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Tusk, Half-Orc Ranger

Code:
Name: Tusk
Class: Ranger (Guide)
Race: Half-Orc
Size: Medium
Gender: Male
Alignment: True Neutral
Deity: Spiritist
 
Str: 16 +3 (05pts.)     Level: 1        XP: 0
Dex: 14 +2 (05pts.)     BAB: +1         HP: 13 (1d10+2+1)
Con: 14 +2 (05pts.)     CMB: +4         CMD: 14
Int: 10 +0 (00pts.)     Speed: 30'      Dmg Red: none
Wis: 14 +2 (05pts.)     Init: +0        Spell Res: 0%
Cha: 09 -1 (-1pts.)     ACP: -0        Spell Fail: n/a (divine)

Fav lev bonuses added to HP  

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +3    +0    +2    +0    +0    +0    15
Touch: 12              Flatfooted: 13
 
                         Base   Mod  Misc  Total
Fort:                      2    +2   +0     +4
Ref:                       2    +2   +0     +4
Will:                      0    +2   +0     +2

Weapon                  Attack   Damage  Critical Range
Earthbreaker              +4     2d6+4      x3
Longbow                   +2     1d8+0   19-20x2  100'

Languages: Common, Orc, Polyglot
 
Half-Orc Racial Abilities:
* +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability
score of their choice at creation to represent their varied nature.
* Medium: Half-orcs are Medium creatures and have no bonuses or
penalties due to their size.
* Normal Speed: Half-orcs have a base speed of 30 feet.
* Darkvision: Half-orcs can see in the dark up to 60 feet. See Vision and
Light.
* Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks
due to their fearsome nature.
* Orc Blood: Half-orcs count as both humans and orcs for any effect
related to race.
* Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points
but not killed, he can fight on for one more round as if disabled. At the end
of his next turn, unless brought to above 0 hit points, he immediately falls
unconscious and begins dying.
* Weapon Familiarity: Half-orcs are proficient with greataxes and falchions
and treat any weapon with the word “orc” in its name as a martial weapon.
* Languages: Half-orcs begin play speaking Common and Orc. Half-orcs
with high Intelligence scores can choose from the following: Abyssal,
Draconic, Giant, Gnoll, and Goblin.

 
Class Abilities:
Ranger's Focus, Wild Empathy, Track
 
Feats:
• Simple Weapon Proficiency(all) - Ranger
• Martial Weapon Proficiency(all) - Ranger
• Armor Proficiency(light) - Ranger
• Armor Proficiency (medium) - Ranger
• Shield Proficiency - Ranger
• Track - Ranger
• Razortusk - Level 1
 
Skill Points: 6 (6 + INT mod/level) Ranks: 4
Heal 1 (+6)
Intimidate 1 (+5)
Perception 1 (+6)
Stealth 1 (+6)
Survival 1 (+6)
Swim 1 (+7)


Equipment:                                             Cost  Weight
Traveler's Outfit                                      free     0lb

Backpack                                                 2gp    2lb
-torches(4)                                              4cp    4lb
-waterskins(2)                                           2gp    8lb
-rations,trail(4days)                                    2gp    4lb
-rope(50',hempen)                                        1gp   10lb
Bedroll                                                  1sp    5lb
Belt Pouch                                               1gp   .5lb
-flint&steel                                             1gp    ---
-whetstone                                               2cp    1lb
- 2 potion:cure light wounds(1d8+1)                    100gp  .50lb

gold cost: 59,16  weight:

and:
Earthbreaker 40gp
Spiked Wooden Armor 70gp
Dagger 1gp
Longbow 75gp
Arrows, blunt (20) 2gp
[SIZE=2][URL="http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ammunition/ammunition-bow-arrow-durable"]Arrow(s),  durable[/URL] [/SIZE] (40) 2gp
 
Total Weight: ?lbs      Money:  0gp  8sp  4cp
                         
                           Lgt   Med   Hvy  Lift O.H./O.G. Push
Max Weight:                
 
Age: 21
Height: 6'1"
Weight: 270lbs.
Eyes: Brown
Hair: Black
Skin: deep tan
Traits:
Armor Expert
Jungle Fighter
Boarded in Mwangi Expanse - Add Polyglot language and +1 to Knowledge Nature (Jungle)

