Strands of the Past


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Jhan Bloodtear

Code:
Character Name: Jhan Bloodtear (truename)
Player Name:    Hodag
Dungeon Master: NarlethDrider
Race&Gender:    Faen Quickling Male
Class&Level:    WarMain3
Deity:          Yes Many
Size:            Small
Age:             48
Height:         4'0"
Weight:         45 lbs
Skin&Eyes:      Dark tanned, scarred skin Severe Burn Scars on Right side of face., Gray 
left eye, Missing Right eye.
Hair:           Shaved Bald

Statistics      Start:  Finish:    Explanation:
Strength        18      16(+3)   16pts(-2 quickling Faen)
Dexterity       13      15(+2)    5pts(+2 quickling Faen)
Constitution    18      18(+4)   16pts
Intelligence    12      12(+1)    4pts
Wisdom          12      12(+1)    4pts
Charisma         9       9(-1)      1pt

Saves
Fortitude Save:  +7      (+3base, +4Con)
Reflex Save:     +3      (+1base, +2Dex)
Will Save:       +2      (+1base, +1Wis)

Combat
Melee Attack:   +7     (+3base, +3Str, +1Size)
Ranged Attack:  +6     (+3base, +2Dex, +1Size)
Initiative:     +3     (+2Dex,  +1Racial)
Armor Class:    18/19     (10base, +1size, +2Dex, +5Armor / +1 vs. swords)
Hit Points:     36     (10base,+10levels,+12Con,+4Sturdy)
Experience:     3301   (need 6601)

Movement:     Light      Med       Heavy   MaxLift Drag
Speed:        30/x4(5),  25/x4(5)  25/x3   5'/rnd  5'/rnd
Max Weight:   57         114.75    172.5   345     862.5

Skills:               Skill     18pts total  
Balance                 +4       4 (+2pts/cc, +2Dex) 
Jump                    +5       2 (+3pts, +3Str)       
Profession (Farmer)     +2       2 (+1pts/cc, +1Int)    
Listen                  +2       2 (+1pts/cc, +1Wis)  
Spot                    +2       2 (+1pts/cc, +1Wis)       
Sneak                   +8       0 (+0pts, +2Dex, +4Size, +2Racial)
Tumble                  +5       6 (+3pts/cc, +2Dex)

Race Abilities:
•+2 racial bonus to Dexterity and a -2 racial penalty to Strength.
•Small: Because they are Small creatures, all faen gain a +1 size bonus to Armor Class and 
attack rolls, and a +4 size bonus to all Sneak checks. They must use smaller-sized weapons 
and equipment, and can lift and carry only three quarters as much as a Medium character.
•Faen are light-footed and quiet when they wish to be, earning them a +2 racial bonus on 
Sneak checks.
•Faen base speed is 20 feet.
•Run: When a quickling runs, he moves five times his normal speed rather than four times. 
Quicklings cannot use this racial ability when wearing Heavy armor.
•As quicklings are extremely nimble and react fast, they
enjoy a +1 racial bonus to initiative checks.
•Low-Light Vision

Class Abilities:
•Weapon and Armor Proficiency: Warmains are proficient with all simple and martial 
weapons, Heavy, Medium, and Light armor, and shields.
•Warmains start with the Sturdy feat for free at 1st level.
•Bonus Feats: At 2nd level and at every four levels, a Warmain gains a bonus feat.

Feats:
•Natural Swordsman: The character gains a +1 competence
bonus to damage rolls made from attacks with swords
(short swords, longswords, greatswords, bastard
swords, double-bladed swords, sword-staves, and so
on). Further, if a foe attacks her with a sword, the
character gains a +1 dodge bonus to Armor Class.
Special: A condition that makes the character lose
her Dexterity bonus to Armor Class (if any) also makes
her lose dodge bonuses. The character must be aware
of the attack to gain this bonus. Also, dodge bonuses
stack with each other, unlike most other types of
bonuses.
•Fleet of Foot: The character adds +10 feet to their ground speed.
•Weapon Focus (Longsword): +1 with selected weapon
•Weapon Proficiency, Exotic (Melee-Heavy)
•Power Attack: Can add up to Base Attack Bonus in damage 
while sacrificing those points in to hit roll.


