New Final Fantasy J


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Sly the Wicked

Sly is not the typical Dino; he's got skill and an attitude to go with it. He's 600 lbs of pure wickedness, when it comes down to it. The less unfortunate ones merely get a glimpse of him, as they go on their own routine of roaming the jungles. The animals never had a chance...

Sly moves slowly, his tail poised to grant him the smallest balance needed for this hunt. The boar was large, and it would put up a fight if given the chance to do so. But Sly had other ideas. Namely, lunch. He spotted the boar in the dense canopy, and now was within the scent of roasted pork. Unluckily, though, he ate the last apple, so there would be nothing to shove in the squealing pigs' mouth to shut it up. Oh well, the price of lunch.

Lumbering down, Sly darted forth, easily covering the 100 feet from his prey with surprising agility. Just before the snapping twigs alerted the prey, Sly jumped into the air, high and fast. The boar turned, expecting to see something, yet only saw the quivering twig. Then Sly's talons dug deep into the boar from above, as the 600 pounds of prowess landed on the meal, digging deep into the throat.

The fight was over when the boar entered the hunting grounds. Sly merely continued to eat his meal, oblivious to the goings on of the world around him. That damned day when his whole life changed...

How was he supposed to know that there were others intent on making this boar their meal as well?

[sblock=Sly]Deinonychus (Dinosaur)
Dragon Shaman 8
Alignment: CN

Strength: 26 (+8) (+8 Racial, +8 Prime)
Dexterity: 18 (+4) (+4 Racial, +3 Start, +1 Stat)
Constitution: 18 (+4) (+8 Racial)
Intelligence: 12 (+1) (-2 Racial, +4 Start)
Wisdom: 12 (+1) (+2 Racial)
Charisma: 18 (+4) (+7 Start, +1 Stat)

Size/Type: Medium Animal
Hit Dice: (97hp) 8d10+32 [roll=Sly]#1576354[/roll]
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 26 (+4 Dex, +6 Racial/Class, +6 Mithril Chain), touch 14, flat-footed 22
Base Attack: +6/+1
Grapple: +16
Space/Reach: 5 ft./5 ft.[/sblock][sblock=Attacks]
Attack: Talons +15 melee (2d6+9)
Full Attack: Talons +15/+10 melee (2d6+9)
2 foreclaws +10 melee (1d3+5)
bite +10 melee (2d4+5)

Special Attacks:
Pounce (Ex): If a deinonychus charges, it can make a full attack.[/sblock][sblock=Special Racial and Class Features]
Racial Special Qualities:
+8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
Low-light vision
Scent
Natural Armor +5
Speak Common & Draconic

Class Abilities:
Draconic Aura +2
6 Auras, 30' Aura:
Acid Energy Shield 4
Power Melee dmg +2
Acid Resistance 10
Senses Listen/Spot/Initiative +2
Vigor Fast Healing +2
Presence Bluff/Diplomacy/Intimidate +2

Totem Dragon: Black Dragon
Skill Focus: Move Silently, Hide
Draconic Adaptation: Water Breathing
Breath Weapon: Line of Acid (30’ line, *5d6dmg, 1d4 rounds, DC18: 10+1/2DrSh level+Con Mod)
Draconic Resolve: Immune to sleep and Paralysis and Frightful Presence of Dragons
Touch of Vitality: Heal wounds with Standard Action of 64hp
2xDrSh Lvl xCha Mod per day
Natural Armor Increase +1[/sblock][sblock=Saves, Skills, and Feats]
Saves:
Fort +12 (6 base, +4 ability, +2 Vest)
Ref +8 (2 base, +4 ability, +2 Vest)
Will +9 (6 base, +1 ability, +2 Vest)

Skills: 33 Points
(12 at 1st, 3/lvl for 7 levels)Max13/6.5(*=Cross Class)

Climb +10 (+8 Ability, +2 Item)
Craft +1 (+1 Ability)
Hide +33 (13 Ranks, +8 Racial, +4 Ability, +3 Class, +5 Item)
Intimidate +4 (+4 Ability)
*Jump +30 (+8 Racial, +12 Speed, +8 Ability, +2 Item)
Knowledge +1 (+1 Ability)
*Listen +9 (+8 Racial, +1 Ability)
Move Silently +25 (13 Ranks, +4 Ability, +3 Class, +5 Item)
Search +1 (+1 Ability)
*Spot +14 (*3.5 Ranks, +8 Racial, +1 Ability, +2 Item)
*Survival +9 (+8 Racial, +1 Ability)
Swim +10 (+8 Ability, +2 Item)

Feats:
Power Attack (up to BAB penalty to add dmg to attacks)
Leap Attack (Double dmg from Power Attack with Jump)
Improved Natural Attack (Talon damage increases one step, to 2d6) [/sblock][sblock=Items and Weight]
Weight Carried: Light Load, 4lbs
Light Load: Up to 306
Medium Load: Up to 613
Heavy Load: Up to 920

Items: (40gp left)
Head: Scout’s Headband (+2 to Spot, 3charges/day 1-Darkvision60min/2-See Invisibility10min/3-TrueSeeing1min)
Face: ---SPECIAL---
Neck: Wyrmfang Amulet (Overcome DR/Magic) 1lb
Shoulders: Cloak of Stone (+5 to Hide/Move Silently, 1/day Meld into Stone) 2lbs
Torso: Vest of Resistance +2 (+2 to all saves) 1lb
Body: ---SPECIAL---
Wrists/Arms: Armbands of Might (+2 to Strength Checks and Strength based skill checks, +2dmg if using Power Attack at least -2)
Hands: Rending Gauntlets (3/day +2d6dmg if attack and hit with 2 or more attacks)
Finger: Stormfire Ring (Faerie Fire for 5rnds, +1d6 elec dmg, 5/day)
Finger: Ring of Counterspells (Counter Stored Spell - Ray of Enfeeblement)
Waist: Dragon Spirit Cincture (Breath weapon increases 1die)
Feet: Anklet of Translocation (Move 10’ 2/day)
[/sblock]

[sblock]Special Equipment:

Head-dress (Offense): Enhances all natural attacks as follows : +1, Keen, Metaline (Once per round as a free action you can choose a special metal (adamantine, silver, cold-iron). for purposes of overcoming damage reduction/Hardness, your natural attacks are considered to be that material.
Light Armour (Defense): Mithril Chain shirt 'barding' +2[/sblock]
 
Last edited:

Name: Deezy Klatta
Race: Human
Class/Level: Artificer 5 / Effigy Master 5
Gender: Female
Base AC: 17 (10 + 3 dex + 4 force armor))
Base HP: 51
Base saves: Fort +5, Ref +6, Will +9 (+1 to all if Espie is within 5')
Base Attacks: Melee +5, Ranged +8
Common Attack: Steambow, +11, 1d10+3 dmg, 120' range
Exp: 49340/55000

[sblock=Description]Deezy is, at first glance, a mess. Wild sandy blonde/brown hair pulled into a maze of tails and braids that frame a perpetually sunny, smiling, cherubic and sun darkened face...though the hair is often pinned down under a leather cap that has flaps down the sides that cover her ears, and a pair of goggles that perch high on her forehead when not in use. Her clothes are simple...a thin white sleeveless shirt and pair of shorts that go down to her somewhat knobby knees, but are quite loose fitting and covered in pockets. It's what goes OVER the clothes. First, a loose top of black mesh. Over that are belts. Belts over her shoulders, around her midriff, around her legs, crisscrossing her chest. On the belts are...things. Strange doohickies made of brass and bronze, sporting tiny tubes and nozzles and other, less recognizable protuberances. Little vials of oddly colored liquids. Tiny rolls of parchment and paper. Mysterious, and ominous somehow, orbs of blown glass with sparks of light deep inside. Somewhere in the chaos there's a little teddy bear affixed to her. With her spritely cuteness and overall sense of disorganization, Deezy is hard to take seriously...until the explosions start. (Visual reference: Rikku, only dressed as described instead of in a bikini. :))[/sblock]

[sblock=Stats]Strength (STR) 10
Dexterity (DEX) 16
Constitution (CON) 14
Intelligence (INT) 22 (+2 from levelups, +2 from item))
Wisdom (WIS) 10
Charisma (CHA) 14

