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ByteRynn Characters

ByteRynn

First Post
Hoborne Oakbrother
[sblock]Male shifter druid 3
NG Medium Humanoid (Shapeshifter)
Init +3; Senses low-light vision; Notice +10
Languages Common
________________________________________________
AC 17, touch 13, flat-footed 14
Hp 21 (3 HD)
Fort +5, Ref +5, Will +7
___________________________________________________
Speed 20 ft. (4 squares)
Melee mwk longspear +3 (1d8/x3/reach) or
Melee mwk club +3 (1d6)
Ranged javelin +5 (1d6/30 ft.) or
Ranged alchemical silver javelin +5 (1d6-1/30 ft.)
Base Atk +2; Grp +2
Special Attacks shifting 1/day (Longstride, 6 rounds), combat reflexes
Spells Prepared (CL 3, DC 13+spell level):
2nd -
1st –
0th –
_______________________________________________________________________
Abilities Str 11, Dex 16, Con 12, Int 10, Wis 17, Cha 10
SQ Beast Spirit (Alertness, extend shifting, feral empathy, Will of the spirit, Ability bonus (+2-str, dex, or con), nature sense, wild empathy +7, woodland stride, trackless step
Feats Combat Casting, Combat Reflexes, Alertness(b), Weapon Group Proficiencies (Basic, Spears)
Skills Balance +3, Climb +0, Concentration +7 (+11 combat casting), Escape Artist +1, Jump -6, Knowledge (Nature) +8, Knowledge (Religion) +3, Notice +10, Stealth +1, Survival +6 (+8 above ground, natural)
Possessionsmw longspear, +1 hide armor, backpack, belt pouch, bedroll, flint and steel, 50 ft. hmpen rope, 2 sunrods, 10 days rations, waterskin, mw club, holly and mistletoe, spell component pouch, cloak of resistance +1, light warhorse w/ military saddle, 3 javelins, 2 alchemical silver javelins[/sblock]

Stats Changes when when shifting
[sblock]Init +4
________________________________________________
AC 18, touch 14
Ref +6
___________________________________________________
Speed 30 ft. (6 squares)
Ranged javelin +6 (1d6/30 ft.) or
Ranged alchemical silver javelin +6 (1d6-1/30 ft.)
Special Attacks shifting 1/day (Longstride, 6 rounds)
_______________________________________________________________________
Abilities Dex 18
Skills Balance +4, Escape Artist +2, Stealth +2[/sblock]
 

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ByteRynn

First Post
Aldin d'Denieth-Retired

Aldin d'Denieth
[sblock]Male human knight 1
LG or LN Medium Humanoid
Init +1; Senses Listen -1, Spot -1
Languages Common
________________________________________________
AC 18(20), touch 11(13), flat-footed 17(19)
Hp 13 (1 HD)
Fort +1, Ref +1, Will +1
___________________________________________________
Speed 20 ft. (4 squares)
Melee bastard sword +3 (1d10+2/19-20)
Base Atk +1; Grp +3
Special Attacks knight's challenge 2/day, fighting challenge +1
Spell-like Abilities (1st):
1/day- shield of faith
_______________________________________________________________________
Abilities Str 15, Dex 12, Con 13, Int 10, Wis 8, Cha 14
SQ knight's honor
Feats Exotic Weapon Proficiency (Bastard Sword), Least Dragonmark (Sentinel, Shield of Faith)
Skills Balance -6, Climb -5, Escape Artist -6, Hide -6, Intimidate +6, Jump -12, Knowledge
(Nobility and Royalty) +4, Move Silently -6, Ride +5 (-2 quick mount), Sense Motive +1
PossessionsBastard sword(6), heavy wooden shield (10), chainmail(40), backpack(2), belt pouch
(.5), bedroll(5), flint and steel, 50 ft. hemp rope(10), sunrods x2(2), trail rations (10 days)(10),
waterskin(4), ID papers w/portrait, house Denieth signet ring, 23 gp, Medium Load[/sblock]

Background: [sblock]Aldin d'Denieth, dragonmarked scion of House Deneith. He's a young warrior of his
clan, trained in elite defensive maneuvers and devoted to the idea that his family's fighting style is the
best there is, and their reputation as warriors should be impeccable. Being bred for command, Aldin
has been sent out to gain real-world experience and training before he settles down to the command of a
group of Denieth mercenaries. His parents felt that accepting the call to fight in Western Breland (they
refuse to aknowledge what the rabble now call the region) is just the crucible in which to forge young
Aldin into an unbreakable blade.[/sblock]

Appearance: [sblock]Aldin is handsome, with a square jaw, fair skin, close-cropped jet black hair, and
piercing blue eyes. He almost always has a look of intensity on his face. He is rarely seen outside of his
chainmail and green and yellow tabard, with purple chimera embroidered on the breast. His shield is painted
with the Chimera emblem of house Deneith, and his simple bastard sword looks well taken care of, if not
particularly fancy.[/sblock]

Personality: [sblock]Aldin tends to be rather serious for one so young. He hates practical jokes, and
tends to get pleasure out of stories of war and Sovereign Host morality tales. [/sblock]
 
