[Jun 21, 2014] Crimvale Keep (Pathfinder) - SIGNUPS CLOSED (Roll20)

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THE LEGEND OF CRIMVALE KEEP

Need a D&D fix?

Once per week, I'll be running a short session - maybe one encounter at a time, on the Roll20 virtual tabletop.

The game is Pathfinder and takes place in a MASSIVE castle with sprawling courtyards and dungeons that have been flooded, overgrown, covered in snow, occupied by monsters or contested by entire armies.

Your leader is Torrim, a Dwarf who wants to get his share of the treasure up for grabs.



- Starting XP is 23,000. You begin at Level 7.

- Stats are determined using the Points Buy system. You may spend a maximum of 20 points, BEFORE racial modifiers, then add 1 for your Level 4 ability bonus.

- Your alignment may change, if you do something radical. I'll be watching. -__-

- Starting gold is 8000gp.

- When determining hitpoints, use the FULL VALUE for Level one, and the AVERAGE value (rounding up) for LEVELS 2-6.



- Feel free to buy magic items. I can help you go through this if you want.
- Magic Armour - just add the base price to the price of a normal shield/suit, then scroll down if you want to add even more fancy shit, like fire-proofing, spell-resistance, etc.

- Magic Weapons - same again, just look for the base price and add this to a normal weapon cost, then scroll down if you want to enchant an unusual weapon or give it special abilities.

- Potions - these should be quite affordable, and it's always good to have some healing potions on hand.

- Rings - you might have to pool some money to get one of these.

- Scrolls - some of these are quite cheap, but bear in mind the CASTER LEVEL shown on the third table on this page (right hand column). If you try to cast a spell that has a higher Caster Level than you, it has the potential to explode in your face. Also, non-magic characters with the Use Magic Device skill can attempt to use scrolls, but again with the "explode-and-die" prospect.

- Staffs, Rods and Wands - expensive and fancy shit for you Wizards and Clerics.

- Wondrous Items - for other random doodads.
The Fellowship was founded by three characters: Torrim the Dwarf, Lorn the Jackal and Jezebeth the Tiefling. They were servants to an order of Neutral Angels who sought to dabble in mortal affairs. On their third mission, they were ordered to sabotage the defenses of an Elven city (a move which would divert an Undead army from the Human heartlands but cost hundreds of Elven lives in the process). The three heroes rebelled and fled the city, but not before Jezebeth lost her brother in the fighting.

They were aided by Sayles the Elf, a bounty hunter of the city who helped them escape via a secret pass. Years later, these characters reunited at Crimvale Keep, a place they had each heard about in legends. Torrim has hatched a plan to break into the deeper chambers and find a means to resurrect Jezebeth's brother. But he also seeks something greater - something to ensure that himself and his friends are no longer beholden to the gods.

But for this plan, he needs help. Torrim has thus talent-scouted for specialists and magic users who can aid in the dungeons. The result is the Flint & Steel Fellowship, based at the Purple Ogre tavern and renowned as the best mercenary guild of the Western Courtyards.
TORRIM A Dwarf with a resentment of the divine, seeking earthly treasures to rival the gods. He has begun recruiting for ever more-daring missions into the castle.

LORN A Were-Jackal who became great friends with Torrim on a previous adventure, and never strays far from death and treasure.

JEZEBETH Another of Torrim's former companions. This Tiefling has suffered a dramatic alignment reversal following the death of her brother, in events that she, Lorn and Torrim would sooner forget.

SAYLES An Elf to whom Torrim seems to owe a great debt. Sales is a bounty hunter and one of the co-founders of the Flint & Steel Guild.

VASILI A spell-sundering Barbarian on the trail of a rogue wizard who terrorized the northern icelands.

AASHI A runaway musician who responded to an advert to entertain some of the Guild's noble guests. Soon after, she got dragged into the events of the Orc war.

CHERNO An intelligent and resourceful cat who claims to be Aashi's familiar, yet perhaps has a darker history before he met her.

GORRACK A barbarian from a family of Half Orcs who came to Crimvale on a whim, perhaps stupid, perhaps inspired. While his cousin, Nok-Nok, spends his days in the tavern, Gorrack prefers a spot of adventuring with his drinking buddy Torrim.
MURIEL Torrim's even more stubborn and even more irate Aunt, who has a knack for alchemy and cooking. She specializes in cooking up looted monster parts as exotic gourmet dishes for rich nobles. She also brews a few potions for the Guild on the side.

KIYOSHI A shapeshifting fox Wizard from the Orient, led here by curiosity. He is the Guild's advisor on magic and spellcraft.

CRAYDER This Half Elf fences items for Torrim and friends. He has connections with nobles who pay inflated prices for Crimvale treasure. Crayder keeps the margin and gives you back the market value of what you sold.

NOK-NOK There are many stories of how this Half Orc got his name. Some say he killed a Bard for telling a bad joke. Others say he squashed a family of Halfings when he opened a tavern door. He leads a band of Half Orc berserkers who have camped nearby and are eager to fight alongside the Guild.

RELKA This human girl was saved by the Guild in the Chambers of Gigas. She was originally in the final stages of Filth Fever and offered as a sacrifice to the Sun Serpent that ruled the Chambers. Now she is a bridge between the Guild and the Gigas refugees, having witnessed first-hand the slaying of her people's god. Her mind has been truly opened.

BORIS Ogres are known as the vilest, most debased and incestuous rapists, torturers and warmongers. When Boris first set up the Purple Ogre in the West Courtyard, most people ran away screaming. Then Lorn, Torrim and Sayles decided to go in and have a drink. It was the start of a beautiful friendship. No one knows why Boris is different from other Ogres. But his left hand is purple and he has a divine prison chamber underneath his tavern which the Guild use as a vault.
THE PURPLE OGRE TAVERN

The Guild is based at the tavern. You can use any one of the bonuses below in your downtime. Read here to build more rooms.

ALTAR:.....
Counts as a consecrated area (staffed by 1x Acolyte)
BAR:.....
+1 on Diplomacy checks to gather information (staffed by Boris, 1x Hustler, 5x Guards)
KITCHEN:.....
Allows Craft (Recipe) checks to be performed without distraction (staffed by Relka)
COMMON ROOM (with furnishings):.....
+1 to service related Profession & Perform checks (staffed by 4x Hustlers)
OFFICE:.....
+1 on Linguistics & Scribing checks (Staffed by 3x Craftsmen)
LAVATORY:.....
+2 on Fortitude saves vs disease while in the settlement
SEWER ACCESS:.....
Escape Route with hidden door (Perception DC20 to spot)
STORAGE:.....
Allows multiple Profession checks to be used in the tavern (staffed by 5x Labourers)
VAULT:.....
Secure storage of Guild loot, warded against detection
BATH:.....
+2 on Fortitude saves vs disease while in the settlement (Staffed by 2x Lackeys)
GARDEN:.....
Reduces DC on Craft (Recipe) checks - DM's discretion (Staffed by 1x Lackey, 1x Driver)
LAUNDRY:.....
+1 on Fortitude saves vs disease while in the settlement (Staffed by 2x Lackeys)
BEDROOM (with furnishings):
No negative modifiers to Diplomacy checks on upper classes
GAME ROOM:
+1 to charisma/gambling-based Profession checks
FARM LAND:
No extra food costs for the Guild.
FORTIFICATIONS & ARMOURY:
Ability to arm and grant cover to the peasants on the courtyard perimeter, with +10 to perception checks
 
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Torrim Harmalk

Dwarven Fighter (11), Lawful Evil.......HERO POINTS: 1.......Age: 128

STR: 17.........(+3)..............FORT: +11 (+4 vs Fear, +2 vs Spells/Poison, +1 vs Divine)
DEX: 10.........(+0)
CON: 16........(+3)..............REF: +3 (+4 vs Fear, +2 vs Spells/Poison, +1 vs Divine)
INT: 12..........(+1)
WIS: 14.........(+2)............. WILL: +5 (+4 vs Fear, +2 vs Spells/Poison, +1 vs Divine)
CHA: 10.........(+0)

Favoured Class: Fighter.......Initiative: +0 ....... Speed 30ft ....... AC:25..... HP: 120 .....

War Axe: [1-handed +19, dmg D10+9].....[Backswing +13, dmg D10+10].....[Backswing +8, dmg D10+10]
Warhammer: [1-handed +17, dmg D8+6].....[Backswing +12, dmg D8+4].....[Backswing +7, dmg D8+4]

...BAB: +11/+6/+1 .............................Power Attack: +17/+11/+6 to hit (-1 Hammer), +6 dmg (+9 dmg in two hands)
...CMD 25 (26 vs axes/hammers, 30 vs trip/bullrush) .Great Cleave: +20 vs all adjacent opponents (+17 with hammer)
...CMB 14 (15 vs axes/hammers) .....................Improved Vital Strike: +19, single hit, triple damage.

On person... (Weight 69lb).......In Backpack... (Weight 40lb).......

+2 Enchanted Double Waraxe
Masterwork Throwing Axe (Darkwood) [+13/+8/+3 to hit, dmg D6+4]
Orc Throwing Axe
Masterwork Light Pick Axe (Silver) [+16/+11/+6 to hit, dmg D4+4]
Masterwork Warhammer
+2 Enchanted Full Plate Armour
+2 Enchanted Lion’s Shield
+3 Vicious Trident (2d6 damage to enemy, 1d6 to Torrim)
20ft of Chain
Silent Whistle
10 pieces of chalk
Flint & Steel
Everburning Torch (counters Darkness spells)
Potion of Cure Light Wounds x1
Potion of Cure Moderate Wounds x1
Potion of Jump x1
Scroll of Expeditious Retreat x1
Spider Climb Potion x1
Boots of Striding & Springing
Quick Runner's Shirt
Ring of Swimming (+5)

Backpack
Map Case
50ft Silk Rope
Sack
Signal Whistle
Masterwork Climber's Kit (+3)
Rod of Metal and Mineral Detection
Flask of Alchemist Fire x3
Flash Powder x1
Thunderstone x3
Weapon Blanch, Cold Iron x10 (good for 1 hit)
Pot of Bladeguard x1
Potion of Resist Cold (20)

Pouch with 158g 7s

Guild Vault
Sled
Net
Blanket & Bedroll
Masterwork Crafting Tool
Field Rations x6
Dragonhide Scale Mail armour (acid immunity)
3377gp

110lbs = MEDIUM LOAD
Languages: Common, Dwarven, Goblin
Profs: Simple, Martial, All Armour, Shields, Dwarven, Picks, Hammers

+1 to hit vs Orcs/Goblinoids
+2 save vs Poison
+2 save vs Spells
+4 CMD vs bullrush/tripping
+4 AC & CMD vs Giants
+2 on Appraise checks for non-magical metal/gems
No speed reduction
Stonecunning (+2 Perception)
Darkvision, 60ft


Bravery (+3 vs Fear)
Armour training (-3 to ACP, +3 to max Dex)
Weapons training +2 (axes)
Weapons training +1 (hammers)


Weapon Focus (+1 to hit with Dwarven Waraxe)
Weapon Focus (+1 to hit with Hammers)
Weapon Specialization (+2 damage with Waraxe)
Weapon Specialization (+2 damage with Hammers)
Power Attack (-2 to hit, +4 damage, +6 damage in two hands)
Cleave, Great Cleave (Roll to hit all adjacent foes, -2 AC)
Endurance
Toughness (+1 HP when levelling)
Vital Strike (double D10 damage with a single attack)
Improved Vital Strike (triple D10 damage with a single attack)
Dazzling Display (30ft intimidation as a full round action)
Critical Focus, WarAxe


Trait: Dedicated Defender
Trait: History of Heresy


Climb (Str)......................................7 ranks, +3 str, +3 class, +3 kit, -2 armr -2 shld
Craft, Weaponsmithing (Int)..............4 ranks, +3 class, +1 int, +2 tool
Handle Animal (Cha)........................1 rank, +3 class
Intimidate (Cha)..............................10 ranks, +3 class
Knowledge, Dungeoneering (Int).......4 ranks +3 class, +1 int
Knowledge, Engineering (Int)............3 ranks +3 class, +1 int
Perception (Wis)..............................1 rank, +2 wis, +2 Stonecunning
Profession, Mercenary (Wis)..............1 rank +3 class, +2 wis
Survival (Wis).................................2 rank, +3 class, +2 wis
Swim (Str).....................................4 rank, +3 class, +3 str, -2 armr, -2 shield, +5 ring
Acrobatics (Dex).............................1 rank, 5 boots, -2 armr, -2 shield
Torrim's father was a Runescribe, from a long line of historians who painstakingly collected the deeds of the Hill Tribes. All Harmalks were trained at an early age to carve and treat the copper plates used as pages in the books of Dwarven Lore, and for fifteen years Torrim followed comfortably in his family's tradition. But then disaster struck. There was an explosion at the forge, caused by a consignment of cursed ore pulled up from the depths. It took his father's sight and scarred his hands. Overnight, Torrim's father lost the very things he needed for his craft. Of course, as all stubborn Dwarves, he tried to carry on his work, but after spoiling so many copper plates he turned his hopes to his son and did his best to instruct the young apprentice. Years of frustration, toil and recrimination followed, with Torrim taking over more of his father's duties but at the same time failing to perfect the Runescribe arts as his father did. Finally, after a series of blazing rows, he gave up entirely, and the finances of the Harmalk family fell into ruin. In order to pay their debts, Torrim's parents turned to the Guilds for help. It was the Mercenary Guild who eventually agreed to take on the debt, and as payment they assumed custody of Torrim, placing him in a forced apprenticeship programme. For the next three years he learned the art of mountaineering and the waraxe and lost altogether his fleeting knowledge of crafting and inscription. But Torrim never settled to the life of a community guardian, and in time he left the Hill Tribes, resentful of his father and resentful of his people for turning his family's misfortune into slavery. He has not returned home for 64 years.

