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Pathfinder 1E [Pathfinder] The Fog of War RG


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[sblock= Sam Elmwise]Sam Elmwise
1/2 elven cleric of Erastil

LG

Str 10
Dex 15 +2
Con 10
Int 10
Wis 17 +3
Chr 12 +1

hp = 26

Saves:
Fort 3 + 0 = 3
Ref 1 + 2 = 3
Will 3 + 3 = 6

Domains:
Animal
Community

Skills:
Diplomacy(c) 2 + 1 + 3 = 6
Handle Animal 2 + 1 + 3 = 6
Heal(c) 2 + 3 + 3 = 8
Linguistics(c) 2 + 0 + 3 = 5
Perception 1 + 3 + (2 for sight & sound) = 4/6

Languages:
Common
Elvish
Dwarven
Celestial

Feats:
Point Blank Shot
-Precise Shot
Skill focus (racial) (Handle Animal)

Racial Traits:
Low light vision
Keen senses (Sight & sound)
Immune to magic sleep
+2 vs Enchantment spells and Effects
Elf Blood
Favored Class: Cleric

Domain Powers:
Summon Companion
Calming Touch

Spells:
Orisons:
-Create Water
-Light
-Mending
-Stabilize

1st Level Spells
- Speak with Animals (d)
- Bless (d)
- Comprehend Languages
- Detect Evil
- Obscureing Mist

2nd Level Spells
- Zone of Truth
- Hold Person

Equipment:
Travelers Clothing

Masterwork Longbow (1d8x3 100' +1 to hit 3#) (375 gp)
- 20 Arrows (3#) (1gp)
Dagger (1d4 19-20 10' 1#) (2 gp)

Chain Shirt (+4 ac -2 check penalty 25#) (100 gp)

Holy Symbol of Erastil (1gp)
Healers Kit (1#) (50 gp)

Pony "Socks" (30 gp)
-Tack and Pack Saddle (17 gp)
-Clerical Vestments (5 gp)
-Bed Roll (5#)
-Extra Blankets & Tarps (15 lbs) (5 gp)
-Notebook (3#) (15 gp)
-Prayerbook (3#) (25gp)

Weight on person: 33 lbs Light encumberance
GP Spent: 626 (273 gp Remaining)
1 gp loaned to Jon for arrows.
[/sblock]

[sblock= Background]Sam was born of the love between his mother Sara of Swinedon and his father Kindal Farstrider. Sara was a member of a large and mildly prosperous farming family and Kindal was a cleric of Erasil who served a rather large territory in a roaming circuit. Sam grew up in his mothers farm amoung his many human relatives but only looked forward to his fathers rather infrequent visits, aspiring to nothing more than to be like his dashing and exotic father.
When he was 17 he managed to talk his father into taking him under hs wing and training him to become a fellow cleric of Erasil. In the course of travelling with his father on his circuit however he was horrified to learn that his mother Sara was just one of Kindals many human 'wives' and that the cad had several other half-human offspring. While his faith in his father was shattered he remains a devout follower of Erasil. He has broken off contact with his elven father but reconciled himself with his family in swinedon and still corrosponds regularly with his mother (although she is ageing now with human rapidity.) He took the surname Elmwise to signify his break with his father and as a reminder of his deeds. (He met his first half-sister Sinead in the town of Elmdale.)
He has taken on his adult duties as a cleric and works a small circuit of mining towns throughout the Dragon's teeth foothills tending to the small farming communities that feed the miners as well as performing what services he can in the mining towns. He has a private horror of commiting his fathers mistakes, and while handsome enough, he maintains a distance from almost all.
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[/sblock]

[sblock= Combat Info] Combat Information - Sam Elmwise

HP: 26

AC: 10 (base) + 4( armour) + 2(dex) = 16

Saves:
Fort 3 + 0 = 3
Ref 1 + 2 = 3
Will 3 + 3 = 6

BAB +2
CMB +2

Melee +2
Ranged +4

Weapons:
Dagger 1d4 (19-20) +2 to hit
Masterwork Longbow 1d8 (x3) +5 to hit 100' range increment[/sblock]

[sblock=Animal Companion]
"Chitters"
Celestial Monkey
Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4,
Hide +10, Listen +3, Spot +3
Feats: Agile, Weapon Finesse
Alignment: chaotic good

The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin.

