Pathfinder 1E Rogues Gallery Scotley's Kingmaker


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Kaodi

Hero
Pixie
[sblock= Vesna "Pixie" Sirota]
[sblock=Game Info]
Race: Human
Class: Skirmisher Ranger 2
Level: 2
Alignment: Chaotic Neutral
Languages: Common
Deity: Calistria[/sblock]
[sblock=Abilities]
STR: 15
DEX: 17
CON: 14
INT: 10
WIS: 08
CHA: 13[/sblock]
[sblock=Combat]
HP: 24 = [2d10=18] + 4 (CON) + 0 (misc) + 2 (favored class)
AC: 16 = 10 + 3 (armor) + 0 (shield) + 3 (DEX) + 0 (misc)
AC Touch: 13 = 10 + 3 (DEX) + 0 (misc)
AC Flatfooted: 13 = 10 + 3 (armor) + 0 (shield) + 0 (misc)
INIT: +3 = +3 (DEX) + 0 (misc)
BAB: +2 = +2 (Ranger)
CMB: +4 = +2 (STR) + 2 (BAB)
CMD: 17 = 10 + 2 (STR) + 3 (DEX) + 2 (BAB)
Fort: +5 = +3 (base) + 2 (CON)
Reflex: +6 = +3 (base) + 3 (DEX)
Will: -1 = +0 (base) - 1 (WILL)
Speed: 30 ft.
Damage Reduction: None
Spell Resistance: None
Spell Failure: N/A[/sblock]
[sblock=Weapon Stats]
MW Handaxe (melee): +6 = +2 (BAB) + 2 (STR) + 1 (feat) +1 (misc)/ DMG = 1d6+2(S), CRIT x3
Dagger (melee): +4 = +2 (BAB) + 2 (STR)/ DMG = 1d4+2(P or S), CRIT 19-20/x2
Dagger (ranged): +5 = +2 (BAB) + 3 (DEX)/ DMG = 1d4+2(P or S), CRIT 19-20/x2
Comp Longbow [+2] (ranged): +5 = +2 (BAB) + 3 (DEX)/ DMG = 1d8+2(P), CRIT 20/x3
[/sblock]
[sblock=Racial Traits]
+2 DEX, Bonus Feat, Bonus Skill Point/Level[/sblock]
[sblock=Class Features]
Favoured Enemy (Human +2), Track, Wild Empathy +2, Archery Combat Style[/sblock]
[sblock=Feats & Traits]
Human Bonus- Weapon Focus (Handaxe)
1st lvl- Two Weapon Fighting
Ranger Bonus - Point Blank Shot


Traits:
a) Brigand
b) Fast-Talker[/sblock]
[sblock=Skills]
Skill Ranks: 14 = [6 (class) + 00 (INT)] x 02 (LvL) + 02 (misc) + 00 (Favored Class)
Max Ranks: 01
ACP: -1

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+02 =  Acrobatics          +03    +00   +0  +00   -1   DEX
+00 =  Appraise            +00    +00   +0  +00        INT
+07 =  Bluff               +01    +02   +3  +01        CHA
+06 =  Climb               +02    +02   +3  +00   -1   STR
+00 =  Craft:_____         +00    +00   +0  +00        INT
+02 =  Diplomacy           +02    +00   +0  +00        CHA
+na =  Disable Device^     +03    +00   +0  +00   -1   DEX
+01 =  Disguise            +01    +00   +0  +00        CHA
+02 =  Escape Artist       +03    +00   +0  +00   -1   DEX
+02 =  Fly                 +03    +00   +0  +00   -1   DEX
+na =  Handle Animal^      +02    +00   +0  +00        CHA
-01 =  Heal                -01    +00   +0  +00        WIS
+01 =  Intimidate          +01    +00   +0  +00        CHA
+na =  Know:Arcana^        +00    +00   +0  +00        INT
+na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
+na =  Know:Engineering^   +00    +00   +0  +00        INT
+05 =  Know:Geography^     +00    +02   +3  +00        INT
+na =  Know:History^       +00    +00   +0  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+05 =  Know:Nature^        +00    +02   +3  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+na =  Know:Planes^        +00    +00   +0  +00        INT
+na =  Know:Religion^      +00    +00   +0  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+04 =  Perception          -01    +02   +3  +00        WIS
+01 =  Perform:_____       +01    +00   +0  +00        CHA
+na =  Profession^:_____   -01    +00   +0  +00        WIS
+02 =  Ride                +03    +00   +0  +00   -1   DEX
-01 =  Sense Motive        -01    +00   +0  +00        WIS
+na =  Sleight of Hand^    +03    +00   +0  +00   -1   DEX
+na =  Spellcraft^         +00    +00   +0  +00        INT
+07 =  Stealth             +03    +02   +3  +00   -1   DEX
+04 =  Survival            -01    +02   +3  +00        WIS
+01 =  Swim                +02    +00   +0  +00   -1   STR
+na =  Use Magic Device^   +01    +00   +0  +00        CHA
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Folded Fairy Wings Tattoo   20 gp   -
Explorer's Outfit	     -      - 	
Studded Leather		     -     20 lbs.
Kressle's MW Handaxes        -      6 lbs.
4 Daggers		     -      4 lbs.
Silver Fairy Amulet	    20 gp   -
Masterwork Backpack	    50 gp   4 lbs.
- Bedroll		     1 sp   5 lbs.
- Winter Blanket	     5 sp   3 lbs.
- Sack			     1 sp  .5 lbs.
- Whetstone		     2 cp   1 lb.
- 7 Days Rations	    35 sp 3.5 lbs.
- Clay Mug		     2 cp   1 lb.
- 3 Torches 	             3 cp   3 lbs.
- Sewing Needle		     5 sp   -
- 2 Pints of Oil	     2 sp   2 lbs.
- Traveller's Outfit         1 gp   5 lbs.
Belt Pouch		     1 gp  .5 lbs.
- Pot of Cure Light Wounds  50 gp   -
- Flint & Steel		     1 gp   -
- 3 Pieces of Chalk	     3 cp   -
Waterskin		     1 gp   4 lbs.

