The Trefaldwyn Chronicle - Rogues Gallery


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Kaodi

Hero
[sblock=Gwyneira]
[sblock=Game Info]
Race: Changeling
Class: Magus (Hexcrafter, Staff Magus)
Level: 1
Alignment: Neutral
Languages: Aklo, Common, Giant
Deity: Noncommital Christian[/sblock]
[sblock=Abilities]
STR: 12
DEX: 14
CON: 11
INT: 14
WIS: 13
CHA: 11[/sblock]
[sblock=Combat]
HP: 20 = [1d8=8] + 0 (CON) + 11 (misc) + 1 (favored class)
AC: 14 = 10 + 1 (armor) + 0 (shield) + 2 (DEX) + 1 (misc)
AC Touch: 12 = 10 + 2 (DEX) + 0 (misc)
AC Flatfooted: 12 = 10 + 1 (armor) + 0 (shield) + 1 (misc)
INIT: +4 = +2 (DEX) + 2 (misc)
BAB: +0 = +0 (Magus)
CMB: +1 = +1 (STR) + 0 (BAB)
CMD: 13 = 10 + 1 (STR) + 2 (DEX) + 0 (BAB)
Fort: +2 = +2 (base) + 0 (CON)
Reflex: +2 = +0 (base) + 2 (DEX)
Will: +3 = +2 (base) + 1 (WILL)
Speed: 30 ft.
Damage Reduction: None
Spell Resistance: 7
Spell Failure: None[/sblock]
[sblock=Weapon Stats]
Quarterstaff (melee): +1 = +0 (BAB) + 1 (STR) + 0 (feat)/ DMG = 1d6+1(B), CRIT 20x2
Dagger (melee): +1 = +0 (BAB) + 1 (STR) + 0 (feat)/ DMG = 1d4+1(P or S), CRIT 19-20x2
2 Claws (melee): +1/+1 = +0 (BAB) + 1 (STR) + 0 (feat)/ DMG = 1d4+1(S), CRIT 20x2
[/sblock]
[sblock=Racial Traits]
+2 WIS, +2 CHA, -2 CON
Green Widow, 2 Claws (1d4), +1 Natural Armour, Darkvision 60 ft.[/sblock]
[sblock=Class Features]
Proficient w/ Simple Weapons
Arcane Pool (3), Spell Combat, Quarterstaff Master[/sblock]
[sblock=Feats & Traits]
Bonus Magus - Quarterstaff Master
1st lvl- Mother's Gift (Uncanny Resistance)

Traits:
a) Fast-Talker
b) Reactionary[/sblock]
[sblock=Skills]
Skill Ranks: 04 = [2 (class) + 02 (INT)] x 01 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 01
ACP: -0

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+02 =  Acrobatics          +02    +00   +0  +00   -0   DEX
+02 =  Appraise            +02    +00   +0  +00        INT
+05 =  Bluff               +00    +01   +3  +01        CHA
+01 =  Climb               +01    +00   +0  +00   -0   STR
+02 =  Craft:_____         +02    +00   +0  +00        INT
+00 =  Diplomacy           +00    +00   +0  +00        CHA
+na =  Disable Device^     +02    +00   +0  +00   -0   DEX
+00 =  Disguise            +00    +00   +0  +00        CHA
+02 =  Escape Artist       +02    +00   +0  +00   -0   DEX
+02 =  Fly                 +02    +00   +0  +00   -0   DEX
+na =  Handle Animal^      +00    +00   +0  +00        CHA
+01 =  Heal                +01    +00   +0  +00        WIS
+00 =  Intimidate          +00    +00   +0  +00        CHA
+na =  Know:Arcana^        +02    +00   +0  +00        INT
+na =  Know:Dungeoneering^ +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
+na =  Know:Nature^        +02    +00   +0  +00        INT
+na =  Know:Nobility^      +02    +00   +0  +00        INT
+na =  Know:Planes^        +02    +00   +0  +00        INT
+na =  Know:Religion^      +02    +00   +0  +00        INT
+na =  Linguistics^        +02    +00   +0  +00        INT
+01 =  Perception          +01    +00   +0  +00        WIS
+00 =  Perform:_____       +00    +00   +0  +00        CHA
+05 =  Profession^:Herbs   +01    +01   +3  +00        WIS
+02 =  Ride                +02    +00   +0  +00   -0   DEX
+01 =  Sense Motive        +01    +00   +0  +00        WIS
+na =  Sleight of Hand^    +02    +00   +0  +00   -0   DEX
+06 =  Spellcraft^         +02    +01   +3  +00        INT
+02 =  Stealth             +02    +00   +0  +00   -0   DEX
+01 =  Survival            +01    +00   +0  +00        WIS
+01 =  Swim                +01    +00   +0  +00   -0   STR
+04 =  Use Magic Device^   +00    +01   +3  +00        CHA
[/sblock]
[sblock=Spellcasting]
Caster Level 1, Concentration +3, DC 12 + Spell Level
Spells per Day 0 - 3, 1 - 2
Spells in Book
1 - Feather Fall, Ill Omen, Magic Weapon, True Strike, Vanish
0 - All Magus
Typical Spells Prepared
1 - True Strike x 2
0 - Detect Magic, Ghost Sound, Prestidigitation[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Padded Armour		     5 gp  10 lbs.
Quarterstaff		       --   4 lbs.
Dagger			     2 gp   1 lb.
Backpack		     2 gp   2 lbs.
Disguised Spellbook (Bible)    --   3 lbs.
Spell Component Pouch        5 gp   2 lbs.
Traveller's Outfit             --     --



