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Characters and NPCs in my siblings game (EoM[R])
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<blockquote data-quote="John Q. Mayhem" data-source="post: 1999005" data-attributes="member: 13525"><p>Bard the Bear-man</p><p>Human Mageknight 4/Anima 2</p><p>Hit Dice: 4d8+2d4+12+7 (49)</p><p>Initiative: +2</p><p>Speed: 25 ft. (30 base, beastscale armor)</p><p>Armor Class: 22 (+5 amor, +2 Dex, +2 natural, +3 class) touch 15, flat-footed 17</p><p>Base Attack/Grapple: +4/+7</p><p>Attack: <em>+3 claw</em> +11 (1d10+6)</p><p>Full Attack: <em>+3 claw</em> +11 (1d10+6), <em>+3 claw</em> +11 (1d10+4)</p><p>Space/Reach:5 ft/5 ft.</p><p>Special Attacks: Spells (CL 3)</p><p>Special Qualities: Anima powers</p><p>Saves: Fort +5, Ref +4, Will +3</p><p>Abilities: Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 6</p><p>Skills: Athletics 2+3-2, Concentration 7+2, Knowledge (ceremonies) 2+2, Knowledge (nature) 4+2, Knowledge (arcane) 5+2, Perceive 7, Search 7+2, Spellcraft 3+2, Survival 7</p><p>Feats: Hands as Weapons, Ambidexterity, Two-Weapon Fighting, Speed Burst (3/day), Armored Casting, Weapon Focus (claw), Craft Charged Item, Quicken Spell, Power Attack</p><p>Environment: Any land</p><p>Organization: Any</p><p>Challenge Rating: 6</p><p>Treasure: <em>+1 claw</em>, <em>+1 beastscale armor</em>, mighty composite (+2) shortbow, 11 arrows, 2 Ghurtha knives (MW kukris), 995 sp, 995 sp (in trade goods)</p><p>Alignment: Chaotic 2/Good 2</p><p>Advancement: By character class</p><p>Level Adjustment: +0</p><p>Power Rituals Known: Meditation of the Adaptive Mind, Ritual of the Shared Repast, Rumors of the Wind and Rain</p><p></p><p>Played by my 13 year old brother. IRL he's 6'2'' and weighs 280 lb. At 13!!! It's utterly ridiculous. Probably all the coffee we drink.</p><p></p><p>Bard is the son of a shaman of the Fur-Like-Dusk tribe. He was born with physical symbols of his strong connexion to the great Bear: his mighty claws. Bard was sent from his tribe after undergoing training as a warrior-shaman, to seek his way in the world and find the destiny Fur-Like-Dusk had given him.</p><p></p><p>Anima powers: Infuse Earth 1/Gen 0 (+2 Str); Infuse Nature 1/Gen 0 (+7 HP); Transform Animal 2/Gen 0 (claws dealing damage as a one-handed weapon); Hide of the Bear (Abjure Nature 1/Gen 0, +2 enhancement bonus to natural armor); Ensorcelled Claws (Infuse Force 3/ Gen 0, +3 enhancement bonus to natural attacks)</p><p></p><p>CL 3</p><p>MP: 17</p><p>Max MP: 6</p><p></p><p>Spell Lists Known (11): Abjure Evil, Create Lightning, Evoke Life, Evoke Lightning, Heal Life, Illusion Void, Infuse Earth, Infuse Force, Infuse Nature, Move Fire, Transform Animal</p><p></p><p><em>Healing dose</em> (3 MP, heal 4d6) </p><p><em>Serpents’ swiftness</em> (3 MP, +40 ft. movement, 10 rounds)</p><p><em>Bard’s lightning blast</em> (3 MP, 3d6 lightning damage within 30 ft.) </p><p><em>Wrath of the bear</em> (4 MP, become black bear for 10 rounds. Claws +13, +2 damage)</p><p><em>Devastate the Undead</em> (Evoke Life 4/Gen 2; 5d6 Life damage as a touch attack to one within 150 ft.)</p></blockquote><p></p>
[QUOTE="John Q. Mayhem, post: 1999005, member: 13525"] Bard the Bear-man Human Mageknight 4/Anima 2 Hit Dice: 4d8+2d4+12+7 (49) Initiative: +2 Speed: 25 ft. (30 base, beastscale armor) Armor Class: 22 (+5 amor, +2 Dex, +2 natural, +3 class) touch 15, flat-footed 17 Base Attack/Grapple: +4/+7 Attack: [i]+3 claw[/i] +11 (1d10+6) Full Attack: [i]+3 claw[/i] +11 (1d10+6), [i]+3 claw[/i] +11 (1d10+4) Space/Reach:5 ft/5 ft. Special Attacks: Spells (CL 3) Special Qualities: Anima powers Saves: Fort +5, Ref +4, Will +3 Abilities: Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 6 Skills: Athletics 2+3-2, Concentration 7+2, Knowledge (ceremonies) 2+2, Knowledge (nature) 4+2, Knowledge (arcane) 5+2, Perceive 7, Search 7+2, Spellcraft 3+2, Survival 7 Feats: Hands as Weapons, Ambidexterity, Two-Weapon Fighting, Speed Burst (3/day), Armored Casting, Weapon Focus (claw), Craft Charged Item, Quicken Spell, Power Attack Environment: Any land Organization: Any Challenge Rating: 6 Treasure: [i]+1 claw[/i], [i]+1 beastscale armor[/i], mighty composite (+2) shortbow, 11 arrows, 2 Ghurtha knives (MW kukris), 995 sp, 995 sp (in trade goods) Alignment: Chaotic 2/Good 2 Advancement: By character class Level Adjustment: +0 Power Rituals Known: Meditation of the Adaptive Mind, Ritual of the Shared Repast, Rumors of the Wind and Rain Played by my 13 year old brother. IRL he's 6'2'' and weighs 280 lb. At 13!!! It's utterly ridiculous. Probably all the coffee we drink. Bard is the son of a shaman of the Fur-Like-Dusk tribe. He was born with physical symbols of his strong connexion to the great Bear: his mighty claws. Bard was sent from his tribe after undergoing training as a warrior-shaman, to seek his way in the world and find the destiny Fur-Like-Dusk had given him. Anima powers: Infuse Earth 1/Gen 0 (+2 Str); Infuse Nature 1/Gen 0 (+7 HP); Transform Animal 2/Gen 0 (claws dealing damage as a one-handed weapon); Hide of the Bear (Abjure Nature 1/Gen 0, +2 enhancement bonus to natural armor); Ensorcelled Claws (Infuse Force 3/ Gen 0, +3 enhancement bonus to natural attacks) CL 3 MP: 17 Max MP: 6 Spell Lists Known (11): Abjure Evil, Create Lightning, Evoke Life, Evoke Lightning, Heal Life, Illusion Void, Infuse Earth, Infuse Force, Infuse Nature, Move Fire, Transform Animal [i]Healing dose[/i] (3 MP, heal 4d6) [i]Serpents’ swiftness[/i] (3 MP, +40 ft. movement, 10 rounds) [i]Bard’s lightning blast[/i] (3 MP, 3d6 lightning damage within 30 ft.) [i]Wrath of the bear[/i] (4 MP, become black bear for 10 rounds. Claws +13, +2 damage) [i]Devastate the Undead[/i] (Evoke Life 4/Gen 2; 5d6 Life damage as a touch attack to one within 150 ft.) [/QUOTE]
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