Pathfinder 1E TIDERULER - THE FALL OF LAHOLT - ROGUES' GALLERY


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KahlessNestor

Adventurer
2hxninb.jpg


Daxio Flynn, Arcanist
 

Neurotic

I plan on living forever. Or die trying.
Fintir Kothar (Demon Slayer) "Moss" for humans
LG Fighter (Physycal Exemplar) 10/Monk (Style Master/Iron Mountain) 2

STR 25 (+7) 24-2(race)+2(belt) +1(exemplar)
DEX 22 (+6) 17+2(race)+1(@4th) +2(belt)
CON 18 (+4) 15+1(@8th)+2 (exemplar)
INT 15 (+2) 15
WIS 18 (+4) 15+1(@12th)+2(headband)
CHA 15 (+2) 13+2(race)

HP: 168 = 14 + 10x(7+4) + 2x(6+4) +12 (toughness) +12 (exemplar)
AC: 30 = 10 + 8 (armor) +6 (dex) +1 (natural) +1 (trait) +1 (shield) +1 (size) +1 (insight) +1(deflection)
Flat: 24
Touch: 21
Move: 30'

Init: +6 (+6 dex)

Attacks:
[sblock=Attack damage math]
Bite 1d4 primary (becomes 1d8 from focused weapon becomes 2d6 due improved natural attack)
Claws 1d3 primary (becomes 1d8 from focused weapon becomes 2d6 due improved natural attack)
Tail 1d4 secondary (becomes 1d8 from focused weapon becomes 2d6 due improved natural attack)
Wings 1d4 secondary (becomes 1d10 from focused weapon becomes 2d8 due improved natural attack)
[/sblock]


to hit: 24 = +11 BAB +7 Str +1 WF +1 size (-1 in bright light) +4 (weapon training)
damage: +7 (str) +4 (weapon training) +
extra: +5 if enemy denied dex bonus +2d6 if hits with 2 or more attacks +2d6 vs evil
Standard: bite +24 (2d6+13 +1 acid / x2) Fort DC 26 or nauseated for 1+CON (3) rounds
Full:
- bite (+24 / 2d6+13+1 acid and Fort DC 26 or nauseated for 1+CON (total 5) rounds)
- claw x 2 (+24 / 2d6+13)
- tail (+19 / 2d6+9)
- wings x2 (+19 / 2d8+9)
Breath weapon: acid 4d6 cone 15' Ref DC 26 for half
Long bow: (+18/+13/+8) / 1d6+7 (110', 20/x3)

Stunning Fist 5/day Fort DC 20

Saves: (+6 vs. sleep/paralysis/stun; +2 vs spells; +3 vs fear; +4 vs visual effects, gazes and sight-based illusions)
Fort: 16 10 + 4 (CON) +1(luck) +1 (exeplar)
Ref: 14 6 + 6 (DEX) +1 (luck) +1 (exemplar)
Will: 16 6 + 4 (WIS) + 1 (luck) +1(trait) +4 (bravery)

CMB 19= 11 (BAB) + 7 (Str) -1 (size) +2 (ioun stone)
CMD 37= 10 + 11 (BAB) + 7 (Str) + 6 (Dex) -1 (size) +2 (ioun stone) +1(insight) +1 (deflection)

Traits:
Defender of the Society (+1 AC while wearing armor)
Indomitable Faith (+1 Will)

(10 x 4 + 2 x 6 class + 24 background skills)
SkillAbilityRanksModMiscTotal
*AcrobaticsDex6615
BluffCha022
*ClimbStr2712
*Craft(traps)Int429
DiplomacyCha02
Disable DeviceDex066
DisguiseCha022
*Escape ArtistDex12621
FlyDex16+2+817
HealWis145
*IntimidateCha12217
Know(arcana)Int022
*Know(dungeon)Int022
Know (local)Int022
Know (nature)Int022
Know (planes)Int224
Know (religion)Int022
*PerceptionWis10417
*RideDex1610
*Sense MotiveWis0410
SpellcraftInt022
*StealthDex126425
*SurvivalWis145
*SwimStr1711
UMDCha022
BACKGROUND
AppraiseInt022
*Craft(armor)Int21015
*Handle AnimalCha224
Lore(dragons)Int210/td][td]12
*Know(engineer)Int022
Know(geography)Int123
*Know (history)Int123
Know (nobility)Int022
LinguisticsInt022
*PerformCha022
*ProfessionWis044
Sleight of HandDex066

* class skill

Languages: Draconic, Common, Abyssal

Feats:
L1: Draconic Aspect (Green)
L1: Fig 1: Tail Terror (fav class bonus +1/2 dmg when flanking)
L2: Fig 2: Weapon Focus (claws) (fav class bonus +1 dmg when flanking)
L3: Draconic Breath
L3: Monk 1: Stunning Fist, Improved Unarmed Strike, Boar Style
L4: Monk 2: Toughness, Snapping Turtle Style
L5: Noxious Bite
L5: Fig 3: Armor Training(fav class bonus +3/2 dmg when flanking)
L5: Exemplar: Advanced Weapon Training feat (Armed Bravery)
L6: Fig 4: Feral Combat Training (fav class bonus +2 dmg when flanking)
L7: Improved Natural Attack
L8: Fig 6: Boar Ferocity
L9: Fig 7: Skill Focus (Fly), Advanced Armor Training (Armor specialisation)
L10: Fig 8: Advanced Weapon Training feat (Focused Weapon)
L11: Fig 9: Draconic Paragon, Advanced Weapon Training (Weapon Specialist (taking Weapon focus and Feral Combat training, applying to all natural attacks)
L12: Fig 10: Powerful wings
L12: Exemplar: Combat Style Master

L13: ToDo: dragon style

[sblock=Racial traits]
-2 Str; +2 Dex; +2 Cha
Draconic language
30' movement
small size (+1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks)

Armor -> Dragonmaw (primary bite 1d4)
Crafty -> Gliding Wings
Darkvision
Light Sensitivity

Claws (primary 1d3)
[/sblock]

[sblock=Class Features]
Fighter 10:
- d10 HD
- full BAB
- Fort save
- bonus combat feats
- bravery +3 (+4 due sash)
- armor training x2
- weapon training +2 (+4 total due gloves)


Monk 2
- d8 HD
- All saves
- medium BAB
- Bonus Feat
- Flurry of Blows
- both replaced by archetypes
- Stunning Fist (Fort DC 20)
- Improved Unarmed Strike (1d4)
Master of Many Styles
- Bonus Feat (Style) at 1st and 2nd level
- Fuse Style (2 styles active)
Monk of the Iron Mountain
- Toughness
- +1 natural armor bonus

[/sblock]


