[Pathfinder] The Pleasure Prison of the B'thuvian Demon Whore

Please make individual posts containing Pathfinder-based characters.

Rhun -- human shield bash fighter
Shayuri -- gnome sorceress
rangerjohn -- elf druidess
Insight -- human rogue w/ social skills
jackslate45 -- human cleric of Iomedae
 
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Lillana Elf Druid

Lillana Elf Druid Level 4
Alignment: Neutral Good



Str 14 +2
Dex 16 +3
Con 10 +0
Int 10 +0
Wis 15 +2
Cha 10 +2


AC: 20 Dragonhide Breastplate +1
FF 17
T 13


Saves:
Fort:4
Ref:4
Will: 6
Combat
BAB +3
CMB +5
CMD 18
Melee
MW Elven Curved Blade +7 1-10+3 crit 18-20 380 gp 7lbs
Quarterstaff +5 1-6+3 crit 20 x2 - 4lbs
Shillelagh +6 2-12 +3 Crit 20 x2 counts as magic for dr

Range
MW str Composite Longbow +7 1-8+2 Crit 20 x3 RI 110 600 gp


Feats: martial weapon Elven Curved Blade, Weapon Finesse

Skills: Climb 6, Knowledge Geography 8, Knowledge Nature 10, Ride 5, Swim 4, Perception 11, Handle Animal 7 (11 for Ra), Survival 11

Class Features:
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
Ra : Animal Companion
CAT, LEOPARD
With each graceful step, this leopard's steely muscles ripple beneath its spotted fur.
N Medium animal
Init +5; Senses low-light vision, scent; Perception +5,
DEFENSE
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp (4d8+6)
Fort +6, Ref +9, Will +2
OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +8 (1d6+3 plus grab), 2 claws +6 (1d3+3)
Special Attacks pounce, rake (2 claws +6, 1d3+3)
STATISTICS
Str 17, Dex 20, Con 14, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth
ECOLOGY
Environment any forest
Organization solitary or pair
Leopards are 4 feet long and weigh 120 pounds. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions—what differentiates these big cats from the similarly sized cheetah is primarily their habitats—leopards and their kin prefer to hunt at night and ambush their prey from above, pouncing down from trees or high rocks.
Leopards eat almost any animal they can run down and catch, preferring Small prey but capable of downing Large herbivores or surviving on rodents, birds, and insects. Healthy leopards are generally not aggressive toward humanoids, and if they aren't hungry and don't feel threatened, it is possible to approach closely without a hostile reaction. Yet a leopard that settles in an area bordered by humanoid civilization can easily and swiftly become a dangerous predator.

Spells:
Orisons:Create Water, Detect Poison, light, Purify Food and Drink
1: Shillelagh, Cure light wounds x4
2: Barkskin, Cat's Grace, Flaming Sphere,

Equipment:
Dragonhide Breastplate 1700 gp ACP -3 30 lbs
Wand of Cure light Wounds 50 chg 750 gp
MW Elven Curved Blade 380 gp 7lbs
MW Comp Longbow 600 gp 3lbs
Explorer's Outfit
Handy Haversack 2,000 gp 5lbs
silk rope 10 gp 5lbs in haversack
bedroll .1gp 5lbs in haversack
flint and steel 1 gp
30 days trail rations 30gp 30 lbs in haversack
tent 10 gp 20 lbs in haversack
Quarterstaff 4 lbs
6 waterskins 6gp 24 lbs in haversack
6 Quivers of 20 arrows 5 in haversack 3lb and 15 lb 6gp
iron pot 8 sp 4lbs in haversack
whetstone 2 cp 1 lb in haversack
Holy and Mistletoe
spell component pouch x5 (4in haversack) 25 gp (2lbs each)
Light Horse w/ 75 gp
Tack 16g
75 gp loaned to Venessa
Wealth: 29 gp 1 sp 8 cp 3x 100gpv gems
Encumbrance:54 lbs light (in haversack 112 lbs out 120lbs)