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ByteRynn

First Post
Sylas Dardragon
[sblock]Male halfling Spirit Shaman 6 and Sorcerer4/Geomancer 2
LN Small Humanoid
Init +1; Senses Listen +5, Spot +3
Languages Common, Halfling
________________________________________________
AC 16, touch 13, flat-footed 15
Hp 33 (6 HD)
Fort +9, Ref +4, Will +11
Special +2 vs. Fear Effects
___________________________________________________
Speed 20 ft. (4 squares)
Melee touch spell +6 (spell) or
Melee spectral hand touch spell +8 (spell) or
Ranged mwk light crossbow +7 (1d6/19-20/80 ft.)
Base Atk +4; Grp -2
Attack Options weapon finesse, point, blank shot
Special Attacks Chastise Spirits 8/day (6d6, DC 21)
Spell-like Abilities (1st):
at will- detect spirits, blessing of the spirits
Spirit Shaman Spells Retrieved (CL 6th/7th in forests):
3rd (4): vigor
2nd (6): fog cloud, lesser restoration
1st (7): produce flame, cure light wounds (DC16), faerie fire
0th (6): read magic, detect poison, light
Sorcerer Spells Known (CL 6th/7th in forests):
3rd (4): unluck, vampiric touch, mesmerizing glare
2nd (6): spectral hand, blindness/deafness, detect thoughts, locate object, touch of idiocy
1st (8): shield, mage armor, charm person, chill touch, expeditious retreat, identify
0th (6): detect magic, mage hand, message, prestidigitation, ghost sound, touch of fatigue
Combat Gear wand of cure light wounds (15 charges)
_______________________________________________________________________
Abilities Str 6, Dex 12, Con 10, Int 10, Wis 17, Cha 20
SQ spirit guide (crow), wild empathy +11, follow the guide, ghost warrior, drift 1(touch causes flowers to wilt, grow a cat’s tail), spell versatility (0-1), ley lines +1 (forests)
Feats combat casting, point-blank shot, weapon finesse
Skills Concentration +9 (+13 combat casting), Climb +0, Hide +5, Jump -6, Knowledge (arcana) +6, Knowledge (history) +1, Knowledge (Nature) +6, Listen +5, Move Silently +3, Profession (Fortune Teller) +4, Spellcraft +11, Survival +7 (+9 in nature environments)
Possessions combat gear plus bracers of armor +2, amulet of natural armor +1, ring of protection +1, cloak of charisma +2, MW light crossbow, 5 mw cold iron bolts, 5 mw alchemical silver bolts, 5 mw adamantine bolts, 10 bolts, spell component pouch, belt pouch, 7 gp[/sblock]

Background: [sblock]Sylas was a very sickly child who was nearly killed with fever. His parents had almost given up on him when he started seeing and talking to someone named "grandfather crow". One night, late, Sylas wandered out into the wilderness, sneaking away from his family, led by some unseen force.

His time in the wilderness is a mystery, not least of all to him. He learned many strange and terrible things from grandfather crow, and when he finally found his people again, and returned to them, they were frightened by his new and strange power, but rejoiced that he had returned to them. HE had gained wisdom while he was away, and in his family's travels, he earned money as a fortune teller, and gained a reputation as a wise and knowledgeable sage. One day, as his clan was picking up to move once more, grandfather crow mentioned that it was time to go off alone again, that the time had come to learn new and exciting and very dark things. This time, as Sylas ventured forth, he found some companions with which to learn about the world. He started developing a very close tie to nature, being gifted by the spirits of nature with strange gifts...and in some cases having to pay terrible prices.[/sblock]

Appearance: [sblock]Sylas is small, even by halfling standards. He looks sickly, though he tries to hide most of his frailty beneath thick, dark robes and cloaks. If one looks very closely at him, they may notice a particularly unusual rustling of his robes, as if, perhaps, there is a tail beneath them.[/sblock]

Personality: [sblock]Sylas is a very serious and spooky individual. He is vengeful and prideful. He is very much more inclined to follow his instincts and his philosophies rather than follow his intellect. He is loyal to friends, and protective of the weak. He does not stand for anyone to cross him, however, and such annoyances invariably earn Sylas's wrath.[/sblock]
 

ByteRynn

First Post
Stronghold
Real Name:
Bethany Cabe
Occupation: Head of Security for Stark Enterprises

Combat Abilities (37 points)
Base Attack Bonus: +8
Base Defense Bonus: +2
Initiative: +3
Melee Attack: +9 punch (+10S)
Melee Attack: +9 shield stun (+6 Stun)
Ranged Attack: +10 force beam (+6S)
Defense: 17
Flat-Footed Defense: 11
Toughness: +5 (4 impervious)/Absorption (energy) 8
Fortitude: +7
Reflex: +9
Will: +6
Move: 30

Abilities (20 points)
Strength 14(30)/+10
Dexterity 16/+3
Constitution 12/+1
Intelligence 14/+2
Wisdom 12/+1
Charisma 12/+1

Skills (24 Points)
Acrobatics (10) +13
Bluff (10) +11
Climb (10) +12
Disable Device (10) +8 (no tools)
Drive (10) +13
Intimidate (15) +16
Knowledge (tactics) (5) +7
Medicine (10) +7 (no tools)
Notice (11) +12
Search (10) +12
Sense Motive (15) +16

Feats (6 points)
Attack focus (melee)
Attack specialization (force beam)
Defensive attack
Improved defense 2
Precise shot