Languages:
Common, Faen, Giant

Weapons:
Name                     Attack                         Damage    Crit     Range   Type    Weight
Longsword    +9 (+7Melee, +1MW, +1Feats)      1d8+6  19-20/x2   --         S        6 lbs
MW Dire (2H)

 Equipment:
Item                    Cost    Weight
Bedroll                 0.1     3.75
Winter Blanket          0.5     2.25
Backpack                2       1.5
Belt pouch              1       0.375
Adventurers outfit      5       1.5
Rations (6 days)        3       6
Sword                   615     6
Armor                   500     15       

Armor:
Name                AC     Max Dex  ACP       Wgt.
Breastplate MW     +5       +3       -3      15 lbs
Magical Equipment:
•Beastskin Woad: This red pigment comes in a small clay jar. When this pigment is applied 
to a creature's skin it grants the creature +3 natural armor bonus for 12 hours.
Faint Transmutation; Caster Level
5th; Craft Single-Use Item,
beastskin(lesser); Price: 750 gp.
•Skull of Shadows: This silvered rat skull seems to shift and shimmer dully in
the gloom. 1/day the user can rub the skull and will it to extend its darkness, blanketing 
them against prying eyes. It functions as a cloak of darkness for 10 minutes.
Faint Evocation; Caster Level: 1st;
Craft Constant Item, cloak of
darkness; Price: 400gp.
•Fire Shield: This is a miniature buckler made from a red gem and carved with leaping 
flames. When crushed underfoot, the crusher is protected as if by protection from elements
(fire) for 10 minutes or until discharged (can absorb 12 points of fire damage). (Single-use
 item). 150gp. 
•Warrior's Salve x 3: This foul smelling black grease is usually found in small clay pots.
 When it is rubbed on an injury it functions as a Battle Healing (lesser) healing 1d6 +3
 points. A For save must be made (DC:15) or the recipient is also affected as if by a Touch
 of Nausea along with the healing.
Faint Evocation; Caster Level: 3rd
Craft Single-Use Item. Battle Healing (lesser) w/side effects; Price: 100 gp.


Total Weight:
Worn:                   37

Money: 0pp, 44gp, 6sp, 0cp

Description

Jhan is the son of a farmer whose family was killed by bandits when he was fifteen. After 
that tragedy, he left the placid world of agriculture and became a drifter eventually finding 
his place as a mercenary. Now he is a hardened, scarred veteran of dozens of conflicts and 
all he desires now is rest. He has left the mercenary company he had served with for the 
last ten years and is trying to find peace.

Appearance

Jhan is absolutely massive for a quickling, standing as tall as a large male loresong and
weighing almost as much. He is phenomenally well muscled and covered with the scars and 
damage of many battles, including his missing right eye and the burns covering the right 
side of his face. He shaves his head and wears worn but serviceable clothes. His armor is 
well-maintained as is his sword, an ancient dire blade he picked up on campaign as booty. 
His ravaged socket is covered with a red leather patch.
 
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Character name: Lissara
Player Name: Samantha
DM: NarlethDrider
Race and Gender: Fox Sibeccai Female
Class and Level: Snake Totem Warrior/Sibeccai 2/2
Diety: None
Size: Medium
Age: 19
Height: 4'11"
Weight: 120
Fur and Eyes: Lissara has light brown eyes, and dark brown fur with reddish highlights.

Statistics Start Finish Explanation
Strength 14 14 (+2) 6 pts
Dexterity 18 19 (+4) 16 pts, +1 class
Constitution 13 16 (+3) 5 pts, +2 race, +1 class
Intelligence 14 12 (+1) 6 pts, -2 race
Wisdom 13 13 (+1) 5 pts
Charisma 15 15 (+2) 8 pts

Saves:
Fortitude: +8 (+6 base, +2 con)
Reflex: +8 (+3 base, +4 dexterity, +1 class)
Will: +1 (+0 base, +1 wisdom)

Combat:
Melee Attack +6 (+4 base, +2 strength)
Ranged Attack +8 (+4 base, +4 dexterity)
Initiative: +6 (+4 dexterity, +2 class)
AC: 19 (Base 10, +4 dexterity, +1 dodge, + 4 armor)
HP: 39 (Base 8, +19 levels, +12 con)
Experience: 3301 (Need 6601)

Skills 31 points total
Climb +4 (2 pts, +2 str)
Gather Information +7 (3 pts, +2 chr, +2 race)
Handle Animal +6 (2 pts, +2 chr, +2 race)
Intuit Direction +4 (3 pts, +1 wis)
Knowledge Nature +4 (3 pts, +1 wis)
Listen +4 (3 pts, +1 wis)
Sneak +9 (3 pts, +4 dex, +2 race)
Spot +4 (3 pts, +1 wis)
Swim +6 (4 pts, +2 str)
Wilderness Survival +6 (5 pts, +1 wis)

Racial Abilties:
+2 racial bonus to constitution and -2 racial penalty to intelligence.
Medium Size
Speed 30
Low Light vision
+2 racial bonus to Gather Information, Handle Animal, Innunendo, and Sneak.
Scent

Class Abilties:
Proficiency with simple and martial weapons, agile exotic weapons, Light and Medium armors, and shields.
+1 inherent bonus to reflex saves
+1 dodge bonus to armor class
Bonus feat: At 2nd level, and every 4 levels thereafter, the totem warrior gets a bonus feat.
Quickness of the Snake: The snake totem warrior gains a +2 competence bonus to initiative.