[sblock=Background]
No one knows where he came from, as a young man suddenly appeared in a Mwangi outpost. His skin was very dark and painted in strange symbols. His only possession were a tattered leather armor. He lived in the outskirts and quickly learned the common tongue. Even as he became part of the community, working as a guide for hire, he refused to speak about his past. His name is not the one he has given anyone, but the nickname that stuck most. Why he wants to go on board of the Jenevire? No one knows.
[/sblock]
 

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This is what I have so far, stuck on skills though before I do my feats and traits

Code:
Name: Tiriol
Race Half Elf
Class Fighter
Size: Medium
Gender: Male
Alignment: Chaotic Good
Languages: Common and Elven
Age: 31 (20+2d6 (11))
Height: 5'8
Weight: 185 (110 + 2d8*5(75))
Eyes: violet
Hair: Rustic Brown
Skin: Dark Tan
------------------
Pezzack, Cheliax is port city

Deity:
------------------

ABILITY SCORES

Point buy system (20)

Str: 15 (7 pts) +2 bonus   
Dex: 14 (5 pts) +2 bonus  
Con: 16 (5 pts +2 from racial bonus) +3 Bonus    
Int: 10                 
Wis: 10 (+2 all perception checks)                  
Cha: 13 (3 pts) +1 Bonus

TO HIT BONUS: +2 (str) +1 (fighter) = +3
------------------
HP: 10 +1 (favored class) + 3 (con) = 14   (1d10)
Level: 1        XP: 0

Speed: 30' (20' in armor)
Initiative Bonuses: +2 (dex)
------------------
Combat Manuever

CMB:   5       
CMD:  10+ 3(to hit) +2 (str) +2 (dex)= 17
------------------       
TRAITS (3):

1) Campaign:  Boarded in Cheliax: begin the campaign 
with a detailed map of the Mwangi Expanse (this grants +2 competence bonus 
on all Knowledge [geography] 
checks made regarding this region) and 200 gp 
worth of mundane equipment to aid your 
exploration of the jungle.
2) Armor Expert (-1 armor penalty)
3) Deft Dodger (+1 reflex)

RACIAL TRAITS:

* Low light Vision
* +2 to one ability score (CON in my case)
* Skill Focus as a feat
* Immune to magic and sleep +2 save vs enchantment spells and effects
* +2 on all Perception checks
* TWO favored classes (I pick Fighter and Rogue)
* Speak Common and Elven

------------------
FEATS (bonus feat for being a fighter, 1 feat to start, 1 HE feat):
*Skill Focus (for being Half Elf) Climb
*Dodge (+1 dodge to AC)
*Power Attack

------------------
Armor Class:  18 (10+armor 5 +dex 2 +1 dodge) 19 with shield                         
Touch:             
Flatfooted:

Fort:   +5 (con bonus plus fighter bonus)
Ref:    +2 (dex) +1 Deft Dodger trait = +3 (-3 in armor,-4 with shield)           
Will:     0 (wis)             
------------------
Class Abilities:

The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), 
Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), 
Profession (Wis), Ride (Dex), Survival (Wis), 
and Swim (Str).
+1 attack bonus, +2 FORT save at level 1
Proficient with all armor and simple and martial weapons
------------------
Skill Ranks: 2
                 
Climb (3) (from skill focus feat)
Craft
Handle Animal
Intimidate (1)
Knowledge Dungeoneering
Knowledge Engineering
Profession
Ride
Survival (1)
Swim
------------------
GEAR                                                     

Backpack (free)  2lbs
in backpack: 50' of hemp rope (free) 10 lbs
in backpack: 3 torches (free) 3 lbs

Bedroll (free) 5lbs

Scale Mail    (-3 save dex and str), +5 armor) 50gp      30lbs

5 days of trail rations (free) 5lbs

Flint and steel (free)

Area Map (free) 2 lbs +1 circumstance bonus on Survival checks 
made to navigate in the wilderness. It also can be used to 
grant the same bonus on Knowledge (dungeoneering) 
checks made to navigate underground.

WEAPONS 
*Longsword 15gp 4lbs. 1d8 19–20/x2
*Longbow 75 gp 3lbs.    1d8      x3 
*20 armor piercing arrows 20gp  3lbs. (+1 bonus to attacks rolls against targets 
that have an armor or natural armor bonus)
Shield, light steel 9gp 6lbs +1 armor bonus -1 check penalty

Total Weight:  73 lbs.     