[sblock="Items"]
MW Noqual Agile Breastplate 8400 gp 6.25 lbs
Gloves of dueling 15 000gp
(increase weapon training by 2)
Boots of the Earth 5000gp 0.5lbs
(fast healing 1 if standing still on the ground - move action)
Griphon mane cloak of the Hedge Magician (Transmutation) 2525gp 0.5lbs
(+2 competence bonus on Fly checks; at will—mage hand; 1/day—enlarge person, expeditious retreat)
Wayfinder 500gp
(+2 circumstance bonus on Survival checks to avoid becoming lost)
Dusty Rose Prism Ioun Stone 5000gp
(+1 insight AC; +4 CMB i CMD within wayfinder)
Bodywrap of mighty strikes +2 (+1 ghost strike) 12000gp
MW Tail attachment cold-iron pounder 302gp 2lbs
Amulet of mighty fists (holy) 16000gp
Ring of protection +1 2000gp
Belt of physical might +2 (STR, DEX) 10000gp
Sash of the war champion 4000gp
(+4 fighter level for armor training and bravery)
Medusa mask 10000gp
(+4 some saves, 1/day petrify Fort DC 15 for 1 minute)
Headband of Fortunes Favor 7700gp
(+1 luck on all saves; all luck effects last 1 extra round)
Golembane scarab 2500gp
(detect golems 60' standard action; ignore all golem DR)
Swarmbane clasp 3000gp
(full damage to swarms; ignore distraction ability)
Shawl of Life-Keeping 1000gp
(insta-heal 10hp if wearer < 0HP; needs HP to fill)
Handy Haversack 2000gp

Longbow (ST 24) 800gp 1.5lbs
Cold-iron arrows 2gp 1.5lbs
Normal arrows 1gp 1.5lbs

Healing potion x3 (150gp)
Holy water x2 (50gp)


Green dragon scales (1lb)

MW Haversack
Silk Rope (10 gp, 5lbs pe has 4 hit points and can be broken with a DC 24 Strength check.​
Cold iron bear trap 4gp 10lbs​
Honey 1gp 0.5lbs​
Food (10 days) 3gp 5lbs​
Bedroll 2.5 lbs​

Total weight: 32.75
--------------------
Total money spent: 107 945 gp
Remaining: 55gp

[/sblock]

Carrying capacity:
Light: 174.75lbs. or less
Medium: 175 – 349.5 lbs.
Heavy: 350 – 525 lbs.

[sblock=Wishlist]
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/decanter-of-endless-water
http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Boots of the Earth

Ioun stones
Magenta Prism +2 enhancement bonus on any one ability score, can be changed once daily 16,000 gp
cracked — — +2 competence bonus on checks with any one skill you choose, can be changed once per day 800 gp

Pale Ruby Trillian +5 competence bonus on Stealth checks 5,000 gp
cracked — — +1 competence bonus on Stealth checks 200 gp
[/sblock]

[sblock=Image]
View attachment 87063
[/sblock]

[sblock=Description and History]
In time before the wars of elfic alliance, Myrrash and the drow, there was verdant forest in which legendary green dragon ruled, last of its kind known to mortal humanoids. It lived in tentative peace with surrounding realms of elves, dwarves, yuan-ti and men - those merchants traveling through it's domain knew not to fight if kobolds asked for a tithe. It surrounded itself with kobolds worshiping and serving it as best as they could from their subterranean lairs. Some of them lived above ground as scouts and enforcers, others mined deep caves for precious metals...dragon was harsh master, but much more dependable than it's red or white cousins. His servants were valued if for no other reason than to prevent the need for dragon to rouse itself more than once a century.

Than the wars came and it defended it's forest, mighty dragon stalking powerful demons while kobolds dealt with minor threats through traps and alchemy.

Viridian Queen, Lady of the Moss Forest, Ruler of infinite trees under the sky held her domain fairly clear of the demons. More intelligent ones realized there is no point in wasting troops until they secure the foothold and left her in peace. Still, incursions continued and her patience and her stock of kobolds grew ever lower. When Ministers appeared and humans organized a crusade along their dwarven allies, she offered her help. And was rebuffed by too righteous, overzealous magister. She tried to help regardless, but without support, her effect on the battle was minimal. After humans were defeated in one battle, the dragon was caught and after terrible fight succumbed. Demons weren't finished with. They rounded up kobold tribe for slaves, dragons progeny for sport, corruption or worse. Some of that progeny would be centuries old and mighty in and of themselves if they managed to survive in the demons world.

As The Queen fell and was tortured, she had time to anoint nearest kobold (one of her soul-bonded-warriors) with her blood. The kobold was trapped under the great body of The Queen and unwilling part of the ritual. As she was dying she proclaimed ancient dragon oath that bound her power to her blood. Kobold was buried under her, covered with earth and plants and slept under dragons domain through the transformation. Centuries passed and blood of the dragon and the essence of the forest seeped into its small body.

Here it lay forgotten, until such time an oracle, lead by vision of returning power of dragons brought the warrior back to light. As the light stabbed its light-sensitive eyes, tortured kobold roared to life, scales green as his dragon "parent", his body encased in green crystalline substance, his body remotely resembling the dragons, with powerful jaws, claws, tail and even wings. He felt stronger, hardier, more powerful than ever before.
Yilap, as the kobold was named, looked around the forest, the world much different than the world he went to sleep in. One ruled by humans. The forest was still here, but tamed, passable. Weak.
Creature that uncovered him asked many questions and answered some in return. Yilap worked on the crystal that encased him, chipping parts of it, molding, working until he had functional armor made of that strange green substance. He thanked the oracle and left in search of his tribe.
Underground was worse, with tiefling kobolds taking over their weaker cousins, drow and their servants enslaving anything they found. But in remote regions, some deep down, some within surface caves, small tribes survived by being stealthy enough or simply insignificant enough to hunt down.

Yilap took the name Fintir Kothar, Demon Slayer, Viridian Heir. He learned hard way that the tribes have been corrupted and he had to fight his way out of the shallow caves. There was no society anymore. No one was caring for the tribe anymore. There was no laws and no traditions. He went deeper into the ground until he could come to terms with his new body. He clawed his way down until he found the tribe of 'normal' kobolds. Those who didn't show signs of demonic influence. He spent some time with them, teaching them history of their people, connecting several tribes, their shamans, chieftains and sorcerers seeing the war coming to them once more.

In time, he was forced to take over one tribe, duel between him and the chieftain lasting all of ten seconds. After a year, they started ranging up, setting up traps and pushing into their former territories. With drow ruling around them they went further up toward the surface, avoiding powerful fey and their servants. Thunderscales were again out in the world! The warrens were fortified against drow and demons, traps were set and slowly they started re-learning the secrets of the forest. Once, out scouting, Fintir was attacked by a boar. Bowled over, harried and gored, he barely survived and that only thanks to tumbling into the ravine created by some old flood. Recovering in the branches, he considered what happened and how efficient the animal movement were. He already used his natural weapons. But he used them as a fighter would use his spear or a dagger, darting in, clawing or biting and retreating. Returning to the tribe, he changed his combat style to aggressive overbearing attack of all his weapons. At the same time, even his armor didn't save him from cuts and bruises brought by being pushed, trampled and thrown around. So he trained his body, hardening scales by repeated strikes, by roughly scouring them with stone or sand.

Thinking about it brought him to another revelation. The tribe now cared for each other without constant bickering and backstabbing. It was matter of survival, but even weak were cared for. Even weak had their place and each in its own way helped the tribe even if that was only caring about the eggs. The religion slowly shifted from Gaknulak and his focus on protection and stealth to Apsu and his ideals of Law, Good and Scaly folk.

