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[sblock=Lark Winden Musician]
Lark, Human Bard 8
Medium Humanoid, Chaotic Good,
24, 5' 3.5", 130lbs, male, eyes 1blue 1 brown, Tan skin, black hair,

STR: 10 (+0)
DEX: 16 (+3)
CON: 12 (+1)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 18 (+4)

Hit Points: 42 / 42
Hit Dice: 8d6+8 (42 hp)
Speed: 30ft
Initative: +3 (+3 DEX)
AC: 18 (+0 Armor, +0 Shield, +3 DEX, +5 Class Defence Bonus; touch 18, flat-footed 10)
BAB/Grapple: +6/+6

Fort: +3 (+2 Base, +1 CON)
Ref: +9 (+6 Base, +3 DEX)
Will: +8 (+6 Base, +2 WIS)

Attacks:
  • Dagger +6/+1 melee (1d4 19-20x2)
  • Dagger Whip +10/+5 melee (1d6+1 20x2)
  • Dagger +9/+4 ranged, 10' (1d4 19-20x2)
  • Shortbow +9/+4 ranged, 60' (1d6 20x3)

Special Attacks:
  • Trip (Whip)
  • Disarm (Whip)

Special Abilities:
  • Bardic Knowledge
  • Bardic Music (8/day):
  • Countersong (Su)
  • Fascinate/Suggestion (Sp)
  • Inspire Courage +2 (Su)
  • Inspire Competence (Su)

Skills: (99 points, max ranks 11/5.5)
  • Appraise +3 (1 Rank, +2 ATB)
  • Balance +5 (0 Ranks, +3 ATB, +2 Synergy)
  • Bluff +10 (6 Ranks, +4 ATB)
  • Concentration +5 (4 Ranks, +1 ATB)
  • Decipher Script +4 (2 Ranks, +2 ATB)
  • Diplomay +19 (11 Ranks, +4 ATB, +4 Synergy)
  • Disguise +20 (4 Ranks, +4 ATB, +2 Synergy, +10 Hat of Disguise)
  • Escape Artist +3 (0 Ranks, +3 ATB)
  • Gather Info +12 (8 Ranks, +4 ATB)
  • Handle Animal (cc) +5 (1 Rank, +4 ATB)
  • Heal +4 (0 Ranks, +2 ATB, +2 Healers Kit)
  • Hide +8 (5 Ranks, +3 ATB)
  • Intimidate +6 (0 Ranks, +4 ATB, +2 Synergy)
  • Jump +2 (0 Ranks, +0 ATB, +2 Synergy)
  • Knowlege: History +3 (1 Ranks, +2 ATB)
  • Knowlege: History +7 (5 Ranks, +2 ATB)
  • Listen +6 (4 Ranks, +2 ATB)
  • Move Silently +8 (5 Ranks, +3 ATB)
  • Perform: String Instrament +20 (11 Ranks, +4 ATB, +2 MW Instrament, +3 Skill Focus)
  • Perform: Sing +5 (1 Rank, +4 ATB)
  • Ride +6, +8* (3 Ranks, +3 ATB, +2 MW Saddle)
  • Search +2 (0 Rank, +2 ATB)
  • Sense Motive +8 (6 Ranks, +2 ATB)
  • Slight of Hand +10 (5 Ranks, +2 ATB, +2 Synergy)
  • Spellcraft +7 (5 Ranks, +2 ATB)
  • Spot +2 (0 Ranks, +2 ATB)
  • Tumble +8 (5 Ranks, +3 ATB)
  • Use Rope +4 (1 Rank, +3 ATB)

Feats:
  • Combat Expertise
  • Improved Trip
  • Skill Focus:Perform:String Instrament
  • Weapon Finesse: Whip

Languages:
  • Common
  • Draconic
  • Wanderer

Equipment:
  • Backpack (2gp 2 lbs.)
  • Fishhook (1sp -)
  • Flint and steel (1gp -)
  • Mirror, small steel (10gp 0.50 lb.)
  • Oil 1-pint flask (1sp 1 lb.)
  • Rations, trail x4 days (2sp 4 lbs.)
  • Soap (2sp,5cp 0.5 lb.)
  • Wineskin (2gp 4 lbs.)
  • Waterskin (1gp 4 lbs.)
  • Whetstone (2cp 1 lb.)
  • Pouch, belt (1gp 0.5 lb.)
  • Healer’s kit (50gp 1 lb.)
  • Entertainer’s outfit (n/a 4 lbs.except when worn)

  • Dagger x2 (4gp 2 lbs.)
  • Shortbow (30gp 2 lbs.)
  • Quiver of Arrows x20 (1gp 3 lbs.)
  • Dagger Whip +1 (6,975gp 2 lbs.)
  • Fiddle of Sounding (5,400gp 3 lbs.)
  • Hat of Disguise (5,400gp n/a)

  • Horse, light (75gp n/a)
Total weight carried -- 30.5 lbs.
Light load -- 33lbs., medium -- 66lbs., heavy -- 100lbs., lift -- 200lbs., push -- 500lbs.

