[Rogues Gallery] Paths of Legend: Resurrection


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Voda Vosa

First Post
Chkikn

Chkikn the alchemist

View attachment 63322

Story:
Chkikn was a small ratfolk pup, but perhaps more nimble and smart than the average. As a result the larger younglings always picked on him, his brothers, his companions, even his mates. Perhaps it was this that drove him to put his intelligence to device ways to even the odds of survivalwithin the pack.
Naturally curious, Chkikn would climb the sewers his pack lived in, into the streets of Azgund. There he would sneak into the study of alchemists and learn from sight, from simply watching what these humans did. He woudl sneak back at night, and use the stuff he found in the sewers to make his own concoktions.
Eventually, he gained enough practice to confront the larger individuals of his clan in order to ascend in the social scale of the ratfolk. However, his glory was short lived. An accident with a aphordisiac potion blew off the chief's mate's head! Needless to say, Chkikn found a great situation to try his expeditious retreat extract!
He left only with his life and abunch of notes and vials, which is a lot to say. Two weeks later he arrived to Vedlund seeking food and shelter. His limited ability to survive in the wilderness had kept him alive... barely. Finding job was hard, no one trusted a ratfolk to brew things they had to drink, and there was not much else he could do for coin, he was tiny and weak.
When he saw Aston pledge for brave souls, he figured he could get money from this Aston person, and if things got ugly he could alsways run for it, as he did in Azgund.

Code:
 [B]Name[/B]: Chkikn
[B]Class[/B]: Alchemist (Plague brindger archetype) 1
[B]Race[/B]: Ratfolk
[B]Size[/B]: Small
[B]Gender[/B]: Male


Str: 12(-2) 10: +0		Level: 1        XP: 0
Dex: 14(+2) 16: +3		BAB: +0		HP: 8+2=10
Con: 14: +2		CM bonus: -1	CM defense: 12
Int: 16(+2) 18: +4		Speed: 20'	
Wis: 12 +1		Init: +5	
Cha: 09 -1		ACP: -1		

               Base  Armor Shld   Dex  Size   Nat  Misc  

Total
Armor:          10    +3    +0    +3    +1    +0    +0    17
Touch: 14              Flatfooted: 14

                           Base   Mod  Misc    Total
Fort:                      2      +2           +4
Ref:                       2      +3           +5
Will:                      0      +1           +1

[b]Weapon		Attack		Damage	Critical[/b]
Heavy mace		+0		1d6	20x2
Sickle			+0		1d4	20x2
Light crossbow 		+3		1d6	x3
Bomb			+4		1d6+4	20x2

Languages: Common,Dwarven, Goblin, Orc, Halfling.

Abilities: 
Ratfolk: -2 Str, +2 Int and Dex, Small, Darkvision, Ratfolk subtype, Cornered fury, Rodent empathy, Tinker.
Alchemist:
Alchemy: (+1 when crafting alchemical mundane components, use craft alchemy to identify potions, Prepares extracts, bombs and mutagens(Plague))
Extracts
Bombs: 1d6+4, can throw up to (1+4+2) 7 bombs per day.
Mutagens (Plague vial): Makes enemies who touch you sick (DC: 10 + 1/2 the plague bringer's level + int: 15)

Feats and traits: 
Extra bombs
Focused mind
Reactionary

Formulas: Cure light wounds, Bomber's eye, Shield, expeditious retreat, identify, reduce person.
Extracts per day: 2

Skills               Ranks	Mod	Misc	Total

Appraise (Int)		1	+4		+10
Concentration		0	+2	+2	+4
Craft (alchemy)(Int)	1	+4	+2	+12
Disable Device (Dex)	1	+3		+9
Knowledge (arcana) (Int)1	+4		+10
Knowledge (nature) (Int)1	+4		+10
Perception (Wis)	1	+1	+2	+9
Spellcraft (Int)	1	+4		+10
Survival(Wis)		1	+1		+7
Use magical device	0	-1	+2	+1
Stealth			0	+3	+2	+5



Equipment:            