Remembering humans rejection of his mighty Queen, but aware that his tribe will be killed or enslaved if discovered by drow from below, elves from surrounding forests or any other organized nation, Fintir Kothar learned the language of humans and went into the world, content that the tribes can now work united against common enemy.
[/sblock]
 
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Name: Zyara Kyloni
Race: Female Human
Class: Monk-12
Alignment: Lawful Neutral
XP: 220,000
Hit Dice: 12d10+72 (10+11*7+72)
HP: 159

Strength: 24 (+7) (20 +4 item)
Climb (12+): +22
Swim: +7​

Constitution: 20 (+5) (19 +1 at 8th)

Intelligence: 20 (+5) (19 +1 at 12th)
Appraise: +5
Knowledge: History (12+): +20
Knowledge: Religion (12+): +20
Linguistics: +5
[-]Spellcraft:[/-]​

Wisdom: 28 (+9) (23 +1 at 4th, +4 item)
Heal: +9
Perception (12+): +24
Sense Motive (12+): +24
Survival: +9​
Initiative: +10
AC: 35 (+8 Dex, +9 Wis, +4 class, +2 ring);
touch: 35; Flat: 25​
BAB: +12/+7/+2 ; CMB: +19; CMD: 42
Fort: +16; Ref: +19; Will: +16
Speed: 70 ft

Dexterity: 26 (+8) (22 +4 item)
Acrobatics (12+): +23
[-]Disable Device: [/-]
Escape Artist (12+): +23
Fly: +8
Ride: +8
[-]Sleight of Hand:[/-]
Stealth (12+): +23​

Charisma: 18 (+4) (18)
Bluff: +4
Diplomacy: +4
Disguise: +4
[-]Handle Animal:[/-]
Intimidate (12+): +19
Perform: +4
Use Magic Device: +4​

+Proficient

portrait Zyara Kyloni.png
[sblock="COMBAT"]OFFENSE
Initiative: +8
CMB: +19 (+12 BAB +7 Str)
WeaponTo HitDamageNotesAB/CMB Calc
Unarmed Strike+22/+17/+122d8+9 (crit 19-20)Overcomes magic, cold iron, silver, and lawful DR12 BAB, +7 Str, +2 amulet, +1 WF
Flurry of Blows+22/+22/+22/+17/+122d8+9 (crit 19-20)Overcomes magic, cold iron, silver, and lawful DR12 BAB, +7 Str, +2 amulet, +1 WF
Nine-section Whip+20/+20/+20/+15/+101d8+8 (crit 17-20) BBlocking, distracting, monk, trip12 BAB, +7 Str, +1 magic
Unarmed Grapple+23CMD +4, two grapple checks per round12 BAB, +7 Str, +4 feats
Unarmed Trip+26CMD +4, tripping provokes two AoOs12 BAB, +7 Str, +2 amulet, +1 WF, +4 feats
9-s Whip Trip+24CMD +4, tripping provokes two AoOs12 BAB, +7 Str, +1 magic, +4 feats
Optional Maneuvers
Power Attack: -4 AB; +8 Damage
Confirming Criticals: +2 trait bonus
5-foot Step: Cannot be denied by rough terrain.
AoO: Can make AoO flat-footed,
Stunning Fist: Fort DC 25 or choice of: stunned 1 round or fatigued or sickened 1 minute or staggered 1d6+1 rounds
Grapple: No AoO, +4 AB; +2 CMD; can make 2 grapple checks per round
Trip: No AoO, +4 AB, +2 CMD, opponents falling prone provoke AoO from me AND opponents I trip provoke a second AoO
Weapon: Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC.
Weapon: Distracting: You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon.
Weapon: 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
Style Strike: Once per flurry. choose:
Shattering Punch: bypass all DR with one strike
Foot Stomp: Held target may make combat maneuver check to escape.​
Ki Maneuvers
1 kp Ki Pool (swift action) Extra full BAB attack during flurry.
1 kp Formless Mastery (immediate action) +4 AC, +4 AB, +12 damage on unarmed strikes until end of my next turn, vs foe using style feat stance
1 kp Elemental Fury (swift action) +1d6 cold damage on unarmed strikes for 6 rounds
2 kp Diamond Soul (swift action) Gain SR 22 for 1 minute

DEFENSE
AC: 35 (10 +8 Dex, +9 Wis, +4 class, +2 ring); touch: 35; Flat: 25
CMD: 42 (10 +12 BAB, +7 str, +8 dex, +9 wis, +4 monk, +2 ring)
Fort: +16 (+8 class, +5 Con, +3 cloak)
Ref: +19 (+8 class, +8 Dex, +3 cloak); Improved Evasion
Will: +16 (+4 class, +9 Wis, +3 cloak); +2 vs Enchantment
Immunity: diseases, magical diseases, falling damage (only near a wall)

EXPENDABLES TRACKING
Stunning First: 13/day
Ki Points: 15/day
AoO: 9/round
[sblock="Common Conditions"]Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.
Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting) or lose the spell.
Prone: The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity.
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Staggered:A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Stunned:A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).
Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.
[/sblock][/sblock][sblock="FEATURES AND TRAITS"][sblock="Proficiencies and Languages"]Languages: Common, Undercommon, Infernal, Abyssal, Celestial, Draconic
Armor: None
Weapons: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
[/sblock][sblock="Race: Human"]Bonus Feat: Humans select one extra feat at 1st level: Nimble Moves
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class: Unchained Monk, +1 hp each level
Traits
Martial Manuscript (faith): You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon.
Reactionary (combat): You gain a +2 trait bonus on all Initiative checks.​
[/sblock][sblock="Feats"]Race: Nimble Moves
Level: 1st: Power Attack; 3rd: Weapon Focus (unarmed strike); 5th: Vicious Stomp; 7th: Greater Trip; 9th: Greater Grapple; 11th: Improved Critical (nine-section whip)
Monk: 1st: Improved Grapple; 2nd: Combat Reflexes; 6th: Improved Trip; 10th: Improved Critical (unarmed strike)

Combat Reflexes: You can make additional attacks of opportunity.
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Greater Grapple: Maintaining a grapple is second nature to you.
You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Greater Trip: You can make free attacks on foes that you knock down.
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Improved Critical: Unarmed Strikes Attacks made with your chosen weapon are quite deadly.
When using the weapon you selected, your threat range is doubled.
You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Grapple: You are skilled at grappling opponents.
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Trip: You are skilled at sending your opponents to the ground.
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Nimble Moves: You can move across a single obstacle with ease.
Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds.
Vicious Stomp: You take advantage of the moment to brutally kick an enemy when he is down.
Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
Weapon Focus: Unarmed Strike
You gain a +1 bonus on all attack rolls you make using the selected weapon.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
[/sblock][sblock="Class: Unchained Monk"]AC Bonus:
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feats
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows:
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Ki Pool (Su):
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Power (Su):
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
4th: Slow Fall (Su):
A monk within arm’s reach of a wall can use it to slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).
6th: Elemental Fury (Su):
A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.
8th: Formless Mastery (Ex):
A monk with this ability varies his styles, never repeating the same move twice and capitalizing on the weaknesses of an opponent’s style. As long as he does not possess any style feat, the monk can spend 1 point from his ki pool as an immediate action to gain the following against opponents in the stance of a style feat: a +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to his monk level on damage rolls. These bonuses last until the end of the monk’s next turn (or his current turn if he uses this ability on his own turn). The monk can activate this ability and the furious defense ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.
10th: Abundant Step (Su):
A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.[sblock="Dimension Door"]Casting Time: 1 standard action
Components: V
Range: long (400 ft. + 40 ft./level)
Target: you and touched objects[-] or other touched willing creatures[/-]
Duration: instantaneous
Saving Throw: none and Will negates (object);
Spell Resistance: no and yes (object)

