AU Northlands


log in or register to remove this ad

Erekose13

Explorer
Jonas Temm, human akashic/unfettered

Jonas Temm, male human akashic1/unfettered 2: medium humanoid (human); HD 1d6+2d8; hp 15 [disabled 0, dying -10]; Init +2; Spd 30 ft.; AC 17 (18 vs. 1 opponent), touch 13, flat-footed 14 [+2 dex, +4 armor, +1 dodge, +1 parry vs. 1 opponent]; Bab: +2; Atk +5 melee (spikestick 2d6, x3) or +6 ranged (crossbow 1d8, 19-20/x2); SQ Skill Memory +2, Parry; SV Fort +0, Ref +5, Will +2; Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 16.

Skills:
Intimidate: 20 [8], Bluff: 11 [6], Diplomacy: 11 [6], Disguise: 11 [6], Gather Information: 9 [6], Open Lock: 6 [4], Sneak: 8 [6], Search: 6 [4], Tumble: 6 [4], Disable Device: 6 [4], Sense Motive: 4 [4]

Languages: Common, Giant, Faen

Feats: Skill Focus (intimidate) [human], Affinity with Skill (intimidate) [talent], Skill Application (intimidate/bluff) [ceremony], Weapon Finesse [3rd], Weapon Focus (repeating crossbow) [unfettered 2]

Gear: MW long spikestick, MW Devanian repeating crossbow, 5 bolt clips (25 bolts), leather coat, backpack (3 sunrods, signal whisle, 2 belt pouches, waterskin, flint & steel, disguise kit, MW thieves tools), light horse, riding saddle, bit & bridle, 2 saddlebags, bedroll, winter blanket, 1 vial of Alchemist's Fire. 4 pp, 6 gp, 6 sp.

Amulet of Loerwen: 1/day on command the user may cast directed charm upon one target within medium range.
Faint Enchantment; Caster Level: 1st; Craft Constant Item, directed charm; Price: 800gp.

Bowl of Health: When filled with water and used in a cleansing ritual, it casts hygiene on the user. It can be used one time per day in this manner.
Faint Transmutation; Caster Level: 1st; Craft Constant Item, directed charm; Price: 200gp.

History: Jonas Temm is the son of a noble family in Ka-Rone. Both he and his sister, Kalidra, are unhappy with the way things are in the capital. Their parents were re-instated into their positions of power following the liberation by the giants. Families like the Temms were very grateful to the giants for giving them back their heredatory power. These nobles owed all their current wealth and status to the giants. Their sycophantic attitudes were extremely distressing to Jonas. He resented his parents and those like them.

When he was young he stole away on a merchant vessel heading out to sea. Without the trappings of wealth he found that he needed money to survive and that his quick wit and demanding nature came in very handy. The ship he was on travelled to Ao-Manasa, far away from his home town. There he joined the Denebriath, an Akashic's guild when he discovered his talent with the memory delving skills espoused by the guild. He was never very satisfied with their stiff bureaucratic approach, though mostly because they wouldnt let him move into the Outer Circle. As an Associate of the Guild, he made money through various enterprises in the city. His talent lay in his ability to use his forceful personality to make people believe anything he wanted them too.

After his dissappointment with the akashic's guild, he fell in with some of the rougher sort down in the Worm, the darker part of town. There he learned very quickly that his talents held much power among the downtrodden. He learned to fight from an old faen pirate named, Traemylin. Last week however things turned bad and he felt it would be best if he were to dissappear for a while. He managed to get a job with a caravan company heading north to a gold-digging site as a guard. Once there he set out to find some new money making enterprise well away from his acquaintances in Ao-Manasa.
 

FaenFriend

First Post
Thanks putting this gallery up, Pax!

