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Malvoisin's Slumbering Tsar Saga RG

Malvoisin

First Post
Players:

kinem - Vincent 'Viper' Peck (N Male Half-Orc Wizard 7)
Shayuri - Melindra "Mel" Richter (Female Human Rogue 2/Gunslinger (Pistolero) 5)
Fangor the Fierce - Krool Shatterhammer (CG Male Half-Orc Barbarian 7)
HolyMan - Adalir the Axeman (NG Male Human Fighter 7)
rangerjohn - Sebastian of the Holy Blade (LG Male Human Cleric of Muir 7)
Disposable Hero - Gerard Brigain (NG Male Human Oracle of Battle 7)
Insight - Zultaan, the Scourge of Thyr (LG Male Human Inquisitor 7)

[sblock=Intiative Scores]
Zultaan +5
Adalir +3
Viper +2
Krool +2
Gerard +4
Sebastian +0
Mel +5[/sblock]
 
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Insight

Adventurer
Zultaan, the Scourge of Thyr

ZULTAAN, THE SCOURGE OF THYR
Human Inquisitor 7, Lawful Good
Description: Strong and resolute, this devout follower of Thyr, Lord of Justice, seems of singular mind and passion. He rarely discusses anything aside from hunting demons and seems uninterested in pleasantries and the social game. Still, beneath the scars he bears, he is handsome and bespeaks a well-rounded education when he chooses to speak.
Age: 29
Height: 6'2"
Weight: 210lbs.
Eyes: Hazel
Hair: Brown / Black, Very Short
Distinguishing Marks: Silver Cross Tattoo, Center Chest, smaller version on Right Forearm, teethmarks of various sizes on arms and hands, lashmarks on back, various badly-healed cuts everywhere
[sblock=Ability Scores]STR 15 | 17
DEX 10
CON 12
INT 13
WIS 18 | 20
CHA 14
Second number is enhanced by equipment[/sblock]
[sblock=Combat]AC 21 | FF 21 | Touch 11
CMB +8 | CMD 17
Initiative +5
Base Attack Bonus +5
Melee Attack - +2 Heavy Mace +11 attack, 1d8+5 damage, Crit 20/x2
Ranged Attack - Longbow +5 attack, 1d8 damage, Crit 20/x3
Saving Throws
- Fort +7
- Reflex +4
- Will +12
Hit Points 56
6d8=34[/sblock]
[sblock=Class Abilities]Hit Dice d8
Armor and Weapons Light and Medium Armor. Shields (except Tower Shields). Simple weapons + Hand Crossbow, Longbow, Repeating Crossbow, Shortbow. Deity favored weapons are Light or Heavy Mace.
Class Skills Bluff, Climb, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge - Arcana, Knowledge - Dungeoneering, Knowledge - Nature, Knowledge - the Planes, Knowledge - Religion, Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, and Swim
Domain - Protection: Gains a +2 resistance bonus to saving throws (added above). Gains the Resistant Touch ability 8/day. Resistant Touch: As a standard action, he can touch an ally to grant him the resistance bonus granted by the Protection domain. This lasts for 1 minute.
Judgment: Usable 3/day. As a swift action, he can pronounce judgment upon his foes. This creates an effect that lasts for the remainder of the combat. When he uses this ability, he must choose one of the following effects: Destruction, Healing, Justice, Piercing, Protection, Purity, Resiliency, Resistance, or Smiting.[sblock=Destruction]The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Currently a +3 bonus.[/sblock]
[sblock=Healing]The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Currently Fast Healing 3.[/sblock]
[sblock=Justice]This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Currently a +2 bonus.[/sblock]
[sblock=Piercing]This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Currently a +3 bonus.[/sblock]
[sblock=Protection]The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Currently a +2 bonus.[/sblock]
[sblock=Purity]The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Currently a +2 bonus.[/sblock]
[sblock=Resiliency]This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. Currently, DR 2/magic.[/sblock]
[sblock=Resistance]The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Currently energy resistance 6.[/sblock]
[sblock=Smiting]This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). Currently, his weapons count as magic and lawful or good.[/sblock]
Monster Lore: Adds Wis mod (+5) to Knowledge checks made to identify creatures and determine weaknesses. Already added below.
Stern Gaze: Adds 1/2 Inquisitor level (3) as a morale bonus to Intimidate and Sense Motive checks. Already added below.
Cunning Initiative: Adds Wis mod (+5) to initiative checks.
Detect Alignment: He can use Detect Chaos, Detect Evil, Detect Good, or Detect Law as at-will abilities.
Track: Adds 1/2 Inquisitor level (3) as a bonus to Survival checks made to identify and follow tracks. Already added below.
Solo Tactics: He treats all allies as possessing his Teamwork feats. This only modifies the feat's effect on him and does not grant his allies any additional benefits.
Teamwork Feats: He has gained 2 Teamwork feats. These are listed below.
Bane: As a swift action, he can imbue his weapon with the bane weapon feature. He chooses the specific effect when he uses this ability. He can switch the effect as a swift action. It lasts for up to 12 rounds per day (these do not need to be consecutive).
Discern Lies: As an immediate action, he can Discern Lies, as the spell. This lasts for up to 7 rounds per day (these do not need to be consecutive).[/sblock]
[sblock=Skills]Intimidate [6] +17
[sblock=Demoralize Action]Demoralize
You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.
Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Fail: The opponent is not shaken.

Demoralizing an opponent is a standard action.[/sblock]
Knowledge - Arcana [5] +9/+141
Knowledge - Dungeoneering [5] +9/+141
Knowledge - History [5] +10
Knowledge - Nature [5] +9/+141
Knowledge - The Planes [6] +11/+16/+181, 2
Knowledge - Religion [6] +10/+151
Perception [6] +14
Ride [2] +5
Sense Motive [5] +16
Spellcraft [5] +9
Survival [2] +10/+133
1: The second number is the bonus to identify a creature or determine its weaknesses.
2: The third number applies to identifying demons specifically.
3: The second number is the bonus to identify and follow tracks.[/sblock]
[sblock=Feats]Human - Intimidating Prowess: Add Str mod (+3) to Intimidate check. Already added above.
1st - Extended Bane: Add Wis mod (+5) to the number of rounds that bane may be used per day. Already added above.
3rd - Weapon Focus - Heavy Mace: Add +1 bonus to all attack rolls with the weapon. Already added above.
5th - Dazzling Display: While wielding a Heavy Mace, he can perform a bewildering show of prowess as a full-round action. He makes an Intimidate check to demoralize all foes within 30 feet who can see this display.
7th - Demon Hunter: Add +2 bonus to Knowledge - The Planes checks to know the powers and abilities of demons (added above). Add a +2 morale bonus to attack rolls against demons. Add a +2 morale bonus to caster level checks to penetrate spell resistance when using spells against demons.