DESCRIPTION

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.
--
By the way…
Because ships are constantly in motion, the caster of spells of the teleportation subschool must have line of sight to teleport onto a ship. Otherwise, a caster must scry upon a particular ship first, then immediately teleport to the scryed destination. Any delay in casting means the ship has moved from its scryed location and the spell fails.

Source Skull & Shackles Player’s Guide[/sblock]​
12th: Diamond Soul (Ex): KP: 2 swift action; SR: 22; Duration: 12 rounds
A monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk’s level. A monk must be at least 12th level before selecting this ki power.
Improved Evasion (Ex):
You take no damage on successful Reflex saving throws against attacks, and you only tale half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Still Mind (Ex):
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Purity of Body (Ex):
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike (Ex):
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
5th: Shattering Punch
The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
9th: Foot Stomp
The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
[/sblock][/sblock][sblock="EQUIPMENT"]Headband of Inspired Wisdom +4 (16,000gp) +4 Wis
Amulet of Might Fists +2 (16,000gp) natural attacks at +2
Belt of Physical Might +4 (40,000gp): +4 Str, +4 Dex
Cloak of Resistance +3 (9,000gp) +3 to all saves
Ring of Protection +2 (8,000gp) +2 deflection AC
Nine-section Whip +2 (2,000gp) +1 weapon enhancement bonus
Monk's Robe (13,000gp)
When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk’s AC bonus.​
Monk's Outfit
belt pouch
waterskin
104,000 gp spent
[sblock="Carrying Capacity"]
Light Load
233 or less
Medium Load
234 - 466
Heavy Load
467 - 700
Push, Drag, Lift
3500
[/sblock][/sblock][sblock="DESCRIPTION and HISTORY"]HISTORY: Zyara was born in poverty by a single parent. As she got older she became more difficult for her father to relate to so he sent her away to a monastery. For years she studied various history, religion, arts of the body, and martial arts. And when they could teach her no more, she went out on her own to learn what she could not learn in a cloister.
Race: Human
Gender: Female
Age: 23
Relationship:
Height: 5' 11"
Weight: 132#
Complexion: clear
Skin: fair
Hair: red
Eyes: dark green
Face Structure: heart shaped
APPEARANCE: Zyara wears brightly colored, loose-fitting clothes in reds, blues and golds. Sashes and bangles hang from the waist and wrists that flutter about when she fights adding a distraction that causes people to miss her unarmored form.
[/sblock]
[sblock="mini stats"]Zyara Kyloni
HP: 159 Current: 159
AC: 35; Touch: 35; Flat: 25;
CMD: 42; Grapple: 44; Trip: 44
Fort: +16, Immune to disease
Ref: +19, Improved Evasion
Will: +16, +2 vs Enchantments

CMB: +19; grapple +25 no AoO; trip +25 no AoO; disarm +21 AoO
Flurry of Blows: +22/+22/+22/+17/+12, spend 1 ki for 4th +22 strike; DAMAGE: 2d8+9 magic, cold iron, silver, lawful; THREAT: 19-20
Nine-Section Chain: +20/+20/+20/+15/+10, spend 1 ki for 4th +20 strike; DAMAGE: 1d8+8 magic; THREAT: 17-20

AoO: 9/round; Current: 9; Adjacent subjects falling prone trigger AoO from me
Ki Pool: 15/day; Current: 15
Stunning Fist: 13/day; Current: 13; Fort DC 25; choose stunned 1r, fatigued, sickened 1m, or staggered 1d6+1r

Temporary Conditions: (this would start the combat empty but for example sake:)
Hill Giant 1 is staggered for 3 more rounds
+1 AB, +1 Saves prayer from cleric for 2 more rounds
+1d6 cold damage from unarmed attacks for 4 more rounds
[/sblock]
 
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Shayuri

First Post
Name: Aranel Amandil
Race: Half Elf
Class/Level: Ancient Lorekeeper Oracle of Dragons
Gender: Female
[sblock=Description]e1bd47725e67705c7894cf870afeab8e.jpg[/sblock]

Strength (STR) 17
Dexterity (DEX) 24 (+2 racial, +4 enhancement)
Constitution (CON) 18
Intelligence (INT) 14 (+1 level)
Wisdom (WIS) 18
Charisma (CHA) 28 (+2 level, +6 enhancement)

Alignment: Chaotic Good
AC: 32 (10 + 7 dex + 2 natural + 9 armor + 4 shield)
Hit Points: 106 (11d8+56)
Movement: 30'

Init: +7
BAB: +9/+4
Melee Attack: +12
Ranged Attack: +16
Fort: +10
Reflex: +13
Will: +14

Race Abilities
+2 Dex
Elven Immunnities: Immune to magic sleep, +2 vs Enchantment spells and effects
Keen Senses: +2 Perception
Weapon Familiarity (replaces Adaptability)
Low Light Vision
Favored Class: Oracle
- Level 1-7 +1 skill
- Level 8 +1 3rd lvl spell
- Level 9 +1 3rd lvl spell
- Level 10 +1 4th lvl spell
- Level 11 +1 4th lvl spell
- Level 12 +1 5th lvl spell

Class Abilities:
Proficiencies - Simple weapons, Light/Medium armor, shields
Orisons
Mystery - Dragon (Ancient Lorekeeper)
- Spells: Prestidigitation, Windy Escape, Scorching Ray, Fireball, Dragon Breath, Wall of Stone
- Revelations
* - Breath Weapon (Su) (6d6 fire, 30' cone, 3/day, DC 25)
* - Draconic Resistance (Resist fire 10, +2 natural armor)
* - Dragon Senses (Darkvision 120', Blindsense 30)
* - Wings of the Dragon (Fly 60 (poor), 120min/day)
Curse - Covetous
- Must keep 50 + 100/lvl gp of clothes and jewelry on person; sickened if cannot, or if it's stolen
- Gain UMD as class skill
- +4 insight Appraise, Spellcraft to ID, UMD
- Gain Fabricate as bonus spell

Skills: 79
Appraise +14 (8
Craft: Sculpture +10 (5
Diplomacy +22 (10
Fly +20 (10
Heal +11 (4
Intimidate +21 (9
Knowledge history +10 (5
Knowledge religion +10 (5
Perception +17 (8
Sense Motive +15 (8
Spellcraft +9 (4
Use Magic Device +20 (4

