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Zurai's Characters

Zurai

First Post
Nothing much to see here. Just a central repository for my PbP characters plus a web log of my offline characters.

D&D PbP characters:

Asenfel Giant-Killer, Human Warlock 8 (DECEASED)
Valerian, Grey Elven Archivist 3
Sindr Mogh, Tiefling Evoker 4
Alexa Shaless, Human Crusader 1/Bard 4

Other PbP characters:

Hawke Reyals, Human Scout 7/Ace Pilot 1

D&D PnP characters:

Throgrimr 'Sterki' of Venderheim, Vestenmannavnjar Barbarian 1/Man of Will 3/Leegstra Berserker 2
Wren, Human Bard 1//Battle Dancer 1

Unused D&D characters:

Unnamed Shifter Druid
Branagh ap Lugh, Avalonian Glamour Mage 4
Herne the Hunter, Human Druid//Swordsage
Maas Illian, Air Genasi Swordsage 1//Diviner 1
Maria Rosa, Human Swashbuckler 4
 
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Zurai

First Post
Throgrimr 'Sterki' of Venderheim

[sblock]Thorgrimr "Sterki"
Male Vestenmannavnjar Barbarian 1/Man of Will 3/Leegstra Berserker 2
Alignment: N
Deity:
Region: Vesten
Height: 7'6"
Weight: 400+ lbs
Hair: Blonde
Eyes: Blue
Skin: Fair
Age: 24
XP: 20,000/21,000

Str: 18 (+4) [10 points, +1 Level, +1 Legendary Strength]
Dex: 14 (+2) [6 points]
Con: 14 (+2) [6 points]
Int: 10 (+0) [2 points]
Wis: 14 (+2) [6 points]
Cha: 8 (-1) [0 points]

Special Abilities:
DR 2/-
10' reach
Rage (1/day, +4 Str, +4 Con, +2 Will save, -2 AC for 7 rounds)
Unstoppable (Thorgrimr does not die until he reaches -24 hp. He does not suffer any of the effects of falling below 1 hit point. If the reaches -24 hp, he falls dead on the spot. Thorgrimr need never roll to stabilize; he is always considered stabilized when at negative hit points.)
Immune to Fear, Mind-affecting Spells (including illusions), Intimidate, Bluff

Hit Dice: 6d12+18
Hit Points: 67
AC: 16 (+4 Armor, +2 Dex) [Touch 12, Flat-footed 16]
Init: +2 (+2 Dex)
Speed: 40ft

Saves:
Fortitude +10 [+8 base, +2 Con]
Reflex +3 [+1 base, +2 Dex]
Will +8 [+6 base, +2 Wis]

BAB/Grapple: +6/+13
Melee Atk: +13 (1d12+7/20/x3, masterwork greataxe)
Melee Atk: +12 (1d6+6/20/x2, mace of disruption +1)
Ranged Atk: +9 (1d6+5/20/x2, throwing axe)

Skills:
Code:
Intimidate		+9 (9 ranks, -1 Cha, +1 Brawny)
Jump			+15 (7 ranks, +4 Str, -1 ACP, +4 Speed)
Perception		+11 (9 ranks, +2 Wis)
Sense Motive		+11 (9 ranks, +2 Wis)
Speak Language	N/A (Eisen cc, Montaigne cc)

Feats:
Loyal (Hubris)
Overconfident (Hubris)
Toughness (1st level)
Brawny (Human bonus)
Giant (Hubris bonus)
Combat Reflexes (Hubris bonus)
Endurance (3rd level)
Power Attack (Man of Will bonus)
Cleave (Leegstra Berserker bonus)
Great Cleave (Leegstra Berserker bonus)
Legendary Strength (6th level)
Weapon Focus: Greataxe (Leegstra Berserker bonus)

