[OOC] Return of the Runelords


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Scotley

Hero
Teodor Kirila

Human Rogue, Unchained Level 1

Str: 13
Dex: 20
Con: 12
Int: 14
Wis: 12
Cha: 15
HP: 10 (favored class bonus level 1)
AC: 18 (19 two weapons) Touch: 15 FF: 13
BAB: +0 CMB: +1 CMD: 16
Fort: +1 Reflex: +7 Will: +1
Initiative: +7
Age: 21
Alignment: NG
Height: 5'11"
Weight: 160#

[sblock=Tokens] 36 point buy, background skills, feats[/sblock]

[sblock=Human Abilities]
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (Dex)
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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[sblock=Rogue Abilities]
Proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow as well as Light Armor.

Sneak Attack +1d6

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll.

Pending 2nd Level Evasion and 1st Rogue Talent
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[sblock=Feats]
Weapon Finesse--Short Sword (Class Bonus)
Two-Weapon Fighting (Human Bonus)
Two-Weapon De fence (1st Level0
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[sblock=Traits]
[sblock=Time Lost]
You’ve always felt separated from the era into which you were born. Perhaps you feel that you were born too late, and that you and your interests are better suited to a previous age. Maybe you have the conviction you were born too soon, and that your true destiny lies in some distant future. You might be suffering from missing time—whether a few hours, a few weeks, or even several months—for which you have no memories. You might instead receive brief visions of friends or enemies much older or younger than their actual age. You’ve long since grown used to this strange condition, but have not yet determined why you suffer from it. Your GM will be provided with additional information about this trait’s strange nature in the third adventure of Return of the Runelords.
You have a knack for knowing when to act a few instants in advance and gain a +2 trait bonus on Initiative checks.
Once per adventure as an immediate action, you may use your strange link to the flow of time to force the GM to reroll a single d20 roll. You must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll.
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[sblock=Seeker]
You are always on the lookout for reward and danger.

Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
[/sblock]
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[sblock=Skills]
8+1race+2Intx1 level=11 and 2x1 level Background skills
Class Skills all with ranks add 3
Acrobatics (Dex+5) 1 rank
Appraise (Int+2) (1 rank as background)
Bluff (Cha+2) 1 rank
Climb (Str+1) 1 rank
Craft (Int+2)
Diplomacy (Cha+2) 1 rank
Disable Device (Dex+5) 1 rank
Disguise (Cha+2)
Escape Artist (Dex+5)
Intimidate (Cha+2)
Knowledge (dungeoneering) (Int+1) 1 rank
Knowledge (local) (Int+1) +1 rank
Linguistics (Int) (1 rank as background) Common, Varisian, Thessalonian, Goblin
Perception (Wis+1) 1 rank (+1 Trait Bonus)
Perform (Cha+2)
Profession (Wis+1)
Sense Motive (Wis+1) 1 rank
Sleight of Hand (Dex+5) 1 rank
Stealth (Dex+5) 1 rank
Swim (Str+1)
Use Magic Device (Cha+2)

Non-Class Skills
Heal (Wis+1)
Ride (Dex+5)
Survival (Wis+1)
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[sblock=Gear]
Starting Cash 240 gp
Current funds 33 gp 11 sp 8 cp

Explorer's Outfit
Studded Leather 25 gp 20 #

2 Short Swords (1 is cold iron) 30 gp 4 #
8 Daggers 16 gp 8 #
Sap 1 gp 2 #
Light mace (alchemical silver) 25 gp 4#

Backpack common 2 gp 2#
Bandolier 5 sp
Belt Pouch 1 gp .5#
Canteen 1 gp 1 #

MW Thieves’ Tools 100 gp 2#
Mess Kit 2 sp 1 #
Bedroll 1 sp 5#
Flint and Steel 1 gp
2 Torches 2 cp 2 #
4 Rations Trail 2 gp 4#
[/sblock]

[sblock=Appearance/Personality]
Teodor Kirila is a lanky young man with the mixed heritage of Varisan history--his ancestry contains all the major human stock to have lived in the regions. His hair and eyes are dark and he has very little facial hair. His skin is naturally fair, but he has spent a good deal of his life on the road and has the tan to prove it. He's a naturally inquisitive boy with a tendency to ask so many questions he can be bothersome. He likes to take mechanical things apart and put them back together. He enjoys trying to pick locks for the sport of it.

He has long felt that he is a person out of his time. This has led him to study ruins and the traces of ancient Thessalonian peoples. He has even learned the language.

As the child of traveling merchants he has a keen eye for quality goods and it shows in the choice of his own gear.
[/sblock]

[sblock=Background/History]
Teodor is the son of traveling merchants and has seen much of the region from the seat of a wagon. His sense of self as someone out of time has left him looking for something new. He dreams of a life as an adventurer exploring ancient ruins and perhaps finding out why he feels the pull of another time. He has come to Roderick's cove in search of lost ruins. He had a tip that Audrahni might know something and has been flirting with her trying to learn what she knows.
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Kaodi

Hero
A bit surprised carry weight is something of a squeaker but it works out at least.

