Please put your characters in the following format.
Kelsis the Bright-Eyed
Truename - Sashakiyamok
Female Sibeccai Akashic 4
Height: 5'8"
Weight: 158lbs
Fur: Pale gray, with black hair
Eyes: Black
Age: 16
Attributes
Str: 12 (+1)
Dex: 10 (+0)
Con: 11 (+0)
Int: 17 (+3)
Wis: 14 (+2)
Cha: 9 (-1)
Hit Dice: 4d6 + 0
HP: 17
AC: 14 [10 + 4 Armor + 0 Dex]
Initiative: +0
BAB: +3
Melee: +4 [+3 base, +1 Strength]
Ranged: +3 [+3 base, +0 Dex]
Speed: 40’ [with Fleet of Foot feat]
Hero Points: 0
Saves
Fort: +1 [+1 base, +0 Con] (+4 vs poison)
Ref: +1 [+1 base, +0 Dex]
Will: +6 [+4 base, +2 Wis]
Attacks-Weapons:
Ranseur: +4 [+4 Melee, 2d4 +1 damage [+1 Strength], x3, P]
Handaxe: +4 [+4 Melee, 1d6 +1 damage [+1 Strength], x3, S]
Scartooth, battleaxe: +5 [+5 Melee, 1d10+2 damage/x3, S]
Dagger: +4 [+4 Melee, 1d4 +1 damage [+1 Strength], 19-20/x2, P]
Bite: +4 [+4 Melee, 1d6 +1 damage [+1 Strength], x2, P]
Sling: +3 [+3 Ranged, 1d4+1 damage, x2, B, 50' range]
Longbow: +3 [+3 Ranged, 1d8 damage, x3, P, 100’ range]
Feats: Fleet of Foot (ceremonial) [1st level]
Resistance to Poison (talent) [1st level]
Bite [3rd level]
Skills:
Alchemy +7 [4 ranks, +3 Int]
Appraise +5 [2 ranks, +3 Int]
Craft (poisonmaking)* +8 [5 ranks, +3 Int]
Decipher Script +6 [3 ranks, +3 Int]
Disable Device +8 [5 ranks, +3 Int]
Open Lock +5 [5 ranks, +0 Dex]
Knowledge (ceremony) +10 [4 ranks, +3 Int, +3 perfect recall]
Knowledge (cosmology) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (geography) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (history) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (magic) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (nature) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (religion) +11 [5 ranks, +3 Int, +3 perfect recall]
Knowledge (runes) +9 [3 ranks, +3 Int, +3 perfect recall]
Listen +6 [4 ranks, +2 Wis]
Perform (dance) +2 [3 ranks, -1 Cha]
Search +7 [4 ranks, +3 Int]
Spot +6 [4 ranks, +2 Wis]
Languages - Common, Giant, Draconic, Celestial, Infernal.
Racial qualities: Speak common and giant; low light vision; +2 to Gather Information, Handle Animal, Innuendo, and Sneak checks; +2 Con, -2 Int.
Class Abilities: Skill memory (+2 2/day), Perfect Recall (already added in), Delve into Collective Memory (4/day with +7 to the check), Minor Akashic Ability (Sneak Attack +1d6).
Possessions:
Mule - 8 gp
Pack saddle - 15 gp
Wearing/Carrying
Leather coat (+4 AC, max Dex +6, check penalty -2) - 20 lbs [200 gp].
Scartooth, +1 battleaxe - 7 lbs [2,310gp].
Ranseur - 15 lbs [10 gp].
Handaxe - 5 lbs [6 gp].
Dagger - 1 lb [2 gp].
Belt pouch - .5 lb [1 gp].
Sling & 10 sling bullets - 5 lbs [1 sp].
Longbow & 40 arrows – 9 lbs [77 gp].
Silver torque - n/a weight [20 gp].
In backpack on mule - backpack - 2 lbs [2gp].
2 vials of acid - 2.5 lbs [20 gp].
1 pellet flash powder - 1 lb [35 gp].
Thieves' tools - 1 lb [30 gp].
Cold weather outfit
Winter blanket
Bedroll - 5 lbs [1 sp].
Flint and steel - n/a weight [1 gp].
3 sunrods - 3 lbs [6 gp].
Journal - 1 lb [5 gp].
