Chronicles - Baptism of Fur

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  1. Baptism by Fur

    With nearly every new day that passes someone enters Crimvale Keep with hopes and dreams only know to themselves. The Flint & Steel Guild is becoming a common point of call for these new arrivals, be it seasoned treasure hunters, veteran mercenaries or just youngsters with no life experiences hoping to better themselves.

    With the new admittances to the guild that had fewer skills then some, it was decided that they needed some training and guidance if they were to survive the dangers and perils of Crimvale Keep.

    After several weeks of basic adventuring knowledge, lessons and coaching within the ‘safety’ of the western courtyards it is now time for the first group to graduate the Flint and Steels guild training academy and start earning their keep.

    One of the nobles the guild has had dealings with has decided the want a new pet. Not any pet, an Owlbear cub. Tomorrow the small groups of graduates are to journey into the Mourning woods along with a veteran of the guild and find said creature. The noble is prepared to pay 3000gp for this task.

    Some may not return, but the Flint & Steel guild only want the strongest for its future expeditions to discover darker mysteries.

    • Character will begin at Level 2.
    • Characters to be of a suitable alignment that wish to join the Flint & Steel guild and follow its goals.
    • Characters choices are limited to core classes on (if you want an specific Archetype please discuss it with me first)
    • Your Characters are new to this lifestyle. They have never been on an adventure of this type before and have only learned what to expect for Torrim and the other Veterans.
    • Stats are determind using the Points Buy system. You may spend a maximum of 15 points, BEFORE racial modifiers. (remember you have little life experience :D)
    • Characters get 1000gp to buy weapons, armor, items and magic stuff.
    • When determining hitpoints, use the FULL VALUE for level one and then roll using the in forum tool for your level 2 hit points (you can reroll once if you choose)
    Please have your characters completed by New Years Day. It will give me a few days to try and tune the encounters better. This chapter may span a couple of weekends :)

    Link address is
    #1 Aarkom, Dec 1, 2013
    Last edited: Jan 8, 2014
  2. Violette Longhand
    Half-Elf Bard (3), Chaotic Good.......HERO POINTS: 1

    STR: 7...........(-2)..............FORT: +1 (+4 vs sonic, +2 vs enchantment)
    DEX: 10.........(+0)
    CON: 11........(+0)..............REF: +3 (+4 vs sonic, +2 vs enchantment)
    INT: 16..........(+3)
    WIS: 13.........(+1)............. WILL: +4 (+4 vs sonic, +2 vs enchantment)
    CHA: 16.........(+3)

    Favoured Class: Bard + Sorceress.......Initiative: +0 ....... Speed 30ft ....... AC: 10 +1 with shield [8 vs improvised weapons]..... HP: 20


    BAB: +2 (-2 Str)....... CMD 9 ( vs ).......CMB -1 (+ vs)

    EQUIPMENT (open)

    795 gold 9sp
    Backpack Masterwork 4lbs 50gp
    Scroll of Sleep 25g
    Light Shield 1 d2 damage
    Inkpen 1 sp
    Ink 8gb
    Journal 10gp that contains her fanfiction

    Mr. Tinklebottom 1lbs: A hand crafted, elaborate puppet who assists Violette in her vocal performances. He is also her best friend. 50gp

    6lbs = Light LOAD
    Languages: Common, Elven, Aquan, Sylvan, Infernal, Undercommon, Aklo
    Profs: Light armour and shields, all simple weapons, plus longsword, rapier, sap, short sword, shortbow & whip.

    Lowlight Vision: (See double distance in dim light)
    Immune to Sleep

    Bardic Performance (12 rounds max)
    .......COUNTERSONG: Roll Perform Check. Allies within 30ft use result as their magic saving throw
    .......DISTRACTION: Roll Perform Check. Allies within 30ft use result as their saving throw vs illusions
    .......FASCINATE: All enemy within 90ft must roll Will save vs DC15 or take -4 on skill checks and no actions
    .......INSPIRE COURAGE: All allies gain +1 to Attack rolls, Damage rolls and saves vs fear/enchantment
    INSPIRE COMPETENCE: Allies gain +2 on skill checks
    Versatile Perfomance: (Can use Perform bonus when making a Bluff or Sense Motive check)
    Spell Focus - Enchantment School
    Greater Spell Focus- Enchantment School +1 DC save

