SolosAddie Pathfinder RHOD Characters


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Jon (Readonly)

[sblock]
Paladin 2/Sorcerer 3
HD: 2d10+3d6+10
HP:34
AC: 18 (+7 Armor, +1 Dex)
Speed: 30 feet
Initiative: +1
Attacks: +7 melee (2d6+3, masterwork greatsword), +4 melee (1d8+2, masterwork longbow)
Str-14, Dex-12, Con-14, Int-13, Wis-13, Cha-20
SA: Smite Evil 1/day, Touch of Destiny 7/day, Detect Evil, Lay On Hands 5/day
SQ: Fated, Electrical Resistance 2, Divine Grace
Skills: Diplomacy +13, Intimidate +13, Heal +5, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Nobility) +8, Sense Motive +6, Spellcraft +5
Feats: Arcane Strike, Arcane Armor Training, Weapon Focus (greatsword), Combat Casting, Eschew Materials

Gear: Circlet of Charisma +2, +1 Mithral Breastplate, Traveling Outfit, Courtier's Outfit (w/jewelry), Scroll of Mount, Scroll of Bull's Strength

Spells: Alarm, Enlarge, Protection From Evil, Lightning Orb, Resistance, Disrupt Undead, Detect Magic, Read Magic, Light, Mending

[/sblock]
 

Lamad Leroung

[sblock=stats]
Human (Chelaxian) Wizard (Conjurer/Teleportation) 5
Lawful Neutral
Diety: Asmodeus
Languages: Commen, draconic, infernal, abyssal, celestial, goblin

Str: 10 (0 Points)
Dex: 14 (5 points)
Con: 14 (5 points)
Int: 18 (10 points) (+2 racial) (20 with item)
Wis: 12 (2 points)
Cha: 13 (3 Points)
Points Spent: 25

Base Attack Bonus +2
Basic Melee Attack +2
Basic Ranged Attack +4

HP: 39 = [5d6 (6+18) + 5xCON (10) + FC (5)] (Wizard)]
AC: 13 = [10 + DEX (02) + Armor (00) + Shield (00) + Natural (00) + Size (00) + Deflection (01)]
AC Touch: 13 = [10 + DEX (02) + Size (00) + Deflection (01)]
AC Flatfooted: 11 = [10 + Armor (00) + Shield (00) + Natural (00) + Size (00) + Deflection (01)]
INIT: +8 = [DEX (02) + Familiar (2) + Feat (4)]

Fortitude Save +4 = 1 [base] +2 [Con] +1 [Cloak]
Reflex Save +4 = 1 [base] +2 [Dex] +1 [Cloak]
Will Save +6 = 4 [base] +1 [Wis] +1 [Cloak]
CMB +2 = 2 [BAB] +0 [Str] +0 [size]
CMD +15 = 2 [BaB] +0 [Str] +2 [Dex] +0 [size] + 1 [Deflection] + 10
Concentartion +7 = 5 [Int] + 2 [Trait]


Racial Traits:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 bonus on Sense Motive checks.
In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Class features:
Arcane bond (Familiar = Scorpion)
arcane school (Conjuration/Teleportation)
cantrips
bonus feat


Feats:
W1) Spell Focus (Conjuration)
2) Acadamae Graduate
3) Augmented Summoning
5) Improved Initiative


Traits:
Duabolical Dabbler (Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.)
Desperate Focus (+2 bonus to concentration)

Skills: 35 skill points
Ranks only:

Craft (Alchemy): 5
Fly: 1
Knowledge (Arcane): 5
Knowledge (Planes): 5
Knowledge (Local): 5
Knowledge (Nature): 1
Knowledge (Religion): 2
Linguistics: 1
Spellcraft: 5
Perception 5


Spells in spellbook:
0 (-) - all, but read magic & Enchantment and Necromancy spells
1 (9) - magic missile, mage armor, mount, color spray, shield, summon monster 1, stumble gap, alarm, protection from evil
2 (4) - resist energy, glitterdust, flaming sphere, stone call
3 (2) - summon monster 3, stinking cloud

Usually prepared (bold in specialst slot)
0 (4) - dancing lights, detect magic, prestidigitation, message
1 (5+1) - magic missile, 2x mage armor, color spray, stumble gap, alarm
2 (3+1) - resist energy, glitterdust, flaming sphere, stone call
3 (2+1) - 2x summon monster 3, stinking cloud



Equipment: 10,500 gold

Level 1 spell cost = 15
Level 2 spell cost = 60
Level 3 spell cost = 135

1 - Grease, Enlarge Person 30
2 - Gust of Wind, Invisibility, Mirror Image 180
3 - Tiny Hut, Fly 270

Possible Items:
Handy Haversack 2,000
Headband of Vast Intelligence (UMD) +2 4,000
Cloak of resistance +1 1,000
Ring of Protection +1 2,000

Wand of Color Spray 750

[/sblock]

background:

Lamad, a scion of House Leroung, and Graduate of the Acadamea Academy in Korvosa realized in his research into summoning and conjuration that someone is messing with the fiendish planes. He has determined something is going on in Elsir Vale and that amount of power (out of his or his houses hands) must be stopped. May Asmodeus bless him.
 