...............................(Torrim means "Soul-stabber of the stalwart village")
XP POINTS: 114,958​
 
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Lorn

Were-Jackal Rogue (10), Neutral Evil
Hero Points: 0
HP: 61
BAB: 4 +7/+2
Claw D4 damage, Bite D6 damage (D3 in Jackal form)

Guile Pool : 5 (+4 Skill Check, or +3 to hit)

STR: 8 (-1)
DEX: 16 (+3)
CON: 10 (+0)
INT: 18 (+4)
WIS: 16 (+3)
CHA: 9 (-1)

FORT: +3 REF: +10 WILL: +7
+2 against sleep and charm; +3 against traps

Speed: 30ft Initiative: +3 (+5 TM) AC: 14 (+2 Am)(+3 AC vs traps)

CMB: 6 CMD: 19

STR: 8 (-1)
DEX: 14 (+2)
CON: 10 (+0)
INT: 18 (+4)
WIS: 16 (+3)
CHA: 11 (+0)

FORT: +2 REF: +8 WILL: +7

Speed: 30ft Initiative: +2 AC: 13

CMB:5 CMD: 17
STR: 8 (-1)
DEX: 16 (+3)
CON: 10 (+0)
INT: 18 (+4)
WIS: 16 (+3)
CHA: 9 (-1)

FORT: +3 REF: +9 WILL: +7

Speed: 50ft Initiative: +3 AC: 13

CMB: 5 CMD: 17
ON PERSON

Handy Haversack
Goggle of Minute Seeing
Hand of the Mage
Bracers of Armour (+1)
Cloak of Elven Kind
Masterwork Crossbow, Light (1D8 damage +11 /+6 hit, 80ft)
Flaming Burst crossbow attachment
Crossbow Bolts x10
+2 Shock Spear (2D6-1 damage)
Gloves of Swimming and Climbing
Amulet of Natural Armor +2
Ring of Sustenance


HAVERSACK

Bolts x30
Flash Powder
Sasson Leaf Residue
Caltrops x2 bags
Sanctuary Potion
Acid x2
Jump potion
Smokestick
Liquid Blade x2
Alchemist Fire x3
Grappling Hook
Cure Light Wounds potion x2
Periscope
Chime of Opening
Keys to the Cerberax Dungeon
Wrist Sheathe
Thunderstone x6
Potion of Pass Without Trace
Bladeguard
Alkali Flask x3
Potion of Reduce Person
Potion of Levitate
Resist Poison



BAG OF HOLDING
burst jar 35
cat’s grace x2
Darkvision
Resist energy fire
Owl’s wisdom
Hide from undead
Mage armor
hide from animals
Touch of the sea x1
Keen senses x2
Cure light woundsx3
Antiplague 50
shield 25 goldx2
true strike 25x2
Barbed vest
Hushing arrow
Stubborn nail 100 gbx2

Holy Water x 2
Potion of Magic Fang 'For Chisel'
Climber's Kit (+2 Climb)
Waterskin
Anti-Toxinx2
Thieves Tools, Masterwork (+2 Disable Device and Open Lock)
50ft hemp rope
Flint & Steel
2 torches
Simple Lock
Drill
Crowbar
Padlock
Camo Net
Glass cutter
10x Glue paper
Wire
Wax Key Blank
Adamantium Wire Saw
Antidote kit
Masterwork Creature Butchering tools (+1 Harvest Creature)
Signet Ring of Prince Sovelis
13 Sachets of Lye total 1lbs
Tangleburn Bag
Vial of water (Tied to the tangleburn bags with wire)
Compass : +2 circumstance bonus on checks made to avoid becoming lost.
Map Maker's Kit: +2 circumstance bonus on skill checks to avoid becoming lost.


GUILD VAULT

1116 gold 9 silver
Mastercrafted Blow Gun (D20+5+Dex)
37x Darts
LANGUAGES: Common, Goblin, Abyssal, Gnoll, Undercommon
Proficiencies: Simple Weapons, Blade Boot, Sword Cane, Switchblade, hand crossbow, rapier, sap, shortbow, and short sword
+1 Frost Spear (Holding for Cherno)

Jackal Shape +10 disguise
Human Shape +10 disguise
Low-Light vision
Scent
Ambush

Sneak attack +5d6
Trap Sense +3 AC vs. traps
Evasion
Trapfinding
Uncanny Dodge
Improved Uncanny Dodge
Trapspotter 10ft
Fast Stealth
Precise Shot
Alertness
Stealthy
Ledge Walker
Rapid Reload
Uncanny Alertness (+1 Perception, +2 against sleep and charm)
Hide in Plain Sight Urban (buildings, streets, and sewers)
Terrain Mastery: Underground. +2 bonus on Initiative, Knowledge (Geog), Perception, Stealth, Survival when in this terrain. Cannot be tracked.
Spirit Sense (+2 trait bonus on Perception checks vs surprise, invisible & incorporeal creatures.)
Helpful (Combat) +3

Acrobatics (Dex) 10 ranks, +3 class, +3 Dex
Appraise (Int) 1 ranks, +3 class, +4 Int
Bluff (Cha) 2 rank, +3 class, -1 Cha
Climb (Str) 8 ranks, +3 class, -1 Str, +2 Kit, +5 gloves
Craft (Int) 0 ranks, +4 Int
Diplomacy (Cha) 1 ranks, +3 class -1 Cha
Disable Device (Int) 10 ranks +2 tools, +5 goggles, +3 class, +4 Int
Disguise (Cha) 2 ranks, +3 class, -1 Cha
Escape Artist (Dex) 8 ranks, +3 class, +2 Feat, +3 Dex
Intimidate (Cha) 0 ranks, -1 Cha
Knowledge (nature) (Int) 8 ranks, +3 class, +4 Int
Knowledge (Engineering) (Int) 2 ranks, +4 In
Knowledge (dungeoneering) (Int) 8 ranks, +3 class, +4 Int
Knowledge (Geography) (Int) 0 ranks, +2 TM, +4 Int
Knowledge (Harvesting) (Int) 6 ranks +4 int
Knowledge (Arcana) (Int) 6 ranks +4 int
Knowledge (Planes) (Int) 4 ranks +4 int
Knowledge (local) (Int) 6 ranks, +3 class, +4 Int
Linguistics (Int) 2 ranks, +3 class, +4 Int
Perception (Wis) 10 ranks, 2 race, 2 feat, 3 class, 2 S S , 1 UA, 3 Wis, 2 TM
Perform (Comedy) (Cha) 1 rank, +3 class, -1 Cha
Sense Motive (Wis) 7 ranks, +3 class, +3 Wis
Sleight of Hand (Dex) 7 ranks, +3 class, +3 Dex
Stealth (Dex) 9 ranks, 2 feat, 3 class, 3 Dex, 5 Cloak, 2 TM
Swim (Str) 2 ranks, +3 class -1 Str, +5 gloves
Survival (Wis) 7 ranks, +3 Wis, +2 TM
Use Magic Device (Cha) 1 ranks, +3 class, -1 Cha

EXPERIENCE: 97,122​

“One moment, I'm rolling around in a half-eaten chicken carcass, not a care in the world. Next thing I know, some disgruntled witch has cursed me to live with only two teets and a sense of shame once a moon.”

...Is what Lorn tells those who care enough to enquire about her origins; if she cares enough to give an answer. The jackalwere guards her secrets, even her closest companion, Torrim, knows little about her past. As a creature unaware of the concept of time before her brief service with the Staves of Serendark, Lorn puts little investment in the past or the future. But that doesn’t stop her from remembering.

It went like this.

The Lich, Vecna’s, siege upon the City of Doors was at its zenith. The city’s dead were reanimating and joining the Necromancer’s legions at an alarming rate.

It is difficult to remember if they were human criminals, or mere jackals to begin with, but from them the Lady of Pain constructed a lesser race of street cleaners. By devouring the city’s undead, they released their spirits into the next plane. They were the City's balm against Vecna’s necrotic taint.

Lorn does not remember how it is she came to this strange place. Perhaps she somehow angered the Lady of Pain, and this world is one of her terrible mazes. Or she is dead. Or she fell. All Lorn knows is she is the only one of her kind here. She guards her order's secrets out of respect, out of fear.

Her Lady may be listening.
 
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Name: Chernobog (Previously Nelhanine Shadowmourne).
Race: Noble Cat
Class: Greater Familiar/Scholar/Ninja
Level: 7/2/1
Languages: Feline, High Fauna, Common, Rodent, Undercommon, Elven.
Alignment: Lawful Neutral.
Hero Points: 0.
XP: 86,975

Str: 3 | -4
Dex: 18 | +4
Con: 8 | -1
Int: 14 | +2
Wis: 12 | +1
Cha: 18 | +4 /// 22 | +6

HP: 41
BAB: +4
AC: 28 | 10 | 8 | 2 | 4 | 1 | 1 | 2
Fort: +1 | 2 |-1 | 0
Ref: +11 | 7 | 4 | 0
Will: +9 | 8 | 1 | 0

Feats:
- Skill Focus (History): Gain a +3 bonus on Knowledge: History checks.
- Eldritch Heritage (Destined): Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
- Toughness: +1 HP/level.
- Dodge: +1 AC.
- Expanded Arcana: Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.
- Mobility: +4 bonus to AC from attacks of opportunity.
* Magical Aptitude: +2 bonus on Spellcraft and Use Magic Device checks.
* Skill Focus (Arcana): Gain a +3 bonus on Knowledge: Arcana checks.

Racial:
- 3 Strength (Cats always begin play with a Strength of 3, which can be increased through level advancement as usual), +4 Dexterity, -2 Constitution, +2 Wisdom; while not strong at all, cats are very quick and agile.
- Tiny.
- Base Speed: 30 feet.
- Natural Weapons: 2 claws (1d2), and 1 bite (1d3).
- Low-light Vision (Ex).
- Scent (Ex).
- Bonus Feat: Weapon Finesse.
- +4 racial bonus to Climb and Stealth checks. Cats use their Dexterity modifier instead of Strength for Climb checks.
- Mammal.
- Automatic Languages: Feline and High Fauna. Bonus Languages: Bat, Camel, Canine, Common, Crocodilian, Elephant, Equine, Herdspeak, Hyena, Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Songbird, Ursine, and Woodland.
- Social Group: None.

