One by land, two by sea-Pathfinder RPG-RG

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
saved for special info

*Leif : in - Darthan -Human fighter [sword and shield style]
*Scottly : in -
Gorgol the Scourge Half-Orc Rogue2/Fighter1
Mleibrok : in
Mowgli : in, but kicking and screaming -
Bahri Kantant - Fighter (Archer) 02/Bard 01
Helfdan : in -
Borhald - Ranger 3 [2 wpn style]
*Herobizcit : in
- Garias Bazlagg -Dwarven magus


IC: http://www.enworld.org/forum/showth...brew-One-by-land-two-by-sea-Pathfinder-RPG-IC

ooc:http://www.enworld.org/forum/showth...athfinder-RPG-OOC/page8&p=6086602#post6086602
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
saved for other special info

Code:
Location          Name           Title         Class   notes
[SIZE=2]Eggert's cove[/SIZE]   Elga Jandotter   Mayor         Aris 4
[SIZE=2]Eggert's cove   Karl Josephson   Shire reeve   Fighter3
[/SIZE][SIZE=2]Eggert's cove   Olgar [SIZE=2]K[/SIZE]arlson[/SIZE]    Deputy      Warrior 1

View attachment EGGERT'S COVE.xls
 
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Scotley

Hero
Last Character of 2012/First Character of 2013

Final Draft for approval, comments welcome.

Gorgol the Scourge
Half-Orc Rogue2/Fighter1
Str: 14 (5) +2
Dex: 16 (5+2 race) +3
Con: 14 (5) +2
Int: 13 (3) +1
Wis: 12 (2) +1
Cha: 10 (0)
Hp: 26=8+1d10+1d8+6Con+1 favored class
Saves: Fort +5[+2base+2con+1luck(scared tattoo)], Reflex +7 [+3base+3dex+1luck(scared tattoo)] , Will +2 [0base+1wis+1luck(scared tattooo)]
AC: 17 [10+4armor+3dex](18 combat expertise), FF14 [10=4armor], Touch 13 [10+3dex](14 combat expertise)
BAB:+2
CMD: 17(18/20) 10+2bab+2str+3dex(+1combat expertise/+2 vs. trip)
CMB: +4 (+2bab+2str)(+2 on trip attempts) (+2 whip--weapon focus and magic)
Initiative: +3

MW Longsword +5(+3 two weapon) for 1d8+2 S 19-10/x2 [+2bab+2str+1MW]
+1 Scorpion Whip +6 (+5 two weapon) for 1d4+3 S (+2 two weapon) 20/x2 disarm, reach--15' and threatens adjacent squares, perform, trip [+2bab+2str+1magic+1weapon focus]
Club +4 (+2 two weapon for 1d6+2 B 20/x2 [+2bab+2str]
Sap +4 for 1d6+2 B non-lethal [+2bab+2str]
Dagger +4 for 1d4+2 P or S [+2bab+2str]
Dagger Thrown +5 for 1d4+2 P or S [+2bab+3dex] R10'

Racial Half-Orc
•Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
•Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
•Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Half-orcs have a base speed of 30 feet.
•Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
•City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
•Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
•Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.

Class Rogue
•Proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Proficient with light armor, but not with shields.
•The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
•+1d6 Sneak Attack: the rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
•Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
•Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
•Rogue Talent: At 2nd level Combat Trick--Benefit: A rogue that selects this talent gains a bonus combat feat (two-weapon fighting)

Class Fighter
•Cad--In combat, most fighters have some sort of code of honor. Some believe that one should not kick enemies when they are down, or should limit use of other such dirty tricks to the most dire of circumstances. The cad places no such limitations on himself. Battles are for winning, and anything that gives the cad the upper hand against his enemies is a legitimate tactic. No trick is too treacherous if it leads to victory.
•Weapon and Armor Proficiency—A fighter is proficient with all simple and martial weapons and (light armor and shields) A cad is not proficient with medium armor, heavy armor, or tower shields.
•Feats: A fighter receives a bonus combat feat at 1st level and all even levels.
•Skills: The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Ranks Per Level: 2 + Int modifier. Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Sleight of Hand (Dex), and Stealth (Dex) are class skills for a cad.
•Dirty Maneuvers (Ex): Pending 2nd level, a cad becomes skilled at deceiving and discomfiting his opponents. The cad gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. The cad also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and steal combat maneuvers. These bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery.