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[sblock="Talen"]
[sblock=Game Info]
Race: Human
Class: Rogue(2)/Cleric(3)
Level: 5
Experience: 15000
Alignment: Chaotic Neutral
Languages: Common
Deity: Calistria[/sblock]
[sblock=Abilities]
STR 10 (+0) [base 10] {0 pts}
DEX 19 (+4) [base 16] {10 pts} + 2 [Human] + 1 [4th level]
CON 14 (+2) [base 14] {5 pts}
INT 10 (+0) [base 10] {0 pts}
WIS 16 (+3) [base 16] {10 pts}
CHA 10 (+0) [base 10] {0 pts}[/sblock]
[sblock=Combat]
HP: 41 = [(2d8) [Rogue] +(3d8) [Cleric] +10 [CON] + 2 [FC] +5 [Toughness]]
AC: 17 = 10 + 3 [Armor] + 0 [shield] + 4 [DEX]
Touch: 14 = 10 + 4 [DEX]
Flatfooted: 13 = 10 + 3 [Armor] + 0 [shield]
INIT: +4 = +4 [DEX]
BAB: +3 = 1 [Rogue] + 2 [Cleric]
Fort: +6 = +3 [base] + 2 [CON] + 1 [Cloak of Resistance]
Reflex: +10 = +4 [base] + 4 [DEX] + 1 [Cloak of Resistance] +1 [trait]
Will: +7 = +3 [base] + 3 [WIS] + 1 [Cloak of Resistance]
Speed: 30 ft.
CMB: +3
CMD: +17[/sblock]
[sblock=Weapon Stats]
Crossbow, Light +7 = +3 [BAB] +4 [DEX] +0 [feat] / DMG = 1d8, 19-20x2, 80 ft. [Range]
Masterwork Sword (Short) +9 = +3 [BAB] +4 [DEX (weapon finesse)] +1 [weapon focus] +1 [masterwork] / DMG = 1d6, 19-20x2
Two Weapon Masterwork Sword (Short) +7 = +3 [BAB] +4 [DEX (weapon finesse)] +1 [weapon focus] +1 [masterwork -2 [TWF feat]/ DMG = 1d6, 19-20x2
Whip 3 = +3 [BAB] +0 [STR] +0 [feat] / DMG = 1d3, 20x2
[/sblock]
[sblock=Cleric Class Features]
Aura of Chaos
Bit of Luck - Luck Domain
Channel Positive Energy
Copycat - Trickery Domain
Orisons
Spontaneous Casting[/sblock]
[sblock=Rogue Class Features]
Evasion
Sneak Attack
Trapfinding
Weapon Training: Weapon Focus (Sword (Short))
[/sblock]
[sblock=Feats]
Combat Reflexes
Toughness
Two-Weapon Fighting
Weapon Finesse[/sblock]
[sblock=Traits]
Deft Dodger - (+1 trait bonus on Reflex saves)
Calistrian Prostitute - (+1 trait bonus on Diplomacy and Sense Motive)
[/sblock]
[sblock=Skills]
Skill Points: 27 [16 [Rogue] + 6 [Cleric] + 5 [human]] Max Ranks: 5/5
ACP: +0
Code:
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Acrobatics                 2    +4    +3    +9
Appraise                   0    +0    +0    +0
Bluff                      2    +0    +3    +5
Climb                      0    +0    +0    +0
Craft (Untrained)          0    +0    +0    +0
Diplomacy                  2    +0    +4    +6
Disable Device             2    +4    +4    +10
Disguise                   0    +0    +0    +0
Escape Artist              2    +4    +3    +9
Fly                        0    +4    +0    +4
Heal                       3    +3    +3    +9
Intimidate                 0    +0    +0    +0
Knowledge (Local)          2    +0    +3    +5
Knowledge (Religion)       3    +0    +3    +6
Perception                 2    +3    +3    +8
Perception (Trapfinding)   2    +3    +4    +9
Perform (Untrained)        0    +0    +0    +0