Class Abilities:
- Weapon and Armor Proficiency: Scholars are proficient with simple weapons, plus the hand crossbow. They are not proficient with any armor or shields.
- Natural Armor Adjustment: Your constant exposure to occasionally dangerous magical energies (and perhaps learning to dodge the odd misfired spell) has infused your body with a protective aura that directly modifies your natural armor. This bonus begins at +1 at first level, and increases by one at every odd level. This bonus vanishes while you wear any sort of artificial armor and returns when the armor is removed.
- Evasion (Ex): You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless you cannot gain the benefits of evasion.
- Bonus Feat: At 5th, 10th, 15th, and 20th levels you gain a bonus feat from the following list: Arcane Strike*, Improved Counterspell, Magical Aptitude, or any Metamagic Feat. If you take a Metamagic feat you can apply its effects to spells cast by your master. In order to grant the benefit of one of these feats you must be within 5 feet of your master, and choose to let him use it. * For the purposes of this feats prerequisites, your ability to counterspell counts as the ability to cast arcane magic.
- Lore: A scholar adds half her class level (minimum +1) to all Knowledge checks and may make all Knowledge checks untrained.
- Smart Defense (Ex): A scholar adds her Intelligence bonus to her armor class. Any time she would lose her Dexterity bonus to AC, she loses her Int bonus, as well.
- Knowledge Focus (Ex): The scholar gains Skill Focus in any one Knowledge skill of her choice.
- Tough-Minded (Ex): At 2nd level and above, the scholar heals one point of Intelligence, Wisdom, and Charisma damage every 24 hours.
- Scholar Secrets: Starting at 2nd level, and every even level thereafter, the scholar may select one of the following secrets. Unless otherwise stated, each secret may be selected only once.
* Turn Undead: The scholar gains Command Undead or Turn Undead as a bonus feat. She gains channel energy a number of times per day equal to 3 + her Intelligence modifier, but only to use the selected feat. She can take other feats that add to this ability, such as Extra Channel and Improved Channel, as well as feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + her level + her Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
- Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
- Sneak Attack 1d6: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Traits:
- Theoretical Magician (Magic): You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster.
- Friends in Low Places (Social): Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.
- Voice of Monsters (Religion): Once per day, you can cast speak with animals. When you cast this spell, it can affect animals (as normal) as well as aberrations and magical beasts with an Intelligence of 2 or lower.
- Oppressive Expectations (Drawback): When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

Skills:
Acrobatics (Dex): +13 | 4 | 6 | 3
Bluff (Cha): +15 | 4 | 7 | 4
Escape Artist (Dex): +10 | 4 | 3 | 3
Knowledge: Arcana (Int): +17 | 2 | 7 | 8
Knowledge: History (Int): +12 | 2 | 2 | 8
Knowledge: Religion (Int): +9 | 2 | 2 | 5
Knowledge: Dungeoneering (Int): +9 | 2 | 2 | 5
Knowledge: Planes (Int): +9 | 2 | 2 | 5
Knowledge: Nobility (Int): +9 | 2 | 2 | 5
Knowledge: Local (Int): +9 | 2 | 2 | 5
Perception (Wis): +11 | 1 | 7 | 3
Profession (Wis): +0 | 1 | 0 | 0
Spellcraft (Int): +14 | 2 | 7 | 5
----------------
Use Magic Device (Cha): +16 | 4 | 10 | 2
Linguistics (Int): +4 | 2 | 2 | 0

Equipment: 1,052 gold.
- Axiomatic Blood Crystal Katana
- +1 Bracers of Armor.
- Holy Symbol of Sarenrae.
- Amulet of Natural Armor +2
- Headband of Alluring Charisma (+4)
- Masterwork Scroll Case.
- Ioun Torch.
- The Valet's Hand: Mage Hand, Message, Prestidigitation, Read Magic, Scoop, and Spark
- Wasp's Nest of Swarming
- Wand of Cure Light Wounds (33 charges).
- Wand of Vanish (45 charges).
- Wand of Silent Image (45 charges).
- Wand of Detect Secret Doors (50 charges).
- Wand of Levitate (38 charges).
- Wand of Shatter (15 charges).
- Ring of Feather Falling (Worn as Earring).
- Ring of Animal Friendship (Worn as Earring).
- Scroll of Summon Swarm.
- Scroll of Comprehend Languages
- Scroll of Phantom Trap
- Scroll of Undetectable Alignment
- Scroll of Animal Messenger
- Scroll of Charm Person
- Scroll of Expeditious Retreat
- Scroll of Remove Fear
- Scroll of Spider Climb
- Scroll of Inflict Light Wounds
- Scroll of Crafter's Fortune x2
- Scroll of Endure Elements
- Scroll of Adoration
- Scroll of Buoyancy (W)
- Scroll of Detect Evil x2
- Scroll of Infernal Healing
- Scroll of Unseen servant
- Scroll of Detect Charm
- Scroll of Floating Disc
- Scroll of Magic Aura
- Scroll of Magic Weapon
- Scroll of Knock
- Scroll of Oppressive Boredom
- Scroll of Alarm
- Scroll of Create Treasure Map x2
- Bag of Holding (type I).
- Page of Spell Knowledge (Cure Light Wounds)
- Page of Spell Knowledge (Cure Moderate Wounds)
x1 Cure Moderate Wounds Potion
x1 Invisibility Potion
x1 Spider Climb Potion
x4 Alchemist Fire
x1 Flash Powder
x1 Potion of Enlarge Person
x5 Potion of Remove Disease (Level 1 versions)
x5 Potion of Remove Blindness/Deafness (Level 1 versions)
x2 Potion of Remove Curse (level 1 versions)
- Selective Metamagic Rod (lesser)
- Elemental Metamagic Rod (lesser)
- Merciful Metamagic Rod (lesser)
- Watery Ring
- Potion of Sanctuary
- Scroll of Silence
- Scroll of Hypnotic Pattern
- Scroll of Web
- Scroll of Detect Undead
- Scroll of Shield of Faith
- Scroll of Arcane Mark
- Scroll of Obscuring Mist
- Scroll of Enthrall
- Wand of Bull's Strength (41 charges)
- Wand of Bear's Endurance (43 charges)
- Wand of Darkness (42 charges)
- Wand of Acid Arrow (38 charges)
- Potion of Undetectable Alignment
- Spear of Frost

Appearance

Backstory:
In the depths, where drow society rules, males are just barely considered above slaves. There is one escape for this - if the male happens to be a wizard, then they get a grudging respect for the power they wield. Seeking some manner of escape from the life laid out for him, Nelhanine worked as hard as possible, stealing books where he could to practice little tricks in private and struggling at every opportunity. It paid off: when the Masters of the academy were scouting for prospects, he was among those chosen. The apprenticeship of a drow wizard is brutal - many do not survive, as failures are normally dealt with by their own mistakes. No effort is made to protect them. However, Nelhanine showed a good bit of progress. He managed to defend himself from his less-skilled classmate's assassination attempts, and eventually caught the eye of a greater wizard - a drow named Bargloth - who took him on as a true apprentice.
It seemed destiny favored Nelhanine up to that point. Bargloth had no desire to actually train Nelhanine - he considered him a potential rival, and intended to do something about it. Brutal beatings, using him as a test dummy for his spells, and forcing him to carry items and dangerous experiments - even sending him as a messenger to female drow with dirty or rude messages. Nelhanine quickly thought he had enough, and plotted to kill his master. He was caught, much to Bargloth's amusement. He had so much fun torturing Nelhanine that he did not want it to stop - so he did what he wanted. He hit the young drow with a unique polymorph effect - so powerful it became nigh-permanent. Restoring his ex-apprentice's mind with an awakening spell later - the master wizard revealed he had bound Nelhanine as a familiar. He served the vile wizard for thirty long years, to much the same effect.
As a 'reward' for his service - Bargloth had found a demonic creature willing to serve as a familiar - the master wizard dismissed Nelhanine and commanded his new familiar to eat him. Nelhanine fled, quickly getting lost in the tunnels. After a year, he found himself on the surface world... and stayed there. He found a nearby building, and lived under it for a week, now: witnessing the day-to-day lives of those who lived there... and the nigh-constant attacks on the place. After an attack on the building by some half-drow filth, he came up with a plan: one capable of granting him the wealth and power to get revenge on his own kin, and restore him to his previous self. Presenting himself to one of the members of the guild as a familiar and servant, he is more than willing to wait any amount of years, and aid this 'Flint and Steel Guild' in whichever way possible. He has kept his previous race secret for now - drow are no friends to anyone - but he feels some manner of kinship to the ragtag group. He's warming up to them, slowly.
 
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Under construction - Source of all information


Ventilas Perdito

Human Wizard (7), Lawful Neutral.......HERO POINTS: 1 .......Age: 24

STR: 7.........(-2)..............FORT: +2
DEX: 12.........(+1)
CON: 15........(+2)..............REF: +1
INT: 23..........(+6)
WIS: 7.........(-2)............. WILL: -2
CHA: 12.........(+1)

Favoured Class: Wizard.......Initiative: +8 ....... Speed 30ft ....... AC:11..... HP: 28 .....

Quarterstaff: [+2, dmg 1D6].....
Dagger: [+1, dmg 1D4].....


...BAB: +3
...
CMD 12
...
CMB 1

On person... (Weight 8lb).......In Handy Haversack... (Weight 43lb).......

On person
Masterwork Quarterstaff
Headband of Vast Intelligence (+2 INT)
Handy Haversack
Belt pouch
Outfit, Explorer's


In/On Handy Haversack
Wand of Cure Light Wounds (Held by Purp)
Rod of Metamagic Silent, lesser (attatched to the strap)
Scroll of Dancing Lights (He plans to use it to learn Dancing lights)
Scroll of Light (He plans to use it to learn light)
2 Heatstones
Mask, Battle
Bedroll
flint and steel
ink
inkpen
iron pot
mess kit
soap
spell component pouch
torches (10)
trail rations (5 days)
waterskin
Glowing ink 5g
Bag, Waterproof (Where Purp lives)(Attatched to the left side of the HH)


Belt Pouch
Spellbook, Travelling(Written in glowing ink)
Pouch with 12g 3s

Purple Ogre tavern
Spare Spellbook

Deanmere
Original Spellbook
Languages: Common, Dwarven, Goblin, Sylvan, Orc, Draconic, Celestial
Profs: Simple, Martial, All Armour, Shields, Dwarven, Picks, Hammers


No speed reduction


Bravery (+3 vs Fear)
Armour training (-2 to ACP, +2 to max Dex)
Weapons training +2 (axes)
Weapons training +1 (hammers)


Weapon Focus (+1 to hit with Dwarven Waraxe)
Weapon Focus (+1 to hit with Hammers)
Weapon Specialization (+2 damage with Waraxe)
Weapon Specialization (+2 damage with Hammers)
Power Attack (-2 to hit, +4 damage, +6 damage in two hands)
Cleave, Great Cleave (Roll to hit all adjacent foes, -2 AC)
Endurance
Toughness (+1 HP when levelling)
Vital Strike (double D10 damage with a single attack)
Dazzling Display (30ft intimidation as a full round action)
Critical Focus, WarAxe


Trait: Dedicated Defender
Trait: History of Heresy


Appraise (Int).........................6 ranks, +6 Int, +3 class
Bluff (Cha)............................2 rank, +1 cha, +1 trait mod (when wearing clothes worth >150g)
Craft, Alchemy (Int)...................1 rank, +3 class, +6 Int
Diplomacy (Cha)........................1 rank, +1 Cha
Intimidate (Cha).......................2 ranks, +3 class, +1 Cha, +1 trait mod (when wearing clothes worth >150g)
Knowledge, Arcana (Int)................7 ranks +3 class, +6 int
Knowledge, Dungeoneering (Int).........6 ranks +3 class, +6 int
Knowledge, Engineering (Int)...........1 ranks +3 class, +6 int
Knowledge, Geography (Int).............1 ranks +3 class, +6 int
Knowledge, History (Int)...............1 ranks +3 class, +6 int
Knowledge, Local (Int).................1 ranks +3 class, +6 int
Knowledge, Nature (Int)................1 ranks +3 class, +6 int
Knowledge, Nobility (Int)..............1 ranks +3 class, +6 int
Knowledge, Planes (Int)................1 ranks +3 class, +6 int
Knowledge, Religion (Int)..............1 ranks +3 class, +6 int
Perception (Wis).......................7 rank, -2 wis, +1 trait mod (Blood of Dragons)
Profession, Librarian (Wis)............1 rank +3 class, -2 wis
Use magic (Str)........................4 rank, +3 class, +3 str, -3 acp, -2 shield, +5 ring
...............................(Ventilas Perdito means "Wind of Destruction")
XP POINTS: 28,080
LEVEL 8: 35,000
 
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Garrick Proudfoot........Charismatic Rogue On The Run From The Heavens
Halfling Bard (9), Chaotic Neutral

STR: 12.........(+1)..............FORT: +5
DEX: 18.........(+4)
CON: 12........(+1)..............REF: +11
INT: 14..........(+2)
WIS: 8.........(-1).............WILL: +6
CHA: 16.........(+3)

Favoured Class: Bard.......Initiative: +6 ....... Speed 20ft

AC: 19.....HP: 42
BAB: +8/+3 Melee, +11/+6 Ranged
CMD 20.......CMB 6
HERO POINTS: 1


Languages: Common, Abyssal, Dwarven, Elven, Halflinf
Profs: Simple Weapons, Longsword, Rapier, Sap, Shortsword, Shortbow, Whip, Light Armour, Shields

Class Features
  • Bardic Knowledge: 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.

    Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

    At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

    Each bardic performance has audible components, visual components, or both.

