Tianchao Wangguo PbP Character thread

Ariakor

First Post
place your final characters in here. over time, i plan to put up stats for important npcs as well.

cheers, Ariakor
 
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Isida Kep'Tukari

Adventurer
Supporter
Supoja Guchiko
Female River Spirit Folk Wu-Jen 4

Alignment: Chaotic Neutral
Height: 5' 2''
Weight: 130lbs
Hair: Black
Eyes: Green
Age: 155

Str: 9 (-1) [1 point]
Dex: 14 (+2) [6 points]
Con: 12 (+1) [4 points]
Int: 18 (+4) [13 points, +1 level]
Wis: 14 (+2) [6 points]
Cha: 10 (+0) [2 points]

Class and Racial Abilities: Low-light vision, spirit subtype, water breathing, base swim speed 30 ft., +8 racial bonus on Swim checks, +2 racial bonus on saving throws against water spells, 1/day can speak with fish for 1 minute. Proficient with simple weapons, arcane spells, watchful spirit (re-roll initiative 1/day), bonus feat, spell secret (Still ice blast), taboo (cannot wear red).

Hit Dice: 4d4+4
HP: 20
AC: 17 (+2 Dex, +0 armor)
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude + [+1 base, +1 Con]
Reflex +3 [+1 base, +2 Dex]
Will +6 [+4 base, +2 Wis]

BAB: +2
Melee Atk: +1 (1d8+2/x2/B and P, +1 morningstar)
Ranged Atk: +5 (1d8/19-20/x2/80 ft./P, light crossbow)

Skills:
Concentration +8 [7 ranks, +1 Con]
Craft (alchemy) +11 [7 ranks, +4 Int]
Knowledge (arcana) +11 [7 ranks, +4 Int]
Knowledge (nature) +11 [7 ranks, +4 Int]
Knowledge (religion) +11 [7 ranks, +4 Int]
Listen +2 [0 ranks, +2 Wis]
Spellcraft +13 [7 ranks, +4 Int, +2 synergy]
Spot +2 [0 ranks, +2 Wis]

Feats:
Sudden Silent (1st level)
Sudden Still (wu-jen bonus metamagic feat)
Sudden Widen (3rd level)

Languages: Common, Spirit Tongue, Tengu, Draconic, Giant, Aquan

Spells Per Day
Save DC +4
0th – detect magic x2, ray of frost, read magic
1st - elemental burst, cobra’s breath, ghost light, iron scarf
2nd - Still ice blast, protection from arrows, rain of needles

Spellbook
0th – acid splash (W), arcane mark, dancing lights (F), daze, detect magic, detect poison, flare (F), ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance
1st – animate water, cobra’s breath, elemental burst, endure elements, ghost light, iron scarf, obscuring mist, magic weapon, scales of the lizard, secret signs
2nd – entangling scarf, fog cloud, ice blast, ice knife, protection from arrows, rain of needles, resist energy, swim

Spells purchased for 50gp x spell level, plus 100gp per page: entangling scarf, ice knife, protection from arrows, rain of needles, swim – 1,500gp

Equipment:
Backpack - 2gp
2 daggers – 4gp
Bedroll 5sp
Waterskin 1gp
50 ft. silk rope 10gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
Traveler’s outfit (Free)
Wand of backbiter – 750gp
Wand of smoke ladder – 750gp
Wand of secret signs – 750gp
Haori of resistance +1 – 1,000gp
2 potions of cure moderate wounds – 600gp