Kai-Moash
Truename: Rinsho
Male Giant 3
Type: Giant
Size: Large
Height: 9' 1"
Weight: 568 lbs.
Hair: Shaved head, but would be black.
Eyes: Brown.
Age: 64 years
Exp:3,301


Attributes
Str: 22 (+6) [16 points, +4 giant]
Dex: 10 (+0) [4 points, -2 giant]
Con: 14 (+2) [4 points, +2 giant]
Int: 10 (+0) [2 points]
Wis: 12 (+1) [2 points, +2 giant]
Cha: 08 (-1) [0 points]


Hit Dice: 3d10 (+ 6)
HP: 27 [Max]
AC: 15 [10 + 4 armor + 0 Dex +1 Iron Flesh]
Initiative: +0
BAB: +2
Melee: +8 [+2 BAB, +6 Strength]
Ranged: +2 [+2 BAB, +0 Dex]
Speed: 30’

Saves
Fort: +5 [+3 base, +2 Con]
Ref: +1 [+1 base, +0 Dex]
Will: +2 [+1 base, +1 Wis]

Weapons:
Dagger +7 [+8 melee, -1 large, 1d4 [+6 str], 19-20/x2, P]
Giant's Maul +8 [+8 melee, +1 masterwork, -1 large, 2d8 [+9 Str (two handed)], x2, B]


Feats: Iron Flesh (ceremonial), Power Attack, Stomp (3rd level feat)

Skills: 12 points
Climb +7 [ 1 Rank, +6 Str]
Craft (Weaponsmith) +8 [ 6 Ranks, +0 Int, +2 giant]
Diplomacy +1 [ 0 Ranks, -1 Cha, +2 giant]
Intimidate +2 [ 3 Ranks, -1 Cha]
Jump +8 [ 2 Ranks, +6 Str]
Sense Motive +3 [ 0 Ranks, +1 Wis, +2 giant]


Languages : Common and Giant

Racial qualities: +2 Diplomacy, Sense Motive, Craft. +2 Str, -2 Dex.

Wearing/Carrying
Dagger [2 gp]
Great maul, Masterwork [348 gp]
Leather Coat, Masterwork (+4 AC, max Dex +6, check penalty -1) [350 gp]
Traveler's Outfit (dark gray & brown) [1 gp]

In backpack [2 gp]
Adventurer's Outfit (dark gray & blue)
Artisan's Outfit (black & white) [1 gp]
Artisan's Tools (blacksmith), masterwork [55 gp]
Bedroll [1 sp]
Blanket [5 sp]
Hammer (see magic items below) [800 gp, 5 sp]
Rations, 10 [5 gp]
Rope, hemp [1 gp]
Torches, 3 [3 cp]
Waterskin [1 gp]

In pouch [1 gp]
Flint and Steel [1 gp]
10 Licorice drops (see magic items below) [750 gp]

Coin (in pouch):
383 gp 8sp 7 cp

Magic Items
Po-Teron's Hammer [800 gp, 5 sp] This hammer is of simple design, but seems well-made. It was a gift to Kai-Moash from his master Po-Teron at the end of his smithing apprenticeship. Twice a day, the hammer can be used to repair an item, as per a heightened version of the Repair (Lesser) spell. (Cost analysis – 5 sp for hammer, 800 gp spell [2 (caster level) x .5 (spell level) x 800 (twice per day)]).

Aeia-Laissa's Licorice Drops (10 remaining) [750 gp] These delicious candies were given to Kai-Moash as a going away present from his mother, Aeia-Laissa, a locally famous candy maker. Each delightfully salty licorice drop protects whomever devours it, so long as they are a giant. It is the perfect gift from a mother who feels that she can no longer watch over her son. The protection provided is the spell Eldritch Armor. (Cost analysis – 750 gp [1 (caster level) x 1 (spell level) x 1.5 (item creation modifier) x 1 (racial restriction) x 50 (single-use item) x 10 (number of items)]).