Alignment: Chaotic Good
AC: 17 (+3 dex +4 force armor)
Hit Points: 51
http://invisiblecastle.com/roller/view/1577075/
Movement: 30'

Init: +3
Base Attack Bonus: +5
Melee Attack: +5
Ranged Attack: +8
Fort: +5
Reflex: +6
Will: +9[/sblock]

[sblock=Abilities, Feats, Skills]Race Abilities: Human
Bonus feat
Bonus skills

Class Abilities:
Artificer Knowledge (Detect Magic on DC15 Int+Art lvl check)
Artisan bonus (+2 UMD checks if you have the creation feat)
Bonus Feats
Craft Reserve 20/40/60/80/100
Disable traps (as Trapfinding)
Item Creation
- Scribe Scroll
- Brew Potion
- Craft Wondrous Item
- Craft Homonculus
- Craft Magic Arms/Armor
Retain Essence
Craft Effigy
Improve Effigy (100gpxHD, 1 day to add +2 saves, attacks, damage to effigy)
Effigy Link (Sense status of effigy and Scry on effigy, gain +1 saves/CL checks when effigy is within 5', takes 1 hour)

Skills: 97
Concentration +6 (4 ranks + 2 Con)
Craft: Metalwork +15 (10 ranks +5 Int)
Craft: Alchemy +15 (10 ranks +5 Int)
Disable Device +18 (13 ranks +5 Int)
Knowledge: Arcana +10 (5 ranks +5 Int)
Knowledge: Engineering +10 (5 ranks +5 Int)
Open Lock +13 (11 ranks +2 Dex)
Search +16 (11 ranks +5 Int)
Spellcraft +10 (5 ranks + 5 Int)
Survival +5 (5 ccranks + 0 Wis)
Use Magic Device +15 (13 ranks +2 Cha)

Feats
1 - Point Blank Shot
1 - Precise Shot
3 - Craft Construct
4 - Bonus feat: Ext Artisan: Craft Construct - reduces gp cost 25%
6 - Attune Magic Weapon
9 - Legendary Artisan: Craft Construct - reduces exp cost 25%

Languages - Common, Gnome, Dwarf, Giant[/sblock]

[sblock=Spells]Infusions: (Artificer CL 9, Base DC 14)
1 - 5/5, 2 - 4/4, 3 - 4/4, 4 - 3/3

Infusion List
1 - Ablative Armor, Armor Enhancement Lesser (10gp), Energy Alteration (1rnd, 50gp), Enhancement Alteration (1rnd), Identify, Indisputable Possession, Inflict Light Damage (1std), Light, Magic Stone, Magic Vestment, Magic Weapon, Metamagic Scroll, Pending Potion, Repair Light Damage (1std), Resistance Item (1rnd, +3), Shield of Faith, Skill Enhancement, Spell Storing Item, Weapon Augmentation Personal

2 - Align Weapon, Armor Enhancement (50gp), Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Eagle's Splendor, Elemental Prod, Fox's Cunning, Heat Metal, Inflict Moderate Damage (1std), Lucky Blade, Owl's Wisdom, Reinforce Construct (1std), Repair Moderate Damage, Suppress Dragonmark, Toughen Construct (1std), Weapon Augmentation Lesser (20gp)

3 - Adamantine Weapon, Armor Enhancement Greater (100gp), Blast Rod, Construct Energy Ward (1 rnd), Inflict Serious Damage (1std), Lucky Cape, Magic Weapon Greater, Metamagic Item (1rnd), Power Surge (1std, 5xspl lvl xp), Repair Serious Damage, Spell Snare, Stone Construct, Suppress Requirement

4 - Censure Elemental, Concurrent Infusion, Construct Energy Ward Greater (1rnd), Globe of Invulnerability lesser, Inflict Critical Damage, Item Alteration (1rnd), Iron Construct (1rnd), Minor Creation, Repair Critical Damage, Rusting Grasp, Shield of Faith legions, Weapon Augmentation (100gp)[/sblock]

[sblock=Equipment and Lewt]Money - 0gp

Weapons -
Deezy's Crosscrank Mk I Steambow
Heavy Repeating Crossbow +2, +11 to hit, 1d10+3dmg, 19-20/2x, 120' rng increment, 12lbs (attuned)
Boltclip (10), 2lbs, 2gp

The Crosscrank Mk1 Steambow is a marvel of magically powered clockwork and hydraulics, automating the normal crank and pulley system of a heavy crossbow and incorporating a springloaded box clip that feeds bolts to the nock almost as fast as the trigger can be pulled. Reloading the bow is a free action, and the improved clip assembly can be ejected and reloaded with a fresh clip in just a move action. This allows iterative attacks and feats such as Rapid Shot to be used normally with this crossbow.

Armour -
Klatta-Tech Interceptor Armbands MkI, AC +4 (force armor), 1lb

Gear -


Magic -
Thinking Cap, 1lb, 7750
Recovered from a ruin in the Eastern Desert, this leather cap has a complicated network of crystalline 'wires' and 'nodes' sandwiched between layers of light, flexible tanned hide, and flaps that come down to cover the ears. Deezy found it in a remarkably well preserved state and while she has no idea how it works, she managed to reactivate it by accident. It has proven invaluable in her later discoveries.
- +2 Enhancement to Int, 4000
- +5 competence to Use Magic Device, 2500+50%=3750

Deezy's Hose of Nose Blows, 2000
Adapted from a device she found in a ruin. The device itself seems to be malfunctioning, and constantly creates a foul, thick, and extremely sticky liquid. Deezy figured out that it doesn't stick to glass though, and had a glassblower make a special holding bulb connected to a thin tube with three smaller bulbs, each with its own valve. She then created a padded brass sheath to protect it. When she opens a valve, the accumulated pressure within the bulb with the device in it propels the goop in a gob from one of the smaller bulbs. It builds up enough liquid pressure for three such bursts before requiring a cooldown period of about a day. She's still toying with names, but since it eternally shoots gobs of stuff that stops people, she's considering "Everlasting Gobstopper" quite seriously.
- Fires tanglefoot bag equivalents out to 100' 3/day.

Klatta-Tech Analysis Engine, 750 (self made with 3rd level craft reserve)
Deezy's first attempt to create a working device, and a qualified success. She based it on the monocle she found in one of the ruins, but 'tuned' the mystic lens to a different wavelenth, allowing it to see magical flows within devices. With practice, she became able to decipher what those flows meant, giving her information about what mystically empowered objects can do.
- When used with Artificer Knowledge class ability, can determine magic item properties.

Deezy's Diamond Eye, 3000
Liberated from a ruin and laboriously repaired, this single lens in a brass housing fits over one eye and can, when activated, give a glimpse of mana currents in the area; revealing unseen forces and objects. There are two modes, a low power one that gives only a general sense of location, but lasts longer, or a high power mode that only lasts a few seconds, but essentially makes the invisible visible. The device focuses power from ambient magic, and can store enough to activate thrice in a day.
- See Invis 1 round per activation, or BlindFight 1min per activation

Klatta-Tech 1000 Rocket Boots MkI, 1lb, 2250 (self made using craft reserve from level 4 and level 5)
Though the Analysis Monocle is arguably more practical, the Rocket Boots are inarguably Deezy's favorite of her own inventions, with the possible exception of Billy. heavy leather boots of tight fit that are equipped with a maze of copper and brass tubes that snake around them and terminate in a nozzle that points down along the back of the ankle towards the ground. They draw on the power of spiritual flame, and can do so indefinitely, creating a high pressure jet of flame out of each nozzle. Sadly, even both boots together do not generate enough thrust to actually lift her...but they slow her falls and assist when she jumps. She continues to tinker with the devices, trying to improve their output without causing a catastrophic explosion.
- +5 competence to Jump, 2500
- Feather Fall, 2000+50%=3000

Tome of Worldly Memory, 1500
Discovered by Deezy at the same ruin she obtained the Thinking Cap at, this is a pair of crystal rods, between which is strung a single sheet of parchment. With the aid of the Cap, Deezy managed to figure out how to use it...and it is one of the reasons she is so well educated. It is an ancient library, somehow stored in the crystal rods, and causing words to appear on the parchment as asked. With a few moments to call up the information desired, the Tome can provide helpful information on just about any topic, though it is by no means a definitive or complete guide.
- 1 std action to get +5 comp bonus on Knowledge skill, 1 min to get bonus if untrained.