    Trait: Maestro of the Society: +3 rounds of Bardic Performance
    Trait: Omen: +1 Intimidate. Once per day intimidate as a swift action
    Drawback: Naive -2AC vs improvised weapons
    Trait: Magical Talent: Daze as a spell-like ability

    Bluff (Cha) +3 VP, +3 Cha = +6
    Craft, Props (Int) 1 rank, +3 class, +3 Int = +7
    Diplomacy (Cha) 3 ranks, +3 class, +3 Cha +9
    Disguise (Cha) 1 rank, +3 class, +3 Cha = +7
    Intimidate (Cha) 3 rank, +3 class, +1 Trait, +3 Cha +9
    Knowledge (dungeoneering) (Int) +1BK, +3 Int = +4
    Knowledge (local) (Int) +2 rank, +3 class,+1BK, +3 Int = +9
    Knowledge (arcana) (Int) +1BK, +3 Int = +4
    Knowledge (engineering) (Int) +1BK, +3 Int = +4
    Knowledge (planes) (Int) +1BK, +3 Int =+4
    Knowledge (religion) (Int) +1BK, +3 Int = +4
    Knowledge (nobility) (Int) +1BK, +3 Int = +4
    Knowledge (nature) (Int) 2 ranks, +3 class, +1BK, +3 Int = +9
    Knowledge (history) (Int) +1BK, +3 Int = +4
    Knowledge (geography) (Int) 2 ranks, +3 class, +1BK, +3 Int =+8
    Linguistics (Int) 2 ranks, +3 class, +3 Int = +8
    Perception (Wis) 2 ranks, +3 class, +1 Wis, +2 racial = +8
    Perform (Cha) 3 ranks, +3 class, +3 Cha, +3 Skill Focus = +12
    Sense Motive (Wis) +2 VP, +1 Wis = +3
    Spellcraft (Int) 3 ranks, +3 class, +3 Int = +9
    Use Magic Device (Cha) 3 ranks, +3 class, +3 Cha = +9
    SPELLS (open)
    Saving Throw = 13 + spell level (+2 with Daze, Charm Person or Hideous Laughter, Hypnotism)

    Can cast INFINITE Level 0 spells per day
    Can cast FOUR Level 1 spells per day


    LEVEL 0 (5 known): Mage Hand, Dancing Lights, Resistance, Message, Lullaby, Open/Close

    LEVEL 1 (3 known): Grease, Hideous Laughter, Charm Person, Hypnotism
    BACKGROUND (open)
    On the night Violette was born, one of her parent's oracle friends was crashing at their observatory. Upon seeing the child, he was struck with a divine vision, but since such things are always touch and go, he could only say that she was destined to cause something very very good, or very very bad. To be on the safe side, her parents locked her away in one of their time share towers--for her own good of course. With only her books and puppets to keep her company, Violette dreamed of one day embarking on a great adventure. On the eve of her thirteenth birthday, Violette ran away from home to join her personal heroes of Crimvale: The Flint and Steel Guild. She likes to write erotic fan scrolls about the members.
    #2 Tegan, Dec 16, 2013
    Last edited: Feb 15, 2014
  3. [​IMG]

    Henri Harker Thompson
    Human Paladin
    Lawful Good
    Hero Points: 1
    Experience: 2,000

    Strength: 16 (+3)
    Dexterity: 10 (+0)
    Constitution: 14 (+2)
    Intelligence: 10 (+0)
    Wisdom: 10 (+0)
    Charisma: 14 (+2)

    HIT POINTS: 17
    Armor Class: 10 + 8 + 2 = 20
    Touch: 10
    Flat-Footed: 20
    Base Attack Bonus: +2
    CMB: 2 +3 = 5
    CMD: 10 + 2 + 3 = 15

    Fort: +3
    Ref: +0
    Will: +3


    Show Spoiler
    Acrobatics: -
    Appraise: -
    Bluff: -
    Climb: Rank 1
    Craft: -
    Diplomacy: Rank 1 + 3 Ranks = 4 Ranks

