Thursday, 4th October, 2012, 01:57 PM #1
Master of Jade, Mistress of Iron - a World of Conclave adventure
Rogues Gallery for Master of Jade, Mistress of IronNew from The Lazy GM: Pathfinder Savage Creatures. Pre-gen monsters of land, sea and sky, with a Pathfinder twist.
The Lazy GM Series. Pre-generated monster stats for the discerning adventurer.
The World of Conclave. Innovative (and free) webworld for d20.
White Dwarf: The First 100 Issues
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Lama (Lvl 13)
- Join Date
- Mar 2005
- Jonesboro, AR
ø Ignore Mowgli
Malachite the Unfettered
Oread Barbarian 01
(Sheet Attached. I'll put up an HTML sheet with a link as well when I get some time to save y'all some downloading.)
"I am Malachite, named 'Unfettered' by my family who love me, and 'Relentless' by my foes, who dread my notice. Other epithets are given me by both friend and foe, but most are not to be repeated in 'polite' society.
"Born of the granite and snow in the high peaks of the Throne of Heaven, I know not the parents of my birth. Nor do I care, as they did not persevere to see me well. My family are the Frozen Winds Clan, proud Thell warriors all and the makers of all that is worthwhile in me.
"My finding and my growth are stories for another time. It suffices for now to say that even amongst my warrior family I was accounted strong and hardy, as well as unruly even by their boisterous standards.
"When the Wasting came down upon my family, I was the soul - the only soul - spared. Oracles and Priests were sought, but all of their prophecies, advice and prayers came to naught. In an act of desperation, I left my family to seek the healing waters of the Ice Caves. Though I thought to evade their notice and take skins of the waters by stealth, I was ensnared by the waters guardians. The Witches of Seltak gifted me enough water to save my clan, but their price was steep. I must leave my family, and my beloved peaks, to seek the Yellow Jade. Only with their price in my possession may I return.
"I took up my axe and hammer, and the fell longbow of my people. I donned my armor. Though greatly saddened to see me leave, my family comprehends honor. My word was given, my people saved, and so they sent me off to pay the price to which I agreed.
"They await my return."
What Mal Doesn't Know but Might Find Out
Mal's adventures between the Throne of Heaven and Llasa will (if I remember and play him the way I intend) be fleshed out in RP as we go.
Cutpurse (Lvl 5)
- Join Date
- Aug 2004
ø Ignore Falkus
Tlaxu Rogue 1
Languages: Common, Tlaxu
STR: 12 +1
DEX: 16 +3 (+2 racial)
CON: 13 +1
INT: 10 +0
WIS: 14 +2
CHA: 14 +2
HP: 22 = [1d8=8] + 1 (CON) + 13
AC: 15 = 10 + 2 (Leather armor) + 3 (DEX)
AC Flatfooted: 12 = 10 + 2 (Leather armor)
AC Touch: 13 = 10 +3 (DEX)
Speed: 30 ft
INIT: +6 (DEX + reactionary + racial)
CMB: +1 = +1 (STR) + 0 (BAB)
CMD: 14 = 10 + 1 (STR) + 3 (DEX) + 0 (BAB)
Fort: +1 = +0 (Rogue 1) + 1 (Con)
Reflex: +5 = +2 (Rogue 1) +3 (Dex)
Will: +2 = +0 (Rogue 1) +2 (Wis)
Claws: +3=+0(BAB)+3(Dex) /DMG=1d4+1(S) /, CRIT 20x2
Sap: +0(BAB)+3(Dex) /DMG=1d6+1 nonlethal(B) /, CRIT 20x2
Light Crossbow: +3 =+0(BAB)+3(Dex) /DMG=1d8+1(P) /, CRIT 19-20x2
+2 to DEX
Tlaxu base speed is 30 feet.
Medium: As medium-sized creatures, tlaxu have no special bonuses or penalties due to their size.
Tlaxu have low-light vision.
Tlaxu have keen senses and gain a +2 racial bonus to Perception, Acrobatics and Sense Motive checks, and to Survival checks for the purposes of tracking.
Tlaxu have fast reactions when it comes to danger, and gain a +1 racial bonus to Initiative.
Claws: Tlaxu have retractable claws on their hands and feet. They can use these for combat and are considered proficient with their use. Tlaxu claws cause 1d4 damage and have a critical modifier of x2. A tlaxu is considered armed when using these claws. The claws can also provide a +2 racial bonus to Climb checks.
