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CRPG Evolved: Curse of the Azure Bonds (full/taking alternates)
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<blockquote data-quote="Isida Kep'Tukari" data-source="post: 3012022" data-attributes="member: 4441"><p>Okiday, done with my character! She's ready to be approved/disapproved/picked apart. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>[sblock]<strong>Sidra</strong></p><p><strong>Female Litorian Totem Speaker 5</strong></p><p><strong>Alignment:</strong> Neutral</p><p><strong>Region:</strong> Western Heartlands</p><p><strong>Height:</strong> 6' 4''</p><p><strong>Weight:</strong> 185lbs</p><p><strong>Hair:</strong> Blonde</p><p><strong>Eyes:</strong> Gray</p><p><strong>Age:</strong> 22</p><p></p><p><strong>Str:</strong> 13 (+1) </p><p><strong>Dex:</strong> 14 (+2) [+2 racial]</p><p><strong>Con:</strong> 11 (+0) </p><p><strong>Int:</strong> 11 (+0) </p><p><strong>Wis:</strong> 16 (+3) [-2 racial, +1 level] </p><p><strong>Cha:</strong> 15 (+2) </p><p></p><p><strong>Class and Racial Abilities:</strong></p><p>+2 Dex, -2 Wis, low-light vision, +2 racial bonus on Intimidate, Listen, Search, Spot, and Survival. Mind of the Green, 3 minor totem traits (Bestial Fangs, Cunning, and Endurance), voice of reason.</p><p></p><p><strong>Hit Dice:</strong> 5d8+5 (from endurance totem trait)</p><p><strong>HP:</strong> 37</p><p><strong>AC:</strong> 12 (+2 Dex) [touch 12, flat-footed N/A]</p><p><strong>ACP:</strong> 0</p><p><strong>Init:</strong> +2 (+2 Dex)</p><p><strong>Speed:</strong> 30ft </p><p></p><p><strong>Saves:</strong></p><p>Fortitude +1 [+1 base, +0 Con]</p><p>Reflex +3 [+1 base, +2 Dex]</p><p>Will +7 [+4 base, +3 Wis]</p><p></p><p><strong>BAB/Grapple:</strong> +3/+4</p><p><strong>Melee Atk:</strong> +4 (1d6+1/x2/P, bite) </p><p><strong>Ranged Atk:</strong> +5 </p><p></p><p><strong>Skills:</strong></p><p>Bluff +3 [0 ranks, +2 Cha, +1 The Voice]</p><p>Concentration +5 [5 ranks, +0 Con]</p><p>Diplomacy +13 [8 ranks, +2 Cha, +2 synergy, +1 The Voice]</p><p>Gather Information +3 [0 ranks, +2 Cha, +1 The Voice]</p><p>Handle Animal +12 [8 ranks, +2 Cha, +2 cunning]</p><p>Heal +13 [8 ranks, +3 Wis, +2 synergy]</p><p>Intimidate +4 [0 ranks, +2 Cha, +2 racial]</p><p>Knowledge (geography) +5 [5 ranks, +0 Int]</p><p>Knowledge (litorians) +2 [0 ranks, +0 Int, +2 racial]</p><p>Knowledge (nature) +6 [6 ranks, +0 Int]</p><p>Listen +10 [5 ranks, +3 Wis, +2 racial]</p><p>Perform (storytelling) +4 [0 ranks, +2 Cha, +2 The Voice]</p><p>Ride +4 [0 ranks, +2 Dex, +2 synergy]</p><p>Search +4 [+0 Int, +2 racial]</p><p>Sense Motive +10 [8 ranks, +2 Cha]</p><p>Sneak +2 [0 ranks, +2 Dex]</p><p>Spot +10 [5 ranks, +3 Wis, +2 racial]</p><p>Survival +12 [8 ranks, +3 Wis, +2 racial, +2 cunning]</p><p></p><p><strong>Feats:</strong></p><p>Intuitive Sense (1st level ceremonial) [Doesn’t lose her Dex bonus to AC when flat-footed or being attacked by an invisible or unknown opponent]</p><p>The Voice (1st level talent)</p><p>Intuitive Sense (3rd level) [Cannot be flanked]</p><p></p><p><strong>Languages:</strong> Common, Litorian</p><p></p><p><strong>Spell Slots</strong> – 4/3/2</p><p><strong>Spells Readied</strong> DC +3</p><p>0th – 5 <em>canny effort, contact, enchanting flavor, hygiene, sense thoughts</em></p><p>1st – 4 <em>charm, glamour, mind stab, lesser transfer wounds</em></p><p>2nd – 2 <em>blinding light, gusting wind</em></p><p></p><p><strong><u>Equipment</u></strong></p><p>Traveler’s outfit</p><p></p><p><strong>Money</strong></p><p>300pp</p><p></p><p><strong>Appearance:</strong> Sidra is a very pale litorian, with blonde fur and pale gray eyes. She moves with the grace characteristic of her kind, but also with an air of self-assurance that’s hard to define. </p><p></p><p><strong>Personality:</strong> Sidra is generally a peaceful person, given to mending rifts and calming ruffled feathers. Anything that moves her to anger or violence is very bad indeed, and it causes her to agonize over it later.</p><p></p><p><strong>Background:</strong> Sidra grew up in an area of vast grassy plains in the Western Heartlands. Like most folk of that area, she grew up self-sufficient and sturdy, something enhanced by her tribe’s friendship with a tribe of wemics. Though she lacked the characteristic bloodlust of many of their kind, she had something else; a voice and talent for diplomacy, and a deep and abiding respect for all live, animal, litorian, human, wemic, or other.