    Disable Device: -
    Disguise: -
    Escape Artist: -
    Fly: -
    Handle Animal: -
    Heal: Rank 1 + 3 Ranks = 4 Ranks

    Intimidate: Rank 1
    Knowledge: -
    Linguistics: -
    Perception: Rank 1
    Perform: -
    Profession: -
    Ride: -
    Sense Motive: Rank 1 + 3 ranks = 4 Ranks

    Sleight of Hand: -
    Spellcraft: Rank 1 + 3 ranks = 4 ranks
    Stealth: -
    Survival: Rank 1
    Swim: Rank 1
    Use Magical Device: -

    Extra Lay on Hands: Use Lay on Hands two additional times per day

    Lay on Hands per day: 4/5

    Power Attack: 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.


    Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

    Reincarnated: You lived a previous life as someone—or something—else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.

    Half Plate (+8 to AC, -7 to Armor Penalty, 20 ft) 50 lbs
    Shield, heavy wooden, (+2 to AC, /2 to Armor Penalty) 10 lbs
    Rapier (1d6, 18-20 for crit - x2) 2 lbs
    Backpack, 2 lbs
    Bedroll, 5 lbs
    Rope, hemp 10 lbs
    Waterskin 4 lbs
    Archon's Torch
    Gut Stone

    Wealth: 368 G, 9 S
    Gold that isn't Henri's: 793G
    Carrying Capacity: 83 lbs, Medium Load

    Class Features:

    Show Spoiler
    Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

    Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

    Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

    Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

    Lay on Hands:
    Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

    Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

    Henri is struggling to provide for his wife and baby daughter, both of whom he loves very dearly. He's tried to get jobs that involve book work and accounting, but finds that his intelligence just doesn't make the cut. So, he resolved to become a paladin and after hearing rumors of the treasures and gold the Flint and Steel guild acquired, he hopes to gather enough riches for himself so his family can live comfortably.

    During his spare time, Henri can be found writing letters to his beloved wife, although those who try to read over his shoulders will have a difficult time deciphering his chicken scratch. Don't worry, his wife understands his scribbles and writes back to him whenever possible. He cherishes her words dearly, stuffing her letters underneath his mattress or under his pillow at night.
    #3 Zen, Dec 16, 2013
    Last edited: Feb 1, 2014
  4. Gladston Mires
    Human Rogue (3), Chaotic Neutral.......GUILE POINTS: 2

    STR: 8...........(-1)..............FORT: +1
    DEX: 16.........(+3)
    CON: 10........(+0)..............REF: +6 (+1 vs Traps)
    INT: 16..........(+3)
    WIS: 12.........(+1)............. WILL: +2
    CHA: 10.........(+0)

    Favoured Class: Rogue.......Initiative: +3 ....... Speed 30ft ....... AC: 16 (+1 vs Traps)..... HP: 23

    Sickle: [+5 to hit, D6 damage, x2, trip, +2D6 sneak attack]
    Feint: [Bluff Check vs 10 + enemy BAB + enemy Wis to deny Dex bonus to AC. -4 vs animals.]

    BAB: +2 (+3 Dex)....... CMD 14 (16 vs trip).......CMB +5 (+7 vs trip)

    EQUIPMENT (open)
    Sickle (with weapon cord)
    Masterwork Studded Leather
    Potion of Cat's Grace
    Potion of Keen Senses
    Potion of Sanctuary
    Potion of Jump x1
    Potion of Enlarge Person
    Potion of Reduce Person
    Masterwork Thieves Tools
    Piece of Chalk
    Flint & Steel
    Common Lamp
    Hand Mirror
    Smelling Salts
    Pouch with 1013g 88s
    Dust of Escape

    26lbs = LIGHT LOAD
    Languages: Common, Goblin, Draconic, Giant
    Profs: Simple, hand crossbow, rapier, sap, shortbow, short sword, sword cane, boot blade, switchblade and light armor

    Sneak Attack 2D6
    Trapfinding - +1 Dis Dev & Perception vs Traps
    Evasion - No damage instead of half damage on Ref save

    Agile Maneuvers - Use Dex for CMB instead of Str
    Combat Expertise - Take -1 to Hit/CMB to get +1 AC
    Improved Trip (rogue talent) - No AoO from trip victims
    Weapon Finesse
    Improved Feint (feint as a move action)