These items were purchased by Deezy while traveling and represent 'ordinary' magic items.
Wyrmfang Amulet, 1350 (given to Billy)
Rod of Frost, 1lb, 1400
Vest of Resistance +1, 1000[/sblock]

[sblock=Background]Deezy was, and still is by most accounts, a member of a semi-nomadic tribe of people eking out an existence in the great Eastern Desert. Though known as being a reclusive and isolationist culture, interacting with other people primarily to engage in shrewd bargaining, Deezy was always something of a standout. Curious and brilliant, she found little stimulation in the oral histories of the clan, choosing instead to sneak off to the old forbidden ruins preserved from an age now gone by the desert dryness and sands. Despite more than once getting in trouble for this, especially since her mother was a great shaman of the tribe and thus high expectations were on Deezy, she persisted...there were stories coded in those ancient stones. Secrets buried in the grit-encrusted devices sometimes still left behind. She became experienced at finding and bypassing the various nasty traps left by the ancients to protect their secrets...and sometimes left by the zealous among her own people. While she couldn't quite work out how the ancients made things work...she did something perhaps just as amazing. Using the tricks of mechanics and engineering she gleaned from countless nights prying apart remnant devices, and the spiritual magic learned from her mother and acolytes, Deezy managed to create machines powered by magic.

There was a great controversy in the tribe at this. Some thought that this was a worthy pursuit, and that they should all go to the ruins and learn more of it. Perhaps, they said, this was how the glories of the past could be reborn! Others insisted it was sacrilege and a path to hubris and madness that had led to the destruction of paradise and their own eternity of duty to guard and protect the ruins and relics left behind. Still others considered it foolishness...a trick to make toys that had no value for survival in the wastelands and therefore unworthy of time or effort. Amidst all this, Deezy came to the decision to leave. Not just to spare her people the convulsions of such divisiveness, but also for her own purposes. In her time trading with the great cities in the west, she had come across mention of other kinds of magical technology...great winged ships and devices that harnessed the raw power of magic to do incredible, even unthinkable things. She spent the greater part of a month to create a massive bodyguard and imbue it with purpose and movement...then set forth to learn of the world, of magic and machine, of the past, and of herself.[/sblock]

Minions: Effigies and Homonculi
[sblock=BILLY]A monstrous tower of riveted bronze armor plates over a brass and copper superstructure of struts, hissing tubes and junctures, and clacking, grinding clockwork gears, Billy stands about nine feet tall and about half that wide at his shoulders. His massive chest slopes down to a peculiarly narrow waist, then flares out again into a pair of squat, heavily built legs. His arms are actually even more heavily built, long and thick and tipped with three-fingered hands with retracting scythelike claws and opposable thumbs. Billy's 'head' is squat and low, making him seem disconcertingly decapitated until it raises up and spreads massive mechanical mandibles, ideal for pulping flesh and crushing bone. Technically, she refers to him as 'Billy two-point-oh," and implies that Billy three is already designed, just waiting for her to take the time, effort and expense needed to construct.

Effigy GRAY RENDER
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +7/+19
Attack: Bite +16 melee (2d6+10)
Full Attack: Bite +16 melee (2d6+10); 2 claws +11 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rend 2d6+14
Special Qualities: Darkvision 60 ft., low-light vision, DR 5/adamantine, construct traits
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 27, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Cost: 13,500 + 600exp[/sblock]

[sblock=ESPIE]Desc: A small round orb about the size of a fist, with a single lens in front and a pair of incredibly articulated brass wings that can fold or unfold, and flap with blurring speed, letting it fly much as a hummingbird does. Deezy is still working on a way to see what it sees, or let it replay what it's seen. Until then, its usefulness as a spy is pretty limited, so she keeps it nearby her, where it can help signal danger and protect her.

Effigy BAT
Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +1
Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 15 (+2 size, +1 Dex +2 natural), touch 13, flat-footed 14
Base Attack/Grapple: +0/–11
Attack: Slam +1 (1d2)
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Construct Traits, Darkvision 60', low-light vision, DR 1/adamantine, Effigy Link (Provides +1 to saves, can be scryed on 1/day)
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 5, Dex 13, Con -, Int -, Wis 11, Cha 1
Skills: Hide +8,
Feats: -
Cost: 1225 + 60[/sblock]
 

Mikken, cousin of Kyo

Mikken, cousin of Kyo
Human, male, age 15, height 5'-10", weight 157 lbs.
Pale caucasian skin, amber eyes, shoulder-length black hair, short mustache

Appearance: Mikken is a slightly-muscular teenager of average height, pale but lightly-tanned skin, and shoulder-length black hair. A short mustache adorns his face, with a small nose and slanted, amber eyes. He wears a short, dark green kimono with a white jacket that holds numerous pockets. Mikken seems to carry a book inside the folds of his kimono. He also wears brown hakima pants, a red-orange belt, and wooden sandals.

Mikken carries a pair of curved daisho swords at his left hip, the black sheaths hanging from his belt, opposite a few pouches hanging from the right side. A wicker backpack hangs from his shoulders, and a strangely-built scroll case hangs from each side of Mikken's pack. Two similar scroll cases hang from his belt, and a bedroll rests atop his wicker pack, loosely tied on. A trinket hangs from a string around his neck, adorned with various snake scales, and a similar string encircles the top of Mikken's head, bearing a small, blue gemstone over his forehead. Supple black gloves cover his hands.

Despite Mikken's appearance of being a learned and highborn Mazerkan warrior, he doesn't carry himself with the poise, confidence, or fierceness of such a warrior, and he acts kind of skittish. The clothes and fancy swords don't seem to fit him so well, and he looks a bit uncomfortable, especially lugging around so much bulky traveling gear.

Usually traveling beside Mikken, or ridden by him, is a common, yellow-feathered chocobo, bearing a saddle, saddlebags, a bit, and a bridle. Mikken's bedroll and wicker backpack are usually in his chocobo's saddlebags, along with one of the scrollcases from his belt, and two of his belt pouches. When his chocobo carries this gear for him, Mikken ties the scrollcases from his pack to his back instead, with strings crossed over his shoulders.

Personality: Bookish, clever, somewhat self-doubting, worrisome, loyal, trusting, and a bit feisty. I'll expand on this later.

[sblock=Mikken]Mikken...........Male Human......................Character Level: 10, Total XP: 48,668
Strength............14 (+2)...........Transmuter Wizard 5, Fighter 1, Eldritch Knight 3, Duelist 1
Dexterity..........18 (+4)............Medium-Size, Speed 30 ft.
Constitution......16 (+3)............Initiative: +4, BAB: +7/+2, Grapple: +9/+4
Intelligence.......20 (+5)............Melee: +9/+4, Ranged: +11/+6
Wisdom...........10 (+0)............Total HP: 75, Current HP: 75, Nonlethal: 0
Charisma..........12 (+1)...........Fortitude: +9, Reflex: +8, Will: +5

Normal AC: 16 (+4 Dex, +2 natural armor), Touch AC: 14, Flat-Footed AC: 12
Alignment: Lawful Good, Age 15, Height 5'-10", Weight 157 lbs.
Pale Caucasian Skin, Amber Eyes, Shoulder-Length Black Hair & Short Mustache

Combat AC: 21/22 (+4 Dex, +1 Int, +2 natural armor, +4 armor, +1 dodge vs. 1 foe)
Situational AC Adjustments: +1 Intelligence to AC from Canny Defense with a melee weapon in hand, +1 Dodge feat vs. one foe, +4 Mobility feat against AoOs for movement, +3 fighting defensively with sufficient Tumble ranks, +6 total defense with sufficient Tumble ranks, +4 Mage Armor spell, +4 Shield spell, +1 Haste spell, +1 Cat's Grace spell, +2 Magic Circle against Evil spell, -2 Enlarge Person spell
Combat Routine Notes: Often has Mage Armor active, never prepares or casts Bull's Strength or Cat's Grace without also preparing or casting the other, wakizashi attack rolls use Weapon Finesse except when he has both Enlarge Person and Bull's Strength active

Languages (Literate): Common, Draconic, Dwarven, Elven.
Proficiencies: All simple weapons, all martial weapons, all light armors, all medium armors, all heavy armors, and all shields, including tower shields.
Level Progression Feats: Point Blank Shot, Precise Shot, Exotic Weapon Proficiency (Katana/Bastard Sword), Two-Weapon Fighting.
Human Bonus Feat: Dodge.
Extra Human Bonus Feat: Mobility.
Wizard Bonus Feats: Scribe Scroll, Craft Wondrous Item.
Fighter Bonus Feat: Weapon Finesse.
Eldritch Knight Bonus Feat: Spring Attack.