Studded leather armor				(20lb, 25gp)
Sickle						(5lb, 4gp)
Heavy mace					(5lb, 12gp)
Crossbow, ligth					(5lb, 35gp)  
Flint and steel					(--lb, 1gp)
Blanket for winter				(3lb, 5sp)
Backpack					(2lb, 2gp)
Grappling hook					(4lb, 1gp)
Rope						(10lb, 1gp)
Torch x10					(1lb, 1sp)
Waterskin					(4lb, 1gp)
      
       
Money spent: 83 gp
 

JustinCase

the magical equivalent to the number zero
Peregrin Badgerfoot

Peregrin Badgerfoot, "the Shadowborn"
LN Halfling Monk 1 (Underfoot Adept [link])

[sblock=character sheet]STR 10 (+0) (-2 racial)
DEX 18 (+4) (+2 racial)
CON 13 (+1)
INT 12 (+1)
WIS 16 (+3)
CHA 10 (+0) (+2 racial)

Fort 4 (+2 base, +1 con, +1 halfling luck)
Ref 7 (+2 base, +4 dex, +1 halfling luck)
Will 6 (+2 base, +3 wis, +1 halfling luck)

AC 18 (+4 dex, +3 wis monk, +1 size)
Hit Dice 1d8+1
HP 9

BAB +0
Flurry of Blows (base): -1/-1
Attack (kama): melee +4 (1d4)
Attack (unarmed): melee +4 (1d4)
Attack (shuriken): ranged +4 (1)

CMB: -1 (BAB +0, strength +0, size -1)
CMD: 16 (BAB +0, strength +0, dex +4, wis +3 [monk], size -1)

Favored class:
Monk (gains 1 skill point per level in monk)

Languages: common, halfling, goblin

[sblock=Halfling racial features]- Abilities: dexterity +2, charisma +2, strength -2
- Small size: +1 size bonus to AC, +1 size bonus on attack rolls, -1 penalty on CMB and CMD, +4 size bonus on Stealth
- Slow speed: 20 feet base speed
- Fearless: +2 racial bonus on saving throws against fear
- Halfling Luck: +1 racial bonus on saving throws
- Keen Senses: +2 racial bonus on Perception
- Sure-Footed: +2 racial bonus on Acrobatics and Climb
- Weapon Familiarity: proficient with slings, treat weapons with the word "halfling" in its name as martial weapons
- Languages: automatic languages common and halfling; bonus language options are dwarven, elven, gnome, goblin[/sblock]

[sblock=Monk class features]- Weapon and armor proficiency: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear. Not proficient with armor or shields.
- AC bonus: adds wisdom modifier to AC and CMD; starting at level 4, gains bonus to AC and CMD.
- Flurry of Blows: Make an additional attack with -2 penalty, using monk level as base attack bonus.
- Unarmed strike: Gains Improved Unarmed Strike as bonus feat; damage 1d4 (small).
- Underfoot Grace (Underfoot Adept racial archetype): When using the Acrobatics skill to avoid attacks of opportunity by moving through a threatened area or an enemy's space, he only takes a -5 penalty when doing so at full speed, instead of the normal -10 penalty. This ability replaces the bonus feat gained at 1st level.
- Bonus feat: At 2nd level and every 4th level thereafter, a monk gains a bonus feat from the list. (Not at 1st level, because of the Underfoot Grace ability.)
- Underfoot Trip (Underfoot Adept racial archetype): At 1st level, an underfoot adept learns a number of maneuvers and grabs that can cause even the largest opponents to stumble and fall. He gains Improved Trip as a bonus feat, even if he does not meet the requirements. At 4th level, and every four levels thereafter, he acts as if he is one size larger for the purposes of determining the maximum size of creatures he can trip and when determining his CMB and CMD for purposes of a trip combat maneuver. This ability replaces stunning fist.[/sblock]

Feats:
- Weapon Finesse
- Improved Unarmed Strike (monk)
- Improved Trip (Underfoot Adept)

Skills:
(4+int) plus 1 per level in favored class = 6 skill points
- Acrobatics +10 (1 rank, +3 class skill, +2 sure-footed)
- Climb +6 (1 rank, +3 class skill, +2 sure-footed)
- Escape Artist +8 (1 rank, +3 class skill)
- Perception +9 (1 rank, +3 class skill, +2 keen senses)
- Perform (dance) +4 (1 rank, +3 class skill)
- Stealth +12 (1 rank, +3 class skill, +4 size)

