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[Pathfinder] Flames of Littleton (Character Sheets and other stuff)


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Rhun

First Post
In process...pending FLUFF!

Vithralas Fél

Description
Tall and lithe, with an athletic build, Vithralas physically resembles most elves. Perhaps a handspan taller and somewhat more muscular than is average for his kin, he is nonetheless easily identified as such, despite his tendency to dress in dark, concealing clothing. A shock of wild, platinum blond hair frames a pale, fine featured face, and his bright azure blue eyes shine with life and intelligence. He is quite attractive, and can be very charming when the need arises.



Personality & Background
Vithralas remembers little of his childhood, and nothing of his parents. His earliest memories are of growing up on the streets of the rough and tumble docks district of the metropolis of Fairwynds. Here, he ran with other guttersnipes, and learned the skills that would make him a successful thief.

Vithralas Fél
Neutral Elf Male
Rogue 1

XPs:

Stats
Str 12 (+1) (2 points)
Dex 16 (+3) (5 points, +2 race)
Con 12 (+1) (5 points, -2 race)
Int 14 (+2) (2 points, +2 race)
Wis 09 (-1) (-1 points)
Cha 12 (+1) (2 points)

General
HP: 09 (8 [1st level] + 1 [con])
AC: 16 (10 base, +3 armor, + 3 dex)
--- Touch AC 13
--- Flatfooted 13

Initiative: +4 (+3 dex, +2 trait)
Move: 40’ (40’ base)

Combat
BAB: +0
Melee: +1
--- Longsword +1 (1d8+1/19-20)
Ranged: +3
--- Longbow +3 (1d8/x3)

Combat Maneuver Bonus: +1
Combat Maneuver Defense: 14


Saves:
Fort: +1 (0 base, + 1 con)
Ref: +4 (2 base, + 2 dex)
Wil: -1 (0 base, -1 wis)


Skills:
- (11 total: 8 class, +2 int, +1 favored class) -
Acrobatics +7 (1 rank, +3 trained, +3 dex)
Bluff +5 (1 rank, +3 trained, +1 cha)
Climb +5 (1 rank, +3 trained, +1 str)
Diplomacy +5 (1 rank, +3 trained, +1 cha)
Disable Device +7 (1 rank, +3 trained, +3 dex)
Knowledge (Local) +6 (1 rank, +3 trained, +2 int)
Perception +5 (1 rank, +3 trained, -1 wis, +2 race)
Sense Motive +3 (1 rank, +3 trained, -1 wis)
Sleight of Hand +7 (1 rank, +3 trained, +3 dex)
Stealth +7 (1 rank, +3 trained, +3 dex)
Use Magic Device +5 (1 rank, +3 trained, +1 cha)


Languages:
- Common
- Elven
- Goblin
- Sylvan


Feats:
- Point Blank Shot (1st level)


Traits
- Reactionary (+2 initiative)
- Armor Expert (-1 ACP)


Class Features:
- Sneak Attack (+1d6)
- Trapfinding


Racial Features:
- +2 Dex, +2 Int, -2 Con
- Medium Size
- Normal Speed
- Low-Light Vision
- Elven Immunities
- Elven Magic
- Keen Senses
- Weapon Familiarity


Arms, Armor and Equipment:
- Studded Leather Armor (25gp, 20lb)
- Longbow, composite (100gp, 3lb)
--- Arrows, 46
- Longsword (15gp, 4lb)

- Traveler’s Outfit (1gp, 5lb [worn])
- Backpack (2gp, 2lb)
--- Bedroll (1sp, 5lb)
--- Torches, 3 (3cp, 3lb)
--- Trail rations, 3 days (15sp, 4lb)
--- Waterskin (1gp, 4lb)
- Beltpouch (1gp, 0.5lb)
--- Chalk, 1 piece (1cp, ---)
--- Flint & Steel (1gp, ---)
--- Flask, (3cp, 1.5lb)
--- Thieves' Tools
--- Coin [1sp, 14cp]
 
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Mark Chance

Boingy! Boingy!
Onslau Steeltoe

halfling_with_mace-251x382.png

[sblock=Onslau Steeltoe's Background]
It's easy to get rich when you complete two steps. First, build and operate the only grist mill servicing a sizeable agrarian community. Second, employ less-than-admirable tactics to discourage others from trying to build a second grist mill.