Combat
Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.

Skills
Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Celestial Monkey
These celestial creatures are commonly summoned by the summon monster I spell.

Combat
Smite Evil (Su)
Once per day a celestial monkey can make a normal melee attack to deal 1 point of extra damage against an evil foe.

Tricks Known: Attack (all), Come, Defend, Down, Fetch, Heel, Perform
[/sblock]
 

Code:
Jon Tomes, male human rogue 2 / fighter 1, AL CG, 5200 xp

move 30', init +2, BAB +2, CMB +4
AC 19 (+4 armor, +4 dex, +1 dodge), touch 15, ff 14
saves Fort +1, Reflex +7, Will -1

hp 6 + 8 + 1d10 + 1d8 - 3 (con) + 2 (favored class) = 24
http://invisiblecastle.com/roller/view/2065104/

	score	cost
str 	14	5
dex 	18	10	(+2 racial)
con 	8	-2
int 	13	3
wis 	8	-2
cha 	11	1

feats:
point blank shot, combat expertise, improved feint, dodge (rogue talent), precise shot

skills (ranks/total):	24 pts (10 + 4), * = w/acp, & = w/MW tools
bluff 3/6, climb 3/7*, disable device 3/11*&, disguise 2/5, linguistics 1/5, perception 3/5, sleight of hand 3/9*,
stealth 3/9*, swim 1/5*, use magic device 2/5

class features:
trapfinding, sneak attack +1d6 (ranged: within 30')
evasion
rogue talent: combat feat: dodge


combat options:
improved feint: as move action: (-4 vs nonhumanoid, -8 vs animal, can't vs -- Int)
bluff +5 vs DC (10 + opponent's BAB + opponent's Wis modifier) or (10 + opponent's Sense Motive bonus)
to deny opponent dex to AC; SA +1d6

combat expertise: in melee, can choose +1 AC, -1 to hit

attacks
greatsword +5 melee (2d6+3, crit 19/x2)

longbow +6 ranged (1d8+1, crit 20/x3, range inc 110')
PBS: within 30' add +1 to hit and damage

equipment (900 gp):
MW greatsword, 2d6, 19/x2, 350 gp
composite longbow (+1 str),1d8, 20/x3, 110' inc.,200 gp
MW chain shirt, -1 acp, 250 gp
MW thieves' tools, +2 dd, 100 gp

20 arrows, 1 gp
debt to Sam, -1 gp

Description:
Jon is a 6' tall red-haired man. He ran away from home as a child, and fell in with a gang of thieves, where he learned many of the skills he now relies on. However, he regretted his life of crime, and became an adventurer hoping to make amends. He helped a town fight off orc raids, and learned more traditional fighting skills from the other fighters there. Now he is hoping to help solve the mysterious murders of the miners.
 

Piedra Odio

58 year old Dwarven Male. Ranger 3
Height 4'1"; Weight 154lbs; Eyes Brown; Hair Black; crew-cut.

Ability Score = 5d4+5=17

Stat Base Race Score Mod Points
STR 13 0 13 (+1) 3
DEX 16 0 16 (+3) 10
CON 12 2 14 (+2) 2
INT 10 0 10 (+0) 0
WIS 12 2 14 (+2) 2
CHA 10 -2 8 (-1) 0

AL CG
Move 20 ft.
Initiative +3 (+3 Dex)

Armor Class 17 (10 base + 3 Armor, + 3 Dex, +1 Two Weapon Defence)

Hit points 30 ((HD 10 + 2 (con mod) + 8 (Dwarf) + 2nd Level Hit Points (1d10=1) + 2 (con mod)) + 3rd Level Hit Points (1d10=5) + 2 (con mod))
BAB +3, melee +4, ranged +6, Grapple +4
CMB +4

Fort +5 (base +3, mod +2)
Reflex +6 (base +3, mod +3)
Will +3 (base +1, mod +2)

Languages Common,dwarven

Racial Traits
Darkvision (60 ft.)