Languages:
Common, Giant

Feats:

Bite: The character is proficient with using bite attacks in combat and, unless gagged or muzzled, is always considered armed (and the bite is considered a light weapon). Lissara deals 1d6+str bonus damage with her bite. If the character uses a weapon (or unarmed attack) in the same round as the bite both attacks suffer a -2 to hit. (Level 1 sibeccai free bonus feat)

Exotic Armor Proficiency (GM extra level 1 feat)

Intuitive Sense: Thanks to the characters uncanny sense of danger, she does not lose her dexterity bonus to Armor Class when flat footed or attacked by an invisible or unknown opponent. She is always considered "aware" of all incoming attacks for purposes of Dexterity and dodge bonuses to Armor Class. (Level 1 ceremonial feat)

Light Sleeper: The character makes listen checks while asleep as though awake. Further, she can act immediately upon waking. (Talent)

Low Blow: As a full attack action, the character can make a single attack roll that inflicts normal damage. If she damages her humanoid or monstrous humanoid opponent, the foe must attempt a Fortitude save (DC=10+half character level+wisdom bonus. Current DC=12). Should the foe fail the save, he is dazed for one full round. (Level 3 feat)

Power Attack: On the characters action, before making attack rolls for a round, she may choose to subtract a number from all melee attack rolls and add it to all melee damage rolls. The number may not exceed her BAB. The penalty on attacks and bonuses on damage applies until the characters next action.

Equipment:

Masterwork Long Spikestick (Combat stats: +6 to hit, 2d6+3 damage, critical 20/x3)
Heavy Crossbow (Combat stats: +8 to hit, 1d10 damage, critical 19-20/x2, Range 120)
40 bolts
Masterwork Devanian Chain Shirt (+4 armor bonus, +8 max dexterity, no armor check penalty)

Backpack
Bedroll
Small Steel Mirror
50' silk rope
Clothing: 2 adventurers outfits, 2 noble's outfits
Grooming Kit
400 gp worth of gold jewellery

Cash: 587 gp, 9 sp

Appearance and personality: Lissara has a sleek, wiry, build. She is almost always well groomed, and has a set of combs in her pack to make sure she always can be. She's also quite vain, so she carries nicer outfits and accessories to wear when she's in urban areas. Like most snakes, she tries to avoid trouble when she can, but, when she has to strike, she strikes quickly, seeking to end the conflict rapidly.

Background:

Lissara is from a small woodland village. Most of the villagers, including her parents, were simple woodfolk, supporting themselves with a mix of farming and agriculture, and trading with passing merchants for other things. From a young age, she waited eagerly for those mercantile visits, both to buy trinkets, and to hear tales of the outside world. As she grew up, she spent more and more time in the woods. One night she was caught in a major downpour, so she found a cave to rest in for the night. While there, she had a dream where she met her totem spirit, and she soon was following the path of the totem warrior. That path has taken her out into the larger world.
 

Character Name: Vraz Vryni'ic (Truename: Xxrynrkera)
Player: GoodKingJayIII
DM: NarlethDrider
Gender and Race: Male Verrick
Class/Level: Verrick 1/Wolf Totem Warrior 3
Size: Medium
Age: 26
Height: 5'9"
Weight: 146 lb
Hair: brilliant silver/white, cropped short
Eyes: blue

Ability Scores

Strength 8+5 = 13 (+1)
Dexterity 8+13 = 17 (+1 4th level) = 18 (+4)
Constitution 8+4 = 12 (+1)
Intelligence 8+6 = 14 (+2)
Wisdom 8+16 = 18 (+2 racial) = 20 (+5)
Charisma 8+2= 10 (-2 racial) = 8 (-1)

Total
Strength 13 (+1)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 20 (+5)
Charisma 8 (-1)

Saves
Fortitude +4 (+3 Base, +1 Constitution)
Reflex +5 (+1 Base, +4 Dexterity)
Will +9 (+3 Base, +1 Inherent, +5 Wisdom)

Combat
Movement: 40 ft. (30 base, +10 Totem Power)
Initiative +4 (+4 Dexterity)
Melee +4 (+3 base, +1 Strength
Ranged +7 (+3 base, +4 Dexterity)
AC: 18 (+4 Armor, +4 Dexterity)
HP: 31 (Base 10, +17 levels, +4 Constitution)

Weapons
-Masterwork Mighty Composite Shortbow; +9 to hit (+10 at 30 ft or less) (+3 Base, +1 luck, +1 masterwork, +4 Dexterity); 1d6+2 damage (arrows, +1 mighty, +1 competence); Critical 20/x3
-Halfspear; +4 to hit (+3 Base, +1 Strength); 1d6+1 damage; Critical 20/x3
-Shortsword; +4 to hit (+3 Base, +1 Strength); 1d6+1 damage; Critical 19-20/x2

