Wild West Info


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XP Totals

Character Total

Jake Cook 32,090
Katherine Kale 30,610
Ruby West 26,229
Nanuet 20,946
Chester Martin 17,245
Minerva Florencia 13,784
Sonoma 5,080
Ginnie Flaherty 3,314
Nakomo 2,802
Alison Caine 1,760
Conrad Booth 1,418
Tricia Shaw 931
Emily Banks 690
Storm Golden Eye 670
Clarisse Townsend 415
Black Isaac O'Dell 355
Luc Ableson 275
Colleen O'Hara 207
Cathleen O'Hara 199
Chow Wei Hung 150
Duncan MacRiabert 150
Thom 115
Morgana Arcadiam 95
Qualtaqa 25
Hank Hill 10
 

Ruby Grace West
1st Level Rogue, 6th Level Bard
5'8 with long, deep red hair and hazel eyes, 18 years old
Female Human, Follower of Aphrodite

CR 7; Medium Humanoid ; HD 1d6+2(Rogue) , 6d6+12(Bard) ;
HP 56; Init +4; Speed 30;
AC:14 (Flatfooted:10 Touch:14);
Attack +4 base melee, +8 base ranged;
AL CN;
SV Fort +4, Ref +11, Will +4;
STR 10, DEX 18, CON 15, INT 15, WIS 8, CHA 17.

Current XP: 26,229

Skills:
  • Appraise +5,
  • Bluff +10
  • Diplomacy +13
  • Disable Device +10
  • Escape Artist +6
  • Gather Information +11
  • Heal +1
  • Hide +6
  • Intimidate +10
  • Profession (Poker) +10
  • Listen +0
  • Move Silently +5
  • Open Lock +11
  • Perform (Sing / Dance) +13
  • Ride +6
  • Search +5
  • Sense Motive +9
  • Sleight of Hand +17
  • Speak Language +2 (Spanish, French)
  • Spot +0
  • Use Rope +5.
Languages: English, Spanish, French

Feats:
  • Armor Proficiency: light
  • Shield Proficiency
  • Simple Weapon Proficiency
  • Nimble Fingers +2 Disable Device and +2 Open Locks
  • Persuasive +2 Bluff and +2 Intimidate
  • Skill Focus (Sleight of Hand) +3 to any skill
  • Empty

Spells Known (Bard 3/4/3):
  • 0 -- Dancing Lights, Daze, Detect Magic, Mage Hand, Prestidigitation, Read Magic
  • 1st -- Charm Person, Cure Light Wounds, Sleep, Unseen Servant
  • 2nd – Detect Thoughts, Enthrall, Invisibility

Rogue
  • Sneak attack +1d6 Any victim denied their DEX bonus to AC can be the target of a sneak attack.
  • Traps The character can use the Search skill to locate traps when the task has a DC higher than 20

Bard
  • Bardic Knowledge: (+5) The character is well versed in many forms of knowledge. The knowledge check receives the listed bonus (equal to level) + Intelligence Modifier
  • Bardic Music Uses: 6/day The character can inspire courage, countersong, fascinate, inspire competence, suggest, or inspire greatness. Dependent on the perform skill
  • Bardic Music: Countersong: Each creature within 30ft of the bard may use the bard’s perform in place of their willpower check in attempts to save vs. sonic or language dependant magic
  • Bardic Music: Fascinate: Able to fascinate creatures within 90ft
  • Bardic Music: Inspire Competence: Can give a +2 competence bonus to any creature within 30ft
  • Bardic Music: Inspire Courage (+1): Allies within 30ft gain +1 morale bonus to Attack and Damage rolls as well as to saving throws vs. charm and fear effects
  • Bardic Music: Suggestion: The bard may make a suggestion to any currently fascinated creature

Weapons:
Magical Cowboy Dagger
Derringer, 2 shot
Pistol, 6 shot, double action
Dagger (hair clip)
9 shot repeating rifle and shotgun she shares with Jake
Rifle from the farmhouse with 10 enchanted shells
Pistol from farmhouse, 6 shot, double action
Mexican Fire Rod 33 charges remaining