Skills 18 (6 per level)
Climb 2 (1 rank +1 str)
Heal 8 (3 rank +2 wis +3 class)
Knowledge (Nature) 6 (3 rank +0 int +3 class)
Perception 8 (3 rank +2 wis +3 class)
- Notice unusual stonework 10 (3 rank +2 wis +3 class +2 dwarf)
- Perception (Taste) 10 (3 rank +2 wis +3 class +2 dwarf)
- Perception (Touch) 10 (3 rank +2 wis +3 class +2 dwarf)
Ride 5 (2 rank +3 dex)
Stealth 6 (3 rank +3 dex)
Survival 8 (3 rank +2 wis +3 class)
- Follow/identify tracks 9 (3 rank +2 wis +3 class +1 ranger)

Feats
Combat Reflexes
Armor Proficiency (Light)
Endurance
Martial Weapon Proficiency
Shield Proficiency
Simple Weapon Proficiency
Two-Weapon Fighting
Two-Weapon Defence

SPECIAL QUALITIES
Defensive Training (Ex)
Favored Terrain (Plains) (Ex)
Greed (Ex)
Hatred (Ex)
Hearty (Ex)
Keen Senses (Ex)
Stability (Ex)
Steady (Ex)
Stonecunning (Ex)
Track (Ex)
Weapon Familiarity (Ex)
Wild Empathy (Ex)

Unarmed Strike +4 Melee (1d3+1, 20/x2)
Crossbow, Light +6 ranged (1d8, 80 ft., 19-20/x2)
Dagger -6 Melee (1d4+1, 19-20/x2)
Dagger (Thrown) +6 ranged (1d4, 10 ft., 19-20/x2)
Mace, Light +2 Melee (1d6, 20/x2)
Masterwork Waraxe (Dwarven) +3 Melee (1d10+1, 20/x3)

Equipment
Masterwork Studded Leather Armor 20Ilbs
Bolts (Crossbow/10) 1Ilbs
Mace (Light) 4Ilbs
Masterwork Waraxe (Dwarven) 8Ilbs
Outfit (Explorer's) 8Ilbs
Backpack (24 lbs.) 2Ilbs
- Blanket (Winter) 3Ilbs
- Oil (1 Pint Flask) 1Ilbs
- Oil (1 Pint Flask) 1Ilbs
- 7 days Rations 7Ilbs
- Waterskin 4Ilbs
- Waterskin 4Ilbs
- Tanglefoot Bag 4Ilbs
Bedroll 5Ilbs
Crossbow (Light) 4Ilbs
Pouch (Neck) 0.5Ilbs
- Coins 1Ilbs
Pouch (Belt) (1 lbs.) 0.5Ilbs
- Chalk (1 Piece) 0
- Fishhook 0
- Flint and Steel 0
- Thunderstone 1Ilbs

Horse (Warhorse/Light) (276 lbs.)
- Saddle (Militry) 30Ilbs
- Barding (Leather/Large) 8Ilbs
- Piedra 158Ilbs
- Equipment 80Ilbs

Total weight 72
Money (44.58gp) 2pp, 22gp, 25sp, 8cp

Light Load < 50lbs
Medium Load 51-100lbs
Heavy Load 101-150lbs

[sblock="Background"]Piedro's (born Sturm Cantero) father was a shift supervisor in the Mindspin copper mines. Growing up, Sturm came to hate the mines and was always arguing with his father, who wanted Sturm to join him in the mines. Eventually, tiring of the constant arguments, Sturm adopted the name Piedra Odio and run off with a clan of the Shriikirri-Quah Shoanti. Piedra took to the open air like a duck takes to water and quickly acquired the Shoanti tracking and survival skills.[/sblock]
 