    If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

    If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
  • Cantrips: 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.
  • Versatile Performance: At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
  • Well-Versed: At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
  • Lore Master: At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Traits

Fast-Talker
Reactionary

Feats

Arcane Strike
Deadly Aim
Point-Blank Shot
Precise Shot
Rapid Shot


Skills

WATCH THIS SPACE

On Person...
  • 'Mathilda', Flaming Heavy Crossbow ("Well, I always figured that nothing says 'go fuck yourself' like flaming crossbow bolts.")
  • Masterwork Morningstar ("When negotiation breaks down, break their legs.")
  • Crossbow Bolts, x35
  • +1 Leaf Armour ("Gift from an elven mate of mine. Say what you will about those treehugging whoopsies, but they know how to make armour that's easy to move in.")
  • Entertainer's Outfit ("Man's gotta make a living, don't you know?")
  • Bracers of Armour +1
  • Cloak of Elvenkind ("Yup, another present from the elves. What can I say? I'm a charming wee fucker.")
  • Masterwork Lute ("You chaps ever hear the one about the Bear and the Maiden Fair?")
  • Backpack

In Backpack...
  • Bedroll
  • Climber's Kit
  • Everburning Torch
  • Grappling Hook
  • Silk Rope
  • Trail Rations, x6
  • Waterskin

TOTAL WEIGHT: 31lb. (LIGHT LOAD)

Countersong: Counter magical effects that depend upon sound.
Distraction: Counter magical effects that depend upon sight.
Fascinate: One or more creatures become fascinated with you.
Inspire Courage +2: Morale bonus on some saving throws, attack and damage rolls.
Inspire Competence +3: Competence bonus for one ally on a skill check.
Suggestion: Make a suggestion to one fascinated creature.
Dirge of Doom: Enemies within 30' are shaken.
Inspire Greatness: Grants allies 2 bonus hit dice, +2 to attacks and +1 to FORT saves.

Level 0
Detect Magic
Flare
Ghost Sound
Light
Mage Hand
Prestidigitation

Level 1 (6/day)
Charm Person
Cure Light Wounds
Hideous Laughter
Hypnotism
Silent Image

Level 2 (5/day)
Blindness/Deafness
Cure Moderate Wounds
Enthrall
Glitterdust

Level 3 (4/day)
Confusion
Cure Serious Wounds
Fear
Slow

Swaggity swooty, I'm coming for your booty

56,115XP

“I ever tell you dear chums about my cousin Bertrand?”
 
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Hackabs Gorrack

Half-Orc, 10th level Barbarian, Chaotic-Good (Formally CN)
Age: 28..........Gender: Male, 6'9, 250 lb
Languages: Common, Orc


STR: 20 (+5)
DEX: 12 (+1)
CON: 18 (+4)
INT: 8 (-1)
WIS: 10 (0)
CHA: 10 (0)


HP Total: 110/110
DR/ 2
Initiative: +5
Base Attack Bonus: +10/+5

AC Total: 19
10 natural + 5 armor + 1 dex + 3 Item Bonus

Fortitude: +11 (7 base, 4 Con Mod)
Reflex: +4 (3 base, 1 Dex Mod)
Will: +3 (3base, 0 Wis Mod)


Grapple: +7 (2 base, 5 STR)
Attack (Masterwork Orc Battle-Blade): +17/+13 (-1 due to weight) 3d8+5 19-20 x2
Attack (
Masterwork Great Club): +18/+14 1d10+5 x2
Attack (
+1 Fury-Born Falchion): +18/+14 2d4+6 18-20 x2
Attack (
+1 Flaming Greatsword)+18/+14 2d6+6 (1d6 Fire on hit) 19-20/x2
Attack (
Orc Throwing Axe) +11/+6 d6+5 x2 10ft

+10/+5 + 5 + 0 = +15/+10 ?CMB: BAB + STR + Size Mod + Other
CMD: 10 + CMB +Dexterity modifier

10 + 15/10 + 1 = 26/21 ?
Fast Movement: +10 feet. (total of 40ft BLS)
Rage 19 rounds/day - +2 rounds per level, after 1st - Free action - +4 to STR CON - +2 Will saves - -2 AC
While in rage, a barbarian cannot use any Charisma-,Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Rage Powers:
Elemental Rage, Lesser (Su)
Prerequisite: Barbarian 4
Benefit: As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.
Special: This power can only be used once per rage.
Quick Reflexes (Ex)
Benefit: While raging, the barbarian can make one additional attack of opportunity per round.
Renewed Vigor (Ex)
Prerequisite: Barbarian 4
Benefit: As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. 2D8+4
Special: This power can be used only once per day and only while raging.
Uncanny Dodge (Ex)
She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.
Trap Sense (Ex)
+1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level).
Improved Uncanny Dodge (Ex)
Can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

Powerful Blow (Ex):
The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.



Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
[/COLOR]
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.


Traits:
Tribesman
Benefit: Choose one of the following skills: Climb, Survival, or Swim.
You gain a +1 trait bonus on this skill, and it is always a class skill for you.
Brute (Half-Orc)
You have worked for a crime lord, either as a low-level enforcer or as a guard, and are adept at frightening away people.
Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Breastplate 200 gp 5 3 -4
2 +1 Ring of Protection (2 AC)
+1 Bracers of Armor (1 AC)

Bonebreaker Gauntlets - GORRACK
+1 Fury-Born Falchion - GORRACK
Repaired for 400gp Orc Battle Mask with Howling enchantment (Will DC11 for enemy to charge you)

A day of prayer earns Gorrack the blessing of his Deity, Gorum the God in Iron, who is pleased that war has come again to Crimvale after so long. On the FINAL two rounds of his rage allowance, Gorrack may use the Iron Bodyspell.

4 Potion of cure light wounds
1 Jump Potion
1 Potion of alchemist fire
1 Alchemist Fire
1 Flash Powder
1 Potion of Cat's Grace
1 Potion of Shield of Faith
1 Invisibility Potion
1 Potion of False Life
Feats:
Combat Reflexes (+1 Dex) +1 AtkOfOpp/rd
Improve Initiative +4 Init
Weapon Focus (Great Axe) +1 AR

Power Attack –1 penalty to AR CMC, +2 Dm, +50% bounus for two-handed 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.
Total Bonus: -4 AC CMC, +12 Dm

Cleave
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Skills:
Acrobatics (+1 Dex) 0 Ranks = +1
Climb (+5 Str) 6 Ranks = +11
Craft (-1 Int) 3 Ranks = +2

Concentration (+4 Con) 0 Ranks= +4
Handle Animal (0 Cha) 6 Ranks = +6
Intimidate (0 Cha) +1 Trait Bonus, +2 racial trait Bonus, 10 Ranks = +13
Jump(+5 Str) 0 Ranks = +5

Knowledge (nature) (-1 Int) 6 Ranks = +5
Perception(0 Wis) 7 Ranks = +7
Ride (+1 Dex) 0 Ranks = +1
Survival (0 Wis) +1 Trait Bonus, 2 Ranks = +3
Swim (+5 Str) 0 Ranks = +5
Hackabs Gorrack is the bastard son of a union between an Orcish warlord and a slave. Fortunately, for the father, Hackabs wasn't exactly born with a keen mind. Even among orcs he was slow to anything that didn't need a good beating. That was what he was good at. The strong-dumb son was frequently thrown at danger, at the warlord's behest. It made Hackabs strong enough to make up for the lack of mental prowess. Not to mention it made him a decent amount of coin. Upon hearing about Crimvale....surely a warlord would love nothing more than to send one of his better warriors to see if treasure couldn't be found...or at least finally end the bastard's ignorant life.

Hackabs Gorrack smiles at the thought.

Experience: 96,815
Gold: 33,860gp
 
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SAYLES GOODSPEED

Elven Slayer (10), Chaotic Good.........Hero Points: 1

EXPERIENCE: 85,060.........
Favoured Class: Slayer

STR 14 (+2)
DEX 18 (+4)
CON 11
INT 12 (+1)
WIS 12 (+1)
CHA 10

FORT +8 (+10 vs Enchantment) +1 Cloak of Resistance.........
REF +11 (+13 vs Enchantment) (+13 avoid traps) +1 Cloak of Resistance.........
WILL +4 (+6 vs Enchantment, +7 vs Fear) +1 Cloak of Resistance

BASE ATTACK +10/+5 (+3 Studied Opponant)
ONE SWORD +15 (+3 Studied Opponant)
TWO SWORDS +11/+11 (+3 Studied Opponant)
ONE SWORD BACKSWING +6 (Only use if standing still) (+3 Studied Opponant)
DAGGERS: +14/+9 (+12/+12/+7 Two Daggers) (+3 Studied Opponant)
Masterwork Longbow: +14/+9 (+3 Studied Opponant)
DARKWOOD SHIELD +14/+9 (+3 Studied Opponant) (+2 AC) (Heavy 5lb, No Armour Penalty) (1D4 Bashing Damage/x2, +3 Studied Opponant)

HP: 91 ......... AC 19 (21 Dodge traps) (21 with shield) (AC15 Touch, AC14 Flat Foot) .........
Speed 30ft .........CMB 12.........CMD 26

RAPIERS: D6+2 damage + D6 Fire/Frost damage (15-20 crit) (+3 Damage to Studied Opponant)
RAPIERS: D6+2 damage (+3 Damage to Studied Opponant)
DAGGER: D4+2 damage (19-20 crit) (+3 Damage to Studied Opponant)
SNEAK ATTACK: +3D6 damage (+3 Damage to Studied Opponant)
Masterwork Composite Longbow: D8+2 (x3 crit) (+3 Damage to Studied Opponants)

Weapon Finesse (use Dex, not Str to hit)
Combat Reflexes (5 attacks of opportunity per round)
Two Weapon Fighting (extra offhand attack)
Dodge (+1 dodge bonus to AC)
Improved Critical (crit on a 15-20 with rapier)
Critical Focus (+4 on confirming critical hit)
Trapfinder (+1 Disable Device)
Elven Immunities (immune to sleep)
Fast Stealth (move at full speed while making Stealth checks)
Surprise Attacks (opponents are always flat-footed against you in the surprise round)
Terrain Mastery (Urban, +2 Initiative, Knowledge geography, Perception, Slealth and Survival in Urban eviroment, leave no tracks)

Advanced Talent:
Knock-Out Blow (Once per day, knock out 1D4 rounds, Fort save DC16, staggered 1 round if saved)

TRAIT 1: Fencer (+1 Attck rolls and AoOs with swords)
TRAIT 2: Bounty Hunter (+1 track & +1 Perception vs Surprise)

Select favoured target (Studied Opponent) as a move or swift action.
+3 against favored target (Bluff, Disguise, Intimedate, Knowledge, Perception, Sense Motive, Stealth, Survival)

Languages: Common, Elven
Acrobatics +17
Bluff +10 (+13 against studied opponent)
Climb +10
Craft (Traps) +5
Disable Device +13 (+15 with tools) (+17 Disarm Traps)
Disguise +4 (+7 against studied opponent)
Escape Artist +7
Heal +5
Intimidate +4 (+7 against studied opponent)
Knowledge, Dungeoneering +6 (+9 against studied opponent)
Knowledge, Geography +6 (+9 against studied opponent)
Knowledge, Local +6 (+9 against studied opponent)
Perception +16 (+19 against studied opponent) (+17 vs surprise) (+20 Locate Traps)
Profession (Bounty Hunter) +5
Ride +9
Sense Motive +8 (+11 against studied opponent)
Stealth +17 (27 in magic armour) (+20/30 against studied opponent)
Survival +14 (+17 against studied opponent) (Track +18/21 against studied opponent) (15 vs surprise)
Swim +6
Fire Rapier (1D6+D6 Fire)
Frost Rapier (1D6+D6 Frost)
Masterwork Composite Longbow +2
20 Arrows
+1 Masterwork Goblin Dagger
Throwing Dagger x5
Darkwood Shield (5lb)
Acid Flask x2 (1D6 Acid, Splash, 1xHp within 5ft)
Ring of Feather Fall (Activated after 5ft fall)
+1 Cloak of Resistance

Oil of Invisibility (+40 stood still, +20 moving/2mins)
Sunrod x3 (30ft/6hours, Struck, 1 light level up to natural light)
Torch

Artisan's Outfit
Studded Leather Shadow Armour (+10 Stealth)

Handy Haversack
Masterwork Thieves Tools (+2 Disable device)
Chalk x2
Flint & Steel
Sack
Waterskin
50ft silk rope + Grappling Hook
60ft Rope of Climbing (moves 10ft. per round, when 'knotted' 50ft & DC climb check -10)

Cure Light Wounds, potion x3
Cure Moderate Wounds, potion x1 (2D8 + 2)
Endure Elements, potion x2
Ioun Tourch
Elixir of Swimming, potion
Bears Endurance, potion x2
Shield of Faith, Potion x1 (+2 Deflection Bonus/1min)
Spider Climb, Potion x1 (+8 climb/20mins)
Cloak of Elvenkind (+5 comp to Stealth when hood up)
Caltrops x2
Tindertwig x4 (A Match, Struck)
Smokestick x2 (10ft cube)
Enlarge Person, Potion x1 (+2 Str, -2Dex, -1 Attack roll & AC, Lb x 8)
Whetstone

In Guild Bank:-
Rapiers x2
Bedroll & Blanket
Mithril Chain Shirt

8974gp
Strange Elven skull

42lbs on person; 24.5lbs in backpack.
 
