Planetouched Peril Characters (PbP Newbie Game)

Isida Kep'Tukari

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Dorcha Vasson
Male Human Fighter 6/Devoted Defender 3

Alignment: Lawful Neutral
Height: 5' 8''
Weight: 180lbs
Hair: Gray
Eyes: Gray
Age: 25

Str: 18 (+4) [6 points, +4 magical]
Dex: 15 (+2) [8 points]
Con: 10 (+0) [2 points]
Int: 16 (+3) [10 points]
Wis: 14 (+2) [4 points, +2 levels]
Cha: 10 (+0) [2 points]

Class and Racial Abilties:
1 feat at first level, 4 skill points at first level and 1 skill point at each additional level, Harm's Way, Defensive Strike, Deflect Attack +1.

Hit Dice: 6d10 + 3d12
HP: 75
AC: 20 (+2 Dex, +5 Armor, +3 Shield, +2 to AC only when defending another)
Init: +6 [+4 Improved Initiative, +2 Dex)
Speed: 30ft (20ft in armor)
Armor Check Penalty: -3

Saves:
Fortitude +10 [+8 base, +0 Con, +2 from cloak]
Reflex +9 [+5 base, +2 Dex, +2 from cloak]
Will +7 [+3 base, +2 Wis, +2 from cloak]

BAB: +9/+4
Melee Atk: +16/+11 (1d8+8, x3, +2 warhammer)
Ranged Atk: +9/+3 (1d8+4, x3, 110ft. range, mighty composite longbow)

Skills:
Climb +7 [3 ranks, +4 Str]
Handle Animal +10 [8 ranks, +2 Cha]
Heal +3 [1 rank, +2 Wis]
Intimidate +4 [4 ranks]
Knowledge (religion) +7 [4 ranks, +3 Int]
Listen +7 [3 ranks, +2 Wis, +2 Alertness]
Profession (fisherman) +5 [3 ranks, +2 Wis]
Search +10 [7 ranks, +3 Int]
Sense Motive +9 [7 ranks, +2 Wis]
Spot +12 [7 ranks, +3 Int, +2 Alertness]
Swim +12 [8 ranks, +4 Str]

Feats:
Alertness (human)
Weapon Focus: warhammer (1st level)
Dodge (1st level fighter)
Weapon Focus: composite longbow (2nd level fighter)
Mobility (3rd level)
Spring Attack (4th level fighter)
Power Attack (6th level fighter)
Quick Draw (6th level)
Weapon Specialization: warhammer (9th level)

Languages
Common, Chondathan, Elven, Dwarven, Giant.

Equipment:
Belt of Giant Strength (+4) [16,000gp]
+2 breastplate [4,350gp]
+2 warhammer [8,312gp]
+2 cloak of resistance [4,000gp]
+1 mithral large sheild [2,020gp]
MW mighty composite longbow (+4) (30 arrows)\potion of neutralize poison [750gp]
2 potions of cure light wounds [100gp]
backpack
bedroll
50ft. hemp rope
light war horse
bit and bridle
saddle
belt pouch
flint and steel
3 sunrods
two flasks of alchemist's fire
iron holy symbol of Kelemvor
fishing net

Appearance:
Dorcha is an evenly proportioned man that appears, at first glance, to be rather old. His hair is iron-gray and matches his eyes. His face is deeply lined, and it seems his face is set into an expression of sterness. He wears a simple, though well-crafted breastplate, a belt with iron studs, and a fine, silver-gray cloak. He carries a well-made mithral sheild that is emblazoned with Kelemvor's holy symbol, and a very sturdy-looking warhammer. His unstrong longbow is attached to his backpack.

Personality:
Dorcha is a somewhat deceptive man, though he himself rarely lies. He appears older than his years due to his prematurely gray hair and his deeply-lined face. Though he weilds a warhammer as his weapon of choice, typically a slow and ponderous weapon, he darts around the battlefield with the reflexes of a shark.

He has a deeply-ingrained sense of duty both to the dead and the living. He feels the dead should rest in peace, and the living should remain unharmed until their time comes. He also has a powerful love for the sea, and like the wizard he guards, can't bear to be away from it for long.

He tries to scare people off rather than confront them or fight them, and is a good judge of character. It's not advisable to try to pull something over on him, as he doesn't appreciate pranks. He's about a stone's throw away from being a stick-in-the-mud, and though he won't stop Halark from having some fun, he'll probably just try to blend into the background and sigh heavily.

Background:
Dorcha was a poor fisherman's son living in Waterdeep. He was always a very strong lad, but he was but one of five sons, and the youngest to boot. His father fostered him out to a childless uncle to earn his keep. However, his uncle didn't fish for fish, but rather fished for bodies. He was part of an auxiliary layman's order in the church of Kelemvor that was responsible for retreiving the bodies of drowning victims from the harbor of Waterdeep for proper burial. It was a surprisingly tough profession, as unscrupulous people would try to steal the bodies away for either their possessions or for some illegal activities. Dorcha learned early how to be swift and to present a strong enough face to drive off those jackels that fed (figuratively) upon the dead.

The church noticed his concern for the dead, as well as his strength and his clever hands. Though he did not have a vocation, he still had a strong sense of responsibility. The church took him in and trained him as a guard for the graveyards, in order to protect it from the bolder thieves and vandels that would try to exhume the dead or deface their monuments. However, his intelligence and utmost attention to duty convinced the head of the church guard to bring him in to guard the living rather than the dead.

He was tutored in the dogma of Kelemvor as well as in special defensive techniques to protect high-ranking officials of the church. His somewhat deceiving appearance and quick feet made him an ideal guard. While learning about the church structure, Dorcha came into contact with Halark Greywave, an intensely religious half sea elf wizard in the service of the Lord of the Dead. Dorcha was very impressed with Halark's command of such powerful magic in the service of his chosen god, as well as feeling a kind of kinship for another who understood the lure of the ocean. He attached himself to Halark, and has been his bodyguard now for nearly a full year.
 
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wolfheart

First Post
Pharos Victorix
"The Lion of Pelor"
Male Half-Elf (Black Pine) Fighter 1/Cleric of Pelor 1

Alignment: Neutral Good
Height: 6'0"
Weight:177
Hair: Coppery Red
Eyes: Blue
Age: 23

STR: 14 (+2) [6 pts.]
DEX: 12 (+1) [4 pts.]
CON: 14 (+2) [6 pts.]
INT: 10 (+0) [2 pts.]
WIS: 16 (+3) [10 pts.]
CHA: 12 (+1) [4 pts.]

Class and Racial Abilities: Immune to Sleep, +2 save vs. Enchantments, Low-light vision, Elven Blood, +1 to Listen, Search, and Spot checks, +2 to Diplomacy and Gather Information checks, Bonus Fighter Feat, Good Aura, Spontaneous Casting, Turn Undead, Domains: Strength and Sun, Spells: per day- 3 (0-level) [DC 13], 2+1 (1st) [DC 14]

Hit Dice: 1d10+1d8+4
HP: 20
AC: 19 [+1 dex, +5 armor, +3 shield]
Initiative: +5 [+1 dex, +4 improved initiative]
Speed: 30' (20' in armor)
Armor Check Penalty: -8

Saves
Fortitude: +6 [+4 base, +2 con]
Reflex: +1 [+1 dex]
Will: +5 [+2 base, +3 wis]

BAB: +1
Melee Atk: +4 (1d10+2, 19-20/x2, MW Bastard Sword)
+3 (1d8+2, x2, Heavy Mace)
Ranged Atk: +2 (1d8, x3, Comp. Longbow)

Skills
Concentration +3 [1 rank, +2 con]
Handle Animal +3 [2 ranks, +1 cha]
Knowledge (religion) +1 [1 rank]
Ride +5 [4 ranks, +1 dex]
Swim +4 [2 ranks, +2 str]

Feats
Improved Initiative [1st level]
Exotic Weapon Proficiency: Bastard Sword [Fighter 1st]

Languages: Common, Elven

Equipment: MW Bastard Sword, Heavy Mace, Composite Longbow, Quiver w/ 20 arrows, Breastplate, Travellers Outfit, Cleric's Vestments, Backpack, Bedroll, Belt Pouch, Waterskin, Whetstone, Healer's Kit, Spell Component Pouch, Bronze Holy Symbol, 2 Sunrods, Scroll Orgaanizer, Armor Maintenance Kit, 2 Flasks Holy Water, 2 scrolls of "Cure Light Wounds" (25 gp ea), Scroll of "Protection from Evil" (25 gp), small wooden keepsake, 1 wk. trail rations, 1 wk. feed.

