Dawnforge: Heroes of Legend (RG Thread)


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Lady Shatterstone

First Post
Kyna Moonfire
Female Night Elf Shaper
Character level: 3
Alignment: Chaotic Good
City:The Morningstar Mountains
Height: 4' 5''
Weight: 100 lbs
Hair: White
Eyes: Deep Red
Age: 130yrs

Str: 12 +1 (4 points)
Dex: 16 +3 (6 points, +2 Racial)
Con: 12 +1 (6 points, -2 Racial)
Int: 16 +2 (6 points, +2 3rd Level Ability Boost)
Wis: 14 +2 (6 points)
Cha: 15 +2 (8 points)

Class and Racial Abilities
Racial: +2 Dex –2 Con; Low-light Vision, +2 racial bonus on saves versus spells and spell like abilities; 1/day dancing lights; faerie fire Caster Level = Character Level; Racial Talent; Unusual Stealth; Talent Feet: Heighten Spell

Class: Divine Spells; Divine Focuses (Vitality – Life; Power - Strength);
Focus Granted Abilities: Endurance, Toughness, and Martial Weapon Proficiency feat

Hit Dice: 3d8 +3 (Toughness)
HP: 21
AC: 15 (Armor +2, Dex +3)
Init: +3
Speed: 30ft

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

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

Skills
Concentration +5 [4 Ranks, Con + 1]
Diplomacy +5 [3 Ranks, Cha + 2]
Gather Information +5 [3 Ranks, Cha + 2]
Hide +5 [0 Ranks, Dex +3, Stealthy]
Knowledge: Arcane +8 [5 Ranks, Int + 3]
Knowledge: Religion +8 [5 Ranks, Int + 3]
Listen +8 [6 Ranks, Wis + 2]
Move Silently +5 [0 Ranks, Dex +3, Stealthy]
Search +8 [5 Ranks, Int + 3]
Spellcraft +9 [6 Ranks, Int + 3]

Feats:
Endurance (Focus)
Toughness (Focus)
Rapier (Focus)
Stealthy (1st Level)
Point Blank Shot (3rd Feat)
Heighten Spell (Talent Tree)

Focuses:Power- Strength, Vitality-Life

Languages: Common, Elven, Anderlar, Sylvan

Divine Spells Per Day: 0th – 4. 1st – 2
Spells Known
0 Level: Cure Minor Wounds, Resistance, Virtue, Guidance
1st Level: Cure Light Wounds, Sanctuary, Shield Of Faith


Equipment

Leather Armor 10gp
Wristblade 20gp (+10 on rolls to avoid disarming)
Wrist Sheath 20gp
Wristbolts (5) 5gp
Dagger (2) 4gp
Rapier 20gp
Bedroll 1sp
Backpack 2gp
Waterskin (2) 2gp
Explorer’s Outfit 10gp
Sack 1sp
Flint and Steel 1gp
Blanket 5sp
Scroll case 1gp



Scrolls
Cure Minor wounds 12gp, 5sp
Purify Food and Drink 12gp. 5sp
Cure Light Wounds 25gp
Sanctuary 25gp


Money
46gp, 3sp

Note

Appearance:
With ashen skin and thin limbs Kyna is a delicate and frail flower of a woman, though what Kyna lacks in strength she makes up for in speed and agility. She stands about the same height as a human child and weights about as much.

Kyna’s slight figure is clothed in a long, black skirt with a matching top. Her skirt is ankle length with a sliver knot work pattern along the hem and up both slits. Each side of the skirt is slit to her hip to allow full movement. The waist of the skirt sits on top of her hips and has two sheaths sewn on to the inside of the skirt at the small of her back for her daggers. Kyna’s top is sleeveless with a low cut V-neck. The bottom hem sits just below her rib cage, showing off her stomach and navel. The top is also trimmed with the same delicate silver knot work. Across her back, hidden under her hair is her rapier. Upon each wrist is a sheath. The right sheath holds her favored wristblade and the left holds throwing bolts.

Kyna has large deep red eyes, a tiny nose, and full lips. She keeps the wealth of her snow white hair hung loose. The ends of it glide across the ground as she walks. When she sets her ashen clock about her shoulder she is indistinguishable from the shadows

Personality:
Kyna is distrusting of most people. She has been looked down upon for most of her life and treated as unworthy. All though she is reserved in her judgment of others and strangers, she is polite and courteous. Kyna does not make friends easily, but when she does she is fiercely loyal; standing by them through anything

Background:
Kyna was raised in a small cave at the southern end of the Morningstar Mountains where she lived with a family that was not her own. Her parents and brother were killed in a raid against the Dawn Elves when she was very young, because of this she has almost no memory of them. Though the Moonstone family took her in and raised her she was never fully accepted but they did treated her civilly. They did not agree with the ideas of fighting the Dawn Elves for their throne when the Night Elves could just as easily make one of their own. The family viewed Kyna as a savage. When her 110th birthday arrived she set out in search of a place she could call home.

