ByteRynn Characters

Cascius “Cash” Posey

Small-world doctor-in-training
Dedicated 6 - Rural

Str 10 +0
Dex 17 +3 [lvl4 +1]
Con 10 +0
Int 14 +2
Wis 16 +3
Cha 10 +0

Init +3 (+3 Dex)
HD 6 + 5d6= 23
Def 17 (+3 Dex, +3 dedicated +1 Armor); Flat-footed 14; Touch 16
Spd 30

BAB +4 (+4 Dedicated)
Melee +4
Ranged +7

Attacks
Light Rifle +7 ranged (2d10, 120 ft., 6 Int)
-- +8 (2d10+1) w/i 30 ft. (Point-Blank Shot)
-- +9 (2d10+1) (Dead Aim)
-- +10 (2d10+1) w/i 30 ft. (Point-Blank plus Dead Aim)

Rifle Butt +3 melee (1d6+1)

Brawl +4 melee (1d6+1 nonlethal)

Fort +4 (+0 Con, +3 Dedicated, +1 Hardy)
Refl +4 (+3 Dex, +2 Dedicated, -1 Hardy)
Will +6 (+3 Wis, +3 Dedicated)

Occupation - Rural (ride, survival, personal firearms proficiency)
Home World – Three Hills (ride, survival, brawl)
Allegiance ?????
Reputation +2
Action Points 9

Traits
Hardy (+1 Fort, -1 Ref)
Honest (+1 diplomacy, -1 bluff, sense motive)
Reckless (+1 melee damage, -1 melee attack)

Skills 63 (63 Dedicated)
Bluff -1 (0 ranks, +0 Cha, -1 Trait)
Craft (Pharmaceutical) 9 (9 ranks, +2 Int, +2 Feat, -4 tools)
Diplomacy 1 (0 ranks, +0 Cha, +1 Trait)
Listen 12 (9 ranks, +3 Wis)
Profession (Medic) 12 (9 ranks, +3 Wis)
Ride 13 (9 ranks, +3 Dex, +1 Region)
Spot 12 (9 ranks, +3 Wis)
Sense Motive 2 (+3 Wis, -1 Trait)
Survival 14 (9 ranks, +3 Wis, +1 Occupation, +1 Region)
Treat Injury 19 (9 ranks, +3 Wis, +5 Talent, +2 Feat)
-- Surgery 15 (-4 Feat)
-- Restore Hit Points +2 (Talent)

Feats
Brawl
Dead Aim
Far Shot
Medical Expert
Personal Firearms Proficiency
Point Blank Shot
Precise Shot
Quick Reload
Simple Weapons Proficiency
Track

Abilities
Skill Emphasis (Treat Injury)
Healing Knack
Healing Touch I

Wealth - 2

Equipment
Light Undercover Shirt
Medical Kit
Surgery Kit
Ammo (.444)
Daypack
Casual Clothing
Overcoat
Binoculars (standard)
Compass

Description
Cash is about 5’10” and 200 lbs. Though 29, his face makes him look a good 5 years younger than he is. His brown hair is frequently kept hidden by a brown stocking cap, and he is almost always in plaid flannel shirts and courderoy pants. In colder parts of the ‘Verse, he tends to wear a long black overcoat.

History
Cash grew up on Three Hills, dealing with the rough-and-tumble ranchers on this out of the way rim world. As he got older, he looked around and saw all the pain and misery that life represented and decided to do something about it, so he sent off to the core for a doctorin' corresponence course.

Over the years he learned a thing or two about doctorin' and takin' care of folk, all the while helpin' his neighbors with the ranchin' responsibilities.

Last year, the mayor's son got very well drunk and decided that he didn't like the way Cash was lookin' at him. Dumb boy decided to take a knife to Cash, and Cash, fightin' back, ended up sticking him on his own knife. Not so dumb as to realise this meant a world of trouble, Cash hid out in the hills until a transport came along, and he's snuck off world.

Cash hasn't quite got the hang of surgery, though, with a well stocked medlab, he can keep people well enough together. He spends lots of his free time reading medical journals and anatomy books, and he has picked up quite a few tricks in his experience. Whenever he can get his mail, he gets his correspondance lessons, and is still improving his craft as a doctor. His years keeping watch over flocks, protecting them from wolves (both animal and human), his skills with a rifle have become pretty good, so any crew would do well to pick him up, both as a hired gun, and as a medic.
 