Ink - n/a weight [8 gp].
Inkpen - n/a weight [1 sp]
10 sling bullets - 5 lbs [1 sp].
*3 doses (vials) snake venom - n/a weight (Injury, DC 14, Initial and Secondary damage 1d4 Dex)
2 Trollbane Crystals: This small red crystals pack a very big punch. When thrown they explode upon impact causing a massive explosion. Originally based off the alchemist's fire, a magister in Ka-Rone was thrown out of the city for having invented these nasty little crystals. With only a 10' range increment, the manual (were there one) would advise users to throw them as far as possible. These crystals are thrown as a grenade weapon and upon impact deal damage as an Alchemist's Fire. However they then explode as a fireburst with a little added punch. Each crystal deals 4d6 damage to a 10' radius and an extra 1d6 versus trolls in addition to the base damage.
Faint Evocation; Caster Level: 3; Craft Single Use Item, access to the Fire and Enemy Bane (giants) Templates, fireburst; Price: 225gp; (*2 = 450gp)
Poisoner's Amulet: This small copper coin from one of the countries far to the south has a square hole punched through the middle and a thin, plain chain tied through it. When created this amulet contains 50 charges. Each side contains a command word to activate one of its two abilities. One side allows the user to detect poison, while the other allows her to increase the potency of one dose of poison as a diminished advance poison (+1 DC). Each ability costs 1 charge and when all of the charges have been expended the coin crumbles to dust.
Faint Transmutation; Caster Level: 1; Craft Charged Item, detect poison, advance poison; Price: 1000gp;
Amrinthar's Web Blanket: Originally created by Amrinthar, a litorian greenbond who built these nets to stop Chorrim who had taken to raiding the tribes of the northern plains. When thrown, this net flies upto 150' to ensnare a 20'radius spread in a heightened eldritch web. The net weighs 10 pounds but requires no attack roll to hit. Anyone touching the webbing takes 1d4 points of electricity damage each round unless they make their reflex save (DC 13). Note that this net cannot be used to construct the two-dimensional Wall version of the spell eldritch web.
Faint Conjuration; Caster Level: 5; Craft Single Use Item, eldritch web; Price: 750gp;
Attached to pack saddle
Waterskin - n/a weight [1 gp]
50 ft. hemp rope - 10 lbs [1 gp].
Coin: 462gp, 8sp
Appearance: Kelsis the Bright-Eyed is of medium height and build for a sibeccai woman, but her fur is a pale, almost silvery gray all over. The fur on her head is a deep black, and she wears it aggressively short, so her large ears are easily visible. Her large, dark eyes shine with an unusual intensity. She wears a simple leather coat for protection, and carries a ranseur in one hand, using it as a walking staff when not wielding it in combat. The ranseur has twelve shallow notches cut on it. Under her armor she wears simple, practical clothes; typically a loose shirt and sturdy breeches, gathered tight at the ankles and wrists, along with study sibeccai boots. All of her clothes are dark shades of brown or gray, and fairly utilitarian, with little extra finery. She has a covered handaxe stuck through one side of her belt, and keeps a dagger in her left boot. She wears a simple, though elegantly crafted silver torque around her neck and has an unstrung bow on her back.
Personality: Kelsis desires knowledge through experience, and seeks it out aggressively. This makes her somewhat of a thrill-seeker, though most would label her a fanatic. She wants, above all, to experience memorable and unique things to add her experiences to the akashic record. She doesn't believe she can do that if she is captured, and will not hesitate to use even underhanded means, up to and including poison, to secure her escape or prevent her capture in the first place. She also fears dying before she can complete her purpose, and is not squeamish about sending others to death's embrace. She feels that those that bar her way from living to complete her purpose will serve as a warning to others to not stop her. To date she has slain five rhodin raiders, a human highwayman, two litorian bandits, a hungry wolf, a mountain lion and two poisonous snakes. Kelsis is deeply religious, praying to the spirits of memory to guide her on her way through life. When prudence allows, she will often perform sibeccai religious rituals to help refresh her own spirit and purpose; these usually consist of elaborate and energetic dances around a fire, often with chanting.
