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Dungeons and Dragons:
The Scorpion Rebellion​


The Toku Dynasty has fallen, the Emperor passing away and ending a line of the most benevolent rulers that history has known. The continent of Paradox is now in chaos, the celestial order interrupted, the spiritis crying out.

In the midst of this disorder, a great sorceror known as "Jiao the Scorpion" has made a grab for power. From his lair in the Fallen Phoenix Mountains, he has stirred up rebellion amongst the people, convincing them that he and his two brothers are holy men. While preaching peace, they have torn the continent apart, sowing fear and destruction in every corner of the land.

An honorable noble by the name of Shao has now brought together an alliance of regional lords and their private armies. Only with the defeat of the Scorpion can the celestial order be mended and Paradox restored to peace.

And within this army, a group of specialists will rise to the call - a band of men and women who are prepared to do things beyond the courage of normal soldiers...

Shao: Honourable and proud, the noble named Shao truly lives up to the title 'The Noble-Blooded'. A close friend of the late Emperor Toku, he is completely ready to fight and restore the natural order.

Cao: Known by many to be 'The Hero of Chaos', this intense man seems to thrive during chaotic times. Many of the other lords are disturbed by his hunger for power, but his skill is not to be ignored - he is also the wielder of a very powerful weapon... the continent's only known vorpal sword.

Guan-Liu: A hero of the people, the paladin Liu fights only with nonlethal methods against the peasants, and has gotten much respect from the non-nobles involved, often inspiring rebels to switch sides and join with Liu. He is known as the 'Rising Dragon'.

Jian Sun: The 'Tiger of Jian', he is known as a hunter. He and his gigantic clan of sons and daughters fight with the fury of tigers, and many whisper that they are, in fact, loosely related to weretigers or anthropomorphic tigers. The family has done nothing to quell these rumors.
The Capital City: Famous for a grand flying palace of jade, it is also known as 'the land of wealth'. Arcane magic does not work within the city, to better shield the populace. The temples of the Celestial Order are found throughout the city, and divine magic-users are highly regarded.

Fallen Pheonix Mountains: The volcanic mountain known as a hive for bandits, and as the sorcerer Jiao's main stronghold. It is named after the legendary pheonix who rebelled against Ra and was killed there, making the mountain burst into flame.

Shipwreak Plains: An anomaly, this below-sea-level grassy plain was once a part of the sea, though it was drained of water a few years ago. There are a great many monoliths of wood and metal believed to be ships. Water has carved tunnels deep below the 'ships', and who knows what may be down there...?

Screaming Forest: A forest of twisted trees and furious winds. The forest is a favorite place for adventurers, as the area seems to have various objects swept in on the winds from other parts of the world. Unfortunately, various creatures seem to have been carried here as well.
Foreginers ("Gaijin") are not well liked in Paradox. Before you are a list of concepts that have come over from other continents, and are thus... disliked.

Paladins: While individuals have claimed the love of the people, a paladin by itself is disliked - a peasant holy warrior makes many of the samurai caste furious.

Straight-Edge Weapons: Longswords, rapiers, and other foreign weapons, while now widespread, gain the ire of certain traditionalist parties.

Foreign Coinage: The 'gold piece', 'silver piece' and 'copper piece' of the other continents has no worth. In Paradox, various jade pieces of different sizes do the same thing (though for ease, we'll still call them the same).

Bards: A wandering minstrel is a strange concept to the people of Paradox, who would prefer to attach themselves to a lord to ensure an actual livelihood.

"Good/Evil": These concepts are strange, though ring true to the people of Paradox. To them, 'Good' people hold dear the Celestial Order and do what is required of their station with dignity and skill. 'Evil' people ignore the Celestial Order and cause strife, abuse their station, and ignore duties.
The villains worship the Discordants, the Shadowlands worship the warlike Norse pantheons, while the Paradoxians worship the dutiful Egyptian pantheon.

The Discordant pantheon are as follows: Serpent King Orochi (who leads the Yuan-Ti), Spider Queen Lolth (with the Drow and Drider), Tenebrous (with a great deal of villainous shadows), the goddess of decay and fugus Zuggtmov (who has tons of mycoids), the primeval beast Pangaea (who leads anthrpomorphic beasts) and the deceptive Traveller (leader of dopplegangers.

The Discordants don't really work towards anything at all. They don't even have an alignment, though they sometimes seem like they do. Most of the time, the Discordants don't even work together. While the Pantheons embody human concepts - and are, in a way, supernaturally powerful "humans" in their actions... after all, they make mistakes, they feel emotions, etc... the Discordants are completely alien... vermin, "living" shadow, savage beastmen, the unknown fear, even the fear of the "evil" spiders and snakes. The Discordants apply to everything "wrong"... and want to spread this, not even for their own benefit. Even the cruel and warlike Shadowlands monsters want to conquer, or feed... while the Discordants are alien in action and motive - while they seem to have a motive at time, sometimes even self-preservation eludes their thought process.
Name: Darius Castablane