Onslau Steeltoe is the eldest son of the third generation of Steeltoes who've reaped the benefits of Grandfather Steeltoe's keen albeit ruthless business sense. As a result, the Steeltoe Clan has become something akin to landed aristocracy in Briarshire. Few actually love the Steeltoes, but even if not they're respectful they do tend to be obsequious.

It didn't take long for Grandfather Steeltoe to see that his grandson had little head for business, much to Papa Steeltoe's chagrin. Onslau was a bit guileless. He mistook for the shirefolk's respectful airs for genuine affection, and (worse yet) actually liked many of the commoners dependent on the Steeltoe gristmill.

Sure, Onslau had a head for numbers and a talent for engineering -- traits important to keeping the large gristmill running -- but his real interests lay in decidely non-business areas: drinking and smoking in the pub, cavorting with women of questionable character, and jovial bouts of fisticuffs with local rowdies. It was all rather embarrassing. Something had to be done.

Unfortunately, the family intervention did not go as planned. Onslau simply refused to listen to reason, and the more reasonable the family was, the more deaf Onslau became to their entreaties. Finally, the brash young halfling had had quite enough of others trying to run his life. He packed his belongings (along with some choice pieces of family valuables) and hit the road, intent on becoming one of that most disreputable class of individuals.

You guess it: Onslau decided to become a professional adventurer!
[/sblock]

[sblock=Onslau Steeltoe's Stats]
CG male halfling fighter; Level 1
Favored Class fighter; XP 0
-----
Init +0; Senses Perception +2
-----
Defense
AC 17, touch 11, flat-footed 17 (+1 size, +4 armor, +2 shield)
hp 12 (1d10+2)
Fort +5, Ref +1, Will +1
Defensive Abilities +2 racial bonus on all saving throws against fear
-----
Offense
Speed 25 ft. (25 ft. unarmored)
Melee masterwork heavy mace +4 (1d6+4/x2), or
Melee masterwork heavy mace +4 (1d6+6/x2) [2H, reduce AC by 2 and ACP by 1]
Space 5 ft.; Reach 5 ft.
-----
Statistics
Str 14, Dex 10, Con 14, Int 13, Wis 11, Cha 10
Base Atk +1; CMB +2; CMD 12
Feats Fleet, Power Attack
Skills (Ranks) Acrobatics +0 (0), Climb +4 (1), Gather Information +1 (0), Knowledge (engineering) +5 (1), Knowledge (local) +6 (1), Perception +2 (0), Stealth +2 (0), Swim +4 (1); Armor Check Penalty -2 included
Languages Common, Goblin, Halfling
-----
Traits
Rich Parents
Well-Informed
-----
Racial Traits & Class Features
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
-----
Stuff
Equipment: masterwork chain shirt, masterwork heavy wooden shield, masterwork heavy mace, throwing axe
Magic: everburning torch
Monies: 63 gp
Baggage: 22.5 lbs. (light load up to 43.5 lbs.)
[/sblock]
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Name: Calvin McHenry
Member in good standing with the Devotees of the Sacred Journey

[sblock= The Pantheon]
For the Gods...

Dranious -Head god
Alethna - goddess of Weather/Storms and Sea (Wife of Dranious)
Brakus - god of war/crafting
Liseden - goddess of family/maternity/love
Yelys - goddess of wine/joy/parties
Telnor - god of farming/animal husbandry/hunting (husband of Yelys)
Gelenda - goddess of luck/games
Uylenda - god of Commerce/Money/Travel
Rathnor - god(dess) of Death/Afterlife (Rathnor shows up as both male and female)
[/sblock]

Code:
[B]Str[/B] 13 +1 3 pts  Age 17  5'6"  150 Lbs
[B]Dex[/B] 10 +0 0 pts  Level: 1  Class: cleric 1
[B]con[/B] 10 +0 0 pts  BAB +0 CMB +1 CMD +11
[B]Int[/B] 12 +1 2 pts  Init +0 HP: 5/8
[B]Wis[/B] 16 +3 5 pts  
[B]Cha[/B] 14 +2 5 pts   

Spell dc: 13 + sp lvl
Channel Energy  1d6 30' r.(Pos) 0000
Save Dc: Will vs 10+ 2 (cha) + 1/2 Cleric Lev +1 (Trait)