Ride                       0    +4    +0    +4
Sense Motive               2    +3    +4    +9
Spellcraft                 3    +0    +3    +6
Stealth                    2    +4    +8    +14
Survival                   0    +3    +0    +3
Swim                       0    +0    +0    +0
[/sblock]
[sblock=Equipment]
Code:
Equipment                                Cost   Weight
Bolts, Crossbow (10)                     1gp    1lbs
Cloak of Resistance +1                   1000gp 1lbs
Crossbow, Light                          35gp   4lbs
Handy Haversack                          2000gp 5lbs
- Bedroll                                1sp    0lbs
- Tent                                   10gp   0lbs
- Wand of Cure Light Wounds              750gp  0lbs
- Waterskin (Filled)                     1gp    0lbs
- Waterskin (Filled)                     1gp    0lbs
- Waterskin (Filled)                     1gp    0lbs
- Waterskin (Filled)                     1gp    0lbs
- Waterskin (Filled)                     1gp    0lbs
- Waterskin (Filled)                     1gp    0lbs
- Waterskin (Filled)                     1gp    0lbs
- Blanket (Winter)                       5sp    0lbs
- Candle                                 1cp    0lbs
- Candle                                 1cp    0lbs
- Chalk (1 Piece)                        1cp    0lbs
- Chalk (1 Piece)                        1cp    0lbs
- Everburning Torch                      110gp  0lbs
- Flint and Steel                        1gp    0lbs
- Rations (Trail/Per Day)                5sp    0lbs
- Rations (Trail/Per Day)                5sp    0lbs
- Rations (Trail/Per Day)                5sp    0lbs
- Rations (Trail/Per Day)                5sp    0lbs
- Rations (Trail/Per Day)                5sp    0lbs
- Rations (Trail/Per Day)                5sp    0lbs
- Rations (Trail/Per Day)                5sp    0lbs
- Rope (Silk/50 ft.)                     10gp   0lbs
- Sunrod                                 2gp    0lbs
- Sunrod                                 2gp    0lbs
Leather +1 (Shadow)                      4910gp 15lbs
Masterwork Sword (Short)                 310gp  2lbs
Peasant's Outfit                         0cp    2lbs
Whip                                     1gp    2lbs
Treasure: 282gp, 8sp, 5cp Gems:
Total weight carried: 32 lbs. (Light)
Light: 33, Medium: 66, Heavy: 100
Maximum weight possible: 100 [/sblock]
[sblock=Details]
Size: M
Gender: Male
Age: 17
Height: 5' 11"
Weight: 185 lbs.
Hair Color:
Eye Color:
Skin Color:[/sblock] [/sblock]
Appearance:
[sblock=Background]Talen's father was a baker. Not that he owned his own shop, he was employed by the original baker's widow; Mrs Robinson. While not destitute, Pa Baker could barely afford to feed his wife, four sons and Three daughters. Therefore, although they never starved, there was never anything left over for treats.