Kai-Moash's parents apprenticed him to a blacksmith at an early age where he has worked for the past thirty or so years as he has grown into early adulthood. Because of the demands of his labor, his parents and the master blacksmith encouraged him to partake in the Shu-Rin ceremonies. But his amazing size and strength have come at a cost - his life has been spent mainly working, without contact with other young giants, and his muscle is not backed by a strong sense of self-identity or emotional maturity. Released now from his apprenticeship, he is traveling into the world as a blacksmith journeyman. But unknown to his family or former master, he has little desire to seek employment as a smith. Instead, the lure of adventure and self-discovery call to him. What role can he play in this vast world? How can he make a difference in others' lives beyond sweating over a forge? For now, he may support himself by his craft as he travels, but his wide-eyes are looking for true romance and adventure.
 

darkdancer

First Post
Esme the Bitter

Esme the bitter [female human Iron Witch 3]
Abilities: Str 8 [–1], Dex 13 [+1], Con 12 [+1], Int 11 [+0], Wis 18 [+4], Cha 8 [–1]
Essentials: XP: 3301 [3rd level character]; Hero points: 0; Move: 30 ft or 20 ft with backpack
Appearance: 5 ft, 90#, very fine unnaturally orange hair, pale complexion, reddish brown eyes, 18 years old

Languages: Common, Ignan [Common, Draconic alphabets]
Skills: Bluff [+2–1], Concentration [+6+1], Heal [+5+4], Knowledge [cosmology] [+3+0+2], Knowledge [nature] [+5+0+2], Sense motive [+2+4], Speak language [Ignan], Spellcraft [+6+0]
Racial traits: Human: Bonus feat and skill points

Class features: Simple weapon proficiency; Light armor and shield proficiencies; Disable device and Open lock as class skills; Witchery [if attacked by weapon containing iron, +1 luck bonus to AC]; Manifestation [Hail of metal [once/day for 1d4 rounds summons swirling cloud of metal within 100 ft, diameter 20 feet, 1d6 plus 1d6/2 witch levels damage, [Reflex DC 10 + ½ level + Wis modifier for half]]]

Feats and Talents: Complex spell [1st], Elemental resistance [fire 5] [talent], Elemental mage [fire] [1st/ceremonial], Iron flesh [ceremonial]

Equipment:
wearing: adventurer's outfit, bracers of armor +1(1#), cloak of resistance +1(1#)
carrying: witch bag (3#), morningstar (8#), light crossbow (6#), beltpouch with [flint & steel, purse [0 royals, 46 queens, 16 deuces, 0 bobbers, 11 20gp red gems], backpack with [book +2 knowledge [cosmology](1#), book +2 knowledge [nature](1#), healer's kit[10 uses] (1#), sack, waterskin (4#)]

steed: light horse (named Bess) with riding saddle, carrying saddle bags with [feed [4 days](40#), trail rations [10 days](10#), bedroll (5#)]

Combat statistics: Init: +1; HPs: 16, Dying –2/Dead –12; AC: 13 or 14 [touch 11 or 12, flatfooted 12 or 13] [+1 armor, +1 dexterity, +1 natural, +1 vs iron weapons]

Melee: morningstar [+1 [+2 BAB, –1 Str]/1d8–1/x2]
Ranged: light crossbow [+3 [+2 BAB, +1 Dex]/1d8/19-20 x2/80 ft]
Saves: Fort +3, Ref +3, Will +8

Spells [DC 14 + spell level]; Spells slots/day: 3/3; Spells readied(for now): C—detect magic, lesser glowglobe, read magic, seeker; 1—conjure energy creature I, fireburst, lesser transfer wounds
esme's story:

esme (ez-meh) used to live on the outskirts of a town or village with her mother and her grandmother, who were both (wood) witches. The two older women were often visited by people from the town/village who needed healing or herbal recipes of one sort or another, but other than that, they were left to themselves, which suited them just fine. esme learned from her elders various arts of witchery. Then, one late night when esme was around 12 years old, she returned from gathering various herbs to find their house burning fiercely. She was somehow able to enter the house and drag out her grandmother, but the woman died within minutes. Her mother died inside the house. It is esme's firm belief that the fire was set, but she's not sure by whom. there were all sorts of rumors about her parentage, and even before she was born her family does not seem to have ever been favorably regarded. she wants more than anything to avenge their deaths but as yet is unsure how to do so. she doesn't care who her father is unless it has something to do with what happened.