Race/Class/Level: Human Paladin, 2
<table width=100% border=0><tr><td>
</td><td>A rural marshall from the Toku Dynasty, who policed a number of farming settlements. On the eve of the Emperor's death he was attacked by agents of the Shadow Rebellion and left for dead. He recovered in a local monastery, learning that many of the farmers he had protected had been raped and executed. Over time he learned to put away his venegful thoughts and serve a higher calling. He was one of the first to volunteer for service with the Loyalists.</td></tr><tr><td></td><td></td></tr><tr><td>STR: 13</td><td>FORT: +7 [+3 Base, +1 Con, +3 DG]</td></tr><tr><td>DEX: 8</td><td></td></tr><tr><td>CON: 12</td><td>REF: +2 [0 Base, -1 Dex, +3 DG]</td></tr><tr><td>INT: 12</td><td></td></tr><tr><td>WIS: 12</td><td>WILL: +4 [0 Base, +1 Wis, +3 DG]</td></tr><tr><td>CHA: 17</td><td></td></tr>
<tr><td>----------------------------------------------</td<td>----------------------------------------</td></tr><tr><td>ATTACK: +3 [+2 Base, +1 Str]</td><td></td></tr><tr><td>Falchion [Damage 2D4+1, 18-20]</td><td></td></tr><tr><td>Warhammer [Damage D8+1, x3]</td><td></td></tr><tr><td>Gauntlet [Damage D3+1]</td><td></td></tr><tr><td>Shield bash [Damage D3+1]</td><td></td></tr>
<tr><td>----------------------------------------------</td<td>----------------------------------------</td></tr><tr><td>AC: 15 [-1 Dex, +4 Arm, +2 Shield<td></td></tr><tr><td>----------------------------------------------</td><td>----------------------------------------</td></tr><tr><td>Balance -7</td><td>[-1 Dex, -6 ACP]</td></tr><tr><td>Bluff +3</td><td>[+3 Cha]</td></tr><tr><td>Climb -5</td><td>[+1 Str, -6 ACP]</td></tr><tr><td>Craft (mannacles/locks) +1</td><td>[+1 Int]</td></tr><tr><td>Concentration +1</td><td>[+1 Con]</td></tr><tr><td>Diplomacy +10</td><td>[5 ranks, +3 Cha, +2 Neg]</td></tr><tr><td>Gather Information +5</td><td>[2 ranks +3 Cha]</td></tr><tr><td>Handle Animal +3</td><td>[+3 Cha]</td></tr><tr><td>Heal +2</td><td>[1 ranks, +1 Wis]</td></tr><tr><td>Hide -1</td><td>[-1 Dex]</td></tr><tr><td>Intimidate +3</td><td>[+3 Cha]</td></tr><tr><td>Jump -5</td><td>[+1 Str, -6 ACP]</td></tr><tr><td>Knowledge (nob/roy) +4</td><td>[3 ranks, +1 Int]</td></tr><tr><td>Knowledge (relig) +4</td><td>[3 ranks, +1 Int]</td></tr><tr><td>Listen +1</td><td>[+1 Wis]</td></tr><tr><td>Move Silently -7</td><td>[-1 Dex, -6 ACP]</td></tr><tr><td>Profession (Constable) +2</td><td>[1 rank, +1 Int]</td></tr><tr><td>Ride 0</td><td>[1 rank, -1 Dex]</td></tr><tr><td>Search +1</td><td>[+1 Wis]</td></tr><tr><td>Sense Motive +7</td><td>[4 ranks, +1 Wis, +2 Neg]</td></tr><tr><td>Spot +1</td><td>[+1 Wis]</td></tr><tr><td>Swim -11</td><td>[+1 Str, -12 ACP]</td></tr><tr><td>Use Rope -1</td><td>[-1 Dex]</td></tr><tr><td>----------------------------------------------</td><td>----------------------------------------</td></tr><tr<td>Equipment:
Scale Mail
Heavy Steel Shield
Bedroll & blanket
Scroll case
Chalk x10
Flint & Steel
Ink pen and vial
Common lantern
Parchment x5
Trail rations x6
Flask of Holy Water
Holy Symbol (silver)
1sp</td><td>Special / Feats
Detect Evil
Aura of Good
Smite Evil
Divine Grace
Lay on Hands
Imp. Shield Bash

Encumberance: 90lbs (Medium)

Languages: Common, Elven.


Character name: Xenoxis
Race: Human
Age: 28
Effective Character Level(ECL): 2
Class(s)/Levels: Rogue 2
XP: 1812
HP: 14
AC: 10 + (3) + [0] + {3} = 16

Alignment: Neutral Good
Deity: None
Languages: Human, Elven, Dwarven, Gnome

STR: 10 [+0]
DEX: 16 [+3]
CON: 12 [+1]
INT: 16 [+3]
WIS: 10 [+0]
CHA: 10 [+0]

FORT: +1
REF: +6
WILL: +0

Base Attack Bonus: +1

Melee Attack Bonus: +1
Ranged Attack Bonus: +4
Light Melee Attack Bonus: +4

Rapier: To Hit: +5; Damage: 1d6; Crit: 18-20/x2; Piercing

Skill (ABL:mod) [Rank] {Misc} = Total
Appraise (Int: +3) [0] {0} = 3
Balance (Dex: +3) [0] {0} = 3
Bluff (Cha: +0) [5] {0} = 5
Climb (Str: +0) [0] {0} = 0
Craft (Int: +3) [0] {0} = 3
Decipher Script (Int: +3) [0] {0} = 3
Diplomacy (Cha: +0) [5] {4} = 9
Disable Device (Int: +3) [5] {0} = 8
Disguise (Cha: +0) [5] {0} = 5
Escape Artist (Dex: +3) [0] {0} = 3
Forgery (Int: +3) [0] {0} = 3
Gather Information (Cha: +0) [5] {0} = 5
Hide (Dex: +3) [5] {0} = 8
Intimidate (Cha: +0) [0] {2} = 2
Jump (Str: +0) [0] {0} = 0
Knowledge (local) (Int: +3) [0] {0} = 3
Listen (Wis: +0) [5] {0} = 5
Move Silently (Dex: +3) [5] {0} = 8
Open Lock (Dex: +3) [5] {0} = 8
Perform (Act) (Cha: +0) [5] {0} = 5
Profession (Wis: +0) [0] {0} = 0
Search (Int: +3) [0] {0} = 3
Sense Motive (Wis: +0) [5] {0} = 5
Sleight of Hand (Dex: +3) [0] {2} = 5
Spot (Wis: +0) [5] {0} = 5
Swim (Str: +0) [0] {0} = 0
Tumble (Dex: +3) [0] {0} = 3
Use Magic Device (Cha: +0) [0] {0} = 0
Use Rope (Dex: +3) [0] {0} = 3

Sneak Attack +1d6

Weapon Finesse
Weapon Focus - Rapier

11g 8s 8c
Short Bow
20 Silver Arrows
4 pouches of strange herbs
1 Gemmed Ring(Appraise DC 15)
Studded Leather
Thieves' Tools
Everburning Torch

Xenoxis was born and raised in the Capital City. Xenoxis was born Chao Xa, and as a child, was quite mischevious. He'd often convince his friends to switch places with him for a day, and while his friends were often found out, Xenoxis managed to even fool his friends' parents every once in a while. As he grew, his skill at mimicry only increased. He became so adept at being someone else, that he not only changed his name, but also chose not to worship the gods. His excuse for the latter was that he was saving them the headache of figuring out who he was, as they'd never recognize him from day to day. At the age of 16, Emperor Toku took notice of his talents, and hired Xenoxis on as a spy for the Toku Dynasty, and at times, as the body double for high ranking officials, and once even the Emperor himself. At the age of 20, the Emperor sent Xenoxis off to foreign lands, to learn about the outside cultures and collect political and military intelligence. Xenoxis has just now returned from his mission to find a kingdom completely different from the one he grew up in. Seeking to return honor to his land, Xenoxis has sought out Shao, and joined his army.

