Pathfinder 1E [RG] Pathfinder: Iron Gods

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Iron Gods Adventure Path [RG]:

Player - Character:
perrinmiller - human gunslinger (pistolero)
Kaodi - human arcanist
CanadienneBacon - ratfolk rogue
Graybeard - human oracle
Shayuri - android slayer
NPC - human cleric

OOC
IC
 
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perrinmiller

Adventurer
Hailey Navarre, Female Human Pistolero

Description:
Hailey is short and petite, with an athletic frame and a strength that is unexpected for one her size. Long brown hair is slightly unruly and could use a good brushing. But most of the time she hardly bothers since she wears a hat. Her skin is freckled and she is rather plain looking. Her blue eyes can be warm or ice cold depending on her mood, and her emotions are not often revealed on her face. Generally, her expression shows indifference all of the time, until she bursts forth in anger and then everyone can easily read her expression. Often the only time she is smiling is when she is firing her pistol.

She wears black leather pants and thigh length boots, visible beneath her long black woolen coat. Her chain shirt is dull steel and mostly covered by it. Atop her head is a brown, brimmed hat with the left side turned up. The rest of the brim hangs down, often shielding her right eye from view.

[sblock=Personality]Hailey is a secretive woman, not easily trusting of just anyone. She can be polite and friendly if necessary, but is generally serious and observant instead. She is not afraid to use her gender to get her way is it will provide an advantage, and she is not afraid to use some deceit or threats of intimidation to do it either. She can be extremely vengeful when scorned and is not afraid of violence to accomplish her goals.

She normally she keeps to herself and is used to being alone amongst people. She has a prideful streak, but has slowly become aware of this trait and thus spending more time listening instead of talking to avoid pissing people off.

She doesn't always agree with the society around her, preferring to make her own judgments according to her conscience instead. She dislikes being intimidated and having people dictate what she and others should do, but often is not compelled strongly enough to interfere in the affairs of others until really provoked.[/sblock]
HaileyNavarreNarrow_zps90a02f97.jpg
[sblock=EnW Character Sheet]INFORMATION
Name: Hailey Navarre
Player: Perrinmiller
Race: Human
Class: Gunslinger (Pistolero)
Level: 1
Alignment: Neutral
Languages: Common, Orc, Hallit
Deity: None
Size: Medium
Gender: Female
Age: 19
Height: 5ft 9in
Weight: 140 lbs
Hair Color: Brown
Eye Color: Blue
Skin Color: Medium

ABILITIES
Str: 12 +1 (2 points)
Dex: 18 +4 (10 points, +2 racial)
Con: 14 +2 (5 points)
Int: 14 +2 (5 points)
Wis: 16 +3 (10 points)
Cha: 10 +0 (0 points)

COMBAT
HP: 12 [d10, +2 Con]
AC: 18 [10 base, +4 Dex, +4 armor]
AC Touch: 14 [10 base, +4 Dex]
Flatfooted: 14 [10 base, +4 armor]
Init: +6 [4 Dex, +2 trait]
CMB: +2 [1 BAB, +1 Str]
CMD: 16 [10 base, +1 BAB, +1 Str, +4 Dex]
Fortitude: +4 [2 base, +2 Con]
Reflex: +6 [2 base, +4 Dex]
Will: +3 [0 base, +3 Wis]
Speed: 20' (30' without backpack)

WEAPON
Pistol: Attack: +5 [1 BAB, +4 Dex] +6 w/PBS, Damage: 1d8 (+1 w/PBS), Crit: x4, Type: B&P, Range 20', Misfire=2
Dagger: Attack: +1 [1 BAB, +1 Str] or +5 [1 BAB, +4 Dex] thrown, Damage: 1d4+1 (+2 w/PBS), Crit: 19-20, Type: P or S, Range: 10'
Chakram: +5 [1 BAB, +4 Dex] +6 w/PBS, Damage: 1d8+1 (+2 w/PBS), Crit: x2, Type: S, Range: 30'
Rapier: Attack: +2 [1 BAB, +1 Str], Damage: 1d6+1, Crit: 18-20, Type: P


ARMOR
Chain Shirt: AC: +4, MDB +4, ACP: -2

RACIAL
Abilities: +2 Dex
Size: Medium
Base Speed: 30'
Favored: Gunslinger (+1 SP)
Bonus Feat: +1 Feat at 1st Level
Skilled: +1 SP per level

CLASS: Gunslinger (Pistolero)
Armor/Weapons: All light armor/ all simple, martial, and 1-handed firearms
Bonus Feat: Gunsmithing (Crafting Firearms and Ammunition, restoring a broken firearm)
Grit (3 points) - A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deed: Up Close and Deadly 1d6 - At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.
Deed: Gunslinger's Dodge - At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Deed: Quick Clear - At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

FEATS
Rapid Reload Pistol (1st) - Reload pistols as Free Action
Point Blank Shot (bonus) - +1 Attack & Damage with ranged attacks within 30ft

TRAITS
Robot Slayer - gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots
Reactionary {APG} - gain a +2 trait bonus on Initiative checks
Pride (Drawback) {UCa} - When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
World Traveler (Human) {APG} - Selected Sense Motive to gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

SKILLS 8 [4 base, +2 Int, +1 FC, +1 Human]
Acrobatics +6 (1 rank, +3 CS, +4 Dex, -2ACP)
Climb +3 (1 rank, +3 CS, +1 Str, -2ACP)
Craft Alchemy +6 (1 rank, +3 CS, +2 Int)
Knowledge Local +6 (1 rank, +3 CS, +2 Int)
Knowledge Engineering +6 (1 rank, +3 CS, +2 Int)
Perception +7 (1 rank, +3 CS, +3 Wis)
Sense Motive +8 (1 rank, +3 CS, +3 Wis, +1 Trait)
Sleight of Hand +6 (1 rank, +3 CS, +4 Dex, -2ACP)

CARRYING CAPACITY
Light: 43#
Medium: 86#
Heavy: 130#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Chain shirt (100gp, 25#, worn)
Pistol (0gp, 4#, belt)
Belt Pouch (1gp, .5#, belt)
Waterproof Bag (.5gp, .5#, pouch)
23 Alchemical Cartridges, Paper (138gp, -#, bag)
Rapier (20gp, 2#, belt)
5 Chakrams (5gp, 5#, belt)
Backpack with Sunrod Holder(2gp, 2#, back) (29# Total)
* Gunsmith Kit (15gp, 2#, backpack)
* Grooming Kit (1gp, 2#, backpack)
* Mess Kit (2sp, 1#, backpack)
* 3 Sunrods (6gp, 3#, backpack)
* Waterskin (1gp, 4#, backpack)
* 10 days Rations (1gp (8 free from Twist), 10#, backpack)
* 2 Large Waterproof Bags (1.6 gp, 2#, backpack)
* 50ft hemp rope (.8 gp, 10#, backpack)
* Common Snorkel (.5 gp, 1#, backpack)

Total (292.6gp, 73#, Medium) Without Backpack (37#, Light)

FINANCES: 7.4gp[/sblock][sblock=Background]The River Kingdoms and Numeria were dangerous lands, as Hailey Navarre had known for years since neither of her parents lived to reach old age. She was born out of wedlock to human gypsy woman named Anastasia, a healer of Desna, that was hired as a healer for a merchant caravan. Her mother never revealed who her birth father was and a few years after she was born, she was adopted by the half-elven ranger Alanore when he married her mother. Her parents hired on to travel the caravan routes, owning their own wagon to live in, as they both served in the caravan. Her childhood was happy enough and she was well loved.