[sblock=Shendra]Name: Lunysh "Shendra"
Race: Human
Class/Level: Oracle 1
Gender: Female

Strength (STR) 14
Dexterity (DEX) 14
Constitution (CON) 14
Intelligence (INT) 13
Wisdom (WIS) 11
Charisma (CHA) 20 (18 +2 racial)

Alignment: Neutral Good
AC: 15 (10 + 2 dex + 3 armor)
Hit Points: 14 (8 + 2 + 3 + 1)
Movement: 30'

Init: +2
BAB: +0
Melee Attack: +2
Ranged Attack: +2
Fort: +2
Reflex: +2
Will: +2 (+7 vs charms and compulsions)

Race Abilities
+2 Cha
Bonus Skill Point/Level
Bonus Feat
Favored Class: Oracle
- 1 +HP

Spells: 5 1st/day, CL 1, DC 15 + Spell Level

Spells Known
1 - Command, Comprehend Languages, Cure Light Wounds
0 - Detect Magic, Ghost Sound, Guidance, Light, Mage Hand, Mending, Resistance, Stabilize

Class Abilities:
Proficiencies - all Simple Weapons, Light and Medium Armour, Shields (except Tower Shields)
Mystery - Intrigue (adds Bluff, Disguise, Sleight of Hand, and Stealth to class skills)
Oracle's Curse - Haunted (retrieving stored item a standard action, dropped items land 10 ft away, + Mage Hand/Ghost Sound)
Orisons
Revelations
- Whispered Glimpses (add Cha instead of Wis to Perception and Sense Motive)

Skills: 6
Bluff: +10 (1 rank +3 t, +1 trait, +5 Cha)
Diplomacy: +10 (1 rank +3 t, +1 trait, +5 Cha)
Heal: +4 (1 rank +3t, +0 Wis)
K (Religion): +5 (1 rank +3 t, +1 Int)
Perception: +5 (0 ranks +5 Cha)
P (Barmaid): +4 (1 rank +3 t, +0 Wis)
Sense Motive: +9 (1 rank +3 t, +5 Cha)

Traits
- Accidental Clone (campaign trait)
- Irrepressible (add Cha instead of Wis to Will saves vs charms and compulsions)

Feats
H Toughness
1 Extra Orisons

Languages - Common, Varisian

Money - 8 gp, 8 sp, 8 cp

Encumbrance - 54 1/2 lbs (58/116/175)

Weapons -
Spear, +2 atk, 1d8+3, 20/x3, 6 lbs, 2 gp
Light Crossbow, +2 atk, 1d8, 19-20/x2, 80', 4 lbs, 35 p
- 10 bolts, 1 lb, 1 gp
Dagger +2 atk, 1d4+2, 19-20/x2, 1 lb, 2 gp


Armour -
+Studded Leather +3 AC, +5 max Dex, -1 ACP, 20 lbs, 25 gp

Gear -
Backpack 2 lbs, 2 gp
Belt Pouch 1/2 lb, 1 gp
Bedroll 5 lbs, 1 sp
Waterskin 4 lbs, 1 gp
Flint & Steel 0 lbs, 1 gp
Whetstone 1 lb, 2 cp
Grooming Kit 2 lbs, 1 gp
Explorers Outfit 8 lbs, 0 gp

(-20 starting gp from remittance)

[sblock=Background]Lunysh was a vain girl. She had been the prettiest and then most beautiful in her small rural village on the outskirts of Magnimar's influence, and she had had the local farm boys (and maybe even a farm girl) wrapped around her little finger. But her vanity made her believe that she was greater than her humble beginnings, and so given the chance she decided to head to the big city where certainly wealth and riches awaited a girl like her.

Lunysh was only small town beautiful. Magnimar turned out to be a rude awakening. In the city there were many whose looks exceeded her own, and she had to eke out a living doing the sort of menial work she thought she had escaped from when she left home. But still she was vain and willful, and she prayed to the goddess of love and beauty, Shelyn, that someone would come and sweep her off her feet. And she mirrored, as best she could afford, the grooming habits of the wealthy elites shared by many of the Shelynites.

One day as she worked her serving job at the local tavern her wish appeared to come true. Lunesh caught the eye of a patron, a moderately handsome looking young nobleman who appeared to appeared to be carousing with friends. They had a short romance, but when Lunesh became with child the truth about the "nobleman" was revealed: he was, like her, of humble origins, and had taken on airs in the hopes that adjusting his ways would naturally be followed by a change in station.

While Lunysh's "prince" was not so churlish to leave her out in the cold to care for a baby herself, life was hard after that. She had a baby girl, and her days did not leave much room for worrying about her appearance between work and raising a child. Much of her vanity was worn out of her, but the longing for a scheme to get rich quick - not so much. So several years later when a motley group of folks who frequented one of the establishments she toiled at appeared to be discussing the treasures and riches of a local ruin they hoped to explore she jumped at a chance she feared might not come again: she volunteered as a torchbearer, pack carrier, and all around menial servant in exchange for a chance to get in on it.