[B]Saves
save  base  abil  misc  total[/B]
[B]Fort[/B]   +2   +0    +0     +2
[B]Ref[/B]    +0   +0    +0     +0
[B]Will[/B]   +2   +3    +0     +5

[B]Armour
Item              Bonus ACP spd Weight [/B]
Chain Shirt        +4   -2   30   25.0
Shield. lite steel +1   -1   ---   6.0

[B][U]Battle[/U][/B]
[U]Melee          Att  Dam   Crit    Type[/U]
Dagger         +1   1d4+1 19-20/X2 P/S
1/4 staff      +1   1d6+1.5  X2       B

[U]Ranged         Att  Dam   Crit     Range Type[/U]
Dagger         +0   1d4   19-20/X2   10'   P/S
Light crossbow +0   1d8   19-20/X2   80"   P
ammo: 00000 00000

[B]feats and traits[/B]
[b]Traits:[/b] Sacred Touch, Sacred Conduit
[B]Feats: [/B] 
ACP: -2 Armour, -1 Shield, -3 Encmb
                  [b]abil[/b]
[B]Skills      ranks mod CS  misc ACP total[/B]
[B][U]Swim[/U][/B]        +0    +1  +0  +0   -12  -11
[B][U]Climb[/U][/B]       +0    +1  +0  +0   -6    -5
[B][U]Jump[/U][/B]        +0    +1  +0  +0   -6    -5
[B][U]Perception[/U][/B]  +0    +3  +0  +0   ---   +3
[B][U]Heal[/U][/B]        +1    +3  +3  +0   ---   +7
[B][U]Knowledge[/U][/B]
[U]History[/U]     +1    +1  +3  +0   ---   +5
[U]Religeon[/U]    +1    +1  +3  +0   ---   +5
[U]Planes[/U]      +1    +1  +3  +0   ---   +5
[B][U]Spellcraft[/U][/B]  +1    +1  +3  +0   ---   +5

[B]Equipment[/B]
[B]Item              Cost   Weight[/B]
[I][B][U]Weapons[/U][/B][/I]
Dagger            2.0   1.0
1/4 Staff         ---   4.0
Crossbow, lite    35.0   4.0
   Bolts X 10      1.0   1.0
[I][U][B]Armour[/B][/U][/I]
Chain Shirt      100.0  25.0
Shield, lt steel   9.0   6.0
[I][U][B]Misc[/B][/U][/I]
Cleric's vestments 5.0   6.0
traveler's Outfit   ---   --- (wearing)
Rations X 5        2.5   5.0
Holy symbol, wood  1.0   ---
Holy Water        25.0   1.0
Backpack           2.0   2.0
Bedroll            0.1   5.0
Pouch, Belt X2     2.0   1.0
Pouch, Spell Comp  5.0   2.0
Case, Map/Scroll   1.0   0.5
   Ink             8.0   ---
   Pen X2          0.2   ---
   Paper X20       8.0   ---
Flint & Steel      1.0   ---
Rope, Silk X50'   10.0   5.0
Waterskin          1.0   4.0
[u]Sunrod X3          6.0   3.0[/u]
money spent                   224.8 of 240 spent
[sblock=Trait: Sacred Touch] Sacred Touch

You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it. Source: Second Darkness Player's Guide.[/sblock]

[sblock=Trait: Sacred Conduit] Sacred Conduit

Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. Source: Second Darkness Player's Guide.[/sblock]
[sblock=Domains: community, Traveler]
Community Domain

Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—status, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.

Travel Domain

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.[/sblock]

[sblock=spells for the day]

Spells
Level 0 1st 2nd 3rd 4th 5th

Base 3 1+1
wis 0 1
Total 3 2+1
note: '+1' denotes domain spell
[sblock=spells for the day]
orisons: Mending , Detect Magic, Stabilize
level 1: (D) Bless; Deathwatch, Endure Elements
level 2: (D)

[/sblock]
 
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Walking Dad

First Post
(Human male Witch)

Devos was born in a village where the forests meet the sea. His mother was renowned as the local witch, and from the beginning, he was feared and respected by his people. As he grew into manhood, he assumed his mother’s role as the spiritual adviser for their village. He learned to birth babies, to heal the injured and to protect himself and others. Unfortunately, he also gained a glance of the future and foresaw the destruction of his village...