Feats
•1st Combat Expertise—Trade Attack Bonus for Armor Class
•Rogue talent bonus feat 2nd level Two Weapon Fighting—Reduce Penalty for fighting with two weapons
•3rd Weapon Focus (Whip)
•Fighter bonus feat 1st level Improved Trip

Traits
•Prehensile Whip--Use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.
•Threatening Defender--When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by one.

Skills 8+2+8+3INT+1favored class=22

Acrobatics (Dex) 3+3CS+3Dex
Appraise (Int) 2+3CS+1Int+2Race
Bluff (Cha)
Climb (Str) 1+3CS+2Str
Craft Trapmaker (Int) 1+3CS+1Int
Diplomacy (Cha)
Disable Device (Dex) 2+3CS+3Dex
Disguise (Cha)
Escape Artist (Dex) 1+3CS+3Dex
Intimidate (Cha)
Knowledge (dungeoneering) (Int) 1+3CS+1Int
Knowledge (engineering) (Int) 1+3CS+1Int
Knowledge (local) (Int) 1+3CS+2race
Linguistics (Int) +1Int Speak Common, Orc and Goblin
Perception (Wis) 3+3CS+1Wis+2Race(see above)
Profession (Sailor) (Wis) 1+3CS+1Wis
Ride (Dex) +3Dex
Sense Motive (Wis) 1+3CS+1Wis
Sleight of Hand (Dex) 1+3CS+3Dex
Stealth (Dex) 1+3CS+3Dex
Survival (Wis) 1+3CS+1Wis
Swim (Str) 1+3CS+2Str
Use Magic Device (Cha)

Gear
+1 Scorpion Whip 2305 gp
MW Chain Shirt 250 gp
MW Longsword 315gp
Whip 1 gp
Dagger 2 gp
Sap 1 gp
Club --
MW Thieves’ Tools 100 gp
Artisans’ Tools 5 gp
Spare parts for trap making 5 gp
backpack 2 gp
bedroll and blanket 3 sp
belt pouch 1 gp
clay mug 2 cp
flint and steel 1sp
signal whistle 8 sp
50 feet of string 1 cp
rope, hemp 50' 1 gp
waterskin 1 gp
trail rations (6days) 3 gp
whetstone 1 sp
crowbar 2 gp
grappling hook 1 gp
Explorers Outfit 0gp
3 gp, 7 sp, 3 cp

Appearance/Personality: Gorgol is a physically imposing figure over 6 feet tall with lean wiry muscles and strange primitive tattoos on his chest and arms. His skin is a deep olive color and his eyes are black as the darkest layers of the abyss. His hair is dark and wiry and trimmed roughly with a dagger close to the scalp. His ears are short and pointed with one well chewed in a long ago struggle. His teeth are pronounced and gleam against his dark skin. He has ritual scars in swirling patterns of pale dots on his arms and torso and the lash marks of beatings at the mast on his back. His features are too sharp and Orcish to be considered handsome. He wears a doublet of dove and charcoal vertical stripes over a finely made chain shirt and snug black sailor’s trousers with flared upturned cuffs. At sea his feet are usually bare or clad in simple rope sandals, but ashore he wears soft gray sea lion skin boots. A black leather sash festooned with pockets holds up a matching belt from which hangs a pouch of tools, a longsword and a pair of whips one of which is wickedly spiked with what he says are the fangs, claws and rusty weapon points of his enemies. He keeps a couple of daggers and a sap concealed on his person at all times. There is a stout red oak club on a leather thong hanging from his belt as well.