Skills: Appraise +5/+7 (0 ranks, +5 Int, +2 craft synergy), Balance +9 (3 ranks, +4 Dex, +2 tumble synergy), Bluff +6 (5 ranks +1 Cha), Climb +8 (6 ranks, +2 Str), Concentration +15 (12 ranks, +3 Con), Craft (alchemy) +10 (5 ranks, +5 Int), Craft (bookbinding) +10 (5 ranks, +5 Int), Craft (tailoring) +10 (5 ranks, +5 Int), Decipher Script +15 (10 ranks, +5 Int), Diplomacy +3 (0 ranks, +1 Cha, +2 bluff synergy), Disguise +3 (0 ranks, +1 Cha, +2 bluff synergy), Intimidate +3 (0 ranks, +1 Cha, +2 bluff synergy), Jump +4 (0 ranks, +2 Str, +2 tumble synergy), Knowledge (arcana) +15 (10 ranks, +5 Int), Knowledge (geography) +7 (2 ranks, +5 Int), Knowledge (history) +8 (3 ranks, +5 Int), Knowledge (nobility and royalty) +6 (1 rank, +5 Int), Perform (dance) +2 (1 rank, +1 Cha), Perform (oratory) +4 (3 ranks, +1 Cha), Profession (apothecary) +4 (4 ranks, +0 Wis), Ride (chocobos) +5 (1 rank, +4 Dex), Spellcraft +17/+19 (10 ranks, +5 Int, +2 knowledge synergy, +2 extra when learning Transmutation spells), Swim +8 (6 ranks, +2 Str), Tumble +10 (6 ranks, +4 Dex).

Racial Traits: Medium-size humanoid (human), base Speed 30 feet, bonus feat of choice, extra skill points, highest-level class is favored class.
Extra Traits: Another bonus feat of choice, more extra skill points, earns +10% combat XP.
Ability Score Development: Base stats of 10/10/10/18/10/10, 14 points to spend 1-for-1, no more than 7 points in any score, for total scores of 14 (4 pts), 14 (4 pts), 14 (4 pts), 18 (0 pts), 10 (0 pts), and 12 (2 pts). Ability increase at 4th-level went to Dex (Dex 15), and again at 8th-level (Dex 16). Magic items currently increase Dex to 18, Con to 16, and Int to 20.
Familiar: Has the ability to call a familiar at some point, involving a ritual that costs 100 gold pieces in expendable reagents.
Canny Defense: Extraordinary ability, adds Intelligence bonus to Armor Class if wielding a melee weapon, to a maximum Int bonus of +1 per Duelist class level (currently +1), lost when denied a Dexterity bonus to AC.

Specialist Wizard Spells: Casts prepared arcane spells, caster level of 7, specialized in Transmutation, banned from Enchantment and Necromancy, receives +2 on Spellcraft checks to learn Transmutation spells, gains a bonus Transmutation spell slot of each spell level he can cast, spellcasting is based on Intelligence, and needs a spellbook.
0-Level Spells (save DC 15, or 17 with Fox's Cunning): Resistance (Abjur), Acid Splash (Conj), Detect Magic (Div), Detect Poison (Div), Read Magic (Div), Dancing Lights (Evoc), Flare (Evoc), Light (Evoc), Ray of Frost (Evoc), Ghost Sound (Illus), Mage Hand (Trans), Mending (Trans), Message (Trans), Open/Close (Trans), Arcane Mark (Univ), Prestidigitation (Univ).
1st-Level Spells (save DC 16, or 18 with Fox's Cunning): Alarm (Abjur), Endure Elements (Abjur), Shield (Abjur), Mage Armor (Conj), Unseen Servant (Conj), Identify (Div), Magic Missile (Evoc), Silent Image (Illus), Enlarge Person (Trans), Erase (Trans), Expeditious Retreat (Trans), Feather Fall (Trans).
2nd-Level Spells (save DC 17, or 19 with Fox's Cunning): Acid Arrow (Conj), See Invisibility (Div), Scorching Ray (Evoc), Bear's Endurance (Trans), Bull's Strength (Trans), Cat's Grace (Trans), Darkvision (Trans), Fox's Cunning (Trans), Knock (Trans), Levitate (Trans).
3rd-Level Spells (save DC 18, or 20 with Fox's Cunning): Dispel Magic (Abjur), Magic Circle against Evil (Abjur), Protection from Energy (Abjur), Lightning Bolt (Evoc), Displacement (Illus), Haste (Trans), Keen Edge (Trans), Secret Page (Trans), Water Breathing (Trans).
4th-Level Spells (save DC 19, or 21 with Fox's Cunning): Ice Storm (Evoc), Shout (Evoc), Mass Enlarge Person (Trans), Stone Shape (Trans).

Prepared Spells (relatively-safe places): Detect Poison, Mage Hand, Mending, Prestidigitation, Prestidigitation, Alarm, Feather Fall, Mage Armor, Mage Armor, Magic Missile, Silent Image, Unseen Servant, Bull's Strength, Cat's Grace, Darkvision, Scorching Ray, See Invisibility, Dispel Magic, Dispel Magic, Lightning Bolt, Magic Circle against Evil, Ice Storm, Shout, Stone Shape.
Prepared Spells (adventuring): Detect Magic, Light, Light, Mending, Read Magic, Feather Fall, Mage Armor, Mage Armor, Magic Missile, Magic Missile, Magic Missile, Magic Missile, Acid Arrow, Bull's Strength, Cat's Grace, Knock, Scorching Ray, Dispel Magic, Haste, Lightning Bolt, Lightning Bolt, Ice Storm, Mass Enlarge Person, Stone Shape.

Mundane Possessions: 2 Darts (1 gp, 1 lb.), 2 Spell Component Pouches (10 gp, 4 lbs.), 4 Pearls (100 gp each), Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards his encumbrance), 2 Peasant's Outfits (2 sp, 4 lbs.), Backpack (2 gp, 2 lbs., holds spare outfits, flint, steel, trail ration, and waterskin), Belt Pouch (1 gp, 1/2 lb., holds coins, pearls, inkpen, and ink vial), 4 Scroll Cases (4 gp, 2 lbs., first holds parchment, second holds 0-level/3rd-level/4th-level scrolls, third holds 1st-level scrolls, fourth holds 2nd-level scrolls), Full Ink Vial (8 gp), Inkpen (1 sp), 5 Parchment Sheets (1 gp), Bedroll (1 sp, 5 lbs.), Flint & Steel (1 gp), Trail Rations (5 sp, 1 lb.), Waterskin (1 gp, 4 lbs.), Bit & Bridle (2 gp, 1 lb.), Riding Saddle (10 gp, 25 lbs.), Saddlebags (4 gp, 8 lbs.), Chocobo Feed/Gysahl Greens (5 cp, 10 lbs.), Light War-Chocobo (assuming similarity to a light warhorse, carries bit & bridle, riding saddle, saddlebags, feed, Mikken's backpack, Mikken's belt pouch, Mikken's spare spell component pouch, Mikken's first scroll case, and Mikken's bedroll).