Fielli Sien
Female Human Illusionist 2
Neutral Good

Strength 11 (+0)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 15 (+2)
Wisdom 12 (+1)
Charisma 14 (+2)

Specialty: Illusion

Gave up: Conjuration Enchantment

Total Hit Points: 10

Speed: 30 feet

Armor Class: 11 = 10 +1 [dexterity]

Touch AC: 11
Flat-footed: 10
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +1 = 0 [base] +1 [constitution]
Reflex save: +1 = 0 [base] +1 [dexterity]
Will save: +4 = 3 [base] +1 [wisdom]
Attack (handheld): +1 = 1 [base]
Attack (unarmed): +1 = 1 [base]
Attack (missile): +2 = 1 [base] +1 [dexterity]
Grapple check: +1 = 1 [base]

Languages: Abyssal Common Elven

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Snake familiar


Empower Spell


Bluff 5 [snake]

Diplomacy 2

Disguise 4 [deceitful]

Forgery 4 [deceitful]

Gather Information 2

Hide 1

Knowledge (arcana) 4

Listen 2

Move Silently 1

Ride 2

Sense Motive 3

Swim 1

If the familiar is within reach, +2 on spot and listen ("alertness").

Zero-level Illusionist spells: [5]
All, excluding conjuration and enchantment.
-Detect Poison
-Detect Magic
-Read Magic
-Dancing Lights
-Ray of Frost
-Ghost Sound
-Disrupt Undead
-Touch of Fatigue
-Mage Hand
-Arcane Mark

First-level Illusionist spells: [4]
-Color Spray
-Magic Missile
-Silent Image
-Slide (verbal component)
-Ray of Flame
-disguise Self

SPELLS REMAINING 0 x 2 , 1st x 0

Wizard (Illusionist):
Familiar / Alertness, etc.

Bonus Feats (already included)

High intelligence gains bonus spells daily

Specialist gets 1 extra illusion spell/level/day

Class HP rolled
Level 1: Illusionist 4
Level 2: Illusionist 2


Blanket, winter x1
Flint and steel
Ink vial
Ink pen
Lantern (hooded)
Parchment sheets x3
Rations (1 day) x2
Vial (for ink or potions) x1
Waterskins x2
Magnifying glass
Spell component pouch
Spellbook x1


Snake familiar: Str 6 Dex 17 Con 11 Int 6 Wis 12 Chr 2;
Hit points: 4; Initiative +3 (dex); Speed 15 ft., climb 15 ft., swim 15 ft.; AC: 18 (+2 size, +3 dex, +2 natural, +1 level); bite +5 melee, poison; Fort +2, Ref +5, Will +4, Balance +11, Climb +12, Hide +18, Listen +8, Spot +8; weapon finesse (bite) Alertness feat when in arm's reach; improved evasion; share spells; empathic link;


Born on a small island to two parents of very low standing, Fielli lead a life of barely surviving, one which she hopes never to return to. When Fielli was five years of age, a travelling sorceress came to her town. Seeing promise in the girl, she kidnapped her and stole her away to a small covenant.

When Fielli became the prize student among these casters, learning quickly the basics of magic, she was also spotted. However, when she was spotted a second time, only six, it was by wizards. One among them, a crafty illusionist took her for his own apprentice. Learning under the man for another ten years, Fielli learned many general traits in addition to her magic.

EXP: 2670
In order to show my dedication towards the highly nerdy cause of throwing dice around, I have decided to trash my old character submit a new character sheet because my old character was stupid got lost.

Name: Karwik Blythe
Class: Rogue 3
Race: Human
Alignment: True Neutral


STR: 11 (+0)
DEX: 14 (+2)
CON: 11 (+0)
INT: 12 (+1)
WIS: 12 (+1)
CHA: 16 (+3)

HP: 16

AC: 15 [10 (base)+3 (studded leather)+2 (dexterity)


Attack (weapon): +2
Attack (unarmed): +2
Attack (ranged): +4

Languages: Common, Elven

Sap (1d6, x2, Bludgeoning, Nonlethal, Martial, 1 GP, 2 lbs)
Short Sword (1d6, 19-20/x2, Piercing, Martial, 10 GP, 2 lbs)
Light Crossbow (1d8, 19-20/x2, Piercing, Simple, 80 ft 35 GP, 4 lbs)

Studded Leather Armor (+3 AC, +5 Max DEX, -1 Check Penalty, 25 GP, 20 lbs)


Stealthy (+2 to Hide and Move Silently)
Nimble Fingers (+2 to Disable Device and Open Lock)
Combat Reflexes (Extra Attacks of Opportunity a round, Determined by DEX bonus.)


Appraise: 4 (1 (INT)+3 ranks)
Balance: 5 (2 (DEX)+3 ranks)
Bluff: 6 (3 (CHA)+3 ranks)
Decipher Script: 4 (1 (INT)+3 ranks)
Disable Device: 7 (1 (INT)+2 (Nimble Fingers)+4 ranks)
Disguise: 6 (3 (CHA)+3 ranks)
Escape Artist: 6 (2 (DEX)+4 ranks)
Forgery: 4 (1 (INT)+3 ranks)
Gather Information: 6 (3 (CHA)+3 ranks)
Hide: 8 (2 (DEX)+2 (Stealthy)+4 ranks)
Knowledge (local): 2 (1 (INT)+1 rank)
Listen: 5 (1 (WIS)+4 ranks)
Move Silently: 10 (2 (DEX)+2 (Stealthy)+6 ranks)
Open Lock: 10 (2 (DEX)+2 (Nimble Fingers)+6 ranks)
Spot: 6 (1 (WIS)+5 ranks)
Tumble: 6 (2 (DEX)+4 ranks)