"The Lion of Pelor"- Heavy shield +1, special ability: Roar 1/day. Effect is 30' cone, all evil creatures caught in cone must make DC 15 Will save or become shaken for 2 rounds.

Wealth
13 gp, 95 sp, 103 cp

Appearance: Pharos' elven traits a very pronounced for a half-elf, and in some instances he has been mistaken for full blooded. His coppery-red hair is worn medium length in a conservative and utilitarian style. His eyes are of a dull blue, which can be unsettling to others of elven stock, and are very emotive. His fine elven features give his face an angular almost hawkish appearance. He has a sunburst shaped birthmark on the back of his neck that some mistake for a badly done tattoo. He carries himself in a confident manner that is more comforting than intimidating. His breastplate and shield are emblazoned with the solar disc symbol of the sun father. His sword hangs easily from his hip and his bow and mace are strapped to his backpack. When travelling he often covers his armor with well-worn travelling clothes so as not to attract attention.

Personality: Pharos is almost two people. He is ussually a calm and patient counselor who will go out of his way to render aid to those in need. He often volunteers to go out into the city on missions of mercy, healing the sick when he can and helping to feed the poor and hungry. He enjoys taking the children of the orphanage's on outings to swim in the river or to see some local wonder. This is the Pharos who is the first to prayer services in the morning and who sits quietly in meditation for hours in the chapel.

The other side of Pharos is the warrior, trained by the temple gaurd, who shows no quarter to those who have incured his wrath. He is quick to bring his sword to bear against evil, in what ever form it may take. He is decisive in battle and often acts before the enemy can ready themselves.

Pharos struggles at times, reconciling the duality of his existence. But he takes great comfort in his faith, and though he doubts himself at times, trusts that Pelor has laid out this path for him to follow.

Background: Pharos' mother was an attractive human woman of common stock who lived in a village on the edge of Black Pine Forest. She became involved with a elven nobleman, whom she met secretly in secluded glades within the forest. When she reveiled to her lover that she was with child, he became very upset. An elven noble could not have a half-breed child turning up at court, it would be an outrage. He gave her a purse ful of coins and begged her to travel far from the forest and dispose of the baby. Theona was shocked at her lover's reaction. She did leave her village, out of anger with him, and traveled to Andeluvay. She sought refuge in the Pelorian temple and donated the coins she had been given to the church.

When the time came she bore Theodred, Pharos' given name, and wept as his green elven eyes faded to a dull blue. The temple preists were surprised to see the sunburst birthmark on the nape of his neck. The High Priest of the temple at the time had recently communed with Pelor and been told to expect the arrival of a great warrior of the faith who would be known by the sunburst. Theodred and his mother, who had joined the temple as a layperson, lived with the priests as they tried to divine the meaning of Pelor's cryptic communion. As Theodred grew, he would accompany the priests as they made their rounds about the city. He would also help out in the stables, and enjoyed taking the temples horses riding to give them excercise. When he was of age, he began to train with the temple guard, and found he was a natural with the bastard sword. Some of the priests wanted to train him as a clergymen, as he obviosly had the talent, but again they were rather cryptically told by servents of Pelor that the boy would come to the faith in his own time and in his own way.

When he was grown, Theodred joined the ranks of the temple guard. He was taken on as a squire by the guard captain, Renshal, who had also conducted much of the boy's training. Theodred was quite content with his life until the day it all changed.

Some of the undead that were tasked with cleaning the sewers came up missing at about the same time that brigands started taking a toll south of the city. Lissandra suspected that the two things were related, and dispatched Renshal and a small group of guardsmen to investigate. They were ambushed by zombies in a wood were the brigands had been striking, Renshal was thrown from his horse and broke his leg. The zombies were on him quickly, and would have killed him if Theodred had not charged in to save him. Not knowing much about undead, Theodred held up his holy symbol and a great light radiated from it, destroying the remaining zombies. Renshal was in awe, as Theodred had manifested clerical powers with no training. Surely this was a miracle. They returned to the temple and Renshal related the events to Lissandra.

Lissandra called Theodred to the chapel and told him of the prophecy that he seemed to be fulfilling. She welcomed him into the priesthood, and answered as many questions as she could. She anointed him with the name Pharos Victorix, and gave him a look that Pharos thought to be one of familiar pride. She also presented him with "the Lion of Pelor", a shield that had been wielded by past champions of Pelor, saying that he had shown himself worthy of wielding it. When this was done, a hobbled Renshal entered the chapel. He was carrying something in a magnificently carved wooden case. He presented it to Pharos, as a reward for saving his life. The case contained the masterwork bastard sword that Renshal had carried for years. He wanted Pharos to use it to cut through the darkness of whatever evil lingered in the world.

Pharos has worked ever since as an agent for Pelor in a troubled world.


Pharos' Mount

Goldfire
Warhorse, Light
Large Animal

Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +6 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
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 230lbs. or less, Medium load - 231-460lbs., Heavy load - 461 - 690lbs., Goldfire can drag 3,450lbs.

Goldfire is a golden-colored horse with a slightly darker mane. He is large enough for an armored rider, and excellent in attacking. He is also very vain and loves to be brushed and groomed. Goldfire is outfitted with a dark golden brown leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick). Goldfire knows the following tricks: Attack, Defend, Guard, Perform (parade), Come, and Stay.
 
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Aeron Malthis
Male Human Radiance Genasi Sorc 1

Alignment: Chaotic Neutral (Good leaning)
Height: 5' 3''
Weight: 120lbs
Hair: Blonde (slicked back)
Eyes: Lavender
Age: 17

Str: 8 (-1) [+2 points]
Dex: 14 (+2) [+6 points]
Con: 12 (+1) [+6 points]
Int: 14 (+2) [+4 points]
Wis: 12 (+1) [+4 points]
Cha: 18 (+4) [+10 points]

Class and Racial Abilties:
1 feat at first level, 16 skill points at first level, 4 skill points at each level after 1st, +1 racial bonus vs fire spells and effects, which scales with level +1 bonus vs spells that affect their victims through light and colors, -4 Hide penalty, immune to being blinded by light, can cast daylight 1/day, Fire resistance 5

Hit Dice: 9+1d4+1
HP: 13
AC: 12 (+2 Dex)
Init: +2 (+2 Dex)
Speed: 30ft
Armor Check Penalty: 0

Saves:
Fortitude +1
Reflex +2
Will +3

BAB: +0
Melee Atk: -1 (1d6-1/1d6-1 quarterstaff, x2)
Ranged Atk: +2 (1d6 light crossbow 19-20/x2)

Skills: (20 skill points from 1st level (4 x 4) +4 (human))
Bluff +5 (1 rank, +4 Cha)
Diplomacy +5 (1 rank, +4 Cha)
Knowledge (arcana) +5 (3 ranks, +2 Int)
Knowledge (nobility) +3 (1 rank, +2 Int)
Spellcraft +5 (3 ranks +2 Int)
Concentration +5 (4 ranks, +1 Con)
Craft (wand) +4 (2 ranks, +2 Int)
Sense Motive +2 (1 rank, +1 Wis)



Feats:
Eschew Materials (1st level feat)

Languages
Common, Elven, Dwarven.