Horse			     -      -
Riding Saddle                -     25 lbs.
Bit & Bridle                 -      1 lb. 
Saddlebags                   -      8 lbs.
- Happs' Comp Longbow [+2]   -      3 lbs.
- Quiver w/20 Arrows         -      3 lbs.

Total weight carried: 62.5 lbs.
Treasure: 85 gp, 0 sp, 0 cp Gems:

Carrying Capacity:
light- 76
medium- 153
heavy- 230[/sblock]
[sblock=Details]
Size: Medium
Gender: Female
Age: 19
Height: 5'7"
Weight: 130 lbs.
Hair Color: Blonde
Eye Color: Green
Skin Color: Lightly Tanned
Appearance: Unkept
Demeanor: Unhinged[/sblock]
[sblock=Background]Long before she became the bandit known only as "Pixie", Vesna Sirota was the daughter of pioneers attempting to settle the dangerous and untamed wilds of the Stolen Lands. For many years the Sirota family struggled to get by. And they succeeded. Until one year there was a particularly harsh Winter, when Vesna was thirteen. Her parents had been out looking for an elk that had passed by their small farm, hoping to stock up on on good meat and garner a decent hide. But they were caught outside in a sudden snowstorm. Vesna never saw them again.

Vesna's parents had not left her with nothing. There was enough food in the larter to last her until the snow melted, and they had taught her the basics of surviving in the wilderness. She stayed in the family cottage for two years by herself, not quite knowing what to do and were to go, other than survive. The loneliness of those two years is what made her a little wrong in the head, having no one to talk to but herself and the animals. And unlike in the stories her parents had told her as a child, these animals did not talk back.

So it was in the Winter of her fifteenth year that things began to look grim. It was another long and cold season, and Vesna was not sure she would survive. She had gone nearly three days without food, huddled in her small cabin, when there was a great hammering on the door. Afraid, Vesna grabbed her trusted hunting knife, holding it out in front of her. And then the door burst open, in walked a bear of a man, grizzled and white haired, with a fresh kill over his shoulder. Wedging the door shut behind him as best he could, he gave Vesna a scolding for not letting him in sooner, asking if she meant to let him freeze to death. When he looked again and saw the knife held by a scared young girl, his expression softened though. He shared his food with Vesna, though he kept his distance that night.

The man who had rescued Vesna from starvation had another name, but she would later come to think of him as "Old Frostmane" . And it was from him she acquired the name "Pixie". He would be her mentor for the next two years. Old Frostmane was something of a hunter, and something of a bandit as well, though he mostly robbed folks only who were too rich for their own good, or too soft to make it in the Stolen Lands, scaring them back to civilization. He was not much of a killer, though that is not to say their was no blood on his hands. But as with all (relatively) good things, Pixie's time with Old Frostmane came to an end one day when they accidentally stumbled upon a female bear and her cubs. Her mentor hollered at Pixie to run as he put himself in between her and the bear so that Pixie would have enough time to get away. And then she never saw him again. Pixie liked to think sometimes Old Frostmane was still out there, but in her heart she knew that he, like her parents, was gone.