Teamwork Feats
Shake it Off: When he is adjacent to one or more allies who also have this feat, he gains a +1 bonus on saving throws per such ally (maximum +4).
Shield Wall: Whenever he wields a shield and is adjacent to an ally wielding a shield who also has this feat, the AC bonus from his shield increases, depending on the shield wielded by his ally. If his ally wields a buckler or a light shield, his shield bonus increases by +1. If his ally wields a heavy shield or a tower shield, his shield bonus increases by +2. He keeps these bonuses even if his ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, he also benefits if an attack targeting him passes through the edge of the shield.[/sblock]
[sblock=Traits]Demon Slayer: He can attempt a Knowledge - The Planes check to find a demon’s weak spot. (DC 10 + the demon’s CR). If he succeeds, he gains a +3 trait bonus on rolls to confirm critical hits against that demon until the end of the battle. This effect only works on demons.
Scholar of the Great Beyond: He gains a +1 trait bonus on Knowledge - History and Knowledge - The Planes checks, and Knowledge - History is always a class skill for him. Bonuses added above.[/sblock]
[sblock=Spellcasting]Spells per Day: 4 x 1st, 3 x 2nd, 1 x 3rd
- With Wisdom 20: 6 x 1st, 4 x 2nd, 2 x 3rd
Spells Known: 6 x 0th, 5 x 1st, 4 x 2nd, 2 x 3rd
Save DC: 15 + Spell Level
Spells
- Orisons (6): Brand, Detect Magic, Guidance, Light, Read Magic, Stabilize
- 1st (5): Bless, Cure Light Wounds, Divine Favor, Protection from Evil, Shield of Faith
- 2nd (4): Blistering Invective, Cure Moderate Wounds, Discovery Torch, Lesser Restoration
- 3rd (2): Heroism, Prayer[/sblock]
[sblock=Equipment]Wealth: 26pp, 13gp, 11sp
Equipment [23,225gp, 9sp]
- Magic Items: +1 Breastplate, +1 Heavy Shield, +2 Heavy Mace, +1 Ring of Protection, +2 Belt of Giant Strength, +2 Headband of Inspired Wisdom
- Consumables: 2x Potion of Bear's Endurance, 2x Potion of Cure Light Wounds, 1x Potion of Cure Moderate Wounds
- Mundane Items: Longbow, Quiver of 20 Arrows, Knife, Hatchet, Masterwork Backpack, Bedroll, 2 Map/Scroll Cases, Explorer's Outfit, Traveler's Outfit, Scarf, Compass, Crowbar, Flint and Steel, Grappling Hook, Silver Holy Symbol, Common Lamp, Lamp Oil x 14 pints, 2 Belt Pouches, 2x 50ft Silk Rope, 2x Sack, 5 x Waterskin, 10 Days' Trail Rations, Shaving Kit, 1 lb Salt, 2x Scroll Case, 10 Sheets of Paper, 1oz Ink, Inkpen
- Mount: War-Trained Light Horse, Military Saddle, Saddlebags, 10 Days' Horse Feed[/sblock]
[sblock=Background in Brief]Zultaan was orphaned early in life and does not know the identity of his parents. He was left on the doorstep of the Temple of Forbidding Light, a temple of Thyr, located in Sorean. Only two things left with the baby gave any indication as to his origin. He wore a necklace bearing the name, "ZULTAAN" in Celestial script. The priests noted the baby's chest tattoo or birthmark - a silver cross, the symbol of Thyr - and immediately took in the infant. Zultaan was raised in the temple and was intended to become a temple guard. His facility with working miracles and receiving prophetic visions, however, made the temple leadership place him with the paladins instead.

Zultaan was not satisfied with the life of a paladin. While his faith in Thyr was solid, Zultaan could not live within the modest means of the paladins. He took in the martial training and adapted some of the tenets of the paladin order as his own, but, around the age of 18, Zultaan formally resigned from the order and made his own way in the world.

For the next 10 years, Zultaan wandered the world, fighting the forces of evil and seeking truth. His journey tended towards railing against demons, and so Zultaan sought out any and all knowledge of demons and their allies. Eventualy, Zultaan came upon the story of Tsar and the Army of Light. The idea of traveling to Tsar to seek the remnants of those great battles intrigued him and he made plans to head in that direction.[/sblock]
 
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HolyMan

Thy wounds are healed!
[sblock=Adalir the Axeman]
[sblock=Game Info]
Race: Human
Class: Fighter
Level: 7
Hero Points: ??
Alignment: Neutral Good
Languages: Common
Deity: Vanitthu[/sblock]
[sblock=Abilities]
Code:
STAT   PTS    START   RACE ADJ LVL ADJ  MAGIC ADJ  TOTAL
STR:    5      14        0       0          0       14    
DEX:    7      15        0      +1          0       16      
CON:   10      16       +2       0         +2       20
INT:    1      11        0       0          0       11
WIS:    2      12        0       0          0       12
CHA:    0      10        0       0          0       10
[/sblock]
[sblock=Combat]
HP: 105 = [7d10=56] + 35 (CON) + 7 (Toughness) + 7 (Fighter)
AC: 30 = 10 + 10 (armor) + 4 (shield) + 3 (DEX) + 1 (dodge) + 1 (deflection) + 1 (natural)
AC Touch: 15 = 10 + 3 (DEX) + 1 (dodge) + 1 (deflection)
AC Flatfooted: 16 = 10 + 10 (armor) + 4 (shield) + 1 (natural) + 1 (deflection)
INIT: +3 = +3 (DEX)
BAB: ++7/+2 = +7/+2 (Fighter)
CMB: +9 = +2 (STR) + 7 (BAB)
CMD: 22 = 10 + 2 (STR) + 3 (DEX) + 7 (BAB)
Fort: +10 = +5 (Fighter) + 5 (CON)
Reflex: +5 = +2 (Fighter) + 3 (DEX)
Will: +4 = +2 (Fighter) + 1 (WIS) + 1 (trait)
Speed: 30'
Damage Reduction: None
Spell Resistance: None
Spell Failure: n/a[/sblock]
[sblock=Weapon Stats]
+1 battleaxe(melee):
Attack: +12 = +7 (BAB) + 2 (STR) + 1 (feat) + 1 (magic) + 1 (class)
Damage: 1d8+6(S) = +2 (STR) + 2 (feat) + 1 (magic) + 1 (class); CRIT 20x3
Full attack = +12/+7

+1 throwing axe of returning(melee):
Attack: +11 = +7 (BAB) + 2 (STR) + 1 (magic) + 1 (class)
Damage = 1d6+4(S) = +2 (STR) + 1 (magic) + 1 (class); CRIT 20x2
Full Attack; +11/+6

+1 throwing axe of returning(ranged):
Attack: +12 = +7 (BAB) + 3 (DEX) + 1 (magic) + 1 (class)
Damage = 1d6+4(S) = +2 (STR) + 1 (magic) + 1 (class); CRIT 20x2, Range: 10 ft.

dagger(melee):
Attack: +9 = +7 (BAB) + 2 (STR)
Damage: 1d4+2(SorP) = +2 (STR); CRIT 19-20x2
Full Attack: +9/+4

dagger(ranged):
Attack: +10 = +7 (BAB) + 3 (DEX)
Damage = 1d4+2(P) = +2 (STR); CRIT 19-20x2, Range: 10 ft.[/sblock]
[sblock=Racial Traits]
+2 to One Ability Score: Humans get a +2 to one ability score of their choice.