Unfortunately whatever plans of living happily ever after her parents had, they were cut short when Hailey was 10 years old. Her mother Anastasia was tragically killed when a fight broke out amongst the members of the caravan. The caravan master had been pressuring the family to betroth Hailey and his oafish son. The altercation escalated, insults were made and a brawl ensued. The oafish son had bashed in the side of Anastasia's skull with a mace. In a fair duel afterward, her father Alanore ran the killer through with his sword.

Following the death of her mother, Hailey and her father took their leave of that caravan and joined another. For years they worked the routes from the River Kingdoms to Numeria. Without a mother, Hailey had become more of a tomboy and had taken an interest in firearms after purchasing a broken down pistol at a market in Hajoth Hakados when she was a teenager. While she channeled her energy into learning to fix it and fire it, her father had taken to drinking instead.

She was also hearing tales of the savage land of Numeria and the tainted mages that ruled over the people as they devoted their time to artifacts that no one understood. She thought the idea of constructed mechanical men ludicrous but mistrusted the danger such manufactured armies could do while under the commands of lunatics. She only hoped her hours of practice with a modern weapons would stop such things in their tracks.

By the time she was 19, Hailey's father had nearly drank himself broke. The family wagon was gone and Hailey was working with the caravan herself to help ensure they both were fed. Her father's pay all went to booze and some gambling in the taverns when he was drunk. Despite her taste for adventure, she stayed with Alanore to look out for him. She knew that his drinking was mainly over the grief of her long dead mother.

Her father was killed in an alley in Hajoth Hakados while the caravan was staying over for a week to resupply and trade. Unfortunately, Hailey had not been around at the time and his body was discovered the next morning. Upon inquiry, she learned that a man in black with a scar from his left eye, down his cheek to the corner of his mouth had done it. She did not have a name, but everyone called the man "Scar" behind his back. Last she had heard, the bastard had departed for Torch that morning. She quit her job with the caravan and intended to follow after.

Unfortunately, Hailey could not risk the journey alone and had needed time to find a caravan or something heading out. She arrived in Torch much later and lost the trail of "Scar" there. Low on funds she stayed around to take on odd jobs of bodyguard work and protection until she could find a better paying opportunity for her gun for hire. Eventually she figured the man who killed her father would be seen again in Torch and she would be waiting.

Recently Hailey had heard about Khonnir’s recovery of a deactivated robot found in the caves below Torch and she was concerned again about her worries of strange metal creatures trying to conquer the lands by the orders of lunatics. Where there was one, there could very well have been more. She started looking for other adventurous types that wanted to explore the caves under Torch to determine if there were more down there. If so she planned to see if her bullets would turn them to junk.[/sblock][sblock=Hailey's connections]Aja and Vander - If they are closely associated, they could have encountered Hailey as she was looking to see if anyone was intending to go investigate the caves. They could have met her while also staying at the Evercandle Inn since they are from out of town (at least I think they are). That would be a recent meeting.

Twist - He could have heard Hailey asking around about Khonnir and his discovery. While they might not have the same reasons for going to the caves (they probably were both vague about their reasons), they could have agreed to look for others together.

Pery - She could have met Hailey at the inn or potentially before. Hailey is a bit serious for too much silliness and probably would only tolerate Pery's presence if that is how she behaves (reference "bubbly" as I am not sure how that is looking to be played).

Olrich - (not sure where the background is) If he mentioned dislike of lunatic, power-hungry mages that want to rule the lands with robots, Hailey would be certainly willing to be friends with him upon meeting at a tavern/inn.

Zeta - Similar to Olrich in if she heard about Zeta's exploits to not tolerate lunatic, power-hungry mages she would find common interests with the insurgent android. But the android bit might cause her some mistrust, thinking Zeta might be a robot.[/sblock]
 
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Kaodi

Hero
[sblock=Olrich Henderthane]INFORMATION
Name: Olrich "Kentarre" Henderthane
Player: Kaodi
Race: Human
Class: Arcanist
Level: 1
Alignment: Lawful Neutral
Languages: Elvish, Hallit, Infernal, Kelish, Taldane (Common), Osiriani
Deity: Asmodeus
Size: Medium
Gender: Male
Age: 33
Height: 6'-2"
Weight: 175#
Hair Color: Coal Black
Eye Color: Deep Bluish-Green/Deep Greenish-Blue
Skin Color: Light Tan

ABILITIES
Str: 11 +0 (1 point)
Dex: 12 +1 (2 points)
Con: 14 +2 (5 points)
Int: 20 +5 (17 points, +2 racial)
Wis: 12 +1 (2 points)
Cha: 14 +2 (5 points)

COMBAT
HP: 9 [d6, +2 Con, +1 FC]
AC: 11 [10 base, +1 Dex, +0 armor]
AC Touch: 11 [10 base, +1 Dex]
Flatfooted: 10 [10 base, +0 armor]
Init: +1 [1 Dex]
CMB: +0 [0 BAB, +0 Str]
CMD: 11 [10 base, +0 BAB, +0 Str, +1 Dex]
Fortitude: +2 [0 base, +2 Con]
Reflex: +1 [0 base, +1 Dex]
Will: +3 [2 base, +1 Wis]
Speed: 30'

WEAPON
Dagger: Attack: +0 [0 BAB, +0 Str], Damage: 1d4, Crit: 19, Type: P or S

ARMOUR
None

RACIAL
Abilities: +2 Int
Size: Medium
Base Speed: 30'
Favored: Arcanist (HP/SP)
Bonus Feat
Bonus Skill Point/Level

CLASS: Arcanist
Armor/Weapons: All simple
Arcane Resevoir 4, expend 1 point to increase caster level or save DC of spell
Quick Study Arcanist Exploit, swap prepared spells by expending 1 point from Arcane Resevoir
Consume Spells, expend spell slot to regain Arcane Resevoir points equal to spell level

FEATS
Fast Learner (bonus) - When gainining a level in favoured class gain both +1 hit point and +1 skill rank
Improvisation (1st) - +2 bonus on all skill checks for skills with no ranks, can use all skills untrained