Magic Items: Masterwork Katana (free, 10 lbs., functions as a bastard sword), Masterwork Wakizashi (free, 3 lbs., functions as a short sword), Amulet of Natural Armor +2 (+2 enhancement bonus to natural armor AC, 8000 gp), Vest of Health +2 (+2 enhancement to Constitution, created by Mikken, cost 2000 gp and 160 xp), Gloves of Dexterity +2 (+2 enhancement to Dexterity, created by Mikken, cost 2000 gp and 160 xp), Headband of Intellect +2 (+2 enhancement to Intelligence, does not affect skill points, created by Mikken, cost 2000 gp and 160 xp), Blessed Book (magic spellbook, no cost to inscribe spells, 91/1000 pages used, created by Mikken, cost 6250 gp and 500 xp, also spent 1900 gp on learning extra spells, 1 lb.), 2 Silversheen Vials (can be applied to grant temporary silver quality to a weapon, created by Mikken, cost 250 gp and 20 xp), Potion of Cure Serious Wounds (5th-level caster, 750 gp), Alarm Scroll (5th-level caster, created by Mikken, cost 125 gp and 5 xp), 2 Acid Arrow Scrolls (6th-level caster, created by Mikken, cost 600 gp and 24 xp), Darkvision Scroll (3rd-level caster, created by Mikken, cost 150 gp and 6 xp), Detect Magic Scroll (1st-level caster, created by Mikken, cost 12 gp and 5 sp and 1 xp), Detect Poison Scroll (1st-level caster, created by Mikken, cost 12 gp and 5 sp and 1 xp), 2 Dispel Magic Scrolls (7th-level caster, created by Mikken, cost 1050 gp and 42 xp), 8 Endure Elements Scrolls (1st-level caster, created by Mikken, cost 200 gp and 8 xp), Erase Scroll (7th-level caster, created by Mikken, cost 175 gp and 7 xp), 2 Expeditious Retreat Scrolls (1st-level caster, created by Mikken, cost 50 gp and 2 xp), 2 Identify Scrolls (1st-level caster, created by Mikken, cost 250 gp and 10 xp), 2 Knock Scrolls (3rd-level caster, created by Mikken, cost 300 gp and 12 xp), 2 Levitate Scrolls (7th-level caster, created by Mikken, cost 700 gp and 28 xp), Light Scroll (7th-level caster, created by Mikken, cost 87 gp and 5 sp and 4 xp), 2 Lightning Bolt Scrolls (7th-level caster, created by Mikken, cost 1050 gp and 42 xp), 4 Magic Missile Scrolls (7th-level caster, created by Mikken, cost 700 gp and 28 xp), Magic Circle Against Evil Scroll (5th-level caster, created by Mikken, cost 375 gp and 15 xp), Mending Scroll (1st-level caster, created by Mikken, cost 12 gp and 5 sp and 1 xp), Read Magic Scroll (1st-level caster, created by Mikken, cost 12 gp and 5 sp and 1 xp), 2 Scorching Ray Scrolls (7th-level caster, created by Mikken, cost 700 gp and 28 xp), See Invisibility Scroll (3rd-level caster, created by Mikken, cost 150 gp and 6 xp), 4 Shield Scrolls (3rd-level caster, created by Mikken, cost 300 gp and 12 xp), Stone Shape Scroll (7th-level caster, created by Mikken, cost 700 gp and 28 xp), Water Breathing Scroll (7th-level caster, created by Mikken, cost 525 gp and 21 xp)

Wealth: 16 gp, 24 sp, 15 cp.......................................Current Load: 19 lbs. (light)
Light Load: 58 lbs. max......Medium Load: 116 lbs. max......Heavy Load: 175 lbs. max
Lift High: 175 lbs. max......Lift Off Ground: 350 lbs. max......Push/Drag: 875 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.

Attacks:
Grapple check +9/+4 melee for 1d3+2 nonlethal damage
Two-handed katana +10/+5 melee for 1d10+3 damage
Primary-hand katana +10/+5 melee for 1d10+2 damage
Off-hand wakizashi +12/+7 melee for 1d6+1 damage
Two-weapon fighting katana +8/+3 melee for 1d10+2 damage,
and off-hand wakizashi +10 melee for 1d6+1 damage

Acid splash +11 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank acid splash +12 ranged touch for 1d3+1 damage (30 ft.)
Ray of frost +11 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank ray of frost +12 ranged touch for 1d3+1 damage (30 ft.)
Scorching ray +11 ranged touch for 4d6 damage (25 ft. +5 ft./2 caster levels)
Point blank scorching ray +12 ranged touch for 4d6+1 damage (30 ft.)
Acid arrow +11 ranged touch for 2d4 damage, and 2d4 damage on the next 2 rounds (400 ft. + 40 ft./caster level)
Point blank acid arrow +12 ranged touch for 2d4+1 damage, and 2d4 damage on the next 2 rounds (30 ft.)

Attacks (Enlarge Person):
Grapple check +13/+8 melee for 1d4+3 nonlethal damage
Two-handed katana +10/+5 melee for 2d8+4 damage
Primary-hand katana +10/+5 melee for 2d8+3 damage
Off-hand wakizashi +12/+7 melee for 1d8+1 damage
Two-weapon fighting katana +8/+3 melee for 2d8+3 damage,
and off-hand wakizashi +10 melee for 1d8+1 damage

Acid splash +9 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank acid splash +10 ranged touch for 1d3+1 damage (30 ft.)
Ray of frost +9 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank ray of frost +10 ranged touch for 1d3+1 damage (30 ft.)
Scorching ray +9 ranged touch for 4d6 damage (25 ft. +5 ft./2 caster levels)
Point blank scorching ray +10 ranged touch for 4d6+1 damage (30 ft.)
Acid arrow +9 ranged touch for 2d4 damage, and 2d4 damage on the next 2 rounds (400 ft. + 40 ft./caster level)
Point blank acid arrow +10 ranged touch for 2d4+1 damage, and 2d4 damage on the next 2 rounds (30 ft.)

Attacks (Bull's Strength & Cat's Grace):
Grapple check +11/+6 melee for 1d3+4 nonlethal damage
Two-handed katana +12/+7 melee for 1d10+6 damage
Primary-hand katana +12/+7 melee for 1d10+4 damage
Off-hand wakizashi +13/+8 melee for 1d6+2 damage
Two-weapon fighting katana +10/+5 melee for 1d10+4 damage,
and off-hand wakizashi +11 melee for 1d6+2 damage

Acid splash +12 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank acid splash +13 ranged touch for 1d3+1 damage (30 ft.)
Ray of frost +12 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank ray of frost +13 ranged touch for 1d3+1 damage (30 ft.)
Scorching ray +12 ranged touch for 4d6 damage (25 ft. +5 ft./2 caster levels)
Point blank scorching ray +13 ranged touch for 4d6+1 damage (30 ft.)
Acid arrow +12 ranged touch for 2d4 damage, and 2d4 damage on the next 2 rounds (400 ft. + 40 ft./caster level)
Point blank acid arrow +13 ranged touch for 2d4+1 damage, and 2d4 damage on the next 2 rounds (30 ft.)

Attacks (Bull's Strength & Cat's Grace & Enlarge Person):
Grapple check +15/+10 melee for 1d4+3 nonlethal damage
Two-handed katana +12/+7 melee for 2d8+7 damage
Primary-hand katana +12/+7 melee for 2d8+5 damage
Off-hand wakizashi +12/+7 melee for 1d8+2 damage
Two-weapon fighting katana +10/+5 melee for 2d8+5 damage,
and off-hand wakizashi +12 melee for 1d8+2 damage

Acid splash +10 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank acid splash +11 ranged touch for 1d3+1 damage (30 ft.)
Ray of frost +10 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank ray of frost +11 ranged touch for 1d3+1 damage (30 ft.)
Scorching ray +10 ranged touch for 4d6 damage (25 ft. +5 ft./2 caster levels)
Point blank scorching ray +11 ranged touch for 4d6+1 damage (30 ft.)
Acid arrow +10 ranged touch for 2d4 damage, and 2d4 damage on the next 2 rounds (400 ft. + 40 ft./caster level)
Point blank acid arrow +11 ranged touch for 2d4+1 damage, and 2d4 damage on the next 2 rounds (30 ft.)

Appearance: Mikken is a slightly-muscular teenager of average height, pale but lightly-tanned skin, and shoulder-length black hair. A short mustache adorns his face, with a small nose and slanted, amber eyes. He wears a short, dark green kimono with a white jacket that holds numerous pockets. Mikken seems to carry a book inside the folds of his kimono. He also wears brown hakima pants, a red-orange belt, and wooden sandals.

Mikken carries a pair of curved daisho swords at his left hip, the black sheaths hanging from his belt, opposite a few pouches hanging from the right side. A wicker backpack hangs from his shoulders, and a strangely-built scroll case hangs from each side of Mikken's pack. Two similar scroll cases hang from his belt, and a bedroll rests atop his wicker pack, loosely tied on. A trinket hangs from a string around his neck, adorned with various snake scales, and a similar string encircles the top of Mikken's head, bearing a small, blue gemstone over his forehead. Supple black gloves cover his hands.