Money: 131 gp (+200 free gear) 
                        
                              Lgt   Med   Hvy  Lift O.H./O.G. Push
Max Weight:
 
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[sblock=Katilla]
Code:
[B]Name:[/B] Katilla
[B]Class:[/B] Druid(1)
[B]Race:[/B] Half-Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral
[B]Deity:[/B] 
 
[B]Str:[/B] 14 +2 (05p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 10 +0 (00p.)     [B]BAB:[/B] +0         [B]HP:[/B] 10 (1d8)+2
[B]Con:[/B] 13 +1 (03p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] 
[B]Int:[/B] 12 +1 (02p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 18 +4 (10p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +X
[B]Cha:[/B] 10 +0 (00p.)     [B]ACP:[/B] -5         [B]Spell Fail:[/B] 35%

[b]CMB:[/b] 2                [b]CMD:[/b] 12
 
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +2    +0    +0    +0    +0    16
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 16
 
                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1    +0    +3
[B]Ref:[/B]                       0    +0    +0    +0
[B]Will:[/B]                      2    +4    +0    +6
 
[B]Weapon                  Attack   Damage     Critical[/B]
Dagger                    +2     1d4+2      19-20/x2
Dagger (Thrown)           +0     1d4        19-20/x2 10'
Quarterstaff              N/A    1d6+3      20/x2
Scimitar                  +2     1d6+2      18-20/x2
Sling                     +0     1d4+2      20/x2 50'
 
[b]Languages:[/b] Common, Druidic, Elven, Polyglot, Sylvan
 
[b]Racial Traits[/b]
Adaptability
Elf Blood
Elven Immunities
Immunity To Magical Sleep
Keen Senses
Multitalented

[b]Class Features[/b]
Animal Companion
Nature Sense
Orisons
Spontaneous Casting
Wild Empathy

[b]Traits[/b]
Ekujae Reflexes              - +2 to Init
Sacred Touch                 - Automatically Stabilise a dying creature
Boarded in Mwangi Expanse    - Add Polyglot language and
                               +1 to Knowledge Nature (Jungle)

[b]Feats[/b]
Skill Focus (Perception)
Spell Focus (Conjuration)

[B]Skill Points:[/B] 5       [B]Max Ranks:[/B] 1/1
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Handle Animal              1    +0    +3    +4
Heal                       1    +4    +3    +8
Knowledge (Nature)         1    +1    +5    +7
Knowledge (Nature)-Jungle) 1    +1    +6    +8
Perception                 1    +4    +8    +13
Survival                   1    +4    +5    +10
 
[b]Equipment                                Cost   Weight[/b]
Backpack                                 2gp    2lbs
- Bedroll                                1sp    2lbs
- Blanket (Winter)                       5sp    2lbs
- Sunrod                                 2gp    2lbs
- Soap (per lb.)                         5sp    2lbs
Dagger                                   2gp    1lbs
Hide                                     15gp   25lbs
Explorer's Outfit                        0cp    8lbs
Pouch (Belt)                             1gp    0.5lbs
- Bullets, Sling (10)                    1sp    0lbs
- Candle                                 1cp    0lbs
- Chalk (1 Piece)                        1cp    0lbs
- Chalk (1 Piece)                        1cp    0lbs
- Fishhook                               1sp    0lbs
- Fishhook                               1sp    0lbs
Pouch (Belt)                             1gp    0.5lbs
Quarterstaff                             0cp    4lbs
Scimitar                                 15gp   4lbs
Shield, Heavy Wooden                     7gp    10lbs
Sling                                    0cp    0lbs
 
[B]Total Weight:[/B]63 lbs.      [B]Money:[/B] 71gp, 5sp, 7cp Gems:
 
                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 58   116   175
 
[B]Age:[/B] 27
[B]Height:[/B] 6' 1"
[B]Weight:[/B] 140 lbs.lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Light brown
[B]Skin:[/B] Dark Brown
[/sblock]
[sblock=Appearance]You see a tall, very slender, dark skinned woman. She has long, light brown hair and sparkling blue eyes. Although she is not beautiful, she is attractive in a boyish way. Looking closely you can see that her ears and eyes indicate that she has soom elven ancestry. She is wearing hide armor covered by a dark green cloak. The more perceptive amongst you would guess she is a druidess. The clincher being the small cheetah by her side.[/sblock]
[sblock=Background]The Mzambu are a small Zenj tribe living in a single village in the Mwangi jungle. The Mzambu are an unusual tribe in that, while most tribes have a male witchdoctor, they have a wise woman.