Ammo:
5 sleep bullets from Judge Isby
Cowboy Ammo
1- 41-calibur rim-fire cartridges that induce sleep once the shell is into the blood stream for a Remington Double-action Derringer
4- 41-calibur Magic Weapon rim-fire cartridges for a Remington Double-action Derringer
9 - 10-guage acidic shotgun shells (as per Melf’s Acid Arrow spell) usable with any 10-guage shotgun

Potions from Dorita…

Possessions:
Masterwork Thieves Tools
Heart shaped silver earrings with the Queen of Hearts design etched into them, part of a set, gift from Mr. Cook
Ruby and Diamond ring, also from Mr. Cook
Diamond engagement ring from George Eastman, value $2000
Clothes, including lots of new stuff
Perfume and jewelry given to her as gifts by would be suitors
Horse and saddle, stabled at the El Parador Cantina
2 puppies, Mischief and Lucky
And of course, Mr. Silver Jake Cook :wink:

All new clothes and items purchased on her New York City birthday shopping spree.
Healing balm acquired by Jane to heal Ruby's scars. Unused.

The Lucky Lady Dance Hall, Saloon and Hotel (formally the Lone Star) (25% ownership), owned with Jake Cook, Job Kane and Niles Hoover (now deceased and left to his nephew). Ruby resides at the Lucky Lady.
Ruby's House on Freemont and Main Street Ruby bought the house to avoid unwanted Vampire advances.
Silver Trust 7% share of Silver Mine trust left by Niles Hoover.

Appearance:
Singer Ruby West has a hard time blending into any crowd and that’s the way she usually likes it. She stands tall at 5’8 and has limbs that are long and graceful. Her hourglass figure is set off by a small waist which curves into rounded hips. She considers her best feature to be her full bust and likes to show it off with tight low cut dresses that hug her curves. Her skin is flawless and fair, yet turns a light tan in the hot Arizona sun. Her face has a touch of the exotic, full lips and almond shaped hazel eyes that change color with her mood, green to gold to gray. Her wavy deep red hair reaches to the small of her back. Wild and hard to keep under control, she normally wears it half pulled up and the rest left loose.

Ruby projects an attitude of worldliness and experience. Yet without the attitude and fancy dresses she looks like a young girl, her face untouched by care or worry. Her demeanor is free spirited and carefree.

Background:
Constance Grace West was born June 2 of 1863 to William and Alma West of New York City. Being born with a full head of deep red hair immediately put her at a disadvantage, the Harrington Family Curse they called it. The last person in her family who had the same red hair was her grandmother on her mother's side, known to be able to manipulate magic. She was cast out of the family and spent her life traveling the world, occasionally sending Ruby letters. Her parents were highly disappointed with their new baby and never attempted to have any other children. They always kept her at arms length and Ruby spent most of her youth running away from the nanny.

Ruby had no love for school and while her parents constantly pushed her, she did not excel. The only lessons she enjoyed were her singing and dancing lessons, and even those got tedious with constraints and rigid rules. She knew she had other unique talents to fall back on instead and concentrated on manipulating people to get what she wanted, a lesson well learned from her parents. She had few people she trusted and those she did were not the right sort for a daughter of someone with her father’s position to be consorting with.

At the age of 14 Constance was told she was being shipped off to boarding school, to prepare her for marriage to Mr. George Eastman of Rochester. Not wanting to marry or go to finishing school she stole money from her parents and ran away, heading west.

Important Links:
Dancing Background
Social background, Grandmother
Jimmy
Ruby and Jake talk about Jake’s sister and Ruby leaving
Ruby and Jake have a question game part 1 & part 2, later talk about their dreams.
Ruby’s ‘husband’
Ruby's Family History
 
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Kate

orchid blossom said:
Mrs. Katherine Kale, Human Expert 4/ Wizard 4 (D&D 3.5) 8th level

Str-7 Dex-13 Con-11 Int-17 Wis-11 Chr-12

HP-39 AC-11

BAB +5 Melee +4 Ranged +6

Skills: Intimidate (Chr) +8, Handle Animal (Chr) +11, Bluff (Chr) +3, Heal (Wis) +9, Ride (Dex) +13, Alchemy (Int) +7, Tumble (Dex) +7, Perform-Keyboard Instruments (Chr) +14, Gather Information (Chr) +7, Sense Motive (Wis) +5, Knowledge History (Int) +8, Knowledge Arcana (Int) +8, Spellcraft (Int) +8, Profession Horse Trainer (Wis) +7, Concentration (Con) +2