Spells:
Class: (3/4/4/2; spell save DC 18 + spell level;)
  • 0th (6 known)- Dancing lights, detect magic, lullaby, message, prestidigitation, & read magic
  • 1st (4 known)- Animate rope, cure light wounds, sleep, & ventriloquism.
  • 2nd (4 known)- Detect thoughts, eagle’s splendor, silence, & sound burst
  • 3rd (3 known)- Dispell magic, phantom steed, & scrying

XP: XXX,XXX / XXX,XXX


Appearance:
While short of stature, as most Winden are, his personality more than makes up for it.


Background:
Lark is in no rush to return to his mother’s wagon. He knows his bride will be waiting for him there. He knows why marriages are arranged among the Winden. They would be quickly eaten by another culture if they did not pair up with their own.

He knows he could certainly do worse than Sarah. Her hair has that hint of red that all of his sisters wish they had. She is one of the finest weavers in the clans; her wagon will provide every comfort, someday…

But not yet. Lark refuses to be an unfaithful husband, so until he has gotten his wild ways out of his system, it would be wrong to return. If only he could make his mother understand, then he would not need to keep avoiding the family’s usual routes.

That is what brings him to the city. Most of the Winden avoid the larger cities. It is so difficult to find a place that will let you sleep outdoors. On the other hand, city girls know he is just passing through and take precautions. They don’t try to trap a man like farm girls do.
He is currently staying outside the braided inn (between the main building and the stables). The owner is half-Winden, so he understands enough to accept it. The inkeeper certainly doesn’t mind all the extra business Lark is bringing in.

Notes:
Lini (non-Winden) often think Winden are named for the blowing wind. At its root the name means, twist or weave. The Winden are weavers. In ages past there were Winden who wove the strands of nature and time into a glorious city, beyond any seen today. Some think the Winden became too proud, others say that the gods became jealous.

Whatever the reason, the gods demanded a reckoning. Some were calling for all of the Winden to be wiped out, but T'malelic interceded on the Winden’s behalf arranging it so that if they would give up the city, and not rebuild, then they could live. The Winden have been wandering ever since.


To be Winden you must be a child of a Winden woman. People who have a Winden father and a Lini mother are sometimes referred to as “Half-Winden” but they have no standing, and are only rarely allowed to marry back into the clans.

Women own the wagons, men own the horses. When a femail Winden marries she is given a wagon by her parents (or family). If they cannot afford a wagon, she cannot marry. Occasionally a girl cannot marry till her mother dies and she inherits her mothers wagon.
A male Winden sleeps in his mother’s wagon as a child, his wife’s wagon after he is married, or his daughter’s wagon if he is a widower. He may not sleep under anyone else’s roof. [/sblock]

[sblock=Bondall, Light Horse]
Large Animal Hit Dice: 3d8+6 (19 hp)
Initiative: +1 Speed: 60 ft. (12 squares), 90 ft. (18 squares) horseshoes of speed
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8 Attack: Hoof –2 melee (1d4+1*) Full Attack: 2 hooves –2 melee (1d4+1*) Space/Reach: 10 ft./5 ft. Special Attacks: —Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Skills: Jump +26 (+2 ATB, +12 natural speed, +12 horseshoes of speed), Listen +4, Spot +4
Feats: Endurance, Run
Challenge Rating: 1

Tricks:
• Come (DC 15): The animal comes to you, even if it normally would not do so.
• Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
• Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.
• Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
• Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
• Work (DC 15): The animal pulls or pushes a medium or heavy load.

The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.

Equipment:
• Bedroll (1sp 5 lbs.)
• Blanket, winter (5sp 3 lbs.)
• Military Saddle (20gp 30 lbs.)
• Silk Rope 50 ft. (10gp 5 lbs.)
• Tent (10gp 20 lbs.)
• Traveler’s outfit (1gp 5 lbs.)
• Horseshoes of speed (9,000gp n/a)
Total weight carried -- 68 lbs.