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[SBLOCK=Brondin Moonsoul]Brondin Moonsoul
Male Human, 6th-Level Favored Soul/3rd-Level Silverstar/4th-Level Divine Disciple of Selune (XP 84,500)
Medium Humanoid (Human)

Hit Dice: 6d8+3d8+4d8 (62 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 33 (+3 Dex, +13 armor, +5 shield, +2 deflection), touch 15, flat-footed 30
Base Attack/Grapple: +9/+10
Full Attack: [smallcaps]Hoon’s Silver Hand[/smallcaps] (+3 shock alchemical silver heavy mace*) +14/+9 melee (1d8+3+1d6 electricity)
Full Attack: [smallcaps]Moon’s Cold Hand[/smallcaps] (+3 shock cold iron heavy mace*) +14/+9 melee (1d8+4+1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Moon’s Hand (+1 shock)
Special Qualities: Electricity Resistance 10, Moon Spells, Lunar Sight, Divine Emissary, Sacred Defense+2, Imbue with Spell Ability, Travel Domain (5 rounds)
Saves: Fort +12, Ref +10, Will +16
Abilities: Str 12, Dex 16, Con 10, Int 10, Wis 18, Cha 24
Skills: Balance +0, Climb -2, Concentration +16/+20 casting defensively(16), Diplomacy +12(5), Escape Artist +0, Jump -2, Knowledge (nature) +9(5), Knowledge (religion) +10, Listen +9(0), Sense Motive +6(2), Spot +9(0), Survival +14/+16 in aboveground natural environments(10), Swim -5; Armor Check Penalty –3(doesn’t apply to Hide and Move silently)
Feats: Education [Regional], Blind-fight, Dodge, Modility, Weapon Focus: Heavy Mace(b), Spring Attack, Initiate of Selune, Combat Casting
Home Region: Waterdeep
Patron Deity: Selune
Alignment: Chaotic Good

* including Greater Magic Weapon (13 hours)

Brondin is an attractive man in his late twenties. He is of average height, with an athletic and well-trained physique. He has icy blue eyes and deep black hair, which he keeps cut with the current fashions amongst the well-to-do of Waterdeep. Brondin likes to dress in comfortable blue or white traveling clothes and is rarely caught without his white cloak featuring the symbol of Selune, embroidered in blue. Other noticeable pieces of equipment he caries include his silvery-white mithril full-plate armor which he only wears when adventuring and for special church occasions, and his face-mask studded with moonstones and chased in silver.

Brondin speaks Common and Chondathan

Spells: As 13th-level favored soul
Favored Soul Spells Known (6/7/6/8/6/7/5; save DC 14 + spell level):
0 - cure minor wounds, detect magic, detect poison, guidance, light, mending, read magic, resistance, inflict minor wounds;
1st - faerie fire, longstrider, handfire, bless, divine favor, shield of faith, moon lust, light of lunia, healthful rest;
2nd - moonbeam, locate object, augury, cure moderate wounds, lesser restoration, silence, iron silence, status;
3rd - moon blade, fly, prayer, remove disease , searing light, summon monster III, blindsight, lesser visage of the diety;
4th - fear, dimension door, strength of the beast, wall of moonlight, cure critical wounds, divination, divine power, restoration, greater magic weapon;
5th - moonpath, teleport, moon web, righteous might, raise dead, disrupting weapon, revivify;
6th - permanent image, find the path, summon monster VI, heal, greater dispel magic.

Active Spells: longstrider, iron silence, status, greater magic weapon on [smallcaps]Moon’s Cold Hand[/smallcaps].

Equipment:
Head: --
Eyes: Moonstone Mask
Neck: Periapt of Wisdom +2
Shoulders: Cloak of Charisma +6
Torso: --
Body: +5 mithril full-plate
Waist: --
Wrists: Armband of Maximized Healing
Hands: Gloves of Dexterity +2
Finger: Ring of Protection +2
Finger: --
Feet: --

Other Equipment: [smallcaps]Moon’s Cold Hand[/smallcaps] (Cold Iron Heavy Mace), [smallcaps]Moon’s Silver Hand[/smallcaps] (MW alchemical silver Heavy Mace), Moondraught, Moon Mote, Silver Holy Symbol of Selune, Heward's Handy Haversack, Traveler's Outfit, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50 ft.), Sunrods (2), Trail Rations (10 days), Waterskin, Spell Component Pouch, 400 gp of powdered jade, 1,000 gp diamond (2), 25 gp blessed Selunite incense (6), 100 gp of diamond dust; 3 gp, 9 sp, 10 cp.