She presents a curious mixture of traits. She does not avoid danger, but fears death. She doesn't shy away from wounds, but if she takes several, she may run to fight another day. While she has a great deal of knowledge of various topics, as many as some sages claim, she goes about as if armed for dire conflict. And while she seeks a higher purpose of having memorable experiences and leaving them for future akashics to use, she employs tactics some would call dishonorable. However, Kelsis never lies. She will refrain from mentioning if she thinks something isn't prudent to say, but she doesn't tell a deliberate untruth. If she says something, she means it. She hates having her word questioned. Her direct stare is somewhat unsettling, reflecting her intense purity of purpose.
Overall she is a fanatical, driven individual. However, those that are seeking out new and interesting things to do can always find a steadfast companion in Kelsis the Bright-Eyed. She appreciates those that don't swerve from their purpose, and becomes impatient with those that waver too long on decisions. While she's not impulsive, she dislikes spending too much time on anything, as she feels she must hurry to complete everything she feels she must in her life. She keeps a journal to record all of her important experiences to date. To prevent it from being easily translated, she writes every third word in a different language, switching from Draconic, to Infernal, to Celestial, and back in a fairly random pattern. One would have to know all three languages well to translate her journal on the fly.
Backstory: Kelsis grew up with a deep inner knowledge of something that most sibeccai don't even consider; the knowledge of her own mortality. She realized from an early age that while other races may live hundreds of years, the sibeccai were the fastest growing, and dying, race of the Lands of the Diamond Throne. Kelsis developed an inner terror that she wouldn't live long enough to make her mark on the world. She feared that she wouldn't be able to learn fast enough to make an name for herself. Her single-minded desire for knowledge led her to the path of the akashic. Training under another of the relatively rare sibeccai akashics, her mentor, Isakres the Clever-Handed, found her to be much more interested and able in the areas of obscure knowledge rather than the artistic skills. After setting her loose from her training, Kelsis traded her skill in languages for some tutoring in some underhanded or simply illegal techniques that she felt would be vital to her own personal quest of self discovery.
Kelsis now travels with a group of adventure-seeking individuals she has deemed trustworthy. Like a true-thrill seeker, she hopes her companions will lead her to great adventure, and allow her to find the experiences she craves to fulfill her life's purpose.
Kelsis the Bright-Eyed
Truename - Sashakiyamok
Female Sibeccai Akashic 4
Height: 5'8"
Weight: 158lbs
Fur: Pale gray, with black hair
Eyes: Black
Age: 16
Attributes
Str: 12 (+1)
Dex: 10 (+0)
Con: 11 (+0)
Int: 17 (+3)
Wis: 14 (+2)
Cha: 9 (-1)
Hit Dice: 4d6 + 0
HP: 17
AC: 14 [10 + 4 Armor + 0 Dex]
Initiative: +0
BAB: +3
Melee: +4 [+3 base, +1 Strength]
Ranged: +3 [+3 base, +0 Dex]
Speed: 40’ [with Fleet of Foot feat]
Hero Points: 0
Saves
Fort: +1 [+1 base, +0 Con] (+4 vs poison)
Ref: +1 [+1 base, +0 Dex]
Will: +6 [+4 base, +2 Wis]
Attacks-Weapons:
Ranseur: +4 [+4 Melee, 2d4 +1 damage [+1 Strength], x3, P]
Handaxe: +4 [+4 Melee, 1d6 +1 damage [+1 Strength], x3, S]
Scartooth, battleaxe: +5 [+5 Melee, 1d10+2 damage/x3, S]
Dagger: +4 [+4 Melee, 1d4 +1 damage [+1 Strength], 19-20/x2, P]
Bite: +4 [+4 Melee, 1d6 +1 damage [+1 Strength], x2, P]
Sling: +3 [+3 Ranged, 1d4+1 damage, x2, B, 50' range]
Longbow: +3 [+3 Ranged, 1d8 damage, x3, P, 100’ range]
Feats: Fleet of Foot (ceremonial) [1st level]
Resistance to Poison (talent) [1st level]
Bite [3rd level]
Skills:
Alchemy +7 [4 ranks, +3 Int]
Appraise +5 [2 ranks, +3 Int]
Craft (poisonmaking)* +8 [5 ranks, +3 Int]
Decipher Script +6 [3 ranks, +3 Int]
Disable Device +8 [5 ranks, +3 Int]
Open Lock +5 [5 ranks, +0 Dex]
Knowledge (ceremony) +10 [4 ranks, +3 Int, +3 perfect recall]
Knowledge (cosmology) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (geography) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (history) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (magic) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (nature) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (religion) +11 [5 ranks, +3 Int, +3 perfect recall]
Knowledge (runes) +9 [3 ranks, +3 Int, +3 perfect recall]
Listen +6 [4 ranks, +2 Wis]
Perform (dance) +2 [3 ranks, -1 Cha]
Search +7 [4 ranks, +3 Int]
Spot +6 [4 ranks, +2 Wis]
Languages - Common, Giant, Draconic, Celestial, Infernal.