Saves: Ref (Dex) +3, Fort (Con) +2, Will (Wis) +7

Feats: Animal Affinity, Persuasive, Scribe Scroll, Skill Focus Horse Trainer, Brew Potion

Spells per day. 2nd level=1, 1st level=2, 0th=4

1st level known: Charm Person, Sleep, Mage Armor, Grease. Transmutation spells.

All cantrips

Description: Katherine stands about 5’ 4” tall, with long dark hair, dark eyes and a fair complexion. Age: 26

Gear: A trunk of clothing and a few books. Her late husband’s pistol, a Derringer, and a dagger. A sewing kit. A small folder frame holding her husband’s picture.

500-600 books, shared with Manuel Gonzales.
Magical hair clip contaning alternate identity "Madeline Anders"
Magical ring, protects mothers-to-be.
Bracelt, protects from uninvited influence of greek or roman gods.

Magical ammunition for Derringer--
3 to induce sleep
7 magic weapon

Often carries wand of Magic Missles loaned by Manuel Gonzales

Current XP: 30,610

In 1851, Friedrich Seagram traveled to Europe with his parents. After they toured Germany and visited his family, they traveled on into France where he met Amelie Rousseau. In 1852 they were married and returned to reside in Boston. Two years later they had a son, Henry. In 1857 a daughter Katherine, and then in 1861 another son Phillip.

Katherine adored her parents and her brothers, even though they often teased her. It was devestating to all of them when the War began and Friedrich went into the army. Phillip was only a few months old when their father went away to fight. He was gone for years, and rose to the rank of Colonel before he was wounded and discharged in 1863. He returned without the lower half of his left arm.

The family slowly got back to normal after the war, and Katherine grew up happy, with everything she could want. She learned to play the piano, draw, and ride. At the age of 14 she was sent to a boarding school for girls for finishing, returning two years later. That year she “came out” and spent the next two years in the whirl of social life, where she and every other girl her age hoped to meet her future husband.

In fact, she met him in a stable. Friedrich took his daughter to Kale’s Livery. He considered it to be the best place for horses in the city. Katherine’s skill at riding had outgrown her current horse, and Friedrich Seagram brought her to Tom Kale’s to choose another. It quickly became obvious that the young Mr. Kale couldn’t take his eyes off Katherine, nor she off Thomas. It took some convincing, but Kate married Thomas Kale in the winter of 1876.

The first four years were very happy, the business thrived, and along with other investments they had all they could want. Tom often had Kate with him in the stables, teaching her how best to train a horse and how to judge the animals. Which will be best for riding, and which for harness. In 1880 Tom fell ill. It began as a cold, but he could not recover. It worsened until her spent his days in bed coughing up blood. For a month he didn’t know who anyone was.

The bills for his treatment were terrible, and Kate didn’t have the time or skill to manage the business. Tom trusted his assistants, and assured her everything would be well. Unfortuntely he was wrong. By the time he had recovered enough to begin to poke his nose back into the business, he discovered his assitant and his accountant had been stealing from them. There was enough left to pay the doctor bills, but the business was in terrible shape and all their savings and investments gone. Worse, the doctor said it was only a matter of time before Tom got ill again if they stayed in Massachusetts. They would have to move to the drier air out west
 
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Nanuet at 5th level (3rd level ranger / 2nd level cleric) current XP: 18,736:

Nanuet, Male Elf, High Rgr3/Clr3: CR 5; Medium Humanoid (Elf); HD 3d8+3(Ranger) , 3d8+1(Cleric) ; hp 56 ; Init +2; Spd 30; AC:12 (Flatfooted:10 Touch:12); Atk +6 base melee, +7 base ranged; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL NG; SV Fort +7, Ref +6, Will +6; STR 12, DEX 14, CON 12, INT 10, WIS 16, CHA 13.
Skills: Concentration +5, Handle Animal +9, Heal +10, Knowledge (Nature) +5, Listen +6, Move Silently +8, Ride +12, Search +3, Spot +5.