When he was about 10 years old, Talen decided to do something about it, at least for himself. Quickly recognising that kids who tried to relive people of their money directly usually got caught, Talen stated to specialise in liberating valuables that were unattended. Eventually, he discovered the opportunity offered by the offertory and suddenly became very religious; often attending two or three services a day in different churches.

One day, Talan's life took to an abrupt change. He had carried out, what was for him, a lucrative job and he found himself with some spare cash. Deciding to avail himself of a prostitute he headed off to the red light district. Entering what he took to be a rather seedy brothel, he found himself in a church dedicated to Calistria. Thinking he had taken a wrong turn he was just about to leave when he realised that he if he sat through the service, the "entertainment" would be half price. Surprisingly, Talen found that Calistria's philosophy matched his own and came back on a number of occasion solely for the service. He gradually become friends with the priest and eventually became an initiate.

Following his ordination, Talen started work as a troubleshooter for Calistria; acting as her proxy in extracting revenge on humans who annoyed her. Although dangerous, Talen really likes his role. Not only does he get to travel the length and breadth of Golarion performing missions for his goddess but it is also very lucrative.

Talen was currently in Elsir Vale, having just finished teaching a pimp, who was so stupid that he actually attempted to shake down Calistia's sacred prostitutes, the error of his ways. Although he has finishing his mission, Talen has a sense of impending doom and has decided to stick around. [/sblock]
 

Brutus Tarsi - Fighter 5

[sblock="Brutus Tarsi"]
[sblock=Game Info]
Race: Human
Class: Fighter
Level: 5
Experience: 15000
Alignment: Chaotic Good
Languages: Common
[/sblock]
[sblock=Abilities]
STR 20 (+5) [base 17] {13 pts} + 2 [Human] + 1 [4th level]
DEX 17 (+3) [base 17] {13 pts}
CON 12 (+1) [base 12] {2 pts}
INT 9 (-1) [base 9] {-1 pts}
WIS 12 (+1) [base 12] {2 pts}
CHA 7 (-2) [base 7] {-4 pts}[/sblock]
[sblock=Combat]
HP: 50 = [(5d10) [Fighter] +5 [CON] + 5 [FC] +5 [Toughness]]

AC: 21 = 10 + 6 [Armor] + 0 [shield] + 3 [DEX] + 1 [natural] + 1 [deflect]
Touch: 14 = 10 + 3 [DEX] + 1 [deflect]
Flatfooted: 18 = 10 + 6 [Armor] + 0 [shield] + 1 [natural] + 1 [deflect]

INIT: +5 = +3 [DEX] + 2 [trait]

BAB: +5 = +5 [Fighter]

Fort: +6 = +4 [base] + 1 [CON] + 1 [Cloak of Resistance]
Reflex: +5 = +1 [base] + 3 [DEX] + 1 [Cloak of Resistance]
Will: +5 = +1 [base] + 1 [WIS] + 1 [Cloak of Resistance] + 2 [Iron Will]

Speed: 30 ft.

CMB: + 10
CMD: + 23[/sblock]
[sblock=Weapon Stats]
+1 Short Sword +13 = +5 [BAB] + 5 [STR] +1 [Weapon Foc.] + 1 [Weapon Training 1] + 1 [Enhancement] / DMG = 1d6 + 8, 19-20x2

Mighty +5 Masterwork Composite Longbow +9 = + 5 [BAB] + 3 [DEX] + 1 [Masterwork] / DMG = 1d8 + 5, 20x3

Two Weapon Fighting
+1 Short Sword +11 = +5 [BAB] + 5 [STR] + 1 [Weapon Foc.] + 1 [Weapon Training 1] + 1 [Enhancement] - 2 [TWF] / DMG = 1d6 + 8, 19-20x2
+1 Short Sword +11 = +5 [BAB] + 5 [STR] + 1 [Weapon Foc.] + 1 [Weapon Training 1] + 1 [Enhancement] - 2 [TWF] / DMG = 1d6 + 8, 19-20x2

Power Attack
+1 Short Sword +9 = +5 [BAB] + 5 [STR] +1 [Weapon Foc.] + 1 [Weapon Training 1] + 1 [Enhancement] - 2 [TWF] - 2 [Power Attack] / DMG = 1d6 + 12, 19-20x2
+1 Short Sword +9 = +5 [BAB] + 5 [STR] +1 [Weapon Foc.] + 1 [Weapon Training 1] + 1 [Enhancement] - 2 [TWF] - 2 [Power Attack] / DMG = 1d6 + 12, 19-20x2
[/sblock]
[sblock=Fighter Class Features]
Bravery + 1 against fear effects
Armor Training 1
Weapon Training 1 - Light blades[/sblock]
[sblock=Feats]
Two-Weapon Fighting
Double Slice
Toughness
Weapon Focus - Short Sword
Iron Will
Weapon Specialization - Short Sword
Power Attack[/sblock]
[sblock=Traits]
Reactionary - (+2 trait bonus on Initiative)
Armor Expert (-1 to Armor Check Penalty total)
[/sblock]
[sblock=Skills]
Skill Points: 10 [5 [Rogue] + 5 [human]] Max Ranks: 5/5
ACP: -2
Code:
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Acrobatics                 0    +3    +0    +3
Appraise                   0    -1    +0    -1
Bluff                      0    -2    +0    -2
Climb                      0    +5    +0    +5
Craft (Untrained)          0    -1    +0    -1
Diplomacy                  0    -2    +0    -2
Disguise                   0    -2    +0    -2
Escape Artist              0    +3    +0    +3
Fly                            0      +3   +0    +3
Handle Animal            0    -2    +0    -2
Heal                       0    +1    +0    +1
Intimidate                 4    -2    +3    +5
Knowledge (Dungeoneering)       0    -1    +    +3
Knowledge (Engineering)       0    -1    +0    +0
Perception                 3    +1    +0    +4
Perform (Untrained)        0    +0    +0    +0
Ride                       1    +3    +3    +7
Sense Motive               0    +1    +0    +1
Stealth                    0    +3    +0    +3
Survival                   2    +1    +3    +6
Swim                       0    +5    +0    +5
[/sblock]
[sblock=Equipment]
Code:
Equipment                                Cost   Weight
Arrows (40)                                 2gp    6 lbs  
Mighty +5 Masterwork Composite Longbow
                                                 900gp  3lbs
Cloak of Resistance +1              1000gp  1lbs
Ring of Protection +1                 2000gp  4lbs
Amulet of Natural Armor +1       2000gp  5lbs
+1 Short Sword                        2000gp  2 lbs
+1 Short Sword                        2000gp  2 lbs
Breastplate                                200gp 30 lbs
Explorer's Outfit                           10gp   8 lbs