Kyna traveled most of Ambria in her search. She started in Sildanyr and fanned out from there, spending an extended time in The Pale Forest. She found many isolated places in The Stormfells where she came close to making her home until a trip to The During Highlands brought her within hearing distance of the sea’s call. That was when she decided the coast was for her. She spent the next few years exploring the coastline of The Sunset Reach. When Kyna ranged too far inland the sea would call her back, Kyna decided the best thing for her was to travel to the near by Dreaming Isles. She bought passage on a cargo boat headed for Seagraden.

The trip was pleasant giving her high hopes for her future. When she arrived no one paid much attention to her. Kyna was able to find a path from the city to an isolated beach with caves along the bottom of the cliff. At the end of the beach was a cave large enough to make a home out of it.

Kyna is able to come and go as she pleases with no trouble from anyone. She goes into Seagraden at night for supplies and to gather information. To anyone who is not supposed to see her she is just a whisper of wind in the shadows.
 
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Old Fezziwig

What this book presupposes is -- maybe he didn't?
Kieran Amblecrown
Male Trueborn Human Brd3; Size M; HD 3d6+3; hp 19; Init +1 (+1 Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 studded leather); BAB +2; Grp +2; Atk +2 melee (dagger, 1d4/19-20/x2, or rapier, 1d6/18-20/x2), +3 ranged (dagger, 1d4/19-20/x2/10 ft., or shortbow, 1d6/x3/60 ft.), +4 ranged within 30 ft. (dagger, shortbow, both as above); Full Atk as Atk; SA arcane spells, bardic music; SQ Lesser spellcasting I, trueborn abilities, bard abilities; AL NG; SV Fort +2 (+1 Con), Ref +4 (+1 Dex), Will +6 (+3 Wis); Str 10, Dex 12, Con 12, Int 16, Wis 16, Cha 18.

Skills, Feats, Languages
Bluff +9 (5 ranks, +4 Cha), Concentration +7 (6 ranks, +1 Con), Decipher Script +8 (5 ranks, +3 Int), Diplomacy +12 (6 ranks, +4 Cha, +2 synergy/Bluff), Handle Animal +8/+10 with horses (4 ranks, +4 Cha), Heal +9 (6 ranks, +3 Wis), Knowledge/Arcana +11 (6 ranks, +3 Int, +2 Talent), Knowledge/Nobility and Royalty +7 (2 ranks, +3 Int, +2 Talent), Knowledge/History +10 (5 ranks, +3 Int, +2 Talent), Listen +3 (0 ranks, +3 Wis), Perform/Stringed Instruments +10 (6 ranks, +4 Cha), Search +3 (0 ranks, +3 Int), Sense Motive +5 (2 ranks, +3 Wis), Spellcraft +10 (5 ranks, +3 Int, +2 synergy/Knowledge-Arcana), Spot +3 (0 ranks, +3 Wis); Innate Talent (Handle Animal, Heal), Point Blank Shot, Precise Shot; Anderlar, Celestial, Clan Speech, Common, King's Tongue.

Trueborn Abilities
Base land speed 30 ft., bonus feat at 1st level, 4 extra skill points at 1st level, +2 racial bonus on Handle Animal and Ride checks with horses, favored class: any.

Racial Talents and Transformations
Lesser Spellcasting I: cure minor wounds, lesser restoration (both 1/day as a 3rd level caster); Aura of Good (+2 transformation bonus against [evil] spells and the spell-like/supernatural abilities of evil creatures); Talent Skills (+2 on Knowledge/Arcana, History, and Nobility).

Bard Abilities
Weapon proficiencies (simple, longsword, rapier, sap, short sword, shortbow, whip), armor proficiencies (light, all shields except tower), armored spellcasting (no ASF in light armor), arcane spells, bardic knowledge +8 (+2 synergy from Knowledge/History), bardic music 3/day (countersong, fascinate, inspire courage, inspire competence).

Spells
Spells per day 3/2/0/0/0/0/0
Spells known 6/3/0/0/0/0/0
Bonus spells 0/1/1/1/1/0/0
0-level spells known: detect magic, ghost sound, lullaby, message, read magic, summon instrument [Save DC 14]
1st-level spells known: charm person, cure light wounds, sleep

Equipment
Courtier's outfit, studded leather armor, rapier, shortbow, quiver [15 arrows], dagger (in boot), common lute, backpack [bedroll, bottle of Deleune wine from his father's estate, traveler's outfit], signet ring, spell component pouch, belt pouch [alchemist's fire, 2 gp, 9 sp].

Physical Description
Tall and lean (6 ft. 2 in., 197 lbs.), Kieran's blonde hair, trim beard, and green eyes clearly mark him as Deluene. A handsome youth (although not as good looking as any of his three brothers), he carries himself well, with the careful deportment and composure of a member of the aristocracy. His clothes are clean and, generally, horribly inappropriate for an adventurer -- being just slightly too formal. He looks far more ready to go off hunting foxes than to explore the unknown parts of the world.