Gorgol chaffs at authority and is slow to trust. He can be companionable enough, but considers his own skin before that of others. A trait he acquired living on the streets for much of his youth. A born scavenger he is fascinated with mechanical things, tools, oddments and parts. His pack is stuffed with assorted junk he has picked up over the years. He is quite good at assembling these things into mechanical traps. He would fill the downtime on ship assembling small but complex Rube Goldberg-like dioramas of rolling, swinging, tumbling items in patterns he found amusing. Having spent much of his youth on the losing side of fights in which the foes were always, bigger, better armed or more numerous, he favors dirty tactics, attacking from surprise and from concealment or at least from behind bigger allies. He sees no shame in running away to fight again when the odds are better. He can be a bully toward the weak and delights in nothing so much as turning the tables on one who has wronged him or demeaned him in some way. He is always eager to use his whip to punish if the opportunity arises.

History/Background: Gorgol has only a few vague memories of his mother and his early childhood. Such things are a luxury of the privileged. He recalls his mother as a stern Orc woman who kept him safe. At least until a night of violence, screams and fire when she bade him run and hide and never look back. He was still very small and kept himself hidden in the squalid neighborhood in which he found himself. Slipping out from hiding places under porches, on roofs and in back alleys only at night to scavenge what he could from the refuse he found. As he grew older, perhaps 8 or 9 he began to run with a similar gang of boys—half-breeds, orphans, outcasts and cripples. They were led by an old orc shaman who marked then with tattoos he said would keep them safe. They engaged in petty crimes and eked out a meager living. Gorgol was good at rigging simple traps that tangled up passersby long enough for the others to grab a pouch or bit of jewelry and run. As he got better he rigged more elaborate tricks to lure the unsuspecting down alleys and into sewers following the lure of a glittering coin or sparkling gem. Once isolated the mark would be cracked on the head with a swinging cask or dropped into a waist deep pit and then subjected to a snatch and run. After a few years the authorities finally rounded up the gang and pressed the able bodied of them into service at sea. He was perhaps 12.

He set sail on His Majesties Ship Wilhelmina, named for the King's mother-in-law. At sea over the next couple of years Gorgol unwillingly learned the basics of knots, ropes, sails, tides, winds and rudders. His willful near feral nature found him frequently the target of harsh punishments—short rations, extra chores, beatings, keelhauling and floggings. He hated the floggings worst of all. Strapped to the mast under the baleful heat of the sun and watched by every eye on the ship to suffer painful stinging blow after blow. The crew seemed to delight in seeing the Half-orc suffer. Chaffing under this dire fortune Gorgol watched for his opportunity for revenge. A particularly nasty officer slipped on a spilled pool of oil and cracked his skull before falling overboard. Another tumbled down the stairs after catching a toe on a step that had worked loose and turned upward. Finally, his greatest opportunity came. Before dawn one fateful morn, his Orc-bred eyes saw something in the darkness that his fellows could not. He slipped below decks and fouled the lock on the weapons locker just before the alarm was raised. When the pirates attacked his ship was largely defenseless and proved easy pickings. He was happy to tell the pirate captain of his treachery in front of the shipmates that had treated him so poorly. He asked and was granted a boon. He took up the lash and whipped the surviving officers until his arms were so tired and sore he could no longer raise the whip. That night he earned the nickname ‘The Scourge’ and joined the pirate crew.

With their newly acquired naval vessel, now called the Wicked Widow, the pirates were very successful. They found success raiding both trading vessels and coastal villages. When an unusual and magical whip was found among the booty of ship from far distant lands it naturally went to Gorgol. For the first time in his life Gorgol sailed, fought and lived as he chose not because he was forced to or just to survive. At first he delighted in the pirate’s life. His seamanship, skill at fighting and eye for value lead him to rise in the ranks. But being in a position of power for the first time against those helpless and having done no wrong against him, Gorgol discovered a strange thing. He had a conscience. The wanton cruelty of the pirates led him to empathize with the victims. It left a bitter taste in his mouth. When the ship was damaged beyond repair in a raid and the crew began to scatter to the four winds Gorgol took his leave of the pirates and returned to land.