</p><p></p><p>Her talents led her to the path of the totem speaker, and what she discovered there of herself convinced her of the rightness of this calling. While her tribe was content to raid and defend, to fight and flee, Sidra felt that the strains of life were pulling her farther away from simply calming the violence of her own small area.</p><p></p><p>Sidra’s calm words and deep intuitive knowledge of other’s hearts have led her out of the Heartlands and into the Dalelands, and from there to Cormyr and Tilverton. She had tried to leave ease and peace in her wake, but something has been dragging her onward nevertheless…[/sblock]</p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 3012022, member: 4441"] Okiday, done with my character! She's ready to be approved/disapproved/picked apart. :) [sblock][b]Sidra Female Litorian Totem Speaker 5[/b] [b]Alignment:[/b] Neutral [b]Region:[/b] Western Heartlands [b]Height:[/b] 6' 4'' [b]Weight:[/b] 185lbs [b]Hair:[/b] Blonde [b]Eyes:[/b] Gray [b]Age:[/b] 22 [b]Str:[/b] 13 (+1) [b]Dex:[/b] 14 (+2) [+2 racial] [b]Con:[/b] 11 (+0) [b]Int:[/b] 11 (+0) [b]Wis:[/b] 16 (+3) [-2 racial, +1 level] [b]Cha:[/b] 15 (+2) [b]Class and Racial Abilities:[/b] +2 Dex, -2 Wis, low-light vision, +2 racial bonus on Intimidate, Listen, Search, Spot, and Survival. Mind of the Green, 3 minor totem traits (Bestial Fangs, Cunning, and Endurance), voice of reason. [b]Hit Dice:[/b] 5d8+5 (from endurance totem trait) [b]HP:[/b] 37 [b]AC:[/b] 12 (+2 Dex) [touch 12, flat-footed N/A] [b]ACP:[/b] 0 [b]Init:[/b] +2 (+2 Dex) [b]Speed:[/b] 30ft [b]Saves:[/b] Fortitude +1 [+1 base, +0 Con] Reflex +3 [+1 base, +2 Dex] Will +7 [+4 base, +3 Wis] [b]BAB/Grapple:[/b] +3/+4 [b]Melee Atk:[/b] +4 (1d6+1/x2/P, bite) [b]Ranged Atk:[/b] +5 [b]Skills:[/b] Bluff +3 [0 ranks, +2 Cha, +1 The Voice] Concentration +5 [5 ranks, +0 Con] Diplomacy +13 [8 ranks, +2 Cha, +2 synergy, +1 The Voice] Gather Information +3 [0 ranks, +2 Cha, +1 The Voice] Handle Animal +12 [8 ranks, +2 Cha, +2 cunning] Heal +13 [8 ranks, +3 Wis, +2 synergy] Intimidate +4 [0 ranks, +2 Cha, +2 racial] Knowledge (geography) +5 [5 ranks, +0 Int] Knowledge (litorians) +2 [0 ranks, +0 Int, +2 racial] Knowledge (nature) +6 [6 ranks, +0 Int] Listen +10 [5 ranks, +3 Wis, +2 racial] Perform (storytelling) +4 [0 ranks, +2 Cha, +2 The Voice] Ride +4 [0 ranks, +2 Dex, +2 synergy] Search +4 [+0 Int, +2 racial] Sense Motive +10 [8 ranks, +2 Cha] Sneak +2 [0 ranks, +2 Dex] Spot +10 [5 ranks, +3 Wis, +2 racial] Survival +12 [8 ranks, +3 Wis, +2 racial, +2 cunning] [b]Feats:[/b] Intuitive Sense (1st level ceremonial) [Doesn’t lose her Dex bonus to AC when flat-footed or being attacked by an invisible or unknown opponent] The Voice (1st level talent) Intuitive Sense (3rd level) [Cannot be flanked] [b]Languages:[/b] Common, Litorian [b]Spell Slots[/b] – 4/3/2 [b]Spells Readied[/b] DC +3 0th – 5 [I]canny effort, contact, enchanting flavor, hygiene, sense thoughts[/I] 1st – 4 [I]charm, glamour, mind stab, lesser transfer wounds[/I] 2nd – 2 [I]blinding light, gusting wind[/I] [b][U]Equipment[/U][/b] Traveler’s outfit [b]Money[/b] 300pp [b]Appearance:[/b] Sidra is a very pale litorian, with blonde fur and pale gray eyes. She moves with the grace characteristic of her kind, but also with an air of self-assurance that’s hard to define. [b]Personality:[/b] Sidra is generally a peaceful person, given to mending rifts and calming ruffled feathers. Anything that moves her to anger or violence is very bad indeed, and it causes her to agonize over it later. [b]Background:[/b] Sidra grew up in an area of vast grassy plains in the Western Heartlands. Like most folk of that area, she grew up self-sufficient and sturdy, something enhanced by her tribe’s friendship with a tribe of wemics. Though she lacked the characteristic bloodlust of many of their kind, she had something else; a voice and talent for diplomacy, and a deep and abiding respect for all live, animal, litorian, human, wemic, or other. Her talents led her to the path of the totem speaker, and what she discovered there of herself convinced her of the rightness of this calling. While her tribe was content to raid and defend, to fight and flee, Sidra felt that the strains of life were pulling her farther away from simply calming the violence of her own small area. Sidra’s calm words and deep intuitive knowledge of other’s hearts have led her out of the Heartlands and into the Dalelands, and from there to Cormyr and Tilverton. She had tried to leave ease and peace in her wake, but something has been dragging her onward nevertheless…[/sblock] [/QUOTE]
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