Katilla is the last of a long line of wise women who have lived and tended the Mzambu people far back into antiquity. Traditionally each of the wise woman had a single daughter, who sheraised alone in the ancestral hut, located about a mile from the village.

Katilla was born exactly at midnight on mid-summer's eve, the younger of
identical twins. Although twins, the daughter two could not be more different, Aidil is a typical Zenj, short, slender with wiry black hair, in fact she bears a close resemblance to her mother. On the other hand, Katilla was obvious a throwback on her fathers side being tall and even more slender than her sister, she also had distinctive half elven features.

Katilla's birth time proved to be auspicious as even before she could walk she proved to have a greater affinity with nature, with birds singing to her and small mammals visiting her in her crib.

Whether this was a portent or not is still not clear. However, her
mother Elasia saw it as a solution to her dilemma and so Katilla was sent to the druidess Kara to be train as a priestess of nature while Aidil was trained as her mum's successor.

Time passed. Katilla traveled around the Mwangi Expanse along with her mistress. learning the ways of nature. Eventually, Katilla achieved womanhood and was finally initiated into the druidic order.

Katilla's initiation involved her traveling alone to meet the Archdruid, where she took her oaths and received the secrets that are only reviled to initiates. Katilla boarded the Jenivere at Sengor enroute to Sargava, where she was to meet up with Kara.[/sblock]
[sblock=Animal Companion]
Code:
[B]Name:[/B] Shere Khan
[B]Class:[/B] Animal(2)
[B]Race:[/B] Cat, Small (Cheetah)
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B]

[B]Str:[/B] 12 +1           [B]Level:[/B] 2        [B]XP:[/B] 0
[B]Dex:[/B] 21 +5           [B]BAB:[/B] +1         [B]HP:[/B] 21 (2d8)+5
[B]Con:[/B] 13 +1           [B]Grapple:[/B] +2     [B]Dmg Red:[/B]
[B]Int:[/B] 2 -4           [B]Speed:[/B] 50'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 12 +1           [B]Init:[/B] +5        [B]Spell Save:[/B] +X
[B]Cha:[/B] 6 -2           [B]ACP:[/B] +0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +5    +1    +1    +0    17
[B]Touch:[/B] 16              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +1    +0    +4
[B]Ref:[/B]                       3    +5    +0    +8
[B]Will:[/B]                      0    +1    +0    +1

[B]Weapon                  Attack   Damage     Critical[/B]
Bite                      +3     1d4+1      20/x2
Claws                     +3/+3  1d2        20/x2

[b]Racial Traits[/b]
Scent
Trip

[b]Tricks[/b]
Attack
Attack II
Come
Defend
Down
Guard
Track

[b]Companion Features[/b]
Link
Share Spells

[b]Feats[/b]
Toughness

[B]Skill Points:[/B] 2       [B]Max Ranks:[/B] 2/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Perception                 1    +1    +3    +5
Stealth                    1    +5    +7    +13
[/sblock]
[sblock=Spells]
Ths Shipboard spells are the ones Katella was carrying whilst on the ship. She will change to the Island spell list at the first oppotunity.
[sblock=Current (Shipboard) Spells]
Orisons
- Detect Magic
- Guidance
- Stabalize

1st level Spells
- Cure Light Wounds
- Touch ofthe Sea[/sblock][sblock=Island Spells]
Orisons
- Detect Magic
- Create Water
- Stabalize

1st level Spells
- Entangle
-Goodberry[/sblock][/sblock]
 
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Code:
[B]Name:[/B] Siquit Inivie  
[B]Class:[/B] Summoner (Favored, +1 skill)
[B]Race:[/B] Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] None

[B]Str:[/B]  8  -1 (0p.)      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 16  +3 (5p.)      [B]BAB:[/B] +0         [B]HP:[/B] 10/10 (1d8+2)
[B]Con:[/B] 14  +2 (5p.)      [B]CMB:[/B] +0         [B]ACP:[/B] -1 
[B]Int:[/B] 10  +0 (0p.)      [b]CMD:[/b] 11         [B]Spell Res:[/B] -
[B]Wis:[/B] 10  +0 (0p.)      [B]Speed:[/B] 20'      [B]Spell Save:[/B] -
[B]Cha:[/B] 18  +4 (10p.)     [B]Init:[/B] +5        [B]Spell Fail:[/B] -