TRAITS
Against The Technic League - Increase Save DCs by 1 when targetting a foe you know to be a member of the Technic League
Influence {UCa} - gain a +1 trait bonus on Diplomacy checks and that skill is always a class skill

SKILLS 9 [2 base, +5 Int, +1 Race, +1 Favoured]
Appraise +9 (1 rank, +3 CS, +5 Int)
Bluff +3 (1 rank, +2 Cha)
Diplomacy +7 (1 rank, +3 CS, +2 Cha, +1 Misc)
K (Arcana) +9 (1 rank, +3 CS, +5 Int)
K (Engineering) +9 (1 rank, +3 CS, +5 Int)
K (Geography) +9 (1 rank, +3 CS, +5 Int)
K (Local) +9 (1 rank, +3 CS, +5 Int)
Perception +2 (1 rank, +1 Wis)
Spellcraft +9 (1 rank, +3 CS, +5 Int)

CARRYING CAPACITY
Light: 38#
Medium: 76#
Heavy: 115#

MAGIC
Cantrips [unl]: Detect Magic, Light, Jolt, Mage Hand
1st Level [4]: Charm Person, Magic Missile

SPELLBOOK
Cantrips: All Standard plus Jolt
1st Level: Ant Haul, Charm Person, Crafter's Fortune, Disguise Weapon, Jury-Rig, Magic Missile, Memory Lapse, Shocking Grasp

EQUIPMENT
Runed Ring (0gp, 0#, finger)
Traveller's Outfit (0gp, 0#, worn)
Traveller's Outfit (1gp, 5#, backpack)
Spell Component Pouch (5gp, 2#, belt)
Dagger (2gp, 1#, belt)
Canteen (2gp, 1#, belt)
Backpack (2gp, 2#, back)
Travelling Spellbook (0gp, 1#, backpack)
Merchant's Scale (2gp, 1#, backpack)
Grooming Kit (1gp, 2#, backpack)
2 Inkpens (2sp, 0#, backpack)
Ink (8gp, 0#, backpack)
Journal (10gp, 1#, backpack)
Belt Pouch (1gp, 1/2#, belt)
Total (34gp 2sp, 16 1/2#, light)

FINANCES: 85gp 8sp

Appearance: Lightly tanned skin, Medium-length straight hair and a goatee, all neatly groomed. Long face with sharp, angular features. Has a bit of an imperious and no nonsense air about him. Dressed in black breaches and white shirt, with roadworn leather boots and a somewhat beaten up high collared long red coat.

Background: The man waited outside of the study. He waited with some impatience and much annoyance, for his way was blocked by a brutish guardsman. A distant cousin; a very large not-distant-enough cousin. For all of the man's studies into clouding the minds of others, he dared not employ them here.

The man was tall, though not quite as tall as his present relation, with medium-length, coal black hair and a goatee, all neatly trimmed. He had a long face and sharp, angular features. And for anyone brave enough to meet his gaze, it was apparent his eyes were not the same, though evenly matched in their own way: one, a deep greenish-blue, and the other a deep blueish-green. He appeared to be in his early thirties.

The man wore a well-fitted long, red coat, lightly decorated with gold and black embroidery. It befitted his station as a son of the noble Henderthane family of Cheliax. The guardsman likewise wore a tabard in the family colours.

"This waiting is getting rather tiresome," commented the man in a rich, tenor-voice.

"Oh, you can go in whenever you like," replied the guardsman with a toothy grin. "I just wanted to see you squirm a bit."

The man rolled his eyes. What had he done to deserve being subjected to such immaturity? Members of this House all had important duties to attend to. Would that some of the lesser placed family members just appreciate their stations and stay out of the others way. He moved past the guard, knocked lightly twice on the door, and then opened it to enter the study.

The room beyond was about fifteen feet to a side, with the walls lined by bookshelves, a few tables, and one or two more exotic devices. It was grand enough, though more on account of its owner's position that on his flare for extravagence. The study was functional. That is, if you were a powerful practioner of the arcane from a noble house of Cheliax, it was functional.

Over an old but handsomely crafted wooden desk hunched an elderly man writing letters. He was dressed in fine white silk, fantastically embroidered in gold, black, and red in the same style as the younger man, but much more detailed and beautifully done. His long white hair was thinning, but he was by no means balding. His eyebrows were quite bushy, but he was otherwise clean shaven.

"Uncle," said the man.

"You are late, Olrich," said his elderly uncle.

"I-" the man began.

"Do not bore me with the details of your excuse," said his uncle, cutting him off. Raising a hand he indicated a chair on the other side of his desk. "Please, sit down."

Olrich did as instructed.

The old man dropped his quill into the inkwell a handbreadth away and looked up, then sat back into his chair. "You know, whenever I see you I cannot help but feel a twinge of disappointment," said the old man, and Olrich was a bit taken aback. "You are a skilled young wizard, but you could have been such a fine conjurer under my tutelage. A diabolocist. My protege, even."

Olrich relaxed a bit, though he was unsure where this conversation was supposed to be going. "When I was still some years younger than I am now I had considered it strongly, Uncle. But the troubles..."

"Ah, yes. The troubles," nodded his uncle, who had almost certainly been expecting this answer. "I suppose that business that Einmarch's family got us into could put one off of it. But the Henderthane family deals in weapons and armaments, boy. And in these days of the Thrune dynasty, devils and other creatures from the beyond are the weapon of choice in Cheliax. At least among the circles we must travel."

The old man briefly paused to take a gulp of water from a mug on his desk. Though good wine was plentiful here, he valued clarity over the pleasures of the drink. Olrich's uncle, or more accurately, great uncle, was not and had never been the head of the family. But he was one of its most valued and accomplished minds.

"Still, your divergence from my preferred path makes you more suitable for a bit of business I have been brewing. A future master of conjuration I would have had to keep here under my tutelage. But with whatever it is you are studying now, and I am sure you are studying it ably, I can afford to send you off into the wilderness."

"The wilderness, Uncle? But I am hardly suited to-"

"It is the route, not the destination!" snaps the old man. "No, I can think of no one in our close family more suitable for what one is likely to find it that strange and perplexing land of Numeria. No one else I know has both your intelligence and your ability to pick up new skills on the fly. And you are going to need those."

Olrich really was taken aback now. Numeria? That was on the other side of the continent!

"The troubles, as you call so politely and maddeningly call them, have been a major setback for the Henderthanes. In times of weakness such as these one must find new sources of strength. I am sure you have heard many stories of the strange wonders of Numeria. Through my agents I had made advances to its rulers, the members of the Technic League, to share some of their secrets. But they are much too protective of the treasures found there."

"What I need is someone who can separate the rumour from the fact. Someone who I can count on to not just obtain what the Technic League would rather keep for themselves, but that can be counted on to correctly discern its use. Maybe even to reproduce it. I cannot be sure that whatever it is they have managed to find in those lands can be put to efficient destructive use. But if it can, then the Henderthanes supremacy as Cheliax's merchants of war demands that we possess it."