Total Cost: 5504.82
 
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[sblock=Mellisande]Name: Mellisande
Race: Gnome
Class/Level: Sorceror 4
Gender: Female

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) 8
Dexterity (DEX) 14
Constitution (CON) 12
Intelligence (INT) 10
Wisdom (WIS) 10
Charisma (CHA) 19

Alignment: Chaotic Good
AC: 13 (10 + 2 dex + 1 size)
Hit Points: 4d6+4
Movement: 30' ground

Init: +2
Base Attack Bonus: +2
Melee Attack: +2
Ranged Attack: +5
Fort: +2
Reflex: +3
Will: +4

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:
Cantrips: All 0 level spells usable at will as SLA's.
Eschew Materials
Bloodline: Fey
- Laughing Touch (Sp) melee touch, target can only take move action for 1rnd (1/day/target)
- Bloodline Arcana: +2 DC on Compulsion spells
- Class Skill: Knowledge (nature).
- Bonus Spells:
Entangle (3rd)

Skills:
Bluff +10 (3 rank + 4 cha + 3 class)
Spellcraft +7 (4 rank + 3 class)
Stealth +7 (1 ccrank + 2 Dex + 4 size)
Use Magic Device +10 (3 rank + 4 cha + 3 class)

Feats
1 Point Blank Shot
3 Spell Focus: Enchantment

Languages - Common, Gnome, Sylvan

Spellcasting: Sorc CL 1, DC 14+lvl
Slots: 1 - 7/7, 2 - 4/4
Known
0: Ray of Frost, Prestidigitation, Mage Hand, Ghost Sound (DC15), Detect Magic, Message
1: Shield, Color Spray (DC 16), Entangle, Charm Person (DC 16)
2: Glitterdust (DC 16)

Money - 507gp

Weapons -
Small MW Light Crossbow, +6 to hit, 1d6 dmg, 19-20x2, 2lbs, 335gp
10 bolts, 1lb
Small Dagger, +2 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

Magic -
Handy Haversack 2000
Ring of Prot +1 2000
Cloak of Resistance +1 1000

2 potions of Cure Light Wounds, 50gpx2

Background:

For all Mellisande's eternal optimism and seemingly carefree demeanor, she has an incredible tenacity fueled by a life of hardship and loneliness. She is an anomaly, even among gnomes...she was a foundling, adopted by a well-meaning human couple who didn't understand that a gnome child was at best not just a very small baby. And Mellisande was unusual, even for gnomes. Frightened by the strange hauntings that seemed to pursue the baby...unearthly noises and strange lights, the couple gave her up to an orphanage. There she spent most of her childhood, constantly getting into trouble.

Finally, chafing under the restrictions of the orphanage, Mellisande escaped out into the city at large...where she quickly found she wasn't ready for getting by. Rather than admit defeat though, she lived a hard life on the streets until she discovered that the magical tricks she'd used to amuse herself at the expense of humorless nuns could also be turned into viable moneymaking gambits. Ranging from legitimate trades of services to outright cons, Mellisande used her childlike looks, persuasive tongue, and magical talents in a variety of schemes that earned her plenty of gold...and plenty of enemies among those she rooked. And since she took some care to target those who she felt 'had it coming' in some way, those enemies tended to be wealthy and powerful.

Perhaps it was time, she decided, to seek some other line of work. The irony of going to work for the guard appealed to her and while she didn't stick with it long, it was long enough to show some mettle and skill.[/sblock]
 
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VANESSA HARROW


Description
Vanessa stands nearly six feet in height, with a lean, athletic build. Quick of foot and strong of arm, she bears the weight of the full plate armor she wears in combat without discomfort. Her shoulder length dirty-blond hair is always wind-tossed when not covered by arming cap and war helm, and her eyes are the color of soft, suede leather. While she is an attractive, comely woman, she also is quite intimidating, carrying herself with an air of strength and confidence.