Sneak Attack (2d6)
Trap Sense (+1 to Reflex and AC against Traps)


Traveler's Outfit (1 GP, 5 lbs)
Thieves' Tools (30 GP, 1 lb)
Crossbow Bolts x30 (3 GP)
Backpack (2 GP, 2 lbs)
Bedroll (1 SP, 5 lbs)
Crowbar (2 GP, 5 lbs)
Flint and Steel (1 GP)
Hooded Lantern (7 GP, 2 lbs)
Lantern Oil x2 (2 SP, 2 lbs)
Belt Pouch x2 (2 GP, 1 lb)
Trail Rations x4 (25 SP, 4 lbs)
Waterskin x2 (2 GP, 8 lbs)

Remaining Money: 1 GP, 2 SP
Total Weight: 64 lbs (medium load)

Karwik is a thief who steals things for his own survival. Born to an impoverished city family, he spent most of his young life forced to do whatever it took to help his parents keep food on the table. However, his parents, despite their desperation, were nonetheless good people, and never stole or robbed to make ends meet. Karwik, young and unable to understand why there were people in extravagant dress while he personally was starving, saw it a different way and, behind his parents' back, engaged in pickpocketing and the occasional break-in.

That's when the rebellion started. His parents, unwilling to side with the peasants, were instead killed in the first outbreaks that occurred all throughout the nation. Karwik, angry and wanting to avenge his parents' deaths, decided to side with the loyalists, not out of any idealogical beliefs, but just simply from a desire to see his parents' murderers pay. He will follow orders given to him, but if allowed to go on his own, he will mostly just look out for himself.

EXP: 3352

Name: Ando Reyer

Race/Class/Level: Human, Fighter, Level 2
Alignment: Chaotic Good​
  • [*]FORT: +3
    [*]REF: +1
    [*]WILL: +0
  • STR: 15
  • DEX: 12
  • CON: 15
  • INT: 11
  • WIS: 11
  • CHA: 12

Hit Points: 22

Attack: +4 (Base +2 Str +2)
Longsword (1d8 19-20/x2)
Dagger (1d4 19-20/x2)

Armour Class: 17 (+1 Dex, +4 Armour, +2 Shield)
  • [*]Longsword
    [*]Scale Mail
    [*]Heavy Wooden Shield
    [*]Explorer's Outfit
    [*]Cold Weather Outfit
    [*]x3 Sunrods
    [*]x7 Trail Rations
    [*]x100 Arrows
    [*]14 gold pieces, 63 silver pieces, 97 copper pieces
  • [*]Climb: 4 Ranks
    [*]Jump: 4 Ranks
    [*]Ride: 4 Ranks
    [*]Swim: 4 Ranks
    [*]Intimidate: 4 Ranks
    [*]Listen (cc): 2 Ranks
    [*]Search (cc): 2 Ranks
    [*]Spot (cc): 2 Ranks

  • Weapon Focus: Longsword
  • Power Attack
  • Blind Fight
Experiance: 1000

Languages: Common, Elven

Backstory: Whilst born in Paradox, Ando Reyer is still seen as 'Gaijin' by many people who also call the continent home. His father a foreign mercenary and a farm girl, he is in some ways seen as something worse than a Gaijin, as he is neither local nor foreign.

From an early age, Ando was forced to learn to defend himself from other children his age, who would often pick fights or ambush him in the streets of his town. Before he died, his father also trained him in the use of the longsword, which angered the locals further.

Leaving home at the death of his father, Ando worked as a mercenary for several years, hired by various towns and villages to help defend from attacks from wild animals and bandits. After helping to drive off a bandit mob from one village, Ando was spotted by one of Lord Cao's lieutenants, and recruited into the Hero of Chaos' private armies.

During the rebellion, Ando fought to defend Lord Cao's people from attacks from rebel armies, yet despite his efforts many of the civilians around him were murdered. Whilst he was little love for many of the people of Paradox, he has come to despise the rebels for their actions.
Name: Angus Sybert

Race/Class/Level: Human Ranger/Fighter, 3

Allignment: Chaotic Good
<table width=100% border=0><tr><td>
</td><td> Heir of a family famed for their tradition of archery, both in and out of battle. He fell from grace after the rebellion took a hold of the town, and he was forced to escape. He has now joined the loyalists to the Emperor, for the holding of his family's loyalty to the Empire. </td></tr><tr><td></td><td></td></tr><tr><td>STR: 13</td><td>FORT: +4 [+3 Base, +1 Con]</td></tr><tr><td>DEX: 16</td><td></td></tr><tr><td>CON: 12</td><td>REF: +6 [3 Base, +3 Dex]</td></tr><tr><td>INT: 11</td><td></td></tr><tr><td>WIS: 12</td><td>WIL: +1 [0 Base, +1 Wis]</td></tr><tr><td>CHA: 12</td><td></td></tr>
<tr><td>----------------------------------------------</td<td>----------------------------------------</td></tr><tr><td>ATTACK (handheld/unarmed): +3 [+2 Base,+1Str]</td><td></td></tr><tr><td>ATTACK (missile): +5 [+2 Base, +3Dex]</td><td></td></tr><tr><td>Scimitar [Damage 1D6+1 18–20/×2 ]</td><td></td></tr><tr><td>Light Mace [Damage 1D6+1, x2]</td><td></td></tr><tr><td>Composite Shortbow [Damage 1D6 +1 x3]</td><td></td></tr><tr><td>
<tr><td>----------------------------------------------</td<td>----------------------------------------</td></tr><tr><td>AC: 15 = 10 +2 [leather] +3 [dexterity]
Touch AC: 13
Flat-footed: 12 <td></td></tr><tr><td>----------------------------------------------</td><td>----------------------------------------</td></tr><tr><td>Appraise +1</td><td></td></tr><tr><td>Balance 3</td><td></td></tr><tr><td>Bluff +4</td><td></td></tr><tr><td>Climb +5</td><td></td></tr><tr><td>Craft (Arrows/bows) +0</td><td></td></tr><tr><td>Concentration +1</td><td></td></tr><tr><td>Diplomacy +1</td><td></td></tr><tr><td>Gather Information +1</td><td></td></tr><tr><td>Disguise +1</td><td></td></tr><tr><td>Escape Artist +3</td><td></td></tr><tr><td>Forgery +0</td><td></td></tr><tr><td>Handle Animal +5+2(animal affinity)</td><td></td></tr><tr><td>Heal +3</td><td></td></tr><tr><td>Hide +4</td><td></td></tr><tr><td>Intimidate +1</td><td></td></tr><tr><td>Jump +3<d><td></td></tr><tr><td>Knowledge (nature) +4</td><td></td></tr><tr><td></td></tr><tr><td>Listen +1+2(alertness)</td><td></td></tr><tr><td>Move Silently +3</td><td></td></tr><tr><td></td></tr><tr><td>Ride 3</td><td></td></tr><tr><td>Perform (act) +1</td><td></td></tr><tr><td>Perform (Sing) +1</td><td></td></tr><tr><td>Search +0</td><td></td></tr><tr><td>Sleight of Hand +1</td><td></td></tr><tr><td>Sense Motive +1</td><td></td></tr><tr><td>Spot +1</td><td></td></tr><tr><td>Survival +4</td><td></td></tr><tr><td>Swim +1</td><td></td></tr><tr><td>Use Rope +3</td><td></td></tr><tr><td>----------------------------------------------</td><td>----------------------------------------</td></tr><tr<td>Equipment:
Composite Shortbow
Light Mace
Arrows (quiver of 20) x2 (Current: 11)
Silver Arrows (7)
Blanket, winter x1
Fishing net
Flasks x1
Grappling hook
Lantern (hooded)
Rations (1 day) x3
Rope (50', hempen) x1
Torches x1
Traveler's Outfit
</td><td>Special / Feats
Animal Affinity
Rapid Shot
Favored Enemy (Orc)
Wild Empathy
Point Blank Shot
Encumberance: 85lbs (Medium)