Money
21gp, 5sp

~~~~~

Appearance: http://elfwood.lysator.liu.se/art/h/o/hogwarts/asian_angel.jpg.html
Guchiko is a slight and elegant young woman with large green eyes and a long fall of dark hair. She tends to wear flowing robes bound with obis, in colors of blue and green. Her hair is usually fixed in a manner as to invoke flowing or falling water. She wears a woven basket on her back, and carries a series of metal plates engraved and painted with figures at her waist.

Personality: Guchiko is very much like the river of her home, calm and unruffled, though in times of anger her emotions run high and can be destructive. She has a great reverence for the natural world, and does not hesitate to correct someone who is abusing the land. She prefers gentle persuasion to violence, but will spring into action when words fail her, with the powerful command of nature at her fingertips.

Background: Guchiko was born from the River Xiyig, and spent her formative years traveling along its length. From within its banks she was able to view all kinds of humanity, from the poorest peasant to the haughtiest noble. She marveled to see all the different ways they used the earth’s resources, from forming magnificent weapons, armor, and clothing, to bringing forth food in abundance.

She began to see the different ways she could manipulate the earth’s forces, concentrating on the powers of water that had sheltered her all her life. Power came easily to the intelligent spirit woman, and she wrote them down on the back of shells. She began to leave the river, traveling farther away to see other people up close. Slowly she learned of the ways of humanity, learning about metal, craft, and power. She took it within her and made it a part of her magic, placing the words of her magic onto plates of crafted metal to reflect her new learning.

Excited at these new learnings, she began to weave magic in strange and sophisticated ways, allowing it to flow through her even without the sacred gestures or words. Her skills and powers in hand, she began to set out to explore her magic, as well as the world beyond the river…

A few months ago she arrived in the town of Zuko, a town that held a guild she had never seen before. Bearing the symbols of the elements on the door, she felt drawn to it immediately. This was a guild of the wu-jen, a place where people devoted to the Art and Craft could congregate, share discoveries and spells, swap anecdotes and information, and find employment. Guchiko was immediatly enchanted, for she had never had anyone to discuss her Art with. Willingly she paid their fees simply for their company, and has already been able to add several new spells to her repetoire.
 
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Seeten

First Post
Lanyu

Lanyu

Class: Monk
Level: 4
Alignment: Neutral
Height: 5'
Weight: 100lbs
Hair: Brown
Eyes: Green
Age: 16

Str: 14 (+2) [6 points]
Dex: 16 (+3) [10 points]
Con: 12 (+1) [4 points]
Int: 10 (+0) [2 points]
Wis: 16 (+3) [8 points, +1 level]
Cha: 10 (+0) [2 points]

Class and Racial Abilities:

Hit Dice: 4d8+4
HP: 29
AC: 18 (+3 Dex, +3 wis +1 armor) Touch: 17 Flat-Footed: 18(12)
Init: +7 (+3 Dex +4 Improved Initiative)
Speed: 40ft

Saves:
Fortitude +5 [+4 base, +1 Con]
Reflex +7 [+4 base, +3 Dex]
Will +7 [+4 base, +3 Wis]

BAB: +3
Melee Atk: +6 (1d6+3/19/x2/S)
Ranged Atk: +6 (None atm)

Skills[35]:
Balance +10 (7 ranks, +3 dex)
Escape Artist +10 (7 ranks +3 dex)
Jump +9 (7 ranks, +2 str)
Spot +10 (7 ranks, +3 wis)
Tumble +10 (7 ranks, +3 dex)

Feats:
Improved Unarmed Strike (1st level)
Close Quarters Battle (Human Bonus Feat)
Improved Grapple (Monk Bonus Feat)
Combat Reflexes (Monk Bonus Feat)
Improved Initiative (3rd Level)

Special Abilities:
Flurry of Blows
Evasion
Still Mind
Ki Strike(Magic)
Slow Fall(20')

Languages: Common

Equipment:
"Elegance" - Butterfly Sword +1
Shift of Resistance +1(Vest slot)(1000)
Bracers of Armor +1(1000)
Backpack - 2gp
Bedroll 5sp
Waterskin 1gp
50 ft. silk rope 10gp
Trail rations (10 days worth) 5gp
Belt pouch 1gp
Traveler’s outfit (Free)


Money
1300gp, 5sp

~~~~~

Appearance: [Parental Advisory Warning=Slight Nudity] http://www.jormungand.de/royo/malefic/luis_royo_howlsofsilencedetail.jpg
[/Parental Advisory-remember, you were warned!]
Lanyu is a pretty girl. Her black hair is up in a topknot, leaving the rest of her head bald, her features are soft and pretty, and she is in magnificent shape, soft and supple. She has a strength that belies her small frame, being wiry.