Equipment:
starting gold: 40 gp (1d6*10=)
- 2x kama (4 gp)
- 50x shuriken (10 gp)
- sack (0.1 gp)
- rope, silk, 50 ft (10 gp)
- rations, 6 days (3 gp)
- acid, flask (10 gp)
- 2 gp, 9 sp[/sblock]

Appearance:

At first glance, Peregrin Badgerfoot looks like your average halfling: slim-framed and small of stature, inquisitive silver eyes, obsidian hair tied in a ribbon on the back of his head. A closer look, however, reveals that his skin is more greyish than is the norm, and at certain times his eyes turn pitch black.
Walking barefoot and clad in faded black monk robes that leave his arms exposed, Peregrin is unremarkably dressed. Twin kamas hang on his hips, tied to a simple belt; several shuriken are tucked in his clothes, unseen. A sack containing his other possessions is slung casually over his shoulder.

Personality:
As a monk of the Shadow Dance, Peregrin has a more serious demeanour than most halflings, seeing balance and compassion as important parts of life. This means he is more often listening than talking, more observing than drawing attention to himself.
Every day before dawn, Peregrin performs his ritual dance, incorporating mock attacks and evasive manoeuvres, keeping his body in shape. His fighting style focuses on tripping larger opponents and defensive movements.

Background:
As the only child of Tom Badgerfoot and Rosalyn Thistlemoon, Peregrin was loved and, fair enough, spoiled rotten by his parents. As a former assassin, his father was one of the first to be redeemed by the newly ascended Lord of Shadows and he became a fierce advocate of the path of righteousness. Therefore it was only natural that he, along with his loving wife, sacrificed himself repairing the barrier between this world and the Nothing.
Somehow seven-year-old Peregrin was touched by the Shadow World during his parents’ sacrifice, changing the child’s appearance drastically. Blonde curly hair turned into sleek black strands; sun touched skin turned ashen grey; sparkling green eyes turned silvery black.
Seeing this as a sign form the Lord of Shadows himself, a former Djihon slave named the child “the Shadowborn” and took him to a nearby monastery, to be raised and trained as a monk of the Shadow Dance.
Now twenty years of age, Peregrin has learned all he can from teachers within the monastery and is ready to continue his training in the world at large. A call for volunteers on a mission deep into orc territory might be just what he needs…


[sblock=XP gained]October 18, 2014: 265 experience points gained.[/sblock]

 
Last edited:

perrinmiller

Adventurer
Donall Harkness, Human Ranger

the_new_world10_zps51e787eb.jpg

Character Name: Donall Harkness
Gender/Race: Male Human
Age: 18
Class: Ranger (Freebooter)
Role: Skirmisher
[sblock=Description]
BardAvatar1_zps91b65909.jpg

Donall has unruly dark brown hair, often kept in a pony tail, with bushy eyebrows and brown eyes. His face is unshaven. He is attractive enough, in a rugged and incorrigible way. He is not quite 6 feet tall and just over 180 pounds. He prefers to wear darker colors, brown and grey.
Gender: Male
Height: 5' 11"
Weight: 181 lbs
Age: 18​
[/sblock][sblock=Personality]Sometimes boisterous and obnoxious, but when comfortable with friends he will be agreeable and a loyal companion. When alone, he prefers avoiding confrontations and hiding away to avoid trouble. But he can be smart and devious and can hold his own when it comes to dealing with problems. However he is full of pride, and cannot abide challenges to his dignity, authority or honor very well.[/sblock][sblock=Background]Donall grew up in the Barony of Vedlund in a village near the forests on the western side of the lands. He was apprenticed to a scout in his early teens and it was assumed he would join the Vedlund Scouts. His mentor, Karl Jameson was not originally from the Barony, but from lands in western Azgund. Just before reaching his majority, Karl received a message requesting his presence back home and he took his apprentice with.

The trip west was a good opportunity to continue Donall’s training and expose him to life across Azgund instead of the more parochial views of the eastern barony. What was initially supposed to be a visit of a month or two, turned into 2 years, during which Donall reached his majority and became an adult.