Gorgol found himself once again in the city of his youth, but seeing it with new eyes. He has taken a few odd jobs, but has nearly exhausted his gold from pirating and seeks new adventures.

Experience and Advancement
Favored Class Rogue

3300 exp with fast advancement

1st Rogue
2nd Fighter
3rd Rogue
Pending 4th Fighter +2Dex, Improved Disarm fighter bonus feat, gain dirty maneuvers
 
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Herobizkit

Adventurer
Place holder for Garias Bazlagg, Dwarven Warrior-Scholar.

Male Dwarf Magus 3
NG Medium humanoid
Init +2; Senses Perception +6
Languages: Aquan, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc

AC 17 [chain shirt +1, Dex]; touch 12, flat-footed 15

HP 26 = 10 + 8 + 8

Resist: Fort +5, Ref +3, Will +3 (all +2 vs poisons, spells, spell-like abilities)

Spd 20 ft. (4 squares)

Melee +5 mw dwarven waraxe [1d10+2 (+3 two-handed) S / x3]
Melee +5 mw cutlass [1d6+2 S, 18-20 / x2]
Melee +4 boarding axe [1d6+2, P or S / x3; +2 Climb wooden surface]
Range +5 mw chakram [1d8+2 S / x2, 30' range]

Base Atk +2; CMB +4; CMD 16 (20 vs bull rush and trip on ground)

Abilities Str 14/+2 [5], Dex 14/+2 [5], Con 14/+2 [2], Int 16/+3 [10], Wis 10/+0 [-2], Cha 8/-1 [0]

Gear
[0750, 00] bone wand of Hydraulic Push, 50 charges
[1100, 25] +1 chain shirt
[0330, 08] mw dwarven waraxe
[0315, 04] mw cutlass
[0301, 01] mw chakram
[0006, 03] boarding axe
[0012, 10] Pathfinder's Kit [a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, and a whetstone.] (backpack, 1 wk trail rations and bedroll left behind)
[0050, 04] mw backpack
[0020, 03] adventurer's sash
[0000, 00] explorer's outfit

Total spent: 2884 gp
Total on hand: 116 gp
Total Weight carried: 58 lbs. [light load]

[sblock=Dwarf racial abilities]Standard Racial Traits

  • Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
  • Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Dwarves are humanoids with the dwarf subtype.
  • Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defence Racial Traits

  • Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Dwarves gain a +4 racial bonus to their Combat Manoeuvre Defence when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits

  • Saltbeard Skills: Dwarves occasionally found iron cities along rugged sea-coasts and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea.
  • Saltbeard Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones.

Senses Racial Traits

  • Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits

  • Saltbeard Hatred: Dwarves gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
[/sblock]Traits

  • Militant Merchant -You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
  • Mathematical Prodigy - You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills [Engineering] is always a class skill for you.

Feats

  • Breadth of Experience (+2 all Knowledge/Profession checks; can use Knowledge checks untrained)
  • Cosmopolitan (speak two add'l languages; two skills [Appraise, Linguistics] become class skills)