Max -2 HP option after level 1

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +0    +3    +1    +0    +0   17
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 14



                         [B]Base   Mod  Misc* Total[/B]
[B]Fort:[/B]                      0    +2    +1   +3
[B]Ref:[/B]                       0    +3    +1   +4
[B]Will:[/B]                      2    +0    +1   +3

* Halfling Luck: +1 racial all saves
Special: +2 save vs. fear
Special: +2 save vs. illusions
Special: +2 save vs. poison
Immune to spider vine poison



[B]Weapon                  Attack   Damage*    Critical[/B]
Dagger....................+0.....1d3-1.........19-20/x2
Dagger, thrown............+4.....1d3-1.........19/20/x2, range 10 ft.
Light Crossbow............+4.....1d6...........19/20/x2, range 80 ft.

[B]Languages:[/B] 
Common
Halfling

[B]Abilities:[/B]

--Halfling--

* +2 Dex, +2 Cha, -2 Str
* Small (+1 AC & attack, -1 CMB & CMD, +4 Stealth)
* Slow speed (20')
* Fearless: +2 vs. fear (stacks with Halfling Luck)
* Halfling Luck: +1 all saves
* Keen Senses: +2 Perception
* Sure-Footed: +2 Acrobatics and Climb
* Weapon Familiarity: "halfling" weapons count as martial
* Languages: Common and Halfling
* Bonus Languages: Dwarven, Elven, Gnome, Goblin
* Choose favored class (Summoner, +1 SP) 

--Summoner--

* Simple weapon proficiency
* Light armor
* No arcane spell failure with light armor
* Arcane spells (save Cha-based):
     ~Known: cantrips(4), 1st (2)
     ~Per day: cantrips at will, 1st (1+1)
* Eidolon (Baloguai - details below)
   Summon with 1 minute ritual
   Dismiss as standard action
   Link
   Share Spells
* Life Link: give HP to eidolon to prevent banishment by damage
* Summon Monster 1 (3 + 4 Cha / day) 
      Standard Action
      Lasts 1 minute / level

[b]Traits:[/b]
Reactionary (+2 initiative)
Skeptic (+2 save vs. illusions)
Boarded Mediogalti: +2 save vs. poison & immunity to spider vine poison

[B]Feats:[/B] 
Eschew Materials

[B]Skill Points:[/B] 3       [B]Max Ranks:[/B] 1
[b]Skills                   Ranks  Mod  Class  ACP  Misc  Total[/B]

--Class (+3 bonus)--
Ride.......................1....+3....+3....-1..........+6
Spellcraft.................1....+0....+3................+4
Use Magic Device...........1....+4....+3................+8
Perception.................0....+0....+0..........+2*...+2
Acrobatics.................0....+3....+0....-1....+2*...+4
Climb......................0....-1....+0....-1....+2*...+0
Stealth....................0....+3....+0....-1....+4**..+6

* +2 racial
** +4 size

[B]Equipment:               Cost  Weight[/B]

--Worn / Carried--
Std Lth Armor.............25gp...10lb

Dagger.....................2gp...1/2lb
Light Crossbow............35gp....2lb
Bolts (10).................1gp...1/2lb

Backpack...................2gp....1lb
Signal Whistle.............8sp....--
Hot Weather Outfit.........8gp....4lb


--In Backpack--
Trail rations x 4..........2gp....1lb
Flint and steel............1gp....--
Waterskin..................1gp....1lb
Sunrod x2..................4gp....2lb
Traveler's outfit.........free....--


[B]Total Weight:[/B]22lbs      [B]Money:[/B] 2pp 18gp 2sp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                26   53   80   160   400

[B]Age:[/B] 24
[B]Height:[/B] 3'0"
[B]Weight:[/B] 32 lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blonde
[B]Skin:[/B] Tan

[sblock=Appearance]Slightly shaggy hair and clothes that are often slightly askew are overshadowed by Siquit's big, bright eyes and winning smile.[/sblock]
[sblock=Background]Siquit has always had a rabid curiosity about the unknown, if not always the common sense to keep out of the trouble such curiosity so often brings. His natural charms usually let him talk his way out of trouble, but he quickly learned to jump and run when they couldn't.

Due in equal parts to his interests and his need to flee the scene of unintended mischief, Siquit became something of a wanderer, bouncing from town to town looking for his next new thrill. Eventually he discovered his own magical talents, but when a run-in with a local illusionist ran awry ("I only said that silly lights don't seem very exciting!"), Siquit realized his interests were more corporeal.