Personality & Background
Vanessa's mother died in childbirth; her father was a knight (Sir Galen Harrow), who had hoped for a son. Not one to shirk his fatherly duties though, Galen raised Vanessa himself. But instead of the life that most girls are raised in, he raised his daughter as if she were a boy, to the life of a warrior. And the hours of practice with sword, shield and horse paid off, as her skill improved year after year. Vanessa still remembers with pride the day she finally outfought her father; he smiled up at her from the ground and simply said "You are ready."

It was after this that Vanessa set out on her own, to make her own way in the world. A stint as a caravan guard landed her in the city of Isfala, where she found work as a mercenary sellsword. After some months of on and off work, Vanessa secured a post in the all female Isfala Guard, where she served with honor, and mustered out after the mandatory year commitment.


Vanessa Harrow
Neutral Good Human Female
Fighter 4

XPs: 10,000

Stats
Str 16 (+3) (5 points, +2 race)
Dex 14 (+2) (3 points, +1 level)
Con 14 (+2) (5 points)
Int 10 (+0) (0 points)
Wis 10 (+0) (0 points)
Cha 12 (+1) (2 points)

General
HP: 38 (10 [1st level] + 6 + 5 + 6 + 8 [con] + 3 favored class)
AC: 26 (10 base, +9 armor, + 2 dex, + 4 shield, +1 dodge)
--- Touch AC 13
--- Flatfooted 24

Initiative: +2 (+2 dex)
Move: 20’ (30’ base)

Combat
BAB: +4
Melee: +7
--- Bastard Sword +1 +9 (1d10+6/19-20)
Ranged: +6
--- Longbow (mw, +3) +7 (1d8+3/x3)

Combat Maneuver Bonus: +7
Combat Maneuver Defense: 19


Saves:
Fort: +6 (4 base, + 2 con)
Ref: +3 (1 base, + 2 dex)
Wil: +1 (1 base, + 0 wis)


Skills:
- (14 total: 8 class, +4 human, +0 int, +1 favored class) -

Climb +4 (2 ranks, +3 trained, +3 str, -4 ACP)
Intimidate +8 (4 ranks, +3 trained, +1 cha)
Knowledge (Dungeoneering) +4 (1 rank, +3 trained, +0 int)
Knowledge (Engineering) +4 (1 rank, +3 trained, +0 int)
Ride +6 (1 rank, +3 trained, +2 dex)
Survival +5 (2 ranks, +3 trained, +0 wis)
Swim +4 (2 ranks, +3 trained, +3 str, -4 ACP)


Languages:
- Common


Feats:
- Exotic Weapon Proficiency: Bastard Sword
- Weapon Focus: Bastard Sword
- Shield Focus
- Power Attack (-2 attack, +4 damage)
- Dodge
- Weapon Specialization: Longsword


Traits
- N/A


Class Features:
- Bonus feats (1, 2, 4)
- Bravery
- Armor Training


Racial Features:
- +2 to One Ability
- Medium Size
- Normal Speed
- Bonus Skill Points
- Bonus Feat


Arms, Armor and Equipment:
- Full plate, masterwork (1650gp, 50lb)
- Heavy darkwood shield +1 (1257gp, 5lb)
- Bastard Sword +1 (2335gp, 6lb)
- Warhammer, cold iron (24gp, 5lb)
- Dagger (2gp, 1lb)
- Composite longbow, masterwork (+3 STR) (700gp, 3lb)
- 20 arrows, cold iron (2gp, 3lb)
- Traveler’s Outfit (1gp, 5lb [worn])
- Backpack (2gp, 2lb)
--- Bedroll (1sp, 5lb)
--- Torches, 6 (6cp, 6lb)
--- Rope, 50’ hemp (1gp, 10lb)
--- Trail rations, 4 days (20sp, 4lb)
--- Waterskin (1gp, 4lb)
- Beltpouch (1gp, 0.5lb)
--- Chalk, 1 piece (1cp, ---)
--- Flint & Steel (1gp, ---)
--- Flask, (3cp, 1.5lb)
--- Coin [6gp, 24sp, 40cp]