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.[/sblock]
 

[sblock=Tori Fleet: ]Tori Fleet, Male Human Fighter 1/Monk 4/Tattooed Monk 3
Medium Humanoid, Lawful Good
23, 5'9", 192lbs, blue eyes, fair skin, bald (shaved)

STR: 20 (+5) (10pts +2 level adjust +2 magic)
DEX: 14 (+2) (6pts)
CON: 14 (+2) (6pts)
INT: 14 (+2) (6pts)
WIS: 14 (+2) (6pts)
CHA: 12 (+1) (4pts)

Hit Points: 61
Hit Dice: 1d10+7d8+16
Speed: 50ft
Initative: +3 (Dex)
AC 27 (+8 Armor, +2 DEX, +1 Natural, +1 Deflection, +2 Wisdom, +3 Monk; touch 26, flat-footed 19)
BAB: +6/+1, Grapple +15 (+6 BAB, +5 Str, +4 Imp. Grapple)

Fort: +11 (+9 Base, +2 CON)
Ref: +9 (+7 Base, +2 DEX)
Will: +9 (+7 Base, +2 DEX)

Damage Reduction: 4/magic

Attacks:
Unarmed Strike +12/+7 melee (1d8+5 20/x2)
Unarmed Strike, Flurry of Blows +11/+11/+6 (1d8+5, 20/x2)
Cold Iron Kama +11/+6 melee (1d6+5 20/x2)
Silver Siangham +11/+6 melee (1d6+4 20/x2)
Shuriken +8/+3 ranged 10ft (1d2+5 20/x2)

Normal attacks:
Unarmed Strike, Flurry of Blows (full attack) +11/+11/+6 (1d8+5, 20/x2)
Unarmed Strike +12 (1d8+5, 20/x2)
On charge: Unarmed Strike +14 (1d8+1d12+5, 20/x2)
Shuriken, Flurry of Blows, ranged 10ft (full attack) +7/+7/+2 (1d2+5, 20/x2)
Shuriken, ranged 10ft +8 (1d2+5, 20/x2)

Special Attacks:
Flying Kick (extra 1d12 damage on an unarmed strike in a charge)

Special Abilities:
Eyes In the Back of Your Head (feat): Cannot be flanked
Monk AC Bonus +3 AC
Monk Unarmed damage 1d8
Flurry of Blows
Fast Movement
Evasion
Still Mind (+2 saves vs Enchantment and Spell like effects)
Ki Strike: Unarmed strikes count as magic
Slow Fall: Damage from a fall counts as if it were 20ft less
Two tattoos:
Tattoo: Crab - gain damage reduction equal to 2 x Tori's number of tattoos / magic
Tattoo: Tiger - Once per day per tatoo I possess I can fight unarmed with +1 to hit and +1d6 damage. This lasts for a number of rounds equal to Tori's Tattooed Monk class level

Skills: (69 points, max ranks 11/5.5)
Climb +9 (4 ranks, +5 Str)
Diplomacy +14 (11 ranks, +1 Cha, +2 Synergy (Sense Motive))
Handle Animal +5 (4 ranks +1 Cha)
Jump +20 (5 ranks + 5 Str + 10 speed)
Knowledge (religion) +10 (8 ranks + 2 Int)
Listen +10 (8 ranks +2 Wis)
Ride +6 (4 ranks +2 Dex)
Sense Motive +10 (8 ranks +2 Wis)
Spot +10 (8 ranks +2 wis)
Swim +9 (4 ranks +5 Str)
Tumble +9 (5 ranks +2 Dex +2 Synergy (Jump))

Feats:
Endurance
Improved Unarmed Strike
Improved Grapple
Deflect Arrows
Power Attack
Weapon Focus (Unarmed Strike)
Eyes in the Back of Your Head
Flying Kick

Languages:
Common, Celestial, Sylvan

Equipment:
Ring of Protection +1 (6000gp, 0lb)
Amulet of Natural Armour +1 (6000gp, 0lb)
Gauntlets of Ogre Power (12000gp, 4lb)
Everburning torch (130gp, 1lb)
2 days iron rations (1gp, 2lb)
5 sheets of parchment (1gp, 0lb)
Ink (8gp, 0lb)
Inkpen (1sp, 0lb)
Waterskin (1gp, 4lb)
Bedroll (1sp, 5lb)
Tent (10gp, 20lb)
50ft silk rope (10gp, 5lb)
Backpack (2gp, 1lb)
Silver Siangham (23gp, 1lb)
Cold Iron Kama (4gp, 2lb)
20 Shuriken (4gp, 2lb)
2,805gp, 8sp
Total weight carried -- 47lbs
Light load -- 133lbs., medium -- 266lbs., heavy -- 400lbs., lift -- 800lbs., push -- 2000lbs.

XP: 30,000 / 36,000

Appearance:
At first glance, Tori looks like a fairly ordinary traveller, not even an adventurer. Unarmoured, and with no visible weaponry, he carries a small pack on his back and a cloak covers much of his body. More than a cursory glance, and it is clear that there is something strange about Tori. On his body are two large tattoos that seem almost to move with Tori

Personality:
Tori is somewhat reserved. Polite and friendly enough, he is not an imposing personality, prefering carful thought rather than acting rashly. He is not quick to anger, but is practiced at using his anger and emotions as a tool. Tori tries to do the right thing, although knows that he cannot always succeed, and lives by a moral code of honour.