Background: Lanyu was born on the coast, to parents of a small fishing village. When she was very young, her parents both died defending the town from a pirate raid, looking for new crew for their boats, and plunder for their men. She survived by pure luck, and was taken by the survivors to a nearby monastery to be raised by the monks who lived there. She grew up unsure of her ancestry, the monks able to shed little light, but she suspects the pirates of being the guilty party nonetheless. What else could cause the village to burn, and the survivors to drop a baby off at a monastery on their way to safety?

She has recently begun to desire to see the world for herself, and her master, Lo-Pei, has consented to let her out on excursions. He has instructed her to return, when she is ready, for more training. She is shy, and quiet, despite being fairly pretty, and she tends to watch more than take quick action.
 
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Rhialto

First Post
Magistrate Pan Chou
Male Human Fighter 4
Alignment
: Neutral Good
Height: 5' 5"
Weight: 130 lbs
Hair: Black
Eyes: Hazel
Age: 24

Str: 17 (+3)
Dex: 14 (+2)
Con: 8 (-1)
Int: 13 (+1)
Wis: 13 (+1)
Cha: 14 (+2)

Hit Dice: 4d10-4
Hit Points: 32
AC: 17 (+5 Breastplate, +2 Dex)--Flatfooted 15--Touch 12
Init: +2
Speed: 40 ft (20ft X2, from Boots of Striding and Springing)

Saves
Fort: +3
Ref: +3
Will: +2

BAB: +4
Melee Atk: +7
Ranged Atk: +6

Skills
Diplomacy 3.5 ranks (+2 Cha, +2 feat) +7
Jump 7 ranks (+3 Str, +10 comp, -3 Armor) +17
Perform (Lute) 3.5 ranks (+2 Cha, +2 feat) +7
Sense Motive 3.5 ranks (+1 Wis, +2 feat) +6

Feats
Weapon Focus (Greatsword)
Power Attack
Cultured Courtier (Ancestor feat)
Cleave
Expertise
Weapon Specialization (Greatsword)


Languages: Common, Spirit Tongue

Equipment: Bandit's Companion (Greatsword +1)
Boots of Striding and Springing
Masterwork Breastplate
Potions of Cure Light Wounds (3)
Sling
Bullets (40)
Lute
Magistrate's Uniform (Formal)
Magistrate's Uniform (Travel)
Signet Ring
Magistrate's Badge
Backpack
1 pound of green tea

5 gp, 4 sp

Appearance: Magistrate Pan Chou is a slight, handsome man, of deceptively frail looks. He is pale, and somewhat drawn from a lifelong affliction, and generally affects a somewhat listless demeanor. Still, when in action, he comes alive in a manner that many have a hard time believing it is the same man. Chou generally dress very neatly, and presents a well-mannered, friendly face to the world.

Personality: Impeccibly mannered and well-dressed, Pan Chou seems to be an ailing dandy to most on first impression. But underneath lies the true man--fierce, hard and relentless, Chou refuses to allow either illness or adveristy stand in the way of his quest for justice.

Background: Pan Chou is the son of Pan Tse, who was the son of Pan Leng, who was the son of Pan Gong. For generations, the Pan family have served as magistrates, tracking down bandits, murderers, and thieves and meteing out justice. When, Chou was born, as his father's only son, it was expected that he would follow this family tradition. However, as a small boy, he was afflicted with a disease of the lungs, and forced to live as an invalid. Pan Tse, a kind, good man, made it known to his son that he felt no disappointment and even gave him a lute to practice on, telling him that all men live to find a purpose they are best suited for. If it was not Chou's destiny to be a magistrate, perhaps he would be a musician. This was the last time the boy saw his father. Pan Tse on a mission to deal with the infamous Red Scarf Army, died bravely fighting the bandits so that his allies could escape. When Chou heard the news, he was devastated. Puting away his lute, he swore he would have justice on the Red Scarves.