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Name: Aag Ragal
Race: Salri
Class: Sorcerer
Level: 7

Alignment: Chaotic Neutral

Languages: Common, Terran, and Elven
Bloodline: Abyssal

Initiative: +1
Speed: 30


Str: 9 | -1
Dex: 13 |+1
Con: 12 | +1
Int: 15 | +2
Wis: 13 |+1
Cha: 16 |+3


HP: 31
BAB: +3
AC: 10 | 10 | 0 | 13
Fort: +2 | +1 | 0 | 0
Ref: +2 | +1 | 0 | 0
Will: +5 | +1 | 0 | 0

CMB: 0

CMD: 9


Feats:
Eschew Materials

Simple Weapon Proficiency

Empower Spell

Deft Hands

Throw Anything

Racial:Sure-Footed: Salris receive a +2 racial bonus on Acrobatics and Climb skill checks

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Greed: Salri receive a +2 racial bonus on Appraise skill checks made to determine the price of non-magical goods that contain cloth and fabrics.


Traits:
Havoc of Society: Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.

Unpredictable: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Skills:Knowledge (planes)

Appraise |+2|

Bluff |+2|

Craft |+3|

Fly

Intimidate

Knowledge (Arcana) |+4|

Profession |+5|

Spellcraft |+3|

Use Magic Device |+4|

Acrobatics |+2|

Climb |+2|

Perception |+2|


Spells:

0 Bleed

0 Disrupt Undead

0 Ray of Frost

0 Daze

0 Touch of Fatigue

0 Detect Poison

0 Read Magic

1 Floating Disk

1 Obscuring Mist

1 Summon Monster I

1 Chill Touch

1 Alarm

1 Cause Fear

1 Ray of Enfeeblement

2 Summon Monster II

2 Command Undead

2 Acid Arrows

2 Bull’s Strength

2 Spectral Hand

3 Vampiric Touch

3 Ray of Exhaustion

3 Dispel Spell

3 Deep Slumber

Special Abilites:

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
 
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Garret Rayner, Chosen of Mystra
Race: Human
Class: Paladin 6 (Mystic Fire Knight 5/6) EXP: 15603
Alignment: Lawful Good

Age: 32
Gender: Male, 6'2, 195 lb
Languages: Common










Ability Scores:
STR - 16 (+3) (Added +1 from leveling)
DEX - 10 (+0)
CON - 14 (+2)
INT - 8 (-1)
WIS - 14 (+1)
CHA - 16 (+3)
HP Total: 45
Initiative: +0
Base Attack Bonus: +6

AC Total:
10 natural + 8 Armor + 0 Dex

Saving Throws:

Fortitude: 10
Reflex: 5
Will: 6
Basic Attack (Melee): 6+3+1/1+3+1 = +10/+5
On Person:
229gp
  • Greatsword of Sudden Stunning (2d6+4, crit 19-20 x2) 8lb
    Sudden Stunning in DM Guide 2
    (Can choose to stun an opponent after successfully making an attack. This stun lasts 1d4+1 rounds and can be performed "cha mod" times per day. The save against the stun is reflex 10+1/2 char level+cha mod. A stunned opponent is considered flat footed and drops all items/equipment she held in her hands.)
  • Full-Plate (+ 8 AC +0 Dex to AC, -6 ACP 20 ft Movement) 50lb
  • Watch Lamp
    When activated, a watch lamp creates a globe of light that hovers at your shoulder and sheds light as a torch. The light follows you wherever you move. It can be extinguished with a second command.
In Pack:
  • light load 58 lb
Class Features:
  • Aura of good
  • Detect Evil
  • Smite Evil 2/day Augmented effects from Mystic Flame Knight:
    A paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

    In addition to the normal effect, when a Mystic Fire Knight of 5th level or higher hits a creature with her smite evil attack, that creature fi nds it temporarily difficult to cast spells or use spell completion or spell trigger items. For 1 round, any attempt to complete one of these actions requires a successful Concentration check (DC 10 + paladin’s level + Cha modifi er + spell level); failure means that the action fails. If a spell was being cast, the spell or spell slot is lost; if a magic item was being activated, the attempt merely fails. Multiple smite evil hits on the same creature don’t have a cumulative effect.
  • Divine Grace:
    Cha bonus on all Saves
  • Lay on Hands:
    Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
  • Aura of Courage:
    immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
  • Divine Health:
    immunity to all diseases, including supernatural and magical diseases.
  • Turn Undead:
    use this ability a number of times per day equal to 3 + Charisma modifier. She turns undead as a cleric of three levels lower would.
  • Divine Spirit, Alternate Class Feature replaces Special Mount:
    Upon reaching 5th level, you can call upon your deity for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. See below for detailed spirit descriptions and rules.

    Your paladin level determines which kinds of celestial spirits answer your summons. You can summon the spirit available at your current level as well as any that became available at lower levels.

    Paladin Level Spirit Summoned
    5th–10th Spirit of healing
    11th–15th Spirit of combat
    16th–19th Spirit of heroism
    20th+ Spirit of the fallen

    The following entries describe how each of the different spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.
    [*]A spirit occupies a 5-foot square on the battle map.
    [*]When summoned, a spirit appears on the battlefield within 30 feet of you. You can use a free action to have it move once per round. The spirit has a land speed of 30 feet.
    [*]All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
    [*]A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your paladin level as the caster level.
    [*]If you lose line of sight to a spirit, it disappears immediately.
    [*]Each spirit available to you can be summoned once per day.
    [*]A spirit remains for a number of rounds equal to your paladin level, until it is dismissed, or until special conditions in the spirit’s description are met.

    Spirit of Healing:
    This spirit increases your ability to heal damage dealt to you or your allies. When summoned, it can heal an amount of damage equal to twice the amount you can heal using your lay on hands ability.

    To use its healing ability, you or an ally must begin or end your turn in the same square as the spirit. That character can then use a standard action to transfer some or all of the hit points from the spirit to herself. Once the spirit has used all its healing ability, it dissipates.

    Spirit of Combat:
    This spirit enhances combat ability. Whenever an ally (including yourself) is adjacent to the spirit of combat or occupying its space, that character gains holy fervor. Holy fervor grants a +1 sacred bonus on attacks and damage rolls for every four paladin levels you possess (up to a maximum of +5 at 20th level). In addition, affected characters’ weapons are treated as good-aligned for the purpose of overcoming damage reduction.

    Spirit of Heroism:
    This spirit automatically occupies your space and does not leave until dismissed or dispelled, or the duration of the summoning ends. You gain DR 10/–. In addition, you gain the benefit of the Diehard feat (even if you do not meet the prerequisite) and can use your lay on hands ability as a free action once per round instead of as a standard action.

    Spirit of the Fallen:
    While you or any of your allies are adjacent to this spirit, it grants fast healing 10 to those characters. If an affected character’s hit points drop to 0 or fewer while within 30 feet of this spirit, it revives that character at the start of his next turn, allowing him to take his action as normal. The character heals an amount of damage equal to twice your paladin level, though if his hit points are still at -10 or below, he still dies. The spirit can use its revive ability once per round.

    A spirit of the fallen cannot revive creatures whose bodies have been destroyed (such as by a disintegrate spell), nor can it reverse the effects of bodily changes, such as from flesh to stone or baleful polymorph, or other effects that slay a character without dealing damage.
  • Spell Shatter:
    Once per day starting at 6th level, a Mystic
    Fire Knight can choose to deliver a targeted greater dispel magic effect with a melee attack. The decision to use this ability must be made before the attack is rolled; if the attack misses, the effect is wasted. If the attack hits, treat this as if the Mystic Fire Knight had cast a targeted greater dispel magic on the creature struck, using her paladin level (plus any arcane caster level she might have from another class) as her caster level, up to a maximum of +20.
Feats:
  • Power Attack:
    On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

    If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls.
  • Sacred Healing:
    As a swift action, you can expend 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 conjuration (healing) spells you cast. This benefit lasts until the end of your current turn.
  • Improved Sunder:
    When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

    You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
    Sundering example:
    Step 1

    Attack of Opportunity. You provoke an attack of opportunity from the target whose weapon or shield you are trying to sunder. (If you have the Improved Sunder feat, you don’t incur an attack of opportunity for making the attempt.)
    Step 2

    Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.
    Step 3

    Consequences. If you beat the defender, roll damage and deal it to the weapon or shield. See Table: Common Armor, Weapon, and Shield Hardness and Hit Points to determine how much damage you must deal to destroy the weapon or shield.

    If you fail the sunder attempt, you don’t deal any damage.
  • Divine Might:
    As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.
Skills:

Diplomacy: 6 (3 Ranks)
Gather Information: 9 (6 Ranks)
Knowledge Religion: 7 (8 Ranks)
Sense Motive: 5 (4 Ranks)


Readied Spells:

Bless x2
Garret Rayner is a Paladin sent by the holy order of Mystra to search Crimvale Keep for lost magics. He joined the order of Heironeous for the expedition and has spent many moons behind the walls of this wretched place searching to no avail and upholding justice as his brothers are tasked to do. One night, Garret was caught ill so his brothers ventured forth without him. The next week passed by and still they did not return. Now it's been longer than Garret can remember, and the question still plagues his mind. He must find out what happened to his brothers; he must unlock the secrets of Crimvale Keep.
Garret Rayner, The Oathbound
Race: Human
Class: Oathbound Paladin, Oath of Vengance 6 EXP: 18703
Alignment: Lawful Good

Age: 32
Gender: Male, 6'2, 195 lb
Languages: Common










Ability Scores:
STR - 18 (+4) (Added +1 from leveling +2 from Human)
DEX - 12 (+1)
CON - 14 (+2)
INT - 10 (+0)
WIS - 7 (-2)
CHA - 16 (+3)
HP Total: 51
Initiative: +0
Base Attack Bonus: +6

AC Total:
10 natural + 9 Armor + 1 Dex

Saving Throws:

Fortitude: 10
Reflex: 9
Will: 6
Basic Attack (Melee): 6+4+1/1+4+1 = +11/+6
On Person:
229gp
  • Keen Greatsword (2d6+6, crit 17-20 x2) 8lb
  • Full-Plate (+ 9 AC +1 Dex to AC, -6 ACP 20 ft Movement) 50lb
  • Watch Lamp
    When activated, a watch lamp creates a globe of light that hovers at your shoulder and sheds light as a torch. The light follows you wherever you move. It can be extinguished with a second command.
In Pack:
  • light load 58 lb
Traits:
  • Defensive Strategist:
    You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
  • Anatomist:
    You gain a +1 trait bonus on all rolls made to confirm critical hits.
Class Features:
  • Aura of good
  • Detect Evil
  • Smite Evil 2/day:
    A paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
  • Divine Grace:
    Cha bonus on all Saves
  • Lay on Hands 6/day (heal 3d6):
    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.
    Mercies:ShakenDazed
  • Aura of Courage:
    immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
  • Divine Health:
    immunity to all diseases, including supernatural and magical diseases.
  • Channel Wrath:
    When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces channel positive energy.
  • Divine Bond:
    calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Feats:
  • Power Attack(-0 on First strike per turn, -2 to hit on extra strikes, +6 damage per strike):
    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.
  • Furious Focus
    When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
  • Lunge:
    You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
  • Weapon Focus (Greatsword):
    +1 to hit with Greatsword
Skills:

Diplomacy: 12 (6 Ranks)
Knowledge Religion: 6 (3 Ranks)
Sense Motive: 5 (3 Ranks)


Readied Spells:

Bless
Wrath
Garret Rayner is a Paladin sent by the holy order of Heironeous to search Crimvale Keep for lost magics. He and his brothers had spent many moons behind the walls of this wretched place searching to no avail and upholding justice as his brothers are tasked to do. One night, Garret was caught ill so his brothers ventured forth without him. The next week passed by and still they did not return. Now it's been longer than Garret can remember, and the question still plagues his mind. Swearing an oath to avenge his fallen brothers, Garret must find out what happened; he must defeat Crimvale Keep.
 
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Daleron Vermina

Male Human Cleric 6
Neutral Good
Representing Eternalfire61

Strength 12 (+1) Size: Medium
Dexterity 10 (+0) Height: 6'0
Constitution 13 (+1) Weight: 175lb
Intelligence 10 (+0) Skin: Light
Wisdom 18 (+4) Eyes: Green
Charisma 12 (+1) Hair: Long, Wavy, Curly


Domains: Healing Protection
Energy: Positive [Healing / Turns Undead]

Total Hit Points: 47
Speed: 20 feet [armor]
Armor Class: 18 = 10 +5 [breastplate] +1 [light wooden] +2 [bracers of armor]
Touch AC: 10
Flat-footed: 18
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +6 = 5 [base] +1 [constitution]
Reflex save: +2 = 2 [base]
Will save: +9 = 5 [base] +4 [wisdom]
Attack (handheld): +5 = 4 [base] +1 [strength]
Attack (unarmed): +5 = 4 [base] +1 [strength]
Attack (missile): +4 = 4 [base]
Grapple check: +5 = 4 [base] +1 [strength]
Light load: 43 lb. or less
Medium load: 44-88 lb.
Heavy load: 80-130 lb.
Lift over head: 130 lb.
Lift off ground: 250 lb.
Push or drag: 650 lb.