Powers (68 points)
Personal Fortress Armor Mark 1:
Device 8 (hard to lose): Density 8 (flaws-permanent), enhanced strength 16; Protection 4 (extras-impervious); Immovable 2; Super-Strength 2; x5 mass); Immunity 9 (Life Support); Communication 3 (radio, extras-area, power feats-selective);
Bastion Shield Mark 2: Device 12 (easy to lose): Absorption 8 (energy, boost stun/blast power, extras-total fade, power feats-slow fade); Shield 5; Stun 6 (power feats-sedation, alternate power: Blast 6)
 
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ByteRynn

First Post
Bendis Lancaster;
[sblock]human weapon master 1;
small humaniod (human);
Init +5; Senses Listen +0, Spot +0;
Languages: Common, (+1 other).
----------------------------
Defense 17, active 15, passive 12;
DR: 1d3/magic
HP 11 (HD 1d4+7)
Fort +2, Ref +6, Will +1;
----------------------------
Spd 30';
Melee: small shortsword +7 (1d4+2/19-20/x2) or
Melee: small shortsword +5 (1d4+2/19-20/x2) and
Melee: small shortsword +5 (1d4+2/19-20/x2)
Attack Options: two-weapon fighting 1, weapon finesse 1, weapon style: Expert Strike, Weapon Pool (0/11 tokens)
Base Atk +1, Grapple -1;
----------------------------
Abilities: Str 14, Dex 20, Con 12, Int 12, Wis 10, Cha 10.
XP: 0000
Traits: Dextrous, Short
Feats: Weapon Finesse 1, Two-weapon FIghting 1
Skills: Athletics 4: Balance 0 (+4), Bluff 4 (+4), Climb 4 (+5), Escape Artist 0 (+4), Hide 0 (+8), Jump 4 (+5), Knowledge 4 (+5, Local), Move Silently 0 (+4), Sense Motive 4 (+4), Swim 4 (+4), Tumble 4 (+8)
Possessions: 2 small short swords (20gp, 2lbs), small studded leather armor (25gp, 10lbs), backpack (2gp, 2lbs), flint and steel (1gp), waterskin (1gp, 4lbs), 2 days rations (1gp, 2lbs).
Money: 150 gp.
Encumbrance: 20 lbs; Load: Light (28.5 lbs)
----------------------------[/sblock]
Description: [sblock]Bendis is a child-sized, thin character of indeterminate age. His face has a number of scars on it that stand out against his splotchy complexion. His hair is light read, thin, and worn back in a pony-tail. His beard is cut close, but coaxed into a curl at the bottom. His eyes, both intense green, seem to be sizing everyone up, waiting for them to make a comment about his freakish appearance.[/sblock]

Personality: [sblock]Bendis is a man of short stature, but of high aspirations. Brash and short tempered, Bendis has been forced to developed skills and abilities that can back him up when his words fail him. He has a soft spot for anyone who is willing to look beyond his appearance, and see his true worth, which is, in Bendis' eyes anyway, very high. Bendis has a capacity for loyalty and friendship that is not obvious based on his short temper and few friends.[/sblock]

History: [sblock]Born the son to the wealthy merchant, Allistair Lancaster, and his wife, Liilian Lancaster, Bendis was immediately reviled and hated by his parents. Growing up, Bendis was raised by the servants of his household in Malador. His only friend was his brother, elder by 4 years, Bryan. Bryan was admittedly shy around Bendis early on, but as they grew up and grew close, Bryan saw past Bendis's exterior and grew to love his brother, helping him out of lots of trouble with their very strict father over the years. Bryan was given everything in the Lancaster house, and Bendis, nothing.

Eventually, Bryan was caught up in the adventuring fever, and being an excellent swordsman and an intellegent young lad, Allistair saw an opportunity. He funded an expedition for his son, hired him companions, and sent him across the seas to find a fortune in the ruins. Bendis, left to fend for himself, ran away from home, and took to living on the streets. After running from a number of unfortunate fights, he met a man named Fallstar the Fabulous. Fallstar looked like a fat, old drunkard, but he defeated a number of younger men al looking to harm Bendis. He took yound Bendis under his wing, and taught him a number of sword techniques, enabling Bendis to defend himself. Fallstar left Malador as well, but he gave Bendis a pair of blades built for his stature before he was called to parts unknown.

One month ago, Bendis was found by his father. His father told him that his brother, Bryan was likely dead, and his expedition lost beyond the sea. He offered Bendis funding to go across the waters and to bring his brother, or his brother's remains, home. If he could find some proof of his brother's death, or better yet, his brother alive and well, home again, he would receive enough wealth to set himself up comfortably for a long time. If he could find neither? Then he should never, ever come back to his father's house again. Not that Bendis had ever actually INTENDED to return home in the first place...but he does care enough about his brother and the prospect of money to do some searching. [/sblock]
 

ByteRynn

First Post
Retired-Leyton Longroad

Leyton Longroad, Elven Ardent – 8
[sblock]Medium, Humanoid (Elf), Chaotic Good
170, 5’ 5", 195 lbs, Male, Tanned, Green eyes, Red Hair

STR: 14 (+2) 5 points, +1 level bonus
DEX: 16 (+3) 6 points, +2 racial bonus
CON: 12 (+1) 6 points,-2 racial penalty
INT: 14 (+2) 6 points
WIS: 20 (+5) 13 points, +1 level bonus, +2 enhancement
CHA: 10 (+0) 2 points