- Light Horse (75gp, borrowed from Lillana)
--- Bit & Bridle (2gp)
--- Saddle, riding (10gp)
 
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Lune, Cleric of Iomedae

[sblock=Lune]
Code:
Class: Cleric
Race: Human
Size: M
Gender: Female
Alignment: NG
Deity: Iomedae

Str: 16 +3 (05p.)             
Dex: 12 +1 (02p.)              
Con: 12 +2 (02p.)          
Int: 08 -1 (-2p.)           
Wis: 14 +2 (05p.)             
Cha: 14 +2 (03p. + 1 Level)     

Level: 4
XP: 0
Init: +1
BAB: +3
Speed: 20'
HP: 30 (8 + 5 + 4 + 5 + 4 (con) + 4(fc))
                   Base  Armor Shld   Dex   DB   Nat  Misc  Total
Armor:              10    +8    +3    +1    +0    +0    +0    22
Touch: 11              Flatfooted: 21
CMB: 6
CMD: 17
                         Base   Mod  Misc  Total
Fort:                      4    +1    +1    +6
Ref:                       1    +1    +1    +3
Will:                      4    +4    +1    +7

Weapon                  Attack   Damage     Critical
MWK Cold Iron Mace        +7      1d8+3       20/x2
MWK Longsword             +8      1d8+3     19-20/x2
MWK Crossbow              +5      1d8+0       20/x3


Languages: Common

Feats: Armor Proficiency(Heavy), Selective Channeling, Weapon Focus(Longsword)

ACP: -6
Skill Points: 8       Max Ranks: 4
Skills                   Ranks  Mod  Class  Total
Diplomacy                  4    +2    +3    +9
Knowledge(Religion)        1    -1    +3    +3
Sense Motive               3    +2    +3    +8

Racial Features:
+2 any Ability
Bonus Feat
Bonus Skill Point
30' Speed Base

Class Features:
2d6 Channeling, can select 2 people to not receive this healing; 5 times per day (16 will)
Domains(Glory, Good)
Spells
Touch of Glory:  +4 bonus to a single Charisma-based skill check or Charisma ability check. 5 times per day.
Touch of Good: +2 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. 5 times per day.


Equipment:               Cost  Weight
Banded Mail +1         1400gp   35lb
Heavy Metal Shield +1  1170gp   15lb
Cloak of Resistance +1 1000gp    1lb
MWK Longsword           315gp    4lb
MWK Cold Iron Mace      324gp    8lb
MWK Crossbow            335gp    4lb
Holy Symbol (Silver)     25gp    1lb
10 bolts                  1gp    1lb
Explorers outfit           -      -
Spell component pouch     5gp    2lb
Backpack                  2gp    2lb
- Scroll Case             1gp   .5lb
--Comprehend Language    50gp     - 
--2xLesser Restoration  300gp     - 
- Crowbar                 2gp    5lb
- Ration (Trail)          2gp    1lb
- waterskin               1gp    4lb
- Holy Symbol             1gp     -
Belt Pouch                1gp   .5lb
-Pearl of Power        1000gp    8lb
-Wand of CLW(40)
-Light Horse           


Total Weight:92lb      Money: 31gp 0sp 0cp  2x Malachite (40gp)   

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                 76   153   230  460   1020

Age: 25
Height: 6'1"
Weight: 122lb
Eyes: blue
Hair: long black
Skin: light


Level:             0   1   2   3   4   5   6   7   8   9
Spells Per Day:    4  4+1 3+1  -   -   -   -   -   -   -
[/sblock]
 
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[sblock=Picture's Too Damned Big]
aoca7067iTgu5C1.jpg
[/sblock]

LILANDRA OLMEN
Human Rogue 4 XP: 9,000
Chaotic Good


ABILITY SCORES
Using Point Buy Method (15)
Dex +1 at 4th level
STR 13
DEX 17
CON 9
INT 12
WIS 7
CHA 16