Skills

  • Appraise 7 (9) = 1 [rank] + 3 [class*] + 3 [Int] (+ 2 if treasure is found in/under water)
  • Know Arcana: 10 = 1 [rank] + 3 [class] + 3 [Int] + 2 [BoE feat] + 1 [MP trait]
  • Know Dungeoneering 9 = 1 [rank] + 3 [class] + 3 [Int] + 2 [BoE feat]
  • Know Engineering: 10 = 1 [rank] + 3 [class*] + 3 [Int] + 2 [BoE feat] + 1 [MP trait]
  • Know Planes 9 = 1 [rank] + 3 [class] + 3 [Int] + 2 [BoE feat]
  • Linguistics 7 = 1 [rank] + 3 [class*] + 3 [Int]
  • Perception 6 (7) = 3 [rank] + 3 [class*] + 0 [Wis] (+1 to determine surprise)
  • Profession (Sailor) 8 (10) = 2 [rank] + 3 [class] + 3 [Int] +2 [BoE feat] (+2 while at sea)
  • Spellcraft 9 = 3 [rank] + 3 [class] +3 [Int]
  • Swim 8 = 3 [rank] + 3 [class] + 2 [Str]

*class skills added via feats or traits
1 skill pt/level: level 2 (Know Dungeoneering), level 3 (Know Planes)

[sblock=Spells]Level 0

Acid SplashOrb deals 1d3 acid damage
Arcane MarkInscribes a personal rune on an object or creature (visible or invisible)
Dancing LightsCreates torches or other lights
DazeA single humanoid creature with 4 HD or less loses its next action
Detect MagicDetects spells and magic items within 60 ft
Disrupt UndeadDeals 1d6 damage to one undead
Flare Dazzles one creature (–1 on attack rolls)
Ghost SoundFigment sounds
Light Object shines like a torch
Mage Hand 5-pound telekinesis.
Open/CloseOpens or closes small or light things
Prestidigitation Performs minor tricks.
Ray of FrostRay deals 1d3 cold damage.
Read MagicRead scrolls and spellbooks.
SparkIgnites flammable objects

Level 1
Corrosive Touch Touch attack deals 1d4 acid/level.
Grease Makes 10-ft. square or one object slippery.
Hydraulic Push Wave of water bull rushes an enemy.
Ray of Enfeeblement Ray causes 1d6 Str penalty + 1 per 2 levels.
Returning Weapon Grants a weapon the returning special weapon quality.
Shock Shield A shield of force protects you until you dismiss it in an explosion of electricity.
Silent Image Creates minor illusion of your design.
Stone Fist Your unarmed strikes are lethal.
Unseen Servant Invisible force obeys your commands.[/sblock]
 
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Leif

Adventurer
Darthan (20-pt build)

Human N/G
Fighter Level 3 [Favored Class] [Class by Level: 1Fighter*2Fighter*3Fighter]
Age: 25
Ht: 6' 1"
Wt: 187 #
Patron Deity: Shelyn
Languages: Common

BAB +3, CMB +7, CMD 19

STATS
S 18 +4 [16 +2 racial]
D 14 +2
C 14 +2
I 07 -2
W 09 -1
C 14 +2

AC: 23 [10+7 armor +2 shield +2 dex +1 feat(dodge) +1 feat (shield focus)]
[AC: 26 vs. AoO from movement, +4 Mobility Feat, does not stack with Dodge feat]

Init: +2 [Dex]

HP: 35 = 13 +11 +11 [fixed hp + con + favored class]

XP: 3,300

GP: 38
SP 5
CP 6
1 50 gp bloodstone(s)

FEATS
Weapon Focus (Longsword) (1st lvl standard) [+1 att w/ longsword]
Power Attack (1st lvl, Ftr bonus) [trade att bonus for dam bonus]
Dodge (1st lvl, Human bonus) [+1 AC - dodge bonus]
Mobility (2nd lvl, Ftr bonus) [+4 dodge bonus to AC vs. AoO]
Shield Focus (3rd lvl standard) [+1 AC when using a shield]

SKILLS
minimum of one skill point per level plus his human bonus point equals 2*3=6 points at Level 3
Climb +9 = 2 ranks + 4 str mod +3 class skill
Intimidate +7 = 2 ranks +2 cha mod +3 class skill
Survival +3 = 1 rank -1 wis mod + 3 class skill
Linguistics -1 = 1 rank -2 int mod +0 class skill SPEAKS: GIANT