Chou spent the next ten years training himself to be able to rise above and ignore his often delicate health. He mastered the massive sword of his family, Bandit's Companion, and became a skilled warrior. At last he gained an appointment as a wandering magistrate of the Empire. Since then, he has travelled over the Empire fighting wickedness wherever he finds it.
 
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Nephtys

First Post
Jian Guo

Female (alt.) Druid: 4
Alignment: LN
Height: 5'2"
Weight: 100
Hair: Black
Eyes: Green
Age: 19

Str: 8/-1 (0p)
Dex: 12/+1 (4p)
Con: 14/+2 (6p)
Int: 16/+3 (10p)
Wis: 16/+3 (10p)
Cha: 10/+0 (2p)

Hit Dice: 4d8+8
Hit Points: 32
AC: 14 (+3 Wisdom, +1 Dex)--Flatfooted 13--Touch 14
Init: +1
Speed: 30 ft

Saves
Fort: +6
Ref: +2
Will: +7

BAB: +3
Melee Atk: +2
Ranged Atk: +4

Skills: 56 sp

Concentration (Con):.........9 (7+2)
Diplomacy (Cha):..............7 (7+0)
Handle Animal (Cha):.........3 (3+0)
Heal (Wis):.......................10 (7+3)
Knowledge (nature) (Int):..10 (5+3+2)
Listen (Wis):.....................10 (7+3)
Spellcraft (Int):..................5 (2+3)
Spot (Wis):.......................10 (7+3)
Survival (Wis):..................10 (5+3+2)
Swim (Str):.........................1 (2-1)
Speak Language (Dihua): 2
Speak Language (Guihua): 2

Feats: 3
Spell Focus (Conjuration): (+1 to DC of Conjuration spells)
Augment Summon: (+4 to str and Con of summoned creatures)
Track:

Class Abilities:
Animal Companion
Nature Sense: (+2 on Kn (Nature) and Survival)
Spirit Empathy: (alt. Wild Empathy)
Woodland Stride: (unimpeded movement in underbrush)
Trackless Step: (Druid can not be tracked)
Resist Natures Lure: (+4 on saves against Fey (Nature Spirits?) SP abilities)

Spells: 0:5, 1:4, 2:3
0: Create Water, Cure Minor Wounds, Detect Magic x2, Light
1: Entangle x2, Produce Flame x2
2: Flaming Sphere, Summon Swarm x2

Languages: Common, Druidic, Baohua, Linhua, Konghua, Dihua, Guihua.

Animal Companion:

Shadow
Panther



Medium Animal

Hit Dice:

3d8+6 (19 hp)

Initiative:

+4

Speed:

40 ft (8 squares), climb 20 ft.

Armor Class:

15 (+4 Dex, +1 natural), touch 14, flat-footed 11

Base Attack/Grapple:

+2/+5

Attack:

Bite +6 melee (1d6+3)

Full Attack:

Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Improved grab, pounce, rake 1d3+1

Special Qualities:

Low-light vision, scent

Saves:

Fort +5, Ref +7, Will +2

Abilities:

Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6

Skills:

Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6

Feats:

Alertness, Weapon Finesse


These jungle cats are about 4 feet long and weigh about 120 pounds. They usually hunt at night. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions.

Combat

Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Link (Ex)

Share Spells (Ex)


Equipment:
(5400 gp worth)

Hand of the Mage: 900 gp, 2 lb (Mage Hand at will)
Hat of Disguise: 1800 gp, (Disguise Self at will)
Ring of Sustenance: 2500 gp,
Spellcasting Focus (?): -

Quarterstaff: 0gp, 4lb, 1d6, x2
Sling: 0gp, 0lb, 1d4, x2, 50ft
Slingstones x10: , 5lb
Net: 20gp, 6lb, 10ft (Exotic. Ranged touch entangles.)