Languages:
Vestenmannavnjar
Eisen
Montaigne

Equipment:
"Hrithgramr" (Stormking) masterwork greataxe, 320g, 12 lbs
4 throwing axes, 32g, 8 lbs
mace of disruption +1, 4 lbs
masterwork chain shirt, 250g, 25 lbs
backpack, 2g, 2 lbs
bedroll, 1s, 5 lbs
winter blanket, 5s, 3 lbs
100' hemp rope, 2g, 20 lbs
grappling hook, 1g, 4 lbs
5 torches, 5c, 5 lbs
whetstone, 2c, 1 lb
furs, free, - lbs

Money:
89 gold
9 silver
43 copper

Load:
85 lbs (light load)

000-153 - light
154-306 - medium
307-460 - heavy

Advancement:
7 Leegstra 3 Take the Pain (1/day ignore all damage from an attack)
8 Leegstra 4 Bruiser +1 Str Bonus feat
9 Leegstra 5 Weapon Expert: Greataxe Devastating Blow (+2 to crit multiplier for heavy weapons)
10 Fighter 1 Improved Critical: Greataxe
11 Fighter 2 Weapon Master: Greataxe
12 Barbarian 2 Weapon Grand Master: Greataxe +2 Str
13 Barbarian 3
14 Barbarian 4
15 Barbarian 5




~~~~~~~

Appearance:
Thorgrimr is a giant of a man, standing seven and a half feet tall and weighing nearly a quarter ton - all of it muscle. He wears his hair loose around his shoulders and has a neatly trimmed beard and mustache. His massive body is criss-crossed by hundreds of white scars, especially on his chest and back.

Personality:

Background:
Thorgrimr was born in the village of Venderheim to thrall parents. As a baby, he appeared normal in all respects, but once he began to walk, he quickly grew larger and larger in size. At 5 years of age, he was nearly 5 feet tall. At 10 years, he was over 6 feet tall. The people of his village considered his abnormal size and strength a blessing - or curse, it being hard to tell sometimes - from Grumfather. He was taken in by the jarls of the village and trained as a warrior and raider. [/sblock]
 

Zurai

First Post
Wren

[sblock]Name Wren
Human (Varisian) Bard 1 // Battle Dancer 1
Alignment: CG
Deity: Desna
Region: Korvosa
Height: 5'3"
Weight: 100 lbs
Hair: Black, short
Eyes: Grey
Skin: Tanned
Age: 19
XP: 0

Str: 9 (-1)
Dex: 16 (+3)
Con: 12 (+1)
Int: 14 (+2)
Wis: 11 (+0)
Cha: 20 (+5) [+2 race]

Class and Racial abilities:
Extra Skill Points
Extra Feat
Weapon Training ()
Bardic Music (5/day, inspire courage, countersong, fascinate)
Bardic Knowledge (+3 to Knowledge skills)
AC Bonus (Cha to AC)
Unarmed Combat (Improved Unarmed Strike, 1d6 lethal damage for unarmed attacks)

Hit Dice: 1d10+1
Hit Points: 11
AC: 18 (+0 Armor, +3 Dex, +5 Cha) [Touch 18, Flat-footed 15]
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude +1 [+0 base, +1 Con]
Reflex +6 [+2 base, +3 Dex, +1 Tortured]
Will +2 [+2 base, +0 Wis]

BAB/Grapple: +1/+0
Melee Atk: +4 (1d6-1/20/x2, unarmed strike)
Ranged Atk: +4 (1d4-1/19-20/x2, thrown dagger)

Skills:
Code:
Acrobatics			+7 (1 rank, +3 Dex, +3 Class Skill)
Appraise			+6 (1 rank, +2 Int, +3 Class Skill)
Bluff				+9 (1 rank, +5 Cha, +3 Class Skill)
Disguise			+9 (1 rank, +5 Cha, +3 Class Skill)
Knowledge: Local		+9 (1 rank, +2 Int, +3 Class Skill, +3 Bardic Knowledge)
Perform: Dance			+9 (1 rank, +5 Cha, +3 Class Skill)
Perform: Fortunetelling		+9 (1 rank, +5 Cha, +3 Class Skill)
Sleight of Hand			+7 (1 rank, +3 Dex, +3 Class Skill)
Spellcraft			+6 (1 rank, +2 Int, +3 Class Skill)

Flaws:
Inattentive
Frail

Feats:
Improved Unarmed Strike
Weapon Finesse
Harrowed
Versatile Unarmed Strike
Extra Music*

Languages:
Common
Varisian
Thieves' Cant

Spells Known:
0th: prestidigitation, read magic, detect magic, daze

Equipment:

Money:



~~~~~~~

Appearance:

Personality:

Background:
[/sblock]
 
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Zurai

First Post
Unnamed Shifter Druid

[sblock]Needs A Name
Male Dreamsight Shifter Druid 9
Alignment: True Neutral
Deity: None
Region: Eldeen Reaches
Height: 5'5"
Weight: 156 lbs
Hair: Silver
Eyes: Brown
Skin:
Age: 23
XP: 36,000

Str: 10 (+0) [2 points]
Dex: 10 (+0) [0 points, +2 racial]
Con: 20 (+5) [10 points, +4 Beast Spirit]
Int: 12 (+1) [6 points, -2 racial]
Wis: 18 (+4) [10 points, +2 level]
Cha: 6 (-2) [0 points, -2 racial]

Class and Racial abilities: Shifting, Low-Light Vision, Spontaneous Summon Nature's Ally, Beast Spirit, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Reckless Nature, Wild Shape, Venom Immunity. Proficient with club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear, as well as all forms of natural attacks. Proficient with non-metal light and medium armor and shields, but not tower shields. Divine spellcasting.

Hit Dice: 9d8+41
Hit Points:
AC: 12 (+2 Armor) [Touch 10, Flat-footed 12]
Init: +4 (+0 Dex, +2 Shifter Instincts, +2 Reckless Nature)
Speed: 30ft
Action Points: 9

Saves:
Fortitude +11 [+6 base, +5 Con]
Reflex +5 [+3 base, +0 Dex, +2 Reckless Nature]
Will +8 [+6 base, +4 Wis, -2 Reckless Nature]

BAB/Grapple: +6/+6
Melee Atk: +6 (1d6/18-20/x2, scimitar)
Ranged Atk: +6 (1d4/20/x2, sling)

Skills:
Code:
Balance +2		[0 ranks, +0 Dex, +2 Race]
Climb +2		[0 ranks, +0 Str, +2 Race]
Concentration +17		[12 ranks, +5 Con]
Handle Animal +4		[0 ranks, -2 Cha, +2 Dreamsight Shifter, +4 Beast Spirit]
Jump +2		[0 ranks, +0 Str, +2 Race]
Knowledge: Nature +15		[12 ranks, +1 Int, +2 Nature Sense]
Listen +13		[6 ranks, +4 Wis, +2 Alertness, +1 Shifter Instincts]
Sense Motive +5		[0 ranks, +4 Wis, +1 Shifter Instincts]
Spellcraft +7		[6 ranks, +1 Int]
Spot +13		[6 ranks, +4 Wis, +2 Alertness, +1 Shifter Instincts]
Survival +12		[6 ranks, +4 Wis, +2 Nature Sense]

Feats:
Warden Initiate
Shifter Instincts
Natural Spell


Languages:
Common, Druidic, Sylvan

Spells Per Day: 6/6/5/4/3/2

Equipment:

Money:



Shifting (Su): Once per day as a free action, Needs A Name may shift into a feral state for up to 10 rounds. While in this state, he gains +2 Wisdom and can communicate with animals as if under the effects of speak with animals.
Beast Spirit (Su): Needs A Name is accompanied by Also Needs A Name, the spirit of a great owl. Its presence grants Needs A Name +4 to Constitution, Alertness as the feat, a 2 round bonus to the length of his shifts, the ability to attempt a second save against an enchantment spell or effect a round after failing the first save, and the ability to prepare an additional spell of up to 3rd level which can only be cast on the druid as a swift action. Also Needs A Name can be transferred to any animal Needs A Name has summoned via summon nature's ally within 30 feet as a move action; while transferred, all the benefits normally granted to Needs A Name are suppressed, but the animal gains +8 Constitution and Needs A Name can communicate with it as if they shared a common language. Also Needs A Name remains in the animal's body until the animal dies, is dismissed, or the summoning spell ends.
Wild Empathy: Needs A Name can use body language, vocalizations, and demeanor to attempt to improve the attitude of an animal as if using the Diplomacy skill with a +7 bonus. He can also attempt to influence the attitude of a magical beast with a +3 bonus.
Woodland Stride: Needs A Name can move through any natural, non-magical undergrowth without taking damage or being impaired in any way.
Trackless Step: Needs A Name may choose to leave no tracks in natural areas.
Wild Shape (Su):Three times per day as a standard action, Needs A Name may turn himself into a Small, Medium, or Large animal of up to 9 Hit Dice for up to 9 hours.
~~~~~~~

Appearance:

Personality:

Background:[/sblock]
 

Zurai

First Post
Branagh ap Lugh

[sblock]Brannagh ap Lugh
Male Avalonian Glamour Mage 4
Region: Avalon
Height: 5'10"
Weight: 180 lbs
Hair: Blue-black, wavy
Eyes: Blue
Skin: Fair
Age: 24
XP: 6,000/10,000
Action Points: 7/7

Str: 10 (+0) [2 points]
Dex: 14 (+2) [6 points]
Con: 10 (+0) [2 points]
Int: 14 (+2) [6 points]
Wis: 12 (+1) [4 points]
Cha: 17 (+3) [10 points]

Class and Racial abilities:
Bonus feat at 1st level
Bonus skill points
Glamour Checks +2
Apprentice Glamour Mage (Blessing of Reknown)
The Legend of Jeremiah Berek
The Legend of Jack

Hit Dice: 4d10
Hit Points: 27
AC: 16 (+2 Armor, +4 UDP) [Touch 16, Flat-footed 14]
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +1 [+1 base, +0 Con]
Reflex +6 [+4 base, +2 Dex]
Will +5 [+4 base, +1 Wis]

BAB/Grapple: +3/+3
Melee Atk: +3 (1d6/18-20/x2, scimitar)
Ranged Atk: +5 (1d4/20/x2, sling)

Skills:
Code:
Bluff			+11/13 (7 ranks, +3 Cha, +1 Blessing of Reknown, +2 Appearance in social situations)
Diplomacy		+13 (7 ranks, +3 Cha, +1 Blessing of Reknown, +2 Appearance)
Gather Information	+13 (7 ranks, +3 Cha, +1 Blessing of Reknown, +2 Appearance)
Knowledge: History	+6 (4 ranks, +2 Int)
Knowledge: Local	+6 (4 ranks, +2 Int)
Knowledge: Sidhe	+4 (2 ranks, +2 Int)
Knowledge: Tactics	+4 (2 ranks, +2 Int)
Sense Motive		+8 (7 ranks, +1 Wis)
Spot			+8 (7 ranks, +1 Wis)

Flaws:
Star-Crossed
Trusting

Feats:
Half-Blooded Sorcerer: Glamour
Full-Blooded Sorcerer: Glamour
Appearance - Above Average
Panache
Unarmored Defense Proficiency: Beginner
(5th: Panache 2)
(6th: Dashing and Daring)

Languages:
Avalon, Montaigne, Eisen

Spells Known:
0: Ghost Sound, Daze, Erase
1: Glitterdust, Charm Person
2: Suggestion

Equipment:
MW heavy mace
MW light crossbow
20 bolts
2 daggers


Money:



~~~~~~~

Appearance:

Personality:

Background:

[/sblock]
 

Zurai

First Post
Herne the Hunter

[sblock]Herne the Hunter
Male Human Druid 6/Nature’s Warrior 4//Swordsage 10
N Medium Humanoid (Human)
Initiative: +5
Senses: Spot +18, Listen +18
Languages:

AC 19, touch 17, flat-footed 17; +2 Armor, +2 Dexterity, +5 Wisdom
Hit Points: 85 (10 HD)
Fortitude +11, Reflex +9, Will +12

Speed 30’
Melee Scimitar +9 (1d6+1 18-20) or
Ranged Sling +10 (1d4+1)
Base Attack Bonus: +8; Grapple: +9
Maneuvers Known:
Desert Wind: Wind Stride, Zephyr Dance,
Setting Sun: Counter Charge, Baffling Defense, Strike of the Broken Shield,
Shadow Hand: Shadow Blade Technique, Shadow Stride, Bloodletting Strike,
Stone Dragon: Mountain Hammer, Overwhelming Mountain Strike,
Tiger Claw: Sudden Leap, Claw at the Moon, Soaring Raptor Strike, Death From Above, Dancing Mongoose,
Maneuvers Readied:
Sudden Leap, Shadow Stride, Soaring Raptor Strike, Death From Above, Wind Stride, Baffling Defense, Bloodletting Strike, Dancing Mongoose
Stances Known:
Desert Wind: Flame’s Blessing
Setting Sun: Step of the Wind
Shadow Hand: Assassin's Stance
Tiger Claw: Leaping Dragon Stance
Spells Prepared:
0th – Resistance, Create Water, Detect Poison, Dawn, Naturewatch, Purify Food and Drink
1st – Jump, Longstrider, Camouflage, Goodberry, Entangle, Pass Without Trace
2nd – Barkskin, Animalistic Power, Listening Lorecall, Healing Sting
3rd – Downdraft, Jagged Tooth, Thunderous Roar
4th – Wind at Back, Contingent Energy Resistance

Abilities Str 13, Dex 15, Con 17, Int 16, Wis 20, Cha 12
Special Qualities: Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape, Quick to Act, Discipline Focus, AC Bonus, Sense Magic, Nature’s Weapon, Evasion, Armor of the Crocodile
Trait: Uncivilized (+1 to Handle Animal and Wild Empathy checks, but -1 to Bluff, Diplomacy, and Gather Information checks)
Flaws: Colorblind (sees in grayscale), Shaky (-2 to ranged attack rolls)
Feats: Weapon Focus: Tiger Claw Weapons, Tiger Blooded, Adaptive Style, Power Attack, Track, Multiattack, Natural Spell, Spare Feat
Skills: Bluff +0, Climb +5, Diplomacy +0, Gather Information +0, Handle Animal +6, Hide +15, Intimidate +11, Jump +14, Knowledge: Nature +12, Knowledge: The Planes +5, Listen +18, Move Silently +15, Sense Motive +15, Spot +18, Survival +10, Swim +5, Tumble +15
Equipment:


Tiger form:
Large size
Senses: Listen +20, Spot +20

AC 24, touch 16, flat-footed 21; +7 Natural Armor, +2 Dexterity, +5 Wisdom, -1 Size
Fortitude +10, Reflex +8, Will +11

Speed 40’
Attack Claw +13 (1d8+6) or
Melee Full Attack 2 Claw +13 (1d8+6) and Bite +10 (2d6+3) or
Melee Charge 2 Claw +15 (1d8+6) and 2 Rake +15 (1d8+3) and Bite +12 (2d6+3)
Base Attack Bonus: +6; Grapple: +16

Abilities Str 23, Dex 15, Con 17, Int 16, Wis 20, Cha 12
Feats: Alertness, Improved Natural Attack: Claw, Improved Natural Attack: Bite

Skills: Balance +6, Climb +10, Hide +17, Jump +21, Listen +18, Move Silently +17, Spot +18, Swim +10
[/sblock]
 