    Trait: Supportive - +1 on Assist checks
    Trait: Helpful - gives +3 Assist bonuses

    Acrobatics (Dex) 3 ranks, +3 class, +3 Dex = +8
    Bluff (Cha) 3 rank, +3 class, +0 Cha = +4
    Climb (Str) 2 ranks, +3 class, -1 Str = +4
    Disable Device (Dex) 3 ranks, +3 class, +3 Dex, +2 tools, +1 Trapfinding = +11
    Escape Artist (Dex) 3 ranks, +3 class, +3 Dex = +8
    Knowledge (dungeoneering) (Int) 2 rank, +3 class, +3 Int = +7
    Knowledge (local) (Int) 2 ranks, +3 class, +3 Int = +7
    Knowledge (arcana) (Int) 2 ranks, +3 Int = +5
    Perception (Wis) 3 ranks, +3 class, +1 Wis, +1 Trapfinding = +6/+7
    Sense Motive (Wis) 2 ranks, +3 class, , +1 Wis = +6
    Sleight of Hand (Dex) 3 ranks, +3 class, +3 Dex = +8
    Stealth (Dex) 3 ranks, +3 class, +3 Dex = +8
    Swim (Str) 2 ranks, +3 class, -1 Str = +4
    Use Magic Device (Cha) 3 ranks, +3 class, +0 Cha = +5
    BACKGROUND (open)
    Mires has a dubious claim to fame. He was one of the first people to stumble upon a gateway leading to Crimvale, over 2 years ago. What he doesn't tell people is that at the time he was in a prison convoy, heading for Ladwick Jail on charges of cat-burglary. While taking a detour due to heavy snowfall, the front half of his militia escort were caught in a portal and when they vanished the rest of the guards turned tail and fled. Mires and his fellow fugitives spent the next year hiding out in the forests and robbing travellers. But as time went on the number of travellers grew, as more and more people learned of Crimvale's existence. One day his fellow bandits picked on the wrong group and received a thorough beating from the bodyguards of Harker the loan shark. Harker offered Mires a choice between getting strung up from the nearest tree or joining his fledgling mercenary guild in Crimvale. Mires chose wisely, and spent the next near as a thug in the loan shark's employ. Now, following Harker's arrest by Duke Ferdinand, Mires has jumped ship and apprenticed himself to the Flint & Steel Guild. If there is one thing Mires knows, it's how to stick with the most powerful group he can find.
    Asmodeus threw 8-faced die for: Level 2 HP Total: 16 $dice $dice $dice
    #4 Asmodeus, Dec 17, 2013
    Last edited: Feb 15, 2014
  5. Name: Maria Sunleaf
    Race: Halfling
    Class: Bard/Cleric
    Level: 1/1
    Diety: Sarenrae
    Alignment: Neutral Good

    Show Spoiler

    Str: 8 | -1
    Dex: 16 | +3
    Con: 10 | +0
    Int: 10 | +0
    Wis: 14 | +2
    Cha: 16 | +3

    HP: 11
    BAB: +0
    AC: 18 | 10 | 3 | 3 | 1 | 1
    Fort: +3 | 2 | 0 | 1
    Ref: +6 | 2 | 3 | 1
    Will: +7 | 4 | 2 | 1
    +1 vs. Illusion, +2 vs Fear

    - Lucky Halfling: Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.

    - +2 Dexterity, +2 Charisma, and –2 Strength.
    - Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    - Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
    - Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
    - Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
    - Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
    - Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
    - Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
    - Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

    Class Abilities:
    - Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
    - Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
    - Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
    - Cantrips (Sp): Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
    - Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
    - Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
    - Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
    - Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
    - Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
    - Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

    - Inspired (Faith): Once per day as a free action, roll twice and take the better result on a skill check or ability check.
    - Hardly a Fool (Social): You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.

