Besieged by Bones - RG


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Rollen Spiel, Bard

Code:
[B]Name: Rollen Spiel[/B] 
[B]Class: Dirge Bard (UM)[/B] 
[B]Race: Human[/B] 
[B]Size: M[/B] 
[B]Gender: Male[/B] 
[B]Alignment: NG[/B] 
[B]Deity: Shelyn[/B] 

[B]Str:[/B] 13 +1 (03p.)     [B]Level:[/B] 2        
[B]Dex:[/B] 14 +2 (05p.)     [B]BAB:[/B] +1         [B]HP:[/B] 16 (2d8+3)
[B]Con:[/B] 12 +1 (02p.)     [B]CMB:[/B] +2    
[B]Int:[/B] 14 +2 (05p.)     [B]CMD:[/B] +14    
[B]Wis:[/B] 10 +0 (00p.)     [B]Speed:[/B] 30'      
[B]Cha:[/B] 18 +4 (*10p.)    [B]Init:[/B] +4                 

[B]Stat Increases by Level[/B]
4th - 
8th - 
12th - 
16th - 

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +2    +2    +0    +0    +0    17
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +1    +0    +1
[B]Ref:[/B]                       3    +2    +0    +5
[B]Will:[/B]                      3    +0    +0    +3 (+4 bonus vs Sonic, Bardic Performance, Language-Dependant, Fear, Energy Drain, Death, Necromancy)


[B]Weapon                  Attack   Damage     Critical[/B]
Scorpion Whip              +3     1d4+1       20x2 (disarm, reach, trip)
Sling                      +3     1d4+1       20x2
Club                       +2     1d6+1       20x2
 Arcane Strike             --     +1 Damage

[B]Languages:[/B] 
Common, Orc, Sylvan


[B]Abilities:[/B] 
Race : Ability
Human : +2 to (Cha)
Human : Favored Class (Bard): +1 hp at 1st, 1 spell known at 2nd (0 level) APG Favored Class Options
Human : +1 skill point per level
Human : Bonus feat
Bard  : Bardic Performance - 16 Rounds per day
Bard  : Bardic Knowledge - Adds half of your level to all knowledge skills, can use all skills untrained.
Bard  : Countersong - Allows allies to use perform check to resist sonic or language dependant magical attacks. 30' Range
Bard  : Distraction - Allows allies to use perform check to resist illusion (pattern and figment) magical attacks. 30' Range
Bard  : Fascinate - Creature that fails a save sits and listens or watches the performance. Threats allow a second save. Obvious danger breaks affect. -4 on skill checks.
Bard  : Inspire Courage - +1 bonus to saves vs charm and fear, +1 bonus to attack and damage.
Bard  : Well-Versed - +4 save bonus vs bardic performances, sonic, or language dependant effects.
Bard  : Haunted Eyes - +4 save bonus vs fear, energy drain, death effects, and necromancy effects.
Bard  : Secrets of the Grave - +1 bonus to know. Religion regarding undead. Mind Affecting spells can affect Undead. Add 1 necromancy spell at 2nd of a level one lower than highest spell level available.

[B]Traits[/B]
Reactionary - +2 to Initiative
Charming - +1 to Bluff and Diplomacy if a character is/could be sexually attracted to you. +1 to DC of Language-Dependant spells.

[B]Feats:[/B] 
Feat - Location - Description
Human 1 - Extra Performance - 6 extra rounds per day
Level 1 - Arcane Strike - Imbue weapons to add +1 damage

[B]Future Feats[/B]
Level 3 - Combat Expertise
Level 5 - Improved Disarm
Level 7 - Lingering Performance
Level 9 - Spellsong
Level 11 - Mounted Combat
Level 13 - Two Weapon fighting
Level 15 - Improved Trip
Level 17 - Greater Disarm
Level 19 - Greater Trip


[B]Spells Prepared/Known[/B] 
+1 DC to spells with Language-Dependent component
0st Level / DC14 ----- / 4 Known : Dancing Lights, Ghost Sound, Spark, Mending (APG Fav. Class), Disrupt Undead (SotG ability)
1st Level / DC15 2+1 Day / 3 Known : Alarm, Charm Person, Hypnotism