It was in pursuit of 'magic he could touch' that Siquit managed to summon Baloguai, a rather aloof magical creature with whom he nonetheless discovered a profound bond. Together the two have continued Siquit's journey, moving ever deeper into the unknown.

Most recently, the small halfling wound up in Mediogalti, both fascinated and frightened of the types who call the place home. He hoped he might learn enough about the poisons so prevalent there that he might teach Baloquai to create them. So far, he's had no real luck, though a few accidental doses have made him more cautious and less susceptible to the effects of such toxins.

Despite his lack of success on the toxin front, when Siquit heard of the fascinating creatures in the Mwangi Expanse, he couldn't resist. He arranged for passage on the Jenivere, and now looks forward to the myriad forms he and Baloquai might discover in the exotic locale.

[/sblock]

[sblock=Notable NPCs]
Aerys Mavato: half-elf tending to seclusion
Alizandru Kovack: Chelish ship captain
Alton Devers: First mate
Gelik Aberwhinge:Magnimar gnome
Ieana: Varisian scholar looking to explore ruins
Ishirou:Tian human
Jask Derindi: Prisoner aboard ship
Rambar Terillo:Ship's cook
Sasha Nevah: human boarding in Ilizmagorti


[/sblock]


[sblock=Spells Known]Cantrips (4)(at will, DC 14): Daze, Detect Magic, Mending, Light
1st level(2)(2/day, DC 15): Mage Armor, Endure elements[/sblock]

[sblock=Eidolon]
Code:
[B]Name:[/B] Baloguai
[B]Class:[/B] Outsider
[B]Race:[/B] Eidolon
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral

[B]Str:[/B] 14 +2           [B]Level:[/B] 1        
[B]Dex:[/B] 14 +2           [B]BAB:[/B] +1         [B]HP:[/B] 9 (1d10+1)
[B]Con:[/B] 13 +1           [B]CMB:[/B] +3         [B]Dmg Red:[/B]
[B]Int:[/B] 7  -2           [b]CMD:[/b] 15         [B]Spell Res:[/B] 0
[B]Wis:[/B] 10 +0           [B]Speed:[/B] 40', Climb and swim 40'
[B]Cha:[/B] 11 +0           [B]Init:[/B] +2        

Max -2 HP option

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +0    +3    +0    15
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1    +0    +3
[B]Ref:[/B]                       2    +2    +0    +4
[B]Will:[/B]                      0    +0    +0    +0

[B]Weapon                  Attack   Damage     Critical[/B]
Bite                      +3     1d6+2      20/x2
Claws (2)                 +3     1d4+2      20/x2

[b]Languages[/b]
Common
Halfling

[b]Eidolon Features[/b]
* Darkvision 60'
* Link
* Share Spells
* Evolution pool (3)
* Class skills: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex), + 4 caster choice (Intimidate, Climb, Survival, Swim). eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

[b]Evolutions[/b]

Free (quadruped base form): Bite, Limbs (legs) (2)
Extra evolutions (3 point pool): Swim (1), Claws (1),  Climb (1)

[b]Feats[/b]
Improved Natural Armor

[B]Skill Points:[/B] 4       [B]Max Ranks:[/B] 1
Skills                   Ranks  Mod  Class Special Total[/B]
Climb                      0    +2           +8*    +10
Intimidate                 1    +1    +3            +5
Perception                 1    +0    +3            +4
Stealth                    1    +2    +3            +6
Survival                   1    +0    +3            +4
Swim                       0    +2           +8*    +10

* +8 racial bonus (climb / swim speeds)

[sblock=Description]When they first met, Baloguai was quite plain, but Siquit's meddling has changed that considerably. About the size of a bulky wolf with similarly-shaped legs, Baloguai generally has a lizard-like appearance, though one cobbled from different sources. His striped body has the basic bulk and shape of a chameleon with a collapsible frill standing up along his spine. His head is something like a horned lizard. His clawed feet sport obvious webbing, and he has a wide, rudder-like tail a bit like a tadpole or the back end of a moray eel. Generally, his iridescent scales give him a blue-green coloration, though this can and does shift depending on his mood and surroundings.[/sblock][/sblock]

[sblock=Character sketch]
SiquitColors.jpg
[/sblock]
 
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this is a work in progress.