Hit Points: 42/ 42
Hit Dice: 8d6+8
Speed: 30ft/40 ft. when psionically focused
Initative: + 3
AC : 22 (+0 Armor, +0 Shield, +3 DEX, +0 Size, +1 Deflection, + 8 base; touch 22, flat-footed 11)
BAB/Grapple: +6/+1, +8

Fort: +4 (+2 Base, +1 CON, +1 resistance)
Ref: +7 (+2 Base, +4 DEX, +1 resistance)
Will: +12 (+6 Base, +5 WIS, +1 resistance)

Attacks:
- Adamantine Longspear +10/+5 melee (1d8+3/x3/reach)
· With 5 pp Metaphysical Weapon +11/+6 (1d8+5/x3/reach)
· With 7 pp Offensive Prescience +10/+5 (1d8+7/x3/reach)
· With both +11/+6 (1d8+9/x3/reach)

- MW Cold-iron Longsword 2-handed +9/+4 melee (1d8+3/19-20)
· With 5 pp Metaphysical Weapon +10/+5 (1d8+5/19-20)
· With 7 pp Offensive Prescience +9/+4 (1d8+7/19-20)
· With both +10/+5 (1d8+9/19-20)
· 1-handed +9/+4 (1d8+2/19-20)
· With 5 pp Metaphysical Weapon +10/+5 (1d8+4/19-20)
· With 7 pp Offensive Prescience +9/+4 (1d8+6/19-20)
· With both +10/+5 (1d8+8/19-20)

- MW Composite Longbow [14 str] +10/+5 ranged (1d8+2/x3/110 ft.)
· With 5 pp Metaphysical Weapon +11/+6 (1d8+4/x3/110 ft.)
· With 7 pp Offensive Prescience +10/+5 (1d8+6/x3/110 ft.)
· With both +11/+6 (1d8+8/x3/110 ft.)
· With Alchemical Silver Arrows +10/+5 (1d8+1/x3/110 ft.)
· With 5 pp Metaphysical Weapon +11/+6 (1d8+3/x3/110 ft.)
· With 7 pp Offensive Prescience +10/+5 (1d8+5/x3/110 ft.)
· With both +11/+6 (1d8+7/x3/110 ft.)

Special Abilities:
· Conflict Mantle (Weapon Focus: Longspear, Primary Mantle: 2 powers)
· Freedom Mantle (+10 speed when psionically focused, May expend focus to gain a +8 (level) to resist or escape a grapple, Primary Mantle: 3 powers)
· Life Mantle (May expend psionic focus as a swift action to increase the manifester level of one mantle power by one, Secondary Mantle: 2 powers)
· Mental Power Mantle (Treat Wisdom as 2 higher for the purpose of determining bonus PP, Secondary Mantle: 2 powers)
· Secret Door sense

Skills: (44 points, max ranks 11/5)
· <Autohypnosis> +18 (11 Ranks, +5 Wis, +2 synergy)
· <Concentration> +12 (11 Ranks, +1 Con)/+16 combat manifesting
· <Knowledge: Geography> +7 (5 Ranks, +2 Int)
· <Knowledge: Nature> +4 (2 Ranks, +2 Int)
· <Knowledge: Psionics> +9 (5 Ranks, +2 Int, +2 synergy)
· <Listen> +7 (0 Ranks, +5 Wis, +2 racial)
· <Search> +4 (0 Ranks, +2 Int, +2 racial)
· <Spot> +7 (0 Ranks, +5 Wis, +2 racial)
· <Survival> +10 (5 Ranks[10 points], +5 Wis)/+12 avoid getting lost

Feats: 1 bonus, 3 levels
· Weapon Focus: Longspear (Conflict mantle bonus)
· Combat Manifestation
· Combat Reflexes
· Psionic Meditation

Languages:
· Common
· Elven
· Sylven
· Draconic

Equipment:
· Adamantine Longspear 3,005 gold 9 lbs
· MW Cold Iron Longsword 330 gold 4 lbs
· MW Composite Longbow [Str 14] 600 gold 3 lbs
· 50 MW Alchemical Silver Arrows 302 gold 7.5 lbs
· 20 arrows 1 gold 3 lbs
· Periapt of Wisdom +2 12,000 gold
· Ring of Protection +1 6,000 gold
· Cloak of Resistance +1 3,000 gold 3 lbs
· Backpack 2 gold 2 lbs
· Flint and Steel 1 gold
· Everburning torch 330 gold 1 lb
· Belt Pouch 1 gold .5 lbs
· Waterskin 1 gold 4 lbs
· Potion of Lesser Restoration 900 gold
· Potion of Pass without Trace 150 gold
· Potion of Jump 150 gold
· Potion of Protection from Evil 150 gold
· Moonstone 50 gold
· 2 freshwater irregular pearls 10 gold each
· 6 gp, 9 sp, 10 cp
· Total weight carried -- 37.5 lbs.
Light load – 58 or less lbs., medium – XXX-XXX lbs., heavy – XXX-XXXlbs., lift – up to XXXlbs., push -- XXX lbs.

