med-high magic/power-gaming characters.

kirinke

First Post
i rolled 4d6 and got fairly lucky.

Mirilya Undume
Female Human (mutant)
5th lvl Ranger
ALIGN: NG
HGT: 6ft
Wgt: 150
Age: unknown.
Apparent Age: 20-25
Eyes: pale, translucent green
Hair: straight auburn with two white streaks framing her face

STR: 18
DEX: 23
CON: 15
INT: 18
WIS: 15
CHA: 15

HP: 40
INITIATIVE: +14 (+6 Dex, +8 Improved Initiative)
AC (Natural): 16 (+0 size, +6 Dex, +0 natural), touch 16, flat-footed 10
ATTACK/GRAPPLE BONUS: +7/+7
FORT: +6 (Base +4, Con +2)
REFLEX: +7 (Base +1, Dex +6)
WILL: +3 (Base +1, Wis +2)

SPECIAL QUALITIES
Heightened senses
Scent
Regeneration (2 hit points per round)
Immune to disease, including magical
Cannot be turned into an undead creature
Aging is slowed due to her body’s regenerative properties.
She doesn’t know how old she is.
Amnesia: She cannot remember anything prior to waking up in a druid-grove.

SKILLS
Move Silently: +5
Hide In shadows: +5
Open locks/Disarm traps: +5
Hide: +5
Ride: +5
Search: +5
Survival: +5
Perform: Juggling +5
Perform: Singing +5
Perform: String +5
Craft: Arms/Armor: +5
Craft: Leatherworking: +5
Handle Animal: +5
Climb: +5
Heal: +5
Listen: no check on listen
Spot: no check on spot


CLASS ABILITIES
Favored Enemy: undead, evil outsiders
Track
Wild Empathy
Gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against undead
Combat Style: Archery – Rapid shot
Endurance

FEATS
Two Weapon Fighting
Point blank shot
Many-shot

LANGUAGES:
Common. Elfish. Dwarf. Sylvan. Dryad. Thief’s cant.

BACK-GROUND
Mirilya history began when she woke up in a small druid-grove. They said a ranger had found her half-dead a cave with strange, glowing runes. The only clue she has to her past is a carved amber pendant on a silver chain that glows when undead are about. She has no recollection of her past, beyond basic abilities and skills. That same ranger took pity on her and trained her in his craft.

On one of her journeys, Mirilya rescued a heavy warhorse from being summarily eaten by a rather nasty bunch of Orcs and later had a druid cast an awaken spell on the horse. Sigil can only be ridden by Mirilya.

On another journey, Mirilya found a wolf caught by an unpleasant leg-trap. She healed the wolf, who became her trusted animal companion as he had no pack. She also had a druid cast an awaken spell on the wolf.

APPEARANCE: Mirilya is a rather attractive young woman with pale green eyes. She normally braids her auburn hair into a wrist thick braid that hangs past her waist.

ANIMALS/MOUNTS
Sigil
Heavy Warhorse, awakened
Hit Dice: 5d8+12 (50 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 12, Wis 13, Cha 10
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.
Sigil understands common, elfish and sylvan

Shadow
Wolf, awakened, animal companion

Hit Dice: 5d8+12 (50 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Special Qualities: dark vision 120ft, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 10, Wis 12, Cha 10
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite)
Shadow understands common, elfish and sylvan.
 
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kirinke

First Post
here's another, this time a martial artist/cleric

i haven't yet figured out her initative, ac etc. that will come at a later date.

Aiko Nyoko
Female Human (augmented)
5th lvl cleric/4th lvl Martial Artist
ALIGN: NG (strong chaotic tendencies)
HGT: 6ft
Wgt: 150
Age: unknown.
Apparent Age: 20-25
Eyes: pale gray, almost silver
Hair: straight, black. Shoulder lth
STR: 17
DEX: 18
CON: 16
INT: 18
WIS: 21
CHA: 15
HP: 40

INITIATIVE:
AC (Natural):
ATTACK/GRAPPLE BONUS:
FORT:
REFLEX:
WILL:

SPECIAL QUALITIES
Scent
Regeneration (2 hit points per round)
Immune to disease, including magical
Cannot be turned into an undead creature
Aging is slowed due to her body’s regenerative properties.

SPECIAL SKILLS DUE TO CLASS
Turn or rebuke undead
Is proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). In addition, she is proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Spell progression: 7 0 lvl spells. 7 1st lvl spells. 5 2nd lvl spells 5 third lvl spells
AC Bonus (Ex): When unarmored and unencumbered, she adds her Wisdom bonus (if any) to her AC. In addition, she gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five martial artist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
Flurry of Blows
Unarmed Strike
Stunning Fist
Deflect arrows
Fast Movement
Still Mind
Ki Strike
Slow Fall (20 ft)

Languages: Common. Elfish. Gnome. Dwarf. Draconian. Sylvan
SKILLS
Concentration: +5
Craft Arms/Armor: +5
Craft Leatherworking: +5
Craft Weaving: +5
Craft woodcarving: +5
Craft Jeweler: +5
Knowledge the planes: +5
Knowledge dungeoneering: +5
Knowledge religion: +5
Knowledge history: +5
Perform: wind instruments: +5
Perform: singing: +5
Perform: string instruments: +5
Hide: +5
Swim: +5
Tumble: +5
Search: +5
Listen: +5
Sense motive: +5
Ride: +5

FEATS
Craft Wonderous Item
Eschew materials
Silent Spell
Still spell
Brew Potion
Two weapon fighting
Track

SPELLS
0 lvl spells. The ones in Italics are memorized
Create Water. Cure Minor Wounds . Detect Magic .Detect Poison. Guidance. Mending . Purify Food and Drink. Read Magic. Forget (2)

1st lvl spells
Bless. Bless Water. Comprehend Languages. Cure Light Wounds (4). Detect Undead. Endure Elements.
Magic Weapon. Summon Monster I (good creature only) (3).

2nd lvl spells
Consecrate. Calm Emotions. Cure Moderate Wounds (3). Find Traps. Hold Person. Make Whole. Remove Paralysis.
Restoration, Lesser. Summon Monster II (2). Zone of Truth.

3rd lvl spells
Continual Flame. Create Food and Water. Cure Serious Wounds (2). Daylight. Dispel Magic. Invisibility Purge.
Locate Object. Remove Curse. Remove Disease. Searing Light. Stone Shape. Summon Monster III (3). Water Breathing. Wind Wall.
 


kirinke

First Post
yupyup on the wolvie thing

i figured that kind of mutant would be a bit more believable than say a Cyclops type mutant, especially for a play-test sort of thing.
 

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