Scions of the New World


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Brahnz of Everwood

Half Bronze Dragon -Wild Elf, 1st-Level Ranger
Medium Humanoid (Elf) Half Bronze Dragon
Hit Dice: 3d8+9 (36 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 19 (+3 Dex, +4 Natural armor, +2 leather armor), touch 13, flat-footed 16
Base Attack/Grapple: +1/+7
Attack: Long spear +7 melee (1d8+6/x3) or longbow +4 ranged (1d8/x3)
Full Attack: Long spear +7 melee (1d8+6/x3) or longbow +4 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightning Breath, Druidic Magic
Special Qualities: Elven traits, Dragon traits, Ranger Traits
Saves: Fort +2, Ref +1, Will –1*
Abilities: Str 22, Dex 16, Con 16, Int 14, Wis 14, Cha 17
Skills: Hide +1, Listen +4, Search +4, Spot +4, Survival +6, Knowledge Geography +6, Knowledge Nature +6, Climb +10, Jump +10, Craft Leather +6
Feats: Weapon Focus (longbow), Tracking
Alignment: Neutral good
Advancement: By Ranger
Level Adjustment: +3
Half Bronze Dragon-Wild Elf Traits (Ex): Possess the following racial traits.
· Str +8, Dex +2, Con +2, Cha +2.
· Medium size.
· An elf ’s base land speed is 30 feet.
· Natural armor improves by +4.
· Immunity to sleep spells and effects, Electricity and Paralysis effects, and a +2 racial saving throw bonus against enchantment spells or effects.
· (Not reflected in the saving throw modifiers given here.)
· Low-light vision, Darkvision 60.
· Bite damage: 1d6, Claw Damage: 1d4
· A half Bronze dragon has a 60-foot line of lightning Breath weapon. Usable once per day it deals 6d8 points of damage. A successful Reflex save (DC 13) reduces damage by half.
· Weapon Proficiency: Elves are automatically proficient with the Longsword, rapier, longbow, composite longbow, Shortbow, and composite Shortbow.
· +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
· Automatic Languages: Common, Elven, Draconic, Sylvan.

Ranger Traits:
· Favored Enemy: Aberrations
· Gain Tracking as free feat.
· Wild Empathy: Normal animal +4 /Magical Beasts +0
· Animal Companion: Wolf (Lupe’)

Spells Known:
Orisons: (May cast 5 Per day) Light, Mending, Purify food and Drink, Detect Magic.
1st Level: (May Cast 4 Per Day) Cure Light Wounds, Speak with Animals.

Equipment: (Full GP for 1st level Ranger)
2 Long Spears [15g]
Longbow [75g]
20 arrows [1g]
Leather armor [own make is half cost at 5g]
Back pack [own make is half cost at 1g]
10’ rope [1g]


I have lived for about 200 years in my little cave in Everwood. I have devoted what little time I have protecting the elven community there when I can, but most of my time is spent in contemplation of who and what I am. I was a normal elven child once but as time rolled on and I grew to maturity my skin and body changed. I went from a fair haired elven maiden to this draconic form in the space of a summer. I have not found much to keep me interested in anything until the "Whistler" entered my life. I saw the elves take him for trespassing in thier territory and they don't like Marshalls much after the incident a half century ago. Something about this winged elf drew me to him. I feel in my blood we are kindred some how. Now I am him guard and guide through the wilds and he my guide and guard through the cities. Even my wolf Lupe` likes him.

Description: Brahnz is a statuesque being. her skin is a light bronze color with actual scales along her back and down her arms and legs. Her feet are very draconian actualy being claws as well as her hands ending in wicked looking talons. Her face is not pretty. having a muzzle where he mouth should be. Her eyes are balls of liquid bronze and shine with an inner light. Just beyond the plates that start on her forehead is a cascade of metalic brown hairthat flows down her back. She has a small tail that is of no use whatsoever.