To aid his mentor, Donall accompanied Karl on journey to tack down an errant cousin named Elsa that had run off with an unapproved suitor that stole from the Jameson family. They tracked the criminal and besotted girl to the capital and they escaped aboard a ship bound for the sub-continent of Telgar.

The pair of rangers followed overseas, but Karl fell ill during the journey and they had to spend a few weeks await his recovery to resume pursuit. After a few months, they caught up to the young female cousin; she had been abandoned in a brothel as the bastard continued to feel without her.

Donall was charged to escort Elsa back to Azgund while Karl intended to continue pursuit of the criminal. Being a young man and long overdue to return to the Barony of Vedlund, he took on the responsibility of escorting the young woman back home for the few months it would take. The journey was mostly uneventful and after the return celebration, Donall continued onwards to his own home village.

Upon his return to Vedlund, Donall heard the call from the Lord’s nephew Astor requesting volunteers to accompany the young man on his scouting expedition into orc territory and put a halt to raids on supply lines with Silvergard. [/sblock]
 

Hannerdyn

Explorer
Kowl Clangadden

Kowl is a sandy-haired, pockmarked dwarf with a matted beard and long, unkempt hair. His skin is either bronzed by sunlight or dirty with local soil, and perhaps both. He wears brown leather and a burlap cloak.

In something of a surprise move by the dwarven Lord, a 'hero' has been supplied to Captain Astor for his expedition. With the barest of intelligence, the Barony has found that this hero, Kowl Clangadden, is a skimmer - a miner whose pockets were found full of slivers of silver. A small-time thief would seem to be an insult or maybe a dwarven attempt at humor, but this Kowl seems to carry some knowledge that may benefit Astor; namely, he speaks Orc.

Perhaps there is some diplomacy left in the dwarves of Silvergard, or perhaps they're howling wtih laughter at ridding themselves of a criminal in such a clean way.