Skill Points (Total 40)
Climb +3 (2 ranks, +1 Strength)
Craft (bowyer) +4 (2 ranks, +2 Intelligence)
Handle Animal +1 (2 ranks, -1 Charisma
Heal +6 (1 rank, +5 Wisdom)
Intuit Direction +5 (+5 Wisdom)
Knowledge (geography) +3 (1 rank, +2 Intelligence)
Listen +11 (6 ranks, +5 Wisdom
Sense Motive +9 (4 ranks, +5 Wisdom)
Sneak +10 (6 ranks, +4 Dexterity)
Spot +11 (6 ranks, +5 Wisdom)
Swim +5 (4 ranks, +1 Strength)
Wilderness Survival +14 (6 ranks, +5 Wisdom, +3 Skill Focus)

Racial Abilities
- +2 Wisdom, -2 Charisma
- Sensory Control
- Spell Access: Psionic
- Innate Spell-like abilities: 1/day—contact (DC 9), sense thoughts (DC 9), lesser teleknises (DC 9), compelling command (DC 10), detect magic (DC 9), disorient (DC 9). 3/day—object loresight (DC 10)

Class Abilities
-Proficient with all simple and martial weapons, light, medium, and heavy armor, and shields
- +1 Inherent bonus to Will saving throw
- Totem Powers: +10 feet to ground speed movement

- Animal Companion: Arxis; medium-sized animal (wolf); 2d8+4 (15 hp); Dead -2/Dying -15; Init +2; Speed 50 ft; AC 14 (+2 Dex, +2 Natural), Touch 12, Flat-footed 12; Base Att/Grapple +1/+2; Att +3 (bite, 1d6+1); Full Att +3 (bite, 1d6+1); Space/Reach 5 ft/5 ft; SA Trip; SQ Low-light vision, scent; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Skills and Feats: Listen +3, Sneak +3, Spot +3, Wilderness Survival +1 (+4 racial bonus when tracking by scent), Track, Weapon Focus (bite)

Languages: Common, Verrick, Giant, Litorian

Feats:

Natural Archer (Talent) – +1 competence bonus to damage rolls made from attacks with bows and crossbows, as well as a +1 dodge bonus to Armor Class vs. opponents using bows.

Bonded Item (composite shortbow) (Ceremonial) – Adds +1 luck bonus to hit with composite shortbow.

Skill Focus (Wilderness Survival) (General) (Bonus) – adds a +3 to all Wilderness Survival Checks

Track (General) (2nd level bonus) – use the Wilderness Survival skill to find tracks or to follow them for one mile (see the Arcana Unearthed PHB for full details)

Point Blank Shot (General) (3rd level) - +1 to attack and damage rolls with ranged weapons at ranges of up to 30 ft.

Equipment
Masterwork mighty (+1) composite shortbow (see combat)
-Quiver of arrows (2)
Halfspear (see combat)
Shortsword (see combat)
Masterwork Devanian chain shirt (+4 armor bonus, +8 max dexterity, no armor check penalty)

Backpack
-whetstone
-bed roll
-flint and steel
Traveler’s outfit (2)
Adventurer’s outfit (2)
Healer’s kit

Money: 963 gp, 4 sp, 7 cp

Total Weight: 42 lb

Description: Vraz is a thin, lithely muscled Verrick of average height and weight. He favors earth tone colors, mostly dark greens, browns, and blacks. His glossy white hair is cropped , except for his bangs, which he wears p[articularly long. His face is stern, his expressions dispassionate. Brilliant blue eyes display a strange intensity and determination. His voice is a strong, growling baritone. His wolf Arxis, a calm and obedient beast with black fur, is always by his side.

History and Personality: As a young man, Vraz always felt a strong connection with the wilderness. It was one he could not explain. But when he was very young, he rationally discussed the feelings and situation with his parents. After a long talk, they decided it best for Vraz to follow the calling, suspecting that the powers of the Totem had chosen the young Verrick for something important. He obeyed his parents and left. He spent 6 years in the wild, struggling at first, but eventually learning to craft, hunt, and fend for himself. With the mysterious appearance of the rune on his hand, he has travelled long and far in search of answers.

At first glance, Vraz appears like most Verrick: aloof, quiet, thoughtful, and coolly rational. But deep down Vraz is a hunter at heart, skilled at tracking his prey through the darkest, most treacherous places. He believes fully in the power of the Totem Spirit, and deep within his heart he trusts his skills, talents, and abilities were tempered and honed for a special purpose; he trusts he will find his place in the world soon enough. However, in many ways, the hunt dominates his thoughts and movements. He seems always on the prowl, like a malnourished wolf, hungry and always ready to strike. At times, his over-eagerness is painfully obvious.
 