[B]Skill Points:[/B] 18        
[B]Skills                   Ranks  Mod  Misc  Total[/B]
*Acrobatics                  2    +2     +3   +7
*Appraise                    0    +0     +0   +0
*Bluff                       2    +4     +3   +9 (+1 vs opposite sex)
*Climb                       2    +1     +3   +6
*Craft                       0    +0     +0   +0
*Diplomacy                   2    +4     +3   +9 (+1 vs opposite sex)
Disable Device               0    +0     +0   +0
*Disguise                    0    +0     +0   +0
*Escape Artist               1    +2     +3   +6
Fly                          0    +0     +0   +0
Handle Animal                0    +0     +0   +0
Heal                         0    +0     +0   +0
*Intimidate                  0    +0     +0   +0
*Knowledge (arcana)          0    +2     +1   +3
*Knowledge (dungeoneering)   0    +2     +1   +3
*Knowledge (engineering)     1    +2     +4   +7
*Knowledge (geography)       0    +2     +1   +3
*Knowledge (history)         0    +2     +1   +3
*Knowledge (local)           0    +2     +1   +3
*Knowledge (nature)          0    +2     +1   +3
*Knowledge (nobility)        1    +2     +4   +7
*Knowledge (planes)          0    +2     +1   +3
*Knowledge (religion)        2    +2     +4   +8 (+1 vs Undead)
*Linguistics                 0    +0     +0   +0
*Perception                  0    +0     +0   +0
*Perform(Percussion)         2    +4     +3   +11
*Profession                  0    +0     +0   +0
Ride                         1    +2     +0   +3
*Sense Motive                0    +0     +0   +0
*Sleight of Hand             0    +0     +0   +0
*Spellcraft                  0    +0     +0   +0
*Stealth                     2    +2     +3   +7
Survival                     0    +0     +0   +0
Swim                         0    +0     +0   +0
*Use Magic Device            0    +0     +0   +0


[B]Equipment:               Cost  Weight[/B]
Entertainer's Outfit	       
MW Scorpion Whip             301gp     2lb
MW Light Steel Shield        159gp     6lb
MW Studded Leather Armor     175gp    20lb
MW Drums                     100gp     1lb
Club                           ---     3lb
Sling                          ---     ---
Sling Bullets                  1sp     5lb
Wand of Cure Light Wounds    750gp     1lb
Backpack                       2gp     2lb
Waterskin                      1gp     4lb
Rationsx2                      1gp     1lb



[B]Total Weight:[/B]45.0lb      [B]Money:[/B] 11gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              50.00  51-100  101-150  300   450


Description
[SBLOCK]
Age: 30
Height: 5'10"
Weight: 180lb
Eyes: Hazel
Hair: Brown
Skin: Pale

Rollen Spiel wears well-maintained studded leather armor. The leather is dyed a blood-red color and the metal studs are painted white and yellow. His dark brown hair is kept short on his head while his face is clean shaven. A thin white line of a scar marks his chin but only seems to add to his appearence. His skin is pale, almost corpse colored despite the hours in the sun. A coiled whip hangs at his side and a heavy club carved in the shape of a skull is stowed with his backpack and shield.
When not traveling he favors a set of finely made clothes designed to show off his lean, muscular body.
[/SBLOCK]

Background
[SBLOCK]
Rollen Spiel is an odd looking man.

When he was born, if it were not for his first cries, the midwife would have thought he was stillborn. His skin is pale, so pale that it looks as if no blood moves through his veins. Even with hours spent in the sun playing failed to darken his body. In the town he grew up in the busybodies whispered that he might be touched by Pharasma, or worse yet, Urgothoa. He was avoided by the other children and had to learn to find entertainment on his own. His fascination with music came early when an older man showed him that he could make a whistle out of a stem of grass. He was soon ready for his first instrument, a hand carved wooden drum from a hollow log. Acceptance into the community came as his skill grew and he was able to gift them with beautiful music on the long winter nights.

When he came of age he traveled the countryside seeking out other musicians whose styles he could learn, lore and tales from the far corners of the world, and to hone his craft. His years on the road helped him to develop his stunted social skills and he grew into his gangly body. Long roads and lean meals kept him trim and muscular. Money is tight for musicians learning their trade and he occasionally had to acquire less than reputable jobs. Bordellos sought him for his exotic beauty, shysters for his silver tongue, and work gangs for his strength. It would have been easy to employ his skills to become a conman, a thief, or a thug but through it all though he managed to cling to the values he was raised with.