Brahnz normaly wears very little other than a halter top and short skirt.
Personality: Shy and a bit bashful she is always letting Whistler speak but has no trouble speaking her mind if she thinks he is wrong. She is very concious that she is the only "charitible" being in the group and feels a need to compensate for the others misdeeds.

Voice:Hello. I'm called Brahnz. Please cooporate or the others may kill you.
 
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Semm
Male Feral Half-Water Elemental Half-Orc Monk 1
Medium Outsider(Native)
Height: 7'1"
Weight: 545lbs
Scales: Blue to Green
Age: 3 years
Alignment: Neutral Evil
Homeland: ??
Patron Diety: None


Attributes
Str: 24 (+7)
Dex: 14 (+2)
Con: 16 (+3)
Int: 10 (0)
Wis: 18 (+4)
Cha: 11 (0)


Hit Dice: 1d8+3
HP: 11 [Max@1st]
AC: 23 [10 + 2 Dex + 4 Wis + 7 Natural) [+1 Dodge; Conditional]
Initiative: +2
BAB: +0 Grapple: +11
Melee: +7
Ranged: +2
Speed: 40’ , Swim 60'

Saves
Fort: +5
Ref: +4
Will: +6


Attacks-Weapons:
Unarmed +7 melee (Unarmed strike; 1d6+7; 20 x2);
---Flurry +5/+5 (1d6+7)
2 claws +7/+7 melee (Claw; 1d8+7; 20 x2);


Feats: Dodge (1st), Improved Grapple (Mnk1)

Skills:
Spot +6 [2 ranks]
Listen +6 [2 ranks]
Hide +6 [4 ranks]
Move Silently +6 [4 ranks]
Survival +5 [2 ranks, cc]


Languages - Common, Orc

Racial Qualities: Orc Blood, Darkvision 60', Fast Healing 2, Improved Grab, Claws (d8), Obscuring Mist 1/day

Spells per day: 5/3
Spells Known:
O: Create Water, Detect Magic, Know Direction, Touch of Fatigue
1st: Enlarge Person, Magic Fang

Class Qualities:
Monk:
--Bonus Feat (Improved Grapple)
--Flurry of Blows, Unarmed Strike


Possessions:
Wearing/Carrying
Wooden Holy Symbol(??), Manacles



In backpack/belt
N/A

Coin: 4gp

Description:Semm still displays a great deal of his animal heritage in the open. He lumbers, long arms nearly reaching the ground, from place to place. He sniffs at everyone he meets. He has no issues with heeding the call of nature wherever it may strike him. However, his keenly developed senses and newly-aquired appreciation for logical thought make him far more dangerous than he seems. Semm still wears Master's odd holy symbol as a reminder that he is shedding his animalistic tendencies. He also always keeps the manacles that once held him wrapped diagonally across his chest like a sash as a warning of what might happen if he fails to do so.

History: The man Semm came to call Master discovered the beast quite accidently. Initially, Master was Prey. Semm the Animal had roamed the wilderness its whole life, hunting game both large and small. When he at last plunged for this tasty-looking human, his Prey evaded him. Over and over until the animal simply ran out of energy. Then the oddest thing happened: The Prey began to play a little set of pipes.

The animal, even exausted as it was, was entranced. It followed the human all the way back to a little cottage far outside of its usual territory. There, as the seasons passed, the Prey became the Master. Semm was fed at first and treated like the animal he was, bound to a wall by a set of manacles and chain. Always the Master would speak to him and soon Semm began to speak back. Word by word, step by step, the animal became the man.

Master taught Semm of a whole new way to live. A way of the mind and then the muscle. Semm learned, slowly, to overcome the driving fear of death and starvation that had previously consumed him, living from one hunt to the next.

Until one day, during a thunderstorm (one of the magical ones that came from nowwhere; Semm is deeply afraid of thunder and lightning), the Animal came back. When Semm woke, he held Master's cold dead arm in his jaw. Master had been sleeping...