Traits
- Irrepressible (charisma instead of Wis on saves vs charm/compulsion)
- Armor Expert (Reduce ACP of any worn armor by 1)

Feats
1 Weapon Finesse
3 Spell Pen
5 Greater Spell pen
7 Empower Spell
9 Selective Spell
11 Quicken Spell

Languages - Common, Elven, Draconic

Spells (caster level 12 (16 vs SR), save DC 19+lvl)
Slots 1 - 9, 2 - 8, 3 - 8, 4 - 8, 5 - 7, 6 - 4

Known
0 - Create Water, Detect Magic, Light, Purify Food/Drink, Spark, Stabilize, Enhanced Diplomacy, Mending, Guidance, Prestidigitation
1 - Shield of Faith, Remove Fear, Protection from Evil, Divine Favor, Burning Disarm, Windy Escape, Cure Light Wounds
2 - Align Weapon, Spiritual Weapon, Silence, Lesser Restoration, Resist Energy, Scorching Ray, Cure Moderate Wounds
3 - Archon's Aura, Searing Light, Prayer, Invisbility Purge, Bestow Curse, Water Breathing, Fireball, Cure Serious Wounds
4 - Neutralize Poison, Spell Immunity, Holy Smite, Freedom of Movement, Dragon Breath, Fabricate, Cure Critical Wounds, Blessing of Fervor
5 - Summon Monster V, Spell Resistance, Dispel Evil, Wall of Stone, Mass Cure Light Wounds
6 - Heal, Mass Cure Moderate Wounds

Money - 310gp

Weapons -
Agile Rapier +1, +17 atk, 1d6+8, 18-20/x2, 8,320
Composite (+3) Longbow +1, +17 atk, 1d8+4, 20/x3, 110', 2700
- 20 arrows

Armour -
Mirrored Mithril Large Shield +2, (+4 AC, 0 ACP, +2 touch AC vs Rays, reroll miss chance vs gaze attacks), 10020
Mail of the Dragon's Herald (Celestial Armor), 22,400 (+3 chainmail,+9 armor, +8 max dex, -2 ACP; fly 1/day)

Gear -
Bling, 1250
Handy Haversack, 2000
Vest of Resistance +2, 4000
Spellguard Bracers (+2 concentration, 3/day roll w/adv), 5000
Belt of Dexterity +4, 16k
Headband of Charisma +6, 36k

[sblock=Background]Aranel was born an elf, was raised an elf, and because she was not an elf she wanted to be more of an elf than most elves were. Her father is a noble who's family influence and wealth permits his eccentric taste to pass mostly unremarked, at least to his face. Her mother lived with him, even married him, and was a bright spot of light in Aranel's young life. She understood the difficulties of living with the long-lived, often haughty beings. Though Aranel was of their blood, they tended to see her as 'half human' rather than 'half elf.' And yet, frustratingly, they reacted to her as they would to an elf of similar age...that is, a child.

Seized with a desire to prove herself, Aranel devoted herself to the study of the elven people and their history and ways. She didn't limit herself to texts and scrolls, but ventured into the world to seek out ancient sites and sacred places to see firsthand. It was on one such expedition that she began to have the 'dragon dreams.'

They began as just a presence that she would feel while asleep...a strange feeling that would 'awaken' her within her own dream, turning the dream lucid just before she awakened fully. Over the next few nights the feeling became stronger, the period of lucidity longer, until finally she felt it trying to communicate with her. In her dream she knew it was near by the shadow of a great dragon cast over the ground. It urged her onward.

Aranel knew by now that the histories of the elves and dragons were entangled, but the details remained frustratingly vague. The great wyrms were supposedly gone from the world, but perhaps some ancient spell or magic remained? What could be learned from it? Secrets and lore never before discovered...the kind of thing that couldn't be ignored by the Quorum.

She went deeper, to a place where the forest had grown over crumbling ruins and signs of an ancient struggle. The shadow of the dragon in her dreams flashed an image, powerful enough to fascinate; to fixate. A peculiar eight-petaled flower growing alone from the bole of a tree that had fallen and broken over a steep embankment. She sent the others on her expedition back, pushing forward alone as food and water dwindled, driven forward by that echo in her mind.

When Aranel found it, she dug down...and didn't have to dig far before she found jags of what looked like emerald. An enormous green gem, rough and uncut, buried under the loam. And within...

She met what might have been, at one point, a kobold. But this kobold had almost nothing in common with the tiny, craven reptile-men of the current age. Larger, stronger, with developed wings...he was as much dragon as kobold. From her studies Aranel could work out his ancient dialect of Draconic well enough to communicate, and the spoke at some length...telling one another of their respective times. Then he set out to find 'his tribe.' Aranel might have gone with him, but the dream still beckoned, thunderously.

Deeper under the hill she'd found him in Aranel discovered the remains, the bones, of what had to be a great wyrm. When she reached out to touch a skull big enough for her to fit entirely inside, something passed from it to her. Or perhaps more accurately, passed through it to her.

Timelessness. Falling. No...flying. She was flame, howling through the sky like a meteor; she was a gale of arctic chill, a stroke of living lightning. They were with her, voices that split the void, speaking a language where each word was imbued with all the meaning of an entire tome of knowledge. At the end they spoke one more such word; it was to be her name. Like everything else they said, it meant many things.

In the common tongue the closest resonance would be...Herald.

She awakened under the hill, not knowing how much time had passed. Not caring. Near her were other ancient remains...the dragon had not fallen undefended. Moving on some cloudy memory from the 'dream,' Aranel pushed the cracked and mouldering piles of rust aside to find something that glittered and shone; a suit of armor wrought from dragonscales that had survived all these years. It was for her now. Aranel took it and started the journey back to the elven city. That night her hair fell out. It was all right. She didn't need it anymore. More changes were to come. Aranel might have the blood of high elves, but her soul had been touched, molded, by something that was to dragons what dragons were to humans. She had to know what that meant.[/sblock]
 
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Arduniel (Ari) Runemaster
Archivist 12 / VMC Necromancer

STR: 12
DEX: 22 (19 +2 +1@12th)
CON: 16 (17 -2 +1@4th)
INT: 24 (20 +2 +2 item)
WIS: 18 (17 +1@8th)
CHA: 16

AC: 23 = 10 + 6 (dex) +5 (armor) +1 (deflection) +1 (natural)
Move: 30'

HP: 86 = 9 + 11 x 7
Init: +6 = (+6 dex)

Attacks:
Staff +1: +7 / 1d6+2

Saves:
+1 vs necromancy and transmutation
Fort: 8 + 3 + 2 (cloak) = 11
Ref: 4 + 5 + 2 (cloak) = 11
Will: 8 + 4 + 2 (cloak) = 14

CMB 7 = 6 (BAB) + 1 (Str)
CMD 23 = 10 + 6 (BAB) + 1 (Str) + 6 (Dex)

Traits:
Pragmatic Activator (Int to UMD)
Hedge Magician (-5% to all magic item creation)

Feats:
Bonus: Design Focus (destruction), Greater Design Focus (destruction), Inscribe Magical Tattoo
Elf: Quicken Script (1/day -3 levels), Persistent Script (2/day -1 level)
Familiar: Alertness
Normal:
1st Improved Counterscript
3rd VMC (wizard - gain familiar)
5th Intensify Script (3/day )
7th VMC (wizard - school power)
9th Improved Familiar (Clockwork familiar)
11th VMC (wizard - gain cantrip) <-- overwhelming for 11th level

Destruction study:
Writ of destruction: +1 caster level for every destruction charge
Powerful blasts: fundamentals are always maximally overloaded
Powerful blasts: +1 per die of damage
Mass Destruction: when the script damages more than one creature DC goes up by 1 for one round. Cumulative up to +2 DC, duration resets until next round.