Psionics: 82 pp
-Powers
1st: 1pp
· Dimension Hop(A): Swift action; target: personal; Auditory. Instantly move up to 10 ft. line of sight. Augment: +1pp=+5 ft.
· Prescience, Offensive(A)
· Touch of Health(A): Standard action; target: creature touched; PR, Will half; Auditory/Material. Heal 2 hp or deal 2 damage to undead. Augment: +1pp=+2 hp healed/undead damage
2nd: 3pp
· Hustle
3rd: 5pp
· Body Purification(A)
· Mind Trap(A)
4th: 7pp
· Fly, Psionic
· Intellect Fortress(A)

XP: 30,000 / 36,000[/sblock]

Notes: [sblock]Leyton has travelled far and wide over the last 9 years. He simply goes where opportunities take him, and tries to help those along the way he can. He has recieved a number of gifts for jobs well done. He recieved his spear for some excellent military service on behalf of [city], his bow as a going-away present from his family, his cloak as a gift from some Fey who needed their groves protected, his periapt and ring from a hidden trasure trove he found for a destitute family, and his other various nick-nacks from travellers he has aided, healed, or defended ove rthe years.

In a city, he tends to go from bar to bar and listen to the stories told, and offer the occasional story of his own. He is really trying to look for an opportunity to do something next: to go on another journey.[/sblock]

Philosophy: [sblock]Leyton has sought, over the years to discover universal truths. By discovering these truths, and fully understanding them, he has been able to unlock great powers in his mind. He has mastered 4 Truths and taken them up as his sources of powers, and he is currently working on solving and understanding another.

The Truths of Freedom and Conflict: Life is a series of journies and conflicts from which you learn all things. Embrace the journey, seek out new roads, and be prepared for learning.

The Truth of Living: Death is the only end of the journey, and in death nothing else can be learned. Avoid death and an end to learning if at all possible.

The Truth of the Mind: Many of the Conflicts that shall try and impede your journey are conflicts of the mind. Realize your full mental potential to maximize your life's journey.
The Truth of the Body (in progress): Many of the Conflicts that shall try and impede your journey are conflicts of the flesh. Realize your full physical potential to maximize your life's journey.[/sblock]
 
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ByteRynn

First Post
Halidon, The Blade (Planescape Version)

Halidon, The Blade
[sblock]Male human Ftr5 and Rog3/Monk2
LN Medium Humanoid
Init +3; Senses Listen +4, Spot +4
Languages Common, Celestial
________________________________________________
AC 19 , touch 18, flat-footed 16
Hp 48 (5 HD)
Fort +8, Ref +10, Will +8
Special during combat focus +2 will saves; evasion, trap sense +1
___________________________________________________
Speed 30 ft. (6 squares)
Melee Halidon +10 (1d8+6/19-20) or
Melee Halidon +8/+8 (1d8+6/19-20) flurry of blows or
Melee unarmed strike +8 (1d6+3) or
Melee unarmed strike +6/+6 (1d6+3) flurry of blows
Base Atk +5; Grp +8 (during Combat Focus: Resist Grapple +12)
Special Attacks Combat Focus (activated by first successful attack on an opponent; lasts 11 rounds; +2 will saves, +4 to resist bull rush, disarm, grapple, overrun, and trip attempts), Combat Reflexes, Flurry of Blows, Sneak attack +2d6, Stunning Fist (2/day, DC 16), Cipher Trance (1/day, 7 rounds, +4 dex)
Combat Gear potion of barkskin, potion of cure light wounds
Spell-like abilities
3/day- magic missile (CL5)
_______________________________________________________________________
Abilities Str 16, Dex 16, Con 14, Int 12, Wis 18, Cha 10 [2 points]
SQ trapfinding
Feats Cipher Trance(b), Combat Focus, Combat Reflexes(b), Combat Stability, Improved Unarmed Strike(b), Least Legacy (Nameblade: Halidon, Self Reliance, Stunning Fist(b), Weapon Focus (longsword)(b), Weapon Specialization (longsword)(b), Whirling Steel Strike(b)
Skills Balance +11, Bluff +5, Concentration +4, Control +10, Diplomacy +10, Disguise +6 (+8 acting), Intimidate +8, Jump +15, Knowledge (the Planes) +5, Planar Expertise +10, Sense Motive +10, Sleight of Hand +13, Tumble +13
Possessions Combat gear plus Halidon (+1 alchemical silver longsword of legacy), bracers of armor +1, ring of protection +1, periapt of wisdom +2 , backpack, belt pouch, bedroll, flint and steel, 50 ft. hemp rope, sunrods x2, trail rations (10 days), waterskin, 20 gp.[/sblock]

Background: [sblock] When I was a boy I ran in the streets of Sigil, an orphan to some fight or another. I don’t know, because I was alone from a very young age-I can’t even recall the name my parents gave me. I was found by a street king, a broker of young thieves and tramps, only me and a single blade-my lone birthright. The street king named me for the single word inscribed on the blade-Halidon. In the streets of the city I learned many things. I learned that this world is hard, and that the only being truly trustworthy is yourself and your skill. I learned when to fight, when to flee, and when to attack another day. Late at night I would sneak into the armory, for I heard a strange voice, and that voice taught me how to find the peace at the center of war, and how to meditate upon that peace. One day the voice revealed itself to me-it was the blade, Halidon. I took up the blade from my master, the street king, and set out into the city.