Image: Devos is a tall, thin, attractive man, with long, straight black hair. He wears oilskins and tall whalehide boots (only count as normal clothes), and uses a harpoon (longspear) for fishing and defense. It rarely leaves his hands in these troubled days.

[sblock=stats]

Human Witch

Str: 8 (-2)
Dex: 14 (5)
Con: 14 (5)
Int: 16 (5)
Wis: 10 (0)
Cha: 12 (2)

HP: 12 (6 class + 2 con + 1 fav class + 3 feat)

Fort: +2
Will: +2
Reflex: +2

AC: 13
Touch AC: 13

Skills:
Heal +4
Know arcane +7
Know nature +7
Spellcraft +7
Use Magic Device +5

Bluff (crossclass) +4

Feats:
Dodge
Toughness

Spells Known
0 (all)
(Prepared) (3)
Dancing Lights
Detect Magic
Guidance

1 (6) (Prepared * (2))
Chill Touch
Cure light Wounds
Grease
Mage Armor*
Ray of Enfeeblement
Sleep*

Hex:
Healing

Familiar:
Viper

Equipment
: (starting 120gp)

Item Cost (gold) Weight(lbs.)

Explorer's Outfit 0 0
Longspear 5 9
Crossbow, light 35 4
Bolts, crossbow (20) 2 2
Dagger 2 1
Whetstone 0.02 1
Backpack 2 2
- Bedroll 0.1 5
- Rations, trail (2 days) 1 2
- Waterskin (2) 2 8
- Rope, hempen (50 ft.) 1 10
Spell Component Pouch 5 2
Large Belt Pouch 1 0.5
- Sunrods (4) 8 4
- Small Mirror 10 0.5


45,88 gp

[/sblock]

[sblock=Image]
42302d1260958047-pathfinder-flames-littleton-ooc-thread-devos.jpg

[/sblock]
 
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Onyx

First Post
The character Talmon Daellus.

[sblock=Talmon Daellus, Elf Wizard (Conjurer) Long Format]
Talmon Daellus
NG Male Elf Wizard (Conjurer); Level 1
Favored Class wizard; XP 0
Age 158, Height 5'11", Weight 121 lbs
-----
Init +4; Senses Perception +4
-----
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 5 (1d6-1 [Con -1] )
Fort -1, Ref +2, Will +4

-----
Offense
Melee
Dagger -2 (1d4 -2) [19-20x2]
Quarterstaff -2 (1d6-2) [x2]
Ranged
Dagger +2 (1d4 -2) [19-20x2]

-----
Statistics
Str 7, Dex 15, Con 9, Int 17, Wis 14, Cha 13
Base Atk 0; CMB -2 ; CMD 10
Speed 30 ft. (30 ft. unarmored)
Space 5 ft.; Reach 5 ft.
-----
Feats
(Scribe Scroll), Spell Focus (Conjuration)
Skills(Ranks)
Appraise +7 (1), Craft(Alchemy) +7 (1), Knowledge Arcana +7 (1), Knowledge History +7 (1), Linguistics +7 (1), Spellcraft +9 (1)
Armor Check Penalty 0
Languages
Common, Elven, Celestial, Draconic, Dwarven, Sylvan.
-----
Traits
Magical Knack: Talmon was raised by a magical creature as his parents often left him in the care of a magical minion. This constant exposure to magic has made its mysteries easy for him to understand, even when he turns his mind to other devotions and tasks. This trait affects wizard — Talmon's caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase his caster level higher than his current Hit Dice.
Reactionary: Talmon was bullied often as a child, but never quite developed an offensive response. Instead, he became adept at anticipating sudden attacks and reacting to danger quickly. He gains a +2 trait bonus on Initiative checks.
-----