Feats: Animal Affinity, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Endurance, Precise Shot.
Spells Known (Clr 3/2): 0 -- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st -- Bane, Bless, Bless Water, Burial Blessing, Calm Animals, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Regenerate Light Wounds, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I.
Domains: Earth and Good
Normal Spells Prepared (Clr 4/4/3): 0 - Create Water, Detect Poison, Purify Food and Drink, Virtue; 1st - Bless, Calm Animals (d), Sanctuary, Obscuring Mist; 2nd - Soften Earth and Stone (d), Hold Person, Bear's Endurance.

Possesions of interest:

One Spencer Carbine repeating rifle and 4 exploding shells

Apache Medicine Totem
This item is usable by any high elf. Those of other races can only use it if they are either druids or clerics that worship nature deities.

This necklace provides the wearer with +3 protection to armor class and to saving throws. It also acts as a conduit for clerical spells and can serve as a holy symbol.

The necklace initially has fifteen stones of varying length that provide the following:

Two 1” stones (stones 1 & 15) act as a “Cure Minor Wounds” spell - speckled
Two 1.5” stones (stones 2 & 14) act as a “Cure Light Wounds” spell
One 2” stones (stones 3 & 13) act as a “Cure Moderate Wounds” spell one regular
One 2.5” stones (stones 4 & 12) act as a “Cure Serious Wounds” spell - 1 speckled, one regular
Two 3” stones (stones 5 & 11) act as a “Cure Critical Wounds” spell
Two 3.5” stones (stones 6 & 10) act as a “Healing Circle” spell - speckled
Two 4” stones (7 & 9) act as a “Heal” spell
One 5” stone (center stone) acts as a “Raise Dead” spell. - speckled

Each stone can only be used once although pendants could be replaced by an Apache Head Shaman (12th level or higher). Each stone activated by having the command word in the Apache language by the elf, druid or nature cleric. Any person may receive the healing. Other Native American tribes have similar Medicine Totems, the metal and stones used for each being those of the tribal lands.

The item was created for use by an Apache Head Shaman (12th Level) to specifically cure Apache Elves who follow the Native American gods (who are the ones granting the healing). The item can be used by other elves or non-elvan druids or clerics that worship nature deities but the casting time would take longer than it would for an Apache Head Shaman. It can also be used to cure non-elves that worship other deities but the result could be to a lesser extent. An attempt to cure an enemy of the Apache people would not work at all.
 
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Name: Chester Martin
Class: Fighter/Ranger
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Athena

Str: 15 +2 Level: 4/2 XP: 16740
Dex: 18 +4 BAB: +6 HP: 56 (4d10+0+2d8+0)
Con: 10 +0 Grapple: +8 Dmg Red: -/-
Int: 12 +1 Speed: 30' Spell Res: -
Wis: 13 +1 Init: +4 Spell Save: -
Cha: 12 +1 ACP: Spell Fail: -%

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +2 +0 +4 +0 +0 +0 16
Touch: 14 Flatfooted: 12

Base Mod Misc Total
Fort: 7 +0 +7
Ref: 4 +4 +8
Will: 1 +1 +2

Weapon Attack Damage Critical Range
Remington 1875 "Army" +11 2d6+2 20/x2 30 ft.
Remington 1875 "Army" (right) +7 2d6+2 20/x2 30 ft.
Remington 1875 "Army" (left) +7 2d6+2 20/x2 30 ft.
Spencer carbine +10 2d10 20/x2 70 ft.
Cavalry saber +8 1d6+2 18-20/x2
Hunting knife (melee) +8 1d4+2 19-20/x2 10 ft.
Magic Bowie knife (melee) +9 1d4+3 18-20/x2
Magic Bowie knife (thrown) +12 1d4+2 18-20/x2 10 ft.

Languages: Common, Giant

Abilities: Favored Enemy (Humanoid (Elf)), Wild Empathy (+3), Combat Style (Two-Weapon Combat)

Feats: Heavy Armor Proficiency, Investigator, Light Armor Proficiency, Martial Weapon Proficiency (all), Medium Armor Proficiency, Mounted Archery, Mounted Combat, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Focus (pistol), Weapon Specialization (pistol).