Languages: Common


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Morningstar [1d8, crit x2, 6 lb, one-handed, bludgeoning]
Breast plate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.]
Light Wooden Shield [+1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]

Combat Casting
Endurance
Improved Turning
Quick Draw
Skill Name Key
Appraise Int: 0= +0
Balance Dex*: 0 = +0
Bluff Cha :1 = +1
Climb Str*: 1 = +1
Concentration Con: 5 = +1 +4
Craft_1 Int :1 = +0 +1
Craft_2 Int :0 = +0
Craft_3 Int: 0 = +0
Diplomacy Cha: 3 = +1 +2
Disguise Cha: 1 = +1
Escape Artist Dex*: 0 = +0
Forgery Int: 0 = +0
Gather Information Cha: 1 = +1
Heal Wis: 9 = +4 +5
Hide Dex*: 0 = +0
Intimidate Cha: 1 = +1
Jump Str*: -5 = +1 -6 [speed 20]
Knowledge (religion) Int: 5 = +0 +5
Listen Wis: 4 = +4
Move Silently Dex*: 0 = +0
Perform_1 Cha: 1 = +1
Perform_2 Cha: 1 = +1
Perform_3 Cha: 1 = +1
Perform_4 Cha: 1 = +1
Perform_5 Cha: 1 = +1
Profession Wis: 9 = +4 +5
Ride Dex: 0 = +0
Search Int: 0 = +0
Sense Motive Wis: 4 = +4
Spellcraft Int: 5 = +0 +5
Spot Wis: 4 = +4
Survival Wis: 4 = +4
Swim Str**: 1 = +1
Use Rope Dex: 0 = +0
* = check penalty for wearing armor

Know Religion >=5 ranks gives +2 on turn/rebuke the undead.

Zero-level Cleric spells: 5 per day

Purify Food and Drink
Light
Create Water
Cure Minor Wounds (1hp)
Read Magic
First-level Cleric spells: 4 (3+1) per day +1 from a domain:
Obscuring Mist
Shield of Faith
Detect Evil
Summon Monster
Domain: Cure Light Wounds
Second-level Cleric spells: 4 (3+1) per day +1 from a domain:
Owls Wisdom
Cure Moderate Wounds
Bulls Strength
Aid
Domain: Shied Other
Third-level Cleric spells: 3 (2+1) per day +1 from a domain:
Speak With Dead
Dispel Magic
Summon Monster III
Domain: Cure Serious Wounds

Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Alignment Aura
Spontaneous Casting (heal)
Turn Undead (4x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities

Weapons / Armor / Shield (from above) 42 lb
Backpack 2 lb.
Bedroll 5 lb.
Mug 1 lb.
Rations (1 day) x6 6 lb.
Waterskins x2 8 lb.
Holy symbol (silver) 2 lb.
Spell component pouch 2 lb.

Cure Light Wounds potionsx5
Bracers of Armor 2 1 lb.
Feather Token Swan Boat
Remove Fear x2
Pass Without Trace Potion x1
Magic Weapon Oil x2
50 Gold
-----------------
Total: 67 lb. (Medium Load)

History:
Daleron Vermina is the fifth in line to become the high priest of Pelor's Sons. This order was founded by a group of clerics to find and bring the light to darkened places of the world. Daleron was special because his father was one of the co-creators of the order,but was not a cleric. Daleron was raised, taught, and disciplined by his superiors and would come to serve them greatly. Once his father became the leader after the older members had died he told Daleron that he was to go out and spread the word. This was to test weather or not he would be fit for the position of High Priest. Daleron accepted but was weary about the situation. His father was good to him and he would never usually send him on such a mission like this. Most of those who had been in his position didn't even get noticed until they were at least third in line. Daleron spoke to a couple of the members and they said that there wasn't even a ceremony for his leaving. Once Daleron contemplated the situation he decided to leave the night before he was requested to. In the thick of the night as he looked upon the order as he left and then continued on his journey of righteousness.


15430


Daleron Vermina
Male Human Cleric 6
Neutral Good
Representing Eternalfire61


Strength 12 (+1)
Dexterity 10 (+0)
Constitution 13 (+1)
Intelligence 10 (+0)
Wisdom 18 (+4)
Charisma 14 (+2)
Size: Medium
Height: 6' 0"
Weight: 185 lb
Eyes: Green
Hair: Dark Brown Wavy; Thin Beard
Skin: Light
Domains: Good Healing
Energy: Positive [Healing / Damages Undead]

Total Hit Points: 47
Speed: 20 feet
Armor Class: 16 = 10 + 5 [breastplate] + 1 [light wooden]
Touch AC: 10
Flat-footed: 16
Initiative modifier: + 0 = + 0 [dexterity]
Fortitude save: + 6 = 5 [base] + 1 [constitution]
Reflex save: + 2 = 2 [base]
Will save: + 9 = 5 [base] + 4 [wisdom]
Attack (handheld): + 5 = 4 [base] + 1 [strength]
Attack (missile): + 4 = 4 [base]
Combat Maneuver Bonus: + 5 = 4 [base] + 1 [strength]
Combat Maneuver Defense: + 15 = 10 + 4 [base] + 1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag: 43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.

Languages: Abyssal Celestial Common
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Morningstar [1d8, crit x2, 6 lb, one-handed, bludgeoning/piercing]
Breast plate [medium; + 5 AC; max dex + 3; check penalty -4 30 lb.]
Light Wooden Shield [ + 1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]
Extra Channel x1 Channel energy two additional times per day per feat
Quick Draw Draw weapon is free action
Improved Channel +2 bonus on DC for enemy saves
Turn Undead Positive energy can make undead flee

Acrobatics Dex* -5 = +0 -4 [armor] -1 [shield]
Appraise Int 0 = +0
Bluff Cha 2 = +2
Climb Str* -4 = +1 -4 [armor] -1 [shield]
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* -5 = +0 -4 [armor] -1 [shield]
Fly Dex* -5 = +0 -4 [armor] -1 [shield]
Heal Wis 10 = +4 + 3 + 3 [class skill]
Intimidate Cha 2 = +2
Knowledge (arcana) Int 5 = +0 + 2 + 3 [class skill]
Knowledge (religion) Int 8 = +0 + 5 + 3 [class skill]
Linguistics Int 5 = +0 + 2 + 3 [class skill]
Perception Wis 4 = +4
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Profession Wis 8 = +4 + 1 + 3 [class skill]
Ride Dex* -5 = +0 -4 [armor] -1 [shield]
Sense Motive Wis 4 = +4
Spellcraft Int 8 = +0 + 5 + 3 [class skill]
Stealth Dex* -5 = +0 -4 [armor] -1 [shield]
Survival Wis 4 = +4
Swim Str** -4 = +1 -4 [armor] -1 [shield]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
This character also has 2 ranks in Linguistics.

First-level Cleric spells: 4 (3 + 1) per day + 1 from a domain:
Bless
Shield of Faith
Remove Sickness
Cure Light Wounds

Second-level Cleric spells: 4 (3 + 1) per day + 1 from a domain:
Aid
Bears Endurance
Fox's Cunning
Cure Moderate Wounds

Third-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:
Glyph of Warding
Searing Light
Summon Monster III
Cure Serious Wounds

Favored class points: Hit points +6; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

This human chose +2 to charisma (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Alignment Aura
Spontaneous casting -- trade prepared spells for curative spells
Channels positive energy (9x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities. See the rulebook for details
Good clergy can bestow a sacred bonus on d20 rolls for a round, and at 8th level make a weapon holy
Healing clergy can touch the dying to restore them, and at 6th level all cure spells are enhanced by half as if empowered
Concentration check: d20 + cleric level + wisdom modifier vs. DC


Daleron Vermina's Equipment:
_____
67 lb Weapons / Armor / Shield (from above)
Backpack 42lb
Bedroll 2lb
Mug 1lb
Rations (1 day) x6 6lb
Waterskins x2 8lb
Holy symbol (silver) 1lb
Spell component pouch 2lb

Total: 67
18,963
 
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Kenshiro
Human Monk (6)
Alignment : Lawful Neutral

STR 14 +2
DEX 16 +3
CON 14 +2
INT 12 +1
WIS 14 +2
CHA 8 -1

FORT 7 = 5 + 2
REF 8 = 5 + 3
WILL 7 = 5 + 2

BASE ATTACK BONUS +4

Flurry of Blows Attack Bonus: +6/+6 (fists)
Unarmed damage: 2D6+3 (fists)
Ac Bonus: +1
Unarmoured Speed Bonus: +20ft

Armor Class Total : 16
AC Touch : 13
AC Flat-footed : 13

Total HP : 40
Speed : 50ft (+20ft unarmoured speed bonus)
Initiative : 3



ABILITIES
Flurry of Blows
Unarmed Strike
Still Mind
Ki Strike
Slow Fall (30ft)
Purity of Body
Evasion
Improved Unarmed Strike


FEATS
Stunning Fist
Combat Reflexes
Improved trip
Improved Natural Attack
Power Attack
Cleave
Greater Cleave


Languages known: Common

Weapons:
Fists: +1 to hit, damage 2D6+3
Quarter Staff

Necklace of Natural Weapons: Necklace of Natural Weapons: The enhancement bonuses on this necklace are applied to attack and damage rolls involving one or more of the wearer’s natural weapons. In addition, any weapon special quality may be applied to this necklace, and the quality then applies to those natural weapons as well. For instance, a +1 throwing returning necklace of natural weapons would apply its enhancement bonus and the throwing and returning special abilities to one or more of the wearer’s natural weapons.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor; Market Price: 600 gp, plus the cost of the enhancement bonuses, multiplied by the number of natural weapons affected. A +1 necklace of natural weapons that affects one natural weapon costs 2,600 gp; if the same necklace affects six natural weapons, it costs 15,600 gp.
Elemental Gem
Potion of Cure Light Wounds x2
Backpack
Bed Roll
Winter Blanket
Flint & steel
Lamp
Waterskin
Rations x4

43gp 3sp
 
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Reactions: Aarkom
Elliot "Eli" Silverkin
Human Duskblade (6), Chaotic Good

HP: 40 AC: 16 Initiative: +1 Base Speed: 30ft

STR: 16 +3 (+1 for leveling)
DEX: 12 +1
CON: 14 +2
INT: 16 +3
WIS: 10 +0
CHA: 8 -1

BAB: +6/+1 (+3 STR, +1 Masterwork)

Fort: +7 Ref: +3 Will: +6

On Person
Masterwork Glaive (10lbs)
Mithril Breastplate (15lbs)
Beltpouch (1/2lbs)
Beltpouch (1/2lbs)
Flint & Steel (-)
Inkpen (-)
Paper, sheet x5 (-)
Backpack (2lbs)
Sewing Needle (-)
Signal Whistle (-)
Waterskin (4lbs)
String (-)
Potion of Mage Armor

In Backpack
Bedroll (5lbs)
Blanket (3lbs)
Crowbar (5lbs)
Lantern, hooded (3lbs)
Rations, trail x5 (5lbs)
Soap (1lbs)
Oil, pint x2 (2lbs)
Rope, hempen 50ft (10lbs)
Torch (1lbs)
Potion of Cure Light Wounds x3
Potion of Mage Armor (1/2lbs all potions)

Gold: 327

Weight on Person: 30lbs Weight In Backpack: 35lbs Total: 65lbs

Light Load: <76lbs Medium Load: 77-153lbs Heavy Load: 154-230lbs
Lift: 230lbs/460 overload Drag: 1,150lbs

Class Abilities
Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex): Can wear light and medium armor without arcane spell chance failure.

Combat Casting: Received Combat Casting as a bonus feat.

Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

Quick Cast: Can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.

Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter.