Favored Class: Rogue
Sneak Attack +1d6
Feats & Traits
1st lvl- Weapon Finesse
Trait: Reactionary, Stealth Escape
Skill Ranks: 09 = [8 (Rogue) + 00 (INT) + 1 Favored Class]
Max Ranks: 01
Acrobatics: +9 (1 rank + 3 Misc + 3 Dex +2 Racial)
Appraise: +4 (1 Rank + 3 Misc)
Bluff: +6 (1 Rank + 3 Misc +2 Chr)
Climb: +9 (1 Rank + 3 Misc + 1 Str + 2 Racial +2 kit)
Disable Device: +9 (1 Rank + 3 Misc + 3 Dex +2 kit)
Perception: +8 (1 Rank + 3 Misc + 2 Wis +2 Racial)
Sense Motive: +8 (1 Rank + 3 Misc + 2 Wis +2 Racial)
Sleight of Hand: +7 (1 Rank + 3 Misc + 3 Dex)
Stealth: +8 (1 Rank + 3 Misc + 3 Dex +1 boots)
Pick Pocket's Outfit (3 lb)
Scholar's Outfit (6 lb)
Cleric's Vestments (6 lb)
Softpaw Boots (1 lb)
Pocketed Scarf (1/2 lb)
Light Crossbow (4 lb)
Sap (2 lb)
40 Bolts (4 lb)
Leather Armor (15 lb)
Climber's Kit (5 lb)
Masterwork Thieves' Tools (2 lb)
Drill (1 lb)
Common Backpack (2 lb)
Belt Pouch (1/2 lb)
Marked Cards (1 lb)
50 feet of hemp Rope (10 lb)
6 Wooden Holy symbols (variety)
Bag of Caltrops (2 lb)
Treasure: 707 Glass Yen
light- 43 lbs. or less
medium- 44-86 lbs.
heavy- 87-130 lbs.
Sil is a nineteen year old Talxu, who stands at five foot one and has black fur, spotted with brown dots. The thicker hair on her head is naturally black; but Sil tends to dye it a variety of colors; favoring bright red. When not in disguise, she wears a loose set of leather armor, and a long scarf; both of which are festooned with various pouches and pockets containing a variety of tools. She has a habit of idly flicking her claws in and out when she's lost in thought.
Sil was born into one of lower castes in Mopendor; and was taken from her family at the age of fifteen to be the subject of a hunt by the nobility. She managed to survive and escape them, and eventually flee to Llaza after running from her homeland for over a year; but the whole affair left her somewhat broken on the inside.
She hasn't seen her parents or her only sister since she fled her homeland, and has no idea what's happened to them. But she's too afraid to go back or try to find out... the last thing she wants to do is attract the attention of the upper caste who tried to kill her once and failed.
Lies and misdeeds come easily to her now, and most of her actions are focused on maintaining her own life. She views survival as her most important priority; but she tends to find herself plagued by what’s left of her conscience, keeping her from committing the most grievous and profitable of crimes. She restricts herself, as a result, to burglary, and basic con jobs; and, as a result, is persistently late on her rent and owes an uncomfortably large amount to local loan sharks in T hievestown.
She sees the yellow jade as a chance to break into the big leagues, get a sizable stake for herself and get clear of her debtors. Of course, the best laid plans of cats and men…
Defender (Lvl 8)
- Join Date
- May 2012
- United States
ø Ignore slobster
nai-nek-chai (kitsune) witch 1
Senses: Low Light Vision, Perception -1
AC 13 (Touch 13, Flat-Footed 10)
Fort +1 Ref +5 Will +5
Speed 30 ft.
Melee Dagger -1 (1d4-1)
Ranged Dagger +3 (1d4-1)
Str 8 (-1)
Dex 16 (+3)
Con 12 (+1)
Int 16 (+3)
Wis 8 (-1)
Cha 16 (+3)
Reactionary (+2 Init)
Fast Talker (+1 Bluff, class skill)
Sleight of Hand +4
Use Magic Device +7
Ability Focus (Slumber Hex)
Kitsune Magic (3/day dancing lights, +1 Enchantment DCs)
Natural Weapon (bite 1d4)
Slumber Hex (DC 15)
Fox Familiar (+2 Ref)
Cure Light Wounds
Running Bi was born far up the river, in a village whose name he has forgotten, in a shrine that is now gone.
He remembers the first happy years of his life playing with a pack of brothers and sisters on the temple grounds, while interesting-smelling visitors would leave offerings of food and incense and little wood and cloth toys. He remembers one of the monks who took care of them, a kind-faced older woman who always wore the same set of homespun robes. He remembers her telling stories of the benevolent spirits, and the evil ones. He remembers that his blood is of two worlds.