Skill Points: 44 Max Ranks: 9/4.5
Skills Ranks Mod Misc Total
Craft (carpentry) 2 +1 +3
Gather Information 0 +1 +4 +5
Handle Animal 6 +1 +2 +9
Knowledge (local) 5 +1 +6
Knowledge (tactics)* 4 +1 +5
Move Silently 3 +4 +7
Ride 6 +4 +2 +12
Search 1 +1 +2 +4
Spot 5 +1 +6
Survival 4 +1 +5
* from d20 Modern

Equipment:
Remington 1875 "Army" .44 caliber single-action six-shooter
(normally worn with an empty chamber under the hammer)
Remington 1875 "Army" .44 caliber single-action six-shooter
(normally worn with an empty chamber under the hammer)
Hunting knife
Magic Bowie knife (+1 attack/+1 damage melee; +2 attack thrown)
Spencer 7-shot repeating carbine
Cavalry saber
light horse (Lookout)
saddle
bit and bridle
saddle blanket
saddlebags
rifle sheath
riding boots with spurs
"Healing" patch
Magic jacket +2
magic rifle cartridges (2)
.52 cal pyrotechnic ammunition for Spencer carbine (14)
.52 cal magic weapon ammunition for Spencer carbine (4)
Money: $315.94

Lgt Med Hvy Lift Push
Max Weight: 66 133 200 400 1000

Age: 24
Height: 5'9"
Weight: 153lb
Eyes: Green
Hair: Brown
Skin: Tanned
Edit: added 2188 XP.
 
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Silver Jake Cook, Male Human Ftr4/Rog4: Medium Humanoid ; HD 4d6+4 ( Rogue) , 4d10+4 ( Fighter) ; hp 72; Init + 8; Spd 30;
AC 14; 16 with duster; 17 against primary opponent - see Dodge feat
Attacks
  • BAB +7/+2
  • +7/+2 general melee
  • +11/+6 general ranged
  • +9/+4 ( 1d4+2, Enchanted Dagger )
  • +7/+2 ( 1d3, Unarmed )
  • +12/+7 ( 2d6, Pistol ) {+13 to hit +1 damage with pistol inside 30' - see Point Blank Rage feat}
  • +11/+6 (2d10 rifle)
AL CN; SV Fort + 6, Ref + 9, Will + 3;
STR 11, DEX 18, CON 13, INT 13, WIS 13, CHA 14.
Exp Pts: 32,090 Next Level: 36,000
{6147+2625+1026+1214+1110+685+2603+735+1,540+3760+2460+1290+2735+4160}

Skills:
  • Bluff + 9 (Cha +2)
  • Diplomacy + 13 (Cha +2)
  • Escape Artist + 7 (Dex +4)
  • Forgery + 5 (Int +1)
  • Hide + 6 (Dex +4)
  • Intimidate + 4 (Cha +2)
  • Listen + 5 (Wis +1)
  • Move Silently + 9 (Dex +4)
  • Perform (Piano)+ 6 (Cha +2)
  • Profession (Gambler/Cards/Poker) + 12 (Wis +1)
  • Ride + 8 (Dex +4)
  • Sense Motive + 8 (Wis +1)
  • Sleight of hand + 14 (Dex +4)
  • Speak Language +1 (Spanish)
  • Spot + 6 (Wis +1)
  • Tumble + 10 (Dex +4)
Feats:
  • Armor Proficiency: light, medium, heavy; Shield Proficiency
  • Combat Expertise
  • Dodge
  • Improved Initiative
  • Point Blank Shot
  • Quick Draw
  • Rapid Shot
  • Simple Weapon Proficiency
  • Weapon Focus: Pistol
Rogue special abilities:
Evasion {a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage},
Sneak Attack +2d6 {The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC or when the rogue flanks her target. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed.}
Trap Sense ]{a rogue gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.}
Uncanny Dodge {a rogue can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.}