I am sure my master pursued me, as I took a valuable possession from him, and a valuable sneak thief, picking the pockets of visitors from every plane. I had learned about the cosmos on the streets, though, being of independent though, I had not taken a faction. I decided that going to a faction for protection was foolish-they could let me down, and I would die. So I sought training-the ability to protect myself. I heard that the old Armory had recently been reopened, and turned into a school of training. I ventured there, paid what money I had, and was trained in the arts of swordplay by some of the greatest swordsmen in Sigil, Sir Karllakton Pierce, the gleaming lade of the morning, and Hazzakyltillcon, the Quickdeath. Everyday, with my training I was told the wonders of the Harmonium, and quickly realized that the Armory was nothing more than their attempt to convert those needing a place to train, a place to convert warriors to their cause, I place for people like me. I soon felt I knew all I needed, and left Sigil, voyaging out, into the Outlands, to ensure my survival, and to use my skills, and to learn more of the ways of the planes.

In the outlands, I met The Master. He told tales of war, and tales of inner strength, and taught me the Ways of the Transcedent Order. He spoke to me of personal strength, of inner power, of unlocking all that one could be through denying everything of this world that slows one down, and I listened, and believed. The Harmonium always rang false with me, for their discussions of collective good never took into account the greatness individuals could achieve, or the weakness that reliance bred. That night I was taken into the ranks of the Ciphers, and I have traveled, trained, and fought with the master since. We both seek something different, but the challenges we have overcome have been the same, and the lessons have been powerful.
[/sblock]

Trance Stat changes
[sblock]Init +5
________________________________________________
AC 21, touch 20
Ref +12
___________________________________________________
Abilities Dex 20
Skills Balance +13, Sleight of Hand +15, Tumble +15[/sblock]
 
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ByteRynn

First Post
Haldion, The Blade (Remix)

Halidon the Blade - 陰り夢
Chaotic Good Synad Ardent 10

Age: 304
Gender: Male
Height: 6 ft. 3 in.
Weight: 145 lb.
Eyes: dark purple
Hair: black
Skin: pale

STR: 6 [-2] (-2 points)
DEX: 18 [+4] (15 base [8 points], +1 level, +2 cloak)
CON: 12 [+1] (12 base [4 points])
INT: 14 [+2] (14 base [6 points])
WIS: 22 [+6] (17 base [13 points], +1 level, +4 item)
CHA: 14 [+2] (14 base [6 points])

HP: 56 (6 + 40 + 10 con)
Armor Class: 22 (10 base + 4 dex + 5 mithral shirt + 1 ioun stone + 2 natural)
Initiative: +4
BAB: +7/+2
Attack: +5 masterwork dagger (1d4-2, 19-20/x2)
Ranged Attack: +13 masterwork dagger (1d4-2, 19-20/x2)

Speed: 30’

FORT: +4 (3 base + 1 con)
REFL: +7 (3 base + 4 dex)
WILL: +15 (7 base + 6 wis +2 racial)

Abilities:
- Aberration
- Darkvision 60'
- 3 bonus power points
- Threefold Mind (SU: +2 Will saves)
- Oracle (SU: 1/day, +2 insight bonus to one init, atk roll, save)
- Collective (SU: free action, 1pp, +2 to one knowledge or spellcraft check)
- Multitask (SU: 1/day, 1 pp, swift action, extra mental action (incl. manifesting a power, but only if he hasn't manifested a power in the same round)
- Proficiencies: simple weapons, light, medium, heavy armor, shields
- Manifest Powers: Wis based powers; save DC: 15+power level.
- Mantles: select 2 primary mantles and 3 secondary mantles. Each mantle has a granted power similar to domain powers. Powers can only be selected from those mantles. # of powers in secondary mantles cannot be greater than the number in any primary mantle. Mantles represent a psionic distillation of a universal concept or philosophical idea that the ardents believe transcends the multiverse. These concepts exist beyond deities or any creation of a creature, whether mortal or immortal.
- Primary Mantle: Freedom: +10' base movement while psionically focused; expend focus to add lvl to resist grapple or to escape from one.
- Primary Mantle: Energy: expend focus to grant all allies with resistance 10 to one energy type for 3+wis rds.
- Secondary Mantle: Force: +1 deflection bonus to AC while psionically focused
- Secondary Mantle: Life: expend focus to add +1 manifester level to a power in this mantle.
- Secondary Mantle: Fate: 1/day expend focus to add +level to any one roll


Feats:
1st Level
- Synad Multitasking, enhanced (use Synad Multitasking an additional time per day)
3rd Level
- Empower Power
6th Level
- Metapower (Empower Power, Energy Bolt) (one specific metapsionic feat costs 2 less power points when applied to one specific power).
9th Level
- Psionic Meditation


Skills: (56)
Autohypnosis +15 (9 ranks, +6 wis)
Concentration +14 (13 ranks, +1 con)
Heal +15 (9 ranks, +6 wis)
Knowledge (psionics) +10 (8 ranks, +2 int)
Psicraft +15 (13 ranks, +2 int)


Languages:
- Common, Synad, Elven, Infernal


Equipment:
Armor & Shield
-Ectoplasmic Mithral Shirt +1 (12,900gp, 10lb)

Melee weapons
-silvered cold iron dagger +12 ranged (1d4-2, 19-20/x2) (8gp, 2lb)