"I see," says Olrich quietly. "You are asking quite a bit of me, Uncle."

"Yes, I am. Travelling to a distant land, facing unknown enemies with unknown weapons. It will be quite dangerous. I am sure you can understand how important this task must be though if I am sending an asset with as much potential as you. Unfortunately, you are about all I can send. I do not want to openly risk the aggravation of the Technic League, in case I am able to change their minds. A richly equipped and guarded member of House Henderthane would arouse unwanted suspicions."

"So I must ask that you leave the wealth you are accustomed to behind, and most of your possessions. They will be well looked after, and in case you should not return I shall see that they are distributed appropriately among your siblings. Your name, Henderthan, as well. You can choose another that suits your fancy, though I would disproportionately pleased if you travelled under 'Kentarre' . That was my mother's maiden name. It is a noble name as suits you, but a very minor one. I might be persuaded to send with you one companion of your choice. I have prepared special transportation for you to Druma, but from there you will have to find your own way to Numeria. Avoid Ustalav and Galt if you can. Unpredictable and nasty place right now."

Olrich is very quiet for a moment as he thinks deeply. He looks up and asks, "When would you have me leave?"

"In no more than one month," answers his uncle. "Events have been set in motion. They may move of their own accord now."

After another moment a confident smile spreads across Olrich's face, and he puts his fingers together. His mind raced as his uncle explained the task before him, but now he has convinced himself of his own angle as well.

"Alright then. I will do it gladly."

The old man did not smile per se, but he did look pleased. He removed a ring from his finger and handed it to Olrich. When the younger man looked at it appeared to be made of iron in covered in runes.

"Here, takes this. It should aid you in focusing your magic. It has graced my finger for many years. Try not to lose it."

***

Olrich laid back in his lounge chair on the river boat and reviewed a letter his uncle had given him before relocating him half-way across the continent. It was short enough:

Olrich,

I am trusting you to be our primary agent in Numeria, but at present I am not without contacts there altogether. When you arrive in Torch you might consider seeking out an archaeologist and scholar by the name of Khonnir Baine. He is knowledgeable enough about the local landscape and could be useful to you for getting up to speed. I do not know if you can trust him with much, but in dealings I have had with him he has performed adequately.

I have also heard word of some agitators against our rivals. My contacts were only able to provide one name, Zeta, but they also believe there is someone associated with the General Mercantile store in Torch whose interests might align with ours. Seek them out if you find yourself in need of assistance. But be careful not to tip your hand to any prying eyes.

I strongly advise you to finish committing these names to memory long before you reach Numeria and to then destroy the letter.

Your Uncle


Olrich scanned over the text a few more times, making sure that the names were seared into memory. Pushing himself to his feet he passed his hand over the letter and then snapped his fingers, causing sparks to shower down on it, setting it alight. He walked to the railway of the river boat and just as the flames of the burning letter licked at him he dropped the charred remains into the river.

And the he returned to his chair to relax. It would still be some weeks before he arrived.
[/sblock]
 
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Twist, Ratfolk Rogue 1

Twist.jpg[sblock=Stats]INFORMATION
Name: Twist
Player: CanadienneBacon
Race: Ratfolk
Class: Rogue
Level: 1
Alignment: Neutral
Languages: Common, Dwarven, Undercommon {ARG}, Hallit {IGPG}, Draconic{ARG}, Androffan {IGPG, trait}.
Deity: None
Size: Small
Gender: Male
Age: 15
Height: 4'
Weight: 80#
Hair Color: Brown
Eye Color: Black
Skin Color: Medium

ABILITIES
Str: 12 +1 (5 points, -2 racial)
Dex: 18 +4 (10 points, +2 racial)
Con: 10 +0 (0 points)
Int: 18 +4 (10 points, +2 racial)
Wis: 14 +2 (5 points)
Cha: 12 +1 (2 points)

COMBAT
HP: 8 [d8, +0 Con]
AC: 18 [10 base, +4 Dex, +3 studded leather, +1 size]
AC Touch: 15 [10 base, +4 Dex, +1 size]
Flatfooted: 14 [10 base, +3 studded leather, +1 size]
Init: +6 [4 Dex, +2 trait]
CMB: +0 [0 BAB, +1 Str, -1 size]
CMD: 14 [10 base, +0 BAB, +1 Str, +4 Dex, -1 size]
Fortitude: +0 [0 base, +0 Con]
Reflex: +6 [2 base, +4 Dex]
Will: +2 [0 base, +2 Wis]
Speed: 20'

WEAPON
Rapier: Attack: +5 [0 BAB, +4 Dex (wpn finesse), +1 size], Damage: 1d4+1, Crit: 18-20/x2, Type: P
Dagger: Attack: +5 [0 BAB, +4 Dex (wpn finesse), +1 size], Damage: 1d3+1, Crit: 19-20/x2, Type: P or S
Dagger, Thrown: Attack: +5 [0 BAB, +4 Dex, +1 size], Dmg: 1d3+1, Crit: 19-20/x2, Type: P or S, Rng: 10'
Shortbow: Attack: +5 [0 BAB, +4 Dex, +1 size], Damage: 1d4, Crit: x3, Type: P, Range: 60'

ARMOR
Studded Leather: AC: +3, MDB +5, ACP: -1

RACIAL (GM approved non-source feature)
Abilities {ARG}: +2 Dex, +2 Int, -2 Str
Size: Small humanoid, ratfolk subtype
Base Speed: 20'
Favored: Rogue
Darkvision {ARG}: 60'
Rodent Empathy {ARG}: +4 racial bonus on Handle Animal checks made to influence rodents
Tinker {ARG}: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Small {ARG}: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Swarming {ARG}: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

CLASS: Rogue
Armor/Weapons: Proficient with light armor, but not with shields / All simple weapons, plus hand crossbow, rapier, sap, shortbow, and short sword
Sneak Attack: +1d6 damage when target denied Dex to AC or when flanking
Trapfinding: Add 1/2 level to Perception checks to locate traps and to Disable Device

FEATS
Weapon Finesse: Use Dex modifier instead of Str on melee attack rolls made with light weapon or rapier
*Will acquire Technologist feat {IGPG} at 3rd level, if GM approves

TRAITS
Numerian Archaelogist {IGPG}: Gain Androffan as an additional language. When you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.
Reactionary {APG} - gain a +2 trait bonus on Initiative checks

