Recruitment: Kulan: Shackled City Legacy PbP Game (Game Cancelled)

Thateous

Explorer
Meet Cujo. He's missing a feat at the moment but he's pretty much good to go.

Celestial Estrela Mountain War Dog
Name: Cujo aka JoJo
HD: 5d8+20
Speed: 50 feet
Initiative: +4
AC: 19 (+3 Dex, +6 natural), touch 13, ff 16
Resistance: 5/Acid Cold Electricity
Spell Resistance: 8
BAB/Grapple: +3/+?
Attack: Bite +7 1d6+4
Special Attack:
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Space/Reach: 5ft/5ft
Special Qualities: Low-Light Vision, Darkvision 60ft, Scent
Saves: Fort +8, Ref +8, Will +3
Abilities: Str: 19, Dex 16, Con 18, Int 3, Wis 14, Cha 6
Skills: Jump +8, Listen +7, Spot +7, Swim +3, Survival +1
Feats:
Alertness: +2 bonus on all Listen checks and Spot checks
Track:
Evasion;
+1 feat


Sent from my SM-G935P using EN World mobile app
 

log in or register to remove this ad

Knightfall

World of Kulan DM
Meet Cujo. He's missing a feat at the moment but he's pretty much good to go.

Celestial Estrela Mountain War Dog
Name: Cujo aka JoJo
HD: 5d8+20
Speed: 50 feet
Initiative: +4
AC: 19 (+3 Dex, +6 natural), touch 13, ff 16
Resistance: 5/Acid Cold Electricity
Spell Resistance: 8
BAB/Grapple: +3/+?
Attack: Bite +7 1d6+4
Special Attack:
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Space/Reach: 5ft/5ft
Special Qualities: Low-Light Vision, Darkvision 60ft, Scent
Saves: Fort +8, Ref +8, Will +3
Abilities: Str: 19, Dex 16, Con 18, Int 3, Wis 14, Cha 6
Skills: Jump +8, Listen +7, Spot +7, Swim +3, Survival +1
Feats:
Alertness: +2 bonus on all Listen checks and Spot checks
Track:
Evasion;
+1 feat
I don't think you've posted this in the right thread, man.
 

JustinCase

the magical equivalent to the number zero
There are several cities near the Jagged Peaks. On the coast there is the capital city of Theocracy of Thallin, Fruen, which was once a place for heroes but the new Mad King of Thallin has turned it and the country into a bastion for villainy. (The Sword Gods are openly worshiped there.) There is also the city of Rivenwood, which is on the border of Thallin. There is more freedom in that city, but the Fury of the Dragon do have their spies on its streets.

There are several thieves' guilds in Thallin but most pale in comparison compared to the guild of assassins, that is allowed to operate with impunity in dark kingdom, called Vespin's Hand. That guild doesn't let members leave, however, and it isn't found in Caludron. (However, it is whispered that the Hand has a foothold in Mor's End.) Vespin is a decease Sword God that the Hand and their masters want to return to life.

Hmm, Fruen might be a good place for Brother Pi to come from, as it's basically a very bad place to be. Delivering a known thieves' guild master to the city guard, however, would not work there. Delivering him to the assassin's guild that owes him money, however...

I doubt Brother Pi would have been part of the assassin's guild himself, although he must've had run-ins with them before.

Also, it would make more sense for him to work in an inn, rather than a temple of sorts. People attending the temples of good gods tend to be good, whereas people who are in need of finding their moral compass are more likely to be found in bars. So I reckon Brother Pi would be working in Gateway Inn as a cleaner.
 




Scotley

Hero
Bravec Trask
Human Urban Druid 3
Align: NG (no specific deity)
Str: 15
Dex: 16 (14+2 race)
Con: 10
Int: 12
Wis: 13
Cha: 16
HP: 18=(8+8+2)
AC: 18 FF: 13 Touch: 14
Saves: Fort: +3 Ref: +4 Will: +4 (+2 in favored city)
Init: +3
BAB: +2

[sblock=Human Racial Features]
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.[/sblock]