Total weight carried: 24.5 lbs.
Treasure: 126 gp, 0 sp, 0 cp Gems:

Carrying Capacity:
light- 43
medium- 86
heavy- 130[/sblock]
[sblock=Details]
Size: Medium
Gender: Female
Age: 23
Height: 4'10"
Weight: 115
Hair Color: Pale Reddish Blonde
Eye Color: Right Green, Left Blue
Skin Color: Pale White
Appearance: Eerily Beautiful
Demeanor: Reserved[/sblock]
[sblock=Background]Many years ago a poorer nobleman in the court of Llewelyn was bewitched by one of the sidhe, a devious hag, and taken as a mortal lover. Through this union a child, a changeling, was conceived. As was the way of hags, the child was switched with that of a mortal woman, to be raised among the normal folk. But this changeling was not exchanged for just any common child: no, the mother of the child with which this changeling was exchanged was none other than the wife of the poor nobleman. What the hag did with the stolen child is not known. Devoured it perhaps? No one can be sure of the ways of the sidhe.

The changeling, in any case, was named Gwyneira by her parents. The lands in which her father held sway were very old, steeped in the ancient traditions of the Isles. But wracked by guilt at what he had done, Gwyneira's father abandoned the old gods and brought Christianity into his home in an attempt to ward away spirits of the sort that had wronged him.

However, little did he know that his daughter was not the one his wife had given birth to. At least not for a long time.Gwyneira did not have an easy childhood. There was always something eerie about her, and not just her mismatched eye colours. She did not get along well with other children her age, and had to learn to defend herself from regular attacks and ambushes by her peers. Luckily her father still had enough of the old ways in him that he did not think it improper to teach his daughter how to fight. In this day and age it might be unseemly for a woman to wield a sword, so he taught her as best he could to use a staff. It was something of a commoners' weapon, but it was one that could be carried by any travelling woman without raising too many eyebrows.

Unfortunately for Gwyneira, as she grew older and became a young woman her faerie heritage decided to assert itself in a more forward way. She began feeling a desire to leave home, a sort of "call" from the wilds, as all changelings did at her age. It was the beckoning of her true mother. But Gwyneira fought it as best she could.

It was at this time that her father realized the true gravity of the situation. He had always had suspicions about his daughter from when she was a girl, and he had secretly consulted with some knowledgeable, and discreet, monks and other wise folks about what might be afflicting her. They had joked that she was faerie-touched, not quite believing it themselves, but Gwyneira's father worried that that was the truth of it. And now he had his answer. The horror of the truth at first threatened to overwhelm him, that he had lost his and his wife's daughter to the sidhe, but he knew that Gwyneira was still his own. And so he protected her as best he could from the more zealous of his fellow Christians who worked to banish the old ways by any means necessary.

For her part, Gwyneira had thought her origin a secret she had to keep from her parents. She had heard the tales of changelings when she was a child, never quite thinking she could be one herself. And she feared being cast out of her home. Still, though she fought the hypnotic call, her heritage surfaced in other ways. She discreetly sought tutelage from a pagan wizard in the ways of magic, for which she found she had a talent. She disguised her book of spells as a copy of the Bible, and practiced every day.

The mother that raised Gwyneira had not neglected her during all of this, though she had never quite felt right about her daughter. From an old family like that of her husband, she saw that her daughter was taught some practical skills in the tending and cultivating of herbs used in salves, poultices and the like. These skills would prove useful later, serving as a cover and means of supporting herself years later was Gwyneira did take to the road.