Racial qualities: Speak common and giant; low light vision; +2 to Gather Information, Handle Animal, Innuendo, and Sneak checks; +2 Con, -2 Int.
Class Abilities: Skill memory (+2 2/day), Perfect Recall (already added in), Delve into Collective Memory (4/day with +7 to the check), Minor Akashic Ability (Sneak Attack +1d6).
Possessions:
Mule - 8 gp
Pack saddle - 15 gp
Wearing/Carrying
Leather coat (+4 AC, max Dex +6, check penalty -2) - 20 lbs [200 gp].
Scartooth, +1 battleaxe - 7 lbs [2,310gp].
Ranseur - 15 lbs [10 gp].
Handaxe - 5 lbs [6 gp].
Dagger - 1 lb [2 gp].
Belt pouch - .5 lb [1 gp].
Sling & 10 sling bullets - 5 lbs [1 sp].
Longbow & 40 arrows – 9 lbs [77 gp].
Silver torque - n/a weight [20 gp].
In backpack on mule - backpack - 2 lbs [2gp].
2 vials of acid - 2.5 lbs [20 gp].
1 pellet flash powder - 1 lb [35 gp].
Thieves' tools - 1 lb [30 gp].
Cold weather outfit
Winter blanket
Bedroll - 5 lbs [1 sp].
Flint and steel - n/a weight [1 gp].
3 sunrods - 3 lbs [6 gp].
Journal - 1 lb [5 gp].
Ink - n/a weight [8 gp].
Inkpen - n/a weight [1 sp]
10 sling bullets - 5 lbs [1 sp].
*3 doses (vials) snake venom - n/a weight (Injury, DC 14, Initial and Secondary damage 1d4 Dex)
2 Trollbane Crystals: This small red crystals pack a very big punch. When thrown they explode upon impact causing a massive explosion. Originally based off the alchemist's fire, a magister in Ka-Rone was thrown out of the city for having invented these nasty little crystals. With only a 10' range increment, the manual (were there one) would advise users to throw them as far as possible. These crystals are thrown as a grenade weapon and upon impact deal damage as an Alchemist's Fire. However they then explode as a fireburst with a little added punch. Each crystal deals 4d6 damage to a 10' radius and an extra 1d6 versus trolls in addition to the base damage.
Faint Evocation; Caster Level: 3; Craft Single Use Item, access to the Fire and Enemy Bane (giants) Templates, fireburst; Price: 225gp; (*2 = 450gp)
Poisoner's Amulet: This small copper coin from one of the countries far to the south has a square hole punched through the middle and a thin, plain chain tied through it. When created this amulet contains 50 charges. Each side contains a command word to activate one of its two abilities. One side allows the user to detect poison, while the other allows her to increase the potency of one dose of poison as a diminished advance poison (+1 DC). Each ability costs 1 charge and when all of the charges have been expended the coin crumbles to dust.
Faint Transmutation; Caster Level: 1; Craft Charged Item, detect poison, advance poison; Price: 1000gp;
Amrinthar's Web Blanket: Originally created by Amrinthar, a litorian greenbond who built these nets to stop Chorrim who had taken to raiding the tribes of the northern plains. When thrown, this net flies upto 150' to ensnare a 20'radius spread in a heightened eldritch web. The net weighs 10 pounds but requires no attack roll to hit. Anyone touching the webbing takes 1d4 points of electricity damage each round unless they make their reflex save (DC 13). Note that this net cannot be used to construct the two-dimensional Wall version of the spell eldritch web.