[sblock=Urban Druid Class Features]
Weapons: club, crossbow (any), dagger, quarterstaff, rapier, sap, and short sword
Armor: padded, leather, and studded leather armor as well as bucklers
City Sense (Ex): An urban druid gains a +2 bonus on Gather Information and Knowledge (local) checks.
Favored City (Ex): At 1st level, an urban druid must select a favored city. This must be a settlement of
at least small town size (DUNGEON MASTER'S Guide, page 137) or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. As she gains levels, an urban druid may consider additional cities her favored cities. While within the city limits of one of her favored
cities, an urban druid gains a sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate
checks equal to her Wisdom modifier. In addition, she gains a +2 morale bonus on all Will saving throws.
Urban Companion (Ex): small animated object (wagon)
Crowdwalk (Ex): At 2nd level, an urban druid can move through crowds with ease, moving as if in an open space. If an urban druid attempts to move through a square occupied by a hostile creature (such as with a Tumble check or an overrun attempt), she gains a +4 bonus on any skill check, Strength check, or attack roll made to resolve the movement.
Alley Fighting (Ex): Urban druids are masters at fighting in cramped quarters, such as city alleyways or
narrow dungeon corridors. At 3rd-level, an urban druid's ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a Small or Medium humanoid), she gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a corner, the target does not gain the benefit of cover (unless the foe has total cover). The urban druid retains the benefits of cover against her enemy, unless she is fighting another urban druid or other creature with a similar power.
(Pending 4th) Disease Immunity (Ex): At 4th level, an urban druid becomes immune to all forms of disease, including supernatural diseases like mummy rot.
(Pending 5th) Urban Shape (Su):
(Pending 9th) Information Network (Ex):
Spell Casting (Cha based) [/sblock]

[sblock=Feats]
1st Level: Weapon Focus (Rapier)
Human Bonus: Point Blank Shot
Campaign Bonus (no fighter, item creation or metamagic) Investigator +2 sense motive and search
3rd Level: Dodge
[/sblock]

[sblock=Skills]
36
Class Skills:
*Bluff 5 (Cha+3)
Concentration (Con)
Craft (Int+1)
*Diplomacy 5 (Cha+3) +4 syn
*Gather Information 5 (Cha+3)+2 City Sense
*Intimidate 1 (Cha+3) +2syn
Knowledge 1 (architecture and engineering) (Int+1)
Knowledge 1 (history) (Int+1)
Knowledge 5 (local) (Int+1)+2 City Sense
Perform (Oratory) 1 (Cha+3)
Profession (Wis+1)
Sense Motive 5 (Wis+1) +2 feat
Speak Language—Common,? ? ?
Spellcraft 3 (Int+1)
Survival 1 (Wis+1)

Cross Class:
Appraise (Int+1)
Balance (Dex+3)
Climb (Str+2)
Disguise (Cha+3)+2 syn
Escape Artist (Dex+3)
Heal (Wis+1)
Hide (Dex+3)
Intimidate (Cha+3)
Jump (Str+2)
Listen (Wis+1)
Move Silently (Dex+3)
Ride (Dex+3)
Search (Int+1) +2 feat
Spot 1 (Wis+1)
Swim (Str+2)
Use Rope (Dex+3)

*=+1 when in favored city
[/sblock]

[sblock=Spells]
Spells DC Level +3
4 orisons cure minor wounds, light, detect magic x2
3 1st Charm Person, Cure Light Wounds, Scatter Spray
2 2nd Bull’s Strength, Spider Climb
[/sblock]


[sblock=Appearance/Personality]


[/sblock]

[sblock=Background/History]

[/sblock]

Gear: Base 2700 gp +1000 gp toward signature item.
Explorer’s Outfit
MW Buckler 165 gp
MW Studded Leather 175 gp
+1 rapier illuminating (signature item named) 2820 gp
Club
Dagger x2 4 gp
Cold Iron Dagger 4 gp
Sap 1 gp
MW Crossbow, Bladed 450 gp
Quiver 20 bolts (3 alchemical silver, 3 cold iron) 8 gp
Standard Adventurer’s Kit 15 gp (Backpack, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50’), Sunrods (2), Trail Rations (10 days), Waterskin)
Spell Component Pouch 5 gp
Potion of cure light wounds 50 gp
1 gp 19 sp 10 cp

[sblock=Companion]
Animated Wagon (Squeaks)
Size/Type: Small Construct
Hit Dice: 1d10+10 (25 hp)
Initiative: +1
Speed: 70’ Swim 35’
AC16, Touch: 12, FF: 15
Base attack/Grapple: +0/-4
Attack/Full Attack: Slam +1 Melee (1d4)
Abilities: Str 11, Dex 13, Con 0, Int 0, Wis 1, Cha 1
Alignment: Neutral
Special Qualities: Low Light Vision, Dark Vision 60’,
Contstruct Traits:
No Constitution score.
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected.
Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not eat, sleep, or breathe.
[/sblock]
 



Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top