esme's appearance:

before the fire, esme shared her mother's and grandmother's coloring of pale skin, dark brown wavy hair and hazel eyes, but the fire seems to have permanently changed her. Although six years have passed, the hair on esme's head that had burned off during the fire has grown back pale and orange, and her eyes have become a smoldering reddish brown, as if there is a fire within. She often stares fiercely which makes many people uncomfortable. She has an anger that smolders like the house where her mother and grandmother died. She never forgets a grudge or imagined grudge.
 
Last edited:

Atelos

First Post
Phain Lorewriter

Background: Phain was immensely troublesome to his parents as he was growing up. He got into endless arguments with his teachers and he played pranks which irritated even his normally easygoing people. What's worse was he was profoundly unspiritual and felt inclined to agree with the tall folk who accused his brethren of simply making up their gods. When a traveling human magister passed through his village looking for an assistant and student, his parents gladly let Phain sign on as an apprentice, in the hope that the discipline of apprenticeship would cause him to gain a little respect and maturity, and that the journeys would awaken in him his spiritual side. While the training and the respect he gained for Mistress Sadune calmed him down a little he remained a rather irreverant faen who irritated the other faen he ran across in his journey almost as much as he had irritated his fellow villagers.

Eventually the experience gained in his journeys caused him to desire a transformation into the form of a spryte, so he and Sadune decided to halt their journeys for a few days to allow him to undergo the metamorphosis. When he left his coccoon he was horrified to find that the nearby clearing where he and Sadune had made camp a week before contained obvious signs of a fierce magical battle and no signs whatsoever of Sadune. In the wake of this event Phain had an epiphany and came to know Arusill, god of tragic losses.

More somber now, and more respectful of his peoples' beliefs (though he still privately feels that some of the gods of his brethren have simply been made up) he hunts for clues to the reasons for his mistress's dissapearance. Though he hunts most circumspectly, as anyone or anything that could face Sadune in a battle as fierce as the one whose remnants he saw and survive would certainly vastly outclass him.


Phain Lorewriter
Male Loresong Spryte Magister 3
Height: 15"
Weight: 13 lbs
Black hair and Green Eyes
50 years old

Str 6 (-2)
Dex 12 (+1)
Con 12 (+1)
Int 17 (+3)
Wis 12 (+1)
Cha 15 (+2)

Hit Dice: 3d6 + 3
HP: 16/16
AC: 13 Flatfooted: 12 Touch: 13
Init: +1
Speed: 10' Fly 30' (average)

Saves:
Ref +2
Fort +2
Will +4

Attacks:
Sprytestaff +1 to hit 1d4-1 dmg

Feats:
Eldritch Training (ceremonial) (1st)
Aid Spellcasting (general) (1st)
Spryte Metamorphosis (3rd)

Skills:
Concentration +7 (6 ranks +1 con)
Decipher Script +6 (3 ranks +3 int)
Knowledge(Runes) +6 (3 ranks +3 int)
Knowledge(Magic) +10 (6 ranks +3 int +1 eldritch training)
Intimidate +8 (6 ranks +2 cha)
Sneak +9 (+8 size tiny +1 dex)
Spellcraft +10 (6 ranks +3 int +1 eldritch training)

Languages: Common, Celestial, Draconic, Faen, Giant

Special Qualities: Fey Type, Size Tiny, Low-Light Vision, Flight speed 30 average maneuverability

Possessions:
riding dog (pack animal) 150 gp
carrying:
+3 book (magic) 90 gp and 2 lb
+2 book (runes) 40 gp and 1 lb
2 spare Tiny Explorer's outfits 5 gp and 4 lbs each
bedroll 5 sp

Phain himself carries:
Amulet of Spell Knowledge(eldritch armor): Allows bearer to ready eldritch armor, even without the appropriate feat. Price 1000 gp, other details unknown.