Backpack                                     2 gp   2 lbs
- Bedroll                                       1sp    5 lbs
- Blanket, Winter                           5 sp   3 lbs
- Grappling Hook                           1 gp   4 lbs
- Silk Rope (50 ft.)                       10 gp   5 lbs
- Sunrod x 3                                 6 gp   3 lbs
- Rations (4 days)                          2 gp   0 lbs
- Waterskin (Filled)                        1 gp    4lbs
Belt Pouch                                    1 gp  1/2 lbs
- Potion of Cure Light Wounds x 2  100 gp 0 lbs
Belt Pouch
- Caltrips                                        1 gp 2 lbs
Belt Pouch
- Fishhook                                      1 sp  0 lbs
- Flint and Steel                              1 gp  0 lbs
- Whetstone                                   2 cp   1 lbs
Treasure: 160 gp, 2 sp, 8 cp Gems:
Total weight carried: 90 1/2 lbs. (Light)
Light: 133, Medium: 266, Heavy: 400
Maximum weight possible: 400 [/sblock]
[sblock=Details]
Size: M
Gender: Male
Age: 23
Height: 5' 9
Weight: 195 lbs.
Hair Color: Black
Eye Color: Blue
Skin Color: Tan[/sblock] [/sblock]
[sblock=Background]Brutus is a 23 year old trying to make a name for himself. His father was a gladiator in [insert large city with arena here] who chose to stay once he gained his freedom. He stayed because he loved the glory, he loved the fame, and it was something he drilled into his son's head.

"You must earn your place in this world Brutus, you must fight for the respect you desire."

Brutus knew the mantra well, to be treated like a man with his father, he had to fight. As soon as he was old enough, Tarnak, Brutus' father took him to the Arena to train with him. He trained him in all forms of combat, from hand to hand combat, to the use of thrown weapons, even teaching him how to use the impressive 8-10 foot polearms. He hated those trips to the Arena, he hated his father and he hated the idea of fighting. But when his father died 10 years ago, Brutus had little other option. He could go work in the mines, or work in the Arena, but that was about all he was cut out to do. So he entered the Arena in his father's place. He excelled in ranged combat, and was even better when he picked up two short swords and begin to make a name for himself as a tornado of steel and blood.

One night, on his way home from the Arena, Brutus was cornered by a group of men. They worked for a local, "business man," who had made a significant wager on his next fight. If he took a dive, then his family wouldn't perish, and if he could survive the loss, he would get a hefty sum. Brutus couldn't bring himself to take a dive, and after getting his family out of town, he reported to the Arena the next day. He fought bravely and defeated his opponent. When he left the Arena that night, he was jumped in an alley. Two men with swords and another who wielded fire in his hands. He killed one and escaped, and ran straight to the recruitment office for the military.

He joined up on the spot, and spent 5 years as a member of the [Insert large nation here] guard. He excelled in small strike forces, groups sent out to deal with larger numbers of foes, and he was promoted quickly. On one such mission, his entire force, save for himself and one another, were wiped out by a goblin ambush that no one saw coming. Brutus dragged his wounded ally out of harms way, but that night, they hunted them down. Brutus was forced to leave his friend behind, and made his way in the dark back to his base of operations. When he returned, he was questioned, he was accused, and finally, when nothing was proven, he was discharged and exiled to the frontier.

It was out there that Brutus starting adventuring, more a mercenary for hire than anything else. As time passed, and his fresh wounds began to heal, a sense of purpose grew, along with a growing sense of doubt. He begin hearing his fathers voice again in his sleep, "You must earn your place in this world Brutus, you must fight for the respect you desire." He was haunted by the idea of running away from a fight, of losing his honor, of losing the respect he deserved. He would arise with a purpose in his eyes, and would fight to gain glory in battle. He stumbled upon this group of adventurers that spoke of rumors of goblins running wild in Elsir Vale. His hatred for the enemy that defeated him welled up within him and he joined immediately, not caring about the risks or the dangers.