The next couple of months were lonely ones for Pixie, and she backslided into the bush madness she had slowly been crawling out of with the help of her mentor. But eventually she fell in with some other bandits prowling the Greenbelt, though these were inevitably of a more base kind than her old friend. And under their influence, she grew worse as well. During this time she saw the rise of the man known as the Stag Lord, even running for a time with his men, where she got to know many of those who would later become his favourites and lieutenants. Some of them seemed to live much grander lives than she, and Pixie started to imagine herself sometimes living in the ruined fort with the likes of Akiros Ismort, Falgrim Sneeg, and others. Though one, Dovan of Nisroch, seemed to take a bit of an unhealty interest in her. But her real hero was Kressle, the fierce bandit woman who scared the men so badly they never even so much as looked at her the wrong way. Pixie had learned to handle herself in her years in the Stolen Lands, but fast-talking never seemed quite so effective at keeping grasping hands away as cutting them off, the way Kressle did. Pixie even took up fighting with axe and dagger to emulate her hero.

But once again all (deceptively) good things eventually come to an end. Pixie and a couple of fresh faces were in the North, stalking the South Rostland Road, when they were ambushed by some of the Swordlords' men who had gotten wise to the bandits pattern of attacks. Her comrades were killed, and Pixie was taken prisoner, dragged in chains back to Restov. The trial was short, and it seemed to Pixie that they were determined to seperate her head from her pretty little neck. But at the last minute word came from one of the Swordlords that there was to be a stay of execution; that there were big plans for her old haunt, the Greenbelt, and she just might prove to be of use. Pixie would be placed in the custody of a group of adventurers heading into the Greenbelt, and she would guide them in the hunt for the hunters of men.[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class: Ranger
BAB: +1 to +2
Fort: +2 to +3
Ref: +2 to +3
Will: +0 to +0
Feat: Point Blank Shot
Class Features: Archery Combat Style
HP: +11 = (1d10 = 8) + 2 [CON] +1 [Favoured] + 13 (Old Total) = 24 (new total)
Skill Ranks: +7 = +6 (Class) + 1 (misc) + 7 (Old Total) = 14 (new total)
Skills: Bluff, Climb, K (Geography), K (Nature), Perception, Stealth, Survival
Favored Class Bonus: +1 HP[/sblock]
[/sblock]
 

SelcSilverhand

First Post
Prince Liam the Boastful, Human Cavalier

Prince Liam the Boastful

Code:
[B]Name:Liam Chelias[/B] 
[B]Class: Cavalier[/B] 
[B]Race: Human[/B] 
[B]Size: Medium[/B] 
[B]Gender: Male[/B] 
[B]Alignment: LG[/B] 
[B]Deity: None[/B] 

[B]Str:[/B] 16 +3 (00p.)     [B]Level:[/B] 2        
[B]Dex:[/B] 10 +0 (00p.)     [B]BAB:[/B] +2         [B]HP:[/B] 24 (1d10+2)
[B]Con:[/B] 14 +2 (00p.)     [B]CMB:[/B] +5    
[B]Int:[/B] 8  -1 (00p.)     [B]CMD:[/B] +15    
[B]Wis:[/B] 12 +1 (00p.)     [B]Speed:[/B] 30'      
[B]Cha:[/B] 18 +4 (00p.)     [B]Init:[/B] +0                 

[B]Stat Increases by Level[/B]
4th - 
8th - 
12th - 
16th - 

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +7    +2    +0    +0    +0    +0    19
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 19

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +2    +0    +5
[B]Ref:[/B]                       0    +0    +0    +0
[B]Will:[/B]                      0    +1    +0    +1 


[B]Weapon                  Attack   Damage     Critical[/B]
Greatsword                 +7     2d6+4       19-20x2
Longsword                  +5     1d8+3       19-20x2
Lance                      +5     1d8+3       20x3

[B]Languages:[/B] 
Common, 


[B]Race Abilities:[/B] 
Race : Ability
Human : +2 to a stat
Human : Favored Class (Cavilier): Add 1/4 to Cavalier banner bonus.
Human : +1 skill point per level


[B]Class Abilities[/B]
Hit Dice d10
Armor and Weapons Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Class Skills Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Perception, Profession, Ride, Sense Motive, Survival, and Swim
Challenge: 1/day, he can challenge a foe to combat. As a swift action, he chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level (currently, +1). See Order of the Dragon, below.
Mount: He gains the service of a loyal and trusty steed to carry him 
into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The mount is detailed below. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability. A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order of the Dragon 
- Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
- Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.
- Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Tactician: He receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, 1/day, he can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds. Allies do not need to meet the prerequisites of these bonus feats.
Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.