Frost shard: A jagged shard of bluish crystal, calls forth an energy blade(cold) when command word is invoked.
faint evocation. caster level 4th. craft spell completion item, energy blade(cold). Price: 400 gp

Flash Globe: a yellow crystal marble which ,when thrown, flies forth to the point designated by the user and explodes in a blast of multicolored light. Single use of dazzlesphere.
Faint evocation. caster level 3rd. craft single use item, dazzlesphere. Price: 450 gp

4 X Lesser salve: little jars of a salve which, when painted on to a wounded person in the proper patterns, acts as a spell completion lesser transfer wounds
Faint transmutation. Caster Level 1st. Craft spell competion item, transfer wounds(lesser). Price: 25gp.

Advanced salve: when this salve is applied to a wound, it acts as a lesser battle healing spell.
Faint Evocation. Caster Level 3rd. Craft single use item, battle healing(lesser). Price: 300gp.

Sprytestaff (magisters staff) 1d4/1d4 1lb
Tiny Explorer's outfit
4 tindertwigs 1 gp each
15 sheets of paper 4 sp each
2 inkpens 1 sp each
2 1 oz vials ink 8 gp each

133 gp 3 sp

Spells:
[DC = 14 + spell level]
Spells per day 5/3/2
Spells readied:
7 cantrips: Appropriate Size, Bash, Canny Effort, Detect Magic, Disorient, Glowglobe(lesser), Read Magic
5 1st level: Conjure Energy Creature I, Compelling Command, Eldritch Armor, Object Loresight, Transfer Wounds (Lesser)
3 2nd level: Cloak of Darkness, Drain Away Speed, Icebolt
 


Arden

First Post
Here are my character's stats. I'll have a background up shortly.

Galed Bramley
Human Champion of Light 3

Str 16
Dex 10
Con 12
Int 10
Wis 12
Cha 14

HP: 24
AC: 19 (+7 armour, +2 shield, [additional +1 vs. swords])
Init: +0
Speed: 20 ft.
BAB: +3 (+6 melee, +3 ranged)
Attacks: +8 Masterwork longsword (1d8+4 damage)
Saves: Fort +4, Ref +1, Will +4

Skills (18 points total)
Diplomacy +5 (3 ranks +2 cha)
Sense Motive +5 (4 ranks +1 wis)
Spot +5 (4 ranks +1 wis)
Gather Information +5 (3 ranks +2 cha)
Ride +4 (4 ranks +0 dex)

Feats
Natural Swordsman (talent)
Sense the Unseen (ceremonial, truename)
Weapon Focus (longsword)
Power Attack

Equipment

Armour and Weapons:
Materwork longsword (315 gp)
Chain and plates armour (600 gp)
Longshield (20 gp)
Morning Star (8gp)
Dagger (2gp)

Mundane Stuff:
Backpack (2gp)
Waterskin (2gp)
1 week's rations (3.5sp)
lantern, bullseye (12gp)
oil, 6 flasks (6sp)

Magic Items:
Oil of Magic Weapon x2 (100gp)
Potion of Lesser Battle Healing x2 (600gp)
Potion of Strength Boost (300gp)

Mount and related gear:
Heavy Warhorse (400gp)
Military Saddle (20gp)
Saddle bags (4gp)
Bit and Bridle (2gp)
1 week's feed for horse (3.5sp)

Total: 2338.3 gp Money remaining: 311gp, 7sp

Galed's father, Alrin, is the direct descendent of a very old aristocractic line, and takes that fact very seriously. A long-standing member of the Order of the Axe, Alrin hopes to see the old human kingdoms wrested free of the Giants' control and his family's title rekindled. Galed was trained from his youth to be a champion for this cause.

Galed took the Order's commitment to peace and justice to heart at an early age, but as he grew older slowly came to reject its opposition to the rule of the Giants. After a bitter argument with his father he left home, and is now looking to serve the realm of the Diamond Throne in his own way....
 

Remove ads

Top