Background
Kieran is the youngest of the three sons of Baron Whitelin Amblecrown, a minor noble in the service of King Enir II. His older brother, Whitelin Amblecrown II, has been trained to follow in their father's footsteps since birth, with his good health, dashing good looks, and wild popularity among the serfs assuring his succession to the title. The twins, Nicolaen and Thomel, have been accorded minor titles in the Barony and have begun careers in the military and clergy, respectively. This, of course, leaves Kieran, an adventurer because there's nothing for him at home now that his education's been finished -- the lands and title will go to his older brothers before they even get close to him and his father frequently treats Kieran like an unexpectedly sharp and favored puppy more than a son. He has since decided that he might as well go out and seek his own fortune. Having never been to Seagarden, he figured that was as good a place as any to start. It's also where he ran out of money. In the meantime, he's been roaming from inn to inn, paying for his lodging by playing his lute.
 
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Ashy

First Post
Sasskasa, Lizardfolk Ranger

[smallcaps]Sasskasa[/smallcaps]
Male Lizardfolk Rgr3; Size M; HD 1d18+4; hp 36; Init +1 (+1 Dex); Spd 30 ft, Sw 40 ft.; AC 14 (+2 leather armor, +1 Dex, +1 natural); BAB +3; Grp +7; Atk +7 melee (scimitar, 1d6, crit 18-20x2, 4 lb., one-handed, slashing OR light flail, 1d8, crit x2, 5 lbs., bludgeoning OR dagger, 1d4/1d6, crit 19-20x2, 2 lbs., piercing), +4 ranged (returner, 1d4/1d6, crit x2, 20ft., 1 lb., bludgeoning and piercing); Full Atk as Atk; SA See below; SQ See below; AL CN; SV Fort +6, Ref +4, Will 0; Str 18 (+4), Dex 12 (+1), Con 20 (+5), Int 12 (+1), Wis 8 (-1), Cha 6 (-2).

Skills and Feats: Climb 9 (5 ranks, +4 Str), Heal 11 (9 ranks, -1 Wis, +3 Racial Talent), Jump 9 (5 ranks, +4 Str), Knowledge (nature) 8 (5 ranks, +1 Int, +2 Lizardfolk), Move Silently 12 (8 ranks, +1 Dex, +3 Racial Talent), Survival 10 (5 ranks -1 Wis, +2 Lizardfolk, +2 Racial Talent, +2 Racial Talent), Swim 17 (5 ranks, +4 Str, +8 Lizardfolk); Toughness (+3 hp), Track & Two-Weapon Fighting (ranger bonus), Endurance (ranger bonus).

Lizardfolk Traits: Natural Armor Bonus: Lizardfolk have thick hides and gain a +1 natural armor bonus to Defense; Low-Light Vision: Lizardfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions; +8 Swim to avoid hazards or perform special actions; Lizardfolk can always take 10 on Swim; Lizardfolk can use run action provided movement is in straight line while swimming; Lizardfolk receive a bonus of +2 Knowledge (nature) & Survival; Lizardfolk can hold breath three time Con score; Lizardfolk can never gain proficiency with Heavy Armor; Racial Transformation: breathe water

Ranger Abilities: Rangers are proficient with all simple and martial weapons, light armor, medium armor, and shields; when wearing light armor or no armor, the ranger can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon fighting (this is lost when wearing heavier armor or fighting with a double-headed weapon); rangers can cast divine spells at 4th level; rangers gain Track as a bonus feat; Favored Enemy: Vermin (+2 to Bluff,Listen,Sense Motive,Spot,Survival,+2 Damage vs. Vermin); Improved Two-Weapon fighting (BAB +9); Combat Style (Ex): Gain Two-Weapon Fighting feat, even if you do not meet the pre-requisties for it.

Racial Talent: Talent Skills: +3 to Heal, +2 to Survival (1st level), Talent Skills: +3 to Move Silently, +2 to Survival (3rd level)

Equipment: leather armor (adorned as below), scimitars (2), light flail (2), dagger (2), returner (4), backpack [waterskin (full), caltrops, flint and steel, trail rations (2 days worth), hemp rope (50 ft.), grappling hook (bone), oil (3 flasks), empty sacks (2), whetstone, large chunk of half-eaten salted pork], 159 gp (in the form of various gemstones, kept in backpack), 1 jacynth (from Pheliben), 1 antenna (from monstrous wasp), 1 fang (from monstrous spider) = Light load (75 lbs.)

XP: 0 xp / 1000 xp

Description and Personality: Sasskasa looks every bit the primitive, barbaric lizardman: his grey-green scaled hide is covered with pictograms and tattoos depicting crocodiles, snakes, and large birds of prey (they are actually vultures, but it is hard to tell) as well as other geometric patterns that mean little to those outside his race. He wears only his leather armor (made from the tanned hide of a crocodile and adorned with spike-like boar tusks, claws, bones, teeth and feathers of various animals. Over the whole of the affair lies a bamboo and colored shell mosaic of a large crocodile with it sun in its mouth and the moon held within a coiled tail, which is surprisingly well crafted and beautiful to behold.