Medium: Humans are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have the base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait. Skill chosen: Craft(armor) [/sblock]
[sblock=Class Features]
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery +2(Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (-2/+2)(Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes(chosen @ LVL 3): bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe.

Blades, Heavy: Aldori dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.

Blades, Light: bayonet, butterfly knife, butterfly sword, chakram, dagger, gladius, hunga munga, kama, katar, kerambit, kukri, madu, pata, quadrens, rapier, sawtooth sabre, scizore, shortsword, sica, sickle, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart.

Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow, and tube arrow shooter.

Double: chain spear, dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.

Firearms: all one-handed, two-handed, and siege firearms.

Flails: battle poi, bladed scarf, chain spear, dire flail, double chained kama, flail, flying blade, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.

Hammers: aklys, battle aspergillum, club, greatclub, heavy mace, light hammer, light mace, mere club, taiaha, tetsubo, wahaika, and warhammer.

Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Polearms: bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ranseur, rhomphaia, tepoztopilli, and tiger fork.

Spears: amentum, boar spear, chain spear, javelin, harpoon, lance, longspear, pilum, shortspear, sibat, spear, tiger fork, and trident.

Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, poisoned sand tube, rope dart, Shoanti bolas, shortspear, shuriken, sling, sling glove, spear, starknife, throwing axe, throwing shield, trident, and wushu dart.

Siege Engines:
all siege engines.[/sblock]
[sblock=Feats & Traits]
Human- Toughness
1st lvl- Dodge
Fighter bonus 1st lvl- Shield Focus
Fighter bonus 2nd lvl- Weapon Focus(battleaxe)
3rd lvl- Endurance
Fighter bonus 4th lvl- Weapon Specialization(battleaxe)
5th lvl- Shield Wall
Fighter bonus 6th lvl- Vital Strike
7th lvl- Diehard

Traits:
a) Armor Expert
b) Indomitable Faith: +1 on Will saves.[/sblock]
[sblock=Skills]
Skill Ranks: 14 = [2 (Fighter) + 00 (INT)] x 07 (LvL) + 00 (favored class bonus)
Max Ranks: 7
ACP: -3

Skills:
() = class skill
^ = trained only
Code:
Total                       Stat Rank CS Misc ACP
+00 = Acrobatics            +03  +00  +0 +00  -3 DEX
+00 = Appraise              +00  +00  +0 +00     INT
+00 = Bluff                 +00  +00  +0 +00     CHA
+04 = Climb()               +02  +02  +3 +00  -3 STR
+08 = Craft():armor         +00  +04  +3 +01*    INT
+00 = Diplomacy             +00  +00  +0 +00     CHA
+00 = Disguise              +00  +00  +0 +00     CHA
+00 = Escape Artist         +03  +00  +0 +00  -3 DEX
+00 = Fly                   +03  +00  +0 +00  -3 DEX
+na = Handle Animal()^      +00  +00  +0 +00     CHA
+01 = Heal                  +01  +00  +0 +00     WIS
+04 = Intimidate()          +00  +01  +3 +00     CHA
+na = Know:Duneroneering()^ +00  +00  +0 +00     INT
+na = Know:Engineering()^   +00  +00  +0 +00     INT
+01 = Perception            +01  +00  +0 +00     WIS
+00 = Perform:              +00  +00  +0 +00     CHA
+05 = Profession()^:soldier +01  +01  +3 +00     WIS
+04 = Ride()                +03  +01  +3 +00  -3 DEX
+01 = Sense Motive          +01  +00  +0 +00     WIS
+na = Spellcraft^           +00  +00  +0 +00     INT
+00 = Stealth               +03  +00  +0 +00  -3 DEX
+07 = Survival()            +01  +03  +3 +00     WIS
+04 = Swim()                +02  +02  +3 +00  -3 STR

* +3 Heart of the Fields, -2 no artisan's tools
[/sblock]
[sblock=Equipment]
Code:
Equipment                         Cost       Weight
+1 battleaxe                     2,310gp      6lbs
+1 throwing axe of returning     8,308gp      2lbs
dagger                               2gp      1lb
+1 full plate                    2,650gp     50lbs
+1 heavy steel shield            1,170gp     15lbs
belt of mighty constitution +2   4,000gp      1lb
amulet of natural armor +1       2,000gp      -lb
ring of protection +1            2,000gp      -lb
muleback cords                   1,000gp    .25lbs
Backpack                             2gp      2lbs
-bedroll                            .5gp      5lbs
-trail rations(6 days)               3gp      6lbs
-waterskin                           1gp      4lbs     
-hammer                             .5gp      2lbs
-iron spikes(3)                    .15gp      3lbs
-torches(3)                        .03gp      3lbs
Belt Pouch                           1gp     .5lb
-flint and steel                     1gp      -lb
-potion cure light wounds           50gp      -lb
Traveler's Outfit                    0gp      -lb
                          
                    Total weight carried: 100.75lbs
Total GP spent: 23,499.18gp

Treasure:
GP: 0
SP: 8
CP: 2
Gems: none

Carrying Capacity:
Code:
Load        Normal     w/muleback cords
light:    000-058 lbs     000-173 lbs
medium:   059-116 lbs     174-346 lbs
heavy:    117-175 lbs     347-520 lbs
[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 23
Height: 6'1"
Weight: 200 lbs
Hair Color: Brown
Eye Color: Brown
Skin Color: Lightly tanned
Appearance: Adalir's wind tossed hair and uncombed beard would almost lead you to believe he was a dwarf. If not for his imposing height and lithe frame the axe carried across his shoulders would and to the deception.

His full plate is well used, muddy and dented, but Adalir says better a dent in the helm than the head. He has yet to decide on a coat of arms so wears a plain brown tabard over his armor and his shield has no device.

Demeanor: Jovial and good natured the only thing that kept Adalir from a life as a divine warrior was his poor background and a sense that sometimes the rules should be bent. He is trustworthy, believing mistrust begets mistrust, but to break that trust with Adlir is to find out why he's called the Axeman.[/sblock]
[sblock=Background]The son of a unknown armorer and blacksmith Adalir grew up helping his father at the family forge. The years of his adolescent he grew up on stories of the Army of Light and the knight Lord Bishu. He would take scraps of armor from around the forge to play at men-and monsters with the other children of the village. Even though the Army was lost Adalir always pretended that he was the last soldier to return from the Desolation with Orcus's head in a sack.

Before he turned fifteen Adalir was taken from his father as payment for a suit of armor he accidentally ruined while trying to repair it. Since his father had no money to replace the armor (indeed he was hoping on getting paid for repairing it) Adalir was taken to work of the debt in the baron's army.

At this time the countryside was still rife with fighting as everyone tried to steal a little piece of old king Graeltor's lands. Adalir learned to fight and the life of a soldier in the years following his new "apprenticeship".