[B]Traits[/B]
Natural Born Leader: All cohorts, followers, or summoned creatures under his leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If he takes the Leadership feat, he gains a +1 trait bonus to his Leadership score.
Rich Parents: His starting cash increases to 900 gp.

[B]Feats:[/B] 
Feat - Location - Description
Human 1 - Mounted Combat - Roll ride check to negate a hit on your mount
Level 1 - Weapon Focus Greatsword - +1 on attack rolls while using a Greatsword.
Cavalier 1 - 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 the ally is wielding a buckler or a light shield, his shield bonus increases by +1.
•If the ally is wielding a heavy shield or a tower shield, his shield bonus increases by +2.
He keeps these bonuses even if the 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.

[B]Future Feats[/B]
Level 3 - 
Level 5 - 
Level 7 - 
Level 9 - 
Level 11 - 
Level 13 - 
Level 15 - 
Level 17 - 
Level 19 - 

[B]Skill Points:[/B] 08        [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Acrobatics                  0    +0     +0   +0
Appraise                    0    +0     +0   +0
Bluff                       1    +4     +3   +8
Climb                       0    +0     +0   +0
Craft                       0    +0     +0   +0
Diplomacy                   2    +4     +3   +9
Disable Device              0    +0     +0   +0
Disguise                    0    +0     +0   +0
Escape Artist               0    +0     +0   +0
Fly                         0    +0     +0   +0
Handle Animal               0    +0     +0   +0
Heal                        0    +0     +0   +0
Intimidate                  1    +3     +3   +7
Knowledge (arcana)          0    +0     +0   +0
Knowledge (dungeoneering)   0    +0     +0   +0
Knowledge (engineering)     0    +0     +0   +0
Knowledge (geography)       0    +0     +0   +0
Knowledge (history)         0    +0     +0   +0
Knowledge (local)           0    +0     +0   +0
Knowledge (nature)          0    +0     +0   +0
Knowledge (nobility)        0    +0     +0   +0
Knowledge (planes)          0    +0     +0   +0
Knowledge (religion)        0    +0     +0   +0
Linguistics                 0    +0     +0   +0
Perception                  1    +1     +3   +5
Perform                     0    +0     +0   +0
Profession                  0    +0     +0   +0
Ride                        1    +0     +3   +4
Sense Motive                1    +1     +3   +5
Sleight of Hand             0    +0     +0   +0
Spellcraft                  0    +0     +0   +0
Stealth                     0    +0     +0   +0
Survival                    1    +0     +0   +0
Swim                        0    +0     +0   +0
Use Magic Device            0    +0     +0   +0

Armor Check Penalty -8

[B]Equipment:               Cost  Weight[/B]
Wealth: 6gp, 9sp
Equipment [893gp, 1sp]
- Magic Items: None
- Consumables: 40x Crossbow Bolt [4gp], 4 doses of Bachelor's Snuff [4gp], 1lb Tobacco [1gp], 1lb Soap [1sp], 1lb Cinnamon [1gp], 1lb Pepper [2gp], 1lb Salt [5gp]
- Mundane Items: Masterwork Greatsword [350gp], Longsword [15gp], Lance [10gp], Heavy Crossbow [50gp], Banded Mail [250gp], Heavy Steel Shield [20gp], Traveler's Outfit [free], Masterwork Backpack [50gp], Lyre [5gp], 2x Waterskin [2gp]
- Mount: Palerier, Heavy warhorse [free, see above], Studded Leather Barding [100gp], Military Saddle [20gp], Saddlebags [4gp]


[B]Age:[/B] 20
[B]Height:[/B] 6’03”
[B]Weight:[/B] 230lb
[B]Eyes: Penetrating Light Blue[/B] 
[B]Hair: Fluffy Blond, shoulder length[/B] 
[B]Skin: Fair[/B]

Background
Liam was born the first son of the King Parsan Chelias and his wife, Oriana. The small kingdom, also known as Chelias, was one of the most powerful and influential in the River Kingdoms. Liam was raised in the chivalric Taldan tradition. Once he had completed his knightly training, Liam was sent into the borderlands to defend the villages there and beat back the bandits. It soon became clear that Liam, while physically impressive and with an outstanding presence and braggadoccio personality, Liam was not the brightest of the young knights of Chelias. In fact, Liam was so foolhardy and brave that he often led himself and the warriors in his charge into danger, often with deadly results. King Parsan, unsure what to do with Liam, took the boy into the household to keep him safe while deciding what to do.

When the regents of Brevoy began to offer charters to settle the Stolen Lands, King Parsan saw an opportunity to send Prince Liam away - far away - and possibly blaze a new trail to earn glory and honor for House Chelias. In the meantime, while Prince Liam is away in the Stolen Lands, Liam's younger brother, Dane, is being groomed to take the throne of Chelias when he becomes of age. Liam is blissfully unaware of these machinations and really believes that he will return to Chelias one day to claim the throne.