Then ugly men came, with weapons and nets. Bi was taken from the temple, and so were many of his brothers and sisters. He remembers the smell of fire and blood in the air. Maybe some of his siblings survived that day without being taken, but he never knew.
There was the long boat ride down the river, crammed in tight cages with other young of all races. There was hunger and cold. The men on the boat were cruel and smelled terrible.
Finally the view changed. After endless miles of soft countryside and empty fields, the city of Llaza came into view. Surely here, surrounded by people, someone would take pity on children crammed into cages amid their own filth.
Bi learned an important lesson then. Nobody will help you. People help themselves. The stories of good spirits helping virtuous farmer boys that he was told as a pup were just that: stories. And if good spirits didn't exist, Bi resolved to be the other kind. The bad spirits, who punished those who deserved it and were placated by offerings and sutras. The ones that ended up ahead.
He escaped from his captors while they were transferring their catch to another ship, and ran away, never looking back. He left behind his own brothers and sisters, but he couldn't have helped them anyway. There were too many of the big ugly men, and they were too strong. He never could have helped others get free without being seen and caught himself.
At least, that's what he tells himself every night as he tries to fall asleep.
It's been many years since then, and it seems a lifetime. Bi quickly learned the rules of the street. He earned his name after his first theft: a huge jade medallion from one of the selfish and sickly-sweet smelling merchants in the temple district. "Bi" are the names of these huge medallions, and when the little nai-nek-chai boy ran back to the back-alley pawn store to sell his prize, he learned another lesson.
The pawn broker took the medallion, then turned it and the little boy over to the city guards. An item that distinct and valuable was too hot to sell anyway, and the pawn broker collected a bounty from the irate merchant. The boy was caned publicly in the town square until he could barely hobble away, and almost died in the weeks following when he couldn't even steal a stale breadcrust to feed his failing body. His name "Running Bi" is a pun on this episode in his life. The medallion he ran away with was called a bi, but the word bi is also an archaic word for nose, and many of the thieves of Llaza saw the pitiful orphan dying in the streets and named him Running Bi, or Running Nose. In a bizarre accident that he has come to see as fate, Fox Bi is also an old word for Foxfire, the spectral flames that Bi can call up at will to follow him in the darkness of the city's backstreets.
As Bi came into the power of his nai-nek-chai blood and learned to channel the natural forces of the world to his advantage, he met a starving fox pup that was being held in a menagerie that sold exotic pets to rich patrons. He felt an immediate connection, and despite the deadly danger of discovery Bi snuck into the shop late at night and freed every animal there. The fox pup, which he named "Scraps", has stuck with him ever since. On some level Bi sees his companionship with Scraps as a surrogate relationship for the brothers and sisters he left behind years ago. If any threat comes near Scraps, Bi responds decisively and violently, without any of the usual reserve and passive calculation that has carried Bi through an entire adolescent life on the streets.
These days Bi always keeps an eye out for opportunities for a quick yen. His fast wits, silver tongue, and natural magic have allowed him to graduate from petty theft to bigger cons and heists, but he never forgot the lessons of the street or his decision to be a dark spirit. Still, there is the part of him that grieves for his lost home, for the siblings he left behind, and that remembers the good spirits of the kind old monk's stories. But how could a good spirit survive in this real world of corrupt, selfish mortals?
When he hears about a piece of yellow jade for sale from one of his sometime partners in crime (Sil), he decides he'll see if there really is some money to be made. But he remembers the lesson he learned from his first big score, and is hesitant to get involved in something that he know could spin quickly and violently beyond his control . . .
Last edited by slobster; Sunday, 7th October, 2012 at 06:49 AM.
Myrmidon (Lvl 10)
- Join Date
- May 2006
- Columbia, MO
ø Ignore GlassEye
Blue Eye Bellows was born into a house full of voices: parents, grandparents, uncles, aunts, and numerous siblings and cousins. His name was earned for the color of his eyes, one brown and one blue, and the fact that, as the youngest male among many his job in the family smithy was to operate the bellows. There was also his unfortunate tendency to speak at a loud volume every place he went, as necessary in a smithy and in a household overfull of people, and to point out and talk to people and things that weren’t physically present.
It didn’t take Blue long to discover that no one else could see or hear the numerous spirits of their house and forge or Iron Ancestor, his great grandfather and a master smith who had died many years before he was born and who now gave Blue advice and taught him small tricks of crafting at the forge. When the rest of the family discovered Blue’s ability as a seer of spirits he was apprenticed to a salsham’ai shaman in Little Thalsa.