Travellers Outfitx2: 2gp, 10lb
Backpack: 2 gp, 2 lb
Flint and Steel: 1gp
Mirror, 10gp, 1/2 lb
Soap 1/4 lb, 1 sp
Comb, 1 gp
Scissors, 2gp
Tindertwigx4, 4gp,
Healers Kit, 50gp, 1lb

152 gp

Weight: 28,5 gp

Appearance:
Willowy and graceful but, except for her strikingly green eyes, her face is rather unremarkable. She takes care of her appearance and has no particular flaws in her features, but she's not a great beauty. Her clothing is simple undied cotton of good quality and cut.
Personality:
In the company of people she usually seems withdrawn, almost to the point of shyness, but she always observes her surroundings with a discerning eye. She doesn't speak much, but she always listens. She has the utmost confidence in her abilities.
Background:
Jian was born in a tiny village in the far south of the empire. Ti, jammed into a narrow river-valley between steep and deeply forested mountains, was, despite it's remoteness, never a boring place to grow up in. The infinite varitey, exciting obstacles and dangerous animals of the jungles made every day into an adventure.
As she grew older she started ranging over an ever growing area, gathering rare herbs for her parents to sell to passing peddlers and trading with the nearby Baoren village. While other villagers feared the great forests, she never felt truly threatened. Finding food was never hard, and the spirits of the land were always there to keep her company and aid her if she got lost.
Eventually, though, the lands she knew and the life she lived seemed to grow increasingly tiny. Merchants and travellers had always spoken of the great rich cities of the north, of distant empires and kingdoms, and the rare and exotic visit of patrolling imperial troops had always been an exciting and festive event in the village. The spirits too whispered in both fear, loathing and reverence of their strange and powerful cousins in the northern lands, of gods and demons, of the vast deserts, oceans, mountains and forests of the world. And when she had grown old enough her parents, sad but proud, allowed her to leave.
The world outside proved to be a dangerous place for the young woman, but she grew from the experience. The spirits of the land were not so different in the Empire and the people, in all their teeming masses, still spoke her own tongue

...
...
 
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Gez

First Post
Another asian chick! I blame WotC for assuming Scouts and Sohei are always girls. :)

Lin Xu, Sohei Scout

Code:
    Pts. Lvl.  Result
Str   4        12 (+1)
Dex  16   +1   19 (+4)
Con   4        14 (+2)
Int   2        10 ( 0)
Wis   6        14 (+2)
Cha   0         8 (-1)