But King Parsan did not send Liam to his death. Instead, the king hired some mercenaries and gathered some allies to help Prince Liam in his efforts to claim the charter in the Stolen Lands. The king, however, would privately admit that he would be pleased never to see his bumbling son ever again.
 

Shayuri

First Post
Kyria Estanes
Neutral Human Slayer 2

Appearance:

[sblock=Background]Kyria is the illegitimate daughter of Lord Guyton Estanes, a man with the unenviable reputation of having poisoned the fortunes of a once great House and sent it spiraling into insignificance. She spent her early life eking out an existence in the slums, before finding out who her father was. Though the guards wouldn't let her into the keep, she managed to slip in regardless and in presenting herself to the Lord, found that he'd never known about her. His wife had carefully and firmly ensured that he never found out.

Though custom and politics demanded otherwise, discovering he had a daughter breathed life back into the despairing hulk that had been Guyton Estanes. Of course, seeing the effect Kyria had on him only made Lady Estanes more determined to be rid of her. She succeeded with a quiet arrangement that saw Kyria shipped off to the Prince's household to wait on the heir as a servant...though it was made clear to her that her real task was to reign him in and keep him from being too big an embarrassment. Simultaneously, her stepmother and father both stressed how vital it was to the House that she comport herself well and stay with the Prince no matter what. One day he would succeed, after all, and he would remember who his friends were.

Unfortunately for all their ambitions, the Prince proved to be enough of a liability that he was finally set off to some remote plot of land to claim it in the name of the Crown. In theory a prestigious assignment, but in reality it was just a ploy to remove him and everyone around him from public view, and to ensure nothing he did would ever matter in the larger picture.[/sblock]

Str 12 +1 2
Dex 18 +4 10 +2
Con 12 +1 2
Int 12 +1 2
Wis 12 +1 2
Cha 12 +1 2

BAB 2
HP 17
Init +4

AC 16 (10 + 4 dex + 2 armor)
Fort +4
Ref +7
Will +1

Race
Bonus Feat
Bonus skill
Favored Class: Slayer

Class
Slayer
Proficiencies: Simple and Martial, light and medium armor, non-tower shields
Features
- Studied Target (study enemy as mv action, +1 atk, dmg, bluff/know/perc/sense motive/survival vs target, +1 slayer DCs)
- Track (+1/2 lvls in Slayer to Survival to follow tracks)
- Sneak attack 1d6
Slayer Talents
- Trapfinding (Gain Disable Device as class skill, gain Trapfinding and Trap Sense rogue abilities)

Traits
Reactionary (+2 initiative)
Bastard (+1 sense motive)

Feats
1 Point Blank Shot
B Weapon Finesse

Skills 18
Acrobatics (Dex) +9 (2 + 4 dex + 3 class)
Bluff (Cha) +5 (1 + 1 cha + 3 class)
Climb (Str) +5 (1 + 1 str + 3 class)
Disable Device (Dex) +10 (2 + 4 dex + 3 class + 1 feature)
Disguise (Cha) +6 (2 + 1 cha + 3 class)
Intimidate (Cha) +5 (1 + 1 cha + 3 class)
Knowledge (local) (Int) +5 (1 + 1 int + 3 class)
Knowledge (geography) (Int) +5 (1 + Int + 3 class)
Perception (Wis) +6 (2 + 1 wis + 3 class), +1 vs traps
Sense Motive (Wis) +7 (2 + 1 wis + 3 class + 1 trait)
Stealth (Dex) +9 (2 + 4 dex + 3 class)
Survival (Wis) +5 (1 + 1 wis + 3 class)

Equipment
Cash: 77gp

Weapons
Shortbow, +4, 1d6, 50', 20x2, 2lbs, 30gp
- Arrows (10), 1lb, 1gp
Rapier, +4, 1d6+1, 18-20x2, 2lbs, 20gp
Dagger, +4, 1d4+1, 19-20x2, 1lb, 2gp

Armor
Leather, +2 AC, 0 ACP, 6 maxdex, 15lbs, 10gp

Gear
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Brondelleon

[sblock=variant druid]
Gain
Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC),
fast movement (as monk),
favored enemy (as ranger),
Track feat (as ranger).