RACIAL ABILITIES
+2 to one ability score (Charisma)
Medium size
Normal speed: 30ft
Bonus Feat (see below)
Skilled: +1 skill rank per level
Languages: Common

CLASS ABILITIES
Hit Die: d8
Skill Points: 40
Weapons and Armor Proficiency: Simple weapons plus hand crossbow, rapier, sap, shortbow, and shortsword. Light armor, no shields.
Sneak Attack: +2d6
Trapfinding: +2 to Perception checks to find traps and Disable Device checks
Evasion: no damage on successful Reflex save
Rogue Talents (2): Combat Trick (bonus combat feat, see below) and Finesse Rogue (gains Weapon Finesse as a bonus feat)
Trap Sense: +1 to Reflex saves made to avoid traps and +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge: Cannot be caught flat-footed.

SKILLS
[sblock=Class Skills]Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge - Dungeoneering (Int), Knowledge - Local (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha)[/sblock]
Acrobatics (Dex) [4]: +10
Appraise (Int) [2]: +6
Bluff (Cha) [4]: +9
Disable Device (Dex) [4]: +16
Intimidate (Cha) [4]: +9
Knowledge - Local [2]: +6
Linguistics (Int) [4]: +8
Perception (Wis) [4]: +5 (+7 traps)
Sleight of Hand (Dex) [4]: +12
Stealth (Dex) [4]: +10
Use Magic Device (Cha) [4]: +9

LANGUAGES
Common, Draconic, Dwarven, Elven, Giant, and Undercommon

FEATS
Human (Bonus): Deft Hands
1: Dodge
2: Two-Weapon Fighting
Bonus (from Combat Trick): Weapon Focus - Dagger
4: Two-Weapon Defense
Weapon Finesse (from Finesse Rogue)

COMBAT
Hit Points: 19
Armor Class (AC): 18
Fortitude: +0
Reflex: +7
Willpower: -1
Base Attack Bonus: +3
Combat Maneuver Bonus: +4
Combat Maneuver Defense: 17

ATTACKS
Dagger +1 - Melee: +7 to hit, 1d4+2 dmg, crit 19-20/x2
Dagger +1 - Ranged: +7 to hit, 1d4+2 dmg, crit 19-20/x2, RI 10ft
Dagger +1 & MW Dagger - TWF: +5/+5 to hit, 1d4+1 dmg, crit 19-20/x2

EQUIPMENT
143gp, 7sp, 8cp
[sblock=Itemized]
Dagger +1 -2302gp
Ring of Protection +1 -2000gp
Studded Leather Armor +1 -1085gp
Masterwork Dagger -302gp
Backpack -2gp
Bedroll -1sp
2x Map/Scroll Case -2gp
Crowbar -2gp
Flint & Steel -1gp
Grappling Hook -1gp
Hammer -5sp
Ink -8gp
Inkpen -1sp
Lantern, Bullseye -12gp
3x Flask of Oil -3sp
10x Sheets of Parchment -2gp
Belt Pouch -1gp
10x Day Trail Rations -5gp
Silk Rope -10gp
2x Sack -2sp
Waterskin -1gp
Whetstone -2cp
Flask of Acid -10gp
Masterwork Thieves Tools -100gp
Explorer's Outfit -10gp
[/sblock]
Magic Items: Dagger +1, Studded Leather Armor +1, Ring of Protection +1
Mundane Items: Masterwork Dagger, Backpack, Bedroll, 2 Map/Scroll Cases, Crowbar, Flint & Steel, Grappling Hook, Hammer, Vial of Ink, Inkpen, Bullseye Lantern, 3 Flasks of Oil, 20 Sheets of Parchment, Belt Pouch, 10 Days Trail Rations, Silk Rope, 2 Sacks, Waterskin, Whetstone, Flask of Acid, Masterwork Thieves Tools, Explorer's Outfit
 
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