Miscellaneous Magical or Psionic Items
-Amulet of Natural Armor +2 (8000gp, -lb)
-Cloak of Dexterity +2 (4000 gp, -lb)
-Handy Haversack (2500 gp, 5lb)
-Periapt of Wisdom +4 (16000 gp, 1lb)
-Ioun Stone: Dusty Rose Prism (5000 gp, -lb)
-Dorje of Empathic Transfer (50 charges) (4500gp, -lb)

Potions
-Cure Moderate Wounds x 2 (600gp, -lb)
-Cure Light Wounds x 4 (200gp, -lb)

Mundane equipment
-Explorer’s Outfit (10gp, -lb)

Weight Carried: 18lb (Medium Load)
Remaining money: 282gp


Powers: PP 121 (88 base +30 wis +3 race)
1st: Dimension Hop, Energy Ray, Force Screen, Touch of Health
2nd: Hustle, Energy Push
3rd: Energy Bolt, Body Adjustment
4th: Fly
5th: Teleport, Psionic Revivify

Description Halidon is a tall skin individual. His thin wirey black hair falls past his shoulders. He has pale skin, largely untouched by the sun. He typically wears a long cloak over his shoulders, drawn tight against a cold that few feel. Were he to let his cloak fall they would see the stump of his left arm. Born without an arm, he has adapted. There is something beyond his dark purple eyes that most seem to find unnerving. At times when looking deep into his eyes, it almost feels like there is more than one person looking out from them. Indeed when in areas of 'shadowy illumination' or darker, pale purple after images of two other faces seem to hover nearby. The pale ioun stone orbiting his head tends to distract anyone trying to focus to intently on the after images.

Background When I was a boy I ran in the streets of [insert big
city here]. I was found by a street king, a broker of young thieves and
tramps, only me and a single blade. The street king named me for the
single word inscribed on the blade-Halidon. In the streets of the city I
learned many things. I learned that this world is hard, and that the only
one truly trustworthy is yourself and your skill. I learned when to fight,
when to flee, and when to attack another day. Late at night I would
sneak into the armory, for I heard a strange voice, and that voice taught
me how to find the peace at the center of war, and how to meditate
upon that peace. One day the voice revealed itself to me-it was the
blade, Halidon. I took up the blade from my master, the street king, and
set out into the world.

When I walked the paths of the world I was lead to a monastery far into
the mountains. There I was taken in by the warrior monks, and there, I
left the world for a time. The monks taught me how to forge myself into
an extension of my blade, and in that time, Halidon the Weapon, and
Halidon the Man, became merely Haldion, The Blade. With great learning
and power I set off into the world, this time to learn not from street
thieves and not from sequestered monks, but from experience, relying on
the weapon I had become, and the skills I had learned to survive.

One day, as my companions and I were venturing forth to stop a vile god from destroying the universe, my soul was transfered into one Kageri Yume, and now I walk as an Ardent, in the three-fold mind of a Synad.[/sblock]
 
Last edited:

ByteRynn

First Post
Breyer Coldstone

Breyer Coldstone
[sblock]Male dwarven Druid 2
LN Medium Humanoid
Init +2; Senses darkvision (60 ft.); Listen +3, Spot +3
Languages Common, Druidic, Dwarven, Orc
________________________________________________
AC 17, touch 12, flat-footed 15
Special +4 dodge vs. Giants
Hp 22 (2 HD)
Fort +6, Ref +2, Will +6
Special +2 vs. poison, +2 vs. spells and spell effects
___________________________________________________
Speed 20 ft. (4 squares); woodland stride
Melee scimitar +4 (1d6+2/18-20) or
Melee shortspear +3 (1d6+2) or
Ranged shortspear +3 (1d6+2/20 ft.)
Base Atk +1; Grp +3
Special Attacks shapeshift (swift action, predator form-wolf), +1 attack vs. orcs and goblinoids. +4 to resist bull-rush and trips
Combat Gear wand of cure light wounds (35 charges)
Druid Spells Prepared CL 2
1- surefooted stride, lesser vigor, lesser vigor
0- cure minor wounds, cure minor wounds, cure minor wounds, dawn
_______________________________________________________________________
Abilities Str 14, Dex 14, Con 16, Int 12, Wis 16, Cha 6
SQ wild empathy +2, stonecunning, spontaneous rejuvenation
Feats combat casting
Skills Appraise +1 (+3 with stone or metal objects), Balance -3, Climb -3, Concentration +8 (+12 casting defensively), Craft (any) +1 (+3 stone or metal), Diplomacy +3, Escape Artist -3, Handle Animal +3, Hide -3, Jump -9, Knowledge (nature) +8, Move Silently -3, Ride +4, Search +1 (+3 to notice unusual stonework), Survival +10 (+12 in above-ground environments), Swim -8
Possessions Combat gear plus hide armor, heavy wooden shield, MW scimitar, shortspear x3, spell component pouch, backpack, belt pouch, bedroll, flint and steel, 50 ft. hemp rope, sunrods x2, trail rations (10 days), waterskin, 15 gp.[/sblock]