Skills:
Skill Ranks per Level: 2 + Int modifier = 9 x 12 = 84
* = Class skill
Format: Skill name (ability) total (total = rank + ability +class +misc mods)
Bluff (Cha) +3 (+3), Acrobatics (Dex) +6 (+6), Climb (Str) +1 (+1), Alchemy (Int) +8 (1+7), Diplomacy (Cha) +3 (+3),
Disable Device (Dex) +6 (+6), Disguise (Cha) +3 (+3), Escape Artist (Dex) +18 (circlet+6), Fly (*Dex) 14 (5+6), Heal (Wis) 5 (1+4),
Intimidate (Cha) +3 (+3), Arcana (*Int) 22 (12+7), Dungeoneering (Int) +10 (3+7), Local (Int) +12 (5+7), Nature (Int) +12 (5+7),
Planes (*Int) 15 (5+7), Religion (Int) +12 (5+7), Perception (*Wis) +13 (5+4+2+2), Perform (Cha) +3 (+3), Ride (Dex) +6 (+6),
Sense Motive (*Wis) +23 (12+4+4), Spellcraft (*Int) 22 (12+7), Stealth (Dex) +6 (+6), Survival (Wis) +4 (+4), Swim (Str) +2 (1+1),
Use Magic Device (*Int) 25 (12+7+1+2)

Background skills: 24 points
Appraise (*Int) +7 (0+7), Craft(*Int) 20 (10+7), Handle Animal (Cha) +3 (0+3), Engineering (Int) 8 (1+7), Geography (Int) 8 (1+7),
History (*Int) 20 (10+7), Linguistics (*Int) 11 (1+7), Nobility (Int) +8 (1+7), Profession (*Wis) +4 (0+4), Sleight of Hand (Dex) +6 (0+6)


[sblock=Racial traits]
+2 DEX, +2 INT, -2 CON
Low-light vision
Elven Magic (+2 to overcome spell resistance)
Blightborn
Shadowhunter

Familiar (Clockwork)
School Power (Necromancy)
Wizard Cantrip at-will (Scriveners Chant)
[/sblock]

[sblock=Archivist]
Bonus feats x3
Fundamentals x8
Scripts x15
Study Synergy
Study Ability x2
Altered Script 2/day
[/sblock]

[sblock=Scripts]
DC 17+level (19+level for destruction)
Bonus scripts 2 / 2 / 2 / 1 / 1 / 1 / 1

Fundamentals:
Repair (creation)
Staunch (creation)
Pain (destruction)
Weakness (destruction)
Invoke elements (invocation)
Lift (manipulation)
Seek magic (revelation)
Decipher (revelation)

1st
Aegis (creation) +5 AC for 24 hours
Recover (creation) 1d6+5 (+1d6/charge) +5 intensified
Drain (destruction) 5' area (10' for 3 charges) 1d4+6 (+11 intensified +1d4+1/charge) - Fort half
Pulse (destruction) 5d6+5 RTouch Fort or deafened (2 charges for dazed)

2nd
Striking (destruction) 6 misiles for 1d4+2 (+1 missile per charge)
Natures Embrace (invocation) endure elements 24h or resist energy 10 as immediate
Slide (manipulation) - teleport up to 30' (+10'/charge) 1d8 for off-target arrival

3rd
Lesser Conjuring (creation) - harbringer archon, silvanshee agathion
Negation (destruction) 1d20+14 +1/charge
Float (manipulation) fly 40' 1 min/lvl +1 min/charge +10'/charge; 2 charges for good maneuverability

4th
Miasma (destruction) 20' radius 20' high nauseated 1d4+1 rounds after leaving Fort negates
1 destruction charge deals 1d6+1 acid to nauseated; 1 invocation foils sight​
Alter Flow (manipulation) haste +1 AC and Ref; slow -1 AC and ref; Fort negates (+-1 / manipulaton charge)
Falsify Senses (revelation) 1 extra creature / charge

5th
Diamond Skin (alteration)

6th
Conjuring (creation)
[/sblock]

[sblock=Furia (Clockwork familiar)]
Tiny clockwork construct
Init +6
Darkvision (60'), low-light vision; Perception +5

--- DEFENSE ---
AC 24; Touch 22; Flat-footed: 20 (+2 vs Evil)
HP: 43
Fort +8; Ref +6; Will +9 (+2 vs evil)
DR 5/adamantine; Immune: construct traits
Vulnerability: sonic
Improved evasion
Spell resistance 17
--- OFFENSE ---
Speed 30'; Fly 50' perfect
Melee bite +7 (1d3 +1d6 electricity)

--- STATISTICS ---
Str 10; Dex 14; Con 10; Int 17; Wis 13; Cha 11
BAB +3; CMB +3; CMD +15
Feats: Improved Initiative, Lightning Reflexes
Skills: Fly +19; Perception +2+1; Sense Motive +2+1; Stealth +12
Languages: Elven, Common
SQ: advice (grant +2 craft and UMD), item installation, swift reactions, winding
[/sblock]

[sblock=Items]
Runic staff +18000
Mnemonic Vestment5000
Hands of the scribe16000
Metascript rod I-III (extend)3000
Metascript rod I-III (piercing)3000
Handy Haversack2000
Cloak of resistance +24000
Belt of Dex +24000
Spectacles of Understanding3000
Jaunt Boots7200
Headband of vast intelligence +2 (Escape Artist)4000
Amulet of Natural Armor +12000
Verdant Vine Bracelet6000
Ring of Protection +12000
Swirling smoke tattoo5937,5
Wayfinder500
Runeward Tattoo (transmutation)475
Runeward Tattoo (necromancy )475
Talisman of power I (daily armor)1000
Talisman of power II (daily natures embrace)4000
Ring of Counterspells4000
Lesser Prayer Beads9600
Scroll VI Slipstream (manipulation)1650
Scroll V Disenchant (creation)1125
Scroll IV Cripple (alteration)700
Scroll III Decaying Ray (destruction)375
Scroll II Second Sight(revelation)150
Scroll I Comprehension (revelation)25
Wand II Enhance Movement (alteration)4500
Wand I Tangled Roots (invocation)750
TOTAL104 462,5
[/sblock]

Carrying capacity:
light: 43 lbs. or less
medium: 44–86 lbs.
heavy: 87–130 lbs

[sblock=Wishlist]

[/sblock]


[sblock=Image & Backstory]
Arduniel.jpg

Arduniel was like any other young elf, timeless, enjoying life, living with nature and learning what it means to live for centuries. And he did. He discovered early his magic potential. He was trained to be a wizard as most other elves with the spark did. But he, he was different. his magic was part of his being, but he was no wizard. He couldn't manage even the simplest spells. He could learn the spells, the gestures, use components...but nothing would happen. Ever. He was tested as a sorcerer. Nothing. One day, magic theory course talked about true names, the language of magic so profound that mere names of things can change the reality. They learned that calling out true name of a being can aid in summoning and helping in controlling the creature. Short demonstration of the tutor called a minor fey. They were taught that mere mention of the more powerful creatures may gain them attention, but that any true calling included spells far above their ability. But when Arduniel called the names things happened. Calling for fire, things burst in flames. Naming the language of magic enabled him to read it. Or to see magic around him. Nearly lost magic of true names, of true language of magic returned to the elves.