Sorcerer Spells:
0th level (5 times per day): Prestidigitation, Read Magic, Detect Magic, Flare

1st level: (3+1 times per day): Color Spray, Hypnotism

Equipment:
4 potions of cure light wounds [200gp], 4 potions of mage armor [200 gp], 2 potions endure elements, [100 gp] backpack, bedroll, 50ft. hemp rope, light horse, bit and bridle, saddle, belt pouch, flint and steel, 3 sunrods, two flasks of alchemist's fire, spell component pouch, noble’s outfit, two bottles of wine w/glass, Traveller’s outfit, Riding Saddle, 2 Saddlebags, Family Signet Ring, gold signet ring [5 gp], small silver chain [15 gp], 74 gold pieces

Special Item:
Staff of Friendship - This elegant hardwood staff is made from five different woods, put together like a marvelous puzzle. It is pleasing to the eye and marks the bearer as a person of taste and refinement, with an eye to the better things in life. To that end, it allows the bearer to extend his goodwill to those that might be reluctant. It is a +1 quarterstaff that allows one to cast charm person 1/day, DC 15 (cast at first level).

Appearance:
Aeron is a rather short, thin young man, whose handsome face usually it lit up with mirth or happiness. His skin immediately screams forth his unusual ancestry. His skin is a pleasant sky blue, and glows faintly with a bluish tint. Long locks of blonde hair hang to his shoulders, though normally they are tied together in a ponytail. His eyes, large for his small frame, are a slight shade of lavender.

Normally one finds him dressed in upper-scale clothing, befitting a someone who works in a noble house. He wears a gold signet ring bearing the mark of House Ravenscale, as well as minor jewelry enhancing his already naturally appealing features.


Personality:
Aeron tends to be rather cheerful and happy, looking on the bright side of things. This trait can sometimes be welcome, at other times irritating. His background, not understanding or knowing why his parents forced him out, has made him confused about the world slightly as well.

At times he can be the “King of Glib” as well... chattering away excitedly and happily about life at home, parlor magic, or fun subjects. Partly due to his background of working in a noble house, and partly because of his radiance genasi background, he has a way with people... getting to know them, and getting on their good sides.

Background:
Aeron was born into a rather unique family. His father and mother were both servants of the Ravenscale family of nobles, whose manor was near Andeluvay. His parents both had taken the ceremonies to become radiance genasi, like their parents before. Like their forefathers, they also served in the Lord and Lady’s staff... as “entertainment enhancers.”

Before a bard, magicians, or even juggler would come before the Lord, Lady, or their guests, his parents, Ilbaren and Dylna Malthis, would meet with them, and attempt to find what their acts would be. Then, they would use their genasi traits, coupled with the natural sorcerous magic in their veins, to add brilliance, color, and illusions to the performance.

The Ravenscales, and more specifically the Malthis family, became well known among the select group of entertainers that travelled in and around the area of the Ravenscale keep.

Aeron learned these from his parents. Like his mother, prestidigitation became a key spell in his training. However, his parents and others quickly noticed that magic in Aeron was much stronger than it was in either of his parents. When he became stressed, items would shift and move... when he became frightened, lights would dash about at random. Soon it was apparent that he had sorcerer’s abilities.

Lord and Lady Ravenscale insisted that Aeron undergo the genasi rites as his ancestor’s had... they viewed him as a possible penultimate to increase the popularity of their parties, increasing their social standing. Aeron’s parents, meanwhile, did not want their son, obviously so gifted, to be limited to such an existence. Without his knowledge, they quietly made arrangements... all the while teaching him aspects of social entertainment and nobility, hoping their son could make a name for himself one day.

The night after Aeron took his genasi rites, his parents brought to the docks along the river near their home, and told him of their two years of planning. They handed him the fare they had scrimped and saved, and hustled him onto the boat... telling him they loved him.

Confused and frightened, Aeron spent the first few months trying to find his way around. The ferry dropped him off in Andeluvay, and he spent six months wandering the city, doing small odd jobs such as entertaining with his “parlor magic.”

Finally, a few months ago, he was desperate for work and wandered into a building he’d never seen before... the Adventurer’s Guild. He found a party that was on its last adventure, setting out to take out a few kobolds that were menacing a caravan route. Their sorcerer had already retired, and they took Aeron in.

The quest lasted only three days, and after its completion, the group vanished. During its course, Aeron managed to tap into more powers of his sorcerer’s ability, but his time with the wizened older ones was so short some of their caution and common sense did not have time to wear off on him...
 
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Cannibal_Kender

First Post
Zafira
Female Fire Genasi Fighter 1
Alignment: Chaotic Good
Height: 5'8"
Weight: 130 lbs
Hair: Red
Eyes: Hazel
Age: 18

Str: 14 (+2) [+6 points]
Dex: 14 (+2) [+6 points]
Con: 14 (+2) [+6 points]
Int: 15 (+2) [+6 points]
Wis: 10 (+0) [+4 points]
Cha: 14 (+2) [+4 points]

Class and Racial Abilties:
2 feats at first level, 16 skill points at first level, 4 skill points at each level after 1st, +1 racial bonus vs fire spells and effects, which scales with level, can control intensity of fire 1/day, Fire resistance 5

Hit Dice: 8 (1st)+ 7 (2nd) + 4 (con)
HP: 19
AC: 17 (+2 Dex, Chain Shirt, Buckler)
Init: +2 (+2 Dex)
Speed: 30ft
Armor Check Penalty: -3

Saves:
Fortitude: +4 (2 fighter, 2 Con)
Reflex: +2 (2 Dex)
Will: +0

BAB: +1
Melee Atk: +4 (1d6+3+1 Desert's Fire, 18-20/x2)
Ranged Atk: +3 (1d8+2 mighty composite longbow (Str +2) x3)

Skills: (16 skill points from 1st level (4 x 4)
Intimidate +3 (1 ranks, +2 Cha)
Ride +6 (4 ranks, +2 Dex)
Survival +2 (2 rank cc)
Craft (bowmaking) +5 (3 ranks, +2 Int)
Handle Animal +6 (4 ranks, +2 Chr)

Feats:
Mounted Combat (1st level feat)
Ride-By Attack (Fighter Feat)

Languages:
Common, Nessarine, Planestongue

Equipment:
Chain Shirt [100 gp], Mighty Composite Longbow +2 [300 gp], 20 arrows in quiver [1 gp], Desert's Fire, backpack, bedroll , 50ft. hemp rope, military saddle, belt pouch, flint and steel, Waterskin, Whetstone, Saddlebags [32 gp], 3 gp

Magical Item:
Desert's Fire - Zafira's scimitar is made from a kind of metal generally only seen in three places; the elemental plane of fire, around the volcanos of the Firespine Mountains, and in the Unwanted Desert's harshest regions. Known as fire iron or fever iron, this metal is laced with the pure essence of fire and heat. It has a distinctive reddish hue. Desert's Fire is a +1 weapon that deals an additional 1 point of fire damage per hit.

Chaos: Light Warhorse

Appearance:
Zafira is a moderately tall young woman. Her skin is somewhat dark, and her hair a vibrant red. Her eyes are hazel. She tends to dress in travelers clothes (brown in color) over her chain shirt. She usually wears a brown cloak with the hood up, and a brown scarf over her lower face. Zafira acts with a purpose; no movements are wasted. At her side is a scimitar, and on her back a longbow and quiver.

Personality:
Zafira is somwhat serious, though she enjoys humor. Her face (when seen) usually betrays her curiousity for the world around her. Due to her past in the desert, she is always alert for danger. Zafira is filled with a need to explore and see new things.
Zafira does not bond or make friends quickly; once she does though she is a loyal ally. Zafira is skilled in combat, though she does not go out of her way to fight, and will avoid fighting if possible. Having been raised by humans, Zafira lacks the arrogance of some genasi.
She is not very religious (her tribe is more concerned with day to day survival, though they honor some of the smaller gods). She finds the whole idea of fighting over religion, and opposing faiths, very strange.
Her light warhorse Chaos, is her closest companion, and she is very protective of him.