When the fighting stopped and things settled throughout the kingdom Adalir found he couldn't go back to a life of crafting. Though it had served him well when armor needing mending or re-sizing, he found the work restless. His family understanding that the wars had changed him from a bright-eyed boy who loved tales of heroes to a young man that had seen the true horrors that those tales hide. [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level ??
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock][/sblock]
 

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kinem

Adventurer
Vincent 'Viper' Peck

Vincent 'Viper' Peck, male half-orc wizard 7

[sblock=stats]20 yo, 6'2", 262 lbs; AL N; 30' move, 60' darkvision
HD 7d6+21, hp 50
AC 12 (+2 dex), touch 12, ff 10 or
AC 16 (+4 mage armor, +2 dex), touch 12, ff 14
BAB +3, CMB +4, CMD 16; saves Fort +6, Reflex +6, Will +8; concentration +13

attack
cold iron greataxe +5 melee (1d12+1, 20/x3) or
club +4 melee (1d6+1, 20/x2)

ray of frost +5 ranged touch (45', cold 1d3+4, 20/x2) (w/alchemical focus)

score / + / cost
str 12 / +1 / 2 pt
dex 15 / +2 / 7 pt
con 14 / +2 / 5 pt
int 22 / +6 / 13 pt, +1 level, +2 racial, +2 headband
wis 12 / +1 / 2 pt
cha 7 / -2 / -4 pt

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

Traits: Magical Lineage (magic missile; metamagic costs 1 spell level less), Precocious Spellcaster (+1 CL: ghost sound, magic missile)

Feats: Spell Focus(evocation), Toppling Spell (+1 SL), Spell Specialization (fireball; +2 CL for level-variable effects), Heighten Spell, Preferred Spell (magic missile; can swap other spell for it), Varisian Tattoo (+1 CL for evocation; dancing lights 3/day)

The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.

Skills (ranks/total): Acrobatics 0/2, Climb 7/9, Fly 7/12, Perception 7/8, Knowledge (arcana) 7/16, Knowledge (religion) 7/16, Spellcraft 7/16, Survival 7/8; Appraise 7/16

Languages: Common, Orc, Abyssal, Draconic, Goblin[/sblock]
[sblock=spells]wizard: evocation+ (admixture) specialist; opposition schools: divination-, enchantment=

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Bonded ring of sustenance: If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools.

spells in spellbook:
0th: all
1st: prot from evil, shield, grease, infernal healing, mage armor, ear-piercing scream+ (4d6+3), magic missile+ (Preferred Spell; Toppling Spell trip +13, 5 missiles, (1d4+1) x 5 + 3), color spray, silent image, feather fall, identify-
2nd: acid arrow, glitterdust, scorching ray+, flaming sphere+, burning arc+; create pit, stone call, web, mirror image, blindness/deafness, command undead, defending bone (DR 5/blunt, 35 pts), false life, hideous laughter=, minor image, staggering fall, rope trick, knock
3rd: dispel magic, fireball+, lightning bolt+; mad monkeys, spiked pit, stinking cloud, unadulterated loathing=, fly, haste, invisibility sphere, spider climb (communal), slow
4th: prot from energy (communal), acid pit, ball lightning+, wall of fire+; black tentacles, dimension door, infernal healing (greater), summon monster 4, phantasmal killer, fear, stone shape, shadow projection

spellbook pages: 21 0th, 11 1st, 36 2nd, 36 3rd, 44 4th; tot 144; 0th-2nd in book 1, 3rd-4th in book 2, book 3 blank

spells/day: 4 0th, 4+2+1 1st, 3+2+1 2nd, 2+1+1 3rd, 1+1+1 4th; DC 16 + SL (+1 DC and +1 CL for evocation+)

spells prepared:
0: detect magic- (uses 2 slots), ray of frost (1d3+4), ghost sound
1: shield, grease, infernal healing, mage armor, color spray, silent image; ear-piercing scream+ (4d6+3, DC 18)
2: defending bone, mirror image (1d4+2), blindness/deafness, command undead, rope trick; flaming sphere+ (3d6+3, DC 19)
3: slow (Will DC 19), haste; fireball+ (x2, 10d6+3, Ref half DC 20)
4: acid pit (DC 20), fear (DC 20); ball lightning+ (3d6+3d6+3, DC 21)[/sblock]
[sblock=equipment]total 23.5k gp

metamagic rod, lesser silent, 3k
headband of vast intelligence +2, 4k (Appraise)
cloak of resistance +1, 1k
pearls of power (1st level, x3), 3k
ring of sustenance, 2.5k (bonded, +200 gp)
slippers of spider climbing, 4.8k (10/day)
miniature shovel, 10 gp
spellbooks (original +2), 30 gp
spell components pouch (x2), 10 gp
femur bone (focus for defending bone spell)

MW cold iron greataxe, 340 gp
club, 0 gp
barbed vest (ref DC 15 neg, 1 dam to natural attacker), 10 gp
backpack, 2 gp
periscope, 20 gp
paper (10 pc), ink + pen, 12.1 gp
rope, silk, 30' and 20', 10 gp
pouch, belt, 1 gp
signal horn, 1 gp
compass, 10 gp
smoked goggles, 10 gp
waterskin, 1 gp

liquid ice, 40 gp (alchemical power component/focus) (+1 to ray of frost damage)
alchemists' fire (x4), 80 gp (alchemical power component)
acid (x3), 30 gp (alchemical power component: dispel magic)
alchemical grease (x4), 20 gp (alchemical power component)
tanglefoot bag, 50 gp (alchemical power component: black tentacles)

21 gp, 4 sp

copied spells:

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

Spell Level Writing Cost Spell Cost # total cost
0 5 gp 7.5 4 30
1 10 gp 15 3 45
2 40 gp 60 13 780
3 90 gp 135 8 1080
4 160 gp 240 8 1940

total 4035 gp

heavy warhorse, 300 gp
studded leather barding, 100 gp
military saddle, 20 gp
bit & bridle, 2 gp, 1 lb
saddlebags, 4 gp, 8 lbs; hold 250 lbs
animal feed, 10 days, 0.5 gp, 100 lbs

horse: 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)[/sblock]
[sblock=Description]His skin is grey, and he is 20 yo, 6'2", 262 lbs with small orcish tusks and black hair.

Those who see 'Viper' for the first time often mistake him for a typical barbaric half-orc warrior, with his greataxe, scarred face and a large viper tattoo around his neck, although he does not wear armor, just a barbed vest. He usually does little to discourage this impression.

Both of his parents were half-orcs. His father Murk was a wizard as well, and given his own aptitude, taught him that this was the route to power and social acceptance. His mother Leen was a rogue. His parents passed away a few years ago due to a wraith attack. He inherited his ring of sustenance from his father.

He is proud of the power he has already achieved, but feels that he has the potential to become one of the most powerful and respected men in the world (just as his parents would have wanted) and finding ancient magic in the Desolation could be just the way to do it.