Feats
Knowledge Devotion
Power Attack
Combat Reflexes
Versatile Spellcaster

Skills

Climb 2 (+3, -1 armor check)
Concentration 12 (9 ranks, +2)
Craft 3 (+3)
Decipher Script 6 (3 ranks, +3)
Jump 2 (+3, -1)
Knowledge (arcana) 12 (9 ranks, +3)Knowledge (architecture and engineering) 3 (+3)
Knowledge (dungeoneering) 3 (+3)Knowledge (geography) 3 (+3)Knowledge (history) 3 (+3)Knowledge (local) 3 (+3)Knowledge (nature) 8 (5 ranks, +3)
Knowledge (nobility and royalty) 3 (+3)Knowledge (psionics) 3 (+3)Knowledge (religion) 3 (+3)
Knowledge (planes) 3 (+3)
Ride 4 (3 ranks, +1)
Sense Motive 5 (5 ranks)
Spellcraft 8 (5 ranks, +3)
Swim 2 (+3, -1)

0 Level
Detect Magic
Read Magic
Disrupt Undead
Touch of Fatigue
Dancing Lights

1st Level
Shocking Grasp
Chill Touch
Ray of Enfeeblement
Blade of Blood
True Strike

2nd Level
Dimension Hop
Touch of Idiocy

Spells Per Day

0: 6
1: 7
2: 4


 
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thief-in-skyrim-game-1600x1200.jpg
Fulchard Decugis
Human Ranger (6), True Neutral
Strength 12(+1)
Dexterity 17(+3)
Constitution 12(+1)
Intelligence 13(+1)
Wisdom 11(+0)
Charisma 12(+1)
Size:Medium
Height:6' 0"
Weight:185 lb
Skin:Light
Eyes:Hazel
Hair:Blond Wavy; Beardless
Total Hit Points: 35
Speed: 30 feet
Armor Class: 16 = 10 +3 [studded] +3 [dexterity]
Fulchard Decugis's Equipment:
27 lb
1 lb
2 lb
5 lb
2 lb
2 lb
_____
39 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x1
Backpack
Bedroll
Caltrops
Flint and steel
Spell component pouch
Total
Fulchard Decugis's Skills + Abilities:
Touch AC: 13
Flat-footed: 13
Initiative modifier:+3 = +3 [dexterity]
Fortitude save:+6 = 5 [base] +1 [constitution]
Reflex save:+8 = 5 [base] +3 [dexterity]
Will save:+2 = 2 [base]
Attack (handheld):+7/+2 = 6 [base] +1 [strength]
Attack (unarmed):+7/+2 = 6 [base] +1 [strength]
Attack (missile):+9/+4 = 6 [base] +3 [dexterity]
Grapple check:+7/+2 = 6 [base] +1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Languages:Common, Elven
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Feats:
Endurance[free to rangers]
Point Blank Shot
Far Shot
Precise Shot
Rapid Shot[ranger archery track]
Many Shot[ranger archery track]
Quick Draw
Track[free to rangers]
Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
AppraiseInt1 =
+1
BalanceDex*3 =
+3
BluffCha1 =
+1
ClimbStr*4 =
+1
+3
ConcentrationCon6 =
+1
+5
Craft_1Int1 =
+1
Craft_2Int1 =
+1
Craft_3Int1 =
+1
DiplomacyCha1 =
+1
DisguiseCha1 =
+1
Escape ArtistDex*3 =
+3
ForgeryInt1 =
+1
Gather InformationCha1 =
+1
Handle AnimalCha9 =
+1
+8
HealWis0 =
+0
HideDex*10 =
+3
+7
IntimidateCha1 =
+1
JumpStr*1 =
+1
Knowledge (geography)Int5 =
+1
+4
ListenWis3 =
+0
+3
Move SilentlyDex*11 =
+3
+8
Perform_1Cha1 =
+1
Perform_2Cha1 =
+1
Perform_3Cha1 =
+1
Perform_4Cha1 =
+1
Perform_5Cha1 =
+1
RideDex12 =
+3
+7 +2 [handle animal]
SearchInt6 =
+1
+5
Sense MotiveWis0 =
+0
SpotWis8 =
+0
+8
SurvivalWis5 =
+0
+5
SwimStr**6 =
+1
+5
Use RopeDex7 =
+3
+4
* = check penalty for wearing armor
Handle Animal >=5 ranks gives +2 on wild empathy checks.
Search >=5 ranks gives +2 on survival checks while tracking.
First-level Ranger spells: 1 per day
Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Ranger:
Favored enemies
Track as bonus feat (already included)
Combat Style
Endurance
Wild empathy (roll level + charisma bonus)
Endurance (level 3)
Animal Companion (level 4)
Woodland Stride (level 7)
Swift Tracker (level 8)
Evasion (level 9)
Camouflage (level 13)
Hide in Plain Sight (level 17)
Favored Enemies:
Humanoids (orc) +2
Undead +4
This ranger chose the archery track.
ClassHP rolled
Level 1:Ranger8
Level 2:Ranger5
Level 3:Ranger2
Level 4: Ranger 3+1 to dexterity
Level 5:Ranger8
Level 6:Ranger3
Fulchard Decugis's Companion - Elko:
Animal Companion: Eagle
Small Animal
Hit dice 1d8+1 (5 hit points)
Initiative +2 (Dex)
Speed 10 feet, fly 80 feet
AC: 14 ( +1 small +2 Dex +1 natural)
Attacks: 2 claws +3 melee (Weapon Finesse); Bite -2 melee (Weapon Finesse);
Damage 1d3 (claw); 1d4 (bite);
Saves: Fort +3; Ref +4; Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +6; Spot +6;
Feats: Weapon Finesse (Bite, Claw)
Link, share spells
Bonus tricks: 1
Fulchard is a lone ranger archer from a town up in the Vaelorian Mountains. He does not recall much of his earlier life, besides the fact that his old home was attacked by hordes of undead. The screams and cries of the townspeople still haunt his mind, and how he cowardly fled without giving the other inhabitants of the town a second thought. There was nothing left for him in this world, except an offer from a dwarf to accompany him to Crimvale Keep. Thinking that this was an opportunity to get his old town out of his mind, and a chance to explore the keep he had been hearing about so much, he instantaneously jumped on the offer. He departed for the keep along with his eagle, Elko.​
 
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Siris
1350575688480.jpg

Male

Aged 135
Elven Ranger
Level 7
Lawful Neutral
Strength 11 (+1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 11 (+1)

HP: 64
Move Speed: 30

Base Attack Bonus +7/+2

Fort +7
Reflex +8
Will +4

CMB +8
CMD (21)
AC (17)
Hero Points (1)
Intiative (+3)

Profs: Simple, Light Armour, Medium Armour, Shields, Martial
Favoured Enemy: Dragons & Constructs
Favoured Terrain: Underground
Languages: Common, Elven, Celestial, Draconic

Climb 5(str), Handle Animal 7(cha) Heal 5(wis) knowledge 5(nature) (int), Knowledge 5(geography) (int), perception 6(wis),ride 1(dex), stealth 6(dex), Survival 8(wis), swim 6(str) Acrobatics 6(dex) diplomacy 2 (cha) Escape Artist 1 (dex)

Spells:
Summon Natures Ally I
Talk To Animals
Talk to Plants
SPD: 2|1

Track (+half level to following tracks)
-

Wild Empathy (level+cha, improves animals mod w/30 feet)
-

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
-

Keen Senses: Elves receive a +2 racial bonus on Perception checks.
-

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
-

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Hunters Bond (Bond with companions)
-
Endurance (Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.)
-
Track (+half level to following tracks)
-

Woodland Stride (no dmg from any kind of overgrowth)
-

Animal Affinity (+2 to Animal Handling and Ride checks)

Diehard (You automatically stabilise and stay alive below 0 hp)
-

Precise Shot (You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.)
-

Point Blank Shot (You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.)
-
Rapid Reload (you can reload your crossbow and take a second shot if you're standing still)


Traits
Never Stop Shooting (Even when the chips are down, you keep on shooting. If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.)
-

Adopted (You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.)
-

Tunnel Fighter (Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit)
-

Paranoid (You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.)

Mithral Chain Shirt +4AC +6DEX Bonus 12.5lbs
Light Crossbow Crossbow Range 80ft 4lbs
Tri Point Double Edged Sword 14 lbs
Longsword 4lbs
Short Sword 2lbs
Brass Knuckles 1lb

Backpack 2lbs
Bedroll 5lbs
Flask 2lbs
Flint & Steel
Grappling Hook 4lbs
Healers Kit 1lb
Abandoned by parents at ten months, Siris was adopted by a Dwarven couple, returning home after visiting family in the lowland caves. At first, everybody else was wary, but they quickly came to accept him. His adoptive father was a miner, and so at the age of fifteen Siris joined him in the mines. He was a good worker, but when his father died ten years later, having been killed by a group of religious extremists, he became incredibly paranoid.

He continued working in the mines for another twenty years, participating in weekly fights to earn some extra cash. He then moved away to find his own people, and although he was not trusted much, he became a Ranger. At the age of fifty-two he married, and by sixty-three he had three children. By the time he was seventy-one, the children had moved away, and he grew bored with life.

For the next fifty years he fluttered in and out of several adventures. His children had children, and they were starting to have children. Siris wanted something exciting. His wife supported his cause, but he could not find any job worth doing.

And then he found the fellowship.
 
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Jezebeth




Name: Jezabeth
Class: Sorcerer 10
Race: Tiefling
Alignment: Chaotic Good
Exp: 72300

STR 8 -1
DEX 14 +2
CON 16 +3 (+2 racial)
INT 14 +2
WIS 10 0 (-2 racial)
CHA 26 +8 (+4 racial, +1 4th level bonus, +1 8th level bonus, +4 item)

BAB 5
Melee 4
Ranged 7

CM bonus +4
CM defense 16/14 FL

FORTITUDE +7
REFLEX +6
WILL +10
(+4 save vs poison)

AC 14/12 Tch/12 fl

Initiative +2
Speed 30ft
HP 78hp
Hero Points 1

Languages Common, Infernal, Dwarven, Elven

SKILLS
Acrobatics +2 (+2 DEX)
Appraise* +6(=1 rank,+2 INT, +3CS)
Bluff* +20(+9 rank, +8 CHA, +3 CS,)
Climb -1 (-1 STR)
Diplomacy* +26 (+10rank, +8 CHA, +3 CS, +5 item)
Disguise +8 (+8 CHA)
Escape Artist +4 (+2 DEX, +2 race)
Fly* +2 (+0 rank, +2 DEX, +0CS)
Heal 0
Intimidate* +14 (+1 rank, +8 CHA, +3 CS, +2 race)
Know (Arcana)*+15 (+10 rank, +2 INT, +3 CS)
Perception +3 (+3 WIS)
Ride +2 (+2 DEX)
Sense Motive 0
Spellcraft* +15 (+10 rank, +2 INT, +3 CS)
Stealth +4 (+2 DEX, +2 Race)
Survival 0
Swim -1 (-1 STR)
UMD* +12 (+1 rank, +8 CHA, +3 CS)
SPELLS
0 Detect Magic
0
Spark
0 Drench
0 Ghost Sound
0 Jolt
0 Mage Hand
0 Read Magic

0 Acid Splash
0 Prestidigitation
1 Ray of Enfeeblement
1 Feather Fall
1 Magic Missile
1 Protection from Good
1 Silent Image

1Hydraulic Push
1 Vanish
1 Enlarge Person
2 Mirror Image
2 Scorching Ray

2Eagle's Splendor
2 Oppressive Boredom
2 Stone Call
2 Pyrotechnics
2 Rope Trick
3 Fireball
3suggestion
3
Haste
3 Tongues
3 Slow
3 Dispel Magic
4 Wall of Ice
4 Dragon's Breath
4 Charm Monster
4 Wave of Pain (1001 Spells)
5 Telekinesis

Lvl0: 9 any
Lvl1: 7 9/day
Lvl2: 6 8/day
Lvl3: 5 8/day

Lvl4:3 7/day
Lvl5:1 5/day

Spell save DC: 19+ spell level
Caster level: 10
Vs SR: +10
Conc. Check: +19
Melee Touch: +4
Ranged Touch: +7
Infernal: +2 DC on charm spells
RACIAL TRAITS
Fiendish Resistance
Darkvision
Fiendish Sorcerey


Bloodline Powers

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet. (DC23)


FEATS
Eschew Materials
Simple Weapon Proficiency – All
Spell Focus – Evocation
Spell Specialization – Fireball

Empower Spell
Iron Will
Craft Wondrous Item
Dazing Spell

TRAITS
Metamagic Master (regional) - Fireball
Magical Lineage (magical) - Fireball
GEAR

On Person

Phylactery of Faithfulness
Amulet of Natural Armor (+2)
Cloak of Resistance (+1)

Headband of alluring charisma (+4)
Potion of Cure Light Wounds
Ioun torch
Corset of Cleavage (+5 diplomacy)
wand of Mage Armor (41)
Potion of Jump
x1 Resist Energy Potion
x1 Cure Moderate Wounds Potion
x1 Scroll of Expeditious Retreat

x1 Spider Climb Potion
1x Flash Powder
1x Thunderstone
1x Potion of Enlarge Person

Escape Dust
Alchemist’s Fire x 9
Belt puch
Dagger

Selective Metamagic Rod (lesser)
Elemental Metamagic Rod (lesser)
Merciful Metamagic Rod (lesser)