Sasskasa carries little in the ways of personal effects, but everything that he does carry is festooned with some form of dangling talisman, adornment or decoration – all of which have some form of meaning to the haughty lizardman. His twin scimitars, which he calls “Asp” and “Boa” are stylistically crafted and engraved to look like their namesakes – large snakes (the blade of Asp is made to look like a curving forked tongue and the blade of Boa makes up the bulk of the snake’s thick body). Likewise, his other weapons take on totem-like qualities: his fails look like colorful jungle frogs with their tongues distended, his daggers like barbed and jagged lizards, while his returners all display bird-of-prey motifs. All that he owns he carries on his back, and frankly, he seems to prefer it that way; never weighing himself down with things he deems unnecessary.

Sasskasa is painfully haughty and crass. He feels that all other races are naturally lesser than his kind, and rarely hesitates to let them know as much. However, he is very good at what he does, despite still being a very young lizardman, and so other races that hire him as a guide or tracker tend to willingly bear the brunt of his barbs. Sasskasa is also frightfully independent, having been on his own for as long as he could remember; he does not take orders well, although he will go along with a group decision if it suits him (at that moment). While he has yet to make any true friends, this desire is one of the most powerful driving forces in his psyche: he has been alone for as long as he can recall, and secretly desires companionship (even though he would likely not admit this verbally even under the threat of death) of those lesser races which he looks down upon.

Height, Weight, Age: 6 ft. 7 in., 285 lbs., 19 years old.
Region of Origin: Tamerland, headwaters of the Caracasa River
Languages: Common, Draconic, Goblin

Background: Sasskasa has spent his whole life wandering – he hails from a remote village near the headwaters of the Caracasa River, deep in the jungle of the same name. However, he has not been near his home for many a year – no one knows what happened to his tribe, or even if they still exist. The headstrong and taciturn lizardman will not speak of them; so it is likely that only a journey into the depths of the Caracasa Jungle will reveal the truth.

NOTE: The pic below is an approximation of Sasskasa - not exact, but fairly close. ;)
 

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Isida Kep'Tukari

Adventurer
Supporter
Zek (alternate form, Mother Anja)
Male Doppelganger Rogue 3 (Female middle-aged halfling)

Alignment: Neutral
Patron Spirits: Fate
Region: Fairing Folk

Height: 4' 11'' (2' 11")
Weight: 101lbs (27lbs)
Skin: Pale Gray (Hair: Curly Brown)
Eyes: Silver (Dark Gray)
Age: 74 (122)
XP: 3,000

Str: 13 (+1) [8 points, -2 racial]
Dex: 18 (+4) [10 points, +2 racial]
Con: 14 (+2) [4 points, +2 racial]
Int: 12 (+1) [4 points]
Wis: 12 (+1) [4 points]
Cha: 14 (+2) [6 points]

Racial Abilities:
+2 Con, -2 Str Low-light vision, +4 racial bonus on Bluff checks, +4 on Fort saves vs. poison and disease, cultural influence (halfling +2 to Bluff, Perform, and Sleight of Hand checks), alternate form (Mother Anja, middle-aged halfling woman), restricted skills (Decipher Script, not literate). +2 racial

Class Abilities: Sneak Attack +2d6, trapfinding, evasion, trap sense +1.

Racial Talent: (Wolf in Sheep's Clothing, AoL) Mimic Age and Gender (reduces Disguise check penalty by 4 for attempting to look like another age or gender), Mimic Mannerisms (reduces Spot check bonus by 4 for those familiar with the target to pierce the disguise).

Racial Transformation: Natural armor +1

Hit Dice: 3d6 + 6
HP: 23
AC: 17 (1) [+2 armor, +4 Dex, +1 natural (+1 size)]
Armor Check Penalty: 0
Init: +4 (+4 Dex)
Speed: 30ft (20 ft. as Mother Anja)

Saves
Fortitude +3 [+1 base, +2 Con]
Reflex +7 [+3 base, +4 Dex]
Will +2 [+1 base, +1 Wis]

BAB: +2 (+1)
Melee Atk: +3 (1d8+1/x3/P, medium spear)
or
As Mother Anja (+4 (1d4+1/x2/S, small sickle))
Ranged Atk: As Mother Anja +6 (1d4/x3/60 ft./P, small shortbow)