Despite Mikken's appearance of being a learned and highborn Mazerkan warrior, he doesn't carry himself with the poise, confidence, or fierceness of such a warrior, and he acts kind of skittish. The clothes and fancy swords don't seem to fit him so well, and he looks a bit uncomfortable, especially lugging around so much bulky traveling gear.

Usually traveling beside Mikken, or ridden by him, is a common, yellow-feathered chocobo, bearing a saddle, saddlebags, a bit, and a bridle. Mikken's bedroll and wicker backpack are usually in his chocobo's saddlebags, along with one of the scrollcases from his belt, and two of his belt pouches. When his chocobo carries this gear for him, Mikken ties the scrollcases from his pack to his back instead, with strings crossed over his shoulders.

Personality: Bookish, clever, somewhat self-doubting, worrisome, loyal, trusting, and a bit feisty. I'll expand on this later.

Background: Mikken lives out in the country, in another town near Kyo's, and occasionally visits his cousin Kyo. Mikken has been worried about Kyo since the death of his cousin's family, and visits Kyo more often since that incident to support his coz. Mikken has also been struggling to keep the area around their towns clear of beasts and bandits, for the past year or two, since Kyo put down his sword.

Mikken hadn't been very martial before, but took up swordsmanship to fill in Kyo's shoes after his coz fell into depression at the loss of his family. He wouldn't have stood a chance if not for a few other folks from his town taking up arms and going along, since Mikken is far less talented in the martial arts than his favorite cousin. Mikken always looked up to Kyo as a great athlete and fighter, though he's only a year younger than Kyo, and he cheered on his coz at the great martial arts tournament some years ago.

Mikken had always been more bookish and meek, enjoying stories, sneaking over to study with the local witch (though his parents always scolded him not to), and watching Kyo kick butt. Eventually, Mikken toughened up when he saw Kyo's breakdown, knowing that he needed to support his coz and start putting his studies to good use. Leaving town for a year after trying to console Kyo, Mikken went to make an offering to the nearest dojo that would take him. Inspired by years of watching his cousin's prodigal skills, Mikken put his wits to the art of swordsmanship.

Training as a sword-dancer for as long as he dared, the young man apologised to his sensei and rushed back home, to check on his cousin and see if the hometowns were still safe. Mikken hopes Kyo will get back his enthusiasm for martial arts and life in general, so his coz will be his old self again, and so he can actually fight at Kyo's side for the first time. Mikken hopes to impress Kyo someday and show that, while he never had Kyo's incredible talent, he's followed in Kyo's footsteps and overcome his old meekness. Yet Mikken still doubts himself, knowing he's not even half the martial artist his cousin was three years ago. Mikken practices every day he can with the few, aging warriors of his town, and while his smarts and earlier observations of Kyo allowed Mikken to learn a lot initially, his martial progress is slowing.

*Note from DM Jemal*
While Mikken isn't as good a fighter as his relatives, I'm thinking maybe he's a VERY quick learner. Bonus Feat and skill/level (same as human, but stacks with human).
Also, you gain an extra 10% from any COMBAT XP the party gains. (I will be employing different forms of XP. Combat XP would be.. obviously... the XP gained from defeating someone/thing in combat)
*Basic Concept*
Mikken, male human bladecaster
Concept: Cousin to the hero; a brainy mage turned reluctant swordsman, wielding samurai swords (mostly two-weapon fighting with short sword/wakizashi and bastard sword/katana; focused on mobility, occult/battle magic, and mixed tactics)
Likely Advancement: Wizard - Fighter - Eldritch Knight - Duelist
Personality: Bookish, clever, somewhat self-doubting, worrisome, loyal, trusting, and a bit feisty
*Invisible Castle links for Mikken*
Mikken's HP with 14 Con, 5 hp from 1st-level Wizard, plus 4d4 Wiz, 1d10 Fighter, 3d6 Eldritch Knight, and 1d10 Duelist (4d4.minroll(2)+3d6.minroll(2)+2d10.minroll(2)+24=65)
*http://invisiblecastle.com/find.py?id=1085758*[/sblock]
 

Lilly
4 Master of Many Forms, 1 Abolisher, 3 Druid, 1 Cleric, 1 Monk
Chaotic Good
Hair: Pink
Eyes: Green
Age: 7 Years

Stats:
[sblock]
Base Stats (Blink Dog)
[sblock]
Str: 12 (10 Base + 2 Enhancement)
Dex: 18 (10 Base + 2 Enhancement + 6 Racial)
Con: 12 (10 Base + 2 Enhancement)
Int: 16 (16 Base)
Wis: 20 (16 Base + 2 Racial + 2 Enhancement)
Cha: 22 (18 Base + 2 Level + 2 Enhancement)

Fort: +12 (11 Base + 1 Con)
Ref: +11 (7 Base + 4 Dex)
Will: +15 (10 base + 5 Wis)
AC: 22 = 10 Base + 3 Natural + 5 Wisdom + 4 Dex
BAB: +5
Base Speed: 50 ft
HP: 64 = 54 (rolled http://invisiblecastle.com/find.py?id=1116045 ) + 10 Con
Attacks:
Melee: +6
Ranged: +10
[/sblock]

Feats: Sun School, Divine Might, Track, Alertness, Endurance, Improved Grapple

Skills: (89)
Survival: +19 (14 Ranks + 5 Wis)
Knowledge Dungeoneering: +7 (4 Cross Class Ranks + 3 Int)
Knowledge Nature: +12 (9 Ranks + 3 Int)
Spot: +21 (14 Ranks + 5 Wis +2 Alertness)
Listen: +21 (14 Ranks + 5 Wis + 2 Alertness)
Tumble: +11 (7 Cross Class Ranks + 4 Dex)
Diplomacy: +20 (14 Ranks + 6 Cha)
Handle Animal: +7 (1 Ranks + 6 Cha)
Search: +10 (5 Ranks + 5 Wis)

Special Abilities: Fate Domain, Uncanny Dodge, Celerity Domain, Favored Enemy (Aberrations), Wildshape 5/day, Improved Wildshape, Shifter's Speach, Fast Wildshape, Turn Undead 9/day, Scent, Dimension Door, Blink, Unarmed Strike, Flury of Blows

Spells:
Cleric (Caster Level 1)
0 (3): Light, Detect Magic, Create Water
1 (3+1): Ebon Eyes x2, Healthful Rest, (True Strike)

Druid: (Caster Level 4)
0 (5): Dawn, Create Water, Know Direction x2, Light
1 (4): Snakes Swiftness x2, Remove Scent x2
2 (3): Bite of the Wererat, Align Fang, Listening Lorecall

Equipment:
Ring of Cha +2/Con +2/Dex +2/Str +2/Wis +2 (28,000)
Wilding Clasp (4,000)
Heward's Handy Haversack (2,000)
2,000 gp

Little Girl Stats:
[sblock]
Str: 8 (6 Base + 2 Enhancement)
Dex: 12 (10 Base + 2 Enhancement)
Con: 10 (8 Base + 2 Enhancement)
Int: 16 (16 Base)
Wis: 20 (16 Base + 2 Racial + 2 Enhancement)
Cha: 24 (18 Base + 2 Level + 2 Enhancement + 2 Circumstancial)

Fort: +11 (11 Base + 0 Con)
Ref: +8 (7 Base + 1 Dex)
Will: +15 (10 base + 5 Wis)
AC: 17 = 10 Base + 1 Dex + 5 Wisdom + 1 Size
BAB: +5
Base Speed: 40 ft
HP: 54 (54 Rolled + 0 Con)

Attacks:
Melee: +5
Ranged: +7
[/sblock]

Dire Lion Stats:
[sblock]
Str: 27 (25 Base + 2 Enhancement)
Dex: 17 (15 Base + 2 Enhancement)
Con: 19 (17 Base + 2 Enhancement)
Int: 16 (16 Base)
Wis: 20 (16 Base + 2 Racial + 2 Enhancement)
Cha: 22 (18 Base + 2 Level + 2 Enhancement)

Fort: +15 (11 Base + 4 Con)
Ref: +10 (7 Base + 3 Dex)
Will: +15 (10 base + 5 Wis)
AC: 22 = 10 Base + 4 Natural + 3 Dex + 5 Wisdom
BAB: +5
Base Speed: 50 ft
HP: 94 (54 Rolled + 40 Con)

Attacks:
Melee: +13
Ranged: +9
[/sblock]

[/sblock]
The land of Tarboness is a place where the spiritual energy of the world and the real world begin to blend. Here you find many unusual creatures, with a spiritual excisitance that transcends the normal world. Ghosts, Blink Dogs, Wendigos, and a huge assortment of other strange monsters wander aorund there. But the thing of most value to find is a group called the Tarboness Mystics. Living on a flatspot that for some reason is warm, with no snow, they continue worship of the planet. Druids and Clerics with a mastery of Nature, they stay away from the rest of the world. Their existance is usually considered a myth to the rest of the world.