Now, Brutus Tarsi is a man who has proven himself in combat, but the loss of his friends and fellow soldiers has rattled him a bit. He struggles more and more with the voice of his once proud father who fought for respect, and for fame. To be a man, he must prove himself in combat. No man would lose his entire troop and then run away in the dark with his tail between his legs. This is what drives him, to take risks that would be unwise, to throw himself into battle with near animal intensity and ferocity. This man fights to find himself, and in hopes, of restoring the honor he feels he has lost.[/sblock]
 
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Dalyn tbc

[sblock="Dalyn"]
[sblock=Game Info]
Race: Half-Elf
Class: Ranger
Level: 5
Experience: 15000
Alignment: Nuetral Good
Languages: Common, Elven, Goblin, Sylvan
[/sblock]
[sblock=Abilities]
STR 20 (+5) [base 15] {7 pts} + 2 [race] + 1 [4th level] +2 [Enhancement]
DEX 14 (+2) [base 14] {5 pts}
CON 14 (+2) [base 14] {5 pts}
INT 14 (+2) [base 14] {5 pts}
WIS 14 (+2) [base 14] {5 pts}
CHA 8 (-1) [base 8] {-2 pts}[/sblock]
[sblock=Combat]
HP: 51 = [(5d10) [Ranger] +10 [CON] + 5 [FC]
AC: 20 = 10 + 7 [Armor] + 0 [shield] + 2 [DEX] + 1 [Feat]
Touch: 14 = 10 + 2 [DEX] + 1 [Feat]
Flatfooted: 17 = 10 + 7 [Armor] + 0 [shield]
INIT: +4 = +2 [DEX] + 2 [trait]
BAB: +5 = +5 [Ranger]
Fort: +6 = +4 [base] + 2 [CON]
Reflex: +6 = +4 [base] + 2 [DEX]
Will: +3 = +1 [base] + 2 [WIS]
Speed: 30 ft.
CMB: + 10
CMD: + 22[/sblock]
[sblock=Weapon Stats]
MW Greatsword +11 = +5 [BAB] + 5 [STR] / DMG = 2d6 + 7, 19-20x2
Power Attack +9 = +5 [BAB] +5 [STR] -2 [PA]/DMG =2d6+13
Mighty +5 Masterwork Composite Longbow +8 = + 5 [BAB] + 2 [DEX] + 1 [Masterwork] / DMG = 1d8 + 5, 20x3




[/sblock]
[sblock=Ranger Class Features]
Favored Enemy (Ex)

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.

Choosen: Humanoid, Human +2, Humanoid, Goblinoid +4

Track (Ex)

A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex)

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger 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.

Combat Style Feat (Ex) [2-Handed Style]

Feat Chosen: Power Attack

Endurance

A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex) Mountain

At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Hunter's Bond (Ex)
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.

Bonus Tricks

The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex)

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).

Cat, Small ( Leopard) Shadow

5th Lvl Statistics: Size Medium; Speed 50 ft.; AC:18 +3 natural armor; 5 HD F:6 R:9 W:2 HP: 35 Attack bite +8 (1d6+3 plus trip),+8 2 claws (1d3+3); Ability Scores Str 16, Dex 20, Con 15, Int 3, Wis 12, Cha 6; Special Qualities low-light vision, scent. Evasion, Sprint Feats: Weapon Finesse, Agile Maneuvers, Skill Focus (perception)
Skills: Perception: 8, Stealth: 9, Survival: 5
Tricks: Purpose: Hunting, bonus: stay, Defend
WIP
Spells: 1+1 DC 12+ spell level
Spells prepared: Longstrider, Resist Energy
[/sblock]
[sblock=Feats]
Skill Focus: Perception [Half-Elf]
Endurance [Ranger]
Power Attack[Ranger]
Dodge
Boon Companion
Quick Draw
[/sblock]
[sblock=Traits]
Elven Reflexes: One of your parents was a member of the Elven tribe of the Southern Expanse, and you’ve inherited a portion of your elven parent’s quick reflexes.

Benefit: You gain a +2 trait bonus on initiative checks (referred to as "Ekujae Reflexes" officially).