Background:
Zafira was born to one of the nomadic tribes that wander the Unwanted Desert bordering the Forbidden Lands. Her father trained horses, and Zafira learned to ride from an early age. Her mother died in childbirth two years after Zafira was born, and she and her younger brother were raised mostly by their extended family. Though the only genasi in her tribe (some elemental blood way back on her father's side), Zafira was accepted by the tribe, and led a normal (for her) life. She does not know much about her elemental heritage.
Her tribe was smaller than usual, so they had to be extra wary for monsters and such. The camp was always in a state of readiness, and they did not usually stay more than a few days in one location. Zafira learned marshal weapon skills at an early age. She became very proficient with the longbow. The scimitar was also one of her favorite weapons.
Life was not always hard though. Once a year the tribe would visit Benshay, to sell their crafts. The city always fascinated Zafira, being her first exposure to foreign cultures and ideas. It ignited in her a desire to travel, and see other strange people and things.
When she came of age at 15, Zafira chose to become one of the tribes warriors. On her birthday her father gifted her with a light warhorse which she named Chaos. With a horse of her own, Zafira would often venture far from the tribe. She only felt truly free when she was riding. Her excursions grew longer and longer, as she explored the desert.
Finally, at 17, her need to explore grew so great that she asked her father if she might take her leave of the tribe to journey. This was not so very odd, sometimes young warriors would feel and wanderlust and journey for several years before returning to the tribe and settling down. Zafira's own grandfather was one of these. He father granted her request.
Zafirah packed her things, said goodby to her family, and set off to explore. She left the desert, and has been wandering for over a year now. She is especially fascinated by cities, as they are so different from her former way of life. She likes to learn new customs and ideas (though they often baffle her). She does odd jobs every now and again, to earn money for her travels, and has been a guard on several caravans.
 
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Fangor the Fierce

First Post
Ashlie
Female Dust Genasi
Rogue 1
Alignment: Chaotic Neutral
Height: 5' 7''
Weight: 121 lbs
Hair: Silver
Eyes: Gray
Age: 19


Str: 14 (+2) [6 points]
Dex: 18 (+4) [6 points, +4 Racial]
Con: 12 (+1) [6 points, -2 Racial]
Int: 16 (+3) [6 points, +2 Racial]
Wis: 10 (+0) [2 points]
Cha: 12 (+1) [6 points, -2 Racial]

Class and Racial Abilities:
Darkvision 60’, Does not breathe, Sneak Attack, Trapfinding, Disarm Trap, 11 Skill Points per level, 44 Skill Points at Level 1

Hit Dice: 1d6+1 (+8 Free +1 Con)
HP: 14
AC: 17 (+4 Dex, +3 Armour)
Init: +4 [+4 Dex)
Speed: 30ft
Armor Check Penalty: 0

Saves:
Fortitude +1 [+0 base, +1 Con]
Reflex +6 [+2 base, +4 Dex]
Will +0 [+0 base, +0 Wis]

BAB: +0
Melee Attack: +2
Rapier AttBonus +2, 1d6 Dmg, 18-20/x2

Ranged Attack: +4
Shortbow AttBonus +4, (+5 if w/in 30ft), 1d6 Dmg, x3

Skills:
Balance +5 [1 ranks, +4 Dex]
Climb +3 [1 ranks, +2 Str]
Disable Device +7 [4 ranks, +3 Int]
Disguise +2 [1 ranks, +1 Cha]
Escape Artist +6 [2 ranks, +4 Dex]
Gather Information +2 [1 ranks, +1 Cha]
*Handle Animal +2 [1 ranks, +1 Cha]
Hide +12 [3 ranks, +4 Dex, +5 Cloak]
Jump +6 [4 ranks, +2 Str]
Listen +4 [4 ranks, +0 Wis]
Move Silently +13 [4 ranks, +4 Dex, +5 Cloak]
Open Lock +8 [4 ranks, +4 Dex]
Search +7 [4 ranks, +3 Int]
Sleight of Hand +7 [3 ranks, +4 Dex]
Spot +2 [2 ranks, +0 Wis]
Tumble +6 [2 ranks, +4 Dex]
Use Magic Device +2 [1 ranks, +1 Cha]
Use Rope +5 [1 ranks, +4 Dex]

Feats:
Dust Cloud (1 per day), Point Blank Shot

Languages
Common, Halfling, Elven, Undercommon

Equipment:
4 Potions Cure Light Wounds (180gp), Masterwork Thieve’s Tools (100gp), Riding Dog - Shilo (150gp), Saddlebags for Shilo (4gp), Masterwork Studded Leather Armour (175gp), Rapier (20gp), Shortbow (30gp), 20 Arrows (1gp), Disguise Kit (50gp), 2 Caltrops (2gp), Backpack (2gp), Silk Rope (10gp), Grappling Hook (1gp), Thunderstone (30gp), 2 Weeks Rations (6gp), 2 Sunrods (4gc), 1 Map Case (1gc), Signal Whistle (8sp), Signet Ring (5gc), Belt Pouch (1gc), 2 Weeks Feed for Earth Hammer (7sp), 10 Chunks of Meat for Shilo (3gc), Earth Hammer - Light Warhorse (170gp)

~~~~~~~~~~~~~~~~~~~~~~~
Shilo
Riding Dog
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Challenge Rating: 1
Advancement: —
Level Adjustment: —
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

Shilo is a a brown and white St. Bernard, which is a rarely seen dog in these parts. He is a kind dog, and gets along well with most of the people that Ashlie meets. He is very protective of Ashlie, as they have grown together for the past few years. He has travelled with his master Shalimar before being given to Ashlie as she left on her own journey. He knows the following skills: Attack, Come, Defend, Down, Guard, and Heel
~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~
Earth Hammer
Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +5 melee (1d4+4) and bite +0 melee (1d3+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 300lbs. or less, Medium load - 301-600lbs., Heavy load - 601 - 900lbs., Earth Hammer can drag 4,500lbs.

Earth Hammer is a dark brown horse with heavy muscles. He has a wicked kick and is very strong. He is very stoic and very little impresses him. He doesn't tend to shy or buck. Earth Hammer is outfitted with a dark brown leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick). Earth Hammer knows the following tricks: Attack, Defend, Guard, Down, Come, and Stay.

~~~~~~~~~~~~~~~~~~~~~~~


151gc 1sp 5cp in Belt Pouch

Special Item:
Smokecloud - Your dark cloak is finely made from a deep smokey black material, perfect for moving about unseen in darkness, even muffling the sounds of movement. It gives you a +5 to your Hide and Move Silently checks, and once per day can be commanded to create an obscuring mist as a first level caster.

Appearance:
Ashlie is a medium sized young woman. Her appearance can be somewhat deceiving, as she tends to cover most of her skin in clothing. Black leather gloves that go past her elbows, a charcoal colored cloak with a hood, black leather boots that come to her knees, and the general traveler’s outfit that covers up most everything else. Her hair, when not masked by the hood, is shining silver. Her eyes are gray as the storm clouds. She was blessed with the more charismatic features than normal dust genasi, and has found that she can disguise herself as a normal human at times. Her facial features tend to be more stern-like than other dust genasi. She has a tattoo of a crescent moon on the back of her neck, yet doesn’t know what it symbolizes.

Personality:
Ashlie is a smoke genasi through and through. Her fascination with death has lead her to odd jobs of seeking out lost adventurers, and returning their bodies back to their families for proper burial. Her sarcasm is not timid, and she does not hold it back either to strangers. Her loyalty is to nobody, and she tends to be a wanderer of sorts. Her unique traits have landed her the various odd jobs and she is often looking for a good job do take up and show her skills, or rather work on fine tuning them. She likes keeping to herself, and often wanders off on her own, as if searching for something. When nervous or near danger, she begins scratching the back of her neck.

Background:
She is a sort of lost soul, as she does not know who her real parents are. Her first memory is that of a deserted town, with all the houses emptied. There were no signs of strife, only desolation. She remembers walking around, searching for her parents. She did not cry, but only sat and waited. While sitting, she remembered that a nearby cottage, emptied and quiet, had a flower garden outside. All of the flowers had died, save for one. She watched that flower for hours, until she decided that she must leave. Upon wandering the roads, she came upon a wooden shed, with various supplies. She managed to pry open the lock, and found an old cloak for warmth. The Halfling owner then surprised her by showing up then, and instead of running her off, he saw something in her eyes that changed his mind. He began raising her and taught her how to cope with the dry skin by covering it, and then began teaching her his trade. He was a rogue of sorts, hired by various people to “repossess” various items. He began taking Ashlie on his voyages, and used her to his advantage, seeing that children were mainly dubbed as non-threatening. She learned his trade and upon turning of age, she began wandering the countryside, searching for an answer to her questions. Her tattoo often gave a sharp tingle when she became nervous, or danger was near; which often made her scratch the back of her neck.
 