Background:
Tori never imagined his life would pan out the way it has... six years ago the lord of Trist had enlisted many young men, Tori included, into his army. War was brewing. The recruits were fed a story about patriotism, how the gods were on their side, and how it was a righteous battle which they would fight.

It soon became evident that this was no righteous war, it was nothing more than a bid for power. Bound by his contract, Tori could not desert his post, but was disgusted by many of the sins he saw in the battles.

Their initial successes were short lived, and the forces were driven out of the lands that they had occupied. Tori was happy to leave. The lord was defeated, his insurgence could not be tolerated by the king.

Rather than go to the execution, Tori headed back to the lands he had gone to as an invader. Seeking to help those who were left, he set himself up as something of a defender of the village of Marst. He helped the villagers where he could, doing all sorts of odd jobs, helping the villagers rebuild, helping the farmers plough the fields, and any other work that needed doing.

It was here that he met Bram. Bram had come to the village for similar reasons, another come to help those who had lost everything. Bram and Tori got along extremely well, and Bram began to teach him the arts of defence so that, should the village need military help again, they could fight side by side to defend it. Tori found he had a natural aptitude for martial fighting, he had always found the weaponry and armour of the army very restrictive.

When Bram left the village, Tori had learnt about the path to enlightenment. The idea fascinated him, the perfect balance of body and mind in harmony. Knowing it would be a quest which could consume his life, Tori vowed to pursue the teachings that Bram had started him on, in search of enlightenment. Marst was now self sufficient, and Tori was not needed there any longer. He set off shortly after Bram, to seek his own path in the world, and pursue the search for enlightenment.

Several years later, Tori had many a tale to tell. Travelling across the land, he had helped those he could, fighting and quashing evil where he found it. A stay in Oth-Natara had taught him some mastery of the mystic tattoos which he now bears upon his body, though he knows there is much more to be learnt, both in that field, and of the world as a whole.

The call to the city of Balstion rang true when he heard it, it echoes of his childhood. Travelling there, he can only hope he can prevent a reoccurance of the events of the past.
[/sblock]
 

[sblock=Pyrelius]Pyrelius, Human Barbarian – 6, Frenzied Berserker - 2
Medium, Humanoid, Chaotic Neutral
27, 6’ 0, 250 lbs, Male, Tanned, Blue eyes, Brown Hair

STR: 22 (+6) 16 points, +2 level bonuses, +2 enhancement
DEX: 14 (+2) 6 points
CON: 16 (+3) 10 points
INT: 10 (+0) 2 points
WIS: 10 (+0) 2 points
CHA: 10 (+0) 2 points

Hit Points: 85/ 85
Hit Dice: 8d12+24
Speed: 40ft
Initative: + 2
AC : 19 (+0 Armor, +0 Shield, +2 DEX, +0 Size, +1 Natural, + 6; touch 18, flat-footed 17)
BAB/Grapple: +8, +3/ /+14

Fort: +11 (+8 Base, +3 CON, +XX <bonus>)
Ref: +4 (+2 Base, +2 DEX, +XX <bonus>)
Will: +2 (+2 Base, +0 WIS, +XX <bonus>)

Attacks:
“Jango the wise”
- Serrated Vicious Greataxe +14, 9 melee (1d10, 2d6+8 20x3) 1d6 self
o 2d6 extra damage, 1d6 to self
o +2 attack bonus to confirm critical hits
· When Raged +16, +11 (1d10, 2d6 + 12 20 x3) 1d6 self
· When Frenzied +17, +17 +12 (1d10, 2d6 +15 20x3) 1d6 self 2 nonleth/rnd
· When Raged and Frenzied +19, +19, + 14 (1d10, 2d6 + 17 20x3) 1d6 self 2 nonleth/rnd

Special Attacks:
· Power Attack (up to 8 off attack bonus for up to +16 to damage)

Special Abilities:
· Fast Movement (+10 to speed when wearing light or no armor)
· Uncanny Dodge (Dex bonus retained while flatfooted)
· Improved Uncanny Dodge (Can no longer be flanked except by rouge 4 levels higher)
· Rage 2/Day (+4 Str, +4 Con, +2 to Will save, -2 to AC) 2/Day
· -2 to dex and Str when Rage ends
· Frenzy (+6 to Str, When taking full round action one extra attack at highest bonus, - 4 to AC, 2 points of nonlethal damage per round) 1/Day
· -2 str and dex when frenzy ends
· Supreme Cleave (5 foot step between cleave attempts)
· Trap Sense +2 (+2 reflex saves versus traps, +2 ac versus traps)
Skills: (51 points, max ranks 11/5) (2 points being spent to gain literacy per barb rules)
· <Intimidate> +11 (11 Ranks, +0 ATB, +0 <bonus>)
· <Survival> +9 (9 Ranks, +0 ATB, +0 <bonus>)
· <Listen> +9 (9 Ranks, +0 ATB, +0 <bonus>)
· <Climb> +16 (11 Ranks, +5 ATB, +0 <bonus>)
· <Jump> +16 (11 Ranks +5 ATV +0 <bonus>)
Feats: 1 human, 3 levels
· Cleave
· Power Attack
· Destructive Rage
· Intimidating Rage
Languages:
· Common
Equipment:
· Masterwork Chain Shirt 250 gold 25 lbs
· Jango the wise 7,060 gold 12lbs
· Gauntlets of Ogre Power (+2 str) 12,000 gold
· Amulet of Natural Armor + 1 6,000 gold
· 1690 gp left
· Total weight carried -- XXXlbs.
Light load – 133 or less lbs., medium – 134-266 lbs., heavy – 267-400lbs., lift – up to 800lbs., push -- 2000 lbs.