Hit Dice: 2d8+2d10+4 (32 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Dex, +3 armor (mw leather scale), +1 deflection (ring), +1 natural (amulet)), touch 15, flat-footed 14.
BAB/Grapple: +3/+4
Attack:
  • Masterwork short sword +9 melee (1d6+1 piercing, 19-20×2), or
  • Ki frenzy mw short sword +10 melee (1d6+2 piercing, 19-20×2)
Full Attack:
  • Two-Weapon mw short sword +7 melee (1d6+1 piercing, 19-20×2) and mw short sword +7 melee (1d6+1 piercing, 19-20×2) or
  • Ki frenzy mw short sword +8/+8 melee (1d6+2 piercing, 19-20×2) or
  • Two-Weapon frenzy mw short sword +6/+6 melee (1d6+2 piercing, 19-20×2) and mw short sword +6 melee (1d6+1 piercing, 19-20×2)
Special Attacks: Skirmish (see scout class abilities)
Special Abilities: Human traits, scout class abilities, sohei class abilities.[sblock]
Human Traits
Medium Humanoid. One bonus feat at first level. One extra skill point per level (×4 at first level).
Scout Class Abilities
Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals a number of extra d6 of damage on all attacks she makes during her turn, after having moved at least 10 feet.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, construct, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot, and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
Scouts also gain a competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn.
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stacks. Skirmish damage stacks with other precision-based damage, like sneak attacks.
Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use the Disable Device skill to bypass a trap or disarm magic traps.
Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and Initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so.
Sohei Class Abilities
Ki Frenzy: Starting at first level, a sohei gains the ability to focus her ki power into a frenzy of berserk energy. In this frenzied state, she temporarily gains +2 to Strength and +2 to Dexterity. Her speed increases by 10 feet, and she can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a -2 penalty on every attack.
While in a ki frenzy, a sohei cannot use skills or abilities that require patience or concentration, such as moving silently or casting spells. (She cannot use any sohei class skill in a frenzy.) She can use any feat she might have except for Expertise, item creation feats, and Skill Focus (if it is tied to a skill that requires patience or concentration).
A ki frenzy lasts for a number of rounds equal to three + the sohei's Constitution modifier. The sohei may prematurely end the frenzy voluntarily. At the end of the frenzy, the sohei is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of the encounter.
The sohei can only enter a frenzy once per encounter, and only a certain number of times per day (determined by level). Entering a frenzy is a free action.
Deflect Arrows: The sohei gains Deflect Arrows as a bonus feat at second level, even if she doesn't have the prerequisite feat and Dexterity score.
(Ex):
[/sblock]
Saves: Fortitude +5⅓; Reflex +7⅓; Will +5⅓.
Ability Scores: Strength 12 (+1); Dexterity 19 (+4); Constitution 12 (+1); Intelligence 10 (0); Wisdom 14 (+2); Charisma 8 (-1)
Skills:
  • Balance (Scout|Dex): +5 ( +4 Dex +2 Synergy|Tumble -1 ACP)
  • Climb (Scout|Str): +0 (+1 Str -1 ACP)
  • Concentration (Sohei|Con): +1 (0 +1 Con)
  • Craft (Scout|Scout|Int): +0 (+0 Int)
  • Diplomacy (Sohei|Cha): +1 (2 -1 Cha)
  • Escape Artist (Scout|Dex): +3 (+4 Dex -1 ACP)
  • Heal (Sohei|Wis): +4 (2 +2 Wis)
  • Hide (Scout|Dex): +3 (+4 Dex -1 ACP)
  • Iaijutsu Focus (Sohei|Cha): -1 (0 -1 Cha)
  • Jump (Scout|Str): +12 (7 +4 Dex +2 Synergy|Tumble -1 ACP)
  • Knowledge-Dungeoneering (Scout|Int): -- (0 +0 Int)
  • Knowledge-Geography (Scout|Int): +4 (4 +0 Int)
  • Knowledge-Nature (Scout|Int): +4 (4 +0 Int)
  • Knowledge-Religion (Sohei|Int): +2 (2 +0 Int)
  • Listen (Scout|Wis): +6 (4 +2 Wis)
  • Move Silently (Scout|Dex): +3 (+4 Dex -1 ACP)
  • Profession (Sohei|Wis): -- (0 +2 Wis)
  • Ride (Scout|Dex): +11 (7 +4 Dex)
  • Search (Scout|Int): +4 (4 +0 Int)
  • Sense Motive (Scout|Wis): +2 (+2 Wis)
  • Speak Language (Scout|n/a): Common (0)
  • Spot (Scout|Wis): +6 (4 +2 Wis)
  • Survival (Scout|Wis): +6 (4 +2 Wis)
  • Tumble (Scout|Dex): +12 (7 +4 Dex +2 Synergy|Jump -1 ACP)
  • Use Rope (Scout|Dex): +4 (+4 Dex)
Feats:
Alignment: Lawful Good
Equipment: (Worth 5400 gp)
[sblock]
  • Mount and related gear (total 320):[sblock]
    • Light Warhorse (150 gp)[sblock]Large Animal
      Hit Dice:
      3d8+9 (22 hp)
      Initiative: +1
      Speed: 60 ft. (12 squares, run 300 ft./60 squares)
      Armor Class: 17 (-1 size, +1 Dex, +3 leather scale barding, +4 natural), touch 10, flat-footed 16
      Base Attack/Grapple: +2/+9
      Attack: Hoof +4 melee (1d4+3)
      Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1)
      Space/Reach: 10 ft./5 ft.
      Special Attacks:
      Special Qualities: Low-light vision, scent
      Saves: Fort +6, Ref +4, Will +2
      Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
      Skills: Listen +4, Spot +4
      Feats: Endurance, Run[/sblock]
    • Military Saddle (20 gp)
    • Saddlebags (8 gp)
    • Bit and bridle (2 gp)
    • Leatherscale Barding (140 gp)
    [/sblock]
  • Two masterwork short swords (620 gp)
  • Masterwork leatherscale armor (185 gp)
  • Ring of protection +1 (2000 gp)
  • Amulet of natural armor +1 (2000 gp)
  • Bedroll (0.1 gp)
  • Winter blanket (0.5 gp)
  • Map case (1 gp)
  • Inkpen (0.1 gp)
  • Iron pot (0.5 gp)
  • 3-day trail rations (1.5 gp)
  • 100-ft. silk rope (20 gp)
  • Waterskin (1 gp)
  • 30 candles (0.3 gp)
  • Everburning torch (110 gp)
  • Healer's kit (50 gp)
  • Explorer's outfit (10 gp)
  • Spare Change: 79.8 gp
[/sblock]