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Character Name: Jere Ghorson (Truename Illiandros)
Player Name: Caliber
Dungeon Master: NarlethDrider
Race&Gender: Human Male
Class&Level: Wind Witch 3 / Human 1
Deity: Loose nature worship (or appropriate deity ... not familiar with setting)
Size: Medium
Age: 23
Height: 6' 2"
Weight: 184 lbs
Skin&Eyes: Lightly tanned skin, unblemished; Crystal clear emerald eyes
Hair: Black, tied back; Often blows about even without wind present

Str: 12 (+1)
Dex: 14 (+2)
Con: 16 (+3)
Int: 12 (+1)
Wis: 18 (+4)
Cha: 14 (+1)

Fort: +4 (+1 base, +3 Con)
Ref: +3 (+1 base, +2 Dex)
Will: +9 (+5 base, +4 Wis)

Melee: +3 (+2 base, +1 Str)
Ranged: +4 (+2 base, +2 Dex)
Initiative: +2 (+2 Dex)
Armor Class: 12 (10 base +2 Dex)
Hit Points: 30 (average) (3d6 + 1d8 + 12)
Experience: 3000/6000

Race Abilities:
•Class Skills - Spot, Perform, Climb, Jump, Swim, Listen, Spellcraft, Knowledge: Magic,
Gather Information, Diplomacy, Craft.
• Adaptive Learning - Diplomacy.
• Weapon Proficiency - Longsword.

Class Abilities:
• Weapon Proficiency - All simple weapons.
• Armor Proficiency - Light armor and shields.
• Witchery - Air Resistance 20.
• Witchery - Windspeech, 8/ day. Will DC (15) to resist.

Spells per Day: 2/3

Spells Redied:
0th (3) - Hygiene, Canny Effort, Glowglobe (Lesser)
1st (3) - Glamour, Shock (Fort DC 15), Mind Stab

Spells Known:
0th - Bash, Canny Effort, Contact, Detect Disease, Detect Magic, Detect Poison
Enchanting Flavor, Ghost Sound, Glowglobe (Lesser), Hygiene, Minor Illusion,
Read Magic, Repair (Lesser), Saving Grace, Scent Bane, Seeker, Sense Thoughts

1st - Acrobatics, Animate Weapon, Charm, Compelling Command,
Compelling Question (Lesser), Detect Secret Doors, Glamour, Illusory Object (Lesser)
Mind Stab, Mudball, Obscuring Mist, Precise Vision, Resistance, Safe Fall,
Scent Tracker, Tears of Pain, Touch of Fear, Transfer Wounds (Lesser),
Veil of Darkness, Conjure Electricity Creature I, Shock, Cold Blast, Conjure Cold Creature I

Skills:
Use Magic Device (4 /5), Diplomacy (7 /9), Knowledge: Magic (4 /5), Spot (2 /6),
Listen (2 /6), Climb (1 /2), Swim (1 /2), Jump (1 /2), Spellcraft (3 /4), Bluff (2 /4),
Sense Motive (2 /6), Craft: Tattoo (2 /3), Heal (1 /5), Concentration (1 /4),
Gather Information (0 /2), Perform: Storytelling (1 /4)

Feats:
• Tattooed Spell (Ceremonial) - Compelling Command (Will DC 15)
• Energy Mage: Electricity (Ceremonial)
• Craft Spell-Completion Item (Item Creation)
• Energy Mage: Cold (Ceremonial)
• The Voice (Talent)

Languages:
Common, Giant

Weapons:
Longsword - +3 AB, 1d8+1, 19-20
Light Crossbow - +5 AB, 1d8, 19-20

Equipment:
Longsword (4 lbs), Light Crossbow (4 lbs), 30 bolts (3 lbs), Backpack (2 lbs), Bedroll (5 lbs),
Flask (Whiskey) (1.5 lbs), Witchbag (2 lbs), 50' Silk Rope (5 lbs), 2 days Trail Rations (2 lbs),
Waterskin (4 lbs), Traveler's Outfit (5 lbs), Tattoo Needles (5 lbs), Signet Ring,
Topaz (for Electricity template), Dimaond Dust (for Cold template)

Magic Items:
• Headband of Mists - 3/ day: Obscuring Mist, Predict Weather, or Wind Churn
• 10 Minor Poultices - converts 1d10+1 pts of damage to subdual
• Fugitive's Root - protection from being tracked by scent for 10 minutes
• Dazzletwig - casts Diminished Dazzlesphere on 1 target, with 1 HD or less, Will DC (11)

Total Weight: 42 lbs, Light Load

Money: 0pp, 44gp, 7sp, 8cp

Conjure Energy Creature I
Energy Dog
Hit Dice: 1d8 + 10 (14 Hp)
Initiative: +3
Speed: 40 ft
Armor Class: 15 (+1 size, +3 Dex, +1 natural)
Attack: Bite +2 AB, 1d4 + 2
Special Attacks: +1 Energy damage on all attacks (factored in already)
Special Qualities: Energy Immunity, Darkvision, Scent, Construct Abilities
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con -, Int -, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1
Feats: Alertness, Track

Background: Jere was born the son of Ghor, a merchant and minor noble of some repute. The third son, Jere was never destined to inherit his father's bussiness, however, which suited him fine.