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Temujin

First Post
Sakurai 'Saku'
Male Human Fighter 2

Alignment: Neutral Good
Height: 6'9"
Weight: 224 Lbs
Hair: Black (dreaded)
Eyes: Brown
Age: 22

STR 16(+3) [10pts]
CON 14(+2) [6pts]
DEX 15(+2) [8pts]
INT 08(-1) [0 pts]
WIS 10(+0) [2pts]
CHA 14(+2) [6pts]

Class and Racial feats:
1 feat at first level
4 bonus skill points at first level and 1 extra skill point/level.

Hit Dice: 10+1D10+4
HP: 21
AC: 14 (+2 DEX, +2 Stoneheart)
Init: 2 (+2 DEX)
Speed: 30ft
ACP: 0

Saves:
Fort.: +5 (+2 CON)
Ref.: +2 (+2 DEX)
Will: +0

BAB: +2

Melee:
Unarmed + 6 (BAB+STR+IUS+FOCUS) [1D3+3] 20/x2
Grapple +10 (BAB+STR+IUG+FOCUS)
Falchion +5 (BAB+STR+MW) [2D4+4] 18-20/x2
Dagger +5 (BAB+STR) [1D4+3] 19-20/x2
Falchion + Stoneheart + 6 (BAB+STR+MW+1) [2D4+5] 18-20/x2
Grapple + Stoneheart +11 (BAB+STR+IUG+FOCUS+1) [1D3+4] 20/x2

Ranged:
Dagger(thrown) +4 (BAB+DEX) [1D4] 19-20/x2
Acid (thrown) +4 (BAB+DEX) [1D6+Splash] :: TOUCH ATTACK

Skills:
Climb +7 [4/+3 STR]
Intimidate +7 [5/+2 CHA]
Jump +4 [1/+3 STR]
Ride +2 [0/+2 DEX]
Swim +3 [0/+3 STR]

Feats:
Improved Unarmed (Basic)
Improved Grapple (Human)
Weapon Focus (Unarmed) (Ftr1)
Weapon Focus (Grapple) (Ftr2)

Languages: Common

Equipment:
MW Falchion (375gp)
Leather Doublet (10gp)
Backpack (2gp)
2x Daggers (4gp)
Potion (Enlarge Person) (250gp)
4x Potion of Mage Armor (50gp)
Leather Boots (1gp)
Heavy Leather Gloves (1gp)
5x Acid (50gp)
Vial Holder (10gp)
Manacles (15gp)
Lock (average) (40gp)

Wealth: 100gp

Magic Items:
Stoneheart - This is a series of copper rings twisted into Saku's hair by a curiously concerned priest of Kord, the god of strength. Impressed by your tenacity in a barfight, the half-orc, who called himself Grumki, said you were worthy of this boon, as you showed true dedication to strength.

The rings act as an amulet of natural armor +2, and once per day will give you a +1 to attack and damage with your unarmed attacks for 5 rounds. This takes a standard action to activate, with the words, "I call upon the Strength of Kord!"

Pets/Mounts:
Viper
Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (25 hp)
Initiative: +1
Speed: 65 ft. (13 squares)
AC: 16 (–1 size, +3 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite +4 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 16, Dex 16, Con 17, Int 2, Wis 16, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 230lbs. or less, Medium load - 231-460lbs., Heavy load - 461 - 690lbs., Viper can drag 3,450lbs.

Viper is a coal-black horse with a wicked temper. He had several scars on his hide from being struck with whip, crop, or spurs. He likes to use his teeth, and if he can't bite an enemy, he'll bite his rider. Viper is outfitted with a black leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick), all are embroidered with scarlet thread. Viper knows the following tricks: Attack, Defend, Guard, Scare (a perform trick where he bares his teeth, screams, rears, and tries to look intimidating), Assist Attack, and Savage (a special attack where he attempts to maim to prevent escape).


Appearance:
Standing 6'9" and heavily built, Saku stands out in a crowd. His dark brown skin and heavily dredded hair both help to enforce his nature. His eyes are dark brown are cold and indifferent. He generally wears loose trousers and sandals, as well as wrapped bandages around his hands, hidden by his large gloves. His back is scarred from past lashes; a sign of tender ministrations by the city guard.

Personality:
He is generally quiet and imposing, prefering body language to actual speech. He cares little for others, and will generally only stay with a group as long as it profits him. He has few real friends, but those he has he treats as family, and would protect them as readily as himself. He is prone to following his will and desires, and is often caught walking out on tabs or similar signs of indifference towards others. Theft is not above him, however he rarely commits such an act, prefering open extortion. As it stands, he is searching for something to guide him, a purpose. Scanning his daily surroundings brings little hope, and he desperately searches for a goal to fill his bleak life. Outwardly, he stands a menacing and powerful thug, prone to rash violence and hasty actions. Inwardly, he is calculating and efficient, with a seemingly instinctual knowledge of how to lead people.

Background:
Life can be tough sometimes. Growing up on the streets is an all too common sight in large cities, and the conditions and violence that many have to endure lend a troubling life indeed. Sakurai was one of the lucky ones. Growing up in Gajin, he was always bigger than others, and as such was able to fend for himself. Those on the streets either learn quickly or perish, and he was no different. His body toughened up from years of combat
and abuse, and his wits grew sharper. Power was the language of the streets, and power was safety. Intimidation became Sakurai's weapon of choice, followed closely by his fists. He looks out only for himself, but is not
above protecting children or the weak. No one is innocent in his eyes, a result of his hard years being conditioned and trained to the harsher realities of life.
 
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Verbatim

Explorer
Jabin Jarek

Jabin Jarek
Male Ooze Gensai Diviner 1
Alignment: Lawful Neutral
Height: 5' 0''
Weight: 180lbs
Hair: Black
Eyes: Green
Age: 21

Str: 11 (+0) [3 points]
Dex: 16 (+3) [10 points]
Con: 16 (+3) [4 points, +4 racial]
Int: 16 (+3) [10 points]
Wis: 12 (+1) [4 points]
Cha: 7 (-2) [1 point, -2 racial]

Class and Racial Abilties:
1 feat at first level, +1 racial bonus vs acid spells and effects, cast grease 1/day as per spell, Acid resistance 5, summon familiar, Scribe Scroll Feat at 1st level.

Hit Dice: 8+1d4+6
HP: 17
AC: 13 (10 + 3 dex) (17 with Mage Armor)
Init: +3 [+3 Dex)
Speed: 30ft
Armor Check Penalty: 0

Saves:
Fortitude +3 [+0 base, +3 Con]
Reflex +3 [+0 base, +3 Dex]
Will +3 [+2 base, +1 Wis]

BAB: +0
Melee Atk: +0 (1d4, 19-20x2, dagger)
Ranged Atk: +3 (1d8, 19-20x2, 80ft. range, light crossbow)

Skills:
Concentration +5 [2 ranks, +3 Con]
Craft (Woodcarving) +5 [2 ranks, +3 Int]
Decipher Script +5 [2 ranks, +3 Int]
Knowledge (Arcana) +7 [4 ranks, +3 Int]
Knowledge (Planes) +5 [2 ranks, +3 Int]
Knowledge (Architecture) +5 [2 ranks, +3 Int]
Search +4 [1 rank, +3 Int]
Spellcraft +7 [4 ranks, +3 Int]


Feats:
Scribe Scroll (bonus feat)
Extend Spell (1st level feat)

Languages
Common, Draconic, Dwarven, Goblin

Spellbook: 0- all
1st: Identify, True Strike, Mage Armor, Shield, Disguise Self, Comprehend Languages, Enlarge, Feather Fall, Sleep, Spider Climb, Alarm*, Magic Missle*, Detect Secret Doors*, Detect Undead*

*= Purchased

Memorized Spells (3/3*) *= One must be Divination

0- Read Magic, Detect Magic, Mending
1- *, Mage Armor, Sleep *=left blank, but will need an hour to prepare before he can cast it.