Background: [SBLOCK]Brondin, know as Bron to his closest friends, was known to be special from the moment he was born. The child, born to a wealthy couple of Waterdeep, had an unusual birthmark across his back, the holy symbol of Selune. The parents marveled at this, treated their son well, and had him schooled by the wisest of sages. As he came of age, he started having a number of dreams and experiences, being called into Selune’s service. On his 18th birthday, he fully embraced his destiny, and swore his life to the bright lady of the moonlight, Selune.

He was immediately accepted into the ranks of Selunites, hunting, celebrating and worshiping among them. The magic granted by Selune came very easily to Brondin, and he rapidly rose through the ranks of the church. He fell in with other young adventurers in the area, and left Waterdeep for many long years, wandering the realms, doing Selune’s bidding and growing in power.

One year ago, Brondin returned to his home, wealthy, and adorned with rainments that marked him as one of Selune’s true chosen. Amongst the church-goers in Waterdeep it is whispered that Brondin is in line to head the church of Selune in Waterdeep, or even across the civilized lands where the moon maiden is worshiped. He tells stories to the congregation of the exploits Selune has aided him in, destroying lycanthrope cults in the Whispering Woods, stemming plagues deep in the Shaar, and foiling the plans of the Cult of Shar in the Silver Marches.[/SBLOCK][/SBLOCK]
 

Azrin Karlach
[sblock]Male Azurin Rogue 3/Soulborn 1
LE Medium Humanoid (Incarnum)
Init +2; Senses Spot +0, Listen +0
Languages Common, Dwarven
Aura Strong Lawful Evil Aura
________________________________________________
AC 17, touch 12, flat-footed 15
Hp 30 (4 HD)
Special Evasion, Trap Sense +1
Fort +5, Ref +5, Will +1
___________________________________________________
Speed 30 ft. (6 squares)
Melee +1 falchion +6 (2d4+4/18-20) or
Ranged mwk might composite longbow [str 14] +6 (1d8+2/x3/110 ft.) or
Melee sap +5 (1d6+2 nonlethal)
Base Atk +3; Grp +5
Special Attacks Sneak Attack +2d6, Smite Chaos/Good 1/day (+2 attack,
+1 damage)
Combat Options Combat Expertise (-3 attack/+3 AC), Indigo Strike (invest for +2
damage on sneak attacks)
Essentia 3 (0 invested)
Combat Gear potion of cure moderate owunds x2, potion of cure light wounds
_______________________________________________________________________
Abilities Str 14, Dex 15, Con 14, Int 13, Wis 10, Cha 14
Feats Indigo Strike, Healing Soul (invest to heal self 2 hp/essentia
invested, essentia invested/day), Combat Expertise
Skills Balance +3, Bluff +8, Diplomacy +4, Disable Device +9,
Disguise +2 (+4 acting in character), Heal +3, Hide +7 (+8 in
shadows or low illumination), Intimidate +4, Jump +8,
Knowledge (Arcana) +3, Knowledge (Religion) +3, Move
Silently +7, Open Lock +9, Search +7, Sleight of Hand +9,
Tumble +8
Possessions Combat gear plus +1 chain shirt, +1 falchion mw composite mighty
longbow [strength 14], sap, 40 arrows, standard adventurer's kit, mw
thieve's tools, darkweave explorer's outfit, ID papers iwth picture, light
warhorse, military saddle, 12 gp[/sblock]
 

Belenus aka Glory

Glory - PL 10, 150pp
Concept: Displaced God of Flame and Healing

[sblock]
ABILITY SCORES
Strength [STR]: 18
Dexterity [DEX]: 18
Constitution [CON]: 18
Intelligence [INT]: 18
Wisdom [WIS]: 18
Charisma [CHA]: 18
PP Spent: 48

SAVES
Fortitude [FORT]: (0+4) +4
Reflex [REF]: (0+4) +4
Willpower [WILL]: (0+4) +4
Toughness [TGH]: (0+4) +4
PP Spent: 0

SKILLS
Acrobatics [7] +11, Concentration [12] +14, Diplomacy [13] +17, Knowledge (arcane lore) [6] +10, Knowledge (current events) [1] +5, Knowledge (history) [2] +6, Knowledge (pop culture) [2] +6, Medicine [13] +17. Total Ranks 56.
PP Spent: 14