Lilly was an unusual being. A Blink Dog found with a human heart. They raised her in the temple, and she soon began to share in the Mystics powers. She could shape nature, and even her own form, to her will. Embracing human society, she leanred and grew, but soon developted a lust for adventure the mystics lacked. Leaving her homestead, she travelled through the icy wastelands, searching for what was out there.

Lilly's fur is a black with pink stripes, and she finds she retains some of her features even when her form changes. Her standard form that she holds whenever she isn't fighting is a 7 year old human girl with pink hair and bright green eyes. Her only possesions include tattered black shirt and pants, a magical backpack, and a golden bracelet with a clasp she wears around her wrist.

Lilly is a creature of purity and curiosity. As such, if she found the party interesting, she would probably be inclined to follow them from the shadows for awhile before appearing out of the blue to assist them if they need a hand.
 

Toral

Code:
[B]Name:[/B] Toral
[B]Class:[/B] Transmuter3/Cleric3/Mystic Theurge4 [b]Starting Level[/b]: 10
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG

[B]Str:[/B] 10 +0 (00p.)	[B]Level:[/B] 10 [B]XP[/B]: 50000/55000
[B]Dex:[/B] 14 +3 (04p.)	[B]BAB:[/B] +5		[B]HP:[/B] 62 
[B]Con:[/B] 14 +2 (04p.)	[B]Grapple:[/B] +5	
[B]Int:[/B] 22 +6 (00p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b]2 - Wis
[B]Wis:[/B] 22 +6 (06p.)	[B]Init:[/B] +6	[B]Spell Save:[/B]+6 
[B]Cha:[/B] 10 +0 (00p.)	[B]ACP:[/B] -X		[B]Spell Fail:[/B] 

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+6	+2	+2	+0	+X	+1	21
[B]Touch:[/B]	13	[B]Flatfooted:[/B] 13

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+10	+5	+2	+4(Greater Resistance & Robe)
[B]Ref:[/B]	+8	+3	+2	+4(Greater Resistance & Robe)
[B]Will:[/B]	+17	+10	+4	+4(Greater Resistance & Robe)
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Magic Rod*		+5	1d8+0	20/x2	------
Fiery Burst (Fire) 5 ft. burst	n/a	4d6		30 ft Reflex save DC20 for half 

[B]Notes:[/B]
* Functions as a Heavy Mace of Spell Storing & metamagic rod of lesser Empowerment 2/day)
**Lesser Red Robe of the Magi (+1 'enhancement' bonus to AC, +1 'Enhancement' bonus to saves, +1 to effective caster level of spells from specialized school *NOTE: The 'enhancement's to ac and resistance add on to any ac or save bonus granted by spells you cast while wearing the robe.)
[B]Languages:[/B] Common, Draconic, Ignan, Sylvan, Moogle 

[B]Abilities:[/B] 

Enhance Attribute (Ex)

Transmuter Specialist - Give up Necromancy & Enchantment

Once per day, plus one additional time per five class levels, a transmuter using this variant can add a +2 enhancement bonus to any one of his ability scores. This bonus lasts for a number of minutes equal to the transmuter's class level. Using this ability is a swift action. 
A transmuter using this variant permanently gives up the ability to obtain a familiar. 
From SRD

Time Domain - Gains Improved Init. as a bonus feat
Sun Domain - Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. 

[B]Feats: [/B] 
Combat Casting  
Shielded Casting - As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat. 
Fiery Burst (CM43) - As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highestlevel fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
Somatic Weaponry (CM47) - When wielding a weapon (or holding an item of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell,rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item ofproper size.
Extra Domain Spell (Fire Shield) 
Scribe Scroll [free to wizard] 


[B]Spells prepared - Wizard[/B] (Save DC 16 + spell level): 0 - 4, Detect Magic (x3), Prestigidation; 1st - 7+1, Magic Missile (x3), Grease(x2), Expeditiuous Retreat*, Orb of Fire, Lesser**(x2) ; 2nd - 4+1, Scorch (SpC181)**(x2), Earthen Grasp (SpC76)*, Glitterdust(x2), Belker's Claws (SpC26); 3rd - 3+1, Fireball**, Gaseous Form*, Blink*, Greater Mage Armour; 4th - 2+1, Bite of the Werewolf*, Blast of Flame(SpC31)**(x2)
[B]Spellbook/Spells Known:[/B]
	0 - All, except Necormancy & Enchantment
	1st - Magic Missile, Grease, Mount, Mage Armour, Orb of Fire, Lesser**, Expeditiuous Retreat*;
	2nd - Scorch (SpC181)**, Earthen Grasp (SpC76)*, Glitterdust, Belker's Claws (SpC26)
	3rd - Fireball**, Gaseous Form*, Greater Mage Armour, Dragonskin(SpC 73)*
	4th - Bite of the Werewolf* (SpC 28), Blast of Flame(SpC31)**

* = Transmutation Spell (+1 Caster Level, from Robe)
** = Fire Spell (+1 Caster Level)


[B]Spells prepared - Cleric[/B] (Save DC 16 + spell level): 0 - 6,Detect Magic (x3), Mending, Light (x2) ; 1st - 6+2, Protection from Evil(x2), Sanctuary, Divine Favour, Entropic Shield, Vigor, Lesser(x2) True Strike (D); 2nd - 4+2, Bull's Strength(x2), Resist Energy, Shatter, Silence, Heat Metal (D)**; 3rd - 3+1, Dispel Magic, Magic Circle Against Evil, Prayer, Energy Vulnerability, Haste(D) ; 4th - 2+1, Resitance, Greater(Cast Beginning of Day), Shield of Faith (Mass) Fire Shield (D)**(x2)
[B]Domains:[/B]Time, Sun


[B]Code:
                           Skill     Ability             Misc. 
Skill Name 	          Modifier   Modifier   Ranks    Modifier   

Concentration		  15 =  	+2 	+13   
Diplomacy 		  13 =  	+0	 +13    
Heal 			  12 =  	+6	 +6    
Knowledge (arcana) 	  19 =		+6	 +13  
Knowledge (geography) 	  8 = 		+6 	 +2  
Knowledge (history)	  8 = 		+6 	 +2  
Knowledge (nature)        10 = 		+6 	 +4   
Knowledge (planes)        7 = 		+6 	 +1  
Listen 			  10 =	 	+6	 +3  
Search 			  6 =		+6   
Sense Motive 		  6 =		+6   
Spellcraft 		 21 =		+6 	+13 	+2 [Knowledge, arcane]  
Spot 			  9 =  		+6	 +3  
Tumble 			  8 =  		+2	 +6 


[B]Notes:[/B]

[B]Equipment:			Cost		Weight[/B]
Headband of Intellect (+4)	16,000gil	1lb
Periapt of Wisdom(+4)		16,000gil	1lb
+1 Mithril Light Steel Shield	2,009gil		3lb


[B]Total Weight:[/B]5lb	[B]Money:[/B] 1,991gil Xsp Xcp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	33	66	100	200	500




[B]Age:[/B] 21
[B]Height:[/B] 5'6"
[B]Weight:[/B] 155 lbs.
[B]Eyes:[/B] Blue
[B]Hair:[/B] White
[B]Skin:[/B] Light

Appearance: Toral is a petite person, he's not overly strong or large. Below average height and weight, combined with his long, prematurely white hair creates an odd-looking individual. He is never seen without his red robes and matching feathered hat. They seem to resist the wear of travel and remain as brightly coloured as when he first acquired them.