Racial Traits & Class Features

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
-----
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 3–16 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Spellbooks: A wizard must study his spellbook eachday to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
Conjuration School
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1).
Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess.
You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Items/Wealth
Equipment: Spellbook (3lbs), Dagger (1lb), Quarterstaff (4lbs), Light Horse (bit & bridle, Riding saddle, 5 days feed)
Magic: "Talisman of Daellus" - Signet Ring (Arcane Bond object)
Monies: Gold 42, Silver 5, Copper 2
Baggage: Backpack (2lbs), Belt Pouch (1/2lb), Flask (1.5lb), Scholar's Outfit (6lbs), Spell component pouch (2lbs), Sealing Wax (1lb), Chalk 10 pieces, Ink 2 vials, Inkpen, Paper 20 sheets,
Total Weight (Carried): 21 lbs (6lbs from clothing, 4lbs from quarterstaff)
(Lt. 23lbs/Med. 46lbs/Hvy. 70lbs)
-----
Spells Known/Spells Prepared
Wizard (Conjurer) - Banned Schools Evocation/Necromany
Prepared spells per day : 3+1/2+1
0 -(Acid Splash), Read Magic, Mage Hand, Message
1 - (Grease), Enlarge Person, Hypotisim

Spells Known (ALL/6)
1st - Grease, Enlarge Person, Hold Portal, Hypotisim, Mage Armor, Shield.

Character Concept/Description
An orphaned Elf taught magic by a dissatisfied master now wanders the world in hopes of becoming strong enough in the art of Conjuration to earn his master's love.
[/sblock]

[sblock= Talmon Daellus – Elf Wizard (Conjurer) NG 1st Brief Format (Statblock)]

Talmon Daellus, male elf Wiz1: CR 1; Size M (5 ft., 11 in. tall); AL NG; HD 1d6-1; hp 5; Init +4 (+2 Dex, +2 Trait); Spd 30 ft.;
AC 12, TA 12, FF 10 (+2 Dex);
Attack -2 (+0 Base, -2 Str) melee, or +2 (+0 Base, +2 Dex) ranged;
CMB -2 (+0 Base, -2 Str); CMD 10 (+0 Base, -2 Str, +2 Dex)
Fort -1 (+0 Base, -1 Con),
Ref +2 (+0 Base, +2 Dex),
Will +4 (+2 Base, +2 Wis);
Str 7 (-2), Dex 15(+2), Con 9 (-1), Int 17 (+3), Wis 14 (+2), Cha 13 (+1).

Melee
Dagger -2 (1d4 -2) [19-20x2]
Quarterstaff -2 (1d6-2) [x2]
Ranged
Dagger +2 (1d4 -2) [19-20x2]

Languages Spoken: Common, Elven, Celestial, Draconic, Dwarven, Sylvan.

Skills and feats: Appraise +7 (1 Rank, +3 Int, +3 Class), Craft(Alchemy) +7 (1 Rank, +3 Int, +3 Class), Knowledge Arcana +7 (1 Rank, +3 Int, +3 Class), Knowledge History +7 (1 Rank, +3 Int, +3 Class), Linguistics +7 (1 Rank, +3 Int, +3 Class), Spellcraft +9 (1 Rank, +3 Int, +3 Class, +2 Race)

[Scribe Scroll], Spell Focus (Conjuration).

Wizard Spells Known (3+1/2+1) : DC: 13-14 (prepared spells bold)
0th -- Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sounds, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation.
1st -- Grease, Enlarge Person, Hold Portal, Hypotisim, Mage Armor, Shield.


Possessions: Spellbook (3lbs), Dagger (1lb), Quarterstaff (4lbs), Light Horse (Nilune) (bit & bridle, Riding saddle, 5 days feed), "Talisman of Daellus" - Signet Ring (Arcane Bond object), Backpack (2lbs), Belt Pouch (1/2lb), Flask (1.5lb), Scholar's Outfit (6lbs), Spell component pouch (2lbs), Sealing Wax (1lb), Chalk 10 pieces, Ink 2 vials, Inkpen, Paper 20 sheets, 42 gold, 5 silver, 2 copper.

Total Weight (Carried): 21 lbs (6lbs from clothing, 4lbs from quarterstaff)
(Lt. 23lbs/Med. 46lbs/Hvy. 70lbs)
[/sblock]