Child of Nature (Gozreh): You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
[/sblock]
[sblock=Skills]
Skill Points: 30 [5 [Ranger] + 10 [Int]] Max Ranks: 5/5
ACP: -1
Code:
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Acrobatics                 0    +2    +0    +2
Appraise                   0    -2    +0     +2
Bluff                         0    -1    +0    -2
Climb                      1    +5    +3-1  +8
Craft (Untrained)      0    +2    +0    +2
Diplomacy                  0    -1    +0    -1
Disguise                   0    -1    +0    -1
Escape Artist              0    +2    +0    +2
Fly                            0      +2   +0    +2
Handle Animal            5    -1    +3    +7
Heal                       1    +2    +3    +6
Intimidate                 0    -1    +0   +-1
Knowledge (Dungeoneering)       4    +2   + 3   +9
Knowledge (Geography)       4    +2    +3    +9
Knowledge (Nature)    4     +2     +4           +10
Perception                 5    +2    +8    +15
Perform (Untrained)        0    -1    +0    -1
Ride                         1    +2   +3    +6
Sense Motive               0    +1    +0    +1
Stealth                    5    +2    +3    +10
Survival                   5   +2    +3    +10 +2 find food and water +2 track
Swim                       1    +5    +3-1    +8
[/sblock]
[sblock=Equipment]
Code:
Equipment                                Cost   Weight
Arrows (38)                                 2gp    6 lbs  
Mighty +5 Masterwork Composite Longbow
                                                 900gp  3lbs
MW Greatsword                           350gp  8lbs
Belt of Giant Strength +2               4,000        
Mithril Breastplate+1                    5,200gp 15 lbs
Explorer's Outfit x3                           free      worn

Backpack                                     2 gp   2 lbs
- Bedroll                                       1sp    5 lbs
- Blanket, Winter                           5 sp   3 lbs
- Grappling Hook                           1 gp   4 lbs
- Silk Rope (50 ft.)                       10 gp   5 lbs
- Sunrod x 3                                 6 gp   3 lbs
- Rations (14 days)                          7 gp   14 lbs
- Waterskin (Filled)                        1 gp    4lbs



Belt Pouch
- Fishhook                                      1 sp  0 lbs
- Flint and Steel                              1 gp  0 lbs
- Whetstone                                   2 cp   1 lbs
Treasure: 19 gp, 2 sp, 8 cp Gems:
Total weight carried: 90 1/2 lbs. (Light)
Light: 133, Medium: 266, Heavy: 400
Maximum weight possible: 400 [/sblock]
[sblock=Details]
Size: M
Gender: Male
Age: 27
Height: 6'2"
Weight: 195 lbs.
Hair Color: Brown
Eye Color: Hazel
Skin Color: Tan[/sblock] [/sblock]
[sblock=Background]Dalyn grew up in the town of Red Ridge, in the southern foothills of the Wyvern Watch mountains. As the result of bandits raping his mother she was exiled from her tribe. She moved to the human village. On about his tenth year there was a terrible storm during a goblin attack, he was struck, while this did leave him scarred, it left him with an affinity to Gozreh (God of Storms and nature). When it came time for his apprenticeship he studied under the local lord Jeerad Silvershield's huntmaster. At this time he grew closer to Jon, a fellow apprentice under the lord, who was outgoing as Dalyn was withdrawn. At the end of the this apprentiship, they were awarded weapons and armor. Also, during this time, the huntmaster trained him in battle especially against bandits and goblin raiders, which were constant problems in the area. He also trained him in handling animals, and he was introduced to his other boon companion, Shadow, a female panther.

In the past few weeks, the scouts and warriors have found more action as goblins from a tribe new to the area, the Broken Knifes have apparently been driven south. The information is not solid, but it seems that someone or something is forcibly uniting the tribes of goblinoids in the northern Wyrmsmoke Mountains which could mean trouble for all of Elsir Vale.

Dalyn and Jon, Lord Jeerad has asked you to investigate, and alert the leaders of the vale what may be transpiring.
[/sblock]
 
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Chimon

[sblock=Chimon] CHIMON (Molthune)
Male halfling Bard 5
NG Small humanoid
Init +4 ; Senses Perception +10
DEFENSE
AC 19(20 using buckler) (+3 armor, +4 dex, +1 size, +1 deflection) [buckler - situational +1 -always adds to flatfooted AC]
touch 16, flat-footed 16
hp 34 (5d8+10)
Fort +6 (+1 base +2 Con +1 trait), Ref +10 (+4 base +4 dex), Will +6 (+4 base) adds to all saves (+1 racial +1 resistance) +2 vs fear
OFFENSE
Spd 20 ft./x4
Ranged Mwk Shortbow +9 1d4 20/x3
STATISTICS
Str 9 (-1)(3pt) -2 racial
Dex 18(+4)(7pt) +2 racial +1 level bonus
Con 14(+2)(5pt)
Int 12(+1)(2pt)
Wis 10(+0)(0pt)
Cha 18(+4)(10) +2 racial