SKILLS 12 [8 base, +4 Int]
Climb +4 (1 rank, +3 CS, +1 Str, -1 ACP)
Diplomacy +5 (1 rank, +3 CS, +1 Cha)
Disable Device +10 (1 rank, +3 CS, +4 Dex, +1 Rogue, +2 mwk tools, -1 ACP)
Disguise +5 (1 rank, +3 CS, +1 Cha)
Escape Artist +7 (1 rank, +3 CS, +4 Dex, -1 ACP)
Handle Animal (rats) +5 (0 ranks, +1 Cha, +4 race)
Knowledge (dungeoneering) +8 (1 rank, +3 CS, +4 Int)
Knowledge (local) +8 (1 rank, +3 CS, +4 Int)
Perception +8 (1 rank, +3 CS, +2 Wis, +2 race)
Sense Motive +6 (1 rank, +3 CS, +2 Wis)
Sleight of Hand +7 (1 rank, +3 CS, +4 Dex, -1 ACP)
Stealth +11 (1 rank, +3 CS, +4 Dex, +4 size, -1 ACP)
Use Magic Device +10 (1 rank, +3 CS, +4 Int, +2 race)

CARRYING CAPACITY
Light: 32#
Medium: 65#
Heavy: 97#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Studded leather (25gp, 10# (size small), worn)
Rapier (20gp, 1#, belt)
2 Daggers (4gp, 1#, armband)
Shortbow (30gp, 1#, shoulder)
20 Arrows (1gp, 1.5#, shoulder)
Backpack (2gp, 0.5#, back)
Masterwork thieves' tools (100 gp, 2#, backpack)
Rope, silk, 50' (10gp, 5#, backpack)
Grappling hook (1gp, 4#, backpack)
Common Survival Kit {UE} (5gp, 4#, backpack)

2 Waterproof bags {UE} (8sp, 1#, 1 worn around gear, 1 backpack)
Snorkel, common (4sp, 0#, backpack)
8 Rations, trail (32sp, 8#, carried by ____)

37gp, 6sp (1#, half in backpack, half in pockets)
Total (203gp and 4 sp spent, 32#, light)

FINANCES: 37gp[/sblock]

[sblock=Appearance]
Twist is a small male with a petite build. Larger than a halfling, about the height of a dwarf, Twist has short legs, a long slender torso, slim shoulders, and wiry forearms. His eyes are black and beady, seeing everything. Scraggly tufts of unkept whisker-like dark facial hair dot Twist's cheeks and chin. Twist's mouth and nose, which works overtime, very nearly resemble those of a rodent. Despite Twist's unappealing physical attributes, the young man comports himself quietly, with a marked curiosity about his person. A ready smile doesn't meet his eyes, however. [/sblock]

[sblock=Background]
Twist is ratfolk, and as a member of ratfolk society is fluent in life both above and beneath the city of Torch. Slow to trust and twitchy, Twist uses a disguise when venturing aboveground into Torch or when conducting business with races other than ratfolk. Once Twist's trust is gained, however, he is a loyal friend for life.

Twist is concerned for Khonnir Baine, a wizard archaeologist interested in the intricate ruins beneath Torch. Twist met Khonnir three years ago, when Twist was a twelve-year-old ratling climbing sewer tunnels. Khonnir, who had a badly wrenched knee after stumbling on a loose sewer brick, tempted Twist with a "shiny," a tangled bit of metal warped into a wristband. Twist, always fascinated by shiny things, was unable to resist the tidbit, and agreed to help Khonnir in exchange for the metal wristband. Since then, the two have struck up a friendship. Twist occasionally brings Khonnir "shiny" bits from the sewers, and Khonnir gives Twist advice on where to look for new objects. In a way, Twist has become Khonnir's scout.

Khonnir is missing, however, and has been for a week. Twist hadn't realized Khonnir was absent until just this morning, when Twist brought a bit of what looks like it might be a copper coil to Khonnir. With Khonnir gone, Twist has no one to buy the shiny bits Twist finds in the sewers. More than that, however, Twist has realized that he'll sorely miss Khonnir's unassuming friendship if the human wizard does not return. Not many humans give ratfolk the time of day in Torch, making Khonnir a valuable ally. Bent on finding Khonnir, Twist ventures above ground in his best disguise, all with the aim of finding out where on earth the wizard has gone off to.[/sblock]

[sblock=Connections]Twist's connections:

Hailey - He heard Hailey asking around about Khonnir and his discovery. While they might not have the same reasons for going to the caves (they were both vague about their reasons), they agreed to look for others together, and have thus far ventured out twice prior with the other.

Pery - Twist knows Pery and they stick together as friends because they're both small and therefore in the genetic minority. Pery's association with the Order is of interest to Twist. Plus, he likes her bubbly mannerisms.

Zeta - Zeta is Twist's closest friend and ally. Twist follows local news and heard about the outlaw Zeta, who is wanted by the Technologist League for acts of terrorism, sedition, subversion, barbarism, and...there's a list somewhere. It's pretty big. Twist and Zeta enjoy quite a partnership; they're longtime collaborators. Twist's technical skills interest Zeta, and Zeta being an android has Twist utterly fascinated. Add to that, Zeta is capable in combat and both in and out of cities, making her an excellent companion for a ratling on the go.[/sblock]
 
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Graybeard

Explorer
Vandor Corthe
Human Oracle

[sblock=Vandor Corthe]

INFORMATION
Name: Vandor Corthe
Player: Graybeard
Race: Human
Class: Oracle
Level: 1
Alignment: Neutral Good
Languages: Common, Elven, Halfling
Deity: None (He primarily worships Erastil with occasional prayers to Abadar)
Size: Medium
Gender: Male
Age: 21
Height: 5’11”
Weight: 187#
Hair Color: Brown
Eye Color: Brown
Skin Color: Medium

ABILITIES
Str: 12 +1 (2 points)
Dex: 16 +3 (10 points)
Con: 14 +2 (5 points)
Int: 14 +2 (5 points)
Wis: 10 +0 (0 points)
Cha: 18 +4 (10 points +2 Racial)

COMBAT
HP: 11 [d8, +2 Con, +1 FC]
AC: 16 [10 base, +3 Dex, +3 armor]
AC Touch: 13 [10 base, +3 Dex]
Flatfooted: 13 [10 base, +3 armor]
Init: +3 [3 Dex,]
CMB: +1 [0 BAB, +1 Str]
CMD: 14 [10 base, +0 BAB, +1 Str, +3 Dex]
Fortitude: +2 [0 base, +2 Con]
Reflex: +3 [0 base, +3 Dex]
Will: +2 [2 base, +0 Wis]
Speed: 20'

WEAPON
Morningstar: Attack: +1 [0 BAB, +1 Str], Damage: 1d8+1, Crit: 20, Type: S
Light Crossbow: Attack: +3 [0 BAB, +3 Dex], Damage: 1d8, Crit: 19-20 x2, Type: P, Range: 80'
Dagger: Attack: +1 [0 BAB, +1 Str], Damage: 1d4+1, Crit: 19-20x2, Type: P/S Range: 10’

ARMOR
Studded Leather: AC: +3, MDB: +5, ACP: -1

RACIAL
Abilities: +2 Cha
Size: Medium
Base Speed: 30'
Favored: Oracle (HP)
1 Additional Feat at 1st level
+1 Skill point each level

CLASS: Oracle
Armor/Weapons: Light and Medium armor and all shields except Tower / all simple weapons
Mystery: Heavens (Gain Fly, Knowledge Arcana, Perception, and Survival as class skills)
Curse: Lame (One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.)
Revelation: Moonlight Bridge (You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.)