    Acrobatics (Dex): +5 | 3 | 0 | 2
    Appraise (Int): +0 | 0 | 0 | 0
    Bluff (Cha): +4 | 0 | 1 | 3
    Climb (Str): +1 | -1 | 0 | 2
    Craft (Int): +0 | 0 | 0 | 0
    Diplomacy (Cha): +7 | 3 | 1 | 3
    Disguise (Cha): +3 | 3 | 0 | 0
    Escape Artist (Dex): +3 | 3 | 0 | 0
    Intimidate (Cha): +3 | 3 | 0 | 0
    Knowledge: History (Int): +5 | 0 | 1 | 4
    Knowledge: Relgion (Int): +5 | 0 | 1 | 4
    Linguistics (Int): +4 | 0 | 1 | 3
    Perception (Wis): +8 | 2 | 1 | 5
    Perform: Sing (Cha): +7 | 3 | 1 | 3
    Profession (Wis): +2 | 2 | 0 | 0
    Sense Motive (Wis): +7 | 2 | 1 | 4
    Sleight of Hand (Dex): +3 | 3 | 0 | 0
    Spellcraft (Int): +0 | 0 | 0 | 0
    Stealth (Dex): +3 | 3 | 0 | 0
    Use Magic Device (Cha): +3 | 3 | 0 | 0

    Equipment: 31g
    - Masterwork Scimitar.
    - Sling.
    - Masterwork Wooden Armor.
    - Masterwork Light Wooden Shield.
    - Noble Needle: This sharp, sturdy needle often commemorates tasks that involve great risks or sacrifices. A halfling who uses it while casting cure light wounds can deal up to 1 hit point of damage/level (maximum 5) to herself and then add this amount to the number of hit points recovered by the target of the spell.
    - Patchwork Cloak: These cloaks are popular among traveling bards, and each patchwork cloak is unique. The patches represent where the traveler has been, and often the performer uses them to recall specific stories from his repertoire. When a bard retires or dies, he often bequeaths his cloak to a young entertainer he mentored or admired.
    - Cleric Kit: A backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
    - Scroll of Bless x1.
    - Scroll of Cause Fear x1.
    - Scroll of Divine Favor x1.
    - Scroll of Magic Stone x2.
    - Scroll of Magic Weapon x1.
    - Scroll of Shield of Faith x1.
    - Scroll of Cure Light Wounds x2.

    *Healing (Restoration) Domain: 1st—cure light wounds, 2nd—remove disease, 3rd—cure serious wounds, 4th—neutralize poison, 5th—break enchantment, 6th—heal, 7th— regenerate, 8th—mass cure critical wounds, 9th—mass heal.
    - Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    *Fire Domain: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).
    - Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Bard Spells: 2
    Cantrips (4): Dancing Lights, Ghost Sound, Prestidigitation, Mage Hand.

    1st (2): Cure Light Wounds, Summon Monster I.

    Cleric Spells: 3/2+1
    Orisons: Light. Create Water, Spark.

    1st: Burning Hands, Cure Light Wounds, Magic Stone.



    History: The lovely and clever young halfling grew up in a mixed society: the city she grew up in was dominated by a mostly human population, with a great deal of halflings living in the 'Burrow Downs' farms along the outside of it. Like many halflings, Maria took to using her skillset in a way few others could match: she was a dangerous pool player and expert gambler when she wasn't singing in the tavern. While most of her friends and family stuck to the farms (and larceny), Maria preferred her lackadaisical life. That is, until she met a young wanderer.
    A pilgrim of the goddess Sarenrae found his way into town. Maria found herself becoming friends with the tall, brown-haired human. He had a kindness and respect towards her that few others in town had ever treated her. He told her of his adventures, and she told of her misadventures. They laughed together, and were closer with each other than she had been with anyone else. It did not take long for her to adopt his own patron as her own - and grew in faith enough to become a cleric herself.
    While he had taken to the more martial aspects of the faith - a scimitar in hand and self-empowering spells from his goddess... she took to the restorative aspects. Healing came easy for her, and mixed with her impressive luck, they traveled together to Crimvale Keep to join the guild. While her brown-haired friend seemed interested in rebuilding after the orc attack, she still had the urge to risk it towards adventure.
    #5 Boss Frost, Dec 21, 2013
    Last edited by a moderator: Jan 18, 2014
  6. [​IMG]

    Elrohir Tinehtele
    Elf Ranger 3
    CG Medium humanoid (elf)
    Init +3; Senses low-light vision; Perception +10

    Str 12, +1
    Dex 16, +3
    Con 10, 0
    Int 13, +1
    Wis 13, +1
    Cha 12, +1

    AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
    hp 32 (2d10+2)
    Fort +3,
    Ref +6,
    Will +2; +3 vs. enchantments, +3 trait bonus vs. charm and compulson, +3 trait bonus vs. fear
    Immune magic sleep; Resist elven immunities

    Base Atk +3; (+1 Str)
    CMB +4;
    CMD 17

    Speed 30. ft.
    Melee dagger +6 (1d4+1/19-20/×2) and
    dagger +6 (1d4+1/19-20/×2) and
    Masterwork rapier +7 (1d6+1/18-20/×2)
    Ranged composite longbow +6 (1d8+1/×3) (+1 within 30ft)
    Special Attacks favored enemy (??? +2)

    Feats & Skills (open)

    Feats: Point-Blank Shot (+1 within 30ft), Precise Shot (No penalty to shoot/throw at opponant that is in melee), Weapon Finesse, Endurance (+4 to certain checks and saves)
    Traits: Crowd Dodger (+2 Acrobatics to move though enemy square and AoO), Silent Hunter (+1 Stealth)
    Favoured Terrain: Forest (+2 while in terrain, Initative, Knowledge Geography, Perception, Stealth, Survival)


    Acrobatics +5 (+7 Move through enemy square/AoO)
    Climb +5,
    Handle Animal +5,
    Heal +6,
    Knowledge (dungeoneering) +6 (+8 vs. orc),
    Knowledge (nature) +6 (+8 vs. orc),
    Perception +10 (+12 vs. orc),
    Ride +7,
    Stealth +10,
    Survival +8 (+10 vs. orc, +7 to track),
    Swim +5;

    Racial Modifiers +2 Perception
    Languages Common, Elven, Sylvan

    SQ combat styles (archery), elven magic, track, wild empathy

    Gear (open)

    Combat Gear:
    Masterwork Studded leather armor,
    Arrow, pheromone, trip (4), common (20), Smoke (5), Whistling (2), Thistle (8), Teleportation
    Dagger x2 (2 in wrist sheaths)
    Wrist Sheath, spring loaded with Dagger x2
    Longbow, Comp. (Str +1),
    Masterwork Rapier,
    Potion of pass without trace,

    Other Gear:
    Quiver x2
    Flint and steel,
    Signal whistle,
    50ft Silk rope,
    cure Moderate wounds Potion
    cure light wounds potion x2
    Stabalise potion x3


    Special Abilities (open)

    Elven Immunities +2 save bonus vs Enchantments.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
    Favored Enemy (orc +2) (Ex) +2 to rolls vs Favored Enemy (orc).
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Track +1 Add the listed bonus to survival checks made to track.
    Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

    #6 Talon Phoenix, Dec 28, 2013
    Last edited by a moderator: Feb 15, 2014
  7. Sift
    Human Wizard (3), Chaotic Neutral.......HERO POINTS: 1

    STR: 10...........(+0)..............FORT: +0 (+)
    DEX: 14.........(+2)
    CON: 12........(+1)..............REF: +1 (+)
    INT: 18..........(+4)
    WIS: 14.........(+2)............. WILL: +5 (+)
    CHA: 8.........(-1)

    Favoured Class: Wizard.......Initiative: +5 ....... Speed 30ft ....... AC: 11..... HP: 16

    BAB: +1....... CMD 12.......CMB +1

    EQUIPMENT (open)
    On Person...
    Heavy Crossbow
    Wand of Summon Monster I (50 Charges)
    Spell Component Pouch
    Scholar's Outfit

    In Backpack... (17.64lbs)
    Alchemist's fire x2
    Crossbow bolts x24
    Everburning torch
    Flint and steel
    Ink, black
    Parchment x2
    Trail rations x4
    Pearl of Power

    38.14lbs = MEDIUM LOAD
    Languages: Common, Abyssal, Celestial, Draconic, Elven, Infernal
    Profs: club, dagger, heavy crossbow, light crossbow, and quarterstaff

    Specialised School: Conjuration
    Opposition Schools: Enchantment, Abjuration
    Arcane Bond: familiar (fox)
    Summoner's Charm

    Improved Initiative
    Scribe Scroll
    Spell Focus (Conjuration)
    Augment Summoning