Jere always seemed to be called with the breeze, constantly day dreaming of flying when his father would have preferred him practicing a "profitable skill". Of course when Jere's witchery abilities first manifested, his father's concerns over his future quickly vanished.

Apprenticing him to Nalgor, a local Verrick Winter Witch, Jere's father washed his hands clean of his third son, and went about making sure his fourth child, his daugher Allya, was prepared for the world.

Meanwhile, Jere struggled hard under Nalgor. He learned much but the innate differences in their witchery proved a pretty large hurdle. Eventually deciding he could learn more on his own, he left part way through his apprenticeship, following where the winds took him.

What else could be the greatest calling to a Wind Witch, after all?
 
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Chron

Character Name: Chron (Truename)
Player Name: Glyir
Dungeon Master: NarlethDrider
Race&Gender: Lion Litorian Male
Class&Level: Litorian 3 / Akashic 1
Deity: Strong ancestor worship.
Size: Medium
Age: 20
Height: 6' 4"
Weight: 360 lbs
Skin&Eyes: Light brown/blonde fur. Dark blue eyes

Str: 16 (+3)
Dex: 22 (+6)
Con: 16 (+3)
Int: 16 (+3)
Wis: 8 (-1)
Cha: 12 (+1)

Fort 6 (3 base + 3 con)
Reflex 9 (3 base + 6 dex)
Will 2 (3 base -1 wis)

HP = 39 (1d6 + 3d8 + 12)
AC = 20, ff = 14, touch = 16
Init: +6
Base Attack Bonus +3
Base Speed 50ft.
Experience: 3,301 (need to level 6,601)

Akashic Abilities
Skill Memory – after a full round of concentration, the Akashic can gain a +2 bonus to a single skill check made in
the next round.
Simple/Martial Weapon proficency
Light/Medium/Heavy Armor proicency

Litorian Abilities
+2 Dex, -2 Wis (race)
+1 Str, +2 Dex, +1 Con (racial levels)
Bite Feet for free
Scent (p233 AU Book)
+10 ft ground speed
+2 racial bonus on Intimidate, Search, Spot, Listen, and Wilderness Survival
Low-Light vision (2x as far as a human in starlight, moonlight, torchlight, etc. Able to distinguish color in these
conditions)

Skills Rank/Check
Balance 2/8
Bluff 4/5
Climb 1/4
Diplomacy 4/5
Gather I. 4/5
Intuit D. 4/3
Jump 4/7
K. Ceremony 1/4
K. Cosmology 1/4
K. Dangerous Beasts 1/4
K. Geography 1/4
K. History 1/4
K. Nature 1/4
K. Runes 1/4
Listen 4/5
Search 7/12
Sense M. 4/3
S. of Hand 4/10
Sneak 7/13
Spot 0/1
W. Surviv. 7/8

Feats
L1 Fleet of Foot (Ceremonial)
L1 Expertise (General)
L1 Improved Trip (General)
L3 Exotic Weapons (Agile) (General)

Languages:
Common, Giant, Litorian, Sibeccai, Faen, Verrik

Combat
+7 Halberd 1d10+4, x3 10 ft reach, +2 on trip attacks.. can drop if counter
tripped
+7 Battle Claw 1d8+3, 19-20 x2. cannot be disarmed, can use other items while
wearing the claws.
+9 Bola. 1d4+3, 20 x2, range 20ft. +2 trip attacks.
+6 Bite 1d6+3. 20 x2
If bite is used in conjunction with another attack, treat both attacks at -2 to hit and change bite damage to 1d6+1 (as an offhand attack).

Equipment
Masterwork Greater Battle Claw 1d8, 19-20 x2. 3 lbs (325gp)
Masterwork Halberd: 1d10, x3. 15lbs (310gp)
Masterwork Leather Coat: + 4 Armor, +6 Max Dex, Check Penalty –1, 10% spell failure. 20lbs (500gp)
Litorian bola (3) 1d4, 20 x2, range 20ft. 3 lbs (24gp)
Backpack 2 lbs (2gp)
Bedroll 5 lbs (.1gp)
Oil (5 pints) 6 lbs (.5gp)
50ft rope (silk) 5lbs (10gp)
Adventurers Outfit 2lbs (5gp)
Waterskin (1gp)

Magic Items
4 potions Lesser Transfer Wounds (200gp) (Diamond Throne sourcebook)
Bowl of Health (cast Hygene 3/day) (600gp) (diamondthrone.com article)

Weight 61lbs. Light Load
Money 1977.6 spent. 122.4gp left

Background to be edited in soon.
 