Equipment:
Backpack
-Spellbook
-bedroll
-flint and steel
-spare tunic and breeches-
-3 sunrods
-4 Potions of Cure Light Wound
-2 oils of Mage Armor
-Carving knife
-4 blocks of wood
belt pouch
Scrollcase
-1 Scroll of Invisibility
-1 Scroll of Blur
-1 Scroll of Mirror Image
2 daggers
Light Crossbow
20 bolts

Special Equipment:

Scarlet - This is a soft red sash, made from soft wool and embroidered with a design of flying cardinals. It was one of Vanget's favorite possessions, and one he insisted you take when he was gone. It allows the possessor to conjure a small figment of a cardinal at will (it must stay within 10 feet of the owner). In addition, twice per day, the wearer may see as if with a bird's sight. They may see clearly at a distance of 300 yards, and at a fixed point of up to 50 feet in the air (though it must be directly above the owner). This sight lasts for 5 minutes each time.

Mount

Honeybee
Mule
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +5
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 16, Cha 6
Skills: Listen +9, Spot +9
Feats: Alertness, Endurance
Environment: Warm plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 230lbs. or less, Medium load - 231-460lbs., Heavy load - 461 - 690lbs., Honeybee can drag 3,450lbs.

Honeybee is a light brown mule of placid demenor. She was a former wizard's mount and learned some unusual tricks from him. Honeybee is outfitted with her former master's gear, a green leather riding saddle, a bit and bridle (her name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick, as well as two small metal vials full of something). Honeybee knows the following tricks: Defend, Guard, Rescue (will carry master away from combat), Hold (will grapple someone and hold him with her teeth), Seek, and Fetch.

Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling

Coinage
25 gp

Appearance:
Standing only a little above five feet in height with continual sweat soaked skin and smelling strongly of stagnant water, many sum up Jabin Jarek with one word, disgusting. While he is not a bad person at heart, few can see beyond his bloated pasty features to harness the keen intellect trapped underneath a husk of skin that feels as malleable as cooking fat.

However, while his outer features may leave much to be desired, there is nothing wrong with the mage's mind, or his magical abilities. Using his spells and other skills to the best of his ability, thus far Jabin has never let one of his clients down.

Personality:
While Jabin’s exterior features may make him appear to be a creature from a children’s fable, in his heart, Jabin wants nothing more than to be respected for the abilities he possesses. However, Jabin has not had many chances to interact with people in a positive manner and his social skills leave much to be desired.

He has dedicated his magical studies to the field of divination in hopes that as his mastery of the weave grows, so will his usefulness to the world around him.


Background:
Jabin never asked to be different than anyone else around him, although he learned early on from those around him just how different he truly was. While the priests of the orphanage tried to soften the sting of the verbal barbs and taunts, they could do little to keep the growing child from pulling deeper and deeper into his own world.

When Jabin was eleven, he was introduced to Vanget Jarek and for the first time, Jabin felt he was being seen as something other than a freak of nature. Vanget was a mage of moderate abilities, and when his health began to fail him, he returned home hoping that perhaps some time away from the rigors of the road would be in his best interest, and when the priests spoke of a bright but withdrawn lad, Vanget thought that perhaps they could both be of assistance to the other.

Vanget began schooling Jabin on the workings of the weave, and was pleased at how easily working magic came to the genasi. Jabin in turn ran errands for Vanget and slowly realized that while people did not rush to meet him, they also no longer sought to avoid his presence either. For the second time in his life, Jabin felt as if he was slowly beginning to belong in this world after all.

However, all good things must come to an end, and his apprenticeship with Vanget was no different. For almost a decade, Jabin stayed with the man who had become a father to him, and when the illness that had slowly eaten away at Vanget’s body finally claimed him, Jabin found himself alone once again. Taking only his spellbook and a few other basic items needed for the road, Jabin Jarek took his first steps into an uncertain future.
 
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Rhia

First Post
Azure Rentlon
Female Radiance Genasi Bard 1

Alignment: Neutral Good
Height: 5' 8''
Weight: 135lbs
Hair: Coral
Eyes: Bright Green with gold flecks
Skin: Sea blue
Age: 19

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

Class and Racial Abilties:
darkvision, 60'; +1 racial bonus vs fire spells and effects (scales); +1 bonus vs spells that affect victims through light and colors (scales); -4 Hide penalty; Immunity to blinding by light; Cast Daylight 1/day as a sorcerer of my level; Fire resistance 5; -2 str and con, +2 int and cha [incorporated in stats below]; bardic music; bardic knowledge (1d20+3 [+1lvl +2int])

Game Notes:
All genasi receive 8 +con hp at 1st lvl. Leveling up receives 75% +con. [6+con?]

Hit Dice: d6
HP: 14
AC: 14 (+2 Dex, +2 Armor) Touch +12, Flat Footed +12
Init: +2 [+2 Dex)
Speed: 30ft (20ft carrying med load)
Armor Check Penalty: 0

Saves:
Fortitude +1 [+0 base, +1 Con]
Reflex +4 [+2 base, +2 Dex]
Will +2 [+2 base, +0 Wis]]

BAB: +0
Melee Atk: +0 (1d6+0, 18-20x2/P, rapier)
Ranged Atk: +3 (1d6, 19-20x2/P, 80ft. range, light crossbow, masterwork)

Skills:
Bluff +8 [4 ranks, +4 Cha]
Concentration +5 [4 ranks, +1 Con]
Diplomacy +8 [4 ranks, +4 Cha]
Disguise +6 [2 ranks, +4 Cha]
Gather Information +6 [2 ranks, +4 Cha]
Hide +0 [2 ranks, +2 Dex, -4 Racial]
Move Silently +4 [2 ranks, +2 Dex]
Perform (Horns) +8 [4 ranks, +4 Cha]
Perform (Strings) +8 [4 ranks, +4 Cha]
Perform (Wind) +8 [4 ranks, +4 Cha]

Feats:
Spell Focus (Enchantment): (1st level)

Spells Known:
Save DC: 14 [10 +4Cha] + spell level (Enchantments additional +2)
0th [2/day] ~ Dancing Lights, Ghost Sound, Message, Prestidigitation

Languages
Common, Planestongue, Elven

Equipment:
backpack [2 lbs, 2gp]
rapier [2 lbs, 20gp]
light crossbow, masterwork [4 lbs, 335gp]
bolts, 60 [6 lbs, 6gp]
leather armor [15 lbs, 10gp]
flute, masterwork [3 lbs, 100gp]
horn, natural [3 lbs, 5gp]
lute, masterwork [3 lbs, 100gp]
spell component pouch [2 lbs, 5gp]
potion of Cure Light Wounds, 2 [2 lbs, 100gp]
scroll of Daze, 2 [25gp]
scroll of Know Direction [12gp 5sp]
scroll of Lullaby [12gp 5sp]
scroll of Mage Hand [12gp 5sp]
bedroll [5 lbs, 5sp]
flint & steel [1gp]
waterskin [4 lbs, 1gp]
trail rations (5 days worth) [5 lbs 2gp 5sp]
Opalfire - This elegant silver necklace bears a large water opal, normally colorless except in sunlight, where it shows a beautiful cascade of blues, greens, and golds. Once per day, when willed silently, it outlines all invisible creatures within thirty feet with blue and golden faerie fire. This effect lasts for five rounds.
Money: 240 gp 7sp 0cp

Cherry Blossom
Light Horse, Large Animal

Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof –2 melee (1d4+1)
Full Attack: 2 hooves –2 melee (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 10
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Challenge Rating: 1
Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.

Cherry Blossom is a lovely roan horse with a sweet disposition and elegant manner. She is a showy animal that loves to parade and show everyone how beautiful she is. Cherry Blossom's gear includes a dark red riding saddle, bit and bridle with her name worked into it, and a pair of saddlebags. She knows the following tricks: Perform, Fetch, Seek, Defend, Home, and Flee.