Possessions: enchanted leather duster (formerly owned by J Ringo since then colored black & changed in appearance); deck of cards in silver case (gift from Ms West); silver plated pocket watch (won in tucson poker game); silver spade shaped cuff links with the jack design; misc clothing; wallet with varying amounts of cash, small hidden wallet (with varying amounts of cash; a small photograph of a slight young woman with dark eyes, long dark hair and a milky-pale complextion; glamour photo of Ruby West & $100 bill inscribed by Ruby West.)
Weapons:Property Jake owns 10% of silver mine the balance being owned by 3 miners (Torvald ManNaulty, Ralph Elliott, Humphrey Lewis) and Hamilton Fisk. Jake is responsible for transportation of ore to smelting.
Jake owns 25% of the Lucky Lady dance hall and saloon; Partners are Ruby West, Job Kane, and Harry Rote who each own 25%.
Jake owns 5% of the three gods meeting house in Tuscon
Jake owns 95% of the under construction Silver Palace Saloon (he won the Palace in poker tournament from Evan Adair), and Cornelious Van Horne owns 5%.


Standard outfit: Duster & black hat; Colt, derringer and dagger in boot
Poker outfit: white silk shirt w/silver cuff links, black linen pants; Colt, derringer and dagger in boot
Dress up 1: Ash grey waist coat, white linen shirt, and redish brown scarf/tie. A vest with a thick pattern of woven roses, dusty rose in color over deep brown fabric finished with lapels of dark brown silk. wool pants of dark brown like the lapels of his vest but with a tight and fine golden plaid. Derringer and dagger in boot.
Dress up 2: Ash grey waist coat, black vest with diagonal silver lines that make diamond shapes. Pale yellow silk shirt with a dark maroon scarf. Dark grey woolen pants in a herringbone pattern. Derringer and dagger in boot.

His Story http://www.randomlingshouse.net/viewtopic.php?p=64987#64987

appearance - Silver Jake Cook has thick brown hair that is usually covered with a black flat brimmed hat. His medium brown eyes twinkle with mischief while his smooth and callous free hands ocassionally stroke the mostly trimmed moustache and chin beard. Not an overpowering figure, he is only five foot ten inches tall with a lanky frame. At first when you meet him his confident manner and the fast, easy talking lead you to believe he might be 25 or 30 years old. But if you take the time to look closely at his face, you'd guess he is more like 21. Sitting at the poker table you see a different Jake Cook; the hat is gone, and so is the twinkle in the eye replaced with a hard cold look.

Other unique identifying marks: A tiny white circular scar in the palm of his right hand. Jake acquired bullet hole scars in left shoulder and chest from Deadeye Douglas.

Jake renames the saloon. Little Jacob and church. Jake talks to Hermes, and more talk with Hermes. Jake has dreams and leaves home. Start of conversation where Jake learns something about his birthdate. Minerva admires Jakes contribution.
Letters to his parents and his sister. Letter from Maggie in Los Angeles. Letter from Jake's Mother in Philadelphia. Letter from Mattie. Letter from Virginia in San Francisco.
Ruby and Jake talk, Jake tells about his sister. Ruby and Jake have a question game part 1 & part 2, later talk about their dreams. More talk about likes. Jake and Ruby settle some things over several posts
Jake tells stories about window diving; Rachael; cheating, Italian woman ; Ladder and brown eyed girl.
 
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Minerva Garcia Florencia, Level 3 Female Human Cleric
xp 5,288{540, 2033, 675, 2,040}
Medium Humanoid ; HD 2d8+4 ( Cleric) ; hp 23; Init + 3; Spd 30; AC 13 (Flatfooted: 10 Touch: 13); Atk +4 base melee, +5 base ranged; +5 ( 2d6, gun ); +4 ( 1d6+2, Rapier ); +4 ( 1d4+2, Dagger, silvered ); +5 ( 1d3+2, Unarmed ); AL CG; SV Fort + 5, Ref + 6, Will + 6;
Domain: air - animal
STR 15, DEX 16, CON 14, INT 16, WIS 16, CHA 16.