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Tass Lonesword
Truename: Yes

Male Sprite 2 / Unfettered 1 / mageblade 1

Stats
Str 14 (+2) [17 base –2 quickling –2 sprite + 1 level 4]
Dex 22 (+6) [16 base +2 quickling +2 sprite +1 sprite level 1+1 sprite level 2]
Con 12 (+1)
Int 14 (+2)
Wis 11 (+0)
Cha 16 (+3)

Hit Points 26 (8+7+4 +4 +1 (con) /lvl)

AC 23 +1 (swords) +1 (1 foe)
[10 base + 6 Dex + 2 small +1 against swords (feat) + 4 armor +1 (Unfettered lvl 1 bonus)) + 1 against 1 foe (unfettered bonus)]

Saves
For : + 2 [ 0 Sprite 2 ; 0 Unf 1 ; mbl 1 ; 2 (con) ]
Ref : + 11 [ 3 Sprite 2 ; 2 Unf 1 ; mbl 1 ; 6 (dex) ]
Will : + 1 [ 1 Sprite 2 ; 0 Unf 1 ; mbl 1 ; 0 (wis) ]

Weapons

Right hand: Athame; Devanian masterwork Sprite Longsword; +7 to hit; 1d4+4 damage
[to hit: +2 str, +1 athame +2 level + 2 small; damage: +1 feat +1 athame +2 strength]

Left hand: Devanian masterwork Sprite Longsword: +3 to hit; 1d4+2 damage
[to hit: +2 str, +2 level +2 small +1 masterwork -4 offhand; damage +1 feat +1 strenght]

Mighty spritebow +10 to hit; 1d4+1 damage
[to hit: + 6 dex, +2 level +2 small; damage +1 strength], 20 bodkin arrows (+2 vs armor)

Backup: Sprite shortsword: +6 to hit; 1d2+2 damage
[to hit: +2 str, +2 level +2 small; damage +1 feat +1 strenght]

Backup: Sprite dagger: +6 to hit; 1d2+1 damage
[to hit: +2 str, +2 level +2 small; +1 strenght]



Feats: 2 base + 1 (bonus) + 1 (level 3)

- Two weapon fighting

-Intuitive Sense [Ceremonial, level 1]: Thanks to the characters uncanny sense of danger, she does not lose her dexterity bonus to Armor Class when flatfooted or attacked by an invisible or unknown opponent. She is always considered "aware" of all incoming attacks for purposes of Dexterity and dodge bonuses to Armor Class.

-Natural Swordsman [Talent, level 1 feat]: The character gains a +1 competence bonus to damage rolls made from attacks with swords . The character gains a +1 dodge bonus to Armor Class against swords.

-Sprite transformation (level 3 feat)


Sprite Traits
- Creature type changes to Fey
- Flight. 30 ft, average.
- Low-Light Vision
- Innate spell-like abilities: 1/day: charm (heightened), ghost sound, lesser glowglobe; invisibility (self only)
- At will: detect magic
+8 to sneak checks (tiny)
+2 to attack (tiny)
+2 AC (tiny)

Spells slots: 3/1 [Mageblade 1: 2/0, +1/+1/+1/+1 charisma 16]
Spells readied: 3/1 [Mageblade 1: 2/0, +1/+1/+1/+1 charisma 16]
Level 0:
Seeker, Bash, Hygiene
Level 1:
Safe fall

Skills

Skill points: Unfettered 1 = 24; Mageblade 1 = 4; Sprite 1,2 = 4
Balance + 10 [ ranks: 3 + 6 (Dex) + 2 (tumble synergy bonus) - 1 Armor penalty ]
Bluff + 10 [ ranks: 7 + 3 (Cha) ]
Climb + 1 [ ranks: 0 + 2 (Str) - 1 Armor penalty ]

Diplomacy + 6 [ ranks: 1 + 3 (Cha) + 2 (Bluff synergy bonus) ]
Disguise + 5 [ ranks: 0 + 3 (Cha) + 2 (Bluff synergy bonus, when observed and acting in character) ]
Escape artist + 7 [ ranks: 2 + 6 (Dex) - 1 Armor penalty ]

Handle Animal + 4 [ ranks: 1 + 3 (Cha) (2 skill points, cross class skill) ]
Innuendo + 3 [ ranks: 1 + 0 (Wis) + 2 (Bluff synergy bonus, to transmit only) ]
Intimidate + 6 [ ranks: 1 + 3 (Cha) + 2 (Bluff synergy bonus) ]

Jump + 3 [ ranks: 0 + 2 (Str) + 2 (tumble synergy bonus) - 1 Armor penalty ]
Knowledge (Magic) + 4 [ ranks: 2 + 2 (Int) ]
Search + 4 [ ranks: 2 + 2 (Int) ]