Appearance:
Azure is tall and graceful. She walks with a perpetual sway of her hips, though not intentionally to be suggestive. She has skin the color of the sea, thus her mother named her Azure. Her hair is the color of coral which is full and flowing. Her eyes shine bright green with flecks of gold. She has a small birthmark shaped like a goldfish on her right knee. She wears skirts and peasant blouses, hoops on her ears, and decorative chains around her waist and hips. She carries a backpack with her instruments hanging from it. A crossbow is strapped to her back and a rapier to her side, when she's adventuring. She has procured some leather armor, especially made to fit her form, to give her some protection.


Personality:
Azure laughs easily and delights in the differences of others. She has no conceptual understanding of the desire to be left alone. She admires beautiful people as well as beauty in nature, art, and jewelry. The lack of physical beauty in others does not bother her, she simply wishes for them to have beauty and joy in their lives. She delights in simple pleasures and can seem silly or naive. This can work for her as others underestimate her. When a rare foul mood does strike her, all can tell for she becomes withdrawn until the mood passes.


Background:
"You don't understand. You've never understood. You can't just keep me here, trapped like a bee inside a jar; I can see the world out there but can't get to it. Look, I'm grown and I want to see things, feel things, experience things, all the things you and mom got to do before..." The words were rolling off Azure's tongue so fast she couldn't stop herself from mentioning her mother in time. She abruptly halted herself, clamping her mouth shut and looking down at the floor in repentance. "I'm sorry. I.. " she started to apologize but was suddenly cut off by her father.

With wounded eyes, her father snapped, "Enough." He folded his arms over his chest and started to pace with his mouth screwed up in anger. What seemed like an eternity passed before Azure finally heard her father's somewhat softened voice begin the same old lecture, "Your mother was everything to me. You were everything to her. It is my duty to keep you from the same fates that ended her life..."

---------------------------------
Azure's mother, Sharra, had been an exceptional bard. She and Fenrin were married young and traveled extensively together, Sharra singing and playing while Fenrin gave dramatic readings. They traveled just about the entire breadth of Low'verok. When they were restless with inns and taverns, they hired on with make-shift adventuring groups. Azure was born to them a few years after their marriage. Sharra doted on the baby, taking her everywhere. This, of course, was frowned upon by many who insisted a baby should not be on the road. Sharra finally succumbed to her family's wishes and she and Fenrin settled in Andeluvay. They chose Andeluvay for it's varied people and customs. If they did not go about brandishing swords, at least they could dare the undercurrents of the great city.

A strange offer came to Sharra when Azure was only 4 years old. A formal request asking for her particular talents on a relic hunting mission. It had been so long since she had been on the hunt. She pleaded with Fenrin to care for Sharra while she was gone. Although he was sceptical about her going without him, he had obligations in Andeluvay. Besides they did not ask for his presence, only hers. Fenrin could not deny his beautiful wife anything she wished and gave his consent. 6 weeks went by with no word. Fenrin grew increasingly agitated. Another two weeks, and he deposited Azure with his mother to go in search of his wife. He found two members of her ill-fated group looking wretched in a small Forbidden Lands bordertown. All they could say was the relics had been trapped, the caves came crumbling down, crushing the other team members.

The news tore Fenrin apart. He returned to the city, but did not immediately claim his daughter back. He fell into a sort of drunken comatose until his mother brought Azure home to him. He was ashamed of his dishevled state when he saw his daughter not recognize him. Fenrin cleaned up and took back his daughter and his music. Soon, however, he recognized his wife's free spirit with his daughter. Determined Azure would not lead a life which could lead to pointless death, he whisked her away to a small town many miles from Andeluvay. He took up permanent residency at an inn, contracting for many seasons at a time to bard for them. He taught his daughter singing and music making. She would sing while he would play. There were times he almost cried with how like Sharra Azure was. Azure was sweet and happy and said she would always sing for him. Now she was grown, and things were changing.

----------------------------------
Taking courage, Azure walks up to her father, interrupting his pacing. She turns him to face her, takes his hands, and says quietly, "Mother lives. In me. Her spirit is in me. Please give me your good graces to test my wings. She would rather me be a butterfly on the wing than a bee in a jar. And I think you would too." Her eyes search his, pleading with him.
Tears form in her father's eyes, "I see her in you every day. You are right. You may go with my blessing." He reaches down to give her forehead a sobbing kiss.

Also with tears, but tears of joy, Azure kisses his hands, "Thank you thank you." She laughs and dances about the room, infecting her father with a bit of her joyous laughter. "Oh, this will be so great. You will be so proud of me. I will become 'Azure, Grand Adventurer'!" She takes a proud stance like the heroes of old before tumbling into laughter again.
"Just remember it won't be all fame and glory. In fact, it most likely will be hardship and danger. But if you want to see and experience the world, there is no better way. I only wish I could accompany you," Fenrin counseled his daughter.

"That is your fault for signing your life away to this inn," she chastised with a wink. That night she gave her last performance with Fenrin. She sang a great tale of the Company of the Gold Flame. She couldn't help but wonder how many others had set out to be legends like the group in her tale. And how many had died in the trying.
 
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Ghostknight

First Post
Heliad noman's Son, Priest of Pelor

Helliad Noman's Son
Male Human Cleric 2
Alignment: NeutralGood
Height: 5' 9''
Weight: 150lbs
Hair: Brown
Eyes: Green
Age: 21

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

Class and Racial Abilties:
Turn Undead
Human versatality

Hit Dice: 2d8 + 2
HP: 16 (8+6+2)
AC: 18 (+7 half plate, +1 Shield)
Init: +0
Speed: 30ft
Armor Check Penalty:

Saves:
Fortitude +4 [+3 base, +1 Con]
Reflex +2 [0 base, +0 Dex, +2 Lightning reflexes]
Will +6 [+3 base, +3 Wis]

BAB: +1/+3
Melee Atk: +3 heavy Mace (1d8+2 dmg, x2 critical, bludgeoning)


Skills:
Knowledge (Religion) +6 [5 ranks, +1 Int] (+2 bonus when turning undead)
Heal 10 [5 ranks, +3 wis +2 from kit]
Concentation 5[4 ranks, +1 Con]
Spellcraft +3 [2 ranks, +1 int]
Diplomacy +4 [2 ranks, +2 Cha]
Ride +1 [1 rank] cc

Proficiencies:
Simple weapons
Armor (ALL)
Shields (Exept tower shield)

Feats:
Lightning Reflexes (Human)
Improved Turning (turns undead as Level 3 cleric)

Domains: Sun, Healing
Sun: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
Healing:You cast healing spells at +1 caster level

Spells Memorised
Level 0
Purify food and drink
Detect Magic
Resistance
Create water

Level 1
Summon monster 1
Shield of faith
Sanctuary
(D) Endure Elements

Languages
Common, Celestial

Equipment:
backpack
bedroll
50ft. silk rope
belt pouch
flint and steel
5 sunrods
silver holy symbol of Pelor
2 flasks holy watr
fishing net
Healer's kit
Military saddle
saddle bags
5 days iron rations
Half plate armor
Light steel shield
3 vials oil
Sun's Draught - This is a crystal vial with a gilded carving of Pelor's sun disk on one side, stoppered with gold. Once per day it will fill with a potion of cure light wounds that heals 1d8+6 points of damage that must be drunk from the bottle to have any effect. Drinking it fills the imbiber with an sensation of warmth.

Money: 36 gp, 1sp

Appearance: From his carefully combed hair, braided into a neat top knot, to his well polished leather boots, there is only one word to describe Helliad - neat. He wears a goatee, neatly trimmed and waxed, his surcoat with the symbol of Pelor kept pristine (packed away during travel, being put on for praying). His face is relaxed, radiating a benign acceptance to all he meets, his large green eyes easily meeting those of others.

Personality: Helliad comes across as a bit strange. He is jovial and kind, helping others with an ease born of practice. He is quick to volunteer to assist and can often be found wandering around doing chores for those less able. But there is also a bitterness to him, reflected in his name. He is friendly to all yet has created no close friendships. He is the healer at the doorstep, the supporter of the crippled, helping the elderly to carry a bucket of water to their homes but at the same time he is alone, relying on no one and keeping his past to himself and relying on his own counsel.

