth district of Sharn, Nadia's father left his home land, Karrnath, in anger and disgust over the practice of necromancy when two of his brothers were raised as zombies, after being killed in battle in the last war, to work in the royal farms.

    Her temper always got her in trouble, it did run in the family. She had abilities that caused people around her to fear her, She controlled the fey some said. She did not control the fey actually, it was the capricious nature of the sideh and what THEY did!

    to keep her mind on things of this world she learned to carve on bone and whale tooth. It was a family art called scrimshaw. It helped, usually-until a fey one animates the carving making it go running around the room.

    Ebberon spells

    1st Level

    Magecraft*: +5 competence bonus on one Craft check.
    Repair Light Damage*: “Cures” 1d8+1/level damage (maximum +5) to a construct.

    2nd Level

    Repair Moderate Damage*: “Cures” 2d8 + 1/level damage (max imum+10) to a construct.

    3rd Level

    Repair Serious Damage*: “Cures” 3d8+1/level damage (maximum +15) to a construct


    Last edited by Scott DeWar; Saturday, 12th January, 2013 at 07:11 AM.
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  • #8
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    Gallant (Lvl 3)

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    Soranda Aurenz: Female Human Monk

    Soranda Aurenz-Monk


    Soranda Aurenz

    5’ 5” 133lbs Red hair, Green eyes
    Alignment: Lawful Neutral

    STR: 13 +1
    DEX: 14 +2
    CON: 12 +1
    INT: 10 +0
    WIS: 14 +2
    CHA: 10 +0

    HP: 9; AC: 14 (10+2 DEX+2 Class Ability); Touch: 14, Flat: 12; Initiative: +2

    Saves: Fort: +3 Reflex: +4 Will: +4
    BAB: +0

    Attacks:
    Melee: +1
    Ranged: +2
    Unarmed: +1 (1d6+1)
    Quarterstaff: +1 (1d6+1)
    Sling: +2 (1d4+1)
    Grapple: +1 (1d6+1)

    Skills:
    Total
    Balance: +4 (+2 ranks, +2 Ability Mod)
    Climb: +3 (+2 ranks, +1 Ability Mod)
    Diplomacy: +2 (+2 ranks, +0 Ability Mod)
    Jump: +5 (+2 ranks, +1 Ability Mod, +2 Feat)
    Knowledge-Religion: +2 (+2 ranks, +0 Ability Mod)
    Listen: +4 (+2 ranks, +2 Ability Mod)
    Move Silently: +4 (+2 ranks, +2 Ability Mod)
    Sense Motive: +4 (+2 ranks, +2 Ability Mod +2 Dragonmark)
    Spot: +4 (+2 ranks, +2 Ability Mod)
    Survival: +4 (+0 ranks, +2 Ability Mod)
    Tumble: +5 (+1 ranks, +2 Ability Mod, +2 Feat)

    Feats:
    Acrobatic: +2 to Jump and Tumble
    Least Dragonmark: Sentinel (House Deneith, Protection from Arrows 1x day)
    Improved Unarmed Strike (Free-Class feature)
    Stunning Fist (Monk Bonus Feat)

    Starting Package:
    Backpack, Waterskin, 1 day trail rations, Bedroll, Sack, Flint & Steel, 3 Torches, 10 Sling Bullets, Quarterstaff, Sling, 1d4 gold




    Backstory


    Soranda does not know who her birth parents are. She was left as a baby on the steps of a temple of the Sovereign Host. The clergy at the temple had no desire nor resources to raise a child so they brought the newborn to a young devout childless couple. The man and his wife, Duran and Lorsanna Aurenz, operate a small tailor shop in the town of Ardev.

    Soranda grew up a devout follower of the Sovereign Host just like her adoptive parents. As she grew older, she told her parents she wanted to join the church to repay them for everything they had done for the family. With her parent's blessing, Soranda set off to join the clergy of the church of the Sovereign Host.

    Within a matter of months, it was clear to the elders of the church that Soranda, while eager to learn, did not have the aptitude to join the clergy. She was too eager to use violence when angered or when she felt someone had been wronged. They decided to take advantage of her natural tendency to want to protect others and offered her the opportunity to study martial arts in one of their monasteries. They explained to her that some of the monks travel with members of the church to protect them from bandits and others. Soranda thought this sounded good and agreed to join the monastery.

    Now, 7 years later, Soranda left the monastery to travel with a few others to the great city of Sharn. There, they would continue their training with a new mentor. On the way ro Sharn, the caravan she was traveling with was attacked by bandits. Soranda and her fellow students helped fend them off. Unfortunately, a fellow student named Aana Thorn was severely injured and near death. The other members of the caravan were able to stabilize her condition until they could get her to the city and to proper medical care.

    Soranda will never forget that day. The bandit leader wore a bright red cloak. She vowed to ensure he was brought to justice for his crimes one day. Additionally, something miraculous happened that day during the attack. One of the bandits shot her with an arrow. She was certain she had been seriously wounded but somehow, the arrow had failed to pierce her skin more than a fraction of an inch. She was positive the Host was looking out for her. When it happened a 2nd time during the attack, she felt a small burning sensation near her left breast.

    Later that night, she stripped off her tunic in private and noticed a strange mark above her left breast. It looked somewhat like the tattoos she had seen on some of the travelers back home but different. She was concerned about it at first but then decided it must be a sign from the Host.

    Eventually they reached Sharn where she stayed at the temple for a brief period of time until she could get a small place of her own in the Overlook district.

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