FEATS
Point Blank Shot (1st) - get a +1 to attacks and damage rolls to targets within 30’
Alertness (bonus) – Gain +2 to Perception and Sense Motive skill checks

TRAITS
Against the Technic League (campaign) - gain a +2 trait bonus on damage rolls with weapons against members of the Technic League
Irrepressible {Other} – Use Charisma modifier in place of Wisdom modifier for saves vs Charm or Compulsion

SKILLS 7 [4 base, +2 Int, +1 Racial]
Heal +4 (1 rank, +3 CS, +0 Wis)
Knowledge:
History +6 (1 rank, +3 CS, +2 Int)
Religion +6 (1 rank, +3 CS, +2 Int)
Perception +6 (1 rank, +3 CS, +0 Wis, +2 Feat)
Sense Motive +6 (1 rank, +3 CS, +0 Wis, +2 Feat)
Spellcraft +6 (1 rank, +3 CS, +2 Int)
Survival +4 (1 rank, +3 CS, +0 Wis)

SPELLS
Known:
Osirons: 4, 1st Level: 2
Per Day: 1st level: 4

Orisons (0-Level) known: Detect Poison, Light, Read Magic, Spark
1st Level: Bless, Cure Light Wounds

CARRYING CAPACITY
Light: 43#
Medium: 86#
Heavy: 130#

EQUIPMENT
Antitoxin (1 vial) (50gp, 0#)
Explorer's Outfit (0gp, 0#, worn)
Studded Leather Armor (25gp, 20#, worn)
Morningstar (8gp, 6#, belt)
Lt Crossbow (35gp, 4#, shoulder)
Dagger (2gp, 1#, belt)
20 Bolts (2gp, 2#, shoulder)
Backpack (2gp, 2#, back)
Bedroll (1sp, 5#, backpack)
Blanket (5sp, 3#, backpack)
Compass (10gp, ½#, Pouch)
Flint/Steel (1gp, 0#, Pouch)
Hooded Lantern (7gp, 2#, backpack)
Oil, flask, 3 (3sp, 3#, backpack)
Pouch, Belt (1gp, ½#,)
Rations, 2 (1gp, 2#, backpack)
Silk Rope, 50’ (10gp, 5#, backpack)
Torch (1cp, 1#, backpack)
Waterskin (1gp, 4#, shoulder)

Total (155.91gp, 61#, Medium)

FINANCES: 24gp. 9cp

Appearance and Personality: Vandor has brown, shoulder length hair and brown eyes. His clothes are ordinary and unassuming. He does not believe in wearing fancy clothing and has never needed to. If the situation demanded, he would force himself to wear the appropriate attire. Otherwise, he keeps his appearance and clothing reasonably clean and well kept. He is always ready with a smile and has a generally positive attitude about things. His employment at the general store combined with his upbringing has taught him to be tolerant and respectful towards others. He has a natural curiosity and frequently asks questions of new beings he encounters. He is interested in women but has vowed to not get serious about anyone until he has enough money saved. This is one aspect of his personality that Aja has teased him about.

Background: Vandor’s mother Maela moved to the town of Torch when he was just a toddler. He has almost no memories of his father and his mother has revealed very little except to say that he was killed by the Technic League and it was because of them that they were forced to run away to the town of Torch. Growing up he had a few close friends in town. As soon as he was old enough, he helped out various merchants around town to earn a few coppers here and there. His mother works as a seamstress and they live in a modest dwelling. Vandor now works for the General Mercantile store stocking shelves, cleaning, and doing other odd jobs. For Vandor, it represents good, honest work. He was in his later teenage years when he realized that he was different than most others. He came to that startling sudden realization when he was in a dark room and needed a light to see his way. Strange words flowed from his mouth and the next item he touched glowed brightly. Frightened, he ran to the local cleric and confessed. After a very lengthy discussion, the cleric explained that there was nothing wrong with him and that it was the work of the Gods. The Gods themselves had blessed Vandor with divine abilities for a reason. That reason might not be clear right now but someday in the future, the cleric explained, Vandor will recognize it when it happens.

Vandor went home and talked to his mother about this new experience. She warned him to be careful because the world was a dangerous place and some people might be afraid of him due to the nature of his abilities. She suggested he return to the temple of Erastus and ask for training. She explained that they coud train him how to defend himself.

During his training at the temple, he met and trained with a woman about his age. They developed a friendship over time which started as mutual training partners. It gave them a common topic of conversation.

In his job at the store, Vandor met many different people and races. His boss, the owner, often reminded the employees not to judge anyone that came through the doors. After all, he would say, anyone with coins to spend was a good customer. This experience helped him develop a tolerance of other races that not everyone possessed.

It was the day the flame on the hill inexplicably shut off that Vandor understood why he had been blessed by the gods. He was chosen by them to investigate this occurrence and return the flame to its previous glory. He would save the town from economic ruin!

He just recently learned that he has a half sister who was born out of wedlock and was given up for adoption. Her current wereabouts are unknown.
[/sblock]

[sblock=PC relationships]

Aja-training partner and friend. The two met at the temple during Vandor's training. She is his closest friend. Vandor trusts her completely and often shares his thoughts and aspirations with her. Aja sometimes thinks he is too trusting and it is perhaps their main difference. Aja appreciates that Vandor is a dedicated and loyal friend. She often worries that he is too trusting of strangers, sometimes bordering on gullible.

Twist- The small being has been pestering Vandor with numerous questions, particularly after Vandor was seen making his own light source using magic. Vandor tolerates the questions and has begun to ask his own. The Ratfolk is unlike anyone Vandor has ever met and the being's unending curiosity amuses him.

Hailey: A recent arrival in town. Vandor first noticed her at the store. Later, the two met again at the inn where Vandor was dining. He approached her and asked about her occupation and the weapons she carries.

Zeta: Vandor has heard stories of this strange person. Rumor has it she is a construct of some sort and is wanted by the Technic League. He is curious and would love to meet her. If nothing else, if she is wanted by the Technic League, then they share a common enemy
[/sblock]
 
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Graybeard said:
Twist-a recent arrival in town. The small being has been pestering Vandor with numerous questions, particularly after Vandor was seen making his own light source using magic. Vandor tolerates the questions and has begun to ask his own. The Ratfolk is unlike anyone Vandor has ever met and the being's unending curiosity amuses him.