Helliad has grown up in Andeluvay. He knows the streets, especially around the poor quarters where he is often found administering to those in need. He sees the need for the light of Pelor in the faces of the poor and downtrodden and chooses his associations with care - enough to lighten the day but not enough to bring any too close.

Background: Helliad is a foundling, left on the steps of the Cjurch of Pelor as a babe. He has no knowledge of who his parents are or why he was abandoned. He has grown up immersed in the rituals of the church, looked after by the Lady Amarina, a healer and cleric of Pelor. He has imbibed the ethos of Pelor and sees the Church as father, mother, sister and brother. He is quick to seek advantage for the Church and quick to take offense when the Church is slighted.

In Andeluvay he watches the machinations of the Churches and the Lords. The politicing seemingly getting in the way of real progress, he decided that he could only create the change he desires if he is one of the powerful of the Churches faithful.

So decided, so acted upon, going to the adventurer's guild he joined up, seeking others that seek to bring healing and light to the world (and elevate in the ranks of the faithful so he can bring some good to the council!). So far he has not spread the light of Pelor far but he will do so, he knows it! (even if some of the others smile at the armor he has bought with its very ostentatious symbol of pelor emblazoned on the front!)

Heliad's Mount

Juniper
Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
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 +3
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 15, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 230lbs. or less, Medium load - 231-460lbs., Heavy load - 461 - 690lbs., Juniper can drag 3,450lbs.

Juniper is what is known as a "blue" horse, because his black and gray coloration looks blue from a distance. He is quite calm under pressure, and has an uncanny knack about trails. Juniper is outfitted with a dark blue leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick). Juniper knows the following tricks: Attack, Defend, Guard, Assist Track, Come, and Stay.
 
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Jolmo

First Post
Kani Icebreath
Male Ice para-genasi Druid 1
Alignment: True Neutral
Height: 5' 10"
Weight: 180lbs
Hair: White with a tint of blue, always seems slightly frosted
Eyes: Icy Blue
Age: 22

Str: 12 (+1) [4 points]
Dex: 10 (+0) [4 points, -2 Race]
Con: 18 (+4) [6 points, +4 Race]
Int: 14 (+2) [6 points]
Wis: 18 (+4) [10 points, +2 Race]
Cha: 8 (-1) [2 points, -2 Race]

Class and Racial Abilities:
Darkvision 60', +1 vs cold spells and effects (scales with level), chill metal 1/day and cold resistance 5. Nature Sense and Wild Empathy.

Hit Dice: 2d8
HP: 22
AC: 14 [+4 Armor]
Init: +0
Speed: 30ft
Armor Check Penalty: 0

Saves:
Fortitude +6 [+2 base, +4 Con]
Reflex +0 [+0 base, +0 Dex]
Will +6 [+2 base, +4 Wis]

BAB: +0
Melee Atk: +2 (1d8+1, x3, masterwork spear)
Melee Atk: +2 (1d6+1, x2, masterwork shortspear)
Melee Atk: +1 (1d6+1, x2, shortspear)
(all work as ranged attacks with -1 attack bonus and 20ft. range)

Skills:
Concentration +8 [4 ranks, +4 Con]
Craft (hide- and bone-work) +5 [1 ranks, +2 Int, +2 Tools]
Handle Animal +5 [4 ranks, -1 Cha, +2 Feat]
Heal +7 [1 ranks, +4 Wis, +2 Kit]
Knowledge (nature) +8 [4 ranks, +2 Int, +2 class]
Listen +6 [2 ranks, +4 Wis]
Ride +2 [0 ranks, +2 Feat]
Spellcraft +2 [0 ranks, +2 Int]
Spot +6 [2 ranks, +4 Wis]
Survival +10 [4 ranks, +4 Wis, +2 class]
Swim +3 [2 ranks, +1 Str]

Feats:
Animal afinity (1st level)

Languages: Common, Druidic, Sylvan, Auran.

Equipment: (10 gp left)
Icewyrm's Hide (? gp, 20lb)
Masterwork spear (302 gp, 6lb)
Masterwork shortspear (301 gp, 3lb)
2 Shortspears (2 gp, 6lb)
Masterwork Artisans tools (hide- and bone- crafting) (55 gp, 5lb)
Healer's kit (10 uses) (50gp, 1lb)
5 Fishhooks (5 sp, -)
Flint and steel (1 gp, -)
Pouch belt (1 gp, .5lb)
3 days Trail rations (15 sp, 3lb)
Waterskin (1 gp, 4lb)

Icewyrm's Hide - This studded leather armor's studs are not made from metal, but from bone, and the fragments of white dragon hide. It provides cold resistance 5 to the wearer or someone the wearer is touching. In addition, it is +1 armor

Spell selection:
level 0: Create Water, Detect Poison, Purify Food and Drink
level 1: Calm Animals, Goodberry

Appearance: Kani is pale in skin with a slight blue tone to it. His hair is the same only even whiter and his ancestry has prevented any facial hair. He would seem fierce if he wasn't always so - passive. His hair always seems partially frozen in place, often making it seem like he is always moving. He is slightly above average in strength and seems tough enough to outlast the worst snowstorm. Anyone standing near Kani can feel the cold draft that always seems to surround him.
His self-made hide clothing is not made to provide any warmth but only for protection making it seems quite odd for those that do not understand its purpose. The armor is made up of thick hide patches covering his exposed bony parts such as the knees and elbows and attached animal bones protecting the soft parts like the stomach and enforcing the parts that is most threatened in combat such as the forearms.

Personality: Kani is far from a crusading knight, he cares naught for the suffering of others. He will neither cause nor cure it without reason. If he or one of the few that he cares about are threatened though, his response will be, if not swift, then at least hard. He will mostly flow along with whatever is going on around him, like ice on a river, but will not care which fork his future follows or even if he gets stuck at the bank before setting out again or melting down to be one with the flowing water.

Kanis personality is based on 'the aspects of ice' from his genasi background mixed with some more emotional parts from his human heritage.

Aspects of Ice:
Strength for change - If Ice is set with too strict bounds, Ice will break them.
Passiveness to change - If given what is needed Ice remains passive as the world changes. While Water and Air flows freely, Ice cares not for their movement.
Acceptance of change - Eventually all Ice will return to it's origin of Water and Air, only to reform as Ice later.
Cooperation in change - While every flake of Ice is unique, no matter which two get together, they become as one.

Background: Kani was born in a small isolated cottage in Farlight. He never knew his father, can't remember ever seeing him and his mother never mentioned him as far as Kani can remember. His mother died when Kani was five years old, and after some time sitting by her side before realising she was dead, Kani shed a single, frozen, tear before going into the forest to live with the animals and other beings that he had come to know there. After a few years, Kani started realising that he didn't really fit in there and started wandering wherever his feet would take him. He came to human and other settlements in his wanderings but didn't remain long as he didn't fit there much better.
When he was 20 years old, Kani came to the site of a recent battle between a lone knight and a young white dragon. Neither of the combatants had truly won as they both lay dead on the ground when Kani found them. Having heard of the wonderous properties of a dragons hide, Kani started skinning the dragon and removing it's bones intending later to make a new armor from them to replace his old. As he was working on this, the knight's horse, who had fled during the fight, returned to search for his master. Seeing the knight dead, he became depressed and ashamed for abandoning him. Kani calmed and befriended the horse, named Rockhoof, who hasn't left him since. Most of the time Kani still prefers to walk and has no real skill in riding, trusting mostly on Rockhoof to undertand his wishes and know what to do.

Rockhoof
Warhorse, Light
Large Animal
Hit Dice: 3d8+12 (28 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+8
Attack: Hoof +3 melee (1d4+3)
Full Attack: 2 hooves +3 melee (1d4+3) and bite +0 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 20, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 230lbs. or less, Medium load - 231-460lbs., Heavy load - 461 - 690lbs., Rockhoof can drag 3,450lbs.

Rockhoof is a gray gelding with a bone-white mane and tail. He is from northern stock and is particularly hardy, able to trek through cold temperatures with ease that would leave other horses exhausted or even dead. He is rather protective of those that earn his trust. Rockhoof is outfitted with a bone white leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick). Rockhoof knows the following tricks: Attack, Defend, Guard, Come, Down, and Stay.
 
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