Personality: Toral is an easy-going fellow, he has a zest for knowledge and wishes to know everything about everything. He tries to protect others around him and is very intrigued by how magic can change so much and do so much for people, but also be so destructive. Toral enjoys the thrill of battle and throws himself into the fray, even when he probably shouldn't. He has developed a certain knack for casting his spells, while surrounded by enemies and carrying his magic rod.

[Sblock=HP rolls]
Wizard
HP - Wizard (1d4=1, 1d4=4)
Reroll 1 HP - Wizard (1d4=1, 1d4=4)
Cleric
HP - Cleric (1d8=7, 1d8=3, 1d8=8)
Mystic Theurge
HP - Mystic (1d4=4, 1d4=3, 1d4=2, 1d4=1)
Reroll 1: HP - Mystic (1d4=3)

[/sblock]
 
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Leita : Love Interest

[sblock]Name: Leita
Gender: Female
Race: Human
Class: Ranger
Level: 10
Alignment: Neutral Good
Age: Kyo’s age
Height: 5’-10”
Weight: 187#

Str 10 (+0) {0}
Dex 24 (+7) {Prime, +2 level, +4 item}
Con 14 (+2) {4}
Int 10 (+0) {0}
Wis 16 (+3) {4, +2 item}
Cha 18 (+4) {6, +2 item}

AC: 19 (+7 Dex, +2 dress)
Touch: 17
Flatfooted: 10
Initiative: +7
Speed: 40 ft
ACP: +0
BAB: +10
HP: 10+9d10+20=10+42+20=72

Class Abilities: Track, Wild Empathy +14, Animal Companion, Woodland Stride, Swift Tracker, Evasion, Improved Combat Style, Favored Enemies: Giant +2, Aberration +4, Dragon +4.

Saves:
Fortitude +9 (base 7, +2 Con)
Reflex +14 (base 7, +7 Dex)
Will +6 (base 3, +3 Wis)

Weapons:
Javelin +17 ranged 1d6 dmg x2 30ft P
Longbow +19 ranged 1d8+2 dmg x3 100ft P

Feats:
Track (1st level bonus)
Point Blank Shot (1st level)
Far Shot (1st level bonus)
Rapid Shot (2nd level bonus)
Dodge (3rd level)
Endurance (3rd level bonus)
Mobility (6th level)
Manyshot (6th level bonus)
Shot On The Run (9th level)

Skills:
Handle Animal +20 (13 ranks, +4 Cha, +3 item)
Hide +20 (13 ranks, +7 Dex)
Listen +16 (13 ranks, +3 Wis)
Move Silently +20 (13 ranks, +7 Dex)
Search +14 (13 ranks, +1 Int)
Spot +16 (13 ranks, +3 Wis)
Survival +16 (13 ranks, +3 Wis)

Language Known: Common

Spells:
1: Jump, Longstrider
2: Cure Light Wounds, Cure Light Wounds

Equipment:
Efficient Quiver (1800gp, 2#, back)
-60 Arrows (quiver)
-18 Javelins (quiver)
-Longbow (quiver)
Babydoll Dress (worn)
Lace Gloves (Gloves of Dexterity +4) (16,000gp, worn)
Tiara (Circlet of Persuasion) (4500gp, worn)
Necklace (Periapt of Wisdom +2) (4000gp, worn)
Scarf (Cloak of Charisma +2) (4000gp, worn)
Leggings (Boots of Striding and Springing) (5500gp, 2#, worn)
Treasure (200gp)

Special:
2-Handed Weapon (Offensive, quiver): +2 Seeking Longbow of Precision (Provides Precise shot feat)
Babydoll Dress (Defensive, worn): +2 Glammered Dress of Innocence (Any being you are not actively being hostile towards must make a DC 20 Will save to attack you)

History: Leita has grown up in the same town as Kyo and has always secretly loved him. She is an accomplished woodsman and constant companion of Kyo. She cannot see herself ever leaving his side. She is even tempered and cheerful, except when it comes to her love for Kyo. The only time she ever leaves Kyo is once a year when she visits her rich uncle in the Capital. For one month every year since she can remember she has had to endure this full month without Kyo. When she had to leave just a week ago, she thought she would burst…[/sblock]
 

A little blue kitten...?

A little kitten that has blue fur.
[sblock=kitten]Tiny magical beast (cold)
hit dice: 1d12+6d10+49 (108 http://invisiblecastle.com/roller/view/1574388/ )
initiative :+6
speed:40 (8 Squares)
armour class: 14 (+2 size, +2 dex)
base attack/grapple: +7/-5
attack: Claws +3 melee (1d2-4)
full attack; 2 claws +3 melee (1d2-4) bite +3 melee (1d3-2)
space/reach: 2-1/2 ft/0ft
special attacks:---
special qualities: darkvision 90, low-light vision, scent, cold subtype, SR25, spell absorbtion
saves: fort +9, ref +6, will +2
abilites: str 3, dex 15, con 10, int 16 wis 12, cha 12
skills: spot +9, listen +9, search +9, balace +11, hide +19, move silent+11, tumble +3, spellcraft +3, preform (dance) +4, preform (wind instrument) +4, climb +6, jump +19, UMD +2
feats: Improved Spell resistence,empower breath weapon, quick change, improved multi attack(B), combat reflexes(B), improved initiative(b)
environment:where ever he damn well pleases
organization: loner
chalenge rating: SLAG OFF!!!
advancment: by template
level adjustment: +5

equipment:
Mitheral bells (bell) 3,700
bag of holding type one 2,500
hammer sphere 1,500
boots (anklets) of striding and springing 5,500
pipes (harmonica) of the sewers 1,150
healing belt (bangle) 750
everfull mug 200
magic bedroll (blanket) 500
200g[/sblock]
A not so little kitten
[sblock=blue 31]Blue 31
liger+cryo-multi-headed+ spellwarped; 1 barbarian 4 fighter EL 13
(+1 head at moment)
stats
str 28 (14+12+2 enhancement)
dex 26 (18+6+2 enhancement)
con 26 (16+6 +2 enhancement)
int 16 (12+4)
wis 12 (10+2)
cha 12 (12)

size/type large magical beast (cold)
hit dice 1d12+6d10+57 =108
init +12
speed 50
Ac 27 (base 10 -1 size+ 8 dex+ 9 natural(1 multi headed, 3cat, 2 spellwarped, 1 amulet+2 armour)+1 defection)
base attack/grapple+7
size/reach 10/5
attack bite +17 1d10+11
fullattack 2bite +17 1d10+11 and +16 2claw 1d6+4
special attacks: pounce, 2ice breath 4d6 1d4 rounds dc 21, improved grab, rake 1d4+4, rage 1/day
special qualities; dark vision90, lowlight vision, scent, alternate form, SR20, fast movement [sblock=spell absorbtion]whenever a spell fails to penetrate a spell warped creature's spell resistence, the creature gains on of the following benifites choosen at the time time the spell resolves.
might: the spell warped creature gains a +4 enhancement bonus to strength for one minute
agility:the spell warped creature gains a +4 enhancement bonus to dexterity for one minute
endurence: the spell warped creature gains a +4 enhancement bonus to constitution for one minute
life:the spell warped creature gains temperary hit points equal to 5x the level of the failed spell
speed:the spell warped creature's base speed increases by a number of feet equal to 5x the level of the failed spell
resistence: the spell warped creature gains resistence 10 to one energy type (fire, cold, electicity, acid or sonic)[/sblock]
saves
fort 19(9 base +8 con +1 vest)
ref 15(4 base +8 dex +1 vest)
will 5(1 base +1 wis +1 vest)
feats improved Sr, empower breath, quick change, imporved init(b), combat reflexes(b), improved multi-attack(b), power attack, weapon focus(bite), weapon spec (bite)
skills, climb 12, jump 12, listen4, perform wind 4, perform dance 4, spot 4, tumble 9, spellcraft 5, move silent 14, search 5, balance13, hide 14, UMD 2

+2 str(braclets)/dex(anklets)/con(vest) items, the dragon breath tail bangle x2, +1 earing of protection, +1 collar of natural armour, shoulder pads of resistence+1
Weapon: fang +1 keen, increase size of natural attacks
armour:cat tags +2 natural armour +2 to saves[/sblock]
 
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