I'm on board for this, with the exception that Twist is not a new arrival. He's a native citizen, albeit one who hails from the sewers.
 


grtrtle

First Post
[sblock=Aja Reinfall]INFORMATION
Name: Aja Reinfall
Player: grtrtle
Race: Human
Class: Cleric
Level: 1
Alignment: Lawful Good
Languages: Common
Deity: Erastil
Size: Medium
Gender: Female
Age: 22
Height: 5'-8"
Weight: 140#
Hair Color: Black
Eye Color: Brown
Skin Color: Fair (light tan)


ABILITIES
Str: 14 +2 (5 points)
Dex: 16 +3 (10 points)
Con: 12 +1 (2 points)
Int: 10 +0 (0 points)
Wis: 18 +4 (10 points, +2 racial)
Cha: 14 +2 (5 points)


COMBAT
HP: 10 [d8, +1 Con, +1 FC]
AC: 15 [10 base, +3 Dex, +2 Armor]
AC Touch: 13 [10 base, +3 Dex]
Flatfooted: 12 [10 base, +2 Armor]
Init: +3 [3 Dex]
CMB: +2 [0 BAB, +2 Str]
CMD: 15 [10 base, +0 BAB, +2 Str, +3 Dex]
Fortitude: +3 [2 base, +1 Con]
Reflex: +3 [0 base, +3 Dex]
Will: +6 [2 base, +4 Wis]
Speed: 30'


WEAPON
Morningstar: Attack: +2 [0 BAB, +2 Str], Damage: 1d8+2, Crit: x2, Type: P/B
Longspear: Attack: +2 [0 BAB, +2 Str], Damage: 1d8+3, Crit: x3, Type: P
Sling: Attack: +3 [0 BAB, +3 Dex], Damage: 1d4+2, Crit: x2, Type: B, Range: 50'


ARMOR
Leather Armor: AC: +2, MDB +6, ACP: -0


RACIAL
Abilities: +2 Wis
Size: Medium
Base Speed: 30'
Favored: Cleric (HP 1, Skill 0)
Bonus Feat: Extra Feat at Level 1
Skilled: +1 skill per level


CLASS: Cleric
Armor/Weapons: Light and medium armor and all shields (ex. tower) / all simple, longbow

Aura(Ex): Lawful, Good / minor

Channel Energy(Su): 1d6, 5/day
Positive energy, 30' burst
Heal living, OR damage undead (WILL for half, DC 12 (10 base, 0 level, 2 Cha))

Domains: Animal(Feather){APG}, Good


Domain Spells: 1st—calm animals(Feather), protection from evil(Good).


Animal(Feather) Granted Powers: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).


Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.


Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


FEATS
Point Blank Shot (1st) - +1 bonus on attack and damage rolls with ranged weapons within 30'
Precise Shot (human bonus) - shoot/throw ranged weapons at opponent in melee without -4 attack


TRAITS
Robot Slayer - gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots
Beast Bond {UC} - +1 trait bonus to Handle Animal and Ride / Handle Animal is a class skill


SKILLS 3 [2 base, +1 race]
Diplomacy +6 (1 rank, +3 CS, +2 Cha)
Handle Animal +7 (1 rank, +3 CS, +2 Cha, +1 trait)
K(Religion) +4 (1 rank, +3 CS, +0 Int)
Perception +5 (0 rank, NA CS, +4 Wis, +1 domain)
Ride +4 (0 rank, +0 CS, +3 Dex, +1 trait)


CARRYING CAPACITY
Light: 58#
Medium: 116#
Heavy: 175#


EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Backpack (2gp, 2#, back)
Bedroll (0.1gp, 5#, backpack)
Blanket, Winter (0.5gp, 3#, backpack)
Flint and Steel (1gp, 0#, pocket)
Waterskin (1gp, 4#, strapped)
Rations, Trail x4 (2gp, 4#, backpack)
Dagger (2gp, 1#, sheathed)
Bandolier{UE} (0.5gp, 0#, strapped)
Holy Water (25gp, 1#, bandolier)
Alchemist Fire (20gp, 1#, bandolier)
Potion, CLW (50gp, 0#, bandolier)
Holy Symbol of Erastil, (1gp, 0#, neck)
Sling x2 (0gp, 0#, belt)
Bullets, Sling (10) (0.1gp, 5#, belt)
Leather Armor (10gp, 15#, armor)
Longspear (5gp, 9#, held)
Morningstar (8gp, 6#, belt loop)
Healer's Kit (50gp, 1#, backpack)

Total (178.20, 58.0#*, light)
*Includes 1# for coins.

FINANCES: 61.80gp


Appearance: Aja carries herself with a calm graceful and peaceful demeanor. Her long raven hair drops comfortable below shoulder length, and her tall but slight frame hides disciplined strength from years of martial training.


Background: Aja’s eyes scanned over the parchment closely, before dropping into the chair with a heavy thud. She had expected a more routine promotion from her apprenticeship, to the regular travel teams to provide for and protect Torch and the surrounding environs against these technical aberrations. If she understood the missive correctly, she has instead been assigned to join a team in investigating the caves below the Torch. Surely this couldn’t be to uncover what may have caused the ceasing of the flame. Shouldn’t such an assignment fall to a more senior, more experience member of the Order?

The Reinfalls were without child, a condition that pained Marla and Kharl Reinfall greatly. They brought their desire for a fuller family before Erastil ceaselessly, and to them Aja was born. To this date, Marla and Kharl maintain Aja was a blessing from Erastil. Aja was offered to the Erastil Order in Torch, for education and guidance. Aja proved a quick and gifted study, learning the clerical ways and winning approval from her teachers. In time, she entered training with one of the travel teams, tasked to care for and safeguard the natural creations against the technical aberrations. As she gained proficiencies in the bodily and spiritual tasks asked of her, she receives the unexpected assignment.

From her many senior mentors, she learned many and often conflicted views about the automatons. There are many who clearly voice their anger that the automatons are the cause of the sufferings in Torch and the greater Numeria. Yet, a few have suggested to her, usually behind closed doors, that it is the men behind the automatons, and not the automatons themselves, that is to blame.