Brother Friedrich von Lachmere boarding the shp from Senghor in the Mwangi Expanse



Code:
MONK 1

st 13  +1     AGE
dx 14  +2     BAB +0
cn 13  +1     CMB +2
in 14  +2     CMD +4
ws 15  +2     INIT +2
ch 11  +0     HP 9

saves:   base abil misc  total
Fort     2     1     x     +3
ref      2     2     x     +4
will     2     2     x     +4

lacks social skills as he is very reclusive and book wormish 
but not with out his physical studies.

[sblock=Feats]
FEATS
(H)Agile Manuvers dex for cmb instead of str
(CL1)Belier’s Bite Combat type pre req: Improved Unarmed Strike.
Benefit: +1d4 bleed damage with unarmed strikes.
(M1) Improved trip ( do not provoke an AOO. In addition, you +2 bonus to trip.
Also a +2 bonus to CMD Vs.atrip.

Traits:
Anatomist (combat) You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer.

Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.


Cliff Jumper
You spent your early years exploring and foraging along the coastal cliffs.

Benefit: You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.

[/sblock]
Code:
[b]combat[/b]
Note: +1 to confirm crit (Anatomist trait)
[B]WEAPON             ATT DAM       CRIT RNG TYPE[/B]
unarmed Strike     +1  d6+1        X2 --B
Flurry o blows     +0  d6+1/d6+1 X2 -- B
brass knuckles     +1  1d3+1      X2 -- B
Hanbo              +1  1d6+1      X2 --  B + trip  (note 1)
dagger             +1  1d4+1      19-20/X2 10 P/S
Dagger thrown      +2  1d4+1 ...
lite crossbow      +1  1d8      19-20/X2 80 P
Sai                +1  1d6+1      X2 -- B +disarm (note 2)

[size=1]1[/size] Trip: You can use a trip weapon to make trip attacks. If you are tripped during 
your own trip attempt, you can drop the weapon to avoid being tripped.
[size=1]2[/size] Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver
Checks to disarm an enemy.
Code:
[b]Skills:                  Ranks  Abil  Misc  CS  Total[/b]
Acrobatics (Dex)           1     2     1     3     +7     trait bonus
Climb (Str)                1     1     1     3     +6     trait bonus
Craft (Papermaking/
vellum working) (Int)      1     2     x     3     +6
Escape Artist (Dex)        0     2     x     x     +2
Intimidate (Cha)           0
Knowledge (history) (Int)  1     2     x     3     +6
Knowledge (religion) (Int) 1     2     x     3     +6
Perception (Wis)           1     2     x     3     +6
Perform (Cha)              0     0     x     0     +0
Profession (Wis)           0     2     x     0     +2
Ride (Dex)                 0     2     x     0     +2
Sense Motive (Wis)         0     2     x     0     +2
Stealth (Dex)              1     2     x     3     +6
Swim (Str)                 1     1     x     3     +5

plans: put 1 rank in profession: lawyer

sikill points:
4 Int (+2) +1 (race) +1 fav class

equipment

Code:
60 gp

[B]Item              cost     weight     notes[/B]
monk's outfit      0.0     0.0
brass knuckles     1.0     1.0
Hanbo              1.0     2.0
dagger             2.0     1.0
lite crossbow     35.0     4.0
   bolts 20        2.0     2.0
Sai                1.0     1.0
rations x5         2.5     5.0
sunrod x5         10.0     5.0     
backpack           2.0     2.0
[u]pouch              1.0     0.5[/u]
totals          57.5     23.5
 
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Jarnell Kloot

Obviously under construction
[sblock=background]Jarnell Cloot had been a priest in the temple of Calistria in Ilizmagort.

He is not going to be revealing the following or much about his identity. One of the boys in the temple (as temples of Calistria favor prostitutes) had foolishly let one of his clients (a Red Mantis) know about a family heirloom of the boy’s. Stalk, the Mantis, beat the heirloom out of poor Klorm; leaving him terrified and distraught. The boy asked Jarnell for help and recovered the item. Jarnell thought it best for the boy (who took passage on a ship to Absalom) and himself to leave Ilizmagorti before word got back to the Mantis.[/sblock]

Code:
[code]Name: Jarnell Kloot(Jack)   
Class: Cleric
Race: Half-elf    
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: Calistria
Domains: Knowledge, Luck