After fighting with his Animal for many days, his new mind won out. He took Master's odd necklace and his old manacles and made off for Someplace Else. He didn't care where. That was how he ended up in .... ?
 
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Whistler

Code:
[b]Name:[/b] "Whistler", Zadkiel T'lell-Galleinin, "Smokewielder"
[b]Class:[/b] Marshall
[b]Race:[/b] Half-Celestial, Half-Grey Elf
[b]Size:[/b] Medium Outsider (Native)
[b]Gender:[/b] Male
[b]Alignment:[/b] Lawful Neutral
[b]Deity:[/b] Justice
 
[b]Str:[/b] 14 +2 ( 4p.) [b]Level:[/b] 1 [b]XP:[/b] 0
[b]Dex:[/b] 12 +1 ( 2p.) [b]BAB:[/b] +0 [b]HP:[/b] 42 (1d8+4) (Bonus +30)
[b]Con:[/b] 18 +4 ( 6p.) [b]Grapple:[/b] +2 [b]Dmg Red:[/b] 5/magic
[b]Int:[/b] 18 +4 ( 6p.) [b]Speed:[/b] 30' [b]Spell Res:[/b] 11
[b]Wis:[/b] 17 +3 ( 5p.) [b]Init:[/b] +1 [b]Spell Save:[/b] +0
[b]Cha:[/b] 22 +6 (16p.) [b]ACP:[/b] -- [b]Spell Fail:[/b] --%
 
[b]Base Armor Shld Dex Size Nat Misc Total[/b]
[b]Armor:[/b] 10 +4 +0 +1 +0 +1 +0 16
[b]Touch:[/b] 12 [b]Flatfooted:[/b] 15
 
[b]Base Mod Misc Total[/b]
[b]Fort:[/b] +2 +4 +6 (+10 vs. Poison)
[b]Ref:[/b] +0 +1 +1
[b]Will:[/b] +2 +3 +5
 
[b]Weapon Attack Damage Critical[/b]
Elven Blade +2 1d8+2 18-20x2
Elven Longknife +2 1d4+2 19-20x2
Heavy Crossbow +1 1d10+0 19-20x2 120'
 
[b]Languages:[/b] Abyssal, Aquan, Auran, Celestial, Common, 
Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, 
Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
 
[b]Abilities:[/b]
[b]Marshall abilities:[/b]
Minor Aura: Motivate Wisdom
Whistler's allies enjoy a +6 bonus to Wisdom checks and any Handle Animal, 
Heal, Listen, Sense Motive, Spot, and Survival checks.
 
[b]Half-Celestial abilities:[/b]
+1 Natural Armor
[i]Daylight(Su)[/i] at will
[i]Smite Evil(Su) [/i]1/day. Bonus damage to evil foe, +1 (number of HD)
[i]Protection from Evil[/i] 3/day
[i]Bless[/i] 1/day
Darkvision out to 60ft
Immune to Disease
Damage reduction: 5/magic
Resistance to acid 10, cold 10 and electricity 10
Spell resistance: 11 (1HD + 10)
+4 racial bonus on Fortitude saves versus poison
 
[b]Gray Elf abilities:[/b]
+2 Intelligence, -2 Strength
Immune to [i]sleep[/i] spells and effects
+2 on saves versus enchantment spells or effects
+2 to Listen, Search and Spot checks
Automatic Search checks when passing within 5ft of concealed doors
 
[b]Scion-caster Cleric:[/b]
Spells known: 4/2
Spells per day: 5/5
Orisons: 
Detect Magic
Guidance
Mending
Read Magic
Level 1:
Command
Obscuring Mist
 
[b]Feats:[/b]
[b]Skill Focus, Diplomacy.[/b] +3 to Diplomacy checks.
[b]Combat Expertise.[/b] 
 