Lose
Armor and shield proficiency,
wild shape (all versions).
[/sblock]

Race: Half-Elf
Class: Druid 2
Alignment: Lawful Neutral
Languages: Common, Elf, Sylvan, Celestial, Druidic
Deity: Abadar

Code:
[B]ABILITIES[/B]
[B]STR[/B]: 10 +0 (00 pts)
[B]DEX[/B]: 15 +2 (07 pts)
[B]CON[/B]: 10 +0 (00 pts)
[B]INT[/B]: 14 +2 (05 pts)
[B]WIS[/B]: 16 +3 (05 pts) +2 racial adj.
[B]CHA[/B]: 13 +1 (03 pts)

[B]COMBAT[/B]
[B]HP[/B]: 14 = [2d8] + 00 (CON) + 00 (favored class)
[B]AC[/B]: 15 = 10 + 2 [dex] + 3[wis] +0 [monk]
[B]AC Touch[/B]: 15 = 10 + 2 [DEX]+3[wis]; 
[B]AC Flatfooted[/B]: 13 +3 [wis]
[B]INIT[/B]: +2 = +2 (DEX)
[B]BAB[/B]: +1 = +1 (Druid)
[B]CMB[/B]: +4 = +0 (STR) + 1 (BAB) +3 [wis]
[B]CMD[/B]: 16 = 10 + 0 (STR) + 2 (DEX) + 1 (BAB)+3 [wis]
[B]Fort[/B]: +3 = +3 (Druid) + 0 (CON)
[B]Reflex[/B]: +2 = +0 (Druid) + 2 (DEX)
[B]Will[/B]: +6 = +3 (Druid) + 3 (WIS)
[B]Speed:[/B] 30' +0[monk]
[B]Damage Reduction[/B]: None
[B]Spell Resistance[/B]: None
[B]Spell Failure[/B]: n/a
*Bonus to Armor Class CMB and CMD when unarmored (as monk, including Wisdom 
  bonus to AC),
*fast movement (as monk)

[B]WEAPONS[/B]
Shortspear (melee):
Attack: +1 = +1 (BAB) + 0 (STR) + 0 (MISC)
Damage = 1d6+0(P) = + 0 (STR) + 0 (MISC); CRIT 20/x2 type p

Shortspear(ranged):
Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC)
Damage = 1d6+0(P) = +0 (STR) + 0 (MISC); CRIT 20/x2, Range: 20 ft. type p

Dagger(melee):
Attack: +1 = +1 (BAB) + 0 (STR) + 0 (MISC)
Damage: 1d4+0(SorP) = +0 (STR) + 0 (MISC); CRIT 19-20/x2 type p/s

Dagger(ranged):
Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC)
Damage = 1d4+0(P) = +0 (STR); CRIT 19-20/x2, Range: 10 ft. type P/S

Quarterstaff [melee]
Attack: +1 [bab]
Damage: 1d6 CRIT 20/x2 type B

Long bow [ranged]
Attack: +3 [bab, dex]
dam 1d8
Ammo: 

[B]RACIAL TRAITS[/B]

[U]+2 to One Ability Score[/U]: Half-elf characters get a +2 bonus to one ability score of their 
     choice at creation to represent their varied nature.
[U]Medium[/U]: Half-elves are Medium creatures and have no bonuses or penalties due to 
     their size.
[U]Normal Speed:[/U] Half-elves have a base speed of 30 feet.
[U]Low-Light Vision:[/U] Half-elves can see twice as far as humans in conditions of dim light 
     (see low-light vision).
[U]Racial martial weapon[/U]: Long bow and composite long bow
[U]Elf Blood[/U]: Half-elves count as both elves and humans for any effect related to race.
[U]Elven Immunities:[/U] Half-elves are immune to magic sleep effects and get a +2 racial 
     saving throw bonus against enchantment spells and effects.
[U]Keen Senses:[/U] Half-elves receive a +2 racial bonus on Perception skill checks.
[U]Multi-talented:[/U] Half-elves choose two favored class at first level and gain +1 hit point 
     or +1 skill point whenever they take a level in either one of those classes.
[U]Favored Classes:[/U] Druid and Summoner
[U]Languages:[/U] Half-elves begin play speaking Common and Elven. Half-elves with high 
     Intelligence scores can choose any languages they want 
     (except secret languages, such as Druidic).

[B]CLASS FEATURES[/B]

[U]Nature bond[/U]
[sblock]
this is a close tie to the natural world, granting the druid one of the following cleric 
   domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access 
   to a set of Animal and Terrain Domains. When determining the powers and bonus 
   spells granted by this domain, the druid's effective cleric level is equal to her druid 
   level. A druid that selects this option also receives additional domain spell slots, just 
   like a cleric. He must prepare the spell from his domain in this slot and this spell 
   cannot be used to cast a spell spontaneously.[/sblock]

[U]Nature Sense[/U]
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

[U]Wild Empathy[/U]
[sblock]
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. 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 able to study each other, which means that they 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 
he takes a –4 penalty on the check.[/sblock]

[U]Weapon and Armor Proficiency:[/U] 
Druids are proficient with the following weapons: club, dagger, dart, 
   quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.