Zurai

First Post
Maas Illian

[sblock]Maas Illian
Male Air Genasi Swordsage 1//Diviner 1
Alignment: LN
Deity: None
Region: Ustiyad's Court
Height: 6'3"
Weight: 160 lbs
Hair: Silver, tied into a topknot
Eyes: Brown
Skin: Pale
Age: 20
XP: 0

Str: 10 (+0) [2 points]
Dex: 16 (+3) [6 points, +2 race]
Con: 14 (+2) [6 points]
Int: 18 (+4) [10 points, +2 race]
Wis: 12 (+1) [6 points, -2 race]
Cha: 8 (-1) [2 points, -2 race]

Class and Racial abilities:
Native Outsider
Darkvision 60'
Levitate (CL 5) 1/day
+1 racial bonus on saves vs air spells and effects, +1 more per 5 character levels
Breathless (immune to drowning, suffocation, and attacks that require inhalation)
Quick to Act (+1 initiative)
Discipline Focus (+1 to hit with rapier, shortspear, bastard sword, katana, and trident)
Familiar

Hit Dice: 1d8+2
Hit Points: 10
AC: 13 (+0 Armor, +3 Dex) [Touch 13, Flat-footed 10]
Init: +4 (+3 Dex, +1 Quick to Act)
Speed: 30ft

Saves:
Fortitude +2 [+0 base, +2 Con]
Reflex +7 [+2 base, +3 Dex, +2 familiar]
Will +3 [+2 base, +1 Wis]

BAB/Grapple: +0/+0
Melee Atk: +1 (1d6/18-20/x2, rapier)
Ranged Atk: +4 (1d6/20/x3, thrown shortspear)

Skills:
Code:
Balance			+7 (4 ranks, +3 Dex)
Concentration		+6 (4 ranks, +2 Con, +4 in a duel of wills)
Iaijutsu Focus		+0 (1 cc rank, -1 Cha)
Jump			+4 (4 ranks, +0 Str)
Knowledge: Arcana	+8 (4 ranks, +4 Int)
Knowledge: History	+6 (2 ranks, +4 Int)
Knowledge: Local	+6 (2 ranks, +4 Int)
Knowledge: Religion	+6 (2 ranks, +4 Int)
Martial Lore		+8 (4 ranks, +4 Int, +2 for Diamond Mind maneuvers)
Sense Motive		+5 (4 ranks, +1 Wis)
Spellcraft		+8 (4 ranks, +4 Int)
Tumble			+7 (4 ranks, +3 Dex)

Flaws:

Feats:
Scribe Scroll (Wizard bonus)
Unnerving Calm (1st level)

Languages:
High Imperial, Auran, Ignan, Terran, Aquan, Giant

Spells Known: Necromancy prohibited
0th - (Abj) resistance, (Conj) acid splash, caltrops, (Div) detect magic, (Ench) daze, (Evoc) electric jolt, flare, light, ray of frost, sonic snap, (Trans) mage hand, mending, message, open/close, (Univ) arcane mark, prestidigitation
1st - (Abj) shield, (Conj) mage armor, (Div) true strike, (Evoc) persistent blade, (Illus) color spray, (Trans) feather fall, nerveskitter

Maneuvers Known:
Strikes - Sapphire Nightmare Blade (DM), Shadow Blade Technique (SH)
Counters - Moment of Perfect Mind (DM), Counter Charge (SS)
Boosts - Burning Blade (DW), Distracting Ember (DW)

Stances Known:
Step of the Wind (SS)

Equipment:
rapier, 20g, 2 lbs
2 shortspears, 2g, 6 lbs
backpack, 2g, 2 lbs
~bedroll, 1s, 5 lbs
~winter blanket, 5s, 3 lbs
~spellbook (23 pages used), free, 3 lbs
~small steel mirror, 10g, 0.5 lbs
~dagger, 2g, 1 lb
belt pouch, 1g, 0.5 lbs
~4 fishhooks, 4s, - lbs
~10' fishing line, 1g, - lbs
~flint and steel, 1g, - lbs
~whetstone, 2c, 2 lbs
money pouch, 1g, 0.5 lbs
waterskin, 1g, 4 lbs
spell component pouch, 5g, 2 lbs