In Masterwork Backpack
Crossbow, light (H)
Underwater heavy crossbow with 36 bolts
Dagger
Canteen
Ink & Pen (H)
Journal (H)

Bed roll (H)
Belt puch
Flint & steel

Grooming Kit
Mirror
1x Potion of Enlarge Person

Potion of Jump
Wand of Keen Edge (40 charges)
Wand of Web (37 charges)
Wand of Passwall (1charge)
Wand of Shocking Grasp (49 charges) gave to regal
crossbow bolts from dead family (hidden)
elixer of swimming



SCROLLS – Scroll case

Unseen servant
Detect Charm
Floating Disc

Magic Aura
Magic Weapon


Knock
Opressive Boredom

Create Treasure Map x2
Scroll of Remove Fear
Scroll of Spider Climb
Scroll of Greater Magic Fang
Scroll of Deathwatch
Scroll of Inflict Light Wounds
Scroll of Barkskin
Scroll of Bless
scroll of Crafter's Fortune x2
scroll of Endure Elements
scroll of Adoration
Scroll of Buoyancy (W)
Scroll of Detect Evil x2

Jezebeth was once an accomplished weapons merchant and fence, anything for the gold. She was recruited along with her brother by the angels of Serendark for their various talents, to perform their tasks for them. All that seemed like a lifetime ago though.
It was in the city of Vartus, the last mission those cursed angels sent Jezebeth and her brother on that her life was shattered. There in the city it happened. In some twist of fate the group of adventures sent to destroy the city had succeeded. Either thought their own feats or another means the Four Blood Gate was cast open for the Lich and his approaching army tore the city asunder and descended into the Underdark that had been looked away for millennia.
During their mission to open the gates Jez and her brother had been separated. Feanaro her brother had left to follow a lead several days earlier and there had been no contact from him since. It was the final day of their quest before they would be bought back to Serendark Castle and Jez left the group in search of her brother.
In the chaos of the attack the giant doors were blown open leveling part of the city. The undead army swarmed through the city slaughtering and survivors that were left only to be raised by their master. In the aftermath that followed Jez searched the rubble for her brother. In the remains of the cities prison that’s where he was found. The stupid fool had got himself captured by the city watch and left to rot as the city was being destroyed. Jez slumped over his lifeless body overcome by grief. Hours turned into days, Jez still cling to her brother’s body felt it wasn’t worth continuing when an old, grey haired man approached her.
The man identified himself as Eldlhin. He offered his aid to the clearly distraught women. With his assistance they buried the body of Feanaro. Day past and eventually Eldlhin convinced Jez that she needed to continue with her life, she couldn’t just stay by her brother’s grave grieving forever. In time Jez agreed that she needed to move on with her life and journeyed with Eldlhin. Months past as the two continued together, Jez offered the two protection and Eldlhin helped Jez recover. They got by moving town to town picking up casual work and offering her services for board and lodgings.
After 4 months Jez asked the question that had been bothering her for some time to Eldlhin. Why help me, why help a hell spawn such as me. His response was simple; ‘You shouldn’t judge a book by its cover. Don’t let you heritage determine your future. Just because you are a tiefling doesn’t mean you have to do evil acts. You’re a master of you own destiny. Let you own actions determine you character and fate.’ It was true in the months they had been together Jez hadn’t been compelled to take part in an evil act, apart from the occasion time they had to poach a deer to survive. Maybe she only did bad and selfish things because that’s what everyone expected of her.
They travelled for years together like this Jez listening to Eldlhin’s teachings hoping to become a better person. Throughout their travels Jez heard many rumors and legends. The one that infatuated her was a story about the dead never truly being dead. She wondered if it was a possibility that maybe her beloved brother was not gone. Is there a way to bring him back? Jez asked Eldlhin about this and he said that anything was possible, after all the wondrous and in explainable things he had seen in his life. Maybe if the sums of your life’s deeds are great enough a higher power may judge you worthy enough to fulfill this quest of yours.
One night Eldlhin told Jez about a mountain like castle, a daemon king and a huge amount treasure and magical items and its denizens. He told her that this may be the perfect place for her to look if she was serious about finding a way to bring her brother back.
The journey there took many weeks. One evening after a long trek as the climbed atop a hill they say a huge building in the distance with tourch light twinkling from various places and smoke rising from the base. Was this the castle they had been seeking? Eldlhin suggested that the camp the night there on the hill as it may be too dangerous to travel so close to this castle at night.
The sun broke on the horizon and Jez woke. Something wasn’t right normally she awoke to the smell of Eldlhin’s cooking that she had become accustomed to. He was gone. She searched frantically for him in the surrounding area. Not again, Its happened again. Someone she cared about so much had gone. Jez broke down in tears, she was alone again. How was she going to cope? How would she carry on with her quest? She felt like a helpless child once again.
She tried to compose herself and started packing her things up and found a small silver box. She opened it and there was a note from Eldlhin. He said that he had to leave on an errand of great importance. He was deeply sorry he couldn’t continue their journey together. Above all else remember his teachings, don’t judge to quickly, that your own actions define yourself and anything is possible. I believe you can accomplish whatever you set your mind to. Finally it said about a item in the box. Take this to aid you in your quest to bring your brother back, it was a small scripture affixed to a leather cord.
With these last words of encouragement and the years of Eldlhin’s teachings Jez felt invigorated again. A feeling she had never felt in her life before. She packed up her things and marched towards the monolithic castle that stood before.
 
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Aashi Johar
Human Bard (7)
Lawful good
Common, Celestial
Hero Points: 1
Experience: 44, 644
Strength: 11 (+0)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 17 (+3)

HIT POINTS: 41
Armor Class: 12
Touch: 11
Flat-Foot: 11
Base Attack Bonus: +5
CMB: +5
CMD: +16

Fort: +3
Ref: +6
Will: +7
Aashi-Johar-page-0011_zps799c60d5.jpg

Feats:
Extra Performance: Use bardic performance for an additional 6 rounds per day.

Point Blank Shot: +1 bonus to attack and damage rolls with ranged weapons at ranges up to 30 feet

Precise Shot: No penalty for shooting into melee.

Quick Draw: Draw weapon as a free action

Self Sufficient: +2 bonus on Heal and Survival Checks

Traits:
Sacred Touch: You were exposed as a potent source of positive energy as a child, perhaps by being under the right cosmic sign,or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying by simply touching it.

Undead Slayer: Instructed at a young age in the tenants of the faith of Pharasma, you view the undead as abominations that must be destroyed so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage rolls against undead.

Equipment:​
Silk Robes: (+1 AC)
Rapier 1d6 2 lbs (x2 if crit)
Shortbow 1d6 60 ft. 2 lbs (x3 if crit)
Arrows (17) 3 lbs
Backpack 2 lbs
Bedroll 5 lbs
Blanket, winter 3 lbs
Alchemist Fire
Flash Powder
Thunderstone
Enlarge Person
Cat's Grace
Shield of Faith

Potion of Endure Elements
Potion of Cat's Grace
Invisbilty Potion
Spider Climb Potion

Cure Moderate Wounds Potion
Resist Energy Potion
Wand of Cure Light Wounds (46 charges)
Masterwork Violin 3 lbs +2 to Perform Checks
Healer's kit x 5 (5 lbs)

Gold: 1,500G, 4S
Carrying Capacity: 25 lbs, light load

Spell List:

Lvl 0 Spells:
Light
Lullaby
Ghost Sound
Detect Magic
Message
Prestidigitation

Daily allotment: Unlimited

Lvl 1 Spells:
Cure Light Wounds
Charm Person
Sleep
Confusion, lesser
Identify
Remove Fear

Daily Allotment: 4/4

Lvl 2 Spells:
Blindness/Deafened
Cure Moderate Wounds
Suggestion
Heroism
Hold Person

Daily allotment: 1/3

Lvl 3 Spells:
Cure Serious Wounds
Invisibility Sphere
Crushing Despair

Daily allotment: 1/1

Bardic Performance: 17/21 per day

Class Abilities:

Bardic Knowledge (Ex)
: A bard adds half his class level (minimum 1) on 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.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, thePerform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment)magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such asStealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.

Cantrips: Bards 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.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy,Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy,Handle Animal).

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.


beautiful-black-woman13_zps0b93648b.jpg

PATH FINDER CHARATER
Qwentessa Witari
Druid (7)
Neutral Good
Common, Druidic, Slyvan
Hero Point: 0
Strength: 11 (0)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intellect: 16 (+3)
Wisdom: 19 (+4)
Charisma: 11 (0)

Fort: +6
Ref: +3
Will: +9
BAB: +5
AC: 13
HP: 35
CMB: 5+0= 5
CMD: 10+5+0+1+0=16

[Equipment]
Leather Armor (+2 AC, Max Dex 6)
Quarter Staff (1d6, Blug, Crit x2)
Backpack
Bedroll
Rope, silk (50 ft)
Water Skin
Acid Flask
Alchemist Fire
Cure Light Wounds
Jump Potion
Mage Armor
Potion of Lesser Restoration
Scroll of Remove Fear
Scroll of Soften Earth and Stone
Holy Water Flask
12g pearl
13g lapis lazuli
Total Weight: 36 lbs, Light Load
Total Gold: 4170g, 9sp

[Skills]
Total Skill points: 40
Climb (Str): 2 rank + 3 class
Craft (Int): -
Fly (Dex): 1 rank +3 class
Handle Animal (Cha): 2 rank +3 class
Heal (Wis): Rank 5 +3 class
Knowledge [geography] (Int): Rank 2 +3 class
Knowledge [nature] (Int): Rank 3 +3 class
Perception (Wis): 5 ranks +3 class
Profession (Wis): -
Ride (Dex): 2 ranks +3 class
Spellcraft (Int): 2 ranks + 3 class
Survival (Wis): 1 rank +3 class
Swim (Str): 2 rank +3 class
Diplomacy (Cha): Rank 3
Use Magical Device (Cha): Rank 4
Sense Motive (Wis): Rank 3
Stealth (Dex): Rank 3

[Feats]
Combat Casting - +4 bonus on concentration check made to cast a spell or use a spell like ability when casting on the defensive or while grappled.
Magical Aptitude +2 bonus to spellcraft and Use Magic Device checks
Self Sufficient - +2 on heal and survival checks
Enlarge Spell - Double spell range

[Traits]
Beast of the Society (Druid Society) - 2 hours in small or medium animal forms instead of 1.
Reincarnated - +2 trait bonus on saving throws against fear or death effects

[Specials]
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. Domain: ANIMAL

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII(animals only), 9th—shapechange.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (seeUsing Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

[Spells]
Level 0
Detect Magic
Detect Poison
Light
Stabilze

Level 1
Produce Flame
Goodberry
Cure Light Wounds
Burning Disarm

Keen Senses

Level 2
Divine Trident
Fire Sneeze
Burning Gaze
Heat Metal

Level 3
Call Lightning
Cure Moderate Wounds
Mad Monkeys

Level 4
Create Holds

[Wild Shape]
Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

Dire Bear
Dire Wolf
Great Horned Owl

[History]
I know wat chu dinkin'. Chu thinkin' a druid like me shouldn't take a likin' in treasure. Dat is true, a good druid would not care. And I am good, least I dink so. I dun't care much for da treasure but I am curious 'bout dis castle. For years me and mah brudahs have roamed da forest of our home, and we wondered wat it's doin' dere. I suppose I should blame mah curiosity. I left mah family and traveled a liddle ways and found de oddest ding. A dwarf! He tells me his name is Torrim and he's lookin' for people for his expedition. O course I join him! Two people are better than one. Den he tells me he's got moar people. He's such a liddle ding but energetic though.
[EXP]
24,479

GUILD VAULT


48 hydra teeth
Scales, organs and bones from Hydra
1 intact bedroll
Shovel
Empty wine bottle
Ebony Staff - Broken in two, bottom half is recovered
Ivory Statuette of a Drow Noble Lady - Damaged, worth 233g
Figurine of Lady Nendra (matching the broken one in the Guild Bank, valued at 500g)
Delay Poison potion
Scroll of Magic Aura (1/1)
Potion of Lesser Restoration
Scroll of Expeditious Retreat
+1 Leather Glamered Armour (appears as a black tunic) - reserved for Sayles
Serpent parts, preserved with Gentle Repose by Kiyoshi
Keys from the Orcs (1 golden, 1 silver, 1 brass)
Waterskin
Charred chest from the Undead chamber, containing ashes beneath a false leather bottom with demonic sigils cut into it
Alduin's Crown (valued at 4000 gold)
Masterwork Axe Knuckles (+1, Intelligent Lawful Evil, with Vampiric Touch 1/Day)
 
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Grumpy that's gross.

*Continues to kiss his Dungeon Master's guide.*
 
I need to read this tome of battle, maybe come up with an interesting character for next time.
 
Provided the Book of Weeaboo Fightan Magic has not made it to the 'so very, very banned' list by that point.
 
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