Languages: Common, Orc, Sylvan


Name:Ayumi Mitsurugi

Class: Cleric 2
Alignment: Neutral Good
Deity: Ra

STR 10 (+0)
DEX 10 (+0)
CON 12 (+1)
INT 10 (+0)
WIS 16 (+3)
CHA 16 (+3)

Sacred Healing
Sacred Purification

Equipment (200 gold, 45 pounds, so she counts as wearing medium armor.)
Cleric's Vestments (pictured, 5GP)
Silver ankh (25, 1)
Chain Shirt (100, 25)
Healer's Kit (50,1)
Heavy wooden Shield (7, 10)
Morningstar (8, 6)
Spell Component pouch (5, 2)
Combat info
Attack Roll=1d20+1

Turn undead
6 Attempts
1 Greater attempt
(+2 bonus from skill ranks)

Spells per Day (Sun and Healing domain)

Spells used

Usually Prepared Spells
0-lightx2, detect magic, purify food and drink.
1-Light of Luniax2, Shield of Faith. cure light wounds(domain)

Knowledge: Religion=5

Ayumi was raised in a temple from a very young age. Her parents couldn't offer her that great of a life, so they left her to be raised as a preistess. And all in all, it's worked out pretty well. Unlike many random kids left on the doorstep of churches, she picked up the religious texts well, and was blessed with the ability to call upon her god's power.

She's around a middle rank in her temple; while she is capable of casting, her primary role is to help with the day-to-day operation of the temple, and looking over texts in her spare time. Or it would be, if Cao wasn't doing his thing.

She volunteered to help out Shao's effort, and was gladly accepted. For her, the most important thing is not getting the scorpion rebellion to stop their conquest, but rather getting them to stop violently taking over the continent.
Sacred healing (requires turn undead ability)
"As a swift action, you can spend a turn undead attempt to augment your ability to tend to the wounds of others. You gain a +5 bonus on heal checks and a +2 bonus per die on the damage healed by any healing spells you cast. This benefit lasts until the end of your current turn."

Sacred Purification (requires turn undead and Sacred Healing feat)
"As a swift action, you can expend a turn undead attempt to create a pulse of divine energy. All living creatures within 60ft of you heal an amount of damage equal to 1d8+your charisma modifier (+3). All undead creatures in this area take damage equal to 1d8+your charisma modifier."

Light of Lunia

EXP: 1450

Name: Liu Tong, "Bladed Thesis"
Age: 21
Appearance: (No Picture, Description Pending)
Class: Wizard/Fighter (1/1)
Alignment: Lawful Good

HP: 18
Fort: +4 | 2 | 2
Ref: +4 | 0 | 2 | 2
Will: +3 | 2 | 1
AC: 12 (10 + 2 Dex)

Str: 10 | +0
Dex: 14 | +2
Con: 14 | +2
Int: 16 | +3
Wis: 12 |+1
Cha: 10 | +0

Class Features:
Fighter Bonus Feats: Weapon Focus (Rapier)
Familiar: Weasel ("Onu")
Scribe Scroll
Specialty: Transmutation
Barred: Enchantment, Illusion

Dodge, Weapon Finesse

Skill Ranks:
Concentration: 4
Craft (Swordsmith): 2
Knowledge (Arcana): 2
Knowledge (Nature): 2
Knowledge (Religion): 2
Knowledge (History): 2
Knowledge (Nobility): 2
Spellcraft: 2
Climb: 2
Jump: 2
Swim: 2
Survival: 2 (Cross-Class)

Spellbook: (Prepared Spells marked with *), Spells Per Day: 4/1 (+1 Int bonus, +1 Transmutation spell)
Cantrips: Resistance, Acid Splash*, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead, Touch of Fatigue, Mage Hand*, Mending, Message*, Open/Close*, Arcane Mark, Prestidigitation.
1st: Mage Armor, Shield*, Magic Weapon, Mount, Jump*, Expeditious Retreat, Identify, True Strike*.