EQUIPMENT [86 lbs total] [100 lbs = Lt. load for 18 Str]
Gnarled Hickory Club (0 gp) [+7 att melee, 1d6+4 dam] [3 lbs]
Magic Spiked Breastplate +1 (1,400 gp, +7 AC, -3 ACP +1 ftr armor trng=ACP -2) (spikes +7 att melee, 1d6+4 dam) [40 lbs]
Heavy Wooden Shield (7 gp, +2 AC, -2 ACP) [10 lbs]
Magic Longsword +1 (2,315 gp) [+9 att, 1d8+5 dam] [4 lbs]
Dagger (X2, 4 gp) [+7 att melee, +5 att miss, 1d4+4 dam] [@ 1 lb = 2 lbs]
Backpack (2 gp) [2 lbs]
Bedroll (1 sp) [5 lbs]
Blanket (5 sp) [3 lbs]
Grappling Hook (1 gp) [4 lbs]
Belt Pouch (1 gp) [0.5 lb]
Rations, 3 days (3 * 5 sp) [@2 lbs=6 lbs]
Whetstone (2 cp) [1 lb]
Rope, Silk 100 ft (20 gp) [5 lbs]
Small Case for Gems (3 sp) [0.5 lb]



HISTORY
Darthan is an orphan whose teen years were spent on the streets, eking out a hardscrabble existence taking what he needed and fighting for his very existence at seemingly eveery turn. He was taken in by a priest of Shelyn two years before he came of age, and that was where he gained what limited education he has, and where he learned that what he had always hoped about the nature of people can be true if one's most basic needs are met. Still, Darthan has a very rough core lurking just below the surface. Darthan parleyed his acquaintance with the priest of Shelyn into an appoinment to the temple guard, and he has performed admirably.

The priest actually hoped to recruit Darthan as a Paladin hopeful, but the warrior was a bit too rough around the edges. Still, his priest mentor and self-appointed father-figure, Father Eric Sorensen, has not given up hope that Darthan may make a holy warrior yet. [Thanks, [MENTION=49929]Scott DeWar[/MENTION], for this idea! I like it and will probably take a level or two of Paladin at some point. Gotta get some more fighter feats first, though.]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Kanala d'Arbaso - Human Fighter (Archer) 02/Oracle 01

Kanala is a farmer's daughter from Ferdinand's Well. The youngest of five children, and the only girl, she grew up working the farm with her father, as well as helping him hunt to supplement their stores of meat. When she was ready to leave the farm the skills she learned with the bow stood her in good stead - she moved to Eggert's Cove and quickly earned a spot with the militia, manning the walls with her bow. And her life changed forever.

In her first battle, just as the fighting reached its peak, Kanala was struck down by . . . visions . . . voices . . . a flood of memories and presences in her head overwhelming in their numbers and intensity. When she came to the fight was over, but so was her career as a Naval archer. Though the Cove forces carried the day, Kanala's commanding officer decided that she could not be trusted to be able to hold her place in the lines.

Since that day the young farmer turned archer has been working to come to terms with the spirits of her ancestors, learning to use their expertise in various areas to enhance her life. During that time she's been eking out a living as a medium and fortune teller in Eggert's Cove.