Gold: 25
Silver: 73
Copper: 85

View attachment Kowl Clangedden Level 1.xlsx
Code:
[TR][TD][B]Name[/B][/TD][TD="colspan: 2"]Kowl Clangadden[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][B]Race[/B][/TD][TD]Dwarf[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][B]Class/Level[/B][/TD][TD]Rogue 1[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][B]Alignment[/B][/TD][TD="colspan: 2"]Chaotic Good[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][B]Abilities[/B][/TD][TD][B]Score[/B][/TD][TD][B]Bonus[/B][/TD][TD][/TD][TD][/TD][TD][B]Skills[/B][/TD][TD][B]Ranks[/B][/TD][TD][B]Ability[/B][/TD][TD][B]Prof[/B][/TD][TD][B]Spec[/B][/TD][TD][B]Total[/B][/TD][/TR][TR][TD]STR[/TD][TD="align: right"]15[/TD][TD]+2[/TD][TD][/TD][TD][/TD][TD]Appraise[/TD][TD="align: 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right"]1[/TD][TD]+0[/TD][TD]+3[/TD][TD][/TD][TD]+4[/TD][/TR][TR][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD]Sleight of Hand[/TD][TD="align: right"]1[/TD][TD]+3[/TD][TD]+3[/TD][TD][/TD][TD]+7[/TD][/TR][TR][TD][B]Saves[/B][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD]Stealth[/TD][TD="align: right"]1[/TD][TD]+3[/TD][TD]+3[/TD][TD][/TD][TD]+7[/TD][/TR][TR][TD]Reflex[/TD][TD]+5[/TD][TD][/TD][TD][/TD][TD][/TD][TD]Use Magic Defice[/TD][TD="align: right"]1[/TD][TD]+2[/TD][TD]+3[/TD][TD][/TD][TD]+6[/TD][/TR][TR][TD]Fortitude[/TD][TD]+1[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Will[/TD][TD]+0[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][B]Attacks[/B][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][B]Feats[/B][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]CMB[/TD][TD]+2[/TD][TD][/TD][TD][/TD][TD][/TD][TD]Dodge[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][I]Short Sword[/I][/TD][TD][I]1d6+2[/I][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Dagger[/TD][TD][I]1d4+2[/I][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][B]Defense[/B][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][B]Special[/B][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]HP[/TD][TD="align: right"]10[/TD][TD][/TD][TD][/TD][TD][/TD][TD]Sneak Attack +1d6[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]AC[/TD][TD="align: right"]16[/TD][TD][/TD][TD][/TD][TD][/TD][TD]Trapfinding[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][I]Leather Armor[/I][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD]Greed[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][I]Dodge[/I][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD]Hatred[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD]Hardy[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD]Stability[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD][B]Equipment[/B][/TD][TD][B]Cost[/B][/TD][TD][/TD][TD][B]Weight[/B][/TD][TD][/TD][TD]Stonecutting[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Bedroll[/TD][TD="align: right"]1[/TD][TD]sp[/TD][TD="align: right"]5[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Caltrops[/TD][TD="align: right"]1[/TD][TD]gp[/TD][TD="align: right"]2[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Chalk x10[/TD][TD="align: right"]10[/TD][TD]cp[/TD][TD][/TD][TD][/TD][TD][B]Languages[/B][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Crowbar[/TD][TD="align: right"]2[/TD][TD]gp[/TD][TD="align: right"]5[/TD][TD][/TD][TD]Dwarven[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Flint and Steel[/TD][TD="align: right"]1[/TD][TD]gp[/TD][TD][/TD][TD][/TD][TD]Common[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Pick, miners[/TD][TD="align: right"]3[/TD][TD]gp[/TD][TD="align: right"]10[/TD][TD][/TD][TD]Orcish[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Pouch x3[/TD][TD="align: right"]3[/TD][TD]gp[/TD][TD="align: right"]1.5[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Rations x5[/TD][TD="align: right"]25[/TD][TD]sp[/TD][TD="align: right"]1[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Rope[/TD][TD="align: right"]10[/TD][TD]gp[/TD][TD="align: right"]5[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Spade[/TD][TD="align: right"]2[/TD][TD]gp[/TD][TD="align: right"]8[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Torch x3[/TD][TD="align: right"]3[/TD][TD]cp[/TD][TD="align: right"]3[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Whetstone[/TD][TD="align: right"]2[/TD][TD]cp[/TD][TD="align: right"]1[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Thieve's tools[/TD][TD="align: right"]30[/TD][TD]gp[/TD][TD="align: right"]1[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Explorer's Outfit[/TD][TD="align: right"]10[/TD][TD]gp[/TD][TD="align: right"]8[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Leather Armor[/TD][TD="align: right"]10[/TD][TD]gp[/TD][TD="align: right"]15[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Short Sword[/TD][TD="align: right"]10[/TD][TD]gp[/TD][TD="align: right"]2[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][/TR][TR][TD]Dagger[/TD][TD="align: right"]2[/TD][TD]gp[/TD][TD="align: right"]1[/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD][TD][/TD]
[TD][/TD][TD][/TD][/TR]
 
Last edited:

Shayuri

First Post
Annika Demrok
Neutral Good Human Oracle of Flame 1

Annika's a human woman of surpassing beauty and hair that is blonde near her scalp, orange along most of its length, deepening in shade to a subdued red at its very tips. She has blue eyes and is fair-skinned, with a light dapple of freckles over her cheeks and nose. She's of medium height, maybe five and a half feed, with a slim build that speaks of an active, but not terribly strenuous, lifestyle. Her clothes are sturdily made but clearly not intended to stand out or make her stand out; a dress of white and forest green, and a dark blue cloak. A set of light leather is fitted over her clothes to offer some protection.

She is carrying a light crossbow and at her side if a curious blade curved in a half-circle, like a harvesting sickle only built strongly enough for use in a fight. She has a satchel and a couple of pouches on her belt, but judging from how they crumple, there's not much in them, if anything.