Equipment: (28 gold leftover)
Rapier (20 gold): +4 to hit, 1d6 damage, 18-20/x2 critical, 2 lbs, Piercing Damage.
Scholar's Outfit (5 gold)
Backpack (2 gold)
Cure Light Wounds Potion (50 gold)
Wizard's Spellbook (15gp)

Tong found studying boring. His tutors would try and shove the most useless material into his head... which flowers symbolize what (instead of what the herbs do), how to act to this person or that person... Tong didn't know what he wanted to do at the time... daydreaming out the window as he looked upon the warriors training on his uncle's estate. His uncle, Liu Sun, was one of the regional lords, which made him... some sort of royalty - as the fourth son of the brother to the actual lord, his status didn't really matter. That he was being taught all of this junk was just formality.

His disintrest in the material was noted, and, in an attempt to try and dissuade the young boy from the rigorous training of the warriors, his tutors asked to have Tong train with them...

Tong failed miserably at every task asked of him. Rather than resign himself to fate, however... those on the field that day would mention a fire could be seen... and felt... in the boy's eyes.

Rather than begin training in strength, the boy trained in skill - he improved upon his quickness, he got in fights with servant boys, learning to take blows and return them just as well... and, to his servant's shock, he studied. Though it was not the studying they thought it was. Tong had stolen a book on magic from his uncle's advisor. Ignoring the "unreal" spells connected to illusion or enchantment, he went right for what he considered the "meat"... transmutation... abjuration... conjuration.

When he returned to the field, choosing a rapier instead of the longsword that most warriors favored... he awed those present with his skill. When asked, the child admitted that he had felt he dishonored his family with his previous display, and told those gathered what he had done, head held high.

He was punished, though the warrior-trainer, the uncle, and the advisor (though miffed his book was stolen) were impressed enough to let him continue with his training. At the age of eighteen, the young adult asked to be allowed to wander the land to improve on his skill.

Tong's uncle agreed, and he had wandered - learning and improving upon his skills... aiding those that required help, asking for little more than food in return. His deeds and unique style earned him the title 'Bladed Thesis' at the age of twenty, and a year later he joined with the allied lords against the Scorpion Rebellion, eager to improve his skill and bring honor to the Liu family.

EXP: 2220

Name: Jillian Tealeaf

Race/Class/Level: Halfling Druid, 2
Alignment: Chaotic Neutral
<table width=100% border=0><tr><td>
</td><td>Previously lived in a forest cottage near a small village on the outskirts of the Toku Dynasty's territory. When the Scorpion began to spread unrest through the land, a small rebellion erupted in her area; the battle started a fire that destroyed her forest and nearly killed her as well. Jillian now travels to seek revenge on Jiao, and destroy what she sees as an unnatural criminal against nature itself. 40 years old. 2'9" tall. Weighs 28 lbs.</td></tr><tr><td></td><td></td></tr><tr><td>STR: 10</td><td>FORT: +4 [+3 Base, +0 Con, +1 racial]</td></tr><tr><td>DEX: 14</td><td></td></tr><tr><td>CON: 10</td><td>REF: +3 [0 Base, +2 Dex, +1 racial]</td></tr><tr><td>INT: 14</td><td></td></tr><tr><td>WIS: 16</td><td>WILL: +7 [+3 Base, +3 Wis, +1 racial]</td></tr><tr><td>CHA: 12</td><td></td></tr>
<tr><td>ATTACK (Melee): +2 [+1 Base, +0 Str +1 racial]</td><td><tr><td>ATTACK (Ranged): +3 [+1 Base, +0 Str +2 racial]</td><td></td></tr><tr><td>Morningstar [Damage 1d6, x2]</td><td></td></tr><tr><td>Scimitar [Damage 1d4, 18-20/x2]</td><td></td></tr><tr><td>Sling [Damage 1d3, x2]</td><td></td></tr><tr><td>Shield Bash [Damage 1d2, x2]</td><td></td></tr>
<tr><td>--------------------------------------------------</td><td>----------------------------------------</td></tr><tr><td>AC: 16 [+2 Dex, +1 racial, +2 Armour, +1 Shield]<td></td></tr><tr><td>--------------------------------------------------</td><td>----------------------------------------</td></tr><tr><td>Balance +2</td><td>[+2 Dex]</td></tr><tr><td>Bluff +1</td><td>[+1 Cha]</td></tr><tr><td>Climb +2</td><td>[+0 Str, +2 racial]</td></tr><tr><td>Concentration 2</td><td>[2 Ranks, +0 Con]</td></tr><tr><td>Craft () +2</td><td>[+2 Int]</td></tr><tr><td>Diplomacy +1</td><td>[+1 Cha]</td></tr><tr><td>Gather Information +1</td><td>[+1 Cha]</td></tr><tr><td>Handle Animal +6</td><td>[5 Ranks, +1 Cha]</td></tr><tr><td>Heal +8</td><td>[5 Ranks, +3 Wis]</td></tr><tr><td>Hide +6</td><td>[+2 Dex, +4 racial]</td></tr><tr><td>Intimidate +1</td><td>[+1 Cha]</td></tr><tr><td>Jump +3</td><td>[1 Rank, +0 Str, +2 racial]</td></tr><tr><td>Knowledge (nature) +8</td><td>[5 Ranks, +1 Int, +2 Nature Sense]</td></tr><tr><td>Listen +5</td><td>[+3 Wis, +2 racial]</td></tr><tr><td>Move Silently +4</td><td>[+2 Dex, +2 racial]</td></tr><tr><td>Profession (Herbalist) +2</td><td>[1 Rank, +1 Int]</td></tr><tr><td>Ride +3</td><td>[1 Rank, +2 Dex]</td></tr><tr><td>Search +3</td><td>[+3 Wis]</td></tr><tr><td>Sense Motive +3</td><td>[+3 Wis]</td></tr><tr><td>Spellcraft +1</td><td>[+1 Int]</td></tr><tr><td>Spot +3</td><td>[+3 Wis]</td></tr><tr><td>Survival +6</td><td>[1 Rank, +3 Wis, +2 Nature Sense]</td></tr><tr><td>Swim +1</td><td>[1 Rank, +0 Str]</td></tr><tr><td>Tumble +3</td><td>[1 Rank, +2 Dex]<tr><td>Use Rope +2</td><td>[+2 Dex]</td></tr><tr><td>--------------------------------------------------</td><td>----------------------------------------</td></tr><tr<td>Equipment:
Leather armour
Light wooden shield
Sling bullets (x10)
Explorer's Outfit
Trail rations (five days' supply)
Flint and steel
Holly and mistletoe
Torch (x3)
16gp, 2sp, 7cp</td><td>Special / Feats
Wild Empathy
Woodland Stride
Nature Sense
Spell Focus (Conjuration)
Animal Companion (Badger, Tricks: Attack)
+2 save vs fear
SPELLS: 5x Lvl 0, 3x Lvl 1

Cure Minor Wounds, Know Direction, Flare, Guidance, and Resistance
Cure Light Wounds, Magic Fang, Sumon Nature's Ally I.