    Trait: Classically Schooled
    Trait: Scholar of the Great Beyond

    Appraise +10
    Craft (alchemy) +10
    Knowledge (arcana) +10
    Knowledge (dungeoneering) +10
    Knowledge (history) +11
    Knowledge (local) +10
    Knowledge (planes) +11
    Spellcraft +11
    MAGIC (open)
    In Spellbook...
    Enlarge Person
    Mage Armour
    Obscuring Mist
    Ray of Enfeeblement
    Silent Image
    Summon Monster I
    Summon Monster II

    Detect Magic
    Ghost Sound
    Mage Hand

    Enlarge Person x1
    Obscuring Mist x1
    Ray of Enfeeblement x1
    Summon Monster I x1
    Glitterdust x1
    Summon Monster II x1
    BACKGROUND (open)
    The bizarre, bald, tattooed and pale face of Sift first appeared in Crimvale Keep just over a year and a half ago. Initially she was in the company of a group of would-be heroes and explorers, signed on to put her talents as a summoner to use. Their adventures were short-lived, however, as the party was ambushed by undead creatures whilst exploring a seemingly abandoned tomb. Sift was the only one to walk away; loyalty to a bunch of people you've just met is a fools attitude, in her mind, so she was happy to leave the rest to it when the other survivors elected to launch a doomed counter-attack to save their already dead friends.

    Seeking an alternate means of employment, she signed on with Harker's mercenary guild, which was expanding and in need of magical talent. Though she was by no means the most powerful mage in the loan shark's employ, her driven attitude and focus meant she got the job done when it was needed.

    And then Harker went and got himself arrested and the Flint & Steel Guild rode in to save the bloody day.

    Much like her cohort Gladston Mires, Sift saw the way the wind was blowing and figured the best way to continue her work and research was to jump to the winning ship. Now she's one of the guild's new recruits, ready to put her talents to use for it's benefit.

    Let's just hope her new comrades can handle her rather sour disposition.

    "Gracious me, could you lot scream a little less when you get stabbed? I am attempting to cast spells, here."
    #7 Grumpy, Dec 29, 2013
    Last edited: Feb 15, 2014
  8. Will be making my character sheet shortly. Thinking about playing a male this time around.
  9. Moved to first post.
    #9 Zen, Dec 29, 2013
    Last edited by a moderator: Jan 15, 2014
  10. Moved to first post.
    #10 Tegan, Dec 29, 2013
    Last edited by a moderator: Jan 15, 2014
  11. Moved to first post.
    Aarkom threw 10-faced die for: Ranger HP Total: 10 $dice
    #11 Aarkom, Jan 1, 2014
    Last edited by a moderator: Jan 15, 2014
  12. Moved to first post.
    Boss Frost threw 8-faced die for: HP Total: 5 $dice $dice
    #12 Boss Frost, Jan 1, 2014
    Last edited by a moderator: Jan 15, 2014
  13. @Boss Frost is there any chance of chosing a different name for your character please. Having 2 bards called Violet/Violette is gonna get confusing.

    Also how do get 14HP?? At best i make it 11 (8 for level 1 + 2 from level 2 reroll + 1 for favored class)

    Will be putting all the sheets into Hero Lab to make sure there all correct and so i have all the details at hand much quicker.

    So if anyone is aware of a mistake please change it now :)
    #13 Aarkom, Jan 1, 2014
    Last edited: Jan 1, 2014
  14. Just waiting on Grumpy to do his sheet but the party doesn't seem that bad. I will get to tuning the encounters now i know what you all are gonna be on the most part.
  15. Maria, then. 11 HP. I've got a lot of Cure Light Wounds and Channel Positive Energies going for me. Still gonna work on my backstory, etc.
  16. Aw, I was kind of looking forward to all the jokes from having Violet the halfing bard and Violette the half elf bard.
  17. Looks like I'm gonna be Zen's squire. I trip 'em, you squish 'em. Plus I can give you +3 assists.
  18. A rogue that actually helps the party rather then getting the party in trouble. Just doesn't seem right.
  19. And no saucy sorceresses to piss off the NPCs. This is going to be weird.
  20. Grumpy might be saucy.
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