Skills
Appraise +7 [6 ranks, +1 Int]
Bluff +12 (+14) [6 ranks, +2 Cha, +4 racial (+2 cultural influences)]
Craft (drawing) +1 (+3) [+1 Int (+2 cultural influences)]
Diplomacy +4 [2 ranks, +2 Cha]
Disable Device +5 [4 ranks, +1 Int]
Disguise +13 [+15] (+23) [+25] [6 ranks, +2 Cha, +2 kit, +3 Skill Focus (+10 alternate form) [+2 to stay in character]]
Escape Artist +9 [5 rank, +4 Dex]
Gather Information +4 [2 ranks, +2 Cha]
Hide +6 (+10) [2 ranks, +4 Dex (+4 size)]
Listen +3 [2 ranks, +1 Wis]
Move Silently +3 [2 ranks, +1 Wis]
Open Lock +8 [5 ranks, +3 Wis]
Search +6 [5 ranks, +1 Int]
Sense Motive +2 [1 rank, +1 Wis]
Sleight of Hand +9 (+11) [6 ranks, +3 Dex (+2 cultural influences)]

Feats:
Trust in Fate (1st level)
Skill Focus (Disguise) (3rd level)

Languages: Common, Doppleganger, Halfling

Equipment:
Leather Armor (25gp)
Small Sickle (6gp)
Medium Spear (2gp)
Small Shortbow (30gp)
40 arrows (2gp)
Backpack (2gp)
Bedroll (5sp)
Waterskin (1gp)
50 ft. hemp rope (1gp)
Winter blanket (5sp)
Traveler's outfit (Free)
Flint and Steel (1gp)
Belt pouch (1gp)
Trail rations (20 days worth) (10gp)
Common lamp (1sp)
10 flasks of oil (1gp)
Disguise Kit (50 gp)
Thieves’ Tools (30gp)
Jacynith

Weight - 96 lbs, Medium encumbrance.

Money
35gp

Appearance: In his natural form, which rarely anyone sees him as, Zek is a thin, slightly stunted doppelganger with mottled gray skin and silvery eyes. He wears serviceable leather armor, carries a spear, and has an undersized shortbow on his back and a small sickle in his belt. However, normally Zek appears as a middle-aged halfling woman with curly brown hair tied into a knot on her head, dark gray eyes, wearing a serviceable skirt, vest, and canvas shirt that have seen some wear on the road. Her eyes are somewhat secretive, but her face always seems to have a slight smile on it. Her fingers and hands show faint scars from both hard labor and fighting.

Personality: Zek is a cautious, calculating individual, but also unafraid to throw all his efforts into whatever opportunity fate gives him. He watches the world with a curious eye, taking in all around him. Mother Anja, his alter-ego, is a cheerful woman that books no nonsense with those around her. Clever and wise, with years of experience in the criminal aspect of life, she is a mother and tutor to all young would-be thieves.

Background: Zek was raised in Anderland, in a small village along a halfling trading route. Or more accurately, he was raised on the fringes of the village. His mother, I’kray, raised him for only a few short years, and he only has dim memories of her. She had been posing as a human hunter that occasionally brought game in for the village, while still living out in the woods. One day one of her prey turned on her, and she was gored to death by a buck deer.

Zek was still very young for a doppelganger, and wasn’t ready to fend for himself. Taking what few possessions his mother had, he lit out on his own. The few true pieces of doppelganger knowledge it had included that mostly their kind was not welcomed in this land. Starving, he tried to stay close to the fringes of civilization. It was Mother Anja who found him alongside the road, starving and nearly dead. Taking pity on the young creature, and seeing potential in his nature, she nursed Zek back to health.

As Mother Anja raised him, she also tutored him in everything she knew, from her own impressive skills of thievery, to halfling philosophy and lore. Anja was a great believer in the whims of fate, and believed that anything that came to her hands through her skills was meant by fate for her to have. Zek took enthusiastically to this philosophy, applying it to nearly everything in his life. While he kept himself hidden, and no one else ever knew she had taken in a doppelganger foundling, he considered himself one of her most loved children.

Anja had a circle of thieves, burglars, pickpockets, and roofwalkers that answered to her, many of which had been entirely trained by her. However, as she got on in years, she wanted to take a vacation to both enjoy the fruits that fate had dealt her, as well as giving her “children” some time to grow on her own. She let them know she would be gone for a rather undetermined period of time, and then left with Zek for her small country home. On the way there, a storm blew up suddenly, lightning filling the sky. The skyfire struck a large, half-dead tree, which blew over onto Mother Anja’s wagon. She was killed instantly, though Zek was thrown free and had nary a scratch.

Seeing the heavy hand of fate at work, Zek decided to give his “mother” the best possible epitaph he could. He used his budding shapechanging abilities to take Anja’s form, the one he knew the best. Using all the skill he had, he managed to make himself in her image, almost enough to fool her other children.

Zek knows that he does not yet have the skill to successfully pull off taking over Anja’s life, as both his skills as a burglar and his ability to imitate Mother Anja’s mannerisms are not up to par. Currently he is traveling to the Dreaming Isles in order to try to improve his skills and shapeshifting abilities so that he can eventually pick up where Mother Anja would have wanted him to, or so he thinks.
 