He was far away when news came of a plague that had decimated his childhood home. Returning home he found the streets quiet save for the sounds of carts hauling away the rotting bodies. He spent many days finding corpses of the young, the old, lovers, drunkards, the rich, and the poor. Each night he played deeply sorrowful songs for the departed. Inevitably, when there are mass deaths there are those who flock to the carnal pits to make use of dark magics. Undead rose, his childhood friends and families, soon marched from the graves he had just dug. Few people remained who could fight them and fewer still had the desire. Rollen and a few others waged a guriella war against the undead. They set ambushes and traps, fought in the streets and the forests. Eventually however the survivors were wittled away and he was forced to flee. One day he hopes to put the rest of the walking dead back in the ground but until then he marshals his skills, his resources, and his allies for the day when he must return and triumph.
[/SBLOCK]
 
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Diego Jose Delgado de Castile

Diego Jose Delgado de Castile
Race: Aasimar
Class: Holy Tactician (Paladin)
Level: 2
Experience: ?
Alignment: Lawful Good
Languages: Common
Deity: Iomedae

Strength: 14 (5 points)
Intelligence: 10
Wisdom: 16 (5 points, +2 racial bonus)
Dexterity: 13 (3 points)
Constitution: 12 (2 points)
Charisma: 18 (10 points, +2 racial bonus)

HP: 18 = [2d10 + CON (1) + FC (1)] Paladin
AC: 21 = [10 + DEX(1) + Armor (7) + Shield (2) + Angelic Flesh (1)]
AC Touch: 11 = [10 + DEX(1)]
AC Flatfooted: 10 = [10]
INIT: +1 = [DEX (1)]
BAB: +2 = [BAB (2) Paladin Lvl:2]
CMB: +4 = [BAB (2) + Str (2)]
CMD: 15 = [10 + BAB (2) + DEX (1) + Str (2)]
Fortitude: +8 = [Paladin (3) + CON (01) + CHA (4)]
Reflex: +5 = [DEX (1) + CHA (4)]
Will: +10 = [Paladin (3) + WIS (03) + CHA (4)]
Speed: 20' with armor

Weapons
Masterwork Longsword 'Sundancer': Attack: +5 = [BAB (2) + Str (2) + Masterwork (1)]
-Damage: 1d8+2, Crit: 19-20/x2
Masterwork Chakra: Attack: +4 = [BAB (2) + Dex (1) + Masterwork (1)]
-Damage: 1d8+2, Range: 30 feet, Crit: 20/x2

Racial Features
+2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar's class level).
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Holy Tactician [Paladin] (Favored Class)
Proficient with all simple and martial weapons
Proficient with all types of armor and shields except tower shields
Aura of Good
Detect Evil (Range: 60 feet)
Weal's Champion (1/day, replaces Smite Evil)
Divine Grace
Lay on Hands (5/day, 1d6 hit points a use)

Feats
Angelic Flesh (Steel, +1 to Natural AC, -2 to Stealth and Disguise)

Traits
Natural Born Leader (All cohorts get +1 morale bonus to Will Saves vs Mind Affecting)
Armor Expert (Reduce Each Armor Check AC by 1 for each piece of armor)


Skills
Skill Points: 4 = [(Base (2) + INT (0))/Level]
Acrobatics: 1, -3 w/ ACP
Appraise: 0
Bluff: 4
Climb: 2, -2 w/ACP
Craft: 0
Diplomacy: 10 (1 skill point, +2 racial)
Disable Device: N/A
Disguise: 2
Escape Artist: 1
Fly: 1
Handle Animal: N/A
Heal: 7 (1 skill point)
Intimidate: 4
Knowledge (arcana): 0
Knowledge (dungeoneering): 0
Knowledge (engineering): 0
Knowledge (geography): 0
Knowledge (history): 0
Knowledge (local): 0
Knowledge (nature): 0
Knowledge (nobility): 0
Knowledge (planes): 0
Knowledge (religion): 0
Linguistics: N/A
Perception: 5 (+2 racial)
Perform: 4
Profession (Tactician): 7 (1 skill point)
Ride: 5, 1 w/ ACP (1 skill point)
Sense Motive: 3
Sleight of Hand: N/A
Spellcraft: N/A
Stealth: -1, -5 w/ ACP
Survival: 3
Swim: 2, -2 w/ ACP
Use Magic Device: N/A