He has used necromancy (command undead) on occasion, seeing it as just another form of magic, which he can ill afford to ignore when enemies are likely to use it.[/sblock]
 
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Fangor the Fierce

First Post
Krool Shatterhammer



[sblock=Krool - Half-Orc Barbarian]
[sblock=Game Info]
Race: Half-Orc
Class: Barbarian (Invulnerable Rager)
Level: 7
Alignment: Chaotic Good
Languages: Common, Orc
Deity: [/sblock]

[sblock=Abilities]
Code:
STR: 22 (+6) (13 PB, +2 Racial, +1 4th, +2 Item)
DEX: 14 (+2) (5 PB)
CON: 15 (+2) (7 PB)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 10 (+0)
[/sblock]

[sblock=Combat]
HP: 82 = 12HP First Level +[6d12=49] +14 (CON) + 7 (FavoredClass)
AC: 21 = 10 +07 (ARMOR) + 2 (DEX) + 1 (RING) + 1 (AMULET of NAT Armor)
AC Touch: 13 = 10 + 2 (DEX) + 1 (RING)
AC Flatfooted: 19 = 10 +08 (ARMOR) + 1 (RING) +1 (AMULET of NAT Armor)

INIT: +2 = + 2 (DEX) + 0 (MISC)
BAB: +7/+2 = +7/+2 (Barbarian)
CMB: +13 = +6 (STR) + 7 (BAB)
CMD: 25 = 10 + 6 (STR) + 2 (DEX) + 7 (BAB)

Fort: +8 = +5 (Barbarian) + 2 (CON) +1 (Cloak)
Reflex: +5 = +2 (Barbarian) + 2 (DEX) +1 (Cloak)
Will: +4 = +2 (Barbarian) + 0 (WILL) +1 (TRAIT) +1 (Cloak)

Speed: 30' (30' base, +10 Barbarian, -10 Armor)
Damage Reduction: 3/-
Spell Resistance: None[/sblock]

[sblock=Weapon Stats]
Code:
   Weapon                    AttackType       ToHit   Damage  Type  Crit
+1 Earth Breaker            Normal Melee     +14/+9   2d6+10   (B)   x3
+1 Earth Breaker            PowerAttack      +12/+7   2d6+16   (B)   x3
+1 Earth Breaker            VitalStrike        +12    4d6+16   (B)   x3
 
+1 Earth Breaker            Rage Melee       +18/+13  2d6+15   (B)   x3
+1 Earth Breaker            RagePowerAttack  +16/+11  2d6+21   (B)   x3
+1 Earth Breaker            RageVitalStrike    +16    4d6+21   (B)   x3
 
Cold Iron Javelin           Normal Ranged      +9     1d6+6    (P)   x2
Cold Iron Spiked Gauntlet   Normal Melee     +13/+8   1d4+6    (P)   x2
Cold Iron Spiked Gauntlet   Rage Melee       +13/+8   1d4+8    (P)   x2
Cold Iron Spiked Gauntlet   RagePowerAttack  +15/+10  1d4+12   (P)   x2
Cold Iron Spiked Gauntlet   RageVitalStrike    +15    2d4+12   (P)   x2
[/sblock]

[sblock=Racial Traits]
+2 to One Ability Score (STR)
Darkvision 60'
Intimidating - +2 Racial Bonus to Intimidate
Orc Blood - Count as both Human and Orc for any effect related to race
Orc Ferocity - 1/day, when brought below 0 hit points but not killed, can fight for 1 more round as if disabled. Immediately falls unconscious and begins dying if not brought above 0 hit points at end of next turn.
Proficiency with Greataxes and Falchions and treat any weapon with the word 'orc' in it as martial weapon
Speak Common and Orc [/sblock]

[sblock=Class Features]
1st lvl
Fast Movement - Gain +10' speed when wearing no/light/medium armor and not carrying heavy load
Rage - 21 rounds/day free action for +4 STR/CON, +2 Will Saves, -2 AC, +2HP/lvl, No CHA/DEX/INT based skills except Intimidate, Acrobatics, Fly, Ride. Can end as free action and is fatigued for 2 Rounds per Rage rounds. If unconscious, rage immediately ends.

2nd lvl
Invulnerability - DR equal to 1/2 Barbarian lvl, doubles versus nonlethal damage
Rage Power - Strength Surge (Add Barbarian level to one STR check, Combat Maneuver check, or CMD as immediate action 1/rage)

3rd lvl
Extreme Endurance - Endure Elements vs Hot Weather
Fire Resistance 1 (+1 per 3 levels above 3rd)

4th Lvl
Rage Power - Quick Reflexes (Gain 1 extra AoO while raged per round)

6th Lvl
Rage Power - Ground Breaker (1/rage, attack floor as standard action for auto hit. If dmg exceeds Hardness, square and all adjacent become difficult terrain. Creatures in squares must make DC 15 REF save or fall prone)

[/sblock]
[sblock=Feats & Traits]
1st lvl- Power Attack (-2 to hit, +4 dmg, +50% w/2Handed)
3rd lvl- Raging Vitality (+2 CON when Raged, raged while unconscious)
5th lvl- Ferocious Tenacity (When raging, if hit by attack that would kill, reduce damage by CON modifier per rage round expended as immediate action)
7th lvl- Vital Strike (Single attack at highest BAB for double weapon damage dice)

Traits:
a) Legacy of Sand (+1 Trait Bonus to Will Saves)
b) Berserker of the Society (+3 rage rounds per day) [/sblock]

[sblock=Skills]
Skill Ranks: 28 = [4(class) +0(INT)] x07(LvL) + 00(Favored Class)
Max Ranks: 07
ACP: -3

Skills:
Code:
Total                    Stat  Rank CS  Misc  ACP  
+09 = Acrobatics          +02  +07  +3  +00   -3   DEX
+09 = Climb               +05  +01  +3  +00   -0   STR
+06 = Intimidate          +00  +01  +3  +02        CHA
+05 = Knowledge Nature    +00  +02  +3  +00        INT
+10 = Perception          +00  +07  +3  +00        WIS
+04 = Ride                +02  +02  +3  +00   -3   DEX
+10 = Survival            +00  +07  +3  +00        WIS
+06 = Swim                +05  +01  +3  +00   -3   STR
[/sblock]

[sblock=Equipment]
Code:
Equipment                   Cost    Weight
 
+1 Furious Earth Breaker    8340g      14
Belt of Giant Strength +2   4000g       1
+1 Agile Breastplate        1550g      25
Ring of Protection +1       2000g       -
Amulet of Natural Armor +1  2000g       -
Cloak of Resistance +1      1000g       1
  
ColdIron Amentum Javelin x4    8g       8
ColdIron Spiked Gauntlet      10g       1 
 
Pack & Gear 
Masterwork Backpack           50g       4
Charcoal x10                   5g       -
Crowbar                        2g       5
Fishing Net                    4g       5
Wandermeal Rations x10         1s       5
Trail Rations x2               1g       2
Belt Pouch                     1g       0.5
Campfire Bead                720g       -
Silk Rope                     10g       5
Sack                           1s       0.5
Twine 50'                      1c       0.5
Waterskin x4                   4g      16
Grappling Hook                 1g       4
 
Mount & Gear
Heavy WarHorse               300g       -
Bit and Bridle                 2g       1
Animal Feed x10days            5s     100
Riding Saddle                 10g      25
Saddlebags                     4g       8
Bedroll                        1s       5
Shovel                         2c       3
Small Tent                    10g      20
 
Potions
Cure Light Wounds x4         200g       -
Cure Moderate Wounds         300g       -
Enlarge                      250g       -
Invisibility                 300g       -
Shield of Faith +2            50g       -    