Skills: Balance + 4, Concentration + 3, Diplomacy + 8, Gather Information + 5, Handle Animal + 4, Heal + 4, Hide + 4, Knowledge (nature) + 4, Knowledge (religion) + 6, Profession (Weaver) + 4, Ride + 6, Sense Motive + 5, Spot + 5.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Exotic Weapon Proficiency: Whip, Lightning Reflexes, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency.

Possessions:
Weapons: Derringer, pistol, hunting rifle, winchster ?, silvered Dagger; Rapier disguised in a parasol sheath. Magic Picalo, +3 whip

Goods: trunk of various clothing, riding outfit, preaching vestments, various dresses all in Spanish style, Silver mirror and brush set, assorted toiletries and herbs, ceremonial paraphernalia including icon of Minerva and Jupiter and vial of holy water. flute, Weaver's tools, Sewing needles; several books, religious and historical in nature. Cage with Small white owl , 2 books on evil creatures, typewriter

Back ground
Minerva Garcia Florencia, beautiful on the outside hard as railroad spikes on the inside. A sharp wit, a silver tongue and a quick draw make her an unconventional preacher.
Minerva hails from Spain where her clerical powers are distained by the wizard-infested land. She grows up in a provincial town, where tradition is worshipped and wizards are rulers.
At a young age Minerva is able to manage simple spells. She creates light without fire to read in the dark barn and is able to mend things quicker than what seems natural to folks. She also has the gift of healing and can cure animals and playmates of their minor injuries; One animal in particular that Minerva heals is a small white snowy owl. Minerva remembers that from a distance the owl looked as though she were dancing under the moon, so she named her Bailar de Luna (Moon Dancer). The owl, whom she has spent many hours training, responds to the name of Luna and follows her wherever she goes.
An unfortunate incident forces Minerva to board a ship. She sails to the U.S. and she finds herself in Mexico. She hears of a town called Promise City in Arizona and thinks “Promise City. The goddess has led us here, Luna. This is our Promised Land.” A place where you and I can spread our wings and do the work of the goddess.”
 
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Nakomo
Male Half-Elf Clr2: Medium Humanoid ; HD 2d8+2 ( Cleric) ; hp 18; Init + 2; Spd 30; AC 14 (Flatfooted: 12 Touch: 12); Atk +0 base melee, +3 base ranged; +3 ( 1dx, gun); +0 ( 1d4-1, Dagger ); +3 ( 1d6-1, Shortbow ); SQ: Immunity: Sleep (Ex), Low-light vision (Ex); RF: +2 Will bonus to Enchantment spells, Elven Blood; AL CG;

age 15 years, tall, about 6' and lanky. Although only a 1/2 elf he has the dark hair, skin and pointy ears of the yavapi elves. He has a strong likeness to his cousin Nanuet. his only real human feature is his bright blue eyes.


SV Fort + 4, Ref + 2, Will + 6;

STR 8, DEX 15, CON 13, INT 15, WIS 16, CHA 13.

Skills: Concentration + 6, Heal + 8, Hide + 4, Knowledge (religion) + 4, Listen + 4, Move Silently + 4, Search + 3, Spot + 4.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Dodge, Shield Proficiency, Simple Weapon Proficiency.[/quote]
 

Emily Banks

Half-elf, Druid 2. Emily stands 5' 10", with long blonde hair, pale skin, and blue eyes.

Str 10 +0 Dex 14 +2 Con 14 +2 Int 15 +2 Wis 17 +3 Chr 15 +2

HP 20 AC 12

Saves: Fortitude +4 Reflex +2 Will +5 +2 vs. enchantment
Immunity to sleep spells.

BAB +1 Melee +1, Ranged +3

Feats Animal affinity

Special abilities Animal companion, Nature Sense, Wild Empathy, Woodland Stride, Low-light vision

Skills: Bluff 4 (2+2), Concentration 5 (3+2), Diplomacy 5 (3+2), Handle Animal 9 (4+2+2), Knowledge Nature 7 (5+2), Knowledge Religion 4 (2+2), Ride 7 (3+2+2), Spellcraft 5 (3+2), Survival 6 (3+3)

Racial +1 to Listen, Search, and Spot

Weapons:

Dagger 1d4 19-20x2
Sling 1d4 x2[
 

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