Encumberance: 47.5 lbs (Medium Load)

Languages: Common, Halfling, Druidic.



Badger: Coda.
Hitpoints: 10
Initiative: +3
Speed: 30 feet (6 squares), burrow ten feet.
Armour Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Claw +4 melee (1d2-1)
Full Attack: 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1)
Space/Reach: 5 ft/5 ft
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: Track, Weapon Finesse

3 ft long, weighs 35 pounds.
Name: Sales Goodspeed

Race/Class/Level: Elven, Fighter/Cleric, NG, 3 [1/2]

<TABLE border=0 width="100%"><TBODY><TR><TD>
</TD><TD>Coming from a powerful elven land, Sales has been surrounded by the high opinion of the elven race, believing themselves wiser and smarter than the other 'races'. Sales is always off doing things on a whim, only focusing on the here and now, except when the healing of people and animals is involved. With getting an understanding of the other races while travelling, Sales has lost a lot of his elven 'arrogance', but not all of it. He often gets into trouble with anyone who openly disrespects the elven race. Sales will always help the good innocent people of the world, but his arrogance can still get in the way when he doesn't believe the person deserves his help. It certainly wouldn't be the first time he has walked away from an 'undeserving' person in need. With the troubles that are happening with the Scorpion armies, Sales has chosen to help the noble 'Shao' and has offered his services as a healer. Shao has asked Sales to join the group on the boat, to assist them on their journey to and from the Genjobi Pass.</TD></TR><TR><TD>STR: 8</TD><TD>FORT: +5 [+2/+3 Base, +0 Con]</TD></TR><TR><TD>DEX: 14</TD><TD></TD></TR><TR><TD>CON: 10</TD><TD>REF: +2 [0 Base, +2 Dex]</TD></TR><TR><TD>INT: 13</TD><TD></TD></TR><TR><TD>WIS: 17</TD><TD>WILL: +6 [+3 Base, +3 Wis]</TD></TR><TR><TD>CHA: 12</TD><TD></TD></TR><TR><TD>----------------------------------------------</TD><TD>----------------------------------------</TD></TR><TR><TD>ATTACK (Melee): +1 [+2 Base, -1 Str]
ATTACK (Ranged): +4 [+2 Base, +2 Dex]
Longsword [Damage D8-1, 19-20/x2]
Dagger [Damage D4-1, 19-20/x2]
Unarmed [Damage D3-1]
</TD><TD>SpellsLevel 0: Resistance x2, Light x2, Detect Magic, Detect Poison, Purify Food and Drink
Level 1: Bless, Endure Elements, Summon Monster, Obscure Mist, Divine FavorDomain: Protection: Sanctuary,
Shield Other
</TD></TR><TR><TD>----------------------------------------------</TD><TD>----------------------------------------</TD></TR><TR><TD>----------------------------------------------</TD><TD>----------------------------------------</TD></TR><TR><TD>AC: 14 [+2 Dex, +2 Arm]<TD></TD></TR><TR><TD>----------------------------------------------</TD><TD>----------------------------------------</TD></TR><TR><TD>Balance +2</TD><TD>[+2 Dex]</TD></TR><TR><TD>Bluff +1</TD><TD>[+1 Cha]</TD></TR><TR><TD>Climb +0</TD><TD>[1Rank,-1 Str]</TD></TR><TR><TD>Craft +2
Concentration +3
</TD><TD>[+2 Int]
[3 Ranks]
</TD></TR><TR><TD>Diplomacy +3</TD><TD>[2 ranks, +1 Cha]</TD></TR><TR><TD>Gather Information +1</TD><TD>[+1 Cha]</TD></TR><TR><TD>Handle Animal +1</TD><TD>[+1 Cha]</TD></TR><TR><TD>Heal +6</TD><TD>[3 ranks, +3 Wis]</TD></TR><TR><TD>Hide +2</TD><TD>[+2 Dex]</TD></TR><TR><TD>Intimidate +1</TD><TD>[+1 Cha]</TD><TR><TD>Jump +0</TD><TD>[1 rank, -1 Str]</TD></TR><TR><TD>Knowledge (relig) +3</TD><TD>[2 ranks, +1 Int]</TD></TR><TR><TD>Listen +7</TD><TD>[+3 Wis, +2 racial, +2 Alert]</TD></TR><TR><TD>Move Silently +2</TD><TD>[+2 Dex]</TD></TR><TR><TD>Profession (Sailor) +5</TD><TD>[2 ranks, +3 Wis]</TD></TR><TR><TD>Ride +2</TD><TD>[+2 Dex]</TD></TR><TR><TD>Search +3</TD><TD>[+1 Int, +2 racial]</TD></TR><TR><TD>Sense Motive +3</TD><TD>[+3 Wis]</TD></TR><TR><TD>Spellcraft +4</TD><TD>[3 ranks, +1 Int]</TD></TR><TR><TD>Spot +7</TD><TD>[+3 Wis, +2 racial, +2 Alert]</TD></TR><TR><TD>Survival +3</TD><TD>[+3 Wis]</TD></TR><TR><TD>Swim +0</TD><TD>[1Rank, -1 Str]</TD></TR><TR><TD>Use Rope +2</TD><TD>[+2 Dex]</TD></TR><TR><TD>----------------------------------------------</TD><TD>----------------------------------------</TD></TR><TR><TD>Equipment:
Leather Armour 10gp 15 lb
Long Sword 15gp 4 lb
Dagger x 3 8gp 3 lb
Backpack 2gp 2 lb
Cold Weather Outfit 8gp 7 lb
Bedroll 1sp 5 lb
Healers Kit (10 uses) 50gp 1 lb
Flint & Steel 1gp
Signal Whistle 8sp
Common Lantern 1sp 1 lb
1 pint Oil x 2 2sp 2 lb
Mirror, Small Steel 10gp .5 lb
Sack 1sp .5 lb
Pouch 1gp .5 lb
Whetstone 2cp 1 lb
Waterskin 1gp 4 lb
Holy Symbol (silver) 25gp 1 lb
Soap 5sp 1 lb
Fish hook x 4 4sp
Tindertwig x 5 5gp
Smokestick 20gp .5 lb16gp, 1sp, 8cp