Spells: PYRELIUS NEEDS NOT YOUR PUNY MAGICS.

XP: 30,000 / 30,000

Appearance:
Large, very muscular man. He carries a large axe, which he occasionally whispers to.

Personality:
Likeable enough, he does not mind spending time in others company. He is a proud man, who will become deeply angered at any who insult him, his people, or Jango.

Background:
Pyrelius was born many years ago to the Bludharn tribe. Fearsome warriors all, the Bludharns were known for not simply being murderous beasts, but deeply religious warriors who practiced a form of ancestral worship. Children in their tribe spent their days farming and praying, learning to hone their strength and channel their will into a task. Even the mightiest warrior needed to eat, and being a farmer was not seen as a lesser profession then a warrior.

When the children reached the age of 16, they were forced into a series of hard tests to prove both their strength and spiritual devotion.

Each child was led to the center of the village, and tied to a pole. Each warrior of the village would then spend one hour beating him repeatedly with a barbed stick. The tribes warriors usually numbered around 75 –100. No food, drink, or sleep was allowed to the child during this time. Any who cried out were removed from the pole, and sent home to spend the rest of their days as farmers. Any child who didn’t possess the strength of faith to commune with their ancestors in the simplest of initiations could never hope to become a warrior.

If a child passed his test, he was then brought before the head shaman, who gave the child a hallucinogenic mixture known as the ancestral drink. The child then spent the next 2 days in a hut, fed only the ancestral drink and bread.

When the child emerged from the hut, the entire village would gather. If the child could not speak of the wisdom of the ancestors, then he was sent home, though he had a fierce will, the ancestors had not chosen him to be an agent of their will. Many of these children would often kill themselves later. The stigma of being unable to please their ancestors greater then they could bear.

Those that passed both initiations, who possessed the force of will demanded by the tribe, and the blessing of their ancestors, were welcomed as men and warriors within this clan. They were taught to channel the power of their ancestors into a fierce rage. During this time, warriors showed a much higher tolerance for pain then would seem humanly possible, and were capable of great feats of strength. On the battlefield, none could stand against them.

Among these warriors, the greatest of them were able to exceed their ancestral rage. So rare are these warriors among the tribe, that they were thought to be myth. Respected and feared, these warriors would so fully channel their ancestors spirit that they would truly become that ancestor, and see ancient battles through their eyes. They fought harder then any other warrior of the clan. However, this power came at a cost. As the warrior only saw battles through his ancestors eyes, he could not recognize when his battle had finished, and if he was attacking his friends or enemies. They fought to the death, and sometimes even beyond the point of death.

Pyrelius was the first of his clan in over 100 years to become one of the great ones.

During a battle with the loathsome Orcs, while his ancestors spirits flowed through him and his axe sang a battle song to their glories he and his group were caught off guard by a wave of sudden orc reinforcements. He and his brothers fought bravely, and set many an orc to the halls of their kinsmen, but in the end only Pyrelius remained.

He fought as hard as he could, cleaving orcs left and right, before being struck from behind by sword. The sword cleanly penetrated him, and Pyrelius could see the point of it as he fell. As the world turned black, and pyrelius readied himself to join the ancestors in eternal feasting and battling he heard a great voice.

“PYRELIUS! Now is not your time to die. I have been watching you. You are brave and a mighty warrior. I am Jango, greatest of the clans warriors, and the first to truly embrace ancestral might. I will give you my strength. But you must prove to me you deserve it! Rise and SMITE THOSE WHO OPPOSE YOU!”

At this, pyrelius felt a great new strength flow through his veins, and suddenly the pain from his wounds vanished. He rose, heard the orcs bellow something in their filthy speech, then he heard nothing. He was no longer pyrelius, fighting a squad of filthy orcs, but Jango the wise and powerful, fighting a great battle in the time of the ancients, when magic and might were both stronger.