Part of his training were of course various runes. And mention of ancient Thassilon, human empire where wizards ruled. He learned about the corruption of power as humans changed seven virtues into seven sins. In his arrogance, his isolated, easy and peaceful life, he dismissed it as human weakness.

Until one faithful day when his settlement was attacked by humanoid tribe and they were nearly wiped out. His home despoiled. His people killed. Women taken. He joined other youths in immediate pursuit, lead by righteous anger, an outrage and hurt. They caught up with the raiders and killed them all. The elves showed no mercy and Arduniel was no better than the lowest of guards. His anger, no, his wrath, empowered his magic to terrible levels. Disillusioned about the elves, his own superiority and power in general. He spent decades trying to get rid of the anger and to make things (and himself) better. After time in isolation he managed to control his anger. And given his propensity for words that change the reality, he externalized the anger. He is now as peaceful as he ever was. Living with the immortal fey and the elves in isolated city he again started feeling normal when the disease struck. He didn't really worry too much, weakness and ambivalence to everything was known to elves. After all, you can only repeat the same things so many times before they grow old on you. But this turned out to be more serious than that and he started the research. His friend Goliath mentioned nymphs and he joined them looking for some extra info. When strangers appeared, he was alarmed at first, but as he listened he grew more and more interested.
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Archon Basileus

First Post
Arduniel (Ari) Runemaster
Archivist 12

STR: 12
DEX: 21
CON: 16 (15+1@4th)
INT: 16+2
WIS: 12
CHA: 6

AC: 10 + 3 (dex) +4 (armor) +1 (buckler) = 18
Move: 30'

HP: 43
Init: +3 (+3 dex)
STR: 12
DEX: 22 (19 +2 +1@12th)
CON: 16 (17 -2 +1@4th)
INT: 24 (20 +2 +2 item)
WIS: 18 (17 +1@8th)
CHA: 16

AC: 23 = 10 + 6 (dex) +5 (armor) +1 (deflection) +1 (natural)
Move: 30'

HP: 75
Init: +6 (+6 dex)

Attacks:
Staff: +7 / 1d6+2

Saves:
Fort:8 + 3 + 2 (cloak) = 11
Ref:4 + 5 + 2 (cloak) = 11
Will:8 + 4 + 2 (cloak) = 14

CMB 7 = 6 (BAB) + 1 (Str)
CMD 23 = 10 + 6 (BAB) + 1 (Str) + 6 (Dex)

Traits:


Feats:
Bonus: Design Focus (destruction), Greater Design Focus (destruction), Inscribe Magical Tattoo
Elf: Quicken Script, Persistent Script

Destruction study:
Writ of destruction: +1 caster level for every destruction charge
Powerful blasts: fundamentals are always maximally overloaded
Powerful blasts: +1 per die of damage
Mass Destruction: when the script damages more than one creature DC goes up by 1 for one round. Cumulative up to +2 DC, duration resets until next round.


Skills:
Skill Ranks per Level: 2 + Int modifier = 9 x 12
* = Class skill
Format: Skill name (ability) total (total = rank + ability +class +misc mods)
Bluff (Cha) 0 (+3), Acrobatics (Dex) 0 (+3-1), Climb (Str) 0 (+3-1), Alchemy (*Int) 4 (+14), Diplomacy (Cha) 4 (+3),
Disable Device (*Dex) 4 (+12-1), Disguise (Cha) 0 (-2), Escape Artist (Dex) 0 (+3-1), Fly (*Dex) 0 (+3-1), Heal (Wis) 0 (+1),
Intimidate (Cha) 0 (-2), Arcana (*Int) 3 (+10), Dungeoneering (Int) 2 (+6), Local (Int) 1 (+5), Nature (*Int) 1 (+8),
Planes (Int) 0 (+4), Religion (Int) 0 (+4), Perception (*Wis) 2 (+3 / +5 traps), Perform (Cha) 0 (-2), Ride (Dex) 0 (+3-1),
Sense Motive (Wis) 1 (-1), Spellcraft (*Int) 3 (+10), Stealth (Dex) 1 (+4-1), Survival (*Wis) 1 (+5), Swim (Str) 1 (+4-1),
Use Magic Device (*Int) 4 (+11)

Background skills: 24 points
Appraise (Int) +7 (0+7), Craft(Int) 14 (+4+7), Handle Animal (Cha) +3 (0+3), Engineering (Int) 11 (1+7), Geography (Int) 7 (+7),
History (Int) 2 (1+7), Nobility (Int) 1 (1+7), Profession (Wis) 0 (+1), Sleight of Hand (Dex) +6 (+6)


[sblock=Racial traits]
Elven Magic
Blightborn
Shadowhunter
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[sblock=Alchemist]
Bonus feats x3
Fundamentals x8
Scripts x15
Study Synergy
Study Ability x2
Altered Script 2/day
[/sblock]

[sblock=Scripts]
Fundamentals:
Repair (creation)
Staunch (creation)
Pain (destruction)
Weakness (destruction)
Invoke elements (invocation)
Lift (manipulation)
Seek magic (revelation)
Decipher (revelation)

1st
Aegis (creation)
Recover (creation)
Drain (destruction)
Comprehension (revelation)

2nd
Striking (destruction)
Natures Embrace (invocation)
Slide (manipulation)

3rd
Lesser Conjuring (creation)
Negation (destruction)
Float (manipulation)

4th
Miasma (destruction)
Alter Flow (manipulation)
Falsify Senses (revelation)

5th
Diamond Skin (alteration)

6th
Conjuring (creation)
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[sblock=Items]
[sblock=Weapons and Armor]
Runic staff +1
Hands of the scribe
Metascript rod I-III
Metascript rod I-III
Talisman of power I
Talisman of power II
Cloak of resistance +2
Headband of vast intelligence +2
Ring of protection +1
Amulet of natural armor +1
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Carrying capacity:


[sblock=Wishlist]
Wayfinder
Jingasa of the Fortunate Soldier
+Int item
+Dex item
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[sblock=Image & Backstory]

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Guys I'm returning to all games this week. To close the troublesome days, I've been quite sick, to the point I had to lay down and wait, basically. Please, pass on the word. Sorry again. We'll resume all games to normal pacing till tomorrow.
 