Faint Conjuration; Caster Level: 5; Craft Single Use Item, eldritch web; Price: 750gp;
Attached to pack saddle
Waterskin - n/a weight [1 gp]
50 ft. hemp rope - 10 lbs [1 gp].
Coin: 462gp, 8sp
Appearance: Kelsis the Bright-Eyed is of medium height and build for a sibeccai woman, but her fur is a pale, almost silvery gray all over. The fur on her head is a deep black, and she wears it aggressively short, so her large ears are easily visible. Her large, dark eyes shine with an unusual intensity. She wears a simple leather coat for protection, and carries a ranseur in one hand, using it as a walking staff when not wielding it in combat. The ranseur has twelve shallow notches cut on it. Under her armor she wears simple, practical clothes; typically a loose shirt and sturdy breeches, gathered tight at the ankles and wrists, along with study sibeccai boots. All of her clothes are dark shades of brown or gray, and fairly utilitarian, with little extra finery. She has a covered handaxe stuck through one side of her belt, and keeps a dagger in her left boot. She wears a simple, though elegantly crafted silver torque around her neck and has an unstrung bow on her back.
Personality: Kelsis desires knowledge through experience, and seeks it out aggressively. This makes her somewhat of a thrill-seeker, though most would label her a fanatic. She wants, above all, to experience memorable and unique things to add her experiences to the akashic record. She doesn't believe she can do that if she is captured, and will not hesitate to use even underhanded means, up to and including poison, to secure her escape or prevent her capture in the first place. She also fears dying before she can complete her purpose, and is not squeamish about sending others to death's embrace. She feels that those that bar her way from living to complete her purpose will serve as a warning to others to not stop her. To date she has slain five rhodin raiders, a human highwayman, two litorian bandits, a hungry wolf, a mountain lion and two poisonous snakes. Kelsis is deeply religious, praying to the spirits of memory to guide her on her way through life. When prudence allows, she will often perform sibeccai religious rituals to help refresh her own spirit and purpose; these usually consist of elaborate and energetic dances around a fire, often with chanting.
She presents a curious mixture of traits. She does not avoid danger, but fears death. She doesn't shy away from wounds, but if she takes several, she may run to fight another day. While she has a great deal of knowledge of various topics, as many as some sages claim, she goes about as if armed for dire conflict. And while she seeks a higher purpose of having memorable experiences and leaving them for future akashics to use, she employs tactics some would call dishonorable. However, Kelsis never lies. She will refrain from mentioning if she thinks something isn't prudent to say, but she doesn't tell a deliberate untruth. If she says something, she means it. She hates having her word questioned. Her direct stare is somewhat unsettling, reflecting her intense purity of purpose.
Overall she is a fanatical, driven individual. However, those that are seeking out new and interesting things to do can always find a steadfast companion in Kelsis the Bright-Eyed. She appreciates those that don't swerve from their purpose, and becomes impatient with those that waver too long on decisions. While she's not impulsive, she dislikes spending too much time on anything, as she feels she must hurry to complete everything she feels she must in her life. She keeps a journal to record all of her important experiences to date. To prevent it from being easily translated, she writes every third word in a different language, switching from Draconic, to Infernal, to Celestial, and back in a fairly random pattern. One would have to know all three languages well to translate her journal on the fly.
Backstory: Kelsis grew up with a deep inner knowledge of something that most sibeccai don't even consider; the knowledge of her own mortality. She realized from an early age that while other races may live hundreds of years, the sibeccai were the fastest growing, and dying, race of the Lands of the Diamond Throne. Kelsis developed an inner terror that she wouldn't live long enough to make her mark on the world. She feared that she wouldn't be able to learn fast enough to make an name for herself. Her single-minded desire for knowledge led her to the path of the akashic. Training under another of the relatively rare sibeccai akashics, her mentor, Isakres the Clever-Handed, found her to be much more interested and able in the areas of obscure knowledge rather than the artistic skills. After setting her loose from her training, Kelsis traded her skill in languages for some tutoring in some underhanded or simply illegal techniques that she felt would be vital to her own personal quest of self discovery.
Kelsis now travels with a group of adventure-seeking individuals she has deemed trustworthy. Like a true-thrill seeker, she hopes her companions will lead her to great adventure, and allow her to find the experiences she craves to fulfill her life's purpose.