Pyrelius “awoke” many hours later, to find himself covered in orc blood. All around him were the bodies of the orcs who had sought to slay him. Yet his wounds were all gone.

As he stood to wonder, he again heard the voice of Jango coming from his axe. It led him to a great hill, and instructed him to dig. When he had dug far enough, he discovered the remains of a tomb. Jango told him it was his tomb, and he was welcome to any of the treasures he could find. Pyrelius found Jango’s armor. A chain shirt of the finest quality he had ever observed. An amulet that toughened his very skin, and gauntlets that further enhanced his strength. Jango also told him that his axe was greater then it had been. It was now the vessel of Jango’s spirit. It would do much more damage, but it would also constantly test him. Wielding the axe would cause pyrelius pain, a constant test of his worthiness to Jango’s power.The day pyrelius put down his axe and stopped fighting, Jango would take back his power and Pyrelius would die from the sword wound inflicted on him by the orc.

Pyrelius returned to his home, a changed man. The shamans immediately saw his return wielding the sacred items as a sign, and directed him to the great city of Balstion. They forsaw a great evil arising there, and knew his strength would be needed.

Notes:

Not your mindless barbarian, pyrelius views his rage as a religious experience. Don’t mock it or insult him.
[/sblock]
 

Yulge drogoro, Human 2Rouge/4paladin/2Shadowbane inquisitor
Med human, Lawful Good
27, 5'3", 175, male, brown eyes, Tan skin, Black hair
Worshiper of Ilo-hath

STR: 16 (+3) +2 level
DEX: 15 (+2)
CON: 16 (+3)
INT: 14 (+2)
WIS: 12 (+1)
CHA: 12 (+1)

Hit Points: 70 / 70
Hit Dice: 2d6+6d10+24 ( 70hp)
Speed: 30ft
Initative: +2 (+2 DEX)
AC: 20 (10 base +8 Armor, +0 Shield, +2 DEX, +0 Size, +0 Natural; touch 20, flat-footed 18)
BAB/Grapple: +7/+10

Fort: +11 (+7 Base, +3 CON, +1 Paladin)
Ref: +7 (+4 Base, +2 DEX, +1 Paladin)
Will: +6 (+4 Base, +1 WIS, +1 Paladin)

Attacks:
+1 Katana +11/+6 melee (1d10+5 19-20/×2)
OTWF katanas +9/+9/+4
(1d10+4/4/4 19-20/x2)
Dagger +9 (1d4+2 19-20/×2)

Special Attacks:
  • Smite Evil 1/day
  • Smite 1/day

Special Abilities:
  • Sneak attack +1d6
  • Trapfinding
  • Evation
  • Aura of good
  • Detect Evil
  • Divine Grace
  • Lay on Hands(4)
  • Aura of Courage
  • Divine Health
  • Turn Undead
  • Absolute Conviction
  • Pierce Shadows
  • Sacred Stealth(+4)


Skills: (78 points, max ranks 11/5.5)
  • Bluff +6 ( 5 Ranks, +1 ATB, +XX <bonus>)
  • Diplomacy +7 ( 4 Ranks, +1 ATB,+2 Syn)
  • Gather Information +8 ( 7 Ranks, +1 ATB, +XX <bonus>)
  • Hide +13 ( 11 Ranks, +2 ATB, +XX <bonus>)
  • Jump +8 ( 5 Ranks, +3 ATB, +XX <bonus>)
  • Knowledge (Religion) +7 ( 5 Ranks, +2 ATB, +XX <bonus>)
  • Listen +9 ( 8 Ranks,+1 ATB, +XX <bonus>)
  • Move Silently +13 ( 11 Ranks, +2 ATB, +XX <bonus>)
  • Sense Motive +8 ( 7 Ranks, +1 ATB, +XX <bonus>)
  • Sleight of Hand +15 ( 11 Ranks, +2 ATB, +2 Syn)
  • Spot +6 ( 5 Ranks, +1 ATB, +XX <bonus>)
  • Tumble +9 ( 5 Ranks, +2 ATB, +2 Syn)

Feats:
(1)Power Attack
(1h)Exotic Weapon Prof(Katana)
(3)TWF
(6)Oversized TWF

Languages:
  • Common
  • Orc
  • Goblinoid

Equipment:
  • ring of sustinence (7500gp, --lbs.)
  • +1 Katana, Silver(6335gp, 6lbs.)
  • +1 Katana, Dull Black(6335gp, 6lbs.)
  • pearl of power 1st(4000gp, --lbs.)
  • Cold iron masterwork Katana (670gp, 6lbs.)
  • dagger (4) (8gp, 4lb)
  • Thief's Lightstone (500gp, --lb)
  • 14 100gp gems, 24 10gp gems, 10gp
  • 2 sets of Explorers outfits (20gp, 1lb)
Total weight carried -- 31lbs.
Light load -- XXXlbs., medium -- XXXlbs., heavy -- XXXlbs., lift -- XXXlbs., push --

XXXlbs.