[b]Skill Points:[/b] 32 ((4+4[i]Int[/i])x4) [b]Max Ranks:[/b] 4/2
[b]Skills Ranks Mod Misc Total[/b]
Bluff (Cha)...............0 +6 +6
Diplomacy (Cha)...........4 +6 +3 +13 (Skill Focus +3)
Handle Animal (Wis).......0 +3 +3
Intimidate (Cha)..........0 +6 +6
Listen (Wis)..............1 +3 +2 +6
Ride (Dex)................1 +1 +2
Sense Motive (Wis)........4 +3 +7
Speak Language (ALL)......13 -- --
Spot (Wis)................1 +3 +2 +6
Survival (Wis)............0 +3 +3
Swim (Str)................0 +2 +2
 
Knowledge (Int)
Arcana..................1 +4 +6
Geography...............2 +4 +6
 
Perform (Cha)
Oratory.................1 +6 +7
Wind Instruments........1 +6 +7
 
Cross-class Skills, usable untrained
Appraise (Int)............0 +4 +4
Balance (Dex).............0 +1 +1
Climb (Str)...............0 +2 +2
Concentration (Con).......0 +4 +4
Craft (Int)...............0 +4 +4
Disguise (Cha)............0 +6 +6
Escape Artist (Dex).......0 +1 +1
Forgery (Int).............0 +4 +4
Gather Information (Cha)..0 +6 +6
Heal (Wis)................0 +3 +3
Hide (Dex)................0 +1 +1
Jump (Str)................0 +2 +2
Move Silently (Dex).......0 +1 +2 +3
Search (Int)..............0 +4 +4
Spellcraft (Int)..........1 +4 +5
Use Rope (Dex)............0 +1 +1
 
[b]Equipment: Cost Weight[/b]
Explorer's outfit............--gp 8lb
Signet Ring (Galleinin)...... 5gp --lb
Holy Symbol, wooden.......... 1gp --lb
Scale mail...................50gp 30lb
Elven Longknife (Smoke)......10gp 2lb
Elven Blade..................45gp 4lb
Crossbow, Heavy..............50gp 8lb
Bolts (2 cases)............ 2gp 2lb
 
Backpack..................... 2gp 2lb
Bedroll.................... 1sp 5lb
Flask (Whiskey)............ 1gp 2lb
Musical Instrument, Shawm.. 5gp 3lb
Sack (3)................... 3sp 1.5lb
Trail Rations (6 days)..... 3gp 6lb
Waterskin.................. 1gp 4lb
Beltpouch.................... 1gp .5lb
Flint and Steel............ 1gp --lb
Chalk (3).................. 3cp --lb
Whetstone.................. 2cp 1lb
Loose coin.................--gp --lb
Beltpouch.................... 1gp .5lb
Caltrops................... 1gp 2lb
 
[b]Total Weight:[/b]........................81.5lb 
 
[b]Lgt Med Hvy Lift Push[/b]
[b]Max Weight:[/b] 58 59-116 117-175 350 875
 
[b]Money:[/b] 214gp 269sp 30cp
 
[b]Age:[/b] 113
[b]Height:[/b] 6'3"
[b]Weight:[/b] 190lb
[b]Eyes:[/b] Amber
[b]Hair:[/b] Silver
[b]Skin:[/b] Gold-dusted white
Appearance/Background:
Whistler is tall. Tall and impossibly thin. It looks like a good stiff breeze would blow him over, but that couldn't be further from the truth. His eyes are golden, penetrating, watchful. He rarely blinks. His silver hair is short, nothing to get a fist-full of. His face is gaunt and hard, though the harsh planes of it are obscured in part by wide flaring sideburns. There is something powerful about him that goes beyond his elven nature, beyond his celestial heritage. Something formidable and dangerous.