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Lichtenhart

First Post
Xrak
Male Tiefling Wizard 1

Alignment: Neutral
Patron Spirits: None
Region: Valhedar

Height: 5' 2''
Weight: 134lb
Skin: Slate grey
Hair: Crewcut black
Eyes: Dark red
Age: 17

Str: 8 (-1) [ 2 points, -2 racial]
Dex: 16 (+3) [ 6 points, +2 racial]
Con: 8 (-1) [ 2 points, -2 racial]
Int: 20 (+5) [16 points, +2 racial]
Wis: 14 (+2) [ 6 points]
Cha: 14 (+2) [ 4 points, +2 racial]

Racial Abilities:
-2 Str, +2 Dex, -2 Con, +2 Int, +2 Cha, Low-light vision, +2 racial bonus on Bluff and Diplomacy checks

Class Abilities: Summon Familiar

Racial Talent: Arcane Mastery - one additional spell slot per day of each level.

Hit Dice: 1d4-1
HP: 3
AC: 14 [+3 Dex, +1 dodge]
Armor Check Penalty: 0
Init: +3 (Dex)
Speed: 30ft

Saves
Fort: +1 [+0 base, -1 Con, +2 familiar]
Ref : +3 [+0 base, +3 Dex]
Will: +4 [+2 base, +2 Wis]

BAB: +0
Melee Atk: -1 (1d6-1/x2/B, quarterstaff) or -1 (1d4-1/19-20x2/P, dagger)
Ranged Atk: +3 (1d4-1/19-20x2/10'/P, dagger)

Skills
Bluff +5 [1 rank, +2 Cha, +2 racial]
Concentration +3 [4 ranks, -1 Con]
Craft (alchemy) +9 [4 ranks, +5 Int]
Diplomacy +5 [1 rank, +2 Cha, +2 racial]
Decipher Script +9 [4 ranks, +5 Int]
Knowledge (arcana) +9 [4 ranks, +5 Int]
Spellcraft +9 [4 ranks, +5 Int]
Tumble +5 [2 ranks, +3 Dex]

Feats:
Scribe Scrolls (Wizard Bonus)
Dodge (1st level)

Languages: Common, Valhedrin, Anderlar, King's Tongue, Infernal, Sothren, Draconic

Spellbook [74 pages left]
0) all
1) Shield, Grease, Mage Armor, Sleep, Magic Missile, Color Spray, Disguise Self, Expeditous Retreat

Spells per day and prepared
0) [DC 15] 4 : Prestidigitation, Ray of Frost x2, (1 open slot)
1) [DC 16] 4 : Magic Missile, Mage Armor, Sleep, (1 open slot)

Equipment:
Familiar (100gp/-) [see below]
Traveler's outfit (-/-)
Quarterstaff (-/4lb)
Daggers: 2 (4gp/2lb)
Spell component pouch (5gp/2lb)
- Ink vial (8gp/-)
- Inkpen (1sp/-)
- Chalk pieces: 5 (5cp/-)
- Candles: 5 (5cp/-)
Sack (1sp/0.5lb)
- Bedroll (5sp/5lb)
- Waterskin (1gp/4lb)
- Trail rations: 1 (5sp/1lb)
- Spellbook (-/3lb)

Encumbrance: Light Load (21.5lb/26lb)

Money
1sp

Appearance: XXX

Personality: XXX

Background: XXX
 
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DarkMaster

First Post
Karl Komber
Male Gnome Wiz3; Size S; HD 3d4+9; hp 20; Init -1 (-1 Dex); Spd 20 ft.; AC 10 ( -1 Dex, +1 size); BAB +1; Grp -1; Atk +1 range (Small light crossbow, 1d6, crit 19-20x2, 2 lb; SA See below; SQ See below; AL LN; SV Fort +4, Ref +0, Will +4; Str 6 (-2), Dex 8 (-1), Con 16 (+3), Int 18 (+4), Wis 10 (0), Cha 18 (+4).

Skills and Feats: Concentration +9 (6r+3con), Knowledge arcane 13 (6r+4int+3feat), Knowledge the plane 10 (6r+4int), knowledge history 10 (6r+4int), spellcraft 12 (6r+4int+2syn), Diplomacy(cc) 7 (3r+4cha), hide 3 (0r-1dex+4size), listen 4 (0r+0wis+2gnome+2familiar), handle animal 6 (0r+4cha+2gnome),spot 5 (0r+0wis+5familiar);Scribe Scroll, Skill focus (knowledge arcana), Extend spell.