Name: Mellisande
Race: Gnome
Class/Level: Sorceror 3
Gender: Female
Exp: 5200

Desc
Mellisande is a extraordinarily beautiful woman...if you happen to be three feet tall. To all but the most openminded of larger folk her appearance comes to an almost overpowering cuteness. Large, innocent-looking eyes, round cheeks, beaming dimpled smile...it is alarmingly easy to forget what she's capable of. She routinely changes her hair color with simple glamors that come naturally to gnomes, favoring bizarre shades of pink and violet and green, and most often fashioning it into pigtails or other more outlandish styles. Her clothing too tends towards the flamboyant, bright colors of a performer...though she favors loose, even baggy breeches full of pockets to skirts because of her 'active lifestyle.'

Strength (STR) 9
Dexterity (DEX) 14
Constitution (CON) 14
Intelligence (INT) 10
Wisdom (WIS) 10
Charisma (CHA) 19

Alignment: Chaotic Good
AC: 13 (10 + 2 dex + 1 size)
Hit Points: 24/24
(Rolled hit points for 2nd level: 5 Roll Lookup )
(Rolled hit points for 3rd level: 5 Roll Lookup )
Movement: 30' ground

Init: +2
Base Attack Bonus: +1
Melee Attack: +1
Ranged Attack: +4
Fort: +3
Reflex: +3
Will: +3

Race Abilities
+2 Con, +2 Cha, -2 Str
Small size (+1 AC, +1 attk, +4 Stealth checks)
Slow- 20 ft base speed
Low-Light vision
Keen senses (+2 on smell- and touch-based Percept. checks)
Obsessive (+2 Craft or Profession of choice)
Illusion resist (+2 save vs. illus. spells or fx)
Gnome Magic (+1 Illusion DC, SLA 1/day: dancing lights, ghost sound, prestidigitation, speak w/ animals)
treat wpn w/ "gnome" in name as martial wpn.
Hatred (+1 attk vs. reptilian or goblin subtypes)
+4 AC vs. giant type monsters

Class Abilities:
Eschew Materials
Bloodline: Fey
- Laughing Touch (Su) melee touch, target can only take move action for 1rnd (1/day/target)
- Woodland Stride (Ex) You can move through any sort of natural undergrowth at normal speed and without damage or impairment.
Class Skill: Knowledge (nature).
Bonus Spells:
Entangle (3rd)
Hideous laughter (5th)
Deep slumber (7th)
Poison (9th)
Tree stride (11th)
Mislead (13th)
Phase door (15th)
Irresistible dance (17th)
Shapechange (19th)
Bonus Feats:
Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])
Cantrips: All 0 level spells usable at will as SLA's.

Skills:
Bluff +9 (2 rank + 4 cha + 3 class)
Knowledge: Arcana +4 (1 rank + 0 int + 3 class)
Knowledge: Nature +4 (1 rank + 0 int + 3 class)
Spellcraft +5 (2 rank + 3 class)
Use Magic Device +9 (2 rank + 4 cha + 3 class)
Stealth +10 (1 rank +2 dex + 3 feat + 4 size)

Feats
1 Point Blank Shot
3 Skill Focus: Stealth

Languages - Common, Gnome, Sylvan

Spellcasting: Sorc CL 1, DC 14+lvl
Slots: 1 - 6/6
Known
0: Ray of Frost, Prestidigitation, Mage Hand, Ghost Sound (DC15), Detect Magic
1: Shield, Color Spray (DC 16), Entangle (DC 15), Charm Person (DC15)

Money - 5gp

Weapons -
Small MW Light Crossbow, +5 to hit, 1d6 dmg, 19-20x2, 2lbs, 335gp
10 bolts, 1lb
Small Dagger, +1 to hit, 1d3-1 dmg, 19-20x2, 1lb, 1gp

Armour -
None

Gear -
Small Backpack, 2gp, .5lb
2 small belt pouches, 2gp, .25lb
Small Waterskin, 1gp, 1lb
Sunrod, 2gp, 1lb
Flask of acid, 10gp, 1lb
2 smokesticks, 40gp,1lb
 

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