Equipment:
Masterwork Banded Mail (250gp, +7 AC, +1 Max Dex, -4 AC Penalty, 45 pounds)
Masterwork Heavy Steel Shield (20gp, +2 AC, 0 AC Penalty, 15 pounds)
Masterwork Longsword 'Sundancer' (315gp, 1d8, 19-20/x2, +1 to attack, 4 pounds)
10x Masterwork Chakrams (7gp each, 1d8, x2, +1 to attack, 1 pound each)
Celestial Lamp (300gp, Continual Flame Lantern, Special, 2 pounds)
Silver Holy Symbol (25gp, 1 pound)
5x Holy Water (5gp, 1 pound each)
2x Meditation Crystal (100gp each, 1 pound each)
Backpack (2gp, 2 pounds)
Waterskin (1gp, 4 pounds)
6x Trail Rations (5sp each, 1 pound each)
Lance (Taken from Keep, 10 pounds)
Alchemist Fire flask (Taken from Keep, 1lb)

Total Weight: 107 pounds

Gold: 9

Size: Medium
Gender: Medium
Age: 23
Height: 5 foot 8 inches
Weight: 160 pounds
Hair Color: Brown
Eye Color: Brown
Skin Color: Dusky colored with metallic sheen
Appearance: Handsome and dark metallic, while also lean and muscular. Enjoys aristocratic tastes in clothing and drink.
Demeanor: Foreign knight who took up service with the king. Enjoys playing host to guest and visitors, and is often curious of news from abroad.

Mount:
Heavy Warhorse (Azul): Studded Leather Barding, Military Saddle, Bit & Bridle, Saddlebags (can hold 250 lbs), Animal Feed (10 days)
AC 18 (t 13, ff 14); hp 19; Fort +8, Ref +7, Will +3; Init +4; Speed 50 ft; Perception +8
Melee bite +5 (1d4+5), 2 hooves +5 (1d6+2)
 
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Ready for Review


Code:
[B]Name: Weiss Magie[/B] 
[B]Class: Cleric [/B] 
[B]Race: Human[/B] 
[B]Size: M[/B] 
[B]Gender: Male[/B] 
[B]Alignment: NG[/B] 
[B]Deity: Erastil[/B] 

[B]Str:[/B] 13 +1 (03p.)     [B]Level:[/B] 2        
[B]Dex:[/B] 12 +1 (02p.)     [B]BAB:[/B] +1         [B]HP:[/B] 19 (10+1d8+2)
[B]Con:[/B] 14 +1 (05p.)     [B]CMB:[/B] +2    
[B]Int:[/B] 10 +0 (00p.)     [B]CMD:[/B] +13    
[B]Wis:[/B] 18 +4 (*10p.)     [B]Speed:[/B] 20'      
[B]Cha:[/B] 14 +2 (*05p.)    [B]Init:[/B] +3                 


                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +7    +2    +1    +0    +0    +0    20
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 19

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +2    +0    +5
[B]Ref:[/B]                       0    +1    +0    +1
[B]Will:[/B]                      3    +4    +1    +8 


[B]Weapon                  Attack   Damage     Critical[/B]
MW Morningstar              +3     1d8+1       20x2 

[B]Languages:[/B] 
Common


[B]Abilities:[/B] 
Race : Ability
Human : +2 to (WIS)
Human : Favored Class (Cleric): +1 hp at 1st/2nd
Human : +1 skill point per level
Human : Bonus feat



[B]Traits[/B]
Reactionary - +2 to Initiative
Indomitable Faith - +1 Will


[B]Feats:[/B] 
Feat - Location - Description
Human 1 - Extra Channel - 2 extra channels per day
Level 1 - Heavy Armor Prof - Proficient with Heavy Armor 

[B]Spells Prepared[/B] 
0st Level / DC14 ----- 4 Day : Create Water, Mending, Stabilize, Light
1st Level / DC15 3+1 Day : Sanctuary, Shield of Faith, Bless, Enlarge Person (d)

Domains: Growth (Plant); Animal

Powers:  Growth - As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 7.
Animal - Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 7.