 

ghostcat

First Post
[sblock=Lydia Taylor]CN Female Halfling Oracle; Level 1
Favoured Class: Oracle; XP: 0
-----
Init: +2; Senses: Vision Obscured Beyond 30', Darkvision, Perception +2
-----
Defence
AC: 16, touch 12, flat-footed 15 (+1 size, +1 Dex, +3 armor, +1 shield)
hp: 9 (1d8+1)
Fort: +2, Ref: +2, Will: +3
Defensive Abilities: +2 racial bonus on all saving throws against fear
-----
Offence
Speed: 20 ft.
Dagger (Small) +0 (1d3-1/x2)
Morningstar (Small) +0 (1d6-1/x2)
Sling +0 (1d4-1/x2) 50'
-----
Statistics
Str 08 (-1), Dex 12 (+1), Con 13 (+1), Int 12 (+1), Wis 10 (+0), Cha 18 (+4)
Base Atk: +0; CMB: -2; CMD: 9
Feats: Combat Casting
Skills (Ranks=5): Bluff +1 (0), Diplomacy +1 (0) Heal +4 (1), Knowledge (History) +4 (1), Profession (Taylor) +4 (1), Sense Motive +4 (1), Spellcraft +5 (1)
Armor Check Penalty: -2
Languages: Common, Elven, halfling
-----
Traits
Charming
Reactionary
-----
Racial Traits & Class Features
Oracle's Curse: Clouded Vision
Oracle's Focus Flame Revelations: Fire Breath
Orisons: Detect Magic, Read magic, Resistance, Stabalize
1st Level Spells: Bless, Cure Light Wounds
Spells Per Day
1 2 3 4 5 6 7 8 9
3 0 0 0 0 0 0 0 0
-----
Stuff
Equipment: Traveller's Outfit, Studded Leather Armor (small), Light Metal Shield (small), Dagger (small), Morningstar (small), Sling, 5 Sling Bullets
Equipment (Mule): 4 days feed, Tent, Saddlebag.
Equipment (Mule, Saddlebag): Artisan's Tools (Clothing), Bedroll, Blanket, Fishing hook, Flint and Steel, Healer's Kit,Iron Pot, 20 Bling Bullets, 3 days Trail Rations, Waterskins (2 filled, 2 empty)
Monies: 240-129.45=110.55 gp
Carried: 19 lbs. (light load up to 20 lbs.)
[/sblock][sblock="Birth of an Oracle"]My name is Lydia Taylor and this is story of how I became one of the chosen ones.

Childhood

I was born to Justin and Myra Tailor and had a unremarkable, if not particularly happy, childhood. Although, it had always been made clear that father's tailor shop will go to my older brother Efram, father still took me on as his apprentice. Although I have acute short-sightedness, it does not prevent me from doing detailed stitching and mother and father want to ensure that I will always have a way of supporting myself.

Childhood's End

Things changed suddenly on my 18th birthday, when I nearly burnt down the tavern where I was having my birthday party. I does not remember what happened as I was drunk at the time. According to the people who where there, my body suddenly burst into flame and set fire to my chair and the table I was leaning on. The innkeeper managed to quickly put the fire out. However, the most remarkable thing was neither my clothes or I were burn, they were just wet. My friends took me home and put me to bed. Almost immediately I started to dream.

The Dream

I am inside a building standing at the intersection of two corridors. The one directly in front of me is dark, while the one to my right is light. However, I cannot make out any details of what is down either corridor. The corridors behind me and to my left are shut off by looked doors.

I start to walk down the corridor in front of me. At first, I can see normally but as I move forward the light starts to fade until it is pitch black and I can't see at all. After a few more steps, I fall down a flight of steps. At this point my awareness leaves my body and I see it on the floor, a broken heap at the foot of the stairs.

Ten my awareness returns to the intersection and I start walking down the right-hand corridor. This time the corridor changes into a wide, sun-lit street lined with cheering crowds and nubile women, who throw themselves at me. With each step I take, I grow taller.

At this point the dream ends.

Decision

Waking up in the morning, I remembered every detail of the dream but dismissed it has been simply a drunken hallucination.

Over the next few nights, I had the same dream sometimes several times a night. Gradually I realised that there was something slightly different each night. A wall was gradually been built over the right-hand corridor. At this point I realised that I had a decision to make and that I only had a short amount of time to make it. Finally the height of the wall was such that I could barely get over it. Also, unlike all the other time, when the dream ended I woke up. I then knew that my time had run out and I had to make a decision. "OK I give in you win. What do you want me to do." No answer.

The Oracle

I suddenly felt extremely tired immediately fell asleep. Instead of the usual dream, I had the first of a series of dreams, which taught me how to use my new powers. These dreams continued for several week. Then the wanderlust hit me so strong that I just had to leave. So I said my goodbyes and started on the glory road.
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