Str: 11  +0 (0p.)       Level: 1         XP: 0
Dex: 16  +2 (10p.)     BAB: +0         HP: [COLOR=Green]8[/COLOR]/10 (1d8+2)
Con: 14  +2 (5p.)      CMB: +3         ACP: -1
Int: 10  +0 (0p.)       CMD: 13         Spell Res: -
Wis: 16  +3 (5p.)      Speed: 30'      Spell Save: -
Cha: 10  +4 (0p.)      Init: +5          Spell Fail: -



                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +3    +0    +2    +0    +0    +0   15
Touch: 12              Flatfooted: 13



                         Base   Mod  Misc* Total
Fort:                      2    +2    --   +4
Ref:                       0    +3    --   +3
Will:                       2    +2    --   +4

Special: +2 save vs. poison
+2 racial vs. enchantment
Immune to giant wasp poison



Weapon                  Attack   Damage*    Critical
Dagger (S or P)...........+0.....1d4...........19-20/x2
Dagger, thrown (P)......+3.....1d4...........19/20/x2, range 10 ft.
Whip (S)....................+0.....1d3...........20/x2
Javelin (P)..................+3.....1d6...........20/x2
Sling (B)....................+3.....1d4...........20/x2

Languages:
Common
Elven

Abilities:
-Half-elf-
* +2 to Wis
* Size: Medium
* Elven Immunities:  immune sleep, +2 vs enchantments
* Low-light vision
* Keen Senses: +2 Perception
* Adaptability: Skill Focus (Stealth)
* Languages: Common and Elven
* Bonus Languages: Any
* Multitalented: Favored classes - Cleric, Rogue

--Cleric--

* Channel Energy 1d6 (positive) 3/d
* Light armor, Medium Armor and Shield; simple weapon and whip (favored weapon) proficiencies, 
* Chaotic Neutral Aura
* Spontaneous Casting of cure spells
* Evil and Lawful spells are forbidden


Domains:
Knowledge- Ability Lore Keeper You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier (19).
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use 
this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.
Luck - Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll 
twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, you can reroll any one roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even 
if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Traits:

Boarded in Mediogalti: +2 save vs. poison & immunity to giant wasp poison
Child of the Temple: +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and Knowledge (nobility) is always a class skill for you.
Elven/Ekujae Reflexes (Half-Elf) +2 trait bonus on initiative checks



Feats:
Agile Maneuvers


Skill Points: 2+1       Max Ranks: 1
Skills                   Ranks  Mod  Class  ACP  Misc  Total

--Class (+3 bonus)--
Heal.......................1....+3....+3................+7
Knowledge(Nobility)........0....+0....+0..........+1***.+1
Knowledge(Religion)........1....+0....+3..........+1***.+5
Perception.................0....+3....+0..........+2*...+5
Sense Motive...............1....+4....+3................+8
Stealth....................0....+3....+0....-1....+2**..+6

* +2 racial
** +2 Skill Focus
*** +1 trait

Equipment:               Cost  Weight

--Worn / Carried--
Leather Armor.............25gp...10lb

Dagger.....................2gp...1/2lb
Sling............35gp....2lb
Bullets (10).................1gp...1/2lb
Javelin (3)
Whip

Backpack...................2gp....1lb



--In Backpack--
Trail rations x 4..........2gp....1lb
Flint and steel............1gp....--
Waterskin..................1gp....1lb
Sunrod x2..................4gp....2lb
Traveler's outfit.........free....--


Total Weight:22lbs      Money: 2pp 18gp 2sp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                34     66   100   200   500

Age: 20
Height: 5'0"
Weight: 110 lb
Eyes: Blue
Hair: Blonde
Skin: Tan
[sblock=Appearance]Her clerics usually clothe themselves in scant garb that tends toward shades of yellow, often accented by henna dyes used on their skin
[/sblock]

[sblock=Notable NPCs]
Aerys Mavato: half-elf tending to seclusion
Alizandru Kovack: Chelish ship captain
Alton Devers: First mate
Gelik Aberwhinge:Magnimar gnome
Ieana: Varisian scholar looking to explore ruins
Ishirou:Tian human
Jask Derindi: Prisoner aboard ship
Rambar Terillo:Ship's cook
Sasha Nevah: human boarding in Ilizmagorti


[/sblock]


[sblock=Spells Known]Cantrips (3)(at will, DC 13): Detect Poison, Read Magic, Resistance
1st level(2+1/day, DC 14): Command, Obscuring Mist[/sblock]
Code:
 
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