A pewter Marshall's badge is threaded onto the band of a wide-brimmed gray hat that Whistler wears pulled low over his brow, shading his eyes. He wears a long, gray cloak with an overmantle and high collar. He has a functional, no-nonsense set of scale-mail armor that is worn over simple clothes in neutral tones, browns and grays. A crossbow and pack are slung over his shoulder, straps criscrossing his narrow chest. The hilt of an Elven longknife gleams menacingly from its scabbard on his right hip. This is Smoke, a blade passed down for generations, from Marshall to Marshall in the T'lell-Galleinin clan. Oppsosite Smoke is a wholly utilitarian elven blade. A pair of horribly mangled wings jut out of his back - they tremble in the wind, muscles atrophied and useless, gleaming white feathers, bent, broken and charred. Something terrible happened to those wings. Something that Zadkiel never speaks about. Something that put a tarnish on his shiny Marshall's badge. Something Zadkiel thirsts to avenge.

Brahnz is linked to this dark secret, though few know how or why, but Zadkiel is, rather needlessly, protective of the scaly lass. And her wolf companion, Lupe'.

Semm's Master was a friend of Zadkiel's, a mentor of sorts. Zadkiel suspects that Semm murdered the man, but at the old man's request he has not brought the creature to justice - against his better judgement. Because he cannot incarcerate Semm, Zadkiel feels responsible for the Feral's actions. He respects Semm's strength and power, and respects Semm's struggle, grudgingly admitting their striking likeness in that regard as Whistler fights to uphold the Law when, often as not, the Law does not satisfy justice.

At a glance:
Appearance: Zadkiel cuts a strangely serene figure, long grey coat billowing in the wind, hat drawn across his face, tattered wings fluttering behind. A no-nonsense elven longblade waits at his hip, ready to dispense The Law as needed.

Personality: Zadkiel smiles little, speaking in whispers. He whistles like he speaks, low and quiet. A penchant for always looking folk in the eye when he speaks to them has made many very nervous when confronted by the Marshall. Zadkiel always cracks his knuckles before a fight, as well as his neck.
 
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Tzzecct Oakshield Touched Insectile Dwarf Rogue 1st level

Str: 12 +1
Dex: 21 +5
Con: 19 +4
Int: 12 +1
Wis: 14 +2
Chr: 14 +2

Hit: 30 (3d8+12)
AC: 22 (10+ 2(natural) 5(dex) 3(def bonus) 2 armor)
Move: 20' Climb: 20'
BAB: 0 Melee: +1 Ranged: +5
Saves:
Fort: 4 Ref: +7 Will: +2
Feats:
Nimble Fingers (+2 disable device and Open Locks)
Abilities:
Tremorsense, 60' Darkvision
Spells: Per Day: 5/4 Known:4/2
0 level:
Detect Magic, Mage Hand, Flare, Resistance
1st Level:
Cure Light Wounds, Obscuring Mist
Skills:...........Rank:........Stat:...Mod.......Total:
Balance..........2..............5.....................7
Appraise.........2..............1.....................3
Bluff...............2..............2....................4
Disable Device...4.............1........2...........7
Escape Artist....2.............5.....................7
Hide................4.............5.....................9
Jump...............2.............1.....................3
Listen..............2..............2....................4
Search.............2..............1....................3
Spot................2..............2.......4............8
Use Magic Dev...2..............2....................4
Move Silently.....4..............5....................9
Open Locks........4..............5.......2...........11
Know (Ritual)......2..............1...................3

Equipment:
Shortbow (45gp) 1d6 (20/x3) 60' 2#
40 Arrows (2gp) 2#
Short Sword (15gp) 1d6 (19-20/x2) 2#
Dagger(1gp) 1d4 (19-20/x2) 1#
Leather Armor (25gp) +2AC 15#
Thieves Tools (30gp) 1#
Backpack (2gp)2#
Silk Rope 50' (10gp) 5#
Whetstone (2cp) 1#
Waterskin (1gp) 4#
Travelers Outfit (1gp) 5#
3 Days Trail Rations (15gp) 3#