FEATS
Attack Focus (ranged) 8, Attack Specialization (fire strike) 4, Attractive, Dodge Focus 7, Ritualist, Trance.
PP Spent: 22

COMBAT ATTRIBUTES
Attack Bonus [ATK]: +10
Damage [DMG]: +7 (fire strike)
Defense [DEF]: +3
Initiative [INIT]: +4
PP Spent: 10

POWERS
ABSORPTION 6 [Boost 6 – Goes to Fire Control; Extra: Power Magnet (+1); Flaw: Limited (Fire/Heat effects) (-3); Power Feat: Slow Fade; Drawbacks: Normal Identity (-2pp), Power Loss (Can’t use power underwater, in extreme cold, or in a vacuum (-3pp)]. 14pp.
FIRE CONTROL 7 [Array/Move Object; Power Feats: Alt Power – Dazzle Sight, Alt Power – Blast, Alt Power – Disintegration 4, Alt Power – Environmental Control 4 (Extreme Heat and Light), Alt Power – Melee Strike (Fire) (Extra: Penetrating), Alt-Power – Healing 4 (Extra: Total); Drawbacks: Normal Identity (-2pp), Power Loss (Can’t use power underwater, in extreme cold, or in a vacuum (-3pp)]. 15pp.
IMMUNITY 14 [Fire Damage, Life Support]. 14pp.
TELEPORT 9 [Extra: Accurate; Flaws: Long-Range Only (-1), Medium Required (flames) (-1); Power Feats: Dynamic Alt Power – Flight 1, Dynamic Alt Power – Super Senses 7 (Fire Awareness (Accurate), Extended Range (Fire Awareness) 4), Easy]. 13pp.
PP Spent: 56

ATTACKS & EFFECTS
Fire Blast (Ranged): +10 atk, Toughness save DC 22 (fire effect), RI 70ft.
Fire Strike (Melee): +10 atk, Toughness Save DC 22 (fire effect).

COMPLICATIONS
1. The force behind the destruction of Gallic Pantheon still out to get me, but is unkown.
2. On ancient holy day, Beltaine (May 1st), my powers are unreliable and sometimes stronger/weaker/different (aka, let GM mess with them!)

CHARACTER STORY
Thousands of years ago, the gods of most of North-Western Europe found themselves under seige. This was unforseen-and therefore impossible. Despite the impossibility of it all, the gods sent their last, best hope, Belenus, down to earth, in the form of a mortal child, with no memory of the great warrior and god he had once been. The gods also sent with him an amulet that he could place around his neck on his twentieth birthday and thus regain his powers and his memories.
The voyage to earth was problematic, and the magics involved were inaccurate. Belenus, the baby, only arrived in America twenty years ago. He was found abandoned by a family in rural Georgia, and raised by them. They named him Benjamin Bradford, and raised him to be the best person he could be. Ben's father, Roy Bradford, kept the amulet found with the boy a secret, he was afraid what it might mean. Ben was a very good student, and was eventually accepted into Liberty University, far away from home. On the day he left for school, his father gave him the amulet and told him the story of how he came to the Bradford household. Benjamin has since been studying the classics at the University, trying to decipher the meaning of the inscriptions on the heavy gold chain that accounts for his only connection to his birth family. The night of his twentieth birthday, May 1st of last year, he put the necklace on in order to get a better look at one side of the amulet when suddenly, things changed. He remembered much of the past, but the details of his last days as a god were hazy-so much time had passed and the memories stored in the Amulet for him had largely faded. But he knew his name-he was Belenus. What he did know for certain was this-he had great powers, and the "family" he was curious about no longer existed. He found that when he placed the amulet around his neck it disappeared, chain and all, and the power held with-in changed his appearance, and gave him powers to control flames, and to heal the sick and wounded. Over the past year he has spent much time learning his new powers and helping those in need-between classes, of course! He recently discovered the meaning behind the name Belenus- Glorious Light/Flame. He adapted that meaning for his super-hero name: Glory.

He has since spent time helping people in Freedom City. However, he has noticed dark enemies and mysterious threats interrupting his activities, intentionally targeting him. Belenus wonders what exactly this means and who they are...

Glory's uniform is a red, gold, and white body suit, with golden armored gauntlets. He wears a long red and white cape with gold trim. On his face he wears a red half-mask. The amulet that transforms him is absorbed into his suit and appears embedded in his chest.[/sblock]
 

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