Str 10
Dex 16
Con 14
Int 10
Wis 10
Cha 18

AC 15 (10 + 3 dex + 2 armor)
HP 10
Fort +2
Ref +3
Will +2
Init +3

Race Features
+2 Cha
Bonus Feat
Bonus skills
Favored Class: Oracle
- +1 skill point

Class: Oracle
Proficiencies: Simple Weapons, Light and Medium armor, shields (except tower)
Orisons
Mystery: Flame
Bonus Spells
Revelations
- Touch of Flame (Su) - Std act for melee tch attack, 1d6+1 per 2 oracle lvls, 7/day
- Molten Skin (Ex) - Resist Fire 5. Increases with level.
Curse: Tongues
- Gain Ignan language. During combat, can only speak and understand Ignan.

Traits
- Marked by Unknown Power (Manifests as a glowing 'phoenix crest' in palm of hand)
- Sacred Touch

[sblock=Trait Details]To save time looking them up.
Marked by Unknown Forces
You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).

Sacred Touch
As a standard action, you may automatically stabilize a dying creature merely by touching it.[/sblock]

Feats
B Weapon Finesse
1 Extra Revelation

Skills (6)
Acrobatics +7
Diplomacy (Cha) +8
Sense Motive (Wis) +4
Acrobatics (Dex) +7
Intimidate (Cha) +8
Perform-Sing (Cha) +8

Spellcasting (Oracle CL 1, DC 14+lvl)
1 - 4/4

Known
0 - Detect Magic, Guidence, Enhanced Diplomacy, Spark
1 - Burning Disarm, Shield of Faith, Cure Light Wounds

Equipment
Cash: 68

Weapons
Sickle, +3, 1d6; 20x2, 2lbs, 6gp
Light Crossbow, 1d8; 19-20x2, 80', 4lbs, 35gp
- 10 Bolts, 1lb, 1gp

Armor
Leather Armor, AC +2, 15lbs, 10gp

Gear
Backpack, 2lbs, 2gp
2 Belt Pouches, 1lb, 2gp


[sblock=Background]Annika is the daughter of a well known bard named Rupert Demrok, and has spent much of her life either with her aunt and uncle, or on the road with her father. For as long as she can remember, she's wanted to be like him...to travel the world and see sights and sing the songs of stories old and new to anyone and everyone. When she was old enough, her father started bringing her along more and more. Teaching her his art and trade, and eventually taking her on his various adventures. That's how she died, in fact.

While exploring some old ruined temple uncovered recently by a hillside mudslide, looking for old treasures and tales within, Annika accidentally fell victim to an ancient curse that had lain in wait for despoilers for who knows how long. It inflicted a slow creeping rot that that marched relentlessly up her hand towards her arm. Eventually it would claim her heart and head, and kill her.

Rupert called in every favor to try to avert Annika’s doom, but it was to no avail. Divinations revealed that even should she die, the curse would linger on in her body; corrupting it beyond hope of raising. The magic required to undo the curse was beyond his reach. There was a man he knew though, a peculiar and eccentric hermit of the hills he had helped once long ago. This man came to him and said that there was still a way to save her…though it would change her destiny forever. Rupert agreed.

They went into the high hills, then onward into the mountains…carrying Annika along with them. At an eyrie at the highest peak, in a nest made of obsidian and seared stone, they came before a giant bird made of living flame; a phoenix from out of legend. The hermit urged him to make his request as only he could…so Rupert began to sing. Annika, conscious but too weak to walk, raised her voice in complement to his as well… At the end of their impromptu tribute to one another, the phoenix was moved and came down from its high perch. Forcing Rupert back, it enfolded Annika in its wings…and flared into a fire too great and hot to look at directly. When it faded, both it and Annika were gone; just ashes on the bottom of the nest.

From those ashes though, Rupert pulled Annika out…alive. The wasting curse was gone. She had a strange mark now though, stretched across her shoulders on her back. Looping lines of darker skin, like a birthmark only far larger and more complex than any natural birthmark. The shape of it strongly suggested stylized feathers and wings…and flames. Her hair too, once bright cornsilk blonde, had turned an equally vivid orange-red.

Unfortunately, there was little time for reunions. The strange solitary man who had answered Rupert’s call for help, who had guided them to the phoenix, asked for something in return from the bard. A task that would take him far away. Rupert gave Annika what help he could, from the little he had left, but had to keep his word and fulfill his end of the agreement.

And so the bearer of the phoenix crest went out alone to find her new fate.[/sblock]
 
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