Total weight carried: 97.5
Treasure: 200pp, 367gp, 1sp, 7cp
Gems:

Carrying Capacity:
light- 173
medium- 346
heavy- 520[/sblock]

[sblock=Details]
Size: Medium
Gender: Male
Age: 24
Height: 6'10"
Weight: 267 lbs
Hair Color:
Eye Color:
Skin Color:
Appearance:
Demeanor:[/sblock]

[sblock=Background]... [/sblock]

[sblock=Adventure Notes] None yet[/sblock]

[sblock=Level Ups]
Level 8
Class:
BAB:
Fort:
Ref:
Will:
Feat:
Class Features:
HP: +
Skill Ranks: +
Skills:
Favored Class Bonus:[/sblock] [/sblock]
 
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Disposable Hero

First Post
[sblock=Gerard Brigain]
[sblock=Game Info]Race: Human
Class: Oracle (Battle)
Level: 7
Alignment: Neutral Good
Languages: Common
Deity: N/A [/sblock]
[sblock=Abilities]STR: 20 (7 PB, +2 Racial, +1 4th level, +2 Magical)
DEX: 14 (5 PB)
CON: 15 (7 PB)
INT: 10
WIS: 11 (1 PB)
CHA: 14 (5 PB)[/sblock]
[sblock=Combat]HP: 58 = [1d8 = 22] + 14 (CON) + 7 (Toughness) + 7 (Oracle)
AC: 25 = 10 + 11 (+2 Full Plate) + 2 (DEX) + 1 (+1 Ring of Protection) + 1 (AoNA)
AC Touch: 14 = 10 + 2 (DEX) + 1 (+1 Ring of Protection) + 1 (Amulet of Natural Armor)
AC Flatfooted: 23 = 10 + 11 (+2 Full Plate) + 1 (+1 Ring of Protection) + 1 (AoNA)
INIT: +4 = +2 (DEX) + 2 (Reactionary)
BAB: +5 = +5 (Oracle)
CMB: +13/+15 = +5 (STR) + 7 (BAB) + 1 (Enhancement) + 2 (Trip, Dirty Tricks, Reposition) + 1 (AoNA)
CMD: 22/24 = 10 + 5 (STR) + 2 (DEX) + 5 (BAB) + 2 (Trip, Dirty Tricks, Reposition)
Fort: +5 = +2 (Oracle) + 2 (CON) + 1 (Cloak of Resistance)
Reflex: +5 = +2 (Oracle) + 2 (DEX) + 1 (Cloak of Resistance)
Will: +6 = +5 (Oracle) + 0 (WILL) + 1 (Cloak of Resistance)
Speed: 20' (30')
Damage Reduction: None
Spell Resistance: None
Spell Failure: N/A

AoNA= Amulet of Natural Armor[/sblock]
[sblock=Weapon Stats]+1 Guisarme (melee): +11 = +5 (BAB) + 5 (STR) + 1 (Enhancement) + 1 (Weapon Focus)/DMG = 2d4+6(S), CRIT 20x3, Special: reach, trip

MWK Crossbow (ranged): +8 = +5 (BAB) + 2 (DEX) + 1 (Masterwork)/ DMG = 1d8(P), CRIT 19-20x2,
Range: 100', Ammunition: 20, Special: Masterwork quality[/sblock]
[sblock=Racial Traits]+2 to One Ability Score: Humans get a +2 bonus to one ability score.

Medium: Humans are medium creatures and have no bonuses or penalties due to size.

Normal Speed: Humans have a base speed of 30'.

Bonus Feat: Human select one additional feat at 1st level.

Skilled: Humans gain an additional skill rank at 1st level and one additional rank when they gain a level.[/sblock]
[sblock=Class Features]Weapon and Armor Proficiency: An oracle is proficent withall simple, light armor, medium armor, and shields (except tower shields).

Spells: Oracles cast divine spells from the cleric spell list. To cast the spell an Oracle must have a Charisma score equal to at least 10 + the spells levels. The DC for the saving throw against the oracle's spell is 10 + spell level + the Oracle's Charisma modifier.

Mystery: Each oracle draws upon a divine mystery to grant spells or powers. This mystery may also grant additional class skillsand other special abilties.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell or power derived from their mystery

*Msytery: Battle

Oracle's Curse: Each oracle is cursed, but this curse comes with a benefit as well as a hinderance. This choice is made at 1st level and cannot be changed once chosen.

*Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurances. Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10' away in a random direction. Add mage hand, ghost sound, levitate, and minor image to your spell list.

Revelations: An oracle selects a revelation based on the mystery selected. If the revelation is selected at a later level the oracle gains all abilities and bonuses granted by the revelation up to their current level.[/sblock]
[sblock=Revelations]Skill at Arms: You gain proficiency in all martial weapons and heavy armor.

Maneuver Mastery (Trip, Dirty Trick, Reposition): While performing the listed CMB use your oracle level instead of BAB. At 7th level gain the Improved feat associated with that maneuver.

Battlecry: As a standard action, all allies within 100' receive a +2 morale bonus to all attack roles, skill checks, and saving throws for a number of rounds equal to your Charisma modifier.

Battlefield Clarity: Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. The second roll must be taken even if it's worse. At 7th level you can use this ability one additional time per day.

Combat Healer: Whenever you cast as spell with cure in its name, you can cast it as a swift action, as if using the Quicken Spell feat, by expanding two spell slots. This does not increase the spells level.[/sblock]
[sblock=Feats & Traits]Bonus- Toughness: +3 hit points and +1 for every level beyond 3rd.

1st lvl- Extra Revelation: Gain one additional revelation.

Bonus- Improved Trip: You do not provoke AoO when performing a trip CM. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 to your CMD when an opponent tries to trip you.

3rd lvl- Combat Reflexes: Make additional AoO equal to your DEX modifier and can make AoO while flat-footed.

5th lvl- Extra Revelation: Gain one additional revelation.

Bonus- Improved Dirty Trick: You do not provoke AoO when performing a dirty trick CM. In addition, you receive a +2 bonus on checks made when using dirty trick on a foe. You also receive a +2 to your CMD when an opponent tries to use a dirty trick on you.

7th lvl- Extra Revelation: Gain one additional revelation.

Bonus- Improved Reposition: You do not provoke AoO when performing a reposition CM. In addition, you receive a +2 bonus on checks made when using reposition on a foe. You also receive a +2 to your CMD when an opponent tries to use reposition on you.