Druids of this alternate feature are prohibited from wearing armor or using shields.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast
   druid spells or use any of his supernatural or spell-like class abilities while 
   doing so and for 24 hours thereafter.

[U]Spells[/U]
[sblock]
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her 
from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and 
Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. 
The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level 
+ the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day.
Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day 
if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her 
daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that 
she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.[/sblock]

[U]Bonus languages[/U]
A druid’s bonus language options include Sylvan, the language of woodland 
   creatures. This choice is in addition to the bonus languages available to the 
   character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she 
   learns upon becoming a 1st-level druid. Druidic is a free language for a druid; 
   that is, she knows it in addition to her regular allotment of languages and it doesn’t 
   take up a language slot. Druids are forbidden to teach this language to non-druids.

Druidic has its own alphabet.

[U]Woodlandstride[/U]
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.

[U]Favored enemy:

[/U]Human [Bandits] because of their tendency of lawlessness
[sblock=favored enemy]
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He 
gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks 
against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack 
and damage rolls against them. A ranger may make Knowledge skill checks untrained 
when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may 
select an additional favored enemy. In addition, at each such interval, the bonus against 
any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose 
an associated subtype, as indicated on the table below. (Note that there are other types 
of humanoid to choose from—those called out specifically on the table below are merely
the most common.) If a specific creature falls into more than one category of favored 
enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
[/sblock]

[U]Track[/U]
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
[URL]http://www.d20pfsrd.com/skills/survival[/URL]

[B]FEATS AND TRAITS[/B]
1st Level: Sharp Senses +4 racial bonus on perception
3rd Level:

Traits:
a)[U] Child of the Temple [/U](faith): + 1 trait bonuis to Know(nobility) and Know(religion). 
Know(religion) becomes a class skill.
b) [U]Highlander[/U] (regional): You gain a +1 trait bonus on Stealth checks, and Stealth 
is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

[B]SKILLS
Skill Ranks:  [/B]2*4 [druid]+2*1 [fav class]+ 2*2 [int] = 14[B]
Max Ranks: 1
ACP: -0
[/B][B]

Skills:


Skill                  Ranks Stat CS Misc total
Acrobatics [/B]dx            0  2  0 0  [B]+2
Appraise [/B]in              0  2  0 0  +2[B]
Bluff [/B]ch                 0  1  0 0  [B]+1
Climb [/B]st                 0  0  3 0 [B]  0[/B]  [B]
Craft:leatherwork[/B] in     1  3  0 2  [B]+6
Diplomacy [/B]ch             0  1  0 0  [B]+1
Disguise [/B]ch              0  1  0 0 [B] +1
Escape Artist [/B]dx         0  2  0 0  [B]+2
Fly [/B]dx                   0  2  3 0  --- [B]
Handle Animal [/B]ch         0  1  3 0  +1[B]
Heal [/B]ws                  1  3  3 0  [B]+7
Intimidate  [/B]ch           0  1  0 0  [B]+1
Know:Arcana [/B]in           0  2  0 0[B]  +2
Know:Duneroneering[/B] in    0  2  0 0  [B]+2
Know:Engineering [/B]in      0  2  0 0  [B]+2
Know:Geography[/B] in        1  2  3 0  [B]+6
Know:History[/B] in          0  2  0 0  [B]+2
Know:Local[/B] in            0  2  0 0  [B]+2
Know:Nature [/B]in           2  2  3 2  [B]+9[/B] [nature sense][B]
Know:Nobility [/B]in         1  2  0 1  [B]+4 [/B][trait]
[B]Know:Planes in[/B]           0  2  0 0  [B]+2
Know:Religion[/B] in         1  2  3 1  [B]+7[/B] [trait]
[B]Linguistics in[/B]           0  2  0 0  [B]+2
Perception [/B]ws            2  3  3 6[B]  +14 [/B][feat][nature sense][B]
Ride [/B]dx                  0  2  3 0  +5[B]
Sense Motive[/B] ws          0  3  0 0  [B]+3
Spellcraft [/B]in            1  2  3 0  [B]+6
Stealth[/B] dx               2  2  3 1  [B]+8 [/B][trait] [B]
Survival[/B] ws              2  3  3 1[B]  +9 [/B][class][B]
Swim [/B]st                  0  0  3 0   [B]0
Use Magic Device[/B] ch      0  1  0 0  [B]+1[/B]


[B]Spellcasting[/B]
Divine, Prepared, Wisdom
[B]Spell DC [/B]= 13 +
[B]Concentration:[/B] +4
[B]Domain:[/B] Martyr (nobility subdomain)
[B]Power: Inspiring Word [/B][I](Sp)[/I]: As a standard action, you can speak an inspiring 
word to a creature within 30 feet. That creature receives a +2 morale bonus on 
attack rolls, skill checks, ability checks, and saving throws for a number of rounds 
equal to 1/2 your cleric level (minimum 1). You can use this power a number of
times per day equal to 3 + your Wisdom modifier.