CharlotteOz

Explorer
alice-chalk-tiefling-whitebg.png

Alice Chalk
Female tiefling investigator (empiricist) 12
NG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +22
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Defense
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AC 29, touch 17, flat-footed 24 (+9 armor, +2 deflection, +5 Dex, +3 shield)
hp 93 (12d8+36)
Fort +9, Ref +15, Will +13 (+4 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +4; Resist cold 5, electricity 10, fire 5, unfailing logic
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Offense
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Speed 30 ft.
Melee +3 inspired rapier +18/+13 (1d6+8/18-20) or
. . 2 claws +9 (1d4-1)
Ranged +1 shortbow +15/+10 (1d6/×3)
Special Attacks studied combat (+6, 7 rounds), studied strike +5d6
Investigator (Empiricist) Extracts Prepared (CL 12th; concentration +19)
. . 4th—cure critical wounds, greater false life[UM], fire shield, universal formula[APG]
. . 3rd—greater animal aspect[UC], cure serious wounds (2), gaseous form, hypercognition[OA], communal spider climb[UC]
. . 2nd—ablative barrier[UC] (2), alchemical allocation[APG], cure moderate wounds, focused scrutiny[ACG], invisibility, see invisibility
. . 1st—anticipate peril[UM] (DC 18), disguise self, long arm[ACG], monkey fish[ACG] (3), see alignment[UC]
--------------------
Statistics
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Str 8, Dex 21, Con 17, Int 24, Wis 17, Cha 12
Base Atk +9; CMB +8; CMD 25
Feats Combat Reflexes, Extra Investigator Talent[ACG], Fencing Grace[UI], Weapon Finesse, Weapon Focus (rapier), Weapon Versatility
Traits fencer, sea-souled (coastline or island)
Skills Bluff +10, Craft (alchemy) +14 (+26 to create alchemical items), Diplomacy +16 (+22 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +28, Heal +11, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +22, Knowledge (local) +22, Knowledge (nature) +14, Knowledge (nobility) +22, Knowledge (planes) +14, Knowledge (religion) +14, Perception +22, Sense Motive +22, Sleight of Hand +14, Spellcraft +20, Stealth +13, Swim +6, Use Magic Device +22; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Gnome, Goblin, Halfling, Infernal, Orc
SQ alchemy (alchemy crafting +12), ceaseless observation, inspiration (13/day), investigator talents (combat inspiration[ACG], expanded inspiration[ACG], infusion, mutagen[UM], quick study[ACG], sickening offensive[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 120 minutes), prehensile tail[ARG], trapfinding +6
Combat Gear mutagen[APG], oil of bless weapon, oil of flame arrow, potion of blur, potion of cure serious wounds, potion of displacement, potion of lesser restoration, potion of protection from arrows 10/magic, potion of undetectable alignment, alchemical dye kit[UI], antitoxin (2), bladeguard[APG] (2), water purification sponge[UE], weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (silver)[APG]; Other Gear celestial armor, +2 electricity resistance mithral buckler, +1 shortbow, +3 inspired rapier, brass spider[ACG], elixir of swimming, handy haversack, muleback cords[APG], ring of protection +2, ring of resistance +2, tengu drinking jug[ARG], alchemy crafting kit[APG], backpack, bedroll, belt pouch, concealable thieves' tools[UI], flint and steel, ink, inkpen, investigator starting formula book, mess kit[UE], pot, soap, sunrod (3), torch (10), trail rations (5), waterskin, 2,129 gp
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Special Abilities
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Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Use Dexterity on rapier damage rolls
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 13/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 23) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 120 minutes.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Quick Study (Ex) Use studied combat as a swift action.
Sickening Offensive (Ex) Studied strike sickens foe for 1 rd.
Studied Combat (+6, 7 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +5d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
--------------------
Tieflings face a great deal of discrimination in this world, both from average people who leap to conclusions regarding their demonic appearances, and from more "enlightened" scholars who insist on there being an intellectual basis for why they must never be trusted. The fact that no tiefling can recall the details of any afterlife has been seized upon by many bigoted scholars as proof that they have no souls, for example, or that they are all compelled to lie about their return to the infernal realms by demonic masters able to outwit mortal divination spells.

Consequently, Chalk has grown up in something of a defensive crouch her entire life, surrounded by people in the slums she had to be unfailingly polite to since she knew that the difference between her seeing another day and one more dead tiefling was a matter of goodwill. She was always intelligent, but never had a means to apply it other than the occasional streetfight where she could lay out someone twice her size by knowing just where and when to strike with her claws.

Her fortunes changed when she wound up a deckhand on the merchant ship Belle of the Ball; the ship's captain, the half-orc Bastok, cared little about the fate of her soul as long as she kept the deck swabbed. She learned the finer arts of swordplay from the ship's first mate Beryl, but her passion was truly ignited by the ship's alchemist, who was a tiefling as well; the alchemist, nicknamed Matchstick, kept the ship stocked in everything from alchemical ammunition for the ship's weapons, to safe-burning sources of light for thick fog and moonless nights, to the kind of intoxicants that only a sailor could enjoy.

On shore leave, Matchstick wound up accused of a crime he could not have committed, and the young Chalk set out to prove his innocence, and the combination of all that she had learned served as a key sliding into a well-oiled lock; as good as she was at swordplay and alchemy, she was an outstanding detective, partly due to raw talent and partly due to a work ethic that put many to shame. A couple of sleepless nights later, and with a well-secured bribe to a non-tiefling to represent her alchemist mentor in court, Chalk had secured Matchstick's freedom and her own future.

Since then, Chalk's star has risen, her pechant for solving impossible crimes keeping pace with her reputation. She figured out she was transgender less than a year ago and cooked up an alchemical treatment to make herself the lady she wanted to be; many people think that Alice Chalk is a relative of the famed investigator Archer Chalk, many others think that too much time in the lab has done something to her brain, many others still don't see what the big deal is in a world where a significant percentage of the population can turn into a bear, and a few have inquired on the sly just how her treatment works. She discovered the secret of the unfolding heart, solved a locked room mystery where the murder weapon was a weaponized melody, and most infamously, figured out the ending of the ongoing dramatic ballad "The Nowhere People," forcing the bard to change the ending to a significantly less satisfactory one. (She doesn't regret much, but she does regret this.)

Alice's personal passion is combating the stereotypes of tieflings; even those who have fallen to evil elicit some sympathy from her, since she's intimately familiar with the notion of the world telling you you're something to the point you believe it yourself. Her personal passion project is to discover what the tiefling afterlife is; to either prove that tieflings are judged by the merits of their lives, like any other mortal, or if they're not judged fairly, that whoever does the judging gets their ass kicked hard enough they reconsider their policy. But Alice is in no mood to die just yet; there are many more mysteries in this life to unravel.

Appearance: when she went by Archer, she had a rumpled appearance complete with a drab and stained coat stuffed with her alchemical substances and gear; since changing her name to Alice she has cleaned up significantly, with a sharper command of color (due to some special alchemical dyes) and a more organized approach. She is quite visible a tiefling, with blue scaley skin and red eyes (authentic) and red hair (dyed from her typical black.) She has short but sharp claws on her fingers and a tail with - she swears - a mind of its own, that she is quite skilled at using as its own appendage.
 

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