Base Atk +3, Cmb +1 (+3 BAB -1 Str -1 size) Cmd +16 (10+3 BAB +4 dex -1 size)
Feats ] Arcane Strike (B)(PFCR 118), Armor Proficiency (Light) (PFCR 118), Combat Casting (B)(PFCR 119), Point Blank Shot (PFCR 131), Precise Shot (PFCR 131), Rapid Shot (PFCR 132), Shield Proficiency (PFCR 133)
[sblock=skills]
Acrobatics +10 (+1 rank + 4 mod +5 misc)
Bluff +8 (+1 rank + 4 mod +3 misc)
Climb +5 (+1 rank -1 mod +5 misc)
Diplomacy +8 (+1 rank + 4 mod +3 misc)
Disguise +8 (+1 rank + 4 mod +3 misc)
Escape Artist +8 (+1 rank + 4 mod +3 misc)
Intimidate +8 (+1 rank + 4 mod +3 misc)
Knowledge (dungeoneering) +5 (+1 rank + 1 mod +3 misc)
Knowledge (planes) +5 (+1 rank + 1 mod +3 misc)
Perception +10 (+5 rank +5 misc)
Perform (oratory) +12 (+5 rank + 4 mod +3 misc)
Sense Motive +4 (+1 rank +3 misc)
Spellcraft +9 (+5 rank + 1 mod +3 misc)
Stealth +12 (+1 rank + 4 mod +7 misc)
Use Magic Device +14(+5 rank + 4 mod +5 misc)[/sblock]
Languages Common, Goblin, Halfling
Combat Gear Mwk Shortbow (Arcane Bond), Masterwork Studded leather, Masterwork Buckler, Dagger
Other Gear Armor & Shield, Weapons
Class Abilities • BARD CANTRIPS - 6 - Dancing Lights, Ghost Sound, Mending, Message, Prestidigitation, Spark
• BARD SPELLS - +1 spell granted through Arcane Bond (Shortbow)
4 first level (5/day): Grease, Hideous Laughter, Solid Note Timely Inspiration
2 second level (3/day): Pyrotechnics
Arcane spells drawn from the bard spell list. Spontaneous caster. Every bard spell has a verbal component (singing, reciting, or music). (PFCR 35).
• BARD WEAPONS AND ARMOR - All simple weapons, longsword, rapier, sap, short sword, shortbow, and whip, light armor and shields (except tower shields). No arcane spell failure in light armor. (PFCR 35).
• BARDIC PERFORMANCE - Use the Perform skill to create magical effects for 4 + his Charisma modifier + 2 x Bard Level rounds. Standard action to start (move action at 7th level, swift action at 13th), a free action each round to maintain. Only one performance at a time. The targets must be able to perceive the performance. A deaf bard fails audible performances 20% of the time, blindess causes visual performance failure 50% of the time. Failed checks count against round limit. (PFCR 35-38).
• RALLYING CRY - Bardic Performance use. Intimidate Check. Any ally within 30 feet (including me) can use the bard's Intimidate check in place of their own saving throw against a fear effect. The Cry gives a new save. Mind-effecting using audible components.
• DISTRACTION - Counters magical effects that depend on sight within 30 feet. Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active. (PFCR 36-37).
• FASCINATE - Works on one creature (+1 per 3 levels after 1st) within 90 feet able to see and hear the bard, and able to pay attention to him (i.e., in no danger). The bard must also be able to see the creature. The creature makes a Will save (vs.10 + 1/2 Bard's Level + Bard's Cha mod). A creature that attempts a save is immune for 24 hours. If it fails, the creature sits quietly and listens, for as long as the bard continues to maintain and takes -4 on skill checks like Perception. (PFCR 37).
• INSPIRE COURAGE - +1 (+2 at 5th, +3 at 11th, +4 at 17th) morale bonus on saves vs. charm and fear and competence bonus on attack and weapon damage rolls to allies who can hear. Mind-affecting. (PFCR 37).
• INSPIRE COMPETENCE - +2 (+1/4 levels after 3rd) competence bonus on skill checks with a particular skill as long as the bard concentrates. Range: 30 ft. Can't be used on self. Mind-affecting. (PFCR 37).
• ARCANE BOND - usable only with object.
• Bonus Feats: Arcane Strike (1), Combat Casting (2)
Traits • Dangerously Curious (Magic) - +1 to Use Magic Device checks. Use Magic Device is always a class skill for you. (PFCT 5)
• Resilient (Combat) - +1 Fortitude Saves (PFCT 4)
[sblock=equipment]I will price and determine load on Monday
4000 gp for crafting
Masterwork Buckler
Masterwork Shortbow (Arcane Bonded)
Masterwork Studded Leather
Cloak of Resistance +1
Silent Image (wand)
Cure Light Wounds (wand)
Cure Light Wounds (potion)
Gaseous Form (potion)
Cure Blindness/Deafness (potion)
Arrows
Backpack, Bedroll, Sunrods, Trail Rations, Belt Pa, Waterskinck[/sblock]

[/sblock]
 
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