Appearance Lin Xu (4'10", 110 lb.) is an unremarkable human female, petite and wiry, with a gruff and grim expression. While her physiognomy lacks grace and beauty, her movements do not. Lightning-fast and perfectly-controlled, she moves as if she was in a strange, spiritual dance.
Personality While wise and insightful, Lin Xu lacks social grace, owing to her harsh childhood and ascetic lifestyle. She's cold and introverted, but too shy with herself to acknowledge her feelings toward others. She is dedicated to protect the Empire, and feel only really at ease during the trance-like release of her chi frenzy.
Background Lin Xu comes from the desolate Northern Lands, near the Spirit Wall. Born in a small mountain village near which was a monasteries, her life was that of a peasant girl, watching over her family's small mixed cattle herd (a couple buffalos, a few goats...) until once day she assisted to a fight between monstrous skirmishers from the Shadowlands and the Empire's protectors, among which the nearby monks. Impressed by the foulness of the attackers, and the grace of the defenders, she then vowed to join the monastery as a temple guard, and has since patrolled the region, hunting for barbarian infiltration, when she wasn't practicing at the temple.
 
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sword-dancer

Explorer
Arishan Tüen Li
Human Male Water Shigeo
Alignment: LG
Height:1,68 m
Weight: 78 kg
Hair: Black
Eyes: Green
Age: 23

Str: (10 ) + 0 [2 Poinsts ]
Dex: ( 14) + 2[6 Poinsts ]
Con: (12 ) + 1[4 Poinsts ]
Int: (14 ) + 2 [6 Poinsts ]
Wis: (13) + 1[ 4 Poinsts + 1 Level ]
Cha: ( 16) + 3 [10 Poinsts ]

Class and Racial Abilities:
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Proficient with all Simple Weapons and the Wakizashi
Elemental Focus is Water and he is of the Yogo School(Lüe Yan Temple)
Skills per level: 4 + Int
Sense Elements




Hit Dice: d6
HP: 20
AC: + 13 (+2 Dex, + 1 Bracers )
Init: + 2 (+2 Dex )
Speed: 30 ft

Saves:
Fortitude +2 [1base + 1 Con]
Reflex +3 [1base + 2 Dex ]
Will + 5 [4base + 1 Wis ]

BAB: + 2
Melee Atk: Melee Atk: +2/ + 3 (+2 base(Quarterstaff 1d6 x 2 B) +1 Masterwork Scimitar 1d6- 18- 20/ x 2 S))
Ranged Atk: + 4 (2 base + 2 Dex )

Skills:

Concentration +7 [6 rank + Con + 1]
Diplomacy + 9[ 6 rank + Cha +3]
Heal + 9 [6 rank + Wis + 1+2 Mastercrafted Healers Kit]
Spellcraft + 10 [8 rank + Int + 2]
Calligraphy (Craft)+ 6 [4rank + Int + 2]
History (KS) + 6 [4 rank + Int + 2]
Nobilty and royalty (KS) + 8 [6 rank + Int + 2]
Arcana (KS) + 8 [6 rank + Int + 2]
Courtier (prof) + 5 (4 rank + Wis + 1)

Feats:
COMBAT CASTING (1 Level)
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
SPELL POWER
Benefit: 3 Times per day you can cast a spell with extraordinary power, Add + 1
STILL SPELL [METAMAGIC](Human feat)
Benefit: A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.
Twin Spell [METAMAGIC] (1 Level)
Casting a spell altered by this feat, causes the spell to take twice effect on the target.
It uses a four level higher spell slot.



Languages: Common, Spirit Language, Nezumi

Spells Per Day
Level 0 1 2
Number 6 7 4

Spellbook

0 Level Spells
Resistence

Cure Minor Wounds
Create Water
Purify Food and Drink

Detect Poison
Detect Magic
Read Magic


1 Level Spells
Protection from Taint

Cure Light Wounds
Detect Taint

Sanctuary


2 Level Spells
Obscure Object

Cure Moderate Wounds


Equipment:
Nobles Outfit 75 gp
Travelers Outfit 1gp
Cold weather Outfit 8 gp
Furoshiki Sack 2 gp
Calligraphy brush 1 sp
50 Sheets of Paper 20 gp
Signet of the Lüe Yan Temple 5 gp(every adept of the temple has a seal that identifies him as one of the temple, as well as who he is to the temple)
Waterskin 1 gp
Spell component puch 5 gp
Healers Kit Masterwork 130 gp (+ 2 Circumstance bonus to appropriate Heal Checks)
10 Tinderetwig 10 gp
10 Sunrod 20 gp
Hooded Lantern 7 gp
3 Pints of Oil 3 sp
Bedroll 1 sp
3 Soap 1,5 gp
Small Steel Mirror 10 gp
Light Horse 75 gp
Riding Saddle 10 gp
Saddlebags 4 gp
Jüen Dai Masterwork Scimitar 350 gp( Jüen Dai is an an gift of his family to him, the blade family heirlom is inlaid with blue scriptures and the pommel is an ivory temple dogs head with double eyes)
Ofuda 25 gp

Magic Items
Brush of Healing(Wand of cure light wounds) 750 gp
Jade Bracers of Armor 1000 gp
Neutralize Poison Potion 750 gp

Money
2139,9 gp


Appearance:
Arishan is 1,68 m high with slender built, and has green eyes.
He normally wears clothes of good quality in waving shades of green, as any other Members of the Temple of Lüe Yan the Spirit of the Lüe Yan Lake.


Personality:
Arishan is well educated young man, who is more than a bit proud of his lineage.
He considered himself an honourable, dutiful menwith good manners.
His duty binds him to the empire and he wants to get higher in the ranks of the Temple, to become one day one of his revered teachers.,



Background:
He was born of the House of Tüen Li(an old Family of the gentleman/Knight class) with green eyes, which was considered a sign(a good or bad one was the Question.
In difference to the rest of the family he has neither the wish to be and Soldier in the Army nor an Magistrate in the Administration of the Empire, instead he choosed to learn the Way of Water in the Temple of the Lüe Yan Lake.
After Ending his education in the temple he served as an Aide to Quen Ying Lö, who was the advisor of an lower medium magistrate Shen Do Leng, the administrator of the Kway Chuen District..
The last two years he had travelled with Shens magistrates as their aide and to inspect the district for his master Quen.
After that he went back to the Lake to prove himself in the test of Yüe ti.
After he passed that test he was sent to travel to the empire, at least partially, to get a greater and better view of it.


The Temple of Lüe Yan Lake
The Temple schools it`s members not only in the Way of Water, but also in detecting the Taint of Shadow.
 
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