</TD><TD>Special / Feats
Aura of Good
Turn Undead (4 times a day)
Automatic search check when within 5 feet
Martial Weapon Proficiency (Long Sword)
Weapon and Armour Proficiency
Combat Reflexes (2 extra AoO)
Immune to Magic Sleep Effects
+2 Saving throw bonus against enchantment spells or affects
Can exchange any spell for Cure spell of same level or lower

Encumberance: 49lbs (Medium)

Languages: Common, Elven, Draconic.
Name: Kryx Mossdeep

Race/Class/Level: Lizardman (Monster 2) (Chaotic Neutral)
<table width=100% border=0><tr><td>
</td><td>Born within the Jalgarus swamps, Kryx grew and was trained in the ways of his people. Made to hunt and fight at an early age, the lizardfolk tried to excel in order to bring honor and pride to his tribe. When activity began to accumulate near the edges of their territory, the Mossdeep tribe sent Kryx and several other brethren to investigate. Only Kryx survived the encounter and has been imprisoned within a human base until they have time to exterminate him.</td></tr><tr><td></td><td></td></tr><tr><td>STR: 18</td><td>FORT: +4 [+4 Con, +0 racial]</td></tr><tr><td>DEX: 12</td><td></td></tr><tr><td>CON: 18</td><td>REF: +4 [+1 Dex, +3 racial]</td></tr><tr><td>INT: 10</td><td></td></tr><tr><td>WIS: 10</td><td>WILL: +0 [+0 Wis, +0 racial]</td></tr><tr><td>CHA: 8</td><td></td></tr>
<tr><td>----------------------------------------------</td<td>----------------------------------------</td></tr><tr><td>ATTACK: +5 [+1 Base, +4 Str]</td><td></td></tr><td></td></tr><tr><td>Huge Battleaxe [-2 to hit, Damage 2D6+4, x3]</td><td></td></tr><tr><td>Claw/Bite [Damage D4+4]</td><td></td></tr>
<tr><td>----------------------------------------------</td<td>----------------------------------------</td></tr><tr><td>AC: 20 [+1 Dex, +4 Arm, +5 Natural]<td></td></tr><tr><td>----------------------------------------------</td><td>----------------------------------------</td></tr><tr><td>Balance +3</td><td>[+1 Dex, +4 racial, -2 ACP]</td></tr><tr><td>Bluff -1</td><td>[-1 Cha]</td></tr><tr><td>Climb +2</td><td>[+4 Str, -2 ACP]</td></tr><tr><td>Concentration +4</td><td>[+4 Con]</td></tr><tr><td>Gather Information -1</td><td>[-1 Cha]</td></tr><tr><td>Handle Animal -1</td><td>[-1 Cha]</td></tr><tr><td>Heal +0</td><td>[+0 Wis]</td></tr><tr><td>Hide +1</td><td>[+1 Dex]</td></tr><tr><td>Intimidate 0</td><td>[1 rank, -1 Cha]</td></tr><tr><td>Jump +6</td><td>[+4 Str, +4 racial, -2 ACP]</td></tr><tr><td>Listen +2</td><td>[2 ranks, +0 Wis]</td></tr><tr><td>Move Silently +0</td><td>[1 rank, +1 Dex, -2 ACP]</td></tr><tr><td>Ride -1</td><td>[+1 Dex, -2 ACP]</td></tr><tr><td>Search +2</td><td>[2 ranks, +0 Wis]</td></tr><tr><td>Sense Motive +0</td><td>[+0 Wis]</td></tr><tr><td>Spot +0</td><td>[+0 Wis]</td></tr><tr><td>Survival +2</td><td>[2 ranks, +0 Wis]</td></tr><tr><td>Swim +4</td><td>[+4 Str, +2 racial, -2 ACP]</td></tr><tr><td>Use Rope +2</td><td>[1 rank, +1 Dex]</td></tr><tr><td>----------------------------------------------</td><td>----------------------------------------</td></tr><tr<td>Equipment: 81lbs
Huge Battleaxe
Chain Shirt
Healer's Kit
Rope (50ft hemp)
1gp 5sp 99cp</td><td>Special / Feats
Hold breath (for 56 rounds)
Martial Weapon Proficiency

Encumberance: 44lbs (Light)

Languages: Common, Draconic.


Is it just me or that thing doesn't really look like a lizard?
Jack, where did you find that race? Cause I highly doubt that anything with +5 natural armor has no LA.
Lizard folk, and it does have +1 LA. So he'd be a level one barbarian.
One level of Lizard and one level of Barbarian.

Unless I've COMPLETELY misinterpreted the rules... >_>
I left my DnD book at home...otherwise I'd have the proper stats for the fellow.

I figured there was a level adjustment, but since my coding skill is on par with a muskrat I had Asmo draw up the papers for me...I just tossed in background, name, and alignment


Can we leave it at Level one barbarian level one lizardfolk...or do I need to query my parents to bring up my monster manual and disprove this character with monstrous humanoid levels?

If so...then the hour of work Asmo and me did was for naught and I'll have to not meet you in the not fort at the not raid time.


I submit my character before the powers that be.

Speak ya adventurers...walking shield or not?
Okay, me and Jack have muddled through it.

A Lizardman counts as level 2 when he starts, so we've taken away the Barbarian stuff. He's a little less intimidating now.
...But now I' the equivalent of experience points for the party still being a 'monster'

No class levels.


*Hides beneath his 20 ac skin*
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Reactions: 1 person
Relax, Jack. If your lizardman speaks in Common and acts all friendly, we MIGHT not kill him instantly.

Besides, at the moment, a local guide would be very useful.