Gnome traits: small; Low-Light Vision;+2 handle animals and listen; gnome weapon familiarity; do not need to eat or drink ; +1 attack Bonus with bludgeoning weapons (including slings);Wild Empathy +6;

Wizard ability: Bonus feat scribe scroll;Spell casting (see below), Familiar Otuh the owl.
Racial Talent: Arcane Mastery +1 first level/day (1st level)
Racial Transformation:Ghosting

Wizard spellbook:
0th level:all cantrips
1st level: Magic Missile, mage armor, shield, Expeditious retreat, Charm Person, Silent image, Comprehend language
2nd level: Scorching Ray, Invisibility

Spell studied:4/3/2
0th: mending, detect magic x2, mage hand
1st: Charm person, Expeditious retreat, Comprehend language
2nd: Scorching Ray, Invisibility

Equipment: spellbook, Scholar's outfit
20 gp

XP: 1000 xp / 3000 xp

Description and Personality: Karl is a very friendly but serious gnome. Karl is very beautiful gnome and always make sure to look good. He doesn't like to be caught with his hair ungroom or with his beard unshaved or even worse not sharply dress. Karl is a very extraverted person. He has a big mouth but no real mean to back up his talk. Not being physically strong he avoids physical combat as much as he can. Karl is extremely self disciplined and go to great lenght to achieve his objective. He is obsessed with cleaness and order. more to come later

Height, Weight, Age: 3ft 4", 44 lbs., 70 years old.
Region of Origin: SeaGarden
Languages: Gnome, Common, Draconic, Anderlar, Elven, Sylvan

Background:
Karl owns a very small library in Seagarden. He buys and sells all kinds of books. He also offers translation services and he is planing on offering history classes. He just started the business a few days ago putting everything he got in the business. He sold his grand father crossbow, a family heirloom in order to start the business.

Otuh Owl familiar
Female Tiny Animal(Owl); Size T; HD 1; hp 10; Init +3 (+3 Dex); Spd 10 ft, fly 40ft.; AC 19 ( +3 Dex, +2 size, +3 natural, +1 familiar); BAB +1; Grp -10; Atk +6 melee (Talon, 1d4-3, crit 20x2,; SA See below; SQ See below; AL LN; SV Fort +2, Ref +5, Will +5; Str 4 (-3), Dex 17 (+3), Con 10 (0), Int 7 (-2), Wis 14 (+2), Cha 4 (-3).
Listen +14, Move Silently +17, Spot +6*(14),Concentration +6, Knowledge arcane 4, Knowledge the plane 4, knowledge history 4, spellcraft 6, Diplomacy(cc) +0, handle animals -1;Weapon finesse
Special
Alertness, improved evasion, share spells, empathic link, low light vison,deliver touch spell
 
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Sephiroth no Miko

First Post
Sssakkariah
Female Yuan-Ti (Thinblood) Psychic Warrior 2

Alignment: Chaotic Good
Height: 5' 8"
Weight: 127 lbs.
Hair: Dark Brown
Eyes: Black
Age: 42
XP: 1000

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

Yuan-Ti (Thinblood) Traits:
-2 Str, +2 Int, +2 Wis, low-light vision, +2 racial bonus on Diplomacy and Sense Motive skill checks, weapon proficiency (fangcaps), favored class: psion.

Yuan-Ti (Thinblood) Talents and Transformations:
Embracing the taint, psionic mastery (vigor)

Psychic Warrior Abilities:
Armor proficiencies (all armor and shields), weapon proficiencies (all simple and martial weapons), bonus fighter feats, psionic powers.

Hit Dice: 2d8+4
HP: 19
AC: 16 (+2 Dex, +4 chain shirt)
Init: +2 (+2 Dex)
Speed: 30 ft.
ACP: -2

Saves:
Fort: +5 [+3 base, +2 Con]
Ref: +2 [+0 base, +2 Dex]
Will: +4 [+0 base, +4 Wis]

BAB: +1
Melee Atk: +3 (1d6+2/18-20, scimitar)
Melee Atk: +3 (2d4+3/10 ft., spiked chain)
Ranged Atk: +3 (1d4+2/50 ft., sling)

Skills:
Autohypnosis +11 [5 ranks, +4 Wis, +2 synergy]
Concentration +7 [5 ranks, +2 Con]
Disguise +4* [0 ranks, +0 Cha, +4 tranformation]
Knowledge (psionics) +4 [1 ranks, +1 Int, +2 synergy]
Listen +5 [1 cc rank, +4 Wis]
Spot +5 [1 cc rank, +4 Wis]
*To look more human, elven, tiefling

Feats:
Psionic Talent (1st level)
Psionic Weapon (psychic warrior bonus 1st level)
Spiked Chain Proficiency (psychic warrior bonus 2nd level)

Languages: Common, Draconic, Yuan-Ti.

Powers Known (7 PP, Max 1st level):
Save DC 14 + Power Level, Manifester Level 2nd
1st - force screen, metaphysical weapon, vigor.

Equipment: scholar's outfit, chain shirt, spiked chain, scimitar, kukri, sling, 10 bullets, backpack (bedroll, flint and steel, waterskin, 10 days trail rations, 10 sheets parchment, inkpen, ink, scroll case, needle and thread), belt pouch (30 gp, 2 sp, jacinth).