Money:
12 gp
7 sp
10 cp

Encumbrance: 31.5 lbs (light load)
0-33 light
34-66 medium
67-100 heavy

[sblock=Familiar]
Podo, ferret (using weasel stats)
Hit Points: 5
AC: 15 (+1 Natural Armor, +2 Dex, +2 size) [Touch 14, Flat-footed 13]
Fortitude +2 [+2 base, +0 Con]
Reflex +4 [+2 base, +2 Dex], Improved Evasion
Will +3 [+2 base, +1 Wis]
Str 3 Dex 15 Con 10 Int 6 Wis 12 Cha 5[/sblock]
[sblock=Prepared Spells and Readied Maneuvers]
0th - detect magic, read magic, prestidigitation, mage hand
1st - true strike, mage armor

Sapphire Nightmare Blade, Shadow Blade Technique, Counter Charge, Distracting Ember[/sblock]



~~~~~~~

Appearance:
Maas, while a Genasi, doesn't betray his heritage as much as others do; the only true hints are his prematurely silver hair and the slight cool breeze that frequently circles around him. Otherwise, he appears as a thin human of above-average height. He wears his hair in a swordfighter's topknot and rarely does a smile grace his too-serious visage.
SevenSamurai303.jpeg

Seiji_Miyaguchi_Seven_Samurai.jpg


Personality:
Maas devotes all of his energy towards what he believes is the ultimate in fighting techniques: a fusion of the Sublime Way and the arcanist's Art. In his mind, each is half of the perfect discipline. Since the age of 16, he has pursued this dual mastery to the exclusion of all else. He maintains only the barest social presence needed to ensure his place with a master of the Way, and he spends nearly two-thirds of every single day practicing the two paths. If forced into conversation, Maas is direct, blunt, and to the point - often rudely so. Given his choice, the only sounds he utters would be kiai shouts or spell incantations.

Background:
Maas was born in the court of Sayed Sheikh Ustiyad al-Rashid ibn Mustad ibn Alamam al-Valis (roughly, Holy Ruler Ustiyad of the righteous path, son of Mustad, son of Alamam of Valis), a Cloud Giant swordmaster of great power, cunning, and cruelty, descended from a short but long-lived line of Cloud Giants that at one point held a significant portion of Valis in their dominion. Maas' birth was well-received in the court, for his parents (an Air Genasi mother and a Half-Air-Elemental father) were both powerful in their own rights and the match was favored by Ustiyad himself, who hoped to breed a new line of powerful - and loyal - Air Genasi. From his birth, Maas was treated well by the Court; given the best tutors and training, all his needs provided for, all his desires granted.
That changed when Ustiyad started to demand results from his decade-long investment. Maas was assigned a series of missions for the giant. Nothing dangerous or important to the success of Ustiyad's schemes, but still intricate and complex, requiring a high degree of effort from Maas - a degree of effort the young Genasi failed to show. For all his life, Maas had been pampered as if he was Ustiyad's own offspring, and he was soft and complacent in his role as Favored Child of the Court. Throughout the next several years, Ustiyad withdrew priviledge after priviledge from the youth as he failed to complete - or, in some cases, even begin - task after task. Enraged by what he saw as a betrayal, Ustiyad finally exiled Maas on his 15th birthday, having him branded with Ustiyad's personal sigil and dumped unceremoniously at the edge of his territory with nothing to his name but a plain set of clothes and a single, unremarkable blade.