KanaladArbaso_zps4c0b6321.png
 

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Helfdan

First Post
Borhald Threndor

Borhald Threndor
Male human Ranger 3
NG Medium humanoid
Init +2; Senses Perception +10
Languages Common, Elven
AC 19, touch 13, flat-footed 17 (+2 Dex, +6 armor, +1 ring)
HP 35 (3 HD)
Resist: Fort +5, Ref +5, Will +5 (+2 vs. fear)
Spd 20 ft. (4 squares)
Melee mwk longsword +8 (1d8+3/19–20)
Melee mwk longsword +6 (1d8+3/19–20) and short sword +4 (1d6+1/ 19 -20)
Ranged longbow +5 (1d8/x3)
Base Atk +3; CMB +6; CMD 18
Combat Gear: potion of cure light wounds
Ranger Spells Prepared -
Abilities Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8
SQ Courageous, Militia veteran (survival), Favored enemies (+2 vs. goblinoids), Track (+1), Wild Empathy (+2), Favored Terrain (forest +2)
Feats Alertness, Endurance(B), Iron Will, Two-Weapon Fighting(B), Weapon Focus: Longsword
Skills Acrobatics (1) +0, Climb (2) +5, Handle Animal (1) +3, Heal (3) +8, Knowledge (nature) (1) +5, Knowledge (geography) (1) +5, Perception (3) +10, Ride (3) +5, Stealth (3) +5, Survival (3) +10/+11 to track, Swim (3) +6
Possessions combat gear plus ring of protection +1, masterwork breastplate, masterwork long sword, 2 daggers, short sword, composite longbow (+3), throwing axe, quiver w/ 20 arrows, backpack, bedroll, flint and steel, belt pouch, whetstone, water skin, 7 days' trail rations, 2 torches, sack, silk rope, grappling hook, climber’s kit, healer’s kit (10 uses)

13gp, 2sp, 6cp

[sblock=Math]
Str 5 (+2 racial)
Dex 5
Con 5
Int 2
Wis 5
Cha -2
Total: 20

ring of protection +1 (2000gp)
masterwork breastplate (350gp, 30#)
masterwork long sword (315gp, 4#)
2 daggers (4gp, 2#)
short sword (10 gp, 2#)
composite longbow (+3) (400gp, 3#)
throwing axe (8gp, 2#)
quiver w/ 20 arrows (1gp, 3#)
backpack (2gp, 2#)
bedroll (1sp, 5#)
flint and steel (1gp)
belt pouch (1gp, 0.5#)
whetstone (2cp, 1#)
water skin (1gp, 4#)
7 days' trail rations (3.5gp, 7#)
2 torches (2cp, 2#)
sack (1sp, 0.5#)
silk rope (10gp, 5#)
grappling hook (1gp, 4#)
climber’s kit (80gp, 5#)
healer’s kit (10 uses) (50gp, 1#)
potion: cure light wounds (50gp)

Total cost: 3,286gp, 7 sp, 4cp
Remaining funds: 13gp, 2 sp, 6cp

Encumbrance: 78#
[/sblock]

Description
Borhald has fair skin, sandy hair, and cold blue eyes. He stands over six feet tall, and though more athletic than muscle-bound, his broad shoulders attest to both his sword-practice and Northern blood. His hair is shoulder length, and his ruggedly handsome face is usually clean shaven. He dresses in worn but well-kept homespun and leather, and favors knee-high traveler's boots. His sturdy breastplate and greaves are plain but well-forged. His broad leather belt holds a long sword at the left hip, balanced by a short sword at the right. When traveling, he favors a dark green cloak, over which he straps a hunting bow, quiver of arrows, and a light pack. A short-axe and a brace of knives complete his armaments.

Borhald is a rough and ready woodsman, who is driven by the wanderlust inherited from both sides of his family. He feels at his best while traveling, and wishes to see as much of the world, (particularly its forests, rivers, and mountain meadows) as he can. He seems taciturn, but this is mostly due to his habit of staying quiet to better survive in the wild. However, he is not humorless, and is prone to show his humor at the oddest, moments, such as during combat. He also has a strong moral core, and can rarely help himself from championing the perceived underdog.

Background

Borhald was born in a small forest village. His father was a man-at-arms from a local city-state, and his mother the daughter of a Northman raider who fled south to escape a blood-feud. His father taught him the use of weapons, and how to live off the land, and on coming of age he naturally followed the path of the huntsman... although his mother's warrior blood led him to prefer swordplay to archery. He has made a living as a hunter and caravan guide/guard in the vast forests of his homeland, and honed his combat skills in many skirmishes against humanoid raiders, human bandits, and other foes.
 
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