Some years later Gwyneira's father took ill, and though he survived he became such that he had to save his strength for fighting and defending his lands, and could no longer fulfill his duties to the court. So he made the rather unusual decision to send his daughter, Gwyneira, to act in his stead. She caused quite the stir, and many were the whispers of her unnaturalness. But her father had been a respected friend of the king for many years, and his reputation afforded her a degree of protection. The king or one of his advisors must have seen something in her that they could use as well, for Gwyneira had maintained her position despite the machinations of the court. On the surface she had made every attempt to appear as an ordinary woman, but underneath there is something else as well: a faerie creature bound up in magic.

[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
 

ghostcat

First Post
Quint ap Gloff

[sblock="Quint ap Gloff"]
[sblock=Game Info]
Race: Human
Class: Ranger(1)
Level: 1
Experience: 0
Hero Points:
Alignment: Lawful Neutral
Languages: Common
Deity: Diana[/sblock]
[sblock=Abilities]
STR 18 (+4) [base 16] {10 pts}
DEX 12 (+1) [base 12] {2 pts}
CON 12 (+1) [base 12] {2 pts}
INT 10 (+0) [base 10] {0 pts}
WIS 11 (+0) [base 11] {1 pts}
CHA 10 (+0) [base 10] {0 pts}
[/sblock]
[sblock=Combat]
HP: 12 = [(1d10)+2]
AC: 13 = 10 + 2 [Armor] + 0 [shield] + 1 [DEX]
Touch: 11 = 10 + 1 [DEX]
Flatfooted: 12 = 10 + 2 [Armor] + 0 [shield]
INIT: +1 = +1 [DEX]
BAB: +1 = +1[Ranger]
CMB: +5 = +4 (STR) +1 (BAB)
CMD: 16 = 10 +4 (STR) +1 (DEX) +1 (BAB)
Fort: +3 = +2 [base] + 1 [CON]
Reflex: +3 = +2 [base] + 1 [DEX]
Will: +0 = +0 [base] + 0 [WIS]
Speed: 30 ft.
Damage Reduction:
Spell Resistance: 0[/sblock]
[sblock=Weapon Stats]
Falchion +5 = +1 [BAB] +4 [STR] +0 [feat] +0 [misc] / DMG = 2d4+6, 18-20x2
Longbow +2 = +1 [BAB] +1 [DEX] +0 [feat] / DMG = 1d8, 20x3, 100 ft. [Range]
[/sblock]
[sblock=Racial Traits]
Bonus Feat
Heart of the Wilderness
[/sblock]
[sblock=Class Features]
Favored Enemy (Humanoid (Human))
Track
Wild Empathy
[/sblock]
[sblock=Feats]
Class Feats:
Armor Proficiency, Light
Armor Proficiency, Medium
Martial Weapon Proficiency
Shield Proficiency
Simple Weapon Proficiency
Feats:
1st Level: Cleave
Human Bonus: Power Attack
Trait:
Bounty Hunter
Dirty Fighter
[/sblock]
[sblock=Skills]
Skill Ranks: 6 = [6 (class) + +0 (INT)] x 1 (LvL) + 00 (misc) + 00 (Favored Class)
ACP: -0
Skills:
Acrobatics +1 = +0 [ranks] +1 [Dex] -0[ACP]
Appraise +0 = +0 [ranks] +0 [Int]
Bluff +0 = +0 [ranks] +0 [Cha]
Climb +8 = +1 [ranks] +4 [Str] +3[Class] +4[STAT] -0[ACP]
Craft (Untrained) +0 = +0 [ranks] +0 [Int]
Diplomacy +0 = +0 [ranks] +0 [Cha]
Disguise +0 = +0 [ranks] +0 [Cha]
Escape Artist +1 = +0 [ranks] +1 [Dex] -0[ACP]
Fly +1 = +0 [ranks] +1 [Dex] -0[ACP]
Handle Animal +4 = +1 [ranks] +0 [Cha] +3[Class]
Heal +4 = +1 [ranks] +0 [Wis] +3[Class]
Intimidate +0 = +0 [ranks] +0 [Cha]
Perception +5 = +1 [ranks] +0 [Wis] +3[Class] +1[Trait:Bounty Hunter]
Perform (Untrained) +0 = +0 [ranks] +0 [Cha]
Ride +1 = +0 [ranks] +1 [Dex] [ACCHECK] [ACP]
Sense Motive +0 = +0 [ranks] +0 [Wis]
Stealth +5 = +1 [ranks] +1 [Dex] +3[Class] +1[STAT] -0[ACP]
Survival +4 = +1 [ranks] +0 [Wis] +0[Heart of the Wilderness] +3[Class]
- Follow or identify tracks +6 = +4[Survival] +1[Trait:Bounty Hunter] +1[Ranger]
Swim +4 = +0 [ranks] +4 [Str] -0[ACP]
[/sblock]
[sblock=Equipment]
Code:
Equipment                                Cost   Weight
Falchion                                 75gp   8lbs
Leather                                  10gp   15lbs
Outfit (Traveler's)                      0cp    5lbs
Arrows (20)                              1gp    3lbs
Longbow                                  75gp   3lbs
Total weight carried: 29 lbs.
Treasure: 14gp, 0sp, 0cp Gems:

Carrying Capacity
Light: 0 to 100lbs
Medium: 101 to 200lbs
Heavy: 201 to 300lbs
Maximum weight possible: 300 [/sblock]
[sblock=Details]
Size: M
Gender: Male
Age: 21
Height: 5' 6"
Weight: 160 lbs.
Hair Color:
Eye Color:
Skin Color: Dark [/sblock] [/sblock]
[sblock=Apperance]Quint is a short stocky man with shoulder length, blond hair and a long droopy moustache. He has the sun-tanned look of someone who spends most of his time outdoors and piercing blue eyes. He wears a patched green cloak over well used leather armour, which is never-the-less perfectly serviceable. [/sblock]
[sblock=Background]Quint ap Gloff was a scout in the service of Ceretic of Elmet. As luck would have it Quint was absent when King Edwin, of Northumbria attacked and conquered Elmet. returning in time to find all his family (including his wife and son) and his king dead.

Initially Quint stayed in the area and tried to take his revenge on Edwin and his men but it soon became obvious that he was outnumbered and outmatched, so he slowly made his way south and west. Eventually arriving in the the court of Llewllyn ap Rhys, where he offers his fealty in return for the chance to take his revenge against the hated Saxons.[/sblock]
 

Shayuri

First Post
Myfanwy ferch Caerwyn ferch Mabon
Human Druid (Menhir Savant) 1

[sblock=Stats]Str 10 (0)
Dex 14 (2)
Con 12 (2)
Int 10 (0)
Wis 18 (10+2 racial)
Cha 11 (1)

BAB +0
AC 12
HP: 21/21
Move 30'
Fort +3
Ref +2
Will +6
Init +2

Race: Human (standard)
+2 Wis, +2 Dex
Dual Talent

Class: Druid (Menhir Savant)
club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear
Nature Bond (Air Domain; Cloud Subdomain)
- Lightning Arc; +3 rng tch, 1d6+1 elec, 30', 7/day
- Domain spells: Obscuring Mist
Orisons
Spirit Sense (Detect undead, fey, outsiders; any astral, ethereal or incorporeal, as Detect Undead)

Feats
1 Point Blank Shot

Skills (5)
Heal (Wis) +8
Knowledge (nature) (Int) +4
Perception (Wis) +8
Survival (Wis) +8
Speak Language 1

Languages: Welsh, Latin, Druid

Spellcasting (Druid CL 1, DC 14+lvl)
Prepared:
0 - Guidence, Resistance, Light
1 - Burning Disarm, Cure Light Wounds, Obscuring Mist

Equipment
Cash: 47gp 5sp

Weapon:
Sickle, +0 vs AC, 1d6 S dmg, 2lbs, 6gp
Shortpsear, +0 vs AC (+2 thrown), 1d6 P dmg, 3lbs, 1gp

Armor:
Leather Armor, +2 AC, 15lbs, 10gp
Light Wooden shield, +1AC, 5lbs, 3gp, ACP -1

Gear:
Backpack, 2gp
2 belt pouches, 2gp
Bedroll, 5sp[/sblock]

[sblock=Description]I know, I know, I'm late. :)[/sblock]

[sblock=Background]She left her home long ago and lived on Ynys Mon training as a druid, and now she's come back to where she began on a one-woman crusade! Um. Clearly there's more, but that's the quick summary. :) [/sblock]
 