Sleight of hand + 8 [ ranks: 1 + 6 (dex) + 2 (Bluff synergy bonus) - 1 Armor penalty ]
Sneak + 18 [ ranks: 5 + 6 (Dex) + 8 (tiny) - 1 Armor penalty ]
Spellcraft + 3 [ ranks: 1 + 2 (Int) ]

Spot + 0 [ ranks: 0 + 0 (Wis) ]
Swim + 3 [ ranks: 1 + 2 (Str) ]
Tumble + 10 [ ranks: 5 + 6 (Dex) - 1 Armor penalty ]
Use ropes + 7 [ ranks: 1 + 6 (Dex) ]
Possessions:
Riding dog : 150 gp ; 0 lb
Saddlebags : 4 gp ; 0.8 lb
Riding saddle : 10 gp ; 3 lb
Bedroll : 0.1 gp ; 3.75 lb
Winter Blanket : 0.5 gp ; 0.3 lb
Belt pouch : 1 gp ; 0.05 lb
Waterskin : 1 gp ; 0.5 lb
Trail rations (5) : 2.5 gp ; 0.5 lb

Wearing:
Signal whisle(around neck) : 0.8 gp ; 0 lb
ring of hygene (hygene 1x/day) : 200 gp ; 0 lb
Adventurers outfit : 5 gp ; 0.2 lb
Tiny masterwork leather coat (+4 AC, Max Dex +6, ASF 10%, CP -1) : 700 gp ; 2 lb
Masterwork sprite longsword - athame (left side) : 315 gp ; 0.5 lb
Masterwork sprite longsword (right side) : 315 gp ; 0.5 lb
Sprite short sword (right side, below longsword) : 10 gp ; 0.375 lb
Sprite dagger (strapped on right thigh) 2 gp ; 0.125 lb
Sprite dagger (strapped in left boot) 2 gp ; 0.125 lb
Mighty spritebow (back) : 30 gp ; 1 lb
10 sprite arrows, bodkin (back - quiver) : 5 gp ; 1 lb
Sprite backpack, contains: : 2 gp ; 0.2 lb
Spritesized spell notebook : 5 gp ; 0.1 lb
Ink : 8 gp ; 0 lb
Inkpen : 0.1 gp ; 0 lb
Potion of lesser transfer wounds : 200 gp ; 0 lb
Red gems (20 gp each, 5x) : 100 gp ; 0 lb
Coins : 31 gp ; 0 lb

Weight carried: 6.125 lb

Appearance

Tass has red hair, and light skin. He has foung that ever since his sprite transformation, it is futile to try and comb his hair. It just stands on its own.
For a sprite, tass carries a lot of weapons: two longswords, one shortswors, and two daggers. He also has a spritebow on his back. Finally, Tass wears a leather armor coat that is green and beige.

Personality

Tass is a friendly and curious little sprite. He doesn't like to think about the past, and is very self reliant. Even if some may consider lighthearted, when the situation demands it, he can get very serious. This happens mostly when innocents have been wronged. Due to the events in his past, Tass does not tolerate bullies and tyrants. He believe that all creatures deserve to live in peace. he understands however that this would be in a idilic world, and to get to that goal, one must fight.

Tass is very grateful to Tisprall, the guiding godess of dual-sword-weilding-sprites. She has been good to him. He still somewhat pays hommage to Tifass, her husband, the god of dual weilding faens, but not as much since he became a sprite.

When not fighting for a cause, Tass gets very excited by loud noises. He also gets a kick from taking small things that other people don't really need (at least this is what he believes!), and getting away with it.

He readily talks to his riding dog, Steve, as if he were human, and sometimes gets into arguments with him. Even if sometimes he looses his temper with Steve (but never hits him), he loves Steve very much. Tass consideres himself lucky, becase Rivedoll, the god of loyal-riding-dog-friends has chosed Steve as "the one". Steve will soon learn how to use his powers, and the world will become a better place.

Background:

Tass was an only child, from a loresong Mother, and a Quickling father. When he was in about 12, his village was attacked by Chorrim. Both his parents were killed. During the attack, warriors from the neighboring village came to help, and when thay arrived, they saw Tass, the faen-child, looking defiantly at attackers, with a sword in his hands. Apparently, he had taken the sword from a fallen villager, and appeared to weild it as an extension of his hand. Here is where he gor his surmane: Lonesword.

A sprite uncle took him under his wing, and tought him the arts of the sword, and the few magicks that he could teach. When his unkle was also killed by Chorrim, Tass lost the last relative he knew of. The pain also made him want to leave his native Harrowdeep forest, and explore the world. He needed a change, he coulnd't stand the pain. He decided to transform into a sprite, to honor his unkle, and he left.
 
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