Spells:
Class: (1; spell save DC 11 + spell level)
1st- Divine Favor

XP: 30,000/ 36,000

Appearance:

Personality:
Yulge tends to be a quite type, with few words. When he does speak though, he means what he says. He also carryies a masterly crafted Katana, the one carried by his master, and the one he used to slay his masters assassins.

Background:
Yulge spent much of his life on the streets, not uncommon for an orffan. He spent much of his time avoiding the gangs and the city guards, when he wasn't attempting to pick someone's pocket in hope for a few coins to feed himself with. unfortunatly for him, or prehaps fortunatly, he was caught one day by a paladin who happened to be traveling through the city. Taking merrcy on the boy, the paladin gave him an option, to serve him and his lord or lose his right had for attempted theft. needless to say, Yulge choose to follow the paladin. Years passed and Yulge grew into his new life. Without the constant strggle to survive, Yulge was able to put more time and effort into bettering himself, with the paladins help. He even came to acept the Paladins god as his own, fully abbandoining his life as a thief to one of a holy warrior.

He was assined a detail with his mentor in the city of Oth-natara along with a few other's from the order. As time went by, Yulge had a deep feeling in his gut that something was wrong. finaly desiding to confide in his mentor, he found insted of him mentor mediating, the other paladins of the order murdering him. filled with the rage of the betrayal, Yulge took up arms aganst the assassins, and after a pitched battle, slew them. He vowed on that day to seek out the corruption in the holy places, and purge it.Now he has come to the city of Balstion. He has taken up a life of hunting down those wanted by the law, and in secret he has taken to hunting for corruption in the clergy within the city.


Notes: katana is equal to a bastard sword in all reguards.
 

Leyton Longroad, Elven Ardent – 8
[sblock]Medium, Humanoid (Elf), Chaotic Good
170, 5’ 5", 195 lbs, Male, Tanned, Green eyes, Red Hair

STR: 14 (+2) 5 points, +1 level bonus
DEX: 16 (+3) 6 points, +2 racial bonus
CON: 12 (+1) 6 points,-2 racial penalty
INT: 14 (+2) 6 points
WIS: 20 (+5) 13 points, +1 level bonus, +2 enhancement
CHA: 10 (+0) 2 points

Hit Points: 42/ 42
Hit Dice: 8d6+8
Speed: 30ft/40 ft. when psionically focused
Initative: + 3
AC : 22 (+0 Armor, +0 Shield, +3 DEX, +0 Size, +1 Deflection, + 8 base; touch 22, flat-footed 11)
BAB/Grapple: +6/+1, +8

Fort: +4 (+2 Base, +1 CON, +1 resistance)
Ref: +7 (+2 Base, +4 DEX, +1 resistance)
Will: +12 (+6 Base, +5 WIS, +1 resistance)

Attacks:
- Adamantine Longspear +10/+5 melee (1d8+3/x3/reach)
· With 5 pp Metaphysical Weapon +11/+6 (1d8+5/x3/reach)
· With 7 pp Offensive Prescience +10/+5 (1d8+7/x3/reach)
· With both +11/+6 (1d8+9/x3/reach)

- MW Cold-iron Longsword 2-handed +9/+4 melee (1d8+3/19-20)
· With 5 pp Metaphysical Weapon +10/+5 (1d8+5/19-20)
· With 7 pp Offensive Prescience +9/+4 (1d8+7/19-20)
· With both +10/+5 (1d8+9/19-20)
· 1-handed +9/+4 (1d8+2/19-20)
· With 5 pp Metaphysical Weapon +10/+5 (1d8+4/19-20)
· With 7 pp Offensive Prescience +9/+4 (1d8+6/19-20)
· With both +10/+5 (1d8+8/19-20)

- MW Composite Longbow [14 str] +10/+5 ranged (1d8+2/x3/110 ft.)
· With 5 pp Metaphysical Weapon +11/+6 (1d8+4/x3/110 ft.)
· With 7 pp Offensive Prescience +10/+5 (1d8+6/x3/110 ft.)
· With both +11/+6 (1d8+8/x3/110 ft.)
· With Alchemical Silver Arrows +10/+5 (1d8+1/x3/110 ft.)
· With 5 pp Metaphysical Weapon +11/+6 (1d8+3/x3/110 ft.)
· With 7 pp Offensive Prescience +10/+5 (1d8+5/x3/110 ft.)
· With both +11/+6 (1d8+7/x3/110 ft.)