The sudden and unexpected (to him) punishment sparked a change in Maas, and from that day he searched for a purpose, a goal to his life. He wandered Valis as a sellsword, participating as a mercenary in several border disputes between rival Elemental Courts, and even stealing food when he had no other choice. That all ended when he met Master Oah. Master Oah was an aged man who lived in a cabin by himself some mile and a half from the nearest village. At the time, Maas hadn't eaten in nearly a week and was half-delirious when he came across the lone cabin. Master Oah took in the teenager and nursed him back to health.
Oah's price for saving Maas was that Maas stay with Oah and learn discipline - either in the Art or in the Sublime Way, for Master Oah was, while neither a swordmaster nor an archmage, learned in both. He tested Maas for both paths and, to his surprise, Maas excelled equally in all the tests he could think of. Maas saw this as his chance, and begged Master Oah to initiate him in both paths. For the next three years, Maas followed Master Oah's every command, suggestion, and whim, growing rapidly in skill and passion for his chosen path.
This idyllic time was limited, however, as even before Maas' apprenticeship, Oah was in ill health. He was ancient for a human and knew his time in the realm of mortals was limited. On his deathbed, he bade Maas to take up his spellbook and his blade and seek out an acquaintance of his named Master Carthis, who would help guide him further along the Sublime Way. Determined to succeed at his Master's legacy, Maas tracked down Carthis and, after relating the events of the last few years and dueling the Master, won a spot at Carthis' remote school.
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Zurai

First Post
Maria Rosa

[sblock]Name Maria de la Rosa
Female Human Swashbuckler 4
Alignment: CN leaning CG
Deity:
Region: Belcadiz
Height:
Weight:
Hair:
Eyes:
Skin:
Age:
XP:

Str: 10 (+0) [2 points]
Dex: 17 (+3) [10 points, +1 level]
Con: 12 (+1) [4 points]
Int: 16 (+3) [10 points]
Wis: 8 (-1) [0 points]
Cha: 14 (+2) [6 points]

Class and Racial abilities:

Hit Dice: 1d8+3d10+4
Hit Points: 30
AC: 18 (+4 Defense Bonus, +3 Dexterity, +1 Deflection) [Touch 18, Flat-footed 15]
Init: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30ft

Saves:
Fortitude +6 [+4 base, +1 Con, +1 Trait]
Reflex +5 [+1 base, +3 Dex, +1 Grace]
Will +2 [+1 base, +2 Cha, -1 Trait]

BAB/Grapple: +4/+4
Melee Atk: +8 (1d6+4/18-20/x2, Flicker)
Ranged Atk: +5 (1d4/19-20/x2, thrown dagger)

Skills:
Code:
Balance			+12 (7 Ranks, +3 Dex, +2 Synergy)
Bluff				+9 (7 Ranks, +2 Cha)
Diplomacy			+13 (7 Ranks, +2 Cha, +4 Synergy)
Knowledge: Nobility cc		+6 (3.5 Ranks, +3 Int)
Listen				-5 (0 Ranks, -1 Wis, -4 Flaw)
Sense Motive			+6 (7 Ranks, -1 Wis)
Spot				-5 (0 Ranks, -1 Wis, -4 Flaw)
Swim				+7 (7 Ranks, +0 Str)
Tumble				+10 (7 Ranks, +3 Dex)
Use Rope			+10 (7 Ranks, +3 Dex)

Trait:
Passionate

Feats:
Combat Expertise (1st Level)
Deadly Defense (Human Bonus)
Improved Initiative (Flaw Bonus: Inattentive)
Force of Personality(Flaw Bonus: Shaky)
Weapon Finesse (Swashbuckler Bonus)
Item Familiar (3rd Level)

Languages:
Low Imarran
Ispan
Minroan
High Imarran
Banda

Equipment:
Flicker (rapier +1, item familiar), 2320g 2 lbs
ring of protection +1, 2000g - lbs

Money:
1080


~~~~~~~

Appearance:
http://www.movieposter.com/posters/archive/main/27/MPW-13740

Personality:

Background:
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