Iron Ancestor muttered constantly about the ‘dirty salsham’ai’ and their tree-house district but Blue was wide-eyed with fascination over the small people, their braashak trees and their culture, particularly the Skill of Raindrops. At the feet of his master Blue learned the value of silence, or at least speaking quietly, and gained the protection of White Matoo, a large guardian spirit that resembles an ape-like matoo carved from bleached wood of the braashak tree.
One day Blue’s mentor informed him they were going on a journey. The two of them packed and headed north. Eventually Blue was able to pry from his salsham’ai mentor their destination: Ashoyin, by way of Blue Jays and circling the swamp around to the north of the city. They never reached the city. In the hill country north of Blue Jays they were ambushed and Blue’s mentor killed. Blue barely escaped but injured and without supplies would probably have died if not for the intercession of Wild Jade Wolf, a powerful wolf spirit. Bargains were made against the advice of both Iron Ancestor and White Matoo who typically disagreed about everything and Wild Jade Wolf took possession of Blue Eye Bellows.
When Blue regained control he found himself just outside of Llaza with vague bloody memories, the satisfied, wolfish grin of Wild Jade Wolf, the silent disapproval of Iron Ancestor, and the sorrowful gazes of White Matoo. Shortly after reentering the city Blue heard tell of a yellow jade artifact and at Wild Jade Wolf’s urgings has decided to enquire about the object.
Blue Eye Bellows
Human Shaman 1
N Medium humanoid (human)
Init: +1; Senses Perception +8
Last edited by GlassEye; Wednesday, 23rd January, 2013 at 07:45 PM.
Magsman (Lvl 14)
- Join Date
- Jun 2009
- hagerstown md
ø Ignore HolyMan
Myrmidon (Lvl 10)
- Join Date
- Apr 2007
- Bahia Blanca, Buenos Aires, Argentina
ø Ignore Voda Vosa
Hang is a man that mostly keeps to himself. Stoic and pragmatical, he considers emotions of all kind to be either distracting or outright harmful. Gods and mystic arts were nothing to him; they might provide power to the weak minded faithful, but he knew the true power resided within himself. His martial training was hard, as were his masters; but he endured and mastered many weapon styles. He could have been a master himself, but his skills and particular philosophy took him to other paths. Escalating was prime in his mind, and no one escalates without power. The kind of power a yellow jade shard could give him.
Code:Name: Hang Shemin Class: Fighter 1 Race: Human Size: Medium Gender: Male Str: 14/16 +3 Level: 1 XP: 0 Dex: 14 +2 BAB: +1 HP: 26 Con: 14 +2 CM bonus: +4 CM defense: 16 Int: 14 +2 Speed: 20' Wis: 12 +1 Init: +2 Cha: 08 -1 ACP: -2 Base Armor Shld Dex Size Nat Misc Total Armor: 10 +6 +0 +2 +0 +0 +0 18 Touch: 12 Flatfooted: 16 Base Mod Misc Total Fort: 2 +2 +4 Ref: 0 +2 +2 Will: 0 +1 +1 Weapon Attack Damage Critical MW Falichon +6 2d4+4 18-20x2 Guisarme +4 2d4+4 x2 Longbow +3 1d8 x3 Languages: Common, Abilities: Human: +2 Str, bonus feat, bonus skill. Feats and traits: Fighter feats ( Profs + (F)) Quick draw (F) Godless healing Rich parents Weapon focus (Falichon) Special abilities: Godless healing: heals 1d8 as a move action once per day. Skills Ranks Mod Misc Total Climb 1 +3 -2 +4 Intimidate 1 -1 +3 Ride 1 +2 -2 +3 Survival 1 +1 +5 Swim 1 +3 -2 +4 Equipment: Masterwork Breastplate (30lb, 350gp) Masterwork Falichon (8lb, 375gp) Guisarme (12lb, 9gp) Crowbar (5lb, 2gp) Flint and steel (--lb, 1gp) Blanket for winter (3lb, 5sp) Backpack (2lb, 2gp) Grappling hook (4lb, 1gp) Rope (10lb, 1gp) Longbow (3lb, 75gp) Torch x10 (1lb, 1sp) Waterskin (4lb, 1gp) Quin the Dog 25gp HP: 23 Init: +1 AC: 13 Speed: 40' Bite: +2, 1d4+1 dmgx2 +4 Fort, +3 Ref, +1 Will Traits: Low light vision, +4 to survival (tracking), Scent, Acrobatic jump. Tricks: Nrmal tricks plus Track and Come Perception +8, Stealth +5, Survival +1 Money: 57 gp
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