Breyer Coldstone, Wolf Form
[sblock]Male dwarven Druid 2
LN Medium Humanoid
Init +2; Senses darkvision (60 ft.); Listen +3, Spot +3
Languages understand Common, Druidic, Dwarven, Orc
________________________________________________
AC 16, touch 12, flat-footed 14
Special +4 dodge vs. Giants
Hp 18 (2 HD)
Fort +6, Ref +2, Will +6
Special +2 vs. poison, +2 vs. spells and spell effects
___________________________________________________
Speed 50 ft. (10 squares); woodland stride
Melee bite +5 (1d6+6)
Base Atk +1; Grp +5
Special Attacks shapeshift (swift action, human form), +1 attack vs. orcs and goblinoids. +4 to resist bull-rush and trips
_______________________________________________________________________
Abilities Str 18, Dex 14, Con 16, Int 12, Wis 16, Cha 6
SQ wild empathy +2, stonecunning
Feats -
Skills Appraise +1 (+3 with stone or metal objects), Concentration +8, Diplomacy +3, Handle Animal +3, Jump +8, Knowledge (nature) +8, Search +1 (+3 to notice unusual stonework), Survival +10 (+12 in above-ground environments)[/sblock]

Background: [sblock] During his time with the Iron Ravens, Breyer was actually rather pleasant, never letting the situation get to him, always talking about how "This ain't so bad" and trying to keep up morale. Since the Ravens broke up, something seems to have happened to him and caused him to change. He was one of those with the ravens from the very beginning, following them out of Karrnath and into the war.

In the 4 years since the Ravens disbanded, he has returned to the Mror holds, and wandered the northern areas of Karrnath, Mror Holds, and even the Laazaar Principalities. He doesn't speak about what happened to him in the north, but he has come back a changed dwarf.

He was surprised to receive a letter, but ever loyal and honorable, despite his changed outlook on life, he has decided to go to his commander for this one, last job.

He's always talking about how "the Last War weren't nuthin' compared to the one thas' comin' next." and how "The big one is gonna try an' eat us all up-only those as have prepared are gonna make it, an' I plan on being with them." When asked how he knows these things he rarely gives reasons, he just looks knowingly at the offending questioner until one or both forget what the question was. If pressed, he'll remind the upstart "I've been trained in secrets and magics far older than anything you can fathom! Mine is the magic that put down invasions of demons and wars between dragons! But don' listen to me...and don' ask for my help when the big one comes!"
[/sblock]
 

ByteRynn

First Post
Pathfinder

Pathfinder
Dr. Emerson Walden

PL: 6 (90pp)

Abilities: STR: 12 (+1) DEX: 10 (+0) CON: 12 (+1) INT: 14 (+2) WIS: 14/32 (+11) CHA: 12 (+1)

Skills: Computers 5 (+7), Concentration 2 (+3), Dilomacy 4 (+5), Knowledge (history) 9 (+11), Knowledge (theology and Philosophy) 9 (+11), Notice 2 (+13), Profession (Professor) 5 (+16), Sense Motive 2 (+13), Survival 1 (+12)

Languages: English, Old English

Feats: Attack Focus (ranged), Equipment (3), Fearless, Leadership, Second Chance (mind control), Uncanny Dodge 2 (visual and auditory)

Powers:
"Perception", Enhanced Ability [Wisdom] 18 [18 pp]

"Beyond Bonds", Immunity 5, Entrapment [5 pp]

"Never Lost", Super Senses, Transcendent Awareness, Darkvision, Direction Sense, Distance Sense, Infravision, Tracking [8 pp]

"Mindsnares", Snare 5, perception, sense dependant (hearing) (Modifiers: Transparent, Alternate Save (Will), Alternate Ability (Intellegence), Range (Perception); Flaws: Sense Dependant (hearing); PF: Reversible, Alternate Power 2) [18 pp]
-AP: ESP 5, sight and hearing
-AP: Sensory Link 5 (Modifiers: duration (sustained), contagious)

Equipment: (15/15 EP; Wealth +8/+10)
Shotgun [11 ep]
Tactical Vest [4 ep]
Cell Phone
Laptop
Pickup Truck

Combat: Attack +3; Defense 11 (Uncanny Dodge, 10 flat-footed); Init +0

Saves: Toughness +5 (0 flat-footed), Fortitude +1 (0), Reflex +0 (0), Will +11 (0)

Drawbacks: None
Complications: Bad Reputation (Sleeps with Students); Idealism (Individualism)
Trade-Offs: none

Abilities 14 + Skills 10 (40 Ranks) + Feats 9 + Powers 49 + Combat 8 + Saves 0 = 90/90 pp

Background:
[sblock]Dr. Emerson Walden was a professor of American Literature at the University of Mississippi, in Oxford for years until he was wrongfully accused of sleeping with one of his students. To avoid a scandal, the University asked Dr. Walden to leave, and gave him a fairly decent severance package. His leaving seen as an admission of guilt, he has been unable to find gainful emplyment as a professor since. After being asked to join the Transcendence program, Dr. Emerson Walden has found himself with a new lease on life, and a desire to guide the new generation of people down their true path to greatness.[/sblock]
Description:
[sblock]Emerson isn't in the best of shape, though he stays healthy. He is 5'11", and his slowly developing belly brings him to a round 200 lbs. He looks pretty good for a 45 year old, though his hair has been completely white since he graduated college, making him look a few years older. He prefers to wear 3 iece suits with ties, though, since his transformation he has aquired a kevlar vest that he is trying to decide how best to decorate and adapt to a new way of dressing that specifically adresses the uniquiness of his own position as a transcendant.[/sblock]
 

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