1st—divine favor, 2nd—shield other, 3rd—magic vestment, 4th—discern lies, 
     5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, 
     9th—storm of vengeance.

[B]Spells per Day:[/B] 4/2+1 [wis]
0- light, guidance, know direction, 
1- calm animals, cure light wounds, d- [s]divine favor[/s]

Equipment
Code:
Equipment                         Cost     Weight
shortspear                         1gp       3lbs
dagger                             2gp       1lb
Signet rings(pair)                50gp       -lb
-to use later as spell component
Backpack                           2gp       2lbs
-waterskin                         1gp       4lbs
-candles(6)                      .06gp       -lb
-healer's kit(10/10)              50gp       1lb
-sack(empty)                     .01gp      .5lb
Holy symbol, wooden                1gp       -lb     
Belt Pouch                         1gp      .5lb
-flint and steel                   1gp       -lb
-holly and mistletoe               0gp       -lb
-holy water (1vial)               25gp       1lb
Traveler's Outfit                  0gp       -lb
                          
                    Total weight carried:   33lbs-20
Treasure:
GP: 15
SP: 8
CP: 4
Gems: none

Carrying Capacity:
light: 000-033 lbs
medium: 034-066 lbs
heavy: 067-100 lbs

Details]
Size: Medium
Gender: Male
Age: 19
Height: 5-8"
Weight: 135 lbs
Hair Color: Light Brown
Eye Color: Light blue
Skin Color: Lightly tanned
Appearance:
 
Last edited:

Leif

Adventurer
Brensen, Human Rogue 2

[Done! And Fixed, I think!]

BRENSEN
Human
Rogue 2 (XP: 2,000 -- Med)

*ABILITY SCORES [20 point buy]
S 14 +2
D 16 (+2 racial) +3
C 14 +2
I 11 +0
W 10 +0
C 13 +1

*SAVES
Fort: +2 Ref: +6 Will: +0

CMB: +3
CMD: 16 [13 if FF]

AC: 19 (+3Ar+2Sh+3Dx+1Dodge), 17 (w/o shield)
AC FF: 15, 13 (w/o S)
AC T: 13
HP: 18

*ROGUE ABILITIES
BAB: +1
Sneak Attack +1d6
Trapfinding +1 (+1/2 llevel to perception to find traps)
Evasion [no damage from area att on successful save]
Rogue Talent - Finesse Rogue (Weapon Finesse) +1 w/ light weapon/rapier

*SKILLS: [8+8=16]
Acrobatics II (Dex +3) +2+3=+5
Appraise II (Int +0) +2
Climb II (Str +2) +2+2=+4
Disable Device II (Dex +3) +2+3=+5
Escape Artist II (Dex +3) +2+3=+5
Handle Animal II (Cha +1) +2+1=+3
Perception II (Wis +0) +2 [+3 to find traps]
Sleight of Hand II (Dex +3) +2+3=+5


*FEATS: 1+1(Human)=2
Shield Proficiency
Dodge [+1 Dodge Bonus to AC]

*EQUIPMENT
Studded Leather Armor (25 gp) +3 AC
Heavy Wooden Shield (7 gp) +2 AC
Rapier (20 gp) +3 Att, Dam 1-6+2, Crit 18-20
7 Daggers (@ 2 gp ea.) Melee +3 Att / 1-4+2 Dam. Missile +3 Att / 1-4+2 Dam, Crit 19-20
Pouch, Belt, Large (1 gp)
Backpack (2 gp)
Bedroll (1 sp)
Caltrops (1 gp)
Flint & Steel (1 gp)
Rope, Hemp 50' (1 gp)
Whetstone (2 cp)
Trail Rations, 2 days' (@ 5 sp)
Wafer(Potion), Silence 20' Radius X2 (CL 2, @ 300 gp)
Wafer(Potion), Cure Light Wounds (1d8+1) X4 (CL 1, @ 50 gp)
Wafer(Potion), Expeditious Retreat X2 (CL 1, @ 50 gp)

*MONEY (Start with 1,000 gp)
PP
GP 26
SP 8
CP 8

******************

Link to this sheet to place in Brensen's IC posts:

Brensen's Sheet
 
Last edited:

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