Traits:
a) Reactionary: +2 on initiative checks.
b) Focused Mind: +2 on concentration checks.[/sblock]
[sblock=Skills]Skill Ranks: 35 = [4 (Oracle) + 00 (INT)] x 7 (LvL) + 1 (Skilled) + 00 (Favored Class)
Max Ranks: 7
ACP: -5

Skills:
Code:
Total                       Stat Rank CS Misc ACP
-03 = Acrobatics            +02  +00  +0 +00  -5 DEX
+00 = Appraise              +00  +00  +0 +00     INT
+02 = Bluff                 +02  +00  +0 +00     CHA
+00 = Climb                 +05  +00  +0 +00  -5 STR
+08 = Diplomacy             +02  +03  +3 +00     CHA
+02 = Disguise              +02  +00  +0 +00     CHA
-03 = Escape Artist         +02  +00  +0 +00  -5 DEX
-03 = Fly                   +02  +00  +0 +00  -5 DEX
+00 = Heal                  +00  +00  +0 +00     WIS
+10 = Intimidate            +02  +05  +3 +00     CHA
+06 = Know:Engineering^     +00  +03  +3 +00     INT
+07 = Know:History^         +00  +04  +3 +00     INT
+08 = Know:Planes^          +00  +05  +3 +00     INT
+06 = Know:Religion^        +00  +03  +3 +00     INT
+08 = Perception            +00  +05  +3 +00     WIS
-03 = Ride                  +02  +00  +0 +00  -5 DEX
+00 = Sense Motive          +00  +00  +0 +00     WIS
+10 = Spellcraft^           +00  +07  +3 +00     INT
-02 = Stealth               +02  +00  +0 +00  -5 DEX
+00 = Survival              +00  +00  +0 +00     WIS
+00 = Swim                  +05  +00  +0 +00  -5 STR
[/sblock]
[sblock=Spellcasting]
Code:
[FONT=Courier New, monospace][SIZE=2][B]0 lvl              1st lvl 7/per day       2nd lvl 7/per day[/B][/SIZE][/FONT]
[FONT=Courier New, monospace][SIZE=2][B]* Detect Magic     * Alarm                 * Cure Moderate Wounds[/B][/SIZE][/FONT]
[FONT=Courier New, monospace][SIZE=2][B]* Ghost Sound      * Expeditious Retreat   * Invisibility[/B][/SIZE][/FONT]
[FONT=Courier New, monospace][SIZE=2][B]* Light            * Grease                * Levitate[/B][/SIZE][/FONT]
[FONT=Courier New, monospace][SIZE=2][B]* Mage Hand        * Silent Image          * Minor Image[/B][/SIZE][/FONT]
[FONT=Courier New, monospace][SIZE=2][B]* Mending          * Silence          [/B][/SIZE][/FONT]
[FONT=Courier New, monospace][SIZE=2][B]* Message          [/B][/SIZE][/FONT]
[FONT=Courier New, monospace][SIZE=2][B]* Prestidignation[/B][/SIZE][/FONT]
[FONT=Courier New, monospace][SIZE=2][B]* Read Magic[/B][/SIZE][/FONT]
[FONT=Courier New, monospace][SIZE=2][B]* Resistance[/B][/SIZE][/FONT]
 
[FONT=Courier New, monospace][SIZE=2][B]3rd lvl 4/per day[/B][/SIZE][/FONT]
[FONT=Courier New, monospace][SIZE=2][B]* Cure Serious Wounds[/B][/SIZE][/FONT]
[FONT=Courier New, monospace][SIZE=2][B]* Invisiability Sphere[/B][/SIZE][/FONT]
[/sblock]
[sblock=Equipment]
Code:
Item                                   Cost         Weight
+2 Full Plate                       5,650   gp     50   lbs.
+1 Guisarme                         2,309   gp     12   lbs.
+1 Ring of Protection               2,000   gp     --   lbs.
+1 Cloak of Resistance              1,000   gp      1   lb.
+2 Belt of Giant Strength           4,000   gp      1   lb.
+1 Amulet of Natural Armor          2,000   gp     --   lbs. 
MWK Light Crossbow                    335   gp      4   lbs.
-Bolts (20)                             2   gp      2   lbs.
Handy Haversack                     2,000   gp      5   lbs.
-Main Portion  (8' or 80 lbs.)
*Bedroll                                 .1 gp      5   lbs.
*Rope, silk (50')                      10   gp      5   lbs.
*Trail Rations (3/3)                    1.5 gp      3   lbs.
*Crowbar                                2   gp      5   lbs.
*Waterskin (2)                          2   gp      8   lbs.
*Spade                                  2   gp      8   lbs.
-Left Portion  (2' or 20 lbs.)
*Wand of Cure Moderate Wounds (25)  2,250   gp     --   lbs.
*Potion of Cure Light Wounds (4)      200   gp      4   lbs.
-Right Portion (2' or 20 lbs.)
*Flint and Steel                        1   gp     --   lbs.
*Case                                   2   gp      1   lbs.
Belt Pouch                              1   gp       .5 lbs.
*Ioun Torch                            75   gp     --   lbs.
*Tindertwigs (10/10)                   10   gp     --   lbs.
 
                           Totals: 21,852.6 gp     75.5 lbs.





Carrying Capacity:
Light- 0-133 lbs.
Medium- 134-266 lbs.
Heavy- 267-400 lbs.[/sblock]
[sblock=Details]Size: Medium
Gender: Male
Age: 26
Height: 6'1"
Weight: 214
Hair Color: Black
Eye Color: Blue
Skin Color: Tanned
Appearance:
Demeanor: [/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
 
Last edited:


rangerjohn

Explorer
Work in progress



[sblock=Sebastian of the Holy Blade]
[sblock=Game Info]Race: Human
Class: Cleric of Muir
Level: 7
Alignment: Lawful Good
Languages: Common
Deity: Muir[/sblock]
[sblock=Abilities]STR: 14 (5 PB)
DEX: 10
CON: 14 (5 PB)
INT: 10
WIS: 21 (10 PB, +2 racial, +2 headband, + 1 4th Lvl)
CHA: 14 (5 PB)[/sblock]
[sblock=Combat]HP: 69 = 8 +[6d8 =33 ] + 14 (CON) + 7 (Toughness) + 7 (Cleric)
AC:21 = 10 + (+7 armor ) + 0 (DEX) + 3 (shield) + 1 (Deflection)
AC Touch: 11 = 10 + 0 (DEX) + 1 (Deflection)
AC Flatfooted: = 10 + (+2 ) + 1 (Deflection)
INIT: +0
BAB: +5 = +5 (Cleric)
CMB: +7 = +2 (STR) + 5 (BAB)
CMD: 17 = 10 + 2 (STR) + 0 (DEX) + 5 (BAB)
Fort: + 7 = + 5 (Cleric) + 2 (CON)
Reflex: + 2 = +2 (Cleric) + 0 (DEX)
Will: +10 = + 5(Cleric) + 5 (WIS)
Speed: 20' (30')
Damage Reduction: None
Spell Resistance: None
Spell Failure: N/A[/sblock]
[sblock=Weapon Stats]+1 Longswrd(melee): +9 = +5 (BAB) + 2 (STR) + 1 (Enhancement) + 1 (Weapon Focus)/ DMG = 1d8+3(S), CRIT 19-20x2

MWK Crossbow (ranged): +6 = +5 (BAB) + 0 (DEX) + 1 (Masterwork)/ DMG = 1d8(P), CRIT 19-20x2,
Range: 100', Ammunition: 20, Special: Masterwork quality[/sblock]
[sblock=Racial Traits]+2 to One Ability Score: Humans get a +2 bonus to one ability score.

Medium: Humans are medium creatures and have no bonuses or penalties due to size.

Normal Speed: Humans have a base speed of 30'.

Bonus Feat: Human select one additional feat at 1st level.