Nidhogg

First Post
[sblock=Gunnar]
[sblock=Game Info]Race: Human
Class: Barbarian (Invulnerable Rager)
Level: 1
Alignment: Neutral
Languages: Common
Deity:[/sblock]
[sblock=Abilities]STR: 17 (7 PB, +2 Racial)
DEX: 14 (+5 PB)
CON: 13 (+3 PB)
INT: 10 (+0 PB)
WIS: 12 (+2 PB)
CHA: 8 (-2 PB)[/sblock]
[sblock=Combat]HP: 17 = [1d12=12] + 1 (CON) +3 (Toughness) + 1 (Barbarian)
AC: 16 = 10 + 4 (Hide) + 2 (DEX)
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 14 = 10 + 5 (Hide)
INIT: +4 = +2 (DEX) + 2 (Reactionary)
BAB: +1 = +1 (Barbarian)
CMB: +4 = +3 (STR) + 1 (BAB)
CMD: 18 = 10 + 3 (STR) + 2 (DEX) + 1 (BAB)
Fort: +3 = +2 (Barbarian) + 1 (CON)
Reflex: +2 = +0 (Barbarian) + 2 (DEX)
Will: +3 = +0 (Barbarian) + 1 (WILL) + 2 (Indomitable Faith)
Speed: 30'/40'
Damage Reduction: None
Spell Resistance: None
Spell Failure: N/A[/sblock]
[sblock=Weapon Stats]Greatsword(melee): +4 = +1 (BAB) + 3 (STR)/ DMG = 2d6+3(S), CRIT 19-20x2
[/sblock]
[sblock=Racial Traits]Bonus Feat: Receive a bonus feat at 1st level.

Skills: Receive an additional skill point at 1st level and each additional level thereafter.[/sblock]
[sblock=Class Features]Weapon/Armor Proficiencies: A barbarian are proficient with all simple and martial weapons, light armor, medium, and shields (except tower shields).

Fast Movement: A barbarian's base land speed is increased by 10' as long as they are not wearing heavy armor or carrying a heavy load.

Rage: A barbabrian can rage a number of rounds per day equal to 4 + their Con modifier. A barbarian can enter rage as a free action. The rounds of rage per day rest after 8 of rest.

While in rage, a barbarian gains a +4 morale bonus to Strength and Constitution, as well as a +2 morale bonus to Will saves. In addition, they take -2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but they disappear when the rage ends. While in rage, a barbarian cannot use any Charisma, Dexterity, or Intelligence based skills or any skills that require patience or concentration.

A abarbarian can end their rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in rage.[/sblock]
[sblock=Feats & Traits]Human Bonus Feat: Power Attack: Trade melee attack bonus for melee damage bonus.

1st lvl-Toughness: Receive +3 additional Hit Points at 1st level and +1 at every level beyond 3rd.

Traits:
a) Reactionary: +2 on Initiative checks:
b) Indomitable Faith: +2 to Will saves.[/sblock]
[sblock=Skills]Skill Ranks: 5 = [4 (Barbarian) + 0 (INT)] x 1 (LvL) + 0 (Skilled) + 0 (Barbarian)
Max Ranks: 3
ACP: -3

Skills:
Code:
Total                      Stat   Rank  CS  Misc  ACP
+ 0 =  Acrobatics          + 2    + 0   +0  + 0   -3   DEX
+ 0 =  Appraise            + 0    + 0   +0  + 0        INT
- 1 =  Bluff               - 1    + 0   +0  + 0        CHA
+ 0 =  Climb               + 3    + 0   +0  + 0   -3   STR
+ 0 =  Craft:_____         + 0    + 0   +0  + 0        INT
- 1 =  Diplomacy           - 1    + 0   +0  + 0        CHA
- 1 =  Disguise            - 1    + 0   +0  + 0        CHA
- 1 =  Escape Artist       + 2    + 0   +0  + 0   -3   DEX
- 1 =  Fly                 + 2    + 0   +0  + 0   -3   DEX
- 1 =  Handle Animal       - 1    + 0   +0  + 0        CHA
+ 1 =  Heal                + 1    + 0   +0  + 0        WIS
- 1 =  Intimidate          - 1    + 0   +0  + 0        CHA
+ 4 =  Know:Nature         + 0    + 1   +3  + 0        INT
+ 5 =  Perception          + 1    + 1   +3  + 0        WIS
- 1 =  Perform:_____       - 1    + 0   +0  + 0        CHA
+ 1 =  Profession:_____    + 1    + 0   +0  + 0        WIS
+ 0 =  Ride                + 2    + 1   +0  + 0   -3   DEX
+ 1 =  Sense Motive        + 1    + 0   +0  + 0        WIS
- 1 =  Stealth             + 2    + 0   +0  + 0   -3   DEX
+ 5 =  Survival            + 1    + 1   +3  + 0        WIS
+ 4 =  Swim                + 3    + 1   +3  + 0   -3   STR
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost                Weight
Hide                       15    gp             25   lbs
Greatsword                 50    gp              8   lbs
Javelin (2)                 4    gp              4   lbs
Dagger                      2    gp              1   lbs
Furs                       12    gp              5   lbs
Waterproof Bag               .5  gp               .5 lbs
Common Backpack             2    gp              2   lbs
-Bedroll                     .1  gp              5   lbs
-Blanket                     .5  gp              3   lbs
-Hemp Rope (50')            1    gp             10   lbs
-Waterskin (2)              2    gp              8   lbs
-Taril Rations (3)          1.5  gp              3   lbs
Belt Pouch                  1    gp               .5 lbs
-Flint and Steel            1    gp              -   lbs
Belt Pouch                  1    gp               .5 lbs
-Fishhook (5)                .5  gp              -   lbs
-String (50')                .01 gp               .5 lbs