These and other conflicted views warred within Aja as she considered the assignment. What is it the Order requires of her in this assignment? What will she find, and what, if anything, is she tasked with doing with her findings?[/sblock]
 
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Shayuri

First Post
INFORMATION
Name: Zeta
Player: Shayuri
Race: Android
Class: Slayer (ACG)
Level: 1
Alignment: Chaotic Good
Languages: Common, Hallit
Deity: None
Size: Medium
Gender: Female
Age: 10
Height: 5' 8""
Weight: 150#
Hair Color: Pale blue
Eye Color: Dull red
Skin Color: Pale

[sblock=STATS]
ABILITIES
Str: 14 +2 (5 points)
Dex: 18 +4 (10 points, +2 racial)
Con: 14 +2 (5 points)
Int: 12 +1 (0 points, + 2 racial)
Wis: 16 +3 (10 points)
Cha: 10 +0 (2 points, -2 racial)

COMBAT
HP: 12 [d10, +2 Con]
AC: 16 [10 base, +4 Dex, +2 armor]
AC Touch: 14 [10 base, +4 Dex]
Flatfooted: 12 [10 base, +2 armor]
Init: +6 [4 Dex, +2 trait]
CMB: +3 [1 BAB, +2 Str]
CMD: 17 [10 base, +1 BAB, +2 Str, +4 Dex]
Fortitude: +4 [2 base, +2 Con]
Reflex: +6 [2 base, +4 Dex]
Will: +3 [0 base, +3 Wis]
Speed: 30'

WEAPON
Rapier: Attack: +5 [1 BAB, +4 Dex], Damage: 1d6+2, Crit: 18-20/x2, Type: P
Longbow: Attack: +5 [1 BAB, +4 Dex], Damage: 1d8, Crit: x3, Type: P, Range: 100'

ARMOR
Leather: AC: +2, MDB +6, ACP: -0

RACIAL
Android
Humanoid and Construct type
+2 Int, +2 Dex, -2 Cha
+2 Perception, -4 Sense Motive
+4 to save vs mind-affecting effects, paralysis, poison, and stun effects
Immune to fatigue, exhaustion, disease and sleep effects
Nanite surge: 1/day as immediate action add 3+lvl to any d20 roll
Favored Class: Slayer
- +1 skill point

CLASS: Slayer
Armor/Weapons: All simple, martial weapons. Light armor, medium armor, shields (-tower).
Studied Target (+1 Bluff, Knowledge, Perception, Sense Motive, Survival, atk and dmg against single target that is 'studied' as a move action)
Track (+1/2 lvl to Survival rolls to track)

FEATS
Technologist (1st)

TRAITS
Against the Technic League (+2 dmg against targets associated with the League)
Reactionary {APG} - gain a +2 trait bonus on Initiative checks

SKILLS 8 [6 base, +1 Int, +1 FC]
Acrobatics +8 (1 rnk + 4 Dex + 3 class)
Bluff +4 (1 rnk + 0 cha + 3 class)
Disguise +4 (1 rnk + 0 cha + 3 class)
Knowledge: Local +5 (1 rnk + 1 int + 3 class)
Perception +9 (1 rnk + 3 wis + 3 class + 2 race)
Sense Motive +3 (1 rnk + 3 wis + 3 class -4 race)
Stealth +8 (1 rnk + 4 dex + 3 class)
Survival +7 (1 rnk + 3 wis + 3 class)

CARRYING CAPACITY
Light: 58#
Medium: 116#
Heavy: 175#

EQUIPMENT
Rapier (20gp, 2#, belt)
Longbow (75gp, 3#, shoulder)
Leather Armor (10gp, 15#, worn)
Backpack (2gp, 2#, back)
2 belt pouches (2gp, 1#, belt)
Waterskin (1gp, 4#, belt)
50' silk rope (10gp, 5#, in backpack)
Disguise Kit (50gp, 8#, in backpack)
Flash Powder {APG} (50gp, pouch 1)
Glowing Ink (5gp, pouch 2)
Acid (10gp, 1#, pouch 2)
20 arrows (1gp, 3#, belt)
Bedroll (1sp, 5#, in backpack)
Scent Cloak {UE} (20gp, 2#, pouch 2)
2 Smokesticks (40gp, 1#, pouch 1)
TOTAL: (296.1gp, 52#, light)

FINANCES: 3gp 9sp[/sblock]

Appearance:
[sblock]Zeta has the appearance of a young humanoid woman in her late teens to early twenties at first glance. More study quickly finds the differences in her pale skin and strange faded blue hair. Her eyes are a dark, sullen red shade, and small blue lines like tattoos crisscross her skin in odd, angular formations. She is small for her mass, being made of stuff that is overall denser than human flesh, and considerably stronger than she looks, though still well within human norms. Zeta dresses in layers, usually with a concealing outer layer that can easily and quickly be discarded like a large cloak cloak or coat or poncho with a wide-brimmed hat, and an inner layer of lighter, easier to move in clothing.

1zfu8ld.jpg

[/sblock]

Background:
[sblock]Zeta's first memories are confusing, and lack context. A forest of pulsing, glowing sacs. Stumbling through a metal maze. Finally happening upon a ragged tear in a wall that led to sunlight and wind. The sun went down though, leaving her one miserable night of aimless wandering before she finally found other beings the next morning. Unfortuntely, those beings were a salvage team from the Technic League. A solitary android, naked and unaware of the danger, was no trouble at all to scoop up and take captive.

Like most androids, she was 'born' with certain skills already intact, and learned to communicate quickly in the languages spoken in her presence. The League handlers indoctrinated her over the course of several months, to instill in her the mindset of she was to become; a slave. From early on though, there were signs of trouble. Zeta was unusually perceptive and strong-willed. This led to a tendency to resist and question orders...which led to a series of punishments, and a progressively tougher and crueler string of owners as each in turn gave up on her and passed her on.

Finally, three years after being taken by the League, the training seemed to take root and Zeta became obedient. Of course, all that really happened was that Zeta had made up her mind to seek to escape, and had realized that constant troublemaking was merely making that much harder. Over the next two years she endured much, and carefully squirreled away supplies that she needed for her escape plan. She tricked her master into not only believing she was loyal, but also into arranging for training her for guard duty in his household. Secretly Zeta sought other skills as well, preparing for the hardships of life away from the city.

When the time was right, she executed her plan to escape. It involved engineering several distraction events...a couple of fires, and a pen of new captives being 'accidentally' released to cause trouble and cover her own, much quieter actions. It involved a disguise to appear human at first glance, and it involved killing the one who believed himself her master, his household, and taking enough of his things that it would look at first to be a robbery. A series of events that took months to prepare, and only moments to occur...but they got the job done.

For the next year Zeta lay low, but much like before this period of seeming quiet was deceptive. She was preparing for the next phase of her plan. For this she traveled to the town of Torch; a place that met her requirements. It was nominally independent of the League, but was sufficiently under their thumb as to harbor a deep, simmering resentment. Zeta knew that resentment well, and it made her believe that Torch would be a good base of operations for her attempts to destabilize the League. She managed to secure a job as a server in the local tavern; an ideal position to survey the townsfolk looking for possible contacts. Once she felt reasonably well set up, she donned a disguise and began attacking targets of opportunity, leaving a 'calling card' in the form of a 'zeta' character scrawled in glowing ink on the site of the attack.[/sblock]

PC Relationships
[sblock=Twist]The ratkin is one of the very first people Zeta met in Torch, when she was looking for a good lead on alchemical supplies. His street smarts and savvy were a perfect complement to her own unfamiliarity with life away from the League's yoke, and she was happy to offer some muscle on his behalf on an occasion or two.[/sblock]

[sblock=Hailee]In progress[/sblock]

[sblock=Olrich]In progress[/sblock]

[sblock=Vandor]In progress[/sblock]

[sblock=Aja]In progress[/sblock]
 
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