Skilled: Humans gain an additional skill rank at 1st level and one additional rank when they gain a level.[/sblock]
[sblock=Class Features]Weapon and Armor Proficiency: A cracle is proficent withall simple, light armor, medium armor, and shields (except tower shields) and the favored weapon of their deity.

Spells: Clerics cast divine spells from the cleric spell list. To cast the spell an Oracle must have a Wisdom score equal to at least 10 + the spells levels. The DC for the saving throw against the oracle's spell is 10 + spell level + the Cleric's Wisdom modifier.

Domains:

GOOD [ARCHON]:Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 8/day.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Bonus Spells: Divine Favor, Align Weapon [good only], Prayer, Holy Smite, Dispel Evil, Planar Ally [archon only], Holy Word, Holy Aura, Summon Monster IX [good only].

WAR [TACTICS]:Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 8/day.

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Bonus Spells: Magic Weapon, Aid, Magic Vestment, Divine Power, Greater Command, Blade Barrier, Power Word Blind, Greater Planar Ally, Power Word Kill.

Aura:A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Spontanious Casting:A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Chaotic, Evil, Good, and Lawful Spells:A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Channel Positive Energy:Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

4d6 DC 17 8 uses per day able to exclude 2 targets

[/sblock]
[sblock=Feats & Traits]Bonus- Toughness: +3 hit points and +1 for every level beyond 3rd.

1st lvl- Extra Channeling : Gain two additional channeling per day.


3rd lvl- Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier[2]. These targets are not affected by your channeled energy.

5th lvl- :Weapon Focus (Long Sword)+ 1 to hit with long swords.

7th lvl-Improved Channel : Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Traits:
a) : Exalted of the society Gain one additional channeling per day.
b) Focused Mind: +2 on concentration checks.[/sblock]
[sblock=Skills]Skill Ranks: 21 = [2 (Cleric) + 00 (INT)] x 7 (LvL) + 1 (Skilled) + 00 (Favored Class)
Max Ranks: 7
ACP: -4/6

Skills:
Code:
Total                       Stat Rank CS Misc ACP
-03 = Acrobatics            +02  +00  +0 +00  -6 DEX
+00 = Appraise              +00  +00  +0 +00     INT
+02 = Bluff                 +02  +00  +0 +00     CHA
-01 = Climb                 +04  +00  +0 +00  -6 STR
+08 = Diplomacy             +02  +03  +3 +00     CHA
+02 = Disguise              +02  +00  +0 +00     CHA
-03 = Escape Artist         +02  +00  +0 +00  -6 DEX
-03 = Fly                   +02  +00  +0 +00  -6 DEX
+00 = Heal                  +00  +00  +0 +00     WIS
+10 = Intimidate            +02  +05  +3 +00     CHA
+06 = Know:Engineering^     +00  +03  +3 +00     INT
+07 = Know:History^         +00  +04  +3 +00     INT
+08 = Know:Planes^          +00  +05  +3 +00     INT
+06 = Know:Religion^        +00  +03  +3 +00     INT
+08 = Perception            +00  +05  +3 +00     WIS
-03 = Ride                  +02  +00  +0 +00  -6 DEX
+00 = Sense Motive          +00  +00  +0 +00     WIS
+10 = Spellcraft^           +00  +07  +3 +00     INT
-02 = Stealth               +02  +00  +0 +00  -6 DEX
+00 = Survival              +00  +00  +0 +00     WIS
-01 = Swim                  +04  +00  +0 +00  -6 STR
[/sblock]
[sblock=Spellcasting]
[/sblock]
[sblock=Equipment]
Code:
Item                                   Cost         Weight
+1 breastplate                     2,200  gp     30   lbs.
+1 Longsword                     8,309   gp      4   lbs.
+1 Ring of Protection         1,000   gp      --   lbs.
+1 Heavy Metal Shield       2,020   gp     15  lbs.
MWK Light Crossbow            335   gp      4   lbs.
-Bolts (20)                                  2  gp      2  lbs.


 
                           Totals: .

Carrying Capacity: after slash is with ant haul spell
Light- 0-66/196 bs.
Medium- 67-133/201-399 lbs.
Heavy- 134-200/402-600 lbs.[/sblock]
[sblock=Details]Size: Medium
Gender: Male
Age:
Height: 5'11"
Weight: 180
Hair Color: Black
Eye Color: Green
Skin Color: Tanned
Appearance:
Demeanor: [/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
 
Last edited:

Shayuri

First Post
Melindra "Mel" Richter
Rogue 2, Gunslinger (Pistolero) 5

[sblock=Description]With blonde, curly hair that tends to form ringlets, and round girlish, freckle-spattered cheeks, Melindra Richter looks far too cute to be so dangerous. Her clear blue eyes are disarming, and have beguiled more than one poor soul to embarrassing moments. Most who know her think of her as a charming, lucky, and often overly outspoken and irreverent girl. Some know her as a scoundrel and confidence artist, and they are closer to the truth. And the ones who know her as a top notch gunslinger are a separate case entirely; being either the handful she's fought alongside...or one of the ones she's buried.[/sblock]

[sblock=Stats N Stuff]Str 10 0
Dex 20 10 +2
Con 14 5
Int 10 0
Wis 16 7 +1
Cha 13 3

Combat
BAB +6/+1
HP 8+1d8+5d10+14
Init: +5
AC 22 (10+5+1+1+5)
Fort +8
Ref +14
Will +6

Ranged attack: Pistol, +13, 1d8+7 BP, 20', +1 hit/dmg within 30', touch within 20'

Race Abilities
Bonus Feat
Bonus Skills
Favored class: Gunslinger

Class Abilities
Sneak Attack +1d6
Trapfinding +1 perception vs traps
Evasion
Rogue Talent
- Trap Spotting

Deeds
- Up Close & Deadly
- Gunslinger's Dodge
- Quick Clear
- Gunslinger's Initiative
- Pistol Whip
- Utility Shot
Grit: 3/3
Gunsmith - Craft firearms & ammo
Nimble +1 AC
Bonus Feat
- Precise Shot
Pistol Training - Gain dexmod damage when using

Feats
1 Point Blank Shot
1 Dodge
3 Rapid Reload
5 Mobility
7 Shot on the Run

Skills 36 +7 human +5 favored 46/48
Acrobatics +14 (7 + 4 + 3)
Appraise +5 (2 + 0 + 3)
Bluff +10 (7 + 1 + 3)
Disable Device +14 (7 + 4 + 3)
Escape Artist +10 (3 + 4 + 3)
Intimidate +5 (1 + 1 + 3)
Knowledge: Local +5 (2 + 0 + 3)
Perception +18 (7 + 3 + 3) +5
Sense Motive +10 (4 + 3 + 3)
Survival +10 (4 + 3 + 3)
Swim +5 (2 + 0 + 3)

Equipment
Money: 825

+2 Pistol, 1d8 BPdmg, 20', 9,000
+1 Mithril chainshirt, AC+5, Maxdex +6, ACP 0, 2,100
Belt of Dexterity +2, 4,000
Cloak of Resistance +2, 4,000
Eyes of the Eagle, 2,500
Ioun Torch, 75
Pathfinder Pouch, 1,000[/sblock]
 

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