                 Totals:   93.11 gp             76   lbs
Treasure: 11 gp,1 sp,1 cp Gems:

Carrying Capacity:
Light- 86 lbs or less
Medium- 87 - 173 lbs
Heavy- 174 - 260 lbs[/sblock]
[sblock=Details]Size: Medium
Gender: Male
Age: 24
Height: 6'3"
Weight: 225
Hair Color: Blonde
Eye Color: Blue
Skin Color: Fair
Appearance:
Demeanor:[/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
 
Last edited:

Fenris

Adventurer
Fianol De Danann
Elven Bard (Archaeologist) 1

[sblock=Stats]Str 13 (3)
Dex 16 (5+ 2 racial)
Con 10 (2-2 racial)
Int 14 (2 +2 racial)
Wis 8 (-2)
Cha 14 (5)

BAB +0
AC 13
HP: 18/18
Move 30'
Fort +0
Ref +5
Will +1
Init +3
[/sblock]

[sblock=Racial Traits]

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits

Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Offense Racial Traits

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

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[sblock=Class Abilities]
Class: Bard (Archaeologist)
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields)
Orisons
Archaeologist’s Luck (Ex)

Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier.

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Feats
1st level Point Blank Shot

Traits

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Skills (8) R:Ranks
+7 Acrobatics R:1
+6 Diplomacy R:1
+6 Kn: History R:1
+6 Kn: Local R:1
+6 Kn: Nobility and Royalty R:1
+4 Perception R:1
+6 Perform (Epic Poems) R:1
+6 Spellcraft R:1
+3 Stealth


Languages: Elvish, Welsh, Gaelic, Sylvan

Spellcasting (Bard CL 1, DC 12+lvl)
Per Day: 1st: 2
Known: 0: 4 1:2
0th: Dancing Lights, Detect Magic, Ghost Sound, Read Magic
1st: Cure Light Wounds, Grease

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[sblock=Description] Fianol is a tall, good looking elf. His long blond hair is tied back in a braid, his clean shaven face is handsome and angular. His blue eyes, shine and have a piercing look. [/sblock]

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Walking Dad

First Post
Daunton Du Duchnain
Elven Sorcerer (Wildblooded Sage) 1

[sblock=Stats]
Str 11 (1)
Dex 16 (5)
Con 10 (2)
Int 16 (5)
Wis 12 (2)
Cha 10 (0)

BAB +0
AC 13
HP: 20/20
Move 30'
Fort +1
Ref +3
Will +3
Init +3
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[sblock=Racial Traits]

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a + 2 racial bonus on concentration checks made to cast arcane spells defensively.

Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level.

Senses Racial Traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

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[sblock=Class Abilities]


[sblock=Feats & Traits]
Feats
Bonus: Eschew Materials
1: Toughness

Traits
Desperate Focus
Forlorn (Elf)

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Skills (5) R:Ranks
+7 Kn: Planes R:1
+9 Kn: Arcane R:1
+3 Perception R:1
+9 Spellcraft R:1
+4 Use Magic Device R:1


Languages: Elvish, Welsh, Draconian, Sylvan

Spellcasting (Sorcerer CL 1, DC 13+lvl)
Per Day: 1st: 4

Spells Known:
0
Prestigitation
Dancing Lights
Detect Magic
Acid Splash

1
Mage Armor
Color Spray

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[sblock=Equipment]


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[sblock=Description]

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[sblock=Background]

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