The small fellowship was a bit taken aback. They said that bringing a hireling to carry your things was a bit old fashioned and that they were modern adventurers. Lunysh begged. Anything to get her out of this life. Eventually they acquiesced after it came to light than the ruin in question was in the area of her hometown. She tried to explain as best as possible to the father of her child was she was leaving their kid with him as she went cavorting in the wilderness. And she made it clear that she felt he owed her. Her daughter cried when she left, and Lunysh struggled to hold back her own tears. But she had to be strong! This was for both of them.

The adventuring career of the vain girl was short. Her party found the old ruin, Thassilonian, easily enough. There were dangers, and Lunysh even had to personally bop a couple of goblins on the head with her burning torch. But then the came on a wondrous state of an extraordinarily beautiful woman. Maybe the sculptor had been generous (you could never tell with such old things) but the woman appeared to be just as Lunysh had always believed herself to be in her heart: beautiful, strong, even enchanting. In fact the woman in the statue was quite enchanting, because Lunysh was suddenly overcome by such a strong attraction to the woman, an animal lust, that she felt she would kill rather than let another set a hand on her. Unfortunately, as she found out when the hand of the rogue slipped a hand in from behind her and slashed a dagger across her throat, so was everyone else.

Some time later Lunysh came to. She was surprised to draw breath again, and surprised again when the mere act of breathing seemed strange and foreign to her. She thought she was supposed to be dead, so it seemed trifling at the time. Stumbling out of the bizarre looking room she had awoken in, she grabbed some ragged cloth to tie around herself. Why barely had time to dwell upon why she was undressed before she came upon the statue of the woman. There, scattered around it, were the bodies of her companions. And... and her own.

Breathe caught in her throat, Lunysh fell over and crawled over the floor sticky with blood to what appeared to be her own body. Frantically she ripped open the pack and found the small mirror she had brought with her. Holding it up in front of her face she gazed on her reflection, and who gazed back she was totally unprepared for. She looked up fearfully at the beautiful and formidable visage engraved in stone, a visage that was now her own. The mirror slipped from her fingers when it struck the floor its surface cracked and shattered. Lunysh poured out the rest of the contents of the pack and scooped up a keepsake her daughter had made for her before she left. And then she fled. Back home. A place no one knew her.

She had been a vain girl. But now she was a mysterious stranger in her own hometown, and the most beautiful woman that any of them had ever seen, or ever would see. More than one young man who, in their youth, had claimed there was no one else in the world for them as they pleaded for Lunysh's hand in marriage, stumbled over themselves to win her attention. Not one even mentioned the girl they used to know. It was all too much. And that was before she realized the weird instances of bad luck that were beginning to pile up were not going to stop.

Lunysh had strange dreams. In these dreams she seemed not herself, but rather the woman whose face she now wore. But then one night she had another dream. She gazed upon a beautiful statue. Not a large, imposing one. But one she recognized. Not from the ruins, but from a temple in Magnimar. It was a representation of the goddess Shelyn. And for the first since she woke up as another woman Lunysh felt at peace, like whatever had been plaguing her (the spirits of her dead companions) were gone. Nothing was said, but she understood: the goddess had chosen her. Lunysh blinked and the face on the statue changed. It was now her own. Her true face. The face of Lunysh, champion of Shelyn.

She was a vain woman. But her vanity had been tempered by motherhood, then by the divine. She had a new look, but more importantly she had a new sense of self; and a purpose. Her small misfortunes followed her back to Magnimar, but along the way she came to understand the goddess had given her new gifts as well, though she was as yet inexperienced with them. She consulted with a number of sages and came to understand her new body had been prepared as a clone for a figure of legend: the Runelord of Lust, Sorshen. Given the circumstances of her demise and rebirth, it made more than enough sense.

Hanging over this all though was an ache in her heart, one that would not go away. For all intents and purposes Lunysh was dead and her little girl was now motherless, in the hands of a father who had never been quite up for the task. She had watched them once, from far away. She had even caught her little girl's eye. But there was no recognition there. How could there be? Would she even want to try and make her baby understand that another woman's face adorned the love of her mother? She even had a new name to go along with her new face: Shendra. And so she fled again. Not to her hometown, but rather north, to Roderic's Cove, the gateway to Riddleport. In time, once she had gained a little more mastery over her powers, perhaps she could move onto that den of thieves and piracy. Or perhaps destiny would come looking for her once again. [/sblock][/sblock]
 


Deuce Traveler

Adventurer
[MENTION=94558]binder[/MENTION]Fred

"As head of the household I'll let Deuce name our family? What'll it be, Deuce?"

How about a further bastardization of Tchell... Tell?
 


Binder Fred

3 rings to bind them all!
I terms of surviving relatives, I'm thinking maybe an aunt? Teea gets along well with her cousins there, but aunt Mihr didn't approve of the marriage with her mother: "Too foreign-looking."

Which leaves just the question of what happens with the inheritance! With both her parents now passed the farm (what's left of it after the mudslide) and the land (best land in Roderick's Cove) goes either to Teea (once she's of age?) or Michael(!)
 

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