Special Abilities:
· Conflict Mantle (Weapon Focus: Longspear, Primary Mantle: 2 powers)
· Freedom Mantle (+10 speed when psionically focused, May expend focus to gain a +8 (level) to resist or escape a grapple, Primary Mantle: 3 powers)
· Life Mantle (May expend psionic focus as a swift action to increase the manifester level of one mantle power by one, Secondary Mantle: 2 powers)
· Mental Power Mantle (Treat Wisdom as 2 higher for the purpose of determining bonus PP, Secondary Mantle: 2 powers)
· Secret Door sense

Skills: (44 points, max ranks 11/5)
· <Autohypnosis> +18 (11 Ranks, +5 Wis, +2 synergy)
· <Concentration> +12 (11 Ranks, +1 Con)/+16 combat manifesting
· <Knowledge: Geography> +7 (5 Ranks, +2 Int)
· <Knowledge: Nature> +4 (2 Ranks, +2 Int)
· <Knowledge: Psionics> +9 (5 Ranks, +2 Int, +2 synergy)
· <Listen> +7 (0 Ranks, +5 Wis, +2 racial)
· <Search> +4 (0 Ranks, +2 Int, +2 racial)
· <Spot> +7 (0 Ranks, +5 Wis, +2 racial)
· <Survival> +10 (5 Ranks[10 points], +5 Wis)/+12 avoid getting lost

Feats: 1 bonus, 3 levels
· Weapon Focus: Longspear (Conflict mantle bonus)
· Combat Manifestation
· Combat Reflexes
· Psionic Meditation

Languages:
· Common
· Elven
· Sylven
· Draconic

Equipment:
· Adamantine Longspear 3,005 gold 9 lbs
· MW Cold Iron Longsword 330 gold 4 lbs
· MW Composite Longbow [Str 14] 600 gold 3 lbs
· 50 MW Alchemical Silver Arrows 302 gold 7.5 lbs
· 20 arrows 1 gold 3 lbs
· Periapt of Wisdom +2 12,000 gold
· Ring of Protection +1 6,000 gold
· Cloak of Resistance +1 3,000 gold 3 lbs
· Backpack 2 gold 2 lbs
· Flint and Steel 1 gold
· Everburning torch 330 gold 1 lb
· Belt Pouch 1 gold .5 lbs
· Waterskin 1 gold 4 lbs
· Potion of Lesser Restoration 900 gold
· Potion of Pass without Trace 150 gold
· Potion of Jump 150 gold
· Potion of Protection from Evil 150 gold
· Moonstone 50 gold
· 2 freshwater irregular pearls 10 gold each
· 6 gp, 9 sp, 10 cp
· Total weight carried -- 37.5 lbs.
Light load – 58 or less lbs., medium – XXX-XXX lbs., heavy – XXX-XXXlbs., lift – up to XXXlbs., push -- XXX lbs.

Psionics: 82 pp
-Powers
1st: 1pp
· Dimension Hop(A): Swift action; target: personal; Auditory. Instantly move up to 10 ft. line of sight. Augment: +1pp=+5 ft.
· Prescience, Offensive(A)
· Touch of Health(A): Standard action; target: creature touched; PR, Will half; Auditory/Material. Heal 2 hp or deal 2 damage to undead. Augment: +1pp=+2 hp healed/undead damage
2nd: 3pp
· Hustle
3rd: 5pp
· Body Purification(A)
· Mind Trap(A)
4th: 7pp
· Fly, Psionic
· Intellect Fortress(A)

XP: 30,000 / 36,000[/sblock]

Notes: [sblock]Leyton has travelled far and wide over the last 9 years. He simply goes where opportunities take him, and tries to help those along the way he can. He has recieved a number of gifts for jobs well done. He recieved his spear for some excellent military service on behalf of [city], his bow as a going-away present from his family, his cloak as a gift from some Fey who needed their groves protected, his periapt and ring from a hidden trasure trove he found for a destitute family, and his other various nick-nacks from travellers he has aided, healed, or defended ove rthe years.

In a city, he tends to go from bar to bar and listen to the stories told, and offer the occasional story of his own. He is really trying to look for an opportunity to do something next: to go on another journey.[/sblock]

Philosophy: [sblock]Leyton has sought, over the years to discover universal truths. By discovering these truths, and fully understanding them, he has been able to unlock great powers in his mind. He has mastered 4 Truths and taken them up as his sources of powers, and he is currently working on solving and understanding another.

The Truths of Freedom and Conflict: Life is a series of journies and conflicts from which you learn all things. Embrace the journey, seek out new roads, and be prepared for learning.

The Truth of Living: Death is the only end of the journey, and in death nothing else can be learned. Avoid death and an end to learning if at all possible.

The Truth of the Mind: Many of the Conflicts that shall try and impede your journey are conflicts of the mind. Realize your full mental potential to maximize your life's journey.
The Truth of the Body (in progress): Many of the Conflicts that shall try and impede your journey are conflicts of the flesh. Realize your full physical potential to maximize your life's journey.[/sblock]
 

Into the Woods

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