Encumbrance (58/116/175): 74 lbs. (Medium load)

Appearance: Sssakkariah is slim-hipped and lithe, though her slender frame belies a surprising amount of wiry strength. She moves with a certain sinuous grace, so light and lissome on her feet that it seems she's always on the verge of dancing. She usually keeps her wavy mahogany hair pinned up in a loose knot outside of combat, the upswept style framing a finely boned face and delicately pointed ears. Her skin is pale, in arresting contrast to the rich darkness of her almond-shaped eyes. She can often be mistaken for elven, save for her razor-sharp canines and a faint greenish cast to her extremities, which she usually keeps hidden by clothing.

Sssakkariah dresses in voluminous, layered robes of ivory white covering her armor, and belted at the waist with an orantely embroidered sash where she carries a matched scimitar and kukri. Though the garment can be a beastly pain to keep clean, she tries her best and stubbornly refuses to wear any other color-- for her, it signifies her break from her people, which she bears with both fiery defiance and a lingering sorrow. She wears little in the way of jewelry or personal adornments but like many yuan-ti, her skin is decorated with elaborate tattoos; these run down the sides of her neck, arms, and legs in flowing draconic script, skillfully disguising the few brown patches of scaly skin as art.

Personality: Sssakkariah is by nature a fastidious person, and likes to present a polished and cultured appearance to the world, as befitting a member of the great and exalted yuan-ti civilization. Though nowhere near as haughty and malicious as her kin, she nonetheless has retained some of their prejudices and can't help but compare the accomplishments and deeds of everyone she meets through the lens of her yuan-ti upbringing, often finding them lacking (though she's usually tactful enough not to voice this... much). Despite this, Sssakkariah remains remarkably open-minded and cooperative, for she is genuinely curious about other cultures and races.

Her own views toward her race are quite mixed; as a thin-blood, she is regarded by her people as an impure abomination, but the outside world is little better for there she is despised by the other races for being one of the sadistic snake-people. Thus, she's not had an easy time finding the acceptance she craves. This makes her alternately resentful and proud of her heritage depending on who she's around. Amongst the yuan-ti, Sssakkariah is sulky and rebellious, loathed to bow down and serve her morally degenerate and supposed 'betters'. And yet amongst the other races, she finds herself occasionally defending her people against her will, for though she feels little affinity for her own kind, she feels even less for the other races and there is no one else. Regardless, this leaves her with a giant chip on her shoulder and a need to prove her worth as a person.

Sssakkariah's experiences have made her defensive and bitter, sprinkled with a healthy dash of paranoia from living with a group of people prone to treachery and social cannibalism. She is finding the world outside Zangala quite different and intriguing, though this has left her confused and a little uncertain as to what to make of it all; some people don't seem so bad but she's also encountered levels of hatred and fear that exceed any she's faced before. However, Sssakkariah is nothing if not proud-- she makes no apologies for being yuan-ti or her choice to leave, and now that she has tasted freedom, she will fight fang and claw to keep it.

Background: Sssakkariah was originally trained as a sister in the Order of the Mistral Edge, a sorority of female warriors that combined speed and grace with the formidable mental powers that the yuan-ti consider their birthright. Though she excelled at her studies, becoming more proficient at wielding both blade and mind better than any of her classmates, this only bred jealousy and resentment among the highly competitive and driven sisters. Coupled with her stature from a lower caste family and her unusual reluctance towards utter ruthlessness, Sssakkariah found herself derided and harassed from every side, her accomplishments ignored and passed over in favor of other, more-connected students. Nonetheless, she clung grimly to her training, naively taking solace from the fact that once it was complete, she would gain a small amount of prestige from being a full-fledged sister and be free to pursue recognition same as anyone else.

Alas, that day never came. Treachery came in the form of a 'friend' who took advantage of her relatively benign and trusting nature to use her abilities to help them pass the final exam and then framed her for cheating. She was dismissed from the school in disgrace, consigned to the most menial of roles, and disowned by her family who were disgusted she lacked the cruelty to deal with her persecutors as she should. Well, that was the final straw. Sick of the viciousness, hypocrisy, and malice she saw everywhere, she summoned her courage and renounced her people, and left Zangala, never to return. People in the lands beyond were barbarians, or so she heard, but they couldn't be any more intolerable than this. Since then, she has pondered the wisdom of her decision many times, especially when the seeming idiocy of people she deals with taxes her patience or when the longing for someone familiar grows near past bearing, but she knows deep within her heart that there is a place for her out here... she just has to find it.

Fortunately, a skilled swordarm can always find some work, so Sssakkariah has been drifting where her jobs take her. Her latest travels have taken her north to Seagarden in the Dreaming Isles, a peculiarly cool and clammy locale (for her tastes, anyway); she's never lived by a significant portion of water before and is currently trying it out, before the novelty of feeling damp and vaguely chilled all the time wears out. {Will try to flesh this out a bit more/correct any mistakes when I get the Dawnforge books.}
 
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