total Carried: 43# Money left:66gp 4sp 8cp

Description:
Tzzect stands about 4'2" if he deceided to actually stand on his legs. He likes to keep low to the ground feeling the earth beneath his other 4 arms (besides which gives him a lower profile in case of trouble) which end in clawed talans. His insectoid body is bee like in appearance with large multifaceted eyes and long antennae perched behind his eyes, his body covered in black and red stripes. Strangley enough his dwarven heritage resulted in his lower half of his head being that of a dwarf with a normal functioning jaw structure compleate with a partial beard.
Personality:
Generally friendly with all those he meets, he tries to overcome the reaction which his appearance usually gets. He loves the feel of the earth always stays as close as possible to it. He does not like the feel of water, fortunatly his chitonous form provides little to which dirt can stick (he does clean himself with his claws between his plates...)
 
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Name: "Mantis", Gabriel Lanshorn
Class: Fighter
Race: Insectile Feral Human
Size/Type: Medium Aberration
Gender: Male
Alignment: Neutral
Deity: Warriors/Mercenaries

STR:19 (+4) 13p
DEX:17 (+3) 8p
CON:16 (+3) 6p
INT:10 (+0) 6p
WIS:12 (+1) 0p
CHA:14 (+2) 6p

Level:1
XP:0/1000
HP:40 (1d10+3+27)
BAB:+1
Grapple:+5
Init:+4
Spd:40' walk, 30' climb
AC:25 (+4 armor, +3 Dex, +8 Natural) (Touch:13, Flat-footed:22)
SV:Fort +5, Ref +4, Will +1

Atk:
Light Pick +6 (1d4+4 melee, 20/x4); or
Dart +4 (1d4+4 ranged, 20/x2); or
Claw +5 (1d6+4 melee, 20/x2)

Full Attack:
light pick +4 (1d4+4 melee), and 3 light picks +4 (1d4+2 melee); or
dart +2 (1d4+4 ranged, 20 ft), and 3 darts +2 (1d4+2 ranged, 20 ft); or
claw +3 (1d6+4 melee), and 3 claws +3 (1d6+2 melee)

Languages: Common

Abilities:
Fighter abilities:
Bonus Feats x1

Feral abilities:
Speed +10'
6 Natural Armor
Improved Grab (Ex)
Darkvision 60'
Fast Healing 2
+4 Str, -2 Dex, +2 Con, -4 Int, +2 Wis

Insectile abilities:
Climb Speed
+2 Natural Armor
Tremorsense (Ex) 60'
Wide Vision (Ex): +4 spot, cannot be flanked
-2 Str, +4 Dex, +2 Wis

Human abilities:
Bonus Feat
Bonus Skills

Scion:
Spells known: 4/2
Spells per day: 5/4

Level 0:
-Prestidigitation
-Purify Food/Drink
-Mage Hand
-Ghost Sound
Level 1:
-Bless
-Divine Favor

Feats:
Quick Draw
Multiweapon Fighting
Weapon Focus: Light Pick

Skills:
Skill Points: 12 ((3+0Int)x4) Max Ranks: 4/2

Intimidate +6
Jump +6
Spot +7

Equipment:
Traveler's outfit (Free)
Chain Shirt (100 gp)
Light Pick (4) (24 gp)
Dart (8) (4 gp)

Backpack (2 gp)
Bedroll (1 sp)
Sack (1 sp)
Trail Rations (6 days) (3 gp)
Waterskin (1 gp)

Beltpouch (1 gp)
Flint and Steel (1 gp)

Total Weight: 72lb

Encumberance:
Light: 116
Medium: 233
Heavy: 350
Lift: 700
Push: 1750

Money: 52gp 8sp

Age: 19
Height: 6'0"
Weight: 213lb
Eyes: Freakishly large green eyes with black pupils and no sclera
Hair: Black Tufts and Bristles
Skin: Dark Green Carapace with Black Spots

Appearance: He would stand taller, but he perpetually walks low and balanced like he is ready to spring into action. This freakish humanoid has a oddly shaped head with overly huge eyes lacking any whites, just pale green with solid black pupils.