Channels positive energy (11x/day)

[B]Skill Points:[/B] 18        
[B]Skills                   Ranks  Mod  Misc  Total[/B]
*Diplomacy                   1    +2     +3   +6
Heal                         1    +4     +3   +8
*Knowledge (nature)          1    +0     +3   +4
*Knowledge (religion)        2    +0     +3   +5
*Spellcraft                  1    +0     +3   +4


[B]Equipment:               Cost  Weight[/B]
Priest's Outfit	       
MW Morningstar             308gp     2lb
Heavy Wooden Shield        7gp     10lb
Banded mail     250gp    35lb
Wand of Cure Light Wounds    750gp     1lb
Backpack                       2gp     2lb
Waterskin                      1gp     4lb
Rationsx2                      1gp     1lb



[B]Total Weight:[/B]55.0lb      [B]Money:[/B] 181gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              50.00  51-100  101-150  300   450


Description
[SBLOCK]
Age: 36
Height: 5'7"
Weight: 165lb
HumanCleric.jpg


[/SBLOCK]

Background
[SBLOCK]
Weiss was born in a small farming community near the larger town of Specton and the Fort Pierre, bastion of defense in the region, and grew up under the rule of Baron Absten and his parents had still talked about the good work the man did with increasing the harbour size and improving trade in the barony. Weiss grew up in the sun, he spent most of his waking hours working the land, hunting and gathering with his father and brothers, and at night, would often walk on his own through the wilds. He enjoyed the quiet solitude that the natural world provided.

It was during one of these wanderings that he walked right into a Red Tusk orc hunting party and his life changing event. The orcs advanced with a bloodthirsty look on their faces, when suddenly a great stag appear and gored the nearest creature, a kick caved in the skull of another, and the remaining orcs ran in fear. The stag looked right into Weiss' eyes and then departed. A sense of understanding passed into the young man that night and he realized that he had owed a debt to the creature and his life had more purpose than just another farmhand.

During the corresponding years, Weiss had worked with his own community and the others nearby to aid those in need, tend to the sick, assist in drought times with divine waters, and a myriad of other tasks. It has been nearly two decades since that fateful day and Weiss has earned a good reputation in the area as one loyal to both the leadership and its people. His tastes are simple, his clothing unadorned, Weiss only carries that which he needs. As repayment for his deeds, the priest was gifted a rather impressively made morningstar and a set of armor, which the local guards had taught him to use with a bit of proficiency, although Weiss preferred his regular clothing to the heavy mail.
[/SBLOCK]
 

Cáel Grosvenor

[sblock=Cáel Grosvenor]
Male human ranger (shapeshifter | trapper) 2
NG Medium humanoid (human)
Init +3; Senses Perception +7 (+8 to find traps, +9 vs. undead)

DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 20 (2d10+4)
Fort +5, Ref +6, Will +2

OFFENSE
Speed 30 ft.
Melee 2 claws +5 (1d4+2)
Melee 2 claws +8 (1d4+2, vs. undead)
Ranged masterwork throwing axe +6 (1d6+2, range increment 10 ft.)
Special Attacks favored enemy (undead) +2

STATISTICS
Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 13
Base Atk +2; CMB +4; CMD 17
Feats Aspect of the Beast (B), Dodge (B), Weapon Finesse
Traits Corpse Hunter (+1 on attack rolls versus undead), Hunter's Blood
Skills Bluff +3 (+5 vs. undead), Climb +6, Disable Device +9, Knowledge (geography) +6, Knowledge (religion) +6 (+9 re: undead), Perception +7 (+8 to find traps, +9 vs. undead), Sense Motive +4 (+6 vs. undead), Stealth +7, Survival +7 (+8 to follow or identify tracks)*; Armor Check Penalty -1
Languages Common, Necril
SQ natural weapon combat style, track +1, trapfinding +1, wild empathy +3
*N.B. Add +3 to Survival checks related to the undead.

GEAR
masterwork chainshirt, two masterwork throwing axes, potion of cure moderate wounds, potion of magic fang (x2), potion of shield of faith +2 (x2), bedroll, belt pouch (x2), common blanket, masterwork backpack, signal whistle, silk rope (50 ft.), waterskin, 69 gp, 5 sp, (+ heavy warhorse)

ABILITIES
Aspect of the Beast: Cáel has grown a pair of claws. These claws are primary attacks that deal 1d4 points of damage.

Class Skills: Cáel adds Disable Device to his list of class skills in addition to the normal ranger class skills.

Hunter's Blood: Cáel earns a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Knowledge (religion) is a class skill. The undead have a +1 bonus on any roll to learn about Cáel, as his family’s fame precedes him.

Trapfinding: Cáel adds 1/2 his ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). Cáel can use Disable Device to disarm magic traps.[/sblock]
 

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