He wears a split down the back doeskin over coat that is segmented to hang over his secondary arms when not needed and still allow for movement when decisive action is required. Armbands around each upper arm hold throwing darts while serrated picks hang from loops about his person.

Little is left of him that makes him resemble a humanoid any longer. Thick dark green carapace covers him now and his hands have become exaggeratedly wicked claws with chitonous barbs on his forearms.

When covered he looks like some strange monster in a poncho. The clicks and pops of his speech does little to help this.

Personality: Direct and blunt he tends to say what he means and do what he says. He has little patience for stalling and when diplomacy is the most expedient way to solve things he is not adverse to it, but he'd just as soon do something rather than talk about doing something.

Having lost his former life and friends he is somewhat fearless now having nothing left to lose. He enjoys being around others of his kind as their companionship reminds him of his humanity.

Mantis has developed an appaling taste for living flesh. Dead meat will suffice though, the more fresh the better.
 
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HP Clarifications...

I gave you all 3 Bonus D8 Hit Dice+Con for them.
This is in addition to your Class die (which is maxed).

So, the HP should read for each character

Semm :38
Tzzarcct:40
Mantis:40
Branhz:36
Zadkiel:42

Forgive incorrectly spelled names, it is late.


Ferretguy: What sort of bug are you anyway?


All:I would like a brief (one or two sentences) description of what folks see when they encounter your character.

As well, 2 or 3 personality descriptors/quirks for your character.

Ex: Zadkeil cuts a strangely serene figure, long grey coat billowing in the wind, hat drawn across his face,tattered wings fluttering behind.
A no-nonsense longsword waits at his hip,ready to dispense the Law as needed.

Personality:Zadkiel smiles little, speaking in whispers.A penchant for always loking those in the eye when he speaks to them has made many very nervous when confronted by the Marshall. Zadkiel always cracks his knuckles before he anticipates a fight, as well as his neck.


Something along those lines in your character (RG) post.
 

Semm...
 

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Kids on the Road

I built them both on a fun 'Professional Kid' Template that I had in my mind.
A toughened one, boys forced to learn to hunt and survive in a Harsh World.

Derry <25 pt NPC>
Human Male, Age 12
Level 1 Expert (Hunter)
Str 10 Dex 15 Con 12 Int 12 Wis 14 Cha 10
HP 7 Fort +1 Ref +2 Will +3 Init +2
AC 14/12 flat/13 touch Move 30
Feats:Martial Weapon:Longbow,Self-Sufficient <+2 Heal and Survival>
Small Sized: +4 Hide,+1 AC,Attack Bonus. Human Traits.

Class Skills<28 Pts> :
Animal Handling 2/+
Climb 3/+3
Heal 2/+5
Hide 3/+9
Listen 3/+4
Move Silently 3/+4
Profession-Hunter 3/+4
Search 2/+2
Spot 3/+4
Survival 4/+7

Small Sized Longbow +3 1D6 110' 20/X3
Hunting Knife +1 1D4 10' 19-20/X2
Rock +3 1D4 20' Increments 20/X2
Light Leathers (equal to padding,AC +1)
7 arrows

Wallam <25 Pt NPC>
Human Male Age 9
Level 1 Explorer (Scout)
Str 9 Dex 14 Con 12 Int 15 Wis 12 Cha 10
HP 7 Fort +1 Ref +2 Will +3 Init +2
AC 14/12 flat/13 touch Move 30'
Feats:Alertness,Investigator
Small Sized +4 Hide,+1 AC and Attacks. Human Taits

Class Skills (36 points)
Climb 4/+3
Escape Artist 4/+6
Gather Information 3
Hide 3/+9
Listen 4/+7
Move Silently 4/+6
Search 4/+8
Sense Motive 2
Spot 4/+7
Survival 4/+5

Big Slingshot (sling) +3 1D4 50' Increments 20/X2
It was Uncle Jed's...
Little Knife +0 1D3 10' Increment 19-20/X2
Wears light leathers (padding)
 

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